Post by Head Moderator on Dec 19, 2013 0:35:56 GMT -5
Drow Pantheon
Arakvyr: Arakvyr is the chief goddess of the drow people. She can present herself as a massive spider, a half spider/half female drow, or a female drow. She is sometimes known as the Queen of the Spiders, Mother of Dark Desires, Drow-Mother, or Lady of the Webs. She is the goddess of spiders, darkness, evil, chaos, and assassins. She is Chaotic Evil aligned.
Zilree Torghym: Zilree is the goddess of magic, mysticism, death, and wisdom.
Mas'kiira: Mas'kiira is a daughter of Arakvyr, though she has not followed in her mother's evil footsteps. She is the goddess of song, beauty, dance, hunting, moonlight and good drow. She is Neutral Good aligned. She is sometimes known as the Silver Lady.
Aunlara: Aunlara is the goddess of vengeance, the undead, and slavery. She is seen as a sinuous female drow, wearing only silver jewelry and silk veils. She wields a dagger that perpetually drips acid, and when it pleases her she dons the Mantle of Nightmares, a cloak of bones that causes magical fear in all who gaze upon its horrors.
Rakt'tar: Rakt'tar is the god of drow warriors, worshipped by male and female alike in areas not as dominated by Arakvyr. He is sometimes known as the Blackblood Prince. He is Arakvyr's son, brother to Mas'kiira.
Sharjss: Sharjss is a god mostly worshipped by drow males. He is the god of thievery and dark secrets and has many followers amongst the drow that live on the surface of Arith. Sharjss is Chaotic Neutral.
Inid: This is the drow god of lies, deception & betrayal. Inid appears as a noble drow male, clad in expensive clothes, beneath which he has on drow chain mail. He uses spells from illusion, enchantment, alteration and abjuration, but when angered he will use spells intended for destruction. He schemes a lot and has many plots both in motion and waiting so that he always has a surprise up his sleeve and he is a very unpredictable and undependable god (even to his priests). He is very involved in the drow life, hatching many plots and creating mayhem whenever possible. He sends omens to his priests but they can be interpreted in many ways or they can be outright false, for his own amusement. Beware of dealings with this god since he will use every thing he can to change the bargain or he will simply dismiss the bargain as non-committing.
Tyrr'mala: Drow goddess of poison. She looks like a gaunt drow female in tattered clothing and bare feet. Her daggers drip of venomous poison. She is fond of spiders, of course, but also snakes and poisonous toads.
Knockskull Mountains
Aphyonvloriss Kingdom
Aphyonvloriss was the core of all Drowdom upon Arith before an unknown cataclysmic event brought the kingdom low. The exact cause or the details of the event are only known by a few of the older drow still alive in one of the two remaining cities. After the event, generally referenced to as The Great Purge, the former capital, or middle city, was abandoned nearly overnight leaving Or'shanse and B'nossta to deal with the aftermath. All survivors, both of their own will, and upon orders of the surviving clergy, don’t speak of the events that lead to and of those during The Great Purge. None know what could cause the drow such fear that they would try to wipe the details of the events from all living memory. Whatever it was, however, it must have been beyond destructive indeed. One theory that exists amongst adventurers and thieves is that the city still stands, along with the riches of its vast populace, free for the taking. The drow won’t return but they also can’t stand the thought of anyone else having what was left behind in the overnight evacuation.
Or’shanse
Leader: Matriarch Bae’kiira Kenviir
Or'shanse, or the City of Tormented Night, is one of two cities left after the fall of Aphyonvloriss. Following the traditional culture of the drow, Or'shanse is ruled by the female clergy of Arakvyr. The clergy’s hierarchy is chosen, in part, by the various matrons of the city’s houses. One of the main requirements to even become a house matron is to be bonded in servitude to Arakvyr. There are 10 main houses with an additional 20 smaller houses all vying for power and influence. In true reflection of Arakvyr’s ruthlessness many houses have taken over leadership of Or'shanse to ensure it continues to grow and prosper. The Great Purge may have cost Arakvyr many followers but it also strengthened her resolve to fulfill her lust for more power no matter the costs. Or'shanse has five main districts spreading across a massive underground valley within a mountainous cavern. Even after nearly a millennia of growth and development Or'shanse still only covers about a quarter of the earthen vault. Being the youngest of the three cities that once made up Aphyonvloriss it was the smallest at one time, however, now it is the largest of the two that remain. The different districts cover a particular need for the city and encircle the main enclave that houses the residential buildings of the various houses and the temple.
Cutting along the center of both the valley and the city is a river fed by massive waterfalls to the northwest which then empties into a great lake that covers nearly a third of the hollow. The far side of the lake empties into an unknown depth of darkness, a waterfall itself that possibly feeds even more underground cities. The great falls, the river itself and the lake are all known by it’s main name, Rathniar, respectively; being Rathniar Falls, Rathniar River, Rathniar Lake. The river and lake are both sources to various water based plants and also several types of fish that have adapted to the lack of the sun in the underdark. Surrounding the entire city, even arching over the great river, is the massive wall that protects Or'shanse. The previous parameter wall can be seen surrounding The Enclave. Fifty yards deep and a hundred yards high the wall is covered in ramparts and lookout towers to ensure no one sneaks up on the city.
The Enclave
The Enclave is at the very heart of Or'shanse and is composed solely of the residential buildings belonging to the various houses. The Clergy and Temple to Arakvyr are found at the very center and is home to the ruling family as well as the clergy themselves. A stone canopied walkway way flanked by protective walls leads from three of the five districts to the temple’s center. The walkways also provide a certain division between the families to help prevent tension from igniting into unneeded conflict. That is, of course, unless the conflict is from Arakvyr herself, which renders the walls pointless to those wielding her blessing.
