The DROW ELVES


(The Dark Elves of the Underearth - 70 Points)

(This race has been converted to GURPS 4e for use in my Adarian Campaign)

All Drow Elves share:

Advantages:
Dexterity +2 (40)
Appearance (4)
Combat Reflexes (15)
Extended Lifespan (triple) (6)
Infravision (10)
Knack: Darkness (8)

(max 3 hexes area, 2/1 fatigue per hex, lasts 1 minute)
Musical Ability +2 (2)
Fencing (Rapier) at Dex +1 (4)
Resistance to Radiation +5 (5)
Perception +1 (5)

Disadvantages: Revulsion (Sunlight) [-15]
Code of Honor (To live elegant lives) [-10]
Fanatic (-15)
Intolerance [-10]
Reputation –4 (Vicious killers) [-20]
Sadism: 12 [-15]

Racially Learned Skills:
Area Knowledge (Underdark) at IQ +2 [4]
Gesture at IQ+1 [2]
Hand crossbow at Dex +1 (2)
Fencing (Rapier) at Dex +1 (4)
Shortsword at Dex. (2)
Poison at IQ-1 (2)
Stealth at DX +2 [8].
Savoire Faire +1 [1]

30 points for the above basic racial package, plus one of the following:

Female Drow also have:
IQ+1 (20 points)
Magic Resistance +5 (10)
Psionic Resistance +5 (10)
Status 2 Level (10 points)
Enemy: Other Drow Females (-10 points)

(+40 pts, 70 total)

"Normal" (i.e., Warrior) Drow Males also have:
ST +1 (10 points)
Acute Hearing +3 [6]
Magic Resistance +5 (10)
Psionic Resistance +5 (10)
Rapier at Dex +3 (8)

(Please note that in addition to the Fencing (Rapier) at Dex +1 (4) listed above in the basic racial package this adds another 8 points to the skill, so the normal males end up with Rapier at Dex +3 (12), Skill level 15).
Brawling at DX [1)
Social Stigma (Second-class citizen) [-5)
(+40 pts, 70 total)

"Artisan" (or Mage) Drow Males have: ST -1 (-10)
IQ +1 (20)
Magery 3 (35)
Talent: Drow Craftsman +1, (5 points)

(5 points per level.
Armoury, Artist, Jeweler, leatherworking, Masonry, Smith.
+3 Reaction to those whom the character works for.
An individual may buy 1 or 2 additional level(s) of Talent: Drow Craftsman as a personal advantage.) Social Stigma, Valuable Property (-10)
(+40 pts, 70 total)

The Drow are the infamous evil, subterranean dark elf slavers serving a demonic spider goddess and organized into a seemingly chaotic matriarchal society. While attempting to remain true to the original sources, some details have been filled in and some changes have been made to render these creatures credible biologically and anthropologically, to make sense of and give an origin to their unusual lifestyles and to fit them into my own campaign.

Drow Elves are of three distinct biological types (as opposed to only two, male and female, for most humanoids): ordinary males and females, who are approximately the same size (5'6" to 5'10", lithe and muscular), attractive, and highly resistant to magical and psionic attack. The third type is a male mutant, smaller and weaker, without resistances but extremely intelligent and capable of magic use. This mutation is on the y-chromosome and is invariably passed from father to son.

The females are about equal in every respect to the ordinary males. They undergo extremely short pregnancies and do not lactate, and so their ability to feed and defend themselves and the community is not impaired by the fact that they bear children. Their young are born after 135 days of gestation. Their eyes are closed; they are squirrel-sized and very undeveloped, but with a strong clinging reflex. Both sexes can feed the young by regurgitating "milk" from a secondary stomach.

The magic-using males, on the other hand, are very different in their capacities from the other two types. Because of the magic resistance and greater size of the "original" Drow types, the most reliable defense they have against other, abusive Drow Elves is spells affecting the environment (i.e. shape earth, flash) and these are fatigue-intensive.

The result of these biological differences is a rather unusual division of labor, with adult females and "ordinary" males as warriors. They defend the community from the other, aggressive residents of the underearth and provide the same community with slaves, who do all the heavy, unskilled work, such as agriculture and mining. The females, whenever possible, take the magic-using males as husbands, providing them with affection, physical protection and children. These males can enchant items usable by the magic-resistant drow and can actually build ordinary-but-useful material objects like dams and roof supports with sorcery. The male-mages have become the Drow Elf's craftsmen and artisans. They also raise their children (both sons and daughters) in the safety of their workshops. A female Drow Elf can choose to remove him from said workshop and bring him into combat as magical artillary. Such Drow Elf "combat mages" are heavily defended. In some Drow Elf communities, there are universities, run by older mages, to train the young mage/artisans. The rarity of these mutants forces many women to mate with the "ordinary" males, maintaining their population.

Their culture, in part due to the existence of artisan/mages and the availability of slaves, is materially sophisticated. Mostly, this is due to their preference for food-rich environments. They can engineer well-heated, aerated, water-fed caverns. They prefer huge domes, under which they can erect buildings rather then digging sub-caverns to live in. Also, their biology permits them to tolerate the most productive of the underground ecosystems, an autotrophic one deriving its energy from radiation. At the base of the food chain are stromatolites and fungi with bacterial symbiotes. Small, wooly cave-cows eat the fungi and bacterial mats in turn. Adapted domestic creatures that have immigrated with the Drow Elves include lizards imported from desert (they are much larger now) and mammalian pseudo-spiders derived from ferrets with hollow bones and chewing jaws some breeds of which can spin webs while others hunt in packs. These can be used for pest-control or pets (sacred animals, actually) or, in the case of a breed with fold-back, poison-bearing fangs, home-defense.

Most Drow Elves live together in households estates which contain some resource, be it a mine, plantation, waterway, etc. They live in clans, not individual families, due to their practice of slavery and the complex dynamics of their biological division of labor (not to mention the relative rarity of artisan males). Drow Elvish cities are not residential but rather sites of markets and centers of learning, government and religion.

This arrangement has hardened over the centuries with help from society and religion into a sophisticated system of ideals, according to which, the Drow Elves are the Spider Goddess' (their deity) chosen people and the rightful rulers of the underearth. All other races are inferior fit only for slavery and sacrifice to the Spider Goddess. Heavy, "demeaning" work is to be done only by slaves. Women (obviously the superior sex) are to serve the Goddess and society as priestesses, rulers and the military elite as well as by bearing children (not an onerous task, see above). The magic-using males are defined as the (valuable) property of their mothers and sisters. The most important households can have several, and rent out all but the most senior to unmarried women as studs, artisan/enchanters and/or "artillery". The "normal" males serve as intermediaries with other races (as traders, major domos or slave overseers) and expendable troops, bound to service of individual females as janissaries of a host (see below) or as consorts of individual females (who can also have mage husbands. They are raised by various members of the mother's household, but are not as valued as daughters or artisan sons, nor are they given special training.

Drow Elf Janissaries are not considered being part of a particular family, clan or comunnity, but rather stay together in hosts of five to several dozen. Members of a Drow Elf Janissaries Host use the host name as a surname (some add it to the temple's tattoo). The Janissaries Hosts as a whole are pledged (sometimes temporarily) to a particular clan, a particular temple or a specific female. (Please note that while a mage-artisan will often have a Janissaries Host as bodyguards, he is not their emplyer, they were hired by his mother, wife, sister or a temple cleric.)

Drow Elf Janissaries generally serve as heavy infanty troops, light troops such as scouts, or armored missile troops, some favoring the crossbow while others favor the long bow, or as light spider cavalry, but they can also work as an engineering corps, or as "mundane" field artillery if the contract requires it. Smaller Drow Elf Janissaries Hosts will be made up all of a single troop type. Larger hosts may have several (or even all) troop types. On occasion, smaller Hosts will join a larger Host, they must give up their own banners and while they may fight together, they are equal members of their new Host and if the host splits, they may or may not be allowed to transfer out.

