viernes, 18 de noviembre de 2011

Drow Culture

Culture of the Drow

One of the first things that I shall explain is the one that a lot of races do not understand. The Drow Hierarchy. The Drow society is Matriarchal. Drow females are stronger and more powerful than the males. Drow males are treated more as servants than people and are there to do the bidding of the females. The highest-ranking male is still lower than the lowest ranked female. Marriage as such does not exist. Matron Mothers often have more than one patron. Only one is the current patron. When they are no longer needed they are either sacrificed to Lolth or put to work within the house. Other females may take, then discard, males when they please. Females treat males with contempt. This is how they are taught to treat them from birth, (all drow children can understand their own language from birth) and this tutoring carries on within Arach Tinilith, the drow school of Lolth.

Social Structure

Social Standing and the favour of Lolth are the most important things to understand when dealing with the Drow. In every city there are Drow noble houses and it is the goal to become first house. This is done in many ways. However, the most common one is through murder. The drow have laws to punish these murders but the legal system has enough holes in it to get round the problem of prosecution. To give you an example: - House A is ranked 22. House B is ranked 23. House B want the position of House A so plan to dispose of them. To do this they must kill every noble in House A. If one noble survives then they have the right of accusation. If a noble of House A survived then they could name the house that tried to destroy them, in this case House B. House B would then be killed off completely, leaving no surviving nobles, as punishment for their crime. If House B managed to wipe out House A completely then they would move up in the house rankings to 22 and all those houses beneath them would move up accordingly. House A would then be considered to have never existed at all. Nice eh? I know it sounds a little complicated but its simple really.

The favour of Lolth is one of the most important things in the lives of the drow. Her favour is gained in many ways. Houses in the favour of Lolth progress through the house rankings and their priestess’s are able to call upon certain powers of their goddess. Most of these involve spiders and very nasty spells!!

Priestess’s of Lolth carry snake headed whips that move freely and bite, inflicting great pain on the recipient. The snakes will also instantly attack anyone who is not a believer in Lolth. The more heads on whip, the nastier the priestess in general. They can also summon yochlols. Yochlols are the handmaidens of Lolth and appear in her place. They are usually summoned to aid the house in some way but they have their price.

Matron Mothers

Of all the Drow you may meet these are the ones you must show the greatest respect to. They must always be referred to as Matron Mother. Unless you are given permission then you must not look her in the eyes either. Matron Mothers rule their Houses with an iron fist and know all that happens within them. They are the closest to Lolth as well. Matron Mothers from the top 8 houses form a council that meets secretly to make decisions on the running of the city. They are the ones who have the most influence and can turn events in a favourable manner. The most important thing to remember is that these women should not be crossed. They are dangerous, even to themselves and the members of their house. One example of this is the fact that every third male child is sacrificed to Lolth. The females of the house carry on the family name and only the children of the Matron Mother are nobles.

Drow have a strong affinity for arachnids. Most of them worship the spider goddess, Lloth, whose priestesses dominate drow society - and whose ritual Test is forced on many drow at graduation. The Test, is an examination of loyalty and skills, and is thought to be infallible. Failure carries its own horrible price.

Those who pass are rewarded with increased status in their community, usually with immediate promotion within the priesthood. Others are sent on a quest set by the goddess. This usually involves a dangerous mission against specific targets in the surface world.

Even among drow who do not worship Lolth, an affinity for arachnids is strong. Spiders and similar creatures often dwell among drow communities, and are prominent in drow sculpture, art, and fashion. Drow door-carvings and frames, for example, are apt to sport a pattern of repeating crawling spiders. Translucent, draped grey hangings that emulate spiderwebs often decorate Drow homes.

Even games of tag, especially the courting games of hide-and-seek played at festival times by young drow, are known as "spider hunts", and any battle or endeavour in which a drow dies fighting is known as his "last bite".

Drow society is strongly matriarchal, with females holding all positions of power and responsibility in government, the military, and in the home.

Males are effective fighters, and can become priests and wizards of minor power. Outside drow communities, they are rarely encountered without female commanders.

Male-commanded drow groups are generally either streeakh, "suicide squads", or are dobluth (outcasts) who have rejected the traditional authority-structure of the drow.

