Wruz'roos smiles a crook-toothed smile as he hears the clank of your coin.
"A pleasure! I am Wruz'roos. I trust your company is fairing well, considering your... financial generosity?"
He begins the hobbling hike toward the pocked walls of Abbaethgar. The path stretches not far toward the cliff face, where a rectangular aperture yawns, flanked by paired torches. Wruz'roos rambles idly of the traditions of Abbaethgar, and a brief history.
Established as a matriarchal gate-fortress between The Wanderlands, the vast vaulted chamber this side of the wall, and the Path of Seven Sorrows, a trade and travel route that branches off between several other diplomatic and merchant hubs of the Underdark, Abbaethgar was hotly contested as a key chokepoint in this region, held fiercely by the Priesthood of Lolth and five houses of Drow nobles deeply entwined in its clergy. As a strict hierarchical theocracy, the ideals of Lolth are law, and the whims and tastes of the nobles are her executors.
As such, avoid direct eye contact with nobility, as it is best not to draw their attention at all.
Kill no spider in the walls of this city. Such a disgrace before Lolth is irreverent at best, and heretical treason at worst.
Do not say 'no' to a female. As a male, polite declination should be phrased as ambiguously as possible, and never with defiance.
Through the black opening, the cliff's interior appears to be of smooth clay, plainly worked into uniform walls. A pair of armed male guards sneer at your company as you pass, but make no motion to stop you. A dizzying array of staircases and walkways diverge from the main chamber, spreading labyrinthine through the thick wall of the city. As Wruz'roos wanders with a seemingly prodigious sense of direction, you note many colored glass windows, adorned with omnipresent spider motifs, and many open windows with elaborate webs spun across them, small dark arachnids populating them freely. The architecture, from outside, appeared square and crude, but within the city proper, vaulted archways of grey stone, and grand buttresses of polished marble mimic the curvilinear design of spider web with a haunting depth of artistry. Walkways alternate between high, uncovered bridges, with other disconnected paths visibly crisscrossing at differing vertices, and tight hallways, built into the cliff face and resembling one continuous multiplex. Though darkened at points, irregular torchlight shines from every altitude as a tornado of fireflies around you.
"We will be safest, at least for now, in the Merchant District, as it's more tolerable of overworlders."
Through several other vertiginous passages, you pass into more populous areas. Ashy beggars and cruel eyed urchins decorate hallways and bridges, leering with curiosity at your ensemble. The ghettoed quarters you pass soon take a more familiar shape, as a clearly metropolitan bridge comes to view, hundreds of feet in width and many multiples in span. Numerous signs and booths are painted and embossed with logos to catch the eye, and sharp tongued artisans hock their wares from every shadowed corner. Great caravans of crates and exotic goods are hauled by beasts of burden, massive tarantulas, delicately weaving their many thick-haired legs between crowds of desperate hagglers.
"Any time doing the right thing is funny as hell, it's probably Chaotic Good."