Page 19 - Tomb of Annihilation
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unconscious. When he awakens moments later, Es-  warning horns, day or night, they scramble for the safety
              hek has no memory of the last 12 hours aside from a   of  the Market Ward and Merchants' Ward until the all
              driving need to find people matching the characters'   clear sounds.
              descriptions. He's as puzzled by what  just happened
              as the characters probably are, but he'll help them   O LD  CITY
              however he can. At the very least, he knows where   Three ancient, vine-covered ziggurats tower above this
              Mbala is from speaking to porters who've been to   crumbling ward. The whole district is a juxtaposition
              Camp Vengeance.                                 of  ancient and decaying (but still occupied) stone struc-
                                                              tures interspersed with flimsy new huts and longhouses
            LOCATIONS IN THE  CITY                            of  bamboo and thatch.
            Shown in map 1.1, Port Nyanzaru is a city of  walls   The Old City is run by "beggar princes" in a mocking
            within walls. Burgeoning wealth has driven the city's   parallel to the merchant princes of the city proper. They
            richest residents to raise defenses against the  jungle's   have no official authority, but each of  them sits atop a
            dangers, and possibly against the dangers they perceive   web of  debts, favors, incriminating information, and
            from the city's less-well-off districts, which all lie out-  loyal muscle that allows them to get things done with
            side the main wall. The walls are impressive barriers   an efficiency that the merchant princes sometimes envy.
            of massive, fitted stone. Like other structures in Port   Unlike the merchant princes, whose positions are based
            Nyanzaru, they're decorated with colorful paintings of   on wealth that passes from generation to generation in
            geometric designs, animals, and mythic figures.   the same family, the identities and even the number of
             The city is defined by four steep hills. The western-  the beggar princes changes continually.
            most hill, called Temple Hill because it's home to the   The Old City is run down but it isn't a slum or a haven
            temple of Savras, is completely walled off from lower   for thieves. Most of  the residents are lower-class labor-
            ground. A wide stone bridge crosses on arched columns   ers or struggling artisans who can't afford the higher
            from Temple Hill to Throne Hill, site of  Goldenthrone.   rents of homes inside the city walls.
            A  second bridge connects Throne Hill to the southern
            slopes, site of  several merchant princes' villas. East of   1.  BEGGARS' PALACES
            the harbor, the Hall of Gold gleams atop the city's taIJest   The Beggars' Palaces are the two largest ziggurats
            hill, Mount Sibasa, which is connected by bridge to the   of  the Old City. Shops and tenements of bamboo are
            neighboring Ykhvazi Hill (pronounced yick-ul-WAH-  jammed onto the terraces of  the ziggurats in wild pro-
            zee), site of  the Grand Coliseum. Steep, stepped streets   fusion. The upper levels are cleaner and less crowded
            and terraces surround each hill.                  than those near street level. A narrow wooden bridge
             Outside the main walls are three slums: the Old City   connects the upper levels above the press and noise of
            to the southwest, where many buildings are remnants   the street.
            of older, pyramidal construction; Malar's Throat to the   2. EXECUTIONER'S RUN
            south, where buildings cling to the walls of  a lush can-
            yon spanned by rope bridges; and Tiryki Anchorage to   The road through the Old City splits around a rectangu-
            the southeast, where explorers and river folk gather.   lar, stone-lined pit 15 feet deep, 50 feet wide, and 200
             About half the city's population lives crowded together   feet long. The original Amnian residents built it as an
            outside the walls, where they're always exposed to   arena for a highly competitive ball game, and it still pro-
            sudden attacks by carnivores or undead. A volunteer   vides cheap entertainment for the locals. Velociraptors
            citizens' brigade keeps watch for approaching danger.   (see appendix D), panthers, or other hungry beasts (a ju-
            When residents of  the outer wards hear the long blast of   venile allosaurus is a guaranteed crowd pleaser) are set
                                                              loose in the pit, then convicted criminals are dropped in
                                                              at one end. Any criminals who make it alive through the
              TROUBLESHOOTI NC
                                                              gauntlet of carnivores to the far end of the pit can scram-
              There's enough happening in  Port Nyanzaru that you   ble up knotted ropes and win their freedom, along with
              won't need to rely on random encounters to keep things   the adulation of the crowd. Spectators line the walls
              Interesting. That being said, if  the players seem restless,   for these spectacles-including representatives from
              use the random encounters in appendix B  to spice things   every level of  Port Nyanzaru society, not just residents
              up a bit as they're gathering supplies for their expedition.
              At any time, the party might run into Volothamp Geddarm   of the Old City. Bets are placed on which criminals will
              (see "City Denizens," page 24). Volo's familiarity with   survive, which will die, how far runners will get before
              Port Nyanzaru makes him a font of  useful information. If   a beast brings them down, and how many kills each ani-
              the party doesn't already have a wilderness guide, he ad-  mal will rack up.
              vises characters to secure one before they enter the jungle.   A handful of  Chultans have become celebrities by sur-
              V olo might also suggest that characters partake in the di-  viving multiple dashes through Executioner's Run. It's
              nosaur races (see "Things to Do," page 31).     been suggested that some people continue committing
               If characters visit Wakanga O'tamu, he gives them the   crimes solely because a conviction is the only way to get
              wizard's journal in his possession. If the party has not yet   tossed into the pit, and betting is always heaviest on a
              secured a guide by the time they meet Wakanga, he sug-  repeat offender.
              gests that the characters arrange one through jobal. Volo
              can facilitate an introduction. For more information on   Occasionally an animal manages to leap or scramble
              guides and their rates, see "Finding a Guide," page 33.   out of the pit and runs amok through the terrified crowd.
                                                              Moments of such high peril provide a perfect oppor-


            Cll.\l'TER I  (  PORT NYANZARU
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