Social station is the most important thing in the world of the drow. Ascension to greater power is the ultimate goal in drow society. Assassination is the preferred tool in this job. It must be used discreetly in the city setting, for to openly murder or wage war (on a rival House) brings down the merciless might of drow justice (not because of the act itself, simply as punishment for the boorish act of fighting in public).

Outside the patrol-range of cities, however, might is right, and Houses and merchant clans often battle each other openly in the wild Underdark.

Among Lolth-worshipping drow nobles, females can choose and discard mates freely (sometimes merely leaving them, but usually slaying them). Among drow commoners and drow of other faiths, marriage is still a transient thing. Marriages usually last from summer to summer, or for a decade, always with possibility for renewal.

In drow merchant clans, security demands that mates be of the same clan, or that an outsider be taken into the clan, if a relationship develops. This clan induction is forever; death usually comes if the outsider decides to leave. In noble families, the honour of the House demands the family name be given (if only temporarily) to mates of other families, or of common blood.

Child-rearing is the responsibility of the whole family (House, or clan), not merely of the direct parents. A long-lived female drow, choosing to have children only after an active career, normally gives birth to ten children before her fertility wanes.

Drow rarely live past their seventh century, and 94% of them die of natural causes before age 800. Rare individuals (usually those who are subjected to the least hardship, such as the matron mothers of powerful Houses) may live more than a thousand years, becoming withered and worn. Drow do not show their age until after their six hundredth year.

Limited space prohibits any outline of the long, twisted High History of the Drow here, from the Dawning Days (that long ago time before the Descent, when drow dwelt in The Lands of Terrible Light) to their present widespread control of the Underdark, great wealth, and mastery of magic.

Instead, a handful of useful customs are given here. For instance, a drow gesture of surrender is dropping to one knee, letting fall any weapons, before the being one submits to (usually performed by male drow, to female drow).

Drow like to give and receive massages - long, skilled massages involving scented oils, hot water and steam. This is close to ultimate luxury for them.

Drow enjoy magic, and exult in wielding its unleashed power. New spells and effects fascinate them.

Drow love beauty - the beauty of sculpture and made items (especially weapons) and the beauty of the body. Drow of both sexes are proud of displaying their physiques - and all children exhibiting any physical deficiency are slain.

Drow communities celebrate several annual festivals. There is always a wild feast when wizards, fighters, and priestesses graduate from their decade-long training (during which they taste all three branches of drow expertise: wizardry, clerical teachings, and weapons training), involving the worship of Lolth and the summoning of denizens who serve her.

Many drow communities also observe "The Blooding", a rite of passage into adulthood for both sexes, during which the young participants must kill an intelligent or dangerous surface creature of some sort (e.g. a human warrior or wizard). If the community is not near the surface, merchant clans provide captives (for high fees) who are let loose with weapons for the young drow to hunt.

Drow communities near links to the surface world usually hold "The Running" instead: a hunt and revel on the surface in which all who walk participate, once a year. (Understand that what the drow call a "hunt and revel" the surface dwellers refer to as "looting and killing".) The blades of many drow rivals seem to accidentally find each other during the raids on surface communities. Young drow participating in their first Running are expected to carry out The Blooding (as described above). Drow communities tend to vary the timing of this annual event slightly, to prevent surface communities from hiring and readying strong guard contingents to await them.

It should be noted that drow can, through training, experience, and repeated exposure, become accustomed to light, and use both normal sight and infravision. This process takes about ten years. The only encountered drow likely to be immune to the detrimental effects of light are veteran surface-raiders and wizards (who traditionally study by candlelight).

There are two major social groupings among the drow. These are the relatively unimportant (according to the priestesses of Lloth) merchant clans, and the staid, monolithic noble houses. In truth, both establishments are vital to the survival of the drow.

Merchants

Merchant clans vary in organisation. They are usually headed by an "inner ring" or council of the most experienced and/or wealthy merchant members, and hence are usually led by males (the "demeaning" and dangerous occupation of trading with outsiders is an almost exclusively male one).

The membership of an inner ring of a given merchant clan consists primarily of male wizards who have either passed or evaded The Test. Removed as they are from drow society at large, the merchant clans have no compunction about dealing with the surface world. In fact, a great number of the "second ring", or managers, are non-drow of various races.