Customs District
To enter the city is to enter through the Customs District. Inspection, security and intelligence all have offices within the Customs District. Before goods even make it to or from the city they must be inspected and those carrying the goods must be cleared to ensure the will of the ruling house and in turn the will of Arakvyr is being fulfilled and followed. In addition to the individual department housing, various warehouses and storage facilities also exist, in addition to a basic hostel for those seeking clearance to spend their time and coin. The very nature of the customs district makes it the smallest of the five.
Merchant District
Once your goods and body have been thoroughly roughed up, and if you gain entrance to the city, one will find the Merchant District to the right of the main road. Walled, much like the residential areas of The Enclave and outlined by water that is pulled from the main flow of the Rathniar River, for waste disposal purposes, the Merchant District is said to be almost as ruthless as the ruling houses in terms of backstabbing and attempts to gain leverage over the market.
Arcane District
If perhaps the Merchant District isn’t your knife in the back, across the main street - or to the left after leaving the ever so gentle Customs District - one will find the Arcane District. The Arcane district is somewhat unusual when compared to the others in that most of the buildings are only one story. While the single story buildings are roofless like nearly all others in the city they have deeper basements than any of the others (at least commonly). This was done for the safety of the city as sometimes, as we have all experienced, magic sometimes doesn’t behave so well. To help prevent undesired destruction to the city and surrounding buildings spells, enchantments, alchemy and more are all tested beneath the surface, in reinforced basement levels. It is said that some of the more powerful, and experimental, of the arcane users have basements several floors deep.
In addition to the individual homes and laboratories one will also find a Mystic Merchant Circle to the left once you enter from the main street near the Customs District. In addition to the Mystic Merchant Circle one will find a small arena across from the circle with many blocks of housing between the two. Finally, across from the main entrance, along the far wall, the city’s Arcane College is found. While wider than most of the buildings in the Arcane District, it too is only one level. Its “height” is found in the depths of the rock below, several dozen floors deep in fact.
Military District
Ah the military district. The hissing of steel, the smashing of stone and bone alike, the cries of victory and the wails of defeat. Music to the ears of the warrior, baptized in blood and rewarded in death. The military district, to say the least, is rather bland but the cleanest and most rigid of the districts. What looks to be a rising hill, the homes and barracks in the Military District start as one level buildings along the outside of the district and then rise in stories and size the closer toward the center you go. Each ring of house size and the number of stories represent a level of the military branch. From recruits in the barracks to the Generals of the army at the center.
As with any military one will find a few taverns that soldiers are allowed to visit on leave, training grounds, army issued blacksmiths and provision merchants and bathing houses. In fact each “ring” of rank have their own set of the mentioned areas. Though the higher ranks have private training grounds and personal smiths and tailors for their needs.
Shadow District
Both out of animosity toward each other and a desire to keep the two combat related districts at the sides of the two most exposed sides of the city, all the way across the city, one will find the Shadow District. Though frowned upon by the powers to be, due in part that those of the Shadow District posed a threat to their rule, they are respected for the prowess and skills. For anyone feared is to be respected for the same reason they are so feared. Otherwise known as the district of thieves and mercenaries any illegal activity, ingredients, literature…. anything, can be found in the Shadow District of Or'shanse. The Shadow District is also clearly known due to the roofs on the buildings within. Given the nature of the dealings within those walls to prevent spying and exposure to unfriendly elements roofs are used, in addition to enchantments to help conceal all that goes on within.
One or two times a city Matriarch did try to expel those of the Shadow District out of fear for her rule. Both times didn’t work out too well. The first response from the district did in fact cause her and her house to lose their position. Her actions brought her very fear to life for her. The second time the same outcome occurred but instead of the Shadow District taking action, they were informed to meld away and another would exact revenge. <DietyName> brought forth her wrath for the Matriarch attempting to kill such large numbers of her followers, especially followers that exemplified her cutthroat way of life.
B'nossta
Leader: The Hierarch
B’nossta, or the City of the Chastized, is the second of the two surviving cities of the Aphyonvloriss Kingdom. Originally the second largest of the three cities, having been the kingdom’s first expansion from their center of power, it is now smaller than Or’shanse due to several factors. The main one being the resulting war after The Great Purge. Where Or’shanse maintained stability because of an influx of clergy from Cha’kohkev B’nossta had to absorb the lower ranks of the military, many shadow agents and also the massive amount of slaves that Cha’kohkev had been known to keep in camp like establishments. Because of the types of refugees and the sudden change in balance the less fortunate and regarded soon attempted to overthrow the clergy and powers that they felt had caused The Great Purge.
Dozens of generations over several centuries of fighting were lost and the city didn’t escape from being victimized. By the time victory was claimed nearly half the city lay in ruins and they still remain so today. While there is a still a clergy in B’nossta and obviously a hierarchy to maintain order all drow are created at least equal. In that regard a particular drow isn’t higher than another because of their gender nor can any drow be kept as a slave. Though certain punishments do result in enslavement it isn’t done so simply because of social status. Non-drow races are a different story and aren’t afforded the same rights as drow. Drow, of course, are superior to all other races.
With such a social path chosen, obviously Arakvyr no longer blesses this city and as such as left it to wallow with whatever other deities will give it their time. In the end <DeitysName2> took domain of B’nossta for no reason other than power. Though divine plans exist for B’nossta they are many centuries in the making. Instead of districts based on social purpose B’nossta instead has two housing quarters, one for the rich and one for the poor, a merchant quarter and a crafters quarter. The army, if needed, is raised from the city’s inhabitants at will. The Hierarch is a male or female drow that has achieved their position through dedication, manipulation and a great deal of death. Upon becoming the Hierarch of B’nossta the individual drow relinquishes their previous identity and their sole purpose, until death (whether by natural causes or not), is the prosperity of B’nossta. The actual process used to decide on a new Hierarch isn’t known to outsiders.
