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Post by ♥Zach♥ on Dec 15, 2005 16:38:51 GMT -5
Language:members.aol.com/sylveri0n/dicttop.htm(This website holds very true and extensive information on the drow language) And welcome to Drow Information, the number one sorce of Drow information on this forum and information valid and legit will continue to be added so enjoy ;D
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Sarah
Old School
Son'ya the pure hearted one
Posts: 398
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Post by Sarah on Dec 15, 2005 18:33:16 GMT -5
(sara) Drow houses:
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Post by ♥Zach♥ on Dec 15, 2005 19:27:13 GMT -5
Drow Fighting Styles
By Sean K Reynolds
Most people who live along the Sword Coast know of Drizzt Do'Urden, master of the two scimitars. The foolish and ignorant might assume that his style of fighting is the most common style among drow of the Underdark. But drow come from many different cities, worship many different gods, and have just as many varied influences in their lives as humans, surface elves, or dwarves. As such, their fighting styles vary from city to city and from individual to individual. Since most drow cities have a martial academy that all warriors must attend, all drow gain a basic familiarity with many styles of combat, from subtle twists of a blade to disarm a foe to overpowering strikes made to bite deep into enemy flesh. Here's an overview of the most common fighting styles used by the dark elves. Most drow focus on one particular style in their studies, but more experienced fighters often dabble in other styles so that they are more versatile.
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Bautha Z'hin: The bautha z'hin style, which means "dodge and walk," relies on the natural agility and light armor the dark elves favor. The drow surround their foes and attack foes from all sides, and they use this style particularly against strange monsters with many attacks and a long reach. The style emphasizes dodging blows and high maneuverability, and practitioners of this style often learn the early elements of the orb alur style, bragging that they never are touched in a fight. Warriors of this style are usually paired with those using the z'ress a'thalak style, especially since the latter act as an anchor and the former position themselves to flank the enemy. This style is favored by drow rogues and fighter/rogues, as well as clerics of Eilistraee and Vhaeraun.
D&D Feats: Dodge, Mobility, Spring Attack.
Draa Velve: Only a few dark elves in each city practice the draa velve style because the natural ability needed for this style is very rare. The name means "two sword," and it involves an amazing balance of control between the two hands. Followers of this style fight with a weapon in each hand and use one of the weapons to parry as well as attack, which means the parrying weapon also acts much like a shield. Some dark elves without perfect balance in both hands study the basics of this style, hoping to eventually master it through intense training or magic. Drizzt Do'Urden is a master of this style since he has the natural talent and also because he received training by a house weapon master.
D&D Feats: Ambidexterity, Twin Sword Style, Two-Weapon Fighting.
Jivvin Golhyrr: Similar in some ways to the kyorlin plynn style, the jivvin golhyrr style is a defensive style that relies on weaknesses in the enemy's performance to cause them to stumble and fall, making them more vulnerable to later attacks and emulating a position of weakness. The name means "amusing trick" and comes from the cruel drow's appreciation for placing another in the humiliating position of a slave or other subservient being. Very skilled drow like to humble their enemies before making the killing stroke, and clerics of Lolth are fond of this style for that reason. Students of the jivvin golhyrr often study the kyorlin plynn, and vice versa.
D&D Feats: Expertise, Improved Trip.
Kyone Veldrin: All dark elves have the ability to create darkness as a spell-like ability, and while all of them learn how to use it to surprise, annoy, and separate foes, as few of them study the style kyone veldrin, which means "alert in the shadows." Students of this style can pinpoint the location of enemies in the middle of absolute darkness and strike them with amazing accuracy despite their effective blindness. Normally teams of specialists from this style and the luth alur style group together to form special attack teams, with the kyone veldrin fighting within the globes of darkness and the luth alur shooting to death any enemies that leave the darkness.
D&D Feats: Alertness, Blind-Fight.
Kyorlin Plynn: Conservative dark elf fighters and those who either need to capture opponents alive (usually for interrogation) or just enjoy humiliating their opponents use the kyorlin plynn style, which means "watch and take." The style uses defensive tactics and efficient methods of disarming to delay opponents and negate their ability to fight effectively. Many drow fighting groups have at least one kyorlin plynn practitioner on hand to deal with the most powerful member of an enemy team; that drow keeps the tough opponent busy until his allies have dealt with the rest of the enemy forces and can then team up to defeat the difficult opponent. Many priestesses of Lolth learn this style because they like taking captives for torture and sacrifice.
D&D Feats: Combat Reflexes, Expertise, Improved Disarm.
Luth Alur: Dark elves are as frail as surface elves, and some prefer to stay out of immediate danger when there is fighting. The luth alur style, which means "superior shooting," is perfect for them since it allows them to strike down foes with deadly accuracy without ever being in harm's way themselves. This style requires a sharp eye and steady hands. The rare drow that use a conventional bow sometimes even learn to fire more rapidly than normal, but since such a trick is very difficult with the standard dark elf ranged weapon (a hand crossbow) that such feats are rarely seen. Most dark elf war parties have at least two luth alur warriors, and in full-scale wars there are entire squadrons of warriors using this style. These warriors usually attack enemy forces from ambush.
D&D Feats: Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.
Orb Alur: The orb alur style combines the best elements of bautha z'hin and kyorlin plynn, and it takes a long time to master. Called the "superior spider," the style emphasizes great sweeping maneuvers that allow its practitioners to strike many opponents with minimal effort. Normally they tumble or leap their way into the middle of a group of enemies and (if successful) cut them all down with a single stroke. This has a debilitating effect on enemy morale and often leads to retreats by enemy forces; as such, practitioners of the orb alur are greatly valued by drow noble houses and receive many privileges.
D&D Feats: Combat Reflexes, Dodge, Expertise, Mobility, Whirlwind Attack.
Phindar Streeaka: The phindar streeaka style is not technically a combat style, but it's more of a mindset when entering combat. It means "mindless recklessness," and it is the name that dark elves give to the rare drow berserkers. Because it lacks finesse and exposes the underlying chaos in drow society for all to see, it is an unpopular style. Normally only smaller and more primitive colonies of drow or those who worship the strange dark elf god Ghaunadaur, master of oozes and slimes, use it. The phindar streeaka cannot use abilities that require intellect over brute force, and so many of them use the techniques common in the z'ress a'thalak style, although to say they study that style is a misnomer.
D&D Feats: None (see z'ress a'thalak style).
Sargh'elgg: The sargh'elgg style has simple elements but requires extensive training to master. It is used with light weapons or the traditional drow rapier, and it is designed to get the most out of these weapons and the naturally superior dark elf dexterity. The name means "valor in slaying," which is an overly-inflated title created to give some measure of confidence to those whose poor skills leave this as their only choice. Some martially-minded sorcerers and wizards learn the basics of this style, and because Kiaransalee, Lolth, and Vhaeraun all have favored weapons suitable for the sargh'elgg, it is practiced by many clerics as well. This is the most common fighting style used by a typical low-rank drow guard. (Essentially, that's anyone with no more than the standard amount of training given to a dark elf common soldier.)
D&D Feats: Improved Critical, Weapon Finesse, Weapon Focus.
Ust Sreen: The simple combat style called ust sreen, which means "first danger," emphasizes fast reactions to the appearance of enemies. Because vigilance is a constant state in drow society, this is normally a basic series of lessons taught at drow academies and is usually combined with another style, since fast reflexes aren't terribly useful when not backed up by other skills. Normally at least one drow trained in this style is present in any scouting group and carries a hand crossbow loaded with sleep poison to eliminate one opponent early before the drow's allies can react.
D&D Feats: Improved Initiative, Quick Draw.
Z'har Thalack: The z'har thalack style, which means "riding war," was developed for the mounted dark elf patrols and deals with the difficulties and opportunities of fighting while mounted. As drow normally ride wall-crawling lizards, special tricks available to those who can maneuver in a three-dimensional manner through the Underdark put the mounted soldiers at an advantage compared to grounded troops. Berg'inyon Baenre, head of the lizard riders of house Baenre, fights with this style, which makes his death lance (a long lance crafted with powerful death magic) even more lethal.
D&D Feats: Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge
Z'ress A'thalak: The z'ress a'thalak style, which means "force of war," is uncommon among dark elves because few have the physical strength needed to learn all of the necessary maneuvers. Students of this style sacrifice accuracy for power and learn how to cut through the body of a falling foe to strike another enemy, or even shatter enemy weapons with a single blow. Menzoberranzan's Uthegental Del'Armgo, weapon master of house Del'Armgo, was a practitioner of this style. Drow that fight this way normally prefer heavier weapons such as longswords, hammers, and axes to the lighter weapons (such as rapiers) used by most drow. Devout worshipers of Selvetarm (a male drow deity of combat worshipped only in cities that worship Lolth; he is completely overshadowed by the Spider Queen) commonly use this style.
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Post by ♥Zach♥ on Jan 2, 2006 11:50:04 GMT -5
Drow Social Relationships
By Sean K Reynolds Most of the surface world knows little about the society of the dark elves except for a few stereotypes: Dominated by the female clerics of Lolth the Spider Queen, males are subservient, and slaves and magic are everywhere. For most of the surface world, that information is more than sufficient, but while these stereotypes are based in fact, they only scratch the surface of what life is like among the dark elves. Drow, like humans and other civilized beings, eat, fall in love, marry, raise children, and have families. In fact, because dark elves have long lifespans and drow society is frequented by upheavals, relations among the drow are usually more complex than a typical human family.
Gender Roles
Lolth is the patron goddess of the drow, and they owe their existence in (or, to be precise, their banishment to) the Underdark to her. Given such an involvement in the origin of the dark elves, it is unsurprising that the majority of drow cities, and thus the majority of all drow, pay homage to the Spider Queen. With her patronage comes her rigid dogma of female superiority and male inferiority. In these societies, females control almost all of the power, leaving males to pick at the scraps. Traditionally, females enter the clergy and serve Lolth as her priestesses, while males enter the military or (rarely) study wizardry. Priestesses are trained in the arts of war, and often squadrons and armies are led directly by the foul clerics of the Spider Queen, but normally they keep themselves out of harm's way and give orders to experienced male officers, some of which are kept in check by physical or magical threats or even outright magical domination.
