L'Ilythiiri Zhaun'ol

(The Drow Dictionairy)

An explanation ] [ Contents ] [ 0..5. Notes ] [ 6. Grammar ] [ 7..19. Tables ] [ 20..21. The Dictionairy ] [ 22..23. Supplement ]


L'Ilythiiri zhaun'ol

The drow dictionairy
(The drowwork of knowledge)

The original item was published by MPG-Net under license from TSR, Inc. ("TSR") but is not authorized or endorsed by TSR (now WotC). In the years, more documents were found, and combined. The original documents were restyled, combined with the new found documents, and extended with new words for usage in Life (Action) Role Playing Games. We hope you find this work of drow literature useful in your travels (and one day it may even save your life).

{List Of Names}

This document is for personal use only.

Knowledge is power, so guard it well.

1. Acknowledgments & Resources

{A whole list}

2. Notes

Many of the Drow words and phrases appearing below are excerpts from "The Drow of the Underdark" by TSR, Inc. (WotC), and other authorized (A)D&D sources. The remaining Drow words and phrases have been developed by the Temple of Lolth ("TOL").

The original dictionary might be distributed through licensed TSR sites and used in connection with any AD&D role-playing activity. However, we requests that no alterations or additions be made to this dictionary for use in Neverwinter Nights ("NWN") without the consent of the TOL GM.

PS1) You will notice that some words has more than one meanings. But you will also notice that some words, which are written the same as their plural, are put on seperate lines. Those things are primairy done for an easy restyling (and sorting) afterwards, when updates has been processed.

And also.... With so much houses, there are many dialects.

PS2) If any discrepancies have been found, feel free to correct them yourself, just don't be dissapointed if no-one else understands you.

3. Usage notes

This dictionary has been prepared by the Sorcere for the use of the Drow in dealing with other races and as a guide for other races in the proper dealings with the Drow. To facilitate such use, the majority of this Dictionary has been translated into Common (English).

Any Drow allowed contact with other races should have received training in proper conduct elsewhere, thus no effort has been made to supplement such training here. Non-Drow are advised to pay heed to these Usage Notes and to the next chapter with the drow history. Many Drow societies welcome mutually profitable or pleasurable dealings with other races or societies. However, the Drow are a justly proud people and are quick to take offense - often fatal offense - at what they perceive to be insults or breaches of etiquette.

You have been warned.

4. Drow background

To be able to deal with the drow, you do have to have some knowledge about them. To be able to trade with them, you even do have to have some knowledge about their social organisations, their manners, their desires, and sometimes of some of their history. The most general known parts are published here. But it seems that other drow communities have a different background. different interests and some different manners. Those have to be researched by yourself.

4A. Dealings and Trade

Drow trust no other creatures, including (or especially) other drow. The relations of such a paranoid race with others is uneasy, to say the least.

Possible equals (the drow admit to no race as their superior) such as illithids and duergar are dealt with by a mixture of armed truces, hard bargaining, subtle threats, magic, and mutual-gain pacts. Only exceptional drow individuals come to trust another being fully (and live to tell the tale!) in the cities of Lloth-worshippers. Trusting drow are more common among the worshippers of Eillistraee, but even theirs is hard to gain.

The drow are the most widespread and powerful of the known Underdark cultures. Strife among themselves, and a lust for a personal power and commercial gain, always prevents drow from gathering in any concerted effort against foes. This is probably the only thing that keeps many kuo-toa, jermlaine, and disir communities intact; the drow could easily wipe out weaker neighbors if they took up arms in earnest.

Oddly enough, rule over all the subterranean races (even to the powerful mind flayers and aboleth) is the ultimate goal of drow - "the First Part of the Destiny of the People," as priests of Lloth put it. The Second Part is the extermination of all other elven races, including the seizing of surface lands and holdings. Lloth and her clergy do not, however, advocate any sort of "holy war". Lloth sees her People best served by the competitive striving of individuals, cabals and factions among drow society and her priesthood, and by the efforts of individual drow communities. In this way, the race grows stronger without breeding in decadence, weakness, and laziness.

Drow even practice cannibalism when their numbers grow too great for a given hold or community. Only the aged are used as food, as the survival of the young is seen as the future of the People. Population pressures like this result because sending out expeditions to found new holds is thought too likely to provoke war with powerful neighbors.

