Draukari
Ervenian Era, 1051 AB
A shadow-annex of Clangor, Draukari is a sprawl of short-ceilinged caverns and kill-tunnels burrowed into the battle-cube’s underface. On the surface, warped, pallid woods cling to iron-hard soil; below, the rock is honeycombed with muddy crawls, blind bends, and trap galleries where even a careful stride can mean a plunge, a snare, or worse. The air tastes of metal and old blood, and the route you mapped yesterday won’t quite run the same today, Draukari’s paths twist like doctrine.
Though Clangor is Maglubiyet’s war-foundry, Kurtulmak's hand is unmistakable here: every approach canalizes, every fallback is trapped, and every ambush sightline has a second, meaner one.
Draukari answers to Kurtulmak’s proxies, who smile for any would-be patron and then pick the patron’s pockets. Archdevils and warlords court the warrens for leverage in Avalas; the warrens take gifts, secrets, and leave their suitors lighter.
Because hunger does not bite here, Kobold petitioners call Draukari a paradise, until it isn’t. Overcrowding breeds the periodic Culling Wars: vicious, ritualized civil purges that thin the ranks and harden the survivors. Within a cycle or two, the tunnels are full again.
Geography
The surface approaches to this annex are cloaked in spectral forests, where leafless, ash-gray trees twist into natural stockades and false lanes. Their skeletal branches funnel intruders into dead ends or sudden drop-pits, and in Avalas’s hollow air the groves whisper like ghostly drill orders. Beneath them lies the Crawl, a claustrophobic maze where ceilings rarely rise above five feet. Anything larger than a kobold is forced to stoop, squeeze, or crawl through the cold mud, only to find punji stakes, wire snares, and oil-slicked traps waiting underfoot.
The shifting nature of Avalas itself compounds the danger. When two cubes “kiss”, shockwaves ripple through the stone, sliding whole corridors by a pace or two. Waymarks are etched with deliberate subtlety, readable only by locals, so that outsiders are misled deeper into danger. These passages extend into planar rat-runs, choke-points keyed to Kurtulmak’s deeper redoubts beyond Avalas, where saboteurs slip through chalk-marked arches and vanish a plane away.
Within the warren-holds themselves, life clusters in brutal necessity. Frekstavik, the gate-borough at the trailheads, lures invaders with visibly “weak” palisades that mask tiered murder-holes. Nibellin serves as both trap-smith quarter and council hive, where cube-collision ambushes are scheduled to the toll of the bell. Snjarll functions as the cold-store and mess of the tunnel-sappers, its ranks mustering for counter-raids into Clangor proper.
Travel through this domain is as perilous as any battlefront. Most passages force squeezing on Medium or larger creatures, and ranged lines are kinked into uselessness; shields snag against walls and polearms are worse than liabilities. The terrain itself is engineered, mud pits that suck at boots, oil skims that turn footing treacherous, and load-bearing props primed to drop a ceiling on the unwise. Navigation becomes disorienting, as subtle grade shifts and mirrored corridors impose penalties unless a traveler knows the local way-cuts, or trusts a native guide. Even timing is a weapon here: during scheduled cube collisions, ambush doors realign for only minutes at a time, sealing or opening planar exits in perfect rhythm with the war-machine of Avalas.
Trait Type |
Description |
|---|---|
| Gravity | Face gravity; “down” flips with the face you stand on. |
| Time | Normal. |
| Shape & Size | Infinite |
| Morphic Traits | Highly stable; the terrain is engineered plate and bastion. |
| Elemental Energy | None Dominant |
| Alignment | Law-aligned, mildly evil. |
| Magic | Lawful and abjurative effects hum; chaotic effects balk. Teleports tend to snap to muster points unless tightly warded. |
Type
Dimensional plane
Location under
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