Wizardry is the only real way a male in a Lolthian society can gain any true power. Even the most experienced male general and veteran of many conflicts might be killed for an accidental insult to a spider-priestess, but a wizard of equal status is far more valuable simply because they are rarer and more useful. Still, even the most talented male wizard is technically a social inferior to the lowest female cleric -- a fact that the male wizards resent greatly. In a world where they are doomed to servitude because of an accident of their gender, a male wizard who can transcend space and time and who must bow and scrape to female clerics who can barely muster the power to mend a scraped knee leads a frustrated existence.
The above describes the majority of dark elf cities, but a not insignificant number of drow cities have an entirely different societal structure. For example, the city of Sshamath is ruled by male wizards, with female clerics of Lolth shunted into lesser roles. (Sshamath's nature came about due to a larger number of males born in the past few centuries, coupled with increased research into old magic sites and a temporary disruption in clerical magic.) Given that Sshamath has survived despite being a thorn in the side of Lolth's official view on drow society means that other unusual drow societies may exist, such as those ruled by the military or hereditary nobles regardless of faith.
However, most drow societies reflect the deity they venerate. Some may be built around the philosophy of Kiaransalee, a minor drow goddess of undeath and vengeance. In such a place, the drow in power may be those with the ability to command and create undead, or are undead themselves. Vhaeraun, a rising power of drow males, thievery, and life on the world's surface, has a more balanced view of the sexes, seeking equality but requiring the downfall of Lolth's existing matriarchy. The settlements his followers have been creating on the surface world have a much more equal distribution of power between males and females, although it is slightly skewed in favor of males because of old grudges against females and because there are fewer females among the Vhaeraunian faithful. Ghaunadaur, an old and bizarre deity of slimes and oozes that resents Lolth's usurpation of Underdark territory, cares little for whether his followers are male or female as long as they serve his interests. While no actual drow cities are known to officially endorse Ghaunadaur, small settlements and cults do exist and have hierarchies based entirely on power and loyalty. Most unusual of all of the drow cultures are those tied to Eilistraee, Lolth's benevolent daughter (and Vhaeraun's sister), who is the patron of all good drow and especially those who wish to live peacefully with the other beings on the surface world. Eilistraee's followers usually must hide within the cities of the Spider Queen, but those fortunate to live in a place where their faith can be expressed enjoy a gender-equal society like those of the Vhaeraunian drow, except without the taint of evil, vengeance, and conquest that her family's followers carry with them. But the majority follow Lolth's teachings, and the remainder of this report assumes a Lolthian city.
Nobility
Most drow societies have some sort of noble class. Unlike in human and other societies, drow nobles are significantly different than commoners, at least in terms of magical ability. For example, most drow nobles develop the ability to detect magic, levitate, or sense the nature of other beings through sheer force of will. This difference probably stems from the origins of most drow cities, which are founded by exceptional dark elf individuals or families, who then pass on their exceptional traits to their offspring, which become the noble class of the growing city. These abilities usually breed true, so commoners taken into the noble families to improve the bloodlines or expand the familiy can be parents to nobles with powers even though they themselves lack those abilities. Those rare nobles whose bloodlines are so thin as to not manifest the noble traits often carry magical tokens to make up for this lack; more common among the nobles are magic items that expand their abilities, such as in frequency, power, or versatility.
Unless wishing to be incognito, most drow nobles dress appropriately to their station, with fine clothing, superior equipment (even for dark elves, of which the lowest soldier usually has at least a masterwork weapon), and an almost-palpable aura of superiority, menace, and power. Commoners learn quickly to recognize an approaching noble and to stay out of their way when they are in a bad mood. In traditional drow society, commoners are only slightly less expendable than slaves; if given a choice of sacrificing a slave or a drow commoner to further a goal, a dark elf noble will choose the slave, but if the only way to succeed is to eliminate a drow commoner, that commoner is as good as dead.
Those with unusual talent in war or magic can attain status similar to that of a noble, and such individuals are often adopted into a noble's household to increase the prestige and power of that house. Weapon master Zaknafein, father of Drizzt Do'Urden, was such an individual. He was born a commoner but permanently attached to House Do'Urden because of his fantastic skill with weapons; he was even allowed to bear the Do'Urden name, and because of his time as the consort of Matron Do'Urden, his children are full noble members of the house.
In most cases, the best a commoner can aspire to is to be the consort of an influential noble. Such a position brings great privilege and the opportunity to live in luxury without need to work. Unfortunately such appointments don't last long since the noble may grow tired of the consort, or other members of the household may use the consort as a pawn in their sick and deadly games against each other. The uplifted commoner, lacking the depth of experience in intrigue that the true nobles have, may insult their mate or another member of the house, which usually results in torture and death or, if the noble is lenient, expulsion from the house and a return to a commoner's life in shame.
Work
Like the people on the surface, most dark elves have some sort of work that keeps them busy, whether farming, crafting items, working in a shop, or other similarly mundane tasks. Most go about their work day in a similar fashion to surface folk, maintaining old feuds, engaging in gossip, and trying to support themselves and their families. Hovering above this mundane façade are the shadows of the Spider Queen's clerics, who nominally are expected to compensate merchants for their goods, but are fully within their rights to claim whatever they want in the name of the Spider Queen. Many times has a jeweler or gemsmith been reduced to poverty because his works are so greatly desired by clerics unwilling to pay; after mortgaging their homes and selling off their possessions to stay in business, these poor souls are often consigned to work in the temples or noble houses as little more than talented slaves to pay off their debts. Such cruel irony is a delicious form of humor to the spider-priestesses.
Unlike surface communities, drow cities never have a problem with unemployment or homelessness. Those drow put into such a situation quickly become victims, whether of slavery, murder sport by bored nobles, sacrifices to Lolth, or indiscriminate violence practiced against those who have no house, church, or family to protect them. Because of this grim spectre looming near all poor drow, most choose to sign on with the military forces of the city or a noble house, since they can always use more soldiers, no matter how poorly trained. After all, life as a soldier at least provides meals and shelter, and, despite the occasional risk of death in combat, it is a far safer choice than living homeless in the streets where the spider-clerics walk.
Courting
Lolthian drow have a matriarchal society where inheritance of property, titles, and birthright pass from mother to daughter. Bearing children is a sign of the power of femininity and an ability that men can never have. Because of these factors, drow women normally want to have as many children as their slow elven birthrate allows. Because the females have all the control, relationships between men and women have few protocols, and it is the women who decide who their lovers are and how long the relationship lasts. The concept of courting as understood by humans and other surface races is almost unknown to the drow; in a society where males are valueless and life is worth little, having a lengthy process of becoming involved with another person is inefficient. Furthermore, the concept of a male pursuing a coy or disinterested female is an aberration, for it puts the male in a position of power and the female in a subservient role. Any male that practiced such a tactic would quickly be tortured and sacrificed to the Spider Queen for his impertinence. Instead, "courting" is the responsibility of the females, who pick their mates like selecting a good breeding animal, and the males are expected to comply. Many times the selection of a mate is the start of a deadly rivalry between different females as they fight over the choicest specimens. These males usually end up the worse for wear in the deadly games of the female, and more than once has a female "given up" on a male only to leave him skinned and dead in her rival's bedchamber.
Love
Among the cruel and self-centered dark elves, love is practically unheard of. Long-standing mates live together for practical reasons, not romantic ones, such as complementary careers, physical attractiveness, a legacy of producing many female heirs, political influence, and so on. Families remain together only because it provides a shield against enemies from outside the family (even though intra-family rivalries can be just as deadly as outside threats). Parents see children as a means to more power and are willing to sacrifice those children (males moreso than females) if it proves the key to greater power. Children quickly lose their innocent naivety and learn the horrible truths of drow society, thereafter seeing their parents as strict tormenters who nonetheless keep the world's predators at bay until the children can fend for themselves. In the rare cases where mated drow develop some affection for each other, it is usually when the male is an excellent physical specimen, has provided excellent service, and has never caused embarrassment to the female. In these cases, the bond is more like that of a spoiled or insensitive human matron and her pampered lapdog; the male is a cherished pet that will still be put down if it misbehaves too much. Even rarer is an honest bond of love between a parent and child, which is usually only possible if the parent is somehow resistant to the pressures of drow society and passes this trait on to the child. Zaknafein and his son Drizzt shared such a bond; the father's disdain of his own cruel race and wishes for a different life both existed in the son as well, and once they recognized their shared secret, they became close like human families are wont to do. Unfortunately for this famous pair, their aversion to the drow way of life was discovered (all too common, as living in secrecy is extremely taxing) and Zaknafein was sacrificed to Lolth.
Marriage
In a culture where females rule and males are little more than slaves, the idea of a female legally attaching herself to a single male for the rest of her life is an absurd concept. Marriage does not exist in Lolth's cities. Females take whatever consorts they wish and choose a new one when they grow bored with the old. If the dark elves could more easily fall in love, things might be different, but such concepts are ground out of the drow very early in life by the teachings of the Spider Queen.
Child-Rearing
The drow are hardly doting parents. Among the noble class, a young drow is raised by tutors and elder siblings, and he or she normally sees his or her parents only a few times a year. Noble males are sent to the city's military or wizard academy depending upon their talents, while noble females enter the church and study the teachings of the Spider Queen, in each case seeing less and less of their families. (Because of the long lifespan of the drow and the number of years needed to reach maturity, these academies are like boarding schools and train the children for ten years or more, usually only letting them come home once a year for important family or religious meetings.) This practice only reinforces the drow's lack of affection for their own blood kin, for strong parent-child bonds cannot form when the parents are nearly absent from the child's life.
Among the commoners, it is a similar setup, although the parents usually don't have the resources to afford private tutors and so the responsibility for raising the child falls primarily upon the extended family. Talented commoners are recruited into the wizard or cleric academies, and the rest learn their parents' trades or are sent to military schooling. As with the nobles, the parents are always emotionally distant and often physically distant, too. If the children were permitted a more normal (by surface standards) home environment, they might have a chance to grow up without being emotionally stunted, and drow society might change for the better.
Family
Dark elves live for several hundred years, and females have the capability to bear children at least every hundred years. Because of this, drow families tend to be larger than those of surface elves, who breed more slowly (either as a function of their greater lifespan as compared to the drow or in some interest in not overpopulating their lands). For example, Drizzt Do'Urden had five siblings, although one brother was killed on the night he was born (by Drizzt's other brother, oddly enough). These large families help relieve the parents of the responsibility of raising the younger children (which is put upon the elder siblings). Rivalries between siblings can be competitive and deadly (as Drizzt's brothers prove), for just as females are superior to males, firstborn children are superior to those born later.