The presence of <DeitysName2> is less pronounced in B’nossta. Each resident has their own personal shrine somewhere in their home where homage is paid and sacrifices are made to <DeitysName2>. Furthermore roofs are optional in B’nossta both out of purpose and by way of the clergy.
Cha'kohkev
Abandoned with details and layout unknown (PSLs, Missions and Adventures anyone?)
Frigid Bluffs
Rendan Outpost
Leader: Governor Dilbaste Do’mtor
The Rendan Outpost of the Frigid Bluffs about the size of a small town deep within the earth to protect it from the frigid temperatures of the region. Closer to the coastline than <TownName> but farther north in terms of map location Rendan has grown at a lower pace than ever desired. The fact that very few drow wish to make the trip that far north and that there isn’t an established tunnel system linking Rendan to any other establishment doesn’t help it’s growth much either. The Governor and a small detachment of soldiers from Or'shanse maintain order and keep things running as smoothly as possible.
Ballari Ridgebacks
Oirnadro
Leader: Matriarch India Maetlar
Oirnadro, though a result of one of the first migrations of the drow in Arith, is mostly on its own in the great Ballari Ridgebacks. Given the close proximity of so many cultures, races (humans from several kingdoms, dwarves and more) Oirnadro has become somewhat more liberal over the last two thousand years or so. While the ruling families still vie for power they do so with money, intrigue and politics. Though deities, prayer and the clergy still come into play at times they are no where near on the same level as with the traditional drow cities. However, don’t let the liberal nature in government lead you into a false sense of security. The race we speak of is drow and while they have evolved in some ways they have definitely not devolved in anyway. They are still fierce warriors with great pride and will sooner kill you than welcome you into their homes. While the inhabitants are use to seeing outsiders within their walls they hold no love for them; just their coin.
The makeup of Oirnadro, over the “years,” has changed drastically and as such is unlike any other drow city in the world. Within the great cavern in which the city is found the palace that houses the ruling family and the clergy of their chosen deity is found up against the far heights, across from the main road. In front of the palace the permanent houses that are reserved for the drow inhabitants of the city and a few non-drow with special status of those in power are found. In front of the housing are three districts, or colonies in a sense, where your race determines your location. One district is reserved for fellow members of the underdark that aren’t drow, such as dwarves and gnomes. Another is reserved for the surface dwellers such as the various races of man. Finally the third is reserved for the drow population of the city. Though members of different districts are known to mingle in each other’s the city guard is very careful to avoid any racial differences sparking a riot or fight. Tolerance, in this regard, is very, very low.
Arakvyr: Arakvyr is the chief goddess of the drow people. She can present herself as a massive spider, a half spider/half female drow, or a female drow. She is sometimes known as the Queen of the Spiders, Mother of Dark Desires, Drow-Mother, or Lady of the Webs. She is the goddess of spiders, darkness, evil, chaos, and assassins. She is Chaotic Evil aligned.
Zilree Torghym: Zilree is the goddess of magic, mysticism, death, and wisdom.
Mas'kiira: Mas'kiira is a daughter of Arakvyr, though she has not followed in her mother's evil footsteps. She is the goddess of song, beauty, dance, hunting, moonlight and good drow. She is Neutral Good aligned. She is sometimes known as the Silver Lady.
Aunlara: Aunlara is the goddess of vengeance, the undead, and slavery. She is seen as a sinuous female drow, wearing only silver jewelry and silk veils. She wields a dagger that perpetually drips acid, and when it pleases her she dons the Mantle of Nightmares, a cloak of bones that causes magical fear in all who gaze upon its horrors.
Rakt'tar: Rakt'tar is the god of drow warriors, worshipped by male and female alike in areas not as dominated by Arakvyr. He is sometimes known as the Blackblood Prince. He is Arakvyr's son, brother to Mas'kiira.
Sharjss: Sharjss is a god mostly worshipped by drow males. He is the god of thievery and dark secrets and has many followers amongst the drow that live on the surface of Arith. Sharjss is Chaotic Neutral.
Inid: This is the drow god of lies, deception & betrayal. Inid appears as a noble drow male, clad in expensive clothes, beneath which he has on drow chain mail. He uses spells from illusion, enchantment, alteration and abjuration, but when angered he will use spells intended for destruction. He schemes a lot and has many plots both in motion and waiting so that he always has a surprise up his sleeve and he is a very unpredictable and undependable god (even to his priests). He is very involved in the drow life, hatching many plots and creating mayhem whenever possible. He sends omens to his priests but they can be interpreted in many ways or they can be outright false, for his own amusement. Beware of dealings with this god since he will use every thing he can to change the bargain or he will simply dismiss the bargain as non-committing.
Tyrr'mala: Drow goddess of poison. She looks like a gaunt drow female in tattered clothing and bare feet. Her daggers drip of venomous poison. She is fond of spiders, of course, but also snakes and poisonous toads.
Knockskull Mountains
Aphyonvloriss Kingdom
Aphyonvloriss was the core of all Drowdom upon Arith before an unknown cataclysmic event brought the kingdom low. The exact cause or the details of the event are only known by a few of the older drow still alive in one of the two remaining cities. After the event, generally referenced to as The Great Purge, the former capital, or middle city, was abandoned nearly overnight leaving Or'shanse and B'nossta to deal with the aftermath. All survivors, both of their own will, and upon orders of the surviving clergy, don’t speak of the events that lead to and of those during The Great Purge. None know what could cause the drow such fear that they would try to wipe the details of the events from all living memory. Whatever it was, however, it must have been beyond destructive indeed. One theory that exists amongst adventurers and thieves is that the city still stands, along with the riches of its vast populace, free for the taking. The drow won’t return but they also can’t stand the thought of anyone else having what was left behind in the overnight evacuation.