The Drow Elf Janissaries Hosts buy unrelated "ordinary" Drow Elf infants and raise them as their own young sons. The officer in charge of the young is called the preceptor of the host. Their semi-Stoic philosophy demands rigid adherance to a contract and forbids public displays of emotion or any involvement other than economic ones (including sex) with Drow Elves or members of other races outside the host. (It is common for Drow Elf Janissaries Hosts to capture and enslave or buy female slaves of other races to "service the troops." There are, of course, many Janissaries Hosts who are composed of Drow Elves little better than thugs who ignore this philosophy. As in many other areas, as long as they are not caught no crime is considered to have occured. Those caught will often face terrible torment as punishment. Normally, no more than one female slave will be allowed per 5 Drow Elf Janissaries troops. Officers may each have one female slave. A few male slaves may be kept as well, but the female slaves are forced to do hard physical labor. In battle they may be armed and allowed to fight. These slaves winning glory become officer's slaves which means they are no longer community property and serve one master instead of five or more. If the Drow Elf Janissaries Host is forced to flee or is about to be over-run they will often slay their slaves rather than allow them to fall into enemy hands.

It should also be noted that Drow Elf Janissaries are from a matriarchal society where the females are all important leaders and so consider females of other races as legitmate military targets and they will target them first. Secondly, they will target male mages and or male clerics and only then will they willingly target enemy warriors. Drow Elf Janissaries show no mercy and will slay any helpless foe, including wounded foes (including and especially) fellow Drow Elf Janissaries fighting against them. As for children and other non-combatants, Drow Elf Janissaries will target them as well, believing that it is extremely foolishly to leave behind any young defenseless enemy youth(s) who will only grow up and seek revenge. What they cannot take as loot, they will cheerfully destroy, burning and ruining so the enemy nor anyone else will benifit from whatever was left behind. Drow Elves wage war with a cold logic that make them in more way more destructive than the worst orcish or goblin warband. Orcs and Goblins may burn a village and/or perhaps even the village crops....Dark Elves are likely to salt the croplands so not only will the crop wither and die, but the fields will be ruined and never be productive again.

The Drow Elf Janissaries Host is a society within itself, both a military organization and a family. They stand somewhat aloof to the usual power-struggles between various clans, temples and other Drow Elf institutions, until contracted to fight for one. Even then, they live apart from their patrons and maintain their own organization. Some few Drow Elf Janissaries Hosts have been "hired" by surface dwellers as mercenaries, this is one way Drow Elf communities are able to oppose powerful enemies with troops, gain military intelligence and battlefield experience on the surface world while weakening powerful enemies without risking the Drow Elf community itself.

The Drow Elf females resent the Janissaries Hosts' autonomy, and therefore strictly limit their power. Janissaries Hosts are not allowed to admit females or mages into their ranks, nor may they own land or slaves. They must live in barracks supplied by their employer. The temple does not acknowledge their surnames or their philosophy. Finally, Janissaries Hosts cannot serve two contracts at once (In Drow Law, other races cannot "legally" contract Dark Elf Janissaries Hosts). If a Janissaries Host is too big to serve an employer's needs, but is already contracted to that employer, or needs the contract, it must split, with the new host gaining its own name, battle standards and taking a fair share of the young and of specialist officers. The commander will order individuals (often against their personal wishes!) to serve in whichever unit and whatever position he deems fiting. Personal arms and equipment, any pay due is all that the commander is required to split. Slaves, heavy weapons and or mounts may be "sold" to the new Host or not. Some commanders have split their hosts in order to get rid of especially troublesome individuals, in effect leaving them to fend for themselves.

The most prestigious institution in Drow Elf society is the temple of the Spider Goddess. The Temple culls Drow Elf babies about a (surface) year after they are born. Defective young are taken back to the temple and given to the Goddess to be eaten. There are ways in which the blood of infants can be used to generate mana...Each Drow Elf female must give her eldest daughter to the temple for the priesthood. Of course, a priestess could be bribed to spare particular child... Priestesses can be actual, ceremonial clergy, members of the Inquisition (a bit more like the KGB, serving both as a secret police and as political agents) or the Drow Elfin equivalent of the Knights Templar. The Goddess renders all of her priestesses sterile, to keep their loyalty to her uncompromised. The temple also maintains its own pool of mage/artisans (officially husbands of the high priestess). These males have regrettable tendency to go insane after a few months in the temple.

Babies not taken by the temple are tattooed with their lineage and given back to the mother to be kept, sold or given away. This tattoo is on the left side of the back, and it contains the child's name (no surname if male); above that is the mother's name with the father's name inside (he has no surname either); above these, are the grandparents' names and the great-grandparents' names are above those. All of the above are recorded in temple geneologies. Drow Elves without this tattoo are not in temple pedigree records and are regarded as bastards. They cannot (legitimately) mate with anyone in the community and, if they do, their young bear the same stigma. One handy aspect of this institution is that it discourages incest.

The slaves tend to be a short-lived lot, thanks to the brutal conditions under which they live and work and the low value their masters put on them, since they can always go out and catch more. The racial mix in a slave pen depends on the Deow Elves' proximity to the surface and to communities of other races. Humans, Orcs, beastmen, Dwarves, lobotomized Dvergar, starmetal-collared goblins and fishmen are all likely candidates. Drow Elves feed them radiation-resistence pills with, adictive mood altering elements mixed in, discouraging disobedience or escape, which will make these pills unavailable.

The Drow Elves enjoy many civilized, social entertainsments where enemies freely mix, trade cutting remarks and enjoy themselves. Individuals of other races often consider Drow Elf culture as darkly decadent, hedonistic and jaded. Gladiatorial arenas are an essential feature of every Drow Elf community (Drow Elves, if they are crazy enough, can fight for rewards). Wagering on Gladiatorial combats is a common vice shared by a great many Drow Elves. Sucessful Gladiators are often auctioned off after particularly bloody matches (and are rumored to be used as studs after their new mistress "tests" them out). Even more fun are the mounted hunts for escaped slaves.

A community of Drow Elves is usually governed by a Council of representatives (females all) from the most powerful latifundiae and the Temple, which retains the services of one or more large hosts, and depending on the Temple's cooperation, the Knights Templar. Even so, the Council's power is going to be limited to what the community will tolerate: provision for common defense against outside threats, regulation of trade, prevention of major slave revolts and protection of a latifundia's right to large pieces of property. More local matters, such as murder and theft are handled by the latifundia(e) involved, usually by bloodfeud. The Temple protects its own interests with the Inquisition and by crying "heretic" at any latifundia that gets too powerful or denies its wishes too frequently.

While the highly military Drow Elves do desire to conquer the surface world, they are currently bidding their time, gathering their strength, watching and waiting for a time of weakness. Most Drow Elves consider taking the surface world to be a long range future campaign and since many Drow consider the surface world to be a roofless, walless hell frequented by the sun and moon (personified as sadistic daemons), most are in no real hurry, after all whats a few more centries to a Drow?

This does not mean that Drow Elves are "good" or even peaceful neighbors. They generally are neither. Depending upon the strength of their neighbors the Drow Elves may deal with them in a number of different ways. Weak neighbors will be enslaved or killed outright. Those unable or unwilling to defend themselves are considered as unworthly of life or their freedom.

Neighbors who are able to defend themselves, but who are not so powerful as to seriously threaten the Drow Elven communities, may earn a gruding respect and the Drow Elves may enter trade agreements with them. Drow Elves trade with the surface world will often yield wonderful things like furs, fruit, starmetal, etc. and they only have to give up gems and worked goods of little value. Drow Elves will attempt to dominate and control such trade partners directly or indirectly.

