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The Underdark and it's inhabitants

These are the creatures of the Underdark: Aboleth: Aboleth are loathsome, lawful evil amphibians resembling plump fish. Twenty feet long from their bulbous heads to their fluke-like tails, most have blue-green bodies with grey splotches. Their pinkish tan underbellies conceal a toothless, rubbery mouth. Three red eyes like slits, protected by bony ridges, sit in a column on the front of their heads. Four pulsating dark blue orifices line the bottom of their bodies, and secrete grey slime that smells like rancid grease. Four leathery tentacles, each ten feet in length, grow from their heads. They have natural psionic talents and use these abilities to enslave creatures or to create realistic illusions. Anguiliians: Anguiliians are deep dwelling lawful evil relatives of the sahuagin, resembling a cross between a man and an eel. While most anguiliians live in the sunless depths of the ocean, a few have made their way into the flooded tunnels of the Underdark. Bainligor: The bainligor are small, flightless bat people of neutral evil alignment who undergo a series of magical transformations, as they age. Bainligors have a primitive tribal culture and are found in the upper Underdark. Elder bainligor are undead creatures known as Revered Ones. Legends speak of deep tribes, composed only of Revered Ones, who hunt in great packs through the deeper reaches of the Underdark. Beholders: Also known as Eye Tyrants or Sphere of Many Eyes, beholders are a race of intelligent, lawful evil, hermaphroditic monsters. They appear as large orbs dominated by a central eye, and a large toothy maw, with ten smaller eyes on stalks sprouting from the top of the orb. Beholders can grow as large as six feet in diameter. Most tend to have cool hues, such as purple and blue, on top graduating down to earth tones on bottom. Beholders levitate for support, allowing them to float about slowly. In addition to their deadly bite, beholders produce magical power from their eyes. Bi-Nou: The bi-nou are living rocks believed to have been created by the Drow in ages past. These animated craggy columns are of chaotic evil alignment and live in damp, drafty caverns of the upper Underdark in small family groups. The bi-nou have been known to ally with the Drow and are sometimes hunted by the duegar as building materials. Close relatives of the bi-nou include rockworms and rocklords, the latter also know as Lords of Stone, both of whom appear as stone snakes with arms. Blue Ring Octopi: Blue ring octopi are very intelligent, shy, neutral good octopi that dwell in the cracks and crevices of the Underdarks’s oceans, constantly struggling to escape the notice of more powerful aquatic races. Blue ring octopi are covered with hundreds of blue circles, have large golden eyes and a greenish-brown beak, and can change their skin color from dark grayish brown to dirty white, similar to other species of octopi in surface saltwater oceans. A few blue ring octopi have rings of oxblood red. These red shamans can cast priest spells, although no one knows what deity they venerate. Chitines: Chitines are another race believed to have been created by the Drow. These small, four armed, web spinning, chaotic evil humanoids resemble a cross between humans and giant spiders. Chitines venerate Lolth but plot to overthrow the Drow. They are found in small numbers in the upper and middle Underdark. Choldrith are chitine priestesses. They are hairless, with dark, charcoal-grey skin. Larger than their kindred, they have smaller, almost negligible mandibles. The silver-white eyes of the chitine priestesses are not multi-faceted, and they have long, pointed ears resembling horns. Cloakers: Cloakers, also known as Lurkers in Shadows or Chasm Rays, resemble common black cloaks with rows of black eye spots running down their backs like buttons. Two ivory covered claws on the upper edge of a cloaker’s form are easily mistaken for bone clasps. The white underside of a cloaker bears a horrific horned face composed of two glowing red eyes and a ravenous maw. A whip-like tail completes its monstrous form. Dao Dao: Neutral evil genies native to the elemental plane of Earth who sometimes establish settlements in the Realms Below. Dao are fierce opponents of the dwarves, pech, and thaalud, and they often battle those races over particularly valuable veins of ore and gems. Dao exist in small numbers throughout the Underdark, but most sightings are concentrated in the upper and middle Underdark. Dark Creepers: Dark creepers, and the closely related governing sub-race known as dark stalkers, are chaotic neutral humanoids. They live in small villages throughout the upper and middle Underdark. Dark creepers are believed to subsist, by consuming magic, and may draw their nourishment in part from the pockets of radiation found throughout the Underdark. Given that the Drow and other powerful races compete for control of such sites, it is no wonder that dark creepers are more a nuisance than a threat. However, their penchant for acquiring small magical items is the bane of many inveterate explorers. Derro: The derro are a degenerate chaotic evil race, least like the other dwarven races and sub-races. They are short and stocky, with skin the colour of an iced-over lake. Their sickly, pale yellow hair hangs straight over staring, pupilless eyes. Derro facial features have both human and dwarven characteristics, and their rough skin is spotted with short, coarse tufts of hair. Derro never willingly expose themselves to direct sunlight. It nauseates them and can kill them in a matter of days. The primary deities of the derro are the twins Diinkarazan and Diirinka. Derro dwell primarily in the middle and lower reaches of the Underdark, although small war bands sometimes climb to the upper reaches or even raid surface communities. Although most of the Stout Folk are inherently non-magical, Savants, powerful spellcasters, rule the derro with sage-life knowledge in many areas. Every twenty years or so, the derro mount an all-out war against other creatures of the Underdark. Each Uniting War winnows out the weakest members of the race, creates a focal point for racial identity, and includes general terror. Dire Corbies: Dire corbies are huge, black, bipedal birds common in the southern reaches of the upper Underdark. Believed to have descended from the avian creator race that also spawned the aarakocra, these neutral evil subterranean birdmen were driven nearly to extinction in a centuries-long war with giant bats. Dopplegangers: Although most commonly found in the Lands of Light, small groups of these neutral shapeshifters are found throughout the Realms Below, acting as parasites on more powerful Underdark races. Greater dopplegangers, neutral evil kin of their lesser brethren. Dragons: The magnificent wyrms who soar through the skies are also found in the dark realms, particularly in the upper Underdark. Deep dragons, sapphire dragons, and shadow dragons are the most commonly encountered breeds, but black dragons, bronze dragons, gold dragons, mist dragons, white dragons, and rarer breeds also turn up. Deep dragons are most commonly encountered in the upper and middle Underdark near Drow cities. Sapphire dragons are most often encountered in the middle Underdark, far from the enclaves of other dragons, aboleth, Drow, dwarves and illithids, all of whom they fiercely fight for territory. Shadow dragons are most often encountered in the deepest reaches of the lower Underdark, where ties to the Demiplane of Shadow are strongest. More then one dracolich has retreated