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Drow Elves Information:


The Drow
Quick Reference Racial Statistics Hand to Hand Combat Description History and Culture Magic Abilities Drow Patrols Social Organization Merchant Clans Noble Houses Drow Customs Drow Resource Page

Number of 6 sided Dice: Race Drow: Ssri`Tel`Quessir Droqua (Aquatic Drow): Seqk`Tel`Quessir Drey I.Q. M.E. M.A. P.S. P.P. P.E. P.B. SPD 4+2 4+1 3+2 3 3 3 2 2 2 3 4 3 5 5 4 3 3 3 4 4 3+3 3 3(10 swimming) 3 PER LUCK 5 5 4 3 3 3

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(Half-Drow/Human): Krri`Tel`Quessir Vupdrax (Winged Drow/Bat Hybrid): Bazr`Tel`Quessir Drider (Drow/Spider Hybrid): Drie`Tel`Quessir Spiderling (Drow/Spider Hybrid): Duzx`Tel`Quessir 3 3 1 4 5 3 3 3(10) 5 3

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Alignment:Any Hit Points:Standard S.D.C. Base: 10 Natural A.R.: 5 Horror Factor: 10 O.C.C.'s Available: Any Special/Natural Abilities: Night vision 120', Natural Spell Like Abilities--Dancing Lights, Faerie Fire, Darkness, and at 4th level--Levitate, Know Alignment, Detect Magic. # Of Attacks: As per Hand to Hand, plus one additional attack Damage/Attack: By Weapon Bonuses: +2 vs. Magic, +7 vs. spider venoms, +6 vs. other sleep poisons & drugs/insect & arachnid toxin, +5 vs. all other injected poisons, +4 vs. ingested poisons. (These are due to a regimen dosing themselves with poisons daily, a drow that doesn't continue to dose will gradually lose the benefits of immunity. For each month of skipped dosing a penalty of -1 applies to all poison saving throws until they reach standard levels. Reapplying the dosing schedule will halt further degradation for a month after a second month's dosage, the level increases by +1 for every month until the maximums listed above are reached.) Magic: As per O.C.C. Psionics: Standard Average Lifespan: 1000 years Value: None Languages: Drow and any other can be learned Habitat: Underdark Frequency: Rare Organization: Houses and Clans Activity Cycle: Any Diet: Omnivore Enemies: Everyone Allies: Demons and evil denizens of the underground world. Height: 5'8" to 6'6" tall Weight: 125 to 175 lbs, and females weigh between 95 and 130 pounds. Treasure: Individual: N; GST in lair # Appearing: 5-20 above ground, 20-200 in the Underdark. Favourite Weapons: Short Sword, Hand Crossbow. Racial Skills: 1. Sign Language: Drow 98% 2. Locate Secret Compartments and Doors (+10%) 3. Prowl (+20%) 4. Recognize Precious Metals and Stones (+10%) 5. Blind Fighting (+5 to fighter classes) 6. Paired Weapons (Fighters and Clerics only) 7. Hand to Hand Combat o Drow: (Replaces all other Hand to Hands, regardless of O.C.C., with the exception of the Drow Paladin, Assasin and the Weapons Master.) 1. Starts with 3 attacks per melee, +3 to roll with punch/fall/impact, +3 to pull punch. 2. +3 to strike/parry/dodge. 3. Kick attacks: Karate style kick(does 2d6 damage) and any 4 of choice 4. 1 additional attack per melee. 5. Jump Kicks (all). 6. Critical Strike 18-20. 7. Paired Weapons. 8. Leap Attack (critical strike). 9. 1 additional attack per melee.

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10. Body throw/flip and +1 on initiative 11. +4 to damage 12. +2 to Strike/parry/dodge 13. Knockout/stun on 17-20 14. 1 additional attack per melee. 15. Death Blow on natural 19-20 Drow: Assasin(Replaces the Assasin Hand to Hand for Drow Assasins.) 1. Starts with 4 Attacks/Melee, +3 to Roll with Punch/Fall/Impact, +3 to Pull Punch. 2. +4 to Strike/Parry/Dodge. 3. Kick Attacks: Karate Style Kick (does 2d6 damage) and any 4 of choice 4. 1 Additional Attack/Melee, +4 Damage 5. Jump Kicks (all). 6. Critical Strike 17-20,+3 to Parry/Dodge, Body Flip/Throw 7. Paired Weapons. 8. Leap Attack (Critical Strike). 9. 1 additional Attack/Melee. 10. Body Throw/Flip and +1 on Initiative 11. +4 to Damage 12. Death Blow: 19-20 13. +1 Attack/Melee 14. +2 Damage 15. +4 to Strike/Parry/Dodge Drow: Spider Style (Replaces the Hand to Hand for Drow Paladin and the Weapons Master.) 1. Starts with 3 attacks per melee, +4 to roll with punch/fall/impact, +4 to pull punch. 2. +4 to strike/parry/dodge. 3. Kick attacks (does 2d6 damage)(all) 4. 2 additional attack per melee. 5. Critical Strike 17-20. 6. Kick Attacks (critical). 7. Paired Weapons. 8. Leap Attack (critical strike). 9. 2 additional attack per melee. 10. Body throw/flip and +2 on initiative 11. +5 to damage 12. +4 to Strike/parry/dodge 13. Death Blow on natural 18-20 14. 2 additional attack per melee. 15. Knockout/stun on 17-20

