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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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