into the Underdark to escape it’s masters. Duergar: The lawful evil duergar, also know as ‘grey dwarves’ appear to be emaciated, nasty-looking dwarves with complexions and hair ranging from medium to dark dray. In addition to the normal abilities of the Stout Folk, the duergar are skilled psionisists and posses magical abilities of enlargement and invisibility. Duergar are adversely affected by sunlight. The primary deities of the duergar are Laduguer the Exile and Deep Duerra. Duergar dwell primarily in the upper and middle reaches of the Underdark, although some believe scattered clans have ventured into the Underdarks’s deepest tunnels. The duergar are the bitter exiles of the dwarven race, sharing much of the shield and gold dwarf cultures, overlaid with harshness and cruelty. They hate most other races, but grudgingly trade with them. While the gray dwarves and dark elves often fight, the two races are regular, if reluctant, trading partners. Likewise, duergar skill in psionics enables the gray dwarves to hold their own, and thus trade, with both aboleth and illithids. Dwarves: Dwarves, also known as Stout Folk, are found both above and below the surface. Dwarves are relatively short compared to humans, but very stocky and muscular. They have ruddy cheeks, bright eyes, and deep tan or light brown skin. Their hair is usually black, grey or brown, and worn long, and all dwarves, both male and female, prize their long and carefully groomed beards and moustaches. Dwarves are a highly non-magical race, resistant to toxic substances and magical dweomers. The stout folk are gifted with infravision and natural instincts regarding construction. Most dwarves are skilled warriors, versed in combat against common foes, including goblinoids, orcs, ogres, trolls, giants, and giant-kin. The dwarf race is fragmented into half a dozen races and sub-races. Giants: Reminiscent of humongous humans, two breeds of giant are commonly found in the Underdark. Fomorians are grossly deformed humanoid behemoths. This neutral evil giant subspecies sometimes lurks in the mountainous regions of the surface world, but most fomorians have been driven into the lightless tunnels of the Underdark. Clans of formorian giants are found primarily in the upper Underdark beneath the great mountain ranges. Stone giants are muscular behemoths with smooth, grey, hairless flesh and a great affinity for stone. While most of these neutral giants dwell in the great mountain ranges of the world, many tribes now dwell in the upper reaches of the Underdark. Gaunds: Guands are grey-green reptilian creatures of neutral alignment with three glowing red eyes. Distantly related to troglodytes and lizardmen, they are believed to be descendants of the sauroid creator race. Although sentient, gaunds resemble large lizards, and spend most of their time on all fours. They are omnivores who dwell in small colonies in the dry, fiery caverns. Gaunds are most prevalent near volcanic activity, and are typically found in the upper reaches of the Underdark near active volcanoes. Gibberlings: Gibberlings are small, pale, hunchbacked humanoids of chaotic neutral alignment with canine ears, black manes, black, shining eyes, overly long arms, and hideous grinning faces. Found throughout the upper reaches of the Underdark, these carnivores madly swarm and attack any living creature they encounter. Gibberlings have no discernible social structure, and their numbers fluctuate wildly. Some sages believe that gibberlings are unfortunate humans and demi-humans transformed by Drow sorcerers. Glouras: Glouras are small faeries of neutral alignment associated with the Unseelie Court, Found throughout the upper reaches of the Underdark, they have huge, moth-like wings, long fingers, sharp claws, and a mass of dark claws. Although some believe the glouras to be messengers of Elistraee the Dark Maiden, that seems unlikely, given their ties to the Queen of Air and Darkness. Goblins/Goblinoids: Although the various races of goblins are most common in the Lands of Light, numerous tribes have been driven into the upper reaches of the Underdark and then been enslaved by the various races that dwell below. Goblins are small, lawful evil humanoids with flat faces, broad noses, pointed ears, wide mouths, and small, short fangs. Bugbears are giant, hairy, chaotic evil cousins of goblins. Hobgoblins are lawful evil bulky humanoids with hairy hides ranging from dark reddish brown to dark grey. Koalinths are a marine variety of hobgoblins with gills, webbed fingers, and webbed toes. Norkers resemble their hobgoblin cousins but are chaotic evil. They are hairless, have tough, leathery skin, and have two large canines protruding from their upper lips. While bugbears, goblins, and norkers are relatively common throughout the Realms Below, hobgoblins and koalinths are much rarer for reasons not yet understood. Gold Dwarves: Lawful good gold dwarves have dusky skin tones, sometimes coloured deep red instead of cinnamon brown, and dark, usually black, hair. They tend to be shorter and more heavyset than shield dwarves. Gold dwarves are found primarily in the southern and eastern reaches of the upper Underdark. Gold dwarves are powerful, proud, and xenophobic, shunning even other dwarves, and travelling little in the surface world. Their numbers have not declined as quickly as those of their northern kin, but gold dwarves are still locked in the same self-destructive cycle or warfare against the Underdark races that has led to the collapse of many northern kingdoms. Grell: Grell are fearsome, neutral evil carnivores resembling giant brains with vicious beaks and ten dangling tentacles. While a few of the grell are solitary rogues, the majority dwell with their fellows in small cavern complexes, hunting the surrounding territories until they are exhausted of prey and then moving on. Grell communities are known as hives, and members of such enclaves are divided into three castes: workers/soldiers, philosophers and patriarchs. Gremlins: Gremlins are small goblinoids often mistaken for imps. Three varieties of gremlins make their homes in the upper reaches of the Underdark: neutral evil jermlaines, lawful evil mites, and neutral snyads. Most gremlins dwell in small family groups, opportunistically preying on unwary travellers in the upper Underdark. Gremlins typically lair in a maze of tiny chambers and passageways along major trade routes. Whilst most other races exterminate them if given the opportunity, gremlins are amazingly resilient and nigh impossible to eliminate. Grimlocks: Grimlocks are powerfully built neutral evil humanoids in the northern and central reaches of the upper Underdark near caverns that open to the mountainous regions above. Grimlocks have thick, scaly grey skin and long, black filthy hair. Their teeth are white and extremely sharp, and their eyes are blank white orbs. Takes speak of tribes of primitive humans who have dwelt overlong in the tunnels of the Underdark, and grimlocks are said to be their descendants. Hook Horror: Hook Horrors look like a cross between a vultures and a man with hooks instead of hands, standing about nine feet tall. The tough, mottled grey exoskeleton is like that of an insect. It is thought that the hook horror is distantly related to the cockroach or cave cricket. Basically omnivores they prefer meat. They live in clans made of of individual family units. They have poor relationships with other races but do not set out to conquer as they have no desire to rule large areas, other races have little to gain by attacking them as hook horrors do not use tools nor amass treasure. Illithid: The illithids, also