Основной задачей всех присутствующих является бегство из Мензоберранзана. Если Ваш персонаж стремиться в какое-то конкретное место, то это указано в вашей квенте или квенте вашего дома. Если нет, то вам всё равно, лишь бы удрать.

Blingdenstone: Many drow consider this deep gnome city to be their main foe but the hated deep gnomes aren't warlike nor are they nearly strong enough to threaten Menzoberranzan. So, for now, the deep gnomes are forced to weather drow raids on their mining expeditions and caravans, a favor they return whenever possible.

Ched Nasad: Menzoberranzan's sister city is said to be its perfect mirror image (socially, at least) as it is equally dominated by the Queen of Spiders and has a very similar ruling structure and the two have a history. Ched Nasad is one of Menzoberranzan's chief trading partners and has even traded noble houses on many occasions (this generally occurs when a junior noble in a house in one city chooses to travel to the other to establish her house rather than compete with her own family--and their probable enmity at her "betrayal" and weakening of the house). Ched Nasad is larger than Menzoberranzan but both are distant enough and their ties such that neither dominates the relationship.

Darkrift: Somewhere in the upper underdark lies a city known only as Darkrift. The city's location is unknown but occasionally derro traders appear claiming to hail from the Darkrift and looking to trade finished metal goods, including weapons and armor, as well as slaves and occasionally high quality mithril ore for pack lizards, rothe, magic, and odds and ends (thought to be used as spell components). The Darkrift is thought by some to refer to Mithril Hall, a dwarven hold that fell to unknown enemies less than 2 centuries ago. If this is true, the danger posed to Menzoberranzan by these derro traders is extreme.

Eryndlyn: Located deep under the High Moor, this city is divided into camps between the followers of Lolth, Vhaeraun, and Ghaunadaur. Each controls a section of the city and the uneasy peace that is maintained through assassinations, sabotage, and raiding each other's interests outside the city has kept the rivals from wiping each other out and destroying the city at the same time. Lolth has brought the worship of one of her servitor gods, Selvetarm, to prominence in this city over the past few decades in an effort to break this stalemate. Combined with the already [slightly] dominant position of her own forces in the city this has finally begun to bear fruit with drow males joining this new church that gives them power (albeit under the church of Lolth). In response, Ghaunadaur and Vhaeraun's forces have entered into an uneasy alliance to ensure their mutual survival. Despite all these intrigues that are so important in the city itself, what many merchants of Menzoberranzan see as the value of this trading partner is it regularly does business with surface dwellers of the Sword Coast, having agents in the High Forest, Waterdeep, and Baldur's Gate. Due to these links it has access to a much steadier supply of surface goods than Mantol-Derith and the occasional human or dwarven caravan provide.

Gracklstugh: This duergar city is not just a city, as so many underdark settlements are, instead it is also the heart of a kingdom. The duergar have scattered clanholds in the kingdom and even some lesser towns but more importantly have established a network of fortified military outposts (that can also serve the needs of caravans that stop by, at least as a defended rest stop) to ensure continued control of the full extent of their realm. The duergar also patrol their territory regularly in small, mobile patrols that are meant to locate hazards and report so a dedicated force can be assembled rather than dealing with most threats themselves (this allows the duergar to stretch much needed manpower). The duergar are also realists, they know they cannot keep their territory free of wandering monsters and even nomadic bands of humanoids so they don't attempt to. Instead they concentrate on making sure the area is safe enough for [defended] caravans to travel without serious risk and that no organized force establishes a foothold. Many of the clan chiefs and officers of the kingdom's military describe this strategy as determining what monsters can live there rather than trying to let none in. Only those monsters "approved" by the duergar and living in "approved" areas are allowed to survive and their presence helps prevent other, most dangerous monsters from moving in. Gracklstugh is one of Menzoberranzan's prime trading partners, trading mercenaries, slaves (the duergar, like most duergar, have only a very limited use for slaves as their own labor is generally so much faster and better quality--and reliable), and fine metal work (particularly arms and armor) for goods of not only the drow but also those who come to Menzoberranzan as Gracklstugh is entirely closed to outside traders (the duergar fear traders bringing back intel such as maps, if only their own traders are allowed out there is less likelihood of problems).

