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TO Lith My'athar The city (click for larger picture) The Approach: Those who find their way
into the regions around Lith My’athar find them selves in rock hewn
tunnels, some of dwarf design some by Drow design, but all made to get
people from point A to point B. The tunnels are roughly
30 feet wide by 20 high with stalagmites upon their surfaces.
Winding for miles from the nearest unguarded surface entrances and
exits
the tunnels are a labyrinth of mazes and dead ends.
Very few who are not drow ever find there way to the city
unless
allowed or by sheer chance. Neither is a good
option…..
As one finally does
approach the city gates he finds them guarded by several drow warriors on
the outside. The gates span the height and
width of the tunnel, and remain closed at all times save for house members
and expected guests... If one traveler can
properly identify the house he is seeking and the house has sent word to
the gat for an Arrival they may be opened but only
for a short time. IN addition to the guards outside the
gate there are several dozen on the inside of each gate
along with several wizards and sorcerers that maintain constant watch on
those outside via Scrying crystals placed in the
surrounding rock. These gates cannot be opened from the outside, by
force or magic, thus makingthe
first line of defense for the city. Shouold said gates becrushed by force
or jammed open a second gate which also spans the Heigth and width
of the entrance tunnells will can also be dropped completely
sealing the innercavern off from the outer gate. there is no going
over as the gates
are set into the tunnels. The walls of the ever
expanding cavern are littered with enchanted devices thatkeep out would be
destructive spells from penetrating from outside the city, In many areas
he cavern has actually been walled and enchanted mithrill adamantine alloys
installed to ward off
magic. THE ENTRANCE Ifyou are fortunate enough to make it inside the city you find yourself walking through a rather grandiose archway built for the sliding gate. And immediately see the arch for the second gatethat stands ready to be closed should the first one fail to a siege. Once clearing the arch you find yourselvesstaring into that, which is the city of Lith My’athar, a drow city
beneath the spine of the world, acity posed ready to begin the onslaught
on the surface world. A drow city placed on the banks of one of the few
rivers within the underdark, the riverknown as Niar'haanin d' Renor Vlos.
This region of the underdark is ripewith resources and left alone by
surface dwellers and underdark races alikesave for the drow and there
servants/slaves that live there. Known for itgreat Arial and
seafaring navies (generally ships crewed by mercenaries andcommanded by
drow sorcerers or other drow not put off by the great blinding orb) this
drow strong hold is far from vulnerable. Surrounded by an evergrowing
fortification of adamantite mithrill and other magically
enchantedmaterials this city is virtually indestructible from any
conventional warfare methods known to the world of Faerun.
Like most drow cities the social order is
maintained by aruling council, the council consists of a member from each
of the prominenthouses and guilds. At the head of this council sits
My’rune Maeviirmatron of the first house of Lith My’athar. The
council meets once everytidal cycle of Niar'haanin d' Renor Vlos or
whenever any dire need arises thatcalls for immediate decisions. The
houses in this city do not compete with eachother as most drow cities do
but they by the size of there standing armies andtheir prowess in
battle. That is not to say that there are not somesubtle more
secretive assaults on other houses, but there is never any openwarfare.
Though occasionally a house may try to destroy another in one fell swoop,
these attacks are only acknowledged if they fail (in good
Ilythiirimanner). If a house is successfully destroyed the
excepted shift inhierarchy is observed and life moves
on.
Guilds are also fairly common within the city and they function in and out
ofthe underdark. The more prominent of these guilds also function as
houses intheir own right when it comes to membership on the council. The
most prominentof these guilds at this time is the Streea dal Har'oloth
assassin’s guild. Mostguilds are given free reign to govern themselves as
they chose so long as theydo not openly side with one house against
another house. To form a new guild the guild must submit a proposal
to the ruling council, and the councilwill vote on the validity of the new
guild. Only three of each type of guildwill be
accepted.
Red underlined headers = links to other
pages
>CAVERN OF THE DROW TAVERN & INN/NORTH GATE HALL/TREZEN VIDENN TULLUS< North Gate Hall is a Lith My'athar surface outpost run by the third house of the city. Created primarily as a first strike gathering point for the cities warriors, this compound now serves as an outpost for merchants and as a gathering place for many a houseless or surface wondering drow. many things are available here if you know who to ask ---------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------- LITH MY'ATHAR MARKET PLACE Located just north of the inner compound the market place is a bustling hoel activity at all hours of the day. Since there is no true day/nightcycle in the underdark nor do the eldars of this city see any reason to make any such pretence, the actiities of the market continue. Almost anything can be purchased here, slaves, weapons, armor, poisons, enchanted items, and provisions for journeys through the underdark or to the surface. Even death can be purchased at a price, numourous mercanaries and guild members frequent the marke floor to pick up freelance work or carry out contracts. Wynds Magical Emporium One of the variouse shops run in the Market place
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PLaces of intrest in, around and relating to Lith My'athar.
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