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The Tome Of Drow Lore.pdf - RoseRed

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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

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