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in: Articles in need of citations, Articles needing specific dates, Locations, and 12 more
Ched Nasad
Edit

Map showing location. Click to enlarge.


Ched Nasad
Geography
Aliases
City of Shimmering Webs [1]
City of Webs[2]
Region
Middledark, Northdark[5]
Size
Ruined metropolis
Society
Demonym
Ched Nasadan[3]
Nasadran[4]
Races
[as of when?]
Free:
Drow 97.7%
Human 1%
Orc 1%
Slaves:
Goblin 40%
Grimlock 12%
Kobold 10%
Orc 9%
Quaggoth 6%
Bugbear 6%
Human 4%
Ogre 4%
Svirfneblin 4%
Minotaur 2%
Troll 1%
Gloaming 1%
Tiefling 1%

[citation needed]
Religions
Lolth[11]
Alignments
LG NG CG
LN N CN
LE NE CE
Commerce
Imports
Everything needed by the drow
Exports
Body dyes and other augmentations, casks and pottery, finely armor and weapons, slaves, Netherese
artifacts, rothe wool, meat, cheese, spells, textiles, and water[9]
Politics
Gov't type
Council of twelve ruling houses [6]
History
Population
30,000 free drow, 70,000 "slaves" [9] in 1370 DR
more than 3000 less than 4000[10] in 1372 DR
7,500 [8] in 1479 DR
Ruler
The Council (Informally: House Nasadra)[6] in 1372 DR
Jaezred Chaulssin [citation needed] in 1373 DR
Ruling Council[7] fully controlled by Faathryll Teh'Kinrellz[8]officially (See Post-Spellplague) in
1479 DR
Inhabitants of Ched Nasad
Locations in Ched Nasad
Organizations in Ched Nasad

Ched Nasad (pronounced: /ˈtʃɛd nɑːˈsɔːd/ CHED na-SAWD[12]), or the City of Shimmering Webs
or City of Webs, was a drow city in the Middle Northdark that was destroyed on Uktar 3, 1372 DR.
[6][13]
Contents

Geography
Structure
Pre-destruction
Post-destruction
History
Founding
Destruction
Post-destruction
Post-Spellplague
Government
Pre-destruction
Post-destruction
Inhabitants
Pre-destruction
Post-destruction
Culture
Education
Food and drink
Trade
Defenses
Locations of interest
Houses
Guilds, etc.
Inns and taverns
Shops
Notable inhabitants
Pre-destruction
Environs
Appendix
See Also
Appearances
References

Geography

Ched Nasad was located in the Middle Northdark beneath the High Gap in the northern Graypeak
Mountains.[6] In the Underdark, to the immediate west was the great Araumycos fungus. To the
south were the remnants of the Graypeaks Hive of beholders. To the east of the city were the
phaerimm-held lands of ancient Netheril. To the far north was the dwarven Fardrimm.[14] It was
connected to the surface via tunnels through Ammarindar to the north, which eventually led to orc-
held caverns in the Nether Mountains and the Fardrimm. Access points along the way could be
found through the Nameless Dungeon, Hellgate Dell, and the ruins of Myth Glaurach.[15]
Menzoberranzan was a journey of several tendays to the northwest on the other side of Araumycos.
[16] The path through Ammarindar was the quickest journey between Menzoberranzan and Ched
Nasad, but it was less traveled because of the danger that lurked there.[17] A portal to the ruins of
Hlaungadath in Anauroch was located in the Dangling Tower. It is through this portal that Quenthel
Baenre, Halisstra Melarn, and their companions were able to escape the destruction of Ched Nasad
in 1372 DR.[18]
Structure
Pre-destruction
The city was located in a large V-shaped cavern. The grotto was nearly a mile high and half a mile
wide at the top (narrower at the bottom). The walls of the cavern were very steep.[6] The city had
magically controlled lighting.[19] The city structure was built of layers of petrified webs that were
bathed in faerie fire that was usually purple, amber, green, and yellow.[20] Hundreds of webs
stretch across the cavern, with nearly vertical webs connecting layers; for ease, the city was
generally split into eleven major horizontal levels.[6] Dwellings on the webs resembled cocoons
and were located on both the top sides and bottom sides of the layers.[6][21] The higher the level in
Ched Nasad, the richer and better its inhabitants were. Non-drow needed permission to visit the
upper levels. However, in the lower levels, few drow were found on the streets.[22] The business
section of the city was located on the middle levels.[23] Water runoff along the cavern wall fostered
farms of molds, lichen, and fungi. The cavern floor was used for the rearing of deep rothe tended by
goblin slaves.[6] Multiple gates lead into the city. The Fracture Gate opened up into the lowest
quarters of the city.[24]
Post-destruction

