Three hexes southeast, three south of Alakran.
The sand dunes resume on the western side of the Scarp here, and recall to us the lore of those who walk them.
Sandwalkers are druids attuned to a dry
climate. "Sandwalker" is their own name for their order, but common
people sometimes use the less modest term "sandspeaker." They are more
an animistic than a strictly religious tradition, revering spirits of
the sky, land, plants and animals of the desert. As with druids in
greener places, most sandwalkers follow the tradition of the Land, and
use their powers to aid agriculture and husbandry of communities in the
desert lands and fringes. A few, though, are nightwalkers who follow the
Moon, prowling the wastes in the guise of a fierce desert animal,
guarding their people from more immediate and pressing threats.
There
is no special habit or costume that sandwalkers wear. They dress
functionally, fully covered in light-colored cloth, with a veil or scarf
that can cover their face from a blinding sandstorm. Thus they look
like many nomads or hunters. They have a sign, the Dune Mark, that is
two intertwined horizontal S shapes, signifying the shifting sands. This
sign might be tattooed on their person, carved on their staff, or
stained into a leather amulet around their neck. If seen marked on a
stone or plant in nature, the "swelling" side (rising curve of the S)
might point to some place of interest, refuge, or supply cache.
The
magical powers of sandwalkers come from their attunement with nature.
They try to maintain a flow, imposing their will on nature and drawing
nature's will into them. Creating water is their most sacred and useful
rite. If there is any kind of ceremony presided over by a sandwalker, it
will involve anointing, drinking, or spilling magically created water.
To reverse the rite and Destroy Water is strictly forbidden, an act that
will set the sandwalker down the dark path of being allied to the
desert rather than to humanity.
If a sandwalker can summon or
turn into an animal, it will be a desert animal, or a creature of
dryland watercourses (crocodile, hippopotamus). Their plant powers
likewise fit the environment. Their Goodberries are cactus fruits
(nopales). If they summon plants to Entangle they will be cacti and
thorny bushes. Their Barkskin is cactus skin, and if a hit with a bodily
weapon is blocked by this armor, the attacker takes d4 damage that
cannot reduce its hp below 1. At higher levels, instead of summoning a
Sleet Storm, they summon a Dust Storm, a howling vortex of obscuring
winds with the same effects, and their Ice Storm is actually a Sand
Storm that does slashing instead of cold damage.
Sandwalkers
learn their craft at the side of a teacher who by tradition takes only
one apprentice at a time. By nature they are solitary and seek to spread
out to do the most good rather than club together and risk complacency
or conflict. But each desert region holds an annual conclave of
sandwalkers at a natural feature of striking appearance. The local one
takes place at the stepped sandstone basin of Kisalma Barim, 125 miles
due south of Mu-Asharru, in the hottest part of the year, at the end of
Abu the month of the Lion. Attendance is not mandatory, but highly
recommended, for few people truly understand sandwalkers except their
own kind.
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