The Blastlands

A windswept landscape of carbon ash and minerals, the northern most edge of the region is wreathed by perpetual violent storms.

Geography

The Bleak Deltas. Along the western reaches of the region where it meets the leaching waters of the Rotmire and Endless Canopy lies a vast delta. Filtered through the waters of the morass, driven southward by the winds of the Air Divide, the Bleak Deltas create ever-changing rivers that border the wastes.

The Desert of Devouring. Where the Blastlands meet the Endless Canopy and the Barrens there range titanic worms that hunt anything that dare venture from the plains and forests. The lycan fear the worms and revere them as the rulers of this desert, though will relentlessly pursue any one that would stray from its dominion.

The Etch Strath. The cut of desert between the ranges of the Wraith Spine, where the worst of the winds abate it carries precious crystalline dust to litter the valley's sands. Set within an imposing cleft in the mountains is the last draconic domain, the lair cities of Kor'ak.

The Onyx Vortex. Raging as an eternal storm along the whole of the north, the winds biting away at the chasm of the Air Divide throwing the black dust over all the Blastlands.

Roads and Landmarks

The Dustway. The oft traveled road leading out of the Green Reach south along eastern edge of the region connecting Ghent and Mahlul.

The Quarter Winds. A stable cyclone of elemental air, said to a slumbering Primordial Titan that seeks offerings to grant mortal desires.

Settlements

Officium 46.2. An Arkyme Outpost within the central reaches of the Blastlands, and sole permanent settlement in the region. Protected by impenetrable wards, the members of the Arkyme are able to conduct studies of the powerful forces of elemental Air.

Ruins and Subterrane

Below the ceaseless winds of the Blastlands in the Depths lies the Cluster. A mass of explosive crystalline growth that forms the Gem Spires to the south. Many postulate that if not for the violent winds tearing away at the crystal that it would jut forth so as to unseat the world from its place in the sky. Fissures and gorges dot the landscape, allowing the powerful elemental wind to enter into the Depths.

Remethyr. Worn by the blackened dust carried upon the winds, a ruin of uncertain origin lies in the west of the region. The magical wards said to protect it keep any from learning the nature of those who built it.

Saet. A vacated ruin of the draconic along the Dustway. Subject to continual desecration by travelers passing upon the road.