| State of Ezzebek | |
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| Government: Authoritarian theocratic dictatorship | |
| Capital City: Ezzebek | |
| Leader: Chief Monstrosity Zilvudar of Orgolloyss (in the absence of the Nothing) |
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| Official Language: Elven, Drow Sign Language (restricted) | |
| Other Common Languages: Undercommon, Common, Abyssal, Dwarven |
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| Races: Drow, duergar, half-drow, driders | |
| Terrain: Underground | |
| Demonym: Ezzebekian | |
| Prominent Religions: The Order of Orgolloyss | |
| Magical Advancement: Medium-high - divine magic is in somewhat heavy decline, though the arcane flourishes as always (as sanctioned by the Order) |
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| Technological Advancement: Medium-high - recruitment of the duergar has improved nonmagical infrastructure |
General Description
A police state dictatorship. Order in the city-state is to be maintained at all costs. A place of great beauty, but no freedom. It is best avoided.
History
Life and Society
Ezzebek's present lifestyle is one of decline. The population is extremely low, and growing lower as the populace cannot abide by the seemingly endless rules and regulations of the Order which commands them. It is a well known fact that it is possible to walk from one end of the State's domain to the other without ever encountering another person.
Classes are intensely stratified. All unions, from the peasantry to the upper nobility is arraigned for the largest number of potential healthy offspring. The material wealth of the city is both great and little at the same time- having great abundance now due to the buildup from the Lolthian period, but not having the population to maintain that wealth when it depletes.
Government and Politics
The Orgoll Monks who rule the State run a tight ship. If the citizenry obeys the laws set forth, they are left to their own devices. The ultimate goal of the Order is to exist as a shadow organization, that the citizens may possibly go their entire lives without actually seeing an Orgoll. Since the organization is still new to running a sovereign state, the present condition is not unlike a human hotbed. The Orgolls are visible on many street corners in the populated city sections, watching and listening for breeches in the law.
The Order itself, while considered a noble family, does not grant it's members any titles or privileges beyond what their field of expertise happens to be. In fact, most Orgoll Monks are heavily restricted, to the point of not having a life outside the Order.
An Orgoll Monk is expected to be in harmonious accord with all other Orgoll Monks, that is to be identical to all others. All Orgolls share the same opinions on the same subjects, addressing the same key points. Only at the Boogey and Monster levels are Monks allowed even a semblance of free thought. This is only a semblance, though, as genuine free thinking is punished with death, with a warning beforehand being seen as luxury..
The Orgoll Monks are quite antagonistic to other power groups in their State. As many nobles no longer enjoy the near invulnerability from judgement that they possessed under Lolth. Their actions, from the lowest member, to the matriarch, are observed, and recorded. And all noble house members can be made to answer for the crimes they commit. In fact, many nobles are punished more severely even for small infractions, as a means of further imposing the will of Orgolloyss.
In short, the present structure only works because the Orgolls have vastly more power than any other political power in Ezzebek, due to the low population and recovering infrastructure.
Power Groups
Religion
In simplest terms the Order of Orgolloyss is both the state religion and not. The Order preaches reincarnation, which continues until the soul is able to achieve perfection, and exist outside the material plane. Orgolloyss himself is a demigod, but does not receive direct worship, merely due respect.
Industries
Military and Tactics
The military of Ezzebek is unseen. Threats are eliminated quickly, quietly, and subtly. When the city was taken by the Order from the Lolthians, the Order used younger members to distract the Lolthians while the elders would penetrate enemy lines and begin to silently kill off their foes.
Major Regions
The Southern Highway region is an extension of the metropolis outside the city walls. The walls of the long, winding cavern are lined with shops and homes. The region itself continues South to the Dwarven realm, but is not inhabited to that length.






