Veldrin'oth
ABOUT THE CITY
‒ The Capital of the Q'Xorlarrin Covenant
Amidst the roaring fires of X'orloriss, their flames blazing against the black stone and casting ever deeper shadows, a storm of violence and unrest sparked the beginning of something inevitable. The air was thick with ancient power, as unseen hands moved to reenergize a long-dormant artifact. Under the watchful gaze of one god and the manifested presence of another, the schemers blinded their common enemy. A veil of shadows draped the city, as tremors rippled through the Underdark. The quakes tore through the ground, shaking both the earth and the foundations of power, reshaping the vast caverns of X’orloriss, forever changing not only the city's structure but the balance of authority within its halls. In the oppressive darkness, whispers of revolution grew louder until they swelled into deafening cries. The city, once tightly held in the grip of Lolth’s priestesses, descended into chaos. Cut off from their divine connection, the faithful of the Spider Queen faltered, their power shattered. The First Priestess herself fell, her life’s blood staining the steps of the desecrated temple, marking the brutal end of her rule. What followed was a coup like those a century prior; in Lolth's silence, there was opportunity, a bloody uprising of the downtrodden. The Vhaeuranites, worshippers of the Lord of Shadows, claimed victory. In the ruins of the once-mighty Lolthite stronghold, the matriarchy was shattered, and a new chapter began, one where the bonds of kinship were reforged in blood and darkness. Above ground, the surface was not spared. Shadows spread across the land, creeping like poison through the soil, corrupting life itself. In their desperation, the surface dwellers turned to druids and the fey, seeking aid to stave off the darkness. But in the Underdark, the Shadowfell’s influence struggled to take root. The minions of the Prince of Shades whispered and schemed, but their power was drowned out by those who now walked in darkness freely, shielded by the will of the Lord of Shadow, Vhaeraun. Under his mantle, the city of X’orloriss was reborn as Veldrin'oth, a refuge for the outcasts and oppressed. As the dust settled, the streets of Veldrin'oth echoed with a new kind of harmony. Drow of all faiths within the Dark Seldarine found a place in its shadowed avenues. Even those still bound to Lolth were granted space, their presence tolerated in the fragile hope of unity. From the ashes of chaos and tyranny, a new order rose. In the shadows where blood had once soaked the stone, tolerance and prosperity bloomed, bringing light, however faint, to a city long consumed by darkness.Accepted Races:
Drow, Elves, Half Elves
Tolerated Races:
Duergar, Minotaurs, Ogres, Trolls, Fomorians, Yuan-ti
Persecuted Races:
Orcs, Half-orcs, Dwarves, Humans, Dragonborn, Goliaths, Planetouched, Goblinoids, Gnomes, Halfings
Hostile Races:
Mind Flayers, Vampires, Werewolves
LAWS
‒ I. Theft
Within the confines of the Underdark, a realm where order and discipline are paramount, the act of stealing is categorically prohibited. Any individual apprehended in the act of pilfering from the city vaults will find themselves promptly incarcerated, compelled to await judgment of their actions.
‒ II. Magic
Embracing the fundamental belief that magic is an intrinsic aspect of existence, there must still be a limit on engaging in any magical practices within the city. This is particularly upheld for all non-citizens. If caught casting or preparing any components for the use of magic, without approval from the council, it is deemed to be criminal.
‒ III. Weapons
Within the city limits, it is mandated that all non-citizens entering through the gates shall be required to surrender their weapons for inspection and safekeeping. Any attempt to retain or use a weapon by a non-citizen within the city is deemed a punishable offense. Any attempt to resist authorities from seizing weaponry shall face steeper reprimand.
‒ IV. Authority
Within the city limits, any use or drawing of weaponry by non-citizens which is unauthorized by officials is a criminal offence and will be taken as an act of aggression. Authorities will be permitted to react accordingly, including rebuke of violent nature and even incarceration if necessary.
