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The Underdark

Do you know what it is to be a slave? To feel the crack of a whip, the venom of a drow priestess's snake-headed lash, the weight of a burden you can't possibly lift after so much toil? No, you don't. So close your mouth and open your eyes and ears, and dip your quill.

— Oshgir the half-orc, to Kimitar Thaeless, glyphscribe of Deneir

Extending miles downward and outward beneath the surface of Faerûn, and reaching to other continents as well, the great network of subterranean caverns known as the Underdark is home to all manner of strange and deadly creatures. Duergar and drow—dark reflections of dwarves and elves—live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk aren't threatened or even disturbed by denizens of the deep places, but the creatures occasionally emerge to raid or to seek some kind of goal in the surface world.

Known by many as the Realms Below, the vast, milesdeep network of caverns, caves, and underground waterways called the Underdark is home to many strange creatures and even stranger societies. No one is quite sure the extent of this massive ecosystem, except to say that it reaches at least the breadth of the continent, and that most creatures are fully capable of surviving their entire lives within it, provided they can find enough food and safety to do so. Breathable air is plentiful, and clean water can be found. Beyond that, most surface folk only have the tales of adventurers, the survivors of attacks, and the occasional escaped captive to describe the horrors lurking below the surface.

Among the lands of the Underdark beneath the North are the svirfneblin city of Blingdenstone, the duergar city of Gracklstugh, and the infamous drow city of Menzoberranzan. Also prominent is Mantol-Derith, a trading post for Underdark merchants.


Capture

It's impossible to describe the shame of a hardened warrior driven to his knees by a half-dozen duergar that have just slain his fellows. Never mind that we were asleep and unarmored at the time, or that I was able to take four of them down before an axe cut the strength from my leg. I was shackled and gagged, my wound wrapped in a bandage tight enough to stop the bleeding and numb my leg, as the gray pests laughed and spouted jokes at me, and then forced me to walk until I lost consciousness. When next I awoke, there was no longer a sky overhead.


Gracklstugh

After days of walking in the deep, dark places beneath the surface, I was led, in heavy chains, to Gracklstugh, on the shores of the Darklake. I was set to work almost immediately at a forge, to pump bellows, heft ingots, and carry barrels of quenching oil. The place is called the City of Blades, for good reason: the fine steel of the duergar is impressive, considering the quality of the iron they were starting with. Hammering, refining, and careful polishing gave the metal the strength and sleekness necessary, and diligent sharpening added wicked edges to many of the blades I handled.

The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some places it is barely ten feet above the water's surface. The whole of the great cavern glows, and the continuous flow of hot iron through the city gives the illumination a yellow cast at all times. It is frightening, if you forget where you are. More than that, it is hot.

After a month or so of working under a minor smith, I quarreled with the apprentice set to supervise me, and he dared me to test the strength of his new blade. It broke, as I expected, but did the job well enough. The duergar didn't seem to be angry that the apprentice lay dead at my feet, but it was only a short time thereafter that I was dragged off to the market to be sold. As it happened, a human was in the city on some diplomatic mission. I caught his eye, and he purchased me.


Mantol-Derith

I soon learned that I was not bought entirely for my brute strength, but also for what knowledge I had of the duergar. My new owner was a member of some group he called the Zhentarim, and when I told him all I knew, he offered me my freedom and a place among his agents. Together we would journey to a place called Mantol-Derith, where I would serve as his bodyguard. From there we would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse?

Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are typically not permitted to go there. Once in the cavern, I had to remain near my employer, but by keeping my eyes and ears open, I learned a lot about this place.

Mantol-Derith is where duergar, drow, and svirfneblin come to trade with each other and with surface-dwellers interested in conducting business with the deep places. Its location is kept secret—I only know that it is fairly close to the Darklake. The drow sell weapons, armor, magic scrolls and potions, and fine works of art. The duergar trade mainly in fine steel, and demand high prices to do so. Deep gnomes come to market with gems, certain fungi only they are capable of growing, and salt, which much of the Underdark has little ready supply of. The surface folk bring wines, ales, and spirits, cloth, wood, paper, and a great many other goods.

The laws of Mantol-Derith don't seem to care about anything other than commerce. There must be no prohibition on what sorts of creatures can visit here—among other things, I saw a pair of mind flayer envoys doing business in the market. The most serious of crimes are theft, the use of magic to influence negotiations, and the counterfeiting of goods by mundane or magical means. Anyone discovered to be in violation is sentenced on the spot, wrapped in heavy chains, and carted off to be tossed to the bottom of the Darklake.

When my employer's business was concluded, he was true to his word, and we left for the surface. If only the drow with whom he did business were so trustworthy. We were ambushed, he was killed, and I was again put in chains.


