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ut there is sometimes difficulty in finding a place for<br />
the illegitimate child, particularly when the infant is the<br />
offspring of two clans. In such cases, the child will likely<br />
become a servant to a wealthy family, or failing that,<br />
eventually enter prostitution as well.<br />
<strong>The</strong> most fundamental difference between the deep drow<br />
and normal drow is the position prostitution holds in society.<br />
<strong>The</strong> Pol’Tah do not attach to it the prestige often ascribed<br />
to the profession of courtesan in other drow cultures. Like<br />
other drow, however, the deep drow breed very slowly,<br />
and prostitution plays an important role in maintaining the<br />
population.<br />
Food<br />
<strong>The</strong> diet of the Pol’Tah, as with most drow and indeed most<br />
races in the Underdeep, consists largely of fungus, grown in<br />
caverns, cellars, tunnels and small chambers in and around<br />
Drez Khelim. Additionally, the deep drow keep and herd<br />
several beasts native to this area of the Underdeep, which<br />
they use for food and a source of hides.<br />
<strong>The</strong> most common of these beasts is the hulurn, a toughskinned,<br />
nearly hairless animal that stands about three feet<br />
high and feeds on mushrooms. <strong>The</strong> hulurn is the primary<br />
herd beast of the deep drow for several reasons. It is a docile<br />
beast, making herding them a simple task. <strong>The</strong> tanned<br />
hide makes useful armour as well as being suitable for the<br />
crafting of many leather goods. <strong>The</strong> meat of the beast dries<br />
easily and when still fresh it is firm and tangy, providing<br />
a respite, however minor, from the usual bland fare of<br />
mushrooms. Lastly and most importantly, the hulurn gives<br />
milk. Similar in taste and texture to the milk of a goat, it is<br />
used by the Pol’Tah to make butter and cheeses.<br />
Fish, a standard food for most drow, is noticeably absent<br />
from the tables of the deep drow. <strong>The</strong> streams, rivers<br />
and pools at the bottom of the Underdeep are tinged with<br />
sulphur, in levels perfectly safe for drow but intolerable for<br />
fish.<br />
Government<br />
<strong>The</strong> government of the Pol’Tah is a strange balancing act<br />
between the secular and the religious, though the scales<br />
more often tip towards the religious, making the deep drow<br />
a sort of borderline theocracy.<br />
<strong>The</strong> secular government of the Pol’Tah is composed of<br />
a fairly lean bureaucracy which is, sadly, headed by an<br />
inefficient organisation called the Wreculth, or Highclan.<br />
Made up of four individuals, specifically the head of each<br />
of the four clans of the deep drow, the Wreculth is charged<br />
with overseeing almost every aspect of Pol’Tah government.<br />
Directly beneath them are ministers devoted to certain<br />
elements of the deep drow society, such as the Warmaster,<br />
who oversees the military, and the Wormkeeper, who is<br />
responsible for the care of the Pol’Tah’s purple worms.<br />
<strong>The</strong> Wreculth’s greatest failing is that each member has<br />
an equal voice, and in a group of just four members, the<br />
council often finds itself in deadlock, taking weeks or<br />
months to decide what should be a relatively simple issue.<br />
This where the cult of Vermthizzl enters the picture and<br />
where it eclipses the secular government of the Pol’Tah.<br />
Made up of clergy hailing from all four clans, the church of<br />
Vermthizzl casts itself as an impartial entity, one which is<br />
able to make an objective decision on matters facing the city.<br />
Headed by a single priest or priestess, the cult acts quickly<br />
and decisively, effectively taking over for the Wreculth in<br />
the event of a deadlock. In the past, the church would often<br />
foster such deadlocks merely to prove themselves more<br />
capable than the Wreculth at managing the government.<br />
Now, the cult merely announces its preferences, expecting<br />
the Wreculth to accede to its wishes, which is usually the<br />
case.<br />
Magic<br />
Though the Pol’Tah have lost their sight, they have not lost<br />
of the affinity for magic common to the drow, and Drez<br />
Khelim is home to a number of skilled spellcasters of both<br />
the arcane and divine disciplines.<br />
Unknown to outsiders, who believe that just because a race<br />
is blind it cannot have access to the written word, there<br />
are a number of powerful wizards among the deep drow.<br />
<strong>The</strong>se wizards use spellbooks, and research tomes as well,<br />
with a cryptic language of lines and curves engraved on<br />
thin pages of beaten metal. Though more time-consuming<br />
to create than a traditional book of ink on paper, it is equally<br />
effective.<br />
Another fatal assumption of outsiders is the belief that<br />
the blind deep drow cannot target their spells. Using<br />
the acute tremorsense developed in millennia spent in<br />
the choking mist of the pitch-black tunnels around Drez<br />
Khelim, however, the Pol’Tah can hurl spells with perfect<br />
accuracy at any target within the range of their impressive<br />
tremorsense.<br />
<strong>The</strong>re are some areas in magic where tremorsense simply<br />
cannot replace sight, such as scrying spells. <strong>The</strong>se spells<br />
are useless to the deep drow as they are incapable of seeing<br />
any image displayed in the scrying device.<br />
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