With their long lifespan, dark elves have the possibility of having several generations within one family alive at the same time. Although this is reduced somewhat because of violence in drow society and the plots of various family members against each other, most commoner families have grandparents and great-grandparents still alive and living with the youngest members of the household. As dark elves remain viable until the last few years (and once they grow feeble they are usually killed), these great-elders are not a burden upon the family and act as their guides, teachers, lorekeepers, and rememberers of old grudges. A very old member of a family is someone to be respected and feared, for they have survived Lolth's games for centuries, having grown and adapted to thrive in an environment of treachery and chaos.
Drow nobles are slightly different. With more to gain from the elimination of rivals and superiors, there are fewer incidents of multi-generation households among the nobles, and those in power usually keep their own siblings on a tight leash or kill them off. For example, nothing is known of Matron Malice Do'Urden's aunts or her sisters, all of whom reasonably ought to have been priestesses of significant power. In a family of six siblings, Drizzt knew no other family members except his own father, and only after he had become an adult.
The Test
On the fringes of the Spider Queen's cities are abandoned caves and old monster lairs. Some of these are inhabited by horrible creatures that are half-drow and half-spider. These tortured things, known as driders, are the outcasts of drow society, for they have failed the test of the Spider Queen. All promising drow who reach a certain level of power are tested by Lolth. She tests their loyalty, their wits, and their power. Those who succeed in the tests are allowed to continue living in drow society. Those who fail are cursed to grow spider legs from their lower half and also become bloated and unrecognizable in their upper half. No longer beautiful, but still feeling the need to be near other drow, these hateful evil creatures lurk in the fringes of drow civilizations, hunting lost drow and any other creature that crosses their path. The Test of Lolth, as it is known (the only test described as such in drow society), is whispered of among the common folk and used as a threat by the priestesses against the more willful nobles. The existence of driders is more evidence that the Spider Queen is absolutely evil, cruel, and possibly insane, for while other deities are known to test their followers from time to time, even among the evil ones, Lolth is the only one who deliberately disfigures them in such a horrible way and leaves them alive (most evil deities are content to simply blast those who fail into oblivion).
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Post by ♥Zach♥ on Jan 2, 2006 12:38:34 GMT -5
Common Drow Prestige ClassesDrow JudicatorA mortal imbued with fiendish cruelty, the drow judicator is a knight most foul. This unholy warrior is steeped in the divine energy of Selvetarm, the Spider That Waits, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the drow judicator is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Drow judicators must make an unholy pledge to Selvetarm and then survive the rites of entry to adopt the prestige class. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements. Clerics often attempt to take on the drow judicator's mantle as well, as do fighters, rangers, and rogues who have taken levels in spellcasting classes. Typically, an NPC drow judicator serves a higher-ranking cleric of Lolth, although he chafes to be the sole authority. Drow judicators and assassins usually fill out the ranks of a high priestess's hand-picked murder team. Hit Die: d8.RequirementsTo become a drow judicator, a character must fulfill all the following criteria. Race: Drow. Alignment: Any evil. Base Attack Bonus: +5. Skills: Intimidate 4 ranks, Knowledge (religion) 4 ranks. Feats: Combat Reflexes, Lolth's Meat (see Chapter 3). Spellcasting: Able to cast 1st-level arcane or divine spells. Special: The candidate must survive the rites of entry administered by clerics of Selvetarm or Lolth. Class SkillsThe drow judicator's class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier.--------------------------------------------------------------------------------
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Post by ♥Zach♥ on Jan 2, 2006 13:17:22 GMT -5
Information on Mezoberranzan's Noble Houses------- Elderboy - title to describe the first son of the Matron. Secondboy - the Matron’s second son. The third son born is sacrificed to Lloth at birth, unless one of the first two sons die before he is born. The Patron - The title normaly use to describe the matron's current sex toy, his life normaly last as long as the Matron mother is not bored with him. ------- Baenre First House of MenzoberranzanHouse Baenre has a large compound, consisting of thirty linked stalagmites surrounding over twenty other stalagmite buildings and a domed Temple of Lloth, in the Qu'ellarz'orl section of Menzoberranzan. House Baenre has always endured the favour of Lloth throughout its many years of ruling over Menzoberranzan. Even with the loss of the former Matron Yvonnel Baenre and half of it's fighting force through the failed attempt at conquring Mithral Hall, House Baenre, under the leadership of Matron Triel has been able to keep a slight hold over Menzoberranzan, though the Ruling Council has managed to claim more power than they previously had under the former Matron. Relations with some of the other houses, such as Barrison Del'Armgo are as shakey as ever, though no open conflicts, or verbal hostilities have been noted as of yet. Within the house however, there remains a void due to the botched war. With the loss of Matron Baenre, as well as other nobles, such as the Elderboy Berg'inyon and many priestess of Lloth, there has not been many additions to the House. This poses a problem for House Baenre was known for its incredible amount of High Priestess and Priestess, most being claimed from survivors of failed assassination attempts or fallen noble houses. With the loss of many nobles, due to the war, House Baenre's favour with Lloth is not as it used to be. Truly Matron Triel's most impressive feat is managing to keep her most noble house's grip on the ruling chair of Menzoberranzan. For now at least... Nobles of BaenreTriel Baenre - Matron MotherQuenthel Baenre - Mistress of the Arach-TinilithGromph Baenre - Archmage of MenzoberranzanVendes Baenre - High Priestess of LolthSos'Umptu Baenre - Keeper of the Baenre House ChapelZal'therra Baenre - Cousin to Triel Baenre & Commader of the Army of the Black SpiderJeggred Baenre - Elderboy of Triel BaenreAndzrel Baenre - Weapon Master & Commander of the Army of the Black SpiderMerith Baenre - Adopted Priestess of LolthNauzhror Baenre - Cousin to Triel Baenre & Master of SorcereJarlaxle Baenre - Former Leader of Bregan D'aertheOther NotablesLiriel Baenre - RenegadeWaevra Baenre - Traitor & RenegadeBerg'ynion Baenre - Renegade, Member of Bregan D'aertheYvonnel Baenre - Deceased Matron, killed during Mithril Hall AttackBladen'kerst Baenre - Deceased High Priestess, killed during Mithril Hall AttackDantrag Baenre - Deceased Weapons Master, killed during Mithril Hall AttackAlliances & RivalsChief Alliances: Gains strong support from House Faen Tlabbar, House Xorlarrin, and House Agrach Dyrr, although the greatest amount of immediate support can be received from the houseless rogues of Bregan D'Aerthe. Chief Rivals: No house would openly reveal enmity for House Baenre, but House Barrison Del'Armgo because of its ranking and because it has apparently sealed any pacts with Baenre, has been closely watched by the powerful First Matron Mother. Qu'ellar ForcesNobles: 63Priestesses: 47 High Priestesses: 16 House Males: 16 Fighters: 4 Wizards: 12 Drow Soldiers: 2,600 (known) Formations: 325 Elite Foot (female) 675 Archers 1,200 Foot 400 Lizriders Slave Force: 700(at house proper) Formations: 200 goblin foot 150 orc spearcasters 100 gnoll archers 150 bugbears 75 ogre boulder-hurlers 25 minotaur foot
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Post by ♥Zach♥ on Jan 2, 2006 13:28:43 GMT -5
Barrison Del'Armgo Second House of MenzoberranzanHouse Barrison Del'Armgo has always had its sights on taking the first house position within Menzoberranzan. The only thing that has kept them from attaining their goal, is Baenre and their continuing favour of Lloth, despite the mistakes made and the fatal war with Mithral Hall. Earlier on, Mez'Barris and her daughters realized that they could never be a truly powerful force within Menzoberranzan without a sizable group of High Priestess. So this lead to a time of feverous praying and sacrifice to the Spider Queen, while on a non religious side, treaties and alliances were made and broken. Barrison Del'Armgo will never openly challange House Baenre for now at least, though with the loss of their chief rival, former third house Oblodra due to the power of Yvonnel Baenre and the will of Lloth, Barrison Del'Armgo has wisely begun to rethink their relations with Baenre, even with the new Matron, Triel ruling over the once mighty house. Barrison Del'Armgo has great need from their mages and warriors, as with a lack of priestess and high priestesses, the males of the house help them keep their position within the mighty city. With the loss of the former Patron, Mez'barris is searching for a male of equal might and strength in order to continue to give the House males of exceptional power and might. Truly, Barrison Del'Armgo's position within the city is due to the mages of the house. Many years ago, they preformed a magical slaughter which was truly a work of art, and as a reward, the house was given a much higher ranking. It is only natural that they attained the rank of second house within Menzoberranzan, and with Mez'Barris' feelings towards Triel, she feels that the upstart has no place ruling the house, or that Baenre should keep their position within the city. However, as Barrison Del'Armgo will not openly face House Baenre, they continue to deal with one another on levels no drow will ever know about. Nobles of Barrison Del'ArmgoMez'Barris Armgo - Matron Mother Drisinil Armgo - Student of Arach-TinilithMolvayas Armgo - Instructor at Arach-TinilithOther NotablesUthegentel Armgo - Deceased Weapon Master and Patron, killed during Mithril Hall AttackAlliances & RivalsChief Alliances: Tentative agreement with House Oblodra failed after it's destruction. Otherwise, House Barrison Del'Armgo has no known allies within Menzoberranzan. Chief Rivals: House Baenre, quietly, seem to be Barrison Del'Armgo's principle rival. No other house really poses any threat to the superbly trained forces of the second house, though they do fear a conspiracy between Faen Tlabbar, Xorlarrin, and Agrach Dyrr, all allies of House Baenre. Also, House Vandree seems in line for trouble. Qu'ellar ForcesNobles: 48Priestesses: 11 High Priestesses: 3 House Males: 37 Fighters: 20 Wizards: 17 Drow Soldiers: 1,000 total Formations: 50 Elite Foot (female) 200 Elite Foot (male) 200 Archers 350 Foot 200 Lizriders Slave Force: 1,100 total Formations: 300 goblin foot 200 goblin archers 150 orc spearcasters 250 ogrillons (home-bred) 150 bugbears 50 ogres