After its destruction, the city was a ruined heap, with all of the central core having been firebombed
by the attacking duergar. The calcified webs were weakened and broken apart. The web strands and
what they held up fell to the bottom of the cavern. All that remained were parts of the ruined web
strands that stayed connected to portions of the walls of the cavern. It was expected to take many,
many years to reclaim the floors and rebuild the city.[citation needed] The Jaezred Chaulssin
quickly moved in to take charge of the rebuilding of the city. Within a few months, the bottom of
the chasm had already began melding with the Shadow Fringe (part of the Plane of Shadow).[25]
History
Founding

Ched Nasad was founded in −3843 DR by exiles from Menzoberranzan who had sided with House
Nasadra against House S'sril after the city was nearly destroyed by House Thaeyalla. Afterward,
House Baenre encouraged House Nasadra to found another city honoring Lolth, the Spider Queen,
while those who sided with House S'sril remained. An avatar of Lolth herself appeared and gave her
blessing to this plan, decreeing that the two cities were to remain friendly with each other.[14] The
Nasadran drow wandered for decades before Lolth's avatar led them to the grotto where they were
to found their new city. Before it left, the avatar wove a great web throughout the cavern which was
turned into stone and lined with faerie fire.[14] The city continued to expand with the help of
guardian spiders, which could be summoned from stone statuettes to repair the stone webs or create
new ones.[26] Ched Nasad flourished despite regular fighting with the dwarves of Ammarindar, the
beholders of the Graypeaks Hive, the phaerimm beneath Anauroch, and the fiends of Hellgate Keep.
[14] In 1233 DR, a number of drow from House Mylyl left the city for the Far Forest to continue
their magical experiments and ended up creating the chitine race.[13]
Destruction

During the Silence of Lolth in 1372 DR when Lolth did not communicate with her clergy or grant
them spells, a plot by the Jaezred Chaulssin (inadvertently) led to the near-complete destruction of
the city on Uktar 3.[27][13] The city was already in upheaval at this time, as mobs arose in the city
due to people blaming the priestesses of Lolth for angering the Spider Queen and fearing invasion.
[28] Additionally, refugees had flooded the city; it was estimated that there were three times as
many people in the city as there were normally, and many of them were starving.[21] However, the
true trouble began when the matron mother of a minor merchant house, Ssipriina Zauvirr of House
Zauvirr, used Zammzt to hire the duergar mercenary band Clan Xornbane to aid her in destroying
her rival, House Melarn. What Ssipriina didn't know, however, was that Zammzt was in fact a
prince of the Jaezred Chaulssin and his intention was to weaken the city so that his group could take
over. He provided stonefire to the mercenaries and prematurely gave them word to attack. The
stonefire destroyed House Melarn but also had a massively destructive effect on the city, causing
the house and the layer of web on which it was build to fall into the chasm and destroy the levels
underneath it.[27] In order to defend the city, the five of the most powerful matron mothers (Aunrae
Nasadra, Umrae D'Dgttu, Nedylene Zinard, Ulviirala Rilynt, and ShriNeerune Hlaund) summoned a
humongous black guardian spider. However, the guardian spider (and soon another guardian spider
it summoned) was never in their telepathic control, due to the artifacts being divine artifacts and
tied to the power of Lolth, and began raging through the city, further compounding the chaos.[29]
Eventually, the entire city fell into the chasm in smoke and flames, marking the end of the great
days of Ched Nasad.[27] The Jaezred Chaulssin admitted that such utter destruction had not been
their plan, but they were determined to take advantage of it.[30]
Post-destruction

