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Dradah Delmah

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Dradah Delmah is home to the House of Bralfah, the tribe of Surface Drow. It can be found in the Blackheart Woods, part of the Monster Preserve on the Second Plateau.

File:Dradah delmah.jpg

1) The Sink Hole (Charnag Resk'afar): to enter the cave complex one must first descend 200 feet down a winding path to the base of the Sink Hole. It is heavily wooded at its base, and dense foliage conceals the entrance from above.
2) The Great Entrance (Zhennu Wun): The vast entrance stretches 500ft wide and 80ft tall. There is a 20 degree upward incline as you walk up to the entranc, giving the impression of walking up grand steps to some sort of gigantic amphitheatre.
3) The Antechamber (P'los Cuass'ili): This vast, cool space serves as a regular meeting point and social centre for House Bralfah. A wooden temple at its center serves as a port of call for all who leave and arrive at Drada Delmah.
4) Grotto of Donrya's Tears (Har'ol d' Krik'vlicss d' Donrya): This is a spot of outstanding natural beauty, and serves as a place of meditation and contemplation. A waterfall creates a small lagoon at the grotto's center. Crystals in the rocks reflect the delicate luminous glow of lichens, causing the cavern roof to dance with scattered reflections of the water below.
5) Barracks: These 2 buildings have been cut into the rock. They can each house a maximum of 50 warriors. From here portcullises can be lowered.
6) Hall of Commerce (Tullus d' Chaon): The main trading center holds the Market Hall, the largest single structure in Drada Delmah. This is also home to the wealthiest merchants.
7) Hall of Commerce (South) (Tullus d'Chaon (Werneth)): Home to the well off merchants, hunters and trappers.
8) Lesser Hall (Inlul Tullus): Home to the majority of the commoners. Most artesans, tradesmen and hunters.
9) Poor Quarters (Tullus Xuileb Belaern): The poorest quarters, as well as large storehouses.
10) Spore Farms (Kuttra Thac'zil): This is where the underground funghi, lichens mosses are farmed and harvested. The farmers also live here.
11) Temple of Jancassis/ Council Chamber (K'lar d' Onhir): This is the central point of worship for House Bralfah. It also serves as the meeting place for Council sessions.
12) Barracks of the Priestess' Honour Guard.
13) Barracks of the Matriarchal Honour Guard.
14) Home of Matriarch Avanyn: The only fully stone-built structure in Drada Delmah.
15) Home of Priestess Atrea
16) Home of Priestess Firbal
17) Home of Mage Jareth
18) Home of Mage Tredort
19) Lookout post/ escape route: This carefully concealed lookout post provides a clear view over the sinkhole and the path down into it. It is 100 feet up the sinkhole floor, 100 feet from the top. There is also a hidden path from here to the top which serves as an emergency escape route.
P1-4) Portcullises (marked in red)
B1-3) Bridges (marked in grey): Inside each of these wooden bridges are many clay jars of Greek Fire, which can be ignited with a command word.
R1-4) Rock fall traps: these are primarily designed as methods of blocking passageways.

Defensive Strategies

Lookouts in Area 19 are posted at all times. They alert the warriors in Areas 5. If the assault is deemed serious the first line of defense is initiated; all drow are called inside, and the Portcullises P2 and P3 are lowered (P1 is always left lowered). A one-way Illusory Wall spell is cast on the two portcullises, and an illusion is set off in Area 4 (screaming and cowering women and children, serveral nervous defending warriors, more passageways leading off the rear of the chamber). Should attackers cross the bridge B1 to get at the illusion the bridge will explode and collapse into the torrential river beneath.

Should this strategy fail the defenders (including mages and priestesses) will mass in the fortified areas 5 and launch missile and spell attacks from behind the portcullises. If there is a fear that the portcullises will be bypassed and the complex overrun the following emergency evacuation procedure will take place.

1) Rock Fall Trap R2 is triggered.
2) All important Drow from areas 11-15 are evacuated to area 6, leaving a token force of warriors.
3) Rock Fall Trap R3 is triggered.
4) The token force retreat from Area 5 to Area 11, and blow bridge B2.
4) Warriors make a fighting retreat from Area 11 to Area 10.
5) Rock Fall Traps R1 and R4, as well as Portcullis P4 are activated, trapping any attackers (and probably several warriors also).
6) Once the attackers are trapped the survivors leave Area 6 and escape via Area 19 to the surface.
7) A rearguard remains to blow bridge B3 and hold Area 6. An Illusory Wall is cast over the tunnel leading to Areas 17 and 19.

House Bralfah

Badge.jpg

This is the badge of the House Bralfah, the holy symbol of Jancassis over a stylized rising sun motif. It can be frequently seen among clan members as a broach. Some have been known to be sharpened and used as throwing stars.

Note the badge shape; this 8-pointed design is typically drow. Although House Bralfah have turned their back on their spider goddess, her influence on their culture remains profound, sublimated into much of their design. This 8-pointed design is a recurring motif in drow jewelry and architecture, and has been developed from a stylized spider.