Locations and Places of Note
Tal Valen
Taken from the Guide to the Citie of TalValen:-
The Citie of TalValen
Magic centre of the world, last bastion of magic and wizardry, light against the darkness. To hold the fell rot of Ilcasta back, Valen did erect the tower at the centre of all things. From this spire the forces of goodness hold back the dark tower, should TalValen fall, all shall fall.
Tal Valen Tower
Pearlesent teal trimmed walls and elegant spiral stairs make this tower's interior one of the most resplendent in the world, at least at the commonly accessible areas. Higher in the tower, one must abandon their possessions and don special robes which can withstand the magical energies, the robes last a day of use, but take 13 to make. The tower at these heights is more utilitarian inside, although few not engaged in the true work of the tower will ever see it.
The Circles
The tower itself is surrounded by the walls, the nature of which are obvious. Beyond them are what they call the Circles.The Circles are barren, scourged by what one wizard called "Magical Fallout" Remaining in these areas too long is dangerous, and to be avoided. Between these Circles are the Quarters; 7 plus 1 areas where people have build the citie of TalValen, I shall describe them, that you may find what you seek without spending your life here.
Magic Quarter
Mages and Wizards are organised into disarray here. Within this quarter they create, make and sell. Mostly they cause problems.
Artificer's Avenue
Workshops and laboratories of the mages who create items, enchant items and, yes, on occasion, sell them. There are also limited store fronts.
· Conjurer's Lane
Because of the nature of Tal Valen, conjuration and summoning magics are restricted to this area.
· Diagon Ally
Mages are not funny.
· The Warrens
These confusing narrow lanes and back alleys seem to change as you navigate them, it is said it is possible to get lost within for years.
· Madagoran Yard
The barracks of the local guard.
Eastern Quarter
Located in the North of the citie, this district borrows themes of Algreer the magical kingdom of the east, now lost. Here you can find Zhugonese and those from Xiang-Ba, jarringly a frostwatch recruitment and preparation centre is here.
· The Hall of Shadows
This dark structure is fancifully built with many a buttress and arch, be cautious when you enter, the shadows can kill.
Ebon Quarter
houses mainly, the odd curious store, and a unique tower.
This district is quite lovely at any time of the year, small businesses such as a fletcher and a seamstress can be found here.
Sand Quarter
These buildings are square and flat, made of a sandy coloured stone, there are few colours, but what there are are brilliant and vibrant, desert palms bring some life, and when stalls roll out, their canvas can make one forget the drab first impression.
· Big Gay Wade's
The master human smith makes his shop here, the one human rumoured to know the riddle of steel. Of course getting any work done can be a chore, as he is in high demand.
· The Standard Library of the Dedicated Archivists of Talvalen
This great stone palace is the seat of tomes and scrolls. The city archives are within, as are the librarians.
Sunfall Quarter
This district is often shadowed in the afternoon.
· Talking Hat
The tavern famous for its talking hat. The owners claim they take no responsibility for what it says.
· High N' Dry
Somehow a boat has crashed into the roof of an old church, long ago. Now it is an elevated eatery, where one may sit on the deck and enjoy the view. It is a unique experience.
Temple District
Of course clerics would stick their noses into a magic city. Temples to many gods can be found here, even a Druid Grove, of note is the small market around the big Ben-Ahdur temple fortress.
Dwarf Quarter
The Dwarf quarter is split in two, to the west, Dwarfs have made a surface town, with a big fort, forges and craftsmen aplenty. A basic knowledge of Kruck, Dwarf Mining Law is advisable if one ventures in.
To the east of the Dwarf town, are more conventional houses, and the Lee Tower.
Noble Quarter
This Quarter houses the Baron's Manor, the keep given to the current civil leader of the city., a small market is also located near the manor. Across the Fourth Circle road is a tourney patch, and proving ground.
Shore Quarter
A small village housing workers and employees, there is also a nice beach here, and a small thriving community supporting recreation there.
TalValen Docks
This harbour is actually the oldest part of TalValen, even older than the completed tower. Although it has been expanded over the years to cope with the amount of trade which TalValen relies upon. The Second Circle actually passes across the outermost dock and half of the sentry island off shore.
· Dark Light
This Lighthouse casts an interesting light which reveals more than hazards on the water.
Market Quarter
· Shorehawks
The heavily defended storage facility, Shorehawks offers secure storage for a price, a steep price, but they employ good alert guards and have magical protection too. Pity the fool who sneaks in here looking for a free item or two.
