Broken Lands

The desolate wilderness beyond the around Naktamun on Amonkhet used to be largely uncharted. Beyond the dune sea called Shefet are the parched, cracked expanses called Ramunap, or the Broken Lands.James Wyatt (July 5, 2017), "Plane Shift: Amonkhet", Wizards of the Coast (pdf) These are the deserts with ruins of ancient civilizations that cover much of the plane. They form a blasted, sun-bleached ocean of dry sand, marching dunes, ruins, and the horrors, demons, and dead lurk within.
==Description==
The only known settlement on Amonkhet is the city of Naktamun, where the gods dwelled among the population and acted as stewards for the God-Pharaoh until his return. Dissenters against the God-Pharaoh's teachings were locked into sarcophagi or banished into the Broken Lands. The city always had been protected from the horrors of the Broken Lands by the Hekma, but that defense is no more.
Cerodons, Dragons, Drakes, Hydras, Manticores and Sphinxes roam the desert. Even relatively mundane animals can be a danger. Giant scorpions, giant centipedes, giant lizards, giant wasps and swarms of other insects can pose a serious threat to living creatures and zombies alike.
Haunted ruins lurk in the shifting sands of the Broken Lands. Tombs of long-dead kings and queens, memorials to champions whose exploits bought them demigod status, and cities buried under sand, which became sepulcher-metropolises for the poor souls trapped within. The Monarchs are unquiet in the wake of Bolas's departure and the Phyrexian invasion. The dead outnumber the living on Amonkhet, and everywhere the living venture they are reminded of this. Even small clutches of nomads encountered in the desert are close to the dead. It is common to find mixed groups of living and undead working and wandering together, the living cared for by the wandering dead, and the wandering dead revered by the grateful living.
===History===
The living on Amonkhet were taught to fear the Broken Lands, but after years of wandering through them, they realized the truth: the Broken Lands are not to be feared, they are, like the rest of Amonkhet, meant to be healed. Led by their gods' champions, volunteers strike out from Naktamun in search of their lost kin and ancestors, ruins that hold promise, and answers. They send word back to Naktamun for reinforcements, depositing recovered artifacts of pre-Bolas Amonkhet and new charts of the Broken Lands.
====Ghirapur Grand Prix====
The fourth stage of the seconds Ghirapur Grand Prix takes the racers through the Broken Lands. Racers and citizens of Amonkhet whisper of dark signs in the Broken Lands that herald the approach of the Chitin Court. These include the shed skins of molting insects flowing like a dry river through the dunes, the towering silhouettes of the Locust God or the Scarab God seen in the swirling currents of mighty sandstorms, and empty tombs of ancient kings and emperors uncovered from the inside, their sarcophagi shattered and vacant, weapons racks disturbed. These signs are not yet enough to reach the ears of Naktamun's leaders and deities, but they will, in time.
==Known locations==
*Ifnir the "Demons’ Nest" deep in the desert.
*The Tombs Before Time a vast region far from Naktamun where ancient ruins emerge from the shifting sands and the hostile dead coalesce. Here, the Monarchs from the eras before Nicol Bolas sit on dusty thrones, arguing, maneuvering their armies, and plotting their return. They wage wars in the desert, throwing legions of skeletons against each other in bitter dynastic struggles.
==In-game references==
==References==
Category:Deserts