TEXT: Issue Number Fourteen • Reaping, 592 CY
  O U R N A L
  A Publication of the RPGA Network
  Editor: Erik Mona • Campaign Director: Stephen Radney-MacFarland
  Enlightenment can penetrate even the helm of iron—Cuthbertine proverb
  CAMPAIGN NEWS
  News from the Top
  Our bi-monthly round-up of RPGA
  Network news and information usually
  appears in Polyhedron, our sister publi-
  cation. This month, however, we've got
  very important news that simply can't
  wait for the next Polyhedron. I apologize
  for interrupting your regularly sched-
  uled LIVING GREYHAWK Campaign News,
  but I trust you'll agree that the following
  information is worth it.
  So what could be so important?
  In our bid to continue to offer better
  games for more members, the RPGA has
  dropped ALL membership fees as of the
  time you read this. For those of you
  now leaping around looking for the tele-
  phone number of HQ as you just paid
  us renewal money, I ask you to first
  please read on, as I suspect you'll like
  what I have to say.
  To address and thank those members
  who have joined, renewed, or have
  multi-year memberships, we are work-
  ing with Chessex, a leading manufac-
  turer of gaming aids and accessories, to
  develop an RPGA Network member-
  exclusive vinyl Battlemat that will be
  sent free of charge to all RPGA
  Network members who joined prior to
  July i, 2002.
  Measuring 23 1/2 in. by 26 in., the
  new RPGA Battlemats feature a one-
  inch square grid suitable for DUNGEONS
  OT DRAGONS miniature play. The
  Battlemats will be available for collection
  at both the US and UK GEN CONS.
  Thereafter, we will mail all remaining
  qualifying members their Battlemats at
  absolutely no charge.
  Is that the only good news?
  Not hardly.
  I promised in Polyhedron # 151 that I
  would release additional information
  regarding our brand-new DM Training
  program as that program was devel-
  oped. I'm pleased to inform you that
  stage one of that program will be live
  by the Time you read this. I'd like to
  offer a huge thanks to all those who
  have contributed to setting up this
  important initiative in such a short
  period of time.
  The entry level in the new DM pro-
  gram is known as Herald level. To qual-
  ify as a Herald-level DM, new members
  must pass a simple test of basic table
  managment skills administered via the
  rpga.com website.
  This and future tests for higher judge
  levels have been designed to help DMs
  deal with situations that occasionally
  arise during Network-sanctioned games
  (what to do when a player cheats, when
  a die rolls off the table, or even when a
  player falls asleep!). The entry-level
  Herald test is available now. New mem-
  bers must take the test to qualify to
  order RPGA scenarios, including LIVING
  GREYHAWK adventures.
  Current members in good standing
  retain their existing judge ranking (and
  the ability to order scenarios). Once
  we've rolled out the complete program,
  higher level judges might have to sus-
  tain their current ranking through par-
  ticipation and/or additional tests, but
  that's a ways off.
  Members who joined prior to July
  ist, 2002 but who do not have an exist-
  ing judge rating may continue to order
  scenarios as normal. Once the full pro-
  gram is in swing, however, such mem-
  bers will be required to maintain a DM
  rank at the minimum level to retain
  that ability.
  We're initiating this new program
  because we feel it will improve the play
  experience of all RPGA members by
  giving Network DMs a common set of
  "best practices." In doing so, we hope to
  create a corps of superb DUNGEON
  MASTERS. Give it a little time, and we're
  certain you'll agree.
  For now, may the goddess Tymora
  [or in this case, Rudd-ed.] shine upon
  daos everywhere.
  Ian Richards
  Worldwide RPGA Director
  ianr@wizards.com
  GEN CON UK to Host
  Special Events
  The RPGA Network is happy to
  announce that this year's GEN CON UK,
  taking place August 29 to September i
  at the Olympia 2 in London, will feature
  
  both a LIVING GREYHAWK Open Regional
  Slot, and the special Isle of Woe event
  set to debut at this year's Origins Game
  Expo about the time you read this.
  The LIVING GREYHAWK Open Regional
  slot premiered at WINTER FANTASY 2002,
  where hundreds of LIVING GREYHAWK
  players sunk their teeth into a single
  slot of Regional adventures from
  across the states and around the world
  run by DUNGEON MASTERS from those
  home regions.
  Now, it's Europe's turn!
  The Open Regional Slot is the only
  place that DMs can run a home regional
  adventure away from the real-world
  geographic region they are from. For an
  event to qualify, it must be a single-
  round LIVING GREYHAWK event, and the
  DM must be an RPGA Network member
  in good standing and a resident of the
  LIVING GREYHAWK region featured in the
  adventure. And yes, U.S. and other mili-
  tary servicepeople stationed abroad can
  run adventures from the region of their
  permanent residence.
  And if that weren't enough GREYHAWK
  fun, GEN CON UK is also the second site
  for the Isle of Woe special event. Like
  the Origins Games Expo 2002 version
  of the event, the UK version features
  Dwarven Forge MasterMaze pieces for
  the dungeon works, graciously donated
  by the UK game store Hidden Fortress,
  which is co-sponsoring the event.
  If you are interested in attending GEN
  CON UK, check www.genconuk.com.
  The Curse of Tristor
  It seems there is a Rhennee curse on
  the town of Tristor. The slated June re-
  release of the 2000 member-exclusive
  adventure has been delayed, due to
  some logistic issues. But, by the end of
  2002, RPGA Network members will
  again have the opportunity to delve into
  the mysteries of a superstitious village
  in the heart of the famously intolerant
  Theocracy of the Pale.
  The re-release of the Fright at
  Tristor LIVING GREYHAWK home play
  adventure, when it occurs, will give
  RPGA gamemasters the ability to order
  the adventure for home play. The new
  version of the event features an
  Adventure Certificate, instructions on
  how to run the adventure as a non-
  standard event {that is, longer than a
  typical five-hour slot adventure), and
  how to increase the challenge of the
  adventure to 3-6 levels of play. It also
  will give RPGA Network DUNGEON
  MASTERS the ability to order hard copies
  of the adventure—which made its exclu-
  sive premiere more than two years
  ago-for $9.95 U.S. (while supplies last).
  If you missed out on the Fright at
  Tristor the first time around, you'll defi-
  nitely want to take notice of this new
  the people of that recaptured and
  recovering city on edge. With reports
  that adventurers have discovered a
  small drow enclave under the city, that
  paranoia has turned to murderous
  insanity. No fewer than five vigilante
  killings have taken place over the last
  fortnight, as adventurers and even
  The RPGA has dropped ALL
  membership fees as of the time you
  read this.
  offer. Keep your eyes on the RPGA
  website (www.wizards.com/rpga) for
  more details about Tristor's rebirth.
  Two Important Adventures to
  Debut at GEN CON 2002
  Polish your sword and dust off the
  spellbooks-this year's GEN CON and GEN
  CON UK are set to feature two highly
  anticipated adventures-COR2-og: Final
  Reckoning, a conclusion to the series of
  adventures featuring everyone's
  favorite miscreant, Auldon Brendingund,
  and CORa-io: Forgotten Echoes, the
  much-feared follow-up to last year's
  smash adventure by Chris Tulach and
  Jason Bulmahn, noted masters of the
  LIVING GREYHAWK beat-down.
  In Final Reckoning, by Sean Flaherty
  and John Richardson, your characters
  are tasked by Greyhawk City's Church
  of Pelor to help undo the taint of evil
  unwittingly unleashed by the
  Brendingund paterfamilias. After all he
  has done, can Auldon be redeemed?
  Not even the healing spells of Pelor's
  priests can save you from the insane
  voice in your head-that familiar voice is
  back again, the one that whispered to
  you deep in the Vesve forest, and it's
  telling you that it is now free. Can you
  put an end to the Forgotten Echoes?
  Both GEN CONS will feature a third
  LIVING GREYHAWK adventure: COR2-ii:
  Escape from Tehn, by David Christ and
  Stephen Radney-MacFarland. In that
  event, the story that started with the
  Isles of Woe takes a dangerous turn, as
  its legacy erupts from the splintered
  duchy. Your only chance for escape is
  a running fight to the banks of the
  Artonsamay River.
  Troubling Resurgence
  of Drow in Sterich
  A troubling encounter with some dis-
  guised black-skinned elves in Istivin has
  common citizens have taken to killing
  anyone suspected to be in league with
  the mysterious evil elves. While none
  of those who were brutally drawn and
  quartered by these "revenge mobs"
  were actually drow, the authorities are
  turning a blind eye to such sickening
  citizen outbursts. Even Marchioness
  Resbin Dren Emondav is said to have
  called the phenomena "understandable,
  if not unfortunate," and is said to be
  making plans to find out more about
  the danger currently threatening
  the capital.
  The Gloom and Disunion Cycle,
  which started with the adventure
  CORa-O4: Birthday Bash, and contin-
  ued with COR2-05: Behind The Veil,
  marches on this October with COR2-13:
  Bridge Over Svartjet, in which charac-
  ters delve deep into the Underdark in
  an attempt to ascertain the true nature
  of the threat to Istivin.-
  r
  What is
  LIVING GREYHAWK?
  LIVING GREYHAWK is the largest,
  most popular shared-world
  DUNGEONS Of DRAGONS campaign
  in the history of gaming. Run
  under the auspices of the RPGA
  Network (RPGA), the campaign
  offers gamers around the world
  the chance to contribute to the
  developing history of Oerth by
  playing specially constructed
  adventures at conventions, game
  days, or in the comfort of home.
  For more information on how you
  can get involved in the campaign,
  visit www.livinggreyhawk,com
  
  r i
  by Frederick Weining
  illustrated by Kalman Andrasofszky
  cartography by Christopher West
  Ages ago, in the youth of their race, a
  fundamental discord divided the elves
  into two opposing camps. On the side of
  goodness and light were the majority of
  olvenfolk, who were filled with a joyous and life-
  embracing spirit. But there were others, those
  whose natures were fettered with wickedness
  and cruelty; and they loved the darkness, for
  their deeds were evil.
  So the goodly elves shunned their evil
  kindred and drove them out from their
  communities, denying their kinship and naming
  them drow. The iwo sides made war upon each
  other, but good was ever victorious over evil; at
  last, shamed and defeated, the drow retreated
  altogether from the sunlit lands of the surface to
  take refuge in the dark recesses of the
  underworld.
  The most evil and ambitious of these drow
  venerated the demoness Lolth, Queen of the
  Spiders; and they, having imbibed of her
  venemous ichor, became the nobles of their kind.
  By demon-endowed fertility the drow multiplied
  and grew strong again in the underworld, their
  race born anew and nurtured in the balm of
  darkness. The drow themselves became dark, in
  flesh as in spirit, hating the light and alt who
  dwelled in it,
  Females of the noble blood waxed powerful in
  the service of Loith, ruling their people with
  cruelty and cunning, leading the race of dark
  elves ever deeper through lightless caverns and
  black passages. In the grandest of all the deep
  caverns they built their principal city, palaces for
  their nobles, and a great fane for their goddess
  and her priesthood. Thus they created their own
  subterranean realm, a gloomy fairyland in which
  to practice all the perverse arts cherished
  by Lolth.
  At last, rumor of their enduring evil has risen
  once more to trouble the lands above, speaking
  of strange elves as dark as the faeries are bright.
  If any would seek the truth of these tales, let
  72 auguNl 2(iu2
  