known as Mind Flayers, are a race of lawful evil amphibious hermaphrodites with powerful psionic abilities. They are greatly feared throughout the Underdark. Adult mind flayers stand about six feet tall, are vaguely humanoid, and have hideous mauve skin that glistens with slime. Their heads have pupilless white eyes and four tentacles encircling a round, many-toothed orifice resembling that of a lamprey. Each hand has three reddish fingers and a thumb. Mind flayers employ a wide range of psionic powers, including their widely feared mind blasts. In addition, their tentacles are adapted for latching onto a victim’s skull and then burrowing into the brain. Ixzan: The ixzan, also known as Demonrays and Spawn of Ilxendren, are closely related to their saltwater kin, the ixitxachitl, who dwell in the warm shallows of the surfaces’ seas. Ixzan are intelligent, typically chaotic evil creatures who resemble manta rays with barbed tails. Their colour varies: most have grey underbellies and mottled brown to grey upper surfaces. Ixzan are semi-amphibious and can survive out of water for one full turn before needing to return underwater to breathe. Ixzan attack with a powerful bite, although some mutants have an additional attack with their barbed tails. Several exceptional ixzan exist, including priest ixzan, wizard ixzan, mutant ixzan, and vamperic ixzan. Kobolds: Kobolds are short, lawful evil humanoids with scaly hides that range from dark, rusty brown to rusty black, and a non prehensile, rat-like tails. Although kobolds are little more than pests in the Realms Above, competing with gnomes for food and living space, in the Underdark they are a major threat. Kobolds can quickly strip a region of resources if their numbers remain unchecked. The more powerful races of the Underdark enslave many kobolds; they are used primarily as front-line troops in the initial skirmishes of war. Urds, relatives of kobolds with leathery bat-like wings, are largely unknown in the Underdark. A few tribes were once found dwelling in great chasms beneath the earth, but most have fallen victim to more powerful competitors such as cloakers and beholders. Kua-toa: The kua-toa, also known derisively as Gogglers, are an ancient race of intelligent, typically neutral evil or chaotic evil fish men. They look like paunchy humans covered in scales, topped with a fish head. They have huge fish eyes, undersized arms and legs, and long, partially webbed hand and feet, with three fingers and an opposing digit. Kua-toa are typically pale gray in coloration; males have undertones of tan or yellow. Gogglers reek of dead fish. Their skin tone darkens when they are angry and pales when they are badly frightened. Adult kua-toa are amphibious. Mongrelmen: Mongrelmen are grotesque, lawful neutral humanoids between five and seven feet tall. No two looks alike, since all mongrelmen descend from wildly mixed racial stock, including bugbear, bullywug, dwarf, elf, gnoll, hobgoblin, human, ogre, and orc blood, amongst others. They are ashamed of their appearances, and usually try to conceal their bodies from strangers. Excelling at theft and camouflage, mongrelmen congregate in ruins or small shantytowns. In the Underdark, they live near the surface, where they can more easily scavenge or steal materials for their communities. These underground settlements usually connect to the surface in numerous places, providing easy escape. However, the Underdark is so filled with dangers that despite the creatures’ best efforts, mongrelmen settlements are usually short-lived affairs, attacked by hungry monsters or slave traders before they have much time to establish themselves. Myconid: Also known as Fungus men, they are a race of intelligent fungi that live in the remote reaches of the Underdark. They deplore violence, are neutral in alignment and have no desire to conquer. Myconids resemble walking toadstools in human form. Color varies from purple to gray. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and the thumb. They have no spoken language. They fight by spewing out varies spores. Orcs: Orcs are lawful evil humanoids with grey or green skin, coarse hair, a slightly stooped posture, a low, jutting forehead, canine teeth, and a snout instead of a nose. Despite their prevalence across the Lands of Light, particularly in the abandoned dwarf holds of the north, orcs are far less common in the Underdark than one might expect. However, neutral evil orc-quaggoth crossbreeds, known as boogins, are growing in number throughout the upper reaches of the Underdark. Pech: Pech, also known as rock children, are a race of small, neutral good humanoids from the elemental plane of earth. They sometimes make their way into the deeper reaches of the lower Underdark to mine rich veins of ore and work the surrounding stone. They are very thin, with long arms and legs and broad hands and feet. Their flesh is nearly as hard as granite, coloured pale and yellowish with red or reddish brown hair. Their eyes are large and have no pupils. Pech often compete with dao, the various dwarven races, and thaalud for raw materials, but these elemental earthkin are otherwise left alone by the other races they encounter. Phaerimm: Phaerimm are a race of powerful sorcerers. They resemble upright cones, their widest part uppermost, and the point ending in a barbed stinger tail. Quaggoths: Quaggoths, also known as deepbears, are powerful, neutral humanoids resembling bears with long, shaggy, white hair covering their entire bodies. Although many quaggoths are enslaved by the Drow as guards and spider handlers, free roaming bands of nomadic hunters still exist. Quaggoth tribes are most common in far reaches of the upper Underdark. Some sages claim that quaggoths were once a semi-civilised race that dominated the Underdark through conquest and ritual sacrifice until the Drow, duergar, and other interloper races broke their power. Others speculate they had some sort of surface civilisation but were driven underground by surface-dwelling dwarves and elves. Ropers: Ropers resemble pillar-shaped rock outcroppings with a single yellow eye, a carnivorous maw ringed with sharp teeth, and small bumps covering their bodies. Each bump can shoot out strong, sticky strands. Although most ropers hunt alone throughout the Underdark, clusters of ropers have been seen in certain caverns along well-travelled tunnels in the northern and central reaches of the Upper Underdark. Roper relatives include storopers, which have a stonier, less flexible exterior and tentacles that are always extended at least twenty feet; ghauropers, giant ropers with magical powers believed to serve the dark power Ghaunadaur; and urophions, ilithid-roper crossbreeds. Sharn: Sharn are curious, chaotic neutral creatures who appear as glossy black teardrops of amorphous flesh, studded with many tiny eyes and surrounded by a nimbus of purple light. Some sharn are powerful spellcasters, and all can create miniature ethereal windows through which they can extend one of their three tri-handed arms or one of their three fanged maws. Sharn dwell with other members of their large families or clans throughout the upper reaches of the Underdark. Shield Dwarves: Lawful good shield dwarves are the prototypical dwarves. Found primarily in the western and northern reaches of the upper Underdark. The number of lost shield dwarf holds far outstrips the number of extent today. Shield dwarves have solid alliances with other good aligned races, particularly the svirfneblin. Relationships with the duergar are uniformly hostile and often break out into open conflict. Derro relations are even worse. Shield