· The Salt Market
An open air market, possibly the biggest in TalValen, bargain hunters beware, there are better deals to be had, and rare items seldom appear here. But if you want the basics, or even luxury items, head to the Salt Market.
· Bee & Barb
A good tavern with solid food, couples with a clean mid priced inn.
· The Much Lesser Library of the Dedicated Archivists of Talvalen
This run down hovel is manned by a couple of archivists, one old, one young. There is little of interest to adventurers here, but to the learned, it is like panning for gold.
Radiant Quarter
A quaint town, possibly the most polite and quaint locale in all of TalValen, possibly because the sounds of the rest of the citie are muffled whilst within this quarter.
Parchment Quarter
· First Inn
The actual first inn in TalValen, of course most people don't know it wasn't called that originally. It is a high priced mid quality inn.
· The Lesser Library of the Dedicated Archivists of Talvalen
Who would have thought that TalValen would have many libraries? Everyone, so much so that there are too many to mention, but these ones hold the official town archives.
· Aybarya Armoury
A competent smithy, good prices and better than fair work. It is placed well a the corner of Shambling Road and Second Circle.
Cold Quarter
For no good reason this quarter is noticeably colder than any other quarter. In summer it feels like late winter, and it only gets colder.
· The Beard's Beard
Operated by the flinty Thalgred, home of a cold fizzy ale he calls "Thalgred's Cold Crap" Rooms are available, but not many as this is mainly a tavern. There is an attached stable. It is frequented by a spectral old soldier heading repeatedly to the frostwatch.
Outer Quarters
I know not what official name these have, but the Outer Quarters are contained within the second and first circle. The innermost should be called the Farming Quarters, for that is what they contain, and horses besides. Watch towers dot these near the roads, a wise move. Keeping an eye on trade takes a back seat to ensuring none stray overlong in the barren circles.
· Traveller's Rest
A curious inn on the old Shambling Road, a quaint wooden building with warm fires and a cook who can prepare anything you should present her, and good prices. The curiosity comes from its startling number of available rooms, all accessed through the same three doors. Perhaps a side effect of the magic wielded in TalValen.
· Undercroft
A storage place for the dead. Above ground cemetery locations tend to get raided by Necromancers, it seems.
(Good work is so hard to find)
Poor Quarter
You cannot spend gold here, silver too is uncommon, copper is the currency of the region. While the locals would of course be happy with silvers or gold, who would believe they had not stolen it? That being said, the food you can buy here is sturdy and good. And the work, honest. Many people here work the farms.
Customs and Culture
Culture is a hard one to pin down in TalValen, with so many from so far. The culture shifts depending on Quarter, really.In the same way the flora and fauna are from all over. However there are customs, and those are quite easy to identify.
Seven and One.
The rule of Seven and one is simple, you know what seven plus one more make? That number? The one between seven and nine? Don't say it. Don't write it down, do not spell it out, or draw it in the air. Don't ask why. From what I can gather it has to do with magic.
Barony
The civil administration is conducted by a Baron, responsible for any non-magic related, there is no point in trying to take civil matters to the wizards of the tower.
Crime
TalValen has a traditional view on crime, that if possible you should deal with it yourself. However the hiring of private investigators by the Baron is not practiced, they have their own investigators, which employ mages, and alchemists in addition to Guardsmen. They are specially trained. These are the special Guards billited at Madagoran Yard.
Religeon
Clerics have absolutely no official power within the citie limits, nothing stops them practicing their craft, but they reside here on sufferance.
Amazons
Amazons are forbidden by law to try to exercise their rites here. Any of them.In fact Amazons are almost a sort of second class here, they are often looked upon with suspicion.
Right of Way
Wizards have right of way, anyone with the sigil of the tower upon them may bot be barred or forestalled about their duty. It is also tradition to pass to the right of people.
Sigil of the Tower
The sign of the tower is popular, but only the official sigil, a circular black disc with the relief of the tower in white bisecting it marks an employee of the tower.
Right to bear staves
It is TalValen common law that anyone may walk the streets or enter establishments whilst bearing a staff, rod or wand, openly.
Caveat Emptor
There is no protection of consumers in TalValen, you are expected to do due dilligence on your own, no magic item, or alchemical potion is backed by law, as with all magic, sometimes it just doesn't work, or last. This protects vendors for sale of items which may work very well when tested, but carried away, do not. Let the Buyer Beware.