Neighbors that are much stronger than the Drow Elven community are viewed as enemies that must be neutralized...carefully. If such a powerful neighbor cannot be fought openly, the Drow Elves will engage in a "Gray War." Including misinformation campaigns, aiding enemies of their powerful neighbors, stiring up rebellions and doing whatever else they can in order to weaken their choosen foes. Generally, Drow Elves are quite good at this sort of thing, as they seldom act rashly and any Drow Elves captured or killed in such operations are quickly disavowed and little real "proof" will normally be discovered. Often such individuals are hired hosts which often do not truely know their employer or the real reason behind their contract.

Raids on moonless nights for slaves or just slaughter are considered thrilling in a dangerous sort of way. If killed or captured Drow Elf raiders will be disowned and proclaimed as "bandits" and the Drow Elven community will not lift a finger to save or protect such raiders, believing their race is better served by being culled of such "unproductive" elements. Getting caught is the real crime in Dark Elf society and the criminal should not expect any mercy.

Drow Elves, as individual clans or entire councils, have been known to take over individual townships to facilitate trade, but in this case, their work is done subtly. Debilitating drugs are made available to the population and officials are corrupted, assassinated, or mind-controlled.

Although Drow Elfin communities in widely separated caverns communicate rarely, they vary little and the above description tends to hold true for all of them. They diverged from a common, stable population within the past few thousand years, and their long life- spans and infanticide maintain this stability, so there is much physical similarity. The latifundia system is an effective economic unit in the underearth and is well suited to the biological types of the Drow Elves. It in turn tends to universally resist higher levels of authority. Despite this, the Goddess' own efforts keep her temple (mostly) universal. Nonetheless, in many communities, the Temple may have rivals and be the center of a civil war, or may have been wiped out entirely. Likewise, hosts and mage/artisan universities are not present in all communities. Also, the above description applies to the usual, all-Drow community. There are mixed communities with one or more Drow Elven clans amongst Dwarven or goblin clans or within a cosmopolitan underearth trade city. These Drow Elves must live within the bounds of local custom.

The Drow Elves originally lived on the surface as desert-adapted elves, a dark-skinned, nocturnal people. They lived in caves at the desert's edge. They had adapted to the low food and water supply by acquiring marsupial-like patterns of reproduction and practicing infanticide during harsh years. They considered the sun to be a harsh daemon. They were moon worshippers with a cruel goddess to whom they sacrificed their young in hopes that the year would not be as bad as it looked and in the certainty that there would not be an extra mouth to feed.

About ten thousand years ago, the other elves, in richer environments with more magic and technology, decided to green the "unproductive" deserts for their own use. What they really did was to create space for the mesolithic humans and paleolithic orcs to breed in (their formerly marginal environments kept their populations in check before). It also allowed them to move into and through formerly inaccessible areas. These outcompeted the primitive Drow Elves and drove them to the lands below their caves. Drow Elves fared poorly at first in the underearth. Radiation and competition from other underearth creatures were more than a match for them. The fishman empire was at its height, as were several of the ancient netocracies, and the goblins, Dvergar and Illithids were already established.

The entity to become known as the Spider Goddess, a formless Lovecraftian thing, was waiting for nascent Drow Elves, hoping to use them as a potential power base. They had been abandoned by their god and obviously needed a new one. It adapted them to radiation and caused them to develop magic and psi resistance. The y- chromosome mutant appeared around this time and may have been random or the brainchild of the Goddess. In return, the Goddess got the mana it needed to exist on this plane from sacrifices of infants and prisoners of other races. Because of the mage/artisans, there was selection for more physically powerful females, who retained the cultural conditioning not to give quarter when fighting, essential in the underworld against enemies too alien to develop rules of war with. The remaining normal males became a problem, since they couldn't do anything for the women that they couldn't already do for themselves. Slavery helped to stabilize the situation and the Temple developed the racial code of behavior. The Drow Elves had domesticated the pest-eating spiders, the only local animals bright enough to be affectionate pets, so, for advertising purposes, the Goddess chose a female spider form.

Drow Elves have black or bluish-black skin with and white hair. The same melanin that once protected them from the desert sun now helps to protect them from underground radiation. Their eyes are large, with a big pupil and the rest is iris, which can be any color under the rainbow. They glow red in partial light and can see into IR and UV spectra. Their ears are also large and pointed. The females and "normal" males are of (male) human height but gracefully built (females more muscular than human female norm), making them the tallest humanoid race in the underworld. The "normal" males are (usually) clean-shaven, and artisan males wear short beards. They have long fingers and toes and walk and move very quietly. Their clothing is variable, usually shirt and kilt or trousers (in case they need to bare their backs for tattoo inspection). When travelling, they wear a long cloak (with semi-magical camouflage properties) and well-treaded, silent boots.

In addition to their own language (each community has its own dialect), at least one of every party found travelling will speak the local underearth trade tongue. Those trading with the surface world will learn common or Dwarvish. The overseers have developed a pidgin that they speak with the slaves (they don't teach them Dark Elfish). Most speak only the Drow Elfin language and a subtle but sophisticated sign language. One interesting side effect of this sign language is that no Drow Elf can successfully lie to another, because they give themselves away. They have been known to employ a variety of hand weapons: knives, swords, axes, maces, polearms, etc. In the roomy caverns they prefer to live in, they employ a weapon that enables them to take advantage of their height and training: the elven longbow.

L'Ilythiiri Zhaun'ol
{The Drow Dictionary}

A'quarthus a'lil Mzilst Malla Nedylene, Valsharess d'lil Ilythiiri d'Rilauven

{Commissioned by the Most Honored Nedylene, Queen of the Drow of
Rilauven}


Xundus a'lil Ulathtallar d'Arach-Tinilith, Larenil

{Completed by the Arch Priestess of Arach-Tinilith, Larenil}


Bel'laus wun zha'linth d'lil Malla Ilharess, Innelda Isher Lylyl

{Dedicated in memory of the Honored Matron, Innelda Isher Lylyl}


Xuil mzil fielthalen dal Karlin Mott, Wanre d'Sorcere

{With many contributions from Karlin Mott, Apprentice of Sorcere}





--TABLE OF CONTENTS--

OOC NOTES
USAGE NOTES
GRAMMAR
Pluralization
Possessive Case
Verbs
Adjectives
Adverbs
NEVERWINTER NOBLE HOUSES
OTHER NOBLE HOUSES
DROW CITIES
CITY INSTITUTES
DEITIES
TITLES
RACES
SPECIAL WORDS
COMMON TO DROW
DROW TO COMMON
DIRECTIONS
NUMBERS
PHRASES
PROVERBS



I. OOC NOTES

Many of the Drow words and phrases appearing below are excerpts from
"The Drow of the Underdark" by TSR, Inc., and other authorized AD&D sources.
Where applicable, these excerpts are displayed in capital letters. The
remaining Drow words and phrases have been developed by the Temple of
Lloth ("TOL"). This dictionary may be distributed through licensed TSR
sites and used in connection with any AD&D role-playing activity.
However, TOL requests that no alterations or additions be made to this dictionary for use in Neverwinter Nights ("NWN") without the consent of the TOL GM.


II. USAGE NOTES

This dictionary has been prepared by the Sorcere for the use of the Drow
in dealing with other races and as a guide for other races in the proper
dealings with the Drow. To facilitate such use, the majority of this
Dictionary has been translated into Common.