It was estimated that half of Ched Nasad perished in the fall and a third fled into the tunnels.[31]
There were about 6,000 (presumably drow) who survived the initial destruction of the city and
remained there, but over the next few months, nearly half of those died of privation or to monsters
or simply left the city. A dozen minor houses who located on the sides of the chasm and in side
caverns survived, although their holdings were quickly ransacked and they were forced to live in
camps on the edge of the hole that is the city. Gangs, many run by non-drow ex-slaves, cropped up
in the area.[32] House Teh'Kinrelliz was one house that survived because its noble members were
away on a chitine hunt. Because of its size, it quickly rose to a position of power, setting up tools
for reclamation at the edge of the city's pit and capturing slaves to do the work for them.[32] Zesstra
Aleanrahel, a daughter of one of the ruling houses, survived the city's destruction and gathered a
cult of more than 70 worshipers of Shar to enact revenge on her remaining enemies. Her zeal turned
away many of the cultists, however.[32] Additionally, the evil blue dragon Krashos, disguised as a
drow named "Quevven Jusztiirn," was living in the city at the time of its disaster. He survived, but
lost some magical items he attempted to retrieve by capturing a fire genasi named Hurnoj Rikrekts
to do his dirty work.[33] At the end of the Silence of Lolth in 1373 DR, the Jaezred Chaulssin
moved to control the ruins of Ched Nasad.[13] Directed by Patron Father Mauzzkyl, the Shadow
Wyrm, overall progress moved slowly but the bottom of the chasm quickly began merging with the
Plane of Shadow.[34][25] After their siege against Menzoberranzan failed, the Jaezred Chaulssin
realized that they couldn't restore Ched Nasad on their own and left for Chaulssin, and enforced to
have influence in the city's power structure.[8]
Post-Spellplague

Ched Nasad was officially ruled by a ruling council[7] of seven Houses with House Teh'Kinrellz as
the leading House and its matron Faathryll Teh'Kinrellz in full control of it.[8] The council was
considered an abomination by the one in Menzoberranzan, because House Teh'Kinrellz's male
members held power that equaled and sometimes exceeded the one owned by the female clerics of
Lolth. These male drow were controlled by in turn by the Jaezred Chaulssin.[7] The city in general
had a close association with the assassins' guild,[8] which maintained its major fosterage as
nobility[35] under Patron Father Zammzt Everharn.[36] While much of the city remained in ruins,
the arrangement of power proved itself successful. The lower city was civilized enough to allow
trade to be reestablished with Menzoberranzan. While ideological differences between the cities
were a problem, there were also more tangible problems for this trade in the form of the beholders
of Graypeaks Hive and the tanarukks from Ammarindar.[7] In 1463 DR, Menzoberranyr drow
talking about the city said it had never been rebuilt.[37]
Government
Pre-destruction

The city was officially ruled by the Council, which was composed of the matron mothers of the first
twelve houses of the city. In 1370 DR, those leaders were Aunrae Nasadra, Umrae D'Dgttu, Drisinil
Melarn, Shyntlara Auvryndar, Inidil Mylyl, Jyslin Aleanrahel, Talabrina Claddath, Ulviirala Rilynt
(House Rilynt'tar), Lirdnolu Maerret, Nedylene Zinard, Pellanistra Ousstyl, and ShriNeerune
Hlaund. However, as the matron mother of the most powerful house in Ched Nasad, Aunrae
Nasadra of House Nasadra (matron since 689 DR) held the greatest power, said to be unmatched
even by the scope of Yvonnel Baenre of House Baenre in Menzoberranzan.[6] While the rule of the
clergy and the noble houses was absolute, both wizards and merchants wielded great influence.[14]
Post-destruction

After the destruction of the city, the Jaezred Chaulssin took control of the city. They were a group of
shadow dragon-blooded assassins that were determined to rid drow society of the worship of Lolth
and the matriarchy.[13] Because of the great destruction of the city, it would take many years for the
Jaezred Chaulssin to reclaim even a fraction of its former glory, but they were determined to rebuild
the city in their image.[38]
Inhabitants
Pre-destruction

Before Ched Nasad's destruction in 1372 DR,the city had a population of just under 30,000 drow.
That figure had been declining somewhat for centuries due to the common in-fighting, politics, and
intrigue of the drow. Approximately 1,600 drow were considered nobles, forming about 100 noble
houses.[6] An additional 70,000 inhabitants lived in the city, the majority of them slaves (although
officially there were no slaves; only drow battle captives could be openly named slaves). Frequently
seen races were dwarves, hobgoblins, orcs, quaggoths, svirfneblin, and thaaluud.[9] Bugbears were
also common.[39] Typically, there were about 2,000 visitors residing in the city. These included
aboleths, deep dragons, grell, illithids, and even fiends.[9] Duergar traders were particularly
common.[39] However, beholders were not welcome in the city due to past wars with the
Graypeaks Hive.[9] Surfacers were relatively rare due to general inaccessibility of the city.[15]
Post-destruction

