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The Tome Of Drow Lore.pdf - RoseRed

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ability, the ruling class will dictate he be instructed in that<br />

area thenceforth, whether the area is question is combat,<br />

cooking, tanning or weaving.<br />

<strong>The</strong> children of the ruling class receive a much more<br />

thorough education. <strong>The</strong> Kanahraun are commonly<br />

perceived as pure savages, little more than animals. This is<br />

not without an element of truth when applied to the lower<br />

class, but the ruling class, dangerous and degenerate as they<br />

may be, is another story entirely. From the early days of<br />

the Kanahraun, when Azzanoth still lived among the feral<br />

drow, the ruling class has eagerly gathered knowledge of<br />

all kinds, with a special interest in magical lore.<br />

<strong>The</strong> ruling class in larger tribes of Kanahraun typically<br />

have access to all manner of knowledge in the form of<br />

books, whether captured in a raid or penned by one of the<br />

ruling Kanahraun. Books written by the Kanahraun are as<br />

frightening as one would expect them to be: pages of skin,<br />

bound in bone and written in blood.<br />

Though the ruling Kanahraun are far more educated than<br />

most outsiders would ever guess, the education available in<br />

even the largest tribe of feral drow is not equal to what can<br />

be had in most other drow cultures. <strong>The</strong> ruling Kanahraun<br />

are aware of this, and have in the last century or so begun<br />

ordering the lower class warriors to seek out and capture as<br />

many educated members of other races as possible, that the<br />

Kanahraun might gain their knowledge.<br />

<strong>The</strong> education of a young member of the Kanahraun ruling<br />

class focuses primarily on combat, necromancy (or another<br />

magic if the child shows a particular aptitude) and worship<br />

of Azzanoth the Glutton.<br />

Engineering<br />

<strong>The</strong> Kanahraun have few permanent settlements as they<br />

tend to follow their prey throughout the Underdeep.<br />

Continuously moving also has the advantage of making the<br />

Kanahraun harder to find during the times one Underdeep<br />

race or another decides to strike against them.<br />

<strong>The</strong> dearth of permanent settlements means the feral drow<br />

lag far behind their fellow drow in engineering expertise.<br />

<strong>The</strong> have little understanding of stonework or building, and<br />

their settlements conform to the dimensions of whatever<br />

space they are currently inhabiting. When the Kanahraun<br />

move into a new hunting ground, it is rarely with the<br />

intent to remain. <strong>The</strong>y will erect some fortifications, often<br />

boneforged walls constructed by the ruling class, which are<br />

kept under constant guard. Other than that, the Kanahraun<br />

build very little, making use of whatever natural features<br />

the area offers.<br />

<strong>The</strong>re are two tribes of Kanahraun who have turned from<br />

the nomadic lifestyle of the rest of the feral drow and have<br />

created permanent cities in the Underdeep. <strong>The</strong> greater of<br />

these is at Gauth Sheol, the site of the first settlement of the<br />

Kanahraun and the place to which Azzanoth brought them<br />

upon releasing the Kanahraun from their imprisonment<br />

in that collapsed cavern in the days after the Sundering.<br />

Gauth Sheol is home to more than 10,000 Kanahraun, an<br />

enormous population that requires both constant raiding<br />

and extensive maintenance of captive races to sustain. It is<br />

also a city of striking juxtaposition. Built through a series<br />

of three caverns of glimmering crystal and clear streams<br />

of great beauty, the buildings are the stuff of other races’<br />

nightmares. Towers, temples and sprawling galleries of<br />

boneforged walls spread throughout the caverns, constantly<br />

added to and augmented as the meals of the Kanahraun<br />

provide ever more building material.<br />

Entertainment<br />

Many of the entertainments popular among the Kanahraun<br />

echo those of other drow. <strong>The</strong>y too tend to prefer vital,<br />

active pleasures and entertainments.<br />

<strong>The</strong>re is, of course, the gladiatorial contest, which is a<br />

particular favourite among the Kanahraun. Captives and<br />

Kanahraun hunters are faced off against one another for<br />

the amusement of the crowd. On occasions of particular<br />

significance, these gladiatorial matches take the form of<br />

a ritual sacrifice, with several captives fighting until slain<br />

and then fed to the crowd.<br />

Unlike most of their cousins, the Kanahraun have a<br />

tremendous interest in music and song. Primarily focused<br />

on worship of Azzanoth, the subject matter of their songs<br />

would be chilling to an outsider, but those few who have<br />

heard the Kanahraun sing and lived to tell about it cannot<br />

deny the abilities and talent of the feral drow.<br />

Family<br />

<strong>The</strong> Kanahraun have no concept of family in the traditional<br />

sense. <strong>The</strong>re is loyalty to the class, to the tribe and to<br />

Azzanoth, but nothing else. Children of the Kanahraun are<br />

raised and cared for by their mothers until such time as they<br />

can be put to work in the tribe.<br />

Food<br />

<strong>The</strong> eating habits of the Kanahraun are what have made the<br />

feral drow so infamous in the Underdeep. <strong>The</strong> First Price<br />

of Azzanoth has never faded, and the Kanahraun still pay<br />

it every day. <strong>The</strong> staple food in their society is the flesh of<br />

other sentient races, with elven flesh prized above all.<br />

105

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