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26<br />
they partake of the pleasures within. Such measures often<br />
include magical wards against scrying and magical entry,<br />
combined with strict policies on no weaponry and a small<br />
army of trained slaves ready to enforce the peace.<br />
<strong>The</strong> least active form of entertainment common among<br />
the drow is scarcely considered entertainment at all by<br />
them, though surface dwellers would certainly see it that<br />
way. Games of skill and strategy such as chess are a near<br />
obsession for many drow who perceive them as merely<br />
another form of training, a sort of dry run for the Game of<br />
Bones, the intricate political struggle between the various<br />
drow factions. In fact, as the pieces are usually carved<br />
from rock, the drow often jokingly refer to chess as the<br />
Game of Stones.<br />
<strong>The</strong>se games teach the lessons of war without the waste or<br />
the mess and skilled players are highly regarded in drow<br />
society for their abilities. Barring war or some other major<br />
conflict, drow cities in close proximity to one another<br />
will often participate in inter-city competition, each side<br />
putting forth its best player to compete with the other drow.<br />
Several times in drow history, cities have even agreed to<br />
settle their disputes through a chess competition, though<br />
it seldom works out, as the losing side generally invents a<br />
new reason to go to war after their loss on the chessboard.<br />
<strong>Of</strong> course, these are but a few of the diversions enjoyed by<br />
drow. <strong>The</strong> dark elves of the Underdeep have a long, long<br />
lifespan in which to invent new amusements for themselves<br />
and Games Masters should feel free to add any other<br />
appropriate diversions to this list.<br />
Family<br />
Family in the traditional sense is not an important concept<br />
to the drow in the way it is to other races. As noted above,<br />
the drow do not coddle their offspring and indeed there<br />
may be very little contact at all between drow parents and<br />
their children. In some of the drow sub-races, notably the<br />
Lorgreln and the Sulzthul, this is not the case but taken as a<br />
whole, the drow race does not organise itself into the same<br />
kind of familial units so common in other races.<br />
Instead of the usual concept of family, the drow prefer to<br />
organise themselves by House. <strong>The</strong>se large clans of drow<br />
contain hundreds, even thousands of members and are a<br />
principal way in which the drow differentiate themselves<br />
from one another. <strong>The</strong> House does not take on all of the<br />
traditional roles of a family, however. Filled with various<br />
factions all jockeying for control, a House of the drow<br />
serves as a microcosm of drow society as a whole. Most<br />
commonly, these factions are individual families, but drow<br />
who belong to a House still identify themselves by that<br />
House rather than by individual family or parentage. Any<br />
thing important or remarkable a drow achieves in his life is<br />
attributed to the glory of the House, not the family.<br />
Among the lower classes, the concept of family is more<br />
relevant, as these drow generally do not have the strength of<br />
a House at their back. Most often, this is because the drow<br />
of the lower classes are not members of any of the Houses,<br />
but even those drow who are, but whose fortunes have<br />
waned to the point they are now counted among society’s<br />
lower classes, cannot expect aid, or even acknowledgement,<br />
from the House.<br />
Without a larger House to count on, the lower classes of<br />
the drow usually seek to find a place for their children in<br />
an artisans’ guild or a temple. If successful, the guild or<br />
temple will oversee the child’s education and any contact<br />
with the parents will be kept to a minimum or severed<br />
altogether. If the parents are not successful, the child will<br />
remain with them until such time as drow society demands<br />
he be forced to find his own way in the world.<br />
Food<br />
Food in the Underdeep is almost entirely limited to two<br />
things: fungi and meat taken from the beasts native to this<br />
strange place. All other foods must be acquired in one<br />
of two ways, either gained through trade and raiding or<br />
conjured magically.<br />
Those drow with the ability to magically conjure food do<br />
so almost exclusively, as it is surely the safest means of<br />
eating. <strong>The</strong> chances of an assassin slipping poison into<br />
one’s food in the few moments between conjuring it and<br />
eating it are remote at best. As magically inclined as the<br />
drow are, however, those who can create food with a snap<br />
of their fingers are a slender minority.<br />
For all other drow, food must be acquired in one of the<br />
old-fashioned ways: it must be grown, bought or stolen.<br />
Mushrooms are obviously the most common food, as<br />
even the meat of beasts native to the Underdeep is more<br />
expensive than what poorer drow can generally afford.<br />
Fungus pits are ubiquitous to drow cities, but very few of<br />
their cities have access to enough room to maintain any<br />
significant number of meat animals.<br />
Long years in the Underdeep have taught the drow to make<br />
the best of what they have available and the finest chefs<br />
among the drow are able to do amazing things with the<br />
materials they have to work with. Still, with nothing but<br />
fungus and meat as their ingredients, most drow food is<br />
exceptionally bland. Spices taken for granted by those on<br />
the surface are incredibly valuable among the drow, except<br />
for salt, which is readily found throughout the Underdeep.