Infobox

Baalgor Wastelands

Regional Dossier
AttributeDetail
Region NameThe Baalgor Wastelands
WorldEraedal
Origin EventDestruction of the Elven Capital of Baalgor (8,600 Years Ago, Elf-Dwarf War)
Terrain TypeScorched Desert, Glassified Craters, Cracked Salt Flats, Basalt Canyons
Major SettlementsTroker (Oasis Boomtown), Scorched Haven, Nomadic Encampments
Key LandmarksRuins of Ancient Baalgor, The Devil’s Basin, The Bone Fields, Mount Dragon
Dominant PeoplesNomadic Orcs, Goblins, Ogres, [[Mount Nimro
Major ThreatsSandstorms, Fire Sand, Scorching Sun, Galchutt Chaos Storms, Rogue Giants
Patron DeitiesSarenrae (The Scorch & Dawn), Rovagug (Cataclysm), Primal Sun Spirits

🏜️ Overview: The Scar of the Ancients

The Baalgor Wastelands are the greatest physical scar upon the continent of Eraedal—a vast, sun-baked expanse of parched earth, shifting red dunes, glassified crater basins, and wind-scoured canyons. Bounded by the towering jagged peaks of the Old Kingdom Mountains to the east, the fiery volcanic chimneys of Mount Nimro to the south, and the green canopy of the Yin-Sloth Jungles to the southwest, Baalgor is a land that defied nature and became a graveyard.

Before the dawn of the Time of Man, this region was the crowning jewel of the world: a lush, verdant paradise of towering ironwood forests, crystalline rivers, and the magnificent imperial capital of the Elven Empire—Baalgor the Golden.

Its doom was sealed 8,600 years ago during the apocalyptic climax of the Elf-Dwarf War. In a cataclysm of desperate retaliation, forbidden super-weapons and world-rending arcane rites were unleashed. In a single blinding heartbeat, the great city was incinerated, the crust of the earth was fractured, and millions of souls were consumed. The lush paradise was vaporized into a blasted desert that has refused to heal for over eighty centuries.

Today, Baalgor is a fiercely contested frontier. While civilized human kingdoms shun its borders, nomadic warrior clans of Orcs, Goblins, and Ogres roam the plains, sharing the dunes with wandering Giants and the indigenous, honorable reptilian hunters known as the Eandroth.


🗺️ Geography & The Desert Gauntlet

                     [ THE OLD KINGDOM MOUNTAINS ]
                     (Granite Walls, Dwarven Tombs, Orc Hordes)
                                    |
  [ WESTERN EMPIRE FRONTIER ]       |          [ TROKER OASIS ]
  (Disputed Border Forts & Scrub)   |          (Frontier Mart & Slaver Hub)
             \                      |                      /
              \--- [ THE DEVIL'S BASIN / FIRE SANDS ] ---/
                                    |
                 [ THE RUINS OF ANCIENT BAALGOR ]
                 (Glassified Epicenter | Elven Ghosts | Vaults)
                                    |
                    [ THE SCORCHED LOWLANDS ]
                  (Eandroth Clans & Silonar Herds)
                                    |
            [ MOUNT NIMRO ]         |          [ YIN-SLOTH JUNGLES ]
         (Volcanoes of Fire)        |          (Dense Primordial Forest)

Travel across the Wastelands is a test of mortal endurance against environmental extremes:

  1. The Day-Night Divide: Temperatures swing violently from daytime highs exceeding 120°F (49°C) under an unblinking, merciless sun to nighttime freezes below 30°F (-1°C) as heat radiates rapidly from the cloudless skies.
  2. The Ruins of Baalgor: At the geographical center of the wasteland lies a colossal, circular crater thirty miles across. The sand here was melted into green and black glass that rings like crystal under iron boots. Beneath the glass lie the shattered foundations of elven palaces, warded libraries, and subterranean vaults containing forgotten relics from the golden age—guarded by lingering arcane fallout and weeping wraiths.
  3. The Devil’s Basin & Fire Sand: Sprawling alkali flats where deposits of volatile mineral salts, known as Fire Sand, ignite into white-hot chemical flames whenever stepped upon or stirred by wind, turning ordinary marches into deadly minefields.
  4. The Bone Fields: Desolate plains where the fossilized, petrified skeletons of primordial behemoths and ancient war beasts rise like surreal stone monuments above the drifting dunes.

🦎 Peoples of the Waste: Savagery & Honor

The Eandroth Nomads

Unlike the brutish raiding bands that infest the northern perimeter, the Eandroth are the true children of the wasteland:

  • Physiology: Bipedal, lean reptilian humanoids standing six feet tall, with golden or sandy scales, intelligent amber eyes, and innate resilience against extreme heat and dehydration.
  • Culture: Governed by an ancient, strict code of desert honor and communal solidarity. They ride Silonar (swift, four-legged reptilian mounts) and navigate the dunes using starlight and subtle changes in wind temperature.
  • Spiritualism: Eandroth reject the formal state churches of the northern human realms, practicing a reverent form of primal animism that honors the spirit of the wind, the sun, and the subterranean stones.

The Monster Clans & Troker

  • Orc and Goblin Hordes: Descendants of tribal auxiliary legions left behind in the collapse of the Old Kingdom. They migrate from oasis to oasis in squalid tent cities, bickering, brawling, and raiding merchant caravans.
  • Giant Wanderers: Small family bands of Gigantes, Jotan, and rogue Nimro Fire Giants traverse the lowlands, scavenging ancient metal and occasionally being recruited into Sunder Blackrock’s expanding giant federation.
  • The Free Town of Troker: The only permanent civilized settlement in the interior. Built around a massive deep-water aquifer, Troker is an untamed boomtown where human prospectors, dwarven salvage crews, Eandroth traders, and orc mercenaries drink sour cactus liquor, buy water at exorbitant prices, and sell plundered elven artifacts to Western brokers.

