80% found this document useful (5 votes)
2K views97 pages

AD&D - Forgotten Realms - Menzoberranzan - BOOK 1 - The City

Uploaded by

Thiago Raulino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
80% found this document useful (5 votes)
2K views97 pages

AD&D - Forgotten Realms - Menzoberranzan - BOOK 1 - The City

Uploaded by

Thiago Raulino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 97

Book One: The City

by Ed Greenwood
Table of Contents

Drow Cities of the Underdark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3


Menzoberranzan the Mighty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
A Walking Tour of the Dark Dominion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Daily Life in Menzoberranzan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Drow “High Life”. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Now: Current News and Rumors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Then: The Spider Mage’s History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Menzoberranzan’s Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
The Neighborhoods of the City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
The Bazaar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Special Occasions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
What the Future May Hold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
The Mage Lords of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
Magic of Menzoberranzan: Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Magic of Menzoberranzan: Mage Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Priestesses of Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
Magic of Menzoberranzan: Priest Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Magic of Menzoberranzan: Special Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Monsters of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Alhoon (Illithilich) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Cloaker Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Foulwing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Lizard, Subterranean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Riding Lizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Wingless Wonder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
Some Known Traps of Menzoberranzan . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Credits:
Design: Ed Greenwood Cartography: Diesel
Editing: Karen S. Boomgarden Typography: Gaye O’Keefe
Interior Art: Jaime Lombardo and Ron Hill Production: Paul Hanchette and Dee Barnett
Cover Art: Jeff Easley Graphic Design: Paul Hanchette and Dee Barnett

Special thanks to Anne Brown and Julia Martin for their timely help.
ADVANCED DUNGEONS & DRAGONS, AD& D, SPELLJAMMER, RAVENLOFT and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc. The TSR
logo is a trademark owned by TSR, Inc.

Copyright ©1992 TSR, Inc. All Rights Reserved Printed in U.S.A.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed in the
United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc.

1083XXX1503
ISBN 1-56076-460-0
1083
Drow Cities of the Underdark

There is a world beneath the world hu- We’ve explored Menzoberranzan, of the
mans know—a vast, lawless land under forty or so known drow cities, because it
The Realms That See The Sun. It is a peril- is the birthplace of the famous Drizzt
ous wilderland of dark caverns, crevices, Do’Urden (himself detailed in Book II of
and labyrinthine passages: The Realms Be- this boxed set, his statistics updated from
low, the vast and mysterious Underdark. Hall of Heroes). A look at the strange,
No surface adventurer has seen all its harsh, and at times splendid cesspool of
depths and corners. Beasts that no evil from which he sprang shows how
surface-dweller yet knows of lurk in its drow became a power in the Realms—and
lightless depths—and surviving explorers unlocks the door to vivid adventures in
say the known dangers are bad enough! the drow-ruled Underdark.
To the unwary (or merely desperate) This set can be used to create any sub-
traveler in the Underdark, a city may terranean drow city by changing the lay-
seem a refuge from creeping doom in the out, the names and detailed NPCs of the
darkness. It holds, after all, bustling life— noble Houses, and the trade interests and
with food, tools, and perhaps aid. overall aims of the inhabitants.
Perhaps not. Even the good beings of Change the all-pervasive worship of
the depths, dwarves, gnomes, thaalud, Lolth (“Lloth” to Menzoberranyr) to a
and svirfneblin, tend to be (rightfully) sus- tense rivalry between worshippers of
picious of intruders. Other city-dwellers Lolth, Ghaunadaur, and Vhaeraun, and
include (among merely nasty folk, such as you have Eryndlyn, a city that trades with
jermlaine) the most evil and dangerous the Sword Coast from hidden caves some-
races of the Realms: kuo-toa, duergar, il- where in The High Moor. Change it to the
lithids, cloakers, and most far-reaching of worship of Ghaunadaur only (with rever-
all, drow, the dark elves. ence and breeding of slimes, jellies, and
The essential guide to this deadly race is oozes) and you have Llurth Dreier, a city
the sourcebook Drow of the Underdark. A of 400,000 drow ruling vast fungi-farm ca-
DM familiar with it and the “Elf, Drow” en- verns under The Shaar, northwest of The
try in Volume 2 of the Monstrous Compen- Deep Realm of the dwarves (detailed in
dium knows drow “basics.” To understand Dwarves Deep). Let mages rule, reducing
the unusual power and influence of drow, priestesses to minor power, and you have
however, one must see a drow city. the magical item-trading city of Sshamath,
Something of what life is like amid the somewhere beneath The Far Hills. Read
cruel, ever-warring drow can be gleaned on, and find adventure!
from the FORGOTTEN REALMS® novels
Homeland and Exile by R.A. Salvatore, but
bringing a drow city to life needs more:
this boxed set.
Of the set’s three books, this tome is a
guide to Menzoberranzan, a drow city of
middling size and importance that is
(thankfully to most surface folk!) a week’s
travel from the nearest surface connec-
tion. Companion books detail its nobles
and suggest adventures.

3
Menzoberranzan the Mighty

Slightly more than 20,000 drow call Men- nance. Males of the city tend to excel in
zoberranzan home. This is fewer than the few things they are allowed to excel
most drow cities; most hold 35,000 or in: fighting, wizardry, and dirty jobs re-
more. The bitter, violent rivalries of the lated to trade, building, and food.
city’s noble Houses (perpetuated and fos- Males who enjoy home or the worship
tered by the Spider Queen and those who of Lloth turn their efforts to mastering the
worship her) keeps the population from arts of sculpture and design (and, if magi-
growing much—but also ensures that the cally talented, glyphs and House defensive
drow of Menzoberranzan are among the traps), and to excelling at songs in praise
hardiest and most cunning survivors, and of the Spider Queen.
deadliest fighters, of the Underdark. Most Restless or independent males tend to
surface realms of forty times the city’s gravitate to study in Sorcere (which can
population would be hard put to assemble involve being cloistered away from most
twenty warriors who could hold their House politics for their entire lives), or to-
own for long against twenty Menzober- wards life as a merchant traveling
ranyr fighters. through the perilous Underdark to and
Menzoberranzan’s low population from other cities and trademoots, some-
makes its ruling Council smaller than times on the surface. (Skullport, under the
those of most drow cities—eight Houses city of Waterdeep, is one such trademoot.
rule, rather than the more usual nine, On rare occasions, it is worth the long
twelve, fourteen or sixteen. At least one trip, and the destination’s great dangers,
drow city, Guallidurth (deep under Calim- for the scarce and wonderful wares—
shan), has twenty-one Houses in Council. such as spell components—that can be
On the other hand, Menzoberranyr are bought there.)
a more tightly-knit populace than most, Except for individuals of great beauty,
because they all dwell in one vast natural or who show great aptitude in the arts of
cavern. Most drow cities have inherent war, sorcery, or artisanship in a valued
prejudices and rivalries, as citizens grow field, the preceding notes on choices in life
up in various caverns and linking pas- apply almost exclusively to drow nobles:
sages, and citizens are judged or ranked commoners do as they are told, forming
by where they came from. the bulk of the drudge labor, House-
The worship of Lolth (called “Lloth” in servant, and common soldiering tasks as
Menzoberranzan, as in some other drow servants of the noble Houses.
cities, and as she will be referred to in the No drow citizen of Menzoberranzan is
rest of this set) dominates Menzoberranyr ever officially the “slave” of another Men-
life. There seems no higher purpose in the zoberranyr, but a great many drow are
lives of most citizens than to rise in the slaves in all but name. (Drow battle-
service of the Spider Queen—until she captives won from outside the city can be
claims each life, in turn. Most drow de- held openly as slaves.)
velop a hobby or interest to call their own The commoners’ only avenues to free-
(from mastery of a particular weapon to dom lie in escape from the city, or in devel-
collecting certain gems or fine boots), but oping skill and reputation (and thereby,
these can be weaknesses if a rival can find work) as hunters, mercenary warriors, or
a way to exploit them. traveling merchants. As all of these routes
With Lloth-worship comes female domi- to a better life lead into the dangerous

4
wild Underdark, few survive long to enjoy el Spider Queen pits drow against drow
any successes. solely to improve and strengthen her peo-
Commoners with exceptional skills are ple, making the survivors ever stronger,
usually adopted by the noble House they wiser, and better able to serve her. Lloth
serve, or (more rarely) by the first noble also helps her people from time to time
House to notice their skill and seize them. (though seldom directly, especially in
They receive the House name, sponsor- House-versus-House internal conflicts).
ship, and a position—a precarious one, Matrons can ask information and aid of
based on performance and the whim of her dreaded handmaidens, the yochlol
the ruling Matron of the House. In the (detailed in FOR2), but any faithful Menzo-
case of male drow of great beauty award- berranyr drow who calls on Lloth in need
ed the position of “patron” (consort to the may receive a one-time cure light wounds,
Matron), this is all too literally true. Some neutralize poison, or any spell-power pos-
sadistic Matrons take new patrons every sessed by drow even if the supplicant can-
night, having the twisted, disfigured rem- not yet, or never will be able to, wield
nant of the last consort fed to House ani- such powers or has exhausted his or her
mals, slain out of hand, or put to menial daily ration of them. (There is a 10 percent
labor to be slowly worked to death. chance per level of this happening, minus
Perhaps the best road to independence 10 percent for each time in the last 33
for drow lies in sorcery. House wizards days aid has been called for.) Such aid is
(and even more so, House members study- always temporary, and accompanied by
ing in Sorcere, shielded from daily contact the arrival of some sort of spider. Lloth al-
with non-wizards) are treated with some ways exacts her price later: often a diffi-
respect by even the most aggressive fe- cult, dangerous mission or service.
males. One can never be sure of the Alternatively, Lloth may send spiders to
power of a drow mage—until it is too late. attack foes of beleaguered drow; this form
As shown in Drow of the Underdark, un- of aid does not “cost” anything.
der “House Insignia,” drow wizards always
look to their own defense first, and are of-
ten able to hide powers and magical prep-
arations even from watchful high
priestesses of Lloth.
Female drow usually throw themselves
with energy and zeal into the endless, vi-
cious intrigue and politics of the city. The
bodies of many mark every twist and turn
in the fortunes of the Houses, and the
everchanging favor of fickle Lloth—but
for every drow female who falls, fifteen to
twenty males meet doom.
If life is so dangerous, and drow forced
into endless strife against drow, how is
Menzoberranzan “the mighty?” Why does
it survive at all? The answer lies with
Lloth. If one believes her faithful, the cru-

5
Menzoberranzan the Mighty is a seething
power-house of Lloth-worshipping, tire-
Narbondel
lessly evil drow, striving for supremacy in
the eyes of the fell Spider Queen. “An ant- Known as Narbondel, this pillar has been
hill of arrogant evil,” the archsorceress left unworked by the drow. It serves
them, and all visitors with infravision, as a
Laeral once described it. To map every
room and passage of a city so busy, and so gigantic clock. At the end of each day, the
city’s ranking Archmage (or a master of
worked into the stone (with many rising
Sorcere, in the rare instances when the
and falling levels, secret ways, and miles
upon miles of passages) is an impossibility Archmage is dead, otherwise occupied, or
absent from the city) casts a fire spell into
and a hindrance to the creativity of
its base.
Dungeon Masters. Even a dedicated, un-
opposed drow citizen would need most of The heat created by the spell is conduct-
ed slowly upward through the stone, until
a lifetime to walk every stone of the city—
so here is a brief tour of its highlights. to infravision Narbondel glows red from
Menzoberranzan is not a large city by top to bottom. Then it fades rapidly to
drow standards; only 20,000 drow dwell darkness, “the black death of Narbondel.”
The time when the wizard casts his fire
there. It fills a large cavern, formerly a gi-
ant spider lair known by its dwarven spell anew corresponds to midnight in the
surface Realms, just as the cycle of Nar-
name, Araurilcaurak (literally, “Great Pil-
bondel’s rising fire equals a surface-world
lar Cavern”), for a great natural rock pillar
at its center, that joins floor and ceiling in day.
a massive shaft.

6
A Walking Tour of the Dark Dominion

spans, and by spiraling stairs and pas-


The Cavern sages in the cavern walls.
Menzoberranzan’s cavern is roughly
arrowhead-shaped, with the pool of Doni- Donigarten
garten at its tip, and two miles across at its
widest point. The ceiling rises a thousand At the smoothest, lowest end of the city’s
feet high, and its floor is studded with cavern is a natural lake or pond, Donigar-
many stalagmites and lesser pillars (stalac- ten. Its chill waters serve vital food needs
tites and stalagmites that have grown to- for the drow, nourishing fish and eels
gether, to fuse into an unbroken shaft of (taken from the waters by fisher-goblin
rock). The cavern floor is broken by three slaves), flowing into carefully irrigated
major rifts and many smaller ones, and dungfields (where orcs tend mushrooms
two areas rise above the rest of the city: and other edible fungi, renewing and ex-
Tier Breche, the side-cavern occupied by panding the fields with excrement
the Academy that trains all drow citizens brought in wagonloads from the city
for adulthood; and larger Qu’ellarz’orl proper), and supporting two moss beds.
(House-Loft), a plateau separated from the The large bed on the shore holds moss
lower city by a grove of giant mushrooms, eaten by drow as delicacies; the second
home to many of the city’s mightiest noble bed covers an island, and feeds a herd of
Houses. deep rothe (ox-like cattle detailed fully in
From either of these heights, a drow citi- Drow of the Underdark, FOR2) confined
zen can look out across the city. The view there by the waters of the pond and by
is row upon row of carved, spired stone the diligence of orc slave-shepherds. On
castles, their salient points and sculpted the Isle of Rothe, rothe are reared for the
highlights lit by the soft, tinted flows of tables of Menzoberranzan. Small pens on
permanent faerie fires. Except for Nar- the shore nearby allow the orcs to tend
bondel, not a stone of the city has been left other animals (notably captured or pur-
in its natural shape—everything has been chased surface-world delicacies such as
worked into a smooth, unbroken, unjoint- mountain sheep, or edible monsters
ed expanse. Adventurers bent on vandal- brought back by drow hunting bands),
ism take note: unless one brings it along, and to breed rothe away from the crowd-
there is no such thing in the better parts ed isle.
of Menzoberranzan as a loose stone, lying The slaves pole rafts about the pond.
around to be snatched up as a weapon! They are allowed to swim, and even to
Many of the city’s largest dwellings, es- dive with spears or to tow nets if fish are
pecially the compounds occupied by noble needed in a hurry, but are forbidden to ex-
Houses, were created by fencing stalag- plore the pond’s murky, muddy bottom.
mites together with magically raised and Legends of lurking, water-dwelling ropers
melded stone. The grandest drow feats and worse make the rounds regularly, but
are the carved, worked, hollowed-out sta- most wise orcs suspect that any pond
lactites that hang over much of the central monsters are deliberately-placed guard-
cavern and above Qu’ellarz’orl: “Over- ians, and the real reason for the prohibi-
caverns” linked to the main city below by tion is to keep slaves from finding magical
a hundred leaping, railless, stone bridge- items and valuables lost to the drow in

7
A Walking Tour of the Dark Dominion

long-ago days, when two customs filled


the pond waters with treasures. Tier Breche
It was the custom in those times to con-
The highest part of the city “floor,” this
sign the bodies of Matron Mothers of the
side cavern is home to the Academy that
eight ruling Houses, and drow heroes fa-
trains drow for adulthood and full status
vored by Lloth, such as warriors who per-
as citizens of Menzoberranzan. From the
ished in achieving victories, to the waters
main part of the city, Tier Breche is
of Donigarten. The corpses were dressed
reached by a stone stairway. Its upper
and adorned in finery (gems, magic, and
end is flanked by two giant stone pillars.
all), then lashed to a stone spar of strong
In the shadow of each, at all times, stands
adamantite content and dweomer radia-
a male drow warrior on guard: last-year
tions. This made the bodies sink, and con-
students of Melee-Magthere, the school
cealed the precise whereabouts of the
for fighters.
magic from would-be thieves, masking the
Here twenty-five-year-old drow come
area with many flickering magical
for training, and are not allowed to pass
dweomers.
back down the stairs into the city until
The second custom was unofficially but
they have been graduated by a Master or
much more enthusiastically pursued; am-
Mistress of the Academy.
bitious drow who murdered friends, ri-
A male whose aptitude for magic has
vals, or kin would often sink them in
not been demonstrated during his youth
Donigarten, in haste and with all valuables
as outstanding (or greater than his battle
that could be identified as theirs, so that
prowess) goes first to Melee-Magthere, the
they disappeared tracelessly into the tan-
largest and most easterly of the three
gle of other corpses below. Something be-
structures of Tier Breche. This is the fight-
low Donigarten’s inky black surface
ers’ school, and here the famous Drizzt
devours drow corpses, and orc and goblin
Do’Urden, like countless drow before and
slaves do disappear from time to time, but
after him, spent nine years training to
the slaves who swim and dive do not fear
fight—a schooling that involved many pa-
attack; it never comes (at least, not in front
trols out into the Dominion and beyond,
of witnesses).
Even drow children have heard persist- into the lawless Underdark, but no visits
to the city proper. The first half of Drizzt’s
ent, age-old rumors of flooded tunnels
tenth year took him to the sculpted
that link Donigarten to an underwater
stalagmite-tower of Sorcere, the many-
kingdom, or a lost temple of a god older
chambered tower of wizardry, closest to
than Lloth, or a warren of watery caves
the west wall of Tier Breche. Here, many
inhabited by creatures more powerful
of the most powerful drow males of the
than kuo-toa. No sane drow tries to inves-
city dwell, hidden from much daily
tigate such tales; the magical chaos at
intrigue—or as fugitives from the deadly
Donigarten’s bottom hopelessly confuses
ways of House rivalries and politics, await-
all scrying attempts, and explorations
ing a chance for revenge.
must be made directly.
The northernmost and most impressive
building of the Academy is spider-shaped
Arach-Tinilith, where the priestesses of
Lloth are trained. Males are housed here

8
only for the last six months of their ten- and Donigarten’s precious water lies.
year training. Their mouths are all guarded by scorpion-
Drow leave the Academy molded into shaped, poison-shooting jade spider
the treacherous, vicious ways of Menzo- statues.
berranzan, “The Spite of the Spider The smallest of these tunnels leads to a
Queen” as other drow have called it. chasm at the eastern edge of the Domin-
Those who fail their training die, or are ion inhabited by driders outcast from the
transformed into driders or worse. More city. They slay and devour all who stray
is said of the Academy’s dark work in oth- into their clutches, especially hating and
er chapters of this book. prizing the flesh of unaltered drow.

The Dark Dominion


Over a hundred tunnels link the city ca-
vern with the surrounding Underdark—
notably with almost two dozen faerzress
(magic power) spots, where adamantite-
laden rock gives off the dark radiations
drow value in the making of their best ar-
mor, weaponry, and tools. The area
around the city patrolled by the drow is
known as Bauthwaf (around-cloak), or
more grandly as the Dark Dominion. (The
word “patrolled” is carefully chosen; only
a fool ever refers to an area as “con-
trolled,” or “safe.”)
Monsters roam the Dominion despite
regular drow patrols, and even venture
into the city, following the ready food and
guidance of merchant traffic. Most are
quickly dispatched; such is the drow that
strong guards are kept only over the sin-
gle entrance to Tier Breche. Its sentinels
are a pair of magical jade spiders (detailed
in Drow of the Underdark, FOR2), over
the several tunnels that open out of Qu’el-
larz’orl (the guards there are drow with
magical items such as wands of viscid
globs, alarm horns to summon swift rein-
forcements, and servant giants) and on
the Eastways.
The Eastways are three tunnels that
open into the eastern end of the cavern of
Menzoberranzan, where no drow dwell

9
Daily Life in Menzoberranzan

As well as being a battleground for war- spell that protects the entire wall. These
ring drow of rival Houses and a cauldron spells typically unleash a 6d4-hit-point
of willing and unwilling followers of the damage lightning discharge the first time
cruel Spider Queen, Menzoberranzan is a around, and if attacks persist, manifest in
place where people live, laugh, love, and the attacked area(s) as an equivalent to
die—arrogant, cruel drow, but people Evard’s black tentacles (duration and pre-
nonetheless. cise damage left to the DM, as they vary
What, then, is daily life like in Menzo- from House to House with the wizards
berranzan? This chapter and the one on who applied them).
“Drow High Life” attempt to impart the These comments on wall defenses, lack
general “feel” of the place; DMs who plan of rocks, and tidy gardening of fungi are
to use Menzoberranzan as a setting for less and less true as one travels toward
campaign play are warned that it is on the Donigarten, into the hovels and alleyways
“bare bones” furnished here that most of of the commoners, and the lodgings of
their development work must be built, to non-drow. There, in the worst areas,
make the city come alive—and to be truly shadows a-plenty lurk between the soft
their own, with secrets that players who radiances, rubble-piles can even be found
read these pages cannot steal before play here and there, and the fungi grow wild.
begins. Drow nobles take care never to go drunk
or lightly armed into such areas—more
than one grand drow has been torn limb
The Streets from limb by inhabitants who saw a
chance to overwhelm a lone target and
A typical street scene in Menzoberranzan
take out their anger, resentment, and frus-
is dimly and weirdly lit, by the vivid phos-
tration over the cruelties of House rule.
phorescent hues of fungi, magical fields of
In Menzoberranzan, edible mushrooms
various sorts, and deliberately-placed fa-
for internal House use are grown within
erie fires. Except for a few ambulatory,
compounds (for safety, to avoid poisoning
slowly-oozing fungi, plant growths tend to
and theft), and the fungi for general con-
be pruned and trained by slaves, to grow
in pillars, arches, or shaped clusters, rath- sumption in the farm fields near Donigar-
ten. The fungi that remain in clumps along
er than spreading wildly. Underfoot,
the edges of streets and between houses
rocks are similarly scarce (to deprive
tend to be guardian shriekers if they flank
thieves, rebellious slaves, or angry visitors
gates or doors in compound walls, or
of ready weapons); adventurers expecting
otherwise inedible (at least to drow) mush-
to “just pick up a handy rock” are likely to
rooms.
be disappointed.
Typical sights in the streets include
Spells have also been applied to the out-
slaves, commoner servants, and visiting
er walls of House compounds, to prevent
merchants struggling with many-wheeled
their being readily chipped, breached, or
carts. The conveyances of those too poor
defaced. An adventurer who determined-
to afford levitate- related magic tend to
ly attacks such a protected area will either
have many independently-sprung axles, to
discharge a House defense glyph directly
cope with the always uneven rock, mud,
(see Drow of the Underdark, FOR2), or
and scree floors of the Underdark’s pas-
will eventually trigger a roving “backlash”
sages. In Menzoberranzan, the streets are

10
Daily life in Menzoberranzan

of solid, smooth rock—never paving ards, and females either to use lizards
stones. Almost all such carts are drawn by with couches instead of saddles, or en-
subterranean lizards, although the occa- closed litters carried by slaves, depending
sional slug-drawn cart can be seen. The gi- on their rank and age (litters carry a
ant spider-carts (and belly-pack carrying grander status, can be furnished more
spiders) used in the southern Underdark luxuriously, and, unless one’s slaves are at-
are never seen in Menzoberranzan; to so tacked, provide a much smoother ride).
treat an arachnid is to earn a painful and The rarer out-of-doors trips made by
immediate death, under the fanged- House Matrons tend to be by stately and
headed whips of the nearest high- silently drifting drift-discs (detailed in
priestesses. Drow of the Underdark, FOR2), flanked
Around these knots of carts and their by heavy escorts of House troops and high
tenders stream many drow on foot, as priestesses on foot, if the Matron wishes
well as small bands of bugbears, orcs, to make a show—and by heavily-guarded,
gnolls, and other hirelings. closed litter (borne by House troops, not
In the poorer areas of town near Doni- slaves) if she doesn’t.
garten, non-drow bands tend to be armed Non-drow are very seldom seen in Qu’el-
and unsupervised, and the drow move larz’orl, where they are not wanted, and
about in families (commoners going shop- are more likely to run afoul of some arro-
ping or to work) or in armed groups (no- gant drow noble or other, and be pun-
bles and House servants with business in ished or slain out of hand. Near the small,
the area, such as visiting one of the heavily unobtrusive entrance to the Cavern of the
guarded House warehouses). Ruling Council, and in the entire Tier
In the city’s better areas (Qu’ellarz’orl Breche area, slaves, commoners, and non-
and the streets nearest to the mushroom- drow are not permitted except by the spe-
clad slope that marks its boundary), non- cial invitation of a Master, Mistress, or
drow are fewer, and tend to be Matron, and under escort in any case.
accompanied by a drow overseer or These restricted areas have their own
guide, and the drow on foot tend to go sin- guards, typically drow warriors who can
gly, in pairs, or in small, unconcerned call on a backup wizard, who in turn can
groups—lingering to talk, shop, or look alert a high priestess by means of a send-
about with little fear for their personal ing, and/or jade spiders (detailed in Drow
safety. Street patrols (detailed in the Ba- of the Underdark, FOR2) to keep unau-
zaar chapter) are common, and open at- thorized folk out.
tacks in the streets, as well as the firing of The streets of Menzoberranzan tend to
darts and the hurling of spells, except in be rather hushed—and yet always noisy.
self-defense, are crimes that demand resti- This is not the contradiction it seems at
tution in the form of very stiff fines, a per- first. The echoing of all sounds made in
iod of (dangerous, of course) servitude, or the cavern could form an endless cacoph-
worse (see Drow Justice, below). ony, so many, many long-term silence
Through this street traffic, parting it in spells have been placed on various stalac-
the same way large ships cleave through tites, spurs, and hollows on the ceiling
many small, moving barges and boats in (drow who know where these are some-
the crowded harbors of the Sword Coast, times use them for sleep or study). These
are nobles. Male nobles tend to ride liz- have the effect of reducing the noise in

11
the city to an endless murmur, formed by around the cavern, and the main trade-
the impact noises of movement on stone, passages impinging on the main cavern al-
the drip of water, and the hissing and low large-scale air transfer.
chatter of speech, highlighted here and Visitors tend to find Menzoberranzan
there by the soft pipings of drow music— pleasantly damp (“alive,” as opposed to the
and the occasional high scream of pain. many drier, “dead” stretches of the Under-
The great cavern that houses Menzober- dark), cool but not chillingly so, and its air
ranzan tends to be damp at the Donigar- scented with the spicy, strong but not un-
ten end, and dry elsewhere. The decay of pleasant musk of fungi spores.
rotting plants and fertilizer tends to cre- Spells prevent violet fungi or other
ate pockets of warmth in the moss bed, harmful spore discharges from remaining
rothe-isle, and fungi-farm areas—and the “active” longer than 1d4 rounds after their
gatherings of warm, living drow bodies, release into the air of any part of the city’s
augmented by magically generated great cavern. Any spores that attack,
warmth and the heat created by various transform, or enter into symbiosis with
work activities, create a larger pool of drow lungs are automatically
warmth at the other end of the cavern. As neutralized—and the lungs of elves,
a result of these warm and cold im- dwarves, gnomes, orcs, humans, and al-
balances, gentle breezes usually waft most all intelligent air-breathing mammals

12
Daily life in Menzoberranzan

are sufficiently protected by the magic. Vi- through alliances, agreements, blackmail,
olet fungi are not permitted in Menzober- loans, and financial guarantees, that it
ranzan, and have been eradicated from controls life in the city. (The exception is
the city’s great cavern and from the sur- when one House attacks another; and
rounding Dominion, although the wild even then, such attacks are often caused
Underdark around the patrolled Domin- by Baenren manipulation, and their out-
ion contains a lot of it. comes are decided by Baenren aid or be-
trayal.) Bregan D’Aerthe exists only at the
favor of House Baenre; both Jarlaxle and
Drow Justice Matron Baenre know that House Baenre,
of all the noble Houses in the city, has the
Menzoberranzan is governed by The Way
might to hunt down and destroy this mer-
of Lloth, a code of behavior known in de-
cenary band.
tail to every high priestess. It is adminis-
This tension and subterfuge underlie
trated by the ruling Council of the
the harsh code of Lloth. It is too long and
Matrons of the eight most powerful noble
complex to quote here, but its general ten-
Houses, who meet in a natural cavern
ets are as follows:
heavily guarded by a ceremonial guard of
priestesses and wizards from the Acad-
• There is no true god or goddess other
emy, bolstered by jade spiders, and the than Lloth. Any who follow or bow to
bodyguards of the attending Matrons.
the dictates of any other power or
When the Council is in session, the cave
faith (or its representatives) are to be
is lit by hundreds of sweet-smelling can-
utterly destroyed, preferably in sacri-
dles placed around its edges—and only
fice to Lloth: their names forgotten,
two guards per Matron are permitted in-
their works cast down and broken in-
side (non-magic-using warriors, who do
to rubble, and their spawn eradicated
not bear any magical items). The rest of
(unless such descendants have al-
the bodyguards must remain outside the
ready served Lloth well, or joined her
closed ironbound doors of the cavern.
formal service).
The Matrons meet around a spider-
shaped table, sitting in grand chairs. Four • Ritual worship of any power other
plain, smaller chairs can be drawn up than Lloth is forbidden within the
from the cavern walls, to seat guests of city’s great cavern. Non-drow who vi-
the Council. olate this—once —are merely fined
Any member of the Council can call a heavily, and expelled from the city.
meeting of this governing body. Typically, They may return on another occa-
Matron Baenre calls the Council together sion. Second offenders, those who
to deal with important business and over- scorn Lloth, or drow worshippers are
all emergencies, and to disseminate the slain. Merely uttering another
public directives of Lloth, and the other power’s name is frowned upon, but
Matrons call meetings only to settle dis- no cause for punishment.
putes.
The Council is a grand sham; House • In practice, any drow suspected of
Baenre has so much power, and controls following Vhaeraun will be interro-
so many of the other Houses in the city gated magically, and if such worship

13
Daily life in Menzoberranzan

is proven to occur, they are executed appear as a rank different from his or
(even if they’ve never performed any her own (except by the express per-
act of worship to the power in Menzo- mission of the owning Matron), must
berranzan). die.

