Forgotten Realms ~ The Story
House Do'Urden is from the forgotten realms book series written by R.A. Salvatore. This series has the famous dark elf (drow) Drizzt Do'Urden and his many interesting companions. There are so many amazing characters, below is a description of a few of them.
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Bregan D'aerthe was an elite drow mercenary group founded and ruled by Jarlaxle Baenre, based in Menzoberranzan in the Underdark.
Bregan D'aerthe was founded by the houseless rogue Jarlaxle, choosing to seperate from the matriarchal drow society. It was built of mainly rogue drow males from destroyed houses of Menzoberranzan or Ched Nasad. It was widely employed by the ruling houses of Menzoberranzan, especially by House Baenre, which had the resources to hire the group regularly.
Bregan D'aerthe is a formidable force. Jarlaxle has worked hard to recruit individuals with a wide variety of talents (such as fighters, psionicists, etc.) into the band. When necessary he will fight, and is deadly, but Jarlaxle prefers making a profit without fighting whenever possible. Bregan D'aerthe will do anything to make a profit, be it merchant operations, spying, assassinations, or brokering information—even to the deep gnomes, blood enemies of the drow, if it can be done without drawing the wrath of the ruling houses or Lolth's priestesses.
Bregan D'aerthe was founded by the houseless rogue Jarlaxle, choosing to seperate from the matriarchal drow society. It was built of mainly rogue drow males from destroyed houses of Menzoberranzan or Ched Nasad. It was widely employed by the ruling houses of Menzoberranzan, especially by House Baenre, which had the resources to hire the group regularly.
Bregan D'aerthe is a formidable force. Jarlaxle has worked hard to recruit individuals with a wide variety of talents (such as fighters, psionicists, etc.) into the band. When necessary he will fight, and is deadly, but Jarlaxle prefers making a profit without fighting whenever possible. Bregan D'aerthe will do anything to make a profit, be it merchant operations, spying, assassinations, or brokering information—even to the deep gnomes, blood enemies of the drow, if it can be done without drawing the wrath of the ruling houses or Lolth's priestesses.
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Slender and tightly muscled, Jarlaxle is the dandy of Menzoberranzan. He chooses the brightest colors for his clothes and wears a cape that shines in every color in both the visible and infrared spectrums. A mental command can transform this bright cloak into a concealing piwafwi (Drow cloak of invisibility). Jarlaxle commonly wears high boots, bracelets and other jewelry that typically makes loud noise upon his approach (the jewelry jangling and the boots loudly echoing upon the floor, even upon surfaces such as soft carpeting where such sounds should not be possible), but which, like the cloak, can be made to be loud or silent at his discretion. He also wears a magical eye patch that protects his mind from magical and psionic intrusions and allows him to see through walls and other solid objects. He often shifts the patch from eye to eye to keep others guessing as to its powers. He wears a magical bracer which supplies him with an infinite supply of throwing knives (each knife, after being thrown, returns to the bracer). These daggers can also elongate into fine swords with just a couple flicks of his wrist. Another staple item is his wide-brimmed hat, plumed with a diatryma feather and worn atop his clean-shaven scalp that is heavily implied to be enchanted to have many different properties, including ones activated by tipping it in different directions. One of Jarlaxle's practiced moves is to remove his hat and sweep into a bow, exposing his bald head. Jarlaxle's shaven head is a symbol of his place in Menzoberranzan. In a society where rank and position are indicated by hair style (e.g., male drow nobles all have haircuts specific to their houses), Jarlaxle has no hair to illustrate that he considers himself a houseless rogue.
More than anything, Jarlaxle is an opportunist. His wealth is considerable, but official station in drow society means nothing to him. Jarlaxle has learned that the best way for a male to survive and prosper in the matriarchal drow society is by being outside the system and too valuable to be eliminated. Jarlaxle was audacious enough to take his life in that direction, quickly gathering a mercenary band designed specifically to house outcast drow. Always calm and composed, although with an ever-ready quip, Jarlaxle enjoys flaunting his independence and is proud of the fact that the noble houses come to him for aid. In the city of Menzoberranzan, intrigue and double-dealing are a way of life, and no one plays them better than Jarlaxle does. Jarlaxle deliberately cultivates an air of mystery about himself, keeping his actions unpredictable so that even his closest advisors in Bregan D'aerthe are often kept off-balance and guessing as to his next move. Predictability allows individuals to study a potential opponent, note their apparent strengths and weaknesses, and plan accordingly; thus, unpredictability is a great asset to Jarlaxle, as others are forced to improvise, rather than plan ahead, when dealing with him.