Any Drow allowed contact with other races should have received training
in proper conduct elsewhere, thus no effort has been made to supplement
such training here. Non-Drow are advised to pay heed to these Usage Notes.
Many Drow societies welcome mutually profitable or pleasurable dealings with
other races or societies. However, the Drow are a justly proud people and are
quick to take offense -- often fatal offense -- at what they perceive to be
insults or breaches of etiquette.

You have been warned.


III. GRAMMAR

IIIa. PLURALIZATION

Withstanding irregular forms, a plural is completed by "en" if it ends in a
consonant or "n" if it ends in a vowel.


Singular Plural

Jabbress Jabbressen
(Mistress} (Mistresses}

Velve Velven
{Blade} {Blades}


IIIb. POSSESSIVE CASE

Coincidentally, the possessive case in the Drow language is very similar
to the Common Tongue used by most races. The possessive case is completed
with "'s" except if the word ends in "s" where upon "'" is added.

Sarn lil velg'larn's inthen
{Beware the assassin's schemes}

Nindil zhah lil Valsharess' elgluth
{That is the Valsharess' whip}


IIIc. VERBS

A verb has different forms depending on its number (singular or plural);
person (first, second, third); voice (active, passive); tense (present,
past, future, present perfect, past perfect, future perfect); and mood
(indicative, imperative, subjunctive).


NUMBER: Withstanding irregular verbs, the singular form is completed
with "ar".


Singular Plural

Lil sargtlin elggar Lil sargtlinen elgg
{The warrior kills} {The warriors kill}

Uss jaluk elar Draa jaluken el
{One male dies} {Two males die}

PERSON: Verbs usually have a different form only in the third person
singular of the present tense. Withstanding irregular verbs, the third
person singular of the present tense is completed with "e".

Usstan belbau Dos belbau Uk belbaue
{I give} {You give} {He gives}

Usstan luth Dos luth Il luthe
{I cast} {You cast} {She casts}

VOICE: A passive verb is a combination of a "be" verb and a past
participle.

Active L'Yathrin harventhe ukt karliik
{The Yathrin severs his head}

Passive Ukt karliik zhahus harventhus a'lil Yathrin
{His head was severed by the Yathrin}

TENSE: Withstanding irregular verbs, the past tense is completed with
"us".

Active Voice Passive Voice

Present Uk phlithe Uk zhah phlithus
Tense {He hates} {He is hated}

Past Usstan phlithus Usstan zhahus phlithus
Tense {I hated} {I was hated}

Future Dos orn phlith Dos orn tlu phlithus
Tense {You will hate} {You will be hated}

Present Dos inbal phlithus Dos inbal tlus phlithus
Perfect {You have hated} {You have been hated}

Past Il inbalus phlithus Il inbalus tlus phlithus
Perfect {She had hated} {She had been hated}

Future Usstan zhal inbal phlithus Usstan zhal inbal tlus phlithus
Perfect {I shall have hated} {I shall have been hated}


MOOD: The mood of the verb indicates the tone in which the statement is
made. The common "-ing" ending found in many verbs of the indicative
mood is completed with "-in". There are no other endings for the imperative or
subjunctive moods.


Indicative Udos phuul raldarin l'waess da'fol rivvin.
{We are stripping the skin from some humans}


IIId. ADJECTIVES

Adjectives have three forms: positive, comparative, and superlative.
Withstanding irregular forms, the comparative form is completed with
"ur" while the superlative is completed with "url". The common "-ful" suffix
for many adjectives is indicated by "'urn".

Positive Comparative Superlative

Olath Olathur Olathurl
{Dark} {Darker} {Darkest}

Ssin'urn Mzild ssin'urn Mzilst ssin'urn
{Beautiful} {More beautiful} {Most beautiful}


IIIe. ADVERBS

Adverbs, like adjectives, have three forms: positive, comparative, and
superlative. Withstanding irregular forms, the comparative form is
completed with "ur" while the superlative is completed with "url". The common "-ly"
suffix for many adverbs is indicated by "ne" (or "e" if ending in "n").

Positive Comparative Superlative

Al Alur Alurl
{Well} {Better} {Best}

Ssin'urne Mzild ssin'urne Mzilst ssin'urne
{Beautifully} {More beautifully} {Most beautifully}


IV. NEVERWINTER NOBLE HOUSES


Faen Tlabbar - currently 1st House of Neverwinter
Fey-Branche - currently 2nd House of Neverwinter
Rilynt'tar - currently 3rd House of Neverwinter
Lylyl - currently 4th House of Neverwinter

Auvryndar - defunct
Baenre - defunct
DeVir - defunct
Ky'Alur - defunct
Noquar - defunct


V. OTHER NOBLE HOUSES

Aleanrahel Aleval Arabani
Arkhenneld Barrison'del'armgo Claddath
Despana Do'Urden Eilservs
Everhate Freth Helviiryn
Hlaund Hun'ett Kenafin
Kilsek Maerret Melarn
Ousstyl Teken'duis Tormtor
Zauviir


VI. DROW CITIES

Rilauven - Drow city of Neverwinter

Abaethaggar Abburth Baereghel
Charrvhel'raugaust Chaulssin Ched Nasad
Cheth Rrhinn Erelhei-Cinlu Eryndlyn
Faneadar Guallidurth Haundrauth
Ithilaughym Llurth Dreier Luihaulen'tar
Maerimydra Menzoberranzan Orlytlar
Sshamath Sshanntynlan Szithlin
T'lindhet Tyrybblyn Uluitur
Undraeth V'elddrinnsshar Waethe Hlammachar
Yuethindrynn


VII. CITY INSTITUTES

ARACH-TINILITH - Temple of Lloth and academy for Yathrin
El'lar d'Ssinssrigg - House of Pleasure
SORCERE - Academy of Wizardry
MELEE-MAGTHERE - Academy of Warfare
Valsharen Drow

Vel'Xundussa Magthere - Royal Drow Security Institute ("VDVM")


VIII. DEITIES

EILISTRAEE - The Dark Maiden
lesser goddess
(chaotic-good)
goddess of the good Drow - enemy of Lloth

GHAUNADAUR - That Which Lurks (The Elder Elemental God)
lesser god
(chaotic-evil)
god of the creatures of the Underdark

LLOTH - The Queen of Spiders
(LOLTH, LOETHE) minor goddess (chaotic-evil)
goddess of the Drow

VHAERUN - The Masked God of Night
lesser god
(chaotic-evil)
god of thievery & Drow interests on the surface


IX. TITLES

BREGAN D'AERTHE - Mercenary Band of rogue Drow
C'RINTRI - noble Drow (C'rintrin - nobles)
Dalharil - Daughter
Dalharuk - Son
Faerz'un'arr - Seeress
ILHARESS - Matron
ILHARN - Patron
Jabbress - Mistress
(female in charge of some task or office)
JABBUK - Master
(male in charge of some task or office)
MALLA - honored
(a term of respect preceding a title)
Qu'abban - House Agent
(sometimes used for non-House agent)
Qu'el'faeruk - House Wizard
Qu'el'saruk - House Weapons Master
Qu'el'velguk - House Assassin
SARGTLIN - Drow Warrior
SHEBALI - Rogue, non-noble Drow
Ssins d'Aerth - professional entertainer (prostitute)
Ulathtallar - Arch Priestess of the Arach-Tinilith
Ulfaerz'un'arr - Arch Seeress of the Sorcere
Ul'Saruk - Warlord of the Melee-Magthere
Ul'Veldriss - Arch Shadow Mistress of the VDVM
Valuk - male monarch (reference for non-Drow races)
VALSHARESS - Queen
Veldriss/Veldruk - Shadow Mistress/Master
(obtained only by training at the VDVM)
Yath'Abban - Temple Agent
(sometimes used for non-TOL agent)
YATHRIN - Priestess of Lloth
YATHTALLAR - High Priestess of Lloth


