THE COVENANT OF THE UNDERDARK

INTRODUCTION

OVERVIEW

Dedicated to immersive role-playing experiences, this faction specializes in Drow-centric political and conflict narratives, catering to denizens of both the Underdark and the surface. Embracing the inherent intrigue and antagonism of Drow affiliation; participants have the chance to weave intricate storylines, form essential alliances to pursue long-term goals, and delve into commerce driven by trade.

BACKGROUND


Origin: Established in 1485 DR by House Xorlarrin, the Drow City of Xor'loriss became a stronghold. House Xorlarrin, having forfeited control of the Gauntlgrym forge, joined forces with House Baenre in besieging the city of Nesme alongside the Kingdom of Many Arrows. Despite their combined efforts, Nesme was ultimately lost, compelling House Xorlarrin to withdraw and concentrate on recovery within Xor'loriss.

Culture: Once a prestigious Drow house, their name carried considerable weight in Menzoberranzan. Renowned for being among the most formidable magical lineages, they boasted a legacy of producing strong wizards and individuals with a knack for the arcane arts. Whose esteem extended to those proficient in both combat and magic, as well as skilled craftsmen. Their overarching goal is the cultivation of greatness, all dedicated to advancing the cause of the Covenant.

Recent Events; Ultimately, the remnants of House Xorlarrin within Xor'loriss failed to recover from the War of the Silver Marches, finding themselves consumed by the houses which flocked to its bastion. The ongoing conflict and power struggle of the city saw it undergo a heavy amount of transitions of power. Leading to a regime of House Baenre taking control, to that too ultimately falling to insurrectionists having long since planted their roots. Now, the remnants of the Covenant have been warped into a radical collection of organized militant insurgents, following the dogma of Vhaeraunites.

GOALS



City of Shadows: With the male uprising within Xor'loriss having overthrown the Baenre authority and smothered the last of House Xorlarrin's power; the city has undergone a drastic change in its identity. Yet its goals have remained rather parallel to its first iteration. Xor'loriss, now known as Veldrin'oth, no longer serves Lolth. The remnants of the city have sunken into obfuscation from the Weaver's gaze, and now openly venerates Vhaeraun and their numerous allies. In a way; Veldrin'oth has succeeded in Xorlarrin's previous goal in removing itself from Baenre rule completely.

Conversion: Having won the conviction of the downtrodden of Xor'loriss, the Covenant now seeks to convert many more to its views of supremacy and unity under a proper guiding hand. Many a life were lost during the riots to take the city, thus their numbers need replenishing. The doctrines of Vhaeraunite extremists promotes equilibrium between men and women of the Drow. As well as the intent to lead the Elven races of the surface into following Drow rule, whether willful or otherwise. The Covenant intends to find allies among its Elven cousins, though this conversion does not take their autonomy into account. The Covenant hopes to bring the Drow of the region into a harmonic force where possible, but ultimately seeks the same of all Elves, drastically contrasting to the original Lolthite hate towards surface Elves.

Conquest: While House Xorlarrin were content to reside beneath the surface and congregate power, the Covenant which emerges from the ashes of their downfall is hardly so satisfied. Following Vhaeraunite belief, the Covenant has intents to conquer the Savage Frontier and take claim over the surface therein. Conflict is rife between this faction and those whom dwell under the sun. While the Covenant's predecessor and founding house launched raids for resources and slaves upon the region; the new shadow of the Covenant intends to take much more than that. Insistent upon making a menagerie of allies whom serve the dark powers and subjugating those who would refuse their supremacy.

Commerce: In the expansive realm of the Underdark, residents within its intricate underground network have abundant access to valuable metals and minerals. For the successful realization of the city and its new doctrine, the Covenant strives to form a collaborative alliance with as many Underdark Drow and denizens as it can, ensuring the plans for their other goals flows smoothly.