For more information http://en.wikipedia.org/wiki/Jarlaxle
More than anything, Jarlaxle is an opportunist. His wealth is considerable, but official station in drow society means nothing to him. Jarlaxle has learned that the best way for a male to survive and prosper in the matriarchal drow society is by being outside the system and too valuable to be eliminated. Jarlaxle was audacious enough to take his life in that direction, quickly gathering a mercenary band designed specifically to house outcast drow. Always calm and composed, although with an ever-ready quip, Jarlaxle enjoys flaunting his independence and is proud of the fact that the noble houses come to him for aid. In the city of Menzoberranzan, intrigue and double-dealing are a way of life, and no one plays them better than Jarlaxle does. Jarlaxle deliberately cultivates an air of mystery about himself, keeping his actions unpredictable so that even his closest advisors in Bregan D'aerthe are often kept off-balance and guessing as to his next move. Predictability allows individuals to study a potential opponent, note their apparent strengths and weaknesses, and plan accordingly; thus, unpredictability is a great asset to Jarlaxle, as others are forced to improvise, rather than plan ahead, when dealing with him.
For more information http://en.wikipedia.org/wiki/Jarlaxle
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Drizzt Do'Urden, also called Drizzt Daermon N'a'shezbaernon, was a male drow ranger. He was an atypical drow who had forsaken both the evil ways of his people and their home in the Underdark, to become the legendary hero of the North.
Drizzt is a drow who acts against the drow stereotype, favoring friendship and peace over hatred and violence. His unusual personality creates the conflict that allows Salvatore to create so many novels with stories about courage and friendship. Drizzt fights the dark traits that are inherent in the drow.
Drizzt Do'Urden was a drow. He stood about 5′4″ (1.63 m) tall and weighed about 130 pounds (59 kg). His handsome features were sharp and well proportioned and, like other drow, Drizzt's skin was black and his stark white hair was long, thick, and flowing. His eyes were a lavender hue (quite different from the drow race's typical red, even when he used his infravision, which normally caused eyes to glow red) and seemed to glow fiercely when he was angry or determined
Drizzt is born in Menzoberranzan as the third son to Matron Malice, the leader of House Do'Urden (a type of family akin to a Scottish clan). His father is Zaknafein, a weapons master who secretly hates drow society and teaches Drizzt his martial skills as he reinforces Drizzt's innate moral code. During a raid against a group of surface elves, Drizzt finds himself unable to participate in the slaughter with his fellow drow. He pretends to kill an elf child, but actually helps her to escape. When the deception is discovered, Zaknafein is sacrificed in Drizzt's stead to appease Lloth (Known as Lolth by the Deep Gnomes - Svirfnebli), the drow's goddess. Following a war against another House, Drizzt curses his family and the evil drow ways and escapes Menzoberranzan into the Underdark. At this time he also acquires the statuette that allows him to summon the magical panther Guenhwyvar. Guenhwyvar travels by Drizzt's side as he makes his way across the Realms.
Thoughtful and sensitive to others, Drizzt held himself to the highest ideals but didn't expect the same of others. He credited Catti-brie for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Drizzt was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of Lolth and his other foes (notably the demon Errtu and the human assassin Artemis Entreri). Those he met perceived him as having a grim manner.
When Drizzt was the Hunter, he reached his physical apex, his skills honed to their utmost peak. His scimitars were like extensions of his own arms, and his senses were heightened beyond their normal capacity.
Drizzt fought in the two long-weapon style common among drow warriors. When tides turned bad, or when facing opponents such as dragons or frost giants, he conjured a globe of darkness that neither himself nor his opponent could see through. Depending on the situation, Drizzt continued the fight from in there. In rare cases, Drizzt would go into a self-imposed trance] where, through pure instinct, he often gained the upper hand, parrying enemy blades and making attacks that found holes in his opponent's defenses that they, not used to fighting blind, could not possibly see coming.
For more information http://forgottenrealms.wikia.com/wiki/Drizzt_Do%27Urden
Drizzt is a drow who acts against the drow stereotype, favoring friendship and peace over hatred and violence. His unusual personality creates the conflict that allows Salvatore to create so many novels with stories about courage and friendship. Drizzt fights the dark traits that are inherent in the drow.