• Anyone who mistreats an arachnid, • The penalty of death also awaits any
or any creature (from slave to beast non-drow who uses any means to
of burden) of a House, is fined and adopt the disguise of a particular
whipped by priestesses of the Spider drow, or a drow of noble rank or of a
Queen. Those who kill spiders must House other than their own.
die.
• If one House attacks another House
• For a slave to refuse any order of a and fails to utterly exterminate its no-
drow of the owning House is a fatal ble line, the House that perpetrated
offense. The treatment of slaves is to- the attack is itself obliterated, by the
tally the affair of their owners. Slaves gathered might of the city including
have no rights, and there are no stric- the Academy.
tures on punishments or duties that
can be set for them. • If two or more Houses combine to at-
tack another House, all of the Houses
A commoner citizen who refuses to who participated in the attack are to
follow the order of a high priestess be destroyed themselves. House
can be punished as the offended Baenre holds itself exempt from this
priestess sees fit, up to and including rule, apparently with Lloth’s support.
instant death. The exception to this
requires the commoner to be the • Any House attacking another that has
property of another House, and a no- just survived an earlier attack (within
ble of that House must be present and the same year) loses the favor of
object to the punishment. In this case Lloth. This means their priestesses
the priestess and the House Matron lose the use of their spells during the
must agree on a punishment: usually attack and thereafter, until a great
a flogging delivered by the offended deed or service has been performed
priestess. to regain Lloth’s favor; the House is
unable to defend itself except by dip-
A student of the Academy who lomatic and purely physical means,
refuses a Matron or Mistress any- and is surely doomed. Other Houses
thing can be punished as the offend- may attack it with impunity.
ed officer sees fit, up to and including
instant death.

• Any drow who falsely wears the col-


ors or insignia of another House (ex-
cept by the express permission from
that House), or who deliberately al-
ters his or her hairstyle or attire to

14
Drow law, as Drizzt Do’Urden so clearly surprise attack on the city is highest and
saw, is but a cruel facade to cover the cha- predators are most likely to follow the
os of ruthlessly-striving, ambitious drow trail of a caravan into a cavern crammed
fighting each other: a mockingly ironic set with ready food.
of rules in which the only ones to be pun-
ished are those who get caught.
Drow law enforcers can imprison drow
and non-drow alike in cells, the “pit-
warrens,” roamed at times by carrion
crawlers and cave fishers, near Donigar-
ten’s moss beds.
The patrol strength of such police is de-
tailed in the chapter on the city’s Bazaar.
Duty guards are posted at major intersec-
tions and trouble areas, such as slave pens
and the entrances to tunnels used by mer-
chant caravans, where the possibility of a

15
Drow “High Life”

The daily life of most drow may be domi- seen, in which drow of both sexes dress
nated by hard drudgery and the wanton up in their finest garb. They are very dan-
cruelty of superiors—but there is fun in gerous situations for non-drow who are
the city of Menzoberranzan, for those not conversant in the subtle intricacies of
who know how to find it. Among visitors drow manners, House rivalries, and re-
from the surface world, the decadent cent happenings among noble Houses in
things noble and wealthy non-noble drow the city.
do have become legendary. In sharp contrast to illiyitrii are the ne-
Among Menzoberranyr inhabitants, deirra of the younger and wilder drow.
drow and non-drow (slaves, hireling Seldom attended by high priestesses,
troops, and trading agents) tend to keep these wild, acrobatic ‘sweat dances’ usu-
separate in their leisure activities. Visitors ally leave young drow drenched in sweat,
with money to lose are generally welcome dancing to the syncopated, driving
in drow recreational activities, but less so rhythms of drumming and piping music.
in non-drow gatherings (as they might be A wizard or two is often hired to create
spies hired by the drow Houses). fun: illusions, tickling and slapping can-
trips, and so on.
Parties
Massage
Drow love parties—affairs of wild music
and dancing, much drinking of exotic and For drow who live hard, always tense and
powerful beverages, and the inhaling of alert for attack, the ultimate sensuous
scented smoke (sometimes primed with pleasure in life is a warm bath (or a per-
magical illusions) from braziers. Houses fumed oil soak), followed by a “deep-
rent sumptuous open mansions as neutral stroke” thorough body massage, typically
ground in which to entertain, rather than on a contoured couch (often in a room
risking the security of their own property. where others are receiving the same min-
Drow love to score witty points in istrations, so that all present can argue,
barbed conversation (while dancing or chat, or do business). A talented body-
dining); a wise host hires wizards to enter- stroker (masseuse) is a highly-valued (and
tain with magic, heading off any drunken highly-paid) artisan of drow society.
(and destructive!) magical competitions The most popular leisure spots in Men-
among the revelers. zoberranzan are the massage houses.
Parties tend to last most of a day. Most Massage is a common outlet for the pas-
end in wild fighting, vandalism, fires, and sions of drow of different Houses, for
wanton debauchery, with party-goers be- whom courtship is too dangerous.
ing dumped unceremoniously into the
street. Wise Matrons send escorts to carry
helplessly drunken scions of Houses
home.
Drow of different Houses can also get to
meet each other at more formal dances,
or illiyitrii (‘promenade’). Both stately and
political, these affairs are places to be

16
Drow “High Life”

tening for treachery, plans for attacks on


Hunts Houses, or other business being discussed.
The entertainment in such places is
Noble drow, alone of the inhabitants of
slave-versus-slave and slave-versus-beast
Menzoberranzan, like to mount hunts out
fights, in pit-arenas. Establishment pa-
into the Underdark—either of monsters,
trons wager heavily on these bloody con-
or of slaves released into the tunnels with
tests.
some sort of head-start.
Although drow hunters may restrict
themselves sharply in terms of weapons, Plays
equipments, and steeds used, to give the
quarry a chance, it is rare to find a hunt- Drow theatrical productions always in-
ing party without a wizard and at least volve slapstick comedy, singing, the use of
two (usually five or six) priestesses along. masks and exaggerated costumes, the
The hunters will almost all be well- passing on (or invention) of sly gossip
equipped with magical items useful in about city affairs, and imparting the latest
combat—just in case the hunters become news (bought from newly-arrived mer-
the hunted, or a rival House is unable to chants, who have learned to charge for
resist a chance to strike at relatively un- such news, and not offer it freely to any
protected enemies. who ask) of the Underdark—or, especially,
For the same reason, it is rare to find a the wonders and events of the fabled
hunt (except those sent out to find and ex- Lands of Light (the surface world). They
terminate or capture intelligent prey, such are typically the centerpiece entertain-
as adventurers or scouts from other drow ments at parties, but are also staged in
cities) composed of members of more than rented warehouses near the Bazaar from
one House—except the rare “Dark Hunts” time to time.
run by the Academy. At a party, a stage is often defined with a
Most of these are training affairs, in faerie fire- glowing rope laid in an oval;
which the monstrous quarry is equipped larger productions typically take place on
with spells it can cast or magical items it a raised stage. Drow audiences always
can use against its pursuers. More than stand and move about during a perform-
one captured adventurer has ended up as ance, not sitting down. To discourage
the doomed quarry of a “Dark Hunt.” Very thieves, some playhouses hire an expert
rarely, one escapes, to die a lonely death, thief and a wizard. The wizard’s magic
lost deep in the wild Underdark. gives the thief extraordinary means of
sight, and also animates a dozen or more
glowing skeletal hands (used by drow di-
The Pits rectors to point out things during per-
formances) above the crowd. If thievery is
Drow of all ranks are welcome in the city’s
detected, the thief directs the wizard to
“drinking pits,” where they must surren-
bring a glowing, pointing hand down to in-
der all weapons as they enter, and can get
dicate the guilty party. The crowd around
as drunk as they want, shout, argue, talk,
tends to exact justice on the spot.
and have a good fight. Priestesses often
use magic to eavesdrop in such places, lis-

17
Wizards in search of more violent and
Wizards At Play powerful play sometimes fly out into the
wild Underdark, to the rifts inhabited by
Drow mages like to play pranks (in mas- driders, and get in some good “drider-
sage houses and other places of recrea- blasting” with whatever offensive spells
tion, where such things are expected, and they can muster. This pastime always car-
most likely to escape retaliation or punish- ries the spice of danger—one never knows
ment) by creating small, harmless ‘oops’ when a drider will elude or break through
spell effects. barrier-spells, during a magical attack that
A favorite cantrip creates a “second disrupts these defenses, and be able to
pair” of hands, so a drow being massaged reach its tormentor.
suddenly feels another pair of hands—or,
the embracing hands of an amorous danc-
ing couple are suddenly multiplied many-
fold.

18
Now: Current News and Rumors

It’s always hard for even citizens of Men- route), and have kept secret just what
zoberranzan to separate ‘real’ news and plane it leads to.
rumors from the false whispers and tales The Council is upset that a city so
spread (or simply distorted from a core of far away was scouting Menzoberran-
truth, and promoted in slanted form) by zan’s Dominion—perhaps planning an
high priestesses who delight in this sort of invasion, or a good site for establish-
thing. Most Houses have one or more dab- ing a fortified outpost, from which
blers in misinformation, and the ruling the city could ultimately be raided—
Council, Arach-Tinilith, and (to a lesser ex- and has met several times to argue
tent) Sorcere indulge in spreading what a over what should be done. An at-
high priestess long ago dubbed archly tempt to seize the gate may be made
“false truths.” soon.
Behind the city’s institutions lies House
Baenre, expert in controlling the spread of • The drow city of Maeralyn, far, far to
information and falsehoods, and by those the south, has invaded the drow city
means—augmented by arranged “happen- of Jhachalkhyn, a much nearer com-
ings” such as assassinations, brawls, and munity where kin (and investments)
patrol clashes—steering the deeds and loy- of House Fey-Branche are—or were;
alties of rival Houses and drow common- as far as is known, Jhachalkhyn is all
ers alike, year after year. but destroyed, and its folk fled or
Residents of Menzoberranzan know fought in retreat, scattered all over
this, with varying degrees of perception of the Underdark. Refugees may come
its scope and deliberate nature—but visi- here soon.
tors must learn this the hard way. The
amounts of truth in the current tidings • Driders have raided one of the most
that follow are left to the DM, who should precious dark caverns, where the ra-
feel free to twist them to suit planned ad- diations that empower the finest
ventures in a campaign. weapons and armor are strongest.
They were slaughtered by a rescue-
band of priestesses and wizards
The News armed with much magic—but not be-
fore some escaped with nearly-
Here are the tidings a visitor would hear, finished long swords and maces of
of what’s going on in Menzoberranzan at the finest make, and left the cavern-
present: guard of almost twenty dark elves
dead. Most of them were torn apart
• Drow from the distant city of Sschin- bodily, and the innards taken—to be
dylryn have discovered a gate to an-
eaten later, it is feared.
other plane, apparently of ancient
make, in the Underdark not far—nine • New routes to the World Above have
days of travel, not more—from Men- been discovered, in the northern Cold
zoberranzan. They have mounted a Reaches of the Underdark. Long
guard on it, fighting off several cara- blocked by ice, and bounded by areas
vans that were merely trying to pass roamed by purple worms and infest-
the site (which is on a well-used trade- ed with orc-holds, the ways have re-

19
Now: Current News and Rumors

cently been opened up by drow ex- • The rich ore-lodes discovered in the
ploring bands led by the famous Dark Dominion by prospectors of
Uuedurnn Valsharn, of the drow city House Xorlarrin recently, and dubbed
of Dusklyngh. “The Lustrum,” have proven to in-
He has reported trade possibilities clude much silver, and an astonishing
with surface beings, but has not said variety of gemstones (though not a
what trade, and with whom. Some hint of gold or adamantite). House
priestesses of Lloth have condemned Xorlarrin has formally protested in
this reach to the World Above as un- Council against the aggressions of
sanctioned by the Spider Queen, and other Houses—since the announce-
something that could bring disaster ment of their discovery, House guards
on all her People. protecting The Lustrum have fought
off no less than nineteen raids-in-
• The great shudders that shook the force, and slain over forty attackers.
Underdark not long ago were Some of the bodies have been identi-
thought to have been caused by some fied as commoners attached to many
not-yet-agreed-upon force, or forces, of the major Houses in the city—but
employing magic in a region of many all of these Houses have so far denied
small caverns and drainage-passages. any knowledge of the attacks, saying
Duergar and drow merchants have that these traitors must have been
found large new caverns, still a-swirl acting independently, out of personal
with dust, where none existed before. greed.
No sign of volcanic activity, water- House Baenre suggested in Council
courses that might carve away rock, that House Xorlarrin hire Bregan
life—or recent death—has been found D’aerthe, and there are indications
in these areas yet, but it is never wise that they have done so. Xorlarrin wiz-
to go boldly into new ways in the ards have also announced that they
Underdark; explorations continue. will be using new and powerful spells
in defense of The Lustrum.
• Mistresses of Arach-Tinilith report
that Revered Queen Lloth has reacted
with favor to newly developed pray- The Whispers
ers offered up in her honor—
devotions involving new songs of Rumors currently making quiet rounds of
praise to the Spider Queen, sung by the city, under the openly-discussed news,
include:
males while they render up a sacri-
fice to Lloth, into bowls held by
• Lloth is planning a conquest of the
priestesses.
World Above—and has already cho-
New spells will undoubtedly be
sen certain drow of Menzoberranzan
granted to those who devised the
to lead an assault on certain fortress-
prayers—and thence to all Lloth’s
es in the Lands of Light, striking up
priestesses in the city, in return for el-
from below! This will happen soon;
evated ranks for the favored priest-
already the favored drow war-leaders
esses.
are secretly recruiting those they

20
want to wage war in the World first step in weakening the city,
Above. launched by some outside power. If
the deaths spread to Arach-Tinilith,
• A male drow corpse has been found few other conclusions are reasonably
in the Underdark, very close to an en- possible.
trance to the city. It had tentacles in-
stead of arms—three from each • House Baenre is controlling the Acad-
shoulder—and wore special armor of emy’s training directly—not just by
rich make! It also bore strange and holding most of the teaching posi-
powerful weapons. They have been tions, as has always been the case, but
whisked away to Sorcere—or, some by deliberately arranging the mur-
say, House Baenre—for examination. ders of promising drow of other
Houses in training “accidents.” There
• The dangerous alhoon (illithiliches, or have been angry words in Council,
outcast mind flayer liches) are plan- threats of reprisals—and calm denials
ning to attack Menzoberranzan! from Matron Baenre. The deaths—
Their spies—mind flayers of normal from all Houses but Baenre—
nature, but very rich and well- continue . . .
dressed—have been peering and pry-
ing about the city for over a year
now, and are growing more numer-
ous. The Council are worried, and the
masters of Sorcere have been put to
work developing new spells to foil at-
tacks on the mind.

• Someone—or something—in Sorcere


is killing wizards. Masters of the
Academy, as well as mages in train-
ing, have been found dead, reduced
to dry, empty husks, as if eaten or
burned away from within so that only
their outer parts remain. So far, inves-
tigations by the Archmage and other
senior Masters have failed to discover
the cause: a rogue spell, a summoned
menace, or even a monster that has
wandered in from the wild Under-
dark, and evaded detection. The
worst fear, of course, is that a Master
has fallen prey to insanity or outside
influence—from beholders, vam-
pires, alhoon, or rival drow—and is
doing the killing with a hitherto-
unknown spell. This may be just a

21
Then: The Spider Mage's History

Deep in the shadowed inner chambers of PCs wanting to rescue captured com-
Sorcere are many things best left hidden— rades, on the other hand, will find The
and more than one drow glad to be left Spider Mage sympathetic—he knows
alone. One of these (detailed in the Mage what imprisonment feels like, and has lit-
Lords of Menzoberranzan chapter of this tle time for the petty tyranny and cruel-
book) is the mysterious wizard known on- ties of most drow priestesses.
ly as The Spider Mage. He, perhaps best of The Spider Mage’s tale of the great city
any living drow, can recount the history of Menzoberranzan, “The Flower of
of Menzoberranzan. Lloth,” can be summarized as follows:
This is his tale; PCs who question other
sources or try to piece things together
from writings will learn various lesser or
The Founding
distorted versions of this narrative. Re- Five thousand years ago, the city was
cent events are not spoken of, as The Spi-
founded here by a great high priestess of
der Mage takes little interest in the trifling
Lloth, Menzoberra the Kinless (so-named
everyday doings of young and foolish
because she had no surviving family), who
drow, and because such details are prop-
had fled from the great drow city of Golo-
erly left to individual Dungeon Masters, to
thaer.
let them bring the city to life, and build in Golothaer was busily destroying itself in
secrets for PCs to uncover.
civil war, between drow faithful to the Spi-
PCs asking around Menzoberranzan
der Queen, Lloth, and those who wor-
about the city’s history will hear colorful
shipped Ghaunadaur. As warring
exploits of the ancestors of whoever they- priestesses turned foes to spiders or en-
‘re speaking to, usually glorifying the tombed them beneath tons of shifting
House of the speaker. If they press for his-
rock, drow mages hurled spells to sum-
torical details, most drow will direct them
mon gigantic purple worms to devour
to the tower of Sorcere. their opponents, made huge, many-
It will take a lot of gold (or somewhat
roomed inhabited stalactites break loose
less in the way of magical items or scrolls)
from cavern ceilings to crash down on
in payment for a master of Sorcere to dis-
dwellings below, and caused great cracks
turb his studies long enough to answer
to open up in the solid rock, to swallow
the foolish and prying queries of outsid-
drow armies and the fortresses they is-
ers. None of the masters will dare to an-
sued from. All over Golothaer there was
swer questions about current doings in
great death and destruction, no safety or
Sorcere; if pressed, they’ll irritably direct
peace or happiness—and in the end, no
PCs to The Spider Mage, in the shadowed
hope of survival.
heart of Sorcere.
The proud and powerful priestess of
The Spider Mage has Art enough to spy
Lloth, Menzoberra, alone of her sister
on things in the city more or less at will.
high priestesses, turned away from the
He says little of such matters unless paid
fray. She gathered seven families of
well, and will omit or distort answers to
wealth and power, telling them she was
protect the city as a whole (but not indi-
following the will of Lloth, and bade them
vidual Houses) from external attack, or
accompany her to found a new city loyal
the plots of others, especially if he senses
to Lloth.
that the theft of magic may be involved.

22
Then: The Spider Mage's History

Leaving the chaos of war-torn Golo- ple except bravery and axes—but almost
thaer, Menzoberra’s band set forth into half the drow led by Menzoberra perished
the unknown, trusting to Lloth’s guidance. at their hands, as those dwarven heroes
They traveled a long, long time through fell one by one, fighting to the last breath;
the Underdark, fighting off many fear- “The Brave Beards,” the drow afterwards
some monsters, and braving the perils of called them.
waterfalls, cave-ins, and rockslides in the The last dwarf of all to go down, bloody
everpresent darkness. but unbending, his body wracked by
Whenever the band seemed lost, or spasms brought on by the poison borne by
about to perish from hunger or at the a score of drow bolts that had pierced
hands of a foe, Lloth sent aid—many him, wished on the invaders “the doom of
easily-slain giant cave bats for easily- many eyes” before he coughed blood
gotten food; or a spider leading them on through his beard, and died. Some sort of
by a hidden route out of an apparent wa- dweomer must have set upon this hero be-
terless dead-end; or a timely cave-in, forehand, for his body sank slowly into
bringing down a cave-ceiling atop illithids the solid stone of the cavern floor, and was
on the verge of overwhelming the weary gone.
drow band.
For all of Lloth’s aid, the road was long The Doom of Many Eyes
and hard, and none of Menzoberra’s band
could have found the way back to ruined Exploring on through dark and deserted
Golothaer if they had wanted to. caverns where stalactites and stalagmites
hung and stood like forests of ever-gaping
The Axes of the Dwarves fangs, Menzoberra’s band came at last to a
huge cavern, all a-glow with the soft radi-
Several times, the wandering drow (who ances of giant, edible mushrooms and
took the way Menzoberra thought right, lichens—and choked with the bones of
as she followed dream-visions sent by the those who had fallen prey to the cavern’s
Spider Queen) met and defeated small owner, a gigantic beholder as big around
bands of svirfneblin and dwarves. as the base of the largest tower in far Go-
At length they came to the caverns of lothaer.
the Black Axe Clan, mines rich in iron but The beholder (called Many Eyes by local
mercifully free of monsters, due to the dwarves, the drow later learned) had
vigilance of the dwarves. The clan guards twenty or more eyestalks, and ruled the
fell back before the advancing drow, de- cavern with the aid of various charmed
eming them too many to defeat, and sent monsters (including younglings of its own
word to their elders. kind). The frightened drow hastened to
A handful of clan heroes took a stand in escape the place.
a small cave known as The Cavern of Clov- They were fighting their way free of the
en Heads, seeking to hold off the drow in- monsters who served Many Eyes when
vaders while, behind their shieldwall, the Lloth appeared to them, floating above the
Black Axe Clan fled en masse. beleaguered band in the form of a beauti-
The dwarves had little to withstand the ful, gigantic female drow head whose
spells and numbers of Menzoberra’s peo- tresses trailed away into long, dark arach-

23
Then: The Spider Mage's History

nid legs. The Curse of All Dark


The Spider Queen told the drow they Elves
were her chosen people, and this was the
place she had chosen for them—if they All too soon, the curse that plagues all
were worthy of her, they would find some dark elves—the same feuding, born of
way to remain, and make it their home. pride, cruelty, and battle-lust, that de-
And so Menzoberra’s band turned and stroyed Golothaer—returned to the drow
fought with all the blades and magic at of Menzoberranzan.
their command. Many were the beasts The Thaeyalla were a House of proud
they battled, before the great beholder and accomplished wizards, and almost all
was left alone, and finally came against the surviving Nasadra were priestesses of
them, eye-magic against spell. Lloth. The Nasadra ordered the Thaeyal-
lan wizards about, questioned their loyal-
The Founding of The City ty to Lloth, reserved the right to tell them
what to do, and punished those who
Many drow perished fighting Many strayed from such commands “in the
Eyes—hurled down from on high or turn- name of the goddess.” At length, while
ed to stone, as they hacked at eyestalks, or about such proud games, they put to tor-
sunk poisoned darts and bolts into staring ture the oldest and wisest mage of Thaey-
eyes as big as their own heads. More than alla, and he died of it.
one House perished utterly in that fray. In rage, House Thaeyalla appealed to
In the end, Menzoberra herself called Menzoberra to curb the self-assumed au-
upon Lloth and hurled spells into the eye thority of the Nasadra. She took counsel
tyrant’s gaping mouth that blew it apart with Lloth, and sided wholly with the Na-
from within. As the smoking, writhing ru- sadra, giving them whips whose strands
in drifted towards the cavern floor, Men- were living snake-heads, to enforce the
zoberra the Kinless proclaimed the cavern will of the Spider Queen. The triumphant
their new home, in the name of Lloth, Nasadra gleefully began to flay the Thaey-
Queen Of All Drow. allan wizards—who fled in despair to
Left to stand with her at the end of that gather at a certain spot in the cave.
day of death were the families S’sril, There they spent their own lives in a
Thaeyalla, Baenre, Masq’il’yr, Nasadra, Tu- great spell that rent the side-cavern asun-
cheth, and Uusralla. They made a home der, burying most of the drow of Menzo-
together in the beholder’s treasure- berranzan in a single cataclysmic
strewn lair, a large side-cave in the south- explosion and roof-collapse that obliterat-
ern wall of the huge cavern, and raised an ed the Houses of Thaeyalla, Masq’il’yr, Tu-
altar to Lloth. A yochlol appeared as their cheth, and Uusralla at a single stroke, slew
first prayers were made, and told them to Menzoberra herself, and reduced House
call their cavern “Menzoberranzan” (= S’sril and House Nasadra to a few dazed
‘Menzoberra’s home’) in recognition of her survivors. The explosion transformed the
efforts and success in the service of the former side-cavern into the great plateau
Spider Queen. that came to be known as Qu’ellarz’orl,
but by some miracle the central pillar of
the main cavern, Narbondel, survived.

24
drow newcomers in the Menzoberranyr
The Way of Lloth way of Lloth-worship. Under their guid-
ance, and amid the stability enforced by
The bitter Nasadran survivors sought to House Baenre, mastery of sorcery leaped
proclaim their rule over the surviving ahead rapidly, and the city of Menzober-
drow—but the tattered priestesses of ranzan soon became a place of pride and
S’sril, the eldest and proudest of the sur- power, of wealth and of soaring castles.
viving families, defied them. House All too soon, rivalries turned violent
Baenre, who retained enough might to de- again—but the city’s ruling Council had
cide the issue either way, sided with been proclaimed, and House Baenre held
House S’sril—but to prevent further iron-hard to The Way of Lloth. Now there
bloodshed that would inevitably leave all were rules to the feuding of drow Houses,
the drow too weak to hold the cavern boundaries on the strife that let warring
against the perils of the Underdark, the drow grow ever-stronger. As they grew in
priestesses of House Baenre proposed a power, so too did the planar power (and
compromise: those who accepted the rule favor) of Lloth the Spider Queen, Dark
of Nasadra would travel on, to found an- Mother Of All Drow.
other city to the glory of the goddess, and
those who sided with S’sril would remain
here.
Lloth appeared in person, and firmly
blessed the wisdom and forbearance of
House Baenre. The Spider Queen then laid
down The Way of Lloth, the basic laws un-
der which both cities would live. She also
decreed that the two cities must remain
friendly to each other without fail or both
face her whole-hearted wrath, and led the
Nasadran band into the Underdark, to
found Ched Nasad.