Menzoberranzan

I eventually got away from the place, but not before I had learned more about Menzoberranzan than any sane person would care to know. Although the life of a slave can be brutally short in the City of Spiders, the drow aren't so extravagant that they do away with every captive they take. At the same time, they are masters of punishment—it is fear of pain, not fear of death, that motivates the slaves of drow. If you're lucky, you'll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the priestesses come out.

If you aren't a drow in the City of Spiders, you aren't worth a name. All manner of surface-dwellers—orcs and elves, humans and halflings—are brought here to serve as slaves to the drow in their refuge. The constant fear of punishment, from one's mistress or another, more powerful drow, keeps most slaves obedient, even when they aren't directly supervised.

The great cavern of the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates some homes and businesses, as well as the mansions of the high houses of the city, eight of which have positioned themselves above all others. While the lesser houses dance and fight and scheme for advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth's name.

On a large plateau high above the cavern floor is Tier Breche, also called the Academy, where the city trains its priestesses, mages, and noble warriors. The city's market is centrally located, and rothé are raised on an isle toward the eastern edge of the city.

If you are ever so unfortunate as to be enslaved by the drow of Menzoberranzan, my advice to you is simple and stern: do as you are commanded, avoid insulting their goddess (which means don't even brush off a spider crawling on you), and attempt escape only if you are desperate or sure of your survival. If you are given the proper opportunity, as I was, you might discover that the neck of a drow snaps with surprising ease.

The Cavern of Menzoberranzan

Menzoberranzan fills a large vault that was formerly a lair of giant spiders and beholders. The vault is known by its dwarven name, Araurilcaurak ("Great Pillar Cavern"), because of Narbondel, the giant rock pillar at the vault's center that joins floor and ceiling. The cavern is roughly shaped like an arrowhead, with the pool of Donigarten at its tip, and stretching two miles across at its widest point. The ceiling rises a thousand feet high, and the floor is studded with stalagmites.

Two areas rise above the rest of the city: Tier Breche, the side cavern occupied by the Academy where most drow citizens are trained for adulthood; and the larger Qu'ellarz'orl (or House-Loft), a plateau that is home to many of the city's mightiest noble houses, separated from the lower city by a forest of giant mushrooms. From either of these heights, a surveyor can view the city. The view shows rows of spired stone castles, their sculpted highlights lit by the soft, tinted flows of permanent faerie fire lights.

 
Escape

One day, well after I had lost count of how many days I'd been a captive, I was in a small outlying cavern with a few other slaves harvesting a mushroom patch. I was given leave to answer nature's call away from the mushrooms, and I lingered long enough in a side tunnel to force my watcher to come and find me. I took the first lash he offered me with his whip, then grabbed the weapon and pulled the skinny fool toward me before he could sound an alarm or get his blade out. It took me but a second to get both hands around his throat. When he lay dead at my feet, I took his sword and ran as fast and far as I could. I knew the gnomish city of Blingdenstone was nearby, and I came upon it eventually, but the journey took days as I wound through convoluted passageways and tried to avoid notice.


Blingdenstone

My initial joy at reaching Blingdenstone was quickly tempered. The deep gnomes don't seem to like visitors they can't recognize or identify, and being a half-orc didn't help matters in the least for me. After dodging arrows loosed from the high walls of the city, I gave up on going through the gate and snuck in through a small cart tunnel, emptying out part of a load of ore to make room for myself.

I managed to avoid conflict with the guards that discovered me in the cart. When they ordered me to stand, I did so with my weapon held at my side, and I turned to display my back to them. When they saw that it was covered in lashes and the scars of the priestesses' fanged whips, and they realized that my blade was of drow manufacture (though I clearly was not), they were willing to believe my story.

Though the gnomes kept me under watch, I was allowed to regain my strength for a few days, and I saw a bit of their community in the meantime. Once I was inside the city, I could tell that it's not much of a city at all. The svirfneblin all live in close contact with one another, and this togetherness can be disconcerting, especially for someone accustomed to small luxuries like shutters on windows and doors on privies. The homes are all smoothed-over natural stone, with little evidence of hard corners.

Each industry has a portion of the city to itself: trading, smithing, mining, and the growing of a special fungus crop. Still many of the old tunnels and caverns remain unclaimed and sealed off, whether to guard against invasion or perhaps because of what now dwells there, I don't know.

If you're welcomed long enough to the city, you can trade for fine goods and armor here; the gnomes' chain mail and mining picks seem most worth acquiring. Before sending me on my way, the gnomes were kind enough to give me a pick, a dagger, and some of their trillimac, an odd fungus that can be made into something like bread. It's a bit spongy, but it doesn't spoil quickly, and it got me to the surface before I starved to death.