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Post by ♥Zach♥ on Jan 2, 2006 13:30:02 GMT -5
Faen TlabbarThird House of MenzoberranzanHouse Faen Tlabbar is perhaps best known for it's priestesses, as well as their enjoyment of the more carnal enjoyments of life. When a group of them goes out to paint the town red, usually that happens, either through celebration, or through the slaughtering of some unfortunate being who crossed them in the worst time possible. The history of Faen Tlabbar is an interesting one, as most of it's advancement within rank has occured without the house even attacking another house. Faen Tlabbar is known for being extremely loyal to the Spider Queen, with many new incantations and divine magics being studied and created as a grace of Lloth. Though these new dark magics require the joint effort of all the clan's priestesses and High priestesses. Upon the completion of a new divine spell, more often than not it is either the Matron or one of her daughters that preforms the spell for the first time for the rest of Menzoberranzan. While the Priestesses rule this clan with complete authority, there is a sense of openness within the nobles. Open discussion, and criticism is welcomed, even from the males of the family, though ultimately it is the Matron and those of Lloth that have the final say and decision. The real power behind Faen Tlabbar is it's influence upon the mercantile dealings within Menzoberranzan. They co-founded the Brown Mushroom Company with Barrison del'Armgo which was created to counter the Black Claw Mercantile, backed by House Baenre. This influence within the mercantile circle has allowd the House to form "friendships" with other groups and houses, allowing them intimate knowledge of caravans and their coming and goings. Faen Tlabbar is known for being very tactful in dealing with other houses, and is very diplomatic. Nobles of Faen TlabbarGhilanna Tlabbar - Matron MotherVadalma Tlabbar - Fifth Sister of GhilannaMod'Vensis Tlabbar - Instructor of Arach TinilithFinni'they Tlabbar - Adopted Sister of GhilannaPir'Oront Tlabbar - Firstborn son of GhenniRinnill Tlabbar - Former PatronMalaggar Tlabbar - First Sword of Melee-Magthere Other Notables Ghenni'tiroth Tlabbar - Deceased Matron, killed by Matron K'yorl Odran of OblodraThaerlbone Faen Tlabbar - Renegade Wizard Alliances & RivalsChief Alliances: Strong supporter of House Baenre; has long standing truce with House Xorlarrin. Chief Rivals: Faen Tlabbar covets the position of House Barrison Del'Armgo; and worries most paranoically about attack from Houses Agrach Dyrr and Mizzrym. Qu'ellar Forces Nobles: 40Priestesses: 22 High Priestesses: 5 House Males: 18 Fighters: 12 Wizards: 6 Drow Soldiers: 750 total Formations: 100 Elite Foot (female) 200 Archers 300 Foot 150 Lizriders Slave Force: 800 total Formations: 400 goblin foot 100 goblin archers 100 orc spearcasters 100 bugbears 100 trolls
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Post by ♥Zach♥ on Jan 3, 2006 11:16:35 GMT -5
XorlarrinFourth House of MenzoberranzanWhat sets House Xorlarrin apart from the rest of the noble houses upon the ruling council is the fact that the Matron, and therefore all the females of the house, treat the males of the house on a more or less equal basis, rather than as simply lesser beings. The other factor in this difference is that every male child is screened to ensure that it's life is lived to the fullest and that it's qualities and eventually skills are placed within the area that would benefit the house the most. Those males that are screened are screened to ensure that their aptitude towards the arcane best serves the house, while those who fail are disposed of. Either through sacrifice, or sold to such groups as Bregan D'Aerth, or other slave groups. House Xorlarrin is known to be a very reclusive and paranoid house, even moreso than the drow on a general level. When out in public, all the nobles wear identical coverings, usually a veil or mask that covers their face and lose, flowing clothing which often hides even the sex of the individual, which can cause problems for those daring to opennly cause an event with Xorlarrin. What singles them out, is the family insignia, which is always displayed upon the person, regardless of sex. Perhaps one of the most important reasons why House Xorlarrin has been known as invulnerable, is the potent magic that is wielded by those arcane spellcasters of the House. They are known for their skill, as well as the fact that most of them, at least seven have and hold master positions within Sorcere. The wizards of House Xorlarrin have also perfected the craft of crafting various magical wands, including the creation of new variations of older wands as well as unique wands that only House Xorlarrin know of and use. Nobles of Xorlarrin Zeerith Q'Xorlarrin - Matron Mother Hooroodissomoth Xorlarrin - Patron of Xorlarrin Jearth Xorlarrin - Weapon Master Brack'thal Xorlarrin - Elderboy of XorlarrinKiriy Xorlarrin - Elderdaughter of Xorlarrin Other Notables Kharza-kzad - Former Master of Sorcere, now lich in the Underdark Alliances & Rivals Chief Alliances: Has been known to aid the activities of House Baenre; has longstanding truce with House Faen Tlabbar. Chief Rivals: The Xorlarrins worry most about attack from Houses Agrach Dyrr and Mizzrym. Qu'ellar Forces Nobles: 36Priestesses: 14 High priestesses: 5 House Males: 22 Mages: 21 Fighters: 1 Drow Soldiers: 250 total Formations: 60 Elite Foot (female) 100 Archers 80 Foot 20 Lizriders Slave Force: 500 total Formations: 200 goblin foot 100 goblin archers 100 orc spearthrowers 100 bugbears
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Post by ♥Zach♥ on Jan 3, 2006 11:25:33 GMT -5
Agrach Dyrr Fifth House of MenzoberranzanThere is perhaps no house more warlike than House Agrach Dyrr, and through out it's ancient history it has brutally destroyed many houses and successfully defended against just as many. The Matron and females of Agrach Dyrr have common ideals with some of the other matrons of the city, in that they allow certain privilages and respect towards their males. The true power behind this mighty house, is the wizard Dyrr. He is an ancient drow lich who was born over two thousand years ago, and still actively deals with his house and rules over it. He was once one of the Patriarchs of the house, which regardless of the timeperiod is an unusual characteristic of Menzoberranzan, and is seen throughout Menzoberranzan and the Dyrr compound. Through his influence, the arcane spellcasters of Agrach Dyrr have created a place for themselves within the House, becoming the cornerstone of it's rule and rise throughout the ranks of the noble houses of the city. Some of the Dyrr nobles are known to have a pompous attitude towards other houses, which makes other hesitant in correcting or defying them, mostly due to the reputation of superiority that House Agrach Dyrr has within Menzoberranzan. One of the Houses most famous defeats came from another noble house attacking them. So swift and deadly was their defence and counter attack, that no noble of the attacking family survived, which deprived the ruling council of the duty and pleasure of ordering the destruction of the offending house. Truly House Agrach Dyrr has earned the respect of the ruling houses and of the lesser noble houses within Menzoberrazan. Nobles of Agrach Dyrr Yasraena Dyrr - Matron Mother"Lichdrow" Dyrr - House WizardNafyrra Dyrr - Commander of Agrach DyrrJazzt Dyrr - Second Cousin to Yasraena Curacc Dyrr - Former Patron Other Notables Auro'pol Dyrr - Deceased Matron, killed by Baenre Alliances & Rivals Chief Alliances: Supporter of House Baenre; has long standing truce with House Mizzrym Chief Rivals: House Agrach Dyrr covets the position of House Faen Tlabbar; it tries to remain ready for an attack from any quarter. Qu'ellar Forces Nobles: 19Priestesses: 12 High Priestesses: 4 House Males: 7 Fighters: 2 Wizards: 5 Drow Soldiers: 400 total Formations: 100 Elite Foot 100 Archers 150 Foot 50 Lizriders Slave Force: 600 total Formations: 200 goblin foot 200 goblin archers 100 orc spearcasters 100 bugbears
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Post by ♥Zach♥ on Jan 3, 2006 15:20:09 GMT -5
Mizzrym Sixth House of MenzoberranzanHouse Mizzryn is best known as a house of utter duplicitous, double dealing, manipulative back stabbers, who negotiate with much hidden intrest in gaining power and status for themselves. Truly the Matron of this house has given many sons to Lloth and guards her position from her daughters. A great deal of Mizzrym's influence comes from trade, for unlike most of the sociopathic/xenophobic drow, the drow of House Mizzrym are open to dealing with other races, including those not of the Underdark. Rumor has it that House Mizzrym has dealings with rogue Deep Gnomes, something which would be viewed upon harshly by both races, due to their feelings towards one another, and the fact that dealings are usually done through Mantol-Derith, the Market of the Underdark. Through their gain of wealth, this has made House Mizzrym perhaps one of the largest employers of mercenaries within all of Menzoberranzan. The spellcasters of House Mizzrym are extremely proficient in the casting of illusions and such magic that deceives their allies and enemies. This illusionary magic is also a metaphor for the actions of Mizzrym in it's interactions with other houses, promising and wooing allies in order to gain what they wish, but in the end, coming up short and abandoning their allies... for their own gain. Nobles of Mizzrym Miz'ri Mizzrym - Matron Mother Greyanna Mizzrym - Elderdaughter of Miz'ri, twin of Sabal Zeld Mizzrym - Instructor at Arach-Tinilith Sabal Mizzrym - Second Daughter of Miz'ri, twin of GreyannaCourdh Mizzrym - Archmage Emeritus of Menzoberranzan Pharaun Mizzrym - Master of Sorcere Relonar Mizzrym - Noble Mizzrym male Aunrae Mizzrym - Cousin of Greyanna Other Notables Ardreyth Mizzrym - Deceased Matron Alliances & Rivals Chief Alliances: House Mizzyrm has pacts of alliance with all seven of the other ruling houses; it intends to honor those with House Baenre and House Xorlarrin. It has also cultivated relationships with many of the minor houses; however, these might be dissolved at any moment it seems convenient for the Mizzrym interests. Chief Rivals: House Mizzrym is envious of the position of House Faen Tlabbar, and is working toward its destruction. Qu'ellar Forces Nobles: 14Priestesses: 8 High Priestesses: 3 House Males: 6 Fighters: 3 Wizards: 3 Drow Soldiers: 300 total Formations: 150 Archers 100 Foot 50 Lizriders Slave Force: 400 total Formations: 200 goblin foot 100 orc spearcasters 100 bugbears