The Rebuilding
The rebuilding of Menzoberranzan began
slowly, but quickened as homeless drow
and refugees arrived from fallen Golo-
thaer and from Cloibbra, a drow city far
to the south that had been sacked by
dwarves, svirfneblin, and thaalud work-
ing together.
House S’sril died out (the only noble
House of Menzoberranzan ever to become
extinct through non-violent causes), its
last elders founding the Academy to train

25
Menzoberranzan's Merchants

The lifeblood of Menzoberranzan is its cause trouble tend to be left alone, by un-
merchants—House agents and traders, written agreement.
and the more numerous independent
commoners. These entrepreneurs (partic-
ularly those who travel the Underdark to
House Alliances
other cities and trademoots) keep Menzo-
Many merchants survive by alliances with
berranzan vital, important, and rich.
noble Houses—but the dangers of anger-
Some are loners and eccentrics; others
ing nobles lead them to keep such rela-
band together to form “companies” (such
tionships secret, except in the face of
as Xalyth’s Company, or The Company of
possibly-fatal threats. (“You should know,
Three Black Rings), or cooperate in the
as Lloth is my witness, great noble, that to
use of facilities and in trade agreements as
attack me is to attack—House Baenre.
“fellowships” (such as The High Handed,
Think on this, I ask you, before you act. If
The Black Claw, and The Brown Mush-
I fall, I shall be avenged.”) Hints of such alli-
room).
ances can be found in this book, on a case-
by-case basis—but only one is noted here:
A Merchant Career the relationship between House Baenre
and the fellowship of The Black Claw.
Menzoberranzan’s merchants are chiefly When merchant alliances and no-blades-
drow males (trade being one of the few bared pacts began to be formalized as fel-
outlets for aggressive and creative males), lowships and companies, most
but a current star trader is “Nal” Xalyth commoners saw this as good—a counter-
(her nickname is an acronym for Not A La- balance to the overwhelming power of
dy, a scornful boast she once made at a haughty noble Houses.
party, spurning a noble male flatterer). Most Houses didn’t agree. House
Non-drow traders are becoming more nu- Baenre, however, was crafty enough to se-
merous, but tend to be relegated to “cor- cretly found and sponsor the most power-
ner shop” or “lift and load laborer” roles. ful and independent (openly defiant of
Merchant careers in Menzoberranzan Houses) fellowship of all, The Black Claw.
are dangerous, and often short. To anger a It gained popular support as a rival to the
Matron or even a proud young House no- nobles, but House Baenre controlled its
ble is to court death or disaster to one’s policies and actions, and grew rich from
trade through “accidental” destruction of it. Over time, Baenren control of the Claw
one’s goods (or one’s home and family), by became an open secret, and then common
spell or “misdirected” House troops on knowledge—until several other powerful
arms practice. houses, led by Fey-Branche, founded The
This, plus the restlessness of many mer- Brown Mushroom as a deliberate counter
chants (who, at heart, are happiest when to House Baenre (to get their own share of
traveling), makes the city’s mercantile ros- riches earned through successful trade).
ter ever-changing. To the other dangers of
merchant life must be added rivalries
among traders. These tend to be fiercest
among drow native to the city; visiting
drow, duergar, and other races who don’t

26
weapons, and obsidian carvings mined
Goods In And Out from nearby veins—notably “black glass
daggers” favored for sacrificial uses in Ca-
Menzoberranzan is largely self-sufficient, limshan, Mulhorand, and certain cults and
if need be (most drow communities must brotherhoods of the North; the Zhen-
be, or they soon fall under the control of tarim, for example, enspell such weapons
another city, or are destroyed), but trades to create magical death daggers, which
with others to gain rare goods (especially they leave as their calling card at the
highly prized surface-world delicacies scenes of assassinations. These weapons
such as fruit and shellfish varieties), slaves smoke when striking, burning a distinc-
(labor is always in short supply, in a place
tive hole around the wound, for triple
dominated by sadistic, whip-wielding normal damage— and in the process,
priestesses), textiles, and anything that is cause such wracking pains that the victim
offered at a lower price than it costs to
cannot concentrate to cast spells, and is
buy or make oneself in Menzoberranzan. -3 on all attack rolls.
In return, Menzoberranzan exports Menzoberranzan also sells water to
skilled stone-sculptors, edible mushrooms
long-distance travelers, and breeds and
of very high quality (grown in the rich trains lizard-mounts in nearby caverns.
farms near Donigarten), finely-made
Menzoberranyr hunting bands gain

27
Menzoberranzan's Merchants

food for city tables, keep nearby training, spells.


radiation-strong, and lizard-raising ca- Xalyth is known as a fair gem appraiser
verns relatively safe, and keep the trade- but a hard bargainer, who buys low and
passages to and from the city open (the sells high (with no discounts for volume or
city’s own exiled driders and natural pred- repeated patronage). She doesn’t have to
ators of the Underdark would overrun all compete overmuch; she is the only steady
if unchecked for long). Wide patrols also (as opposed to caravan empty-the-cart
raid svirfneblin, cloaker, and duergar windfall sale visits) source of spell compo-
holds occasionally, but the days of all-out nents in the city (except for ‘stiff services’
war are past (unless Menzoberranyr want providing corpses to those interested in
to harm their own success as a presently- animating undead).
important trading center). Xalyth’s success in that trade depends
At present, they don’t; the city is enjoy- on firm relationships with nine far-
ing a wave of prosperity brought about by traveled suppliers, from the Vhaeraun-
a time of relative peace among its ruling worshipping drow male Amryyr of
Houses (there have been few recent noble Skullport to the duergar Ubelein “Fatreek”
family extinctions, with attendant losses Shubelith, of Underspires.
of all wealth, servants, talents, and con- Xalyth never tries to cheat anyone, hold-
tacts), and by the success of the city’s ba- ing to even casual promises and agree-
zaar (The Bazaar has a chapter all its own, ments (unless forced from her at
in this book). weapon-point). This trustworthiness is the
cornerstone of her success, and she ce-
A “DM’s handy selection” of currently ments it with occasional aid (doctoring,
prominent city merchants can be gleaned hiding, and giving shelter) to her suppli-
from the “Neighborhoods” chapter. Here ers, if they arrive wounded or in trouble
one of the most interesting traders is de- with the authorities or rivals.
tailed, as a guide for DMs developing mer- On one memorable occasion, Xalyth
chant NPCs. went out into the Underdark alone, when
Xalyth: drow female F7; AC 4 (drow a magical sending told her Amryyr was
chainmail +1); MV 12; 44 hp; #AT 3/2 endangered by zealous priestesses of
rounds; Dmg by weapon (1d8: long sword Lloth. She attacked their patrol from be-
or sword of dancing; 1d4: dagger; 1-3: hind, using special bolts (tipped with a poi-
hand crossbow bolts, 60-yard range, save son that puts to sleep even priestesses
vs. poison at -4 or sleep for 2d4 hours, 2 immune to the usual crossbow-bolt spider
bows and 33 bolts carried); THAC0 14; S venom). Leaving them slumped asleep as a
15, D 14, C 16,I 18, W 17, CH 16; spell use warning to their Houses, she brought
(innate drow powers); CE. Amryyr in safety to the city. Such deeds
“Not A Lady” Xalyth rose from humble have made her famous in Menzoberran-
origins (as a child, she emptied zan.
chamberpots—by hand—onto her father’s Xalyth always puts on a calm front;
dung-cart, to be taken to the fungus-farm shrieking rages are for priestesses who
fields) to dominate gem-dealing (and think society revolves around them, and
under-the-table fencing of stolen goods) in have soldiers at their call. At times, her
Menzoberranzan. Her unadvertised side- calm is rather icy, and her sharp tongue is
line is providing material components for famous, but she is always interested in

28
making a deal first, and fighting later. Houses. In answer to suspicious queries
In fights, Xalyth is known for keeping al- from the ruling Council, Courdh was able
ert track of foes who work around to at- to justify working with a commoner mer-
tack her from behind, while she confronts chant (and not reveal precisely what he
those in front of her. did for her) on the grounds of “dangerous,
In her shop, Xalyth has several glass vi- but necessary” experimentation if Menzo-
als full of potent sleep-gas; if attacked, she berranzan was to keep pace with other
can break one, forcing all within 90’ to drow cities in defensive sorcerous arts—
save versus breath weapon at -4, or fall too risky to yet perform on any priestess
asleep for 4d4 rounds. of Lloth.
If cornered and fearing death, Xalyth Xalyth’s ultimate aims are to break the
will reluctantly use her secret weapon, power of the ruling high priestesses, so
bought from a drow wizard for many rare that all drow have a greater say over their
and expensive spell components. If she lives in the city—or if she can’t do that, to
speaks or whispers a certain word, part of leave Menzoberranzan for a more free
her prominent bust (a magical construct, and equal community near the surface,
not her own flesh) vanishes, releasing where she can carry on trade. One day, if
chain lightning that inflicts 12d6 (save for drow wizards develop the necessary
half damage) harm on the first being spells and protective items, she’d like to be
struck, 11d6 to the second, and so on; able to travel freely between the Under-
Xalyth can control where the first two dark and the surface world, to see the
jumps go, and is herself immune from all wonders of The Lands of Light and to do
burst damage. trade there.
This body-weapon is a magical form of
last-ditch defense becoming popular
among drow able to afford it. Typically
the loss of a body part is involved, and the
procedure is long, risky, and expensive.
Some drow who want such protections
(such as Matrons or ambitious high priest-
esses) can’t trust a drow wizard enough to
have it done.
Xalyth’s chest lightning burst is the sim-
plest, most common sort of body-weapon
(for another, see The Spider Mage in the
chapter on Mage Lords). It was done for
her by the aged Past Master Courdh
Mizzrym, Archmage Emeritus of Menzo-
berranzan, who oversees all teaching at
the Academy, and is in charge of experi-
menting with and guarding most power-
ful magical items held by Sorcere. He is
secretly Sorcere’s overseer of security—
which, unbeknownst to the Matrons,
means he is their chief spy on the noble

2 9
The Neighborhoods of the City

The maps in this set show a proud, cloim, or Manyfolk, home to wealthy
sprawling subterranean city. This chapter non-drow, and well-to-do non-noble drow.
affords an overview of “what’s where” in It contains The Bazaar, detailed in its
its streets. The city can readily be divided own chapter.
up into neighborhoods. To the north of the East of Manyfolk—that is, roughly east
main cavern is its most sacred area, nor- of a line formed by the Clawrift, and the
mally off-limits to visitors and most citi- flight of a quarrel fired straight from the
zens alike: the upper cavern of Tier tip of its easternmost ‘finger’ to the east-
Breche. ernmost walls of House Fey-Branche —lies
To the south of the main cavern is a larg- Eastmyr, or as young drow tauntingly
er raised area, a plateau that is itself domi- rename it, “mere East.” In these narrower,
nated by a higher plateau occupied by the shabbier streets dwell commoners, drow
vast complex of House Baenre. This is not attached to any noble House, or not
Qu’ellarz’orl, the Place of the Nobles. trusted enough to dwell in a House com-
Except by invitation or on important busi- pound. Here live drow mercenaries and
ness, unescorted visitors and drow not of not-so-successful merchants.
(or servants of) the noble families that East of Eastmyr, in a band stretching
dwell in “the House loft” are not welcome north to south from the western end of
there. the Spiderfangs (the east-west line of
Between these restricted places of dan- stalagmites north of House Barrison De-
ger and power lies bustling Menzoberran- l’Armgo), are the dark alleys and hovels of
zan. If one surveys its areas in order of the Braeryn, or “the Stenchstreets.”
decreasing power and influence, the next Here dwell the nameless and diseased
district is an arc-shaped belt curving along drow, the lawless, and goblins, orcs, bug-
the base of Qu’ellarz’orl’s slopes, from the bears, and other non-drow hangers-on
west wall of the main cavern to the east, and occasional hirelings. Drow nobles oc-
touching the central pillar of Narbondel, casionally go on hunts here for sport,
and roughly as wide as the distance be- slaughtering all who cannot hide or de-
tween Narbondel and the House-loft, all fend themselves.
along its length. This is Narbondellyn, East of the Braeryn is a patrolled area, to
also known as “Broad Streets” for its keep its inhabitants from freely stealing
wealth and pretensions; most ambitious, from the farms beyond—for to the east lie
up-and-coming noble Houses live here. the rich fungi farms that feed the city.
Older, more established noble Houses They stretch to the easternmost end of the
traditionally inhabit the West Wall area. cavern, where the small lake of Donigar-
It runs north along the main cavern’s ten lies, with its moss beds and rothe
western wall from where Narbondellyn herds. The whole area is referred to as
ends (the wide meeting of streets known Donigarten.
as Lloth’s Web, or just “the Web”), curving The only other city “neighborhood”
east with the cavern wall, to end at the comprises the passages and side-caverns
steps of Tier Breche. within immediate reach of the main
The West Wall curves around the cavern—the closest areas of the Dark Do-
middle-class and mercantile heart of Men- minion. This fringe of the Bauthwaf
zoberranzan, which lies on all sides of (“around-cloak”) is known as the Mantle,
Narbondel except the south. This is Duth- and has always been part of city life.

30
The Neighborhoods of the City

As we tour these areas (shown on the ac- constructed rows of shops along the
companying City Districts map), some walls of their compounds, which they
general notes apply. rent out. These shops are constructed
of stone, to look a part of the central
• It is impossible to show all of the fortress. Anyone trying to tunnel
many hollowed-out, inhabited, and from a shop into the wall of the castle
sometimes bridge-linked stalactites beyond typically finds a grim warn-
hanging over the city—or the many ing once they pierce the shop’s back
passages that enter its cavern walls wall, furnished by the priestesses of
high up, to form balconies or beckon- the House: a drow skeleton hung on
ing cave-mouths (no stairs down from the revealed castle wall. If touched, it
these are allowed, to prevent ready animates and attacks. Diggers who
invasion by rival drow, duergar, persist in work on such a castle wall
goblinkin, or others who could fire will encounter killing defense glyphs
missile weapons out over the city to (described in Drow of the
provide covering fire for descending Underdark), typically of the sort that
troops). An inventive DM can add unleash chain lightning.
many of these, to enliven a campaign
set in, or extensively exploring, Men- • The visitor will notice several ruins
zoberranzan. around the city—notably those of the
complexes that were once Houses
• All neighborhoods are patrolled—the DeVir, Do’Urden, Freth, Hun’ett, and
more important or wealthy the area, Teken’duis. It is considered defiance
the heavier the patrols. Drow rarely of Lloth to rebuild a House (or on the
dare to assault or insult other drow site of a House) eradicated due to
(one never knows when one is facing drow justice, or that fell because it
a master of Sorcere out for some fun, lost the favor of Lloth. In some cases,
or a magically-disguised priestess of a generation or so after a ruin, a
Lloth or Matron Mother on important House may with the open blessing of
business bent, and armed with a Lloth or her priestesses take over a
short temper), but obvious non-drow vacant spot and build, but time must
may be challenged almost continu- pass between the old and the new.
ously in the first three areas listed It is lawful to take over the prem-
above. Patrol strengths appear in the ises of a House that was defeated by
chapter on “The Bazaar,” but adven- another House, but this is rarely
turers are warned that when the city done; it is considered unlucky. For the
is aroused by recent lawlessness, in- House who conquered, it is danger-
ternal strife, or open violence, patrols ously close to arrogance before Lloth,
in the three wealthiest districts and in to do so—and any other House mov-
the trouble spots of Eastmyr and the ing in faces the rightful wrath of the
Braeryn may be doubled or trebled in conquering House. Moreover, who
both numbers and frequency. wants a fortress that has fallen, and is
known to be pregnable?
• Partly to get some measure of control
over merchants, many noble Houses

31
• Though all buildings in Menzoberran- together to develop a mighty contingency
zan have cellars, the Underways field spell, similar to the mightiest magics
aren’t extensive. All digging in the city of Evermeet and lost Netheril: the stone
must be done by hand, and tunneling curse. (Contingency field spells are very
beyond the surface boundaries of a rare because their casting usually involves
holding is punishable by death (if a the sacrifice of the caster’s life.)
building’s outside walls were extend- The stone curse governs all of Menzo-
ed straight down through the berranzan, including the Overways, the
ground, they would mark the limits Underways, and the Mantle. It cannot be
of allowable digging). dispelled by normal means (short of a
wish spell), but can be briefly suspended
These laws are due to widespread dig- by a limited wish. Anyone caught trying to
ging in the city’s early days—mining so destroy, alter, or suspend the stone curse
prevalent it caused many disasters. Drow is slain on the spot.
dug to cause a wall or tower of a rival The stone curse triggers an immediate
House to collapse, or to gain access to the reverse gravity spell, accompanied by a
cellars of someone else’s building for a thunderclap-like sound, wherever casting
theft or raid-in-force. Things became so is performed for a dig, move earth,
bad that the wizards of Sorcere worked passwall, or vanish spell (or at the location

32
The Neighborhoods of the City

of the wielder of any magical item or psi- Breche from the city below is not likely to
onic power activated to duplicate any of be a successful act.
these effects). Drow who try to fly or climb past the
The by-hand and boundary limitations guards, avoiding the stair, discover—the
on excavation in Menzoberranzan keep hard way—that other guardians exist:
most digging small-scale. Drow have come many hungry, web-shooting spiders lurk
to recognize two other dangers linked to on the walls and ceiling where Tier
underground expansion: the increasing Breche joins the larger main cavern.
likelihood of triggering a collapse of the The guards challenge all who ascend to
structure above, or of breaking into exist- Tier Breche, except known masters of the
ing passages and caverns (lessening the se- Academy and priestesses of the city. No
curity of the dwelling). one leaving Tier Breche is customarily
Please keep in mind that information on challenged (though the guards may be al-
noble houses given here mirrors what erted to prevent a certain departure), and
“most citizens think” rather than being challenges issued to any drow who looks
completely accurate. For true details of like a powerful wizard or priestess are po-
the noble Houses, consult the book in this lite indeed.
set devoted to them. The most famous and distinctive build-
ings in Menzoberranzan (House Baenre is
more hollowed-out, bridge-liked over-
Tier Breche hanging stalactites than buildings) are the
three large buildings found in Tier
The largest single piece of architecture
Breche: the spider-shaped temple of Lloth,
found in Menzoberranzan is the broad
stairway that leads up to Tier Breche. Ru- where all priestesses receive their initial
mor says these stone steps are enspelled training, known as “Arach-Tinilith;” the
with chain lightning and other killing mag- many-spired wizards’ stronghold of “Sor-
ics, under the control of wizards of Sor- cere;” and the starkly-simple, huge
pyramid-fortress where Menzoberran-
cere. If such defenses exist, they are
zan’s fighters are trained, “Melee-
rarely used.
Magthere.”
The top of the stair is always guarded by
two male drow warriors in the final year There’s no point in mapping any of these
in detail. Visitors rarely see anything more
of their battle training. They wear rings of
spell turning, and have sleep-venomed of Arach-Tinilith than a few small
audience-chambers near the entrance,
longswords, hand crossbows, daggers,
and the large upper chamber dedicated to
and guardhorns.
A note from a guardhorn summons a summoning rituals of homage and wor-
mid-level “duty” wizard from Sorcere in 1- ship to Lloth (where young drow trainees
graduate). The rest of the temple is largely
2 rounds. The wizard can in turn summon
a pair of jade spider guardians (detailed in shrouded in habitual darkness—and if one
is not a Menzoberranyr priestess of Lloth,
Drow of the Underdark) and a “duty”
priestess of mid-level. In addition to their one is decidedly unwelcome here.
The rooms and passages of Sorcere are
spells and items (both typically carry
so often veiled, distorted, hidden, or al-
wands), these two can call on wizard and
priestess reinforcements; storming Tier tered by the wizards (partly out of para-
noia, partly for amusement or

33
experimentation, and partly due to a de-
liberate plan to foil intruders) that any
Qu’ellarz’orl
map is useless before it is finished. Screened from the lower city by its forest
Melee-Magthere is vast, with many cel- of giant mushrooms, the plateau occupied
lars and lower levels as well as the vast by some of the proudest noble Houses is
bulk that can be seen from outside. Yet bare and spacious; there is none of the
there is little of interest here; after one crowding associated with most other
has seen one armory, spartan sleeping- neighborhoods. House Baenre ruthlessly
cell, or sparring-chamber, one has seen keeps the rabble out. One sees only giant
them all—and, beyond a few dark mushrooms—a small forest of them—and
dungeon cells and torture chambers, and noble Houses (as well as the ruined com-
a handful of trophy-adorned, larger war- pounds of some extinct Houses); no one
council and assembly halls, that is all else lives here, and no businesses are lo-
Melee-Magthere contains (in great num- cated here.
bers). Soldiers of all the powerful noble
Houses promenade here from time to
time, on real or assumed business, just to
be seen—and to challenge beings they

34
The Neighborhoods of the City

don’t think belong here, or just don’t like himself. It occupies a recently-finished
the look of. fortress of nine towers, surrounded by a
The eldest of the city’s current noble narrow dry moat of sharpened stone
families, House Baenre, was one of the spikes. The House hastily moved to Qu’el-
founding Houses of Menzoberranzan, five larz’orl from the lower city when their
thousand years ago. It has not only sur- wizardly rivals House Xorlarrin arrived in
vived the city’s cruel intrigues, but flour- the House loft, to preserve their assumed
ished, growing to fill an awesome fortress supremacy in matters magical.
of thirty linked stalactites and twenty tall House Mizzrym has become known for
and majestic stalagmites, atop a plateau at the depth and intricacy of its intrigues and
the eastern end of Qu’ellarz’orl. This com- interlocking alliances. The treachery and
plex is girt about with a huge weblike double-dealing of Mizzrym have even led
fence—whose most powerful spells, citi- to a Menzoberranyr saying: “Even one
zens whisper, were spun by Lloth herself. side of a Mizzrym’s tongue doesn’t know
The House is so strong that it can spare a what the other is saying—and once it finds
thousand warriors (all it has openly admit- out, won’t admit to it!” (Mizzrymyr have
ted to having, for years) to guard its walls been known to attack drow who say such
at all times. At the heart of the great for- words, but secretly take great satisfaction
tress is a huge circular, domed temple to in such a reputation.) Persistent whispers
Lloth—an amphitheater dominated by an say House Mizzrym is building its own ar-
image of the Spider Queen that shifts end- my, somewhere in the labyrinthine pas-
lessly from one of her forms to another. sages southwest of Menzoberranzan.
Lloth seems well pleased with the “First House Mizzrym occupies an old, large
House” of Menzoberranzan. cavern network above Qu’ellarz’orl,
Below the watching bulk of House reached by a heavily-guarded stair spiral-
Baenre, three other Houses currently ling up from a single massive stalagmite-
dwell on Qu’ellarz’orl: Xorlarrin, Agrach tower. Among the guardians of the
Dyrr, and Mizzrym. All are among the rul- stairway are monstrous foulwings (see
ing Houses of the present Council. “Monsters of Menzoberranzan”).
House Xorlarrin is reclusive and secre- In the southwestern corner of Qu’ellar-
tive; its members go veiled or masked in z’orl is the entrance to The Chamber of
public. It is known for its magical might, the Ruling Council. Its arched, ironbound
boasting at least seven wizards among the double entrance doors are closed and
masters of Sorcere, some of them very old guarded by soldiers of House Baenre and
and powerful. an honor guard from Melee-Magthere at
House Xorlarrin occupies a small, all times, opening only to allow Matron
recently-raised stone tower, the Spellto- Mothers and their bodyguards into and
wer Xorlarrin, in the center of Qu’ellar- out of the not-so-secret meetings where
z’orl. They moved here from a cluster of the ruling Houses decide what befalls in
unfenced houses in the lower city after the city.
their utter destruction of House Hrost Ul- The Chamber is a small, natural side-
u’ar. cavern dominated by a spider-shaped ta-
House Agrach Dyrr is an old, haughty ble. The ruling Mothers sit there in tall,
House dominated by a handful of power- jewelled thrones when Council is in ses-
ful male wizards led by the lichdrow Dyrr sion, the chamber lit by a hundred sweet-

35
The Neighborhoods of the City

smelling candles. A single, unadorned


chair is provided for guests (only one Narbondellyn
guest is customarily allowed into the ca-
This wealthy district is dominated by the
vern at a time). It is rare indeed for any
ruling noble Houses of Fey-Branche, Faen
guest to be non-drow, or male. Body-
Tlabbar, and Barrison Del’Armgo, and by
guards in attendance on the matron moth-
the lesser Houses of Tuin'Tarl, Srune’lett,
ers are allowed in, and by custom remain
Horlbar, and Shobalar. It is also home to
silent, standing around the walls, when
many wealthy up-and-coming drow fami-
Council is in session, speaking and moving
lies (the noble Houses of the future), and
only when bidden to. Each matron admits
the most luxurious and profitable of
the same number of bodyguards, no more
trades: gems, perfumes, moneylending,
than two except by extraordinary agree-
and the like.
ment, and never more than six (six each
Fey-Branche, a relatively young and ag-
makes the Chamber crowded indeed).
gressive House, has a triangular
Guards are usually clerks or others called
stalagmite-compound in the center of the
to make demonstrations or give evidence;
city, just south of where drow flying in
they are rarely needed (or effective) as de-
straight lines from Tier Breche, House
fenders of a matron’s person.
Baenre, and Narbondel would meet. From
The most striking natural feature of the
there, neighbors say cattily, they can “spy
House loft is its mushroom forest. The
on everything, with a minimum of real ef-
maps in this set only show mushrooms the
fort.”
size of an ogre or larger, but among those
House Faen Tlabbar is known for its tall,
giants shown are many smaller ‘shrooms
beautiful, and ardent females, who often
and fungi, growing in a fantastic labyrinth
seek the company of male visitors, and are
of soft phosphorescence. This area is used
always developing new spells. Its Matron
by many nobles for meetings, picnics, and
Mothers created an unusual tradition:
games—but no prudent drow considers it
open, candid speech among House mem-
an area to go into unarmed, or a place for
bers, regardless of sex or rank. The House
words and dealings that must remain se-
occupies the stalagmite-and-stalactite
cret: House Baenre and others use magic
compound just north and west of the
to spy or eavesdrop on drow in the mush-
western end of Qu’ellarz’orl.
room forest as a matter of course. It is a
The dangerous Second House of Barri-
crime punishable by a heavy fine to will-
son Del’Armgo occupies the large, triangu-
fully damage (or cut, for eating) any grow-
lar fenced-stalagmite compound lying
ing thing in this forest. Anyone
northeast of Qu’ellarz’orl, between House
destroying, felling, or harvesting an entire
Baenre and Donigarten.
mushroom faces the death penalty. With-
House Tuin’Tarl is relatively young, risen
out these rules (known to all Menzober-
from common stock through shrewd trad-
ranyr), the forest would long ago have
ing with other drow communities. It occu-
vanished—as most of the mushrooms
pies the triangular fenced-stalagmite
growing in the main chamber did. Hungry
compound due south of Narbondel (east of
drow harvested them for food, and sam-
a larger triangular compound occupied by
pled them for use in the making of medi-
House Horlbar).
cines, potions, and spellcasting, until few
House Srune’lett is known for the short,
were left.

36
The Neighborhoods of the City

stout drow its bloodlines produce (its gets into trouble of any sort.
priestesses have long been referred to House Shobalar inhabits the diamond-
throughout the city as “the fat sisters,” shaped stalagmite-and-stalactite fortress
much to their annoyance). It inhabits a directly north of House Faen Tlabbar.
recently-constructed, many-pinnacled for- Many other drow families of wealth and
tress on the north side of the Darkspires importance (or self-assumed importance)
(the stalagmite cluster that runs east to inhabit Narbondellyn. These include
west, between Houses Horlbar and Shoba- Urundlet, Balartyr, Tuek’tharm, Hael’lrin,
lar). Shunn T’ahaladar, and Klor’lbar.
House Horlbar has been ruled by sister Important merchants dwelling and op-
high priestesses for two thousand years. erating in Narbondellyn include the most
Their cruel depravity is infamous; if they haughty gem-merchants of the city.
were ever to fight each other, the House (Though a wealthy merchant may rent or
would split apart, making it easy prey for own a second home to escape business
rivals—which is all that keeps these two pressures or to use for secret meetings,
cold, contemptuous females from tearing mistresses, and the like, almost all mer-
each other’s hearts out. Horlbarryn, it is chants live in the same fortified building
said, make dangerous enemies: they never that houses their shop, to better guard
forget, and their patience for revenge can their stock and wealth.)
span a thousand years or more. The Mritt Shadalun and Hondel Belek’tyr
House occupies the westernmost of the carry on a bitter rivalry for bragging
two triangular fenced-stalagmite com- rights to being “the best” gem merchant in
pounds south of Narbondel (the smaller, the city. Both are known for the variety
more easterly compound is House Tuin- and high quality of their stock. They may
‘Tarl). coldly outbid each other for a particularly
House Shobalar is almost exclusively fe- large or unusual gemstone of a type Men-
male; among its women are wizards of zoberranyr deem valuable (rubies, sap-
power as well as high priestesses. It keeps phires, and emeralds are most favored),
to itself, its nobles rarely appearing in but on a daily basis tend to specialize.
public—and there are persistent rumors Surface-world oddities and treasures
of strange Shobalarran experiments in- (such as amaratha, king’s tears, and rogue
volving spiders. One possibly exaggerated stones, all prized by drow and detailed in
tale whispers of powerful, living spider- the FORGOTTEN REALMS® Adventures
bodies whose legs are equipped with hardcover sourcebook) are the stock-in-
dagger-like blades of bone, that drow don trade of Belek’tyr, while Shadalun sneers
like clothing, and animate by thought. at such “foreign” stones, and tends to deal
This is unconfirmed, but it is true that in black opals, fire opals, and other trea-
Shobalarran prefer to ride about the city sures of the known and familiar.
on strange, mutated or specially-bred gi- A cluster of lesser gem merchants spe-
ant spider steeds (regular giant spiders cialize in one particular stone (amethysts
that can “fire” sticky strands at prey, as are the field of the Ouol family, and dia-
cave fishers do), rather than using drift- monds are dealt in by the rival families of
discs or riding-lizards. The House also has Thadalix and Ryrrl), or deal in stolen,
a history of entering alliances and then seized, or enspelled materials. The most
simply abandoning them whenever an ally famous of these “dealers in the shadows”

37
The Neighborhoods of the City

is a magically-well-armed, sardonic one- ciently powerful, fawning) merchants of


eyed drow male warrior known as Farsee- Narbondellyn are the not-so-silently-hated
ing Phurn, who can be met with by moneylenders.
leaving messages for him at most of the
drinking-spots in Menzoberranzan; his Moneylending
competitors include the drow priestess
Thaelara Oblare, a skilled gem re-cutter, Most ambitious drow run short of coin at
and the mercenary female drow warrior one time or another. Some are in no posi-
Infinyl Mestpar. tion to successfully steal or extort funds,
Narbondellyn is also home to the weal- murder and rob, or gain a loan from a pa-
thiest (and most expensive) perfumers in tron or House superior. They turn to the
the city. In the crowded, damp under- moneylenders, who also act as money-
ground, perfuming is an art born of neces- changers for outsiders.
sity. The best drow scents mingle with less Menzoberranyr accept all surface coin-
desirable smells to mute everything into a ages, but prefer metal or gems of intrinsic
pleasurable background—rather than value. A drow is happier with silver or
masking stinks with a thick, choking stink gold coins than copper pieces, because the
of their own. The precise makings of metal can be melted and reshaped for use
scents are well-guarded secrets, although where the coinage is not honored. The
most drow know (and, if time and needs moneylenders of Menzoberranzan also
permit, practice) the basics of making a deal in trade bars, rare shells, the jarred
pleasant, usually spicy masking scent. and jellied eyeballs used by some mind
The artists of Menzoberranzan perfum- flayers, all known types of gems, per-
ery sell scents that purport to capture the fumes, and even rare foods and plants.
fragrance of certain surface-world The more exotic the currency or collat-
flowers, or that sway drow into certain eral, the higher their rates.
emotional states (such as ardent love), as A standard loan to a drow of the city is
well as personal body-scents and typically in coinage, at an interest rate of
recognition-smell dyes and paints. These 10%, compounded every 20 days. Collat-
preeminent merchants include Mhaersha- eral of written title to items worth 25 gp
la of the Flowers, famous far across the or 75% of the loan, whichever is higher, is
Underdark; the halfling Myrip Minstrel- usually required.
wish, reputed to be half-crazed (or worse), To a visiting drow, the standard is 12%,
and given to acrobatic dancing and sing- compounded every 40 days, but collateral
ing while he works; the discreet brothers equal in value to 100% or more of the loan
Dhellorn and Diriziir Jaszarr, “Perfumers in portable property (or a deed to land or
to Nobles,” who deal in love-drugs and per- a building in the city) must be left with the
sonal scents for fashion and party use; and lender.
the old, lame she-drow Halaera, who To a non-drow citizen or long-term resi-
walks with a stick, carries powerful magi- dent of Menzoberranzan, the terms are the
cal items on her person, and has a hand in same as for visiting drow, but the rate is
half the kidnappings and slave-deals in the 14% or more, compounded every 20 days.
city. Visiting non-drow are also lent money on
More openly sinister than most of the these terms, but at 16% or more.
proud (or, if a customer is noble and suffi-

