BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Nephirion (NA-FAIR-E-ON)

Nephirion is one of the largest city-states of the Underdark, a metropolis nestled within the Upperdark, beneath the west coast of Vandor. It is the closest Underdark city to the surface world, acting as a crucial trade hub and diplomatic bridge between the subterranean and surface realms. The city is home to a diverse population of denizens who shun the light. While Nephirion maintains friendly relations with Vandor, and Underdark elves are permitted free access to the surface forests, surface dwellers often view them as outsiders, their presence met with quiet unease.   Nephirion’s architecture is a seamless fusion of nature and artistry, carved into the very bones of the cavern that houses it. Towering stalactites, immense cave pillars, and natural rock formations serve as the foundation for its sprawling multi-tiered cityscape. Bridges of woven darksteel, suspended walkways, and shadow-infused skyways connect its many districts, creating a city that exists both above and below the cavern floor. At its heart stands the Onyx Spire, a colossal obsidian fortress built into the largest cave pillar, serving as the seat of power for the Council of Masks. The city itself was constructed around this central landmark, expanding outward into a vast labyrinth of market districts, noble estates, and hidden enclaves, where secrets linger in every shadow.

Demographics

1. Racial Breakdown
Primary Inhabitants
These races hold the most power and influence within Nephirion.  
  • Drow The largest and most politically dominant group. Found at all levels of society, from noble houses to mercenary guilds. Primarily occupy the Onyx Heights, Umbral Ward, and Hollow Sanctum.
  •  
  • Shadar-Kai Well-respected for their connection to shadow magic and the Raven Queen. Many serve as advisors, scholars, spies, or religious figures. Primarily found in the Hollow Sanctum and noble circles.
  •  
  • Duergar The backbone of the city’s industry, forging darksteel and constructing fortifications. Mostly reside in Silent Warrens, Deepforge Foundry, and Umbral Ward.
  •  
  • Deep Gnomes / Svirfneblin Skilled artificers, alchemists, and merchants, involved in rare minerals and spellcrafting. Found in Shadowed Market, Duskwoven Archives, and Umbral Port.
  Secondary Inhabitants
Groups that are less common but still maintain influence in specific roles.  
  • Tieflings Typically found in mercenary groups, arcane academies, or criminal syndicates.
  •  
  • Aberrant Humanoids
  •  
  • Revenants / Undead Bound to the Raven Queen or necromantic forces, some walk among the living as advisors or enforcers. Most dwell in The Whispering Catacombs or serve high-ranking nobles in the Onyx Heights.
  Minor or Foreign Inhabitants
Uncommon but present, often as traders, diplomats, or refugees.  
  • Humans – Often travelers working as merchants or diplomats.
  • Orcs / Half-Orcs – Hired as mercenaries, bodyguards, or gladiators.
  • Goblinoids – Primarily smugglers or criminals within The Undertow.
  • Dragonborn– Rare visitors, often merchants or scholars of the arcane.
  2. Social Class Distribution
Nephirion has a rigid but pragmatic caste system, where power is determined by wealth, influence, and ability rather than birthright alone.  
  • Nobility & High-Class
  • Merchants, Scholars, & Guild Members
  • Military & Enforcers
  • Working-Class & Laborers
  • Criminals, Smugglers
  3. Economy & Population Sustainability
Nephirion is a self-sufficient city, but it depends on trade with the surface and the deeper Underdark for essential resources.   Primary Economic Sectors
  • Trade & Commerce
  • Mining & Forging
  • Magical Crafting
  • Mercenary & Military Services
  • Religion & Mysticism
  • Smuggling & Crime