dwarves deeply hate aboleth, Drow, illithids, kua-toa, and other slaving races. They trade with them only reluctantly. Skulks: Skulks are a cowardly, chaotic evil race of humanoids with the chameleon-like ability to blend into any background. Skulks resemble completely hairless humans. They are elf-like in stature, with graceful limbs, soft facial features, and pink eyes, but their ears are not pointed. Skulks are fairly common in the upper and middle reaches of the Underdark. Svirfneblin: The svirfneblin, also known as Deep Gnomes, are deep-dwelling neutral gnomes. Svirfneblin are slightly smaller than their rock gnome cousins, but their thin, wiry, gnarled frames are just as strong. Svirfneblin have rock-coloured skin ranging in hue from medium brown to brownish grey, and their eyes are grey. Male svirfneblin are completely bald, while female deep gnomes have stringy grey hair. Deep gnomes radiate ‘nondetection’, have superior infravision, and posses natural detection abilities regarding stonework. Svirfneblin have some amount of magic resistance. Many elite deep gnomes have skills with illusions, while others can summon earth elementals to serve them. Thaalud: Also known as Tomb Tappers for their habit of burrowing up to plunder tombs and temples, thaalud appear as tall, naked, sexless, hairless humanoids with hard, smooth, blue-grey skin. Their claws can dig through solid rock, and great toothed mounds sit in their bellies. Their featureless heads earn them the nickname The Faceless. Thaalud turn to stone when slain, leading sages to believe they were created originally from rock. They hold both magic and earth elementals to be sacred and are very long lived. Thaalud are found in the far reaches of the upper and middle Underdark.Thaalud will aid svirfneblin and dwarves, dislike Drow and duergar, hate umber hulks, mutually ignore xorn, and are bitter foes of ilithids and the phaerimm. Troglodytes: Troglodytes are a warlike race of carnivorous reptilian humanoids who dwell in natural subterranean caverns in the upper reaches of the Underdark. They stand about six feet tall, covered in roughened leather scales, and have a toothy lizard-like head. Troglodytes are natural chameleons, but greyish brown is the most common skin colour. Troglodytes secrete an oil that saps strength from humans and demi-humans. These chaotic evil lizards are believed to be descendants of the sauroid creator race. Once spread throughout the Realms Below, they have gradually been supplanted by more vigorous and powerful races and are now a minor power. Tren are a chaotic evil crossbreed of troglodytes with the largest, strongest, vilest members of the lizardmen race. Tren, who live in loose-knit clans, hate all warm-blooded creatures, but reserve special animosity for dwarves, who often fight them for subterranean water supplies. Umber Hulk Urdunnirin: The urdunnirin, a forgotten neutral offshoot of the shield dwarves whose name means Orecutter in their dialect, are said to be specially blessed by Dumathoin the Keeper. Urdunnirin look like shield dwarves, except that their skin tends to be light grey, while their long beards range from light to dark grey and their eyes are silver. In addition to the normal abilities of the Stout Folk, orecutters can walk through stone and earth like air while bringing other items with them. They shape stone or metal with a thought, and strike with powerful, rock-hard fists for great damage. Instead of animal and vegetable products, urdunnirin consume gems from veins replenished by Dumathoin himself. Urdunnirin are found primarily in the far reaches of the middle and lower Underdark, deep beneath the kingdoms of their shield dwarf cousins. Varkha: Varkha are brutal, subterranean, lawful evil lizardmen dwelling in close-knit tribes in moist caverns in the deepest reaches of the lower Underdark. Varkha are skilled hunters with large, photosensitive eyes set on the sides of their heads, much like frogs. They possess a connective layer of webbing beneath their armpits that facilitates swimming in underground lakes and rivers. The Drow: The dominant race of the Underdark has many ideas of great interest. They worship the goddess Lolth, primarily. Here is an overview of the Gods and Goddesses in Drow society. Lloth, the Spider Queen, is cruel and malicious. The only person in her world is herself. She is constantly plotting to keep her loyal minions in a state of turmoil. This way she can find the strongest and most cunning of her followers to serve her. Drow, being brought up under this religion, are all but perfectly suited to this arrangement. With the Drow's instinctive distrust and wit, all but the wiliest of opponents will be thrown into disarray. Seeing that Lloth is the goddess of chaos, this seems all but fitting. The main object of affection among Lloth worshippers is the spider. It is an offence punishable by death to kill or even maim a spider. Lloth gives unto her most loyal henchmen a poisonous spider to aid, guard, but also to watch in their furtherance of the religion. It has been known that a follower be killed by the so gracious gift from Lloth. Lloth is most frequently found in the form of giant black widow spider. This form can be changed to an extremely beautiful drow female. These two forms can also be combined to produce a giant spider with a lovely female drow head. In any form Lloth is a presence to be feared. Instead of using her material form Lloth will more likely just show that she is watching by having a pair of smirking female lips appear on the nearest spider seen. If her help is needed more directly then she will imbue a follower with great fighting prowess like: always hitting first, weapons never breaking, and an improvement of armour protection. These followers are almost always surrounded by flickering black mauve edged radiance. The clergy of Lloth are all women. The priestesses of Lloth are the only subjects of Lloth to hold any real power in drow society. If a priestess of any rank says to do something there better not be any hesitation. Punishment for disobedience is usually swift and destructive. A priestess has the feeling that they are the judge, jury and executioner of the society at their feet, and the power given to her by Lloth as justification for any action that she may take. A priestess?s sole purpose in life is to weed out the weak and sanctify the strong. Clerics of Lolth pray for spells after waking from trance or before retiring to trance. They are always female. Lolth requires regular homage from her clerics: submission in prayer, plus offerings. Lolth?s aid requires sacrifices, traditionally the blood of drow faithful or captured foes, spilled with a spider-shaped knife whose eight descending legs are blades. Ceremonies sacrificing surface elves are performed monthly during nights of the full moon as deliberate affronts to the Seldarine, Lolth?s hated rival. Rituals customarily take place among women only, in sacred room or area, but those requiring extraordinary power or a public display may be celebrated in the open and in mixed company. The most powerful ceremonies defy description and are seldom seen as non-drow. Ghaunaduar is even less known than Eilistraee. His nickname is That Which Lurks. He is unpredictable. When he appears he is seen as purplish ooze with tentacles. His "followers" are mostly drow that have fallen from the grace of Lloth or sub intelligent monsters. He has been known to aid followers that just talk highly of his eminence. The chances of his coming, when called, rise if blood has recently been spilled. All that is required of his priesthood is a steady supply of sacrifices. Aid