Topologia: A Strange Campaign Setting, Part 4b
Today, Part 4b of the Topologia campaign completes exploration of the Ironbarb Crags and their many wonders.
The Ironbarb Crags (Volcanic Wasteland) – (continued)

A huge number of images have been edited and composited to create this otherworldly landscape – to many to actually credit in a caption, so I’ve done so in the boxed text below. Click on the image to see a full-sized version (1280 x 2328 pixels, 912K).
The base image is colorful-grand-prismatic-spring-3864377.jpg by Mike Goad.
I replaced the trees in the original with extracts from the Bryce Canyon photo that I used in the previous post, by Pexels and extended the sky massively.
To the foreground, I added a color-shifted extract from geothermal-1230618.jpg by chenyenting1218.
The mud pools were extracted from a number of images in combination, with lots of color-shifting and editing:
- thermal-spring-63080.jpg by WikiImages;
- geyser-6707021.jpg by Siegfried Poepperl;
- grand-prismatic-spring-4356635.jpg by laserdad;
- yellowstones-opal-pool-3866233.jpg, also by Mike Goad.
- I also mixed in a little mud-85.jpg by Simon, suitably color-sihifted and perspective-shifted, of course.
I constructed the dome-shaped plants from
crystal-7428278.jpg by Fractals99.The smaller flowers were created from
ice-crystal-1749562.jpg by none other than long-time provider of images used by Campaign Mastery, Gerd Altmann.The crystal spires were assembled by combining original artwork with various distorted extracts from multiple images in combination, color-shifted as necessary. I knew I needed a lot of these, so I resourced accordingly:
- pure-quartz-67383.jpg by Stefan Schweihofer was the main source; plus,
- pure-quartz-67382.jpg also by Stefan Schweihofer;
- crystal-1685590.jpg by Robert Strasser;
- fluorite-2467110.jpg, by Jasmin777;
- rock-crystal-4572588.jpg by Hans;
- quartz-7224817.jpg by beauty_of_nature;
- stone-9792655.jpg by u_x2otn2b6rr; and
- rock-crystal-238075.jpg by Manfred Antranias Zimmer.
All of the above were sourced from Pixabay.
Finally, I threw in some Orcs for scale, extracted from an image by JonHodgson on Deviantart. This image was actually created for the One Ring supplement, “Rivendell” by Cubicle 7 (NB: The link on the DeviantArt page is out of date). Unfortunately, they did not renew the license in 2019 and you might have trouble finding a copy these days. The license is now held by the Free Publishing League and they haven’t republished Rivendell – but they do have an expansion that logically includes Rivendell, Realms Of The Three Rings.
Whew – by my count, that’s 19 source images, and more than 6,000 layers of composite!! No wonder it’s taken almost a week to assemble…
Plant Life in the Ironbarb
From Fire-cacti to Tumblingweed, from Honey Spores to Dagger-root, from Applebombs to Ghost Orchids, Mire-Blooms, Glass Coral and Sun-Eater Moss, it’s fair to say that for a wasteland, this area is fairly teeming with life, and all of it unusual and different and interesting – and much of it dangerous. And that’s before we even consider the animal life!
Some of these plants can be found throughout the Crags, some can be found only in isolated regions within the broader Crags. Most of it doesn’t just survive the environment, it has evolved to turn that environment to its advantage. But none of this plant life is completely ubiquitous – even the more widespread plant varieties will not be found in some of the niche habitats. In all cases, it is a matter of a plant species being “everywhere but,” or “nowhere but”.
- snowflake-1093162.png by Samuel1983,
- snow-1847359.png by Anna,
- star-6852416.png by stcr68, and
- fall-304509.png by Clker-Free-Vector-Images,
Goldengrass
Probably the most ubiquitous plant-life in the entire Crags, found everywhere but in the mudflats. This is a short-bladed grass whose blades are darkish green on one side and golden yellow on the other. The blades turn so that the green ‘face’ perpetually faces the sun, unless the latter is hidden by dense clouds. It is able to do this because, like Lichen, it’s actually a combination of both plant and animal in symbiosis. Most of the time, it’s blades are only ten-twelve inches in length, even in a mature plant.
When it rains, the plants experience a period of rapid growth, about half-a-meter per full day of steady rainfall or per hour of more intense rain. In the process, they soak up metallic contaminates dissolved in the pooling waters with which they partially coat spores. This growth takes about 90 minutes per half-meter of additional length.
When the rain stops and things dry out – which happens very quickly due to the heat – the long blades with and dry as quickly as they grew. This releases the spores into the wind that follows the rain, a cloud of glittering dust that is potentially fatal to anyone with a susceptibility to asthma. These spores eventually fall to ground and lay dormant until the next rainfall, lodged in cracks and crevices or simply lying loose on the ground. When next it rains, the acidity from the water dissolves the metallic coating, enabling the spores to erupt as rapidly-growing new plants. Only if the water is too acidic will the plant fail to take root and thrive. An immature plant does not yet have the capacity to launch spores; it’s first 4-6 rainfalls are spent maturing and reaching the ‘basic length’ described. That might take 6 months, it might take a year, it might take longer.
The plant-element is chlorophyll-based and absorbs sunlight for energy and air for carbon dioxide and trace elements. It provides the green coloration on one side of the compound symbiote. In the process, it releases waste products including oxygen. Metallic salts carried on the wind, especially those formed with sulfur and dissolved in sulfuric acid (H2SO4) that dries into a powder with the dissolved minerals present as a contaminant, are also absorbed; the Sulfur is useful to the plant, as is the hydrogen, but more oxygen is produced than needed. Some of the oxygen is combined with some of the Hydrogen to make a small amount of pure water, which is used by the plant to sustain itself between rain periods.
However, unlike normal grass, there is not a lot of oxygen released to the atmosphere through this respiration process. The animal part of the symbiote consumes almost all of it, and some of the water produced by the plant, to keep itself alive, expelling its own waste in the process, and using the solid wastes produced by the plant – those metallic salts, returned to a metallic state – as a scaffolding exoskeleton on which to grow. The animal component gets the most nutrition when the plant component is at its most productive, which is achieved when the plant surface is exposed to the greatest amount of sunlight and air – so the natural ‘instinct’ of the animal is to achieve this by turning the stalks of its exoskeleton so that the plant face is as flat to the sun as possible.
Another way to think of this process is “Goldengrass thrives when it’s sunny and blooms when it isn’t” – not entirely true, but not entirely inaccurate, either.
More traditional animals are an excellent source of nutrition for both plant and animal components. The metallic exoskeletal layer that bonds animal to plant and vice-versa is typically very thin, like a razor-blade and quite capable of inflicting 1000 small cuts with every step of the animal if it is careless or foolish enough to sit or lie on the grass. Any corpse not consumed by a predator is quickly covered in a green carpet of Goldengrass that breaks it down. Thus, there is little need to bury the dead, which is a good thing, because the rocky ground is not amenable to such a practice.
Soft leather boots and shoes provide insufficient protection; hardened leather boots are the minimum protection needed. Fortunately, Goldengrass lies fairly flat to the ground compared to other grass varieties (except when triggered into rapid growth by rainfall), so such boots provide good protection until the plant enters it’s post-rainfall ‘bloom”, and the growth is such during such times that the plant can be more safely handled at such times. So it is safe for creatures to push through the larger plants; if it weren’t, few animals would be able to live in this ecology.
There are few permanent water-sources within the Crags, and some of these are too acidic for Goldengrass to tolerate; but when this is not the case, Goldengrass will float on the surface and extend roots to the ground beneath the water. Goldengrass in such conditions is in a state of perpetual “bloom”, but the spores that are produced are not developed enough to be fertile. But they can still impede the passage of vessels, particularly in the Everflow. It’s fair to say that the river is even more choked in plants in the wastelands even than it is in the adjacent swamps of the Shadowfen!
Goldengrass forms a critical ecological element of the Crags, supporting a variety of beetles and insects, which in turn supports birds and larger animal life. By insinuating itself into cracks in the rocks, it also facilitates the conversion of rocks into more fertile soil. In sci-fi terms, it could be said that it perpetually terraforms the hostile environment into a more viable ecological foundation.
