House Dealyl Rilyntlar
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House Dealyl Rilyntlar
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Home of the Jade Spider

To the house chat

                House De’alyl Rilyntlar had proudly held their place in the hierarchy of Menzoberranzan for generations.  They were however recently struck by a vicious and mysterious disease, leaving their forces crippled and mostly unable to defend themselves.  Matron De’alyl sent a request for help to her distant cousin.  Acknowledgement of the request arrived shortly afterwards.  Months passed without a sign from the nobles “rushing” to their rescue.  Then just as the houses below prepared for their siege of the De’alyl compound another foreign runner appeared, halting all thought of siege in their tracks.  A year after the request was sent, Menzoberranzan outpost runners began appearing reporting the approach of an army.  House Rilynund Soldiers rushed to reinforce the gate the army was approaching.  While the other houses began forming up their troops to rush out to meet the encroaching force.  As the army got within sight of the gate their banners unfurled revealing a slightly altered De’alyl Rilyntlar symbol.  Realizing this was not an attacking force, the armies of Menzoberranzan began to disperse; their curiosity was the only thing that prevented the countless house feuds from breaking out into all out war.

                At the head of the column were five-hundred armor clad warriors.  Their faces were hidden behind masks that varied from a crying dwarf to a roaring demon to a growling lion.  Each mask clearly identified each member to his friends and family.  Immediately behind them was the highest ranked priestess and she rode like she was a matron mother.  The priestess’ jade throne floating on its disc, the male in charge of her army to her left and the second highest female to her right the rest of her nobles following closely behind., her eyes drifting over the masses viewing from the side streets.  Behind her rode a hundred lesser priestesses, each one escorted by two males on foot with another hundred males marching along surrounding the priestesses.  Behind them ride another three hundred warriors each armed for calvary combat.  In the lead are two hundred females, followed by three hundred males, each one dressed to match their mounts.  Marching behind the Calvary unit was a thousand drow warriors each one rippling with well honed muscles. 

                Then came the beginning of the strangest portion of the parade, towering over the drow foot soldiers came a thousand furred giants each one grinning like a Cheshire cat at the drow lining the streets.  Behind them came two thousand vicious looking creatures, their first set of horns giving the impression they are minotaur and the second immediately removing that idea.  Following behind the minotaur-like creatures are several thousand goblinoids.  These goblinoids carried no weapons and were dressed in leather armor and were attached to one another via a chain around the neck.  A few near the outside edge of the column snapped and growled at the drow watching from the side of the streets like it was a vicious dog.  Behind the chained goblinoids marched thousands of little turtle like warriors.  Another several thousand of the two foot tall warriors marched along beside the train of wagons pulled by more of the strange lizards the drow were mounted on.  These lizards were longer then their menzoberranyr counter parts, they were also more thickly muscled with eyes betrayed the existence of thought behind them.

                As the pulled up to the local house De’alyl Rilyntlar they formed up, as if ready for inspection.  With a wave of her hand the female in charge indicated, she, the nobles escorting her and a hundred samurai were going to enter the compound.  As the priestess and her honor guard entered the matron of House De’alyl Rilyntlar lead her nobles out to greet her niece.  After all of the proper words were said the leader of the foreign army raised a hand palm towards the matron and spoke, “As you already know Matron, I am Nei D' Orbben De’alyl Rilyntlar.  My mother sent me with this message to relay to you.  Thank you for your invitation to and into this city.”  As Nei spoke she motioned to her surroundings, the nobles with her or their body guards moved directly in front of their counterparts and bowed a hand on their swords.  The hundred honor guard encircled the group, an extra two facing the gate of the compound; they also bowed as if bowing to the city in thanks.

