Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Having an evil Player Character is more complicated than<br />
merely writing ‘evil’ in the alignment portion of the character<br />
sheet, however, and this begs the question of what exactly<br />
qualifies as evil in a roleplaying game. Most people would<br />
agree that ransacking tombs is highly questionable, and that<br />
invading a creature’s home to kill it and steal its wealth is<br />
evil, but these activities are central to the lives of almost all<br />
Player Characters. <strong>The</strong> defining point, which determines<br />
whether these actions are good or evil, is usually assumed<br />
to be the race and alignment of the creature whose home<br />
the Player Characters invade and whose treasure they steal.<br />
<strong>The</strong>re are a number of arguments to be made against this,<br />
but it is the artificial morality upon which the alignment<br />
system is based, and it is probably best to leave it alone.<br />
<strong>The</strong>re are two major pitfalls in playing a group of evil<br />
Player Characters which the Games Master would be wise<br />
to address before the campaign gets started.<br />
<strong>The</strong> first of these pitfalls is how the evil Player Characters<br />
will behave within the confines of the party. Some players<br />
may see an evil alignment as giving them free rein to<br />
cheat, betray, even kill the other Player Characters. In<br />
the social setting of the roleplaying game, this can easily<br />
lead to hurt feelings, grudges, even players abandoning the<br />
game. Nor is it an accurate portrayal of life within any evil<br />
organisation. Certainly there is scheming and backstabbing<br />
in any evil group or society, but evil people would not form<br />
organisations if there were no benefit in doing so, such as<br />
mutual protection or pooling of resources. <strong>The</strong> players<br />
should be encouraged to approach the mechanics of innerparty<br />
politics from this perspective.<br />
<strong>The</strong> second of these pitfalls is just how far to take evil.<br />
Games Masters should be careful to establish some<br />
mutually accepted rules and guidelines before beginning<br />
play in a campaign of evil Player Characters as to just what<br />
the acceptable boundaries will be in the game. Roleplayers<br />
tend to be unconcerned by Player Characters engaging in<br />
robbery, extortion, even assassination. However, there are<br />
a number of other, traditionally evil activities in which<br />
most Player Characters do not engage, and rarely enter<br />
a roleplaying campaign in any significant detail. <strong>The</strong>se<br />
include actions such as torture, rape and mutilation. <strong>The</strong>re<br />
is a good reason these actions are rarely detailed in a<br />
roleplaying campaign, as they tend to make people nervous,<br />
uncomfortable or even repulsed. When this happens, the<br />
campaign suffers greatly, and players may well leave the<br />
game out of disgust. If a Games Master and his players<br />
can work out an acceptable range of activities before play<br />
begins, he can prevent this from happening. <strong>The</strong>re is<br />
more than enough evil to be had in actions that will not be<br />
uncomfortable to the players.<br />
Throw <strong>The</strong>m a Curve<br />
One of the primary purposes of <strong>The</strong> <strong>Tome</strong> of <strong>Drow</strong> <strong>Lore</strong><br />
is to provide Games Masters with additional options<br />
and choices in how to present the drow in a roleplaying<br />
campaign, as well as what role the drow themselves will<br />
play in that campaign. After all, the drow are a numerous<br />
people scattered throughout the regions of the Underdeep.<br />
Combined with the highly individualistic traits found in<br />
many drow, it only makes sense the dark elves would have<br />
created a wide range of differing societies.<br />
Many of these societies and cultures are presented in<br />
this book, a number of which deviate dramatically from<br />
the stereotypical vision of the drow most players and<br />
most Player Characters are familiar with. Using only the<br />
information presented in <strong>The</strong> <strong>Tome</strong> of <strong>Drow</strong> <strong>Lore</strong>, Games<br />
Masters should have no trouble confronting the Player<br />
Characters with all manner of exciting (though potentially<br />
painful) surprises. <strong>The</strong>re is no need, however, to colour<br />
within the lines. A Games Master might prefer to create<br />
additional drow cultures and sub-races or modify those<br />
presented herein, either to better suit his campaign or merely<br />
make sure the Player Characters never stop guessing. Here<br />
are a few examples of how to modify the drow even further,<br />
be it a cultural or a physical modification.<br />
� <strong>The</strong> cult of the Dark Mother, ever chafing at the thought<br />
of drow worshipping another deity, finally struck out at<br />
the other faiths, igniting a religious war throughout the<br />
lands of the drow. Games Masters may choose to have<br />
the Player Characters become involved with the drow<br />
while this war rages on, whether aligning themselves<br />
with one faction or acting as agents of an outside<br />
enemy of the dark elves, rushing to the attack now that<br />
the drow are at each others’ throats. Alternatively, he<br />
may prefer to involve the Player Characters only after<br />
the war has ended, whether it be when the cult of the<br />
Dark Mother is triumphant, or when the cult has been<br />
all but destroyed by the wrath of the other gods and is<br />
reduced to a tiny faith clinging to the fringes of drow<br />
society.<br />
� An unlikely alliance of the dark elves' enemies within<br />
the Underdeep (the shangu, the aboleth and others)<br />
has finally overthrown the drow. <strong>The</strong>ir cities crushed<br />
and people scattered, the drow live as ragged bands of<br />
nomads wandering the Underdeep or hiring themselves<br />
out to other races as skilled mercenaries. <strong>The</strong>re<br />
are rumours of a single remaining drow city hidden<br />
somewhere in the Underdeep, the sole hope for the race<br />
of the drow.<br />
� Despite the rumours and stories known to everyone on<br />
the surface of the earth, the drow are not evil but are<br />
simply misunderstood, the victim of ancient prejudices.<br />
Though certainly tempted to, they never succumbed to<br />
evil as they struggled for survival in the deep places<br />
143