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The Ocean of Israa : Room 1: Northgate

Rules of Desert Survival - Rashid Gives Them

  1. Rashid will guide them to overnight locations. They cannot take a long rest anywhere but one of these locations.
  2. Long Rests are only half as effective as normal. You can heal at most, half your hitpoints with a long rest.
  3. Any injury will draw the creatures of the desert to you.
  4. You will hear things, you might even see mirages in the desert. Do not give in to them.
  5. Drained, every 3 hours they lose 3hp.
Rashid has a Hawk familiar named Brightmorning. He sends her ahead. DMONLY: TBD

Northern Gate of Zaharra: Gateway to the Great Desert

  The Northern Gate of Zaharra, known as the "Gate of Sandstorms," serves as the threshold to the vast expanse of the Great Desert, specifically the treacherous region named "The Ocean Israa." The gate itself is a magnificent archway crafted from sandstone, adorned with intricate carvings depicting scenes of desert life, mythical creatures, and celestial beings. Twin towers flank the gate, their golden minarets reaching skyward like sentinels guarding the city.   Arabian Architecture: The architecture surrounding the gate reflects the rich Arabian influence of Zaharra. Ornate patterns and geometric designs decorate the walls, showcasing the skilled craftsmanship of the city's artisans. Torches with flickering flames cast dancing shadows on the sandstone, creating an enchanting display as the characters prepare to venture into the desert beyond.   Market Square Bustle: Leading up to the Northern Gate, a bustling market square thrives with merchants peddling spices, woven fabrics, and exotic trinkets. The air is alive with the calls of vendors, the scent of incense, and the vibrant colors of fabrics billowing in the desert breeze. Travelers from distant lands gather here, forming a mosaic of cultures before embarking on their journeys.   The Blast of Heat: As the characters pass through the Northern Gate, a sudden and intense wave of heat engulfs them. The desert sun, now unobstructed, beats down mercilessly, and the air becomes thick with the oppressive warmth. The characters feel an almost immediate need for water, their throats parched by the dry desert air.   The Curse of the Great Desert: The curse upon the land becomes palpable as they step into the Ocean Israa. Even with magical skills, the characters sense an underlying malevolence in the air. The magical aura that shields them from some of the desert's harshness is met with resistance, as if the very essence of the land rebels against intruders. Mirage-like illusions play tricks on their perception, making navigation challenging.   Whispers on the Wind: A haunting wind carries faint, disembodied whispers, as if the desert itself bears witness to their presence. These whispers are the echoes of those lost to the curse, warning the characters of the perils that lie ahead. Rashid Al-Hadid, the half-drow ranger, takes a moment to mutter ancient prayers, acknowledging the spirits of the desert and seeking their reluctant permission to proceed.   Dangerous Beauty: Despite the dangers, the Great Desert reveals its awe-inspiring beauty. Towering dunes stretch to the horizon, their crests kissed by the sun's golden glow. The landscape shifts in hues of red and gold, creating a mesmerizing tapestry that seems to dance with the shimmering heat. Yet, beneath this facade lies a realm where survival is a delicate dance with the unforgiving forces of nature, and the characters, guided by Rashid, are about to embark on a perilous journey into the heart of the cursed desert in search of the elusive Cult of Asmodeus.  

Options Ahead:

As they reach the threshold of the Great Desert, three distinct paths open before the characters, each shrouded in mystery and peril. Rashid, their guide, offers insights into the choices that lie ahead:  
  1. Westward Winds: To the west lies towering mountains, their peaks obscured by desert haze. Rashid warns of a place feared by even the bravest nomads, a colossal volcano known as Mt. Faerfyre.  None who venture there return.  He will not take all the way to the mountainm he refuses to go near it.
  2. Northern Echoes: Stretching northward is a vast expanse leading to mysterious canyons. Rashid speaks of a place known as the Muna Canyon, where tales of danger and foreboding rumors persist. He is fearful of this place, as if cautioning against the secrets concealed within the depths.
  3. Eastward Shadows: To the east, shadows loom over a desolate landscape, known only as the Dragon's Graveyard. Rashid's gaze lingers on the distant silhouette of the foreboding terrain. His words carry an unspoken warning, hinting at the legends and terrors that await those who dare to traverse the shadowlands.
  The characters face a critical decision: West toward the ominous mountains, North into the enigmatic canyons, or East through the haunting shadows. Each path holds its own mysteries, challenges, and potential dangers, shaping the course of their quest in the desolate expanse of The Ocean Israa.

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