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In such a campaign, the drow would never appear as a<br />
random or unimportant encounter. Each meeting with the<br />
drow would be fraught with complications and possibilities,<br />
and even if the Player Characters were easily capable of<br />
dispatching a drow they happened to meet, the chances for<br />
terrible repercussions would be great. A campaign such as<br />
this can turn the expectations of the players on their heads<br />
and offers a unique take on most fantasy worlds.<br />
Listed below are some ways the Games Master might use<br />
to incorporate drow into his campaign in the role of the<br />
ultimate enemy.<br />
� Two surface nations that have sworn allegiance to the<br />
drow are marching against a nation that has resisted the<br />
influence of the dark elves and which needs all the help<br />
it can find to defend itself<br />
� Surface elves have been pushed to the brink of<br />
extinction by the expansion of drow power. Unwilling<br />
to go quietly, they are attempting to open gates to other<br />
material planes to bring in elven reinforcements.<br />
� Having nearly achieved their dream of global<br />
domination, the drow are turning on one another, their<br />
population split in war between the various Houses and<br />
cults. <strong>The</strong> conflict is immense, throwing the surface<br />
nations that have relied on drow power and guidance<br />
into chaos.<br />
� Priestesses of the Dark Mother have nearly succeeded<br />
in opening a permanent gate to the infernal plane that is<br />
the home of their goddess, making a demonic invasion<br />
imminent.<br />
� A disguised drow attempts to recruit the Player<br />
Characters into an organisation devoted to defeating the<br />
drow and sends them on a series of missions to recover<br />
the lost pieces of an ancient artefact. Ostensibly this<br />
artefact will serve the surface races against the drow,<br />
but in fact it will only make them stronger, while the<br />
missions give the drow a chance to judge the resources<br />
and abilities of those who still oppose them.<br />
� <strong>The</strong> remaining free kingdoms of the world, in alliance<br />
with elves, dwarves and other ancient enemies of the<br />
drow, prepare to launch a last-ditch attempt to break<br />
the power of the dark elves and restore freedom to the<br />
world.<br />
<strong>The</strong> <strong>Drow</strong> as Allies<br />
<strong>The</strong> drow seem almost perfectly constructed to act as<br />
enemies in a roleplaying campaign, be it as random<br />
monsters, unseen manipulators or a world-shaking power,<br />
but it is not necessary to relegate them to this role. As<br />
treacherous and dangerous as it may be for the Player<br />
Characters, it is possible for the role of the drow in the<br />
campaign to be that of allies, not of enemies.<br />
It is important to note that even if the Player Characters do<br />
successfully recruit the drow as allies, it is unlikely to be<br />
a friendly and amiable relationship. <strong>The</strong> drow are skilled<br />
and talented manipulators and deceivers, and will not only<br />
attempt to turn any relationship to their own advantage,<br />
they will expect the Player Characters to do the same. No<br />
matter what the goals of the Player Characters might be, no<br />
matter the philosophical outlook or alignment of the Player<br />
Characters, the drow will not see them as trustworthy allies<br />
or as kindred souls. Once the reasons for the alliance<br />
are rendered moot, the drow will either terminate or<br />
dramatically alter the conditions of the relationship in one<br />
of the following ways:<br />
� If the Player Characters have proven themselves<br />
powerful and have done nothing to antagonise the<br />
drow, yet do not display any affinity for the dark elves,<br />
the drow will simply sever the relationship and let the<br />
Player Characters go on their way, the best possible<br />
result for the Player Characters.<br />
� If the Player Characters seem sufficiently weak<br />
or antagonistic, the drow will kill them once their<br />
usefulness is at an end.<br />
� If the Player Characters seem awed by the dark elves,<br />
or have some kind of childish infatuation with them,<br />
as is frequently the case, the drow may chose to use<br />
these willing recruits to serve their ends on the surface<br />
world, directing their actions until the Player Characters<br />
have worn out their usefulness, usually as a result of<br />
execution for the crimes committed on behalf of the<br />
drow.<br />
Forging an alliance with the drow is difficult work, as<br />
the drow hold themselves above all other races and will<br />
not willingly deal with them as equals. Under some<br />
circumstances, the drow will consider it, but even opening<br />
such negotiations with a drow is a dangerous business,<br />
and the Player Characters may soon come to feel they<br />
have taken a tiger by the tail. Following are the two most<br />
common circumstances in which the Player Characters and<br />
the drow might align together.<br />
<strong>The</strong> Enemy of My Enemy is My Friend<br />
<strong>The</strong> Underdeep is home to a multitude of creatures, almost<br />
none of which are friendly toward the drow. <strong>The</strong>re are<br />
many races in the depths of the earth, such as goblinkind<br />
and deep gnomes, which simply do their best to stay clear<br />
of the drow, unwilling to risk the destruction and desolation<br />
a confrontation with the dark elves would bring. Others,<br />
however, are less shy about demonstrating their dislike<br />
for the fallen elves. Aboleth, deep trolls and shangu, for<br />
example, are all openly opposed to the drow, and a nearperpetual<br />
state of war exists between the races. Additionally,<br />
the drow are given to fighting amongst themselves and are