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Title: Designing Deadly Deserts for your DnD Campaign! | Thematic Terrains
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If you want to drop your adventuring
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party into a landscape that is
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unforgiving yet feels inspiring and
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alien compared to the temperate fantasy
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terrains that we're familiar with, then
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I think deserts are a great choice. You
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have blistering heat, arid winds,
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endless dunes, and horizons that blur in
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haze and mirage. Travel through deserts
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becomes a battle against dehydration,
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disorientation, and exposure to the sun.
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In classic fantasy, deserts are symbols
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of desolation,
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mystery, and ancient power. A place
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stripped of comfort where only the
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resilient, the cunning, or the
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supernatural tend to thrive. Hi, welcome
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back aboard the Earth Mo. I'm Randall
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and welcome to our thematic terrain
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series where we take a look at different
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terrain types for use in our hex crawl
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and D&D sandbox campaigns. We'll break
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down their unique themes, features, and
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the monsters that call them home. So,
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today we head off into the shimmering
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heat of the deserts.
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Before we design our desert hex's, it's
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helpful to think about how they have
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been portrayed in mythology,
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storytelling, and culture. Deserts are
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more than just hot, dry places. They can
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function as metaphors, as trials, as
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spiritual crucibles, and gateways to
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lost civilizations. Here are a few
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different themes that you can lean into
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when you're designing your own desert
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hex. Number one is the desert as a trial
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of survival and isolation. Deserts
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represent emptiness, silence, and those
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ideas of harsh survival. In a desert,
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the biggest danger to a party or a
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person isn't any one given monster. It's
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the world, the desert terrain itself.
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That sun is unrelenting. Water is really
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precious and scarce and landmarks that
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the party uses to navigate shift with
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the wind, erasing those paths and
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memories, causing that disorientation.
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Deserts are an environment that are
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truly actively trying to kill the people
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that occupy that space. They are not
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really meant to be there. Characters
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crossing a desert endure that physical
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hardship, but also psychological
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pressures. They face loneliness, the
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ideas of isolation away from
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civilization. They face fatigue from the
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unrelenting sun. And if they begin to
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lack food or water, they may suffer from
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hallucinations
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within the desert. I think deserts work
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really well for adventures where the
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kind of narrative function you're trying
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to get across is sort of the story is a
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struggle itself. Really crossing those
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sands becomes some sort of right of
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endurance that the party or figures are
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facing when they are undertaking it.
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Number two, deserts as ancient forgotten
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worlds. The dry arid heat can preserve
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ruins, bones, and relics for ages past.
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Many realworld myths place ancient
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kingdoms beneath sand dunes waiting to
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be uncovered. You can use your sunken
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temples, your buried necropolis, or even
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entire cities swallowed by sandstorms.
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Deserts are really a natural backdrop
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for that exploration and discovery.
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Secrets lie inches beneath the surface
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of the sand. History really can sleep
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under those layers, waiting to be
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uncovered. A desert's emptiness kind of
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creates a sense of mystery. Sort of a
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what was here before the sands arrived
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or what still lies beneath them. And
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don't forget, sand dunes shift and move
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over time. So, this gives you a great
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opportunity to unearth some of those
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ruins lost for ages for your party to go
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ahead and explore. Number three, deserts
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as mystical, spiritual, or visionary
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spaces. Many traditions view the desert
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as a place of purification and
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revelation. Prophets, hermits, and
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aesthetics all retreat to the desert
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seeking divine or spiritual insights.
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Isolation tends to become clarity. At
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the same time, I think it's worth
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mentioning that the deserts can harbor
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elucery dangers. You can have miragages,
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false oases, or malevolent spirits of
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sand and wind that occupy your
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fantastical deserts. They often
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represent that border between the mortal
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and supernatural forces. Think of things
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like jin, ephriti, other elementals,
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even leaning into things like ancient
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curses. All work really well for these
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kind of spiritual or divine spaces. This
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makes the desert ideal for magic or
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mythic storytelling where that reality
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tends to blur under these extreme and
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hostile conditions.
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So, with our themes in mind, let's go
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ahead and take a look at a few different
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ways we can functionally use those
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deserts within our campaign worlds, each
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with their own kind of different
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narrative purpose that we can lean on.
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And of course, you can mix and match
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these to shape your different desert
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hex's and locations accordingly. So,
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number one, we're looking at the harsh
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trial or ordeal. The symbolic role in
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this case is to really test the
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worthiness and resilience of the party.
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Our narrative function in this case is
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really travel becomes a crucible. Those
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who cross the desert emerge changed or
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with some sort of new found insight. So
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tools for designing these types of
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deserts. I would look into maybe making
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some mechanics or understanding the
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mechanics for your game system on
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exhaustion, dehydration, and heat. I
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would look at using weather in this
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case. So, winds and sandstorms that can
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disorient your party, maybe make them
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get lost easier or possibly separate
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them from one another if they get caught
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in this bad weather. And then I would
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also look into using maybe that crushing
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sense of scale. The desert can go on for
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miles with nothing really distinct
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causing them to get disoriented and
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really play up that isolated feeling in
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a desert all alone. So I would use this
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if I want the desert to feel like an
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antagonist itself. really creating that
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tension through attrition and resource
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scarcity. Number two, we have the lost
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civilization or buried secrets function.