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Post by ♥Zach♥ on Jan 3, 2006 15:23:04 GMT -5
Fey-Branche Seventh House of MenzoberranzanHouse Fey-Branche is perhaps one of the most ancient houses within Menzoberranzan, unfortunately those years haven't been extremely triumphant or full of ambition and status. Considering all the bad luck that this house has endured, it is a surprise that they have existed as long as they have. This bad luck has come in the form of many untimely deaths of it's nobles, be they deaths by accident, assassinations, or even duels. What this house has done, however, is collected an incredible amount of information. This is perhaps the key to Fey-Branche's survival, for the information known by this house could bring many houses down to their knees at the hands of those who hold this knowledge, or even embarrass others. When it has gone to war, it has usually been in defending itself. House Fey-Branche has defended itself on many occasions as well. This house while holding a key position is perhaps one of the most unstable of all the ruling houses and there are many eager lesser noble houses, awaiting the chance to increase their status. Nobles of Fey-Branche Byrtyn Fey - Matron Mother Other Notables -- None -- Alliances & Rivals Chief Alliances: House Fey-Branche has long practiced fawning adulation for the houses of higher status; it has no formal alliance, but is recognized for lackey potential by the other Noble Houses. Chief Rivals: As the seventh house, Fey-Branche fears attack from many lower ranking houses who desire a position on the council. Most particularly, House Duskryn is perceived as a threat. Qu'ellar Forces Nobles: 12Priestesses: 7 High Priestesses: 4 House Males: 5 Fighters: 2 Wizards: 3 Drow Soldiers: 300 total Formations: 50 Elite Foot 100 Archers 100 Foot 50 Lizriders Slave Force: 400 total Formations: 200 goblin foot 200 goblin archers
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Post by ♥Zach♥ on Jan 3, 2006 15:25:50 GMT -5
Tuin'Tarl Eigth House of MenzoberranzanHouse Tuin'Tarl is a fairly new house, having arisen only within the last thousand years. It's main strength has come from trade, in which it has traded across huge distances within the Underdark, including the trade of nobles in order to increase their number. Despite it's strength in trade, House Tuin'Tarl is viewed and known to be a very weak noble house, so there are many lesser houses eagerly awaiting a chance to increase their rank within the city. Nobles of Tuin'Tarl Prid'eesoth Tuin - Matron MotherV'londril Tuin'Tarl - High Priestess of Lolth Other Notables Daethleness Tuin'Tarl - Renegade Alliances & Rivals Chief Alliances: House Tuin'Tarl is known to be weak, and thus no other house is willing to recognize an alliance with it. Chief Rivals: As the eigth house, Tuin'Tarl fears attack from many lower-ranking houses, most particularly House Duskryn. Qu'ellar Forces Nobles: 11Priestesses: 5 High Priestesses: 4 House Males: 6 Fighters: 2 Wizards: 4 Drow Soldiers: 400 total Slave Force: 400 total
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Post by ♥Zach♥ on Jan 3, 2006 15:29:20 GMT -5
Duskryn Ninth House of MenzoberranzanHouse Duskryn has a reputation for savage cruelty for nothing other than the perverse amusement of the nobles. Arising more than 3,000 years ago, the house has consistently trained some of the best armies in all Menzoberranzan. Advancement in this company is rewarded for performance, not noble ranking. The house's most famous victories have all been defensive, however. About seven centuries ago, several houses tried and failed in successive attempts to destroy House Duskryn. It has long been whispered that House Baenre was behind those attempts. Nobles of Duskryn Berni'th Duskryn - Matron MotherSorn Duskryn - Elderboy of Duskryn Other Notables -- None -- Alliances & Rivals Chief Alliances: House Duskryn has formed a solid alliance with House Srune'Lett. Chief Rivals: Because of its numerous troops, House Duskryn fears no house beneath its station; it has many offensive desires, including attacks against House Fey-Branche and House Tuin'Tarl. Qu'ellar Forces Nobles: 33Priestesses: 15 High Priestesses: 13 House Males: 18 Fighters: 6 Wizards: 12 Drow Soldiers: 600 total Slave Force: 500 total
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Post by ♥Zach♥ on Jan 3, 2006 15:32:36 GMT -5
Srune'Lett Tenth House of MenzoberranzanThis clan comprises many powerful female priestesses, but few skilled wizards or fighters. It has a decent-sized force of hired troops, but their loyalty has long been suspect. The priestesses of Srune'Lett tend to be short and stocky - they are often referred to as the "fat sisters" - though if the priestesses hear someone use the term, the phrase often becomes the last words of the incautious speaker. Recent rumors have passed around the city, alleging that Srune'Lett has acquired the services of a non-drow wizard. This is partially true - the matron mother has persuaded a mind flayer to join ranks with the family, a fact which considerably improves its military standing. Nobles of Srune'Lett Srune'Lyris'Lett - Matron Mother Dargathan Srune'Lett - Student at Melee-Magthere Other Notables-- None -- Alliances & Rivals Chief Alliances: Srune'Lett has tried to form several alliances recently, including a bond with House Faen Tlabbar, and House Duskryn. None of these initiatives has met with success. The Srune'Lett have accepted peace initiatives from House Mizzrym, but have been rightfully suspicious of their sincerity. Chief Rivals: Srune'Lett attracts the interest of many ambitious, lower-ranking houses, including Druu'giir and Hunzrin. The house is cautiously going along with House Mizzrym with plans to strike against House Xorlarrin. Qu'ellar Forces Nobles: 32Priestesses: 15 High Priestesses: 11 House Males: 6 Fighters: 2 Wizards: 4 Drow Soldiers: 250 total Slave Force: 400 total
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Post by ♥Zach♥ on Jan 3, 2006 15:36:03 GMT -5
Horlbar Eleventh House of MenzoberranzanThe twin matron mothers of this clan are its distinguishing features. This has been the clan structure for 2,000 years, with the pair been either sisters or first cousins in every case. When one falls for any reason, the other is also replaced by a female of the next generation. The two matrons traditionally hate each other almost as much as they hate everything non-Horlbaryn in nature. The clan has gained its power through productive agriculture and ambitious trade. Though Horlbar only rarely initiate a war, they never forget a slight, and vengeance against another house may be carried out generations later. Nobles of Horlbar Kerl Horlbar - Matron Mother, twin of JerlysJerlys Horlbar - Matron Mother, twin of Kerl Other Notables -- None -- Alliances & Rivals Chief Alliances: House Horlbar has long had a cooperative relationship with House Kenafin. Chief Rivals: The house is one of the chief plotters against House Tuin'Tarl - though that fact is not known to the Tarlyn. Qu'ellar Forces Nobles: 13Priestesses: 8 High Priestesses: 7 House Males: 5 Fighters: 1 Wizards: 4 Drow Soldiers: 200 total Slave Force: 400 total
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Post by ♥Zach♥ on Jan 3, 2006 15:39:15 GMT -5
Kenafin Twelfth House of MenzoberranzanHouse Kenafin is a house where the domination of the priestesses has completely subjugated the males. Under the ambitious and cruel reign of the matron mother, the females exact terrible vengeance for any infractions against their rigid code of behavior. In public, House Kenafin is known as a busy trading house. It performs most of its trade within Menzoberranzan itself, moving products around the city instead of importing them from outside sources. The priestesses are working a grand appeal to Lolth, for which they are creating a giant image of the goddess out of wax - a project that has lasted 20 years and is nearly completed. The image will be consumed during the ceremony, and then, hopefully, the favor of the Spider Queen will be clear. Nobles of Kenafin Kyrnill Kenafin - Matron Mother Kelnozz Kenafin - Student at Melee-Magthere Gausra Kenafin - Student at Arach-Tinilith Other Notables -- None -- Alliances & Rivals Chief Alliances: House Kenafin has long cooperated with House Horlbar. Chief Rivals: House Kenafin is a secret plotter against House Fey-Branche. Qu'ellar Forces Nobles: 14Priestesses: 8 High Priestesses: 6 House Males: 6 Fighters: 3 Wizards: 3 Drow Soldiers: 225 total Slave Force: 500 total
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Post by ♥Zach♥ on Jan 3, 2006 15:41:47 GMT -5
Druu'giir Thirteenth House of MenzoberranzanHouse Druu'giir has a direct influence over other houses in the city that is second only to the power wielded by House Baenre. This is because the clan controls nearly all of the moneylending that occurs in Menzoberranzan. The clan is dominated by elderly male wizards, and can quickly augment its troops by hiring the Bregan D'Aerthe or another mercenary band if necessary. The ultimate fear inspired by the house's reputation is the notion that the house wizards can employ gate spells to bring their quickly-reinforced armies to virtually any house, any room, in Menzoberranzan! Nobles of Druu'giir Carroloc Giir - Matron Mother Other Notables -- None -- Alliances & Rivals Chief Alliances: This house has no formal alliances, but its role as moneylenderinsures that its can exert pressure on most any other clan. Chief Rivals: House Druu'giir desires to execute an attack against House Srune'Lett. Qu'ellar Forces Nobles: 11Priestesses: 4 High Priestesses: 3 House Males: 7 Fighters: 2 Wizards: 5 Drow Soldiers: 250 total Slave Force: 300 total
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Post by ♥Zach♥ on Jan 3, 2006 15:45:14 GMT -5
Hunzrin Fourteenth House of MenzoberranzanHouse Hunzrin has control of the farming in Menzoberranzan, a fact which has led to their being viewed as a bunch of "stone head" farmers. Of course this is never mentioned in public, for the warriors of Hunzrin are reputed to be the best pitchfork (magical) wielders in the Underdark. Matron Mother Ilintuere Hunzrin has, on many occasions, consulted with Mez'Barris Armgo about Hunzrin's inability to produce females, a trait which both houses share. Nobles of Hunzrin Ilintuere Hunzrin - Matron Mother Shakti Hunrzin - Priestess of Lolth Other Notables Kintuere Hunzrin - Deceased Matron Mother Alliances & Rivals Chief Alliances: House Baenre is a strong supporter of the matron; as long as House Hunzrin continues to provide the agricultural needs of the city without getting presumptuous. Chief Rivals: Open rivals of House Shobalar. Qu'ellar Forces Nobles: 12Priestesses: 4 High Priestesses: 1 House Males: 8 Fighters: 7 Wizards: 1 Drow Soldiers: 200 total Slave Force: 1,850 total (handles general city farm slave force)