Pointing
Pointing is often considered by civilised nations as essential and useful. By some, less civilised as impolite. In TalValen it is frowned upon as being dangerous and reckless. After all, who can tell if you are pointing, or about to cast a spell? Pointing at people can get you in trouble, as all they need do is argue to the guards that they believed you were about to cast a spell, and you could be facing a hefty fine.
Murder
Murder is illegal.
Money
TalValen uses Imperium copper, the Turles. For silver they use the Ducat, a circular coin with the profile of a wizard rumoured to be Valen himself on one side, and an open book set afore crossed staves on the reverse. The gold Octo is a hexagonal coin with the tower on one side and the other tower on the reverse. A TalValen Mark is a platinum coin, interestingly, a square coin with a cresent and three stars on one side and the two towers on the reverse.
Illcasta
Originally named Tal Casta, the dark tower spewing his filth is the reason Tal Valen exists, to oppose it. It is the purpose above all others in the city and ANY other business or work must come second to it. Any who reside in the city may be pressed into service of this goal, and have no choice.
Magic
TalValen is known far and wide as the citie of magic, it is the centre of such study, with fabulous libraries and fantastic works. It has filled this hole since Algreer was lost, it is said, although the truth is that it took much time for TalValen to be erected, and more to be more than a hamlet near a tower.
Even though it is now a hub for magic and magicians, the natural number for an enclave of wizards does inevitably reduce itself to one. And rivalries and power struggles are common. Very little is outlawed here, and even what is, still occurs, softly ignored unless it causes too much of an issue.
Many wonders can be purchased here, at wonderous prices, but no matter how high the price tag gets, there is often a second cost, a less plesant cost to bear.
TalValen's principal value however comes as a gateway citie on the Ebon, before it heads out into the Mandro Sea, and under that dark passage to the Spring Sea. Trade goes on here, lots of it, most bound for Poznan or even further beyond, to the ends of the Sapphire. So here you can find much of what you need, if you wait long enough. Caravans leave overland too, and will take passangers, or hire on guards like as not. Similarly passage may be taken on many ships, heading in either direction. TalValen is a stopover place for many voyages.
Many nations fund Tal Valen's work, the holding back of the dark, and so coin and resources come here, which attracts thieves, pirates and politicians It is best to go armed, and alertness should be your watchword before the tower comes into sight.
Vuxallizax
Vuxallizax
City of Enchantment, power and greatness. The Capital city of the Underdark, not the largest, nor the most beautiful. This is one of the oldest, and holds the bulwark of Drow advancement. Here the Domina resides. The city is split into several distinct districts. Populated by hostile Drow. Here every act you take, every word you utter is watched, heeded and weighed. Outsiders are rare, and untrusted, so it is vital to know how to act, and what to not do. Herein is such knowledge which as allowed one to survive within, so it may be of some aide to thee.
( It may surprise you to learn, that outsiders can in fact walk around a Drow city, and are not just locked up in cages. Surfacers are not trusted, and may be arrested a little, and could be executed as spies slightly, but if one avoids acting suspicious one should be mostly fine, perhaps some Catanzarans might believe. )
Le Quartier Exalté (The Exalted Quarter)
Gated, reserved, open and isolated. Here the houses of governance rests, as does the court at which judgements are handed down. Split and surrounded by a chasm. Here one must walk with a light, to not do so is a crime... if caught. (It is unlikely you will be invited within, however)
· L'Autel de la Vengeance Sans Fin (The Altar of Eternal Vengeance)
Toluth worshippers gain much from worshipping here. Sacrifices and offerings are made here, one of the older temples, it is often wet with blood.
· Le Jardin des Larmes (The Garden of Tears)
The court where decisions on issues are handed down by the 3 High Priestesses, and the General Advocate. This open air court is where severe crimes may be judged, or issues of land or titles.
· La Salle de la Conquête (The Hall of Conquest)
The dwelling and seat from which the Leader of the Drow Nation resides, the Priestess most high, the Domina.
· La Salle des Chagrins (The Hall of Sorrows)
The fabulous palace where the functionaries of the government go about the business of running things.
· L'Arc de Domination (If you can't work out what this means you're too stupid to survive.)
This facility if not only a work of cruel art, but a functional complex staffed by clerics and mages. No men are allowed within it, but may pass under it. Local Legend says that if you pass beneath it with your eyes shut, and do not stumble, trip or bump into anything, your wish will come true.