Or’shanse
Leader: Matriarch Bae’kiira Kenviir
Or'shanse, or the City of Tormented Night, is one of two cities left after the fall of Aphyonvloriss. Following the traditional culture of the drow, Or'shanse is ruled by the female clergy of Arakvyr. The clergy’s hierarchy is chosen, in part, by the various matrons of the city’s houses. One of the main requirements to even become a house matron is to be bonded in servitude to Arakvyr. There are 10 main houses with an additional 20 smaller houses all vying for power and influence. In true reflection of Arakvyr’s ruthlessness many houses have taken over leadership of Or'shanse to ensure it continues to grow and prosper. The Great Purge may have cost Arakvyr many followers but it also strengthened her resolve to fulfill her lust for more power no matter the costs. Or'shanse has five main districts spreading across a massive underground valley within a mountainous cavern. Even after nearly a millennia of growth and development Or'shanse still only covers about a quarter of the earthen vault. Being the youngest of the three cities that once made up Aphyonvloriss it was the smallest at one time, however, now it is the largest of the two that remain. The different districts cover a particular need for the city and encircle the main enclave that houses the residential buildings of the various houses and the temple.
Cutting along the center of both the valley and the city is a river fed by massive waterfalls to the northwest which then empties into a great lake that covers nearly a third of the hollow. The far side of the lake empties into an unknown depth of darkness, a waterfall itself that possibly feeds even more underground cities. The great falls, the river itself and the lake are all known by it’s main name, Rathniar, respectively; being Rathniar Falls, Rathniar River, Rathniar Lake. The river and lake are both sources to various water based plants and also several types of fish that have adapted to the lack of the sun in the underdark. Surrounding the entire city, even arching over the great river, is the massive wall that protects Or'shanse. The previous parameter wall can be seen surrounding The Enclave. Fifty yards deep and a hundred yards high the wall is covered in ramparts and lookout towers to ensure no one sneaks up on the city.
The Enclave
The Enclave is at the very heart of Or'shanse and is composed solely of the residential buildings belonging to the various houses. The Clergy and Temple to Arakvyr are found at the very center and is home to the ruling family as well as the clergy themselves. A stone canopied walkway way flanked by protective walls leads from three of the five districts to the temple’s center. The walkways also provide a certain division between the families to help prevent tension from igniting into unneeded conflict. That is, of course, unless the conflict is from Arakvyr herself, which renders the walls pointless to those wielding her blessing.
Great Temple of Arakvyr
The highest and widest structure of all Or'shanse is that of the city’s Great Temple of Arakvyr. The opposing structure, said to have been chiseled by a great piece of granite that reached for the unseen ceiling of the massive hollow dominates the view no matter where one stands. The presence of Arakvyr within the structure also causes an eerie glow of purple to be emitted from its base to its tip, providing a certain level of light and also acting as a beacon to those in the distance.
Residential Areas
Consisting of various storied buildings of equally varying sizes the Residential Area is one of beauty and malice. Bathing in the dark light of the Great Temple only a few of the buildings are constructed with roofs. The desire to look upon the physical manifestation of their deity and also from a lack of need for such a thing caused many to simply not put a roof on their homes. Some of the more wealthy of the families have been granted permission from the Clergy to construct some roofs in an attempt to avoid theft or exposure.
Customs District
To enter the city is to enter through the Customs District. Inspection, security and intelligence all have offices within the Customs District. Before goods even make it to or from the city they must be inspected and those carrying the goods must be cleared to ensure the will of the ruling house and in turn the will of Arakvyr is being fulfilled and followed. In addition to the individual department housing, various warehouses and storage facilities also exist, in addition to a basic hostel for those seeking clearance to spend their time and coin. The very nature of the customs district makes it the smallest of the five.
Inspection Center
The first and largest compound after entering the city, the center consists of various stalls as well as gated checkpoints to the warehouses and hostel. Directly across from the gated entrance within the great walls is the main customs office with which all visitors are required to introduce themselves.
Warehouses
For larger deliveries that require various days to inspect (unless the right coin is provided) or for massive deliveries that then need to be distributed by the merchants throughout the city one will find the warehouses.
Lost Soul Hostel
For those who don’t have enough coin or simply have nothing to hide and don’t wish to spend any more gold than needed the Lost Soul Hostel is there to help lift the burdens of your trip and of your coin purse. Consisting of what would amount to several large inns in terms of beds the building forms a square with rooms on each side three levels high. As with most of the buildings in Or'shanse those of the Lost Soul Hostel are without roofs, though the lower leveled rooms have ceilings of course.
Intelligence Branch
In the center of the square of the Lost Soul Hostel one will find the intelligence office, conveniently matching each room with a listening charm and visibility enchantment. Unfortunately for the intelligence operatives not that many attractive women make their way to the city, at least none that would be staying in the Lost Soul Hostel. Those, the slaves, would be found in the warehouses. The fact the intelligence branch is found in the center of the Lost Soul Hostel is not common knowledge though it is suspected by some.
City Guard Garrison
A single story structure large enough to house the training, sleeping, eating and cleaning quarters of the Customs District City Guard Garrison. A separate outcrop of two buildings behind the garrison hold the Captain's office and quarters.