  OF THE
  DARK ELF METROPOLIS
  them Take the perilous road to the world below, that they may
  behold with their own eyes that terrifying and magnificent
  homeland of the dark elves: the Vault of the Drow.
  The Last Testament of Algorthas the Seer
  Councilor Emeritus to the Royal Court of Sterich at Istivin,
  588 CY
  THE VAULT OF THE DROW
  Deep beneath the mighty Heltfurnace Mountains lies the Vault
  of the Drow, an immense hemispherical cyst in Oerth's crust
  over six miles long and nearly as broad, tts mineral-veined
  ceiling rises more than 1000 fathoms above its crystal-strewn
  floor; near The zenith of the dome is a huge mass of
  tumkeo'rte, which as it siowly decays and transforms into
  iacofcite glows like a ghostly, plum-colored moon in the
  firmament of the Vault, while other phosphorescent nodes
  dimly gleam like stars in the same stony heaven. The lights of
  this subterranean sky reflect in the dark waters of the Pitchy
  Flow and the Weeping Spring, and the image of the whole
  strange canopy is trapped and distorted within the Mere of
  Glooms.
  Many passages and trails wind throughout the underworld,
  but one road enters the Vault through a fissure in its
  southern wall. The road descends through a gorge about aoo
  yards wide, which gradually becomes broader as it goes
  north, A full mile From rhe entrance, an ancient stronghold
  called the Black Tower stands four stories high, watching
  over the Underdark road. The tower's foundations rest upon
  a steep-sided mound of stone, its massive waifs worn smooth
  by the passing of ages, almost fused with the natural rock
  platform upon which the tower was built.
  A narrow incline leads up to the Black Tower—all visitors
  are required to report there, for it serves as a checkpoint and
  customhouse for foreigners entering the Vault, All non-draw
  are questioned regarding the purpose of their visit, and those
  deemed acceptable are issued a cloak of silk dyed an unnatural
  shade of green, which they must wear to identify themselves
  as aliens in the drew homeland. Interlopers who lack the special
  cloak soon find themselves killed or enslaved by the many
  drow patrols that range the Lower Vault.
  An enormous natural antechamber to the Vault opens
  perhaps two miles west of the Black Tower. Its entrance is
  walled and gated, with six strong towers along its length.
  Behind this wall is the fortress of the military sisterhood of the
  Vault, a society of female drow warriors sponsored by each of
  the eight noble houses, but who swear allegiance only to Lolth.
  Nearly two and a half miles to the northeast of the Black
  Tower is a walled compound that serves as the stronghold of
  the military brotherhood of the Vault, a society of male drow
  warriors iri service to Lolth, which is financed by the sixteen
  merchant clans who dwell in the Lower Vault.
  The strongholds of these merchant clans are walled villas
  scattered throughout the Lower Vault, Disturbing forests and
  thickets of fungi grow between the sixteen merchant villas
  here, all on a floor of jagged rocks and jutting formations of
  crystal. To the north, by the banks of the Pitchy Row, the
  black-walled city of Erelhei-Cinlu stands as a gateway to the
  Upper Vault. A plateau occupied by eight noble estates stands
  across a leering span called the Flying Bridge on the other side
  of the river. Further still is a guarded passageway leading to
  LIVING GREYHAWK JOURNAL
  
  the temple chamber of the Demon Queen of Spiders, called
  Ldth's Egg. The enormous red and green ochre cavern holds
  an accursed pagoda-like spider temple, the infamous Great
  Fane of Lolth.
  The mostly likely destination for adventurers travelling to
  the Vault of The Drow is Erelhei-Cinlu itself. Representatives
  of nearly any race might be found here, whether as visitor,
  resident, or captive; indeed, it is not unknown for one person
  to have each of these ranks at some point during his sojourn
  in Erelhei-Cinlu, and the city of the dark elves is always
  ready to tempt new visitors with all the arousements that
  darkness can offer.
  ERELHEI-CINLU (eh-reel-hay-sen-loo)
  Erelhei-Cinlu looks out like a degenerate lover upon the
  homeland of the drow, as it has for countless centuries. Within
  its black wails ferment all manner of
  evils, depravities, and addictions. A 30-
  foot high wall of black stone surrounds
  the city on the east, south and west,
  with eleven square towers placed at
  irregular intervals around its length.
  The wall to the north is fifty feet high
  and made of smooth, perfectly joined
  stone, which runs alongside the banks
  of the Pitchy Flow. Two gates, one to
  the south and one to the north, give
  access to the city {though only the
  southern "Great Gate" is open to non-
  drow); there are also a number of small
  doors in or near the walls, though
  these are spelt-warded, locked, and
  ERELHE1-C1NLU
  (Metropolis):
  :iaa,QGQ gp tost; Asseis
  •$35 mfen gp; Population
  27,000; DemograpKic cate-
  gory {drow 40%.
  troglodytes- 15%, bwgtwars
  12%. srhers (surface
  {Jwefers and undead) 10%,
  mmdflayers 4%, trofo 4%,
  yugotetfss 4%, iuio-toa
  3%, demons 3%, xvarts
  8%, deep ^somes 1%, arcs
  i%, $fh races i%).
  concealed. A perimeter wall-walk links both the city gates and
  all eleven towers. Protected by crenelated battlements, the
  wall-walk crawls with groups of drow warriors on patrol.
  Travelers enter Erelhei-Cinlu via the Great Gate, a broad
  stone structure four stories high crowned with rooftop
  battlements. Elaborate stone-carved figures of demons and
  monsters leer from the piled stones of the exterior, while the
  entry way holds four great warrior statues. The two larger of
  the quartet, the females, face each other across the entry arch,
  holding tall, narrow-bladed axes; the two smaller figures, the
  males, face out into the Vault, gripping their thin swords with
  both hands. A raised portcullis protects the Great Gate's
  interior passage on the southern end, and a large spiked bronze
  gate stands open to the north. Lurid frescoes of demon visages
  cover the interior walls, which cleverly conceal the arrow slits
  and murder holes that guard its length.
  The Great Gate opens onto the High Street, which divides
  the eastern and western halves of the city. High Street runs
  generally north-south from the Great Gate to the Noble Gate.
  End Street crosses it running vaguely east-west; hence, the
  two branches are commonly called East End Street and West
  End Street, respectively. All told there are eight sections, or
  ghettos, of Erelhei-Cinlu. Four patrols of male drow soldiers
  make hourly rounds on the main streets, while six patrols of
  female drow soldiers roam the back streets and alleys on a
  similar schedule.
  The two main streets meet at the broad circle intersection
  of the Concourse, at the center of which stands a temple of
  Keptolo, the drow goddess of flattery, intoxication, rumor, and
  opportunism. A large arena pit opens in the circle's center,
  where performances of the most depraved acts serve as public
  spectacle. The guardian priests determine who enters the
  The Vault of the Drow
  Pitchy Flow
  IS .UpperVault
  1. Entrance
  2. The Black Tower
  3. Merchant Clan Warehouses
  4. Towered Wall and Gatehouse
  •5. Female Fighter Society
  Stronghold .
  6. Merchant Clan Villa
  7. Male Fighter Society
  Stronghold 
  .
  8. Great Gate
  9. Erelhei-Cintu
  ID. Estate of House Tormtor
  11. Estate of House Everhate
  12. Estate of House Despana I
  13. Estate of House Noquar,/ , .'>•"
  14. Estate of House Aleval"''•1 Hex*
  15. Estate of House Vae jfc
  16. Estate of House Godeep \.'
  17. Estate of House EilservsJ>.jr*
  18. The Egg of Lolth
  19. Great Fane of Lolth 
  "_^
  20. Flying Bridge 
  IsZJ
  Pitchy Flow
  1 Hex" =240 Yards
  River
  Fungi Forest
  Hill Crest
  Estate Boundaries
  74 LIU mist 2oo2
  