Some creatures have been known to harvest Goldengrass and weave it into protective cloaks – a difficult and dangerous process, so these tend to belong only to the extremely wealthy or powerful, and a very thick / tough hide is needed to protect from this ‘coat of razor-blades’. Orcs can’t wear them – but Lizardfolk can, and so can Ogres. The latter are more inclined to weave them into mats, though – something that can catch less well-armored species out if they aren’t careful. Even the hospitality within the Crags can be dangerous!
Fire-cacti
Fire-cacti are relatively rare. They are red tree-like cacti with foot-long barbs, capable of inflicting lethal damage on anyone wearing a porous armor (chain-mail, ring-mail, bone-mail) if the wearer is careless. Soft leather and cloth provides no protection, either. While they can be seen everywhere but the mudflats and fields of Glass Coral, they are most common in the flatter regions where the crags are worn down, such as the Greater and Lesser wastes. They grow to heights of 1-2 meters (roughly, human height). Little is known about them.
Perhaps the most important fact is that their red coloration makes them blend into their environment, and that they feed on the fluids in any creature foolish enough to come into unprotected contact with one, sucking blood through the hollow barbs. One or two such are not life-threatening, but 50-100 such punctures can cause lethal blood loss in seconds.
As a general rule, the number of punctures for lethal effect is proportional to the cube of the height of the animal (or length if they are on all fours). So a 1/2m goat would be killed in 10 seconds by 50-100 x 1/2 x 1/2 x 1/2 = 6.25-12.5 = 7-12 punctures. If they take double that number, death would be in about 5 seconds.
Striking fire-cacti inflicts about 3 punctures per square inch. So hitting one with hands or an arm at right-angles to the cactus body would not be lethal to a human but the same could not be said of a small animal or a bird (5 square inches x 3 = 15 punctures).
Striking with an arm in line with the cactus body, or a leg, or an equal area is a bigger problem. 2 inches x 2 feet x 12 inches in foot x 3 barbs per square inch = 144 punctures. That’s lethal in 144/100 to 144/50 = 1.44 to 2.88 seconds. But most people pull away from such punctures instinctively (if they can), so they would survive the direct effects. However, blood loss of this scale leaves the victim delirious, dizzy, and possibly unconscious (an immediate save is called for), and in a dangerous environment that can be lethal indirectly. For a smaller animal like a goat or dog, even a large one, they have so much less blood volume to lose that there isn’t time to pull away – 1.44/8 = 0.18 so 0.18-0.36 seconds; unconsciousness would occur in about half this time. Just brushing against a fire-cactus will stun such an animal, and have a 50% chance of causing unconsciousness (with a 50-50 chance of falling against the cactus body). That’s a superficial contact; if the barbs penetrate fully, there isn’t time to pull far enough away to get free before unconsciousness and death.
Walking into a cactus body, or being thrown into one, doubles the number of penetrations to 288, halving the time to react before dying, and achieving full penetration of the barbs. There isn’t enough time to pull away before unconsciousness results. But a larger animal – a horse or cow – could do so, though there would still need to be a save vs unconsciousness, and – at best – they would be delirious from blood loss.
Tumblingweed
Unlike most life in the Crags, Tumblingweed is not dangerous, which is a good thing as it blows out of the crags into other regions with regularity. It’s a plant that blows from place to place like tumbleweed – but it’s alive and blooms when it finds moisture.

Image by Mark Marathon, CC BY-SA 3.0, via Wikimedia Commons, Resized and converted to webp by Mike (webp images are nothing but inconvenient in every way possible, but the original file was 83Mb as a gif, the resized version was 36Mb as a gif, and the webp is just 7.78Mb – so it was worth it!)
Tumblingweed looks like traditional tumbleweed until it blooms. The ends of each stalk produces a vivid tropical flower, and since the stalks are arranged in a more or less spherical structure, the visual becomes a ball of tropical flowers. The stalks behind these flowers become green and vibrant, and the central stalk that binds all of these stalks together into a single entity extrudes a taproot that begins to project through the natural floral arrangement.
But the interior is still highly dependent on sunlight, which is now blocked by the flowers. If the Tumblingweed root manages to find soft soil – Gardenia, Splinter, the Shadowfen fringe or even (less frequently) Zugarth or the Glassdust Desert – it anchors the plant, which waits to attract insects to spread its pollen. When that pollen encounters a suitable location, it forms a new plant which eventually seems to die and its central stalk to break apart, releasing a new Tumblingweed into Topologia.

Brunsvigia bosmaniae in flower near Nieuwoudtville, Cape Province, South Africa. Image by Rachel Saunders, CC BY-SA 3.0 via Wikimedia Commons.
Curiously, the blooms are not even close to identical; the slightest difference in conditions encountered seems to trigger a different set of genes controlling appearance, so that each Tumblingweed in bloom more closely resembles an arrangement of tropical flowers than an arrangement of a single species of tropical flower. The plant’s survival is greatly enhanced by offering as many alternative forms of ‘bait’ as possible, because it is already dying from a lack of light. But if you make allowance for that difference in appearance, the plant otherwise resembles the image of Brunsvigia bosmaniae above. To help visualize the difference,, here’s a tropical flower arrangement:

Image by Linnaea Mallette, CC0 Public Domain.
They mostly start out on the fringes of the Shadowfen (plenty of water there, so they bloom constantly), and from there, spread with the winds. There’s nothing to get in their way in the Greater and lesser wastes, or in the Glass Delta, so sightings in those areas are infrequent but regular occurrences. Those in the South eventually reach the Rainbow Falls or Optica River, where a secondary population always blooms. The central regions are dominated by the Everflow, which is a tertiary population running through the heart of the Crags; it would be dominant, but for the presence of Goldengrass, which (effectively) forms a barrier between the water and the Tumblingweed. In the North, they tend to bank up on the eastern side of the Fields of Glass Coral, making it difficult to transit from that area to the East.
Winds to the North: Tumblingweed reaches the edges of the Forests of Asthar. There’s moisture there, more than in the Crags, but the other thing that Tumblingweed needs is sunlight, and a lot of it; without it, the plant quickly dies, and loses its cohesion, falling apart. So you will hardly ever find Tumblingweed in the forests, and never in the southern mountains of Zugarth.
Winds to the South: Tumblingweed are mindless plants, so they don’t get confused by the directionless void. But they do tend to get caught by the comparatively dense crags from time to time, adding to the maze-like qualities of that area. Eventually, some will make it to the northern mountains, and can often be seen in the lower hills and valleys of Northern Zugarth. However, there’s lots more water here, and that limits how far they can tumble before blooming.
Winds to the West: Tumblingweed ‘encounters’ are comparatively rare through the rest of the Crags to the west, but occasionally a lone plant will reach the Gilded Glassdust Desert – where there is little to stop them other than a chance encounter with the Everflow or the central Oasis, which only spawns more of them. Almost all the Tumblingweed that gets into that region makes it through to the farms of Gardenia, where water is more likely to be encountered (but not certain). It’s relatively rare for any to reach the streets of Splinter.
Winds to the East: propels any loose Tumblingweed into the border fringes of the Shadowfen where one of two things happens: it finds water and blooms, or it dies from a lack of light (there’s a reason they are called the SHADOWfens).
There is one significant impact from the fact that these are living plants which have detached from their root system rather than dead ones, like ‘normal’ tumbleweed. They are very resistant to fire, and cannot be easily burned away to gain passage through one. Since the largest can be two meters (6 feet) in diameter, with hundreds of blooms, it forms a semi-impenetrable barrier to passage until a day or two after it blooms – given the frequency of rainfall in the Crags, that can be days or even weeks, and in the Desert, months.
Careful pruning can open passages for sunlight to reach the green leaves at the heart of the plant, so Tumblingweed is popular throughout Topologia for gardens. If the plant is still receiving light and moisture once the flowers die off, it will bloom every few days, until the stalks wither, die, and fall off, revealing new growth from the still-living roots and central stalk. The largest blooming Tumblingweed ever recorded (and verified) was an astonishing 24 feet in diameter! Caring for it was a full-time job for 3 gardeners and a supervisor!