Merchant District
Once your goods and body have been thoroughly roughed up, and if you gain entrance to the city, one will find the Merchant District to the right of the main road. Walled, much like the residential areas of The Enclave and outlined by water that is pulled from the main flow of the Rathniar River, for waste disposal purposes, the Merchant District is said to be almost as ruthless as the ruling houses in terms of backstabbing and attempts to gain leverage over the market.
Central Market
At the center of the Market District one will find the central market, nearly a hundred square yards of stalls, angry merchants, loud and obnoxious comments, a few brawls and anything a mean and plotting little drow could ever wish to find, at least so long as it isn’t illegal (those items are found elsewhere).
Merchant Ring
Surrounding the Central Market is the Merchant Ring which houses the merchants who have stepped on enough necks, with enough force, to stake a permanent claim. The Merchant Ring holds various shops ranging from blacksmiths,, tailors, leatherworkers, etc.Silken Spider
A resident clothes tailor specializing in drow garments of both the relaxed and formal wears. Two story building with the workshop and housing on the second floor and the showroom and storage on the first floor.
The Brown Recluse
A resident leather worker specializing in drow leather armor, clothing accents, bags and more. Three story building with the housing on the top floor, workshop and storage on the second floor and the showroom on the first floor.
Armored Spider
A resident armorsmith specializing in drow metal armor and shields. A single story building sharing an open area with the Widow’s Bite where the forge is found. Inside the main, and only floor, is made up of the showroom and living quarters.
Widow’s Bite
A resident weaponsmith specializing in drow blades and weapons. Just like the Armored Spider it is a single story building composed of a living quarters and showroom with a shared forge in the back.
Entrancing Gems
A resident jeweler specializing in drow jewels and jewelry. A single story building with a two floor basement. Business is conducted on the main floor with a small display case on the back wall. The first basement level contains the living quarters with the second basement level containing the workshop and vault.
Spider’s Den
The Spider’s Den is the largest and most well known inn and tavern of the Merchant District. While a few smaller taverns are in the general area the Spider’s Den is queen of the land. Four stories tall, in the shape of a triangle, it houses the same number of beds as 3 large inns with the inside terrace reserved completely for food, drink and entrainment.
Wandering Gnome
One of the few examples of tolerance for a non-drow race, let alone one such as the gnomes, the Wandering Gnome specializes in non-drow items from the surface world or even fellow underdark races (such as dwarves and, well, gnomes). The Wandering Gnome’s ability to procure the items it does provides a certain level of safety if not respect, albeit grudgingly of course.
Arcane District
If perhaps the Merchant District isn’t your knife in the back, across the main street - or to the left after leaving the ever so gentle Customs District - one will find the Arcane District. The Arcane district is somewhat unusual when compared to the others in that most of the buildings are only one story. While the single story buildings are roofless like nearly all others in the city they have deeper basements than any of the others (at least commonly). This was done for the safety of the city as sometimes, as we have all experienced, magic sometimes doesn’t behave so well. To help prevent undesired destruction to the city and surrounding buildings spells, enchantments, alchemy and more are all tested beneath the surface, in reinforced basement levels. It is said that some of the more powerful, and experimental, of the arcane users have basements several floors deep.
In addition to the individual homes and laboratories one will also find a Mystic Merchant Circle to the left once you enter from the main street near the Customs District. In addition to the Mystic Merchant Circle one will find a small arena across from the circle with many blocks of housing between the two. Finally, across from the main entrance, along the far wall, the city’s Arcane College is found. While wider than most of the buildings in the Arcane District, it too is only one level. Its “height” is found in the depths of the rock below, several dozen floors deep in fact.
Mystic Merchant Circle
Similar to the Merchant Market the Mystic Merchant Circle is round marketplace filled with stalls and permanent structures. Instead of a surrounding ring of established business the stalls and established intermingle. The same level of competition exists between the merchants, however, given the nature of the wares they are selling a bit more conservativeness is present in regard to fighting. No point in arguing with someone over the price of an item if you are going to be blown up soon after the argument starts.Mystic Venom
A resident alchemist specializing in poisons but also knowledgeable in a range of potions and alchemical items. The single story building goes two floors down, with the workshop and living quarters on the main floor, the storage on the first basement level and then the vault for the extremely valuable potions and poisons on the second basement level.
Spider’s Blessing
A resident enchanter specializing in armor and weapons enchants. Though the main focus, as a drow, is enchantments that better deal with, or helps prevent, death various other types are available for purchase. Additionally other enchantment objects, such as Etched Runes, can be found here.
Arcanus Arena
A small arena with two levels of stands encircling the dirt area in the center. Taking up approximately 40 square yards the Arcanus Arena holds various tournaments and contests throughout the year and is also home to the yearly class graduation exams.
Arcane College
Several dozen basement floors that go down and sideways make up the massive underground Arcane College of Or'shanse. With a particular department and number of rooms assigned to several areas of study, such as black magics and elementalism the students within the Arcane College are trained to not only master their skills but to also use them when the need should arise.
Mystic Web
The Mystic Web is a massive compound that focuses on being home to travelers, visitors to the district itself and also to the students of the college. The design of the building follows the same basic idea of most taverns and inns in Or'shanse with multiple stories in a particular design to provide more rooms than usual. In this case the structure is similar in shape to a five sided web with interlocking layers in the center. With enough rooms to house nearly 200 residents the structure is rather dominant in thought. Why only thought? Well because those layers spoken of earlier are beneath the ground, with only the top layer, the single story building on the surface, reflecting the pattern beneath.
Military District
Ah the military district. The hissing of steel, the smashing of stone and bone alike, the cries of victory and the wails of defeat. Music to the ears of the warrior, baptized in blood and rewarded in death. The military district, to say the least, is rather bland but the cleanest and most rigid of the districts. What looks to be a rising hill, the homes and barracks in the Military District start as one level buildings along the outside of the district and then rise in stories and size the closer toward the center you go. Each ring of house size and the number of stories represent a level of the military branch. From recruits in the barracks to the Generals of the army at the center.