X. RACES

DARTHIIR - surface elf/elves
DUERGAR - deep dwarf/dwarves
GOL - goblin (GOLN - goblins)
hargluk - dwarf (harglukkin - dwarves)
HASZAK - illithid (HASZAKKIN - illithids)
RIVVIL - human (RIVVIN - humans)
sakphul - halfling/halflings
tagnik'zur - dragon/dragons
tu'rilthiir - half-elf/elves
yingil - gnome (yingilin - gnomes)


X. SPECIAL WORDS

alartae - greater tentacle rod
DRAGAZHAR - Underdark bat
DRIDER - Half-spider/Half-Drow abomination
ILYTHIIRI - Drow
jilorbb - jade spider
llarl - adamantine arm
MYRLOCHAR - Soul Spider (Minion of Lloth)
olartae - lesser tentacle rod
orbdrin - spider mask
orlenggin - sacrificial altar
orshal - sacrificial chalice
orvelve - sacrificial spider dagger
qu'ilinsar - House insignia
sithyrr - Drow hand crossbow
ulartae - master tentacle rod
YOCHLOL - Handmaiden of Lloth

XII. COMMON TO DROW

a - NATHA (seldom used)
about - BAUTH
above - phor
accomplish - XUN
accomplishment - XUNDUS
accomplishments - xundussa
achievement - XUNDUS
achievements - xundussa
across - naudal
additional - mziln
after - p'luin
against - qua'laen
agree - qua'l
agreement - INTHIGG
aim (goal) - ILINDITH
alert - KYONE
alertly - KYONE
alike - esaph
alive - DRO
all - JAL
allure - ssinss
ally - ABBAN
alone - MAGLUST
also - mziln
although - d'ril
am - uil
ambush - thalack'vel
among - WUND
amulet - ilinsar
and - LUETH
another - jalbyr
any - jala
anybody - jalkhel
anyone - jaluss
anything - jalbol
apart - MAGLUST
apprentice - wanre
are - PHUUL
argument - QUA'LAELAY
arm - da're
armor - ky'ostal
around - BAUTH
arrest - ply'uss
arrow - b'luth'ol
as - IZIL
assassin - velg'larn
assassinate - ol'elg
assassination - ol'elghinn
at - a
attractive - ssin'urn
avoid - BAUTHA
avoiding - bauthin

back - RATH
backs - RATHA
backstab - rath'elg
band - AKH
barrier - KULGGEN
battle - THALACK
battle-might - SARGH
be - TLU
beauty - ssin
beautiful - ssin'urn
because - p'wal
been - tlus
before - p'los
behind - RATHRAE
below - HARL
beneath - HARL
beside - tu'suul
best - ALURL
better - ALUR
between - tu'fyr
beware - SARN
beyond - tu'jol
birth - ILHAR
bitch - elg'caress
bite - tril
bitter - riknueth
blade - VELVE
bless - bel'la
block - KULG
blockage - KULG
blood - vlos
brazier - linthre
break - harventh
brother - dalninuk
body - khel
bond - valm
book - zhuan'ol
both - TUTH
bow - b'luthyrr
bravery - HONGLATH
brightness - ssussun
but - jhal
by - a

calm - HONGLATH
captive - kul'gobuss
capture - ply'uss
care - kyon
careful - KYONE
carefully - KYONE
carefulness - kyona
carrion - IBLITH
cast - LUTH
cattle - rothe
cauldron - linth'el
caution (distrust) - ne'kales
caution (stealth) - OLIST
cave - har'ol
cavern - har'ol
chalice - shanaal
charm - ssinss
chest - mamulen
child - dalhar
children - dalharen
city - che'el
climb - Z'ORR
cloak - PIWAFWI
coinage - BELAERN
cold - inthuul
come - doer
command - QUARTH
commanded - QUARTHEN
commission - a'quarth
commissioned - a'quarthus
complain - elg'car
complaining - elg'carin
complete (n) - XUNDUS
complete (v) - XUN
comrade - ABBIL
concealment - VELDRIN
confrontation - QUA'LAELAY
conquer - har'luth
conquering - ULTRINNAN
conqueror - ULTRIN
conqueror (Lloth) - ULTRINE
consider - TALINTH
considering - talinthin
conspiracy - olis'inth
continue - ELENDAR
continued - ELENDAR
continuing - elendarin
contribution - fielthal
council - TALTHALRA
coup - olis'inthigg
coward - rath'arg
cowardice - rath'argh
create - beldro
cut - harventh

dagger - VELVE
danger - SREEN
dark - olath
darkness - OLOTH
dart - kyil
darts - kyilen
daughter - dalharil
dead - elghinyrr
death - ELGHINN
death (in Lloth's name) - STREEA
deceit - waerr'ess
dedicate - bel'la
despise - phlith
destiny - UL-ILINDITH
destiny (of Lloth) - ELAMSHIN
destroy - ELGG
did - xunus
die - el
different - endar
disagree - qua'lae
disagreement - QUA'LAELAY
discover - RAGAR
dishonor - rath'argh
distrust (n) - ne'kales
distrust (v) - ne'kalsa
do - XUN
dodge - BAUTHA
dodging - bauthin
doing - xunin
dominance - Z'RESS
done - xunor
don't - xuat
door - OBSUL
down - HARL
dragon - tagnik'zur
dwelling - el'lar

each - weth
earth (element) - har'dro
eat - cal
effort - XUND
either - usbyr
electricity - nizzre'
encounter - THALRA
endure - ELENDAR
enemy - OGGLIN
escape - do'bauth
escaping - do'bauthin
ESP - z'talin
every - ril
everybody - rilkhel
everyone - riluss
everything - rilbol
evil - verin
excrement - IBLITH
expedition - Z'HIND
extra - mziln
eye - sol
eyes - solen

face - jindurn
facing - ALUST
father - ILHARN
favor - elamshinae
fawn - s'lurpp
fawning - s'lurppin
fearless - STREEAKA
fearlessness - STREEAKA
female - jalil
few - stath
fighting - melee
fighting (magical) - melaer
find - RAGAR
fire - chath
flame - chath
flatter - s'lurpp
flattering - s'lurppin
flesh - siltrin
food - CAHALLIN
fool - WAEL
foolish - WAELA
for - whol
force - Z'RESS
forefront - ALUST
forgive - nelgeth
forgiveness - nelgetha
friend - ABBIL
from - DAL (often shortened to da')
fun - JIVVIN
future - ulin

gap - OBSUL
gem - eoul
get - inbau
gift - BELBOL
give - BELBAU
glass - shanaal
go - alu
goal - ILINDITH
goblet - shanaal
going - aluin
goddess (generic) - Quar'valsharess
goddess (Lloth) - Quarval-sharess
gone - alus
good - bwael
grace (holy) - elamshinae
grace - suliss
graceful - suliss'urn
grave (tomb) - PHALAR
greed - SSINSSRIGG
group - AKH
guard - KYORL
guarding - KYORLIN
guide (n) - MRIMM
guide (v) - mrigg

had - inbalus
hag - elg'caress
handsome - ssin'urn
have - inbal
hate - phlith
he - uk
head - karliik
heart - xukuth
help - xxizz
her - ilta
here - ghil
heresy - og'elendar
heretic - og'elend
hers - ilt
herself - iltan
hidden - VELKYN
highest - ULTRIN
highest (Lloth) - ULTRINE
him - ukta
himself - uktan
his - ukt
hit - zotreth
hitch - KULG
hold - mir
holy - ORTHAE
honor - bel'la
hot - sseren
house (noble) - QU'ELLAR
house (non-noble) - el'lar
hurl - LUTH