In addition to the Drow Hand to Hand Combats that are common to most all drow, some speciality Martial forms have been developed over the millenia. The aggressive cultural attitudes of the drow, along with their natural agility and grace, make for formidable martial traditions. Much like their surface cousins they have developed styles that suppliment their more common combat styles. These Martial Art Styles are practiced by true Drow Masters such as the Deathsingers, Blade Masters and Shadow Assasins. back to top

Description: Drow are black skinned and pale haired (the few exceptions tend to be bonewhite albinos.) Rare Drow have naturally silver or copper hued hair, although there are those who deliberately dye their hair silver. Most Drow have red eyes, but some others have green brown, or black. Various shades of amber and rose-hued eyes are not unknown. All Drow eyes tend to grow redder when they are angry or upset. Yellow eyes usually denote illness, disease, poisoning, or the presence of certain detrimental magic. Blue and purple (and all tints thereof) are the most unusual eye colours and usually denote human or surface-Elven blood somewhere in the Drow's ancestry. Drow have superior night vision, seeing up to 120 feet in total darkness. They move almost silently and can blend into the shadows with 75% chance of success (only when underground or in a very familiar area). They are highly coordinated and ambidextrous. They have a +2 on all magical saves. Drow are slight of build and have delicate fingers and toes. Their features are somewhat sharp and their ears are pointed and large. Drow do not naturally show age until well after their 600th year. The usual Drow garb includes finely tailored silks, black boots, ankle length black silk cloaks, and very fine, mesh chain armours of exquisite workmanship. Most usually carry a small amount of personal wealth in a soft leather bag worn around the neck. Because the Drow have dwelled so long in the dark labyrinthine places under the surface of the earth, they dislike bright light. Drow, for the most part, will not venture forth into daylight, except on the cloudiest and gloomiest of days. In daylight the Drow have a -2 penalty to strike/parry/dodge, and it is 75% likely that they will retire from situations due to the light. In addition they are at a -10% on all skills (due to a lack of concentration), and have a -1 to all saves. They are not affected by torches, lanterns, or faerie fire. After one year on the surface world, Drow can become acclimatized to the bright light, and will only suffer half of the above penalty but from this time onward will only have a +1 save vs. magic until 1 year is spent below the surface. After 2 years on the surface the will no longer suffer any penalties save that

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of the reduced magic savings throw bonus. back to top History and Culture: Ages past, when the Elven folk were but new to the face of the world, their numbers were torn with discord, and those of moral disposition drove from themselves those elves that were selfish and cruel. Constant warfare between the two divisions of Elven kind continued with the goodly ones ever victorious, until those of dark nature were forced to withdraw from the lands under the sky and seek safety in the realms of the underworld. Here in the lightless caverns and endless warrens of twisting passages and caves hung with their icicles of stone, the dark Elven folk found both refuge and comfort. Over the centuries they grew strong again and schooled themselves in the arcane arts. They were strong enough to face and defeat their former brethren in battle, but no longer desired to walk upon the green lands under the sun and stars. Yet they neither forgave nor forgot and above all else, they bear enmity for all their distant kin--elves and faerie--who drove them under. They are seldom seen by those from above. They still persist and consort with other creatures in order to work out their schemes and inflict revenge upon those who inhabit the world above. Drow society has developed along strongly matriarchal lines, with females holding all positions of power and responsibility in government, the military and at home (although this is not always the rule in all Drow houses or cities.) The Drow worship a variety of gods, with Lolth the Spider-Demon Goddess being the most common, although the worship of Nocticula is on the rise in many places. Even among Drow who do not worship Lolth, an affinity for arachnids is strong and the Drow emulate spider-like characteristics in many ways. Their cities, buildings, and cavern networks are often created in a web pattern. Traps among these structures channel creatures to the centre of the web. Spiders and similar creatures often dwell among Drow communities, and are prominent in Drow sculpture, art, and fashion. Drow door-carvings and frames for example, are apt to sport a motif of repeatedly crawling spiders. Drow homes are often decorated by translucent, draped, grey hangings that emulate spider-webs. Even games of tag, especially the courting games of hide and seek played at festival times by young Drow, are known as "spider hunts". Any battle or endeavour in which a Drow dies fighting is known as his last bite. Drow, due to their continued contact with spiders and various spider venoms, as well as the use of other toxins and poisons, have developed a strong resistance to poisons and toxins. +7 vs. spider venoms, +6 vs. other sleep poisons and drugs, insect toxins and arachnids, +5 vs. all other injected poisons, +4 vs. ingested poisons, and saving throws against contact poisons and gasses are normal. Any Drow that does not maintain a daily regimen will lose these bonuses The Drow culture is perhaps the most widespread and firmly entrenched of all underground cultures. The Drow make treaties with other races when it serves their interests, but are quick to break these agreements if the terms are no longer advantageous (agreements with lesser races are not considered binding); this of course makes other races reluctant to enter into alliances with them. The long-term objective of the Drow is to rule over all other subterranean races, and to control all access to and from the underworld. The secondary goal is the extermination of all other Elven races, including the seizing of their surface lands and holdings. back to top