Honey Spores
Less benign are Honeyspores, plants that capture hot air and explosive gasses like balloons and use them to move from place to place, dropping seeds like ballast as they go. Structurally, these are shaped roughly like inverted balloon-shaped cups, which trap the gasses naturally released in some areas of the Crags. The ‘cups’ are actually overlapping flower-petals, generally blue-to-purple in color, fading to white at the petal edges. When they achieve sufficient buoyancy, these break free of the parent plant and float away on the prevailing winds. A Honey Spore can flower multiple times in a season, but it’s a fragile plant in many respects, and does particularly poorly in colder temperatures.
It takes two Honey Spores to germinate a flower; almost half of them are infertile when released as a result. Only a germinated flower, with an insect intermediary, can distribute living seeds which will grow into new plants. It is to compensate for this that the plant flowers so frequently.
Because hot air rises and cool air flows in to take its place, any open flame tends to attract any Honey Spores in the immediate vicinity; since they are held aloft, in part, by explosively-flammable gasses, this is not good news for anyone using that flame for light or heat.
Most Honey Spores are about 10 inches in diameter, and a similar length, they hold about 8.6 liters of gas or less. Given the structural strength (weak) and the opening at the base, this is not enough to form a dangerous explosive per se; but it is enough to go off with a loud bang, the equivalent of a firework. Temporary hearing loss is possible, and burns, but the greatest danger comes from setting fire to other flammable things nearby.
The name itself is also significant. “Spores” are used to name a number of similar species in fantasy, so it’s an established name, even if a misnomer. “Honey” refers to the plant in two respects: the seeds are a creamy yellow color (actually, they are translucent but contain a creamy-yellow-colored liquid nutrient to assist the seed in growing); and the petals create an internal sticky honey-like sweet liquid that assists in binding the petals together into an air-tight surface. This makes the plants valuable, because the petals, when dried, can infuse that sweetness and flavor into drinks, cakes, and so on.
Dagger-root
Goldengrass isn’t the only plant that helps break down the rock into soil. A more dangerous one that can be found in most of the Crag Regions is Dagger-root. This is a vine that grows ‘underground’ but erupts in sharp vine-like tendrils in places eroded by the acidic waters. Eventually, this causes the rock to break apart, creating gaps that fill with water when it rains; in the extremely infrequent cold snaps, this can occasionally freeze and cause additional erosion, creating more opportunities for further growth of dagger-root.
The plant comes by it’s name because of the ‘blades’ of the root, which visually resemble tiny daggers (with broader blades than a dirk) and because walking on one is like attacking yourself with a -1 dagger (0-3 points of damage). Unless you happen to be wearing soft leather or cloth footwear, in which case it’s a +0 or +1 dagger, respectively, or (worst of all) barefoot (a +2 dagger), with damage to the feet doubled for the purposes of assessing movement rates.
Why on earth would you find yourself barefoot in the Crags? The answer lies in the many environmental hazards, several of which can save your feet at the expense of your footwear. In particular, wading through pools of concentrated acid can be very bad news. In fact, the only thing worse is staying put if you aren’t in some sort of protective shelter!
Applebombs
Applebombs look like apple trees, with a pronounced color difference. Immature fruit are traditional apple-red and have a sour flavor that some people like. As the fruit mature, the skin becomes more purple and deeper; this tint starts at the base of the fruit and spreads upwards, the darkening preceding the color shift. They never quite reach the color of plums, however. It is at this stage that they are most tasty – and most dangerous to pick and consume. Their flavor is like that of a roasted apple with a slightly nutty hint, and they are very sweet at this point. Gradually, the base of the fruit darkens still further and becomes quite bluish; it is at this point that they are ready to drop. When the fruit fall, they explode, scattering the seeds and attached nutrients within the upper half. This explosion is comparatively gentle – they are not little hand-grenades – but it blows the fruit into up to half-a-dozen chunks and distributes the 3 or 4 seeds over an area of about 20m diameter (66′), so it’s not inconsequential, either.
The danger in picking the fruit is that chemical compounds from the tree actually inhibit and delay this ripening at the top of the fruit so that the fruit doesn’t detonate prematurely; pick one, and this inhibiting is no longer in effect, and in just a day or two, they are ready to detonate.
Every now and then, some bright spark gets the idea of using these as a weapon. Individual fruit can provide a potent distraction to any creature that doesn’t recognize their nature. However, even mild jostling if carrying many of them can trigger a chain reaction in any sort of carrying container, and this is when they are the most dangerous, capable of inflicting half a d6 of explosive damage per fruit detonated.
For their weight, these explosive fruit are not worth the dangers of carrying them as a weapon. Individual trees can produce 50-100 fruit per year, and up to 1/6th of these can fall in strong winds before they are ready to detonate. They immediately begin the countdown to readiness for self-destruction, hidden beneath pools of acidic water or mud, should they land in one; they do not float on the surface. This is when they are potentially the most dangerous due to the potential secondary effects of detonation.
They are most concentrated in the lesser wastes, but have spread to the coast of the Southern Crags and into the greater wastes and the fringes of the fields of Glass Coral and the Mudflats..
Ghost Orchids
A delicate-looking but resilient flower that grows in the Directionless Void. It has translucent, iridescent petals that absorb and refract light, acting like a natural camouflage. It opens at night when the light and shadows are less confusing. Its roots extend deep into the earth to find pockets of water, and its seeds are so light they can be carried away by even the faintest breeze or a minor air disturbance created by a passing creature, helping them to scatter across the desolate void.
Mire-Blooms
Mire Blooms are found in the mud-flat. These low-lying, fungus-like organisms have a porous root system that acts as a natural filter, absorbing the toxic, mineral-rich mud and stripping away the harsh acids and heavy metals. Their surface is glassy, almost crystalline, and as a result they look like gemstones floating in the mud, content in temperatures measured in the hundreds of degrees. Minor variations in the concentrations of mineral nutrients give each a different color. Those minerals that the plant does not require as nutrients are then excreted in a hardened, crystalline form from the central stalk, floating on the surface surrounding the mire bloom. When these reach a size where they threaten the buoyancy of the central bloom, they break off and float independently around the plant. The resulting flat crystals are known as “Spectral Shards”.
The plant itself is a low-growing, hemispheric disc-shaped fungus that can survive by being partially buried in the mud.
Spectral Shards are often swept away by dust-storms or flash-floods and can be found scattered across the landscape.
There is something reminiscent of a giant snowflake to the Shards, but they are also unmistakably crystalline and organic in nature. Most of them exhibit 6-fold symmetry, but 5, 7, 8, 10, and 12-fold are not unheard of. 4-fold symmetry is comparatively rare and closer examination generally finds these to be more subtle variations on 8- and 12-fold symmetries.

Suneater Moss on a Spectral Shard. Refer to the panel on the left for image credits.
Created as a composite of:
all from Pixabay. Colors by Mike.
Sun-eater Moss
Spectral Shards provide a platform for the growth of a second life-form native to the mud pools, the Sun-Eater Moss. This plant has a complex biology.
This isn’t a typical moss that clings to rocks. Instead, it’s a type of parasitic lichen that attaches itself to the Spectral Shards. The moss uses a symbiotic relationship with a microscopic organism to absorb and convert the intense solar radiation of the crags directly into energy. When acidic rain falls, the moss releases a cloud of spores that are impervious to the acid and can travel to found new colonies. As with several of the organic and inorganic structures of the Crags, trace minerals impart different colorations to the Moss, sometimes bright but usually just a pale hint.
Moss colonies float on the mud until one touches the edge of a Shard. The presence of a stable platform enables a more rapid growth phase in the direction of the shard, growth that is (in part) achieved by starving that part of the colony not in contact with the shard, As a result, over the course of a week or two, the colony appears to ‘crawl onto’ the shard.
When it has colonized the shard, the moss becomes almost translucent, in order to capture light reflected by the shard, which – because of the dark background – has an extremely mirror-like appearance.
It is critical to understanding this organism that it requires quite a lot of light energy to thrive. The fact that there is very little to create shade in the mud-flats is vital to their natures. As it grows, the moss extracts trace minerals from both the Shard and the surrounding mud, which it uses as a food source. Technically, many of the biological processes of the Moss are actually inorganic chemistry, which anyone who engages in scientific study will find fascinating – alchemists, chemists, herbologists, etc.