· Le Solitaire Éploré (The Lonely Lover)
It was a temple being built by a husband and wife team, when he died, she abandoned building it, and instead took to living within, her pain and grief turning to cruel and powerful magics. The place is avoided because entering there results in bad things. Many go mad, others die. But a very few seem to come out with strange wisdom, or powers. The woman within is thought to be dead, and only her detached spirit remains. She is called Dame Miséricorde (Lady Mercy)
· L'Atelier des Cristaux Envoûtés (The Workshop of Enchanted Crystals)
The place where the magical crystals are worked. Only chosen Crystalliers may enter. No-one else. Not even the Domina. Not even the most insane tyrant has dared break this rule.
· House deShade
The current ruling house, their traditional home helps block the bridge across the chasm. deShade has a proud history of military might and support. Their house goddess is Toluth. The current Domina comes from deShade
· House Fa'rya
The second most powerful house, colour Purple. Their daughters are notable merchants and craftsdrow. Their most notable members are Brigette, a Priestess of Lalth, and Pierre Fa'rya the greatest general of the age in the city. Their house goddess is Tothra
· House LeDesma
Once a great house, now falling on very hard times. The once great LeDesma house now has little to no assets, only a few border line failing businesses. They have been reduced to seeking patronage from Fa'rya, and have surrendered their second daughter as bodyguard to Brigette Fa'rya. LeDesma are a magical family, and create magical abominations, or they did. their ability to do this is almost nil now. The most notable member of this house is "Sunshine" A masked woman of incredible musculature, feared by even the most proficient fighters. Their house colour is blue. Their patron Goddess is Tothra.
If a bodyguard is considered worth mentioning in a travel guide, she must be formidable indeed - P
· House Vul
Vul is war. Their sons are all highly ranked soldiers, their women battle hardened mages. Even the lowest members are craftsdrow who make fine weapons. Vul has no people in positions of power, but are a force which cannot be ignored. Their support would sway any political war one way or the other, and as such have more say that it would seem. Their house colour is pink and black. Their house goddess is Toluth.
Le Quartier Élevé (The raised Quarter)
The better off live here, old money homes and new money sit cheek to cheek, there is more room here. The river splits this quarter in two. The pit lies on one side of this quarter, where sacrifices are thrown. The high market is here. As is the low.
· Le Sanctuaire de l'Agonie Infinie (The Sanctuary of Eternal Agony)
A Temple of Lalth, men are often dominated sexually here, some women too. The priestesses take their job very seriously, and will deploy punishments for sins and offences. Of course, you may not consider what they do to be a punishment. They don't care.
· The Founder's Hall
A Fortress dedicated to Magical learning, said to be a maze of passages and stairs filled with magic and promise. Only the most gifted may learn here. It cannot be labelled on any map.
(Founders of WHAT, exactly I do not know)
· Le Puits des Sentences (The well of sentences)
This dark bottomless pit is where sinners, heretics and other criminals are thrown. Sacrifices are tossed and the hopeless may jump.
· La Dame Tendresse (The Gentle Lady)
an Inn with a basement tavern. It is off the market on the main square. Comfortable beds, good ales, warm fires, and an all female serving staff, which while it is unusual, and even scandalous, means the serving staff are also the bouncers. Run by Mistress Mantaan, renowned and rumoured to have the largest breasts in all the underdark.
· Tor de l'Éclipse (Tower of the Eclipse)
A wizards tower in the main square. No-one can enter.
· The High Market
It's physically higher than the Low Market.
· The Low Market
A darker, more dangerous market, the goods and services on offer may not be limited to what sits on the stall.
Le Quartier Submergé (Drowned Quarter)
A shore side area of poverty and under sea themes
Do not turn your back to strangers, nor dare walk the streets without arms or spell. Here is where you find the lowest of the low, the most envious and malicious creatures, be it Drow or something else.
· Tor du Voile Noir (Tower of the Black Veil)
a Dilapidated Wizard Tower, old and unmanaged, errant magic could singe the toes of the unwary foot.
· Tor de l'Esprit Sombre (Tower of the Dark Mind)
A college of Magic, specialising in the dark arts.
· House Dezynder
This house is considered strange and uncouth even by Drow. They dwell inside a subterranean volcano, and produce abominations. Such as the Hulking Aldo, a Drow bred with an UmberHulk it seems. Their serums can work wonders, but their experiments are foul and dark. Their colours are yellow and green. Their Goddess is Melatur.