Natural Magic Abilities: All of the dark elves can use the following spells once/day: Dancing Lights Faerie Fire Darkness Those above 4th level can cast: Detect Magic Know Alignment Levitate Drow Clerics can cast (at level): 1. Detect Lie 2. Detect Undead 3. Suggestion 4. Clairvoyance 5. E.S.P. 6. Invisibility to Undead 7. Dispel Magic and have a 20% chance each level of improving previous level magic (i.e. cast more times/day, not to exceed base spell-like abilities.). Drow of noble blood or name gain the ability to use all of their base and mature powers more than once per day. An additional daily use is granted at the end of each decade of life. All Drow with I.Q.'s of 16 or higher, and of 6th level or greater, can wield a natural spell-like power and a spell simultaneously, or employ a maximum of two natural spell-like powers. Drow Patrols: There are three types of Drow patrol 1. 2. 3. Male Female Mixed

Each is as detailed 1. Male: 7-10 soldiers of 2nd level 1 soldier of 4th level 1 Knight/wizard of 5th/3rd level 1 Priest of 7th level or higher as leader 2. Female: 7-10 soldiers of 3rd level 1 Knight of 5th level 1 Knight/Wizard of 5th/3rd level 1 Priestess of 7th level or higher as leader 3. Mixed: 4-12 soldiers of 2nd level 1 soldier of 4th level 1 Knight of 5th level 1 Paladin/Priest (ess) of 7th level or higher to lead 11-16 bugbear slaves of 2nd level 2 troll slaves of 4th level 11-16 goblin slaves of 2nd level 4 ghasts of 6 hit dice 7-12 ghouls of 4 hit dice A Drow war party will be made up of: 7-10 type 1 patrols 7-10 type 2 patrols 10-15 type 3 patrols 8-14 wizards of 8th level 8-14 Priest (ess)s of 8th level 12-17 knights of 9th level 1 Paladin or Priest (ess)/Wizard/Noble of 10th/7th/5th level as leader In each of these patrol/war groups all Drow will be mounted on special lizard mounts. Lizard Mounts: A.R.- 10 Spd.- 30 H.P.- 4-40 No. Of Att: 2 Dam 2-8 (Claws) Drow Noble's Hunting Party (used to track and kill escaped slaves) consists of: 3-6 Bugbear trackers armed with heavy morning stars and spears 2-4 displacer beasts as bloodhounds 5-8 Soldiers of 3rd level 2-3 Soldiers of Noble standing of 6-8th level 1 Knight/Priest(ess) of Noble standing of 7th /5th level All Drow are mounted on lizard mounts detailed earlier; the knight is armed with a death lance which discharges a negative force that does 5-30 dam in addition to weapon damage and bonuses. back to top Social Organization

