The Ocean of Israa : Room 2: West
--The nomadic village called the Oasis of Zephyrs
To the west of Zaharra, nestled amidst the shifting sands, lies the Oasis of the Zephyrs—a small nomadic village of Water Genasi. Their tents, fashioned from shimmering fabrics and adorned with intricate patterns, create a mesmerizing tapestry against the backdrop of the Great Desert.
- Genasi Names: Table of Names
Characters in Location
Related Plots
- Range from 80 to 103 degrees
- Chief Azura
- They have tapestries which depict the end of th second age. Angels dead in a circle, their wings cutoff seemingly struck down by a shadow in the center of the tapestry.
- She describes the curse of Azrakh. The legend of the Septre, known as Leqau~Apor, World Ender. It is somewhere to the North, but no one dare go near it. Somehow, the Cult has found a way to survive.
- The Cult of Asmodeus - Home in Canyon, Only a dozen or so left.
- There was once a dragon to the east
- There is a powerful evil djinn that lives in Mount Faerfyre
- We’re starting a skill challenge to describe how you get from Zaharra Northgate to the Nomadic village of Zephyr to the west.
- For each day, describe the trip and choose a skill to check. DC 15, 6 Rolls, 3 Failures
- On Success. Congrats you've made it. Worn and tired but otherwise ok.
- The failed skill challenge causes the party to take a more treacherous route through the desert. They make it to their destination, but they emerge wounded and weary. Each character must make a DC 15 Dexterity saving throw, taking 27 (5d10) piercing damage on a failed save or half as much on a successful one.
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