Pelantule – Chat Description
Pelantule
Pelantule (pel-an-TOOL) is a drow metropolis located in the realm of Auvrynon.
It’s primary entrance is at the base of Traitor’s Bluff, south east of the Zau Bos Ruins. The entrance is heavily guarded, which means any that enter this way are expected to understand the way of life of the drow. The primary entrance is the most welcoming, the cave is tall and wide, with a flooring that has been worked by the drow so that carts can make a guided passage. Within an hour’s journey, a large cavern called Valsharess’ Zenphe (The Queen’s Chamber) opens up for use as a trading post. It lacks any permanent buildings, but it has some zoned areas set up for trade between those that walk the surface and those that live below. Guards provided by House Orlyett patrol the space and keep an eye out for dangerous transactions.
A guard station keeps deeper passage under close watch. Drow are given free passage through the guard station as long as they have the proper paperwork, but those of other races are detained, searched, and questioned. Rarely is anyone of another race given access to the xenophobic race’s city. Those that can convince the guard to let them pass are charged a 50 silver fine, and tagged with a bio-luminescent dye mark under their right eye that will last for 2 days. This marks them as a ‘free guest’ – basically it is a two day pass. Once the dye vanishes after 48 hours, they are on their own for keeping themselves safe. Any surface race that is found in the city without this K’lapobon or pass mark, can be captured as a slave.
Past the guard station, the wide passage continues. This passage is generally kept free from predators though it is not without peril. Cave-ins are not uncommon and bridges that span dark canyons can be unstable. The occasional purple worm or umber hulk might attack a caravan, sealing the fate of travelers.
After 3 hours walk, the air grows noticeably warmer, and the passage opens up to the grand city of Pelantule. (See Realm Link)
A secondary entrance grants access to the Emerdal Cove, however because of the hostile occupants that live there, the drow have not been able to make this location into a reliable port. Brave fisher-drow frequent this entrance, harvesting fish to bring back to the city. Other smaller entrances (and exits) can be found in Ilph’s Doom and Heroesbane Ridge, but they would require a guide familiar with the area to make use of them. These are deadly passages to attempt to travel, horrors like wyverns and fire spiders often make these passages home.