  « B «
  LIVING GBEYHAWK JOURNAL
  
  Amalriv:: Male draw Wizig; CR 21;
  Medium-size humanoid; HD igd^; hp
  47; Init +0; Spd 30 ft,; AC si (touch 16.
  flat-tooted 18); Atk +13/^8 melee
  W645, -fj qusrterstaffi; SQ
  Darkvision 120 ft., drow traits, SR 30;
  AL CE; SV Fort v. Ref +9, Will «6;
  Str 12, Dex 14, Con n, Int 23, Wis 18,
  Cha 10.
  Skills and Feats: Alchemy +20,
  Concern ration +12. Diplomacy -HO,
  Disguise +10. Forgery +16, Hide +12,
  Knowledge (arcana) *?8, Listen +11,
  Profession (irader) ^26, Search +13,
  Spot +2; Brew Potion, Craft Magic
  Arms and Armor, Craft Rod, Craft
  Staff, Extend Spell, Improved Critical
  (quarterstaff), Improved Initial ive,
  Quicken Spell, Scribe Scroll, Silent
  Spell, Still Spell.
  Wizard Spefe Prepared
  (4/6/6/5/5/5/5/4/3/3; base DC . 16
  + spell level); u— daze (2), mage hand,
  read magic, ist -• charm person, iden-
  tify, magic missile (3), shield; ind-
  darkness, knock sper.tral hand,
  summon monster II. web (z); yd- fly,
  haste, hold person (2), vampiric. touch.
  4lh- dimension door, improved invisi-
  bility. po/ymorph self, stoneskin (2);
  5th- cone at' cold (2), summon mon-
  ster V. tehporf, will of iron. Oth—
  circle of df^th, disintegrate, flesh
  to stone, gloiie. of invulnerability,
  Possessions
  The so-called "tax baron" of The
  Ghetto of Foreigners, Amalriv is one
  of ihe most powerful permanent resi-
  dents of Erelhei-Cinlu, and iis wealthi-
  est non-noble. Amalriv served house
  Lilscrvs for many years, but has since
  switched allegiances to Tormtor.
  Eclavdra's return complicates matters,
  for alihough he no longer serves ihe
  cleric, his long relationship with her
  and her family cannot be ignored. In
  his own right, Amalriv is the closest
  thing to a mayor the city can boast,
  and he loves Erelhei-Cinlu as only a
  drow can. A survivor and above all a
  pragtnatist, Amatriv respects power
  and enjoys the misfortune of Ihe
  weak and foolish.
  centra! flesh-pit: only the most attractive or
  wealthy. Facing this pit from the south end
  of the Concourse, just before rising to
  intersect with the High Street, is the main
  sewer gate.
  Many smaller streets and alleys wind and
  zig-zag between the city's buildings, but six
  are especially important in separating the
  eastern and western ghettos from each
  other. On the western side of the city, the
  Player's Lane separates the Performers and
  Artisans districts, while the Aisle of Scribes
  divides the Artisans and Scholars. Between
  the Scholars and Foreigners runs the Street
  of Lies. On the east, Sentinel Street twists
  its way in a long arc from Necropolis
  Square (with its memorial Well of Despair)
  to the North Wall, dividing the Tombs from
  the Savage Ghetto. From the eastern corner
  of Necropolis .Square to the easternmost
  wall-tower crosses Dead End Street,
  separating the Tombs from the Beggar's
  district. Finally, cutting between the Beggar's
  Ghetto and the Chattel's Ghetto, is Blackrail
  Alley.
  The Noble Gate marks the far end of
  the High Street. It stands out against the
  toweriess northern wall as a final defense,
  not for the city, but to protect the wealthy
  properties to the north from the dregs of
  Erelhei-Cinlu. The gatehouse stands six
  stories high, built with a set of double gates
  protected from each side with portcullises
  and topped with crenelated battlements on
  the roof and the wall balcony overlooking
  the city. The southern archway of the gate,
  facing the city, features a haunting carving
  of Lolfh in her spider form, while the
  Queen of Spiders in the guise of a regally
  attired draw noblewoman leers from the
  northern arch. Two small towers extend
  from this arch to watch over the Fiying
  Bridge to the north, which leads to the
  noble manors on the plateau of the
  Upper Vault,
  City dwellings range from abject
  squalor to sumptuous excess and are
  crowded together in a chaotic welter
  of different shapes, sizest and styles.
  Its streets and alleyways are crooked
  and narrow, named by signs carved
  into elaborate plaques, or crudely
  I 
  etched into the building walls.
  Many such signs are outlined in
  phosphorescent chemicals or
  illuminated by glowing lichens or
  fire beetle cages.
  Though no real order prevails inside
  the dark elven city, its eight ghettos
  are historically associated with the
  eight noble houses. The nobles have
  the right to tax the inhabitants of
  their related ghetto, but even this
  is not performed in any
  organized manner, for the tax
  collectors-despised by both
  their masters and their
  subjects—seek only to
  enrich themselves. In turn,
  the collectors are
  normally assassinated
  {again, whether by
  master or subject,
  it matters little)
  and replaced
  76 august
  
  after only a brief time in office. Yet, since they employ the
  greatest number of hirelings (notably mercenary guards), they
  provide a boon to the economy of the city. They do so even in
  death, for tax collectors traditionally are honored with
  expensive funerals by their masters, and even more expensive
  funeral celebrations by friends and foes.
  The life of the city goes on otherwise in an almost timeless
  cycle of pleasure, pain, and oblivion. A civil war in recent
  years has not changed this; indeed, most of the casualties of
  that war came from among the nobles, or the servants and
  soldiers of their houses. The inhabitants of Erelhei-Cinlu, long
  inured to bloody conflict, treated the civil war as merely
  another murder-spree; knowing how to hide themselves, they
  cast only a few of their own before the blade to distract the
  blood-lust of the nobles.
  With the cessation of internecine strife, the common
  citizens of Erelhei-Cintu have returned to their chosen
  professions and turned their attention to their favored victims:
  each other. Visitors from the surface are also choice targets,
  but they are often too dangerous for any but the most skilled
  or powerful drow to prey upon.
  THE GHETTO OF FOREIGNERS
  Most humans resident in Erelhi-Cinlu live in the Ghetto of
  Foreigners, which teems with run-down dwellings for both
  permanent and transitory visitors from the surface world.
  The establishments found here reflect this in many ways:
  the use of light, far more prevalent here than in any other
  part of the Vault; the presence of foreign temples, for no
  outside deities are permitted worship elsewhere in the drow
  realm (and even here they are treated as just another
  business catering to non-drow); and even the food and
  drink are made to better suit surface tastes, though more
  exotic fare is always available for a price.
  Foreign Temples
  The Foreigner's Ghetto is home to the only temples of non-
  drow gods allowed in the Vault. All are located along the
  Street of Lies, over the entrance of which stands a tall,
  gated arch covered with a relief of the demoness Lolth.
  Indeed a shrine to the Queen of the Spiders lies just within
  the gate, and tradition dictates that all visitors make a
  nominal offering of silver as they enter.
  The first foreign temple is that of Nerull, who is well
  respected in the underworld (particularly among assassins
  and executioners). The next is a small temple to the god
  Boccob, frequented mostly by wizards from the surface
  world, but whose clerics are on good terms with a modest
  number of drow scholars and sages. A similarly sized
  temple dedicated to Ralishaz stands further along the Street
  of Lies, the bane and boon of those addicted to gambling. A
  well-appointed sanctum of tncabulos, popular with both
  drow and non-drow (most notably poisoners) comes next,
  just before similar structures dedicated to Erythnul, Beltar,
  and Raxivort.
  A black iiggurat temple of Tharizdun sits at the turn of
  the street, although it serves as more of a museum than an
  active house of worship. Finally, near the end of the street
  sits a large group of one- and two-story buildings
  connected by pillar-lined courtyards, a motley assembly that
  serves as a place of worship dedicated to the lich god
  Vecna. Many drow scholars, as well as evii human wizards,
  sorcerers, and visiting liches frequent this bizarre complex.
  Palace of Amalriv
  The home and private fortress of the most successful tax
  collector in Erelhei-Cinlu rises seven stories above the city
  streets. The round, multi-domed edifice of puce-colored stone
  squats at the junction of Squander and Salvage, near the very
  center of the Foreigner's Ghetto. The palace was briefly put
  under siege during the civil war a few years ago, but proved
  impenetrable despite some damage to the outer facing.
  Currently, the lower two floors of the palace see much
  traffic, for Amairiv also acts as a pawnbroker and moneylender
  for the entire ghetto. Common sorts of goods are readily
  available here, including adventuring gear, weapons, and
  clothing. Amalriv stocks second-hand goods particular to the
  Vault, such as the red eye cusps worn by some experienced
  visitors and various fungal ointments used by hunters, which
  otherwise must be custom made by a skilled artisan.
  Amalriv also offers loans, usually with severe terms that
  would be illegal in any normal city. His yugoloth bondsmen are
  quite relentless in their collection activities, and the tax
  collector's relationship with the city's impressive vampiric
  community gives him connections even on the surface. In fact,
  he is rumored to have a vampire harem on one of the upper
  floors of his palace, but visitors are not invited there and
  intruders may never leave,
  Establishments
  The ghetto features many bordellos, casinos, and taverns
  (or combinations thereof) suitable for the pursuit of any
  common vice found among the surface races. Games and
  competitions of every kind are available, from cards and
  dice to races and combat, and anything in between. The
  most popular gambling house is the Demon's Draw Casino, a
  broad, four-story edifice on Serpent Street.
  Other gambling establishments include the Black Widow
  (bordello, casino, and inn), the Dragon's Hoard, the Turning
  Wheel, and Gengar's Blade, the latter known for its hard
  liquor and bloodsport. Famous bordellos include the
  aformentioned Black Widow, the Green Door, the Serpent's
  Charm (which employs a group of medusa paramours for
  select clientele), and the Dreampearl, infamous for its free
  use of dangerous potions and elixirs.
  The list of taverns and inns found in the Foreigner's
  Ghetto is vast, but two are imminently suitable for first-time
  visitors. The Deep, on Haze Avenue, and the Far Night, an
  inn and tavern located on Stranger Road. Both are owned
  and operated by humans who maintain their own security
  forces and keep the local drow patrols well bribed. Though
  these establishments are far from safe, the proprietors
  strive to keep good relations with others from the surface
  world.
  THE GHETTO OF SCHOLARS
  Located next to the Ghetto of Foreigners, the Ghetto of
  Scholars is the next most common destination of travellers
  from the surface. Indeed some of the savants and scholars
  found here are human, or once-human, and the language of
  almost any race can be heard somewhere within the
  ghetto's confines. Tutors in any of the arcane professions
  LIVING GREYHAWK JOURNAL 7"
  
