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The Drow War Book Two. The Dying Of - RoseRed

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96<br />

Crossroads of the World<br />

In this chapter, the Player Characters arrive at Xoth<br />

Sarandi, which has been an elven colony for over<br />

2,000 years. Around the island, the elves have<br />

created huge magical gateways through which ships can<br />

reach distant lands. Thanks to their ingenious sorcery, a<br />

vessel and its cargo can move halfway around the world<br />

in the course of a single day.<br />

At Xoth Sarandi, the Player Characters can meet with<br />

the High Council and with Archimandrus’ conclave of<br />

wizards. <strong>The</strong>y may learn the full truth of the Starborn<br />

for the first time: how the elven magicians, allied with<br />

Nuith, first channelled the souls of the stars into mortal<br />

bodies so there would be champions on Ashfar to oppose<br />

the Dark. <strong>The</strong>y can also hear the origin legends of the<br />

drow, find out about their deities and their organisational<br />

structure and discover the reason for their assault on<br />

Jehannum.<br />

Xoth Sarandi is also the location of the Halls of Concord,<br />

a critically important institution in the campaign. <strong>The</strong><br />

Halls of Concord are where the ambassadors of the<br />

various nations of the world meet in order to discuss<br />

treaties, allegiances and wars. <strong>The</strong> Player Characters<br />

can use this building to talk to the direct representatives<br />

of heads of state, involving themselves deeply in the<br />

politics of Ashfar and the progress of the <strong>Drow</strong> <strong>War</strong>.<br />

Note: This chapter’s events are weighted towards<br />

roleplay and intrigue. <strong>The</strong>re is some combat to be<br />

found but discussion and negotiation are much more<br />

important. This means that the Player Characters may<br />

not gain much experience from fighting. To compensate<br />

for this, story awards are given for the achievement of<br />

diplomatic objectives, whether combat was involved or<br />

not.<br />

Xoth Sarandi<br />

<strong>The</strong>re is no other place like this in the world. What<br />

other island is presided over by the most graceful and<br />

grave of races and yet boasts the most raucous taverns<br />

and overcrowded flophouses this side of Crescent<br />

City? Xoth Sarandi is like a mediaeval microcosm of<br />

the world, with the undisturbed paradise of the elves’<br />

dwellings at the centre falling away to the bustle and din<br />

of the market traders in the outer city, the internecine<br />

politics of the Halls of Concord, the brothels and inns<br />

that never need to close and ultimately the darkness<br />

under the wharves where the dregs sleep.<br />

Xoth Sarandi is crammed with disparate groups of<br />

people, forced to rub shoulders with one another.<br />

Gnome artisans play chess on pavement café tables<br />

with retired generals. Merchants prosper one day and<br />

are ruined the next, while their mistresses keep sailors<br />

company as they gamble away their pay in a haze of<br />

alcohol. Nobles hundreds of years old, who have seen<br />

empires rise and fall, pass by children in the streets who<br />

were born less than a mile away and will die without<br />

ever seeing another place than this.<br />

Xoth Sarandi<br />

Size: Metropolis<br />

Population: 55,000<br />

Racial Mix: 45% elf, 35% human, 10% half-elf, 5%<br />

gnome, 5% other races<br />

GP Limit: 150,000<br />

Power Centre 1: <strong>The</strong> High Council of Xoth Sarandi<br />

(LN)<br />

Power Centre 2: <strong>The</strong> House of Trade (N)<br />

Executive Authority: Chief Constable Haveranti<br />

Brythna (Rgr 5/Arc 15)<br />

Information: Rumours in Xoth Sarandi<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: Xoth Sarandi is really two cities,<br />

an inner region for the elves and an outer region where<br />

all the other races mingle. It was not originally intended<br />

to be a city where people settled down and is more of<br />

a way station that has grown into a city over time. It is<br />

the richest city in the world but has some of the poorest<br />

people in its dockside regions: stranded travellers who<br />

were robbed and cannot afford to leave; stowaways<br />

who were discovered halfway through a sea journey<br />

and abandoned here; wharf brats of tavern prostitutes<br />

fathered by sailors; even bankrupt merchants who have<br />

been driven out of business by ruthless competitors.<br />

• Xoth Sarandi’s geographic centrality and its unique<br />

role as a global crossroads have made it a focal point<br />

for politics as well as trade. <strong>The</strong> Halls of Concord,<br />

which were originally assembly halls for non-elven<br />

Ibon Presno Gonzalez (order #73006) 8

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