Plans to further drow rule and influence are supported with the greatest enthusiasm by drow whose present social position is good, if they are not threatened by the plan. Drow of low class are most likely to support plans that involve open warfare, or strife among drow.

If drow are treacherous among themselves, they are even more so in their dealings with others. Drow will readily "negotiate" with other races over matters of boundaries, trade, and peace. They will break any such agreements and treaties the moment that terms no longer seem advantageous (bargains with "lesser races" are not considered binding). Most races have learned to be cautious and alert when dealing with drow, and to have several the treachery when - not if - it comes.

Above all others, deep gnomes hate the drow. Conversely, in all the Underdark, there is no creature the dark elf enjoys slaying more than a svirfneblin. Other traditional drow foes include dwarves, humans, and other elves of all sorts. Duergar, illithids, and lesser races of the Underdark are traded with, but never trusted or befriended, except by the most worldly and experienced drow merchants.

This is not to say that drow are an unruly, unpredictable mob of violent berserkers, engaged in a sort of endless civil war. (Actually, a more apt description to some would be that they are a decadent, status-obsessed nest of vipers engaged in an endless controlled civil war.) They strive always for personal ascendancy, yes, but their striving is governed by rules and group-loyalties.

Even if freed from the authority of an established House, ruler, or realm, drow instinctively band together in groups. Survival, to these warlike folk (so often at sword's point among themselves) is often a matter of numbers, trusted battle-companions, and tactics.

4B. Underdark Economy

The Underdark produces many goods that are marketable there and on the - surface world.

Likewise, there are items that can only be imported into the Underdark:

These products are typically brought to the Underdark by trading companies run by surface-dwellers. Many trading companies have hidden and well-defended warehouses near connections to the surface. Acquiring and trading goods here can be a profitable business for someone with the courage and skill to survive in the savage depths of the Underdark.

4C. Slaves

Certain surface-dwellers know the rumors of drow slaving to be true. Some human slavers and orc slavers trade with the drow - and have learned not to trust them. Drow place far less value on a slave's welfare than do surface dwellers. To most surface slavers, a slave is a valuable trade-good, not to be damaged more than is necessary, for fear of driving down its value. To most drow, a slave is but a pair of hands, without limits that need be thought of; if it is killed, there are a million replacements to be had.

Slaves must give way to drow nobles, and are not allowed to look any drow in the eye. Slaves may only bear weapons when a drow noble allows them to (usually only in gladiatorial "entertainment" fights, or to defend a House under attack).

Slaves encountered in drow society are usually of the goblin races: goblins, orcs, hobgoblins, and the like. Kobolds and jermlaine are too small, agile, and independent to make good slaves (in the minds of most drow), and such creatures as trolls and giants are too large and powerful. Drow only enslave other drow captured in battle, particularly debtors and noble drow whose families do note pay ransoms for their return. Some drow communities don't enslave drow at all, sacrificing or merely killing captives and dangerous criminals.

Humans are valued slaves, but are considered dangerous unless they have no fighting or magical skill; human craftsmen are the most valued slaves, but seldom thrive for long in the dark, cruel drow settlements.

4D. Structures and Architecture

Drow often emulate spiderwebs in the layout of buildings and passages. Traps and falling walls force intruders towards the radial center of the "web" where the drow of most power will be found.

Even a simple villa usually sports traps to discourage intruders, such as "spring-guns" crossbows fired by someone tripping fine, dark trigger-lines of spider-silk or waxed cord).

Common drow live in small caves, or in circular, walled houses, with dug-put cellars and adobe-like construction. These are always as beautiful as possible, and increase in size and grandeur with the wealth of the owner, until they become the grand villas of wealthy merchants, merchant clans, and noble Houses.

4F. History

Many centuries ago all elves lived together in the upper world. Over the course of a few years, one group of elves dared to challenge the oppresive regime held over all by the Grey elves. These brave souls were the drow. Strong in combat, but not well versed in magic, they strove to achieve freedom even though the oppresive Grey elves were the strongest magicians in the world. The drow were beginning to be victorious over the selfish Grey elves, when the traitorous High elves and the Silvan elves struck the valiant drow by suprise. They had joined the repressive Greys for the promise of wealth and the drowish lands. The drow fought on, even though they now had no chance of victory.