given by Ghaunaduar is usually in the form of combat effectiveness and regenerative healing of harms. Clerics of Ghaunadaur pray for their spells once per day at a time of imagined significance to the local cult. Ghaunadaur expects such prayers of adulation and praise to be accompanied by a sacrifice. If live sacrifices cannot be procured that often, the Elder Eye accepts offerings of bones and food, burned in oil, as braziers of perfumed incense are also burned. If the worshiper is unable to procure such offerings, he must pray while holding one hand in an open flame (without magical protection). In any place of worship to Ghaunadaur, all cloth furnishings and garments worn by the faithful are to be of hues pleasing to Ghaunadaur?s eye, such as shades of purple, red, black, and metallic colors. Many clerics multiclass as enchanters or fighters. Overlord of the undead and all of Thanatos, Swords & Sorcery. Originally the drow god of vengeance, Kiaransalee plotted and slayed Orcus, the Abyssial Lord of the Dead. The Lady of the Dead may have slain Orcus but she could not eradicate all memory of the fallen god. It is always possible he will return, and Kiaransalee remains ever watchful. She chafes at the rule of Lolth and seeks to rival Lolth in power and ultimately reign as the supreme drow goddess over Tenebrous, Lolth, and Eilistraee. Clerics of Kiaransalee pray for their spells at midnight, when the spirits are most restless in their graves. While each cleric performs a handful of minor devotions to Kiaransalee every month, they venerate her on a single annual holy day ? the Graverending ? celebrated each Midwinter Eve. The Graverending is celebrated individually, with each cleric animating as many undead creatures as she can. All such undead ? known as the Vengeance Hunters ? are consumed with thoughts of revenge against their killers and unerringly seek them out over the next 24 hours. If destroyed, a Vengeance Hunter does not rise again. Vengeance Hunters return to their grave, if possible, once 24 hours have passed since their animation or once they have exacted their revenge. Many clerics multiclass as necromancers (an a few have joined the Cult of the Dragon and become wearers of purple) and most eventually transform themselves into undead. Vhaeraun is the god of thievery and the furthering of drow power on the surface world. He is also the patron deity of drow males, teaching a heresy (according to Lloth) that drow males are the equals of drow females. Vhaeraun is haughty and proud, like all drow deities. He favours underhanded means and treachery to achieve his goals. His priesthood is exclusively male, and priests usually hide their true vocation in drow communities. Vhaeraun has hair and eyes that change colour with his emotional state (red when angry, blue when amused, gold when triumphant, etc.) Vhaeraun is passively opposed to Lloth. He knows he is not powerful enough to oppose her directly... Yet. Vhaeraun wishes to re-unite the elven people. He considers all elves to be superior to all other races, however, and wishes only to have elves dominate all other races. Vhaeraun's loyalty is to all elves, but primarily the drow race. He would like to see the surface elves serving as the enforcers of the "true masters", the drow, who would rule from the depths of the earth. Clerics of Vhaeraun pray for their spells at dusk, before skulking into the shadows. The most important attacks, negotiations and other activities of the clergy must occur at night. Clerics of Vhaeraun utter prayers to the Masked God of Night whenever they accomplish something to further his aims. Offerings of the wealth and weapons of those they vanquish (enemies of the drow, or regalia of female drow clerics) are to be melted in black, bowl-shaped altars. Offerings of magic and wealth are made regularly. The more value, the more Vhaeraun is pleased, though he favors daily diligence more than rare, huge hauls. Midwinter Night, known to Vhaeraun?s followers as the Masked Lord?s Embrace, is the most sacred time of the year to the followers of the Masked Lord. This annual holy day is celebrated by the Masked Lord?s followers with daylong introspective rituals of total sensory deprivation. Each worshiper is expected to cloak themselves in a region of magical darkness and sit or stand at the middle of the effect for a full 24 hours while contemplating Vhaeraun?s teachings and dreaming up schemes to advance the Masked Lord?s goals in the coming year. All followers of Vhaeraun who wish to perform this ritual are granted the ability to employ their darkness spell-like ability with the necessary extended duration. In the Night Above, nights of the new moon are considered sacred to his followers. Such occasions are observed with midnight stag hunts that range over miles of shadowy woodlands. Packs of Vhaeraun worshipers, mounted on riding lizards brought up from the Underdark, run down a stag and then sacrifice its rack of antlers and still-beating heart to the Masked Lord in dark rites that pervert the ancient ways of the surface elves. Many clerics multiclass as assassins, divine seekers, shadowdancers or rogues. Eilistraee is the goddess of the good drow. She is the Matron goddess of all the drow that wish to return to the surface. Eilistraee did not actively rebel against Correlon, but was deceived into becoming involved. One of her arrows fired at the enemy Her arrow was magically deflected by Lolth to injure Corellon. Eilistraee was not automatically exiled from Arvandor, but volunteered to leave as she believed she would be needed. She still harbours hope that some if not all of the Dark Elves will turn their back on evil. Her trademarks are song and beauty. Not much is known about Eilistraee except that she is quick to anger over the evil that most drow do. Eilistraee will more likely lend aid to a creature she favours instead of appear personally. She will grant favours, small ones, which give the most practical answers. If the situation warrants her appearance she usually will appear as a tall drow female with long glowing hair down to her ankles. The clergy of Eilistraee are female from any race. These priestesses much further the cause of beauty and song. They must always carry one of their goddess?s favoured instruments, the horn, flute, or harp. Their lot in life is to persuade drow to return to the surface world and work to improve surface relations. Clerics of the Dark Maiden pray for spells at night, after Moonrise, singing them whenever possible. Their rituals revolve around a hunt followed by a feast, dancing (wearing as little clothing as possible), and a Circle of Song. This last is held preferably in a wooden glade on a moonlit night, in which the worshipers sit and dance by turns in a circle, each one leading a song. Worshipers of Eilistraee try to let out all the gathered emotions of the day with an evensong. This is a personal thing, often wordless, and done in private. Clerics of the Dark Maiden who have the coin to do so are expected to hire any strange minstrel or bard they meet for a song or two; lay worshipers are encouraged but not required to do so. History of the Drow: Like the other elves, Dark Elves are not native to Aber Toril, but came as immigrants some twenty five millennia ago. The Ssri-Tel-Quessir who were the ancestors of the Drow formed part of the second wave of elven immigration, which signalled the end of the Time of the Dragons. The names and whereabouts of the original elven home worlds have long since been lost in the mists of time. Using portals the Dark elves passed through various realms of the Fey, but they mainly populated the