To bind itself to the spectral shards, the moss exudes as a waste product a powerful, virtually-transparent, resin (were it not to have this vital quality, it would block the light that the moss needs in order to survive).
It is important to note that the moss is an extremely thin, light-weight passenger on the Shard. Where the shard goes, the moss goes with it. When two shards happen to land in the same place, they can bond together, creating a larger and more complex structure. These are grown both up and down into the mud until they anchor to the bottom of the mud-pool, resembling a mound of crystals.
This foundation is substantially hollow, filled with criss-crossing inorganic crystals bound together by the moss, which grows to fill the foundation; enough light trickles down the crystal forms that some of the moss even survives as much as a foot below the surface of the mud. The moss grows to completely fill the hollow structure, creating a super-colony. This super-colony exudes waste energy as heat, even in comparison to the geothermal heat of the mud-pools; this creates updrafts above them.
As additional Shards are blown through the air, they become vertically-oriented by these updrafts, creating a crystalline spire consisting of thousands or even millions of individual shards. Over millennia, layer upon layer of Shards, purified and excreted by generations of Silt-Sifters and then bonded together by the Sun-eater Moss, have grown into the massive, monolithic Crystal Spires that tower like redwoods above the mud flats, standing as a testament to the incredible, and often grotesque, adaptability of life in the Ironbarb Crags.
When these grow so large (3-5m diameter) that sufficient light can no longer penetrate deeply enough into the interior to feed the moss, it forms a multicolored rainbow ‘spine’ through the center that is refracted by the less opaque living moss and the fragments they bind together. The moss within isn’t dead; rather, it enters a third stage of life involving a crystalline cell structure that is more efficient at harvesting what little light still reaches them. More importantly, this reinforces the structural integrity of the Spires, enabling them to ascend to heights of 100-150 meters (330-500 feet) or more. The maximum thickness that can be achieved is around 8 to 15 meters (26-50 feet) at the base.
The largest spires weigh around 23.4 Kilotonnes, or 25,800 US tons. This, of course, is far too much to float on any mud, no matter how thick, hence the need for the foundations.
The spire, as it grows, weighs the existing foundation down, forcing it deeper into the soft bottom of the geothermal mud pool. The moss super-colony in the base must continually expand the foundation upwards and outwards to compensate for this; parts of the super-colony finding themselves too far below the surface die out, and strengthen and anchor the internal ‘vine’ of third-stage Moss that results. The spires are always well-supported as a result.
Because there is an organic and random element to the growth of these towering crystal spires, it is common for them to develop complex shapes over time.

Evolution of a Crystal Spire
This graphic illustrates the process. The original spire is shown as figure 1.
In figure 2, a new Shard has attached itself to the side of the spire.
By sheer chance, in figure 3, it has been joined by another that almost lines up. This shifts the support of the internal spine.
In figure 4, that shift causes a slab of the spire to break off and become a free shard. This causes the spine to return to something close to in-line with the original once past the ‘bulge’
Figure 5 shows the growth in the new crystal side-panel from the Moss’ growth, and how this extends the distortion in the spine upwards.
Eventually, as shown in figure 6, it reaches the top of the spire and further growth upwards continues to be centered around the spine’s new alignment. The nutrients, depth of the mud-pool, and size of the foundation all limit the cross-sectional size of the spire to a range centered around an optimum, but with increasing height this gradually narrows, resulting in a complex shape.
Figure 7 depicts all of these processes continuing. By chance, a new shard has attached on the opposite side to the first two, again shifting the alignment of the spine and causing a shard to detach from the right. This again shifts the strongest point of the spine, and creates a ‘knuckle’ in the spine where the old spire-tip was located. The shard that has broken off makes the resulting imbalance worse; the resulting tip is more likely to fracture back into loose shards until a more stable shape is achieved. Any further vertical growth in the meantime only exacerbates this tendency; eventually, either the entire section of ‘new growth’ will have broken away in small pieces, or a stable configuration will have evolved.
The featured illustration at the top of this article shows some of the complexity of form that can result.
The under-mud foundations create a new micro-environment, a labyrinth of interconnected Spectral Shards and the dormant, solidified forms of Sun-eater Moss. Naturally, a life-form has evolved to occupy the resulting ecological niche. Cue the Glass Coral!
Glass Coral
Glass Coral is another variety of filter-feeder, similar to sea-coral and sponges, but adapted to the high-pressure, acidic, and nutrient-rich environment of the mud. They grow in colonies that encrust the base of the spire and the surrounding bedrock.
Their bodies are composed of a tough, acid-resistant chitin-like material, and they have a system of internal channels that filter nutrients from the mud that flows over and through them.
Glass Coral thrive on the very toxins that kill other life. They absorb the acids and heavy metals, converting them into a harmless metallic crystalline waste product that helps solidify and stabilize the mud around the spire’s base. This in turn makes the mud a more ‘hospitable’ dwelling-place for the Mire Blooms.
Thus, the coral forms a unique three-cornered symbiotic relationship with the Sun-eater Moss and the Mire-Blooms. None of them can survive very well, let alone thrive, without the other two.
From time to time, a mud pool dries out, which of course kills the Mire-Blooms, and sends the Glass Coral into hibernation. To survive, the Mire-Blooms bury seeds in the chitin of the Coral, where it waits for life to again become possible beneath the mud. The exposed Glass Coral is iridescent because of the outer surface, a plant that shares many characteristics with petrified insects.
This is far more likely to occur away from the Everflow, water being an essential ingredient in mud; hence the northern part of the mud flats is known as the Fields Of Glass Coral. The Spires that grew back when the Fields were last vital remain, solidly anchored to the now-exposed pool-bottoms, but the Moss that binds them together no longer has access to the nutrients needed for growth; they can do little more than sustain themselves from sunlight and cannibalizing the minerals within the Spire.
This both weakens the spire and damages the perfection of its appearance; if revitalization through water turning the geothermally-heated earth back into mud does not occur in time, the spires will eventually collapse back into loose shards and the construction process will have to begin all over again at some future point, when conditions are again amenable.
This causes the average height of the spires amongst the fields of exposed coral to be 1/2 to 1/3 those of the mudflats.
But the damaged spires have one extra trick up their sleeves that makes them distinctive: the cannibalization process leaves small channels through the spires, causing them to whistle in the wind. Depending on its direction and strength, the spires thus produce different harmonies and natural song. When the wind is strong, this music tends to grow discordant and shrill, almost as though the spires themselves are protesting the increased likelihood of collapse under those conditions; when the wind drops to a light breeze, the melody is at it’s most musical.
Other Life in the Ironbarb
Despite the appearance of aridity, the plentiful vegetation supports a wealth of animals, the bulk of them hidden from view.
Beneath The Surface
There are dozens of varieties of insect that live beneath the surface of what soil there is. In fact, their primary reason for existing is to break down the rock that breaks loose or dissolves in the acid rains and turn it into something resembling soil. North of the Everflow, this all drains (eventually) into the Mudflats; South of it, everything heads for the Central Crags and the Directionless Void. Significant amounts also wash downriver in the Everflow, which acquires a rather muddy brown color from this point downriver.
But the next land downriver is the Glittering Glassdust Desert. Not only does the sand there capture some of the resulting soil to keep the banks of the Everflow green and fertile throughout its length, but they strip away virtually all of the toxins, depositing them in vast sediments of tiny crystalline shards and metallic particles deep below the surface. Over the length of the Everflow’s course through the Deserts, the looser ‘soil’ is cleansed of impurities, and almost all of it is then deposited on the banks of Gardenia, where the river becomes far shallower. By the time it reaches splinter, the water is again close to pure, though still colored with minuscule deposits of trace mineral salts. Today tinted blue, tomorrow violet or golden or red or even green or white, the Everflow is an ever-changing rainbow as it heads for the great waterfall, the Everflow Plunge.
In a very real sense, life all the way downstream is dependent on what happens in the Crags and how that is utilized downstream to contribute to the other unique environments of Topologia.
