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The Tome Of Drow Lore.pdf - RoseRed

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92<br />

to maintain its slaves, mercenaries, guards and servants.<br />

Hugely expensive and ridiculously over-protected, the<br />

fortress homes also serve as a balance to the threats of the<br />

Game of Bones. By holing up in such a sanctuary, a House<br />

can keep its members safe and out of harms way, though<br />

their influence will certainly wane if they remain too long<br />

out of touch.<br />

<strong>Drow</strong> Noble Houses are the primary combatants in<br />

the Sheathed War. <strong>The</strong>ir wealth, numerous agents and<br />

traditional role in drow society make them the most powerful<br />

organisations in any city of dark elves. Even in those cities<br />

with a single faith predominant, such as the web-strewn<br />

cities in the grip of the Dark Mother, the church would not<br />

dare move openly against a Noble House.<br />

Other Organisations<br />

While the drow nobles are easily the most powerful in<br />

drow society, they are not the only organisations with<br />

political clout. Merchant guilds, criminal conglomerates,<br />

temples, philosophical sects, information brokers such as<br />

the Seekers of na’Koth and even hidden revolutionaries all<br />

band together to play the Game of Bones, amassing power<br />

and influence in an effort to earn themselves a place in the<br />

brutal pecking order of a drow city. If a group can muster<br />

the Influence and Power (for a combined rank of at least<br />

1,000) they are able to enter the Game.<br />

Fighting the Sheathed War<br />

<strong>The</strong> Sheathed War is a combination of political strategy and<br />

brutal combat, with its mood shifting rapidly depending<br />

on the whims and desires of its combatants. In some<br />

cities, it is fought almost entirely in the back alleys and<br />

hidden meeting rooms as cabals spread damaging rumours<br />

about their rivals and draw upon the services of spies and<br />

informers to discover the secrets of their foes. In others,<br />

assassins launch brutal strikes against the members of<br />

Noble Houses and armed conflicts between entourages of<br />

enemy Houses are not uncommon, giving the name ‘<strong>The</strong><br />

Sheathed War’ a brutal irony the drow appreciate. Though<br />

none of the combatants wish to see their cities plunged into<br />

unending warfare and chaos, they dance uncomfortably<br />

close to the edge from time to time.<br />

In play terms, the Game of Bones is carried out in monthlong<br />

phases and each Player in the Game is able to make a<br />

number of actions during each phase, based on their rank,<br />

available resources and number of available lieutenants.<br />

<strong>The</strong> most powerful Noble House in a city is helpless to act<br />

if all its local leaders have been assassinated or otherwise<br />

rendered incapacitated and, likewise, a House with<br />

many leaders but little gold is going to have a hard time<br />

Aggressors, Defenders and Target Areas<br />

Throughout this section, you will see references to<br />

aggressors, defenders and target areas. <strong>The</strong> aggressor<br />

in the action is always the Noble House (or other<br />

organisation) who takes the action during the phase. <strong>The</strong><br />

defender, naturally, is the Noble House that is the target of<br />

the action.<br />

Target areas are typically city districts or other holdings<br />

that provide influence, power and money to the controlling<br />

Noble House.<br />

mobilising any sort of serious effort in the Game of Bones.<br />

Maintaining a balance of things is difficult, but there is no<br />

other way to rise in prominence in drow society.<br />

Lieutenants<br />

A Noble House or other organisation normally has a leader,<br />

but it must also have a number of lieutenants in order for<br />

the House to use its Power and Influence effectively. For<br />

Noble Houses, this is normally a matter of the family being<br />

involved in the action – while drow families are often<br />

rife with internecine struggles, it is generally accepted<br />

wisdom that members of the same Noble House will work<br />

together to further the interests of the House, an extension<br />

of the drow mentality that allows the fractious race to bind<br />

together to fight outside aggressors.<br />

Organisations other than Noble Houses tend to recruit their<br />

lieutenants from the friends and trusted allies of the leader.<br />

Wherever they come from, an organisation must have at<br />

least one lieutenant for every action it takes after the first<br />

in any given month. This lieutenant must possess levels or<br />

Hit Dice equal to or more than the House or organisation’s<br />

Rank minus five. It is the lieutenant’s skill which is used<br />

when an action is taken.<br />

Taking Action<br />

<strong>The</strong> rank of a Noble House (a combination of its Power and<br />

Influence) is a rough measure of its ability to get what it<br />

wants in the Game of Bones. More powerful Houses (those<br />

with a higher rank) are able to act more frequently within<br />

the Game, separating their vast resources to further their<br />

own plots or deal with the transgressions of their enemies.<br />

Smaller organisations must instead focus their meagre<br />

resources on fewer possible actions, because they lack the<br />

manpower to do otherwise.

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