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The Tome Of Drow Lore.pdf - RoseRed

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88<br />

<strong>The</strong> Game of Bones - the<br />

Sheathed War<br />

<strong>The</strong> rules for the Game of Bones were originally presented<br />

in <strong>The</strong> Quintessential <strong>Drow</strong>. <strong>The</strong>y have been expanded and<br />

updated to take advantage of the increased options made<br />

available in <strong>The</strong> <strong>Tome</strong> of <strong>Drow</strong> <strong>Lore</strong>.<br />

<strong>The</strong> drow appear, from the outside, to have an organised,<br />

structured society. <strong>The</strong>y have their castes of noble families,<br />

the loyal merchants who oil the machines of commerce<br />

and the servants and the slaves that see to the needs of<br />

their masters. Law enforcement depends upon the city<br />

and culture, of course, but is most commonly organised<br />

and efficient, operating quickly and savagely to deal with<br />

those who commit crimes and acting with no qualms about<br />

using extreme force to put an end to disruptive behaviours<br />

within the drow cities. To those who do not know better,<br />

drow civilisation seems to mimic most of the same political<br />

and societal structures as any lawful civilisation on the<br />

surface.<br />

It is, of course, a sham. <strong>The</strong> appearance is a façade, a<br />

construct based around mutual fear and hatred. <strong>The</strong> drow<br />

are ruled by those with the strength to hold the position,<br />

their nobility cannot assume that birth assures their station<br />

and their entire society is built upon the supposition that<br />

those with the strength and cunning to take something<br />

are entitled to have it. What keeps the drow from falling<br />

upon one another like a pack of wild jackals are the ancient<br />

customs and systems of battle they all respect. Only<br />

barbarians fall upon their enemies like common brawlers<br />

and the drow believe they are the pinnacle of civilised<br />

development.<br />

Informally, the drow refer to their systems of competition<br />

and intraspecies warfare as either ‘<strong>The</strong> Game of Bones’ or<br />

‘<strong>The</strong> Sheathed War’ and it is telling that the drow cannot<br />

even agree on that. A complex system of owed debts,<br />

granted boons and personal power is one of the few ties<br />

that hold the society together and prevent the drow from<br />

devolving into constantly warring tribes. Part religious<br />

belief, part self-preservation, the Game of Bones or the<br />

Sheathed War is a deadly social conflict. More often than<br />

not, the deadly turns of this game are never even seen by<br />

those not directly involved. Throughout this section, the<br />

Game of Bones and the Sheathed War are phrases which<br />

are used interchangeably.<br />

<strong>The</strong> Frame of the Game of Bones<br />

Within drow society, there are those who fight the Sheathed<br />

War and those who do not. In general, players of the<br />

Game are of the ruling nobility and the upper ranks of the<br />

merchant class. <strong>The</strong> involvement of the religious class is<br />

somewhat more complex, as clergy of some of the gods<br />

actively involve themselves (indeed, the priests of Kez’Skul<br />

could hardly help themselves) while others prefer to work<br />

through proxies within the noble class (such as the cult of<br />

the Dark Mother). Either way, the assistance of the clergy<br />

can be critical in securing one’s place within the shifting<br />

power structure the Game creates. <strong>Drow</strong> with considerable<br />

personal power, particularly arcane spellcasters and<br />

adventurers of all stripes, also enter the Sheathed War<br />

but may find themselves without the social contacts and<br />

interpersonal skills to survive the deadly web of alliances.<br />

Once involved in the Game, a Player’s position (and<br />

survivability) is based on two critical factors: his influence<br />

and his power. Influence measures<br />

the ability of the Player to<br />

convince others to do things for<br />

him, leveraging their power for<br />

his own benefit. Power is the raw<br />

ability of a Player to do something<br />

himself, to get a job done using his<br />

personal resources. <strong>The</strong> greater the<br />

resources possessed by the Player,<br />

the more impressive his Power and<br />

the easier it is for him to get things<br />

done.<br />

<strong>The</strong> complexity in the Sheathed<br />

War rises from the opposition of<br />

its combatants. While having a<br />

high Power is impressive, it is not<br />

terribly useful without the Influence<br />

to keep others from ganging up on

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