The Tome Of Drow Lore.pdf - RoseRed

The Tome Of Drow Lore.pdf - RoseRed The Tome Of Drow Lore.pdf - RoseRed

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28 and immediately punish anyone foolish enough to break them, while other drow cities may exist in a state of near or even total anarchy. In cities where control is in doubt, contested between two or more Noble Houses or temples, such anarchy is not uncommon and there may even be open war on the streets as factions take direct action against each other. Typically, the truth is somewhere in between the two extremes, as Noble Houses see to the protection of their own assets and interests, doing only what they must with the remainder of the city to keep it under their control. As stated, laws in drow cities are few. Acts such as murder, theft and rape are usually considered crimes, as is blasphemy or heresy in any city where the temples hold a large portion of the power. Death, mutilation and enslavement are the most common punishments for these crimes; the drow see no benefit in building prisons and expending the resources required to imprison criminals. It can be safely assumed, however, that in any given drow city, those who hold the reins of power are not considered subject to that city’s laws. Overseeing the taxation of the city is an expensive and time-consuming business, but one which more than pays for itself for the Noble House or temple in charge of the city. Taxes vary from city to city but fees and tariffs of 10-20% are most common. This money goes directly to the Noble House or temple in control of the city, swelling their coffers and providing them with an ample income to maintain their grip on the city, one of the primary reasons most drow cities have had the same power in control for centuries or even millennia. Ensuring the defence of the city is a more difficult prospect for the Noble House or temple in control. It requires working with and directing the efforts and forces of other powers in the city, all of whom will be thinking of ways they might seize power once the threat from the outside is past. Fortunately, drow are clannish enough to band together to face the many threats of the Underdeep, understanding that if the city falls none of them will be able to claim power. However, this is not enough of a motivation to prevent other Noble Houses or temples from attempting to withhold enough of their forces to make a play for control in the aftermath of the battle. Magic Magic is a way of life for the drow. It is part and parcel of who they are, from the innate spell abilities they enjoy to the ease with which spellcasting of both the arcane and divine varieties comes to them. The drow rely heavily on magic, using it whenever possible. It plays some role in virtually every aspect of their society, from building to combat to slave training to its myriad of uses in the Game of Bones (see page 88). Given a choice, the drow as a race would rather accomplish something with spells than with labour and tools, even when the labour and tools are provided by slaves. Arcane and divine magic are both commonly practiced among the drow and are usually held in equal esteem. Some cities, controlled by a single cult, emphasise priestly magic above that which is practiced by wizards and sorcerers but still, even these temples usually retain their own forces of mages charged with keeping the cult in control and warding the city against any arcane assaults. In combat, the drow are careful with the use of the incredibly destructive, large area of effect spells so common and popular with mages and priests on the surface, particularly when they are doing battle in unfamiliar terrain. A miscast lightning bolt in a cavern with an unstable roof can bring the combat to a quick end, with both parties buried beneath tons of collapsing stone. However, they have compensated for this self-imposed handicap with the creation of new spells that damage and kill only living things.

Religion It is difficult to discuss, in a general fashion, the role of religion in the lives of the drow. Even more so than government, the impact of religion on the drow differs from city to city. As a rule, drow are studiously observant when it comes to religion. The gods of the drow, after all, are the ones who gave them the knowledge and abilities they needed to survive the initial war with the goblins and to endure and thrive in the Underdeep after the Great Betrayal and the Sundering. Even in the most secular of drow cities, religion is still an important part of daily life, though the Noble House holding the reins of power is certain to try and stop the temples from gaining any real political influence in the city. Most of the drow cults can coexist with one another in a sort of guarded truce, though actual cooperation between them is usually impossible, a situation the Noble Houses do their best to foster and maintain as an allied group of temples would almost certainly be able to wrest power away from the secular authorities of the drow. The Dark Mother’s church stands as a stark contrast to other temples in that it will not peacefully coexist with any of them. The Dark Mother sees herself as the only true deity of the drow, a position the other temples understandably reject. As a result, the presence of a Dark Mother cult in a city will always result in at least covert warfare being waged against the other faiths in a hidden battle for supremacy, if not outright violence. Slavery and Slave Training Slavery is integral to the culture of the drow. While it is rarely practiced upon other drow, the dark elves consider almost every other race above or below the surface of the earth to be fair game. As the drow are the pinnacle of life, the race eventually destined to rule, it is only fitting that other races be made to serve them. The only exceptions are creatures such as shangu, which are too powerful and dangerous to try to keep as slaves and are so deeply hated by the drow that they are killed on sight whenever possible. The situation is much the same with surface elves, who are not nearly as innately dangerous as shangu but are even more hated. Usually, a surface elf so unfortunate as to fall into the hands of the drow is doomed to a relatively short existence of such horror the elf will be glad for death when it comes, most likely on an altar to one of the gods of the drow pantheon. Dwarves too are seldom kept as slaves. Though the drow do not bear the same loathing for dwarves they do for their surface cousins and for shangu, there is certainly no love lost on either side. Dwarves, however, tend to be too stubborn and unyielding to be broken to slavery in any reasonable length of time. Further, the dwarves as a people have no tolerance for one of their own being kept in servitude and wars between the dwarves and drow have broken out in the past over the discovery that the dark elves were keeping a meagre handful of dwarves in chains. However, the dwarven skill in stonework is such that some drow cities will willingly risk it. Slavery is a part of almost every aspect of drow society. Slaves are used for labour, for mining, for cleaning the streets, for tending fungus pits, for sacrifice to the gods, for gladiator matches, for war and for pleasure. Even the smallest drow settlement will likely have some kind of slave market and in the larger cities there is often a building dedicated to that single purpose, thronged on auction days by buyers and by proxies. Though training slaves is a well-regarded and prominent business in drow cities, most slaves sold at market are sold untrained. Drow who desire training for their newlyacquired slave, for example, if the slave is intended to be used as a house servant, will have to seek out a trainer after making the purchase. See the end of this section for more information on slave training among the drow. The slaves at market might be sold untrained, but they are not sold unbroken. From the moment of capture until the moment the hammer falls on the auction block, the drow slavers engage in a thorough and time-honoured campaign of humiliation, degradation and punishment to break the new slave of thoughts of rebellion. This is also when new slaves begin to learn the drow tongue, as the slavers bark orders at the slaves and whip them mercilessly for not obeying. The lash provides a driving motivation for the new slave to learn to understand as quickly as possible. Before going on the block for the first time, the slave is stripped naked, blindfolded and all but hobbled by a heavy weight attached to the slave collar. He is then ordered to perform various tasks made all but impossible by the blindfold and the weight and whipped vigorously if his performance is deemed unsatisfactory. Once a slave is bought, his troubles are only beginning. The drow see no worth or value in a slave beyond the money invested in his purchase. Specially trained slaves, particularly those who excel in their new capacity as gladiators, soldiers or concubines, are considered more valuable and sometimes even earn the fondness of their owners, but a slave straight from the auction block can expect no such considerations from his new master or mistress. Drow abuse their slaves at will, often taking pleasure in the act. A slave is punished for the slightest infraction, real or imagined, and a new slave who is imperfectly obedient will quickly begin to accumulate an inventory of his failings in 29

