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The Tome Of Drow Lore.pdf - RoseRed

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make their homes on dry land. Chairs, beds, tables, all are<br />

noticeably absent, as the Sulzthul have no use for any of<br />

them.<br />

Every city will have several ‘dry caves’ used for everything<br />

which simply cannot be done underwater, from cooking<br />

to tanning thryssal to storing items like books or anything<br />

else which cannot survive immersion. <strong>The</strong>se caves are<br />

often on the surface or very near it, connected to the air<br />

above by a narrow chimney to carry the smoke away. As<br />

they are commonly the most exposed area of any Sulzthul<br />

settlement, they are not connected in any way to the<br />

remainder of the community.<br />

<strong>The</strong> greatest of the Sulzthul cities is Ssil, originally<br />

founded by the descendants of Ssil na’Than after leaving<br />

their first settlement at Uthzo Tesslath and named in his<br />

honour. Built around a wide, fluted column of rock in the<br />

midst of a deep lake, it is home to nearly 20,000 Sulzthul.<br />

<strong>The</strong> pillar of stone itself is pierced with hundreds of multichambered<br />

caves dug out of the rock by the Sulzthul for<br />

use as homes and businesses. <strong>The</strong> city is constantly lit<br />

by literally thousands of luminescent jellyfish of varying<br />

colours swimming lazily along with the currents, creatures<br />

whose dangerous sting has no effect on the peculiar skin<br />

of the Sulzthul. Fresh air for the Sulzthul is provided by<br />

several tiny one-way gates to the elemental plane of air<br />

which the sorcerers of the Sulzthul constructed at the base<br />

of the city. Air pours from these gates in a constant stream,<br />

jetting towards the surface to be caught in the smooth,<br />

scalloped overhangs at the entrance to the Sulzthul caves.<br />

Ranging out from the city in all directions are the farmlands<br />

of Ssil. <strong>The</strong> rich soil at the bottom of the lake, combined<br />

with the light provided by the jellyfish, allow the Sulzthul<br />

to grow and harvest a variety of underwater plants. Most of<br />

these plants are edible, making them a valuable trade item<br />

in the Underdeep. Others are used for everything from<br />

dyes to healing poultices.<br />

Entertainment<br />

Life beneath the waves has dramatically altered the kinds of<br />

entertainment available to the Sulzthul. Many amusements<br />

common on dry land are either impractical or simply<br />

impossible here. What little music they make, for example,<br />

is limited to simple percussion instruments. <strong>The</strong> Sulzthul<br />

can hear perfectly well underwater, but most instruments<br />

simply will not function when wet.<br />

Gladiatorial contests are much less common among the<br />

Sulzthul than they are in other drow cultures. Sulzthul<br />

warriors frequently compete against one another to hone<br />

their abilities, but the aquatic drow do not have the same<br />

ease of access to slaves and other unwilling combatants<br />

other drow enjoy. Water-breathing sentient races are<br />

comparatively few, the aboleth being the most significant in<br />

the Underdeep, and the Sulzthul slaughter those creatures<br />

the moment they find one, they do not bring it back to a drow<br />

city for gladiatorial combat. Further, a water-based race is<br />

not as easily confined as a land-bound race; while a simple<br />

pit or ornate coliseum can contain land-bound combatants,<br />

it is impossible to build such a structure underwater than<br />

can prevent an unwilling combatant from fleeing.<br />

131

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