Oasis Town - PALM POINT

Just kind of sprung up, no one knows who started the town
No one rules/runs it, paradise town
Think "Palm Springs"

Demographics

Almost entirely Tabaxians

Government

None

Climate

Cool and temperate due to natural springs

Natural Resources

Natural springs and fruits from Palm Trees

Tabaxi

 
"We had a tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye."   — Toblen Stonehill, innkeeper
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Wandering Outcasts

Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
  • However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.

Barterers of Lore

Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
  • Instead, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they mull over the stories and rumors they collected like a miser counting coins.
  • Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use.

Fleeting Fancies

Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
  • A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.

Tinkers and Minstrels

Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer path to satisfy their obsessions become wandering tinkers and minstrels.
  • These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in small, colorful wagons, moving from settlement to settlement. When they arrive, they set up a small stage in a public square where they sing, play instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
  • These wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws on a particularly interesting item when an owner refuses to sell or trade it.

THE CAT LORD

The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and intervening in their affairs as needed. Clerics of the Cat Lord are rare and typically access the Trickery domain.

Tabaxi Names

Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology, prophecy, clan history, and other esoteric factors. Tabaxi names can apply to both males and females, and most use nicknames derived from or inspired by their full names.
  • Clan names are usually based on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
  • Tabaxi Names: Cloud on the Mountaintop (Cloud), Five Timber (Timber), Jade Shoe (Jade), Left-Handed Hummingbird (Bird), Seven Thundercloud (Thunder), Skirt of Snakes (Snake), Smoking Mirror (Smoke)
  • Tabaxi Clans: Bright Cliffs, Distant Rain, Mountain Tree, Rumbling River, Snoring Mountain

Tabaxi Personality

A tabaxi might have motivations and quirks much different from a dwarf or an elf with a similar background. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.
  • The Tabaxi Obsession table can help hone your character’s goals. For extra fun, roll a new result every few days that pass in the campaign to reflect your ever-changing curiosity.

TABAXI IN THE FORGOTTEN REALMS

In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of Maztica are known for their isolation, and until recently they never ventured from their homeland. The tabaxi say little of why that has changed, though rumors persist of strange happenings in that distant land.

Tabaxi Obsessions

d8 My curiosity is currently fixed on …
  • 1 A god or planar entity
  • 2 A monster
  • 3 A lost civilization
  • 4 A wizard’s secrets
  • 5 A mundane item
  • 6 A magic item
  • 7 A location
  • 8 A legend or tale

Tabaxi Quirks

d10 Quirk
  • 1 You miss your tropical home and complain endlessly about the freezing weather, even in summer.
  • 2 You never wear the same outfit twice, unless you absolutely must.
  • 3 You have a minor phobia of water and hate getting wet.
  • 4 Your tail always betrays your inner thoughts.
  • 5 You purr loudly when you are happy.
  • 6 You keep a small ball of yarn in your hand, which you constantly fidget with.
  • 7 You are always in debt, since you spend your gold on lavish parties and gifts for friends.
  • 8 When talking about something you’re obsessed with, you speak quickly and never pause and others can’t understand you.
  • 9 You are a font of random trivia from the lore and stories you have discovered.
  • 10 You can’t help but pocket interesting objects you come across.

NATIVES

Founding Date
300 Years Ago
Alternative Name(s)
Oasis Town
Type
Hamlet
Population
9,000
Inhabitant Demonym
Pointians
Location under
Owning Organization
Related Reports (Primary)
Related Reports (Secondary)

Brass Dragon Lair - (Female) Lithezethia Twinteeth

  • Ancient-brass-dragon CR 20
  • Pyramid Ruins 
  • Guards the Pyramid Ruins with its Lair but makes lots of trips north to Palm Point to Converse with Travelers
  • Takes on guise of F Tabaxi named Tranquil Fire (Tranquil)

A Brass Dragon’s Lair

A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

Regional Effects

The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
  • Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
  • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.