‒ V. Heterodoxical Dissidence
Any act of defamation towards the established faiths of the Covenant will be seen as a criminal offence. Any propagation or endorsement of beliefs contrary to the recognized and established order of Veldrin'oth, is hereby declared illegal. Perpetrators found guilty of engaging in such activities will face consequences, including but not limited to fines, imprisonment, or physical repercussion.
PRINCIPLES
‒ I. Social Order
This Drow city is led by a council made up of prominent figureheads. Under them are established ranks that make up the hierarchy of the city. There is a chain of command, and must be adhered to and respected. Disregarding this principle doesn't go unnoticed, and there are consequences for those who bring disrespect to any of higher status.
‒ II. Entry Into the City
Recognizing the value of commerce and cultural exchange, individuals from outside the city are permitted access under the condition that they adhere to Veldrin'oth's laws. The tolerance of surfacers within the Underdark is a privilege and their compliance is but the smallest price they pay for attending Veldrin'oth's streets.
‒ III. Taxes
To ensure economic stability, a comprehensive discussion and consolidation of resources are mandated. The governing body of Veldrin'oth oversees this process, with the Council providing supervision to ensure effective resource management. The established standards for this procedure are subject to modification based on the dynamic demands of the city's economic landscape. The demand for appropriation may change as required.
‒ IV. Culture & Religion
Within the confines of the city, the sacred rites and practices of the Dark Seldarine must be respected. Those desiring to witness such rituals have the prestigious opportunity to interact and learn from the established clergy of Veldrin'oth. Through their rites and teachings, the Dark Seldarine will be shown proper reverence. While within the city, all souls will be expected to pay esteem upon the clergy and of the Covenant. NOTE: OOC, in current lore after 1489, only certain higher powers within Drow Culture are even aware of Eilistraee and her return.
‒ V. Slavery
The city reserves the right to capture and incarcerate whomever its council and its officials please. Slaves and servants of Veldrin'oth will not be harmed nor impeded lest approved by their direct superiors. Any act that fails to follow this protocol, or fails to respect the rothe’s service to their betters, will face severe repercussions. NOTE: In Drow Society, it is traditional to have slaves, but it is crucial to note that this arrangement is OOC consensual. Those who choose to participate are treated fairly and assigned a role as a servant within the city. This is purely for role-playing purposes and is only applicable to those who express a desire for it. From an OOC standpoint, it has to be consensual, and they are given the servant role. This is only RP for those that want it.
‒ VI. Violations
In the event of being found guilty of committing any offense against the city, the severity of the punishment will rise further should the culprit object or resist. Only Covenant officials possess the authority to issue and decree punishments. Prisoners are obligated to await the dispensation or delegation of their respective punishments as determined by the officials.
‒VII. Immigration
Individuals seeking citizenship in the city are required to submit a statement within the Civic Centre. Veldrin'oth officials will then engage in discussions regarding potential entry, with the specific criteria and expectations tailored to various factors.
‒VIII. Diplomatic Relations
The city is open to any and all diplomatic ambassadors & business. Meetings do not necessarily have to include Councilors, as long as they are handled by someone of appropriate station. Any important matters that should include a Councilor are to be scheduled beforehand.
‒IX. Civil Dispute
In instances of non-criminal disputes, such as disagreements, individuals are encouraged to bring the matter to the attention of Veldrin'oth Militia. They will evaluate the nature of the disagreement and subsequently issue instructions or guidance to address the situation appropriately. Their judgment is final in these matters, lest one of greater authority is required. Failure to follow Militant instruction suffers the dispute turning criminal and recompense made to follow.
PUNISHMENTS FOR VIOLATIONS
Light Punishments:Moderate Punishments:
- Barred Entry from city for 1 IRL day
- Fines (For actionable/irrefutable crimes. IE; caught with weapons)
- Public Flogging (Medium Wounds)
Severe Punishments:
- Temporary indentured servitude to a citizen or official
- Hung by a spiked cage (Interior spikes, must stand for own safety for the entire sentence. Hung at the entrance of the city)
- Bestowed Curse (Granted by a Priestess)
- Indentured Labor (Sent to gather in UD gathering zones, brings back all profits to city)
- Torture
- Exile's Brand
- Enslavement
- Death