The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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northwest, a built-up hill in a bend in the river that<br />
was the original settlement. This has its own name:<br />
Crom Crythni. It is restricted to the nobility and the<br />
generals, who rarely descend to the lower city. <strong>The</strong><br />
architecture here is far more pleasing to the eye; many<br />
of the buildings are antique structures dating from the<br />
days of elven colonisation, preserved behind high walls<br />
for centuries.<br />
At the northern end of Crom Crythni, keeping the whole<br />
region in its shadow, stands Burgenstoch Castle, a<br />
grotesque fortress of iron-barbed towers and thick layers<br />
of metal plating over ancient stonework. A flight of<br />
steps called the Shadrill Stair, flanked by watchtowers,<br />
connects the upper and lower cities.<br />
Non-Player Character Group: <strong>The</strong><br />
Citizens<br />
Crom Calamar, and indeed the entire country of<br />
Jehannum, operates a martial code of enfranchisement.<br />
If one is registered as a warrior, then one is entitled to<br />
vote on any issue that the Iron Dukes present to the<br />
people for resolution, including on the question of who<br />
should succeed any duke who resigns or dies. <strong>The</strong><br />
rationale is that only those who fight in their country’s<br />
defence deserve to have a say in how that country is<br />
governed.<br />
In order to be registered, one must either be enrolled<br />
(or have served time) in the army of Jehannum or be<br />
a member of a volunteer militia for one’s town or city.<br />
In cities, the militia are organised by district. All one<br />
has to do to join one is demonstrate competence with a<br />
weapon and sign up, pledging to take part in the defence<br />
of one’s community should it be threatened.<br />
<strong>The</strong> residents of Crom Calamar have a knee-jerk<br />
contempt for anyone who does not seem like a warrior<br />
or fighter. Clerics are all right if they do their part in<br />
the fighting. Wizards and sorcerers are an unfortunate<br />
necessity, useful for making the best armour and weapons<br />
but not the kind of people one would socialise with out<br />
of choice. <strong>The</strong> populace views them as aberrations. As<br />
they are dependent upon their magic to compensate for<br />
their physical weakness, they never have a chance to<br />
toughen themselves up.<br />
Barbarians are good drinking companions, rangers<br />
tend to be scruffy but are tolerable and monks are<br />
admirable combatants but a little too caught up in<br />
all of that mystical stuff. Rogues are rarely worth<br />
associating with, paladins are excellent fellows (they<br />
set such good examples) and druids – well, the druids<br />
are just incomprehensible. Wooden armour? What is<br />
wrong with a good solid piece of shaped metal on one’s<br />
body?<br />
Almost all of Crom Calamar’s citizens are armed all the<br />
time, even if it is only with a dagger or hand-axe. <strong>The</strong>ir<br />
weapons are the signs of their citizenship. Being seen<br />
in public without a weapon is like being seen naked: it<br />
draws stares and whispered comments or even insults.<br />
<strong>The</strong> following modifiers apply in Crom Calamar:<br />
• Any Player who is obviously a wizard, sorcerer<br />
or druid suffers a –2 circumstance penalty to<br />
checks made to influence others’ opinions, such as<br />
Diplomacy checks. He will also have to pay 150%<br />
of the listed price for any item.<br />
• Any Player who does not carry an openly displayed<br />
weapon suffers an additional –2 penalty to the above<br />
checks.<br />
• Failing to accept a challenge is considered cowardly.<br />
Any Player who refuses an invitation to a fight will<br />
have a default reaction of Hostile from that point<br />
onwards until he regains his honour by fighting an<br />
opponent.<br />
Typical Crom Calamar Citizen (Militia Member),<br />
Human <strong>War</strong>2: CR 1; Medium humanoid; HD 2d8+5;<br />
hp 14; Init +0; Spd 30 ft.; AC 13, touch 10, flat-footed<br />
13; Base Atk +2; Grp +3; Atk +3 melee (1d6+1/19–20,<br />
short sword); Full Atk +3 melee (1d6+1/19–20, short<br />
sword); AL CN; SV Fort +4, Ref +0, Will -1; Str 13,<br />
Dex 11, Con 12, Int 10, Wis 9, Cha 8.<br />
Skills & Feats: Intimidate +3, Profession (any) +1, Ride<br />
+4; Power Attack, Toughness.<br />
Equipment & Treasure: Short sword, studded leather<br />
armour.<br />
Information: Rumours in Crom Calamar<br />
Player Characters can glean basic information about the<br />
city without needing to make a check, as it is common<br />
knowledge.<br />
Basic Information: Crom Calamar is the capital of<br />
Jehannum. Every citizen goes armed, because only<br />
people who can fight are counted as citizens. <strong>The</strong> Iron<br />
Dukes are in charge. <strong>The</strong>se are nine of the city’s finest,<br />
elected by the citizens, who meet up at Burgenstoch to<br />
decide policy. By long-established tradition, every Iron<br />
Duke wears an iron mask when appearing in public or<br />
before strangers, to protect his identity and to emphasise<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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