As with any military one will find a few taverns that soldiers are allowed to visit on leave, training grounds, army issued blacksmiths and provision merchants and bathing houses. In fact each “ring” of rank have their own set of the mentioned areas. Though the higher ranks have private training grounds and personal smiths and tailors for their needs.
Little Watering Hole
Demeaning name for a demeaned set of ranks. A single story building that is wider than most, since there are a lot of low ranks in the army the Little Watering Hole is the tavern for the lower ranks of the army.
Fodder Training Grounds
What better way to build morale than to name the training grounds for the lower ranks than Fodder Training Grounds? Some say it is a good way to entice the soldiers to try and advance in rank as quickly as possible. Others still say that it is a good way to remind the worthless their place.
Leftovers Market
The scraps from the tables of those more important and more powerful will sooner her later filter down to those of these lower ranks and their Leftovers Market.
Gates To Hell
While not hell itself the Gates To Hell offer some level of comfort and the taste of somewhat decent food and drink for those that have survived the lower ranks long enough (or stabbed enough superiors in the back). Still a large one story building but larger and with more comfortable furnishings.
Bleed’em Training Grounds
You are progressing! You aren’t fodder, you are just those that kill the fodder. So technically… you’re the fodder’s fodder, good job!
The Demon’s Toilet
Oh how graphic… and yet fitting. The Demon’s Toilet, if you can imagine, is a little better than Leftover’s Market as at least they aren’t leftovers… yet. While not the best one can buy it isn’t the worse either.
Hell’s Embrace
Who said being bad isn’t good? Those who visit Hell’s Embrace have a smile on their face and shiver running down their spine as they enjoy the food, drink and luxury being among the top of the military ladder brings. Sensual slaves of various varieties, private suites for some “relaxation” and a roof to keep peeping eyes away from the more…. unique of tastes Hell’s Embrace is a highly sought after goal.
Death’s College
You are no longer the ones dying, you are the ones sending the others to die. Death’s College is a prestigious battle school for those who have managed to claw and crawl their way to the top.
Servants
Gotcha. Those on this level of the military don’t have a market, nor do they shop. They have servants who buy the highest quality food, drink and slaves directly from the best sources.
Shadow District
Both out of animosity toward each other and a desire to keep the two combat related districts at the sides of the two most exposed sides of the city, all the way across the city, one will find the Shadow District. Though frowned upon by the powers to be, due in part that those of the Shadow District posed a threat to their rule, they are respected for the prowess and skills. For anyone feared is to be respected for the same reason they are so feared. Otherwise known as the district of thieves and mercenaries any illegal activity, ingredients, literature…. anything, can be found in the Shadow District of Or'shanse. The Shadow District is also clearly known due to the roofs on the buildings within. Given the nature of the dealings within those walls to prevent spying and exposure to unfriendly elements roofs are used, in addition to enchantments to help conceal all that goes on within.
One or two times a city Matriarch did try to expel those of the Shadow District out of fear for her rule. Both times didn’t work out too well. The first response from the district did in fact cause her and her house to lose their position. Her actions brought her very fear to life for her. The second time the same outcome occurred but instead of the Shadow District taking action, they were informed to meld away and another would exact revenge. <DietyName> brought forth her wrath for the Matriarch attempting to kill such large numbers of her followers, especially followers that exemplified her cutthroat way of life.
Shadow Market
Very similar to the markets in the Merchant and Arcane Districts except for one major difference. There aren’t any permanent buildings that are used for market purposes. After all, while they aren’t run out of the city, those that specialize in illegal activities certainly aren’t going to have a single spot where the authorities can come and inspect. Made up of stalls and sometimes tents the Shadow Market is the place to visit to find things that the other markets don’t have or won’t carry.
Slave Market
Lowest of the low, at least in regard to those being sold; slaves. Drow, non-drow, male, female, creatures. All can be found in the Slave Market. Opened at all hours of the “day” to accommodate the unique habits of any buyer the Market is next to the Shadow Market but also enclosed by a 10 foot high wall. Why the wall? Well because slaves are a very valuable commodity in any drow city, especially one as dark and horrible as Or'shanse.
Mercenary Guild
A two story building with three basement levels beneath it is protected by armed guards at all hours and only allow entrance to those who have been thoroughly relieved of any weapons, and then some, or if they have been given the secret “Work Code” word or phrase that says they are a potential client to be somewhat respected.
Thieves Guild
A one story building with five basement levels the thieves guild is protected but you don’t see the sentries. Nor do you see them steal enough of your valuables, as payment of course, to allow you entrance through the hidden door. Only those who give a specific gesture upon arriving go unmolested, showing they are either potential client to be respected or are a high enough ranking official to avoid.
The Death Pit
Ah, home sweet home. Where you have more to fear what an assassin may have slipped into the sheets than the killer holding a knife to your throat. The Venom Pit is, to say the least, a very unreputable establishment known as the last resort by way of a place to stay overnight. Some say you have better chance of surviving <DietysName> herself than a night at The Venom Pit. There is even an ongoing contest to see who can stay the most nights without ending up dead.
Venomous Cup
If you think The Death Pit is a bad place to stay for the night, the Venomous Cup is a horrible place to eat. Of similar reputation as The Death Pit Venomous Cup is usually reserved for only the most alert, experienced and paranoid of the Shadow District.
Don’t Step Here
A bit more…. survivable than The Death Pit and Venomous Cup, Don’t Step Here offers the wandering individual a place to drink and eat without complete fear of death from the cook or servants. While the food itself may kill you from being so badly prepared it isn’t because of any exotic poison or hidden blade… Most likely.
