Drow Citystates

The mountains around the Drow rise high around the coasts, with both volcanic and sea activity causing a blanket of ash and mist that floats above the numerous mountain ranges letting them live without the bother of intense sunlight.
The city states are at a constant struggle, with the patches of inhospitable land ironically being where the great cloud is thinnest and allows sunlight through that would be detrimental to the native inhabitants.
The most sought after point is of course the Peninsula access, as this allows actual trade with the nations beyond the great cloud. Whoever controls this part of the nation has a stronghold over the other ones, and it's the subject of great political intrigue and war.
== History ==
This region has historically been underdeveloped. Neither the Western Elf Empire or the various iterations of the Azan Empire cared for the climate despite its great mineral wealth.
However, during the time of the Eighth Azan Dynasty, a number of dwarven kingdoms sprung up here, mining gold, metals, and gems with a vigor that previous inhabitants lacked. This wealth drew the attention of the drow, who had been arriving in small waves from other dimensions for generations.
A charismatic queen convinced many of the western drow to combine into one great confederacy, and seize control of the western surface lands. Although they sacked the dwarven kingdoms and many Azan holdings, they ultimately feel into bickering, and for the past millennium, their borders have remained relatively unchanged.
Every century or so, a number of city-states will unify and try and expand their borders. But the drow dislike the sun so new territories are generally assigned to incompetent leaders and substandard troops. After a few decades, such new territories either get abandoned or overthrown. 
== Government ==
The Drow City-States contain a number of distinct cultures, so it is impossible to generalize their governance. However, almost all are autocratic, many are theocracies or at least contain strong theocratic elements, and more than a few are matriarchal. 
There are about two dozen cities of varying sizes, and a number of smaller communities. Most cities are self-ruled but supported by a number of outlying settlements. At any given time though, at least half the cities are either dominated or in a strong alliance with at least one other city, and drow rarely fight each other when they perceive an outside threat, so the region is more stable than it looks.
== Economy ==
Drow City-States are self-sufficient, but use their vast mineral wealth to buy luxuries and novelties from the outside world they can acquire via raids and conquest.
Gold, gems, and enchanted goods are traded for trendy food items, exotic slaves, poisons, and strange narcotics.
Slaves of the drow grow mushrooms on farms, and harvest fish, eels, and giant bugs from underground pools, but the drow prefer more variety, so human lands are sometimes conquered or subverted to provide a cheap supply of grains, fruits, vegetables, and meat for drow of all social classes.
== Foreign Relations ==
=== Calcabra, Bumi, and Calcrabian Mountain Hobbits ===
Avowed enemies of the drow, the drow dislike their moralizing and consider them preferred targets.
=== Azan ===
The drow have fought many wars with different iterations of the Azan Empire, but have some respect for the self-serving scheming of the elite. This also applies to Hithlone and Terusia, who the Drow see as little different from Azan. The drow control extensive drug and slave trading networks in these nations via proxies.
=== The Triarchy, Moreelese, Scarred Phantoms, and Kinnog ===
The drow mostly leave these areas alone as they have extensive ties to drug, assassin, and slaving cartels here. The Scarred Phantoms and the Harpy’s Eyes in particular are useful for work the drow don’t want to do themselves.
=== Red Lotus Congregation ===
A frequent target for slave raids in recent times, as their phenotype as become trendy for pet slaves in several drow cities. 
=== Orc’iere and Sea Elven City-States ===
Although the drow rarely directly raid these areas, they are popular sources of slaves via intermediaries. “Good drow” from the Sea Elven City-States catch a particularly high price.
=== Arangea and the Isle of Wizards ===
The drow frequently war against both these nations, but secretly respect their magic. Secret discussions between powerful magic users of these nations on scholarly and philosophical matters sometimes occur.
=== Last Remnant Communities ===
Formerly a part of the Azan Empire, this region agreed to pay tribute to the drow during the last major war, and have never really stopped, making them a de facto vassal state of several drow cities. 
== Geography ==
The central parts of the region are a maze of volcanoes, sulphur ponds, and ash lands, constantly shrouded in clouds of volcanic ash. Due to the lack of sunlight, the areas away from volcanic activity can be surprisingly cold, though most drow cities are near volcanoes or are magically heated.