The drow leaders decided that the stuggle must continue, but that it was lost for the present. So it was decided that one hundred of the bravest warriors would cover the retreat of the drow. The warriors slew thousands of the Greys' forces while the reminants of the drow elves retreated to the only place safe from the repressors, the dark underworld. The valient one hundred fought on until they were overwhelmed by the vast number of Greys. But they succeeded in their mission, and the drowish race was saved. They survived by learning from the underground denizens, where to get water, how to grow the fungal crops that grew in this lightless realm. And slowly, ever so slowly, they began to change.

They began to adapt to this new world, developing a darker skin color, and more powerful visual capacities. And they began to learn new magical lore, becoming as strong, if not stronger than their Grey elf oppressors. And they became friends with the giant spider races that lived in this underworld. But their new home also provided them with new enemies. The Ithillids (known to surface dwealers as Mind Flayers) lived in the same caverns as the drow, but they were of an evil bent. The Illithids were cruel and placed no value on intelligent life. They hunted the drow through the caverns, but the drow refused to flee from their new home. They fought a century long war, with the drow finnally forcing the Illithids to flee.

The drow now had all the power they had ever desired, they were masters of magic, they were powerful warriors, and they had new allies. They had kept alive the knowledge of their glorious struggle against the Grey elves, and some drow leaders were in favor of renewing the struggle. But it was finnally decided that they had no use of the upper world anymore, and that they were already free. But, it has recently been rumored that a party of Grey elves, who knew of the drow and their underground home, stole the most holy object of the drow. They have placed a copy of this golden statue in the TinyLondon Museum to flaunt their treachery. And the drow want it back.

4G. Fundamentals of Drow Life

From very young drow are brought up learning new ways to hate. These incarnations of hate range from jealousy to betrayal. In a world where you can't even trust your own blood what else is left. Male drow, when they are born, have the chance not living at all. This is due to every third boy-child is given to Lloth via sacrifice. If they are chosen to live, they are forced down one of two roads. The first, they can become a fighter and are trained from the moment they can hold a weapon. The second, they can become a mage and then again they are trained as soon as they can make coherent speech. Either road drow male go down is not of there choosing. The choosing is left up to the ruling matron mother of the house in which they belong.

Female children on the other hand are given at least a little choice. Since drow are a truly matriarchal society this only seems fit. They are destined from birth into the service of Lloth and are sent learn how to communicated her will. If the child is not seen fit to serve the Lloth, the Spider Queen, then she is given some, although not much, choice in what she is to become. These women unually rare in that most anybody can do the treacherous work of the Spider Queen.

There are two different social classes in drow life. First are the merchants. These clans, according to the priestesses of Lloth, are relatively overlooked although these clans actually keep the other social group alive. How could one survive without valuable supplies needed from places other than the underdark. Dealing with the surface world are considered demeaning and are beneath the noble houses, which are the second group. The noble houses are by far the best deal out of the two social groupings. Noble houses support more power, which is the lifeblood of drow life. Life in the underdark almost completely revolves around what the noble houses seek to accomplish. Station is the most important aspect of the drow noble houses.

Station is the most impotant thing in drow life. It is the heirarchy in which power is distributed. Each person from the matron mother of the first house to the lowly asset in the last merchant house has a certain amount of station. We would call it in our world authority. The main goal in drow life is to achieve more station. The primary tool to gain station is assassination. Brothers will try to kill each other as long as a higher station is achieved in the process. The main cause of this is Lloth, the goddess of chaos. What better way to cause chaos than to kill a superior? And justice????

Justice is just a pretense to avoid open warfare.

4H. Station and Rank

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

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

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

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

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

4I. Clothing

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

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

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

4J. Social Organization

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

Merchants

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

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

The lowest rank in the merchant clan, the "assets", are nearly all non-drow. These are the laborers and soldiery of the merchant house. Together, the merchant clans form the trade links with the outside world that enable the Noble Houses to survive.

Noble houses

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

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

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

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

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

Assassination and war

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

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

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

4K. Marriage and Family Life

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

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

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

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

4L. Customs

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

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

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

Drow enjoy magic, and exult in wielding its unleashed power. They are fascinated by new spells and effects.

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

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

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

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

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

4M. Symbiosis with Spiders

Drow have a strong affinity for arachnids. Most of them worship the spider goddess, Lloth, whose priestesses dominate drow society - and whose ritual Test is forced on many drow of 6th level or higher. The Test, is an examination of loyalty and skills, and is thought to be infallible. Failure carries its own horrible price.