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Social station is the most important thing in the world of the Drow. Ascension to greater power is the ultimate goal in Drow society. Assassination is the preferred tool in this job. It must be used discreetly in the city, for to openly murder or wage war (on a rival House) brings down the merciless might of Drow justice (not because of the act itself, simply as punishment for the boorish act of fighting in public.) Outside the patrol-range of cities, however, might is right, and Houses and merchant clans often battle each other openly in the wild Underdark. There are two major social groupings among the Drow. These are the relatively unimportant (according to the priestesses of Lolth) merchant clans, and the staid, monolithic noble houses. In truth, both establishments are vital to the survival of the Drow. back to top Merchant Clans Merchant clans vary in organization. They are usually headed by an "inner ring" or council of the most experienced and/or wealthy merchant members, and hence are usually led by males (the demeaning and dangerous occupation of trading with outsiders is an almost exclusively male one). The membership of the inner ring of a given merchant clan consists primarily of male wizards, and priests of 4th level (or less). Removed as they are from Drow society at large, the merchant clans have little compunction about dealing with the surface world. In fact, a few of the "second ring," or managers, are non-Drow of various races. The lowest rank in the merchant clan, the "assets," is a mix of Drow, and non-Drow. These are the labourers and soldiery of the merchant house. Together, the merchant clans forge links with the outside world that enables the Noble Houses to survive. Merchant trains consist of: 1. Small Mercantile Train: 1-2 merchants Type 1 Drow patrol 5-8 slaves and 1 slave master 1-2 pack beasts 2. Medium Mercantile Train: 3-4 merchants Type 3 Drow patrol 9-16 slaves and 2 slave masters 3-4 pack beasts 3. Large Mercantile Train: 5-8 merchants 1 type 1 Drow patrol 1 type 3 Drow patrol 17-24 slaves and 3 slave masters -8 pack beasts Slaves Slavery is second nature to the drow mindset, few Drow can imagine life without slaves. Drow believe they have a manifest destiny as the best and the strongest of all races. It follows that others must serve them or become extinct. Most Drow communities have a slave market set apart from the rest of the market district, and often just outside the settlement's limits, to keep its foul stench away from the city proper. The pits stink of death, decay, fear, blood, and offal. Drow or their

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servents come to the slave market to bid on the "merchandise", auctioned off by the slavers who captured them. The auctioning process is a traumatic affair meant to degrade the slave and crush any remaining resistance. Before auction, slaves are stripped naked, with arms chained to and held extended by a heavily weighted spiked iron bar. They are then blindfolded and made to run in circles. The weight of the bar forces them into a bowed posture, and they must also squat as they move. If they stray from the path they cannot see, they recieve painful lashes. Further physical and mental torture is applied on top of this treatment. In most cases, when it is time to put the slaves on the auction block, they are grateful for the chance to simply stand up straight. Drow treat slaves with no respect, using and abusing them at will. Slaves are maimed and scarred in every way imaginable, as punishments for even the smallest infractions tend to be severe. In addition to punishment, scarring of slaves is done for pleasure, torture, and to reduce their sence of self worth. Slaves often lack fingers, eyes, tongues, toes, feet, limbs and even genitalia (the gelding of slaves being a common practice). Mocked and bullied, most slaves endure brief and brutal lives. Slaves can be killed for the smallest slight, for pleasure, or out of spite, but a drow who kills another drow's slave is expected to reimburse the owner. The value of a slave varies greatly apon health, strength, skills, and race. Age is not usually a factor, as Drow seldom expect a slave to survive more then a few years. Drow breed slaves, but do so infrequently, finding it easier to replentish slave stock through raids and conquest, as most drow prefer fully grown slaves rather then pay for the upkeep of one as it matures. Slave breeding for profit is viewed as a time consuming and wasteful occupation. When slaves are bred it is usually for experimental purposes making strange and magical hybrids a relatively common. Drow slavers rigorously test their stock for tractability and aptitide before they the creatures up for sale. More capable and stronger slaves have a higher starting Troublesome slaves are tortured and abused until they become obediant or die. Drow wasting potential sales this way so they often make an example of one slave in the of cowing all of them. Types of Slaves and thier cost: 1. put bid. hate hopes

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Athach: cost- 800 gp Athach are powerful creatures, far stronger then most of the drow they serve as slaves. The dimwitted monsters have little sense of self and become quite docile after sufficient threats and applications of pain. They tend mostly to be used as fodder for gladitorial combat or as labourers on projects that require a great deal of muscle but little explanation or thought. Most Athach slaves are used for mining and quarrying. Bugbear: cost- 200 gp Bugbears are strong and hardy creatures who generally enjoy working as gaurdians and enforcers for their Drow Masters. Drow often put bugbears in a position of authority over other slaves, allowing them to feel superior while keeping them under control. When put to other work, bugbears become surly and difficult. Choker: cost- 80 gp Chokers are nasty little predators native to the underdark, Drow use them in the same way as surface dwellers use guard dogs. Slavers often patrol their stockyards with two or three leashed and collared chokers walking ahead of them to help subdue unruly slaves. Capable of speaking and understanding languages, Chokers are easy for Drow to train Drey: cost- 300 gp Drey are difficult slaves at best, but once properly trained make the best choices for harems and brothels. Drow take great pleasure in personally training Drey, whose physical similarities to droy make them especially desirable for such activities. Drider: cost-200 gp Drider being what they are, are very rarely made into slaves, being both difficult to break and detested. Those that are enslaved are often set as guardians to very critical places. although they can be useful for many tasks they must be watched at all times. Drow: cost-600 gp Drow rarely keep other Drow as slaves, or at least don't refer to them as such. Drow foes taken as prisoners may be dealt with by the conquering drow in whatever manner they see fit, and sometimes this means enslaving the foe and eventually