I - usstan
if - ka
imperial - valsharen
in - WUN
incense - cha'ol
inn - el'inssrigg
inside - wu'suul
inspiration - MRIMM
inspire - mrigg
institute - magthere
instrument - velnarin
intelligence (recon) - vel'xundussa
intelligent - ne'kalsa
intercourse (slang) - vith
into - WUND
invisible - VELKYN
is - ZHAH
it - ol
its - olt
itself - oltan
item - BOL

javelin - luth'ol
join - valm
journey - Z'HIND

key - mrim'ol
kidnap - ply'usaerth
kill - ELGG
kneel - harl'il'cik
knife - VELVE
know - ZHAUN
knowledge - ZHAUNIL

large - izznarg
learn - ZHAUN
leg - da'ur
life - DRO
light - ssussun
lightning - nizzre'
like - saph

Lloth's
power/servants - YORN

Lloth's will - ELAMSHIN
location - k'lar
lock (n) - mri'kul
lock (v) - mri'kul
lost - NOAMUTH
love - SSINSSRIGG
lover (female) - mrimm d'ssinss
lover (male) - mrann d'ssinss
loving - ssinssriggin
lust - SSINSSRIGG
lusting - ssinssriggin

mage - FAERN
magic - FAER
magic item - FAERBOL
magical - FAERL
male - jaluk
many - mzil
may - XAL
me - ussa
medallion - ilinsar
meet - THALRA
meeting - TALTHALRA
memory - zha'linth
mine - usst
monster - PHINDAR
more - MZILD
most - mzilst
mother - ILHAR
much - mzilt
music - ssinsuurul
my - ussta
myself - usstan

neither - nausbyr
neutral - noalith
no - NAU
nobody - naukhel
none - naust
not - naut
nothing - naubol
now - nin

of - DEL (often shortened to d')
off - tir
offal - IBLITH
old - zhuanth
on - PHOLOR
onto - pholod
opening - OBSUL
opponent - OGGLIN
oppose - ogglir
opposing - ogglirin
opposite - indarae
or - xor
other - byr
our - udossta
ours - udosst
ourselves - udosstan
out - DOEB
outcast - DOBLUTH
outside - do'suul
over - phor

pain - jiv'undus
pardon - nelgetha
pariah - DOBLUTH
passion - SSINSSRIGG
past (time) - zhahn
path - COLBAUTH
perhaps - XAL
piracy - op'elgin
pirate - op'elg
place - k'lar
plan - INTH
plane - zik'den'vever
platter - lintaguth
play - JIVVIN
plot - olis'inth
poison (n) - elg'cahl
poison (v) - elg'cahal
power - Z'RESS
praise - bel'la
prevail - ULTRINNAN
present (time) - nin
prison - kul'gobsula
prisoner - kul'gobuss
profit - BELAERN
punch - zotreth
punish - sarn'elgg

raid - THALACKZ'HIND
ransom - ply'usaerth
reckless - STREEAKA
recklessness - STREEAKA
reconnaissance - vel'xundussa
remove - drewst
ride - Z'HAR
rival (n) - OGGLIN
rival (v) - ogglir
rivaling - ogglirin
royal - valsharen
royal seal - sharulg
ruse - GOLHYRR

sacred - ORTHAE
safe - sreen'aur
safety - sreen'aur
scheme - INTH
school - magthere
scourge - elgluth
scroll - narkuth
security - vel'xundussa
seduction - ssinss
seize - plynn
servant - wanre
sever - harventh
several - blynol
sex - vith
shadows - VELDRIN
shall - zhal
she - il
shield - KULGGEN
side - suul
silence - venorsh
silent - venorik
since - yol
similar - indar
sister - dalninil
skin - waess
slave - rothe
slay - ELGG
small - inlul
smart - ne'kalsa
snag - KULG
so - ji
some - fol
somebody - folkhel
someone - foluss
something - folbol
son - dalharuk
spear - luth'ol
spell - faerz'undus
spell book - faerz'ol
spider - ORBB
spy (n) - vel'xunyrr
spy (v) - vel'xunyrr
steal - olplynir
stealth - OLIST
stratagem - INTH
strength - Z'RESS
strength-at-arms - SARGH
strike - zotreth
strip - raldar
striving - XUND
subjugate - har'luth
such - folt
suicide - STREEA
superior - ALUR
supreme - ULTRIN
supreme (Lloth) - ULTRINE
surprise - BRORN
surprises - BRORNA
survival - dro'xundus
survive - dro'xun
sweet - ssinjin
sword - VELVE
sycophant - s'lurppuk

take - plynn
tavern - el'inssrigg
telepathy - z'talin
temple - YATH (property, work or decree)
than - TAGA
thank - bel'la
that - nindel
the - LIL
their - ninta
theirs - nint
them - nina
themselves - nintan
there - gaer
these - nindolen
they - NIND
then - zhahn
thief - olplyn
thieving - op'elgin
thing - BOL
think - TALINTH
this - nindol
those - NINDYN
throat - rinteith
throne - sharorr
throw - LUTH
time - draeval
to - ULU
together - ul'naus
torture - jiv'elgg
toward - ulan
traditional - ELEND
traitor - og'elend
trap - GOLHYRR
trapdoor - obsu'arl
treason - og'elendar
treasure - BELAERN
treatise - zhuan'ol
treaty - INTHIGG
trick - GOLHYRR
trip - Z'HIND
trust (n) - KHALESS
trust (v) - khal

unaware - WAELA
uncover - RAGAR
under - HARL
Underdark - Har'oloth
unknown - NOAMUTH
unseen - VELKYN
until - hwuen
up - phor
upon - PHOLOR
us - udossa
usual - ELEND

valor - SARGH
victory - ULTRINNAN

wait - KYORL
waiting - KYORLIN
walk - Z'HIN
wanderer - NOAMUTH
war - THALACK
wards - ky'ov'aer
wariness - kyona
warning - SARN
wary - KYONE
was - zhahus
watch - KYORL
watchful - kyorl'urn
watching - KYORLIN
water - niar
way - COLBAUTH
we - udos
wealth - BELAERN
weapon - sarol
well - al
went - alus
were - zhahen
wet - loniar
what - vel'bol
when - vel'drav
where - vel'klar
which - vel'bolen
whine - elg'car
whining - elg'carin
whip (n) - elgluth
whip (v) - elgluth
who - VEL'USS
whom - vel'ussa
whose - vel'dos
will (v) - orn
will (of Lloth) - ELAMSHIN
will (n) - Z'RESS
win - ULTRINNAN
wine - jhinrae
wisdom - ZHAUNIL
with - xuil
within - WUND
without - xuileb
wizard - FAERN
work - XUND

yes - xas
yet - quin
you - DOS
young - waelin
your - dossta
yours - DOSST
yourself - DOSSTAN


XIII. DROW TO COMMON

a - at, by
a'quarth - commission
a'quarthus - commissioned
ABBAN - ally, not-enemy
ABBIL - comrade, "trusted" friend
AKH - band, group
al - well
alu - go
aluin - going
ALUR - better, superior
ALURL - best, foremost
alus - went, gone
ALUST - in front, facing, in the forefront
asanque - likewise, as you wish