Along the coastlines, broken rock formations, salt marsh, scrub jungle, small meadows, and strange mushroom forests dominate. The ash clouds are thinner here, but ocean mists and storms help ensure full sunlight is rare.
Much of the actual mining, agriculture, and habitation occurs underground, in a massive network of volcanic and artificial caves, only fortifications and outposts are found on the surface, with a few exceptions.
== Places of Interest ==
Aleanval – This small drow city of Spider Goddess worshippers has long been an irritant to efforts by Azan to expand westward in recent centuries. Its inhabitants are skilled mountain raiders, and the city itself is deep beneath the surface, far from retribution. 
Amrurinth – Once the mightiest of the dwarven kingdoms, it is now home to a massive drow city loyal to the Volcano God. It forges are legendary, and its might cows several nearby drow cities to loyalty. It was once the seat of power of the drow queen (and later empress) who united the drow of the western underdark against the dwarves in order to steal their wealth and established holdings on the surface. Although she was later assassinated by unknown parties, her successors still occasionally try to unite the drow city-states and expand the surface holdings. 
Aranhrimo – A mid-sized but lacklustre drow city that follows the Poet God, Star Goddess, Spider Queen, Cog God, and Moon Goddess. It is mostly known for its relatively light-handed rule of the “Remnant” communities, which provide them with abundant food. 
Ben’zo’varr - Moderate sized drow city loyal to the Spider Queen, last rulers of the Cornfloor Peninsula before they decided maintaining a presence there was not economical.
Boirti’O (The Chambers of the Lustrous) – The Caves of Boirti’O, also called the Chambers of the Lustrous, are a massive cavernous system, famous due to being one of the only places where one can reliably find Crystalid Destroyers. The cave was first discovered in 2.181 ABE by drow prospectors, who first thought it would be a great source of mineral wealth, but due to the political instability at the time, they were denied the resources and manpower to do so. The cave became a local attraction, explored by both speleologists, treasure hunters and even religious pilgrims that linked this cave to the birth of an azanese saint. The cave houses many branch leading into various chambers filled with either crystal structures or volcanic rocks like granite. But the main route leading straight to the deepest region is a constantly widening cavity many describe as “an underground three and the chambers being its fruits”. Some of the caverns contain geodes while others have accumulated pockets of water, which can for small waterfalls and stalactites. At the deepest part of the cave, one can find the main chamber, a massive area covered with crystal pillars all around. It contains immense wealth worth in the most exotic and rare minerals the world has ever known, but it is also the place where the Crystalid Destroyers live, making it an incredibly dangerous area. Outside of the crystalid destroyers themselves, there are other crystalline entities that can end up attacking any being made out of flesh that ends up exploring the caves.
The dangers of the deepest cavern combined with the potential riches have resulted in the “Ritual of Liberation”, a yearly slave mining experiment organized by the local nobility. They will bring 81 slaves and 9 willing chosen to lead them for a "gift for salvation" to the main chambers, with the objective of getting as many riches as possible and then come out back alive. The nobles will then bet about who survives or dies, and who will bring more riches. Survival is rare, but when it happens, the chosen will be given a boon, often their freedom and part of the profits if they are slaves or some other demand if they are free.
Bori’bir-sii – This large drow city was badly damaged by volcanic activity two centuries ago, and as a result, some inhabitants are converting to the Ash Goddess or the Cog God.
Buru’dus’sii – This large drow city is home to militant followers of the Volcano God. Like many such cities, it is built around a cluster of live volcanoes. It has several forts near the border and frequently raids north.
Burundugnus Hall – This mid-sized dwarven city was once worked by slaves of the drow following the invasion, but was later abandoned and sealed off once it was deemed no longer profitable.
Cave of Clams – This large ocean cave is full of giant clams. Unfortunately the narrow and winding cave entrance, and powerful waves and tides make it almost impossible to reach.
Chaszaufein – This medium sized drow city is more interested in magic than religion, though the Volcano God, Spider Goddess, Cog God, and Poet God all have reasonable numbers of worshippers here. Has long had an interest in Boirti’O. Generally allied with Amrurinth.