  liscul;| Male mind flayer Mnki4; CR
  22; Medium-size aberration; HD
  SdStiG + i4d8+28; hp 143; Init +7;
  Spd 70 ft.; AC 31 (touch 28, flat-
  footed 29); Atk +23/*i8 melee
  (idiEt/, unarmed strike); SA flurry
  of blows, ki strike (+2), stunning
  attack; SQ abundant slep, diamond
  body, diamond soul, improved eva-
  sion, leap of the clouds, purity of
  body, slow fall (so ft.), still mind,
  wholeness of body; AL LE; SV Fort
  +13. Ref +14, Will +27; Str 24. Dex
  17, Con 14, Int 20, Wis 30, Cha n.
  Skills and Feats: Balance +30,
  Concentration +27,
  Diplomacy +2. Intimidate 
  t
  •HI, Knowledge (arcana) 
  .!«*
  +30, Listen +37, Move
  Silently t?8, Sense Motive
  +21. Spot +37, Swim \rf,
  Tumble +28; Alertness,
  Ambidexterity, Blind-Fight,
  Deflect Arrows. Dodge, Endurance,
  Expertise, Improved Initiative,
  Improved Trip, Improved
  Unarmed Strike, iron Will. Skill
  Focus (Swim), Stunning Fist.
  Possessions: Self of giant's
  strength *6', Dacrn's instant
  fortress, gem of seeing, periapt of
  wisdom t(i. mantle of speii resist-
  ance (SR 21), necklace of prayer
  beads (bead of summons), robe of
  The chief scientist of Erelhei-Ctnlu's
  Antisolar Institute, liscul firsi came
  to the Vault from his native city of
  Dhra-Muor-Shaiiu as a student of
  the institute 60 years ago, He fefi
  after a dozen years to participate in
  field study with several successful
  inquisitions, but finally illumed to
  accept his current post at the insti-
  tuie just five years ago, replacing
  the previous chief scientist, who
  was slain in the drow civil war.
  Despite his stereoiypical illifhid
  reserve, liscul relishes his position
  and secretly enjoys the excitement
  that Erelhei-Cinlu has to offer.
  Often seen perusing the stock at
  different slave markets throughout
  search of delicious fjrayma
  from ihe cranium.
  can be found here, divided info differing
  and rival philosophical schools, though a!!
  are devoted To evit. These folk spend much
  time in vicious debate and disagreement,
  creating conflicts in which truth is not the
  only casualty.
  The greatest scholarly institution of the
  drow in Erethei-Cinlu is the Spire of the
  Encyclic, which claims the membership of
  the vast majority of drow sages, whether as
  professors, professors emeritus, or simply
  as students. The district sports many other
  scholarly enclaves as well, and not
  only of drow. Some human scholars,
  as we|l as smaller groups of illithid
  and derro
  savants, also live and teach here, and even
  visitors from other planes are not unusual.
  The Spire of the Encyclic
  The Spire of the Encyclic looks down on the
  city from the western end of the quarter,
  south of the Aisle of Scribes off of Libram
  Square. Its broad central stair spirals up 13
  stories, though only the lower three are open
  to the public. The Spire houses the Libram
  Encyclic, which is said to contain all.the
  accumulated knowledge of the drow, and its
  guardian, an ancient male drow known as
  the Inscrutable Redactor. The
  Redactor appoints membership
  to the body of scholars called
  the Professors of the Encyclic,
  to whom he grants access to
  the great Libram as well as all
  the libraries of the Spire,
  The Professors of the
  . Encyclic are expected to be
  quite ruthless in the
  pursuit of knowledge,
  as well as in the uses
  to which they put
  their subordinates.
  These subordinates
  serve as the staff of
  the lower libraries and
  often sell their
  services as private
  tutors or sages, for
  they, like their
  masters, also have
  access to the upper
  libraries of the Spire,
  Even the lower
  libraries contain
  thousands of tomes and scrolls
  found nowhere else. Thus, the Spire
  of the Encyclic draws many visitors from
  the surface world who come in search of
  knowledge forbidden in their own lands,
  The Antisolar Institute
  Ages ago, illithid scientists founded the
  Antisolar Institute to broaden their scholarly
  contacts beyond their own race. Built of
  greenish-gray stone not native to the Vault,
  the Institute is a broad, four-story building
  located on both sides of central Tumkeoite
  Boulevard. The larger northern section of the
  Institute houses laboratories and lecture halls,
  as well as the living quarters of the two
  dozen illithid staff members and their leader,
  the chief scientist liscul. The smaller southern
  section is home to three derro savants and
  their followers, and holds an unknown
  number of secret laboratories. Covered
  walkways on the third and fourth floors join
  78 itttizusl 2oo2
  
  the Two sections, but overall there is limited interaction
  between the ilfithids and derro who work here.
  Under normal circumstances, derro and illifhids seldom
  cooperate, but in this case they share a common belief in a
  secret radiation that permeates the Vault. At one time, the
  existence of this radiation was more generally accepted, but
  evidence of its presence is no longer considered valid by most
  of the draw and human scholars of Ereihei-Cinlu. However, the
  iltithids hold that its properties alter as the hypothetical
  radiation phases through different wavelengths. The three
  derro savants employed here, refugees from a past Uniting
  War, are acknowledged experts in the field of preternatural
  radiation, and the iliithids wish to take advantage of their
  expertise. If possible, they hope to find a way to use the secret
  radiation to nullify the detrimental effects of sunlight upon the
  races of the Night Below,
  Establishments
  Favored pubs in the Gheno of Scholars include the Doctrinaire
  and the Poison Pen, two turbulent pubs on Polemic Avenue,
  and the more sedate Third Level located on the corner of
  Missive Street and Ruse Alley. The Third Level is favored by
  devotees of the drowic version of Dragon Chess, who can be
  found here at all hours exercising their strategic abilities
  against each other,
  THE GHETTO OF ARTISANS
  The insular craftsmen of the drow make their homes and
  businesses in the Ghetto of Artisans. Alchemists, jewelers,
  sculptors (of stone or flesh), scribes, painters, poisoners,
  tailors, taxidermists, and more all serve the needs of an
  eclectic group of customers. As with their neighbors in the
  Ghetto of Scholars, the artisans form cabals and guilds with
  ever-changing alliances, disputing the quality and worth of
  each other's craftsmanship while tormenting their own
  apprentices with impossible tasks and cruel, demeaning
  criticism.
  Much of the ghetto is inaccessible to visitors, being a maze
  of private walled communities, within which are houses and
  workshops, as well as taverns, bordellos and gambling dens
  open only to the local residents. Small shops and storefronts
  ring these closed neighborhoods, guarded with traps, curses,
  and trained monsters (trained wolf-spiders are commonly
  found roaming the premises of local shops), as well as hired
  mercenaries (though the latter are hardly considered
  trustworthy). They also sometimes employ xvart menials as
  "runners" to fetch raw materials or other necessities from
  elsewhere in the city or the Vault. Some of the artisans have
  made contracts with specific merchant clans, trading their
  finished goods for needed raw materials, while the rest sell
  their wares to both drow merchants and outsiders.
  The Twilight Gallery
  The stained granite facade of the Twilight Gallery rises three
  stories above Rebuke Avenue. Two tall, narrow doorways that
  face the street are always open, casting a dim, shifting
  illumination on any passerby. Within is a veritable maze of halls
  and chambers, filled with the paintings and etchings of the
  legendary drow artist, Oot Eurts, A staff of six dopplegangers
  act as curators of the gallery, describing the works found in
  their allotted sections to visitors and sometimes adopting the
  guises of those pictured in the paintings, The artist himself
  attends gallery exhibitions of his latest works, and may
  otherwise be encountered wandering the city looking for
  new subjects.
  In the final chamber hangs the Lasf Canvas, normally
  covered by a heavy drapery, but dearly almost as tall as the
  three stories of the gallery. Each formal exhibition concludes
  here with a viewing of the magical canvas, into which admirers
  are drawn to enjoy its contents at close hand. Usually an image
  of some Abyssal vista, or occasionally a great event in drow
  history, the subject of the Last Canvas is always entirely vivid
  and often lethal to unlucky visitors. Nevertheless, it is
  considered the high point of any exhibit. The painting remains
  covered at all other times, when if is said to show nothing but
  the great void. Obviously, anyone drawn into that image would
  be forever lost, and many suspect that certain unwary critics
  have been disposed of thusiy.
  The House of Abandonment
  The eastern ghetto holds the House of Abandonment, a large
  block of Tenements occupying all of Mourningweb Court.
  Unwanted drow and half-drew children are given or sold to
  this orphanage, where they are tested to determine their
  fitness to five. Those with aptitudes receive some rudimentary
  training, and the chance to demonstrate their worth, up to The
  age of eight years. From there they are farmed out as
  apprentices, given to the military societies, or sold to The
  nobles; otherwise they are simply cast out.
  Life in the orphanage prior to this point is hardly pleasant,
  but it does represent the drow social ideal. The strong torment
  and demean the weak; all presence of kindness and trust are
  exploited, then eliminated; and above alt, the young learn to
  fear Lotth and her priestesses. Deaths are quite common here,
  sometimes resulting in the rare "child-banshees" so highly
  prized as mourners by the drow priesthoods.
  Establishments
  Tailors who make and alTer delicate drow garmenTs dwell along
  The length of Sash Avenue. The tattoo artists, barbers, and
  flesh-sculptors, who bear some little resemblance to surgeons,
  congregate along Flensers Passage, where They make their
  alterations to both staves and beasts, as well as to The
  occasional willing vicTim. Survival rates are actually fairly high,
  buT even when bad alTerations result in The loss of favored pets
  or slaves, The skills of the drow taxidermists fmosT located
  along Shredfell Lane) stand ready and waiting. Alchemists and
  poisoners work closely together on Crucible Road, where
  visitors can purchase the best, and worst, potions and elixirs.
  Finally, jewelers and weaponsmiths congregate near the north
  wall on Dagger-staff Alley
  THE GHETTO OF PERFORMERS
  Drow players and performers five in the Ghetto of Performers.
  Musicians, jugglers, tumblers, dancers, actors, puppeteers,
  piaywrites, poeTs, and singers-as well as the dreaded lurking
  mimes—all practice Their arts in The rheaTers, halls, squares,
  sTreeTs, and even The alleys of their ghetto. Alt save the mimes
  seek the attention of The largest crowds They can gather. The
  more lurid and gaudy The performance, The better They and
  their audience enjoy it. In spite of constantly changing fads,
  there is always a certain sameness to drow performances;
  LIVING GREY HAWK JOURNAL 79
  