The Illithid Enclaves: At least 3 enclaves of mind flayers are known to dwell in the underdark near Menzoberranzan, though they keep their locations as secret as possible. Most inhabitants of the city believe the enclaves are within the dark dominion--Menzoberranzan's territory--but the noble houses have, so far, decided not to wipe them out. The possible reasons for this are speculated on frequently but since the illithids have not attacked the city nor attempted to interdict its trade, such concerns are idle speculation that has no effect on the lives of average Menzoberranyr.

Jhachalkhyn: News has just reached the city that this drow city to the west was attacked by the far distant drow city of Maeralyn. The rumors vary as to its current state, whether it was conquered and its people enslaved or scattered, it resisted the attack, or it was cataclysmically destroyed by either defenders or invaders. What all the rumors and few refugees that have arrived in the city agree upon is that the city did not fair well in the assault. Many powerful priestesses of Lloth whisper this is because the city was weakened by the influence of Rilauven Vhaeraunans (Jhachalkhyn is much closer to Rilauven than Menzoberranzan and most of the drow that fled Rilauven when the Vhaeraunans revolted fled there). House Fey-Branche, most notably, has a branch in Jhachalkhyn and is already organizing an expedition to see about their fate. There are many rumors of other epeditions as well, expeditions to trade, loot, conquer, and/or enslave. So far no priestesses in the city have announced they will travel there to establish a new noble house but if the city survived this is likely. The council is expected to meet soon to order additional patrols and forces be readied in case of an attack on Menzoberranzan.

Llacerellyn: This illithid city lies near both Eryndlyn and the derro city of Tsenviilyq. The illithids conducted very limited trade with the drow of Eryndlyn and by all accounts are engaged in an escalating war with the growing population of derro in Tsenviilyq. If the illithids aren't decisively put down soon such a war can only have one result given the small population of even a city of illithids. On the other hand mercenaries and slaves from Menzoberranzan, Ched Nasad, Eryndlyn, and Gracklstugh could turn the tide even at a late date so no one has written off the mind flayers yet.
Mantol-Derith: Located a mere 25 miles away from Menzoberranzan and Blingdenstone both, and 100 miles from Gracklstugh, this is an exclusive trading center for secret deals between the drow, svirfneblin, duergar, and surface races. Mantol-Derith is a closely guarded secret by those who know of it. Its placement and the laws that govern deals made here mean that surface dwellers and duergar who trade here can generally get a much better deal (even if only in terms of shorter travel time and less expense) than traveling all the way to Menzoberranzan (and it's safer than dealing with priestesses who have the power of life and death and wield it at whim). For the svirfneblin, this is the only authorized place where they trade with either of their neighbors, dark elf or grey dwarf (there are always rumors of some drow houses that have other arrangements with certain unscrupulous svirfneblin). Despite its importance, Mantol-Derith is a place only whispered about in vague rumors in Menzoberranzan, rumors that cannot even put a name to the place let alone reveal that it is located on the shores of the Darklake.