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selling that slave to another drow. Most captured drow are sold to arena masters to serve as gladiators. Their sellers often take a keen interest in their fights. Dwarf,Deep: cost- 90 gp Deep Dwarves make for troublesome slaves. With a nightvision range nearly as great as the Drow have, a strong resistance to controlling magic, and a knowledge of the underdark, they can be a threat to a drow community if too many of them remain together. Most deep dwarves are bought to fight in the arena or as sacrifices for the alters of the Drow pantheon. Dwarf,Derro: cost- 100 gp Derro are hateful human-dwarf crossbreeds once purposely bred by the drow. Unfortunately, a mistake in the breeding program granted derro high resistance to magic and weak darkvision. This makes them less desirable slaves than other dwarves unless they are to be trained as spellcaster killers. Derro assasin-slaves are very effective, but some are known to have used their skills to escape from and even kill their masters. Dwarf,Hill or Mountain: cost- 100 gp These dwarves make suprisingly good slaves. Dispite the dwarven reputation for stubbornness and will, most hill and mountain dwarves quickly lose hope and interest in fighting once plunged deep into the deadly web of a drow settlement. Surrounded by enemies on all sides, some choose to die fighting, these dwarves never make it to the auction block. Since they are skilled with stone working and metal working they make highly sought after slaves once trained. Elf: cost- 300 gp Ettin: cost- 600 gp Gnoll: cost- 100 gp Gnome, Deep: cost- 20 gp Gnome, Forest or Rock: cost- 35 gp Goblin: cost- 10 gp Grimlock: cost- 200 gp Half-Elf: cost- 300 gp Half-Orc: cost- 40 gp Halfling: cost- 30 gp Hobgoblin: cost- 150 gp Human: cost- 50 gp Kobolds: cost- 500 gp Ogre: cost- 200 gp Orc: cost- 40 gp Skum: cost- 40 gp Spiderling: cost- 80 gp Troglodyte: cost- 100 gp Wolfen: cost- 100 gp Trolls: cost- 800 gp Vupdrax: cost- 135 gp

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Merchant Trains will typically carry normal goods such as cloth, leathers, wood, food stuffs and the like, there is also the following chance of some valuable items on the train--30% for a small train, 45% for a medium train, 75% for a large train. Merchant train treasure types will be as follows (only 2 types will be found in a single merchant train.) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Slaves 110-300 silver ingots worth 100gp each 31-50 gold ingots worth 100gp each 5-10 platinum ingots worth 100gp each 2-5 mithral ingots worth 100gp each 1-4 adamentite ingots worth 100gp each 1-100 gems worth 60gp each 5-12 potions 1-4 scrolls Political passengers or nobles Magic items Magic weapons, and/or armour

Pack Beasts: A.R.- 10 Spd.- 20 H.P.- 3-30

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No. Of Att: 1 Dam- 2-8 (Bite) There are 9 Drow merchant clans 1. 2. 3. 4. 5. 6. 7. 8. 9. The Black Claw: Black iron hook or green enamelled lozenge (Sponsored by Baenrae) Sloane: Violet enamelled urn or white enamelled morel mushroom The Toiled Pleasures: Bronze coiled whip or pink enamelled horsetail mushroom (Sponsored by Noquar). The Silver Crescent: Silver crescent or red enamelled gemstones The Brown Mushroom: Tan enamelled puffball mushroom or lilac enamelled pentagram (sponsored by Fey-Branche) The Mystic Prism: Blue enamelled prism or pewter bars (Sponsored by Sorcere) The Skull: Russet enamelled shelf fungi or white enamelled bone. The Flail and Chain: Brass chain links or silver flail Pierced Mushroom: Yellow enamelled mushroom or gold crossbow.

