Burning Savanna
Fire has taken the land and will not let go. Volcanoes smoke on the horizon, lava runs in the cracks and ash falls like grey snow. The ground is warm underfoot, and at night the hills glow red. Warm grassland scattered with trees such as acacias and baobabs, green in the rains and golden in the dry season. It holds the great herds and the hunters that follow them, and the horizon is always far.
Over the year it averages 24 °C.
Hear it
- Volcano: Volcanic Field (In the album RPG Ambiences Vol. 2)
- On foot: Walking in a Volcanic Field (On Patreon, Guardian tier)
- In a storm: Thunderous Volcanic Field (On Patreon, Guardian tier)
- Lava: Lava Plains (On Patreon, Guardian tier)
- In the wind: Lava Windy Plains (On Patreon, Guardian tier)
- Fire: Burning Forest (In the album RPG Ambiences Vol. 2)
- By day: Savannah (In the album RPG Ambiences Vol. 1)
- By the river: River in Savannah (On Patreon, Guardian tier)
- At night: Savannah Night Camp (In the album RPG Ambiences Vol. 1)
- At camp: Stone Age Camp on Savannah (On Patreon, Guardian tier)
- Crushing heat: Cicadas Field (On Patreon, Raven tier)
- Thirst: Windy Desert (In the album RPG Ambiences Vol. 1)
For the table
- Ground
- open, about 30 km a day on foot
- Seasons
- 21 °C in the heart of winter, 28 °C in the heart of summer
- Water
- by season
- Foraging
- poor
Hazards
- Crushing heat. At midday the heat wears a walker down far faster than the road. Those who know the land travel at dawn and dusk and rest in the shade.
- Thirst. Water is far apart and not always where the map says. A day without drinking in the heat is enough to put a traveller down.
- Wildfire. In the dry season, grass and scrub burn fast, driven by the wind. A fire front outruns a person on foot.
- Searing air. The heat rises from the ground as much as it falls from the sun, and it does not ease at night.
- Ember rain. Gusts carry glowing embers and hot ash. Cloth, hair and dry packs catch at a touch.
- Crusted lava. A black crust over a river of lava looks like any other rock until it cracks.
D&D 5e
- Plays as
- grassland, fast pace at most
- Checks
- forage: Survival DC 15 · find the way: DC 5 · search: DC 15
- Creatures are spotted at
- 6d6 × 10 ft
- Crushing heat. At 38 °C (100 °F) or hotter, anyone exposed without drinkable water makes a Constitution save at the end of each hour, DC 5 then 1 higher each hour, or gains 1 Exhaustion. Medium or heavy armour gives Disadvantage; fire resistance passes automatically.
- Thirst. Each Medium creature needs about 4 litres (1 gallon) of water a day. Drinking less than half of it brings 1 Exhaustion at the end of the day, which does not go until a full day's water is drunk.
- Searing air. At 38 °C (100 °F) or hotter, a creature exposed without drinkable water makes a Constitution save at the end of each hour, DC 5 and then 1 higher each hour, or gains 1 Exhaustion level. Medium or Heavy armor gives Disadvantage; Fire resistance or immunity passes automatically.
- Ember rain. A creature on fire takes 1d4 Fire damage at the start of each of its turns. It can spend an action dropping Prone and rolling to put itself out; dousing, plunging into a liquid or smothering the flames does it too.
- Crusted lava. (House rule) A DC 14 Wisdom (Survival) check spots a crust before the party crosses it. A creature that breaks through makes a DC 13 Dexterity save, taking 6d10 Fire damage on a failure, or 2d10 on a success as it scrambles out.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder Second Edition
- Plays as (Pathfinder Second Edition)
- plains, open terrain, about 32 km a day at Speed 25
- Checks
- Subsist: Survival DC 15 · Sense Direction: Survival DC 15
- Random encounters
- flat check DC 12 each day
- Crushing heat. Temperature bands (GM Core p. 95): from 35 °C (mild heat) travellers tire after 4 hours; from 41 °C (severe heat) they take minor fire damage (1d6 to 2d6) every hour; from 46 °C (extreme heat), every 10 minutes. In high humidity the mild and severe thresholds are about 8 °C lower.
- Thirst. Without enough water a creature is fatigued; after its Constitution modifier + 1 days without drinking it takes 1d4 damage an hour, which cannot be healed until it drinks (GM Core p. 43).