28<br />

and immediately punish anyone foolish enough to break<br />

them, while other drow cities may exist in a state of near<br />

or even total anarchy. In cities where control is in doubt,<br />

contested between two or more Noble Houses or temples,<br />

such anarchy is not uncommon and there may even be open<br />

war on the streets as factions take direct action against each<br />

other. Typically, the truth is somewhere in between the two<br />

extremes, as Noble Houses see to the protection of their<br />

own assets and interests, doing only what they must with<br />

the remainder of the city to keep it under their control.<br />

As stated, laws in drow cities are few. Acts such as murder,<br />

theft and rape are usually considered crimes, as is blasphemy<br />

or heresy in any city where the temples hold a large portion<br />

of the power. Death, mutilation and enslavement are the<br />

most common punishments for these crimes; the drow see<br />

no benefit in building prisons and expending the resources<br />

required to imprison criminals. It can be safely assumed,<br />

however, that in any given drow city, those who hold the<br />

reins of power are not considered subject to that city’s<br />

laws.<br />

Overseeing the taxation of the city is an expensive and<br />

time-consuming business, but one which more than pays<br />

for itself for the Noble House or temple in charge of the<br />

city. Taxes vary from city to city but fees and tariffs of<br />

10-20% are most common. This money goes directly to<br />

the Noble House or temple in control of the city, swelling<br />

their coffers and providing them with an ample income to<br />

maintain their grip on the city, one of the primary reasons<br />

most drow cities have had the same power in control for<br />

centuries or even millennia.<br />

Ensuring the defence of the city is a more difficult prospect<br />

for the Noble House or temple in control. It requires<br />

working with and directing the efforts and forces of other<br />

powers in the city, all of whom will be thinking of ways they<br />

might seize power once the threat from the outside is past.<br />

Fortunately, drow are clannish enough to band together to<br />

face the many threats of the Underdeep, understanding that<br />

if the city falls none of them will be able to claim power.<br />

However, this is not enough of a motivation to prevent other<br />

Noble Houses or temples from attempting to withhold<br />

enough of their forces to make a play for control in the<br />

aftermath of the battle.<br />

Magic<br />

Magic is a way of life for the drow. It is part and parcel<br />

of who they are, from the innate spell abilities they enjoy<br />

to the ease with which spellcasting of both the arcane and<br />

divine varieties comes to them. <strong>The</strong> drow rely heavily on<br />

magic, using it whenever possible. It plays some role in<br />

virtually every aspect of their society, from building to<br />

combat to slave training to its myriad of uses in the Game<br />

of Bones (see page 88). Given a choice, the drow as a<br />

race would rather accomplish something with spells than<br />

with labour and tools, even when the labour and tools are<br />

provided by slaves.<br />

Arcane and divine magic are both commonly practiced<br />

among the drow and are usually held in equal esteem. Some<br />

cities, controlled by a single cult, emphasise priestly magic<br />

above that which is practiced by wizards and sorcerers but<br />

still, even these temples usually retain their own forces of<br />

mages charged with keeping the cult in control and warding<br />

the city against any arcane assaults.<br />

In combat, the drow are careful with the use of the incredibly<br />

destructive, large area of effect spells so common and<br />

popular with mages and priests on the surface, particularly<br />

when they are doing battle in unfamiliar terrain. A miscast<br />

lightning bolt in a cavern with an unstable roof can bring<br />

the combat to a quick end, with both parties buried beneath<br />

tons of collapsing stone. However, they have compensated<br />

for this self-imposed handicap with the creation of new<br />

spells that damage and kill only living things.

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