STRUCTURE


The hierarchy of the city is based on Noble Drow Houses. A new city means a council of the houses within. The Matron/Patron of their Noble House/Court makes up the figure heads of the council. They appoint the below ranks to those competent and deserving.

RANKS

Lolth's Chosen Matron Quenthel Baenre (NPC)

‒ CITY COUNCIL
  • Night Talon
    Considered the highest ranking official within the city of Veldrin'oth.

  • Councilor
    Members of the Matron Mother's ruling council, responsible for the keeping of laws and the administration of Xor'loriss.

‒ ADVISORS
  • Emissary*
    A diplomat and liason to the city council. They have power to delegate to all lower rank individuals.

  • Archmage
    A mage of unquestionable talent. Their purview includes warding the city, protection against the magical in nature, and keeping of the archive.

  • Mistress / Master of Secrets
    The official in charge of espionage, assassin ranks, investigations for the city, and covert ops.

  • High Priests / Priestesses
    Those who have shown exceptional knowledge and devotion to guide the city in rituals, and other religious aspects.

‒ SPECIAL
  • House Leader
    House Leader is a recognition of the leader of large and respected Houses within the Covenant. This rank is earned through RP and bestowed through confirmation of 5+ house membership in a ticket.

  • Priests / Priestesses
    Versed in their respective church and that of the Dark Seldarine, Priestesses of Xor'loriss serve as assistants under those of the High Priestess Rank.

‒ MILITARY
  • First Sword
    Noted to be the strongest melee fighter, and the military lead for the city. They are considered to be of the Advisor Rank.

  • Militia Captain*
    All who hold this rank are considered to be Unit Commanders, reporting to the Weaponsmaster, and are in charge of their own regime.

  • Elite Militia*
    These are martial soldiers that make up the bulk of military strength. A squadron fall under a Guard Captain.

  • House Mages*
    Studying under the Archmage, they are mages who are conscripted to guard and fight within the city military. They report to their Guard Captain.

  • Militants*
    Conscripted guards and military bulk for the city. They are posted amongst the city gates and walls. They report to their Guard Captain.

  • Agents*
  NOTE: Ranks with asterisks may be filled by non-drow characters. However, they are expected to still pay respect onto Drow ranks below or equal to them. The Drow are still ultimately the ruling class, those not of such race should consider these ranks more as responsibilities.   Ranks only have authority upon those below their bracket. If another rank is upon the same bracket as another, they are considered equals upon the hierarchy regarding things such as granting directives.
 

PLAYER ACTIVITIES

Negotiation and Alliance Building: Conducting diplomatic negotiations to form alliances and peaceful coexistence agreements. This is as important for surface alliances, as it is in the Underdark.

Trade Missions: Organizing and protecting trade caravans to bolster the city’s economy. For those that are not battle aligned. Especially important for trades to the surface.

Conflict: Battle with those on the surface, or even within the Underdark. Training spars with those of the Underdark, and planned large scale conflict or combat with Surface Protagonist groups.

Patrols: Keeping hold of the territory of the Underdark, surveying and capturing. The Underdark is a dangerous place and we have no desire for spies.  

CHALLENGES

Status Quo: Maintaining a collective relationship of those all within the city to keep them all under the guidance of The Council, and specifically Vhaeraunite ideology.

Economy: Finding those willing to trade and form meaningful commercial alliances.

Culture: Establishing those of the Covenant outside of the purview of Menzoberranzan, and challenging the traditionalist Drow societal norms.

SOCIETY

View laws and punishments on the Veldrin'oth page.  
 