  “However,” Nei continued, “The reason behind such a request was dishonorable.  Therefore my mother did not send me to save you and your house.” Nei’s hand dropped and every hand holding a sword drew their weapon, in the same movement that removed the blade from its sheath the removed the head of their counterpart.  The two warriors just outside the circle sprinted back for gate the guards at the gate falling as the shadows surrounding them came to life and slit their throats.  No alarm went up from any of the guards set to stand watch from the towers for the shadows with them also came to life revealing a darkly clad drow who made short work of their unsuspecting opponent.  The two samurai that ran to the gate quickly opened it.  Allowing the bakemono being herded by the Tsunos to enter the complex, following them were the wang-liang and the tiny kappa warriors.  As the Tsunos ripped the doors to the house from their hinges the bakemono flowed into the building and began tearing apart every living thing they could see. 

“I was sent to erase your dishonor from the family name and establish my own house here.  Where I can bring the true teachings of the spider queen to her people.  You see my city long ago found the truth in her words.  She does not want her chosen people to be chaotic; she wants us to create chaos amongst others.”  Nei extended her right hand and her eldest daughter and high priestess, Mirshann, set a dagger in her open hand, the jade dagger shaped like a spider.  “Take this knowledge with you when I remove your pathetic existence from this city.”  With that said she slammed the dagger into the Menzoberranyr’s heart.  Removing the dagger from the falling matron’s chest she turned to her weapons master and patron.  Ul'Saruk, make sure this house is proper cleansed of the infection that currently resides in it.”

“As you wish Matron,” The weapon master replied before turning on his heel and marching off barking orders.

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Nobles:

Nei D' Orbben

MATRON MOTHER

NIERE

Ul'Saruk

WEAPONS MASTER, PATRON

DNAFEIN

Mirshann 

FIRST DAUGHTER, HIGH PRIESTESS

FIREANGEL

T'puuli Murrpa 

HOUSE CHAMPION

WHITELION

Soran 

LEAD SPELLCRAFTER

LEUTTRA 

 Tai'ixor

SPYMASTER, HEAD ASSASSIN

DIREWRATH

 Nizzre' Sargtlin

CALVARY COMMANDER

OLIVERTHEORM

Nalagahr

CAPTAIN OF THE GUARD

 NOCTURNEMAGI

 Inlu'lotha

STRATEGIST

DNAFEIN 

 Mortemerr

SLAVE KEEPER

REDDIMUND

 Xunkiira

FOREIGN RELATIONS

NOCTURNEMAGI 

 

TBD

 

 

TBD

 

 

TBD

 

 

TBD

 

  • Each noble has a bodyguard.

 

Army:

8000

KAPPA

4000

BAKEMONO

2000

TSUNO

1000

WANG-LIANG

300

DROW SOHEI

500

DROW SAMURAI

100

PRIESTESSES OF LOLTH

250

DROW NINJA

150

DROW SHUGENJA

100

DOW WU JEN

100

DROW SORCERERS

300

KISHI CHARGER

200

BATTLE MAIDENS

1000

DROW FOOT SOLIDERS

50

DOKUFU

  • THE ABOVE NUMBERS DO NOT INCLUDE NOBLES AND THEIR BODYGUARD.
  • EACH PRIESTESS HAS 2 SOHEI BODYGUARDS, THE REMAINING 100 SOHEI STAND 12 HOURS OF WATCH (6 ON, 6 OFF ROTATION) ON THE HOUSE TEMPLE

Creatures:

               

N     Kappa:  Kappas are a race of malevolent, diminutive humanoids that bear a strong resemblance to turtles.  Despite their small size (an average kappa stands just over 2 feet tall and weighs about twenty pounds), kappas are accomplished martial artists, focusing on techniques of grabs and throws.
            Kappas have a stooped posture and a hard shell covering their backs, while thick but supple scales protect the rest of their bodies.  Their scales are usually green with yellow splotches, but occasionally dull blue with yellowish brown accents.  They have protruding pot bellies with pouches near the base of the abdomen.  Their feet are heavy and wide, with three webbed toes ending in hooked claws.  Their hands are similarly webbed and clawed, though they are quite dexterous.  Their heads are flat and plump, with a bowlike indentation on the top of the head, which holds water from the kappa’s home lake, river or pond.  Their broad mouths are filled with multiple rows of hooked teeth.  Their round, bright eyes are usually red or yellow, and covered by a transparent lid that enables them to see clearly underwater.  Most kappas have a long nose resembling a bird’s beak, but some have shorter more humanlike noses.
           Kappas speak common and their own language.
           Combat: Generally a kappa’s behavior is unpredictable and extreme.  Kappas delight in the discomfort of others, but they are usually polite at first, even to potential prey.  Potential victims can sometimes placate them by appealing to their vanity- complimenting their manners or offering gifts, for example.  But a hungry insulted or simply ornery kappa shows no mercy.  Kappas enjoy rending their victims with their claws, but sometimes engage in wrestling contests.  (IMPROVED GRAB; WATER IMMUNITY; HEAD BOWL)
        
