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The Drowned Halls

The second band, from 20,480 to 40,959 rows below the old floor of the world, under the Bone Gardens. Before Nyrath there was a kingdom here, older than Aldhearth: Hallowmere, its halls tiled, its bells full of air, its king on his throne. Then the water came and stayed. Down here it is water instead of lava, and the air is what you run out of. See The bands below for how the bands work.

Getting in

Water that stands still

The water of the Drowned Halls lies where the land was made, and it is still: it does not run when you come, and nothing floods for being found. Each hall has its own level. Where a wetter hall meets a drier one, a bulkhead of tidestone tiles walls them apart, as the old kingdom laid them. Every great one's hall is dry, until its king calls the tide.

If you dig a bulkhead out, the water behaves as water does anywhere: see Fire and fluids.

The three strata

What the rock gives

BlockGivesWhat for
TidestoneTidestoneThe band's rock and its seal. Four make four tidestone tiles at a workbench.
Tidestone tilesTidestone tilesThe floors, roofs and bulkheads of Hallowmere.
Tide-iron oreTide-ironThe band's ore, and its temper material. Buried, it looks like the rock it lies in.
Pearl bedPearlsIn the rock, most of all in the Pearl Deeps. A pearl is worth its weight.
Lantern kelpLantern kelpGrows in the water and glows. For breath draughts and tide glass.

Tide-iron tempers: 12 of it and 688,000 gold raise a temper from I to II, for each place (weapon, armour or pick: all three take 36 tide-iron and 2,064,000 gold), with Hild at the Master Forge or at a Deep anvil. See Might and temper.

Breath

In the Drowned Halls your head under water means your breath is going.

What helps:

WhatWhere fromWhat it does
Breath draughta glass vial and 4 lantern kelp, at a cauldronFor three minutes your breath lasts four times as long.
Gill charm4 tide-iron, 3 pearls and 6 lantern kelp, at an anvilWorn as your amulet: your breath lasts three times as long, six with a breath draught, and you swim faster.
Air bellsfoundSwim up under one and breathe (below).

Your breath is never short in your own lit Home.

Swimming

Hold jump to swim up and hold down to dive; let go and you sink, slowly. Water slows everything you do in it, a gill charm a little less: with one you swim about a third faster.

Landmarks

LandmarkHow rareWhat it is
An air bellcommon, under waterA dome of tide glass full of air, standing in the water with its way in through its floor: swim up under it and breathe. A pearl lamp hangs in its top, a chest stands inside, and its keeper left a slate. Kept as it was: its glass holds the air.
The Sunken Courtrare, in the Sunken Courts and the Tide HallsThe throne hall of Hallowmere, drowned to its vault: four columns, banners, lamps on chains, statues of its kings, and on a dais of three steps the Drowned throne, the royal chest beside it. There is air in the top of the vault, enough to put your head up. Kept as it was.
A tide gatein the Tide Halls and the Sunken CourtsA sluice of the old kingdom: a gate of chains across the water and a gatehouse with air in it, a chest, and the gate-warden's log. Kept as it was.
A cold camp of the Surveyin both bandsThe Survey's journal goes on here too, one page for each kind of stratum.

The pages you find (read them in your codex) tell Hallowmere's story in its own words.

The Drowned

The band's family of Grown. Some of them swim: they are born in the water, go through it as they please and never leave it. Out of the water a swimmer flops and dies slowly.

KindWhat it is
Glass minnowThe swarm: little fish of glass and silver, seven to twelve at a time, in the water only.
Tide EelA long dark eel with lights along its side. It swims, and lunges like a storm.
Crab KnightA crab in a helm of tide-iron with a pearl crest, one claw bigger than the other. It walks the floor, claw first.
LanternmawA mouth that swims, with a lure glowing on a stalk over it. It spits from a distance.
Drowned CourtierA drowned noble in court robes with a ruff and a circlet, a cold orb in its hand. It walks, and throws cold.
Pearl DrifterA bell of pale glass with pearls in it, its threads trailing. It swims, and stings.
Barnacle WardenPlates of tide-iron crusted with barnacles and hung with kelp, one eye in its helm. Slow, hard to break.

The Drowned King

Every lair in the Drowned Halls holds a king of Hallowmere, still sitting up: the Drowned King, the Tide-Crowned King or the King Under the Tide, in a crown of coral and a robe of the deep, a trident in his hand. His hall is dry when you find it.

Killed, he leaves tide-iron, pearls and breath draughts; one time in five the Tidecaller trident, a weapon that reaches far; once in twenty the Crown of the Drowned King; and half the time his trophy, The Drowned King's seal. The world hears who brought one down first.

Things to make

MakeFromAt
Tidestone tiles ×44 tidestoneworkbench
Tide glass ×44 glass, 1 lantern kelpworkbench
Pearl lamp ×21 tide-iron, 1 pearl, 2 tide glassanvil
Breath draught1 glass vial, 4 lantern kelpcauldron
Gill charm4 tide-iron, 3 pearls, 6 lantern kelpanvil
Drowned throne1 tide-iron, 2 pearls, 8 tidestone tilesworkbench

A Home's raid chest in the Drowned Halls holds tide-iron and a breath draught, and sometimes the band's trophy. See Home raids and defence.

Weapons

Weapons of this band. At a Deep anvil, 16 Tide-iron, 6 Pearl and 400k gold make the Tide-iron spear, a spear of 160 damage. Its great one's own weapon, the Tidecaller trident, is 176 now. To forge it you must first read its forging notes, Forging notes: Tide-iron spear: the Drowned King always leaves them the first time you kill it, and one kill in four after that; the band's Grown drop them now and then (an elite more often), and the chests of its landmarks may hold them. Vesna in the Delvers' Lodge sells The Drowned King’s pike (spear, 176) to anyone who has been this deep. See Weapons of the Deep.

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