38
The Neighborhoods of the City

High-risk loans (to merchants who must function as both guards and spies; Yuim-
travel the Underdark before they can see mith sells information as well as lending
profit enough to repay, a fugitive from money. Any secret of the city that can be
drow justice, or someone widely known learnt, Menzoberranyr say, Yuimmith has
around the city to be in trouble with a for sale.
powerful drow House) typically are at
20% to 25% or more, and require collat-
eral left in the lender’s possession, to the West Wall
value of 150% of the loan.
Aside from the ruins of House Do’Urden,
Most moneylenders have magic and
the fortresses along the western wall of
hired swords and spies to back up their
the great cavern of Menzoberranzan are
demands and defend their wealth. They
wealthy, solid, and long-established—and
are wily, ruthless, and often adopt a pow-
look it. Among them are the noble Houses
erful House as patron (giving its members
of Duskryn, Druu’giir, Symryvvin, and
cut rates and ready credit), to gain its pro-
Vandree. Their neighbors include proud
tection when a noble debtor of another
old non-noble families, given to gaming,
House decides, as some of the younger
various esoteric hobbies (such as collect-
and more reckless inevitably do, that hav-
ing animals of the surface world, or stag-
ing a bit of sport and wiping out fast-
ing gladiatorial combats between
building debts with a quick swordthrust is
captured beings, for private amusement),
easier than paying up.
and dreaming of grander days.
Moneylenders prominent in the city at
House Duskryn is known for well-
present include Nantlel of the Three Fin-
equipped, mercilessly-trained troops, led
gers (all his others have been lost in
by nobles known for cruel pranks and leg-
swordfights, down the years), a retired
endary drinking-bouts. It inhabits the
warrior (F11) known to be guarded by
large, long and narrow fenced-stalagmite
several servant monsters, including a
compound due north of the Westrift.
greater peltast (detailed fully in module
House Druu’giir is strong in mercantile
FA1, Halls of the High King, and described
affairs and moneylending—so strong, folk
in the Adventures book of the Ruins of
say, that its influence over actions in the
UnderMountain boxed set). Nantel’s com-
city is often secondary only to House
petitors include the sinister drow wizard
Baenre. House Druu’giir is dominated by
Sheeress of the Many Eyes, a bitter and
elderly male wizards, with coins enough
paranoid female archmage outcast from
to hire any needed warriors. Rumor holds
Sorcere by male wizards who feared her
that Druu’giir maintains a camp of ready
soaring power; the fat, gluttonous drow
warriors somewhere near the city, at its
male warrior Ologh “Gathergold” Ilyri,
direct call: hirelings that can, some whis-
last of his family (ridiculed by his slimmer,
per, appear directly in House Druu’giir by
less lazy kin, he poisoned them all to gain
means of magical gates opened by the
their wealth and start his business); and
House wizards. It occupies a small rectan-
Yuimmith Shulcloak, an elderly drow of
gular fenced-stalagmite compound south-
quick and cold wits, iron nerves, soft
east of the tip of Westrift.
speech, and long patience. Yuimmith em-
House Symryvvin is known for its pur-
ploys more than a dozen halflings, and
suit of magical might—devising prayers to
half that number of orphaned drow. They

39
The Neighborhoods of the City

Lloth (and receiving new priest spells in There are few shops or massage houses
return) and creating new wizard spells. Its in this neighborhood; the drow who dwell
elderly and numerous mages and high here actively discourage such common es-
priestesses don’t appear in public often, tablishments, and the traffic they bring,
but are accorded great respect when they preferring to go into adjacent Manyfolk
do—they are apt to fell one, or one dozen, for such services.
drow who displease them (regardless of One of the few businesses that does
who their targets are; in the recent past, flourish in this neighborhood is Elstearn’s
victims have included masters of the Escorts. This “escort service” can provide
Academy and priestesses of House good-looking drow of either sex to accom-
Baenre), hurling spells as if they held pany clients, but its principal business lies
endless reserves of memorized magic! in providing intelligent, good-looking,
House Symryvvin inhabits the five-sided well-spoken and connected Menzober-
stalagmite-and-stalactite fortress north- ranyr citizens as guides and interpreters
east of the tip of the Westrift (and of to outlanders visiting the city and trying to
House Duskryn). carry on trade—and as bodyguards to cul-
House Vandree has a reputation for get- tured West Wall citizens when they want
ting into trouble and surviving somehow. It to visit more dangerous parts of the city,
is a family that seems to delight in involved, or go on hunts or other excursions out in-
ongoing internal feuds. Poisonings and to the surrounding Underdark.
stabbings are common, and the nobles see
whipping their commoners as enjoyable
and frequently necessary recreation. Most Manyfolk
House members are very interested in
This large area of the city is home to the
surface-world affairs, and in acquiring tro-
common folk, and is where most of the
phies from The Lands of Light, from leaves
shops and businesses of the city can be
and flower-seeds to human skulls, fine fur-
found, from the Bluirren family (who
niture and magical items. From time to
make spiced sausages from Underdark
time, these collecting propensities extend
creatures whose precise identities and ori-
as far as living humans and other surface-
gins are better not investigated too
world monsters, which usually end their
closely) to the Ulaver (whose luminous,
days (after providing amorous drow fe-
sweet green wine is a growing taste
males and whip-wielding drow males with
among Menzoberranyr).
sufficient amusement) facing the blades of
It also home to the noble House of Oblo-
House Vandree warriors in need of a little
dra, who have always had a treacherous,
practice.
unpredictable, even insane reputation.
House Vandree inhabits the large walled
Oblodren are known for fanaticism, reck-
compound south of ruined House Do’Ur-
less battle-rages, and for dabbling in the
den, whose walls point eastwards into the
wildest magic and the most dangerous of
city in a great prow-shape.
the arts of the mind, continually pushing
The homes of many cultured, wealthy
the boundaries of the dictates of Lloth.
non-noble drow families can also be found
Such drive brings the House again and
here—among them Ilueph, Llarabbar, Mi-
again to the brink of extinction—but no
liskeera, Neereath, Ol’il’isk, Tirin, Vaha-
one wants to have House Oblodra for an
darr, Waeth del’tar, and Yulaun’tlar.

40
The Neighborhoods of the City

enemy; Oblodren attack like mad dogs, customer’s eyes, a hot meal seasoned and
throwing their own lives away unhesitat- done to order.
ingly to get revenge. The most wealthy and influential mer-
The House’s high priestesses command chants of this area currently include:
strange, unusual powers of the mind (psi-
onic wild talents, some tutored), and many • Du’arthe Klendara (drow male F5): tex-
Menzoberranyr drow whisper that this tiles
House sends its daughters to train and
even breed with illithid in nearby mind • Uluruela Drael Tuabbar (drow female
flayer cities! House Oblodra occupies the F3/P3 of Lloth): clothing and travel
small compound in the center of the city, goods of leather, lizardskin, and carved
between two fingers of the Clawrift. bone
Around The Bazaar stand too many
shops and family homes to list; almost all • Bhaern del’Hluanter (drow male F7):
commoner or “normal drow citizens” crates, chests, casks, and carts
dwell in Manyfolk, and even most noble
Houses maintain secondary or secretive • Sh’aun Darnruel (drow female F4/P4 of
“safe” residences here. It is the place most Lloth): personal fashions, clothing,
Menzoberranyr come from, and (although body dyes and augmentations (crests,
the ambitious always try to move out of it, glued-on manes of hair or wigs, artifi-
to a ‘better’ area) is the most colorful, in- cial limbs, body padding, etc.)
teresting, and tolerant neighborhood of
the city. • Baelaskros Do’Ilisharr (drow male F6,
DMs locating businesses, inns, and mi- grossly fat): bulk grain, dates, and other
nor noble Houses of their own invention foodstuffs
(or would-be nobles) should place them
somewhere in Manyfolk, where most of • Tlar Quel’tlarn (drow male F2): fine
the buildings have been left unassigned metal smithing, gemsetting, and lock-
for them to do so. smithing
Visitors seeking the sights of Manyfolk
• Rhauvais del'Ygana (drow female F6):
(after The Bazaar, of course) are directed
weapons, exotic and high-quality (speci-
to the many fine massage houses, and to
ality: concealed and venomed body-
shops such as Faeera’s Floating Plants
weaponry for nobles)
(which deals in exotic plants from “All
over the Realms, Above and Below,” dis-
played and sold in levitating pots); Vil- Eastmyr
teern’s Fine Chains (where chain can be
purchased in lengths up to a thousand Those not successful enough to dwell in
feet, ranging in size from wire-thin orna- Manyfolk live in the poorer, less esteemed
mental links to fortress-gate chain whose neighborhood of Eastmyr. Struggling mer-
links are as long as a full-grown drow chants, outlaws and the penniless, merce-
stands tall); and The Cathlyre, where naries, and non-drow of no particular
surface-world birds of all sorts (including wealth or power dwell here. The noble
the peacock-like cathlyre) are sold as pets, Houses Hunzrin and Kenafin maintain
live targets, or roasted alive before the their fortresses here.

41
House Hunzrin is known for stupid ar- Few individuals of prominence dwell in
rogance; its folk are quick to wet blades in Eastmyr, but one good massage house can
those who offend them, regardless of the be found here: Dylchanta’s Furfeathers,
cost. It has survived extinction because of which regularly hosts massage-parties for
its large numbers; Hunzrin currently large groups.
dominates farming in Menzoberranzan, Eastmyr also has at least four rooming-
and its food supply can support huge houses useful to non-drow visitors to the
numbers of children. House Hunzrin oc- city wishing to avoid attention, cold treat-
cupies the triangular fenced-stalagmite ment, and high prices. Two of these, Nar-
compound due north of House Barrison bondel’s Shadow and Symeera’s, are
Del’Armgo, the closest noble House to the recommended (both are run by careful,
city’s farms. fair human ex-adventurers, who know
House Kenafin occupies the walled com- contacts for the discreet hire or purchase
pound that lies between House Hunzrin of needed magic, healing, weapons, and
and House Fey-Branche. Nearby are the other gear within the city). Typical rates
houses of several families who pretend to are 1 gp/person/day (includes all meals,
nobility: Asbodela, Dlaen Del’Amatar, and basic drink, stabling for a mount, and a
Yune’duis. It remains to be seen whether private room with a glowglobe light
their pretensions will ever become reality. source).

42
The Braeryn Donigarten
Extending north from the western end of The granary of Menzoberranzan, this area
the Spiderfangs are the dark alleys and hov- is dominated by the lake of Donigarten. It is
els of “the Stenchstreets.” This is Menzober- surrounded by a rich moss bed, a stand of
ranzan’s slum, home to sick and outlaw giant mushrooms, and rich fungi farms. On
drow, goblins, orcs, bugbears, and other an islet in the lake, orcs and goblins tend a
non-drow who are sometimes hired for odd herd of rothe (deep rothe, detailed in Drow
jobs (such as heavy loading or digging) by of the Underdark), watched over by drow
Menzoberranyr, or for guard or mercenary patrols sent out from Tier Breche through
pillage-raid duty. Some are even stupid or the Mantle. As well as the patrols, drow
desperate enough to try their luck in the with guardhorns and eyes of the eagle
city as thieves or kidnappers. cusps keep watch from cavern-wall fis-
Drow hunt here for sport from time to sures overlooking Donigarten, to prevent
time (often after drinking too much), slay- food thefts by the orcs and goblins, as well
ing all who can‘t hide, escape, or fight off as raids by others. There are 2-5 spies on
their attackers. Outlaws and others hide duty at once, drawn from all three schools
here: raiding drow occasionally come to in Tier Breche (to teach them patience and
grief when the helpless old orc they at- vigilance).
tacked turns into a powerful, enraged hu-
man wizard or drow priestess on a spy
mission or indulging personal tastes for
adventure.
No drow of importance or reputation
dwell here, but the mercenary band Bre-
gan D’Aerthe maintains contacts here,
through which they can be hired. Certain
aged drow dwelling here concoct and sell
poisons, drugs, and love philtres. Some al-
so sell information, but seldom live long,
once they become widely known.
One such crone, city cradle-lore swears,
was once revealed as the Spider Queen in
disguise—when the Goddess shed her rags
to blast a priestess who treated her cru-
elly. Rumors persist that Lloth keeps
watch over (or even, in disguised form,
dwells in) the Stenchstreets. Such beliefs
gain support from the numerous spiders
of all sorts and sizes who scuttle and lurk
all about the area, despite many attempts
to slay them or drive them off.

43
The Mantle
berranyr have learned that these menaces
The passages and caverns directly around are so numerous (attracted by the smells,
the main city cavern have always played a warmth, and vibrations of so many beings
daily part in the life of the city. Teenagers gathered in one place) that establishing
prove their defiant daring by venturing permanent, immobile guardposts merely
into the Mantle; bold children play in its offers ready food to the passing
entrances; lovers use its dark ways for monsters—drow food.
trysts (particularly forbidden liaisons be- Instead, the Menzoberranyr use mobile
tween drow of rival Houses); and plotters patrols. In strategically important areas,
find it handy for dark meetings. drow work-parties excavate defendable
There is no such thing as a safe area of firing-hollows. A patrol uses a four-to-six
the Underdark, and this is as true of the drow star formation to move in and se-
Mantle as it is of the wild depths of the cure the known hollow, as the rest of the
subterranean realms far from drow rule. patrol provides covering fire. Once the ar-
Monsters occasionally reach the main ea is secured, the star provides covering
cavern—through the Mantle. The Menzo- fire for the others to join them.

44
The Bazaar

There is an ever-changing, always busy ar- visit revenge on an enemy, or recover


ea of Menzoberranzan; a crowded, untidy from a revenge someone has worked on
labyrinth of stalls and hagglers whose them. There are also stalls selling wines,
fame has spread across the Underdark. In cheeses, and exotics (jellied eels, venison
the city, it is known simply as “The Bazaar.” tarts, even wyvern pie) from the Lands of
A Calishite with rings gleaming on every Light.
finger and puffing slaves bringing pur- Prices vary with supply (scarcity) and
chases along behind would feel right at demand—when mind flayer or Calishite
home here—and indeed, Calishite satraps visitors arrive in larger numbers, and
seeking bargains are often to be seen in seem to want to buy everything in the Ba-
the Bazaar. zaar, down to the bare boards of the stalls,
Menzoberranzan’s ongoing trade fair at- prices quickly go up.
tracts merchants and goods from all The businesses that preceded The Ba-
Faerun, and even a few items from Kara- zaar here are still going strong, too: the
Tur and fabled Maztica. Merchants and massage dens. Many drow visit their fa-
shoppers of all races and lands are vorite den at least once a day (for more on
welcome—and it is even whispered that the drow taste for massage, see the “Drow
some of the more mysterious traders (who High Life” chapter). These places are sel-
go about masked and cowled, gesturing si- dom settings for hired romance. Drow of
lently) come from “places beyond the both sexes and all ages delight in simply
stars, Above the World Above,“ or other relaxing, and often hold business discus-
planes of existence! sions, or simply chat sessions or casual
get-togethers, on adjacent massage-
Goods And Services couches.

The less lawful and tolerated vices among Moving, Always


drow are addressed in the Bazaar—and as
long as rebellion is not talked of, and the Moving
peace is kept (folk bow, scrape, and get
out of the way of House Matrons doing a The Bazaar, by decree of the ruling Coun-
little shopping), shoppers can get cil, contains no permanent structures—
their every desire satisfied in the cur- even long-established and favored booths
tained booths and stalls of the Bazaar must be moved around. The longest a stall
without being (so they think) under the or booth can remain in one spot is 66 days.
watchful eye of a Matron. This law prevents any proprietor from
Slaves are bought and sold here, sur- owning ‘floor-space’ in the Bazaar, and
gery (rare in the Underdark), potions and buying more (so as to make the Bazaar
herbal medicines are available, and there ever-smaller, as the desirable space is
are even certain booths where one can ar- locked up, until it dwindles away to noth-
range to send or receive messages to and ing, and the city loses its riches). It also
from locales and folk in the World Above forces visiting buyers to tour the Bazaar,
(surface world). searching for favored stalls or merchants
Other drow flock to the Bazaar to hire they’re looking for—so they see every-
outlander mages to work spells, often to thing, and opportunities for impulse-

45
buying are as numerous as possible. space—it’s not theirs to sell—but if money
Proud merchants boast that one can “buy changes hands in the sealing of a deal over
anything at the Bazaar, for coins enough,” who moves where, that’s purely the pri-
and they’re not far wrong—not since wiz- vate affair of the traders involved.
ards took to teleporting in fresh surface-
world produce and items, for those who
can pay enough.
Patrols
Wise established merchants arrange to
The Archmage of Menzoberranzan ar-
trade spots with other established ven-
ranges to have the Bazaar patrolled, by
dors, rotating around the Bazaar-space.
warriors-in-training from the Academy
Still, fights and covert sabotage are com-
(led by an instructor), augmented by train-
mon, as booths of different sizes jostle for
ee priestesses and wizards (these duties
space that isn’t really there, or fight to
are rotating, and paid). The firm intent of
avoid being relegated to a bad location
such policing is simply to keep the lid on
(low-traffic, or sandwiched between larg-
violence, not to muscle in on haggling, ar-
er competitors in the same goods, or
guments, or the fun of shoppers; unobtru-
someone selling something that clashes
sive firmness is the order of the day.
with or diminishes one’s own wares). Mer-
chants are not allowed to openly sell their

46
The Bazaar

Menzoberranzan mounts constant ers reports on the performance of all


street patrols, consisting of a ‘hand’ (see patrol members—particularly the
below), accompanied by a wizard, and mage and the priestess, who are not
led by a priestess. currently her students. Drow students
In the Bazaar, where things can quick- under the eye of an instructor do not
ly get very wild indeed, patrols are larg- generally indulge themselves in reck-
er. A typical Bazaar patrol, on duty at less, disorganized, or goaded-to-rage
any given time (the Bazaar is always behavior; they are trying to impress,
open), consists of three ‘open hands,’ or and are practicing fighting as an orga-
smaller, open-formation groups. nized unit.
Each group has 8-12 male fighters of
2nd level, armed with +1 long daggers
and short swords, and long, black This is not to say the ruling Council al-
wooden staves with one end equipped ways adopts a ‘hands-off’ or neutral posi-
with a metal ball, that can do 1d6 + 1 tion towards the Bazaar. Someone who
damage, and the other fitted with a breaks their rules, or sells things they
snag-hook, for catching fleeing thieves. don’t approve of (such as access to wor-
They are led by an instructor from ship services of deities other than Lloth,
the Academy, typically a female F6/P6, spells that purport to neutralize House de-
armed with a +4 or better adamantine fense glyphs, or female drow slaves guar-
(the most durable adamantite alloy is anteed to be former priestesses of Lloth)
called “adamantine”) mace and a hand will soon meet with an “accident” that de-
crossbow (60-yard range, 22 darts car- stroys their stall, typically with them in it.
ried, each doing 1-3 hp damage, plus Then whispers will begin, started by
save vs. poison at -4, or sleep for 2d4 priestesses, that the displeasure of Lloth
hours; the poison is a mixture that af- was involved, and others should take
fects even drow immune to the usual heed.
spider venom darts are tipped with). Meddling occasionally takes a more
The warrior leader instructs at least heavy-handed form (yet always cloaked in
one, and usually two, fighters to serve the thin disguise of something accidental
as flanking guards to the priestess and or unintended, to avoid harming the Ba-
the mage on patrol: a female F7/P8, zaar’s popularity among visitors). At least
armed with her spells, a mace, and a one recent and very public spell-battle be-
wand of viscid globs (detailed in Drow tween rival House wizards, which de-
of the Underdark), who also carries 1d4 stroyed many houses and shops adjacent
healing potions; and a male F3/W3, to The Bazaar area, is widely suspected to
armed with his spells, a sleep-poisoned have been deliberately arranged by the
dagger, and a spider wand (also found Matrons of the two Houses involved, to
in FOR2). clear more space for The Bazaar.
The priestess commands the patrol, Merchants always grumble about the
but wise priestesses follow the orders meddling of the Council, but all of them
of the Academy instructor (the warrior accept it as necessary—for one thing, if
leader), who among other things deliv- the patrols did not exist, there would be
more destructive behavior by Houses or

47
individual nobles, just “throwing their Vhurn Bhaelyndryn’s Bestiary: This estab-
pride around”—and for another thing, the lishment is heavily-guarded (by a dozen
patrols (bolstered by occasional under- drow and gnoll overseers at a time, armed
cover surveillance by powerful Academy with snatch-hooks, clubs, weighted
wizards, who usually want to do a little throwing-nets, and quarter staves). It pro-
shopping themselves) were instituted to vides pack lizards and riding lizard
curtail rampant thievery. mounts (see the Monsters chapter), and
Moreover, whenever Bazaar patrols be- harnesses, goads, lead-lines, and carrying-
come smaller or fewer, thievery and frames for them.
drunken brawling (with attendant vandal- At least one of each sort of lizard are al-
ism) rise sharply, and merchants ways harnessed and ready. These cost
complain—or resort to a tactic frowned on four times more than the rest of the ex-
by the Council: hiring ever-larger num- pensive stock (three times if the buyer
bers of guards (which the Council fears throws trade-in mounts into the deal), but
could grow into private armies). this fee includes immediate help from the
Certain beings (such as beholders, overseers, in delaying pursuit, patrols,
neogi, and githyanki) are not welcome in and other forces (short of angry high
the Bazaar, and others are tolerated only priestesses) seeking to detain the pur-
when they keep a low profile, or appear in chaser and any companions from leaving
small numbers (such as Zhentarim and the city.
mind flayers). Some beings are considered The fat, affable Vhurn (an old, scarred
just too powerful, too dangerous to the drow warrior) also sells “Underdark
city if they prove treacherous or grow packs,” containing torches, ropes, grap-
enraged—or are mentally manipulated by nels, spikes and a mallet, a tinder box,
the spells of a desperate or mischievous flasks of lamp oil in a metal carry-box, a
drow mage. hooded signal-eye lamp, a probing pole
(10' pole with a reel on one end that re-
Two fixture Bazaar establishments of in- leases a weight-tipped, marked plumb
terest to visitors are: line—for measuring drops and chasms),
food, and a spare dagger, rock-hammer
Daelein Shimmerdark’s Decanter: Named and prying-bar.
for its handsome, charming (smart- He also knows good places to buy other
mouthed) young proprietor, this stall gear and weapons, and to deal in gems.
stocks rare and fine drinkables from the
Realms over—at prices only drow nobles
(and desperate or homesick surface-world
merchants) can afford.
Love- and sleeping-potions, and even liq-
uid poisons, can also be had here, by those
who know just how to phrase their whis-
pers, and how much extra to offer.
(Daelein also provides directions to those
wishing to sell stolen goods discreetly.)

48
Special Occasions

There are many parties and religious rit- beforehand and lying low, so that they
uals in the life of Menzoberranyr, as well have become almost trusted, or almost
as grave and important meetings of the forgotten) will find more drunken or fun-
ruling Council—but precious few special seeking and relaxed drow about than at
occasions. Here we survey the three annu- any other time of the year, fewer guards,
al festivities enjoyed in the city; they are and in general, less vigilance. The acquisi-
spaced evenly around the year. tive are warned that it is customary for
wise House wizards to set magical traps
and warnings on all valuables and vulner-
The Ceremony of able access-points, before the fun
Graduation begins—as much against drow prank-
sters as against thieves or would-be assas-
Students in the Academy, at the end of ten sins.
long years, enjoy the Ceremony of
Graduation—led by the top-ranking fe-
male student priestess, who summons a
The Festival of the
tanar’ri from the Abyss. It is a time of wan- Founding
ton abandon, enjoyed by students and
high priestesses as (temporary) equals. Every year on the anniversary of the
This ritual can be more daunting than death of Many Eyes and the formal found-
pleasant for those whose worship of Lloth ing of the city by Menzoberra, the drow of
is not strong; Drizzt Do’Urden was such a the city celebrate their heritage by going
one. to a strange house or an open picnic in the
It is traditional for all Houses who have farm fields to take dinner with a family
members graduating from the Academy— they do not customarily dine with. At this
no matter how lowly in the ranks of the meal, dignified toasts are made to Lloth,
House—to celebrate with a light feast, ac- then Menzoberra, and then to the found-
companied by much dancing and drink- ers of whatever Houses the diners belong
ing. It is forbidden for any House to attack to, and then to favorite ancestors or dead
any other House on the day preceding heroes of the families involved. Tales are
Graduation, the day of the Ceremony, and told of their exploits, and it is said that on
the day following, and it is usual for this day Lloth walks among her people in
Houses to let most of their servants and the form of a mortal drow, of either sex
warriors have three days of leisure, re- and any age and appearance, listening to
ducing the active staff to bodyguards and and judging her people.
cooks. It is also usual for most nobles to For this reason, no passing stranger is
stay at home, and the folk of the Academy refused hospitality at a meal, but is instead
(non-graduating students, masters, and invited to sit down and partake. Lloth, it is
mistresses) who have kin in the city below said, has been known to reward those
Tier Breche, to go down and visit their who please her with magical powers, mi-
families at this time. nor but permanent transformations of
Visitors are not generally welcome in their physical frailties or shortcomings, or
the city at this time, but those who have gifts of magical items—but she has also
somehow got in (usually by arriving days been known to strike dead entire families

49
who irritate or displease her by turning
their food and drink to deadly poison.
The Open Days
If the talk, as she listens or passes near,
The special occasion of most interest to
is of someone she favored, Lloth some-
the visitor is an annual stretch of eight
times causes the real-seeming image of the
days that serve Menzoberranyr as a sort
dead hero spoken of to appear, respond-
of trade fair.
ing to the speakers with silent gestures
Visitors (even hungry predatory mon-
and expressions as if they live, and can
sters of the Underdark!) are allowed into
hear what is being said. She uses such illu-
the city, to wander freely (even into the
sions, of course, to sway drow to under-
compounds of noble Houses). This pro-
take tasks or make decisions she desires
vides the citizens with as much of a spec-
them to. tacle as it does the visitors, and quite a few
The entire city takes heart if Lloth her-
Houses dine on exotic fare, such as rock-
self is definitely seen—and any family who
snake steak, or tunnel worm stew, as a re-
hosted her is honored, as guests for a
sult of a hungry monster’s attack coupled
week or so following the festival, and ac-
with the presence of alert House servants
corded respect for the entire rest of the
or guards.
year (as folk who enjoy the favor of Lloth,
The purpose of the event, however, is to
and who should therefore not be crossed
encourage trade, and few drow get much
or harmed). The festival itself is cele-
sleep. Guards are always alert, shop-
brated in the second half of the day, cen-
keepers keep their establishments always
tering as it does around the main meal
open for business, and House agents are
that closes the day, but by tradition the en-
always trying to meet with visiting mer-
tire day is one of leisure, when shops are
chants, to make deals.
closed and no trade is done.
To impress such visitors, and to discour-
Visitors to the city will be hosted at din-
age those who might secretly be examin-
ner (who knows what form Lloth’s whims
ing the city for any signs of weakness,
will cause her to take?), but they will be
drow Houses put on special demonstra-
unable to find any drow—except guards,
tions of magic and martial readiness, to
angered at having to leave their dining!—
awe potential foes and rivals. It is common
at their accustomed tasks, or willing to do
for House armies to execute precision aer-
any business. This state of affairs lasts for
ial maneuvers in full battle armor, for high
only one day; the preceding and following
priestesses and wizards to fly grandly
days are life as usual.
through the air while sipping drinks or
playing at various games and gambling di-
versions, and even for staid and dignified
masters of Sorcere to engage in spell-
hurling competitions, or in spectacular se-
quences of meant-to-impress shape
changes.
Priestesses take turns weaving large and
elaborate illusions of Lloth in the air above
the city, so that she appears in a succes-
sion of forms, looking down on the city—

50
but from time to time, such clerics have fully-rested contingent of guards, wiz-
fainted dead away upon discovering that ards, and priestesses ready to stand guard
their work was amusing—or annoying!— as everyone else sleeps, to recover).
the real Lloth, who had appeared to watch
the fun.
Visitors with sinister intent are warned
Unexpected Revels
that most Houses set one or more wizards
It is rare for Menzoberranyr to engage in
and priests to the exclusive task of watch-
any city-wide celebration for an unexpect-
ing for drow of rival Houses, or other ene-
ed or sudden cause. When these do occur,
mies, who enter House compounds they tend to be wild parties (extending, at
disguised (or even openly), on dark pur-
times, to brawls and orgies), held because
poses bent. This is not a time for catching forces of the city have scored a major vic-
drow unawares amid the apparent
tory over foes outside the city, or because
chaos—everyone is more alert than usual
Lloth herself (her avatar) has appeared
(and when the Open Days end, and drow somewhere in the city, and not shown any
know they’ll be exhausted, they either
anger or disfavor by issuing harsh decrees
close up their shops or houses to sleep
or meting out punishments.
things off, or [in the case of Houses] have a

