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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 />

99

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