back to top Drow Noble Houses Noble houses are led by a matron mother (or in extremely rare cases a patron father, however never in a House that follows Lloth,) the senior priest (ess). In Llothworshipping Drow communities, her rule is absolute, enforced by the priestesses beneath her (usually her daughters.) All females of the mother's blood, in order of their age, follow in rank, although they wield no authority until they are trained and of age (past puberty.) Below the daughters come the male officers of the House: the weapons master (leader of the fighters,) (chief) House wizard, and the patron (current consort of the matron mother.) These ranks may be combined, and even held by the traditional next rank down in the hierarchy: the male heirs of the House. Male heirs are also ranked by age: elderboy, secondboy, thridboy, and so on. They are not allowed to look at the faces of other Drow, or speak unless spoken to or bidden. This treatment teaches them their subordinate place in Drow society. (Of course in cities where other gods hold power this hierarchy is suitably altered.) Below them come the "war-leaders" of the House (veteran warriors, who lead House patrols, attack squads, and guards, under the command of the weapons master,) and the House mages (under the command of the House wizard.) Beneath these "blood" members and officials of the House rank are its common warriors, its craftspeople, its servants, and its slaves. All ranks are decreed, and can be changed at the whim of the matron mother. Her position changes at death--often at the hands of her eldest daughter. (Even if freed from the authority of an established House, ruler, or realm, Drow instinctively band together in groups. Survival, to these warlike folk (so often at swords' points among themselves) is often a matter of numbers, trusted battle companions, and tactics.) House Ranks (A - Allies R - Rivals G - God (secretly worshipped in house by at least one.)) Ruling House: Noquar A-23, 27, 28 R-1, 3, 4, 5, 6, 7, 8, 20, 22, 24, 26, 29 G -Nocticula 1. 2. 3. 4. 5. 6. Baenrae A-4, 5, 6, 20 R-2, 3, 23, 27, 28 G - Lloth Barrison Del'Armgo A - 3, 19 R - 1, 3, 17 G - Nocticula Oblodra A - 2, 24 R - 1, 4 G - Lloth Faen Tlabbar A - 1, 5 R - 3, 6, 7 G - Lloth Xorlarrin A - 1, 4, 22 R - 6, 7 G - Lloth Agrach Dyrr A - 1, 7 R - 3, 6, 7 G - Lloth

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7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. Mizzrym A - 1, 5 R - 4 G - Lloth Fey-Branche R - 10 G - Lloth Tuin'Tarl R - 10 G - Vhaeraun (Eilistraee) Duskryn A - 11, 26 R - 8, 9 G - Lloth Srune'lett A - 4, 10, 25 R - 14, 15 G - Lloth Horlbar A - 13 R - 9 G - Vhaeraun Kenafin A - 12, 19, 29 R - 8 G - Lloth (Ghaunadaur) Druu'giir R - 11 G - Vhaeraun Hunzrin A - 1 R - 16 G - Lloth Shobalar R - 17, 18, 19 G - Lloth Vandree A - 1 R - 2 G - Lloth Symrivvin G - Lloth Rilynt'tar A - 2, 12, 25 R - 16, 24 G - Lloth Everhate A - 1, 22, 24 R - N, 23 G - Lloth Nurboinns R - 25 G - Nocticula Despana A - 5, 20, 24 R - N, 23 G - Lloth Kilsek A - N, 27, 28 R - 1, 22 G - Noticula Aleval A - 3, 20, 22 R - N, 19 G - Lloth Millithor A - 11, 19 R - 21, 40, 41, 42, 43 G - Lloth Tormtor A - 10, 29 R - N, 28 G - Ghaunadaur Godeep A - N, 23, 28 R - 1, 29 G - Noticula Iasta A - N, 23, 27 R - 1, 20 ,26 G - Noticula Eilservs A - 13, 26 R - N, 27 G - Ghaunadaur Arabani G - Noticula Arkhenneld G - Lloth Auvryndar G - Noticula Claddath G - Noticula Helviiryn R - 40, 41, 42, 43 G - Lloth Hlaund G - Vhaeraun Maerret G - Lloth (Vhaeraun) Melarn A - 36, 39 G - Lloth (Vhaeraun) Silver Thorn/Archill'kharkon A - 40, 41, 42, 43, 57, 58, 59, 60, 61 R - 39 G Nocticula/Styphon Mylyl A - 37, 49 R - 38, 40, 41, 42, 43 G - Lloth Dreth A - 41, 42, 43 R - 25, 34, 39, 48 G - Nocticula Aleanrahel A - 40, 41, 42, 43 R - 25, 34, 39, 48 G - Nocticula Zauviir A - 40, 41, 42, 43 R - 25, 34, 39, 47 G - Nocticula Celebryl A - 30, 40, 41, 42 R - 25, 34, 39, 47 G - Nocticula Porador A - 46 G - Vhaeraun Felistyr R - 46 G - Lloth (Eilistraee) Gelbalf A - 44 R - 48, 45 G - Vhaeraun Gilfronden A - 48 R - 40, 41, 42, 43 G - Lloth Galeifel A - 47 R - 46 G - Ghaunadaur Chossum A - 39 R - 40, 41, 42, 43 G - Ghaunadaur Syrklist G - Nocticula Membrium G - Nocticula Drannor G - Vhaeraun Simbul G - Lloth Prakis G - Lloth Inglorion G - Vhaeraun Ousstyl G - Ghaunadaur Maaril G - Nocticula D'uranthor G - Nocticula Ledathiss G - Styphon Andahl G - Nocticula Roemossnep G - Nocticula Dellnnaoks G - Ghaunadaur