Claddghym – Once said to have been among the mightiest dwarf fortresses in the world, it was seized by drow following the Spider Goddess, but later bullied into becoming a vassal of Shaulsyyn.
Da Wet Caves - A network of hundreds of kilometers of natural limestone caves, cenotes, and lava tubes, some of which are partially filled with sea water. The cave goblins here have become overpopulated, causing some to raid the surface dwellers or goblins in other cave networks. 
Dhalmass – This large drow city of followers of the Spider Goddess and the Succubi Queen is known for its oceanic raids. Like many drow coastal cities, it is built in the ruins of an old dwarf coastal fort.
Duskraen – Small drow city notorious for its piratical slavers. Worship the Spider Goddess, the Succubi Queen, the Sea Slug God, the Poet God, but most of all coin. The city is near the surface, and connected to the ocean by several winding tunnels, which have proved unassailable on many occasions.
Endless Abyss – This seemingly natural cave is immensely deep. Some say those who fall in it will keep falling until they reach the other side of the stairs, and keep falling into the celestial realms.
Endless Crypt - This massive tomb network from a now forgotten culture contains tens of thousands of bodies on slabs, shallow pools, and nooks carved into the tunnel walls. They are unusually well preserved despite the jungle climate and presence of vermin, no one knows how.
Gold Flagon Mine – This medium sized dwarf mine was overrun by Malaglyn a millennia ago. It was occasionally garrisoned by drow afterwards, but for the past few centuries has been empty except for the small band of dwarves, goblins, or pirates that occupy it once in a while.
Gordungus Hall – This large dwarf mining complex was abandoned for unknown reasons prior to the drow invasion.
Great Morigrad - This massive coastal fort was once the capital of Kinnog back when it was a dwarven kingdom. Several large sea caves were expanded and fortified to form a large, partially enclosed harbor, while mines and vaults extend nearly a kilometer below the surface. It has occasionally been partially occupied since the fall of Kinnog, particularly by drow, but these days, infestations block the main entrances, while some of the lesser entrance ways are used by smugglers and bandits.
Gruldrugar Hall – This small dwarf hold is only noteworthy as it is near the drow border and is therefore often occupied by drow warbands.
Hammerpike Hall – This lesser known dwarven kingdom was taken by Mizzrion’lyr, but then left alone after Mizzrion’lyr’s fall. It is home to an odd mix of former slaves scrapping by foraging and mushroom farming, as well as a few Ashlander drow, the only ones able to reach it from the surface.
Helviiryn – A small Spider Goddess worshipping drow city that got in a fight with Buru’dus’sii and was destroyed.
Hillguard – This massive dwarf fortress was built during the many wars between the Azan/Dragon Empire, and the First Elven/Western Elven Empire. It was abandoned once it outlived its purpose, but is occasionally reoccupied during more recent fights between the drow and Azan. 
Ienenim – This odd drow city has an unusually large surface component. Drow here follow the Ash Goddess and the Moon Goddess. It is surrounded by ashlands, and has no underground links to other cities, making it surprisingly remote.
Ir’as’dida – This small drow city loyal to the Spider Queen was overrun by succubus worshippers from Malaglyn not long after the Drow Confederacy dissolved. It is unusually deep and few surface dwellers are even aware it exists.
Kingdom of Onyxtoe – Once one of the wealthiest of the dwarven kingdoms, known for its rich gem and gold deposits, it is now operated by slaves working for Amrurinth and Chaszaufein.
Kingdom of the Shadowbraids – This dwarven kingdom was once seen as cursed, but during the drow invasion it held firm, and was once of the last to be defeated, resulting in a largely successful evacuation by sea. Its massive fortified harbor is now home to harpy nests.
Kuri’tas-Sii - One of several drow cities that worship Infernus, the Volcano God. Known for its fire magic and proficiency commanding fire demons.
Lair of the Pirate King – This massive sea cave was greatly expanded by man-made tunnels and rooms by a series of “pirate kings” who preyed on ships during the peak of the Azan-Drow fighting. It has been considered cursed and avoided by all but the most reckless for centuries now despite its strategic location and rumored treasure.