  Pruuma She-bear: Female bug-
  bear Ftrn; CR 13: Medium-size
  footed 22); Atk H-S1/-H6/+H mele
  (id8+g, +3 momingsfari; SQ
  Darkvision 60 ft; AL CE; SV
  Fort +11, Ref +9, Will +4 Str 19.
  Ski/Is ,3nd Feats: Climb +18,
  Handle Animal +14, Intimidate +5,
  Lislen +2, Move Silently +to,
  Ride +20, Spot +2, Swim +18;
  Alertness. Cleave, Dodge,
  Expertise, Improved Critical
  (morningstari. Improved Disarm,
  Improved Initiative. Improved
  Unarmed Strike. Mobility, Power
  Attack, Weapon Focus (morn-
  ingstar). Weapon Specialization
  (momingstar).
  Possessions: +3 morningstar,
  banded mail +j, rope ofcntan-
  The reigning' arena
  champion is the
  bugbear bounty
  hunter Pruutna
  She-bear. The war-
  rior's dramatic fiair „
  her reputation as a flam-
  boyant combatant and
  executioner, Those 
  *
  who underestimate
  her skills at
  seldom profit, as
  Pruuma studies
  her quarry
  carefully, learn- : .
  ing their habits
  and anticipating 
  ,
  their moves. An
  excellent strate-
  gist and devel-
  oper of traps,
  Pruuma favors
  using decoys, spies, and many
  sorts of bait carefully selected
  10 lure her prey into her power-
  ful dutches. A great Favorite of
  the misiress of House Vae,
  Pruuma nonetheless continues to
  turn down offers of a position in
  that household, for she knows
  it is better 10 catch slaves
  than to be one.
  however, since most drow performers are
  severe addicts to every vice, few of them live
  long enough to develop any real perspective.
  Most wish only for a glorious demise. To their
  audience, it is all the same, and they quickly find
  some other "star" to watch unfit it too falls.
  The Silver Stage
  The draw playwrite Drucena owns and operates
  this seven-story theater, The lower four levels
  of which house the city's largest stage. Named
  for its pale, shimmering procenium arch and
  renowned for its elaborate moving scenery and
  other mechanical gimmicks (including the classic
  deus ex machina), the theater also boasts the
  most debauched company of performers in
  Erelhei-Cinlu. No act is too vile or depraved for
  their tastes, and they constantly seek young
  talents to despoil.
  Perhaps the most admired play in the
  company's repertoire is the War of the
  Houses, depicting an idealized Vault in which
  the noble houses bloodily destroy each other,
  allowing the survivors in the city to enjoy a
  perfect and uninhibited anarchy. The show
  then devolves into a typical drow orgy;
  performances usually sell out weeks in
  advance. The audience is expected to
  participate, and for grand performances
  ushers release airborne hallucinogens into the
  theater to add to the mayhem.
  The Acrobats' Terrace
  A large courtyard known as the Acrobats'
  Terrace stands near the southeast corner of
  the Noble Gate. The gate's parapets allow a
  good view of the courtyard, and guards often
  gather here to watch the performance of
  acrobats practicing on the field below. Three
  graceful rowers rise four stories high in the
  middle of the courtyard, joined by slender
  ropes of woven silk that bridge the tops of the
  towers. Protruding arms of stone run down
  the tower walls, and between and around them
  on the ground stand small fountains, benches,
  and statuary.
  During festivals, the resident acrobats climb
  and tumble between the towers, or perform
  feats of daring while combating each other
  with btaded pole-arms. Jugglers practice
  their arts in the courtyard below, heedless
  of the safety of onlookers. During less
  hectic periods, the lurking mimes
  sometimes congregate here, where
  they have been seen to cavort
  with martgoyles from the outer
  Vault. Outsiders are not
  welcomed at these sitent fetes,
  and will be stalked by mimes
  for the duration of their
  stay in
  Erelhei-Cinlu
  ' should they
  breach the
  dignity of
  the mimes'
  gathering.
  Establishments
  All the underworld's a
  stage, at least in the
  view of drow
  entertainers, and
  that outlook
  certainly holds
  true in the
  brothels, taverns,
  and drug
  emporiums
  of this
  80 august 2oo2
  
  ghetto. The Silk Curtain on Strut Lane is known for its
  acrobatic and dancing hariots. Further north, on Odium
  Avenue, the costumed and painted doxies of Mock Hall hurl
  their derision, and sometimes their ordure, on both customers
  and passersby alike. The Upturned Jar, at the intersection of
  Mingle Street and Tac Alley, serves the best of the musty-
  flavored fungal wines found in the Vault, to the
  accompaniment of drum and pipe. Finally, the Quandarium, on
  Netherbrn Road, serves more refined and addictive liquors,
  tike the deadly abyssenfhe, which is said to sharpen all the
  senses even as it destroys the body.
  THE GHETTO OF SAVAGES
  Large numbers of non-drow soldiers, whether of goblinoid
  stock or members of the. scaled-races, make this ghetto home.
  Bugbears and troglodytes form the bulk of these fighters,
  whose status in the Vault hovers somewhere between
  mercenary and slave. The most prominent of these
  mercenaries is a bugbear bounty-hunter named Pruuma She-
  bear; when not chasing escaped slaves, she serves as
  mistress of ceremonies at the arena, and she carries her
  heavy, spiked Morningstar of Office wherever she goes.
  Tbe Ceremonial Arena
  This arena on Chainmail Boulevard provides solid, brutal
  entertainment to drow and non-drbw alike. Built of common
  clay brick, it stands six stories high at its outer edge, with a
  special seating section for drow nobles and their retainers.
  The only rule on the floor of the arena is kill or be killed.
  Combatants include paid gladiators, bugbears, or troglodytes
  alone or in groups (here TO settle grudges), trained or wild
  beasts, monsters, or any combination of the above. In
  addition, escaped slaves are often brought here when re-
  captured, assuming no one else claims them, to be given to
  the trogiogytes for combat practice. Such captives are killed
  (or at least wounded) and then eaten, their unwanted remains
  thrown to the ghouls of the Ghetto of the Dead,
  The arena is home to two popular annual festivals. The
  first, the troglodyte Triumph of Strength, begins with
  horrifying violence and concludes with the even more
  horrifying troglodyte mating ritual, performed each year at
  molting time. Visitors are welcome, but protective magic is
  recommended for those not naturally able to withstand the
  stench. The other festival is the Executioners' Revel, in
  dishonor of the traitorous House Kitsek, held every year
  since their departure. It begins with the normal roster of
  killings and concludes with the dismemberment and execution
  of drow "traitors" (potentially any in disfavor with Loith's
  priestesses) by ranking bugbear soldiers.
  The Yugoloth Barrack
  Most of the many nycaloths and mezzofofhs (see Manual of
  the Planes] that dwell within Erelhei-Cinlu live in the Yugoloth
  Barrack. A long, three-story structure situated between the
  bend of Sentinel Street and West End Street, the barrack
  occupies all the area from Netherdelve Alley to Carveheart
  Road, Built by fiends from dark red stones, the barrack's
  outer walls bear a beaten bronze gate on the southern face.
  Night hags come and go at odd times via several small doors
  on the north wall.
  The yugofoths who dwell here are the unchallenged
  masters of this ghetto, though they wander throughout the
  rest of me city as well. It might be possible to purchase the
  service of one of the fiendish mercenaries, though not for
  any action against the priesthood of Lolth, They likewise wilt
  take no action against any of their kin in the Vault, although
  other creatures, including outsiders such as demons, devils,
  or the gith-races are fair game.
  Establishments
  The rank neighborhood between the Concourse and northern
  High Street teems with taverns and brothets catering to the
  goblinoids and other savage humanoids that visit the city. The
  Old Battleaxe, a large gambling house and tavern on Hauberk
  Street, caters mostly to bugbear soldiers. Further east, on
  Rend Road, sits the Hair o' the Grog, a tavern and inn
  managed by a human former mercenary who.happens to be
  infected with lycanthropy, The jolty proprietor often entertains
  his jaded guests by transforming into a werewolf.
  THE GHETTO OF CHATTELS
  The Ghetto of Chattels holds Erelhei-Cinlu's slave and livestock
  pens. The1 slaves' treatment (and resulting quality) varies widely
  by trader. Many of the best slaves and beasts are located in
  the southern sections of this ghetto, or anywhere along the
  High Street. Traders offer undead and even demonic slaves
  along with natural creatures, though such unusual chattel
  usually comes from hags visiting the city from their refuge in
  the Lower Planes,
  Demons and undead also come here to buy slaves or other
  livestock, as do derro, illithtds, and the occasional surface
  dwdler. The. markets primarily serve noble drow, of course,
  who also enjoy the specialty brothels found in this ghetto. The
  priesthood of Ksaransali is predominant here, though always
  under the watchful eye of Lotth's priestesses and their servants
  in the city patrols.
  The Verdict Hall
  Overlooking the city from the east side of the High Street, just
  south of the Concourse, the bleached limestone walls of Verdict
  Hall rise eight stories high. The top three stories are actually
  one large pillared auditorium. Any foreigner or non-noble drow
  arrested in Erelhei-Cinlu is brought here for trial and ultimate
  disposition. Of course, guilt is the only verdict ever delivered
  in this court, and there are but two possible penalties for fhe
  convicted: slavery or death. Therefore, in drow jurisprudence,
  the winning strategy is the one that avoids trial altogether.
  Bribery is the key, but negotiations must be carefully
  handled. Offering too little moves a detainee closer to trial, but
  offering too much has the same effect; for it is obvious that
  anyone capable of paying much is also capable of paying much
  more—especially when they are visitors to the city. Chief
  Discriminator Kemehdra reviews all cases involving foreigners
  that come to trial, for she particularly enjoys adding mutilation
  to their sentences, a task she occasionally.performs herself.
  Menagerie Square
  Menagerie Square is home to the largest slave-market in the
  city, and surrounding it on all sides are establishments catering
  to the needs of the slave-buyer. Smiths work chaining slaves
  or repairing cages, while branders work to mark slaves and
  LIVING G REYHAWK JOURNAL
  