BAUTH - around, about
BAUTHA - dodge, to dodge
bauthin - dodging, avoiding
BELAERN - wealth, coinage, treasure, profit
BELBAU - to give
BELBOL - gift
beldro - to create
bel'la - to honor, to dedicate, to praise, to thank,
to bless
b'luth'ol - arrow
b'luthyrr - bow
blynol - several
BOL - item, thing
(unknown, unidentified, mysterious or important)
BRORN - surprise
BRORNA - surprises
bwael - good, a good person
byr - other

cal - eat
CAHALLIN - food (produce or harvest, including raid-spoils,
but not hunted game or cooking)
cha'ol - incense
chath - fire, flame
che'el - city (generic)
COLBAUTH - path, known way
colnbluth - outsider, non-drow

d'ril - although
da're - arm
da'ur - leg
DAL - from (sometimes shortened to da')
dalhar - child
dalharen - children
dalharil - daughter
dalharuk - son
dalninil - sister
dalninuk - brother
DEL - of (sometimes shortened to d' or de')
do'bauth - escape, to escape
do'bauthin - escaping
do'suul - outside
DOBLUTH - outcast
DOEB - out
doer - come
DOS - you
DOSST - yours
dossta - your
DOSSTAN - yourself
draeval - time
drewst - remove
DRO - life, alive
dro'xun - survive, to survive
dro'xundus - survival

el - die
ELAMSHIN - destiny, the will of Lloth
elamshinae - favor, grace (esp. with Lloth)
el'lar - dwelling, non-noble House
ELEND - usual, traditional
ELENDAR - continue, continued, endure
elg'cahal - to poison
elg'cahl - poison
elg'car - whine, complain
elg'carin - whining, complaining
elg'caress - hag, harpy, bitch (directed to a female)
ELGG - kill, slay, destroy
elggor - dying
ELGHINN - death
elghinyrr - dead
elgluth - whip, scourge
el'inssrigg - inn, tavern
endar - opposite, different
esaph - alike
euol - gem

FAER - magic
FAERBOL - magical item
FAERL - magical
FAERN - wizard, magic-worker (of either sex, any race)
faerz'ol - grimoire, spell book
faerz'undus - magic spell
fielthal - contribution
fol - some
folbol - something
folkhel - somebody
foluss - someone
folt - such

gaer - there
ghil - here
GOLHYRR - trick, ruse, trap

HARL - down, under, below, beneath
harl'il'cik - to kneel
har'dro - earth (element)
har'luth - subjugate, conquer
har'ol - cave, cavern
Har'oloth - The Underdark
harventh - cut, sever, break
HONGLATH - clear thinking, calm, bravery, good behavior
hwuen - until
hyrr - item (abstract)

IBLITH - excrement, offal, carrion
il - she
ilt - hers
ilta - her
iltan - herself
ILHAR - mother, to mother
(to give birth to young, not to comfort or rear)
ILINDITH - aim, goal, hoped-for event
ilinsar - medallion, amulet
inbal - have
inbalus - had
inbau - get
indar - similar
indarae - opposite
inlul - small
INTH - plan, stratagem, scheme
INTHIGG - agreement, treaty
inthuul - cold
IZIL - as (often shortened to iz' or 'zil)
izznarg - large

JAL - all
jala - any
jalbol - anything
jalbyr - another
jalil - female (gender)
jalkhel - anybody
jaluk - male (gender)
jaluss - anyone
jhal - but
jhinrae - wine
ji - so
jindurn - face
JIVVIN - fun, play (amusing cruelty, "animal spirits")
jiv'elgg - torture
jiv'undus - [severe] pain

ka - if
karliik - head
khal - to trust (especially misplaced or foolish)
KHALESS - trust (especially misplaced or foolish)
khel - body
k'lar - place. location
KULG - snag, hitch, blockage (to will or actual blockage)
KULGGEN - deliberate rampart, shield, or other barrier
kul'gobsula - prison
kul'gobuss - prisoner, captive
kyil - dart
kyilen - darts
kyon - care
KYONE - alert/alertly, wary/warily, careful/carefully
kyona - carefulness, wariness
KYORL - watch, wait, guard
KYORLIN - watching, waiting, guarding
kyorl'urn - watchful
ky'ostal - armor (magical or physical)
ky'ov'aer - magical wards (esp. of a House)

LIL - the (often shortened to l')
lintaguth - platter
linth'el - cauldron
linthre - brazier
loniar - wet
LUETH - and (often shortened to lu')
LUTH - cast, throw, hurl
luth'ol - spear, javelin

MAGLUST - apart, alone
magthere - school, institute (generic)
mamulen - chest
melaer - fighting with magic
melee - fighting with weapons or hand-to-hand
mir - to hold
mrann d'ssinss - lover (male)
mrigg - to inspire, to guide
mri'kul - lock, to lock
mrim'ol - key
MRIMM - guide, key, inspiration
mrimm d'ssinss - lover (female)
mzil - many
MZILD - more
mziln - also, extra, additional
mzilst - most
mzilt - much

narkuth - scroll
NATHA - a (seldom used, except for emphasis)
NAU - no
naubol - nothing
naudal - across
naukhel - nobody
nausbyr - neither
naust - none
naut - not
ne'kales - caution, distrust
ne'kalsa - smart, not trusting
nelgeth - to forgive (rarely used)
nelgetha - forgiveness, pardon
niar - water
nin - now, present (time)
nina - them
NIND - they
nindel - that
NINDYN - those
nindol - this
nindolen - these
nint - theirs
ninta - their
nintan - themselves
nizzre' - electricity, lightning
noalith - neutral
NOAMUTH - wanderer, lost, unknown

OBSUL - opening, door, gap
obsu'arl - trapdoor
og'elend - heretic, traitor, non-follower of Lloth
og'elendar - treason, heresy, opposition to Lloth's will
OGGLIN (n) - rival, opponent, enemy
ogglir - to rival, to oppose
ogglirin - rivaling, opposing
ol - it
olath - dark
ol'elg - assassinate, to kill by treachery
ol'elghinn - assassination, death by treachery
olis'inth - plot, conspiracy
olis'inthigg - coup
OLIST - caution, stealth
OLOTH - darkness (natural or magical)
olplyn - thief
olplynir - steal
olt - its
oltan - itself
op'elg - pirate
op'elgin - piracy, thieving
ORBB - spider
orn - will
ORTHAE - holy, sacred

p'los - before
p'luin - after
p'wal - because
PHALAR - grave, battle-marker
PHINDAR - monster, dangerous being
(especially a non-intelligent creature)
pholod - onto
PHOLOR - on, upon
phor - above, up, over
phlith - hate, despise
PHUUL - are (often shortened to ph' or phu')
PIWAFWI - magical cloak
PLYNN - take, seize
ply'usaerth - kidnap, hold for ransom
ply'uss - arrest, capture

qua'l - agree
qua'lae - disagree
qua'laen - against
QUA'LAELAY - disagreement, argument, confrontation
(not yet open conflict)
QU'ELLAR - House (of a titled noble family)
QUARTH - order (exercise of authority)
QUARTHEN - ordered, commanded
QUARVAL-SHARESS - Goddess - Lloth
QUAR'VALSHARESS - Goddess (other than Lloth)
quin - yet

RAGAR - find, discover, uncover
raldar - strip
RATH - back
RATHA - backs
rath'arg - coward
rath'elg - backstab
RATHRAE - behind
rath'argh - cowardice, dishonor
ril - every
rilbol - everything
rilkhel - everybody
riluss - everyone
riknueth - bitter
rinteith - throat
rothe - Underdark cattle, slave (esp. non-Drow)

saph - like
SARGH - confidence in weapons, battle-might,
strength-at-arms, valor
sarol - weapon
SARN! - beware! - warning!
sarn'elgg - punish
s'lurpp - fawn, flatter, curry favor
s'lurppin - fawning, flattering
s'lurppuk - sycophant
shanaal - chalice, goblet, glass
sharorr - throne
sharulg - royal seal
siltrin - flesh
sol - eye
solen - eyes
SREEN - danger
sreen'aur - safe, safety
sseren - hot
ssin - beauty
ssinjin - sweet
ssinss - seduction, allure, charm
ssin'urn - attractive, beautiful, handsome
SSINSSRIGG - passion, lust, greed
ssinssriggin - lusting, loving
ssinsuurul - music
SSUSSUN - light, brightness
stath - few
STREEA - suicide, death in the service of Lloth, a House,
or a community
STREEKA - reckless(ness), fearless(ness)
suliss - grace
suliss'urn - graceful
suul - side

