Unlocked 8.5 (Keeper of the Lost Cities) Page 13
Candleshade: This towering skyscraper of a residence is one of the tallest structures in the Lost Cities, with at least two hundred stories. Owned by Lord Cassius Sencen—but unoccupied since the family fell into scandal (after Lady Gisela Sencen was discovered to be a leader of the Neverseen)—Candleshade is equal parts impressive, intimidating, and devastating. A hundred stories up, the main building splits into a series of narrow towers, each crowned with a curved golden roof that looks like a flame. Decor varies from floor to floor—some rather simple, some quite ostentatious. (One room even includes a life-size statue of Lord Cassius.) And while numerous searches have been made of the property since Lady Gisela’s ties to the Neverseen came to light, little has been found. But given the enormity of the property, many suspect that Candleshade still hides vital secrets.
Everglen: Alden and Della Vacker’s castle-style manor is every bit as luxurious and opulent as someone would expect from such an illustrious family. It’s also surrounded by parklike grounds and overlooks a glittering lake. The estate was originally owned by Luzia Vacker, but she passed the property to Alden when he was appointed as an Emissary for the Council. Everything about Everglen’s design is meant to testify to the prestige of the Vackers, from the fountains that spout arcs of colored water throughout the halls, to the tinkling chandeliers and jeweled mosaics on many of the doors. The property used to be protected by an enormous glowing gate with metal bars that absorbed light (to prevent anyone from leaping inside without permission). But after the recent scandal involving an illegal troll hive discovered on the property, the Council ordered the gates to be removed.
Mysterium: As one of the “working class” cities in the elvin world, Mysterium was designed for function and practicality (as opposed to the glitz and glamour of many “noble” cities). The narrow streets are lined with food stalls and vendor carts and plain, identical buildings—with one notable exception: Slurps and Burps (the Dizznee family’s tremendously popular apothecary), which adds a bold splash of color and a topsy-turvy style of architecture, along with a door that belches when anyone enters or exits.
Havenfield: The Ruewen family’s estate is a mix of chaos and elegance, between the shimmering glass-and-gold house overlooking the ocean and the vast expanses of fenced-in pastures. As one of the rehabilitation centers for the Sanctuary, Havenfield is home to an ever-changing assortment of strange and wonderful creatures—everything from dinosaurs, to verminions, to the precious alicorn family (as well as the lone mutant gorgodon freed from the Neverseen’s facility). The property is also home to the only known Panakes tree (along with a large number of gnomes who reside in a special grove in order to gather the Panakes’s healing blossoms). Havenfield is bordered by steep cliffs, which have been blocked by a massive gate ever since the Neverseen abducted Sophie Foster and Dex Dizznee from the dark caves below. Given the near-constant danger Sophie lives with, there are numerous other highly classified security elements to the property.
Gildingham (OR DORARSPADERA IN GOBLINESE): The goblins’ gleaming capital city is made of intricate golden buildings that surround a golden lake, so it’s highly possible that Gildingham is the source of human myths about “El Dorado.” And while most of Gildingham’s architecture has a fragile feel (lots of arches, pillars, windows, and balconies), the queen’s palace is a sturdy golden step pyramid. One of the city’s most notable features is the Hall of Heroes—a massive memorial of twisted golden columns and gilded statues of the many goblins lost in battle. And Queen Hylda enters and exits the city using the Imperial Pathways, where her royal carriage is pulled by Twinkle (a massive titanoboa—which is far less fearsome than it first appears). Elves aren’t unwelcome in the goblin capital, but they need special permission from the queen to visit.
Fluttermont: The Redek family’s sprawling estate has a series of domed buildings draped with bougainvillea that surround a square reflecting pool mirroring the sky. The house is peaceful and immaculate, but visitors tend to catch themselves wondering which of Fluttermont’s numerous balconies was the one Caprise Redek fell from—a fall that caused the injuries she still battles. A huge stone firepit was recently added to the property, surrounded by golden beanbag chairs made of flareadon fur, in order to provide a safe space for Marella Redek to practice her pyrokinesis. The family limits visits to Caprise’s “good days.”