📜 The Tri-System Synthesis: Baalgor Canon

1. The Physical Shell (Palladium Canon)

  • Sourced from PFRPG Book 09: The Baalgor Wastelands (2E) and Main Rule Book (2E) (pages 281, 288).
  • Canonical timeline: Baalgor’s destruction occurred exactly 8,600 years ago during the Elf-Dwarf War.
  • Factions, flora, fauna (Silonar, Sun Devils, Loogaroo, Eandroth), and geography are faithfully maintained.

2. The Ancient Bones (Praemal / Ptolus Lore)

  • Cracking the Crucible: The apocalyptic magic that destroyed Baalgor was so catastrophic that it sheared through the metaphysical bedrock of Eraedal, exposing deep tectonic rifts leading to the sealed subterranean vaults of the Galchutt / Old Ones.
  • Chaos Storms: Periodically, the skies over the central crater turn oily and iridescent as a Chaos Storm sweeps across the dunes. These storms rain mutagenic ash, spawn warping temporal eddies, and awaken eldritch aberrations that crawl out of the fractured fissures.

3. The Active Pulse (Pathfinder 2e Remaster)

  • Survival Engine: Operates under PF2e environmental hazard rules for extreme heat (Fatigued condition, daily damage without shade/water), quicksand, and fire sand.
  • Faith:
    • Sarenrae: The Dawnflower is worshipped in her fiercest aspect as the Cleansing Sun, revered by desert pilgrims and penitent crusaders seeking redemption in the wastes.
    • Rovagug: Revering the eternal cataclysm that broke Baalgor, cults of the Rough Beast operate in hidden canyon shrines.
    • Primal Traditions: Eandroth kineticists and primal sorcerers manipulate sand, wind, and thermal energy.

⚔️ Tactical Statblock Dossiers (PF2e Remaster)

Eandroth Desert Nomad (Creature 4)

Medium, Humanoid, Reptilian, Neutral Good

Eandroth Desert Nomad

Perception +12; low-light vision, scent (imprecise) 30 ft.
Languages Draconic, Eandroth, Common
Skills Athletics +10, Nature +12, Stealth +11 (+14 in sandy terrain), Survival +14
Str +2, Dex +4, Con +3, Int +1, Wis +4, Cha +0
Items Reinforced bone-and-leather armor, desert recurve bow (20 arrows), scimitar, waterskin, dust veil
AC 21; Fort +11, Ref +12, Will +10
HP 60; Resistances fire 5; Environmental Adaptability (ignores non-magical heat effects up to 140°F)


Speed 30 feet; Dune Runner (ignores difficult terrain from loose sand or scree)
Melee [one-action] Scimitar +12 (forceful, sweep), Damage 1d6+5 slashing
Ranged [one-action] Desert Recurve Bow +14 (deadly d10, propulsive, range increment 80 ft.), Damage 1d8+4 piercing

Running Shot [two-actions] The Eandroth Strides up to their Speed and makes a ranged Strike at any point during the movement.
Desert Mirage [one-action] (primal, illusion) While in bright sunlight, the Eandroth manipulates shimmering heat waves to become Concealed until the start of their next turn.


Baalgor Sun Devil (Creature 6)

Large, Aberration, Fire, Chaotic Evil

Baalgor Sun Devil

Perception +14; darkvision, tremorsense (imprecise) 60 ft.
Languages Abyssal, Aklo (cannot speak, telepathy 60 ft.)
Skills Athletics +16, Intimidation +13, Stealth +13
Str +6, Dex +3, Con +4, Int -2, Wis +2, Cha +1
AC 23; Fort +16, Ref +13, Will +12
HP 95; Immunities fire; Weaknesses cold 10


Speed 40 feet, burrow 20 feet (through loose sand)
Melee [one-action] Spiked Mandibles +16 (reach 10 ft.), Damage 2d8+8 piercing plus 1d6 fire
Melee [one-action] Barbed Claw +16 (agile, reach 10 ft.), Damage 2d6+6 slashing

Four-Armed Flurry [two-actions] The Sun Devil makes four claw Strikes against a single target. These attacks count toward its multiple attack penalty only after all strikes are resolved.
Sunfire Flare [two-actions] (evocation, fire, primal) The Sun Devil discharges accumulated solar energy in a 20-foot burst (DC 23 basic Reflex save, 5d8 fire damage, creatures that fail are Dazzled for 1 minute).


🎯 Adventure & Campaign Hooks

  1. The Vault of the Sunken Spire: In the glassified depths of Baalgor, a recent sandstorm has uncovered the intact dome of an elven high observatory. Scribes in Old Timiro and arcanists from the Inverted Pyramid offer a fortune for any expedition capable of recovering its warded star-charts.
  2. The Water War of Troker: A corrupt merchant consortium backed by the Western Empire has seized control of Troker’s primary deep well, tripling prices and causing riots. The party must negotiate with the Eandroth clans to locate an ancient dwarven aqueduct before the town descends into a bloodbath.
  3. The Chaos Rift Caravan: A merchant convoy transporting rare natural rubber and spices from the Land of the South Winds was swallowed by a roving Chaos Storm near the Devil’s Basin. Strange, crystalline mutants now wander the perimeter of the vanished wagons.