Due to ice-cold air, high altitude, and violent storms, few are brave enough to fly up this Air Zone here as it is much more perilous than lower zones.
- When an Zephyr enters this Air Zone any creatures/ NPCs/Players on the Airship must make a DC 14 Constitution Saving Throw. On a failed save, the players suffer from the Poisoned condition for 2 rounds due to altitude sickness. They also take 2d6 of cold damage.
- All players not manning Stations in this Air Zone do not get to add their proficiency bonus to ranged attacks.
- When making a Wind Check, you enter a Storm on a roll of 3 and 4 in this Air Zone.
- Airships that are not specialized cannot fly above this zone as their engines begin to malfunction due to the extremely cold temperatures at this altitude. Even if an Airship’s engine could withstand the cold, the storms are so cataclysmic that any Airship would be torn apart within seconds in any attempt to ascend.
Fabled Islands. Very few islands exist in the Windhell Zone. The cold and violent winds make it inhospitable for most life. However, legendary islands, mystical lands rumored to hold great treasures or powerful magical artifacts - are sometimes believed to exist in the heart of this zone. These islands are often thought to be cursed or enchanted, attracting only the bravest or most foolhardy adventurers.
Lore: Tohnk’s Relics
The legendary pirate Captain Tohnkh, notorious founder of the fabled Weastern Pirates, is rumored to have abandoned a hoard of relics on an undiscovered flying island in the Windhell Skies; a place marked only by a broken compass tattooed on select pirate elders. Sailors speak of compasses spinning wildly when the island nears, as if Tohnkh himself misleads seekers from beyond legend.
Inhabitants. There are no permanent settlements here due to the extreme conditions. However, adventurers, treasure hunters, and ambitious captains occasionally try to brave this zone in search of fortune or fame. Some monsters—primarily sky-dragons, storm elementals, and even giants - make this their domain, feeding off the turbulent storms and cold winds. Pirates generally avoid this zone due to the dangers, but the most hardened pirate captains—those whose reputations inspire fear across the sky; may hide their vessels in the higher winds, hoping the storms will deter any who dare to chase them. These elite pirate crews are a force to be reckoned with, equipped with magically reinforced airships to survive the intense conditions. However, even they must be wary of the violent storms that can destroy a ship in seconds.