Drizzt Do'Urden was a drow. He stood about 5′4″ (1.63 m) tall and weighed about 130 pounds (59 kg). His handsome features were sharp and well proportioned and, like other drow, Drizzt's skin was black and his stark white hair was long, thick, and flowing. His eyes were a lavender hue (quite different from the drow race's typical red, even when he used his infravision, which normally caused eyes to glow red) and seemed to glow fiercely when he was angry or determined
Drizzt is born in Menzoberranzan as the third son to Matron Malice, the leader of House Do'Urden (a type of family akin to a Scottish clan). His father is Zaknafein, a weapons master who secretly hates drow society and teaches Drizzt his martial skills as he reinforces Drizzt's innate moral code. During a raid against a group of surface elves, Drizzt finds himself unable to participate in the slaughter with his fellow drow. He pretends to kill an elf child, but actually helps her to escape. When the deception is discovered, Zaknafein is sacrificed in Drizzt's stead to appease Lloth (Known as Lolth by the Deep Gnomes - Svirfnebli), the drow's goddess. Following a war against another House, Drizzt curses his family and the evil drow ways and escapes Menzoberranzan into the Underdark. At this time he also acquires the statuette that allows him to summon the magical panther Guenhwyvar. Guenhwyvar travels by Drizzt's side as he makes his way across the Realms.
Thoughtful and sensitive to others, Drizzt held himself to the highest ideals but didn't expect the same of others. He credited Catti-brie for imparting cultural awareness and tolerance upon him. Ever alert for treachery and danger, he spoke little but was apt to be polite (if terse) in his dealings. A perfectionist who yearned to be accepted into places and groups and to make friends widely, Drizzt was haunted by the danger he brought to those he befriended, thanks to the scrutiny of the clerics of Lolth and his other foes (notably the demon Errtu and the human assassin Artemis Entreri). Those he met perceived him as having a grim manner.
When Drizzt was the Hunter, he reached his physical apex, his skills honed to their utmost peak. His scimitars were like extensions of his own arms, and his senses were heightened beyond their normal capacity.
Drizzt fought in the two long-weapon style common among drow warriors. When tides turned bad, or when facing opponents such as dragons or frost giants, he conjured a globe of darkness that neither himself nor his opponent could see through. Depending on the situation, Drizzt continued the fight from in there. In rare cases, Drizzt would go into a self-imposed trance] where, through pure instinct, he often gained the upper hand, parrying enemy blades and making attacks that found holes in his opponent's defenses that they, not used to fighting blind, could not possibly see coming.
For more information http://forgottenrealms.wikia.com/wiki/Drizzt_Do%27Urden
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Artemis Entreri is a ruthless assassin and the arch-nemesis of Drizzt Do'Urden. Portrayed as a cunning and tactical assassin, Entreri lives an empty life, devoid of any kind of pleasure, existing only to kill. Credited with being one of the best assassins in Faerûn, he is a highly composed and calculating man, with fighting skills rivaling those of his nemesis.
Artemis is a professional and always has an air of control about him. Every move he makes or word he speaks is calculated to achieve a desired effect. He never allows emotions or the circumstances, no matter how dire, to master him. In this, he is completely as determined as Drizzt. He is often seen as the evil version of Drizzt. He tirelessly maintains himself in top condition, and constantly seeks to improve his martial skills, again just as his drow enemy does. Artemis is also terribly cunning, able to outthink as well as outfight his opponents. One aspect of his professionalism that is rare in a man whose business is killing is that Artemis almost never kills unless it is necessary or unless he has been hired to do so. There has been the occasional exception, such as in The Halfling's Gem, Starless Night, and The Silent Blade, where Entreri killed somebody simply because he really wanted to. On two of these three occasions the victim had made the mistake of angering Artemis and provoking him. Artemis has vowed to "never leave an enemy in his wake." He does not take threats lightly. For the most part, those who are not enemies of Entreri or his allies have nothing to fear from him.
Aside from items of value that are useful in the pursuit of his ends (such as his enchanted weapons), Entreri tends to not care about, and even actively disdains, wealth and material luxuries. (This is in contrast to Jarlaxle, who loves material luxuries, and when in Jarlaxle's company, Entreri has often acceded to indulging in certain luxuries, such as wearing fine and expensive clothing, at the drow's insistence.) It is part of Entreri's outlook on life to sublimate his urges and desires; he tends to view them as weaknesses. He tends to hold the view that living in luxury will "soften" him (as a boy, after being taken in by a guild, he slept on the floor rather than his bed out of concern that this luxury might soften him). He dislikes intoxicants and drugs because they cloud the mind; only on very rare occasions has he ever relaxed enough to imbibe even moderate amounts of alcohol, and then only in very secure surroundings. This habit has changed to a degree in the most recent book[specify] by R.A. Salvatore. On multiple occasions he imbibes alcohol, with Dahlia such to the point that it affects his judgement and he begins a sexual relationship with Drizzt's companion. He only rarely indulged his sexual urges in the past, both because he viewed the inability to sublimate his desire as weakness and because of the vulnerability inherent in sexual, and particularly romantic, relationships. (The disastrous relationship with the half-elf Calihye—possible only because Jarlaxle used a magical artifact to awaken long-buried emotions in Entreri—undoubtedly only further entrenched this tendency in Entreri.) After becoming the most infamous assassin in Calimport, Entreri charged a high fee for his services, but this was clearly more a matter of demanding recognition for his status than any desire for wealth.
