The Sand-Veil Scourge
The White Sand Oasis, a vital jewel in the harsh desert, is dying. A mutated venom-scorpion infestation, born from strange alchemical runoff, poisons the water and stalks the dunes. Two desperate factions clash over the cure: the Thieves' Guild of the Silken Palm, who see the scorpions' venom as a priceless, controllable weapon, and the Circle of the Parched Sun, druids who believe only a complete, violent purge can save the land. Trapped between them are the oasis's inhabitants, whose only hope is a dangerous journey into the scorpions' heart to end the source.
Chronicle Prelude
You arrive at the frayed edges of the White Sand Oasis. Palm trees wilt, the air smells of almonds and decay, and wary eyes watch from mudbrick buildings. The central well is roped off, guarded by tense members of the Thieves' Guild. Whispers speak of scorpions the size of dogs that melt out of the dunes at dusk.
Environmental Traits
A catastrophic ecological collapse threatens to turn the oasis into a permanent blight. The venom-scorpions are not a natural pest; they are the symptom of a deeper, alchemical sin buried beneath the sands. The players' actions will determine whether the oasis is saved, weaponized, or lost forever.