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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History of the Desert<br />
This history is accessible to any character who<br />
succeeds on a Knowledge (history) or Bardic Lore<br />
check (DC 20) or who researches the subject in a<br />
library.<br />
<strong>The</strong> Desert of Sharn was originally equatorial forest<br />
stretching from the borders of the Topaz Dominions<br />
to Jehannum, with the ocean to the west. It was one<br />
of the outposts of elven civilisation and provided a<br />
retreat for fugitives from the bordering kingdoms. In<br />
the centre of the forest was the Plateau of Peace, a<br />
raised zone above the tree-line, where the majority<br />
of the elven settlements were located.<br />
<strong>The</strong> elves finally abandoned their domains before<br />
the last Equinox of the Heroes and retreated back<br />
to Xoth Sarandi, hoping to opt out of the coming<br />
war and leave the other races to fight it. Finding the<br />
forest uninhabited but for a few die-hard elves who<br />
refused to leave, the drow went on a mad orgy of<br />
destruction. <strong>The</strong>y swore that the forest would never<br />
again shelter either man or elf.<br />
How the forest was destroyed so swiftly, nobody<br />
knows. Dragons are definitely believed to have<br />
devastated part of it, but accounts also tell of<br />
something else: a huge glowing figure that breathed<br />
out spumes of flame the size of cornfields, turning<br />
the ancient trees to ash. Whatever it was that worked<br />
the destruction, it was thorough. Within ten years<br />
Sharn was a desert of sand and ash, with only a few<br />
struggling patches of green life left. <strong>The</strong> Plateau of<br />
Peace was renamed the Plateau of Skulls, after the<br />
charred skeletons that were found there in abundance.<br />
It quickly acquired the reputation of being a haunted<br />
place. Travellers who ventured there did not return.<br />
Games Master’s Note: <strong>The</strong> glowing being that<br />
destroyed the forest was a construct called the Tyrant<br />
of Brass, an artefact retrieved from the Elemental<br />
Plane of Fire. During the last war, the drow set it<br />
loose, ordering it to destroy all of the green growing<br />
things from Jehannum to the Topaz Dominions. <strong>The</strong>y<br />
were unsure whether it could, in fact, do this; their<br />
doubts soon vanished. <strong>The</strong> Tyrant devastated mile<br />
after mile of forest, until the scale of the destruction<br />
troubled even the drow, who wondered if it would<br />
actually stop as it had been told to do. <strong>The</strong>y were<br />
quietly relieved when, once the forest had been<br />
devastated, the entity vanished altogether.<br />
Any obvious spellcasters in the party can be told: <strong>The</strong><br />
people look at you with wide eyes as you pass, smiling<br />
and nudging one another. <strong>The</strong>y seem pleased that magicworkers<br />
from other lands have visited them here.<br />
Wizards, sorcerers and clerics – even those who follow<br />
other deities than the Sun God – find that they are<br />
waited on hand and foot while in the Topaz Dominions.<br />
Nobody ever asks them to pay for anything. If they<br />
need to buy any item more valuable than a good meal<br />
or a drink in an inn, they are given a 40% discount (not<br />
including magic items, since these can only be had from<br />
fellow spellcasters). However, they are also expected to<br />
perform their magic for free, as and when needed.<br />
Non-spellcasters are treated as if they were retainers.<br />
A native of the Topaz Dominions who sees a group of<br />
adventurers automatically assumes that the fighters and<br />
rogues are the wizards’ and sorcerers’ bodyguards or<br />
pack bearers.<br />
Location: <strong>The</strong> Palace of the Sun King<br />
You stand before the Sun King’s palace, where Ata<br />
Huara has led you. <strong>The</strong>re is no possible room for<br />
doubt that the sun is a sacred symbol to these people,<br />
as they seem to plaster it over every available surface.<br />
<strong>The</strong> larger and more golden the better. <strong>The</strong> domed<br />
golden roof of the palace before you is topped by a<br />
stylised sun-disc that shines blindingly bright in the<br />
rays of the actual sun above. Gilded sun-faces glow<br />
from the lintels of the archway at the palace’s entrance<br />
and a vast solar mosaic spreads across the floor of the<br />
echoing entrance hall. All of the palace staff wear sun<br />
medallions, like gold coins on chains. Every room that<br />
you pass features a sun-shrine in the corner, many of<br />
which are wet with blood from recent sacrifices. This<br />
kingdom is powerful and strongly lawful but it does not<br />
seem entirely benevolent. Although the ruler of this<br />
realm has promised his assistance, you cannot help but<br />
wonder whether his actions are not motivated by an<br />
expansionist ambition.<br />
Without warning you hear a flare of trumpets, and a<br />
shrill voice from a balcony above – doubtless that of<br />
a eunuch – announces that ‘<strong>The</strong> Earth-Born Presence<br />
of the Lord is among us!’ With that, a powerfully built<br />
man strides in through the archway at the end of the<br />
room, bared to the waist, dressed in a white kilt and a<br />
simple golden headband. His eyes are amber, his face<br />
sombre and thoughtful.<br />
‘Welcome to my Father’s blessed land,’ he says in<br />
flawless Common. ‘I have gifts for you. First you must<br />
present the gifts you have brought for me.’<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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