  Jalvan:,Male half-drow Rogia; Ci>
  12; Medium-size humsnoid; HD
  iJdG+is; hp 54; init +6; Spd 30 ft.;
  AC 18 (touch 18, flat-footed 10);
  Atk +2i/+t6 melee ddB+3/crit 18-
  2O/X2. +j rapier); SA Sneak attack
  +6d6; SQ Darkvision 60 ft., halF-
  elf traits, improved evasion,
  uncanny dodge (Dex bonus to AC,
  £/. Con 13. In) 14,
  Balance +15, Bluff -m. Decipher
  Scrip! +12, Diplomacy +13, Dis;
  Device +18, Escape Artist -H?,
  forgery -us, Gather Information
  +1!, Hide +34. Innuendo +ig. Jump
  +11, Listen +3, Move Silently +18,
  Pick Pocket +zo. Search +3, Spot
  +3, Tumble +20; Dodge, Mobility,
  Spring Attack, Weapon Finesse
  (rapier), Weapon Focus (rapier).
  Possessions: +3 rapier, gloves
  of Dexterity +4.
  An Erethei-Cinlu native of
  unknown parentage. Jalvan was
  cast oyt From the guild of scribes
  early in his apprenticeship. He has
  since risen io a position of leader-
  ship among the r;'
  due mostly to his heroic actions
  during Ihe drow civil war. The
  nobles of House Kilsek persecuted
  the upstart rakes, sentencing them
  to mutilation and death by torture,
  Through his skills as a forger,
  Jalvan helped pass false orders
  and documents to mislead the
  authorities that attempted io rule
  the ctty, until their attention was
  turned elsewhere. The outcasts hid
  as the nobles foughi, and before
  iong Kilsek was itsetf
  brought low by the
  cruel goddess
  Lolth. Jalvan
  true revolution, but
  has matte few advanc
  since the end of ir'
  the meantime, he makes a good
  contact for adventurers From tH
  surface world who hope fo find
  allies in fhe city.
  beasts with hot iron and crushed crystal. While
  brands can be, (and often are) altered as
  ownership of a slave is Transferred between
  masters, the root-brand is indelible. When
  properly marked by a drow siave-brander, the
  imprint cannot be removed by anyThing short
  of a wish or miracle.
  The Venerable Fleshpeddler, masTer
  auctioneer of Menagerie Square, has dwelt
  and worked here for nearly six centuries.
  None of his many apprentices and juniors
  can compare to his talent for getting the best
  prices for slaves and livestock, though his
  large commissions are often Too much
  for many slave-traders to afford.
  Many other "deals" can be made
  on chaTtels found in this large
  ghetto, but the buyer should (here,
  as everywhere in Erelhei-Cinlu)
  always beware.
  Establishments
  The Silver Collar, on Venom
  Boulevard, is an expensive
  and exclusive bordello, while
  the sanguinary pleasures found
  in the numerous Torture parlors
  lining Throttle Srree! are priced
  more negotiably. Other popular
  broThels and taverns include the
  Cloven Hoof on Stable StreeT,
  The Dark Desire on Manacle
  Avenue, and The
  Soulcrusher Saloon on
  Slavers' Way.
  THE GHETTO OF OUTCASTS
  (Beggar's Ghetto)
  This section of The city is given over To the
  OuTcasTs, The ultimate undesirables of Erelhei-
  Cinlu, Among their number are the beggars,
  tainted by disease; The half-breeds, tainted by
  mixed blood (either human, elven, or outsider);
  and The lost foreigners, who bear the Taint of
  Their own inferior races. One quality unites all
  who dwell here: poverty,
  The drow dislike poverty, 35 they dislike
  sickness, weakness, and ugliness, but They
  stilt occasionally have uses for Those so
  afflicted- Therefore, the outcasts are
  permitted To remain here, on The edge
  of dark elven society. Thieves abound
  here, though they pracTice Their art
  throughout The rest of The city, as do
  the ubiquitous beggars.
  Thieves
  The Thieves of the city band
  TogeTher for muTual
  support and protection. Of
  course beTrayals are
  common, but such is the
  way of thieves
  everywhere. Here,
  however, There are TWO
  groups at almost opposite
  ends of the spectrum. One
  branch is the lowest of the
  tow, the dregs of even this
  most depraved of cultures.
  MOST of These rogues tack
  The wit and skill of the
  powerful drow masters of
  Erelhei-Cinlu, but they are
  well practiced in The low arts
  of mugging, ambush, and
  bruTat murder.
  Members of The other
  branch hate dark elven
  society and would see it
  changed. Among them are
  many who have the blood
  of surface elves or
  humans. These
  principled outcasTs call
  themselves rakes, to
  distinguish
  themselves from
  mere rogues, and
  they are
  particularly
  despised by the
  nobles. The
  leading voice
  among the
  rakes is the
  half-drow
  82 august 2oo2
  
  Jaivan, who makes his headquarters in The Tavern of Nines off
  of Cresset Alley.
  Beggars
  The beggars who wander the streets of Eretbei-Cinlu make
  their homes, such as they are, in the so-called Beggar's Ghetto.
  Many-perhaps most-are simply poverty-stricken, brought to
  their destitute state by the usual array of addictions, curses, or
  incurable madness. These beggars wander the back streets and
  alleys, scavenging what they can and seeking handouts from
  those they encounter. Sometimes the drow, even the nobles,
  respond favorably to these supplications, for the dark elves are
  moved by the suffering of others and wish to prolong it when
  possible.
  Erelhei-Cinlu also possesses different sorts of palmers, who
  ply the begging bowl with even greater fervor; and these are
  feared in their own right, for they carry a dread disease.
  Called the Poxbearers, these beggars plead with glazed white
  eyes, picking at skin covered in milky lesions connected by
  chalky, deep-veined tendrils of rotting flesh. The stricken
  rogues serve Govoc the Prophet, an influential orator most
  often seen begging on the Concourse in a place of honor
  before the sewer gates.
  The mere threat of their touch is enough to provoke the
  toss of a few coins, but the Poxbearers also are rumored to
  have second-sight. To an obliging donor, they usually predict
  good fortune, while to the ungenerous they foretell doom.
  They might even grasp such an offender in order to spread
  the contagion they bear, which even the strongest magics
  cannot cure.
  Establishments
  Numerous cheap brothels and taverns operate in the Ghetto of
  Outcasts. Several rakish retreats cluster near the eastern wall.
  The best is the aforementioned Nines, but only those known in
  the area are permitted to enter the tavern. Not far away, on
  Crew Lane, stands the Greedy Beggar Inn, a place entirely
  unwelcoming to beggars, but where visitors may find food and
  lodging. Nearby on Fathom Avenue is the Snake Or Weasel, a
  notorious dive, though the owner is well respected for his
  ability to fence stolen goods, even to markets outside the Vault.
  Finally, the Itchy Witch, a brothel and inn on Furuncle Road, is
  considered remarkable for the advanced skill, and advanced
  age, of its prostitutes.
  Closer to the Ghetto of Chattels are the lairs of the lowly
  roguish Thieves of Erelhei-Cinlu. Few visitors would have any
  desire to call on these establishments, but two are worthy of
  mention. The Bent Bar, on Shirk Street, is famous for its
  cockatrice fights. Run by a pair of half-ogre brothers with
  connections to the temple of Erythnul in The Foreigner's
  Ghetto, the place is a good spot for diners looking for a
  fistfight with their food and drink. The Grimacing Wizard, on
  Biackrail Alley, is rumored to be the best place in the city
  (other than the Snake &t Weasel) to find the location of goods
  stolen in the city, particularly magic items.
  THE GHETTO OF THE DEAD
  (The Tombs)
  The Ghetto of the Dead, more commonly called the Tombs, is
  the lair of the undead in Erelhei-Cinlu, ceded to them in honor
  of their service to the Queen of Spiders. The city's vampiric
  '
  denizens are most often found here, rather than in one of the
  more upscale areas; for even in EreJhei-Cinlu, a city devoted to
  addiction and depravity, the vampire and vampire spawn's
  addiction to blood is considered declasse, little better than the
  ghouls' craving for flesh. Necromancers dwell here too, where
  they can practice their craft without restriction. They produce
  an almost endless supply of zombies and skeletons for their
  own use, as well as animating some of the creations of the.
  taxidermists of the artisan's quarter. The ghouls who lair here
  are reasonably tame, following the leadership of their ghastly
  masters, for they have learned that they need only wait-
  eventually, all the inhabitants of the city become their meat,
  Necropolis Square
  Whether an elaborate funeral procession of some wealthy non-
  noble, the modest death service of a commoner, or even the
  callous final disposition of a pauper, all end in Necropolis
  Square. The Square is well tended and maintained, ticked clean
  as it were by the ghouls and ghasts of The city. Eight tall
  obelisks, one for each of the noble houses, sit at its eight
  corners. At its center stands the Well of Despair, considered
  the birthplace of the Vault's shadows, and certainly a
  stronghold of those vaporous undead. By tradition, the undead
  do not enter The Square to feed until a drow priest or
  priestess has rifually shut the eastern gate. The exception to
  this is The annual festival called the Running of the Ghouls.
  Once a year, The ghouls and ghasts of the city revert to
  their feral natures, running through the Tombs and spilling out
  into the rest of the city, where they may feed freely on any
  who cannot defend themselves. Many noble youth join in the
  debauch, though covering themselves first in a protective
  fungal ointment to avoid being scented as prey. A few of these
  young drow may even participate in the feeding, but most
  often they simply use their skills to open the locked gates and
  doors of the poor, or strangers, for the young nobles enjoy the
  spectacle of forcing others to defend themselves against the
  ravenous undead. Citizens of greater means buy wards against
  the undead from Lolth's priestesses, as the priestesses call the
  ghouls back into the Ghetto of the Dead to end the festival.
  The Alabaster Slab
  Erelhei-Cinlu is a city famed for its bordellos, and even the
  Tombs are no exception. While there are several here, the one
  most often spoken of is the Alabaster Slab, simply called The
  Stab. Only two stories high, but many more below, it is located
  at the intersection of Banshee Corridor and Hand pallor
  Avenue. A true den of iniquity, the slab is a brothel of the
  dead. From pale and beautiful vampiric paramours to other,
  more repugnant offerings, the Slab serves a clientele whose
  passion runs cold. Particularly favored by necromancers, this
  establishment is operated by a seldom seen, possibly demonic
  madame named Suraala Mora. A devout worshiper of Lolth,
  Suraala makes it her mission to provide dark oblivion to her
  clients and customers, while seeing that her favored employees
  are always well fed.
  Sarcoma Keep
  This fortified mausoleum at the north end of Annihilation Street
  is the stronghold of the vampire-warlord Telagos. Once a
  proud human warrior of Flan heritage, he has dwelt in the
  Vault since he fled the surface nearly five centuries ago and
  IRVING GREYHAWK JOURNAL X3
  
