Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Background
- When the Dawn War broke out, the djinns were
- quick to stand beside their primordial progenitors.
- Some sages say this was due to simple loyalty, though
- others claim that this was the only way the djinns
- could be able to retain their wondrous power over the
- unbridled elements of the Plane Below. The victory of
- the primordials would also cement their own power
- over creation. At first, the war went in favor of the
- elemental forces because the gods were scattered and
- disorganized. But when the forces of the Astral Sea
- unified under the leadership of the war god Achra—
- later known as Bane—and the primordial called the
- Queen of Bronze fell before him in battle, the tide
- turned.
- When the immortal armies crushed the elemental
- hordes, the djinns sent out a call for their geniekin to
- gain the upper hand in the conflict. This call went
- unheeded. The reclusive dao declined to enter the
- fray. The greedy efreets offered many excuses, never
- openly denying the djinns’ request. If the individualistic marid gave any reply, it will never be known.
- What matters is that the djinns stood alone in the
- end, and are still paying the price for their part in the
- Dawn War. Their race, especially their caliphs, was
- imprisoned. One of these caliphs was a female djinni
- known as Zephyria, the Daughter of Winds.
- Once an arrogant calipha native to the fabled First
- City, Zephyria was cast into a beggar’s bowl in a cruel
- attempt to break her spirit. For decades, the Daughter
- of Winds raged helplessly inside the wooden bowl. As
- the storm inside her waned, she became feebly aware
- of her surroundings. It took years for her to be able
- to hear what happened in the vicinity of the bowl.
- When Zephyria managed to calm the hurricane
- of her heart, she began not only to hear what was
- around her, but also to listen.
- As the centuries passed, the bowl that held Zephyria passed from owner to owner. As it did so, the
- bound djinn witnessed myriad mortal dramas and
- joys, betrayals and charities. Most important, she
- witnessed the mortal potential for compassion. And
- as the voices merged in her mind, she began listening to something she called the Unseen Speaker. It
- might be a figment of her own frail mind, a fragment
- of her personality that she created to cope with her
- imprisonment. Or perhaps her suspicion is correct,
- that she managed to achieve unity with an underlying
- conscience of the cosmos, beyond god and primordial. True or not, the existence of the Unseen Speaker
- brought peace to the Daughter of Winds, and eventually brought her freedom.
- Zephyria managed to influence the wielder of
- her bowl in subtle ways, guided by the whispers of
- the Unseen Speaker, bringing good fortune to those
- wielders that possessed a good heart. The more she
- redeemed the beggars and the poor souls that used
- the bowl, the more Zehpyria expanded her senses,
- until the bowl was shattered and she was released. It
- is said that the beggar that was holding the bowl that
- day became the first in a long line of kings.
- Freed from her millennia-long imprisonment,
- Zephyria again wandered the cosmos, guided by the
- whispers of the Unseen Speaker, until she chanced
- upon a dilapidated djinn palace in the Elemental
- Chaos. There, the Daughter of Winds took residence,
- restoring the palace to its former glory and moving
- the cloudmote it rested on to the frontier between the
- Elemental Chaos and the natural world. Having experienced firsthand the possibilities of a world made
- permanent by the gods, she was determined to spread
- the whispers of the Unseen Speaker, easing suffering
- and bringing peace to a cosmos ravaged by war.
- Appearance and Personality
- Zephyria‘s serene and humble demeanor is a great
- departure from what is expected of the proud djinns.
- Even though she is taller than the tallest goliath, her
- simple bearing makes human-size beings feel more
- at ease than they otherwise would. Her long, white
- hair is tied in a simple braid that reaches down to the
- small of her back. Her white and gray flowing garments, though they are well made, are unadorned.
- Her gleaming, sky-blue skin boasts no jewelry, except
- for a simple silver chain that holds a blue diamond
- over her heart. Atypically for djinns, Zephyria prefers
- to walk on two legs. She still retains the ability to turn
- her lower body into a whirlwind.
- Petitioners who seek out the legendary Zephyria are taken aback by her unassuming poise and
- whispered words. Those who are granted an audience with her must be patient, because she pauses
- in mid-sentence, as if listening to someone else
- who is speaking to her. Regardless of dire news or
- severe emergencies, Zephyria remains calm, and she
- punctuates her sentences with words of the Unseen
- Speaker’s wisdom
- Contacting Zephyria
- Making contact with the Daughter of Winds is deceptively simple. A petitioner seeking to hear Zephyria’s
- voice must first give something away to a person in
- need, perhaps a coin to a beggar or food to someone
- who is hungry. If no one in the vicinity satisfies this
- requirement, the agent must become the person in
- need, forsaking food and water until hunger and
- thirst begin to set in. After either of these conditions
- is met, the petitioner closes his or her eyes and feels
- the gentle breeze that carries the whispers of the
- Daughter of Winds.
- Reaching Zephyria’s palace is a more straightforward affair, but by no means easier. The traveler must
- climb to high terrain, whether a mountain peak or a
- hilltop, that is covered by low-lying clouds or fog. If an
- agent of Zephyria is among the travelers, the clouds
- will gather until visibility is negated. Before they
- know it, the travelers will be stepping on the clouds,
- and as the fog parts, they will emerge within sight of
- Zephyria’s palace.
- Palace
- Standing atop an enormous cumulus cloud that floats
- close to the border of the natural world, Zephyria’s
- palace is a testament to the skill of the djinns. The
- placid serenity of the blue sky beyond it and the quiet
- majesty of the cloud it rests upon are echoes of the
- personality of the palace’s owner.
- Zephyria’s palace is a round, domed structure at
- least 600 feet in diameter, made of elemental marble,
- solid cloudstuff, and silver ornaments. Abstract
- designs along the walls are reminiscent of flower
- petals, clouds, and sunbursts. Four minarets, each
- 1,000 feet high, flank the main structure. Each of
- the minarets is tipped with silver domes and is said
- to house one of the four winds that blow through the
- natural world.
- The interior of the palace is surprisingly spartan.
- Although the walls, floor and ceiling are lavishly
- decorated with mosaics and inlaid silverwork, few
- luxuries are available for visitors other than soft cushions to sit or lie on. Underneath the central dome, a
- spiraling column of clouds marks the origin of the
- Unseen Speaker’s whispers—or so Zephyria claims.
- There are no servants inside the palace, but that
- doesn’t mean it’s deserted. Several pilgrims volunteer
- to work in the palace, tending to Zephyria’s needs
- and helping her in the ongoing task of renovating
- the place. Even her own agents must be prepared to
- contribute their labor, replacing cracked tiles or plastering the walls.
Add Comment
Please, Sign In to add comment