The lowest ranks in the merchant clan, the “assets”, are nearly all non-drow. These are the labourers and soldiery of the merchant house. Together, the merchant clans form the trade links with the outside world that enables the Noble Houses to survive.

Noble Houses

A matron mother, the senior female priestess, leads noble Houses. In Lolth-worshipping drow communities, her rule is absolute, enforced by the priestesses beneath her (usually her daughters). All females of the mother's blood, in order of their age, follow in rank, although they wield no authority until they are trained and of age (past puberty).

Below the daughters come the male officers of the House; the weapons master (leader of the fighters), (chief) House wizard, and the patron (current consort of the matron mother). These ranks may be combined, and even held by the traditional next rank down in the hierarchy: the male heirs of the House.

Male heirs are also ranked by age: elderboy, secondboy, thirdboy, and so on. They are not allowed to look at the faces of other drow, or speak unless spoken to or bidden. This treatment teaches them their subordinate place in drow society.

Below them are the "war-leaders" of the House (veteran warriors, who lead House patrols, attack squads, and guards, under the command of the weapons master), and the House mages (under the command of the House wizard).

Beneath these "blood" members and officials of the House rank its common warriors, its craftspeople, its servants, and its slaves. All ranks are decreed, and can be changed at the whim of, the matron mother. Her position changes at death - often at the hands of her eldest daughter.

Assassination and War

In a Lolth-worshipping drow community, it is a deadly thing to slay a matron mother who holds Lolth's favor, so mothers may reign for hundreds of years, kept alive by the magic of Lolth and the diligent service they perform to get and keep it. The assassination of a matron mother is often a punishment for losing Lolth's good will, and marks either a new direction for the House, or - if it is weak, and has strong rivals - the beginning of its extinction.

If one House in the city openly wars on another, and fails to eradicate it entirely in a single attack, the survivors of the ruined House can call down the city's justice on the attacking House. When this occurs, all Houses combine forces to wipe out the offending House. Houses who send assassins and saboteurs against each other for years will be forced into an open battle by the city's ruling council, with the same results as above.

This type of no-win scenario allows the internal strife of drow to be strictly controlled, so that drow communities are not torn apart by continual, bloody warfare. Most internal combat therefore takes the form of eternal manoeuvring for small advantages. Underhanded intrigue, poisoned knives in dark alleys, vicious trade rivalries, and dirty dealings are all a part of normal drow life.

Most drow wear a magical, shielding cloak, called a "piwafwi". Under its collar, most drow wear a neck-purse. In it, noble drow carry their house insignia. Commoners will carry a black medal medallion denoting the house they serve, of the merchant clan they belong to.

In the streets of a drow city, house insignia are usually displayed openly (as adornments) only by the members and servants of the "First House" (most dominant family) of the city. Insignia of lesser houses can be seen on the walls or gates of their strongholds, and are often worn openly inside such strongholds.

The house insignia if nobles that the form of distinctive sculpted images, often equipped for use as brooches. All carry several magical powers - minor abilities known in detail only to members of the House.

Drow Social Relationship


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).


miércoles, 2 de noviembre de 2011

Kalan-G'eld - Current Events 1362 DR

Mirtul
The wife and daughter of Malavon Auvry’Zynge are kinnaped, two days later they corpses are found in the Old City. Malavon Auvry’Zynge claims vengance.

Circa Tarkash
The majority of the Ildorno recently left Kalan-G'eld to pursue the whims of their matron mother Allevrah Ildorno, this ancient house retains its holdings in the city. No one would dare make an attack against them. From their palace, First son Kardinnyr and an army of his most devoted servants defends the family's concerns against the coveteous schemes of the city. To aid their son defense, the Ildorno have opened their fearfully rumored vaults, releasing ancient and powerful treasures and secrets long gleaned from Lolth.

Eleasias
A patrol of Kalan-G’eld led by Orgoloth Ildorno discovers ruins "of an unknown race" on upper Underdark. The patrol had been sent to track a group of Dark Creepers.

Circa Eleint
There are some rumors around Kalan-G'eld that one of the ruling houses has lost the boon of Lolth.

22 of Marpenoth,
Matron Mother Laurossil Cadryenne brings together all relevant members of his family, to said them that House Achria has lost favor Loth.
It's time to strike. If House Achria fall, House Sorenthin will be less strong.

The Campaign begins here...