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

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

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

4N. Deity

The drow acknowledge (in general) just one Prime Goddness, Lloth. But when time flies, more goddnesses (and even gods) were available. The most importance are:

LLOTH

The Spider Queen, Matron Goddess of drow and spiders.

Lloth, the Spider Queen, is cruel and malicious. The only person in her world is herself. She is constantly plotting to keep her loyal minions in a state of turmoil. This way she can find the strongest and most cunning of her followers to serve her. Drow, being brought up under this religion, are all but perfectly suited to this arrangement. With the drow's instinctive distrust and wit, all but the most wily of opponents will be thrown into disarray. Seeing that Lloth is the goddess of chaos, this seems all but fitting.

The main object of affection among Lloth worshippers is the spider. It is a offense punishable by death to kill or even maim a spider. Lloth gives unto her most loyal henchmen a poisonous spider to aid, guard, but also to watch in their furtherance of the religion. It has been known that a follower be killed by the so gracious gift from Lloth.

Lloth is most frequently found in the form of giant black widow spider. This form can be changed to an extremely beautiful drow female. These two forms can also be combined to produce a giant spider with a lovely female drow head. In any form Lloth is a presence to be feared. Instead of using her material form Lloth will more likely just show that she is watching by having a pair of smirking female lips appear on the nearest spider seen. If her help is needed more directly then she will imbue a follower with great fighting prowess like: always hitting first, weapons never breaking, and a improvement of armor protection. These followers are almost always surrounded by flickering black mauve edged radience.

The clergy of Lloth are all women. The preistesses of Lloth are the only subject of Lloth to hold any real power in drow society. If a preistess of any rank says to do something there better not be any hesitation. Punishment for disobedience is usually swift and destructive. Killing is not their style, maiming is more reward for slow wits and procrastination. A preistesses has the feeling that they are the judge, jury and executioner of the society at their feet, and the power given to her by Lloth as justification for any action that she may take. Preistesses sole purpose in life is to weed out the weak and sanctify the strong.

Elistraee

The Dark Maiden.

Elistraee is the goddess of the good drow. She is the Matron goddess of all the drow that wish to return to the surface. Her trademarks are song and beauty. Not much is known about Elistraee except that she is quick to anger over the evil that most drow do.

Elistraee will more likely lend aid to a creature she favors intead of appear personally. She will grant favors, small ones, that give the the most practical answers. If the situation warrants her appearance she usually will appear as a tall drow female with long glowing hair down to her ankles.

The clergy of Elistraee are female from any race. These preistesses much further the cause of beauty and song. They must always carry one of their godesses favored instuments, the horn, flute, or harp. Their lot in life is to pursuade drow to return to the surface world and work to improve surface relations.

Ghaunaduar

That which lurks.

Ghaunaduar is even less known than Elistraee. His nickname is That Which Lurks. He is unpredictable. When he appears he is seen as a purplish ooze with tentacles. His "followers" are mostly drow that have fallen from the grace of Lloth or sub intellegent monsters. He has been known to aid followers that just talk highly of his eminence. The chances of his coming, when called, rise if blood has recently been spilled. All that is required of his preisthood is a steady supply of sacrifices. Aid given by Ghaunaduar is usually in the form of combat effectiveness and regenerative healing of harms.

Kiaransalee

Mistress of Vengeance, overlord of the undead.

Originally the drow god of vengeance, Kiaransalee plotted and slayed Orcus the Abyssial Lord of the Dead. Now possessing his portfolio she seeks to rival Lolth in power and ultimately reign as the supreme drow goddess, over Tenebrous(Orcus), Lolth, and Eilistraee. It is not specific about weather she currently reigns on Oerth or Faeru, but she it does mention she is a rival diety in Erelhei-Cinlu (the Vault of the Drow. ).

Lil Olath Jallil

The Dark Lady, Goddess of the night, mystery and unknown.

Her domain is the night, the darkness. What is hidden in it? The treasure, which you were searching for such long time? A monster, which will rip you apart? Or two lovers, who have sneaked away? There is just one way to find it out. Step into the darkness and embrace the night. We all are afraid of the unknown.

Lil Olath Jallil (even her true name is a mystery) learns that we do not have to be afraid for the unknown. Because, in the twilight the shadows can form frightening shades, but if you light a candle, you will see the real object. The darkness has no shadows. The terrifying in the darkness is our fantasy.