  has made Sarcoma Keep his lair for more than three. The
  building stands four stories high, with a central tower rising
  four more above that Surprisingly, many of The vampire's
  servitors are outcast drow or half-drow whom he instructs in
  the arts of warfare in exchange for their procurement of
  necessities for him. He also houses a group of trained trolls to
  guard his keep from attack, and these creatures proved most
  useful during the recent civil war.
  Establi shments
  A few watering holes that cater to troglodytes hunker along
  the "Tomb-side" of Sentinel Street, me proprietors of which
  often trade flesh for coin, even to ghouls and ghasts. Closer to
  Necropolis Square are a small number of vampire-run taverns
  where humans or other living clients might occasionally be
  found. The best of these is doubtless the Black Chalice on
  Pandemonium Way, a haven for those gamblers who would
  "risk all" during their visit to Erelhei-Cintu.
  ERELHE1-CINLU IN THE CAMPAIGN
  The drow metropolis offers many opportunities for adventure.
  Good or neutral parties can be drawn here In order to retrieve
  a lost adventurer, purchase the freedom of a slave, or capture
  a fugitive from surface justice. Even good-aligned characters
  on missions such as these might be allowed access to the city,
  on the understanding that they will not interfere with the
  ongoing commerce of the drow.
  For evil characters, training in many dark arts can be
  obtained in Erelhei-Cintu, For both neutral and evil
  alignments, there are unusual magic items, spells, or other
  forbidden lore that may be found here, as welt. Neutral or
  evi! parties can even enjoy visiting the city on a recurring
  basis; unlike other bastions of evil in the WORLD OF
  GREYHAWK, the great city of the drow is "open for business"
  to all who wish to risk its perils.
  RECENT HISTORY OF THE VAU12
  Before the Greyhawk Wars fractured the nations of the
  Flanaess, the noble house of Eitservs devised a bold scheme to
  establish themselves as leaders of a true drow monarchy.
  Though the priestesses of Lolth opposed them, the rebellious
  Eilservs found power in the worship of an alien god, and
  through alliances with evil giants from the Hellfurnace and
  Crystalmist mountains, Eilservs created a clandestine
  stronghold outside the Vault. But this gambit proved
  their undoing.
  Marauders from the upper world followed the trail of
  influence back to the Vault, where they assaulted not only the
  Eilservs estate, but also the Fane of Lolth itself. The
  destruction that the surface dwellers wrought was not vast,
  but its effects were ruinous to house Eitservs, Its nobles were
  made hostages, to be ravaged by their captors; with its wealth
  and pride despoiled, the noble house of Eilservs fell in
  disgrace for its weakness.
  The Fane of Lolth survived intact, but not unshaken. The
  wrath of the priestesses was visited upon the surviving
  Eilservs, and the wrath of Lolth was poured out upon the
  surface world. The Queen of the Spiders did not scruple to
  build upon the foundation laid by the fallen house of
  Eilservs, and in the midst of the Greyhawk Wars the giantish
  cohorts they had assembled were finally loosed upon the
  nations bordering the centra! Crystalmists—but this time at
  Lolth's command.
  Though her power grew on the surface, the remaining
  noble houses tested Lolth's strength in the Vault. Home
  Tormtor, former ally of Eilservs, now pressed their claim to be
  first among the nobility, in honor of their strength and decisive
  action against the enemies of the drow. Set against them was
  house Kilsek, once the greatest enemy of Eiiservs, who also
  demanded preeminance among the houses, asserting their long
  devotion lo Lolth as justification. In response, Tormtor
  espoused the newly militant faith of Kiaransatee and took up
  the banner of rebellion,
  With Tormtor were joined the houses of Everhate and
  Alevai, who saw the prospect of advancement for themselves
  hi a Tormtor victory, Kilsek aligned with the houses of
  Despana, Noquar, and Godeep, who held that sanction from the
  Fane of Lolth would determine the victor. Further complicating
  matters was the intrusion of astral mercenaries called the
  githyanki, ancient enemies of the illithid race. As the githyanki
  served on the side of the rebel faction, so the illithid felt
  compelled to join the conflict on the side of those who claimed
  loyalty to the Spider Queen,
  Civil war erupted in The drow homeland-a brief, yet bloody
  conflict that spitted from the noble estates of the Upper Vault
  to the camps and villas of the Lower Vault, and finally into the
  streets of Erelhei-Cinlu, Before the end, hundreds of drow and
  hundreds more of their savage mercenaries were killed. The
  nobles might have destroyed themselves entirely had not the
  Queen of the Spiders intervened, though the cost was great to
  both Lolth and the noble houses. For her, the price was the loss
  of her holdings on the surface of Oerfh, but the price she
  exacted from her most devoted house was even greater-Kilsek
  was sent into exile.
  This was no simple expulsion, but a divine punishment for
  the failure of Kilsek to triumph over their rivals without putting
  the entire drow nation in jeopardy. All those of Kilsek blood
  were branded like staves with the device of their house, and
  over this with the sign of the spider, marking them as
  anathema in the Vault, The servants of Lotth could detect the
  presence of those so marked, lest they ever attempt to return
  surreptitiously to the Vault. And so the Kitsek were cast out,
  and with them their servants and soldiers. Perhaps Lotth has
  other designs for her outcast children, but these will only be
  revealed far from the homeland of their birth.
  In the wake of this departure came the revelation that Lotth
  had accepted the repentance of her most wayward disciple:
  Eclavdra, mistress of house Eilservs. The Eilservs were
  restored to their former holdings, if not their former position
  of leadership: and Eclavdra herself, that most resourceful of
  adventurers, became Lolth's ambassador to the realm of |uz.
  Lest the dynamic rivalry of the houses again become
  unbalanced, an eighth noble family was introduced: the Vae,
  A family of landless nobles from a tost city beneath the
  Pomarj, the Vae had long worked as slave-traders traveling
  with their attendant merchant clans, from whom they were
  indistinguishable, save for their house emblems. House Vae
  was granted the properties of the exiled Kilsek and charged
  with the task of restoring the drow to prosperity. Though
  they and their merchant followers were worshipers of the
  goddess Kiaransali (as they named her), the traditions of
  their cult allowed them to give deference to the Queen of
  84 auaust 2oo2
  
  the Spiders, and so the Vae were found acceptable to Lolth
  and her priestesses,
  Lolth Took living sacrifices from the six warring houses
  before departing the Vault, so that none should go unpunished.
  Her high priestess put the chief consort of house Tormtor
  through the Test of Sacrifice, one of her many punishments,
  transforming him into a hideous drider, and conferred the
  surviving githyanki mercenaries to her illithid allies, to deal with
  as they saw fit. The drow nobles were then free to set about
  repairing their estates and nurturing new rivalries under the
  watchful eye of the Fane.
  NOBLE FAMILIES OF THE VAULT
  Eight noble houses control the affairs of the Vault. Over the
  years, houses have come and gone (usually due to
  internecine fighting), the most recent change being the
  expulsion of House Kilsek (and its subsequent replacement by-
  House Vae) roughly seven years ago.
  Tormlor
  House Device: Eiectrum javeiin
  Urban Mandate: Ghetto of Foreigners
  Rank: rst
  Alliances: Aleval, Vae
  Verdaeth (CE female drow Cln3/Ftr6), mistress of House
  Tormtor, has been without a chief consort for nearly seven
  years, since her previous mate was taken to the Fane to
  endure the Test of Sacrifice. Failing that test resulted in his
  transformation into a spiderieg horror (See "The Punishments
  of Lolth"), and saw him driven out of the Vault. Lolth and her
  priesthood exacted this price from Verdaeth in exchange for
  permitting her house to retain its position of superiority over
  the other drow nobles. Mistress Verdaeth is philosophical about
  the sacrifice of her consort, but would enjoy seeing Charinida,
  the high priestess of Lolth, suffer his same fate,
  Aleval
  House Device: Gold wand
  Urban Mandate: Ghetto of Performers
  Rank: 2nd
  Alliances: Tormtor, Vae
  Under the rule of mistress Mevremas (CE female drow Cln^},
  Aleval has grown from the weakest of the drow houses to its
  current position near the fop of the social structure.
  Mevremas's choice to ally with house Tormtor has proven
  very advantageous, as have the close relationships she has
  maintained with adventuring bands in the Underdark. Of all
  the nobles, Mevremas has the most extensive spy network in
  Erelhei-Cinlu. Her agents report to her on the activities of
  visitors whom she might find useful. Indeed, her willingness to
  bring foreigners into her service as more or less "free
  agents" is unusual among drow nobles, but she rationalizes
  that there wilt be plenty of time to enslave the world once
  she has gained supremacy over her own kindred.
  Despana
  House Device: Adamantine mace
  Urban Mandate: Ghetto of Savages
  Rank: grd
  Alliances: Noquar, Godeep
  The aggressive Mistress Nedylene (CE female drow Clr8)
  took command of house Despana during the midst of the civil
  war seven years ago. Nedylene's evil, is unusually brutal,
  almost crude by drow standards, but very effective on the
  field of battle. House Despana is now organized in a more or
  less military fashion, maintained with a very un-drowlike
  discipline. Many in her own household would like to see their
  mistress assassinated, but her yugoloth guards have so far
  prevented the success of every such attack to date.
  Noquar
  House Device: Bronze nightmare head
  Urban Mandate: Ghetto of Scholars
  Rank^fh
  Alliances: Despana, Godeep
  House Noquar is ruled by mistress Fedarra (CE female drow
  Ctn/), a traditional drow matron steeped in the virtues of
  Lolth. However, her house owes its current position to her
  close contacts with several conservative illifhid factions
  outside the Vault. With their counsel and support, Noquar
  withdrew early from the house-strife of seven years ago,
  and so was in a stronger position than most of the other
  noble families when Lolth intervened to end the conflict. With
  the passing of time, however, the other houses have been
  able to rebuild their strength while Noquar has continued to
  play a defensive strategy, making it vulnerable to future
  gambits from its rivals.
  Codeep
  House Device: Pfartnuin Crossbow
  Urban Mandate: Ghetto of Artisans
  Rank: 5th
  Alliances: Noquar, Despana
  The mistress of house Godeep, Siadef (CE female drow
  Clr8/Ftr8}, has ruled for longer than any of the other noble
  leaders currently in power. She succeeded in having the
  mistress of house Ever hate assassinated two years before the
  civil war began, and with the exile of house Kitsek at the end
  of the conflict, Siadef was left as the most experienced noble
  ruler in the Vault. She was unwilling to commit to any
  significant military action (save for a series of strikes against
  Everhate) during the civil war, and this defensive stance
  allowed Godeep to come through nearly unscathed, in the
  long run, however, caution is seldom the path to power
  among the drow.
  Vae
  House Device: iron chain
  Urban Mandate: Ghetto of Slaves
  Rank: 6th
  Alliances; Tormtor, Aieval
  House Vae had no direct involvement in the civil war, but
  mistress Sereska (CE female drow Clr7/Wiz8) responded
  quickly to rumors of the house-strife in the Vault, hoping to
  ally with the winning side. The unexpected seriousness of the
  conflict proved especially rewarding to this wandering house,
  which not only joined with the winning alliance, but also
  supplanted the leading house of the defeated faction. The Vae
  are stilt not well accepted by the other noble families of the
  Vault, but they have made themselves useful in the
  restoration of drow commerce, based on active and efficient
  slave trade.
  LIVING GREYHAWK JOURNAL s5
  