Lueltoavae – This small drow city once worshipped the God of Cogs, but was mistaken for a raiding city and overrun by soldiers from Calcabra.
Malaglyn – This large drow city loyal to the succubus queen was a blight on the Kinnog region for centuries. Its drow, demons, slaves and other inhabitants mysteriously disappeared five centuries ago. Large groups that enter report it is empty and picked clean of anything of value, but some smaller groups find great riches, other small groups disappear without a trace.
Mer’itas’sii - This Spider Goddess worshipping drow city is partially located beneath a large surface lake that slowly drains into the crevasses beneath it via tall waterfalls, some hundreds of meters tall. The underground lakes and ponds in the area are warmed by nearby volcanic activity. 
Mizzrion’lyr – This medium sized drow city of Spider Goddess worshippers was wiped out by unknown means.
Moraler – This small drow city is built within a massive dwarven coastal fort. It was once meant to help Shaulsyyn maintain control over Moreelse region, but was abandoned during the Moreelse rebellion, then reoccupied by shady exiles from several drow cities. The Hydra’s Eyes sometimes do business here. 
Noquviir – Small drow city built into a mountain side that was once a dwarf hold (destroyed), then a Cog God stronghold (destroyed), is now home to followers of the Ash Goddess, but are strongly affiliated with Amrurinth (out of fear).
Nylo’Cormrune – Small drow city that worships the Spider Goddess and the Moon Goddess, a rarity as usually they don’t get along. Even stranger is some sea elves and drow followers of the Sea Slug God live here. Nylo-Cormrune is mostly underground, but a massive canyon created by a river leading to the ocean splits it in half.
Rilynund – One of the earliest drow cities, established long before the Second Elven Empire, its inhabitants migrated north and intermingled with the sea elves. The vast network of sea caves that once connected it to the ocean are now home to merfolk.
Sea of Stars – This vast sea cave is filled with bioluminescent creatures both near the surface, and along the cave falls, that create the illusion of being in outer space. Unfortunately proximity to Aleanval makes enjoying this experience difficult.
Shaulsyyn – A large drow city built in an old dwarf ruin, it tends to be more interested in commerce than religious fanaticism. The Poet God, Star Goddess, and Succubi Queen are most popular here. It controls many plantations along the coast worked by slaves.
Sinbreena – This large city follows both the Queen of Spiders and the Queen of Succubi, a recipe for constant infighting. Unfortunately, its large size means there are often troops left over for slave raids to the north.
Skargil Mines – These dwarven mines were initially massively profitable, but were played out and abandoned before the drow invaders even arrived.
Solen’Naerth – This medium sized drow city once worshipped the God of Cogs, but destroyed itself in an unknown catastrophe.
Tlintarn – This medium sized drow city is near the surface and is built around several sea caves. It worships the Moon Goddess, the Poet God, the Sea Slug God, and the Star Goddess among others. It is one of the few drow cities friendly with surface folk and is an important trade hub. It sometimes wars with Sinbreena. Its massive lighthouses are renowned in the region.
Vadyoni – This small drow city mostly follows the Sea Slug God. They rarely raid, but often visit coastal shrines near the Land of Storms, which they view as holy. One of the few drow cities where inhabitants have adjusted partially to surface life and often fish during cloudy days, or farm and forage in densely forested or otherwise shady areas.
Witch’s Cauldron – This massive circular underground lake is well above sea level, inside a small mountain. Large tunnels allow excess water to drain down the west side of the mountain, ultimately connecting to the Nylo’Cormrune River.
Woldbranch Holds – This cluster of small dwarf holds is one of the oldest dwarf nations on the Scimitarian Peninsula, dating back to the First Elven Empire, though they changed their loyalties quickly, as the Azan/Dragon Empire had long been a friend to the dwarves even before they granted them mining rights and subsurface sovereignty on the Scimitarian Peninsula. They were largely abandoned by the time of the drow invasion.