Surface Insects
Those who abide below the surface are fairly ubiquitous, spread evenly everywhere in the Crags to different extents, creating the very soil underfoot or contributing to its erosion should it be geothermally-created rocks. The occasional laval flow melts the soil and covers it with new rocky deposits, like a tree’s growth into rings or the layers of an onion.
As such, they have no need to display the abiding characteristic of all surface insects in the Crags – they do not swarm.
Almost every ecological niche that you can think of, with only a few exceptions, are fulfilled by one variety of swarming insect or another.
There are insect swarms that function as grass, binding areas of soil together with waste products, that live on nothing but the noxious air and cleanse it – a little – of anything worthwhile.
There are insect swarms that live on these insect swarms, concentrating the nutrients and discarding what they do not use, much like cattle.
There are insect swarms that hunt those cattle-swarms like lesser predators, some staying low to the ground and some soaring through the air like birds.
There are even some swarms that hunt and feed off those predatory swarms, intermediate-level predators.
And there are swarms that function as scavengers, recycling the dead into raw nutrients that are used by the sub-surface swarms to make new soil.
Swarm Characteristics
I have to emphasize that what follows is intended as guideline, suggestion, and sources of inspiration, only. I have not given these mechanics as much thought and testing as usual.
If a result seems wrong, too much or too little, change it. It’s a lot easier to make such assessments when starting with someone else’s numbers than when guesstimating your own answers in isolation, have you noticed?
Swarms can be identified by a number of traits that distinguish one from another. For any ecological niche that you name, there will be several different swarms that occupy that niche. These swarms do mutate and change regularly, so it’s actually rather pointless singling out which ones are currently dominant; eventually, that swarm will die out and be replaced by another, whose members are already gathering in numbers.
Defining a system of classification of Swarms is thus more useful than identifying specific varieties of insect.
As a general rule, swarms are identified by adjectives describing three attributes – a color attribute, a physical attribute, and a member size – coupled with the dominant ecological niche within which they operate, though these can be changed in sequence to more naturally roll off the tongue. “Greater Long-tailed Red Carpet-bugs” is a typical example.
Together, these labels define the type of behavior exhibited, the threat that they pose to humans and more conventional animals, what a swarm looks like as it approaches, and it’s collective size. But the characteristics for which they are named are actually (mostly) derivatives of six primary characteristics. These are: Swarm Volume, Packing Density, Population Density, Wing Length, Dominant Body Color, and Bond To Water.
Those characteristics can then be used individually or in combination to derive six secondary characteristics: Number of Targets, Total Mass of a swarm, Individual Insect Mass, Insect Size, Thorax Length, Total Body Length, and Operational Altitude.
Some of those – notable Insect Size and Thorax Length – then define three Tertiary characteristics: Intensity Of Attack, Damage Done by a bite or sting, and Thorax Girth. These 15 characteristics, plus the ecological niche, tell the GM everything he needs to know to ‘handle” a swarm in both in-game terms and game mechanics.
There is a set sequence in which these characteristics should be set to optimize the delivery of a particular swarm. But, rather than list that, let me instead simply describe the process. I’ll box off commentary and details on each characteristic so that readers can focus on the process and only delve into the details when it is useful to do so.
Swarm Volume
How large a volume of space typically contains a swarm?
If this swarm is to be the equivalent of a more normal animal, use 8 x the approximate volume of that animal, or 16 x for larger insects.
Otherwise just define a volume in cubic feet. If you more naturally think in meters than feet, one cubic meter is 35.3147 cubic feet, and 1 cubic foot is 1728 cubic inches.
Then take the logarithm (base 10) of the result and divide by 0.30103 for the actual Swarm Volume rating.
If you’re thinking “rabbit”, then length is a foot, width is about half a foot, and height (bent to create the body shape) is about 1/3 of a foot. Multiply those together and you get 1/6 cubic foot. x8 for the swarm equivalent is 1.3333 cubic feet, x16 would be 2.6667.
Log (1.3333) / 0.30103 = 0.125 / 0.30103 = 0.41.
Log (2.6667) / 0.30103 = 0.426 / 0.30103 = 1.42.“Divide by 0.30103” converts a base-10 logarithm in to a base-2 logarithm, so each +1 to the score doubles the volume occupied by a swarm.
Feel free to vary these results if your mental image is different.
Multiply the volume rating by 4 and round up.
That’s how many human-sized targets the swarm can attack at once.
A size rating of 0.41 x 4 = 1.64, rounds to 2.
A size rating of 1.42 x 4 = 5.68, rounds to 6.A cow is about 4 x a person, a large bull maybe 6 x, a horse maybe 8 x, a centaur 10 x. Use a quick estimate in all three directions and multiply the three together to convert as necessary.
Packing Density
This is an indicator of how much space an individual insect needs around it as a cube of space. The diagram below illustrates this using a common bee.

Based on insect-6532612 by matrix infotec from Pixabay.
So a bee is 1.9 thoraxes long, and 1.75 thoraxes high and wide. The wings are also 1.75 thoraxes in length, and are attached to the body such that the tips are 2 thoraxes from the underside. That’s a volume of 5.82 cubic thoraxes.
Note that in terms of volume, the legs and antennae can be ignored, they are far smaller than the rounding errors involved.
But the wings need a little more clearance and there needs to be a gap between individuals, so the space within a swarm that each occupies is 2.75 x 2 x 2 = 11 cubic thoraxes.
Dividing one by the other, the Volume occupied by a bee in flight is 11 / 5.82 = 1.89 cubic bees. Or, to put it in a more useful way, the bee’s body including wingspan is 5.82 / 11 = 53% of the total volume occupied.
Which means that if we estimate the in-swarm dimensions in a more meaningful real-world unit, and convert it to the same unit used to estimate the total volume of the swarm, I can get a head count. It’s this overall-volume-occupied-by-insect that this characteristic describes.
Estimate the total volume of air required by one insect within the swarm, in cubic feet.
Take the log (base 10).
Divide by 0.30103 so that both index values are to the same base number.
The critical values here, based on honeybees, are 1.9 thoraxes and 1.75 thoraxes. Dragonfly proportions would have wider wings, but half-as-much vertical component – and while those wings are bigger, they are actually about the same relative to the body length. So the thing to think about is the overall shape that seems most appropriate for the function of this swarm.
Rabbits – while I was thinking ‘fat hare’ when estimating the volume of the swarm-equivalent, I think rabbits are actually fairly long and lean. I’m thinking about four inches in length, about four inches in width, and about 1.5 inches in height, which is more dragonfly than bee, but that’s okay. That’s a total volume of 4 x 4 x 1.5 = 24 cubic inches. There are 1728 cubic inches in a cubic foot, so each cubic foot can hold 72 of these insects. And the inverse: that means each insect takes up 1/72 cubic feet, or 0.01389.
log (0.01389) = -1.8573
-1.8573 / 0.30103 = -6.17.So the packing density of the swarm is -6.17.
Subtract the packing density from the swarm size.
Raise 2 to the power of the result.
Multiply by 0.65.
The result is the total weight of the swarm if all the insects were in a heap, in kg.
Multiply by 2.20462 if you prefer pounds, or 35.274 if you prefer ounces.
Our ‘rabbit-swarm’:
0.41 – (-6.17) = 6.56.
2 ^ 6.56 = 94.35.
94.35 x 0.65 = 61.3275 kg = 135.2 lb = 2163.27 ounces.
Population Density
Determine the number of insects per cubic foot, if you haven’t already.
I’ve already done this calculation for you – 72 insects per cubic foot.
2 ^ swarm size x 72 = number of insects in a swarm.
Total Swarm weight / total number of insects = weight of 1 insect (maximum).
Divide by a number between 1.5 and 10, with the typical number being between 4-5..
The higher the final number, the smaller the insects actually are. The calculations so far tend to overestimate the density of the insects and hence their size. Without this step, your insects will be too large.
2 ^ 0.41 = 1.3287.
1.3287 x 72 = 95.6664.
61.3275 / 95.6664 = 0.641 kg.
0.641 x 2.20462 = 1.4 lb.
0.641 x 35.274 = 22.6 oz.For the rabbit-sects, I’m going with a slightly lower-than-average divisor of 3.
0.641 / 3 = 0.214 kg = 0.472 lb = 7.55 oz.
