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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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