         *De’alyl Rilyntlar kappas are armed with lajatang

           
De’alyl Rilyntlar kappa are faithful to the Luktirahcus, “She Who Carries the Blessed Waters,” and her demons.  Matron Nei D' Orbben keeps a vial that contains water from the kappa’s home lake.  The magic of the vial allows it to create a lake when poured into any crater, or pit.

N     Bakemono:  Bakemonos are the “goblins” of the Shadowlands- small, powerfully muscled humanoids with the intelligence and temperament of vicious attack dogs.  The bulk of the race, are much like hounds whose leashes are held by shadowlands ogres.  A few, those gifted with extraordinary intelligence, advance in levels (usually as warriors), and use armor and weapons, and lead their kin as warlords.
             The average bakemono is about 4 feet tall, 150 pounds and rippling with powerful muscles. 
             Bakemonos speak their own language.  Those with exceptional intelligence also speak Common.
             Combat: Most Bakemono are too stupid to use weapons, and they really have little need for them.  They leap to attack like bulldogs, clenching their jaws around anything they can catch, and raking with their filthy claws.  They attack in packs throwing themselves on their victims without fear or strategy.
               * De’alyl Rilyntlar bakemono wear leather armor.
           De’alyl Rilyntlar bakemono have been bred over centuries to be especially vicious and especially obedient to any house noble.  The only creature that can override a command from a house noble is the matron.  When given an order the bakemono unless otherwise instructed will follow the last order given.

N     Tsuno:  In recent years a new threat has appeared in the Shadowlands, previously unknown to the defenders of the Kaiu wall.  Similar in some ways to the ogres of that evil place, these monstrous creatures- dubbed Tsuno (horn) because of their prominent horns- show intelligence, ability to work together and magical affinity that has the Crab clan worried.
          Nearing a strong resemblance to Minotaurs, tsunos are large animalistic bipeds that combine the features of Shadowlands ogres, fierce bulls, and a hint of lion.  Their torso and arms are humanlike, though their hands are vicious claws.  Their legs are jointed like those of a bull, but end in three clawed toes.  Their heads resemble the skull of a bull with two long, straight horns jutting out from the temples, two smaller, curved horns above them and a line of short spikes running down their spines.  Manes of thick hair tumble down their backs turning into long, hairy tails.  They typically wear armor made of metal plates and carry cleaving weapons.  They stand 9 to 10 feet tall and weigh 500 to 600 pounds.
           Tsuno speak Shadowlands and Common.
           Combat:  Tsunos are mighty in physical combat, cooperating effectively to gain flanking bonuses, avoid being flanked, and make the best use of their numbers.  They possess a strange talent for magic bearing a striking similarity to the ancestor magic of the Lion Clan’s Kitsu Family*.
(FEAR CONE;  SPELL-LIKE ABILITIES)
           *Kitsu family specialty spells (all spells have empower) are as follows: CURE MINOR WOUNDS; CURE LIGHT WOUNDS; COMMUNE WITH LESSER SPIRIT; CURE SERIOUS WOUNDS; CURE CRITICAL WOUNDS; HEAL; RESURRECTION; MASS HEAL; SOUL BIND.  All normal spells are also available.

