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The Drow War Book Two. The Dying Of - RoseRed

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46<br />

other ships are sent out. Whole clans of pirates have<br />

grown up here without ever seeing land in their lives.<br />

Powerful magic makes sure that it stays stable and afloat.<br />

<strong>The</strong> ship is self-sustaining; it carries livestock and the<br />

crew are able to keep sea beasts at bay by dropping live<br />

animals into the water. <strong>The</strong> pirates prey on the shipping<br />

that either avoids the Xoth Sarandi gates or is not served<br />

by them.<br />

Non-Player Character Group: <strong>The</strong> Sea<br />

Harriers<br />

<strong>The</strong> Sea Harriers are the worst pirate threat of the<br />

central oceans. <strong>The</strong>y strike without warning, using fast,<br />

manoeuvrable short-range craft. Nobody is certain how<br />

the Harriers are able to provision themselves, since they<br />

operate miles away from any known island base, but<br />

the current favoured theory is that they utilise a form of<br />

magic similar to that which the elves of Xoth Sarandi<br />

use to create the sea-portals, only this magic forms<br />

temporary ‘travel gates’. Harrier vessels are often<br />

sighted while there is mist on the sea, and some have<br />

taken this as evidence that the travel gates create a mist,<br />

presumably because of the magical disruption to the<br />

water’s surface.<br />

<strong>The</strong> Sea Harriers are very different from the pirates of<br />

the Shard. <strong>The</strong> latter group is merely a rag-tag mob of<br />

cutthroats, mostly escaped convicts, runaway slaves or<br />

military deserters who band together temporarily in the<br />

hope of profit. <strong>The</strong> Sea Harriers have a family structure<br />

based around clans. Each ship is the property of one<br />

clan and is the responsibility of one family within that<br />

clan. <strong>The</strong> mother is always in command of the ship; the<br />

father directs the fighting; the sons and daughters see<br />

to the crewing. <strong>The</strong> remainder of the crew is made up<br />

of other clan members, ‘borrowed’ for raiding purposes<br />

according to an arcane honour system.<br />

<strong>The</strong> head of all the clans is the amma hadrak or Salt<br />

Mother, who rules from an unknown location somewhere<br />

in the mid-Incarnadine.<br />

Character: Sea Harriers are lawful evil; they see the<br />

ocean as their territory and their raids as taxation. <strong>The</strong>y<br />

think of themselves as princes and their families as<br />

royalty. <strong>The</strong>y despise mere marauders and pillagers<br />

and have even been known to help those who were<br />

under attack from them.<br />

Sea Harriers have a dialect of their own, a mutated<br />

version of Thieves’ Cant. <strong>The</strong>ir own word for<br />

themselves is pelori, which simply means the family.<br />

Non-Harriers, especially land dwellers, are referred to<br />

as grubbesh, literally translated as ‘steppers in dung’.<br />

So long as a ship yields up its cargo without a fight, the<br />

Harriers let it go. <strong>The</strong>y always offer it the chance to<br />

do this and even ensure that the ship’s crew is left with<br />

enough food and water to reach a safe port. Fighting<br />

back throws away any chance of peaceful escape,<br />

though even then the Harriers discriminate between a<br />

ship’s crew and its passengers and do not put everyone<br />

to the sword just because the captain was foolish enough<br />

to fight.<br />

<strong>The</strong> Harriers have great respect for wit and bravery.<br />

<strong>The</strong>y spared Captain Samuel Spright when they finally<br />

caught him after he had led them on a merry chase for<br />

more than three days around a reef-infested island;<br />

they similarly showed mercy to the adventurer Lundin<br />

Ironfoot, who made them laugh with his deadpan<br />

humour even while they were tying the noose around his<br />

neck. <strong>The</strong>y do not tolerate insults against their breeding<br />

or their claims to nobility. <strong>The</strong> fastest way to raise a Sea<br />

Harrier’s displeasure is to show him disrespect.<br />

Appearance: A Sea Harrier always dresses in the<br />

finest garb available to him, so long as it is practical to<br />

fight in. <strong>The</strong> Harriers adore flamboyant clothing and<br />

jewellery. <strong>The</strong>y think of themselves as the nobles of<br />

the sea, so they dress like aristocrats. <strong>The</strong>y adore velvet<br />

hats, silk cummerbunds, fur-lined cloaks, baggy shirts,<br />

satin gowns and fencing garb of fine soft leather, with<br />

high bucket-top boots and suede waistcoats.<br />

Falchions are the preferred weapons of the beefier<br />

Harriers, with the more lithe ones preferring rapiers,<br />

usually with a dagger in the off-hand. Men either shave<br />

their heads completely, sometimes leaving a pigtail,<br />

or wear their hair long. Women dye theirs in the most<br />

unnatural colours they can find. Blue, purple and pink<br />

are especially prized.<br />

Before this adventure takes place, the Player Characters<br />

should have had at least one brush with the Sea Harriers.<br />

<strong>The</strong> Coastal Encounters table on page 32 gives some<br />

possible events. Alternatively, the Player Characters<br />

could come across a Harrier raid in progress and have<br />

to defend the beleaguered ship.<br />

Ships: All Sea Harrier ships that have been sighted thus<br />

far are pinnaces or sloops at the largest, requiring no<br />

more than 20 or 30 people to crew them. In contempt<br />

of the usual naming traditions, the Harriers give their<br />

ships outlandish names, usually of between four and<br />

ten words. Harrier ships that have been sighted to date<br />

include the Sudden Attack of Woeful Melancholy, the<br />

Memorable Exploding Appendix Crisis, the Butterfly<br />

Lands Delicately on a Fallen Cherry Blossom and the<br />

Ibon Presno Gonzalez (order #73006) 8

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