51
What the Future May Hold

Not even the gods can see all that well in to body, but which collapse into drifting
what lies before us, and has not befallen smoke if attacked, will become a feature
yet. Mortals peering into the future tend of the subterranean world—and will be
to see what they want to see—or fear thought to be manifestations of Malyk.
most. To keep wizards of Sorcere (most of
—Elminster of Shadowdale whom have always felt rebellious—if not
daring to be actively so—towards the rule
Soothsaying, even divination magic, tends of her high priestesses) loyal to her, not
to be a less than exact craft at the best of turning to this upstart Malyk, Lloth will
times—and the farther one looks from grant the wizards of Menzoberranzan
here and now, the more prone to exagger- new and powerful spells. They will grow
ation, errors, and wishful thinking it be- more able to ignore or thwart the orders
comes. Accordingly, this chapter does not say and cruelties of priestesses, if not more in-
what will surely befall. Instead, it tries to fluential and prominent in Menzober-
outline possibilities to guide DMs in devel- ranyr society.
oping long-running campaigns set in Men- At the same time, increased trade will
zoberranzan, and the Underdark around. bring a secretive trickle of new spells and
magical items, which will awaken in the
The Future of younger and more ambitious drow mages
a desire to see the surface world, and per-
Menzoberranzan haps grow in power there. Escape from
Menzoberranzan will become a perceived
In the city itself, the pressures of trade possibility—among commoners, too, as
will continue to loosen the rules, customs, they see more and more riches from the
and petty tyrannies of the noble Houses— World Above, and hear news of change.
commoners and visitors alike will be able The long-static society of Menzoberran-
to move as they please, and less as the zan will enter a period of uncomfortable,
whims of various House Matrons and intrigue-filled change. House Baenre,
lesser high priestesses force them to do. which has always ruled the city in fact if
At the same time, Lloth’s rule over the not in name, will move skillfully to keep its
city will increasingly be challenged by oth- power, by gathering the most powerful
er deities (especially Vhaeraun). new spells, magic, and goods under its
There is also a growing cult in the control, and by manipulating or befriend-
Underdark: the worship of Malyk, The ing the most influential and powerful out-
Dark Mage, who represents wild and evil siders (adventurers from the surface
magic—all that is mysterious and a chal- world, for example) who take any interest
lenge to authority. Some wild mages will or residence in the city.
worship him, and folk of the Underdark To avoid offering itself overmuch as a
will encounter more and more wizshades target, House Baenre will employ lesser
(detailed in Volume 7 of the Monstrous Houses that it controls or influences to do
Compendium, the first SPELLJAMMER® much of the work involved in keep the
appendix), believed to be his servants. Appa- city under effective Baenren control. As
ritions of empty, cowled robes that move its stable, loyal, lasting rule has kept
and gesture as if filled by an invisible Lloth’s worship strong in the city, it is un-
likely that House Baenre’s dominance will

52
What the Future May Hold

be ended unless a new power or invading it dooms the city to stale ingrowth, and an
force destroys the city or forcibly changes eventual decadent dwindling of power—
things, at the same time as Baenre loses and with it, Lloth’s own power and influ-
the favor of Lloth, or the Spider Queen’s ence. Contact with the Underdark, which
own power diminishes to the point that is ‘on the move’ again, after an aeon of rel-
she is unable to aid them enough. ative isolation from the surface world, is
Although the unconquerable has been to inevitably expose Menzoberranyr to
defeated many times before, and the eter- surface-world goods, trade, and other in-
nal swept away by the winds of change, it fluences, and to awaken in them interest
seems unlikely that anything short of a in the Lands of Light.
military destruction of the city (or a great
natural cataclysm, such as the collapse of
the entire great cavern, brought on by the The Days Ahead for
sort of spell-battle that might accompany a the Nearby
full-scale civil war, or a last-ditch defense
of the city) will end the rule of Lloth Underdark
(through House Baenre) over Menzober-
ranzan. Menzoberranzan’s patrols have always
Although details of the customs, rules, controlled a large area of the Underdark
and laws of the city will probably change, immediately surrounding the city (the
it is in Lloth’s interest to keep the rate of ‘Dark Dominion’), but the very strength
such changes slow. Widespread, acceler- and riches of the city have always drawn
ating change has a dangerous way of end- predators of the Underdark—from hunt-
ing in serious to fatal challenges to the ing beasts to rival intelligent races—to it.
status quo—and once commoners, and Rival drow and duergar who have re-
drow males of all ranks, taste indepen- spected the overwhelming military and es-
dence, the reign of Lloth’s priestesses may pecially magical power of the city of
well be doomed. Menzoberranzan, have never dared do
There is a deep-rooted fascination with more than occasionally raid the rich ore
the surface world among drow, born of deposits (such as The Lustrum, mentioned
the loss they felt at losing a place in it. in the “Now” chapter that deals with cur-
Many drow, as much as they fear the per- rent news of the city) and important
ils of the Underdark and the unfamiliar, radiation-strong areas controlled by Men-
but almost certainly greater dangers of zoberranyr drow, in the Dominion.
the World Above, secretly dream of re- Were the Menzoberranyr to weaken,
turning there, to see the sun. As even however, they could expect attacks from
ready access (say, from subterranean tun- these subterranean rivals. The presence
nel homes, or mountain caves) to the sur- of a gate to another plane or planes in the
face world will bring opportunities and nearby Underdark (see the “Now” chap-
influences to drow that challenge Lloth’s ter) makes a Menzoberranyr defense that
cruel, repressive rule, the Spider Queen is much more difficult; the city’s drow must
always battling this deep urge of the dark guard against a surprise attack in force, at
elves. all times, by foes of unknown numbers
On the other hand, to wall Menzober- and powers.
ranzan off from the greater world around The known foes are bad enough. Two

53
age-old powers of the Underdark are on vive, Menzoberranzan must be able to de-
the rise again: the mysterious cloakers feat not only the first foe to attack it, or
(led, it is whispered, by a powerful become embroiled in a dispute with it—
“Cloaker Lord”) and the awesomely- but the next waiting foe, and the next. (If
powerful beholders. Both races are ex- they cannot, two or more such foes may
panding throughout the Underdark, and struck at once, and smash Menzoberran-
if their internal wars do not tear their zan between them.)
power asunder again, they may well be- Given Lloth’s aggressive, dominant na-
come rulers of the Underdark, dividing all ture and the increasing traffic between
between them before annihilating each Menzoberranzan and the surface world, it
other. is likely the Spider Queen may soon urge
Drow culture may well perish, caught drow of this loyal city to mount attacks on
between these rival races and opportunist the surface world. She must be careful not
raids from surface-based powers through to weaken Menzoberranzan too much,
increasingly-well-known surface connec- however—or the waiting foes will strike,
tions and subterranean trade routes. and the drained city fall to them.
There is a third rising power in the local
Underdark, a new one: the outcast al-
hoon, or illithiliches. If they ever come to
lead or dominate sizable communities of
illithids (as opposed to merely small bands
of adherents), these fell beings may well
outstrip all other subterranean powers.
An alliance between them and large num-
bers of beholders, for example, would be
unbeatable by any known community
presently active in the Underdark of
Faerun. They are already spying out the
communities of the Underdark, including
Menzoberranzan. Informants and agents
loyal to the city fear that some surface-
dwelling drow who worship Vhaeraun
and trade into the Underdark are already
under the sway of the Alhoon; any alli-
ance in force between these two groups
could also be disastrous for Menzoberran-
zan.
It is not enough to be powerful—might
enough to impress some, and make others
too fearful to attack, always attracts inter-
est in the Underdark. Whenever a time of
weakness comes, as it inevitably will,
given the numerous enemies and natural
perils of the subterranean world, probing
attacks will come from all sides. To sur-

54
The Mage Lords of Menzoberranzan

Far less well-known than the socially dom- and large, remain aloof from the cut and
inant priestesses of Lloth, even among thrust of daily House-versus-House in-
drow, are the Mage Lords, the (male trigues, if they wish to.
drow) mages of power active in Menzo- No wizards of note survive for long out
berranzan. They are the mightiest drow, in the wild Underdark too close to
in a one-to-one fight, the city can muster— Menzoberranzan—the high priestesses of
tough, twisted survivors who have risen all the city’s Houses (who constantly see in-
to rival human archmages in power, over- vasions from without, and treachery from
coming far greater obstacles on their jour- within, where no such things have been
ney. All began under the harsh schooling planned) will not tolerate such risky mis-
of Menzoberranzan’s Academy, the cradle fits, and gather forces to root out such
of drow wizards. rogue males.

Drow Wizards House Wizards


In many ways, drow wizards are the same Wizards of power can work within the so-
as human mages—they run the same ciety of Menzoberranzan, as members of
broad spectrum of eccentric and nasty a House. If they are accomplished in sor-
personalities, the same variety of power cery, and in favor with the Matron of a
and aptitude, and even the same wide dif- House—or merely competent, but a direct
ference from spell roster to roster (most relative of the ruling priestess—they may
human-devised spells useful in the Under- become the head “House wizard,” serving
dark can be found in a spellbook in Sor- as the family’s chief instrument of sorcery.
cere, and in use by Menzoberranyr This position tends to be risky and time-
mages; consult FOR2, Drow of the Under- consuming; like it or not, one is always
dark, for specialized drow wizard spells). embroiled in the politics of the city. If one
Like humans, most of the few does poorly, one is deemed expendable by
sorcerously-talented drow who survive a priestess or other, and expended; if one
long enough to attain any power choose does well, one is seen as an ambitious,
to flee from society. They become rec- treacherous threat— and, sooner or later,
luses, dwelling in fortresses or spell- when the time is right, expended. Few
guarded towers, generally avoiding the House wizards ever attain a level higher
company of others. Those drow wizards than 12th (although 16th and even higher
who dare not, or desire not, to dwell out have been known, in large, confident
in the wild Underdark, can go a long way Houses such as Baenre).
towards achieving seclusion in the city, by If one is injured too badly to hold one’s
taking a teaching position in the Academy, own, winds up on the losing side of an in-
in the tower of Sorcere. There they are ternal House battle, grows tired of in-
nominally under the command of drow trigue, or wishes to grow in power
priestesses, and are occasionally called through study, Sorcere always awaits.
upon to take part in the affairs of the city
(using their spells to destroy a noble
House, for instance). They have students,
and set duties within Sorcere, but can, by

55
Sorcere
All wizards of Menzoberranzan receive
training at Sorcere. It is supervised by the
Mistress of the Academy (herself head of
Arach-Tinilith) to ensure that it turns out
wizards who will not defy the rule of
Lloth (or her priestesses), and deals with
all possible threats to social stability and
authority—such as drow of either sex who
get their hands on magical items, and hide
them for later rebellious use against their
Houses or the priestesses of Lloth—or
who exhibit signs of psionic powers.
The Mistress of the Academy (abetted
from time to time by other servant crea-
tures of Lloth) spies often on the wizards
of Sorcere, just to be sure they’re not up to
something that could unintentionally—or
deliberately! —destroy the city, or its
present rulers, or challenge the authority
of the ruling Mothers (and behind them,
Lloth). around the caster, a shimmering, hissing
The Masters of Sorcere have orders to nimbus that briefly surrounds the caster,
watch their students closely—and only the and then fades away, illusory changes to
dimmest among them fail to realize that the caster’s body that make parts of it
they, too, are being watched. As a result, seem temporarily transparent, or suf-
wizards of Sorcere have developed the fused with rushing blood, and so on.
habits of concealing what they’re really It is important for adventurers from
dabbling with by means of many unneces- outside Menzoberranzan, hostile drow
sary gestures, rituals, and incantations citizens confronting a wizard of Sorcere,
(many of which are actually cantrips that and even good priestess-spies, all to re-
evoke minor ‘frills’ to impress spies and to member that these frills are just that: a
conceal the true nature—and simplicity— wizard can dispense with them all, to kill
of the spell really being cast). with a spell unleashed with a single word
A typical series of these showy additions or gesture, that lashes out an instant later.
might involve a passionate chant, the kiss- Wizards of Sorcere tend to drop the frills
ing of frogs held in the hands, circling when dealing with fellow wizards (who
backwards around a mushroom that has snort or sigh derision at such antics), Ma-
been set a-glow with faerie fire, and the tron Mothers in a rage, and others who
addition of a strand of the caster’s hair to a will know the deception for what it is (and
lit brazier or candle. They might add (to a who can do the wizard direct and immedi-
dimension door spell, say, or an identify), a ate harm).
pulsing and flickering radiance swirling No one likes being spied on, and within

56
The Mage Lords of Menzoberranzan

Sorcere, there is a protocol governing Archmage is almost always a wizard of


magical prying on fellow wizards—and House Baenre, who use their influence to
various factors making surveillance by ensure that one of their own occupies the
priestesses, outsiders planning thefts or high seat in Sorcere (to keep wizardly acts
attacks, or merely rivals within the Acad- against House Baenre to a minimum).
emy as difficult as possible. These include The Archmage of Menzoberranzan is
interior wall-coverings of overlapped lead seldom of less than 13th level as a wizard,
sheeting, covered with a stucco which in- and is usually of 17th to 20th level (the
cludes gorgon’s blood, spellstone-dust, current office-holder, Gromph Baenre, is
and certain other secret substances—and, 19th level). Some drow cities have mages
atop these, doors, wood panels, and door- who hold offices—or who rule and lead
curtains adorned with randomly- the city, where Lloth does not hold exclu-
migrating magical auras, wards, sive sway—who are as powerful as 24th
protective runes, and so on. These defens- level. More powerful drow wizards are
es prevent anyone teleporting or using very rare—not surprising, perhaps, given
similar ethereal-travel magics to enter or the extreme danger of the society and en-
leave Sorcere; such trips have to be made vironment they live in (remember that
physically (past wizard doorguards and any wizardly enclave, just as any drow
turretwardens, and the other guardians city, has its intrigues, cabals, betrayals—as
of Tier Breche), or by using items (such as well as genuine magical accidents and
an amulet of the planes), known gates, or monstrous dangers!).
spells (such as a gemjump, described in
the FORGOTTEN REALMS® Adventures The Masters of Sorcere
sourcebook). The defenses also make
mind-prying (either magical or psionic) The Masters under the Archmage are a
confusing or impossible (depending on largely mysterious, reclusive group of
what is being attempted), and visual scru- men with an awesome reputation. They
tiny only slightly less difficult. Many pro- have few ranks or titles, but many differ-
tective runes (see Drow of the Underdark ences in power and influence, from the
for more on these) await, to punish un- lowliest of the teaching Masters and the
wary spies or intruders with their magic. Students Aspirant (undergraduate
masters- or House wizards-in-training,
The Archmage studying and practicing spells to attain the
magical might necessary for a position
The head of Sorcere, and the only one of they covet—or their House Matrons in-
its Masters with a high public profile, is tend for them) to the mighty Mage Lords.
the Archmage of Menzoberranzan. His Only one of this last, most powerful
role is to advise and serve the ruling Coun- group is described here; DMs are urged to
cil (especially in devising magics for the add many more, under the cloak of secre-
defenses of the city), and to keep time in cy that guards Sorcere.
the city by casting the spells that light up
Narbondel (a duty that incidentally gener-
ally keeps him tied to the city, and under
the watchful eye of its priestesses). The

57
The Mage Lords of Menzoberranzan

A Mage Lord be her personal slave.


It was a long time before he found a
chance to take his revenge. When he did,
In this entry, spells marked with an aster-
it proved fatal for his captor. He fled into
isk are found in Drow of the Underdark;
the wild Underdark, vowing to return on-
spells marked “#” appear in the Tome of
ly when he had magic enough to hold his
Magic; spells marked “!” are in the own in cruel Menzoberranzan. Jalynfein
FORGOTTEN REALMS® Adventures tome; returned only a dozen years later, and will
spells marked “@” are in this book.
not speak of where he went, or how he
Jalynfein, “The Spider Mage”: drow
gained his magic. When he came back, he
male W24; AC 1 (see below); MV 12; 51 hp;
was an accomplished mage, demonstrat-
#AT 1; Dmg by spell or weapon (dagger: ing this by besting three wizards at once
1d4); THAC0 13; S 15, D 17, C 14, I 18, W
in spell-combat, for the entertainment of a
17, CH 7; AL CN.
House Matron.
Perhaps the most powerful wizard of
His nickname (which is what he prefers
Menzoberranzan now, “The Spider Mage”
to be known by) comes from a bizarre
cloaks his might behind a carefully-
spell-like power conferred upon him by a
cultivated reputation of insanity and zeal-
yochlol, long ago: once a day, Jalynfein can
ous devotion to Lloth. This is false; like
perform a spider summoning (as the spell,
Zaknafein (onetime weapon master of
detailed in the wizards’ spells chapter of
House Do’Urden), he hates the tyranny of
this book—but for The Spider Mage, it is a
Lloth, and the twisted, cruel creatures she
natural ability, not requiring rest or
makes of the drow, who should be truly
study). While he is doing so (and as long as
noble, free of evil manipulations of a
the spiders are present), his disfigured
heartless, fey goddess.
face (which he normally conceals with a
Jalynfein is far too intelligent (and
featureless gray cloth mask) is trans-
skilled at magic) to ever betray these inner
formed into a writhing mass of long spi-
thoughts. He uses spells to spy on events
dery legs, and is lit by a flickering
in the city, often, and will sell information
purple-and-orange faerie fire radiance.
if offered enough magical items, gems, or
The Spider Mage’s spells are
gold pieces (by the hundreds).
5,5,5,5,5,5,5,5,4. When in Sorcere, he typi-
The Spider Mage knows what it feels
cally has memorized: charm person, iden-
like to be imprisoned, and opposes slavery
tify, magic missile, shocking grasp, spider
of any sort, for all races. If he can thwart a
climb/blindness, detect invisibility, ESP, in-
scheme of any priestess and escape detec-
visibility, spectral hand/far reaching I#,
tion, he will; he hates the cruelty and wan-
fly, hand of darkness*, hold person, minor
ton destructiveness of most drow
malison#/acid bolt*, backlash*, dimension
priestesses.
door, Evard’s black tentacles, spider
In his youth, he spurned a priestess,
shape@/cloudkill, feeblemind, hold mon-
who in fury slashed open his face and
ster, spidercloak armor@, wonderform@/
doused the wounds with a corrosive distil-
anti-magic shell, chain lightning, claws of
late of spider poison. His face became a
the umber hulk#, lich touch!,
purplish, bloated ruin resembling a
turnshadow!/finger of death, forcecage,
fungus-growth. She imprisoned the now- reverse gravity, ruby ray of reversal!, spell
unrecognizable youth in her chambers, to
turning/death link!, mind blank, poly-

58
feelings and interests.
The Spider Mage’s treasure consists of
several caches of gems (typically 16,000
gp-worth or so, plus a handful of “spend-
ing money” coins), healing potions, and
spellbooks, concealed in the Underdark
around the city. He has a similar cache
above a sliding panel in his bedroom in
Sorcere (directly above the bed), and has
concealed another inside the body of one
of Sorcere’s interior guardian jade spiders
(magically animated guardian monsters,
described in FOR2/ Drow of the Under-
dark), which he enchanted.
Over the years, Jalynfein has deliber-
ately imbibed ever-stronger doses of
many spider venoms. This has earned him
a false reputation for being of sickly
health—and rendered him immune to the
poisons of most known spider types. He al-
so bears a magical experiment: if he
breaks one of his fingers and utters a
word, the finger is consumed, but un-
morph any object, prismatic wall, sink/
black blade of disaster*, imprisonment, leashes a burst of 24 magic missiles (as the
spell).
time stop, web of shadows (a spell created
by Jalynfein, which he keeps secret and al-
most always has memorized; it is detailed Ninth Level Spell
below). He typically wears a ring of pro-
tection +6 on AC, +1 on saving throws Web of Shadows (Conjuration/
and a ring of free action, and carries a rod Summoning)
of absorption and a wand of magic mis-
siles, but has access to many more items Range: 40 yards
when in Sorcere. Components: V, S, M
The Spider Mage is reluctant to attack Duration: 1 hour/level
anyone until he learns who they are and Casting Time: 1 round
where they’re from. He is particularly in- Area of Effect: 40 sq. ft./level
terested in surface-world lands and the Saving Throw: Special
powerful wizards who dwell there, and
will even aid surface-folk in return for in- This spell fills an area with shadowy
formation and magical ‘shop talk.’ On the grey strands of force, resembling a giant
other hand, he is always alert for traps set spider web. The strands are not solid, and
by the high priestesses, and will not ver- need not be anchored to anything. Once
bally betray his city, say ill directly against created, they are stationary, and can be
any House or priestess, or reveal his true destroyed or moved only by spells; gusts

59
of wind (even magical ones) and physical reach zero hit points, the web stops drain-
attacks do not affect them. ing them at that point.
Creatures in the area in which a web of If a spark, fire spell, or open flame of
shadows is forming are allowed a saving any sort comes into contact with a web of
throw to get out. If it succeeds, they take shadows, it does not harm the web—but
only 1d4 points of chill damage, and are does race all over it: the entire web blazes
deemed to have left the web. If it fails (or for 1d4 rounds before the fire vanishes.
they elect to stay in the area), they suffer During this time, all creatures in contact
full contact effects. with the web take 1d4 points of fiery dam-
Contact with a web of shadows causes age (2d4 if a save versus breath weapon
all beings (except the caster, who ignores fails), per round. This damage is in addi-
all effects of his own web) to be slowed tion to the web’s usual chilling damage,
while in the web, and for the rest of any which is not impaired.
round in which they leave it. A web of shadows vanishes at the death,
In each round in which contact with the unconsciousness, or deliberate will of the
web occurs, a being is chilled, losing caster (who need not concentrate, remain
2d4 + 1 hit points and 1 Strength point present or refrain from spellcasting to
(lost Strength points return 2d4 rounds af- maintain it). Its material component is a
ter leaving the web). Creatures who lose piece of spider web, collected in shadow
all their strength collapse helplessly, losing or darkness.
consciousness; if this occurs before they

60
Magic of Menzoberranzan: Items

Magical items used by Menzoberranyr Orb of Radiance


drow are described here, unless they are XP Value: 8,000 GP Value: 32,000
rare or unique (prepared by the DM as These hand-sized globes of polished
“surprises” for adventures), or have al- white quartz are among the most valued
ready appeared in the FOR2/ Drow of the items of drow mages, who use them to de-
Underdark sourcebook. In the entries, fend themselves against drow attack (or to
“XP Value” is experience gained by a being sufficiently impress other drow, particu-
who makes (enchants) an item, not by one larly hostile priestesses, that attacks can
who merely comes to possess it. be avoided). Any being who knows the
“GP Value” is a guide for DMs trying to command words can use an orb of radi-
determine a typical market price for the ance, as long as some part of their skin is
item (to a buyer who does not sense that in direct contact with it. While they hold it
the sellers are desperate for cash). Keep or carry it on their person, they make all
these values secret from players; PCs in saving throws against any sort of magic at
the Realms do not normally know the go- -1.
ing market rate for any magical item. When directed, an orb of radiance can
emit a:
• sunray (once every other round, to a
Miscellaneous maximum of four times/day): as the spell,
Magic command words: “Delather myarra heth!”
• light spell (once every other round, re-
Amulet of Phelthong mains in globe where cast, not moving
XP Value: 7,000 GP Value: 30,000 with orb, and unless dispelled by other
Named for the drow wizard of fabled means, lasts exactly 1 day from casting),
powers who devised them long ago, these command word: “Aumrae!”
rare, fist-sized obsidian pendants are • ruby ray (once per day): effects as the
carved into smiling drow faces. In Menzo- ruby ray of reversal (see the FORGOTTEN
berranzan, they are worn only by power- REALMS® Adventures sourcebook): melts
ful master mages of Sorcere. Such amulets away one patch of web or viscid glob; or:
have the following powers (identical to springs all magical and mechanical traps
spells of the same names): touched (normal effects, if targets in
• comprehend languages whenever held reach); or: unties all knots and opens all
or worn locks, breaks all bars, chains, straps, man-
• dimension door twice per day, by silent acles, and opens even wizard locks and
will-command of the bearer. Use of this held portals; or: ends the effects of all en-
power extinguishes any fires within 30’ in tangling or imprisoning spells, magical ef-
the round of its activation fects, or devices—except walls of force
• obscurement once/day, activated by the and forcecages, which it opens a 1-foot-
bearer’s will wide hole in; or: dispels all touched illu-
• timestop once every 12 days: this sions; or: reverses effects of a magic jar
power can only be unleashed by speaking spell; or: returns a petrified or poly-
a secret word while touching the amulet morphed being to original form (system
to a magical item (which is forever shock rolls, if any, still apply).
drained)

61
Each time the ruby ray power is acti-
vated, it drains 1d4 + 1 hit points from the
orb- user; such lost hit points can be re-
gained by normal healing means. The
command word for this power is:
“Raspra!”
It is whispered that these rare items
were first fashioned with the aid of
surface-world priests of other faiths. In
Menzoberranzan, such items are carried
only by wizards of Sorcere, or perhaps as
hidden treasures by nobles of one or more
of the most powerful noble Houses.

