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Fantasy Ust Natha: City of Curtains [Lore]

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Bone2pick

Minority of One
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"Proud, graceful evil. Cruelty personified; talent wasted, beauty lost in darkness."
~ The elven sage Erlathan Greycloak, on the subject of drow.

Bards sing of bold heroes who brave the depths of the earth, who plunder the vaults of ancient peoples, exploring and mapping the endless passages and corridors that honeycomb the Underdark. Although much of this lightless world is empty and devoid of life, it contains terrifying monsters, sprawling alien civilizations, swathes of molds, oozes, slimes, and countless other hazards. But no threat the Underdark conjures compares to the drow.

Their name is a curse, their presence a cancer. They are the despised, the exiled, the shunned—and yet they are powerful, and conquer nearly all who come before them. They are the dark elves, cursed by Corellon Larethian, condemned to spend their days languishing in their own corruption.

Society & Culture

It is one of the aforementioned paradoxes of the drow that their culture, while encouraging selfish ambition and advancement through deception and murder, is still one that focuses— almost in spite of itself—on the good of the community over the good of the individual. Drow society, as a whole, lacks any concept of personal worth. An individual’s abilities or accomplishments are not, in and of themselves, of any importance whatsoever. The culture does not reward skill for skill’s sake, or celebrate individual success or ability. It’s not that the drow choose to downplay these factors; rather, they literally have no notion that they should matter. It is as foreign an idea to them as judging a person’s worth based on shoe size would be to most surface-dwelling races.

The only true measure of importance in drow society is how thoroughly and effectively an individual can direct, shape, and change that society—in other words, by how much authority an individual has over other drow and the community’s needed resources. Although personal ability and accomplishment, or birth into a powerful bloodline, often leads to such control, it is the influence itself that determines a drow’s station and
status.

Like many other sentient beings, the drow think in terms of dichotomies: If
something is not good, it must be bad; if it is not strong, it must be weak. Thus, if a drow with authority over others is worthwhile, a drow with little or no authority is worthless. When nothing but status and influence determine individual value, and life itself is of no intrinsic worth, a weak drow is nothing but a commodity to be traded, abused, and eventually exhausted by those more powerful.

Enslavement, torture, and even murder are not crimes, when the perpetrator is a drow of high stature and the victim is not. Drow do avoid randomly slaughtering others who offend them, but this is due to a concern that they might accidentally slay the relative, servant, or slave of someone more powerful, not out of any sense of the value of life. This core belief in power has developed the drow culture as it exists today: a society in which every interaction is determined by a dominant/submissive hierarchy.

A drow divides everyone—drow or otherwise—into only three categories: someone with more power, who must be appeased and placated (at least until she can be replaced); someone who is a useful tool to one’s own advancement, who must be exploited in all possible ways; and the weak, who are worthless except as labor or disposable troops.

Religion

If drow life and culture are driven by a single force, it must be their faith. The drow are pantheistic in only the loosest sense of the word. Humans worship a variety of deities equally. Elves revere Corellon Larethian above all others, but their religion is replete with other deities that are nearly as important. But for the drow, there is only Lolth.

Religious practice is not a voluntary activity among the drow. Because the priestesses rule drow society (to the extent that any one institution can be said to do so), they ruthlessly enforce the worship of Lolth, demanding participation in her rites and often punishing failure to take part by making the transgressor their next sacrifice. The priestesses rarely find themselves forced to take such steps, however. Worship of Lolth is so heavily ingrained in the culture that most drow participate willingly, out of a mixture of reverence and terror for their goddess.

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Lolth
The Spider Queen, Queen of the Demonweb Pits, Flesh-Carver, Weaver of Webs

Symbol: The head of a female drow with spider’s legs
Home Plane: The Demonweb Pits, 66th layer of the Abyss
Alignment: Chaotic evil
Domains: Chaos, Destruction, Evil, Trickery, Drow,
Spider
Favored Weapon: Whip

Lolth is the single true deity of the drow; she is their guide and ruling power. The elves and other surface races believe that she was Corellon Larethian’s original consort, cast out of the pantheon when she turned to evil. The drow, and Lolth herself, teach a much different version. In either case, it was Lolth who first spread evil among the elves, and who led the drow away from the rest of the elves thousands of years ago. Now she focuses on breeding and conflict among the drow to make the race ever more powerful, and on using them to conquer the vast cavern-realms beneath the surface of the earth. Lolth relishes the chance to test her followers by pitting them against each other, culling the weak from the strong.