ROLEPLAY GUIDE


Accepted Races:
Drow, Elves, Half Elves

Tolerated Races:
Duergar, Minotaurs, Ogres, Trolls, Fomorians, Yuan-ti

Persecuted Races:
Orcs, Half-orcs, Dwarves, Humans, Dragonborn, Goliaths, Planetouched, Goblinoids, Gnomes, Halfings

Hostile Races:
Mind Flayers, Vampires, Werewolves

Culture

Abolished Tradition
Veldrin'oth flies in the face of traditional Lolthite values for a Drow society. It pivots from a matriarchal hierarchy, favouring instead equalist values and the belief in a meritocracy. Stepping away from theocratic clutches, though not entirely. While the city still holds a heavy influence of Vhaeraunism, it is not exclusive to being apart of its leadership, as the faiths of Veldrin'oth are multiple, rather than that of a singular, overarching entity. Prestige and power within Veldrin'oth is not obtained through nepotistic routes nor through the ranks of a clergy. While these are still elements of power, the greater contributor to one's rise in such a city is favoured heavily upon one's contribution to its cause and merits therein.   Equalist Agenda
Contrastly to Lolthite values; Veldrin'oth holds no weight to one's given gender. Such qualities do not define one's place within the Covenant, but rather their contributions to its cause. While racial profiles are still held as an extreme, the Covenant seeks to uplift its males to the same standard of respect as its women, provided of course they are of Ilythiiri blood. While these Drow would consider themselves equalists, their supremist views are still very much intact, withholding key places of power for their ancestry exclusively. The Covenant will not tolerate mistreatment of its male populace. The prejudice to its males must come from adequate critique of their performance. The Covenant expects all of its members to contribute to its cause. And while it will defend its men vehemently, that same dignity paid to its women is at a degree threatened. Many within the structure still struggle with the old traditionalist gender roles of their people. Many a male still holding grudges towards the fairer sex whom oppressed them for so long. Ultimately, the Covenant seeks to unite its own people with many an old feud left unanswered. This uniformity does not equate to unconditional camaraderie, after all. Many a kin still loath one another.   Respect for Power
Drow society responds well to displays of strength, be that of political, magical, physical means or more. Power ultimately leads to prestige and station; thus, many a Drow respects and fears those who can wield it well. With this being a major underlying theme of their society, it often takes precedent against other established norms.   Meritocratic Structure
Much like many other Vhaeraunite cities, Veldrin'oth steps away from the traditionalist structure of Drow leadership being entirely of noble lineages. To remove itself from nepotistic ideals, the Covenant will not base its government's members from noble houses, but simply those whom hold the best capabilities to lead its cause. Its primary objective is to unify the Drow to reclaim their birthright, following the dogma of Vhaeraunism. While its cause parallels the intent of Vhaeraun's clergy, being apart of their faith is not necessary to involve one's self in the Covenant's leadership.   Rich Culture
While Lolth stands as the primary deity of the Drow, she is not its sole religion. There exists further powers within the Dark Seldarine that enrich and expand upon the beliefs and powers the Drow can call upon. These deities have led rise to multiple Drow cities beyond the popular focus of Menzoberranzan. The society of Drow expands farther than the standards of Menzoberranzan’s tyrannical matriarchy, lending further nuance to the conflicts within this subrace of Elves.   Such cities consist of Llurth Dreier, once one of the largest Dark Elf cities known. Its populace consisted of mixing faiths of Lolth, Kiaransalee and Vhaeruan. However, its largest following was that of Ghaunadaur. Its population rivaled that of present Menzoberranzan, and outnumbered it up until its collapse during the Spellplague.   Another example is that of Maerimydra. Ruled by Lolthites for a time while hidden sects to Vhaeruan and Kiaransalee fostered power. The city suffered a great upheaval when the three faiths clashed, eventually bringing it to near-ruin by the end of the conflict at the hands of Fire Giants. Its reconstruction absent of Lolthite dominance thereafter.   A final example being that of Sshamath; a trade city oozed in arcane magic. Once ruled by Lolthites, its current power base consists of a council of male arcanists who overthrew the previous hierarchy. While a Lolthite presence still exists, the city operates now through an oligarchy of wizards.   These cities and others show the intricate layers of Dark Elf politics and faith. Lolth’s matriarchal standard affects all walks of Drow life, however there exist bastions of their society which highlight the other deities of the Dark Seldarine.   Relationship to Magic
