The Crimson Tide Desert is an inhospitable place where the heat of the scorching sun and the freezing nights are the least violent things that can kill you. As above, so below lurk many dangers; from monsters to ancient curses and many things in-between! It is a land of golden dunes tainted in blood, where the weak die and the strong survive.
Refuge and relative safety are found in but a few scarce places, most prominently the various settlements, towns, and cities built around the oases that are dotted across the Crimson Tide. Some spend their entire lives in one of these places, not daring to take a single step beyond its boundaries. However, some do brave the sand ocean, be it for adventure, profit, or something else.
These soldiers of fortune are called nomads and are oft employed to transport goods between various safe-havens. Banding together as clans, they traverse the sandy dunes of the desert not by foot, nor by horse or camel, but by so-called “sand skimmers”; light and fast vehicles resembling small ships equipped with not just sails but also special magical equipment that allows the skimmer to glide across the sand as if it were water.
Our tale begins with the misfortune of two nomads, following a botched contract that leaves them in serious debt and the possibility to damage their reputation beyond repair. Granted an opportunity to settle their debt, they are tasked to set out and find the long lost tomb of the wicked warlock king Azmond II. But with just a single, vague clue at hand and their sand skimmer damaged beyond repair, the nomad pair has their work cut out for them.
So the start-up for this one is pretty straightforward with a duo of nomads down on their luck, their skimmer was sunk and its precious cargo along with it, leaving them in debt with the contract givers. They are given an opportunity to pay off their debt in full, however, the task they must undergo is a daunting one. Of course, before they can even attempt to go look for the lost tomb, they have to secure a new skimmer. It's a pretty open adventure, with the tomb and debt serving as initial motivators for our adventurers and things can spiral into all sorts of directions before, during, and after they have completed their quest.
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