Lolth appears as either a tall, beautiful female drow, or a massive black spider with a female drow’s head.

Houses of the Drow

The Church of Lolth might be the primary driving force in drow culture, but it is certainly not the only one. Standing beside the priesthood as equals on the political and soci- etal playing fields are the great houses. These monolithic institutions are the closest things the drow have to a formal government. In some respects, it could even be said that the houses, and not the actual physical communities, are the true form and representation of the drow nation.

Other races studying drow culture are often taken in by the outward appearance of the houses. Unlike the priesthood of Lolth, which bears little resemblance to what surface-dwellers normally consider a church, the houses appear synonymous with the various dynasties and noble bloodlines of human, elf, and dwarf culture.

This assessment is accurate only to a point. The houses are indeed extended families, but that extension goes far beyond anything even the most intricate of human genealogies would recognize, and the “familial bonds” are often purely symbolic.

To fully understand the drow houses, one must first understand how they are structured. With very few exceptions, each house is ruled by a single powerful drow. Always a female, she is normally referred to as the Matron Mother—or simply the matron—of the house. A great many matrons are also priestesses of Lolth, leading to a blurring of the distinctions between church power and house power.

Not all clerics of Lolth are officially members of her priesthood. This fact becomes important when studying the nature of the drow houses. Although only a fraction of matrons are priestesses of Lolth, nearly all of them are clerics of Lolth. (Those few who are not are invariably other divine casters or warlocks with strong connections to the Spider Queen.) These matrons—along with their close female relatives, who are also often clerics of Lolth—lead the members of their house in religious observance, just as the priestesses do for the community as a whole.

At the center of a house is a single-family unit, made up of blood relations to the matron. It is from this family that the house’s authority figures—priestesses, spellcasters, teachers, military leaders, merchants, and the like—descend. It is quite probable, in fact, that in the early days of drow history, these powerful families made up the entirety of the houses.

This is no longer the case. Assuming they have not been exiled, or have not chosen to secede, everyone with the slightest of blood ties to a house’s central family is now considered a part of the house proper. Anyone who marries into the house is considered part of the house. Most confusing for others studying the drow, an individual—or even an entire family—can also be “annexed” as part of the house, if the matron agrees to this. No tie of blood, or even of marriage, is necessary, though those relationships certainly make such connections stronger. If a house sees political advantage in claiming someone as one of its own, and if that individual wishes to join the house, then she is part of the house, pure and simple. These “adoptions” involve rituals and ceremony of some sort, to show the community that the house has accepted a new member, but even these displays are not essential.

Disclaimer: the above text was taken from the Dungeon and Dragons sourcebook, Drow of the Underdark.
 
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Vornalla District

Ust Natha
City of Curtains

Its sobriquet refers to the frequent use of curtains (both beaded and clothe) as room dividers and window dressing among its citizens. It also plays at the infamous veiled character of drow culture. Over 34,000 dark elves call Ust Natha home, and over 7,000 other humanoids reside there, either as slaves, or oppressed merchants or laborers, or as diplomats from other realms. No drow citizen of Ust Natha is ever officially the slave of another, but a great many drow are slaves in all but name. (Drow battle captives won from outside the city can be held openly as slaves.)

The worship of Lolth dominates life inside the city. There seems no higher purpose in the lives of most citizens than to rise in the service of the Spider Queen until she claims each life, in turn. Most drow develop a hobby or interest to call their own (from mastery of a particular weapon to collecting certain gems or fine boots), but these can be weaknesses if a rival can find a way to exploit them.

With Lolth-worship comes female dominance. Males of the city tend to excel in the few things they are allowed to excel in: fighting, wizardry, and dirty jobs related to trade, building, and food. Males who enjoy home or the worship of Lolth turn their efforts to mastering the arts of sculpture and design (and, if magically talented, glyphs and House defensive traps), and to excelling at songs in praise of the Spider Queen.

Restless or independent males tend to gravitate to study in Ssorzlan (the city's wizard academy) which allows them to be cloistered away from most House politics, or towards life as a merchant traveling through the perilous Underdark to and from other cities and trademoots, sometimes on the surface.