Yauntin – This small drow city is home to coastal raiders who worship the many gods including the Sea Slug God, Poet God, Succubi Queen, and Spider Queen. The matriarchal house structure favored by many drow is absent here in favor of ever shifting raider captain alliances. 
Yon’Despett – This small drow city is a vassal of Shaulsyyn, and has a similar culture and economy, except less wealthy.
Yril’Lysune – This ancient but small drow city is home to followers of the Moon Goddess with a shady past. They are mostly isolationist these days.
Zarravriin – This small drow city was one of the few in the region prior to the invasion of the dwarves by the drow who formed the Second Elven Empire. They worshipped the Moon Goddess. They were once an important member of the First Elven Empire, but were conquered three times, by Azan, by the dwarves, and later by the Second Elven Empire, who enslaved and dispersed the inhabitants.
== Demographics ==
Drow are the dominant race, but not the majority. Often vain and cruel, they tend to see other races as draft animals and playthings, doing much of the work the drow are unwilling to do themselves. There are several distinct cultures, defined by a mix of religion, geography, and origin. Some of the more distinct groups include the nomadic ashlanders, the sadistic Lolthites, and the fanatical lava clans.
=== Labor Slaves ===
Long time slaves of the drow, they have been bred and altered for obedience, stamina, durability, and longevity. Mostly humans and dwarves from the original conquest, but orcs, bugbear, ogres, and other large creatures are valued for their size.
=== Pet Slaves ===
Recent acquisitions, usually second or third generation at most, and often freshly captured. Generally chosen for looks or their exotic nature. Sea elves, half-elves, “good drow”, humans of regionally rare phenotypes, and brownies are all currently popular.
=== Freemen ===
Some non-drow do manage to make a living in the City-States without being slaves, though they are almost never high status. Mostly humans, half-drow, goblins, orcs, ogres, and stripped drow (drow with primal elf lineage).
=== Extraplanar Beings ===
Summoned by religious spellcasters as advisors, servants, or champions. Depending on the religion could include succubi, fire demons, or yochlol.
== Religion ==
Several different religions, gods, and pantheons are worshipped among the city states. Some of the most prominent include Lolth, Vivec, Gogotha the Succubus Queen, and Infernus the Volcano. Sometimes rival religions manage to co-exist in a city, and even get along, but most cities have a state religion, based around one pantheon or a single god or goddess.
=== The Drow Gods ===
Spider Goddess – Lolth, but known by other names as well. Fond of spiders, cruelty, manipulation, and immoral behavior.
Succubi Queen/Succubus Goddess – Gogothi, same goddess followed by the witch-elves among others, but drow worshippers rarely get along with non-drow worshippers. Sadistic, reckless, endlessly lustful.
Volcano God – Infernus – likely related to other similar gods worshipped by humans and others. Worshippers tend to be militant minded, imperialist, and fond of playing with dangerous magic.
Ash Goddess – Has no other name. Wild and unpredictable, as are her followers. Mostly followed by ashlanders and the fey of the ashlands. Is likely a Faerie Lord.
Moon Goddess – Eili, goddess of harmony and music. As been around for a while and is worshipped by fey elsewhere, so is likely a Faerie Lord. Doesn’t get along well with most other Drow Gods.
Poet God – Vivec/Gilgam – Subject of countless myths and legends, the morals of which are ambiguous. Popular with semi-honorable warriors, merchants, adventures, poets, artists, and the self-important. Worshippers mostly found in the southeast, but some in the west as well.
Star Goddess – Azra – worshipped mostly by the drow of the southeast, but a few are found in the west as well. Goddess of family and clan loyalties.
Sea Slug God – Caijin, mostly followed by sea elves, but has some drow followers as well.
Cog God – Has no other name. Few remaining worshippers. God of innovation and invention.
== Military ==
Drow fighters are legendary skirmishers and night fighters, but will fight in highly skilled formations if needed. Each city has its own distinct spellcasting preferences, dependent on what their religion supports, and how much they use secular spellcasters.
One city may rely heavily on fire magic and summoned fire demons, another on succubi and mind addling spells, and another on stealth and ash magic.
Category:Nations
Category:Scimitarian
Category:Pages in need of revision