Lualyrr

Goddess of males and renegades.

Seeing the rise of many upstart gods in the drow pantheon, lolth decided it is time that she had an ally or the other gods would band togtheter and overthrow her. She searched among her yochlols and found lualyrr to be the most loyal. She used her power to elevate her into a demi-goddess.

Since then lualyrr's priesthood works closely with Lolth's priesthood, always on the look out for drow who do not pay homage to lolth, and extracting secrets from the most adamant of people. She only accepts male to her priesthood, and they are considered to be married to her, so they cannot marry. , Every time the priests get their hands on another "non-believer" or a renegade drow, they hold a rite to their goddess, so that lolth would see they do their work. All the gods of the drow pantheon are sworn enemies of her, since her priests seek to kill or convert all of their believers. Like other drow gods, every good-aligned god is her enemy, especially the gods of the elves.

While cruel and mean, the priesthood as well as their goddess, live in constant fear. They fear the other priesthoods, even while they hate them, for they are weaker in combat when compared to them. And they especially fear lolth and her priesthood, for the power they have on them.

Vhaerun

God of thievery, territory, drow males.

Vhaerun is the god of theivery and the furthering of drow power on the surface world. He is also the patron deity of drow males, teaching a heresy (according to Lolth) that drow males are the equals of drow females.

He is haughty and proud, like all drow dieties. He favors underhanded means and treachery to achieve his goals. His priesthood is exclusively male, and priests usually hide their true vocation in drow communities. His hair and eyes change color with his emotional state (red when angry, blue when amused, gold when triumphant, etc.). Vhaerun is passively opposed to Lolth. He knows he is not powerful enough to oppose her directly. . . Yet. Vhaerun wishes to re-unite the elven people. He considers all elves to be superior to all other races, however, and wishes only to have elves dominate all other races.

Vhaerun's loyalty is to all elves, but primarily the drow race. He would like to see the surface elves serving as the enforcers of the "true masters", the drow, who would rule from the depths of the earth.

Vypra

Goddess of poison

Long, long ago, Vypra was an avatar of Lil Olath Jallil, but the more frequently she appeared, the more beings were going to worship her, until she too became immortal, became a goddess. But, although she has the power of a goddess, she still has the heart and the believe of a mortal, of a priestess of Lil Olath Jallil. Vypra does have a lot of things in common with Lil Olath Jallil. Just as her mistress, she has no male priests who may deal in her name. But the difference between both are clearly visible. In contrast with Lil Olath Jallil, Vypra shows herself very often and, besides her extra pair of arms, her pale skin is the greatest difference.

Vypra isn't the goddess of poison for no reason. If she touches a being, she can fill it with a deadly poison, or with an antidote against every invented, created or found poison. Vypra is also often worshipped for her loyality. She does not care what the reason of the meaning is, or what the concequences are. But if Lil Olath Jallil does want something, than that is the law. Both for Vypra and her worshippers. Don't say a bad word about Vypra's mistress. There are things that will freeze your blood, and Vypra's anger is on the toplist.

Yenko

The icemaiden.

Rumored to be half-drow and half something else unknown, Yenko has appeared in the pantheon relatively recently, within the last century or so. She is the Goddess of cold, ice, and the harshness and cruelty of those respective climes.

She is also the Mother of the drow, having displaced the goddess Lorani. Yenko continues in the vicious style of the drow, spreading discord yet strengthening her followers. She is seen as a selfish goddess, being proactive in the world around her, often initiating conflicts in addition to her own pleasure. However, Yenko values loyal worshippers and often rewards them for exceptional service to her cause. On the flip side, she does not tolerate ineptitude, and followers who repeatedly fail in her service may have quite literally hell to pay. It is this style of discipline and fairness that have attracted quite a few hellions and other aberrant types to her faith.

Otherwise she is worshipped by many of the evil races in cold climes, and also by a few more neutral warlock and nature priests who see her as an elemental weather power.

5. Used abbrivations

In the dictionairy part some words are marks with an abbrivation. Primairy they were used for easily making the sublists (next chapters), secundairy, now you can quick-see what kind of word it is. The next abbrivations are used in the dictionairy part:

col - Color
cty - City
dir - Direction
dty - Deity
elm - Element related term
ins - Institution
rac - Race
phr - Phrase
prv - Proverb
spw - Special word
tim - Time related
ttl - Title