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The Tome Of Drow Lore.pdf - RoseRed

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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 />

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