TAGA - than
tagnik'zur - dragon
TALINTH - to think, to consider
talinthin - considering
TALTHALRA - meeting, council, parley
THALACK - war, open fighting
THALACKZ'HIND - raid, attack from afar
thalack'vel - ambush, sneak attack
THALRA - meet, encounter
tir - off
TLU - be, to be
tlus - been
tril - bite
tu'fyr - between
tu'jol - beyond
tu'suul - beside
TUTH - both (often shortened to tu')

udos - we
udossa - us
udosst - ours
udossta - our
udosstan - ourselves
uil - am
uk - he
ukt - his
ukta - him
uktan - himself
UL-ILINDITH - destiny
ul'naus - together
ulan - toward
ulin - future (time)
ulnar - lie (untruth)
uln'hyrr - liar
ULTRIN - supreme, highest, conqueror
ULTRINE - ultrin when applied to Lloth only
ULTRINNAN - conquering, victory, to win or prevail
ULU - to
usbyr - either
ussa - me
usst - mine
ussta - my
USSTAN - I, this one, myself
USSTIL - one in my place

valm - join, bond
valsharen - royal, imperial
vel'bol - what
vel'bolen - which
vel'dos - whose
vel'drav - when
vel'klar - where
VEL'USS - who
vel'ussa - whom
vel'xundussa - security, intelligence, reconnaissance
vel'xunyrr - spy, to spy
VELDRIN - shadows, concealment afforded by varying light
velg'larn - assassin
VELKYN - unseen, hidden, invisible
velnarin - instrument
VELVE - blade (dagger, knife, sword)
venorik - silent
venorsh - silence
verin - evil
vith - to perform sexual intercourse (slang)
vlos - blood

WAEL - fool
WAELA - foolish, unaware/unwary
waelin - young
waerr'ess - deceipt
waess - skin
wanre - apprentice, servant
weth - each
whol - for
wu'suul - inside
WUN - in
WUND - among, within, into

XAL - may, might, perhaps
xas - yes
xor - or
xuat - don't
xuil - with
xuileb - without
xukuth - heart
XUN - do, to complete or accomplish
XUND - striving, effort, work
xunin - doing
xunor - done
xunus - did
XUNDUS - achievement, work completed
xundussa - achievements, works completed
xxizz - help

YATH - temple, of the temple (property, work, or decree)
yibin - weak
yol - since
YORN - power/will/servant-creature of the Goddess (Lloth)

Z'HAR - to ride
Z'HIN - to walk
Z'HIND - trip, journey, expedition
Z'ORR - climb
Z'RESS - power, strength, force, dominance
(esp. of the will - i.e. success in manipulation)
z'talin - ESP, telepathy
ZHAH - is
zhahn - then, past (time)
zhahen - were
zhahus - was
zhal - shall
ZHAUN - to learn, to know
ZHAUNIL - wisdom, knowledge
zhuanth - old
zhaun'ol - book, treatise, work of knowledge
zha'linth - memory
zik'den'vever - plane
zotreth - strike, punch, hit


XIV. DIRECTIONS

East - Luent
North - Trezen
Northeast - Trez'nt
Northwest - Trez'in
South - Werneth
Southeast - Wern'nt
Southwest - Wern'in
West - Linoin


XV. NUMBERS

USS - one UST - first
DRAA - two DRADA - second
LLAR - three LLARNBUSS - third
quen - four quenar - fourth
huela - five huelar - fifth
rraun - six rraunar - sixth
blyn - seven blynar - seventh
lael - eight laelar - eighth
thal - nine thalar - ninth
szith - ten szithar - tenth
szithus - eleven szithusar - eleventh
szithdra - twelve szithdrar - twelfth
szithla - thirteen szithlar - thirteenth
szithuen - fourteen szithuenar - fourteenth
szithuel - fifteen szithuelar - fifteenth
szithraun - sixteen szithraunar - sixteenth
szithlyn - seventeen szithlynar - seventeenth
szithael - eighteen szithaelar - eighteenth
szithal - nineteen szithalar - nineteenth
draszith - twenty draszithar - twentieth
hueszith - fifty hueszithar - fiftieth
ravhel - hundred ravhelar - hundredth
szithrel - thousand szithrelar - thousandth


XVI. PHRASES

Vendui' I/we greet you

Aluve' I/we leave you

JAL KHALESS ZHAH WAELA All trust is foolish

OLOTH ZHAH TUTH ABBIL LUETH OGGLIN Darkness is both friend and enemy

XUN IZIL DOS PHUUL QUARTHEN, LUETH Do as you are ordered, and live
DRO

LLOTH TLU MALLA; JAL ULTRINNAN ZHAH Lloth be praised; all victory is
XUNDUS (her) doing

ILHARESSEN ZHAUNIL ALURL Matrons know best

LIL ALURL VELVE ZHAH LIL VELKYN USS The best knife is the unseen one

LIL WAELA LUETH WAELA RAGAR BRORNA The foolish and unwary find surprises
LUETH WUND NIND, KYORLIN ELGHINN and among them, waiting death

KHALESS NAU USS MZILD TAGA DOSSTAN Trust no one more than yourself

NINDYN VEL'USS KYORL NIND RATHA Those who watch their backs meet
THALRA ELGHINN DAL LIL ALUST death from the front

ULU Z'HIN MAGLUST DAL QU'ELLAR LUETH To walk apart from House and Queen is
VALSHARESS ZHAH ULU Z'HIN WUND LIL to walk into the grave
PHALAR

KYORL JAL BAUTH, KYONE, LUETH LIL Watch all about, warily, and the
QUARVAL-SHARESS XAL BALBAU DOS LIL Goddess may give you the gift of
BELBOL DEL ELENDAR DRO of continued life

VEL'USS ZHAUN ALUR TAGA LIL Who knows better than the Goddess?
QUARVAL-SHARESS?

Zhaunil dal Waerr'ess Knowledge from deceipt
[VDVM motto]

Dal ultrinnan ulu el'inssrigg From victory to an inn
[battle cry]

Ssinssrigg lueth Belaern Lust and Profit
[House of Pleasure motto]

Jiv'elgg lueth jiv'undus phuul jivvin Torture and pain are fun

Ssussun pholor dos! Light upon you!
Ssussun! (shortened) [curse to Drow]

Oloth plynn dos! Darkness take you!
Olot dos! (shortened) [curse to non-Drow]

{House Name} ultrin! {House Name} supreme!
[battle cry]

A'dos quarth! At your command!

Lloth kyorl dos (d'jal) Lloth guard you (you all)

Vith'os! [see "vith" and "dos"]

Vith'ir! [see "vith" and "tir"]


XVII. PROVERBS

L'alurl abbil zhah dosstan The best trusted friend is yourself

Khal wun dossta belaern Trust in your wealth

Jala cahallin xal tlu elg'cahlin Any food may be poison

Sargh lueth kyona phuul dro'xundus Strength at arms and wariness are survival

L'elamshin d'lil Ilythiiri zhah The destiny of the Drow is to conquer
ulu har'luth jal all

L'elend zhah alurl The traditional is best

L'alurl faerbol zhah mrimm (mrann) The best magic item is a female
d'ssinss (male) lover

L'alurl gol zhah elghinyrr gol The best goblin is a dead goblin

Patyrsun's Main GURPS Page
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The Adarian Campaign
The Index Page for my personal RPG Campaign that has been run for over 25 years....

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