          The tsuno of house De’alyl Rilyntlar are vicious warriors.  Given command over themselves the drow cautiously allow the massive creatures to govern themselves, so long as they are loyal to the house.  The tsuno have after several generations adopted the drow culture as their own, and each warrior swears a blood oath of fealty to the matron.

N     Wang-liang:  Consumed with jealous rage as their race enters the decline and humanity rises to the fore, the wang-liangs are an ancient, intelligent race of giants related to the common oni and the ogre mage.
                      A wang-liang stands approximately 10 feet tall and weighs about 600 pounds. Its body is covered in a soft pelt of lustrous dark brown or black hair; including a wild tangle of hair atop its head, and in males a long dark beard. Its feet end in two broad toes that end in hooked black toenails, while its hands have retractable claws.  Its eyes are wide and large, almost feline, with black irises rimmed in luminous, fiery red.  Its teeth are the sharp fangs of a carnivore. Wang-liangs wear a variety of light clothing, made of cotton or silk and usually dyed red or green.  In battle, they favor splint mail and wield exotic weapons like the lajatang.
                      Wang-liangs speak Giant and Common.
                      Combat: Wang-liangs despise humans and rarely pass up a chance to kill, injure, humiliate, or harass them.  For all that, they are creatures with a deep sense of honor, true to their word.  Their intelligence makes them cunning foes.  (SPELL-LIKE ABILITIES; REGENERATION; FEATS)

                   Lolth came to Matron Nei D' Orbben with knowledge of these angry giants.  Nei D' Orbben realized the potential such rage had, and used that same rage to manipulate the wang-liang into service.  The giants have not sworn fealty to the matron but they did however swear to follow her until their jealousy and anger has abided. 

N     Dokufu: The dokufu, or mountain spider, is an evil shape changer that implants its eggs into human bodies to provide food for its young, and then swallows the bodies whole so the eggs can hatch in its digestive tract.
              In its natural form a dokufu is a monstrous spider about 15 feet in diameter and 10 feet tall atop its thick legs.  It is covered with a heavy exoskeleton resembling the rocks of its mountain habitat.  In human form, a dokufu appears to be its actual age- impossibly old for a human.
              Dokufus speak Shadowlands and Common.
              Combat: In human form a dokufu uses surprise to entrap a solitary victim in its webs and forces eggs down the victim’s throat.  If attacked in human form, it reverts to normal form or flees.  In spider form it attacks with the razor like claws of its front legs.  (VOMIT SPAWN; WEB; IMPLANT EGGS; SWALLOW WHOLE; FRIGHTFUL PRESENCE; ALTERNATE FORM)

               Dokufus are as holy to the lolthites as any other spider.  Upon the fist encounter with one of the creatures, an entire house was obliterated.  They thought Lolth herself had come to destroy their house.  Its alternate form is not that of a human but now that of a drow.  Those who wear the Dually Rilyntlar house insignia are protected from the creatures.  Though not as likely to use its drow form to trick victims, the mountain spider is able to patiently wait, unmoving among the rock faces it blends with in the caverns of the underdark.

housecreatures.jpg
left to right, top to bottom: Kappa, bakemono, Tsuno, Wang-Liang, Dokufu

Weapons list:

   Blowgun (ammo types: dart or needle)

   Butterfly Sword

   Chain

   Chakram

   Chijiriki

   Fukimi-bari (mouth darts)

   Jitte

   Katana*

   Kau sin ke

   Kawanga

   Kusari-gama

   Lajatang

   Nagamaki

   Naginata

   Nekode

   Ninja-to

   Sai

   Sang kauw

   Sasumata

   Shikomi-zue

   Sodegarami

   Three-section staff

   Tonfa

   Wakizashi*

   War fan

weapons.jpg
weapons are not pictured in order.

