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52<br />
of the dark elves. <strong>The</strong> details of these deviations from the<br />
drow ‘norms’ can be found in the description for each of<br />
the Houses listed below.<br />
Many of these changes may be passed on even to drow<br />
outside the House. In any drow city, the culture and society<br />
are dominated by the Houses that rule, particularly in those<br />
cities under the control of a single House. <strong>Drow</strong> from<br />
outside the House are naturally inclined to emulate their<br />
betters, practicing as well as they may the same crafts and<br />
habits of the drow of the House.<br />
<strong>The</strong> role the Houses play in drow society is complex and<br />
governed by a wide variety of circumstances specific to any<br />
given culture or city. Several Houses, notably Arras’zur,<br />
Narrishtah and Zhakhun, are quite large and exist as powers<br />
in multiple drow cities, while others confine their operations<br />
to a single location on which they maintain a fierce grip. In<br />
some situations, the Houses will sometimes act as proxies<br />
for the temples, while in others the temples will grudgingly<br />
do the bidding of the Houses. <strong>The</strong> dominant social force<br />
varies from city to city and Games Masters have free rein<br />
to set the power levels of the temples and Houses as best<br />
fits the campaign.<br />
<strong>The</strong> Noble Houses and the cults of the drow share power<br />
unwillingly and just as there is conflict among the churches,<br />
so too is there conflict among the Houses. Over the years,<br />
this internecine warfare of the Houses has come to be called<br />
the Game of Bones, or the Sheathed War, and it is a mark of<br />
just how much enmity exists between the Houses that they<br />
cannot even agree on the name of the conflict that endlessly<br />
divides them. Complete rules and a full description of this<br />
ongoing and eternal struggle can be found on page 88.<br />
Though some of Noble Houses are quite old, proudly tracing<br />
their roots back to the time of the Sundering and before,<br />
this is not always the case. Other Houses are quite young,<br />
having risen to supplant older Houses that had grown weak<br />
and careless in their decadence. <strong>The</strong>re is always resistance<br />
from the surviving older Houses to the acceptance of such<br />
upstarts into their ranks, but provided the new House has<br />
the power necessary to hold its newly acquired position<br />
and continues to be successful at the Game of Bones,<br />
acceptance will eventually come.<br />
Listed below are ten of the most powerful Noble Houses of<br />
the drow. At the end of each description is a list of House<br />
features, skills and abilities.<br />
House Features: This lists the natural bonuses and<br />
penalties that accrue to any drow of that House. <strong>The</strong>se cost<br />
the drow character nothing, they are merely the effects of<br />
growing up in the culture of that particular House. <strong>The</strong>se<br />
features are in addition to normal drow traits, though in<br />
some cases they may enhance or negate a specific drow<br />
trait. As well as these features, it is worth noting that<br />
membership of a House brings other benefits and penalties,<br />
from the network of resources and contacts provided to the<br />
often inconvenient or dangerous demands placed on a drow<br />
in the service of their House.<br />
House Skills: <strong>The</strong>se are the prevalent skills learned and<br />
practiced by drow of that House. A drow character of the<br />
House always treats these skills as class skills.<br />
Favoured Class: This is the most common character class<br />
to be found in that House of the drow and replaces the<br />
default favoured drow class of wizard or cleric.<br />
Predominant Alignment: This is the alignment adhered to<br />
by the majority of drow of that House.<br />
Predominant Religion: This is the god most commonly<br />
worshipped by drow of that House.<br />
House Arras’zur and House<br />
Narrishtah<br />
House Arras’zur and House Narrishtah are perhaps more<br />
responsible than any other drow for the reputation of<br />
the dark elves on the surface world, as well as the many<br />
misperceptions those in the sunlit lands hold regarding the<br />
drow.<br />
Background<br />
Two of the largest Houses at the time of the Sundering,<br />
House Arras’zur and House Narrishtah managed to escape<br />
the hosts of shangu and vengeful surface elves by fighting<br />
a slow retreat through the unknown passages of the<br />
Underdeep, rather than simply fleeing as did so many of<br />
the dark elves. So deadly were the shangu and so wrathful<br />
were the surface elves however, that even the combined<br />
forces of House Arras’zur and House Narrishtah could not<br />
stand against them.<br />
Fortunately for the drow, they were able to slip out from<br />
between the two hosts of enemies, retreating away through<br />
the Underdeep while leaving just enough forces in combat<br />
to keep the enemies coming from both sides, ensuring that<br />
the hated cousins who betrayed them would run headlong<br />
into the alien menace marching up out of the depths of the<br />
world. This ploy cost the two Houses many of their finest<br />
warriors, but it was successful. In the trackless paths of the<br />
Underdeep, the betrayers of the surface met the shangu, the<br />
scaled abomination of the depths, and were forced to flee<br />
back to the lands of the sun.<br />
In an attempt to cut off any pursuit by their enemies, the<br />
drow worked their most powerful magics and collapsed<br />
tunnels and caverns in their wake, filling the air around them