Phandoorl’s Bracers
XP Value: 4,000 GP Value: 20,000
Named for the long-ago drow wizard
who devised them, these dark, ordinary-
looking bracers have been made by many
wizards since, because of their extreme
usefulness. They automatically protect
the wearer against all attacks by arach-
nids and snakes of any sort (including oth-
er beings who have magically assumed than a pair, is worn, the protection is re-
such forms), forcing them to attack the duced to -1 on spider, snake, and whip of
wearer of the bracers at -3 to hit, and al- fangs attack rolls, and a +1 bonus on sav-
lowing the wearer a +2 bonus on all sav- ing throws against poison, webs, and se-
ing throws versus webbing (of any cretions.
sort—even magical webs or living web
monsters, having nothing to do with Magical Weapons
arachnids), venom, and acidic or other se-
cretions. Death Dart
In addition, Phandoorl’s bracers com- XP Value: 4,000 GP Value: 16,000
pletely ward off all attacks made by a This item is similar to the surface-world
whip of fangs, such as those borne by guardian magical item known as a flying
priestesses of Lloth (and detailed in the dagger. Few drow mages know how to
sourcebook FOR2/ Drow of the fashion them (and fewer still will admit to
Underdark); the fanged heads of such a knowing how, for fear of being captured
weapon simply cannot touch the wearer and enslaved by a noble House, and set to
of the bracers. making endless darts for protection and
Phandoorl’s bracers may be worn under for sale). They are eagerly sought after by
clothing, and will function unhampered. noble and wealthy drow.
They may be worn around thighs, biceps, In old hoards, 1d8 such weapons are
or ankles as well as wrists, and still func- usually found. Sometimes one or more
tion normally. If a single bracer, rather will be set atop or inside a chest, with in-

62
structions to attack all living things except after, the poison has been exhausted). A
the being who placed them there (or dart can be anointed with poison as often
someone accompanied by the one who as its activator has the means and desire.
placed them). A death dart resembles a Most death darts are AC 4; MV Fl 24 (A);
nine-inch-long black needle. It has a flared HD 1 + 1; hp 9 each; THAC0 17; #AT 3;
butt-end, tapers swiftly, and then thickens Dmg 1-4; and are considered magical
more gradually to a bulge in the center, weapons for purposes of deciding what it
before thinning down to a long, deadly can hit. A few darts may differ slightly
point (so that the ‘bulge’ looks like two from this norm, usually being larger, and
back-to-back cones, large ends placed to- AC6; MV Fl 20 (A); HD 2; THAC0 17; #AT 2;
gether). When constructed, a dart is ei- Dmg 2-7 (1d6 + 1).
ther set to activate at a whispered
command word (to be carried about for
personal defense), or given activation con-
ditions as specific as the most elaborate
triggering conditions of a magic mouth
spell (q.v.). Once determined, the activa-
tion conditions of a given dart can never
be altered.
Once activated, a death dart flies about,
silently and point-first. Death darts cannot
be affected by any sort of mental control.
The spells that enable a death dart to
swoop, dart, and detect opponents (they
are usually set to attack anything within
60’ that moves) also prevent rusting and
brittleness due to extreme heat and cold.
A dart that successfully strikes a moving
arrow or thrown weapon, can deflect it, if
a DM desires.
Some death darts can reflect, or are im-
mune to, certain spells, or have special
abilities: e.g. their touch can rust metal
items as a rust monster’s antenna does.
Items struck must save vs. lightning or
rust. A death dart strikes metal when it is
attacking a target being carrying or wear-
ing something metal, and its attack roll
misses by only one to three points. A few
(22%) death darts carry sleep or damaging
poison. Poison damage is added to physi-
cal damage for the first three strikes of
the dart: the target saves versus poison
normally for the first strike, at +2 for the
second, and at +4 for the third (there-

63
Magic of Menzoberranzan: Mage Spells

Like most mages, drow wizards constant- elven master mage may face almost any
ly experiment with magic, and steal, buy, spell). DMs determining the spell roster of
or seize spells from others—seeking al- any drow mage should note that dark
ways to increase their own mastery of elves tend to ‘go in’ for necromancy; nec-
magic, and to keep as many specific details romantic spells from FORGOTTEN
of their powers secret as possible (to bet- REALMS® Adventures, the Player’s Hand-
ter deter rival mages and hostile priest- book, the Tome of Magic, and the various
esses from attacking them). RAVENLOFT® publications can readily be
A fair number of surface-realm spells used. Drow mages are not keen on wild
have made the journey to the Underdark magic, due to its tendencies to wreak hav-
over the years, either in stolen or pur- oc on nearby cavern walls and ceilings!
chased spellbooks or scrolls, or via living The new spells appearing here are pre-
mages (captives or highly-paid guests). sented alphabetically, within ascending
Some of the more daring drow mages levels.
have also become accomplished thieves of
magic, venturing up into the surface
Realms by night to make off with what First Level Spells
they can. Adventurers’ spellbooks are par-
Cling (Alteration)
ticularly attractive prey; weary bands of
Range: Touch
heroes bunked down in the open, or at an
Components: V, S
inn, are more easily overcome than a wiz-
Duration: 1 round +1 round/level
ard surrounded by apprentices, compo-
Casting Time: 1
nents, scrolls, items, and guardian spells
Area of Effect: Creature touched
and creatures, in a well-guarded lair.
Saving Throw: None
A few spells have made the reverse jour-
ney, developed in the Underdark and then This spell allows the caster or another
showing up in use in surface lands—even touched being to adhere to any surface,
in other worlds! These, listed alphabetical-
regardless of gravity, winds, weight, or
ly within ascending levels, include (if the slipperiness. This allows a slipping or leap-
Dungeon Master has access to the Tome of ing being who reaches a smooth stone,
Magic hardcover sourcebook): conjure
soapy, icy, or wet surface to stick fast. The
spell component, fist of stone/protection caster can end this effect with a word.
from paralysis/Maximilian’s Stony Grasp, The clinging being chooses a body area
minor malison/greater malison, mask of
(e.g. back, hand, or the fingers of one
death/safeguarding/claws of the umber hand) as the “holding” surface. As long as
hulk and acid storm. the holding surface doesn’t move (i.e. un-
Some of the ‘basic’ drow wizard spells
like a spider climb spell, the being cannot
that appear in FOR2/ Drow of the Under- move about), the clinging effect remains
dark have also been seen in use by firm, even if the being casts spells, readies
surface-dwelling mages. The spells given weapons, ties knots, drives in spikes, or
here are not immune from this wizardly performs another activity.
borrowing-back-and-forth. Clinging ends instantly, breaking the
Be warned: most powerful spells devel-
spell, if the spell recipient moves about, or
oped by the Mage Lords of Sorcere re- the surface clung to is shattered. If the re-
main secret (adventurers battling a dark

64
Magic of Menzoberranzan: Mage Spells

cipient is struck by, or burdened by, an ob- living flesh.


ject of greater weight than its own, a The masque mask transforms the sur-
Strength Check is forced; failure also face appearance of the caster’s facial fea-
means that the clinging ceases. This spell tures into a shifting blur, studded with
does not lessen falling damage in any way. eyes. The caster’s own eyes—however
many currently have sight—will appear, in
Immunity to Adherence (Abjura- their customary location and with their
tion, Alteration) usual appearance (i.e. a mage blind in one
Range: Touch eye will only display the ‘good’ eye; and
Components: V, S, M one with more than two eyes will show
Duration: 1 round/level them all, even if trying to conceal the fact
Casting Time: 3 with eyepatches or shutting eyes during
Area of Effect: Creature touched this spell). This effect cannot foil true see-
Saving Throw: None ing or any magic that can foil illusions, and
in any case lasts only for 2-3 rounds (even
This spell confers upon the caster or an- roll = 2 rounds, odd = 3 rounds; the cast-
other touched being temporary immunity er has no control over duration). The spell
to magical and natural webs, viscid globs does not conceal hair hue or cut, general
(such as those produced by a wand of vis- skin coloration, ear shapes, and so on, and
cid globs), the sticky secretions and natu- is therefore seldom able to conceal the
ral ‘glue-like’ properties of quicksand, race of the caster. The spell’s name comes
roper strands, mimic pseudopods, cave from its use at revels, to conceal the cast-
fisher filaments, and similar impediments. er’s identity when unmasked—but it is
These perils do not hamper or cling to the more often used when fleeing a crime
spell recipient, who may move and act scene, or while perpetrating a crime.
normally.
The material components for this spell
are a milkweed seed or other windborne Second Level Spells
seed “key” or “puff,” and a drop of water,
alcohol, tears, or spittle. Circle Dance (Divination) Reversible
Range: 0
Masque Mask (Illusion/Phantasm) Components: V, S, M
Range: 0 Duration: 1 round
Components: V, S Casting Time: 2 rounds
Duration: Special Area of Effect: The caster
Casting Time: 1 Saving Throw: None
Area of Effect: The caster’s face
Saving Throw: None This spell enables the caster to learn
something of another creature. A gem or
This spell is used by wizards who wish gems of not less than 1,000 gp total value
to conceal their identities for a short en- are powdered before spellcasting. The
counter or momentary sighting. It only caster sprinkles this powder in a circle of
works on beings who have faces (although at least ten feet in diameter on any solid
more than one head, if they belong to the surface (it may be temporary), and dances
same being, may be affected), and only on an intricate, weaving pattern within it

65
while concentrating on the target crea-
ture and singing a repetitive rhyme (“Re-
veal to me/For I would see...” or the like)
which names the target creature concen-
trated upon.
This naming is a focusing aid, and need
not be accurate (nicknames and descrip-
tions may be used). If the spell is success-
ful, the dance ends with the caster
receiving mental images and impressions
of the target creature. If the sought-after
creature is on another plane, that much is
made clear—but which plane, and any de-
tails of the current surroundings and state
of the target, remain unknown.
If the target creature is on the same
plane as the caster, the caster gains a
vague idea of how distant the target is
from the circle dance, and some indication
of the target’s current surroundings and
physical or mental state (e.g. dead, asleep,
unconscious, alert, happy, sad, casting a
spell, etc.).
The reverse of the spell, circle charm,
The base chance of success is 4% per involves the same material component
level of the caster, plus cumulative bo-
and a reversed dance. It has the effect of
nuses as follows:
hiding the caster (only) and objects on his
+25% if target is fairly well known to the or her person from all circle dance, locate
caster, or +40% if target is intimately
object, ESP, know alignment, and other
known to caster;
spells that locate and divine the thoughts
+10 if target is upset or excited;
or nature of creatures. This protection
+15% if target is currently spellcasting or
lasts for 1 day per level of the caster.
actively using a magical item;
Neither form of this spell affects a send-
+5% if the target is near (within 1 mile
ing or wizard eye, or functions as any sort
per level of caster).
of psionic barrier or protective aid.
The total percentile score of the caster
determines how much the circle dance re- Immunity to Spider Venom (Abjura-
veals; a total of 100% will yield a clear tion)
mental picture of the target’s surround- Range: Touch
ings and a precise distance and direction Components: V, S, M
to that locale. This is not an ESP spell, and Duration: 2 rounds + 1 round/level
does not allowing hearing of, or spellcast- Casting Time: 2
ing at a target (it is not “seeing” the target Area of Effect: Creature touched
for purposes of casting a magic missile or Saving Throw: Neg.
similar spell, but may well aid the caster in
teleportation).

66
Magic of Menzoberranzan: Mage Spells

This spell confers upon the caster or an- are a drop of bitumen (pitch) or tree gum,
other touched creature (who, even if will- and a live spider, both of which must be
ing, receives a saving throw; if successful, eaten by the recipient. Unwilling recipi-
it breaks the spell) absolute immunity to ents must be touched and must eat the
all effects of the venom, internal fluids, di- components, and must also fail a saving
gestive juices or secretions, or spilled gore throw vs. spell, to be affected.
of any arachnid (i.e. corrosive as well as
poison effects are negated). Fresh-spun
webs will not adhere to the protected be-
Third Level Spells
ing, and the spell recipient is even im-
Cloak of Insanity (Abjuration)
mune to the blinding effects that would
Range: 0
normally result from being sprayed in the
Components: V, S
face by such fluids.
Duration: 1 round + 1d4 rounds
The spell also confers upon the protect-
Casting Time: 3
ed being a +2 saving throw bonus against Area of Effect: The caster
all other acids, venoms, and poisons (in-
Saving Throw: None
gested, contact, or insinuative).
The material component of this spell is a This spell temporarily cloaks the caster’s
whole poisonous spider of any size, alive mind with wild, insane surface thoughts
or dried; it is crushed during spellcasting. and images; it can’t be read or influenced,
even by psionics. A cloak of insanity there-
Improved Spider Climb (Alteration)
fore confers short-term immunity to psi-
Range: Touch
onic attack and all spells that act on the
Components: V, S, M
mind, such as charm, command, confu-
Duration: 3 rounds +1 round/level
sion, ESP, fear, feeblemind, phantasmal
Casting Time: 1
killer, possession, rulership, soul trapping,
Area of Effect: Creature touched
suggestion, and telepathy— and similar in-
Saving Throw: Neg.
fluencing or scrying effects created or
caused by magical items. Limited wish and
This spell is an improved version of the
wish spells can penetrate this protection,
first level wizard spell spider climb. The
as can the spells and spell-like powers
recipient can climb on vertical surfaces
wielded by demipowers and deities.
and hang upside down from ceilings, mov-
While protected by the cloak, the caster
ing at a rate of 8 (4 if at all encumbered);
can’t cast another spell (any attempt to do
bare hands and feet are not required, and
so will force upon the caster instant
small objects do not stick to the recipient’s
feeblemind effects, lasting 1 turn/level of
body: a recipient can easily cast spells
the caster). The caster can use magical
while sticking to a wall with feet and/or
items (even those requiring command
back. The caster can end the effect with a
words, and/or mental control of effects),
word (if this causes a fall, normal damage
drink potions, scan spellbooks and scrolls
applies). Sufficient force or impact can al-
to choose spells (but not study to memo-
so tear the recipient free; the DM must as-
rize spells, or be feebleminded), or ready
sign a saving throw based on the
apparatus for later spellcasting. Combat
circumstances.
and other physical activity on the part of
The material components of this spell

67
Magic of Menzoberranzan: Mage Spells

the caster, even if it causes unconscious-


ness or forces a System Shock survival Fourth Level Spells
roll, cannot end a cloak of insanity.
Spider Leap (Alteration)
Each time this spell is used, there is a
Range: 0
12% chance that the caster will become
Components: V
confused (totally helpless) when it expires,
Duration: Instantaneous
this state lasting 2d4 rounds. If this oc-
Casting Time: 1
curs, roll 1d8; if a result of 1-3 occurs, the
Area of Effect: The caster
caster will unleash any offensive spell car-
Saving Throw: None
ried (or failing that, hurl any available
weapon) at a nearby creature, even if
This specialized variant of the dimen-
friendly (determine randomly), and then
sion door spell allows the caster to trans-
revert to normal mental state.
fer himself to the present location of a
previously seen and/or touched arachnid
Venom Bolt (Evocation)
of any sort. The spell is wasted, and does
Range: 30 yards
nothing, if no arachnid is within 30’ (per
Components: V, S, M
Duration: Instantaneous caster’s level) of the caster.
If the desired arachnid (which the cast-
Casting Time: 3
er concentrates upon) is beyond this
Area of Effect: One creature
Saving Throw: ½ range, but another arachnid is within
reach, the caster is taken to the other
This spell creates a burst of black, ap- arachnid, even if unwilling (if several
parently blazing liquid from the caster’s arachnids are within range, determine the
mouth. It gouts towards a target creature one arrived at randomly).
chosen by the caster; to hit the desired This special form of teleportation by-
target with a venom bolt, the caster must passes all physical obstacles, but can’t pass
make a successful attack roll (at a +4 bo- through water or magical barriers. The
nus). If the roll fails, the bolt fades; it can- caster cannot arrive in a spot occupied by
not affect non-living flesh or harm an anything solid; if this occurs, the caster is
unintended being. simply shifted in a random direction to an
A venom bolt, despite its name, is corro- open space, not trapped in the Astral
sive in nature. It is not aflame, and can by- plane (but is confused for 2 rounds). If the
pass armor or obstacles by acting as a gas caster arrives without a solid surface un-
or mist of droplets. Its touch deals any liv- der his feet (i.e. the spider is on a wall, and
ing (not undead) victim 4-16 (4d4) points of the caster arrives in mid-air), falling dam-
damage. age applies unless further magic is em-
The material components of this spell ployed.
are at least six drops of any sort of poison, The spell does not confer any protection
and any source of spark or flame (extin- against, influence over, or friendship with,
guished in the spellcasting). the arachnid focus. The caster requires 1
round to recover from the use of this spell
(unless confused as noted above), and can
bring all worn or carried items, up to a
weight limit of 500 pounds of non-

68
Magic of Menzoberranzan: Mage Spells

living matter, or 250 pounds of living mat- The being in spider shape can also leap
ter. If the weight limit is exceeded, the if a real spider of the same form usually
spell “flickers” for 1 round, during which can, and bite for the same damage. Poison
the caster must shed excess items to cause effects are not gained. Web-spinning abili-
the spell to work (at the end of the round; ties aren’t gained, but even if a real spider
the caster is still at his initial location, vul- of the same form can’t spin webs, a being
nerable to attack, during this time)—or in spider shape can cast one web spell (as
the spell is wasted and will not function at the second level wizard spell, but with no
all. material component required). Unless the
form chosen is too small, a being in spider
Spider Shape (Alteration) shape can also carry burdens of up to 600
Range: 0 pounds, including riders, without being
Components: V, S torn off walls or ceilings by the weight.
Duration: 4d4 rounds + 2 rounds/level The change to spider shape neither
Casting Time: 4 heals existing damage or causes harm; any
Area of Effect: Touched creature armor worn is hurled away by the spell. A
Saving Throw: Neg. spell recipient is trapped in spider form
until touched by the caster, or until the
This spell allows the caster to assume a spell expires; the caster can resume his
specialized arachnid form (such as any of own form at will (this ends the spell). A
the spiders found in Volume 1 of the Mon- slain spell recipient automatically reverts
strous Compendium, or in FOR2/The to his normal form.
Drow of the Underdark). The caster can No System Shock rolls are required for
also confer this spell upon another touch- transformation to or from spider shape,
ed being; if unwilling, the being gets a sav- and beings in spider shape are highly re-
ing throw vs. spell, at +2. If the save is sistant (+4 to all saving throws) to hostile
successful, the spell is broken, and the vic- polymorph spells and magical effects.
tim avoids its effects (but is confused for 1
round, as they battle its power).
Beings assuming spider form require 1- Fifth Level Spells
2 rounds (determine randomly, by odd/
Spidercloak Armor (Conjuration)
even die roll) to become aware of their
Range: 0
newly gained abilities, and to learn how to
Components: V, S, M
make the arachnid body respond. During
Duration: 4 rounds + 1 round/level
this time, they are motionless and vulnera-
Casting Time: 5
ble.
Area of Effect: The caster
Once acclimatized, the spell recipient
Saving Throw: None
commands all the normal abilities of the
spider form. This extends (even if a real
This spell surrounds the caster with a
spider of the same sort doesn’t have these
floating, swirling, shadowy network of
powers) to the ability to spider climb (as
non-sticky webs (of irregular ‘scraps’ of
the first level spell) and the power to move
force) and magical shadows. This magical,
along or through natural or magical webs
partially-solid barrier helps to deflect both
without being slowed down or becoming
physical and magical attacks, raising the
stuck.

69
Armor Class of even a stationary, pin-
ioned, or attacked-from-behind caster by
3 points, plus 1 or 2 points more (odd or
even roll; check each round, as it fluctu-
ates.)
Spidercloak armor also gives a variable
aid to saving throws, of either nothing
(odd roll) or +1 (even roll; check each
round), and its benefits are cumulative
with those of other protective spells or
items. The armor also conceals the caster’s
alignment aura, and any magical auras
carried on his or her person, from magical
scrutiny.
The material component of this spell is a
bit of spiderweb, or a living spider
(crushed during casting).

Wonderform (Alteration)
Range: 0
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

This spell allows the caster to instantly be brandished (instead, they disappear by
take on the form of a wingless wonder themselves from the caster’s person, un-
der the concealment of the wonder form).
(q.v., “Monsters of Menzoberranzan”
chapter). No System Shock roll is re- A wizard can remain in wingless won-
quired, and the spell conceals the caster’s der form permanently, though 1 point of
true alignment with the chaotic neutral intelligence is lost at the end of each full
aura of a ‘wonder,’ as well as shielding the year in wonder form (ignore partial
caster’s mind from all contact: it can’t be years). At will, the caster can revert to his
read, influenced, or attacked. (Drow wiz- or her own form, or take on another form
ards commonly use this spell to hide from by casting another spell that enables a
hostile priestesses of the Spider Queen, or change of shape. In either case, the won-
intruder-mages unfamiliar with the derform spell instantly ends; a wizard
Underdark). cannot shift back and forth between nor-
While in wingless wonder form, a mage mal and wingless wonder form except by
can cast any memorized spells desired, casting multiple wonderform spells.
purely by force of will. Somatic and verbal
components are not necessary; material
components are consumed, and a spell
will fail without them, but they need not

70
Priestesses of Evil

It has been said that the true ruler of Men- utter loyalty to Lloth) of the city’s First
zoberranzan is the goddess Lloth; she is House, the family of Baenre. Lloth keeps a
responsible for the city’s nature, customs, close watch over the minds of not only its
laws, and survival. This saying is correct, aged ruling Matron, but over all of its high
but it is also true that at least forty other priestesses and wizards of note; she
drow communities in (or under) the knows well that it is among the ranks of
Realms are known to worship the Spider the lowly and ambitious—and especially
Queen, and that her divine concerns, among wizards of Sorcere—that loyalty to
aims, and efforts often transcend her at- her is lowest, and open rebellion often
tention to mere individual mortal wor- kept down only by stronger fear.
shippers. In short, she can’t (and doesn’t To a lesser extent, Lloth watches over
want to) spend all of her time nursemaid- the other Houses of the city for the same
ing and spying on her Menzoberranyr things. Though priestesses are taught ear-
faithful. Although she enjoys being feared ly that “Lloth has a thousand thousand
and worshipped, and being in the midst of eyes,” it is usually true that she has more
a place where her rule is paramount, valuable (and interesting) things to do
spending attention on a “secure” holding is than to use them all constantly to spy over
a luxury, when battles and intrigue else- the shoulders of her every worshipper—
where demand far more urgent attention. so she uses the vigilance and inquisitive-
So Lloth comes to Menzoberranzan all too ness of a ready-made network of loyal
seldom to please her most dedicated spies within each House to do most of her
faithful—her high priestesses—and much work for her: her priestesses. They do
too often for the comfort of its every other Lloth’s watching, and she keeps them in
inhabitant. check by spying upon them, “watching the
Lloth maintains her rule over the city by watchers” to prevent any splinter faiths
means of those same priestesses; in Men- from emerging that might lessen her
zoberranzan, they speak her will, and act power, and to prevent any other deity
upon it. Through warring Matrons of rival from subverting one of her high priest-
Houses, Lloth sets the drow at war with esses to serve a different divine power.
each other, both for her own amusement
and to prevent the onset of complacency,
assertion of runaway pride, and a possible
Rival Faiths In
decadent turning to other deities. In truth, Menzoberranzan
Lloth fears the underground worship of
Vhaeraun and Ghaunadaur, which she Many visitors—both willing merchants
knows to be present in Menzoberranzan, and unwilling slaves—come to Menzober-
and can’t seem to eradicate. Her priest- ranzan with its passing days, and it is fair
esses have firm, zealous orders to tireless- to say that almost all of the known faiths
ly seek out and destroy all traces of such of Faerun have been worshipped by some-
treacherous, unholy faiths. one in the city at some point in time. This
At the same time, Lloth’s hold over Men- holds true for most trading cities of the
zoberranzan is kept secure, and the whole Realms, and can be discounted in a look at
community kept from a perilous plunge “rival faiths.”
into ongoing, open civil warfare, by the Lloth’s commands make it a fatal offense
overwhelmingly superior strength (and

71
Priestesses of Evil

to openly worship any deity but her with- ter conceal who is and isn’t a devotee of
in the city (swearing by another deity in a Vhaeraun from searching PCs.
tavern, or during an argument or moment The passages of the Underdark all
of great emotion, is frowned upon—and around Menzoberranzan are studded
tends to get one watched—but is not cause with cleverly-hidden holy symbols of The
for death; the prohibition is on rituals). In Masked Lord, which are so constructed as
practice, Lloth’s priestesses tend to turn a to emit no betraying magical or alignment
blind eye to hired mercenaries of other aura. Priests of Vhaeraun need only be
races worshipping their own gods, such as within a mile of their holy symbol to use it
orcs, bugbears, gnolls, humans who make in working spells given to them by Vhae-
offerings to Tempus Lord of Battles, and raun; it need not ever be on their person
so on. They are after bigger game: the ri- (except when they first wear it to become
val drow faiths of Eilistraee, Ghaunadaur, attuned or linked to it) or brandished in
and Vhaeraun (all detailed in the source- spellcasting or dealing with undead. An-
book FOR2/The Drow of the Underdark). other chapter of this book deals with some
In Menzoberranzan, the worship of of their important spells, and the chapter
Eilistraee is practically non-existent, as is on the spells granted by Lloth herself con-
that of Ghaunadaur (a handful of Menzo- tains one vital spell used by priests of
berranyr devotees worship “The Eye” on- Vhaeraun: conceal item. (They also, of
ly on visits to other drow communities, course, can call on any of the “common to
and do not communicate with each other all drow priests” spells detailed in FOR2/
in any sort of organized, underground The Drow of the Underdark).
cult) and the smaller drow cults (not men- To priestesses of Lloth, priests of Vhae-
tioned here). raun are “the enemy,” to be hunted down
The real rival is Vhaeraun, The Masked by any means possible—torture of sus-
Lord, who has a small but growing follow- pected drow is a favorite tactic—and erad-
ing in the city, particularly among drow icated on the altars of Lloth, to earn the
who travel the Underdark (and therefore maximum glory of the goddess, and derive
see things as they are outside a city ruled the most personal enjoyment out of one’s
by Lloth’s dictates), and young drow dis- efforts.
satisfied with the society as it is or with
their own lowly ranking within it. (They
are likely to ask such questions as: why Serving Two Deities
are things so cruel and divisive? why isn’t
Very rare, but greatly feared in Lloth-
there more harmony, mutual enjoyment,
fostered drow folklore, and amongst liv-
and common growth in power? why, after
ing priestesses of Lloth, is the
thousands of years, are we still all stuck in
traitor-priestess (or priest), who serves
this one cavern, at each other’s throats all
Lloth and another deity (usually Vhae-
the time—when we could be great, rule a
raun). It is for this reason that male drow
vast part of the Underdark, and all live
who aspire to be priests in Lloth’s service
like surface-world kings?)
seldom rise very far in levels: even if they
The necessarily secretive nature of the
overcome the hatred and resentment of
faith of Vhaeraun in the city keeps it mys-
any female drow clergy they must work
terious, and its worshippers hidden; little
with, the Spider Queen simply does not
is said of them here, to allow DMs to bet-

72
trust them—they tend to end their days able candidates and steering them alive
quickly, being used as “temple enforcers” through the perils of preparation without
or guards. In this role they face many losing their loyalty to Lloth and to their
spell-battles with intruders (such as drow handler is unlikely in the extreme—and so
trying to settle grudges with enemies in far, as far as it is can be told from the news
the clergy), or priestesses who are rebel- of the Underdark, so unlikely as to be un-
lious, or feuding, or who have succumbed known.
to insanity under the pressures of their How can such treachery be tolerated by
station or contact with lower-planar crea- the Spider Queen? Surely she knows the
tures. heart of every worshipper, and could pre-
There are priests, and even more priest- vail over any influences of a god of lesser
esses, who serve Lloth on the surface, and power, such as Vhaeraun?
Vhaeraun underneath. The reverse is al- The truth is that Vhaeraun is not so
most unknown, though the destructive much less powerful than the Spider
potential of such an individual keeps the Queen; he simply uses his power in subtle,
idea a dark and secret dream that fires a hidden, behind-the-scenes ways, not in
glint in the eyes of many a high priestess. the tyrannical, exultant, and brutal-naked-
The glory for training and placing such a force manner so beloved by Lloth.
one would be very great, but finding suit- He also watches over the drow in any

73
Priestesses of Evil

place ruled by Lloth where he does have raun, who richly rewards those who do
worshippers (such as the drow cities of well in his service (sometimes, he will
Menzoberranzan, Tlethtyrr, and falsely claim, with immortality—and he’s
Waerglarn) often and attentively, looking still looking for a worthy consort); the
into their minds for doubts and misgiv- personal attention of Vhaeraun, in the
ings. If he finds great hatred or open re- form of useful information imparted to
bellion against the dictates of the Spider the priestess from time to time, in her
Queen (or against her local high priest- dreams; and the ability to function with-
esses), and can find an opportunity for a out any penalties in full or bright light, in
‘private audience’ with the wavering part because the eyes of the faithful are
Lloth-worshipper, Vhaeraun manifests as shaded with “the shadow of Vhaeraun’s
a shadowy black face-mask, and telepathi- power.”
cally speaks to the individual. A double agent priest or priestess con-
If the individual is discovered or at- tinues to advance in Lloth’s service, and to
tacked by others, Vhaeraun typically gain spells normally. If the individual’s loy-
leaves—after using spells to destroy the alty to Vhaeraun is ever discovered, Lloth
beings who discover or attack his intend- typically alerts nearby drow, and refuses
ed faithful, as a sign of his power over to grant any further spells to the traitor—
Lloth, and to preserve the intended wor- but does not strip the drow of any
shipper for another attempt at conversion presently-memorized spells. If the drow
later. survives long enough to flee Lloth-
Vhaeraun offers a faithful follower addi- worshippers and any community they
tional powers, typically as follows: access control, he or she continues at the same
to all spells known to his faith (this in- priest level and spell-power, losing only ac-
cludes the spells noted in the relevant cess to spells specifically and only granted
chapter of this book, in Drow of the by Lloth (note that the conceal item spell is
Underdark, and any desired spells from granted by deities other than the Spider
other rulebooks: notably, from Tome of Queen, and there may well be other Lloth-
Magic, the spells chaotic combat (which granted spells that have been co-opted by
will work only when cast by the priestess rival deities). The double agent becomes a
on herself, or another faithful of Vhae- cleric of Vhaeraun (although the dress
raun, regardless of class), create holy sym- and manners of a Lloth-worshipper may
bol, divine inspiration, mindnet, be retained for use as a disguise), and typi-
reversion, and seclusion); the use of one cally travels to near-surface drow hold-
additional, “free” blessing of Vhaeraun ings or trading communities used by
spell per day, in addition to the normal several races (such as Skullport).
spell roster of the cleric; the use of one de- If a DM wishes to make known to play-
ceive prying spell at any time in the fu- ers the existence of double agent priest-
ture, bestowed immediately and carried esses in drow society, an effective way of
in addition to the normal spell roster of revealing them is to have PCs witness the
the cleric (but not replaced by Vhaeraun; unmasking and furious destruction of
if used, any replacement spell must be such a priestess at the hands of priestesses
prayed for, by a priest of sufficient level, loyal to Lloth, who will spit, snarl, lash
and gained as part of the usual, limited with their snake-headed whips until one
complement of spells); the favor of Vhae- grows tired simply watching them, and af-

74
terwards trumpet their victory over “the
evil Shadow, the treacherous Masked Priestesses of the
One,” as they parade the mutilated rem- Spider Queen
nants of the traitor through the city.
This grisly fate has befallen many a dev- In Lloth-dominated drow society, priest-
otee of Vhaeraun, particularly before esses of the Spider Queen are owed the
some of the concealment spells now avail- hospitality of all drow including those of
able to his faithful had been devised by rival Houses, who may provide guest fur-
the Masked Lord: notably, in Menzober- nishings at a safe distance from their own
ranzan, the priestesses Ililree Co- residences without giving any offense to
branhree, Slylyndrath Dhree, and Myyrin the visitors or to Lloth.
Jalhuus, and the priest Narr Thuirbrynn. Generally, under The Way of Lloth, it is
Drow tend not to speak the names or death to any drow or lesser creature (i.e.
want to remember such traitors—their non-drow) to disobey a priestess—and a
Houses disown them for safety’s sake, and punishable offense for any drow of lesser
other drow are urged by the yochlol not rank than high priestess to disobey a Ma-
to remind people of treachery to Lloth by tron of any House. There are recognized ex-
keeping alive names of those who have so ceptions to this rule: guests have a limited
sinned. immunity, masters and mistresses holding
office in any community are exempt, and
certain drow (such as mercenaries) are ‘out-
side’ The Way of Lloth. Be warned; when in
doubt, most priestesses strike to punish
first, and ask questions later.