· Sanctuaire de la Révélation Agonisante (The Temple of Agonizing Revelation)
A waterfront temple to Lalth, this temple features heavy themes of self discovery and also discovery in general. Also a fully featured dungeon.
Le Quartier Sinistre (The Dire Quarter)
Here the underdome is situated, here the tombs are kept. Here the surface farm is kept. The army trains here, there is a lovely garden, and the animal pens. The public access to the Cavernax is here.
· La Chapelle des Ténèbres Dansantes (The Chapel of Dancing Darkness)
Temple to Toluth, the war goddess. Priestesses also look out across the underdark from it's towers. And they watch you. Within these walls, and under them master fighters train, and may train others.
· The Underdome
Here games are held, here prisoners fight beasts and Drow. Cheer and scream! Are you not entertained?
· The Surface farms
An attempt to replicate surfacer farms, and grow crops they have little access to. It is of mixed success.
· The Beast Pens
These pens house some of our beasts, they are trained here.
· The Crypts
The dead who can afford it are kept within.
Other Locales
The Cavernax
An area of tunnels and chambers under the city, here the Umber Hulks are kept, and the Driders are housed. Some even live here, in the warrens.
Le Port de la Umber (Darkport)
A harbour, and such a harbour as to freeze the blood, cold and dangerous the ships that dock there bear sails that are not meant for any natural wind..
Le Feu Guide (The Guiding Fire)
A tower which burns with magic fire at it's top, to light the way home.
Temple of Tothra
Looking out over the undersea, the temple is fitted with large frescoes of exploration and statues of intimate sex and birth. These works are destroyed and new ones are built constantly.
La Cascade des Ombres (The Cascade of Shadows)
A huge waterfall, not directly from Darkfall, but it is fed by that same source.
Le Fleuve du Crépuscule (The River of Twilight)
A river which flows through the city, out onto The Deep
The Deep
A large underground sea. When undisturbed it settles into a flat mirror.
It is possible to get to the Dwarven underport of Gloomfathom Bay, but it is also possible to fall victim to the unknowable horrors which dwell within it's inky depths.
Goddesses and Culture
Melatur
Old Drow Goddess of War, Pain and Destruction for the purpose of renewal. A form of Ben-Ahdur and The Dark One. Worship of Melatur is not forbidden, but it is considered quaint and old fashioned.
Lolth (Lalth)
Drow Goddess of Pain, Mistress of the Bed Chamber and the Confessional. Purports the belief that only in the extremes of pain can the true self be revealed, Practitioners of faith believe that only torture can reveal 'true truth' even if there is no suspicion of a lie. Similarly one's true feelings and passions come out when in pain. Lolth does not grant boons, help or blessings. She grants worldly pleasures and boons to those who earn them.
Thulth (Toluth)
Drow Goddess of War, Mistress of Conquest, Rapine and the spoils of war. Practitioners believe that victory justifies all means, and the rewards therein are justly earned. She prizes arms skill and a daring or fearsome garb. Victory, conquest and rape are the ways to gain favour, blessings and submit petitions for aid. Adherents believe that suffering and torment strip away uselessness and hone one to a sharp edge.
Thoth (Tothra)
Drow Goddess of Renewal, sex and creation. Practitioners believe that destruction paves the way for new things, and is good, so long as it is followed by a new thing. They believe in invention, and exploration. Devotees of Thoth delight in making things, and destroying things. Many an adherent can be seen pondering a beautiful building, wondering what it would be like to bring it down, and what could be made in its place.
Drow goddesses all seem to involve the bedchamber, a most delightful and needful facet to their religion and life that all surface lands should embrace, I offer my services to explain this to the ladies of any township, except Hortence. -P
The City is ruled over by the Three High Priestesses, one for each of the prominent Drow deities, they have no official order, and are by tradition considered equal. Although High Priestess Heidna of Thulth is considered to be the most eminent and respected of the three informally. Indeed, even the Domina rarely gainsays her. In this, the Triumvirate Priestesses are actually led by her, if not officially. It is her word, her counsel that the Drow remain at peace which actually seems to be the primary reason raids to the surface, and even to the Dwarf cities have been reduced over the last hundred years. Indeed, Drow hostility is greatly reduced under her unofficial rule. The three women hold court in the Garden of Tears regularly, and oversee high justice. To the people, they are a more visible and recognisable rule than the Domina, as it is more likely they will have direct contact with them, although that contact is punitive, and not usually sought after.