Extinct Houses-- Devir, Do'Urden, Hun'ett, Freth,Teken'duis Outside the hierarchy is the mercenary band Bregan D'aerthe, led by Jarlaxle (a 15th level Drow mercenary.) back to top

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Drow Customs - The Drow gesture of peace is crossed arms. Disarming an opponent, and then ceasing the fight is also considered an indication of peaceful intent. - The Drow gesture of surrender is dropping to one knee, letting fall any weapons before the being one submits to. (Usually performed by a male Drow to a female Drow.) - Drow like to give and receive massages; long scented massages involving scented oils, hot water, and steam. - Drow enjoy magic and exalt in wielding its unleashed power; they are fascinated by new spells and effects. - Drow love beauty, the beauty of sculpture and made items (especially weapons), and of the body. Drow of both sexes are proud of displaying their physiques and all children exhibiting any physical deficiency are slain or sacrificed. - Drow like to party. - Drow love to hunt, and use it as a rite of passage. Drow Martial Arts

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Drow: Masters of Death, Deception and Torture Drow traditions and culture survived though savage wars, periods of great chaos, and eras of ruling power. Renowned for their intelligence, grace, and vile ways, the Drow have not survived without developing strong defenses. Countless battles against the Surface Elves in the early years of the Crown Wars and then the Sundering, then later the Dwarves and other dwellers of the Underdark, all contributed to the refinement of these arts. The ongoing raids and attacks on their surface cousins and human settlements offer rare glimpses of the martial arts of the Drow. Drow have long memories, fueling their vigilance against the day that they must bring those skills to bear. Because of this history, the fearsome and ancient martial tradition stands on a solid foundation of centuries of confrontation. As with the Elves of the surface, Drow culture is subtle in its bearing. Their war arts are synonymous with the Hand Crossbow and Swords. The simplicity of these two weapons forms the basis of their greatest martial traditions. Most foes of the Drow fear them for these two ubiquitous weapons alone. Few foes that have met the Drow masters of their martial arts traditions have lived to speak of the encounter.

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The Discipline of the Shadow Guard With the birth of the first order of Assasin/monks dedicated to Lolth, there arose a subtle yet powerful force among the Drow. The Shadow Guard. The Brutal and vile order is comprised entirely of Assasins. Constant experimentation and brutal practice allowed them to learn the weakest points of humanoid anatomy. The Shadow Guard style harnesses Drow cruelty, focusing it into a Martial Art. The open handed combat is fast yet deceptive, with the use of subtle poison tipped needle gloves and blows that appear to be no more then pushes or gentle slaps and taps that render foes blinded, paralyzed or deeply wounded and screaming in crippling pain or simply dead. Style Restrictions: Race: Drow, Drider Required Weapons: W.P. Unarmed Required Armour: Light or none. Equipment: Needle Gloves Skills: Hand to Hand Drow: Assasin (6th level proficiency), Acrobatics (6th level proficiency), Poison Lore (6th level proficiency), Brewing (6th level proficiency), Dance (6th level proficiency). Special Abilities:

1.

Heightened Perception: Sharp ears, a keen sence of smell and keen eyes are important features for these practitioners to have. These killers operate in total silence and doing so gives them an incredibly heightened sence of hearing and smell as well as heightened awareness. This skill allows them to hear and sence things that others might miss. The Heightened Perception skill adds 2 to the Assassins Perception attribute at every 3rd level starting at 1st level.(Note this skill replaces the Heightened Perception of the Assasin class if the character is a Drow Assasin.)

2.

Vital Points: By studing his opponent for at least 30 minutes and with the knowledge of the vital points of the body, the practioner of this disipline can maim, cripple or even kill his opponent with a single strike. The skill gives the Assassin a +5 bonus to called shots. The base skill percentage for the Assassin's Vital Points skill is 25% +5% per level.(Note this skill replaces the Vital Points Skill of the Assasin class if the character is a Drow Assasin.)

3.