Government

Nephirion is a meritocratic oligarchy, where power, wealth, and influence dictate rule. Unlike surface kingdoms ruled by monarchs or elected leaders, Nephirion is governed by the enigmatic Council of Masks, an assembly whose members operate in secrecy, ensuring that political maneuvering, intelligence, and economic control remain paramount.   Though crime and corruption exist, they are not formally acknowledged, and the city presents itself as a place of order and discipline. Law is enforced with absolute precision, trade is strictly regulated, and military power ensures that Nephirion remains one of the most secure settlements in the Underdark.   1. The Council of Masks (Supreme Ruling Body)  
  • The Council of Masks is the highest authority in Nephirion, governing the city through calculated decision-making and anonymous control.
  • The council consists of twelve masked members, each representing a major faction, noble house, or economic power.
  • Council members remain anonymous, wearing enchanted masks that conceal their voice, appearance, and magical aura.
  • Each member serves indefinitely, and a seat is only vacated by resignation, exile, or assassination.
  How the Council Functions
  • The council meets in the Veiled Chamber, deep within the Onyx Spire, where decisions are made in whispered deliberation and votes are cast silently through arcane means.
  • No one outside the council knows the identity of its members, ensuring that power is dictated by skill and cunning, rather than public recognition.
  • The council rules by majority vote, though political intrigue, blackmail, and unseen power struggles are constant behind the scenes.
  Power Factions within the Council   Each seat represents a major sphere of influence in the city, though individual members often maneuver for greater control.
  • Three Noble Seats
  • Trade & Commerce Seat
  • Arcane Seat
  • Religious Seat
  • Military Seat
  • Foreign Affairs Seat
  • Infrastructure & Industry Seat
  • Wildcard Seat(s)
  Despite these general spheres of influence, individual members work independently, ensuring no faction fully dominates the council. Those that wear the masks are referred to by the mask they wear, which does not change despite who wears it.  
  • The Onyx Mask – The presiding figure of the Council, wearing a mask of pure black onyx with no features, symbolizing neutrality and control.
  • The Gilded Jackal – Oversees commerce, trade, and taxation, wearing a golden jackal-faced mask, representing cunning and wealth.
  • The Iron Fangs – The military commander, wearing a dark iron mask with sharp, fang-like engravings, symbolizing ruthlessness and defense.
  • The Pale Serpent – Oversees arcane research and magical law, donning a smooth white mask with serpent motifs, symbolizing knowledge and hidden danger.
  • The Weeping Raven – The voice of faith, wearing a black mask with long, downward slits resembling tears, representing the balance of death, fate, and faith.
  • The Black Tide – Oversees the Black River and water distribution, wearing a fluid-textured dark mask, evoking flowing water and silent depth.
  • The Silent Thorn – Master of intelligence and covert operations, wearing a simple mask with a thorned mouthpiece.
  • The Iron Mask – Oversees industry, mining, and city infrastructure, ensuring Nephirion’s remains strong. Wears a latticed Iron Mask.
  • The Architect – Master of Nephirion’s construction and urban planning, wearing a smooth, featureless silver mask.
  • The Mask of Echoes – Keeper of forbidden knowledge, donning a porcelain mask split into two faces, one smiling, one grimacing.
  • The Phantom Stag – The wildcard seat, wearing a mask of white bone with stag-like horns.
  • The Crimson Scar – Oversees foreign affairs and diplomacy, donning a deep red mask with a jagged slash across it.
  2. Law & Order: The Rule of Power   Nephirion enforces its laws with ruthless efficiency, ensuring that order is preserved and power remains in the hands of the capable.   Core Tenets of Nephirion’s Law The Pact of Blood (Contract Law) All agreements—trade, military, mercenary, or political—are binding by law. Breaking a pact results in seizure of assets, forced servitude, or execution. The Balance of Power (Justice & Disputes) Open violence is forbidden within the city without sanction. Dueling is legal, but only in designated combat halls or noble estates. The Tax of the Living (Citizenship & Residency) Non-citizens pay higher trade tariffs and require a sponsor to remain in the city. Citizenship is granted through service, wealth, or military contribution.
  Law Enforcement: The Umbral Sentinels/The Black Guard The Umbral Sentinels serve as Nephirion’s elite enforcers, carrying out the Council’s will with precision. Unlike surface guards, they do not patrol openly—they appear when summoned, eliminate threats, and vanish. The Sentinels are masked, magically enhanced warriors, with no known leadership, answering only to the Council.
  The Black Guard are the enforcers of Nephirion’s laws, operating as both a military police force and executioners under the authority of the Council of Masks. Their primary function is to maintain order, suppress dissent, and ensure the city’s laws are followed to the letter—by force if necessary.   Unlike the Umbral Sentinels, who operate in the shadows, the Black Guard is a visible force, heavily armored and present throughout Nephirion’s key districts, noble estates, and governmental buildings.
  3. Taxation & Economic Structure Nephirion’s economy is built on regulated trade, mining, and enchantment crafting. Trade & Commerce Taxes Merchant Guilds pay a 15% tax on transactions. Foreign traders (non-citizens) pay an additional 5-10% import fee unless backed by a noble house. Citizenship & Residency Taxes Basic Citizen Tax: 10% of annual earnings. Non-Citizen Residency Fee: 50-100 gold per month, unless sponsored by a noble house or guild. Noble & Elite Contributions The wealthiest noble houses pay "Blood Dues," a direct contribution to Nephirion’s military, economy, or infrastructure. These payments buy political influence and Council favors.   4. The Machine That Keeps Nephirion Alive Nephirion is self-sustaining, relying on a delicate balance of trade, agriculture, and industry. Resource Management Food Supply: Bioluminescent fungal farms and cave fish breeding pools provide local sustenance. Surface trade with Vandor brings in grains, wine, and luxury goods (at high prices). Industry & Production: The Deepforge Foundry (Duergar-run) produces darksteel weapons and enchanted armor. Alchemy & Enchantment Guilds create potions, spell scrolls, and Underdark-enhanced magic items. Water Supply: The Black River The Black River serves as Nephirion’s primary water source, flowing through the lower cavern. Water is purified through underground filtration and enchantment. The Umbral Port sits along the river, allowing Underdark trade and naval movement. Military & Defense The Umbral Sentinels maintain internal order and eliminate threats. Private noble warbands handle territorial disputes and political enforcement. The Shadow Gates (massive enchanted barriers) block off lower tunnels, preventing incursions from monsters.   5. Justice & Punishment: The Fate of the Unwise Justice in Nephirion is swift, absolute, and without mercy. Crime Punishment Breaking a Pact Seizure of assets, forced servitude, or execution Unauthorized Killing Life debt to the victim's family or exile Theft Hand removal (first offense), exile (second offense) Treason Against the Council Public execution or soul-binding   For lesser crimes, Nephirion offers The Blade’s Gambit: Criminals may fight in sanctioned duels or serve in the Umbral Sentinels to atone.