Domina Casadaera is an impressive figure (The figure 8, to be exact), vital and powerful, she has no rivals, and no contenders for her throne. Should she die in office High Priestesses would oversee the selection of the next Domina, likely one of their own number. Heidna refused last time, which led to Casadaera being chosen as Domina. A fact many Drow remember still.
Despite the rigid order of things Drow hold dear, they believe in freedom, each house is free to run themselves as they see fit, to govern themselves as they will, so long as they do not cross the rulers, or rules. Each district is governed by its governess, the government of the Drow holds the reigns loose.
Titles
Drow set great store by titles, and stack them upon one another, it should not surprise the traveller to be introduced to Mistress Matron Mamon Cruelheart Such-and-Such, there are many but some of the more entertaining ones I have listed below;
· Matron/Matron Mother: The supreme female leader of a Drow noble house. This title carries immense power and authority.
· High Priestess: The highest-ranking priestess in a Drow community or temple. Often associated with religious and mystical leadership.
· Sorcerer-Lord/Sorceress-Mistress: Titles for Drow spell casters who wield considerable arcane power. The gender-specific variations reflect their prowess and status.
· Weaponmaster: A skilled warrior who has risen through combat and training. They command respect in the martial realm.
· Shadowblade: An elite assassin or rogue, recognized for their exceptional stealth and lethality. Lesser versions include Shadeedge, Darkstroke and Dimstab. (The last one may have been a jest, indeed diminutisation of a tile to a lesser can be either an insult or a jest. As I am sure "Princess poke" to be. -P )
· Archmage/Archmagus: Reserved for the most accomplished and powerful Drow spell casters, especially those who have mastered various schools of magic.
· Councilor: A Drow who serves as an advisor to the ruling matron or leader of a house, providing counsel on matters of politics and strategy.
· Mistress/Master of Chains: An enforcer of order, responsible for maintaining discipline and control within Drow society. Often connected to law enforcement and security.
· Spiderkeeper: A title given to individuals who oversee the breeding and management of spiders, which are highly valued creatures in Drow culture.
· Nobleblade: A title for Drow warriors who have proven themselves in battle and earned a place of honour among their people.
· Artificer-Lord/Lady: An expert in Drow craftsmanship and magical item creation. This title is associated with skilled artisans and enchanters.
· Cruelheart: A title that may be used to denote a Drow with a fearsome reputation, perhaps due to their cruelty or combat prowess.
· Bloodseer: Drow seers and diviners who have the ability to read the threads of fate and foresee events. Often consulted for guidance.
· Darkweaver: A Drow who excels in manipulating shadows and illusions, using their abilities for strategic advantage or subterfuge.
For example, take the example of Cruelheart, Warlash, BattleMistress, Mamon, Mistress of Chains, General Satoru deShade. The newer titles earned go later. To interpret, She is an arena champion of deadly virtue, A distinguished Soldier with several successful campaigns under her belt, A dedicated soldier who has attained rank for commander, a leader of her house, or co-leader directly under the Mistress, A Captain of the Guard responsible for ordering guards and seeing to law enforcement, One who has attained the highest tier of soldiery, commanding campaigns and battles, overseeing strategy. Her name is then the last, culminating the litany.
Let us take a prominent male. Warglass, Nobleheart, BattleMaster, Nobleblade, Weaponmaster, General, Pierre Fa'rya Arm of the Dark. The first Warglass, is a higher form of Warlash, and has replaced it, Drow do not stack titles of the same vein, except as a jest. So let us translate, A gifted or elite soldier who has served in the Bloodguard, An arena champion of honourable virtue, A distinguished soldier with several successful campaigns, One who has taken and survived a serious injury in order to protect his superiors from direct attack, A master of a certain kind of weapon and fighting, one who has attained the highest tier of soldiery, Then his name, and finally after his name the temporary title Arm of the Dark, meaning the supreme commander of the armies of the Drow. When he no longer fills this rank, it will move before his name.