B'nossta
Leader: The Hierarch
B’nossta, or the City of the Chastized, is the second of the two surviving cities of the Aphyonvloriss Kingdom. Originally the second largest of the three cities, having been the kingdom’s first expansion from their center of power, it is now smaller than Or’shanse due to several factors. The main one being the resulting war after The Great Purge. Where Or’shanse maintained stability because of an influx of clergy from Cha’kohkev B’nossta had to absorb the lower ranks of the military, many shadow agents and also the massive amount of slaves that Cha’kohkev had been known to keep in camp like establishments. Because of the types of refugees and the sudden change in balance the less fortunate and regarded soon attempted to overthrow the clergy and powers that they felt had caused The Great Purge.
Dozens of generations over several centuries of fighting were lost and the city didn’t escape from being victimized. By the time victory was claimed nearly half the city lay in ruins and they still remain so today. While there is a still a clergy in B’nossta and obviously a hierarchy to maintain order all drow are created at least equal. In that regard a particular drow isn’t higher than another because of their gender nor can any drow be kept as a slave. Though certain punishments do result in enslavement it isn’t done so simply because of social status. Non-drow races are a different story and aren’t afforded the same rights as drow. Drow, of course, are superior to all other races.
With such a social path chosen, obviously Arakvyr no longer blesses this city and as such as left it to wallow with whatever other deities will give it their time. In the end <DeitysName2> took domain of B’nossta for no reason other than power. Though divine plans exist for B’nossta they are many centuries in the making. Instead of districts based on social purpose B’nossta instead has two housing quarters, one for the rich and one for the poor, a merchant quarter and a crafters quarter. The army, if needed, is raised from the city’s inhabitants at will. The Hierarch is a male or female drow that has achieved their position through dedication, manipulation and a great deal of death. Upon becoming the Hierarch of B’nossta the individual drow relinquishes their previous identity and their sole purpose, until death (whether by natural causes or not), is the prosperity of B’nossta. The actual process used to decide on a new Hierarch isn’t known to outsiders.
The presence of <DeitysName2> is less pronounced in B’nossta. Each resident has their own personal shrine somewhere in their home where homage is paid and sacrifices are made to <DeitysName2>. Furthermore roofs are optional in B’nossta both out of purpose and by way of the clergy.
Divine Palace of <DeitysName2>
The palace is home to the government of B’nossta as well as the clergy of <DeitysName2>. It use to the be the center of the city, but now that half remains in ruins the palace overlooks the rest from atop the small mountain the entire city sits upon.
Blessed Living Quarter
Named such due to the high wealth of those who call it home. Heroes, merchant princes, plotters and others who have earned the right to live here have such vast wealth they rarely leave without an armed escort to avoid being harassed or perhaps captured.Kiss of Pleasure
This tavern is a high end established visited regularly by the most wealthy of the Blessed Living Quarter. Not is nearly all of the food and drink imported that which isn’t is said to be the best ever prepared and tasted. Two stories of extravagance, pleasure and delight.
Pradr Slums
While not truly slums in the general sense of the word the Pradr Slums are for those who were born poor, lost everything while drunk and betting or simply lost their way in the world.Snake Breath
Ah, a charming name for a charming establishment. If ever a tavern had a relative it would be the Snake Breath and Don’t Step Here. The only different is the Snake Breath’s food and drink is said to be marginally better.. depending on the time of day.
Merchant Quarter
All matters of items; ingredients, food, clothing, wands, whips and everything else is found in the B’nossta Merchant Quarter. While a few stalls exist most of the establishments are permanent and handle all the needs of the city.Fanged General Goods
Two stories with the first composed of a showroom and storeroom while the upper never is reserved for housing needs and an additional storeroom.
Black Silk Clothing
Leather, silk, spidersilk, pants, shirts, jackets, undergarments. If it can be worn and doesn’t count as armor of some type then you will find it in the three story Black Silk Clothing building. With the main level reserved for gowns and suits, the second for more intimate apparel and the third being used for storage and living quarters the Black Silk Clothing store is the place to go if you don’t want to walk around naked.
Exploding Death
Need we say more? One floor building with two underground for living and workshop needs. The surface level is the showroom and storage. Any fine or very expensive potions, poisons or ingredients must be directly ordered from the Crafters Quarter.
Crafters Quarter
You can’t have things to sell unless people make them. So in the Crafters Quarter one will find the blacksmiths, tailors, leatherworkers and alchemists working away to provide goods to the Merchant Quarter or by direct orders.
Cha'kohkev
Abandoned with details and layout unknown (PSLs, Missions and Adventures anyone?)
Frigid Bluffs
Rendan Outpost
Leader: Governor Dilbaste Do’mtor
The Rendan Outpost of the Frigid Bluffs about the size of a small town deep within the earth to protect it from the frigid temperatures of the region. Closer to the coastline than <TownName> but farther north in terms of map location Rendan has grown at a lower pace than ever desired. The fact that very few drow wish to make the trip that far north and that there isn’t an established tunnel system linking Rendan to any other establishment doesn’t help it’s growth much either. The Governor and a small detachment of soldiers from Or'shanse maintain order and keep things running as smoothly as possible.
Poison On Ice
The local tavern and inn consisting of two levels. The first level houses the dining area, kitchen and stores while the upper levels are reserved for the owners and customers staying longer than the “day.”
Frostbite General Goods
It is rumored that most of this store’s items are taken from those who have died while coming to and from Rendan. They are just rumors though…. of course. This building is also two stories with the second floor reserved for office work and sleeping.