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Post by ♥Zach♥ on Jan 3, 2006 15:48:48 GMT -5
Shobalar Fifteenth House of MenzoberranzanHouse Shobalar is a house dominated by females, having only one noble son, the weapon master, Pu'Nel. This house also showcases six wizards, which isn't unusual, until you realize that they are all female. House Shobalar is seclusive and the family is seldom seen in public, but when they are seen, they are usually accompanied by enormous spiders which have been bred for riding. These spiders can spew forth sticky strands of webbing to catch prey, not unlike that of a cave fisher. The house is also rumored to be using spiders in strange and wondrous experiments, one involving a "live" spider cloak which can be animated merely by the thought of its wearer. House Shobalar has very few alliances, due to their double-dealing reputation. Nobles of Shobalar Hinkutes'nat Alar - Matron Mother Pu'Nel Alar - Weapon Master & Elderboy of ShobalarBythnara Shobalar - Priestess of Lolth Other Notables -- None -- Alliances & Rivals Chief Alliances: None. Chief Rivals: Though not a weak house by any means, without allies, the house is a prime candidate for elimination by an ambitious lower-ranked house. Qu'ellar Forces Nobles: 12Priestesses: 5 High Priestesses: 3 House Males: 1 Fighters: 1 Wizards (female): 6 Drow Soldiers: 150 total Slave Force: 100 total
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Post by ♥Zach♥ on Jan 3, 2006 15:53:47 GMT -5
Vandree Sixteenth House of MenzoberranzanHouse Vandree is, at present, in perhaps the most tentative position of any house in Menzoberranzan. Their numbers are few, their compound grand, and packed House Barrison Del'Armgo has made it known that they covet the Vandree compound. In lieu of that, Matron Troken'ther Vandree is trying to either win the protection of House Baenre, or get First Matron Mother Baenre to demand a civilized swap of compounds. It is not known how Matron Baenre will react. On the one hand, there has been perhaps too much chaos among the leading houses in the last few decades, and an orderly process might seem attractive, but on the other hand, Matron Baenre is eager to see Barrison Del'Armgo, her principle rival, get into a fight and show what it can do. The situation does not look good, but House Vandree has a long-standing tradition of getting into trouble and somehow finding their way back out. Thoken'ther and her offspring seem to delight in internal feuding and dangerous political ploys. The house even dabbles in surface-world affairs, and in acquiring all sorts of trophies and useful magical items. (Human skulls, fashioned into drinking goblets are a favorite.) Nobles of Vandree Troken'ther Vandree - Matron Mother Demona Vandree - High Priestess of Lolth Other Notables Sosdrielle Vandree - Mother of Liriel Baenre; one of the most beautiful drow of Menzo, consort of Gromph Baenre and killed by his golem Alliances & Rivals Chief Alliances: Trying to forge an alliance with House Baenre. Chief Rivals: Barrison Del'Armgo covets Vandree's huge compound. Qu'ellar Forces Nobles: 13Priestesses: 5 High Priestesses: 2 House Males: 8 Fighters: 6 Wizards: 2 Drow Soldiers: 150 total Slave Force: 120 total
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Post by ♥Zach♥ on Jan 3, 2006 15:57:39 GMT -5
Symryvvin Seventeenth House of MenzoberranzanHouse Symryvvin is an anomaly in Menzoberranzan in many ways. Matron Hesken-P'aj is the highest ranking priestess of Lloth in all the city, yet she does not sit on the Ruling Council. The house has held its position for centuries without even the threat of attack from any other house. Both late Matron Yvonnel Baenre and Matron Mez'Barris Armgo often visited Hesken-P'aj on several occasions they even went to the Symryvvin compound together! The house shows no ambition to climb to a higher rank. The family Symryvvin is known for its studious pursuit of creating new prayers to the Spider Queen (and in receiving new priest spells in return). Likewise, their mages live hermit-like, fanatically dedicated to the pursuit of higher magic. The house nobles, on those rare occasions that they are seen outside their compound, are accorded great respect, for House Symryvvin commands Lloth's highest favor and for any house to go against them would surely put that house on the wrong side of the volatile Spider Queen. Secretly, Symryvvin has been called the "eyes of Lloth", watching over the city inconspicuously, detached from the chaos. Nobles of Symryvvin Hesken-P'aj Symryvvin - Matron MotherIlyeth Symryvvin - Instructor at Arach TinilithHalavin Symryvvin - Student at Arach-Tinilith Other Notables -- None -- Alliances & Rivals Chief Alliances: House Baenre and House Barrison Del'Armgo have alternately wooed the favors of venerable Matron Hesken-P'aj Symryvvin. Chief Rivals: None. Qu'ellar Forces Nobles: 13Priestesses: 5 High Priestesses: 2 House Males: 8 Fighters: 6 Wizards: 2 Drow Soldiers: 150 total Slave Force: 120 total
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Post by ♥Zach♥ on Jan 3, 2006 16:06:19 GMT -5
Drow DeitiesLolthLolth's SymbolLolth: Queen of Spiders, Queen of the Demonweb Pits (Intermediate Deity) Symbol: Black spider with female drow head hanging from a spider web Home Plane: Demonweb Pits Alignment: Chaotic Evil Portfolio: Assassins, Chaos, Darkness, Drow, Evil, Spiders Worshipers: Drow and depraved elves, sentient spiders Cleric Alignments: CE, CN, NE Domains: Chaos, Drow, Evil, Darkness, Destruction, Spider, Trickery Favored Weapon: A spider (dagger) Cruel and capricious Lolth (loalth) embodies the absolute evil of the drow. She is malicious in her dealings with others and coldly vicious in a fight, coveting the power of deities worshiped by the surface races. Some believe her to be insane, because the Queen of Spiders pits her own worshipers against one another in an endless struggle for "station". She can be kind and aids those she fancies, but she thrives on death, destruction, and torture -- including those of her own worshipers who have displeased her. Although she can appear in the form of a giant black widow spider with crimson eyes, Lolth's true form is that of a human-sized, exquisitely beautiful female drow. The Queen of Spiders is the subject of terrifying legend among most surface dwellers and seen as virtually synonymous with the greatly feared drow. Few elves are even willing to discuss their deep dwelling kin, let alone the dark deity who is blamed in large part for their depravity. Only the drow clerics of Eilistraee are even willing to speak of Lolth, and their fury at her enslavement of their kind exceeds even that of the other elven subraces. IN the underdark, her church is a well-known evil, hated by dwarves, svirfneblin, and other races for the cruelty of her clerics. Dark elves who venerate other evil deities, as well as all male drow who pay her homage, revile the church of the Spider Queen for its power -- though they would seize such power for themselves if they could. Clerics of Lolth pray for spells after waking from trance or before retiring to trance. They are always female. Lolth requires regular homage from her clerics: submission in prayer, plus offerings. Lolth's aid requires sacrifices, traditionally the blood of drow faithful or captured foes, spilled with a spider-shaped knife whose eight descending legs are blades. Ceremonies sacrificing surface elves are performed monthly during nights of the full moon as deliberate affronts to Sehanine, Lolth's hated rival. Rituals customarily take place among women only, in a sacred room or area, but those requiring extraordinary power or a public display may be celebrated in the open and in mixed company. The most powerful ceremonies defy description and are seldom seen by nondrow. Rituals to Lolth involve the burning of precious oils and incense, live offerings, and riches of all sorts, particularly gems. These are customarily placed in a bowl-shaped depression in a black alter or a burning brazier, from which black-and-red flames leap to consume the offerings. If the deity is angered, or impostors are present, the flames may also arc to consume other valuables, such as magic items, jewelry and clothing. Large, important rituals customarily use eight braziers, to provide additional flame and to represent Lolth's eight legs. Lolth allows herself to be contacted directly (Such as with a commune spell) only when it pleases her to do so. Otherwise, the call reaches her servant yochlols (amorphous demons able to take the form of an elf or spider). When Lolth is displeased she sends a yochlol or a myrlochar (a spider demon of lesser rank) to attack the cleric. Lolth's clerics sometimes multiclass as arachnes, fighters, or sorcerers. HISTORY/RELATIONSHIPS: Lolth was once Araushnee, the consort of Corellon Larethian, patron of artisans, the deity of elven destiny, and -- later, by Corellon's decree -- the keeper of those elves who shared her darkly beautiful features. The Weaver of Destiny bore her lover two children, Eilistraee and Vhaeraun, before she betrayed him and tried to invade Arvandor, along with Ghaunadaur, Malar, and many other fell deities. For her crimes, Araushnee was banished to the Abyss in the form of a spider demon, where she took the name Lolth. As the original patron of the dark elves, the Queen of Spiders established herself as the unchallenged ruler of the drow pantheon. Lolth finds it convenient to ally herself on occasion with Loviatar and Malar, and since the Time of Troubles, to masquerade as Moander, an ancient deity of rot, corruption, and decay. Lolth's foes include the Seldarine (the elven pantheon) Ghaunadaur, Eilistraee, nondrow Underdark deities, and Gruumsh. DOGMA: Fear is as strong as steel, while love and respect are soft and useless. Convert or destroy nonbeliever drow. Weed out the weak and the rebellious. Destroy impugners of the faith. Sacrifice males, slaves, and those of other races who ignore the commands of Lolth or her clerics. Raise children to praise and fear Lolth; each family should produce at least one cleric to serve her. Questioning Lolth's motives or wisdom is a sin, as is aiding nondrow against the drow, or ignoring Lolth's commands for the sake of a lover. Revere arachnids of all kinds; those who kill or mistreat a spider must die.