It is important to note that if a male possesses a title of equal rank to a female title (not a male-only title such as Weaponmaster) it should be inferred he actually possesses more skill than the equivalent female. As males must prove themselves more to rise as high. Even so, males of equal rank are often still considered one step below the equal female, by custom. There is a notable exception to the Drow title conventions, that of Domina. Except on very formal occasions, the Domina is only ever introduced as simply Domina. However the current Domina's full title is Fateweaver, Farstrider, Darkweaver, Lightbearer, Matron Mother, Exemplar, Most High, Anointed of the Dark, Priestess Most High, Umbral Magnificence, Her Eminence Domina Casadaera, The Watcher of the Crystal, the Heart of the Drow, Empress of the Night Below
Customs
Vuxallizax is a town of 4 districts, like the four chambers of a heart. Customs become more lax as you descend the quarters. But this does not mean they can be ignored.
Le Quartier Exalté
· In the Exalted quarter, it is custom, and law to carry a light with you whenever you move about. The light shows you hide nothing and go with intent. But if the light is too bright, it is offensive.
· It is poor form to double back, change direction rapidly or return part way through a trip. It shows ill thought, poor thought, lack of proper planning and indecisiveness. A Drow would rather finish the journey, and make a separate trip back if she forgot something, rather than commit the faux pas of turning around part way.
· Often if something is dropped in the exalted quarter, the dropped item will be ignored by the one who dropped it, leaving it to a companion to retrieve and be returned later, in private.
· It is considered polite to ignore things dropped by others, as if it had not happened, if one was to point it out, it would shame the one who dropped the item.
· Phrases similar to "Perhaps I should come with you, to help you carry your possessions" is a careful implication that someone might drop something. It is used exclusively to imply they should not be trusted to "Carry a secret" that they are not trusted fully. Any offer to help someone with their items is considered such.
Le Quartier Élevé
· In the Elevated quarter, it is considered poor form to gather mid-street to converse, conversing and gathering is best done at corners. Merchants and vendors are the exception.
· It is common for young couples to walk in the extensive gardens together, but they should take care to not ever walk an identical route. If they do it implies their union would be uncaring, or improper.
· A male may not meet the eyes of a female he is not related to, to do so without being guided to do so, or instructed to do so, is improper, and reacted to as though he had touched her inappropriately, it is usually met with violence, sometimes death.
· Strangely, the above is not true IF the female is a merchant, if you are negotiating with a female in any way, or if you have reached an agreement. You may always look a female in the eye IF she is an inn keep, tavern owner or priestess performing services.
· "You May Meet My Gaze" does not literally mean exactly that, although it does grant permission, it announces to those present that the male in question is taken, and possessed by the woman who uttered it. This does not imply literal slavery, but does lay claim to his ... body for a while. Some women have fought over a male, but it is rare.
Le Quartier Submergé
· In the Drowned Quarter it is common to cover ones head with a hood, or the lower face with a scarf or mask.
· The area nearest The Deep is often referred to as The Damp.
· Drawn weapons are considered good manners here, unlike other areas, a drawn, but not readied, weapon says "I am prepared, and I consider you may be a threat." Which is complimentary. However:-
· A readied weapon is a challenge and an insult.
· "Put Up Your Blade" is a common phrase meaning to put away or put down your weapon, even if it is blunt. It is usually used by tavern owners, merchants or guards.
· While a bared blade is a sign of respect, walking around with bared weapons for no reason makes one appear foolish. It is also possible to use it variably, baring a quarter inch of steel before putting it back away can be a sign of wariness, but recognising a friend. Sometimes friends will draw their blades, and place them beside one another on the table between them, whilst drinking.
· When doing the above, swords are placed tip to hilt beside one another in the middle of the table, the two drinkers will take the farthest mug at first, and drink, but then place it closer to them ever after. It is important the swords do not touch, and must be retrieved without touching when drinking is done.
· Friends often sit across tables from one another, not beside. Unless it is a larger gathering of 3 or more.
· Unlike the Elevated quarter, failing to meet a female's eyes here can lead to violence. It's situational.
General
· In all sections of the city if you turn a mug or tankard handle away from you, it means "Refill my drink" Once a server has done so, immediately turning the handle back towards you means "Thank you" or some Drow equivalent.
· If a table has a light on it, usually a glowing crystal, dimming or extinguishing it means "Do not approach" But this is not often done, as it is a signal of suspicious behaviour.
· If a table has no light, asking for one is not advised, as it means "I have nothing to hide" which really means "I am hiding all of the things you want to know, assassinate me in the alley outside for secrets and wealth" or so it seems.