There were about 6,000 (presumably drow) who survived the initial destruction of the city, but over
the next few months, nearly half of those died of privation or monster or simply left the city. Gangs,
many run by non-drow ex-slaves, cropped up in the area.[33]
Culture
Education

There were a number of wizards' guilds and schools located in the city where aspiring mages could
be trained, including the Disciples of Phelthong, the Weavespinners Academy, the Runemasters of
the Dangling Tower, and the Arcanist Conservatory. The schools are more or less independent,
although a few are tied to noble houses. Rivalries between the schools not only exist but can also
serve as proxies for interhouse warfare.[15]
Food and drink

Common staples of Ched Nasad were rothe meat and cheese, as well as the fungus cultivated on the
walls of the cavern. The Glowing Goblet tavern has a specialty drink known as glowwine, which is
named for its faerie fire glow.[40]
Trade

Ched Nasad produced a great variety of items. These included body dyes, pottery (from calcified
webs), everdark ink (from deep dragon scales), fine armor and weapons, giant solifugids (used as
guardians), molds (brown, chromatic, death, deep, gray, russet, sonic, and yellow), poisons, potions,
riding lizards, rothe wool, meat, cheese, spells, textiles, and water.[9] Netherese artifacts made up a
significant part of Ched Nasad's fortune. Regular raids into the phaerimm lands (known as the
Buried Realms) produced valuable plunder, even though more than half of all raiding bands never
returned.[14] Foreign traders in Ched Nasad included duergar, trogs, and kuo-toa. [41] Merchants
sold mushrooms, jewelry, potions, chitines, and slugs, among other items[42] Several trading guilds
operated in Ched Nasad, including the White Spider Company, Fellowship of the Seventh Scepter,
Company of the Flickering Flame, and the Dragon's Hoard (destroyed in 1361 DR). The Council
did not allow lesser nobles to invest in a single company, instead pressuring them to invest in
multiple companies.[15] Before its destruction, Ched Nasad provided fully half of
Menzoberranzan's goods.[43] Other trading partners included Gracklstugh, Ch'Chitl, and Eryndlyn,
Gualidurth, and Underspires.[44]
Defenses

Before its destruction, Ched Nasad had more than 12,000 drow soldiers and 6,000 slaves that were
directed by noble houses, merchant companies, or mercenary bands. An additional 1,200 drow
wizards and 15,000 priests lived in the city; all of them except the nobles were required to serve one
month per year in the military.[9] The ruling matron mothers could also summon guardian spiders
to protect the city. Guardian spiders were huge black spiders that protected and repaired the city.
They had originally been summoned by priestesses and wizards at the founding of the city of Ched
Nasad to spin the city's webs, which were then turned to stone. They were Lolth's blessing. After
they created the city's levels, they were transformed into crystal statues but could be brought to life
by the matrons of Ched Nasad in times of great need. They could repair the city or defend it.[26]
Guardian spiders were also able to summon other guardian spiders.[45]
Locations of interest

Prior to destruction, the following buildings exited in Ched Nasad. (Note: The major levels are
numbered from top to bottom, with the lowest level being the eleventh level.)
Houses

See also: List of drow houses#Ched Nasad

House Nasadra, located on the first (top) level.[46] It had had high balconies from which one
could view the city and its stone webs and castles.[47]
House Melarn, located on the second level.[46]
House Aleandrahel, hanging from the bottom of the second level.[46]
House Auvryndar, located on the second level.[46][6]
House D'Dgttu.[48]
House Rilynt'tar.[6]
House Claddath.[6]
House Hlaund.[49]
House Mylyl.[50]
House Ousttyl[6]
House Zinard, a house that raised rothe.[51]
House Maerret.[52]
House Zauvirr, a minor merchant house.[49]
House Teh'Kinrellz, minor house which survived the destruction of Ched Nasad.[53][33]
House Suun Wett.[54]
House Khareese.[54]

Guilds, etc.