Districts

Major Districts of Nephirion:   The Veil of Entry(Gate District):   The only official entrance into Nephirion, heavily guarded and magically warded.   Veil of Entry - Located at the northmost point of Nephirion. A massive 80 foot tall obsidian archway engraved with glowing runes serves as the main entrance into the Nephirion. Manned by the Umbral Sentinels, guards of Nephirion who don black cloaks, and warded with scrying magic.   The Onyx Heights(Government and Noble District):   The heart of politics in Nephirion. The Noble families have their estates here and there is a high military presence.   Onyx Spire - The central cave pillar around which Nephirion is built. It is a colossal, spiraling, stalactite fortress with floating scrying orbs. The Council of Masks, the ruling council of Nephirion, not only works here but lives in the pillar. Noble Estates - Surrounding the Onyx Spire in a ring of suspended towers, connected by rope bridges are the residences of the elite members of Nephirion society. Each manor is warded against intrusion. Umbral Hall - The meeting and recruitment hall for the Umbral sentinels. Located on the ground level near the entrance of the Onyx Heights.   The Umbral Ward(Trade & Commerce District):   Located in the lower caverns, the Umbral ward is the economic center of Nephirion. Here guilds, merchants, and criminal enterprises thrive. Most notably, the Black Veil, the large criminal syndicate in Nephirion, are known to operate here.   Shadowed Market - A sprawling network of buildings, stalls, underground bazaars, and secret shops west of the Onyx Heights Umbral Port - Situated at the base of the lower caverns and connected to an underground river, the river is called the Black River. The primary dock for trade vessels, lined with warehouses and shadow-forged ships. Some claim deep-sea horrors lurk beneath its murky waters, waiting for prey. The Undertow - Beneath the docks of the Umbral port in an abandoned waterway you can find an entrance to the Undertow. A black market hub dealing in contraband, poisons, and forbidden relics. Duskwoven Archives - Near the docks of the Umbral Port one can find this shack turned simple book store. Run by a drow man called Kethan, the store deals in old and rare tomes. It is guarded by two constructs of Kethan’s own making.   The Hollow Sanctum(Religious District):   A district of faith, prophecy, and divine power. Mostly composed of temples and the tents of pilgrims. Located on the highest natural plateau in Nephirion.   Umbral Cathedral (Temple to the Goddess of Death) - Located on Nephirion’s highest point, a towering black cathedral where fate and death are honored. The priestesses of the Matron take oaths of silence. Whispering Catacombs - The underground burial grounds of Nephirion, where the dead are laid to rest. The catacombs are dug deep and go for miles further down. Some say the catacombs are far older than Nephirion itself. It is also said that strange voices call out to those who venture to the catacombs alone, and that the voices lure them deeper inside never to be seen again. The Pale Hand’s Sanctum - A cult-like faction specializing in rituals of soul-binding and undeath. Altar of the Deep Flame - A secretive temple devoted to an ancient, forgotten god. Located in a sealed cavern, occasionally an eerie red light can be seen pulsing from the cavern. Ashen Forge - A holy site for craftsmen and laborers. Moonlit Shrine - A shrine to the goddess Nythis, many drow worship here.   The Silent Warrens(Residential and Artisan District):   The main residential area. Housing common folk and craftsmen alike. Named for the strict laws on noise during the city’s “night”.   Silent Warrens - This quarter is where the majority of Nephirion’s people live. Many homes are carved into cavern walls and natural cliffs or built with stone. Deepforge Foundry - At the north of the Silent Warrens you can find this duegar led smithing hall. Built into a natural lava vent, the foundry supplies all masterwork metalcraft to not only the Warrens but all of Nephirion. They produce weapons, furniture, and anything else that can be smelted, welded, or otherwise hammered into creation. They supply all weapons for the Umbral Sentinials. Known for their high quality dark-steel. Twilight Gardens - A sanctuary within the warrens that houses all sorts of bioluminescent plants. Citizens often come to meditate and find solace in the peaceful atmosphere. Veil’s End Tavern - At the center of the warrens is the Veil’s End Tavern, a gathering spot for adventurers, travelers, and anyone else passing through the city. It is the most popular inn in the city, run by Sivara “The Whisper”, a Shadar-Kai barkeep rumored to know everyone’s secrets. Its Ghost’s Gambit Room is reserved for high-stakes negotiations and is known to be frequented by nobles and criminals alike. Black Lotus Bathhouse - A bathhouse and meditation chamber that offers healing, visions, and “other services”. The bath’s waters are said to be infused with mystical properties and can grant dreams of past and future lives. Another popular meeting place, its hidden chamber is said to contain an artifact that reveals one’s darkest truths.   The Gloaming Depths:   The far edge of Nephirion that houses some of the darkest and most foreboding places in the city.   Ebonclaw Den - On the far edge of the city one could find a hidden entrance to a network of tunnels that runs from the Narbondrazen Rift to the Veil of Entry, it’s in these tunnels that the Order of the Lycan make their home. Deep beneath the city, known only to those that belong to the Order is the Ebonclaw Den. A stronghold where those affected by lycanthropy of all forms gather to fight. In the Hall of the Bloodmoon they store relics recovered from slain monsters, beasts, and men. In the Trial Pits, initiates undergo their first controlled transformations. Narbondrazen Rift - At the southernmost edge of the city is a massive chasm that marks the end of the city. The Rift separates Nephirion from the true depths of the Underdark. It is famous for seismic activity and for sightings of strange creatures that are often sighted in its darkest recesses. Expeditions are rare, and those who venture too deep often do not return.