Marintrylla (OR WEERIIDUULOOAA IN TROLLISH): Little is known about Marintrylla, since the elves are rarely invited to visit. But the city serves as the trollish capital and includes Empress Pernille’s palace. Marintrylla is housed on a secret island and consists of an intricate network of caves and bridges—and it should be noted that the city likely doesn’t include one of the trolls’ special hives. Those appear to be hidden among elvin locations, thanks to Luzia Vacker (who secretly served as an ally to one of the trollish empresses), in order to keep the trolls’ unborn babies safe from ogres.
Shores of Solace: Lord Cassius Sencen’s beachfront mansion was originally a property that he kept private and used as a place to escape to whenever he wanted space from his family. But since his wife’s involvement with the Neverseen was discovered, the Shores of Solace has become his primary residence (though he does still retain a somewhat secret apartment in Atlantis). The estate is a tranquil single-level beach home with mother-of-pearl walls and vine-draped arches, sunny patios, and stately rooms decorated in soothing tones of gray and blue. Keefe Sencen lives there for the moment—but not by choice—and he spends the majority of his time on a patio lined with cushioned swings, watching waves crash onto a black sand cove.
Alluveterre: Once a hideout for the Black Swan (and now abandoned, because the Neverseen have a crystal that could give them access), Alluveterre is an enormous underground cavern that contains a lush forest, as well as a subterranean river. Two of the largest trees have been crowned with clever tree houses connected by an arched bridge, and winding wooden staircases wrap around the trunks to provide access. During Sophie’s time residing in Alluveterre, she and her friends were separated into groups (Sophie, Biana, and Della in one treehouse, and Keefe, Dex, and Fitz in the other) and when Tam and Linh lived there, they each claimed a treehouse for themselves. The hideout was given to the Black Swan by the dwarven king—which is why the name comes from the dwarven language (meaning “the sands of dawn”)—and the dwarves view Alluveterre as a testimony of our planet’s power to re-create itself, since the land above lies desolate from human pollution and destruction, while below, a crack filtered the light in and allowed nature to thrive in peace.
Sanctuary: This special animal preserve was created because humans were hunting certain animals to extinction (particularly those believed to be “magical” or “mythical”), and the elves believe that every species exists for a reason and that the planet’s delicate balance would be forever altered if one disappeared. The dwarves helped hollow out the Himalayas, and the gnomes helped build a thriving ecosystem inside, and any creatures now under the elves’ protection are caught, rehabilitated (primarily to help them adjust to their vegetarian diet), and eventually moved into the Sanctuary. The lush interior includes every possible climate, comfort, and care the creatures might need, as well as a rainbow-shifting sky to provide the illusion of freedom. The Sanctuary is definitely not a zoo full of cages. It’s a haven where all creatures can thrive without danger—or it’s supposed to be. While the rare alicorns were housed inside, the Neverseen made numerous attempts to break into the Sanctuary, and Sophie Foster had to convince the Council that it would be safer to set the alicorns free.
Solreef: Given Sir Tiergan’s intense desire for privacy—particularly after what happened with Prentice Endal—few have visited his personal residence. Solreef is situated on a small island and protected by an intense level of security. The house itself is somewhat fortresslike, with extra high walls—and the only entrance is situated at the top of a long stone staircase. Inside, though, Tiergan has striven to make his home a warm, welcoming environment for his ad
opted son (Wylie Endal) and later for Tam and Linh Song, who reside in Wylie’s room (which is more like three rooms) now that Wylie lives with his recovering father.
Eternalia: The glittering elvin capital is hidden in a valley in the Himalayas, and it’s truly a sight to behold—and likely the source of human legends about Shangri-la. Eternalia is divided by a wide river lined with Pures (towering palmlike trees that filter the air), and one half of the city holds the twelve identical crystal castles that serve as offices (and residences) for the Councillors. The other half is a sparkling, jeweled metropolis, which includes—among numerous other buildings—Tribunal Hall (a tall domed building built from emeralds, which flies a blue flag when a Tribunal is in progress), the Council’s Seat of Eminence (a massive diamond palace with four towers, which only the nobility may enter), the Lost Cities’ primary (and largest) library, and a special memorial fountain to the late Councillor Kenric. A large portion of the city was destroyed in the same inferno of Everblaze that stole Kenric’s life, but Eternalia was quickly rebuilt with the help of the gnomes and dwarves. Buildings that survived the fire can be identified by their style (built from solid-color bricks of a single gemstone), as can the replacements (with walls that are elaborate, multicolored jeweled mosaics).