Most often, Drowesses lean upon divine magic called by their faith in Lolth or another within the Dark Seldarine. Those outside of such talents are usually the nobility who possess Sorcerous gifts. Strange it is for a Drowess to look to the practices of wizardry rather than the benefits of Lolth, most often such a choice results in disapproving judgment. Veldrin'oth and the Covenant seek to remedy this and hold the pursuit of arcane knowledge as a heavily respected profession. Equal to the veneration of the Dark Seldarine.   While Drow are possessed of a few innate arcane gifts, the realm of arcane progress is that of the males’ pursuits. The few women within society who openly boast their prowess in magic do of course among their male peers. However, the vast majority of arcane practitioners are men. While the learning of wizardry in Drow society is predominantly a male profession; it is one that is scarce in comparison to militaristic roles. Veldrin'oth intends to continue its line of arcane study being spearheaded by its male arcanists. Placing emphasis on the importance of the arcane, rather than having it be seen as a lesser practice as it would within Lolthite society.   Ambition and Intrigue
Ambition underlines almost all of Drow society. None of its ruling nor elite class remain in power long without a heavy dose of this trait. The complacent die quicker than the ambitious, a noteworthy feat in itself. Most Drow follow the mindset of selfish avidity, always acting in their own best interest.   While the paths to power are numerous, thus leading to a wide and colourful variety of Drow; they are a race layered with malicious and scheming souls. Their environment encourages betrayal and intrigue. Trust is hard earned and fleeting, if it ever existed in the first place.   While the lore and flavour of roleplay the Drow tends to present is wrought with murder, we advise to seek avenues to explore these themes without player deaths being considered normal conduct. There are many creative ways to engage in these politics and games without seeking to kill off your fellow Drow.   Surface Mistrust
The opinion that most Drow have of the surface and its various races is extremely poor. Each and every humanoid beyond that of a Drow’s heritage are considered little else than potential vessels for sacrifice or a workforce to be enslaved. Even the half-Drow offspring are viewed as anathema in Lolthite society and are quickly given the worst degrees of treatment over others. Any kindness or lacking vitriol a Dark Elf presents to a surfacer is more than likely to serve more manipulative means.   Because of this, expect a great deal of hostility and non-tolerance from surfacers. Do not expect to enter into surface hubs without severe repercussions, potentially even imprisonment or even death in the most extreme cases. Be smart, be armed. Drow are rare to launch rescue missions for their own, especially if they proved foolish in being captured.   Conflict and Rivalry
Drow are most often foiling and killing each other than anyone else. Usually, it is expected and preferred in the lore of Dark Elves for their interactions to have a more significant degree of lethality; however such cannot be expected in the rp environment being cultivated. Thus; we encourage this fashion of rivalry to continue with more creative means that do not involve such rampant murder within the Drow. The stories created can be enriching with proper injections of conflict, without the faction falling to disarray with constant infighting.   It is welcome to enter into the faction with a selfish mindset. However, not when it is tuned to degrees that brings detriment to the group as a whole. Scheme and expect to be schemed against. Aim to climb the ladder of ambition for whatever goals suit your character, while remaining with the expectation that if you prove too much a liability to the faction; you will be dealt with.