Armor types:

d   Ashigaru armor (light)

d   Bone armor (light)

d   Brigandine (medium)

d   Chahar-aina (addition)

d   Cord armor  (light)

d   Dastana (bracers)

d   Dhenuka (medium)

d   Great armor (heavy)*

d   Lamellar (medium)

d   Leather scale (light)

d   Partial armor (medium)*

d   Tessen (shield)

Clothing: 

                Nobles: An elaborate silk or fine linen robe (Kimono) with exaggerated sleeves, an enlarged sash (Obi), and sleeveless outer jacket (Kataginu) that emphasizes the shoulders, bearing the mark of the wearer’s family, soft-soled boots.

                Travelers: A pullover shirt, a thigh-length cotton robe (Happi), loose knee-length trousers with a drawstring, a simple sash (Obi), and sandals

                Peasants: A pullover shirt, and loose, knee-length trousers with a drawstring

                Matrons: The Matrons court wear is very elaborate, with a long train and many layers.

Special items:

M     Eggshell grenades (types: dust, flashpowder, pepper, poison smoke)

M     Flash paper

M     Liquid smoke

M     Sleeping fire

House Specfic Spells:

~  Knit: It uses a secret combination of components of both "heal" and "harm" spells, known only to the House De'alyl Rilyntlar. It works like a "heal" spell, completely curing diseases, blindness, wounds, injuries, mental disorders caused by spells or injury, and dispelling “feeble mind" spells.  But it doesn't have the anesthetic quality to it, causing great pain while the person it's used on is being "healed".

~  Jade Elemental:  It uses a hunk of jade with a special rune inscribed in it to summon an earth elemental that is made of Jade rather then the local environment.

~  Jade Giant: when cast this spell turns its target into a raging behemoth with green skin.  This spell is rarely used for it takes an exstentisive toll on the caster, it severally damages the area, and unless the target dies it he yearns to return to that state.  While the spell is cast, the targets is practically invulnerable, and its anger determines his size and power, however when the target calms down he loses all attributes.  Target becomes immune to all mind influencing spells.

Martial Arts Style:

 

The Athiyk d' Vhid Shadow Art

 

The “Spirit of Chaos”, as it translates from the Drow language, Shadow Art is a blending of combat-focused and meditation-focused martial arts with deep, ancient, shadow manipulating magic unknown to none save a very few Drow of the House Rilyntlar. These three facets of the Athiyk d’ Vhid Shadow Art, combative, meditative, and shadow magic combined, allow for the practice of this art by priestesses, warriors, and mages alike within House Rilyntlar. The art is exclusive to House Rilyntlar and it’s training and methods are closely guarded secrets of the House.

The combat aspect of this “Shadow Art” allows for the development of combative capability and effectiveness. It’s practice is highly similar to that of any regular combat-focused martial art. This is the “physical” facet of the art.

The meditative aspect of this art can be practiced on it’s own, as in any meditation, or in combination with the combat aspect. This latter method helps to train the practitioner’s mind on focus and clarity during combat. It also serves to help sharpen the senses so that reasoning and reactions are quicker and smoother. Even to the point of seeming to be predictive of an opponents actions in the grand master stage of the art. It is this meditative aspect that makes this art favorable to priestesses as well as warriors.
The meditative aspect is essential to the practice of the shadow magic aspect of the art. It cannot be utilized without the practice of the meditative aspect. This is the “spiritual” aspect of the art.

The shadow magic aspect of the art comes from ancient texts possessed by the High Priestess of Lloth of House Rilyntlar for generations. Many generations of study of these texts have yielded the discovery of shadow manipulating magic where the practitioner can actually transport themselves through shadows and manipulate them. The more experienced the practitioner, the greater the distance they can transport themselves and the more they can manipulate the shadows. This requires sharpened mental and spiritual focus. This is why this aspect of the art cannot be practiced without the meditative aspect. This aspect makes the art favorable to mages as well as priestesses and warriors. This is the “shadow” aspect of the art.

The three separate aspects of the Athiyk d’ Vhid Shadow Art can be used in varying combination, or as a whole all at the same time. It is a most formidable art that is new and unfamiliar within Menzoberranzan.