Foxfire: The Lost Cities’ most prestigious academy is more like a small city than a school. Foxfire’s main building contains six wings and six towers (each in the same color as the grade level that attends sessions there) and wraps around a five-story glass pyramid (which houses the principal’s office at the apex, as well as the cafeteria, the orientation room, and the rooms where detention is held). The campus also has the elite towers (comprised of the Silver Tower and the Gold Tower, which twist around each other), as well as a domed amphitheater and numerous other buildings and fields—plus a well-equipped Healing Center, which has been put to use quite extensively since Sophie Foster arrived in the Lost Cities.
Gateway to Exile: In truth, there are no striking geographic features to identify the Gateway to Exile amid the endless scorching desert—but given that it’s the first means of access to an underground prison where the worst criminals from all the intelligent species are kept, that’s largely the point. Those granted permission to enter Exile are provided with instructions for how to find the pool of quicksand that will allow them to sink to the Entrance to Exile, where dwarves will be waiting to make sure they have the required piece of magsidian before allowing them to continue down the long, winding flight of stairs to the center of the earth. The final step takes place in the Room Where Chances Are Lost, where magsidian is used to open the door into Exile, a spiraling prison that winds in on itself, filled with horrible sounds and horrible cells—though the worst part is the somnatorium (where the “hopeless cases” are permanently sedated).
Atlantis: This gleaming silver metropolis is hidden under the ocean beneath a dome of air—much like the human myths about Atlantis claim. The reason those legends are somewhat accurate is because Atlantis was designed to be a place where elves and humans united their cultures—and for a brief time, that’s exactly what it was. But then the humans planned an uprising and forced the elves to disappear (though recent evidence suggests there may be more to that story). Since light doesn’t reach Atlantis, visitors must begin their journey at a small rocky outcropping in the middle of the ocean and create a whirlpool that allows them to slide down the enormous swirling maelstrom into the city (landing on a giant sponge, which dries them off completely). Leaving is equally complicated and requires being encased in a giant bubble and launched out of the city by a geyser. Notable features of Atlantis include the glowing balefire spires (which provide soft blue-toned light), the starlight effect on the dome (which gives an appearance of night), the Unity Fountain (a remnant from the city’s human history), specialty shops of all kinds, an intricate system of bridges and canals—with fancy eurypterid-pulled carriages floating along the water—as well as numerous noble offices including the Registry, the Treasury, the Matchmaking Office, the Chief Mentalist, and many others.
Lumenaria: The original castle at Lumenaria—which proudly stood in the center of its small, rocky island for millennia—was recently destroyed in a tragic (and deadly) attack by the Neverseen (who also freed one of the prisoners from the dungeon). But the gnomes and dwarves helped the elves rebuild, and the new castle (once again built from lumenite) is even more magnificent. Access to Lumenaria is currently restricted (until the final security measures can be put into place), but someday soon it will again be a fortress where all of the intelligent species (gnomes, dwarves, ogres, goblins, trolls, and elves) can come together for Peace Summits and treaty negotiations. It’s unclear whether the castle’s dungeon was rebuilt, or whether any remaining diplomatic prisoners (those with too much value to be locked away in Exile) were moved elsewhere. But the main courtyard still contains the Four Seasons Tree—a silent testimony to a darker part of the Lost Cities’ history.
Sterling Gables: The Hekses’ private residence is far better known as a unicorn preserve than an estate—though its silver-and-crystal mansion has a uniquely “homey” feel. The pastures are always filled with unicorns under the Hekses’ care, and the outbuildings have an abundance of equine supplies. Thanks to the Heks family, the unicorn species is slowly repopulating—though there is still a great deal more work ahead.