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Post by ♥Zach♥ on Jan 3, 2006 16:10:50 GMT -5
GhaunadaurSymbol of GhaunadaurGhaunadaur: That Which Lurks, the Elder Eye (Lesser Drow Deity) Symbol: Purple and black circles with an eye in the center Home Plane: Demonweb Pits Alignment: Chaotic Evil Portfolio: Jellies, oozes, slimes, outcasts, ropers, rebels Worshipers: Drow, Aboleths, fighters, oozes, outcasts, ropers Cleric Alignments: CE, CN, NE Domains: Cavern, Chaos, Drow, Evil, Hatred, Slime Favored Weapons: Warhammer Ghaunadaur (gone-ah-dowr) is unpredictable by human standards. It may aid worshippers who merely pay lip service to it’s rituals—even expending great power to grant permanent magical boons—but may also devour or maim them without warning. Ghaunadaur enjoys watching the hunting and devouring activities of large horrible monsters, and the suffering they cause. Ghaunadaur is silent and terrible when outside the Inner Planes, but old records tell of gibbering, bestial language spoken in the deity’s great court of mingled mud and gelatin pools. Ghaunadaur only communicates telepathically with blunt and simple communications. Outside a few drow and aboleth cities, the church of Ghaunadaur consists of a handful of scattered cults wholly dominated by a single individual. Clerics of Ghaunadaur are to do whatever pleases Ghaunadaur best and serve the Elder Eye absolutely. Clerics of Ghaunadaur have simple duties they are to ensure, by force or threat, that a ready supply of sacrifices reaches Ghaunadaur’s altars. The god rewards them with spells and magic items for their success in this. Most of all, Ghaunadaur delights in creatures that offer themselves to him without resistance (regardless of whether these sacrifices have been charmed or otherwise coerced by its clergy). Clerics who can bring offerings to the Elder Eye’s altars often are highly valued and favoured by the deity. Clerics of Ghaunadaur are encouraged to become familiar with the use and manufacture of acids, poisons, and alchemist’s fire. Clerics of Ghaunadaur pray for their spells once per day at a time of imagined significance to the local cult. Ghaunadaur expects such prayers of adulation and praise to be accompanied by a sacrifice. If live sacrifices cannot be procured that often, the Elder Eye accepts offerings of bones and food, burned in oil, as braziers of perfumed incense if also burned. If the worshiper is unable to procure such offerings, he must pray while holding one hand in an open flame (without magical protection). In any place of worship to Ghaunadaur, all cloth furnishings and garments worn by faithful are to be of hues pleasing to Ghaunadaur’s eye, such as shades of purple, red, black, and metallic colours. Many clerics multiclass as enchanters or fighters. History/Relationship: Ghaunadaur is an ancient deity, said to have emerged from the primordial ooze. Venerated by the largest slimes, oozes, slugs, and other crawling things, some of which are said to possess intelligence, albeit alien, Ghaunadaur struck most of them mad in a fit of fury for some transgression and stole their intellects. As a result, many of its worshipers, and most of its power, ceased to exist. Only in recent millennia have evil beings seeking an alternative to established deities begun to worship That Which Lurks, and it is only the veneration of drow disaffected with Lolth that places him within the drow pantheon. Ghaunadaur has no allies. He is opposed by every deity with a presence in the Underdark as well as Malar and the various members of the Seldarine. Dogma: All creatures have their place, and all are fit to wield power. Those who hunt weed out the weak and strengthen the stock of all. Those who rebel or who walk apart find new ways and try new things and do most to advance their races. Creatures of power best house the energy of life, which Ghaunadaur reveres and represents. Make sacrifices to the Eye, persuade others to sacrifice themselves to Ghaunadaur or in service of the Eye, further knowledge and fear of Ghaunadaur, and in the end give yourself to Ghaunadaur in unresisting self-sacrifice. Convert all beings to the worship of Ghaunadaur. Slay all clergy of other faiths, plundering their temples and holdings for wealth to better your own lot and to further the worship of Ghaunadaur.
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Post by ♥Zach♥ on Jan 3, 2006 16:17:44 GMT -5
EilistraeeEilistraee's SymbolEilistraee: The Dark Maiden, Lady of the Dance (Lesser Deity) Symbol: A long-haired nude female drow dancing in front of a moon with a silver bastard sword in her hands Home Plane:Arvandor (And Demonweb Pits) Alignment: Chaotic Good Portfolio: Beauty, song, dance, swordwork, hunting, moonlight Worshipers: Good drow, hunters, surface-dwelling drow Cleric Alignments: CG, CN, NG Domains: Chaos, Charm, Drow, Elf, Good, Moon, Portal Favored Weapons: Bastard sword The patron of good-aligned drow and those of that race who wish to live in the Realms Above in peace, Eilistraee (eil-iss-tray-yee) is a melancholy, moody deity. She is greatly angered by the evil of most drow but glad that some have worked their way free of the Spider Queen’s web. Eilistraee is a lover of beauty and peace but is not averse to striking back against those who would harm her followers. She appears as an unclad, glossy-skinned drow woman of great height with ankle-length, sweeping hair of glowing silver. The church of Eilistraee is little known and poorly understood by inhabitants of the surface world. Few among the surface-dwelling races give any credence to rumors of good-aligned drow emerging from the Underdark. The possibility of a deity who supports such folk is simply beyond the ken of nonelves, who generally dismiss such talk as idle rumor or a plot by evil drow raiders. Most elves willfully ignore such talk, uncomfortable for what it might mean to the central tenets of their culture: Dogma teaches that the Crown Wars were primarily caused by the unbridled evil of the ancestral drow. Only among like-minded groups active in the same regions as the church of Eilistraee has the faith begun to be recognized for the hope that it holds out. In particular, the Harpers have begun secretly supporting the church of the Dark Maiden and work toward the day when it is fully accepted throughout Faerûn. Clerics of the Dark Maiden pray for spells at night, after moonrise, singing them whenever possible. Their rituals revolve around a hunt followed by a feast, dancing (wearing as little clothing as possible), and a Circle of Song. This last is held preferably in a wooded glade on a moonlit night, in which the worshipers sit and dance by turns in a circle, each one leading a song. Worshipers of Eilistraee try to let out all the gathered emotions of the day with an evensong. This is a personal thing, often wordless, and done in private. Clerics of the Dark Maiden who have the coin to do so are expected to hire any strange minstrel or bard they meet for a song or two; lay worshipers are encouraged but not required to do so. Eilistraee’s church observes a number of festivals. The Sword Dance is a ritual of shedding a small amount of blood and invoking Eilistraee’s favor to prevent a blade from breaking or rusting for the next three months. The High Hunt, celebrated at least once each season, is a nocturnal pursuit of a dangerous beast or monster, led by clerics of Eilistraee. By tradition, the hunters may use any bladed weapons and wear anything—except the clerics, who go naked, each carrying only a single sword. If the quarry is slain, the celebrants chant prayers and perform a circle dance to the deity. At least once a year, clerics of Eilistraee undertake a Run. Those who are not drow blacken their bodies with natural dyes and oils, and all, drow or not, boil certain leaves and berries to make their hair silvery. They then go wandering on the surface world, trusting to their music, kind ways, and sword skills to keep from being slain on sight. They go where they are strangers, making an effort to seek out elven communities, and bring them game, succor, and helping hands. They try to learn new songs, music, and sword ways, and do not come to preach their faith or make a mark for themselves. In the end, all clerics of the Dark Maiden who do not die in battle hold their greatest ritual, the Last Dance. In their old age, they hear Eilistraee singing to them by night, calling them to her. When the song feels right, they go out unclad under the moonlit sky and dance—never to be seen again. Those who have observed such dances say that the deity appears and sings overhead, and the aged cleric begins to dance more effortlessly, looking younger and younger. Her hair begins to glow with the same radiance as the Dark Maiden’s, and then she becomes slowly translucent, fading away as the dance goes on. In the end, only a silvery radiance is seen, with two voices—the deity and her cleric—raised together in melancholy, tender song. Eilistraee’s clerics often multiclass as fighters, bards, rangers, or sword dancers (see Chapter 4). History/Relationships: The daughter of Corellon Larethian and Araushnee (who later became Lolth), and the sister of Vhaeraun, Eilistraee was banished along with the other drow deities for her (inadvertent) role in the war against the Seldarine. Despite being absolved of any crime, Eilistraee insisted upon this punishment from her reluctant father, because she foresaw that the dark elves would need a beacon of good within their reach. Her allies are the Seldarine, Mystra, Selûne, and the good deities of the Underdark races; her enemies are the evil deities of the Underdark, especially the rest of the drow pantheon. Dogma: Be always kind, except in battle with evil. Encourage happiness everywhere. Learn and teach new songs, dances, and the flowing dance of skilled swordwork. Promote harmony between the races. Befriend strangers, shelter those without homes, and feed the hungry. Repay rudeness with kindness. Repay violence with swift violence so that those who cause it are quickly dealt with. Aid drow in distress and give them the Lady’s message: "A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace and live beneath the sun again where trees and flowers grow." Clergy and Temples: Whenever and wherever possible, faithful of Eilistraee encourage drow to return to the surface world. They work to promote harmony between drow and surface-dwelling races, to establish drow as rightful, nonevil inhabitants of Faerûn. They nurture beauty, music, the craft of making musical instruments, and song wherever they find it; assist hunters and hunting; and help others in acts of kindness whenever they see ways to do so. Clerics are expected to be skilled in hunting and in playing at least one of the Dark Maiden’s favored instruments (horn, flute, or harp). They must be adequate singers as well as fit, graceful dancers. They gather songs and musical knowledge constantly, and acquire training in the use of the sword when they can. Temples of the Dark Maiden are typically established in the mouths of dark caverns and in dim forests on the surface world from which her clerics can venture forth at night to brave the moonlight. It is rare for clergy of Eilistraee to found a temple below the surface. The Dark Maiden’s clergy seek out pristine, natural sites that need little modification. These places of worship are developed much like those dedicated to the Seldarine. Temple complexes typically include a glade in which to dance, offering an unobstructed view of the moon, and a sheltered place away from the light of day (often an access tunnel to the Underdark). Other common features are a thick tree canopy, a lively freshwater stream, a forge and smithy, and a vein of iron or some other metal suitable for the crafting of swords. However, the simplest shrine of the Dark Maiden requires naught but a moonlit glade and a song (audible or imagined) that draws one into a dance. Clerics of Eilistraee wear their hair long and dress practically for whatever they are currently doing. For rituals, they wear as little as possible. Otherwise, they tend to wear soft leathers for hunting, aprons while cooking, and—rarely—armor when battle is expected. When relaxing, they favor silvery, diaphanous gowns. Most clerics prefer holy symbols of silver, typically worn as pins or hung around the neck on slender silver or mithral chains. The church of Eilistraee has little in the way of formal hierarchy. Its congregants tend to gather in small, independent bands in deep forests across Faerûn. One individual is acknowledged as the high cleric of the faith, however: Qilué Veladorn, Chosen of Eilistraee, Chosen of Mystra, and one of the Seven Sisters. Qilué’s authority is a subtle one, her words taken by most members of the faith as advice from a wise elder sister.
