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  1. Background
  2. When the Dawn War broke out, the djinns were
  3. quick to stand beside their primordial progenitors.
  4. Some sages say this was due to simple loyalty, though
  5. others claim that this was the only way the djinns
  6. could be able to retain their wondrous power over the
  7. unbridled elements of the Plane Below. The victory of
  8. the primordials would also cement their own power
  9. over creation. At first, the war went in favor of the
  10. elemental forces because the gods were scattered and
  11. disorganized. But when the forces of the Astral Sea
  12. unified under the leadership of the war god Achra—
  13. later known as Bane—and the primordial called the
  14. Queen of Bronze fell before him in battle, the tide
  15. turned.
  16. When the immortal armies crushed the elemental
  17. hordes, the djinns sent out a call for their geniekin to
  18. gain the upper hand in the conflict. This call went
  19. unheeded. The reclusive dao declined to enter the
  20. fray. The greedy efreets offered many excuses, never
  21. openly denying the djinns’ request. If the individualistic marid gave any reply, it will never be known.
  22. What matters is that the djinns stood alone in the
  23. end, and are still paying the price for their part in the
  24. Dawn War. Their race, especially their caliphs, was
  25. imprisoned. One of these caliphs was a female djinni
  26. known as Zephyria, the Daughter of Winds.
  27. Once an arrogant calipha native to the fabled First
  28. City, Zephyria was cast into a beggar’s bowl in a cruel
  29. attempt to break her spirit. For decades, the Daughter
  30. of Winds raged helplessly inside the wooden bowl. As
  31. the storm inside her waned, she became feebly aware
  32. of her surroundings. It took years for her to be able
  33. to hear what happened in the vicinity of the bowl.
  34. When Zephyria managed to calm the hurricane
  35. of her heart, she began not only to hear what was
  36. around her, but also to listen.
  37. As the centuries passed, the bowl that held Zephyria passed from owner to owner. As it did so, the
  38. bound djinn witnessed myriad mortal dramas and
  39. joys, betrayals and charities. Most important, she
  40. witnessed the mortal potential for compassion. And
  41. as the voices merged in her mind, she began listening to something she called the Unseen Speaker. It
  42. might be a figment of her own frail mind, a fragment
  43. of her personality that she created to cope with her
  44. imprisonment. Or perhaps her suspicion is correct,
  45. that she managed to achieve unity with an underlying
  46. conscience of the cosmos, beyond god and primordial. True or not, the existence of the Unseen Speaker
  47. brought peace to the Daughter of Winds, and eventually brought her freedom.
  48. Zephyria managed to influence the wielder of
  49. her bowl in subtle ways, guided by the whispers of
  50. the Unseen Speaker, bringing good fortune to those
  51. wielders that possessed a good heart. The more she
  52. redeemed the beggars and the poor souls that used
  53. the bowl, the more Zehpyria expanded her senses,
  54. until the bowl was shattered and she was released. It
  55. is said that the beggar that was holding the bowl that
  56. day became the first in a long line of kings.
  57. Freed from her millennia-long imprisonment,
  58. Zephyria again wandered the cosmos, guided by the
  59. whispers of the Unseen Speaker, until she chanced
  60. upon a dilapidated djinn palace in the Elemental
  61. Chaos. There, the Daughter of Winds took residence,
  62. restoring the palace to its former glory and moving
  63. the cloudmote it rested on to the frontier between the
  64. Elemental Chaos and the natural world. Having experienced firsthand the possibilities of a world made
  65. permanent by the gods, she was determined to spread
  66. the whispers of the Unseen Speaker, easing suffering
  67. and bringing peace to a cosmos ravaged by war.
  68.  
  69. Appearance and Personality
  70. Zephyria‘s serene and humble demeanor is a great
  71. departure from what is expected of the proud djinns.
  72. Even though she is taller than the tallest goliath, her
  73. simple bearing makes human-size beings feel more
  74. at ease than they otherwise would. Her long, white
  75. hair is tied in a simple braid that reaches down to the
  76. small of her back. Her white and gray flowing garments, though they are well made, are unadorned.
  77. Her gleaming, sky-blue skin boasts no jewelry, except
  78. for a simple silver chain that holds a blue diamond
  79. over her heart. Atypically for djinns, Zephyria prefers
  80. to walk on two legs. She still retains the ability to turn
  81. her lower body into a whirlwind.
  82. Petitioners who seek out the legendary Zephyria are taken aback by her unassuming poise and
  83. whispered words. Those who are granted an audience with her must be patient, because she pauses
  84. in mid-sentence, as if listening to someone else
  85. who is speaking to her. Regardless of dire news or
  86. severe emergencies, Zephyria remains calm, and she
  87. punctuates her sentences with words of the Unseen
  88. Speaker’s wisdom
  89.  
  90. Contacting Zephyria
  91. Making contact with the Daughter of Winds is deceptively simple. A petitioner seeking to hear Zephyria’s
  92. voice must first give something away to a person in
  93. need, perhaps a coin to a beggar or food to someone
  94. who is hungry. If no one in the vicinity satisfies this
  95. requirement, the agent must become the person in
  96. need, forsaking food and water until hunger and
  97. thirst begin to set in. After either of these conditions
  98. is met, the petitioner closes his or her eyes and feels
  99. the gentle breeze that carries the whispers of the
  100. Daughter of Winds.
  101. Reaching Zephyria’s palace is a more straightforward affair, but by no means easier. The traveler must
  102. climb to high terrain, whether a mountain peak or a
  103. hilltop, that is covered by low-lying clouds or fog. If an
  104. agent of Zephyria is among the travelers, the clouds
  105. will gather until visibility is negated. Before they
  106. know it, the travelers will be stepping on the clouds,
  107. and as the fog parts, they will emerge within sight of
  108. Zephyria’s palace.
  109.  
  110. Palace
  111. Standing atop an enormous cumulus cloud that floats
  112. close to the border of the natural world, Zephyria’s
  113. palace is a testament to the skill of the djinns. The
  114. placid serenity of the blue sky beyond it and the quiet
  115. majesty of the cloud it rests upon are echoes of the
  116. personality of the palace’s owner.
  117. Zephyria’s palace is a round, domed structure at
  118. least 600 feet in diameter, made of elemental marble,
  119. solid cloudstuff, and silver ornaments. Abstract
  120. designs along the walls are reminiscent of flower
  121. petals, clouds, and sunbursts. Four minarets, each
  122. 1,000 feet high, flank the main structure. Each of
  123. the minarets is tipped with silver domes and is said
  124. to house one of the four winds that blow through the
  125. natural world.
  126. The interior of the palace is surprisingly spartan.
  127. Although the walls, floor and ceiling are lavishly
  128. decorated with mosaics and inlaid silverwork, few
  129. luxuries are available for visitors other than soft cushions to sit or lie on. Underneath the central dome, a
  130. spiraling column of clouds marks the origin of the
  131. Unseen Speaker’s whispers—or so Zephyria claims.
  132. There are no servants inside the palace, but that
  133. doesn’t mean it’s deserted. Several pilgrims volunteer
  134. to work in the palace, tending to Zephyria’s needs
  135. and helping her in the ongoing task of renovating
  136. the place. Even her own agents must be prepared to
  137. contribute their labor, replacing cracked tiles or plastering the walls.
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