Geography

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The cavern that encompasses Ust Natha also surrounds Boiling Lake, an expansive body of water that's fed by scalding gysers along its bottom. As a result, the temperature of Boiling Lake (or The Boil, as it's colloquially known) is usually as warm as bath water. The Olambra River, which is fed by The Boil, gets cooler the further it flows from its source.

Centuries ago, when the first drow settlers discovered Boiling Lake, they carved out (via magic and manual labor) the cavern space for what would become Ust Natha. Today The City of Curtains, with its magically reinforced, sharp, obsidian walls, is divided into seven official districts.

  • If there's a district that serves as Ust Natha's nucleus, the Court of Chaos is it. Two of the city's three colleges are there: Arach-Quil'lith (college of clerics) and Ssorzlan (college of wizards). The Venom Chamber, the auditorium where the eight ruling Matrons convene, as well as the Theatre of the Dark Mother and the Weldaer Clock Tower, are also located inside the Court. Sculptures and frescos of spiders, beautiful drow females, and ritualistic sacrifices adorn its streets and porticos.
 
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Additional Lore

Smiles and Tears Mercenary Company

There are three mercenary companies based out of Ust Natha: Breaking Wheel, Mortalis, and Smiles and Tears. In terms of manpower, resources, respect, and other important measurements, Smiles and Tears are notably behind their competition. So as one might expect, the mercenary contracts they secure are rarely impressive or pleasant, as they are typically the last dog at the bowl.

The master of Smiles and Tears is a one-armed drow named Zeerith. His limb was severed decades ago by an enemy axe during a skirmish with soldiers from Bhaldain, the nearest dwarven kingdom. At the time he was a captain in the middle-tier House Glannaer. The loss of his weapon arm left him vulnerable, and Zeerith knew an ambitious drow underling would soon murder him to take his place.

Rather than stay and face certain death Zeerith renounced his House and fled to the Outward. Over the course of many difficult and lean years he founded and held together Smiles and Tears, which are presently based in East Outward. His right hand lieutenant is a swarthy female tiefling named Jenvyre.

The Eight Ruling Houses of Ust Natha (By Power & Influence)

(1) House Llolfaere, (2) House Jae'llat, (3) House A'Darenna, (4) House Izzolvir, (5) House Despana, (6) House Chasdrar, (7) House Sszaufein, (8) House Miz'myrrin

House Llolfaere, the dominant House in the City of Curtains, boasts over 1900 members. They have the most mistresses and masters (instructors) within the city's colleges, as well as a slew of merchant lords operating inside the Grand Agora. But as mighty, resource rich, and favored by Lolth House Llolfaere is, House Jae'llat, Ust Natha's second House, has been steadily closing the gap of Llolfaere's dominance. Jae'llat nearly has as many priestess as Llolfaere, and they have what many consider to be Ust Natha's most gifted wizard—Nirinath Jae'llat, Master of Ssorzlan.

The increasing parity between Ust Natha's top two Houses is boiling into a legitimate power struggle. And drow power struggles always end in bloodshed.

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The Web Watch

Ultimately the protection of Ust Natha comes from the private soldiers and spellcasters of its Houses—the eight ruling Houses assuming much of this responsibility. But like all major cities, Ust Natha has many necessary enforcements that require a continual commitment of manpower. These day to day assignments are most often under the purview of the Web Watch.

They are the closest thing the city has to a police force. Web Watch ranks are almost entirely filled by young drow currently enrolled in the city's colleges. Those three colleges require their students to pull shifts patrolling the city, guarding important locations, and keeping the tunnels leading into Ust Natha free of monsters.

Because of their age more seasoned drow consider Web Watch members to be novices of their craft (be that soldier, cleric, or wizard). But novice is a relative term, as they generally have all the training and cunning they need to perform their protection and enforcement duties.

Weldaer Water Clock

The tallest spire in the Court of Chaos is the Weldaer Clock Tower. The Waldaer's time-keeping mechanism—which was engineered by deep gnome battle captives who use similar clocks in their communities—relies on a perpetual water drip system supported with enchantments. It is set with the surface's time cycle, which visitors from above appreciate. This was undoubtedly a gnomish, and not drow, consideration.