tropical jungles of Southern Faerun, in what is now the Shaar. The Dark Elves were a powerful people and quickly established large empires. The most famous (or infamous) of these was Ilythiir. We are told this mighty nation became increasingly ambitious and cruel, and mercilessly attacked the other nations of Southern Faerun with . These traits are said to have sparked off the first Crown War, but as in much of elven history nobody really knows the truth of the matter. The elven legends of the past are many and varied. There are many different stories telling how how the Dark Ones came to dwell in the Underdark, and how they came to follow the fierce Spider Queen - Lolth. This is but one version of the many tales told. As far back as -17800 (Dale Reckoning) the rift between the dark elves and the other elves was showing. Dark elven Ilythiiri spies and assassins provoked the War of the Three Leaves, but it was many centuries before this came to light. Around -12000 the long and bloody Crown Wars began and Ilythiiri took the opportunity to attack the other elven nations. The Spider Queen Lolth gained a foothold in the hearts of many Elves. They used her to gain greater power and influence, and her evil ways led them even further astray. These Elves practiced dark magic and forbidden lore to make themselves mighty, and they turned from the light they had loved so much. During the long and bloody Crown Wars the Ilythiiri are said to have focussed much of their aggression on the realms of the Green Elves. Some histories have it that the Dark Elves utterly shattered these nations, and forced the Green elves into their isolated and barbaric existence.In -10450, at the beginning of the Fourth Crown War, for the first time they openly used the corrupt powers of their dark and evil gods. High mages and priests beseeched Corellon for help, but it took many years fervent prayer before their prayers were answere. The tension grew unbearable. The Elves who had embraced the teachings of Lolth marched into the cities and slaughtered their brethren. The first attack came under cover of darkness, and the other Elves could not mount a defense. But they had seen the dark time to come, and they had readied themselves for war. The Elfwar raged for decades, neither side gaining victory. Thousands of Elves perished on both sides, and the number of wounded grew ever higher. The dark elves of Ilythiir gained a new name of "dhaeraow" from an ancient elven language Tethir, meaning "face of shadow, heart of night, traitor". In -10000 the Drow massed for the final battle, and Lolth covered the land in loathsome clouds of black to strike fear in the hearts of mortal Elves. With the aid of Lolth they struck a mighty blow against Miyetar, the nation of the green elves - decimating that race and driving the survivors into a reclusive and barbarian existence deep within the forests of Faerun. The Drow were prepared to win?but then the gods themselves intervened. Corellon Larethian and his companions struck deep into the heart of Drow territory. Long and hard they fought, seeking the evil in that land. Finally, Corellon Larethian came upon the dread Spider Queen, and he attacked. Magic flared and spat; blood merged in rivulets. Then Corellon struck Lolth a telling blow, driving her deep into the earth. With her defeat, the haze over the battlefield lifted, allowing the bright light of the sun to bathe the land in its healing rays. Corellon?s magic, as directed through his priests and High Mages, transformed the dark elves, whether the corrupt Ilythiiri or others. The Drow turned their faces away from the sun's purification, preferring instead their fallen goddess. They consciously chose the shadows over light. Some tales (especially those told by Drow on other worlds) tell us that Corellon decreed that such treachery would forever show upon their faces, and is for this reason that the skin of the Drow is dark. Others tell us that the followers of Lolth always had a black heart and a black skin. Just as Lolth was driven through a deep rift into the Abyss, so the Drow were driven deep underground. Over the long ages that followed the term "dhaeraow" became corrupted to Drow, the name given to the Dark Elves today. "The warlike drow nature did not change when they escaped their surface foes during The Descent. In fact, they immediately launched a series of wars to establish territories in the Underdark. They began by stealing and seizing dwarven magical items, and using them against the dwarves - establishing an enmity that is still strong today. The drow then fought among themselves, noble against noble, priest against priestess, for rule of their new realm. This all-out war ended amid great magical explosions that brought down the roof of the largest dwarven cavern they had seized, great Bhaerynden. The ceiling collapsed entirely, burying many drow and the shattered dwarven cities. The cavern, now open to the sky, became known as The Great Rift. The surviving drow nobles gathered what people, slaves, and equipment they could seize, and fled into the Underdark in search of places to dwell. "The Scattering" brought about the many rival, self-interested cities where most drow live today". The history of the Drow this point on follows four themes. The first is strife and division within themselves. Rivalry within and between houses dominate the cities. Intense rivalry between the cities means that if one becomes to powerful the others quickly bring it back down to a more subservient role. It goes without saying the Drow own written records and songs of these episodes bear scant relation to what really happened. Secondly there is a long standing pattern of isolated and usually relatively small raids mounted against other residents of the Underdark. Less frequently similar raids are mounted against surface dwellers, most especially elves. These raids only cause small amounts of damage and loss of life. Raids such as this only make it into the histories if they are repeated and more frequent than usual. Thirdly it is true that very occasionally the Drow unite to mount a full campaign against their most hated enemies. Drow from different cities will band together to oust dwarves from what they see as Drow territory. They will also unite to wipe out the greatest foe of all Drow who have abandoned their evil gods to follow Eilestraee. Lastly, as the Elven Retreat continued Drow raiders who hunting surface elves to kill soon noticed the drop in numbers of these elves. The Drow also became aware that many surface elven strongholds had been abandoned. Disaffected noble houses, hunters and raiders saw the richness of the surface lands; food and water in plentiful supply, and an abundance of sentient prey to feed the sacrificial alters. in recent years increasing numbers have taken to living above ground all the time, and have trained themselves to tolerate bright sunlight. Others have taken up residence in the lower levels of the abandoned strongholds or nearby tunnels, and use these as a launching point for raids. The numbers of Drow dwelling on the surface or close to it are steadily rising, and pose a steadily increasing threat to surfacers. Although many of these Drow have turned away from the worship of Lolth and have turned their backs on the chaos and incessant strife of the Underdark Drow they still have a powerful drive to conquer and enslave those of "lesser" races. Rolling dunes, in all directions; such was the prevalent image of the arid land, a place devoid of vitality and ringing with the mournful canticle of lost ages. For a canticle there was; a haunting melody that only the most perspicacious