75
Magic of Menzoberranzan: Priest Spells

Priestesses of Lloth wield many dark and dark don’t begin to lose their power, and
deadly spells; some are shown in the Play- the drow caster suffers no “bright light”
er’s Handbook and Tome of Magic, and in combat penalties). This magic is specifi-
two sections (the entries for Lloth’s clergy cally fashioned to prevail against a light
and “commonly shared” drow priest spell.
spells) in Drow of the Underdark. A priest shrouded in a cloak of dark
These pages delve again into the magic power functions as if of one experience
of those who pray to Lloth. Her clergy de- level higher, in all dealings with undead.
vise fewer spells than some priesthoods, Arachnids (and others using arachnid
but many of their magics are yet un- forms) attack a cloak -wearer at -3.
known to surface-world folk, and new
ones do appear. Spells given here may Undead Battlemight (Necromancy)
vary in detail from drow city to city—and
may even see use by priests of other dei- Sphere: Necromantic
ties (and other races). Range: Touch
No priestess of Lloth should be easily Components: V, S, M
overcome in any confrontation; most are Duration: 1 round + round/level
harsh, aggressive creatures, quick to Casting Time: 4
strike, and canny in battle. More than Area of Effect: One undead/level
most priests (except those of war-gods, Saving Throw: None
such as Tempus), clergy of Lloth are train-
ed and experienced in combat. This spell affects (only) undead zombies
and skeletons touched by the caster, giv-
ing them the speed and agility of the cast-
First Level Spells er (in peak, healthy state). The undead
gain initiative rolls and the same saving
Cloak of Dark Power (Evocation, Al- throws as the caster, if better than their
teration) usual saves. The material components of
the spell are three drops of water, sinew
Sphere: Necromantic
or cartilage from any mammal, and a drop
Range: 0
of quicksilver.
Components: V, S
Duration: 1 round/level
Casting Time: 4 Second Level Spell
Area of Effect: The caster
Saving Throw: None Revenance (Necromancy)

This spell creates a dark aura of cours- Sphere: Necromantic


ing, swirling power around the caster. Range: Touch
The priest’s body and anything worn or Components: V, S, M
carried (by the caster only) are protected Duration: Special
by this aura from the effects of full sun- Casting Time: 5
light, even under the open, daytime sky of Area of Effect: 1 undead/level
the surface world (arms and armor im- Saving Throw: None
bued with the radiations of the Under-

76
This is a clerical version of the wizardly
revenance spell (see the FORGOTTEN Third Level Spell
REALMS® Adventures book). The caster
affects one touched undead per level, Conceal Item (Illusion/Phantasm)
making it immune to an initial attempt to
Sphere: Protection
turn, destroy, or command it by a priest,
Range: Touch
paladin, or other being with power over
Components: V, S, M
undead. The spell ends as it prevents that
Duration: 2 rounds + 1 round/level
one attempt; later attempts have a normal
Casting Time: 6
chance of success (the spell does not pro-
Area of Effect: One item
tect undead from spells or magical item ef-
Saving Throw: None
fects). Protected undead radiate a faint
magical aura. Unlike the wizard spell,
This magic enables the caster to render
multiple clerical revenances can be cast
utterly undetectable, except to himself,
on a single undead; each turning attempt
any single non-living item smaller than his
ends only one spell, leaving the others op-
total body mass, as long as he is carrying
erating. The material components of the
or touching it. The spell conceals even
spell are a drop of blood and a pinch of
magical or alignment auras, and shows a
dust per undead to be affected.
spy using true seeing a blank, shifting-

77
Magic of Menzoberranzan: Priest Spells

outlines area of white “fog” where the walk up or down as well as horizontally,
item is. and can tell direction relative to the natu-
This spell is usually used to conceal a ral grain of the rock.
carried magical item or weapon; priests of The caster is trapped alive, entombed in
Vhaeraun typically use it to hide holy sym- solid stone (the same as a victim of the wiz-
bols (when cast on any holy symbol, spell ardly imprisonment spell) if not out of
duration is tripled). Developed by a priest- stone at spell expiry. A priest within 12
ess of Lloth, this spell has been “bor- feet of a break in the stone at expiry can
rowed” by all Menzoberranyr priests of struggle onwards at a cost of 1d6 lost hp
Vhaeraun. Its material component is a (2d6 if a system shock roll fails) to break
small handful (about two ounces) of the out. In a round of emergence from stone,
dust of any powdered gemstone. a caster is unable to use spells or make at-
tacks, has an effective Armor Class of 10,
and moves at half rate (rounding down).
Fourth Level Spell
Stone Walk (Alteration) Fifth Level Spells
Sphere: Elemental Imbue Undead With Spell Ability
Range: 0 (Necromancy)
Components: S
Duration: 1 round + 1 round/level Sphere: Necromantic
Casting Time: 7 Range: Touch
Area of Effect: The caster Components: V, S, M
Saving Throw: None Duration: Special
Casting Time: 8
A development of the meld into stone Area of Effect: One undead
spell, this magic allows a caster to merge Saving Throw: None
into solid stone and travel (short dis-
tances) through it. Travel is possible This is a clerical version of the wizards’
through loose, or broken stone, but not spell of the same name described in the
mud, sand, or fine gravel. Movement is al- FORGOTTEN REALMS® Adventures book.
ways 10 feet/round. The caster can affect one undead, touched
If spell duration permits, a caster can with a drop of the caster’s own blood (the
enter stone, leave it, and re-enter it or an- spell’s material component).
other mass of stone, without casting a sec- The undead (which can be controlled by
ond stone walk. While in stone, the caster clerical ability or by spells, without ham-
can sense any ending or edges of stone pering this spell) becomes a spell focus for
within 120 feet, as well as the presence, the caster—who can funnel any chosen,
location, and size of any cavities, seep- currently-carried spell through the un-
water, fissures, air pockets, and beings dead. The spell is emitted from the un-
such as digging or imprisoned creatures, dead, but all casting activity (including
and those able to pass through stone (such component use) is performed by the
as xorn). The stone blocks all hearing, but priest. Distance does not matter, if priest
some vibrations can be felt. The caster can and undead remain on the same plane

78
Magic of Menzoberranzan: Priest Spells

(but unless other spells are used to “see” to do. The caster can cast other spells
the undead’s surroundings, or it is in a without ending this spell’s control. At spell
known location, spells will be hurled expiry, surviving spiders ‘fade away,’ re-
blindly). turning whence they came.
Unlike the wizard spell, spells to be cast Only true arachnids can be summoned
through the undead can be chosen as by this spell, not similar insect creatures
needed, rather than at or before imbue- or beings using magic to take arachnid
ment. A priest can cast multiple spells, one form (such as Lloth, or a wizard using spi-
per round, through the undead, until it is der shape). The spell cannot be used to
destroyed, or a maximum of one spell per command or repel encountered spiders; it
level of the priest has been cast (exhaust- only allows the caster to command the
ing the spell), or the spell runs out (it can arachnids it summons. The spell’s material
last up to 10 turns per level of the caster). component is a dried arachnid corpse.
With this spell, a hidden priest can avoid
direct combat, employing an undead as a
spellcasting fighting-focus. It can be cast
Sixth Level Spell
on undead affected by revenance and/or
Meld of Lolth (Enchantment/Charm)
undead battlemight, and the spells will
function simultaneously. A dispel magic
Sphere: Charm
cast on such an augmented undead will Range: Touch
end only one of these spells (choose which Components: V, S
randomly).
Duration: 1 hour/level
Casting Time: 9
Spider Summoning (Conjuration/
Area of Effect: One being
Summoning)
Saving Throw: Special
Sphere: Animal
Often used by priestesses to link them-
Range: 0
selves to a powerful drow male before a
Components: V, S, M
battle (to control them when necessary),
Duration: 1 round +1 round/level
this spell enables the caster to ‘mind-meld’
Casting Time: 8
with another creature. The meld allows
Area of Effect: Special
the caster to see through the other being’s
Saving Throw: None
eyes and read its thoughts, and communi-
cate telepathically with the linked being.
This spell calls 1d4 “large” spiders (de-
The caster can act, speak, and cast spells
tailed in Volume 1 of the Monstrous Com-
normally without ending this link, and is
pendium) per level of the caster, to serve
able (whenever not casting another spell
the priest. They ‘fade’ into view within 100
or using any psionic abilities) to dominate
feet of the caster, on the round after cast-
ing, and obey the caster’s command on the the linked being completely, controlling its
body regardless of distance (the spell is
round thereafter. They have full possible
broken if caster and linked being end up
hit points and poison reserves, and fight to
on different planes). The caster can use
death for the caster with utter loyalty, fol-
the linked being as the focus (source of
lowing the caster’s silent mental urgings
emission) of a currently-memorized spell,
as to targets, direction to move, and tasks

79
Magic of Menzoberranzan: Priest Spells

casting it through the linked being—but • regenerates severed or missing limbs or


this ends the meld instantly. body extremities;
If the linked being’s intelligence is less • purges the body of all poisons, diseases,
than the caster’s, it is allowed a saving insanity, charms and outside mental influ-
throw vs. spells once per turn to break the ences, curses and geas effects, possession
meld. If the linked being is as intelligent as or symbiotic life (even if friendly and de-
the caster (or more so), and is or becomes sired), feeblemindedness, and cancels the
(i.e. when ordered into danger) unwilling effects of any forget spells previously cast
to be in the meld, it gets a saving throw vs. on the being;
spell once every other round, to escape. • restores the being to full wakefulness,
Whenever the linked being suffers dam- alertness, sobriety, and pain-free state;
age, the caster must save vs. death. If the and
save fails, the spell ends, and the pain- • heals the being of 4d8 hit points of dam-
wracked caster suffers 1d6 hp of damage. age (the being cannot gain “extra” hit
If the linked being dies, the caster must points by this means).
make a system shock roll or die instantly If this spell is cast on a hurt being with-
(the caster can willingly end a meld 1 in 2 rounds after the major injury, the
round after deciding to do so). spell has the effects noted above, and al-
lows a victim who has failed a system
shock survival roll (and “died”) a second
Eighth Level Spell chance. This roll is made at a +22% bo-
nus; if it fails, death occurs, but the purge
Cloak of Gaer (Necromancy) and regenerate effects still occur to the
corpse.
Sphere: Healing
If this spell is applied 3 to 9 rounds after
Range: Touch
a being has been stricken, it allows a sec-
Components: V, S, M
ond system shock survival roll, but with-
Duration: Special
out any bonus; other spell effects occur as
Casting Time: 11
noted here. If the spell is applied later, it
Area of Effect: One being (usually caster)
only purges and regenerates (even on
Saving Throw: None
bodies).
The spell’s material components are
This powerful spell surrounds the cast-
four drops each of holy water, the caster’s
er (or a touched recipient being) with a
blood, and dew. A dispel magic cannot
faint magical aura. It takes effect (days or
perhaps years later) when the being it is end this spell, in its ‘waiting’ state. This
cast on is forced to make a system shock magic has enabled many “known dead”
drow to return and hunt down foes. Cer-
survival roll, or when the being reaches 6
tain drow wizards are rumored to use a
hp or less. It can also be cast on a just-
similar spell.
injured being.
A being protected by a cloak of Gaer au-
tomatically makes a successful system
shock survival roll, when one is required.
This triggers the spell to act; in the same
round it also:

80
81
Magic of Menzoberranzan: Special Spells

Certain spells are crucial to the daily sur- Duration: 1 round +1 round/level
vival of the few, hidden priests of Vhae- Casting Time: 9
raun in Menzoberranzan. (Most spells of Area of Effect: Creature touched
The Masked Lord require his holy symbol Saving Throw: None
to be within 1 mile of the caster, not on the
caster’s person.) Here are a few of these This spell, a slightly more powerful ver-
special spells: sion of the common air walk spell, tempo-
rarily alters the body weight of the priest
or a touched being (of L-size or less), so
Second Level Spell that the spell recipient can walk upon liq-
uid or “on air” with normal balance and at
Blessing of Vhaeraun (Conjuration/
normal movement rate. Unlike the third
Summoning)
level spell water walk, the being’s feet do
Sphere: Combat contact any liquid walked upon.
Range: Touch If cast upon a falling person, this spell
Components: V, S brings their descent to a stop within a fur-
Duration: Special ther drop of their own body length (if any
Casting Time: 4 surface is struck during this time, base
Area of Effect: Creature touched falling damage is halved). Very long falls
Saving Throw: None can be lessened by using the spell dura-
tion to walk straight downwards, to lessen
This spell enables any one thiefly ability the height of the remaining, unavoidable
use or weapon attack of the caster or a fall. When this spell ends, normal descent
touched spell recipient, to be performed (with possible falling damage) occurs.
with a + 5 attack roll bonus or + 25% abil- This spell is customarily used to walk
ity bonus. Any damage caused by this across chasms, or from one rooftop to an-
action (harmful or beneficial to the recipi- other, but may be used to cast one addi-
ent) will be the maximum possible on a d8 tional spell from a stationary midair
roll of 1-6 (otherwise, determine damage “standing on nothingness” perch. This use
normally). The ability or attack to be aug- of the spell exhausts it immediately upon
mented is chosen by the spell recipient the completion of casting the other spell,
and stated aloud (“Let the aid be NOW!”). It so that the caster immediately begins to
must be performed within 1 turn of cast- fall. The material components of this spell
ing, or the magic is lost. It also fails if a dis- are a feather, a pinch of dust, and a sandal
pel magic is cast on the recipient before or shoe of any size.
the round in which the blessing is used.
Deceive Prying (Divination)

Sixth Level Spells Sphere: All


Range: Touch
Air Tread (Alteration) Components: V, S, M
Duration: 1 turn +1 turn/level
Sphere: Necromantic Casting Time: 9
Range: Touch Area of Effect: Creature touched
Components: V, S, M Saving Throw: None

82
This spell protects the priest or another tial saving throw against a charm person
touched being from magical and psionic magic (not the more powerful charm
examination (not attack). The alignment monster), by making the attacker’s mind
aura, faith, and thoughts of the recipient assault less precise.
are overlaid by a false alignment and set of Priests of Vhaeraun use this spell to hide
beliefs (chosen during casting), and ran- from those trying to discover their identi-
dom surface thoughts are supplied by the ties. Its material components are a drop of
spell, in response to what the being sees cranial fluid (from any mammal), and a
happening and the false alignment and small cube of iron.
faith chosen. The being can cast spells
without breaking this protection, and con-
duct any mental activity desired (includ-
ing the use of psionics or telepathy)
behind the mental screen. A deceive pry-
ing spell provides no protection against
enchantment/charm spells or psionic at-
tacks except to give a +1 bonus to the ini-

83
Monsters of Menzoberranzan

Far too many monsters infest the vast, cause of the Cloaker Lord that now leads
wild Underdark to fit into this book. Many them. This individual is part of a superior
have appeared in various volumes of sub-race, not a unique being, and is smart
the Monstrous Compendium and in enough to capture and emplace the
FORGOTTEN REALMS® products, notably monster-producing beings known as “De-
FOR2/The Drow of the Underdark and The epspawn” (see below, and the FR11/
Ruins of UnderMountain boxed set. Every- Dwarves Deep sourcebook) to protect
thing from gargoyles to purple worms can cloaker lairs from drow attacks.
be met, by the unlucky adventurer, within
ten days travel of Menzoberranzan. Here, Deepspawn: These rare, infamous hor-
some of the most important monsters are rors have the awesome power of generat-
noted, for easy DM reference. ing other, lesser monsters—versions of
creatures that the deepspawn has de-
Alhoon: Described later in this chapter, voured sometime in its past. These other
these mind flayer liches are a growing monsters, the “spawn” of the mother
force in the Underdark. Current news deepspawn, are self-willed, but cannot at-
(see the “Now” chapter) suggests they tack their parent deepspawn, even if com-
have plans for Menzoberranzan. pelled magically to do so. Deepspawn are
fully detailed in the FR11/Dwarves Deep
Bat, Deep: This collective heading ap- sourcebook.
pears in Drow of the Underdark, and in- In the vicinity of Menzoberranzan, they
cludes the azmyth, night hunter, sinister, are found only in caverns where the
and werebat. The first-listed bat type is a cloaker lord (see above) has placed them,
whimsical beast that can befriend or be- their travel restricted by nets, and their
devil a drow or surface-world adventurer feeding controlled by the cloakers.
alike, even serving as an adventuring- Any attack or foray in force in the direc-
companion. tion of the cloaker lord’s area by the Men-
The two types listed ‘in the middle’ are zoberranyr drow will be answered by a
hunters, a menace to all in the Underdark, removal of the nets, and a skillful “retreat”
but most dangerous when hunting in by cloakers, to draw the drow into a con-
large packs. frontation with the deepspawn’s assorted
The last-listed bat is a lycanthrope. It is monster spawn.
certain that Menzoberranyr drow, as well
as humans and other surface-world folk, Dragon, Deep: Detailed in Drow of the
can become werebats. They are forced in- Underdark, this fearsome dragon of the
to were-shape when the moon is full in the depths can shift its form to resemble a
night sky above the surface world, even drow, duergar, orc, human, or other intel-
though they cannot see it (and may never ligent biped of the Underdark, as well as
have seen it!). taking a winged snake shape.
Dangerous to drow in the extreme,
Cloaker Lord: The ancient and mysteri- these silent hunters are hunted down by
ous subterranean r a c e k n o w n a s Menzoberranyr whenever they are
“cloakers” is scattered all over the Under- found. Although they respect the magical
dark. Local cloakers seem to growing in might of the drow gathered in Menzober-
power (see the “Now” chapter), in part be- ranzan too much to reveal themselves, or

84
Monsters of Menzoberranzan

to try and live in the city in drow-shape, at ders” form hunting packs from time to
least four deep dragons regularly visit the time, at the request of drow priestesses,
city, noting weaknesses of the drow, and and go out into the Dominion to ‘scour’ it
opportunities for later prey among fellow for foes of Lloth.
visitors to The Bazaar.
Deep dragons don’t become intoxicated Pedipalp: This collective heading ap-
as humans, duergar, and drow do—so pears in Drow of the Underdark, where it
they quite often (in humanoid form) go the details the related large, huge, and giant
“drinking pits” and dances of the drow species of “whip scorpion” monsters. Na-
(described in the “High Life” chapter), to tive to the Underdark around Menzober-
get to know certain drow, hear things let ranzan, they are used by the city’s citizens
slip by drunken drow, and generally have as pets, guardians, and the equivalent of
a good time being amused by the antics of hunting dogs. In the wild, they are far-
the celebrants. ranging hunters, who attack anything
fearlessly except groups of drow, arach-
Foulwing: Described in this chapter, nids of any sort, and other pedipalpi.
these clumsy fliers are rare in the Under-
dark around the city; they too easily fall Rothe, Deep: One of three related spe-
prey to more agile predators. More com- cies of oxen-like herd creatures (the oth-
mon in areas of the Underdark that con- ers are the surface rothe, and the
nect with remote clefts, mountainous white-haired, arctic-dwelling glacier or
peaks, and valleys in the surface world, “ghost” rothe), these creatures have been
foulwings are used by the more adventur- domesticated by the Menzoberranyr
ous drow as aerial steeds in the night skies drow. In and around the city, they are
of the surface world. They are included found only on the island in Donigarten,
here for instances when Menzoberranyr under heavy orc guard.
and other drow venture into the surface Detailed in Drow of the Underdark,
world. deep rothe are a crucial staple of the diet
of the city’s citizens, a large part of the
Lizard, Subterranean: Described in food supply that keeps Menzoberranzan a
these pages under this collective heading lasting, independent community. Al-
are two of the most common Underdark though they are healthy and hardy, drow
reptiles used by intelligent races as domes- patrols and other Underdark predators
ticated stock: the strong ‘pack lizard’ and have rendered them extinct in the Domin-
the smaller, faster ‘riding lizard.’ ion and the nearby Underdark. Elsewhere
in the dark realms, they are a plentiful
Myrlochar: Detailed in Drow of the source of food, in the form of wandering
Underdark, these servants of Lloth are herds.
spiders native to the Abyss. In the hierar-
chy of Lloth’s servitors, they rank below Slithermorph: These “black crawlers”
the yochlol (see below, and in Drow of the are solitary predators native to the Under-
Underdark). dark. Rare in most areas, they are more
Found in Menzoberranzan only when numerous around Menzoberranzan,
summoned by the prayers and rituals of seemingly attracted to the high-radiation
Lloth-worshipping drow, these “soul spi- area—or perhaps merely to the ready

85
food that gathers there (the drow who dark, but the first two species are com-
guard and use these clefts and caverns). mon in the wild. Watchspiders, developed
Slithermorphs are detailed in The Ruins of in Waterdeep, have been purchased in
UnderMountain boxed set. large numbers (via Skullport) for use as
trained guardians, by Menzoberranyr
Solifugid: These “false spiders” are natu- drow.
ral predators of the Underdark. They To these subterranean species should be
obey drow who use spells to control them, added the flying spider (described in the
and are wise enough not to attack drow in “UnderMountain Adventures” booklet, in
any event (unless wounded and in small The Ruins of UnderMountain boxed set),
numbers), but are a menace to all crea- and the giant spider-variant developed by
tures they think they can defeat. They are House Shobalar. Their spider-steeds
detailed in Drow of the Underdark. are: Int Low; AL CE; AC 4; MV 3, Wb 12 (2
and 10 laden); HD 4 + 4; THAC0 17; #AT 1;
Spider, Subterranean: This collective Dmg 1-8 + poison; SA adhesive trapline (as
heading appears in FOR2/The Drow of the cave fisher’s fired filament); SZ L; ML 13;
Underdark, where it describes the hairy, XP 975; q.v. Spider (Giant), MC 1, and Cave
hunting, sword, and watch subspecies. fisher, MC 1. They are large, strong giant
Sword spiders are unknown in the Under- spiders trained as steeds, and able to car-

86
ry a rider and still stick to walls and ceil- Wingless Wonder: These strange, comi-
ings. Spider-steeds are able to “fire” sticky cal, sometimes deadly creatures roam the
strands at prey, as cave fishers do. Underdark in and around the Dominion,
The “basic” Spider entry is found in Vol- and appear in this chapter.
ume 1 of the Monstrous Compendium.
Yochlol: The dreaded “handmaidens of
Spitting Crawler: Detailed in Drow of Lloth” are native to the Abyss, and appear
the Underdark, these small, acid-spitting in Faerun only when summoned by the
lizards of the Underdark are often em- rituals of Lloth’s high priestesses. They
ployed as familiars by drow mages— are detailed in Drow of the Underdark.
but unwary visitors to the wild Under-
dark can encounter them as foes. The few In the pages that follow, the “new” mon-
that stray into the Dominion are soon cap- sters of Menzoberranzan’s vicinity, men-
tured by drow patrols, for use by the tioned above, are fully detailed. They can
Academy’s tutors. be used to generate many adventures set
anywhere in the Underdark—and to ‘spice
Steel Shadow: Detailed in the The Ruins up’ adventures included in this set, by
of UnderMountain boxed set, these worm- adding one or more of the monsters noted
like predators can merge with metal, and above as ‘complications’ into the
(like the slithermorphs; see above) seem adventure-plots.
attracted to the radiation-strong caverns
in Menzoberranzan’s Dark Dominion.

87
Alhoon (Illithilich) FRB1

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Community or solitary

ACTIVE TIME: Any


DIET: Special
INTELLIGENCE: Genius (18)

TREASURE: S, T, V x 3 (x 6 in lair), X
ALIGNMENT: Neutral evil

NO. APPEARING: 1-4


ARMOR CLASS: 5
MOVEMENT: 12

HIT DICE: 8+4


THAC0: 11
NO. OF ATTACKS: 4

DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Mind blast, spell use
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: 90%


SIZE: M (6’ tall)
MORALE: Fanatic (17-18)
XP VALUE: 9,000
Alhoon look like living mind flayers (mauve-skinned, octopus-
headed beings with four mouth-tentacles, and three-fingered
hands). The only visible difference between illithid and illithilich ©1992 TSR, Inc. All Rights Reserved.
is that an alhoon’s skin is dry and often wrinkled, never glisten- Habitat/Society: Alhoon spurn illithid societies ruled by elder-
ing with slime. brains, and do not hesitate to take living mind flayers as thought-
controlled slaves (just as they took all other creatures as slaves,
Combat: Alhoon attack with four tentacles, as living mind flay-
when alive—a process continued in lichnee state). They usually
ers do. Once a tentacle hits, it does 1d4 points of damage per
live alone in the surface world, often slaying a human wizard
round automatically, as it bores on into the victim’s body. Attacks
and taking over his remote tower, but in the Underdark cooper-
on a tentacle (consider it AC 7) doing it 5 points or more of dam-
ate for mutual survival, sharing spells and aid freely to overcome
age in a single round cause it to recoil, drawing out of the victim’s
drow, duergar, cloakers, aboleth, and living mind flayers alike.
body. It will then always strike at a new spot; an attack roll is
Alhoon are capable of diplomacy and of loyally adhering to alli-
required, and boring time to the victim’s brain remains 1-4
ances when they see an ultimate benefit—but they consider all
rounds. Tentacles striking a victim elsewhere than its head do
other beings cattle, and promises to them merely empty conven-
damage for 4 rounds and then withdraw; they are not long
iences. Alhoon regard true liches and beholders as their greatest
enough to reach the brain.
rivals, and accordingly destroy them whenever prudently possi-
An illithilich retains the psionic powers it had in life, being the
ble.
equivalent of a 7th level psionicist, with 3 disciplines, 5 sciences,
and 14 devotions. Alhoon attack with a mind thrust, having a Ecology: Alhoon have no need for sustenance, but their bodies
Power Score of 18, and 1d100 + 250 psionic strength points. Like adapt only imperfectly to lichnee state; many magical parts of
all mind flayers, illithiliches always have the abilities of astral most lichdom processes used by humans fail on a strongly-magic
projection, body equilibrium (their only psychometabolic resistant mind flayer body. Alhoon are plagued by ongoing skin
power), control body, domination, ESP, levitation, post-hypnotic wrinkling and tissue desiccation, which they counteract by bath-
suggestion, probability travel, and teleport, and possess other ing, or by drinking water, soup, alcohol, and other liquids. Nutri-
abilities varying from individual to individual, as well (consult ents need not be ingested, and poisons absorbed in this way will
PHBR5/The Complete Psionics Handbook). harm a mind flayer (lowering its hit points in the usual way), but
In addition to their tentacles and psionic abilities, illithiliches cannot “kill” it (it reaches a minimum of 6 hp, and takes no fur-
can cast spells as 9th level mages (spells: 4, 3, 3, 2, 1). Typically, ther damage). The lichnee state neutralizes most poisons (healing
they use a wide variety of spells seized from human mages, all damage done by them) in 2d4 turns. Illithiliches enjoy devour-
spellbooks found in tombs, and the like—and always avidly seek ing brains just as they did in life, but do not need to do so. Some-
more, driven by their hunger for power. An alhoon can use a times (3 in 12 chance), devouring a brain gives an alhoon mental
spell (as well as its tentacle attacks) in any round in which it does “glimpses” of 1d12 thoughts that the brain held, either at ran-
not use psionics. dom, or (if the alhoon concentrates on a topic, such as magical
Alhoon gain no special undead attacks (such as a human lich’s items, written spells, or treasure locations), thoughts most
chill touch), but do have “standard” undead immunities to sleep closely related to a chosen topic.
and charm- related magics. They cannot be turned or dispelled Essence of alhoon brain is a general ingredient in spell-writing
by priests, and are not harmed or impeded by holy water, cold inks, and can be employed with great advantage in the crafting
iron, protection from evil, sunlight, or silver weapons—but are of any magical item concerned with effects of the minds of crea-
subject to spells specifically affecting undead. tures.
Cloaker Lord FRB1

CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary or Community (leading
cloakers)

ACTIVE TIME: Any


DIET: Carnivore
INTELLIGENCE: Genius (17-18)

TREASURE: C, V
ALIGNMENT: Chaotic neutral

NO. APPEARING: 1
ARMOR CLASS: 3 (1)
MOVEMENT: 2, Fl 19 (C)