Its clock face is sculpted from precious dragon-fire glass, which glows lavender during the "day", and dims to a cool indigo during "night." A pair of bells hang inside the Weldaer: one to signal the hourly changes, or two to sound the city's alarm.
 
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Races of the Underdark

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Hobgoblin

A variety of goblinoid, hobgoblins are the largest demographic in the Outward. Their average height is 5'10", with comparable strength to humans, and their skin tones are most commonly shades of brown or grey. They are generally much more industrial, disciplined, and clever than other goblinoids, and because of this they often in positions of leadership when among their primative cousins—namely goblins and bugbears.

Because of their higher functioning abilities, drow Houses often keep a few hobgoblins on the payroll to act as informants and liaisons in the Outward and greater Underdark. The hobgoblins in Ust Natha are commonly hunters, scavengers, mercenaries, and slave catchers.

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Kuo-toa

Kuo-toas are theocratic fishfolk who dwell near or in the deep seas and lakes of the Underdark. The clerics of Blibdoolpoolp, called whips, exercise iron control over the population. Second in status to the clerics are the monks, who are known as monitors. Much of kuo-toan life and society focuses on religion. The church forms the center of every community, both physically and metaphysically.

The kuo-toas in the Outward are very entrepreneurial, and commonly own and operate small businesses such as pottery shops, second hand good shops, locksmiths, and fish markets. Because their goods and services benefit from foot traffic most kuo-toas live near the Bazaar in South Outward.

The sizable population of Kuo-toas in Ust Natha is due to the City of Curtains' ties with Dompod, a Kuo-toan city eighteen miles down the Olambra River.

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Krinth

Krinth are brawny, gray-skinned humanoids native to the Plane of Shadow. Originally brought to Thultanthar as slaves or soldiers, thousands of krinth escaped over the course of centuries—many of which fled to the Underdark.

A typical krinth is grumpy and humorless, with a short temper. They often work hard at everything they do, whether a job or play, setting their minds to complete any given task. Because of their demonic heritage, they are often evil-hearted and chaotic in their mindsets.

The average krinth is 6'5" tall with black eyes and powerful builds.
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Tiefling

Tieflings are derived from human bloodlines, and in many respects, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have smallish horns that take a variety of shapes: some curl back like a goat, others are straight and thick, and some spiral upward like an antelopes’ horns. Their canine teeth are sharply pointed, and their eyes are warm colors—red, orange, yellow, or gold. Occasionally they have thin, pointed tails, but most tieflings make efforts to conceal such appendages.

Their ability to see in the dark, combined with most surface societies mistrust of them, leads many tieflings to the Underdark. The drow of Ust Natha often use tiefling liaisons for surface dealings.

GM's Note: my tieflings are less visibly demonic than commonly depicted tieflings. This is because I prefer a clear distinction between half-demons (cambions) and tieflings.

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Dwarf

Dwarves, sometimes called the Stout Folk, are a humanoid race common throughout both the surface realms and the Underdark. Dwarves are a tough, tradition-abiding folk known for their strong martial culture and superior craftsmanship.

They are a short race, as their name implies, standing from 4'3"– 4'9" (1.3–1.45 meters) on average. What dwarves lack in height they made up for in bulk; they are, on average, about as heavy as humans.

In contrast to most Underdark cultures, dwarves are fair, trustworthy, and lionhearted. These value differences put them starkly at odds with wicked races like goblins, kuo-toas, orc, and drow. The nearest dwarven kingdom to Ust Natha is Bhaldain, south of the City of Curtains.

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Goblin

Goblins are a race of small and numerous goblinoids common throughout Toril, often living in Underdark caverns near the surface. The race is often, though not always, dominated by other goblinoids, most commonly hobgoblins. They are short goblinoids with flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes varied in color from red to yellow. Their skin color comes in yellows, greens, and grays.

Goblins in Ust Natha are at the very bottom of the racial pecking order. They perform the most menial work such as digging, scavenging, waste disposal, mud mixing, fish cleaning, fungal harvesting, and corpse removal.
 
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Nations of the Underdark

Nation Name = racial makeup [estimated population]
• Schugnald = duergar kingdom [31k]
• Dompod = kuo-toa city [14k]
• Bhaldain = dwarven kingdom [80k]
• Norgas Choark = goblin tribes [???]
• Icharyd, City of Cages = drow city [26k]
• Rilauven = drow city [annihilated]

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