For more information http://forgottenrealms.wikia.com/wiki/Artemis_Entreri
Artemis is a professional and always has an air of control about him. Every move he makes or word he speaks is calculated to achieve a desired effect. He never allows emotions or the circumstances, no matter how dire, to master him. In this, he is completely as determined as Drizzt. He is often seen as the evil version of Drizzt. He tirelessly maintains himself in top condition, and constantly seeks to improve his martial skills, again just as his drow enemy does. Artemis is also terribly cunning, able to outthink as well as outfight his opponents. One aspect of his professionalism that is rare in a man whose business is killing is that Artemis almost never kills unless it is necessary or unless he has been hired to do so. There has been the occasional exception, such as in The Halfling's Gem, Starless Night, and The Silent Blade, where Entreri killed somebody simply because he really wanted to. On two of these three occasions the victim had made the mistake of angering Artemis and provoking him. Artemis has vowed to "never leave an enemy in his wake." He does not take threats lightly. For the most part, those who are not enemies of Entreri or his allies have nothing to fear from him.
Aside from items of value that are useful in the pursuit of his ends (such as his enchanted weapons), Entreri tends to not care about, and even actively disdains, wealth and material luxuries. (This is in contrast to Jarlaxle, who loves material luxuries, and when in Jarlaxle's company, Entreri has often acceded to indulging in certain luxuries, such as wearing fine and expensive clothing, at the drow's insistence.) It is part of Entreri's outlook on life to sublimate his urges and desires; he tends to view them as weaknesses. He tends to hold the view that living in luxury will "soften" him (as a boy, after being taken in by a guild, he slept on the floor rather than his bed out of concern that this luxury might soften him). He dislikes intoxicants and drugs because they cloud the mind; only on very rare occasions has he ever relaxed enough to imbibe even moderate amounts of alcohol, and then only in very secure surroundings. This habit has changed to a degree in the most recent book[specify] by R.A. Salvatore. On multiple occasions he imbibes alcohol, with Dahlia such to the point that it affects his judgement and he begins a sexual relationship with Drizzt's companion. He only rarely indulged his sexual urges in the past, both because he viewed the inability to sublimate his desire as weakness and because of the vulnerability inherent in sexual, and particularly romantic, relationships. (The disastrous relationship with the half-elf Calihye—possible only because Jarlaxle used a magical artifact to awaken long-buried emotions in Entreri—undoubtedly only further entrenched this tendency in Entreri.) After becoming the most infamous assassin in Calimport, Entreri charged a high fee for his services, but this was clearly more a matter of demanding recognition for his status than any desire for wealth.
For more information http://forgottenrealms.wikia.com/wiki/Artemis_Entreri
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Catti-brie was a female human and a friend and later wife to Drizzt Do'Urden. She was a member of the Companions of the Hall.
Catti-brie is a beautiful, auburn-haired, and blue-eyed woman. She is kind, tolerant, and pragmatic. Moreover, Catti-brie has grown into the emotional compass for her adventuring companions, guiding both Drizzt and Wulfgar (prior to his time in Errtu's clutches) into wise action with her common sense and clear insight.[citation needed]
When Catti-brie was struck by the blue fire of the Spellplague, it gave her a spellscar in the distinctive form of an hourglass, the lower half of which was nearly filled while the top half had only a small sliver of bruising.
Catti-brie is armed with the bow Taulmaril and the sentient sword Khazid'hea.
For more Information http://forgottenrealms.wikia.com/wiki/Catti-brie
Catti-brie is a beautiful, auburn-haired, and blue-eyed woman. She is kind, tolerant, and pragmatic. Moreover, Catti-brie has grown into the emotional compass for her adventuring companions, guiding both Drizzt and Wulfgar (prior to his time in Errtu's clutches) into wise action with her common sense and clear insight.[citation needed]
When Catti-brie was struck by the blue fire of the Spellplague, it gave her a spellscar in the distinctive form of an hourglass, the lower half of which was nearly filled while the top half had only a small sliver of bruising.
Catti-brie is armed with the bow Taulmaril and the sentient sword Khazid'hea.
For more Information http://forgottenrealms.wikia.com/wiki/Catti-brie