History

War of Silver Marches
For the Drow, the recent war with the Confederation of the Silver Marches held both great promise and great loss. House Xorlarrin both rose and fell from grace, with a great deal of backlash and political consequence finding them and soon to mount further. Most of the Dark Elves’ opinion on the events involves a great deal of blame thrown upon the shoulders of Orcs.   Despite their ruthlessness and ferocity, Orcs are inferiors for a reason. They were the cannon fodder for the Drow, their lives spent so that the Dark Elves did not have to sacrifice their own blood. If Drow were asked what they could have done differently for the war; most would suggest an alliance was not the answer; but rather an enslavement of the Orcs. Greater management of their number would have proved worthwhile. Their failure to defeat the Dwarven retaliation is a testament to their inefficiency. The tools were to blame, not the Drow themselves. Drow rarely accept failure or its excuses, likely killing more of their own than the battlefield losses suggest after they returned from the failed siege of Silverymoon.   However, despite this colossal setback; the events of the war have set the Silver Marches to stand in a very vulnerable position. The confederation has crumbled. The strength of Silverymoon were its allies who have thus far appeared to have abandoned them. The opportunity to seek a second conflict and take vengeance upon the defenders is a ripening prospect. The Orcs are still a potential vessel to manipulate for a second push. The Dark Elves need only play to their strengths as they believe. Their refusal to accept failure leads them to be intensely tenacious. In the eyes of the Drow involved in the conflict; it is hardly over.   The Insurgence of Silence
During the First Priestess's reign over Xor'loriss, there did hatch a Vhaeraunite plot to rend the city from Baenre's clutches. A great collaboration of benefactors unspoken delivered unto the secreted insurgents the key needed to start their revolt. A power to sever the Yathrin from their deity. Once the ritual had been completed, Xor'loriss were blanketed in that suffocating veil. If only for a moment. The organized insurrectionists made their move.   The Covenant broke out into infighting. Rioters took to the streets with stolen armaments and torches. Setting the city ablaze. Many a dagger found the spines of Lolthites, most coming from their own comrades whom stood against the tide of the disenfranchised populace. Within a matter of a few cycles was the city seized, its Lolthite authorities either killed or subdued. Those who were not slain in the chaos joined the ranks of the downtrodden. A forceful takeover delivered Xor'loriss into the hands of the Vhaeraunites and their immediate allies.   Since then, the city has undergone a drastic transition. Now standing as a bastion for the outcasts and oppressed of the Lolthite agenda. No longer Xor'loriss, but Veldrin'oth.

Religion

Lolth

Drow commonly worship Lolth, the Spider Queen; a chaotic evil deity associated with spiders, deceit, and darkness. The pursuit of Lolth's favor is central to Drow culture. Their entire culture revolves around appeasing her. Much of its structure and rules persist purely for the deity’s entertainment. Lolth is not kind, nor loving. She is quick to discard and difficult to please, never to keep her favour to those who fail to entertain her.   Her erratic and irrational behavior as a Goddess has led many of her children to revere her out of fear rather than true devotion. This leaves Lolth worship in a unique bloat; the massive amount who worship her improperly, then those who offer true faith. Those who claim to understand her chaos are either exceptional cases, or ignorant of her true schemes. It is rare for a male to obtain recognition in regards to Lolth’s favour. While priests of Lolth do exist, they are kept at a distinct ceiling much lower than Priestesses. The life of a male cleric of Lolth is not one any less dangerous. Most often, it is far harsher.   Due to these attributes of Lolth, the Covenant found her rule and the authority of her clergy to be a detriment rather than a boon to their ultimate goals. And thus; when Xorlarrin proved ineffective to bring its people and its city into prosperity, the cloister of Masked Traitors made their move. Lolth stands no longer as the Covenant's Matron deity, instead following a new regime of faiths within the Dark Seldarine.   Despite being the ruling faith of the Covenant, and thus its people's oppressor; followers of Lolth are not considered outright enemies of Veldrin'oth. They are despised, persecuted, though not outright barred from its gates. They are permitted entry on the same terms as the Eilistraeans, if only in the thin hope of convincing the Yathrin of Lolth to see the betterment of their people through the Covenant's new beliefs. However, Lolth's dominance and authority is not recognized by the Covenant as a whole.  

The Dark Seldarine

In the year 1492 DR, Lolth was not as prominent within her Pantheon. This is resulting in many Drow aligning themselves differently in devotion. Thus, there is acceptance of other gods/goddess worship within Veldrin'oth. Those of the Dark Seldarine are viewed as such within the city:

Vhaeraun: The dominant faith within Veldrin'oth. Vhaeraun guides many of its number towards the conviction of the Covenant's cause. Many of the leaders of the insurgents claiming themselves champions of this faith. Due to this, Vhaeraun receives the heaviest veneration within the Covenant.