- Wildfire. A wildfire front advances up to about 20 m a round in forest, twice that on plains; flames are hazardous terrain (moderate damage, 4d6 to 6d6, plus persistent fire), smoke works like fog and can suffocate (GM Core p. 97).
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: this rules layer is based on the following Licensed Material: Pathfinder Player Core © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer; Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan Bonner and Mark Seifter. Authors: Amirali Attar Olyaee, Logan Bonner, Creighton Broadhurst, Jason Bulmahn, James Case, Jesse Decker, Eleanor Ferron, Fabby Garza Marroquín, Jaym Gates, Matthew Goetz, James Jacobs, Brian R. James, Jenny Jarzabski, Dustin Knight, Jason LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen Radney-MacFarland, David N. Ross, Michael Sayre, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Clark Valentine, Landon Winkler, and Linda Zayas-Palmer; Pathfinder Monster Core © 2024 Paizo Inc., Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. If you use our Licensed Material in your own published work, please credit us as follows: Biomes, Pathfinder Second Edition rules layer © 2026 Michael Ghelfi. Reserved Material: the names of Biomes and its catalogues, its descriptions, sounds, art and code. Pathfinder is a registered trademark of Paizo Inc.; this site is not published, endorsed, or specifically approved by Paizo Inc.
Adventure hooks
- A glassblower wants an escort into the burning land, where sand fused by the lava keeps the last voice it heard before it cooled. She is looking for the piece that holds her brother’s, who died the night the fire came.
- Two villages on either side of the fire have quarrelled for generations over whose fault it is, and each hires the party, separately, to prove it was the other. Both are wrong: it was an old goatherd’s wish, made in a temper fifty years ago, and he is still alive and still rather proud of it.
- Under the ash lies a town buried in a single night, its people still seated at table. In one house a lamp burns: a clerk has spent eleven years keeping the dead town’s ledgers in perfect order, and he does not want to be rescued.
- A fire priest pays handsomely for an escort to the heart of the burning, where he means to ask the fire to go out. On the way the party notices that he never sweats, and that the fire seems to be following him rather than the other way round.
- The great herds are late, and the lion prides have turned to the herders’ cattle. The elders forbid killing a lion before the herds return; the young men will not wait much longer.
- The hollow of an old baobab is the village water store, sealed with clay. Someone broke the seal and drank it dry, two weeks before the rains, and the footprints lead toward the neighbouring village.
- An old guide offers to show the party a waterhole nobody else knows, if they escort his grandson’s bride-price, forty goats, to a village eight days away. The goats have opinions about the route.
- A grass fire has swept the plain, and in the ash stands a ring of standing stones nobody remembers seeing. Vultures circle above it all day without ever landing.
What grows here
- African Baobab (tree). A savanna tree five to twenty-five metres tall with an enormous trunk up to fourteen metres across, bare of leaves for about eight months a year. It grows across the dry, hot savannas of mainland Africa and can store over a hundred thousand litres of water in its trunk. People eat the powdery fruit pulp and the young leaves, press the seeds for oil and twist the bark fibre into rope and cloth. Food of: African Bush Elephant. Gives: Baobab Fruit, Baobab Leaves, Baobab Bark Fibre.
- Gum Arabic Tree (tree). A small thorny deciduous tree five to twelve metres tall that fixes nitrogen and enriches poor soils. It grows in the semi-desert lands of Africa south of the Sahara, Oman, Pakistan and western India. Cuts in its bark weep gum arabic, Sudan's great export, and its roots and bark give strong cord. Gives: Gum Arabic, Gum Arabic Tree Bark.
- Kapok (tree). A giant of the tropical forest, up to 60 m tall, with huge buttress roots and a spiny trunk; it flowers while bare of leaves and is pollinated by bats. Native to the American tropics and probably to West and Central Africa, it is held sacred by the Maya and in Caribbean and Surinamese traditions. People take the floss of its pods, oil from its seeds and a light wood. Food of: Goat. Food of: Sheep. Food of: Cattle. Gives: Kapok Floss, Kapok Seed, Kapok Wood.