Geography

Nephirion Geographical Features:   1. The Grand Cavern Nephirion is housed within one of the largest known natural caverns in the Upperdark. The cavern is miles wide, with the ceiling vanishing into darkness, punctuated only by clusters of glowing bioluminescent fungi and hanging crystal formations. Natural stone bridges and levitating walkways connect the upper and lower tiers of the city, creating a layered urban structure. Some areas of the cavern are artificially expanded through controlled Duergar mining and Drow magic, making space for more development.   2. The Onyx Spire The largest and most prominent natural feature of Nephirion is The Onyx Spire, a colossal cave pillar in the city’s heart, rising from the cavern floor to the unseen ceiling above. The Onyx Spire is hollowed out, serving as the seat of power for the Council of Masks. The city is built around it, with noble estates and important districts extending outward. Suspended bridges and shadow-forged walkways spiral around the pillar, allowing access to different levels.   3. The Narbondrazan Rift The southern edge of Nephirion drops off into the Narbondrazan Rift, a bottomless chasm. No explorer has ever found its bottom, and those who descend too far often vanish.. Aberrations are rumored to lurk in the lower depths of the Rift, making it an ominous and dangerous region.   4. The Black River A subterranean river system, known as the Black River, snakes through the lower cavern, serving as Nephirion’s primary water source. The Umbral Port is built along the river, allowing for Underdark trade and transport. The river’s waters are naturally purified through ancient geothermal filtration, but magical contamination is a persistent risk. The water is black as ink, reflecting only the dim glow of nearby bioluminescent fungi.   5. The Stalactite Towers The uppermost part of Nephirion is dominated by hanging stalactites, many of which are carved into towers and noble estates. The wealthiest Drow, Shadar-Kai, and merchants reside here, suspended above the cavern floor in luxurious dwellings. Elevator platforms and magical lifts allow access to these structures, though many have private teleportation circles for convenience.   6. Volcanic Vents The Deepforge Foundry, operated by the Duergar, is built near naturally occurring volcanic vents in the cavern’s lower levels. The heat from the vents fuels Nephirion’s forges, allowing the production of darksteel, enchanted weapons, and powerful constructs. The surrounding mine tunnels extend deep into the Underdark, connecting to other hidden settlements and lost ruins.   7. The Undertow Beneath the Umbral Port, the Undertow is a network of smuggling tunnels used by the city’s criminal underworld. These tunnels connect to hidden water routes, leading to unknown regions of the Underdark. It is a haven for thieves, fugitives, and mercenaries, operating outside of the Council of Masks’ direct control.
Founding Date
376 N.A
Alternative Name(s)
the Gate to the Underdark
Type
Large city
Population
65000
Inhabitant Demonym
Nephirid
Location under
Owning Organization
Characters in Location

Comments

Please Login in order to comment!