Kiaransalee: Kiaransalee is a known ally of Lolth, however this alliance is one forced upon the Banshee Queen. Her ties of allegiance to Vhaeraun are a thing forged in the fires of her malice towards the Dark Mother, and thus; many of the The Revenancer's Crones far prefer the Vhaeraunites as their co-conspirators.   Having played a heavy hand in the success of the Insurgence of Silence, the followers of Kiaransalee find esteem within the city of Veldrin'oth, sporting their own shrines and clergy within the Covenant as a staunch ally and addition to the Covenant's new forces.

Zinzerena: Little is witnessed of Zinzerena's clergy among the Drow, however their presence were also within the rioters of Xor'loriss. The Princess of the Outcasts finds homage among the members of the Covenant, and thus also shares space within its temples among Vhaeraun and Kiaransalee.

Eilistraee: The followers of the Moondancer are yet still a topic of harsh word. Many of the city despise the Eilistraeans, however they are not so quick to spill their blood as Lolthites are. The Covenant desires unity among the Drow, and thus permit Eilistraeans to walk its streets. If only in hopes to convince the priestesses of their foolishness and to abandon their Lady to instead serve the greater powers of the Dark Seldarine. The Eilistraeans endure a capriacious hospitality at best.

Selvetarm: A god bound to Lolth, those that serve him are typically militaristic in nature and can be considered in servitude. Selvetarm and their followers find themselves enduring much the same treatment as the Lolthites and Eilistraeans within Veldrin'oth.

Ghaunadaur: The faith of Ghaunadaur actively despises the concept of cooperation and treats many of their worshippers exceptionally poorly. This, coupled with their clear allegiance towards Lolth above all, has many followers of Ghaunadaur treated much the same as those of the Dark Mother. Tolerated if only in hopes of convincing their clergy to find a better path among the Covenant.

Malyk: Drows of lower stations like to make sacrifices to Malyk in order to gain his favor. This is in secret, as those whom hold authority in any Drow city attempt to purge the activity from their society. Malyk promotes rebellion and chaos, and thus is an undeniable detriment to any status quo.  

ACCEPTED FAITHS

With the Covenant offering esteem to more than a singular deity, Veldrin'oth recognizes the veneration of a select few gods outside of the Dark Seldarine in respect to their closest allies. Those deities are as follows:   Shar: Shar is the progenitor of Shadow Weave, of which Vhaeraun is the Patron of Shadow Magic for Drow. This, along with the Sharrans lending aid to the Insurgence of Silence has afforded their clergy respect within the city.   Mask: Considered near identical to Vhaeraun in many aspects, the faith of Mask is also recognized within the walls of Veldrin'oth. Offering itself as haven and network for the criminal faith of Mask.

Foreign Relations

Nesmé and The Magocratic Republic of Silverymoon: Silverymoon has the potential to be something outstanding for the Elven people. However, that potentiality is scarce where they accept the company of other surfacers. The Covenant believes Nesmé and the Republic require a firm hand to guide them away from what they consider to be generations of taught negligence. There is hope to convert its Elven populace but such a belief is minute. The Covenant has accepted it may need to raze and conquer this city in time, and thus will not hold concern where they need to draw blades against its riders.

Kingdom of Many-Arrows: Orcs are the enemy of the Elves, and thus are ultimately the enemy of the Vhaeraunites. In time they will need to be dealt with, but for now they are a force they can afford to manipulate and have others combat.

Uthgardt: The raiders embody everything wrong with humans. They have embraced their true nature and show just how barbaric and unsavoury their people are. The Covenant views this regime as little else than confirmation of their supremacist views. Likely to blame them for a great many of the world's woes, and an example of what not would exist under Vhaeraunite rule.

Laws

See laws on the Xor'loriss page.

CONTENTS


Capital
Controlled Territories