These are not small, light-weight insects. Their weight is that of a small parrot or large lorikeet. But they lack the wingspan of such birds by about 50%. It’s entirely likely that these insects can only just fly, and only because of the thermal air currents created by the Crags.

A Rainbow Lorikeet with a bowl for a sense of scale.Image by Tracey Wong from Pixabay.
We have two different ways to measure insect size – the first is using the Insect Dimensions graphic, and the second is to take the weight and divide by the average insect density of 0.65 g/cm^3 (converting units as necessary). The latter is more technically precise, but 0.65 is an estimate – anything from 0.48 to 0.78 is possible, and that’s quite a wide range. So the better method is the insect dimensions.
Besides, we’ve already decided on the insect dimensions! What we’re mostly interested in here is the overall length of the insect. These insects are 4 inches in length.
For comparison purposes, Rainbow Lorikeets can grow to about 30 cm including the tail, or 11.8 inches.
4 inches long.
This size is large enough that a swarm probably wouldn’t attack all at once, it would be a couple of individuals at a time.
Attack intensity takes two factors and conflates them – the likelihood of success of any one attack, and the number of such successes that are likely in a combat round. The maximum of the latter is the square of the cube root of the number of insects per cubic foot.
If there are going to be hundreds of attacks (very small insects, very aggressive behavior), then it is best to treat the entire swarm as a single ‘enemy’. If the number per target is smaller, like 2 or 3, then they can be resolved individually.
72 ^ 1/3 = 4.16
4.16 ^ 2 = 17.3.20 x 2 individuals / 17.3 = 2.3 out of 20.
But this is one instance where our ‘rabbit-sects’ aren’t going to be helpful. So let’s look at an entirely different swarm. For the sake of argument, 1000 insects per cubic foot, 0.1% chance each.
1000 ^ 1/3 = 10.
10 ^2 = 100.
100 x 0.1% = 10%.
10% = 19 or 20 on d20.What if the success chance had been 1/10th this value? Increase the number of opportunities, i.e. slow the rate of attack.
1000 ^ 1/3 = 10.
10 ^2 = 100.
100 x 0.01% = 1%.
5% / 1% = 5, so once the swarm attacks a target, and they need a 20 to hit, they can’t attack that target for another 5 rounds. But this success chance really is too low.I should also point out that this attack chance does not take into account armor, reflexes, etc. It’s against an unprotected target. You could argue, on that basis, that even the 0.1% was too low.
At the same time, there can be many more attacks in a round – the square of the cube root is a reasonable method of estimating a typical number based on the exposed surface area that can be ‘occupied’ by the swarm.
A single ‘hit’ can represent one insect bite – or 100.
Decide how much damage is done by a successful hit.
Bear in mind that this could – as I just said – represent one insect bite, or 100.
100 attacks doing 1/4 HP each is 25 HP a round! 25 attacks doing a similar amount is only about 6.
Take a look back at the bee morphology. It’s thorax is 1 / 1.9th of the total body length, or 52.6% of the total.
Some insects will have shorter, rounder thorax shapes; others, longer and probably thinner.
Decide on the thorax length percentage of THIS insect variety.
Our rabbit-swarm insects are 4″ long. If half of this is thorax, that’s 2 inches. I could easily make it longer, maybe up to 3 or 3.5 inches.
The longer it is, the thinner it will be, i.e. the lower the thorax girth.
The formula for the volume of a spheroid is 4/3 pi a b^2, where the b is half the girth. If the height differs from the girth significantly, use b x c instead of b^2.
We don’t know the volume of the thorax, and don’t care.
Estimate the girth in thorax units, then multiply by the length of the thorax.
Let’s say the length of the thorax is 3.25 inches, splitting the difference between the two rough suggestions. A Lorikeet has a girth of about an inch. So that seems about right for our rabbit-swarm insects, too.
Technically, that’s a girth of 1/3.25 = 0.3077 thoraxes across.
Estimate the length of the body by subtracting the thorax and head from the total length of the insect.
But we haven’t decided on the length of the head yet. So, do that in Thorax units, using the bee as a model. Then get the body length as the difference between the total and what’s already been accounted for.
I’m going to make the rabbit-insects heads be about 0.3 inches in length. So, 4 – 3.25 – 0.3 = 0.45 inches.
Wing Length
Estimate the total length of the wings.
Note unusual numbers or widths.
While my initial estimate was 4″ wingspan, the size of these insects persuades me to increase it to 6″, but not to make them proportionately broader. So this species will continue to struggle to fly, riding warm updrafts and gliding, but it seems more plausible. In compensation, because their wings don’t have to flap as much, the height can shrink, affecting the wings but not the body, so that the separation between insects stays about the same overall despite this increase. I am going to make these insects 4-winged in shape, reducing them to four legs.
Bees don’t tend to fly very high. The same is true of a lot of insects. But this variety of insect is more like a bird, and a gliding bird at that, and they can reach much higher altitudes. That’s especially true in this case, because they are thermal gliders, not active fliers.
The Andean Condor can reach heights of 15,000 feet – but it’s a much larger bird than this insect. Some ducks and swans get above 20,000 feet – but they are larger again. The current record is held by Ruppell’s Griffon Vulture, at 37,000 feet.
The height reachable is roughly proportionate to the wing surface area. The condor has the greatest wings, a mean wingspan of 9 ft 3 inches. The Duck can have 32-39 inch wingspans. The Griffon Vulture has a wingspan of up to 8 ft 6 inches.
Our insect has wings that are 6 inches long and at best, 1 inch wide. But it has four of them operating in unison, twice the number that birds have. Let’s compare the lower altitude bird – the Condor.
15000 / 9 ft 3 inches = 15000 / 111 inches = 135.135 feet per inch. The condor’s wings are about 1/3 as wide as they are long.
Our rabbit-insect has wings that are 6 inches long, giving it a wingspan of about 7 inches (with a 1 inch body in the middle). It’s wings are only 1/7th of this in length, but it has twice as many. So the total surface wing area is going to be about 7 x 1 x 2 = 14 inches.
14 x 135.135 = 1892 feet – call it 1900 for convenience. Most birds operate at 500 feet or less for daily activities, and this is well on its way to being four times that value.
But there’s one final factor to take into account: Feathered wings are more efficient than insect wings, for all sorts of reasons, not all of which are going to apply equally to any given species. I couldn’t track down even a ballpark estimate, only “significantly less efficient”. That generally means at least an order of magnitude difference, but that seems an extreme in this case – though it might be true of smaller more ‘traditional’ insect body-types. Even so, and even with a couple of the key factors not necessarily fully applicable or relevant at all, a factor of at least 5 is probably appropriate. So, 1900 / 5 = 380. That’s a reasonable number for the size and shape.
I also looked up – or tried to – the height achievable in flight by a Rainbow Lorikeet, that being our bird of direct comparison. Again, got only generalities, with the note that they tend to be high-flying. In terms of range, they can travel up to 50km (31 miles) a day in search of food, and do so in about an hour!
Again, these numbers probably won’t translate directly. The condor factor of 14/111 seems a bit extreme for this, but not by a whole lot; instead of x 0.126, double that (about x 0.25) seems about right. In terms of speed, I’ll boost that further to x 0.4.
So these insects can travel up to 12.5 km (7.75 miles) in a day, but can hit speeds of 20 km/h (12.4 mph) – which is lightning-fast for an insect, and appropriate for our ‘rabbit-sect”.
Dominant Body Color
Pick a dominant coloration, from the perspective at which the insect swarm is most commonly seen.
For a high-flying insect like this one, the coloration of the underside would be the most noticeable. From above, brownish reds, the color of the ground, would be most appropriate, but what to choose for beneath?
When I think of rabbits, I think of the pink of the ears, and a generally white or light-gray fur. Pink is also often associated with sunset, so if these insects were nocturnal or evening-hunters, that might be most appropriate and symbolic; but as thermal-riders and gliders, they are most likely to be most active in the middle of the day and early afternoon, so that doesn’t fit.
That leaves middle-gray or white. The first offers benefits of natural camouflage against a clear sky, the second against clouds. They both seem reasonable, though the natural habits of this insect would favor sunny days and that’s the gray – but I don’t consider that to be a decisive argument.