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The symbolic role in this case is to
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really have memories preserved beneath
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the desert sand. Our narrative function
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in this case is the party's going to be
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making discoveries tied to ancient
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kingdoms or long dead magic. tools for
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designing these types of deserts. You're
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definitely leaning into those buried
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dungeons, half sunken statues, forgotten
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tombs, dungeonbased adventures are going
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to be critical here. You can have
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locations or entrances revealed after
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storms shift the sand dunes and the
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landscape in the desert. And then I
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would also think about what guardians
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are protecting these longlost spaces.
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Are they magical? Are they undead? Are
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they immortal? What was left to protect
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the forbidden knowledge? I would use
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this type of desert if I really want a
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mystery focused location. You're really
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leaning into those ruins, archaeology,
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and ancient horrors all packed into one
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location. Number three, mystical visions
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or the spiritual realm. So the symbolic
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role in this case is to play up
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revelation, illusion or spiritual
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testing. Our narrative function in this
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case is to really focus on encounters
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that challenge perceptions and beliefs
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of the party. Tools for designing these
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types of locations. I would definitely
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look into maybe miragebased illusions or
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hallucery terrain, misleading terrain,
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things like that that aren't quite what
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they seem to the party at first glance.
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I would look into, you know, spiritual
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forces, whether that's wind, sand
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spirits, um, other elementals would all
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work really great in this type of
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location. And then also you're going to
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have other interesting characters that
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are there for those kind of pilgrimages
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or divine revelations. So that could be
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nomadics, mystics, prophets, things like
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that. And you could also have other
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worldly courts. So maybe jin courts or
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fa courts that are hidden in these sands
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even though they're in the mortal half
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of the world. So, I'd use this function
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if my deserts are meant to feel mythic
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and otherworldly. Really, a place where
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those supernatural events manifest
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plainly within the open desert air.
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Deserts offer a really nice collection
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of creatures that work with the themes
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we've already discussed, but just desert
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environments in general. So, looking at
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the kind of creatures that would work
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well in our trial or survival themes,
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you're going to have giant scorpions,
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fire beetles, giant ant lines. These are
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all really great desert adapted
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predators. You can use giant vultures,
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rocks, manticores, all have ties to the
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desert. Purple worms and bouletes
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lurking underneath the sands are great
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predators that hack from below. And then
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you could use elementals. So dust
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methods, sand elementals, and other
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heatbased creatures or hazards would
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also work really well for this survival
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type theme. These creatures emphasize
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the desert's hostility and
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unpredictability. For themes of buried
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secrets and lost civilizations, of
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course, undead are your obvious choice.
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mummies being the classic in deserts.
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Uh, but you can have other undead
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guardians and ancient spirits, whites,
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that roam your halls as well that cause
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terror and horror for anyone who would
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search them. Lemias and sphinxes work
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well as these kind of fantastical
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creatures that can be tied to old or
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decaying kingdoms. And animated statues,
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golems, or other magically cursed
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guardians work well as creatures that
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have that kind of enduring or longlasted
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life. That would make sense for
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locations where they could still be
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threats to parties, you know, hundreds
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or thousands of years after the city was
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lost to the sands. These types of
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monsters make the desert feel like a
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place where the past really kind of
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refuses to stay buried and anyone who
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comes there will be reminded of that.
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Lastly, for the mystical, the visionary,
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and the supernatural themes, looking
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into those greater elemental spirits.
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So, Jin, the creatures of air and
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smokeless fire. They kind of work as
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wandering elemental nobles in the
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desert. It's a really fun and great
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theme. You can look at your planer
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creatures that are drawn to the heat of
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the desert. So, you're going to use your
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Asurers, your Ephriti, your fire
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salamanders. all would work nicely in
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this location. And then you can use your
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illusion casting creatures, whether
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that's fay, desert spirits, or
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miragebased creatures that distort
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reality. These would all work well in
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this theme. And then lastly, you're
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going to have celestial or prophetic
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figures dwelling in these locations,
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probably in solitude, but they might be
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in pilgrimages or groups as well. monks,
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hermits, kowal, naga as oracle serpents
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all work well. You could have angels or
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demons as well work in these locations.
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So these types of creatures reinforce
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the desert as that location that sort of
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offers a transitional space between the
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mortal world and the spiritual one. So
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hopefully that gives you a clear sense
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on how deserts function symbolically and
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thematically within our games. I like to
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think of them as landscapes of
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endurance, memory, and mysticism. Each
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offering its own tone for your sandbox
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game. And of course, mix and match these
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different functions to create unique
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desert regions, whether that's cursed
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tomblands, spiritual pilgrimage routes,
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or survival driven wastelands. How do
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you use deserts in your own D&D games?
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Let me know down in the comments below.
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If you enjoy the video, don't forget to
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like and subscribe and consider checking
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out Enchanted Nimbus, my monthly
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newsletter. Thanks for hopping aboard
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the Earth Mo. I'll see you in the next