Ravagog (OR SADLITZAGVATKA IN OGREISH): Previously called Serenvale (when the land served as the gnomes’ homeland—before the ogres stole it), the ogres’ capital city is not considered a welcoming place for other species. Ravagog is tucked among dark, jagged mountains and protected by force fields and massive gates, and King Dimitar has made it clear that anyone who enters the city without his permission will face consequences. Half of the city is carved into the side of a mountain (in a network of ledges and staircases built around misty waterfalls), and the other half is underground (in a huge swampy cavern). Other notable features include the King’s Path and main palace, the Eventide River (which glows green from a special enzyme), a recently rebuilt dark metal bridge lined with arched towers, the Triad (where King Dimitar holds court), the Armorgate (the ogres’ military university), and the Spateswale River (which provides the most direct path into Ravagog). Much of Ravagog was damaged or destroyed after King Dimitar made the cruel decision to unleash a plague upon the gnomes. Sophie Foster and her friends infiltrated the city in order to find the cure and were forced to cause a flood in order to escape. The ogres were punished for their crime, and the city has been largely rebuilt—as has the relationship between the elves and the ogres.
Loamnore (OR NYMTYRANYTH IN DWARVEN): The dwarven capital is an enormous underground maze of intricately woven tunnels that snake deep into the earth and lead to marketplaces, plazas, and even bubble-shapped living quarters. Visitors unable to tunnel into the city must wade to the middle of a muddy quagmire and sink down through the muck into a cavern known as the Visitor Center. Two paths are available from there: one narrow but bright enough to see (for those heading toward the main city), and the other a wide, black void of nothingness previously called the King’s Path. (The name will likely be changed to the Queen’s Path in light of the dwarves’ new leader.) The path can be a disturbing journey and should not be braved unless a visit to the ruler of the dwarves is both approved and absolutely necessary. Parts of Loamnore were recently rebuilt after King Enki’s betrayal (and the battle that followed), and residents of the city hope that Queen Nubiti’s rule will bring a new era of peace and prosperity.
Choralmere: Quan and Mai Song’s stunning beachfront estate is tucked between a pristine cove and the edge of a rainforest. Choralmere’s massive, elegant house has a series of courtyards crowned with golden roofs and framed by amber and garnet walls. Golden lanterns light the residence, and hundreds of wind chimes create a peaceful ambiance—much like the compositions that Mai Song is famous for creating (most of which are composed in her studio at the property). Their children (Tam and Linh) left
Choralmere after Linh was banished—and Tam has long contended that Linh would’ve been spared such harsh punishment had Quan and Mai been willing to move her farther from water. As a result, even though Tam and Linh have returned to the Lost Cities, they choose not to live with their parents—though Linh temporarily agreed to stay with them (at Tam’s request) while Tam was trapped with the Neverseen.
Rimeshire: The Dizznees are known for being quirky and untraditional, so many are surprised by the refined beauty of their family home. Rimeshire resembles an ice castle with its blue cut-glass walls and swirling towers that look like upside-down icicles. It’s located in the Gloaming Valley (near the Alenon River, where the wild kelpies live), surrounded by snow-capped mountains and twisted evergreen trees—which makes Rimeshire one of the colder places in the Lost Cities. But the temperature is still pleasant—and it’s also fitting, given that Juline Dizznee is a Froster. Part of her garden even includes a collection of shockingly lifelike ice sculptures, which she creates as a compromise with her rambunctious triplets, who would prefer to have a pet, but are willing to settle for new ice creatures every day (which is much easier for their already overwhelmed parents to manage).
Riverdrift: When King Dimitar refused to let Lady Cadence Talle set up a permanent residence in Ravagog, she built Riverdrift as a solution. The craft was primarily docked along the Eventide River, but it’s capable of journeying across any body of water thanks to the massive paddle wheels mounted to the back of the steel barge. Riverdrift is as large as any of the other elvin manors but is comprised of a wide variety of structures built from different metals, as well as a small glass pyramid and several chimneys spewing multicolored mist. The design may not be as aesthetically appealing as the Lost Cities’ usual architecture, but it was built to be practical rather than beautiful. Riverdrift allowed Lady Cadence to spend years researching the ogres, and she still lives there—despite being forced to return to the Lost Cities to serve as a Mentor to Sophie—in the hope that someday she’ll be allowed to sail back to Ravagog to properly continue her research.