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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to keep them from throwing anything into it. Passers-by<br />
sometimes throw coins into the moat for luck, though<br />
this is a minor offence by the laws of the city, so they<br />
wait until the sentries look the other way first.<br />
At the bottom of the moat is something more sinister<br />
than a coin. <strong>The</strong> body of Karil Sturvin, weighted down<br />
with cobblestones, lies concealed by the metallic liquid.<br />
<strong>The</strong> Shadow Troupe concealed themselves with magic<br />
and dumped the body here, knowing that nobody would<br />
look for it in such a well-guarded place.<br />
<strong>The</strong> Bridges: <strong>The</strong>re are two bridges spanning this<br />
divide, the Bridge of Fellowship and the Bridge of Pure<br />
Blood. While any person who has been invited to visit<br />
the inner city may use the Bridge of Fellowship, the<br />
Bridge of Pure Blood is for elves only. <strong>The</strong> six Shining<br />
Host sentinels at the bridge will not hesitate to shoot<br />
any non-elf who dares to take even one step on it, no<br />
matter who that person is.<br />
<strong>The</strong> Inner City: Beyond the molten moat is a serene<br />
vista of marble buildings, green lawns set with sculptures<br />
and mirror-like pools of water. <strong>The</strong> elves have built their<br />
power centre entirely from polished white stone. Even<br />
the residences look like small temples. Even when the<br />
inner city is at its busiest, there is a meditative hush in<br />
the streets. Nobody seems to feel any need to yell or<br />
hurry. Humans are apt to find the place maddening. Its<br />
stillness is almost smug, proclaiming that the elves have<br />
all the time in the world.<br />
<strong>The</strong> council chamber, a geodesic marble dome<br />
surrounded by obelisks, lies at the very heart of Xoth<br />
Sarandi.<br />
Location: <strong>The</strong> Sea-Portals<br />
<strong>The</strong>re are seven sea-portals in the ocean surrounding<br />
Xoth Sarandi. Physically, the portals look like gigantic<br />
stone gates made from two upright megaliths and one<br />
horizontal. <strong>The</strong> air in between the three megaliths<br />
shimmers like a mirage. <strong>The</strong> space in the centre of each<br />
gate is 80 feet wide and 120 feet tall, allowing almost all<br />
shipping to pass through easily. A permanent repulsion<br />
effect on the base of each vertical stone prevents ships<br />
from colliding with them. Ships that stray off course<br />
drift gently away from the stone pillar.<br />
Portal Keys: A ship requires a special magic item<br />
called a portal key in order to make use of any given<br />
portal. A portal key is a twisted metal bar, shaped like a<br />
lightning rod, which is usually fixed to the ship’s prow.<br />
Sailing through the portal automatically teleports the<br />
ship to the gate at the other end and burns one charge<br />
from the portal key. Each key only works on one ship<br />
at a time. For key purposes, a ship is defined as any<br />
marine vessel larger than a dinghy. A portal key can<br />
also be used to open the portal for one or more creatures<br />
(such as aquatic creatures that do not need ships), in<br />
which case up to ten creatures can use the key so long<br />
as no two of them are more than 30 feet apart.<br />
<strong>The</strong> secrets of making the portal keys are kept within one<br />
elven family, the Heshimel, who have worked in service<br />
to the lords of Xoth Sarandi for more than a thousand<br />
years. Portal keys can be bought at their official outlet,<br />
the House of Trade overlooking the main port. As there<br />
is no way to use the portals other than by means of a<br />
key, the elves can charge whatever they like, though in<br />
practice they keep to the prices listed below.<br />
Elven law restricts the sale of portal keys only to<br />
persons known to be of ‘trustworthy standing’. In<br />
practice, this means that one can buy a key so long as<br />
one is not known to have been a pirate, raider, smuggler<br />
or similar undesirable. This law is supposed to keep<br />
the law-abiding sea community safe. Naturally there<br />
is a thriving black market in portal keys. If one cannot<br />
get a key from the official supplier, one may be able to<br />
find someone in a dockside tavern who is willing to part<br />
with one; but be warned – scams are common and many<br />
a would-be smuggler has ended up with a bent poker<br />
with magic aura cast on it instead of the portal key he<br />
thought he was getting.<br />
Recharging Keys: Instead of buying a new key every<br />
time, the old one can be recharged. This is what the<br />
merchants do but ordinary travellers usually prefer<br />
to buy a two-charge key (one charge for the trip to<br />
Xoth Sarandi, the second for the trip on to their final<br />
destination), which is the cheapest option and is called<br />
a lesser portal key.<br />
<strong>The</strong> Gate to Shallenoi: Ordinary portal keys do not<br />
work on the Shallenoi Gate. <strong>The</strong> elves want to keep<br />
their antique kingdom as free from the interference<br />
of other races as possible. To use this gate, one must<br />
acquire a key of the first portal, which can be used with<br />
any gate.<br />
<strong>The</strong> Orbs of Free Travel: <strong>The</strong> elves created sixteen<br />
spheres of purple glass in which miniature illusory<br />
waves could be seen rolling across an open sea. Six of<br />
these were presented as diplomatic gifts to the rulers of<br />
the foremost kingdoms of Ashfar; the others remain in<br />
elven hands. An Orb of Free Travel functions like a key<br />
of the first portal, except that it does not have charges.<br />
Ibon Presno Gonzalez (order #73006) 8<br />
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