Over the last few years, I’ve posted a variety of things on Livejournal (which I haven’t used for over a year), the original Bossy the Cow site, and any number of message boards. In the interests of gathering these in one place, I’ll be posting one or two of these old articles here on HDWT. Here’s the first.
So, for today’s question, Rechan wants to know about the Demon Wastes. Page 163 of the Eberron Campaign Setting provides an adventure hook about Cyran refugees attempting to resettle the village of Desolate. Given the extremely barren and inhospitable nature of the Demon Wastes, Rechan wanted to know what the people of Desolate would do for food – and for that matter, how ANY non-fiendish creatures living in the Demon Wastes survive.
DINING IN THE WASTES
Before Desolate, let’s look at what the Wastes themselves have to offer. Most of the inhabitants of the Wastes prefer to dine on other inhabitants of the Wastes. The Demon Wastes include a high percentage of fiendish creatures (which account for most of the “fiend” population in the nation description). While these creatures can reproduce, many reproduce in very unusual ways. Fiendish vermin simply reproduce at an astonishing rate, while eating less than their natural counterparts. There are fiendish wolfpacks who emerge from pools of blood on any night with a full moon (and in Eberron, that’s almost every night). The Ghaash’kala in particular hunt fiendish creatures, both to eliminate the threats and also to sustain their people. So essentially, the ecosystem of the Demon Wastes ISN’T natural; fiendish creatures reproduce at a rapid rate but are held in check by the hunger of the other inhabitants of the wastes. Taking creatures like the blood wolves, even if left alone, their numbers never increase beyond a certain threshold; even if they are left alone, they fade away when struck by rays of the sun.
There are a few other options. While the land doesn’t support much vegetation, there are a few forms of mold that thrive there; like the fiendish creatures, these spread rapidly. Olladra’s Pus is a good source of protein, but tends to produce boils and running sores on those who eat it – ugly, but not especially debilitating. Gray Rage is another sustaining mold, but it amplifies aggression in all who consume it and will cause anyone beyond the adult age category to go mad. Despite this, both of these are popular choices among the barbarians of the Carrion Tribes, when they can’t find other creatures or people to eat. There’s also a few oases – manifest zones linked to Lamannia, which are sources of all manner of fruits. These are fiercely guarded by the local tribes or beasts.
OPTIONS FOR DESOLATE
What’s that? You’re a weary Cyran refugee and you don’t want to hunt fiendish vultures or eat gray paste that will cause you to kill your friends? Wimp. So with that in mind, how DOES Aundair plan to support their little Cyran experiment?
This is Aundair we’re talking about, and that means magic. In the Fallen district of Sharn, there is an artifact called Olladra’s Cauldron, which produces gruel every day, based on the Create Food & Water spell. It would be a big expenditure, but if Aundair was determined to create an outpost in a truly inhospitable area, they might create a central Create Food & Water “well”. It would limit the size of the community to the size the well could feed, but at that point, they’ll have to eat mold or fiendish bugs.
Alternately, House Vadalis or The Twelve may have been breeding animals or developing crops specifically tailored to thrive in difficult conditions. Vadalis doesn’t only create beasts for riding or fighting; by the numbers, the peace of Galifar lasted far longer than the Last War, and during the peace Vadalis was devoting most of their efforts to beasts of burden and livestock. So the Vadalis magebred brood hen lays a truly astonishing number of eggs each day, and so on. Perhaps someone has managed to come up with a variation of Olladra’s Pus that DOESN’T cause the reactions. Of course, if you want to keep it interesting, that someone has, but it’s Mordain the Fleshweaver – can you convince the mad transmuter to share the secret of his bountiful mold with you? It could be the key to colonizing the Demon Wastes and the Mournland!
So, normal crops won’t thrive in the Demon Wastes. But the key is that in Khorvaire, people turn to magic to solve their problems – so consider magical solutions.
In your opinion, would a central Create Food & Water “well” be more or less cost effective than shipping in supplies on a regular (probably monthly) basis?
Air shipments would incur the cost of hiring an airship, but could also provide adventure opportunities for a higher-level group, or at least a party with their own vehicle. I’m thinking about the times I saw food/supply shipments used as an adventure hook in Firefly.
The other main option for monthly supplies would be a wagon or small caravan of wagons, depending on the size of the community. The potential cost here would be related to the dangers of overland travel, and the chance the shipment might be lost to raiders. This could also provide a nice adventure hook for lower level characters, or for a party without their own vehicle. They could be hired as outriders to protect the caravan.
If you look at Desolate’s position on the map, a caravan is pretty much out of the question. You have to go through the Eldeen Reaches, then through the Labyrinth, then through a few hundred miles of the Wastes themselves. The dangers and time involved make that pretty unlikely.
Airship is obviously safer; the question is whether there’s an airship docking tower at Desolate. It’s a small settlement, and remember that airships are still relatively new in the world: they’ve only been in service for 30 years now. So the question is, what’s the cost balance of building a docking tower versus building the cornucopia well? Per the 4E ECG, Lyrandar is working to reestablish Desolate, so it makes sense that they would want to establish a docking tower there for long term use; it’s mainly a question of how long that will take. But that in and of itself could be a good adventure hook.
So the simple solution is shipping by sea. Desolate is a coastal settlement. That’s how it was established in the first place. Bringing in supplies by shipping across the Eldeen Bay is surely how they would deal with things as they began to reestablish the colony. The value of the cornucopia well as opposed to that is because it’s something present IN Desolate should such a supply ship be lost, hijacked, or what have you. If the settlement is entirely dependent on outside delivery, there’s that risk of what happens when that delivery fails to arrive.
In any case, a big question is how sophisticated Desolate is. Do they have a Sivis message station allowing them to call for emergency help when the shipment hasn’t shown up? Do they have an airship docking tower? Really, that’s your call depending what you want the experience of resettling the area to be. Perhaps they have a message stone, but only one gnome who can use it – so if he’s killed, communications are cut off.
I think the Firefly delivery team is an interesting idea for an adventuring group, and I’d be sure to challenge them with strange threats from the Wastes (fiendish locust swarms! Hungry stormclouds that must be driven away with a Lyrandar skill challenge!). But I also like the idea of an campaign with the adventurers based in Desolate itself – exploring, trying to establish stable relationships with the closest of the Carrion Tribes, trying to learn what happened to previous settlements – and potentially with the PC gnome bard BEING the one person who can operate the message stone, the PC cleric being the town healer, and so on.
Great stuff, looking forward to more of these.
Excellent thoughts! Thanks very much Keith
And yeah, I failed to look at a map before posting. I like the sound of getting there by sea, perhaps recruited as an integral part of getting the town going, and then doing things like helping to get an airship tower built.