Biome 02

The Sunken Savannah

The horizon swallows the earth, then your steps sink into a vast flooded plain—calm waters soothe your weary feet between islands of ancient, towering trees.

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Description

The horizon appears to draw close and the sky seems to consume the ground, as if the edge of the world is about to rise up before you.

As you step onto the celestial surface, you realise that you are in a vast flooded plain. With the exception of small islets sheltering immense trees with massive trunks, there seems to be no dry land in sight. However, the water calmly enveloping your legs never exceeds a few feet in depth, and it seems to reinvigorate your tired muscles, making the journey easier.

Outposts

Due to the scarcity of local resources, there are no settlements within the Sunken Savannahs. However, because they extend over long distances and have waters that are friendly to travellers, it is common to find wanderers and adventurers using the Savannahs as a route for their travels.

Aiming to help such travellers, outposts were built; small establishments on the sparse islets of the Savannahs, opposing the region’s scarcity.

When you enter a Sunken Savannah at night, the darkness will make you lose your way, prohibiting you from leaving the Savannah until dawn.

Magic

The magic of this biome must answer the following question:

How do you tame the power of waterfalls? How do you learn the fluidity of brooks?

Ambient Music

Spirit of the Plains
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Encounters

  1. The water embracing your legs seems to heal your fatigue and encourage you on your journey. You have +1 Courage bonus (max 5) until you cross the line between day and night on your Clock.

  2. A traveller crosses your path. Turn to page 56 to define who you meet. The traveller will not be here when you return.

  3. You find an outpost. Learn more on page 23.

  4. You come across a Hedgebog. Learn more about them on page 22. Draw a card to find out what type of Hedgebog you have encountered.

    • A Docile Hedgebog.

    • A Hostile Hedgebog.

  5. You meet a Saddle-Duck. What does it look like? You can ride them if you feed them or succeed in a Test of Courage. They can take you to any previously explored hex without moving your Clock, returning to their original hex immediately after.

Cartography

You are currently slogging across a sunken savannah.

The horizon swallows the earth, then your steps sink into a vast flooded plain—calm waters soothe your weary feet between islands of ancient, towering trees. · Explore