With rabbits, though, it’s the belly-fur that tends to be white, the rest can be either white or gray. And since we’re talking about the underside of the insects, white gets my final nod.
Bond to Water
Some creatures get their water needs satisfied directly. Others satisfy those needs through the bodies of their prey. Some need a lot more than others – and size is definitely a factor in that consideration; the bigger the insect, the less it can rely on prey to meet its needs, and the more it will have to do it for itself.
Purity of the water-source is also a hugely-important factor to take into consideration. The Everflow comes out of the bogs of the Shadowfen and enters an area where acidic mineral-rich runoff gets added, as noted earlier. If an insect can handle that, it will dominate to the west; if not, it will dominate to the east. The waters of Rainbow Lake and the Vertigo River are the clearest and cleanest in the crags, especially to the south; so especially sensitive types will dominate the southeast and southwest corners more than anywhere else. There’s not a lot of water flow in the north, though insect swarms can penetrate the Forests in search of clean water. Outside of these areas, insects whose needs can be met by consuming prey are going to have an advantage because of the environment.
It follows that identifying the nearest source of desirable water is critical to establishing which habitats will be most favored by a particular breed of insect.
Once you know or have decided on the characteristics, sum it all up in a description and move on.
Borer Worms – an unlikely ally
One thing is certain – spend enough time in the crags, and you will get hurt and/or burned by something. Whether it’s hot mud (ouch!), hot lava (even worse), acid rain, flensing winds, or toxic insect bites, or even something more exotic, doesn’t matter.
And if you don’t have a healer / cleric / medic with you, or if they happen to be the ones who are hurt, you can give thanks to the gods for their cruel jest in providing Borer Worms.
The term “worms” is slightly misleading; they have as much in common with snakes as with other forms of worm. While they can happily live beneath the thin carpet of soil, their all-time favorite delight to munch upon is rotting flesh. Drawn to its scent, they will seek it out if there is any to be found nearby, coming from as much as a kilometer downwind in pursuit of this delight.
They concentrate acid run-off in ‘poison’ sacs, giving them an extremely excruciating bite. The acid dissolves the target flesh, and the worms suck it up voraciously, reclaiming whatever’s left of the acid in the process.
So great is their preference for this diet that they will ignore healthy flesh and fresh meat, boring through it only if they are seeking rotten meat on the far side.
On top of that, they leave in their wake a kind of silk coated in a natural light adhesive, which helps prevent infection of the exposed healthy tissue. They use this to pull themselves free (painfully, for the host) if they detect anything they consider dangerous.
Physically, they are white worms about 1/50th of an inch across (0.51 mm) and 2-4 cm (0.8-1.6 inches) in length. Their bodies are ringed by red stretch marks.
When there is no other recourse, they have been used to save many a life – subjecting the host that they are healing to intense pain as a byproduct.
Each Borer Worm present ‘heals’ 0.2 HD of physical damage and replaces it with 0.1 HD of shock damage. To apply the ‘treatment’, one simply digs around in the earth until you find a colony of the worms, scoop them up and place them on the affected tissue. They will immediately do what comes naturally.
As the host heals, it becomes increasingly disturbing mentally to see the fat and contented Borer Worms writhing around underneath the skin, which – thanks to the lattice of silk and hormones excreted by the Borer Worms – regrows more quickly than the underlying flesh, by a factor of two.
It’s obvious to the host when the Borer Worms have completed the task for which they were inflicted; they will start to munch on living tissue, amplifying the pain factor ten-fold or more. Every worm in this state inflicts 0.2 HD of physical damage and 1 HD of shock damage each day – and if you are hosting 20 or more Worms at the time, 20 HD a day of shock on top of 4 HD of real damage is far from inconsequential! Most victims pass out from the pain, and some even become comatose.
When this happens, the worms have to be withdrawn. A shallow incision is the preferred method, and placing a piece of 3-day-old meat next to it; the worms will be irresistibly drawn to this new meal, binding the incision shut as they depart!
Even the incision is ultimately not necessary; they will burn their own exit paths through the skin of the host if they have to. Their ability to sense rotting flesh is more than acute enough to reach them even through several layers of skin.
Things take a more unpleasant turn when the host has inhaled hot gasses or swallowed caustic liquids. In the latter case, the victim either has to wait until the liquid burns a path through their throat before the Worms can be put to work, or they have to put them into their mouth and swallow them. They will immediately begin to cough uncontrollably as the worm’s silken trails cause them to lodge in the throat at the site of the damage. Some few will fail to ‘hang on’ and be swallowed; immune to stomach acid, they will then begin to bore their way through flesh and stomach lining to reach the site of the wound.
In the case of damaged lungs, there is no option – the victim has to inhale the worms.
In both cases, when the work is done, coughing and / or vomiting must then be induced to release the worms from the body, and many hosts are forever convinced that at least one has been left behind.
Note that while the worms can “seal off” healthy tissues, even in badly-scarred lungs, they cannot restore tissues that couldn’t be replaced by natural healing, were the victim to live long enough. Vocal chords, windpipes, eyes, tongue – these can be partially or wholly lost, forever (without magical intervention or surgical reconstruction). The host will have a far better chance of surviving, more is usually beyond the Worms’ abilities. But, as a last-ditch resort, a colony of 20-50 Borer Worms are better than nothing at all.
It also has to be observed that their ability to scent ‘food’ is sufficiently great that the Worms may not give them a choice. Simply placing a victim down to rest is enough; any nearby colony will in but a few minutes erupt from their ‘nest’ and wriggle over to where the feast lies waiting. Only cleansing and binding of the wound can prevent this, and not even that is enough if there is any necrosis or infection.
Lizardfolk
So much for the lesser life-forms. Now we come to those creatures at the top of the heap, starting with Lizardfolk. These are exactly what you would expect – half-alligator humanoids – who live in the Southern Crags and come together to trade and worship at Mekkaresh. I discussed the city and its inhabitants last time, so there’s not much more to add.
Orc Tribes of Zasleen
Also discussed last time was Zasleen and the Orc Tribes that surround it, all of which lay claim to the “city”. This is little more than a collection of temporary grass huts, when you get right down to it; “Civilized” races attach more meaning to it than is warranted. An Orc Tribe is quite capable of setting up a new collection of huts miles from Zasleen and considering it also to be “Zasleen”, and something they have in common with the established residents thereof. That’s because the Orcish meaning of the term is slippery and hard for outsiders to understand; they perpetually read things into it that simply aren’t there in the Orcish mind-set, and miss some of the things that are there (or are implied) as a result.
Dragons
You read that right. There’s at least one of every type of common dragon-kind abiding at the top of mesas, somewhere in the Crags. How they order their society is largely unknown – they are fairly standoffish and have little to do with “civilized” folk.
Should one observe a party in trouble due to the harsh environment or other dangers, they may choose to intervene; the more metallic they are, the more noble, the greater this likelihood. But they won’t go a great distance out of their way to do so, and will rarely put themselves at risk.
The colored dragons are less likely to offer assistance, but will render aid should there be some quid-pro-quo that they can conceive. If not, lunch is on the hoof today – unless the hapless strangers convince the dragon that they are sufficiently dangerous as to not be worth the risk.
The one exception to these statements is the absence of any Green Dragon. It is surmised that one resided in what is now the Glass Delta, but – being flightless – it was unable to escape the outpouring of lava from Mount Optica that created this feature of the modern Crags.
Others claim that the Green Dragon has actually become an Undead Necromancer hiding in the heart of the Lava Uprisings, waiting for its opportunity to… well, no-one really knows, every version of this myth ends differently. Some versions are even more outre, with the body being hag-ridden by an Ilithid who keeps the flesh animated and the will subdued – but none have ever seen it and lived to tell the tale, or so the story goes….
The Dragon most reliably findable is “Noxxia” (not its real name), who is frequently seen drifting around the top of Mount Redtop. Ancient and grouchy, the kind who yells at clouds and challenges the sun to duels, he is surprisingly approachable, and willing to do almost anything – for the right price. You want an evening of urbane conversation? That can be arranged. You want something incinerated from above? No problem, if you can afford it. You want to be taught Dragon Magic? Bring plenty with which to barter – and get the agreement in writing (and receipts) because tomorrow or the next day, he will probably forget.
