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The Call of the Sea

The Ethereal Presence of Melora: Call of the Sea As the characters stand within the remnants of the Sunken Circle, a sacred place attuned to nature's ancient mysteries, the ground begins to shake. From the stone pillars of water shoot up into the sky, and the water falls into the center of the circle. In a few moments, the water is a fifty foot column of water that covers the circle. The player character within it discove not issues with breathing the water. Then a massive figure drops from above. A beautiful giant blue woman.
  • Everyone must make a DC30 Wisdom Saving throw or fall to a knee and bow.
  • She does not initially speak but her devine nature is obvious.
  • Relgion Check DC 15, this is Melora Goddess of the Sea
  Melora's Visage: A full 50 ft tall, a luminous figure takes shape, clad in robes resembling the ever-changing hues of the sea. Melora's visage is serene, her eyes reflecting the depth of oceans. Long, flowing hair cascades like waves, and the sound of distant tides accompanies her arrival. The atmosphere within the Sunken Circle becomes charged with the elemental essence of the sea.   She crouches down and smiles. Speaking towards Jam, "I knew you would come."   Whispers of the Ancient Seas: Melora's voice, like the gentle lapping of waves against a shore, addresses Jam with a familiarity that transcends time. She speaks of Mors-Rel's ancient past when the land was embraced by the sea, and the balance of nature flourished. Her words carry the weight of nostalgia for an era long lost.   Cursed Septre of Azrakh: Melora's eyes, once serene, betray a flicker of concern as she delves into the purpose of her manifestation. She reveals the existence of a cursed artifact—Cursed Septre of Azrak. Bound within its crystalline prison is the malevolent essence of the wizard Azrakh, whose dark influence threatens to unravel the delicate balance of Mors-Rel.   Cry for the Sea's Restoration: With a gaze that implores Jam's aid, Melora expresses the urgency of the situation. The artifact, tethered to the ancient druidic energies, has the potential to unleash a blight upon the land. Melora beseeches Jam to embark on a quest—to locate and destroy the , freeing the trapped wizard and preventing the spread of Azrakh's malevolence.   Guidance for the Plasmoid Druid: Melora extends her divine guidance to Jam, recognizing his connection to the primal forces and his aspiration to form a new order of druids. She bestows visions of the path ahead, revealing glimpses of the Great Desert's secrets and the challenges that lie in wait. The fate of Mors-Rel, intertwined with the sea and nature's delicate harmony, rests upon the shoulders of the plasmoid druid.   A Pact for the Balance: In a moment of divine communion, Melora and Jam forge a pact—a covenant to restore the balance that was disrupted by the dark enchantments of Amirah. Melora's blessing becomes a wellspring of strength for Jam, infused with the essence of the sea. As swiftly as she arrived, Melora's luminous form dissipates, leaving the Sunken Circle resonating with the echoes of the divine plea.   Embarking on the Quest: With Melora's charge echoing in his heart, Jam stands ready to embark on a quest that intertwines the destiny of the plasmoid druid with the preservation of Mors-Rel's ancient connection to the sea. The path ahead is clear, and the Sunken Circle becomes a beacon, guiding the way toward the discovery and destruction of the Cursed Septre of Azrakh.

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