The Ogre Kingdom of Atred: Rumors of a kingdom ruled by Vaprak-worshiping ogres lying somewhere in the underdark below the level of Menzoberranzan have circulated in the city for as long as anyone seems able to remember (which means decades or centuries). The duergar of Glacklstugh have, when paid sufficiently for the information, reported occasional clashes with large groups of ogres along their borders but no other reliable information has ever come to light. Ogres are a common enough menace in the underdark, and while those bands with shamans may be more common than they used to (or that may just be perception and its own rumor), they have shown no sign of organization or backing.
Rilauven: This drow city lies to the northeast. It was once a well-controlled city of Lolth but Vhaeraunans overthrew the power of the houses and established their own rule decades ago. The Vhaeraunan's fell only a few years later, replaced once more by priestesses of Lolth, some returning from exile and others arriving from Menzoberranzan, Ched Nasad, Jhachalkhyn, and Eryndlyn all in an avenging army that included numerous slaves and mercenaries. The city has been weak and unstable ever since, despite several new noble houses formed by the new drow as well as returned original nobles. At least one and probably 3 or more of the houses from Eryndlyn have Selvetarmites among their number. The city today produces little for trade and has no control over the surrounding environs with even the living areas of the city having converted into fortified enclaves, with the commoners joining noble houses, merchant companies, mercenary bands, and anyone else (mainly powerful spell casters) that can lead them and keep them safe while raiders and monsters that wander in from the surrounding underdark roam the unfortified zones freely. It is generally felt that in its current, fractured state, the city cannot last and that it will fall to any invasion. Outside the city bands of Vhaeraunan and their slaves and servants do their best to disrupt what little trade still occurs while searching for Malavon Despana (a former noble and Master of Rilauven's Sorcere school, also once acknowledged as the most gifted diviner in Sorcere, he was awarded one of the school's unique magical robes) and his sister Ginafae Despana (and their remaining followers) who they blame for tricking them into taking open control of the city too soon and then abandoning them when the Lolthites returned. Also abundant in the region are driders, many ex-Vhaeraunan's who were sentenced by the Lolthites for their treachery or joined in the original Vhaeraunan rebellion and were then thrown out once the Vhaeraunans had taken over. For these reasons, the driders hate both sides.
The lessons this tale offers the clergy of Lloth in Menzoberranzan have not gone unnoticed.

The Troll Fens: The Troll Fens is the name of an area of convoluted interconnected caves heavily overgrown with hanging fungi and always wet from drainage. As the name implies, trolls dwell here. Several times the drow have tried to wipe the trolls out but they always reappear. For the last two centuries the drow have simply resigned themselves to the troll's presence though young nobles and slave and treasure seekers sometimes come here. The former come armed with fire magics to prove their worth in contests or even just to perform some live training with their soldiers. The latter come looking for riches, whether in the form of the trolls themselves or the many items the trolls have taken from their victims over time. The area of caves is actually rather small but its numerous entry and exit points and three-dimensional confusion of obstacles, hiding places, cover, and blind corners making it extremely dangerous terrain. Even for drow used to fighting in confused three dimensional battles the area is a near impenetrable maze and with regenerating trolls around every corner the threat is even greater.
The Vault of the Lost Wayfarer: This shield dwarven fortress-temple of Marthammor Duin is built into Berun's Hill (known in the underdark by its dwarven and duergar name: Mrinolor) in a large natural cavern. The Marthammoran have taken to watching over friendly caravans in the region in order to make trade safer and help dwarves, in particular, trade with their neighbors. Currently, most of the dwarven activity is based on the surface but duergar long ago violated the tomb the dwarves now inhabit and their attention is shifting deeper and deeper into the earth. The temple is believed to be poorly defended against any significant assault backed by magic and many whispers have begun to about a powerful expedition being sent to enslave the dwarves and steal their wealth. Other whispers say that such an expedition will be mounted to convert the site to an outpost for surface raids while still other rumors say the reason the outpost is desired is to allow certain noble houses to trade more easily with the surface. Whatever the truth, the dwarves are starting to attract a lot of attention in the City of Spiders.

Tsenviilyq: This derro city lies to the south of Menzoberranzan, near the city of Eryndlyn. The derro city is growing and the derro themselves are becoming more dangerous to travelers in that region of the underdark yet they seem primarily concerned with battling the mind flayers of Llacerellyn rather than bothering their drow neighbors. The derro do trade with Eryndlyn some, primarily dealing in surface world animals of various types.
Minor Neighbors: The dark dominion is full of small settlements, many of them transient. These range from large humanoid tribes to mining bands of dwarves, to groups of drow that prefer to dwell outside the city. Such, usually isolated, pockets of habitation (and perhaps even civilization) are scattered and usually of no concern to the city's inhabitants, especially not to the noble houses.