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Post by ♥Zach♥ on Jan 3, 2006 16:22:19 GMT -5
KiaransaleeKiaransalee's SymbolKiaransalee: Lady of the Dead, the Revenancer, the Vengeful Banshee (Drow Demigod) Symbol: Female drow hand wearing silver rings Home Plane: Demonweb Pits Alignment: Chaotic Evil Portfolio: Undead, Vengeance Worshipers: Drow, necromancers, undead Cleric Alignments: CE, CN, NE Domains: Choas, Drow, Evil, Retribution, Undeath Favoured Weapon: “Cold Heart” (dagger) Kiaransalee (kee-uh-ran-sa-lee.) is cruel, twisted and consumed by thoughts of vengeance. The Lady of the Dead descended into madness long ago, but she retains her twisted cunning and clear recollection of every slight done to her—real or imagined. The Revenancer is powerful and swift to anger, and she schemes dark revenges against all who have wronged her. Kiaransalee prefers mindless company of the undead (whom she can manipulate at will) to sentient beings capable of individual thought. She prefers to solve problems herself rather than trust someone else to do justice to her vision. The church of Kiaransalee is organised into tightly regimented cells, but with little over all organisation of faith. Kiaransalee’s clerics are secretive and usually found in small drow communities or specially enclaves. They are the agents of vengeance, plotting revenge on those who have slain, harmed or insulted the clergy in anyway. They also undertake regular slaying missions to acquire corpses for animation, and take a prominent role in persecuting slaves. Clerics of Kiaransalee pray for their spells at midnight, when the spirits are most restless in their graves. While each cleric performs a handful of minor devotions to Kiaransalee every month, they venerate her on a single annual holy day—the Graverending—celebrated each Midwinter Eve. The Graverending is celebrated individually, with each cleric animating as many undead creatures as she can. All such undead—known as Vengeance Hunters—are consumed with thoughts of revenge on their killers and unerringly seek them out over the next 24 hours. If destroyed, a Vengeance Hunter does not rise again. Vengeance Hunters return to their graves, if possible, once 24 have passed since their animation or once they exacted their revenge. History/Relationships: Kiaransalee was once a mortal, a powerful dark elven necromancer-queen from another plane. She has long been an unwilling vassal of Lolth, capable of only small acts or rebellion. In recent years, Kiaransalee seized the realm of Orcus, a demon lord of the undead, and is now consumed with efforts to eliminate him every last trace of Orcus in any form. Kiaransalee is loosely allied with many deities in hopes of loosening Lolth’s web, including Hoar, Velsharoon, Malar, and Vhaeraun. Her foes include Deep Duerra, Dumathoin, Eilistraee, Kelemvor, Laduguer, and Jergal. Dogma: Death comes to all and cruel vengeance will be exacted on those who waste their lives on the petty concerns of this existence. True power comes only of unquestioning servitude of the once-dead. Hunt, slay, and animate those who scorn the Revenancer’s power, and answer any slight a thousand-fold, so that all may know the coming power of Kiaransalee.
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Post by ♥Zach♥ on Jan 3, 2006 16:24:50 GMT -5
SelvetarmSelvetarm's SymbolSelvetarm: Champion of Lolth, the Spider That Waits (Drow Demigod) Symbol: Spider on a crossed sword and mace Home Plane: Demonweb Pits Alignment: Chaotic Evil Portfolio: Drow Warriors Worshipers: Barbarians, drow, fighters, those that like to kill, warriors Cleric Alignment: CE, CN, NE Domains: Chaos, Drow, Evil, Spider, War Favoured Weapon: “Venommace” (Heavy Mace) Selvetarm (sell-veh-tarm), cruel and malicious by nature, cares only for battle and destruction. The Champion of Lolth harbours a deep hatred for all living things, including his dominating mistress, and the only beauty he can appreciate is a well honed and deadly fighting style. Selvetarm can exhibit a great deal of patience while waiting for prey to fall into an ambush he has set, but he prefers the wild abandon of battle frenzy to a careful and deliberate attack. The church of Selvetarm barely exists as such, largely serving as the military arm of the church of Lolth. Selvetarm’s faithful spend most of their days guarding fortifications and honing their fighting skills. Many spend their time training other warriors in the art of war. While the selvetargtlin are rightly known for their skill in battle, the teachings of the faith place little emphasis on tactics or strategy and thus few members of Selvetarm’s clergy achieve high military rank. Clerics of Selvetarm pray for their spells immediately after the first battle of the day, or after military practice if there is no actual battle. Selvetarm’s faithful are expected to observe the rituals of Lolth, as directed by her clerics. Selvetarm does expect all who take up arms in his name to cry out his name in the bloodlust of battle as they deliver the killing blow to a foe. Since there is always the chance that any attack will be a fatal one, the selvetargtlin tend to constantly scream out their deity’s name during a battle. Many clerics multiclass as fighters or barbarians. History/Relationship: Selvetarm is the offspring of an ill-fated tryst between Vhaeraun and Zandilar (now an aspect of Sharess). He walked a solitary way for many centuries, and was nearly turned to good by Eilistraee when Lolth convinced him to battle Zanassu, a demon lord with a fondness for spiders. When Selvetarm defeated and absorbed the demon, he was overwhelmed by Zanassu’s evil and fell into Lolth’s mental traps. He now serves her utterly. He is allied only with Lolth and Garagos and opposes almost every other deity. Dogma: War is the ultimate expression of individual power, and only through battle and death can you realise the respect of your comrades. Hone your fighting skills constantly and teach those who will follow into the fray. Never give or receive quarter, and hope to die amid the bloodlust of battle against overwhelming odds.
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Post by ♥Zach♥ on Jan 3, 2006 16:27:45 GMT -5
VhaeraunVhaeraun's SymbolVhaeraun: The Masked Lord, the Masked God of Night (Lesser Drow Deity) Symbol: A pair of black glass lenses that form a mask Home Plane: Demonweb Pits Alignment: Chaotic Evil Portfolio: Thievery, drow males, evil activity on the surface Worshippers: Assassins, male drow and half-drow, poisoners, shadowdancers, rogues, thieves Cleric Alignments: CE, CN, NE Domains: Choas, Drow, Evil, Travel, Trickery Favoured Weapon: “Shadowflash” (short sword) Vhaeraun (Vay-rawn) is vain, proud, and sometimes haughty. He bears grudges of legendary length and never forgets slights or deceptions. Any underhanded means and trickery are acceptable to him if they further his aims or are done in his service—but if others so treat him or his people, it is a deep sin that cannot go unpunished. He actively involves himself in drow affairs and can be easily convinced to send a minion to assist the work of his clerics if the proper rituals are performed and the need is genuine. The church of Vhaeraun is loosely organized; its adherents are bound to largely autonomous cells. Vhaeraun’s clergy is nearly exclusively male and practices passive opposition to Lolth’s clerics. They are also active in the surface world, and some preach a heresy of the unity of elven races and their need to work together for dominion. They specialise in intrigue, trickery, and treachery and foment disobedience among males. In drow communities, Vhaeraun’s clerics often disguise their allegiance, for obvious reasons. Contact and marriage with other elven races is encouraged. Half-drow usually favour their drow parent, and Vhaeraun sees this inexorably raising drow numbers in surface lands. Every cleric works to establish some sort of permanent drow settlement on the surface, and either support that settlement’s needs personally, or (preferably) make it self supporting. Poison use, manufacture, and experimentation is also common. Especially effective spells, poisons, and tactics devised by a cleric are to be shared with the Masked Lord and through him all clergy. Clerics of Vhaeraun pray for their spells at dusk, before skulking into the shadows. The most important attacks, negotiations, and other activities of the clergy must occur at night. Clerics of Vhaeraun utter prayers to the Masked God of Night whenever they accomplish something to further his aims. Offerings of the wealth and weapons of those they vanquish (enemies of the drow, or regalia of female drow clerics) are to be melted in black, bowl shaped altars. Offerings of magic and wealth are made regularly. The more value, the more Vhaeraun is pleased, though he favours daily diligence more than rare, huge hauls. Midwinter Night, known to Vhaeraun’s followers as the Masked Lords Embrace, is the most sacred time of the year to the followers of the Masked Lord. This annual holy day is celebrated by the Masked Lord’s followers with daylong introspective rituals of total sensory deprivation. Each Worshipper is expected to cloak themselves in a region of magical darkness and sit or stand at the middle of the effect for a full 24 hours while contemplating Vhaeraun’s teachings and dreaming up schemes to advance the Masked Lord’s goals in the coming year. All followers of Vhaeraun who wish to perform this ritual are granted the ability to employ their darkness spell-like ability with the necessary extended duration. In the Night Above, nights of the new moon are considered sacred to his followers. Such occasions are observed with midnight stag hunts that range over miles of shadowy woodlands. Pack of Vhaeraun worshipers, mounted on riding lizards brought up from the Underdark, run down a stag then sacrifice its rack of antlers and still-beating heart to the Masked Lord in dark rites that pervert the ancient ways of the surface elves. History/Relationships: Vhaeraun is the son of Corellon and Araushnee (who become Lolth), brother to Eilistraee. Cast out when his and his mother’s treachery was discovered, he longs for the surface world he was once free to travel. Allied with Mask, Shar, and Talona, he opposes the other Underdark gods, including his sister. His feud with Lolth is subtle, as he lacks the power to oppose her directly. Dogma: The shadows of the Masked Lord must cast off the Tyranny of the Spider Queen and forcibly reclaim their birthright and rightful place in the Night Above. The existing drow matriarchies must be smashed, and the warring practices of twisted Lolth done away with, so the drow are welded into a united people, not a squabbling gaggle of rival Houses, clans and aims. Vhaeraun will lead his followers into a society where the drow once again reign supreme over the other, lesser races, and there is equality between males and females.
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Post by ♥Zach♥ on Jan 3, 2006 16:30:15 GMT -5
Mezoberranzan's SchoolsTier Breche(A large groupe of towers and buildings, a college ground sort to speak where young drow come to learn the trade) Melee-MagthereSchool of Fighters, accepts aspiring warriors of both genders. A fairly popular school compared to others. Tower of SorcereSchool of Wizardry, one of the symbols of power to the males of the city, in which they heavily dominate. Arach-TinilithThe Clerical school of Clar Dobluth that teachs of the great betrayal by the elves that drove the drow to the Underdark, and the gods that saved them. Also the school and training hall for the priestesses of Lloth. Drider PitsThe Drider Pits, an area within the caverns around Clar Dobluth. Left to the Drider that inhabit it and the traitors that feed them, that also acts as the graveyard of the dead.
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Post by ♥Zach♥ on Jan 3, 2006 16:39:14 GMT -5
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