The Dangling Tower, a tower hanging from the roof of the cavern and housing the Runemasters
of the Dangling Tower.[40]
Company of the Flickering Flame, a merchant company located on the third level.[6]
Disciples of Phelthong, located on the fourth level.[6]
Fellowship of the Seventh Scepter, a merchant company hanging from the bottom of the fourth
level.[6]
White Spider Company, a merchant company located on the fifth level.[46]
Weavespinners Academy, a wizards' school hanging from the bottom of the fifth level.[6]
The Dragon's Hoard, a merchant company destroyed in 1361 DR,[55] located on the sixth level.
[6][15]
Arcanist Conservatory, a wizards' guild hanging from the bottom of the sixth level.[46]

Inns and taverns

The House Unnamed, a fine inn located on the seventh level.[40]


The Glowing Goblet, a good inn located on the ninth level.[40]
The Lizard's Kiss, a cheap inn located on the tenth level.[40]
The Flame and the Serpent, an inn run by an orc and located out of the way.[56]

Shops

Garault's Spices, a shop selling spell components.[57]

Notable inhabitants
Pre-destruction

Rai-guy Bondalek, formerly of House Teyachumet, wizard/cleric lieutenant of Bregan D'aerthe.


[58]
Brindlor Zidorion, deathsinger killed in 1361 DR.[59][60]
Aunrae Nasadra, matron mother of House Nasadra and uncrowned queen of Ched Nasad until its
destruction.[61]
Faeryl Zauvirr, ambassador to Menzoberranzan from ca. 1358 DR to 1372 DR.[62][63]
Halisstra Melarn, First Daughter of House Melarn who survived the city's destruction and
traveled on with Quenthel Baenre.[27]
Q'arlynd Melarn, a survivor of the city's destruction and later worshiper of Eilistraee.[64]
Zesstra Aleanrahel, a survivor of the city's destruction and leader of a Sharran cult.[33]
Krashos, an evil blue dragon previously disguised as a drow named "Quevven Jusztiirn."[33]

Environs

Ammarindar.[14]
Araumycos, the great fungus.[65]
Cavern of Cloven Heads, ancient mines now occupied by Uthgardt barbarians.[65]
Realm of Stone and Shadow, a network of caves claimed by the sapphire dragon Malaeragoth,
the Dragon Unseen.[66]
Yathchol, a cluster of chitine villages a day's walk away.[66]
Graypeaks Hive, a large beholder nation located beneath Ammarindar.[66]

Appendix
See Also

Silence of Lolth
War of the Spider Queen (series)

Appearances
Novels

War of the Spider Queen

Dissolution (mentioned)
Insurrection (major)
Condemnation (minor)
Annihilation (minor)
Resurrection (minor)

Games

Baldur's Gate II: Shadows of Amn (mentioned)

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Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), p. 173. ISBN 0-7869-
3033-0.
Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), p. 246. ISBN 0-7869-
3033-0.
Richard Lee Byers (August 2003). Dissolution. (Wizards of the Coast), p. 229. ISBN 0-7869-2944-
8.
Elaine Cunningham (July 2003). Daughter of the Drow (Mass Market Paperback). (Wizards of the
Coast), p. 192. ISBN 978-0786929290.
Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), p. 153. ISBN 0-7869-
3033-0.
Lisa Smedman (January 2007). Sacrifice of the Widow. (Wizards of the Coast), p. 19. ISBN 0-
7869-4250-9.
R.A. Salvatore (March 2014). Night of the Hunter. (Wizards of the Coast), p. 155. ISBN 0-7869-
6511-8.
Elaine Cunningham (July 2003). Daughter of the Drow (Mass Market Paperback). (Wizards of the
Coast). ISBN 978-0786929290.
Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), pp. 82–83. ISBN 0-7869-
3033-0.
Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), p. 141. ISBN 0-7869-
3033-0.
R.A. Salvatore (June 2005). Servant of the Shard. (Wizards of the Coast). ISBN 0-7869-3950-8.
Elaine Cunningham (April 2003). Windwalker (Hardcover). (Wizards of the Coast), p. 84. ISBN 0-
7869-2968-5.
Elaine Cunningham (April 2003). Windwalker (Hardcover). (Wizards of the Coast), p. 322. ISBN
0-7869-2968-5.
Thomas M. Reid (December 2003). Insurrection. (Wizards of the Coast), p. 172. ISBN 0-7869-
3033-0.
Richard Lee Byers (August 2003). Dissolution. (Wizards of the Coast), p. 76. ISBN 0-7869-2944-8.
Richard Lee Byers (August 2003). Dissolution. (Wizards of the Coast), p. 234. ISBN 0-7869-2944-
8.
Lisa Smedman (September 2007). Storm of the Dead. (Wizards of the Coast). ISBN 978-0-7869-
4701-0.
Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick.
(TSR, Inc.), p. 54. ISBN 0-7869-1509-9.

Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick.
(TSR, Inc.), p. 55. ISBN 0-7869-1509-9.

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