- Umbrella Thorn (tree). A flat-topped acacia that reaches twenty metres where water allows and shrinks to a wiry bush in the driest places, armed with pairs of thorns, one long and pale, one short, curved and dark. It grows across the savannas and the Sahel of Africa and into the Middle East, in heat, drought and salty soils. Its coiled pods and leaves feed goats and camels, its bark gives tannin and string, and its wood makes posts and furniture. Food of: Goat. Food of: Dromedary. Gives: Umbrella Thorn Bark, Umbrella Thorn Wood.
Animals
- African Buffalo (man-killer, in herds, day and night)
- African Bush Elephant (man-killer, in herds, day and night)
- Lion (man-killer, in packs, by night)
- Tiger (man-killer, alone, by night)
- Black Rhinoceros (can wound or kill, alone, by day)
- Common Ostrich (can wound or kill, in flocks, by day)
- Green Anaconda (can wound or kill, alone, at dawn and dusk)
- Spotted Hyena (can wound or kill, in packs, by night)
- Plains Zebra (dangerous if cornered, in herds, by day)
- Western Honey Bee (dangerous if cornered, in colonies, by day)
Kept here
- Cattle (can wound or kill, in herds, by day)
- Water Buffalo (can wound or kill, in herds, day and night)
- Goat (dangerous if cornered, in herds, by day)
- Horse (dangerous if cornered, in herds, at dawn and dusk)
Creatures
- Magma Mephit (a threat to the unwary, Challenge 1/2)
- Magmin (a threat to the unwary, Challenge 1/2)
- Azer (a fight to fear, Challenge 2)
- Hell Hound (a fight to fear, Challenge 3)
- Red Dragon (deadly, Challenge 4-24)
- Fire Elemental (deadly, Challenge 5)
- Salamander (deadly, Challenge 5)
- Fire Giant (deadly, Challenge 9)
Also met here
- Axe Beak (a threat to the unwary, Challenge 1/4)
- Giant Venomous Snake (a threat to the unwary, Challenge 1/4)
- Giant Wolf Spider (a threat to the unwary, Challenge 1/4)
- Gnoll (a threat to the unwary, Challenge 1/2)
- Brass Dragon (a fight to fear, Challenge 1-20)
- Giant Hyena (a fight to fear, Challenge 1)
- Giant Vulture (a fight to fear, Challenge 1)
- Ankheg (a fight to fear, Challenge 2)
- Centaur (a threat to the unwary, Challenge 2)
- Weretiger (a fight to fear, Challenge 4)
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
To gather
Obsidian Powder, Ash Lizard Egg, Firenewt Bile, Native Sulfur Crystal, Volcanic Fume, Efreeti Ashes, Salamander Brain, Azer Flame, African Buffalo Hide, African Buffalo Meat, Baobab Bark Fibre, Baobab Fruit, Baobab Leaves, Beeswax Block, Cattle Fat, Cattle Hide, Cow Milk, Ostrich Egg, Ostrich Plume, Ostrich Leather, Goat Hide, Goat Milk, Goat Wool, Gum Arabic Tree Bark, Gum Arabic, Honey Comb, Horsehair, Kapok Floss, Kapok Seed, Kapok Wood, Lion Mane, Plains Zebra Hide, Plains Zebra Meat, Spotted Hyena Paw, Spotted Hyena Tail, Umbrella Thorn Bark, Umbrella Thorn Wood, Buffalo Hide, Buffalo Milk, Western Honey Bee Propolis, African Bush Elephant Hide, Crystallized Honey, Elephant Ivory Powder, Green Anaconda Fat, Lion Claw, Lion Tail, Rhinoceros Horn Powder, Black Rhinoceros Horn, Tiger Bone, Tiger Pelt, Agave Leaf, Amaranth Seed, Beetle Wing, Dinosaur Skin, Snake Venom, Enchanted Sugar Pinch, Eucalyptus Leaf, Concentrated Venom, First Morning Dew, Jackalwere Fur, Leucrotta Jaw, Lightning Strike Ash, Whirlwind Heart, Lycanthrope Fur
Beneath
Near the surface the rock keeps the year's mean warmth, without seasons; it warms as one goes down.
- At the surface
- 24 °C
- 100 m
- 27 °C
- 500 m
- 38 °C
- 1 km
- 52 °C
- 3 km
- 107 °C
A town here
How large a town this land can feed, what it makes and what it must buy. Build it in Hearth
The same milieu, otherwise
Savanna, Blessed Savanna, Dead Savanna, Primeval Savanna
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