Frozen Death Lake
A medium sized lake which is home to various underground fish and other water based animals. Perfect to sit back and relax and do some ice fishing (also gives a pretty good view all around you where no one can sneak up on you).
Ballari Ridgebacks
Oirnadro
Leader: Matriarch India Maetlar
Oirnadro, though a result of one of the first migrations of the drow in Arith, is mostly on its own in the great Ballari Ridgebacks. Given the close proximity of so many cultures, races (humans from several kingdoms, dwarves and more) Oirnadro has become somewhat more liberal over the last two thousand years or so. While the ruling families still vie for power they do so with money, intrigue and politics. Though deities, prayer and the clergy still come into play at times they are no where near on the same level as with the traditional drow cities. However, don’t let the liberal nature in government lead you into a false sense of security. The race we speak of is drow and while they have evolved in some ways they have definitely not devolved in anyway. They are still fierce warriors with great pride and will sooner kill you than welcome you into their homes. While the inhabitants are use to seeing outsiders within their walls they hold no love for them; just their coin.
The makeup of Oirnadro, over the “years,” has changed drastically and as such is unlike any other drow city in the world. Within the great cavern in which the city is found the palace that houses the ruling family and the clergy of their chosen deity is found up against the far heights, across from the main road. In front of the palace the permanent houses that are reserved for the drow inhabitants of the city and a few non-drow with special status of those in power are found. In front of the housing are three districts, or colonies in a sense, where your race determines your location. One district is reserved for fellow members of the underdark that aren’t drow, such as dwarves and gnomes. Another is reserved for the surface dwellers such as the various races of man. Finally the third is reserved for the drow population of the city. Though members of different districts are known to mingle in each other’s the city guard is very careful to avoid any racial differences sparking a riot or fight. Tolerance, in this regard, is very, very low.
Underdark District
A unique district considering all the races that are found within. Within the district various “towns” have formed with a particular form of familiarity (racial, region, purpose, etc.) dictating those that live within.Miniature Raiders Guild Hall
A gnome adventure and mercenary guild the Miniature Raiders, despite their name, aren’t to be taken lightly. Various forms of combat, magics and stealth are within the Miniature Raiders and to entice them is to, as they put it, court a painful death.
Watch Yer’ Head Tavern & Inn
The name says it all, this tavern and inn is designed for short races. Though sometimes when taller folks get more than a little drunk contests are held to see if any can actually fit in the door. Generally it isn’t just the door’s height that prevents the tall folk from entering. Those within don’t take kindly to their height being made fun of, even if it isn’t being done directly.
Trinkets of the Underdark
This multiple level building houses various merchants and tinkers of various races. Usually with two or three individuals to a floor, with their wares, they each have their own private, albeit small, room in the basement levels below the building.
Surface District
Many merchants have found it much more profitable to live within the city to develop contacts while deliveries are made to them. While drow and other underdark dwellers usually frown upon the surface dwellers their foods, drinks and in some cases weapons and armor are too good to pass up. Once a merchant or craftsman is established they find themselves with a good amount of customers.Shining Sun Inn & Tavern
Despite how much gold is available to the merchants and surface dwellers in Oirnadro some things are missed. As such the Shining Sun Inn & Tavern isn’t just what the name states but also a physical testament to that which is missed most. Several stories with comfortable furnishings the Shining Sun Inn & Tavern definitely does well for itself.
Blacksmith Oxe
This blacksmith is simply, even by surface dweller standards, huge. Massive, muscular, strong and huge. Did we say huge? Ladies of all races enjoy Blacksmith Oxe even while their husbands enjoy the weapons and armor he creates. By the way, just in case we didn’t mention, this man is huge.
Rolling Hills General Goods
Ah, the irony. If the sun is the object most missed then open hills and sky is probably the second most. Looking for the comforts, foods and drinks of the surface? Stop by Rolling Hills General Goods, just bring a lot of gold.
The Snake's Cup
The official business front of the Nefarious Works Guild. A single story building with a dangerously tilted entrance way, this tavern is one open area with the bar and "kitchen" in the back. Though not known for its food, it's drinks are rather famous. In the center of the room a massive cooking fire is kept burning all day and night with a random new piece of meat or "fresh" stew available every other day or so. The entrance to the Nefarious Works HQ is found on the left outside wall. It will only appear to those that carry an official NW badge which has an enchant to reveal the door.
City’s District
All the comforts of the drow home can be found here. The specialty armor and weapon shops, slave traders and unique food vendors. Drow clothing and jewelry merchants also are found in the City’s District.In The Shadows Blacksmith
Known for their specially enchanted armor and weapons the In The Shadows Blacksmith is known even on the surface. With a waiting list several months long their reputation, as well as their products, are unmatched.
Spider in the Grapes Vendor
Known for finding the juiciest, more ripe and delicious underdark fruits the Spider in the Grapes Vendor is besieged with every new shipment that comes in. Even his seasonal fruits are to die for… no pun intended.
Hissing Vial Apothecary
Can’t be in an drow city without having a poisons and potions vendor. After all, as we mentioned before, the drow of this city have done nothing but evolve. As such the quality of this alchemist’s goods is legendary. If you live long enough to describe them.
Nefarious Works Guild Headquarters (Hidden)
The actual location of the NW HQ, in relationship to the city district, is unknown to all except the Guild Master and the Vice Master (both NPCs). There are a limited number of ways to gain access to the Nefarious Works Headquarters: First is to use the secret entrance found on the outer left wall of the Snake's Cup (Surface District); Second is to use the secret entrance found three buildings down from the Hissing Vial Apothecary (City District), on the outer right wall; Third is to use the Nefarious Portal Network from another Nefarious Property. All means of accessing the headquarters requires prior membership to the guild as well as the NW Enchanted Membership Badge.