  Eilservs
  House Device; Bronze staff
  Urban Mandate: Ghetto of the Dead
  Rank: ?th
  Alliances: None
  The legendary mistress Eciavdra (CE female drow
  returned to the direct rulership of house Eilservs just three
  months ago, after several years in the Flanaess. She has
  been invaluable in her service to Lolth since the end of the
  Grey hawk Wars, but the time has come to begin her final
  gambit in the Vault. She intends to make a bid for the
  leadership of the Greal Fane of Loith. The Queen of the
  Spiders does not oppose this so long as Eciavdra is precise
  in her strike against the current high priestess. The drow
  nation must not be further harmed, but when the time
  comes, Eciavdra must not be hesitant. In the coming duel,
  there will be no second chances.
  Everhate
  House Davice: Silver daggers
  Urban Mandate: Ghetto of the Outcasts
  Rank: 8fh
  Alliances: None
  The strategy of mistress Gahnah (CE female drow Clns)
  during the civil war was to commit al! the resources of
  Ever hate to house Tormtor, while still proclaiming loyalty
  to the Fane of Lolth. The result was that Everhate gained
  nothing politically, while at The same time losing nearly
  everything in its estate. Since the end of the conflict,
  the house has continued to lose status. Everhate now has
  very littte left to offer any potential allies, and its lowly
  position is quite property blamed on the poor leadership
  of mistress Gahnah.
  THE SERVANTS OF LOLTH
  The Great Fane is the principal temple of Lolth on Oerth. It
  houses the servants of Lolth, a small but powerful
  community of priestesses, together with their servants and
  guards. All of them are required to abandon the loyalties
  they may once have held to noble families or factions, in
  favor of pure devotion to Lolth and obedience to her high
  priestess. Matron Charinida (CE female drow Clrai)
  currently holds power here, as she has for the past two
  centuries. Her rule has been at risk several times in the
  past, but never more so than during the drow civil war.
  Charinida chose sides in that struggle, which only helped
  to prolong the fighting and diminish her own authority. The
  civil war was finally ended by the intervention of Lolth, but
  at the price of her holdings on the surface. However, what
  few understood at the time was that Charinida had not
  summoned the deity. It was Eciavdra of the ravaged house
  of Eilservs who abased herself before the Queen of the
  Spiders, undergoing another of the punishments of Lolth to
  further prove herself. Eciavdra survived unmarred and
  communed directly with Lolth, making a pact with her in the
  Web, the details of which Charinida still does not know.
  Now, seven years later, Eciavdra has returned to the
  Vault. Both she and the high priestess have grown in power
  since their last encounter, and it seems that the time is
  swiftly approaching when they must determine which of
  them is most fit to rule. In the coming duel Lolth cannot be
  expected to intervene, but the rewards for victory will be
  great, and the penalties for defeat wilt be absolute. If
  Eclvadra should prevail, the surface nations of the FSanaess
  can also expect to suffer her retribution, and feel the
  venom of the Queen of the Spiders once again,
  Drow Deities
  The three gods detailed below will help Dungeon Masters
  interested in fleshing out the inhabitants of the Vault.
  Zinzerena and Keptolo are completely new. Kiaransali has
  appeared in several sources, but the version presented
  here describes her persona and motivations in the WORLD OF
  GREYHAWK. The FORGOTTEN REALMS version of a larger drow
  pantheon can be found in FORGOTTEN REALMS: Faiths Qt
  Pantheons. A description of Lolth, the Demon Queen of the
  Drow, can be found in Deities &t Demigods.
  Keptolo
  The Eager Consort
  Draw Demigod
  Symbol: Stylized mushroom
  Home Plane: Demonweb Pits (Abyss)
  Alignment: Chaotic evil
  Portfolio: Flattery, intoxication, rumor, opportunism
  Worshipers: Drow males
  Cleric Alignments: CE, CN, fC
  Domains: Chaos, Evil, Knowledge, Travel
  Favored Weapon: tongsword
  Keptolo (kep-toe-low) is the drow male ideal: elegant, quick-
  witted, attentive, and eagerly debauched. He normally
  appears as a young nobleman dressed in well-tailored silks
  of red, purple, jet, and amber. He is armed with a thin but
  sturdy poinard and a filigreed (ongsword. He affects a two-
  handed fighting style, using both weapons at once.
  Otherwise he appears dressed for the hunt, velvet-cloaked
  and armed with a magnificent crossbow. His relationship
  with other drow deities is one of insincere amity, save for
  Zinzerena, whom he openly despises. His symbol is a
  stylized mushroom, which in drow culture is associated with
  both strong drink and fertility.
  Feed rhe vanity of your mistress, and all her treasures
  shall be yours. Be careful whom you offend, and keep an
  expendable companion nearby to hold culpable for your
  crimes. Gossip can be as deadly as the venom on an
  assassin's blade. Use the poison of words to destroy your
  rivals, that you may claim for yourself all they once
  presumed was theirs.
  Shrines to Keptolo are found throughout the underworld,
  for many mate drow worship him as their patron, mostly
  due to his association with drinking. Tales of his sexual
  exploits are quite popular, and there are groups of
  performers who act them out for festivals and private
  gatherings. His greatest temple is in the drow city of
  Erelhei-Cinlu, but only his most attractive or wealthy
  worshipers are permitted to participate in services there.
  Clerics of Keptolo are found as advisors, critics,
  philosophers, and politicians: essentially, any role that does
  not require actual work. They seek to emulate their deity in
  all ways, and as such number among the most handsome
  and charming of the drow race. However, followers of
  86 aueusl 2oo2
  
  Keptolo remain very dangerous, for many of them are
  skilled dirksmen, poisoners, or spies. Utterly capricious and
  completely untrustworthy (even by drow standards),
  worshipers of the Eager Consort are deferential to
  priestesses of Lglth and attentive to the matrons of the
  powerful noble houses. In other relationships, they are
  manipulative and abusive, particularly with fellow clerics
  lower in the hierarchy.
  Kiaransali
  The Pitiless Dowager
  Drow Demigoddess
  Symbol: Female drow hand wearing silver rings
  Home Plane: Demonweb Pits (Abyss)
  Alignment: Chaotic evil
  Portfolio: Slavery, Vengeance, Undeath
  Worshipers: Drow, necromancers, undead
  Cleric Alignments: CE, CM, NE
  Domains: Chaos, Death, Evil
  Favored Weapon: Dagger
  Kiaransali (Aee-uh-ran-sa-)ee) is the divine sponsor of the
  drow slave trade in all its varied aspects. She appears as a
  sinuous drow female wearing only silver jeweiry and black
  silk veils. Her only obvious weapon is her curved dagger,
  but her long, sharp fingernails are just as dangerous, and
  her touch is said to be as cold as that of a lich. This
  goddess has flirted with madness, even thinking to defy her
  queen. But Lolth's power is inexorable, and Kiaransali has
  taken of the queen's venom, returning once more to sanity
  and servitude. The symbol of Kiaransali is a hand of a
  female drow with three silver rings on each finger and one
  on the thumb, with the entire image surrounded by the
  silver strands of a spiderweb.
  Forgive neither a slight, nor a debt; remember that
  payment mast always be collected, whether in treasure or
  in vengeance. Life is the greatest crime, and perpetual
  slavery the fittest punishment. Let there be no freedom For
  the enslaved, even in death. Death comes for all; when it
  comes for you, take your staves and your treasure with
  you to the grave. The riches of the grave are the dowry of
  the mistress.
  Worship of Kiaransali has changed since the drow civil
  war. Prior to that, she was known as Ktaransalee, but the
  final glyph of her name was altered in all texts and
  inscriptions, and her liturgy was abridged to conform to
  more acceptable doctrines. Her religion no longer claims
  any authority that does not derive from fhe Queen of the
  Spiders, though some long-time worshipers stijl maintain
  the traditional resentments.
  Clerics of Kiaransali often work as slavers, and
  occasionally as torturers or executioners. They are
  meticulous, almost paranoid, about record keeping, as
  well as being miserly with wealth. They commonly work
  their slaves to death and then animate the corpses so
  they may continue to serve. They keep their other
  servants in a state as close to slavery as they can
  manage, and withhold wages for the slightest offense.
  However, despite, their stinginess, they are the first to
  offer bounty on escaped slaves and prisoners, and they
  will pay these rewards in full.
  Zui/.erena
  The Princess of The Outcasts
  Drow Hero Goddess
  Symbol: The draped sword
  Home Plane: Material Plane
  Alignment: Chaotic neutral
  Portfolio: Deception, humiliation, ambush, assassination
  Worshipers: Drow outcasts, rakes, assassins, malcontents
  Cleric Alignments: CE, CN, CG, N
  Domains: Chaos, Luck, Trickery
  Favored Weapon: Shortsword
  Zinzerena (zin-zuh-RAY-nuh) is a rebellious heroine
  venerated by the dissidents and outcasts of drow society.
  She appears as a cloaked and masked drow rogue who
  moves with astounding agility. Her cloak has the powers of
  displacement and protection, while her shortsword
  produces a paralyzing venom. She also carries a black-
  handled crop, which she uses to stun her victims. The
  great artifact also has the powers of a wand of. wonder.
  Her sponsor to divinity was Keptolo, though she gained
  a fraction of his power by a ruse, for which he hates
  her. Her symbol is the draped sword, representing her
  hidden menace.
  Raise yourself up by bringing others down. Don't reveal
  your strength, or your hatred, until your victim is helpless,
  Don't strike until you have the advantage; the only fair
  fight is the one you win. Once the trap is sprung, make
  time to ghat before the kill. The legs of the spider are
  mads to be broken.
  The liturgy of Zinzerena is passed on in the form of
  folk-tales, for her faith has no place among the leadership
  of drow society. Her tales usually describe her hiding and
  waiting until her foes are weakened or .lax in their attention,
  before she attacks, and stories of her origin always
  describe her as local to the region in which they are told.
  Clerics of Zinzerena often multi-class as fighters or
  rogues. They are much more common in the decadent cities
  of the drow, but may be encountered almost anywhere, for
  even the noble estates have servants and staff drawn from
  among the commoners. Only the most bohetnian of nobles
  would enter her priesthood, though some have done so;
  inevitably, when they are discovered they are cast out as
  traitors to their social class. Ironically, such downcast
  nobles often become the greatest leaders of Zinzerena's
  clergy, for they are the best educated and most politically
  experienced. Her clerics work as anything from simple
  rogues, to laborers^ guides, physicians, poets, prostitutes,
  or nearly any other profession. What they all share is a
  rebellious spirit and a desire for change,
  LIVING GREYHAWK Campaign Note: Knowledge of
  Zinzerena's cult has not yet spread to the surface world.
  At the present time, no player character in the LIVING
  GREYHAWK campaign can .fake Zinzerena as a patron.
  LIVING GREYHAWK JOURNAL S'i
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Living Greyhawk/Living Greyhawk Journal 14.pdf