HIT DICE: 9
THAC0: 11
NO. OF ATTACKS: 2 + special

DAMAGE/ATTACK: 2-8 + victim’s AC/2-12


SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Special

MAGIC RESISTANCE: 30%


SIZE: H (12’+ long)
MORALE: Fanatic (17-18)
XP VALUE: 2,000

Cloaker lords are a superior sub-race of the feared subterra- ©1992 TSR, Inc. All Rights Reserved.
nean race of cloakers. They look just like large cloakers, appear-
ing either as a black cloak, such as an ogre or small giant might feet across at its open end. All beings in the area must save v.
wear—or unfurling to reveal their batlike true form, with ivory- poison at -1, or be overcome by nausea and weakness for
clawed black wings, a flattish body whose white underside is in- 1d4 + 1 rounds (during this time, they are unable to take any de-
set with a red-eyed, needle-fanged, horned face, and a lashing, liberate action).
whiplike tail. The fourth moan strength acts as a hold monster spell, affect-
ing only one being, who must be within 50 feet. Its effects last 6
rounds—unless the monster attacks another target with this
Combat: Cloaker lords fly at targets and try to engulf them. A
moan, which instantly frees a previously- held victim.
successful attack roll means a cloaker lord has wrapped itself
By means of shadow shifting, a cloaker lord can obscure the
around a target’s body. An engulfed victim cannot use any weap-
vision of opponents, raising its own effective Armor Class to 1 by
on longer than the arm wielding it, but automatically hits the
cloaking itself in swirls of darkness. Most often, the cloaker cre-
cloaker with smaller weapons, at a -3 damage penalty. The
ates duplicates of itself, to draw away enemy attacks; treat this
cloaker lord also automatically bites the engulfed victim, doing
2d4 (plus the victim’s unadjusted Armor Class, ignoring shields) effect as a mirror image spell that creates 1d4 + 2 images. A
cloaker lord can use only one shadow shifting effect per round,
points of damage per round. Cloaker lords absorb blood through
but it can moan, attack physically (except biting, which makes
their skins, devouring victims until only cleaned bones remain,
moaning impossible), and employ shadow shifting, all in the
to spill out of the unfurling “cloak.” Attacks against an engulfing
same round.
cloaker lord inflict half their damage on the monster, and half on
the trapped victim. Area effect spells such as fireball inflict full
damage on both cloaker lord and victim. Habitat/Society: Cloaker lords can elude most mind-commun-
While engulfing a victim, a cloaker lord can use its thick- ication and -influencing psionics and spells because of their
muscled, bone-barbed tail to lash any nearby creature for 2d6 strange thought processes (determine what occurs on a case-by-
damage. The tail is AC1, and is severed if dealt more than 24 case basis; attackers will have more success, the more practice
points of damage. they have in using such powers against cloaker lords). Cloaker
The cloaker lord’s moan attack can cause an 90-foot-range un- lords hold a natural domination over cloakers, and have recently
ease and numbing, forcing all creatures in range to attack at -2, come to rule their lesser brethren, drawing normally-solitary
and suffer a -2 penalty on all damage rolls. Any creature who cloakers together into loose raiding bands, and forcing other
remains in range, and hears the moaning for six consecutive monsters (such as deepspawn, subdued by moans) into servi-
rounds is forced into a trance that lasts as long as the moaning tude.
continues. Entranced victims cannot make attacks or cast spells,
and cannot defend themselves (anything attacking them does so Ecology: A cloaker lord that reaches a certain age or is near
at +6 on all attack rolls). death will find a cloaker and devour it. If the cloaker lord sur-
Alternatively, a cloaker’s moan can act as a fear spell, affecting vives 2d4 days longer, it splits apart, giving birth to a cloaker lord
all beings within 40 feet of the cloaker lord. They must save vs. and 1d6 cloakers, all ‘babies’ of miniature size. All can moan at
spell, or flee at full movement rate for 2 rounds. birth, but their attacks do only half damage, and they can’t yet
The third intensity of moaning affects creatures in a conical control their shadow shifting. Instinct drives them to fly in dif-
area, extending 40 feet from the monster, and widening to 30 ferent directions, to seek prey and master their powers.
Foulwing FRB1

CLIMATE/TERRAIN: Any land


FREQUENCY: Rare
ORGANIZATION: Flock

ACTIVE TIME: Any


DIET: Carnivore
INTELLIGENCE: Low (5-7)

TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 1-4


ARMOR CLASS: 3
MOVEMENT: 6, Fl 13 (D)

HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 5

DAMAGE/ATTACK: 2-5/2-5/2-5/1-4/1-4
SPECIAL ATTACKS: Ammonia breath, blood drain
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil


SIZE: H (16-20’ long, 40’ wingspan)
MORALE: Elite (14)
XP VALUE: 975

Foulwings are grotesquely misshapen flying predators,


thought to have originated on another plane. Mildly empathic
and essentially lazy hunters, these clumsy fliers are often tamed ©1992 TSR, Inc. All Rights Reserved.
for use as steeds by evil humans and drow hunting in the surface Foulwings can be trained to pounce upon running or riding
world by night. creatures from the air, doing 2d4 points of impact damage and
Foulwings have black, leathery wings, tailless, toad-shaped trying to pin the quarry (the target is allowed a Dexterity Check
bodies, and vaguely horse-like heads. The shapes of their heads to avoid this fate), and to crush fences, flimsy buildings, and carts
and the location and size of the many horn-shaped, wriggling by the same means. If there is a chance that the Foulwing could
skin growths that cover their black bodies vary from individual be impaled on a ready-held spear, wooden spar, or similar pierc-
to individual. Every foulwing has three needle-toothed jaws set ing point, it must make a Dexterity Check. If the check succeeds,
around a single- the Foulwing takes only half weapon damage (in the case of a
nostril snout. Their glowing, many-faceted red eyes have infra- deliberately-placed or -wielded weapon), or 1d4 points of damage
vision (range: 9). Foulwings communicate with each other in from a wreckage hazard. If the check fails, full weapon damage
harsh creakings, conveying identities, basic emotions, urges, and is suffered, or 3d4 points is taken from wreckage.
warnings.
Habitat/Society: Foulwings may be solitary hunters, or flock
Combat: Foulwings prefer to fight in the air, or pounce from it, together in family groups or as unrelated individuals, gathering
allowing them use of their wing-claws and the weight of their while courting or to attack strong prey. Every ‘flock’ (of up to
wings and great bulk, to knock down and pin prey to the ground. four foulwings) will be dominated by the largest specimen, and
Savage and wantonly destructive, foulwings enjoy killing. They will work together to scatter, disable, and herd prey.
twist their heads in battle so as to bite with all their jaws, and
their ammonia-like breath causes opponents to temporarily Ecology: Foulwings are rapacious scavengers, but will eat carri-
(round of contact and following round) suffer -1 on attack rolls on or even plant leaves if no other food is available. They have
due to the stinging irritation it causes to visual and olfactory been known to keep a ‘larder’ of captive creatures for later food.
senses. Foulwings hate asperii and griffons, and will attack both on
If a foulwing disables or pins prey (a Strength of at least 16 is sight.
required to escape pinning unaided; allow one Strength Check Foulwings bear live young, typically 1-3 at once, nesting in
per round), it will attempt to leisurely drain blood from the prey rocky, mountainous wilderland areas. Young are born with a sin-
by sucking with one of its hollow, tube-like tongues, biting open gle hit dice, and only bite attacks (for 1-2 damage, each jaw), but
wounds to do so. The blood drain is equal to 2-5 points a round; rapidly grow to full size, whereupon the parents abandon them
pulling free causes prey another 2 points of damage (each time). and each other.
When used as a steed, a Foulwing flies at MV 11 (E), and its Foulwing flesh is heavy, oily, and foul in taste (hence the crea-
powerful flight settles (in 1d3 rounds) into a rhythm stable ture’s name). It quickly rots upon the creature’s death, and has
enough to allow riders to cast spells and use missile weapons no known usefulness as armor or in magical practices. Foulwing
without penalty. In a pinch, two M-size beings (or up to 4 S-sized blood and salivary fluid, however, have both been found to be a
creatures) can ride a single Foulwing, but the crowding makes mildly caustic cleanser that brings metal to a bright, long-lasting
spellcasting impossible, and all weapon uses force both -3 at- sheen.
tack roll penalties, and a Dexterity Check (to avoid falling off!) on
every rider. A Foulwing this heavily laden is reduced to MV 9 (E).
Lizard, Subterranean FRB1

Pack Lizard
CLIMATE/TERRAIN: Any
FREQUENCY: Common (subterranean); rare
(surface)
ORGANIZATION: Solitary or packs

ACTIVE TIME: Any


DIET: Omnivore
INTELLIGENCE: Low (5-7)

TREASURE: Q (stomach) + whatever carried


ALIGNMENT: (Lawful) neutral

NO. APPEARING: 1-4 (domesticated: 1-20)


ARMOR CLASS: 3
MOVEMENT: 9, Sw 15

HIT DICE: 8
THAC0: 13
NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil


SIZE: H (15’ + long, tail an additional
8-12’)
MORALE: 13
XP VALUE: 1,400
©1992 TSR, Inc. All Rights Reserved.

Pack lizards resemble giant iguanas, except that they are a dull, On the round that follows, the lizard does not bite, but does
mottled olive-gray in hue, and are unusually broad of body (aver- 4d4 crushing damage. Allow the pinned victim (who can attack
aging 22-24’ in overall length, they are always around 10’ wide). only at -3) a Strength Check (at the usual 4-point penalty) to
As their name suggests, they are used as draft animals by all in- wriggle free of the crushing weight; success on any round means
telligent races traveling in rocky or underground terrain. only half damage is taken. The lizard typically goes on crushing,
at 4d4 damage per round, for 6 to 8 rounds (or until it successful-
ly makes another Intelligence Check), when it stops to see what’s
Combat: Pack lizards are placid, slow-moving beasts who sel-
left—and bite it.
dom attack anything unless attacked first. They will eat any-
thing, including carrion, and seem especially fond of snake-flesh
and the various yellow-petaled flowers that grow in meadows Habitat/Society: Left to themselves, pack lizards tend to be la-
(such as dandelions, sunflowers, buttercups, and sunstars). Pack zy, placid beasts who lie about in grassy meadows devouring
lizards have long, sticky probing tongues, and in battle bite down grass and carrion at leisure, crawling into burrows or cave-
with crushingly-powerful jaws (if their teeth were larger, sharp- refuges to escape biting winter cold, and who venture down into
er fangs, they would do far more damage). They have been the depths when breezes bring them the reek of much carrion—
known to bite through armor and wooden doors, if hungry after a large battle in the Underdark, for instance.
enough, and given time to think about it. If a pack lizard bites However, they seldom, if ever, are left to themselves. Faster,
down in such a way that a metal or wooden object is at risk (a flat more intelligent creatures are always hunting them down for
surface usually is not, but one that sticks up, or has a projecting food, or enslaving them. Few are left aboveground, these days,
corner certainly is), the item should make a saving throw vs. save in the remotest desert areas. Instead, they dwell in burrows
crushing blow. If the lizard deliberately attacks the item (i.e. to and caverns around volcanic areas, basking in the heat of the
bite the head off a spear that is jabbing it, or to get through a cell earth, and eating whatever they can find (such as violet fungi,
door to food beyond), the saving throw is made at -2. gelatinous cubes, and other plants or creatures that most beings
Pack lizards are immune to most known poisons, and regener- find poisonous or corrosive). Pack lizards mate seldom, but re-
ate physical damage at the rate of 1 hit point every 3 turns. Heat- main together in stable pairs for years when they do, raising lit-
and fire-based attacks inflict only half damage on them, but cold- ters of 2d4 young at a time from rubbery-shelled eggs, and
based attacks do them an extra point of damage per die. having new litters twice or thrice a year.
Pack lizards have sticky pads on their splay-toed feet. These
flexible, vulnerable digits are covered by claw-like, horny pro- Ecology: Pack lizards can haul awesome loads in quite cold and
tective sheaths—but pack lizards do not in fact have claws, and damp conditions, so long as they have sufficient time to soak up
cannot rake anything in combat for damage. Their sticky feet the heat of the full sun (in surface-world deserts or on sun-baked
allow them to travel on cavern (and room!) walls and ceilings just mountain rocks, for example), or that of deep, close-flowing lava.
as they do on floors, retaining their grip even when carrying Their flesh, which resembles the densest, whitest pork, is eat-
heavy loads. en by many creatures, including drow and humans, and is espe-
Pack lizards able to knock down and put a foot on a M-sized or cially prized by orcs. Pack lizard ichor is a prized ingredient in
smaller opponent can hold on, so that bite attacks are automati- potions of vitality, and the essence derived from their boiled feet
cally successful (no attack roll necessary; roll only for damage). is valued in the making of sovereign glue.
Riding Lizard FRB1

CLIMATE/TERRAIN: Any subterranean


FREQUENCY: Common
ORGANIZATION: Solitary or pack

ACTIVE TIME: Any


DIET: Omnivore
INTELLIGENCE: Average (8-10)

TREASURE: Nil (except as carried)


ALIGNMENT: Lawful neutral

NO. APPEARING: 1-6


ARMOR CLASS: 7
MOVEMENT: 16, SW 20

HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 3

DAMAGE/ATTACK: 2-8/2-12/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Nil


SIZE: H (stands 12’ high; tail is another
8-10’ long)
MORALE: Elite (13-14)
XP VALUE: 975

Riding or “mount” lizards are light, sleek reptiles, able to run


swiftly on their hind legs when unencumbered. Unknown on the ©1992 TSR, Inc. All Rights Reserved.
surface, they take the place of the horse as the general steed of Riding lizards have sticky pads on their three-toed feet, exuding
intelligent races in the Underdark. an adhesive that they can neutralize instantly with another secre-
tion. These allow them to trot or even run in utter silence along the
Combat: Riding lizards are darting, alert beasts who hunt prey floors, ceilings, and walls of caverns and structures, retaining their
aggressively when ‘in the wild,’ preferring small snakes, centi- grip even when laden (riders who are not strapped in must take
pedes, and—best of all—the small scurry rat of the Underdark. care to hold on, with a successful Strength Check, when their
Riding lizards also eat lichens and fungi. Their diets make them mount leaps or is upside down—or they’ll fall out!).
immune to the poisons of centipedes, insects, arachnids, and Riding lizards run lightly on their back legs or on all fours, and
fungi—and also immune to all known fungi spore effects. can scale stone as easily as a spider. Left to themselves, they take
In combat, a riding lizard bites for 2d4 damage, and can kick an irregular route, using leaps, passage ceilings, walls, and dry,
with either or both of its large hind legs in a round, doing 2d6 non-slippery stalactites and stalagmites more than floors, to
damage with each one. Those same legs propel it on prodigious avoid being tracked by predators of the Underdark who possess
leaps, of up to 30’ upwards, and 50’ horizontally, and it can de- infravision.
scend, without harm, up to 80’ in a single bound (with a rider
mounted on it, reduce these three ‘safe’ distances by 10’). It uses Habitat/Society: Riding lizards are typically captured by
its leaps, and its ability to cling to any solid surface that it means of spells, and trained for most of a year, to make them
strikes—such as a stalactite, halfway across the roof of a vast fully obedient to more than one rider. Most drow communities
cavern—to cross “uncrossable” chasms, or to reach remote rock capture lizards only to acquire new bloodlines; they breed and
ledges where prey lairs. raise their lizard stock from previously-captured sires.
Riding lizards have keen balance and infravision (effective up In the wild, riding lizards run in large, loose packs, the strong-
to 160’ away, unless within sight of a fire or magma-flow, when it er individuals of either sex serving as sentinels and guards for
is reduced to half range). When it has been trained by drow, and the others. They mate often, but do not form families; the de-
is magically compelled (e.g. by the use of spells or house insignia) fense and feeding of a pregnant female is the common responsi-
by a drow who is present, the effective morale of a riding lizard bility of all. Female riding lizards typically give birth to a ‘litter’ of
rises to “Fearless” (20). 1d8 live young once every 7 months or so.
The movement rate of a riding lizard carrying a single M-sized The young are born able to run and leap as their parents do.
rider and gear (a drow warrior with weapons and provisions, for They run and hunt with their parents from the outset, joining
example), is reduced to 15. Riding lizards carrying two such be- the pack, and are AC 7; MV 16, Sw 16 (unable to carry even a S-
ings move at only 13; one equipped with a pack-lizard-style size rider); HD 2; THAC0 19; #AT 3; Dmg 1-4/1-4/1-6; SD poison
cargo-harness can leap only short distances, and downwards (up immunities, regeneration; SZ M (body 4’-6’ + tail of up to 4’); ML
to 30’), with out harm, and moves at only 11. Any leaping and 13; XP 120.
clinging movements, encumbered or unencumbered, force a
Dexterity Check on the lizard (see below for effects). Ecology: Eaten by many predators, riding lizard meat is a staple
Riding lizards regenerate 1 hit point of physical damage every 5 of duergar diet. Drow only eat those that perish through misfor-
turns. Heat- and fire-based attacks inflict only half damage on them, tune. A good trained mount can fetch up to 1,000 gp (most go for
but cold-based attacks do them an extra point of damage per die. 600—700); untrained young sell for 200-500 gp.
Wingless Wonder FRB1

True Transformed
CLIMATE/TERRAIN: Any except arctic Any
FREQUENCY: Very rare Rare
ORGANIZATION: Solitary or mated pair Solitary

ACTIVE TIME: Any Any


DIET: Omnivore O mnivore
INTELLIGENCE: Low (5-7) As previously possessed

TREASURE: Qx4 Any (likely Nil)


ALIGNMENT: Chaotic Neutral As previously possessed

NO. APPEARING: 1-2 1


ARMOR CLASS: 8 8
MOVEMENT: 6, Sw 4 6, Sw 4

HIT DICE: 2+2 As previously possessed


THAC0: 19 17
NO. OF ATTACKS: 10 10

DAMAGE/ATTACK: 2-8/1 x 10 2-8/1 x 10


SPECIAL ATTACKS: Psionic blast, wild magic See below
SPECIAL DEFENSES: Anti-Magic Shell Nil

MAGIC RESISTANCE: 90% 90%


SIZE: S (4’ tall) S (4’ tall)
MORALE: Fearless (19) As previously possessed
XP VALUE: 975 Varies

The alkada, or “wingless wonder,” is a comical beast that re- wonder’s total the number of tentacles it’s using (tentacles en-
sembles a walking egg (which it has also been called). It stands gaged against another foe, or holding items, cannot participate).
rather unsteadily on two weak legs that end in rubbery, sticky If the target’s total is higher, the target tears free of the tentacles;
pads, and has two small arms, which it flaps constantly; hence its if the wonder’s adjusted total is higher, the target is dragged
most popular name. The only sound it can make is a high-pitched within reach of the wonder’s mouth, and automatically bitten
chittering. (for 2d4 damage). The wonder always releases a target after one
Wonders are blue-green in color, with purplish undersides. bite.
They redden slightly when angry or excited. A wonder’s mouth Foes attempting to sever a wonder’s tentacles will find that
is atop its head, surrounded by nine tentacles (old tales and re- they have an effective Armor Class of 3 (able to suddenly retract
cords suggest that there was once a related species that had from harm), and one can only be severed if it is dealt 7 hp of
twelve tentacles—and additional powers not possessed by won- damage or more in a single round (total hp damage to tentacles
ders today). does not matter, except to kill the wonder by damage accumula-
These pitifully clumsy, waddling misfits of nature are often tion).
more deadly than they appear. Many of them are in reality far Wingless wonders radiate a continuous, natural anti-magic
more powerful, transformed creatures—such as high-level wiz- shell, that stops all magical attacks inches from their skins. This
ards. aura is visible as a faint purple-white faerie fire glow around any
wonder that is carrying an egg (developing young inside itself).
Combat: Wingless wonders are curious, shortsighted (10’ or so This is doubly curious, as wonders seem to be creatures pos-
effective vision and infravision), and seemingly fearless. They sessing natural “wild” magic. Once per day, a wonder can un-
wander through life feeling along everything they come into con- leash a random minor magical effect—akin to the powers
tact with, employing their mouth-fringe of nine rubbery, retrac- unleashed by a wand of wonder. Such an effect will be at the
tile tentacles. time of a wonder’s choosing, but it can’t control just what will
A wonder’s tentacles are 2 to 12 feet in length, extending or occur. The magical effect seems to draw power from the anti-
shortening as it desires, and serve to handle food and to aid the magic shell, which flickers and pulses visibly. The round in
wonder in moving about. Their ends are rubbery and sticky, able which the wild magic effect manifests is the only time spells can
to grasp and hold anything they touch (a Strength of 13 or penetrate the shell, to affect the wonder itself, although foes of a
greater can break a wonder’s grip, as can alcohol and oil of slip- wonder will have to discover this for themselves.
periness). Curiously, wonders cannot be held by any sort of Wonders regenerate naturally, regaining 1 lost hit point every
webs, or by sovereign glue or viscid globs (produced by the 2 rounds. This healing power does not seem to extend to the deli-
wand of the same name, detailed in FOR2/The Drow of the cate, fuzz-covered outer skin of an alkada: it does not heal quick-
Underdark), although spells such as entangle do affect them. ly, and many wonders are bleeding copiously when found,
A wonder can extrude a bony hook from deep within each ten- leaving a bloody trail wherever they go. Wonders are immune to
tacle, to grasp struggling food or to slash when fighting off a foe. damage from all forms and sources of fire.
This does 1 hp of damage. In any round of combat, every tentacle Wingless wonders also exhibit a permanent, seemingly-
can strike at a foe (or multiple foes, if the wonder is surrounded), unbreakable mind bar. This functions as the telepathic devotion
twice. The first attack does damage (1 hp per successfully- (detailed in PHBR5/The Complete Psionics Handbook), but at-
striking tentacle). The second attack is an attempt to grasp the tempts to engage a wonder in psionic combat always fail; the
foe: roll d20 for the target, and d10 for the wonder, adding to the wonder’s mind seems to ‘slip’ away. In similar fashion, magical
©1992 TSR, Inc. All Rights Reserved.
Wingless Wonder FRB1

spells that aim to contact or influence the mind fail when used on in this book. Such transformed folk can speak normally, and
a wonder; there is a momentary impression of colorful mental work magic, while in wonder-shape, and escape from wonder-
chaos, and then the wonder’s mind seems to ‘slip’ away. form at will. As the being’s mind is completely shielded from con-
The only other psionic activity that a wonder ever exhibits oc- tact, and the wonderform spell masks its true alignment aura
curs if it is slain: a ‘dying scream’ directed at its killers. This is with a ‘normal’ wonder’s alignment, this can be a very effective
similar to the mental blast of a mind flayer: it manifests as a cone, hiding-
aimed by the dying wonder, 60 feet long, 5 feet wide at the base, place from a foe who is able to probe disguises readily.
and 20 feet wide at its end. All creatures in the area of effect Others are not so lucky—and they are the sort most known to
must save versus wands at -4 or be confused (as in the wizard surface-world humans, through tales and ballads. Several centu-
spell confusion) for 1d10 +2 rounds. They must also save vs. ries ago, the notorious ‘spellslinger’ Durshult the Mage (who
breath weapon or be feebleminded (as the wizard spell). A crea- made a career of challenging mages, defeating them in spell-
ture who fails both saves is not mentally affected at all, but is combat, and then seizing all their magic) was turned into a wing-
“mind- less wonder by the sorceress Haleera Shundyl, after losing a
burnt” for a physical loss of 2d12 hp. sorcerous duel to her in Baldur’s Gate. After Durshult’s fate be-
Wonders cannot be stunned or subdued by magical or physical came widely known, it was for a time a fad to imprison enemies
means, and seem mentally unaffected by disasters or great vio- in wingless wonder form.
lence occurring around them, chittering and waddling uncon- The infamous ‘Rebel Mage’ Phaerl Godeep, a drow male who
cernedly in the midst of a battlefield, or trotting in the heart of rebelled against the dictates of the ruling priestesses in his city,
an attacking dragon’s breath weapon! was forcibly imprisoned in wonder form—and presumably is
still a helpless, ridiculed prisoner. The drow wizard known on-
Habitat/Society: Despite its seeming host of immunities and ly as “the Watchspider Wizard” is known to have taken refuge
special powers, a wonder is easily killed by purely physical in wonder form to elude a yochlol summoned and sent (by an
means, and wonders are therefore rare in populated areas. angered priestess) to slay him. Several human mages, including
Wonders are always curious, and are attracted to brilliant red Auziiyra Twelvestars of Tethyr and Brondeth of the Broken
or purple colors and flashy objects. They are fascinated by gems; Staff, may still survive somewhere in the Underdark, in the
any treasure a wonder carries are gems it has swallowed. These wonder forms they assumed to escape death at the hands of
stomach-stones are typically a wide variety of pretty stones, drow attackers who overwhelmed the human mining commu-
some nearly valueless. Wonders seem to spend most of their time nity they were guarding.
curiously examining things around them, and sampling them to In Menzoberranzan, the drow wizards Thaerlbone Faen Tlab-
see if they can be eaten. bar and Master (of the Academy) Daethleness Tuin’Tarl are
Wonders are bisexual. Whenever solitary wonders encounter known to have escaped the justice of Lloth by taking wonder
another of their species, the two entwine tentacles and chitter form—and Ardreyth Mizzrym, Matron of her House at the time,
excitedly in chorus for 2 rounds. This appears to be mating con- received a fatal surprise when she casually lashed a chittering
tact. Wonders may wander together in mated pairs, but are usu- wonder out of her path during a hunt—and it snarled and un-
ally solitary. leashed a meteor swarm that fried her and most of her family
Wonders develop eggs within their bodies, excreting them around her. When the drifting smoke thinned, the blackened
when they are ready to hatch (gestation seems to take 6 or 7 wonder was seen, by the astonished drow survivors, standing
months). An egg falls to the ground as its parent wonder wan- unconcernedly amid the cooked carnage, having survived the
ders away, ignoring it, and splits open in 1d4 rounds, to reveal a full damage of its own spell. It sighed and shuffled slowly away.
small and even more clumsy (but otherwise fully-developed, hav- That transformed wonder is still out there in the Underdark,
ing 1 + 1 HD but all the other statistics of an adult) wonder. somewhere; the drow dared not try to stop it going on about its
business.
Ecology: Wonders eat mainly fruits and vegetables, although Surface-world wizards have developed spells that specifically
they will devour worms, birds, small animals that stray into the polymorph a foe into wonder-form, and drow priestesses of the
reach of their tentacles, and carrion. Underdark also use a spell to work the same effect, which keeps
The flesh of a wonder is poisonous (save vs. poison at -1, or the wizards alive in case their power is needed later, but as vul-
take 3d10 points of damage, within 1d4 rounds; if the save is suc- nerable, helpless, non-threatening things. Beings so entrapped
cessful, only 1d4 points of damage are suffered, accompanied by cannot speak (though they can use sticks to write words or draw
a brief, wrenching nausea). Wonders lose their anti-magical symbols)—they can only chitter, as ‘natural’ wonders do.
properties immediately upon death—and if part of a wonder is Lacking any means to work spells or effectively communicate
cut away from its living body, that part retains no special powers with others, such unfortunates are trapped, although they retain
or properties. A Wonder’s skin rots away in 3 + 1d4 days, but their human intelligence and knowledge. Existence as a wonder
while still intact, it can serve as a cloak protecting (half to no may drive a human insane. Check at the end of each year; to
damage, if saving throw successful) against non-magical fire. avoid insanity, a percentile roll score must exceed a total of 50
minus the character’s wisdom. A trapped being can always, by
Transformed Wonders: There is a 20% chance that any wing- force of will, unleash a wonder’s natural random magical effect
less wonder encountered will not be a ‘natural’ wonder at all, but (as noted earlier), but has no control over what effect occurs.
a transformed being. Most transformed beings are human The only way to free a being trapped in wonder form is during
mages. Those who encounter a wonder never know if it is mere- the once-daily round in which they unleash a wild magic effect.
ly a curious beast, a helpless victim able to unleash only random During this round, the anti-magic shell becomes visible, and flick-
small magics— ers visibly. A dispel magic, remove curse, or properly-worded
or a disguised magic user, able to cast powerful memorized polymorph other spell cast at the wonder during this round will
spells! return the being to its true form—although the being must make
Many wizards from Netheril escaped into wonder form when a System Shock Survival roll.
their kingdom fell, using a spell later (and independently) dupli-
cated by drow mages; the wonderform spell included elsewhere
This chapter contains a few magical and Three in 10 locks (acid or poison) are
physical “booby traps” intruders may en- constructed to fire twice—or more.
counter in guarded areas of Menzober-
ranzan, such as Sorcere, House compound Fangs of Lloth: These are jointed clus-
perimeters, and vault-caverns. Add these ters of eight poisoned darts, curved and
to the common pit- and smash-traps joined by cross-strands to have the shape
known to the surface world (a handy se- of the legs of a spider. Points outward,
lection of these appear on the “DM’s hand they spin downwards, triggered by trip-
of cards” included in The Ruins of Under- wires or pressure-pad descending-stone
Mountain boxed set), and obvious traps, detectors.
such as throat- and ankle-height scything The spinning darts strike at anyone trig-
blades, weighted webs that fall from gering them, at THAC0 7. A struck victim
above, and “web-tongues” (sticky fila- is hit by 1d4 darts, for 1 hp of damage
ments that shoot out like those of a cave each—plus a single save vs. poison. Such
fisher, detailed in its Monstrous Compen- darts carry venom effective against drow
dium Volume 1 entry). as well as other races, doing a further 1d4
points of damage instantly, and bringing
Acid Locks: These are locks trapped on 2d4 rounds of paralysis, onset time in
with a squirt-bladder of acid. If the main 1d6 rounds.
lock is locked, a second, hidden lock is also
engaged. Hands of Undeath: A rare, secret spell
If the main lock is picked but the second used by some drow Houses creates a glow-
is not, or the door is forced open, a blad- ing skeletal hand that guards a door, win-
der of acid within the door sprays directly dow, or archway. Anyone passing is
in front of the door. Any beings within five touched, for 1d4 points of chilling dam-
feet of any part of the door must make a age. A cold white faerie fire radiance is al-
Dexterity Check. Success indicates 1 hp of so imparted, expanding to illuminate the
splash damage is suffered; failure means intruder’s entire body for 2d12 rounds (or
2-8 hp is taken. until dispelled). As the hand acts, it emits a
The second lock counts as a “trap” for loud wailing sound. Unless dispelled or
use of the Find and Remove Traps ability. dealt 9 points of “damage” (it is AC 4, and
There is no way to remove the trap except MV Fl 14 (A)), it can strike at the next in-
to successfully pick the second lock— truder, acting up to 9 times.
whose hole is the squirting-orifice for the
bladder (applying flame to the hole melts
the bladder—discharging it anyway!).
A little less than 2 in 10 of such locks fire
a jet of poison-gas, not acid. Such a jet
forces a poison save on all beings within
10’ of the door. Success means 1 round of
nausea (-1 on attack rolls, no further dam-
age); failure means 1d4 + 1 hp of damage
and 1-2 rounds of confusion. The poison
reacts with air to become harmless after
the round in which it jets out.

95

You might also like