Bushido*: literally meaning "Way of the Warrior” is the Code of Honor and way of life of the Samurai.  There are eight virtues, which a Samurai must try to possess:

  1. A sense of justice and honesty,
  2. Courage and contempt for death,
  3. Self-control,
  4. Sympathy towards all people,
  5. Politeness and respect for etiquette,
  6. Sincerity and respect for one's word of honor,
  7. Absolute loyalty to one's superior,
  8. A duty to defend the honor of one's name and house.

Samurai Creed*:

I have no parents; I make the Heavens and the Earth my parents.
I have no home; I make the Tan T'ien my home.
I have no divine power; I make honesty my Divine Power.
I have no means; I make Docility my means.
I have no magic power; I make personality my Magic Power.
I have neither life nor death; I make A Um my Life and Death

I have no body; I make Stoicism my Body.
I have no eyes; I make The Flash of Lightning my eyes.
I have no ears; I make Sensibility my Ears.
I have no limbs; I make Promptitude my Limbs.
I have no laws; I make Self-Protection my Laws.

I have no strategy; I make the Right to Kill and the Right to Restore Life my Strategy.
I have no designs; I make Seizing the
Opportunity
by the Forelock my Designs.
I have no miracles; I make Righteous Laws my Miracle.
I have no principles; I make Adaptability to all circumstances my Principle.
I have no tactics; I make Emptiness and Fullness my Tactics

 

I have no talent; I make Ready Wit my Talent.
I have no friends; I make my Mind my Friend.
I have no enemy; I make Incautiousness my Enemy.
I have no armor; I make Benevolence my Armor.
I have no castle; I make Immovable Mind my Castle.
I have no sword; I make No Mind my Sword.

Ninja Code: The history of Ninpo in fact is marked by a strong code of moral and just behavior that applies not only to the fighting or military aspects, but to everyday life of the ninja. And learning to attain "sei shin"(or right mind) is essential to becoming a ninja. Some facets of the moral code are: 

1)       Loyalty, bravery and trustworthiness. 

2)       He must be fair-minded: exposed to different ways of thinking and the custom of different types of people. 

3)       He must be a man of virtue and commitment, willing to defend justice with selflessness and without fear of death. 

4)       He must not engaged in petty arguments or have double standards. 

5)       Then there is the understanding of the spirit of Budo, the samurai, the perfect gentleman - kindhearted, understanding and devoted to his training. - Being called a Ninja is a great honor, like being called a great samurai. One who seeks peace and enlightenment, not violence.

Security for entering the  De’alyl Rilyntlar Estate:

  1. There are at all times three guards outside the main gate.  One remains inside the guard house next to a mirror at all times.  The other two stand on either side of the gate.   When approached they stop the petitioner and order him to state his name and business.  Once stated they decide based on the appointment log in the guard house and their own opinions they will either send a message asking for his/her entrance or one will begin to search the petitioner, while the second stands  ready to draw his weapon.  All weapons on the petitioner are confiscated as are all spell components for transportation spells.  They then use a coded series of knocks to inform the second stage to open the gates and prepare to intercept the petitioner.
  2. Once again the Petitioner is searched for weapons.  The third member of this trio of guards is a mage who then hands the petitioner a bracelet that prevents transportation spells (i.e. shadow walk, portal to another plane, teleport) from working.  If they refuse to wear it the standing order is to inform them they will be killed if they continue to refuse and then again order them to wear it.
  3. If they successfully wear the bracelet the petitioner is then escourted to the entrance to the main hall.  Outside the entrance are four guards, Once again the petitioner is searched for any weapons and all spell components are removed, another mage then confiscates all magical jewelry.
  4. A single visible guard waits immediately inside the door to the complex.  He shackles the petitioners legs together to prevent movement.  And has a slave escourt them to the throne room.
  5. At the throne room the petitioner is put through the final search. Where all but under clothes are removed.  The  petitioner is then brought before the Matron as the animal they are.

All artwork copyright of it's owners.
All text in times new roman from special items to creatures (front page) is copyright Wizards Of The Coast
Any Questions please contact Dnafein at dnafein_nabloss@hotmail.com