could hope to comprehend, for it was in the ancient vernacular of the area, which had long since faded with the seasons. The desert was a hinterland, far from any civilization in any form. It was pure, untainted by the besmirchment of humans, lacking the acculturation of elves, and generally unimpeded by the uncouth behaviors of all races, for no species can inhabit an area and preserve it. And the desert still possessed the litany of lost souls, the song of the sand. So many had relinquished life under the blistering heat of the sun, deprived of the elements necessary for survival. So many tales had ended in the wasteland. So many spirits had been condemned prematurely. It was a land that took lives, and kept them; for a curse had been placed on the desert in ages untold, a tribulation caused by the dying adages of a broken man. His last intimation was that the spot of his death and its purlieus would be forever unsanctified, that the execrable whom entered would at their own peril, for the impuissant would never leave. And so, the man anathematized the land. And so was the state of this land. All who traversed it fell into a deep state of dementia, and soon, driven berserk, took their own lives. Those who resisted the insanity became resigned to their inevitable fate. This was the veracious malady of the land. The pestilence of the land was well known, and therefore the land was avoided by the sensible. Obviously, a few of the more audacious (audacious often being substituted for foolish) attempted at braving the land, but none had championed the desert. It was a hostile environment of nonpareil potency. Yet one soul traversed the land, free from the torment of his compatriots. One soul swam not in the ocean of spirits as the others did. One solitary soul rode the tempest that was searing across the sand. This eidolon was not beguiled by the desert, not infatuated by the calamity of the land. The soul passed the others, taunting them, goading them to strike at him, for he knew they couldn't. Such a wail arose from the phantasms! Their abhorrence for the untrammeled spirit was so prodigious! The unregimented soul ceased his incessant taunting, and edged forward, engaging in a small colloquy between him and the spirits. Soon, however, incivility raged, and the polite exchange became obloquy. Tones that formerly were barely audible rose into a screeching bemoan, as the spirits captivated by the curse of the desert expressed their malevolence towards the one whom they so coveted. And so, the congregation formed an anathema against the lone spirit, yet he never stopped taunting them, scorning them. Such was the mark of a malicious being. And, for a moment, the song of the sand ceased, and the desert lapsed into an aberrant state of quiescence. The canticle was renewed, however, drowning the taciturnity of the eidolons. The tenacious euphony continued, and with it the potency of the lone spirit seemed to wane, somewhat. The sonance reverberated through the hallowed halls of his mind, acerbating him until he wished that it would stop, if only! Yet it would never stop, both amaranthine and illimitable, beautiful and terrifying! It drove him into dementia, and even in his hysteria he could not nullify the incessant melody. And suddenly a paroxysm of change overcame the spirit. His features melted, until he was hideously disfigured, marred by cicatrices, an immaculate portrayal of the turmoil erupting in his malignant soul. The pockmarks of his life, both wounds inflicted physically and mentally, lacerations across his face and bare chest, prevalent on his formerly pulchritudinous features. And tears poured down his visage, obscuring his sight, yet that mattered not, so long as this torment would just cease! His countenance was that of sheer anguish, and in his optics shone consummate trepidation. Stath zhaun udossta roesor, stath zhaun udossta jiv'undus. Naust zhaun udossta treemma, naust zhaun udossta statha. Udossta streean ph' naut wun ist'a, lu' udos olplynir l' athiyk d' jal vel'uss szuk pholor nindol i'nik. Streea zhah udossta nibele, treemma zhah udossta ste'kol. Jiv'undus zhah udossta jivvin, phlith zhah udossta lilbh'iahin. Vel'bol jal byrren phlith, udos ssinssrigg. Whol ulu ssinssrigg zhah tlu natha wael. And the tears never stopped flowing, displaying the soul's tragic lamentation. The language of the melody was arcane, an ancient form of drow. The antediluvian dialect was reminisce of the once omnipotent reign of dark elves in the region. However, such power had faded, and the lineage of the ancient drow kings long forgotten. Even if the successor was found, the blood would have been tainted by the ages of inferior drows, so that the dynasty could never resurface. L' ilythiiri ilstar phor jal, quin l' inbal nau mir areion udossa. Lu'oh shlu'ta nindel tlu? Udos zhaun nin, quin udos zhaun l' phlith zhah udossta senger. Udos ph' piwafwi wun l' cha'kohk pholor nindol thac'zil, thalra udossta yorn, whol jal vel'uss malar zhal yaith. Yet, as if benevolence had somehow overtaken the spirits, as if they suddenly saw solace, they ceased their song. The drow spirit, wracked with the horrors of the melody, arched his back in the air, convulsing still from the strange omnipotence of the song. When it ceased, he lay still, faded into a state of lassitude. 'Twas a precarious situation, on both sides. The spirit of the drow lay dormant, as if he had finally been dealt the retribution of the desert. The mass of souls watched him warily, for they did not sense death from him, only absence of life. And suddenly, as the moon crept from behind the miasma of clouds, the spirit of the Drow Warrior, Karian, shot forward and sliced through the ocean of souls. A wail emitted from the orifices of a thousand, nay, a million spirits, as the relentless fighter tore through them, absorbing their power, draining them of their wisdom. He was ruthless, sparing none, and when his task was done, a million souls of the land had been put to rest, and a growing threat had been strengthened. The spirit rode the wind until his feet touched the earth. The Song of the Sand was simply a memory. Where the icy breeze kisses the earth, and whistles through the markers of the dead, few dare venture. Where the spirits of old frolic, and watch over their eternal resting place, few dare trespass upon. Where the sky is constantly a grisly gray, and the vegetation is twisted, and the beasts are forever in a state of dementia, few dare impede upon the slumber of the dead. These few, some might call brave. Some might say they simply visit to mourn losses, but it takes a courageous soul indeed to disturb the final resting place of all. For all eventually fall into shadow, forever taken by the cold embrace of the earth, to never feel the breeze in their face, to never feel the warmth of the sun's basking rays. Who does trespass upon these sacred grounds, then? The few who are a paragon of audacity and courage, or those who are filled with a cornucopia of sorrow? Perhaps both, but that is irrelevant. What is relevant is that those who disturb the rest of the dead rarely remember the experience with fondness. A spirit lay deep within the ground; the body it had possessed had been enchanted to resist rot, but that had not prevented the being to be unrecognizable. Oh, his features were intact, that was true enough. However, the commanding presence that he had once possessed had faded with the seasons, and his long slumber, unstirred by the malicious events of everyday life, had sapped him of the aura of nonpareil potency that he had come to carry with him. The features were slightly slanted. His face