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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 />

9

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