· It is customary to pay priestesses for their services, you must determine what to pay, they will judge you on how accurate the payment is. Low or insufficient payment may result in refusal later, or slow services. Too high may result in similar treatment. Money is to be folded into a parchment envelope, or in some cases, left on the bedside table (Or tableside bed.)
· Surfacer Clerics should not seek to enforce their God's will locally, it is considered rude at best, espionage at worst.
· It is very important you remember that ANYONE may enter the arena as a gladiator (Leaving is optional, Leaving Alive that is), and may demand this at any time. Why? Winning Arena fights gains one a certain credit, an ephemeral currency which may count in your favour if facing punishments. The punishment is likely to become less if you are a winner at the arena. Many condemned have asked for the arena facing a bad punishment. Of course, sometimes despite this Heidna will refuse, and somehow this is acceptable too.
· Servants of important people do not usually speak with their voice, or command obedience in lieu of that important person. There are some exceptions, but those exceptions will carry a token from their mistress to indicate such, usually a ring or warrant. There is no shame in demanding proof of this.
Notable Persons
· Domina Casadaera - The ruler of the Drow, from house deShade. She has initiated unprecedented military build up, and increased patrols in the Underdark recently. In a time where the High Priestesses command restraint, Casadaera has built a large army,
· High Priestess Heidna of Thulth - an older woman, although what that even means to an Elf-kind I cannot say. She preaches peace, stability and preparedness, unusual as her goddess governs war. Her calm and rational voice is the only brake on Drow aggression. She comes from House Fa'rya originally.
· High Priestess Velka of Thoth - a younger priestess to reach this height. She hails from House deShade.
· High Priestess Seylene of Lolth - Stern and cold, known for short declarative speeches, harsh punishments and encyclopaedic knowledge of "What's Right."
· Vincente Noirevent (Vincent Blackwind) - Vinny Blaks is a magister, a male one which is uncommon. He and his students are contracted to assist the army, and thus enjoy high status here.
· Isabelle Serpentenoire (Isabella Serpentine) - A Sorceress of unusual skill and cruelty. One of the four Founders. She espouses that magic flows better through pure blood, and that those of lesser purity should be purged. She is a mistress of the Dark Arts.
· Maxime Ombrechasse - Another Founder, a mage who specialises in Enhancement, alteration and enchantment. She espouses that courage and bravery compensate for any lack of privilege.
· Gabrielle Sanglune (Gabrielle Bloodmoon) - A third Founder, Of the Bloodmoon school, which is a translation of her last name. Prizes knowledge of any kind, learning and wisdom.
· Lucien Lacroix (Lucien Crossbow) - Common born, but has risen to great heights. A skilled, some say peerless archer. Is also a weapons merchant.
· Genevieve Étoileombre (Geneviève Starshadow) - A Captain of great renown, an explorer and merchant captain. She is known for taking several ships out on to the Deep and returning with great wealth.
· Alexandre CœurdeSang (Alexandre Heartsblood) - The fourth and final Founder, considered to be very skilled with lesser magics and difficult to learn potions..
· Satoru deShade - From the ruling house, a 1 band general and commander of the local guard. Proud, confidant. Quick to anger, quick to forget. Avoid.
· Julien deShade - Julien is a prominent soldier and gladiator, he would be the greatest fighting man of his generation, if it was not for-
· Pierre Fa'rya - 4 band General and actually highest ranked commander in the army, an unparalleled genius of Drow combat. Charming, it is said, though I see it not.
· Brigette Fa'rya - ambitious Priestess, some say she plots a coup against deShade. Of course, that can not be true, for that would land her dead, and she is not. But they do still whisper it.
· Sunshine - the mutant Drow of leDesma who is sworn Bodyguard to Brigette Fa'rya. She is feared by most Drow, others are disgusted by her. She wears a mask, and little else.
· Aldo deZynder - Speaking of mutant bodyguards, this product of deZynder's bizarre chiromancy they say.
Other Houses
Of course there are many other houses of nobility and lesser, I know not all of them, but some can be spoken of with some authority.
House D'Aubigny - This house has ties to the ships which sail off to raid and explore. They hold land in the Drowned Quarter.
House LaRoux - For some reason, Drow of the city will not discuss this house openly. They do not react with violence, but will not discuss it. I was able to find their colours Salmon pink and Silver Grey. Strange no manse holds this banner.
House Durand - Headed by a male (!) Lord Durand of House Durand is a two band general in retirement, as he was injured.