was fairly pulchritudinous, yet it was shadowed. His skin was naturally dark, and his eyes, though now closed, had once burned bright with malignance and cunning. They had been deepest blue, like sapphires, yet now they had faded, losing their fervor and energy. He was adorned in simple garb; traveling clothes, for that was what he had typically worn in life. However, his boots were ornate, and the hem of his cloak was laced with intricate platinum designs, so graceful that they could only be the work of Angels. His long, silver hair that so resembled the moonlight's pallid glow framed his dark face, spilling over his shoulders and splaying out across the coffin. He was clearly of Elven nature, though his shadowy countenance meant only one thing; he was a twisted elf, a dark elf. A Drow. However, his legacy had ended, and, though no one had taken his place, so to speak, there were those that sought it. His guild had faded into nothingness, his ethereal achievements nearly diminished. Many remembered the commanding Drow, though few with clarity. To most he had been an unreachable figure, bearing a heavy burden that no one could assist him with. And, in many aspects, he was. There were those few, that miniscule amount of people who had considered their relationship with him a friendship, however, and they had remembered him. There were those who had viewed him with trepidation, and they remembered him. But all others, well, it was doubtful that he was more than a name. Karian... A whisper on the breeze echoed this name. The name was full of lost sentiments and long history, though most of his endeavors had been forgotten in the sands of time. He had not been long dead, but it was as if all memories of him had been completely eradicated. Who can explain why his spirit awakened? For it did, and it rose from the tomb it had been confined in to fade from the earth, dancing among the winds. And then, it materialized into a phantom image of the dead Drow, standing in the cemetery. Few would be able to even distinguish that he was not concrete, simply a stray spirit, but some, the more impertinent, would be able to see. However, such vigilance is rare, and it was doubtful any would come across him and recognize him for who he was, or what he was. Perhaps it was not such a glorious return. Perhaps it was not met by celebration, but then again, who would celebrate the return of such a diabolical figure? His return had been predicted, by naught but a whisper on the breeze. The area was a paragon of serenity. A blanket of snow forever lay across the land, illuminated by the eerie glow of the moon, and it seemed to be frozen in time; the beasts seemed to have ceased all activity, even the nocturnal creatures, and the trees seemed to be sleeping under their shrowd of snow. The barren land was visited by few, but its serenity and beauty attracted those bold enough to trek into the frigid lands. There was not any immediate danger in the area, apart from the low temperature; a few frost goblins lived in the northern area, but they were not great in numbers and mainly kept to themselves, avoiding contact with most travelers who passed through the areas. They were cowards, and never attacked large groups or travelers they deemed hardy warriors, but every now and then a weaker traveler would fall victim to their antics. They hardly were a threat to any possessing remote prowess with the blade or arcane arts, however, so most bold enough to travel here did not worry about the goblins. The only other real threat were the ice elementals, but they, of course, rarely attacked those who did not bother them. However, their retaliation was often vicious, and those foolish enough to attack them were often in store with a quick retribution. It was true, there were few threats in the Heart of Winter. That is, of course, only extending to the beasts that are relatively common there. When a threat traverses into the land, there is, of course, danger in travelling there. One such creature now glided along the breezes. He was naught but a spirit, riding the winds, yet he did possess strength. Before his death, of course, he had been much more potent, and he considered himself a weakling, deprived of power and magic, now, but he still did possess strength beyond that of any beast that resided within the Winter's Heart. And now, he was travelling about the area, preying on those he found. Four frost goblins had fell to him, by now, and an elemental; along with a grizzly bear, a few wolves, and an imp (cousin to the goblins, but craftier). He was enjoying himself, feeding on the souls of the hapless creatures, but he was sated, now. Releasing himself from the breeze, he drifted to the earth, his solid yet not solid feet printing the ground. Why do I prey on these weaklings? I need someone stronger... One might ponder the motivation of his endeavors. It was something of a barbaric idea, but he believed that his strength could be returned only by feeding on the strength of others. The goblins screeched as their compatriot fell, the light fading from his eyes and the life leaving its body. A susurration of souls echoed through the valley, whispering their doom to them. They babbled in the incoherent vernacular of the area, as another one of their companions fell. One of the creatures ran in an oblique line to the trees, hoping to escape his fate, as the other made a fastidious analysis of his options. However, he took to long to find a solution, and he fell, the life passing from his body. The last goblin came to a precipitous slope. He glanced from side to side, trying to find an escape route, before seeming to fall into a state of lassitude. His eyelids drooped, and he collapsed into the snow. The spirit reveled in his diabolical nature, but he was simply disposing of a pest, in his own eyes. Now that he had achieved what he had intended for the night, he was going to become quite indolent, he knew. He was done hunting, had achieved the sustenance he required at the moment. Settling in the snow, he let the tranquility of the area wash over him. He realized that he probably would encounter no one else tonight, and even if he did, he would not attempt to devour their spirits. He wasn't particularly gregarious, so he had no problem with not encountering anyone else tonight; he simply was not social. A chilly breeze blew over the area, whispering through the trees, but Karian (for that was the spirit's name) felt nothing, for in death he had abandoned many things, among these being affected by the elements. He let his sentiments drift elsewhere, and he fell into a deep meditation, though he always maintained vigilence, never stopping his alertness of his surroundings. One might describe him as pallid, and it would be both true and remarkably false. For he seemed to possess such features, yet his skin was as black as the night, and his eyes a dark blue like that of no other. His hair, splayed out about the ground, almost camoflauged with the snow, for it was nearly the exact hue of moonlight. He was, as his impertinent young sister had once described him, "Pulchritudinous in a glacial way." She was gone, now, but her words had remained with Karian. It was one of the few praises he had recieved (and he did consider that a praise) as a child, and he had taken it to heart. He sighed at the memory of his sister. He had cared about a few people throughout his life, and she had been among that list, beside his former lover, their daughters, and a select few of his great friends. And so, he sat in the paragon of serenity

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Interesting Thing about the Drow