To the Orcs of Zasleen, Noxxia is the best kind of God – one that leaves them alone to fend for themselves. Every year, they will raid the Forest for game, which they will then carry up Mount Redtop as tribute to The Great Noxxia. In exchange, they will usually request one favor of the Red Dragon, which is usually granted.
The Golden Dragon, who delights in inventing a new name every time he is encountered, seems to hang around Mount Vertigo more often than anywhere else, but those visiting this wonder can wait for weeks without seeing him.
Others
There are a few other types of inhabitant here and there, according to legend. In particular, the fringes with the forests and mountains are home to unlikely residents according to some stories. Quite often, these have a basis in truth; there are Trolls who are known to inhabit the Crags near the mountains, for example, though no-one knows exactly where, and Ogres who have one (metaphoric) foot in the forest and one in the Northern Crags – somewhere.
The most ‘reliable’ (for lack of a better term) sightings appear to be a nest of Fomorians somewhere in the Directionless Void, which seems to pose no handicap to them for some reason.
Mineral Wealth of the Ironbarb
Given the harshness and toxicity of the environment, why would any Humans, Elves, or Dwarves ever want to spend time in the Crags? Well, some (especially humans and elves) are natural sightseers. Dwarves find the Crystal Spires and Mount Vertigo to be awe-inspiring.
But the real reason soon surfaces. There’s an abundance of metallic crystals and salts in the Crags, and there’s huge reservoirs of heat and pressure, and that turns those crystals and salts into gemstones.
On top of that, there are some resources that can be found nowhere else. This includes Ferrovine, though no practical use has been found yet for that particular mineral.
Counting them up, there are 7 good reasons to wander around the landscape here.
Opals
Black and Blue-based opals can be found in the vicinity of the Eastern Crags and Glass Delta.
Firegems
Firegems are small pieces of Frozen Fire – yellow-edged gems with what appears to be a captive red flame dancing within.
Diamonds
The walls of Skygorge contain a number of diamond deposits, and loose diamonds are sometimes found elsewhere.
Rubies
There are lots of reasons for Mount Redtop to carry its’ name. One of them is that there are lots of rubies found there. Be prepared to give Noxxia 10-25% of your finds, though.
Emeralds
The Southern Crags are the preferred location to hunt for these. Be aware that they are considered Holy Relics by the Lizardfolk, who will react accordingly to any found on the person of a traveler. They welcome exchanging such discoveries at Mekkaresh, though – this is being ‘respectful’ in their eyes.
Dies
Several varieties of insect, when crushed and dried, permit the extraction of a number of dies of different (and quite vivid) hues – purples and reds and blues and – more unusually – deep sea greens. The Elves both come to the Crags in search of such, and happily purchase any that are found by others.
Vanadasite
This rare mineral has three general applications of note.
Containers and Tools
Since the region is prone to Acid Rain and acidic flash floods, making containers and tools from the acid-resistant alloy are invaluable for the holding and transport of corrosive materials. Furthermore, it’s natural resistance to heat means that it can be carved into molds placed into an active lava source with metal to create other objects. The Lizardfolk excel at this.
Armaments
While it is not a primary material for swords or armor due to its crystalline nature (it shatters under a heavy blow), it can be and is used for specific disposable components – Arrowheads, Dagger tips, the edges of pickaxes and mining tools. This enables these tools to resist the corrosive effects of the environment and the weapons to resist the effects of the creatures that inhabit the Crags.
In particular, a weapon designed to fight an Acid-spitter creature might have a blade sheathed in the alloy.
The Orcs of Zasleen have mastered this application of the alloy.
Pigment
The distinctive greenish hue can be ground down into a fine powder to create a rare, vibrant, and highly-sought-after green pigment for dyes, paints, or inks. All three “civilized” races place great value on this, especially since the results can be almost infinitely concentrated, from a barely-discernible green tinge to a green so dark that it can be considered black.
The Elves of Asthar have mastered the art of adulterating the green hues with other colors to create still more variations, which give some of their weaving and leatherwork almost-perfect camouflage – in one specific environment of Topologia (which one depends on the colors).
Travel To The Ironbarb

I’ve obviously edited this image to show the passage through the archway to the fields, but there have also been a number of other subtle changes to the lighting to get the archway to ‘pop out’ a little more from the landscape..
The base image, geology-4258703.jpg, is by Pete Linforth from target=”_blank”Pixabay, and the fields is a modified extract of my modified version of the fields image shown above (refer to it for image credit).
The map presented in part 4a does half the work of this section, so I won’t belabor the points presented. Clockwise from the west – Glassdust Desert, Forest of Asthar, Shadowfen, Zugarth Mountains, got it? The Everflow heads downstream to the west and upriver to the east, okay?
Good, that lets us get down to the exotic stuff.
The Pillar Of Fire
Prominent on the map is the Pillar Of Fire. Walk through it, and – if you aren’t incinerated – you will find yourself deep in the Glassdust Desert, and a long way from anything else. What’s more interesting is that the Desert end of this ‘bridge’ wanders from place to place in a predictable but unstable pattern. It stays in one location for 2-4 weeks, takes a week transiting to it’s next location, stays there for another 2-4 weeks, and so on. There are 12 destination points arranged in a roughly circular pattern around the axis of the central salt lake.

Migration Path of the Pillar Of Fire
If position 0 (where it was after it last moved), it will move 5 spaces anticlockwise to 1, then 5 more to 2, and so on, until it gets to 12, which is the same place as position 0 was.
It will then move one space anticlockwise, to 13, and then the opposite pattern will take place – 5 positions clockwise – until it ends up being back there at 25.
It then moves another space anticlockwise to 26, and from this new position, then repeats the first pattern (anti-clockwise movements) until at it ends up back in this location as 37.
Move another space anticlockwise to 38, and repeat the second pattern (clockwise movement by 5) – so position 39 will be the space originally labeled 2, and that was also visited in 16 and 30.
A predictable but very complicated pattern that seems to have had significant psychological effects on the Dromedyn – compare this to the pattern of migration of the 12 tribes that was shown in Part 2 of this series (note that a rotation of 5 steps is the ONLY pattern with 12 stop positions that encompasses all 12; every other choice only reaches a sub-set of the 12).
Rocky Arch
Described in part 2, and with the illustration repeated above, this permits bypassing the entire Desert to appear in Gardenia.
Crossing Mount Optica
It’s not easy to climb Mount Optica, but it can be done. The sides of this dormant volcano are steep, but the slope is little easier to the east and south. When you crest the rim, you start down an equally-steep incline until you reach the lake that gathers rainwater and releases it as the Rainbow Falls. Circle the mountain the long way around until you come to the falls, and then climb the rim in the same direction you originally did – North if you came from the south, and West if you came from the East. When you crest the rim, you will see below you the sides of a peak in the central Zugarth Mountains. That’s quite a lot of up-and-down that you don’t need to do the hard way!
The Cliff of Trees
Deep in the Directionless Void, the Zugarth Mountains form a cliff in front of you. In that cliff, there is a cave – well, actually, there are several, but this one is special. Why? Because that Cave runs about a mile deep before entering a crystal grotto. Natural waterfalls, light carried down from the surface by an immense crystal spire – both enough to show that you are, in fact, still in the Crags. But someone has helpfully carved steps into the side of the spire, steps which slowly spiral up. The going is steep – the steps are near vertical, and spaced about 5 meters apart, so they are more like ledges, really – but it is (barely) navigable. At the top of the spire, so close to the ceiling of the grotto that you can literally reach up and touch the underside of the mountain, there are the roots of a great tree. Climb into them and you can find a passageway to the surface; and when you arrive at ground level, you will find that you are in the Northern part of the Forests Of Asthar, and not far from the Enclave Of Shadows.
Topologically, it makes no sense – you head a mile south to end up many miles to the North – but that’s the reality of Topologia..
EDIT: Okay, so right after I hit ‘publish’ I realized that “Thorax” means “throat” and I’ve used the wrong term throughout the swarm discussion. It’s too late to change it, this post is already 2 hours late. My bad.