Poison Lore: Gives the character the knowledge to use natural plants and herbs as well as alchemical compounds and other various compounds to produce a variety of toxins and poisons. The assassins knowledge of poisons allows him a 10% chance per level to identify toxic substances as well as a chance of knowing how to counteract it's effects. If the assassin has the herbalism proficiency, a +15% bonus is added to this skill. The means of identifying poisons include sight, smell, taste, or by a victims symptoms. The base skill percentage for this Poison Lore skill is 30% +5% per level.(Note this skill replaces the Poison Lore Skill of the Assasin class if the character is a Drow Assasin.)

4.

Stone Form Defense (Level 1): The student learns be as hard as rocks. Benefit: The character can forgo a later attack action in the melee, and apply as much as 5 on his P.P. modifier and gain the same number (up to 5) as a damage reduction rating.

16 5.
Stone Strike (Level 3): The student by training to take a hit, now learns to attack using the same forces applied to defense Benefit: Each attack made by the student does an additional dice damage.

6.

Shadow Form Defense (Level 5): The student flows like a shadow around the battlefield. Benefit: By taking a-3 penalty to his attack rolls during a round, the character has a chance to avoid damage. When he takes damage from a melee attack, he can roll against his Reflex at +3 and, if successful, takes no damage. If unsuccessful he takes only half damage and takes a 5-foot step in any direction away from his attacker, effectively moving out of attack range. This roll is made only if the character is to take damage (ie: he has failed to dodge or parry a successful attack) and he must declare at the beginning of the round that he is taking the penalty to his strike for that round.

7.

Mirror Force Attack (Level 7): The student learns to use the momentum of the opponent's strength against him, reflecting back that which was used to attack him. Benefit: Once per round, the character can choose not to do a normal attack and instead use his opponent's strength against him. The character must be attacked first, meaning that he has to delay his action in the initiative order if he rolled high. He then rolls against his Reflex and, if successful, he trips his attacker, projecting him past the student and off balance, taking full damage that would normally have been done to the student.

8.

Shadow Blend Defense (Level 9): The best way to defend from an attack is not to be there. Benefit: Once per day per three levels, the character can Shadow Meld for one round, thereby all attacks missing him completely.

The Discipline of Spider's Wrath At one with their crossbows, practitioners of the Spider's Wrath tradition are said to be able to strike an enemy leaf at more than 200 paces in total darkness. The culmination of thousands of years of intermittent warfare against invaders, the Spider's Wrath style cultivates speed, precision, and accuracy through heightened awareness. Every aspect of learning this art is governed by a master who instructs his student in all aspects of archery including the delicate and painstaking crafting of the crossbow and bolts themselves, as well as the crafting of the various poisons used on the bolt heads. Practitioners of Winterlight must swear to Destroy all enemies of the Drow nations. The taking of life with their deadly and mysterious art is considered the most serious of responsibilities and is carried out with great relish, joy and determination. Style Restrictions: Race: Drow, Drider Required Weapons: WP Archery (crossbow) Required Armour: Light or none. Equipment: Superior Quality Drow hand crossbow. Skills: W.P. Targeting (6th level proficiency), Sniper (6th level proficiency), Brewing (6th level proficiency), and Acrobatics (6th level proficiency). Special Abilities:

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1. Rate of Fire with a crossbow: Three shots at level one, + 1 at levels two, four, six, eight, ten, twelve and fourteen. Use these in place of the W.P. Archery numbers when using a bow; don 't combine them. (Special note: At 5th level a practitioner of this discipline can reload at the cost of on attack in the melee, otherwise it takes a 3 attacks to reload) Superior Range with a crossbow (special): 50 feet further then the ranges given in W.P. Archery +5 feet per level of experience! Trick Shooting: All bonuses are in addition to W.P. Archery and applicable to Aimed shots only. Half bonus for shooting wild. The Trick Shooting Aimed Shot: +4 to strike with a P.P. 16 and +1 every additional five (5) P.P. points above 16, The Trick Shooting Called Shot: The aimed shot bonuses are NOT applicable when using this special "Trick Shooting called shot." Instead, the Archer uses the following bonuses: +4 to strike with a P.P. 18 and +1 for every additional three (3) P.P. points above 18, but the bonuses are only applicable when a Bow type weapon is used. Half bonus for shooting wild. Quick Draw: +2 to initiative with a P.P. 18 and every additional four (4) P.P. points above 18, but the bonuses are only applicable when the crossbow is used. Trick Shots: The practitioner may select one trick shoot at each new level. 1. Can locate and shoot a target in total darkness using only sound and smell to aim by as if shooting in normal light. 2. Can shoot over his shoulder by looking at a reflective surface and aiming at the reflection seen. 3. Accurately shoot while riding or moving rapidly, but strike bonuses are half 4. Shoot accurately from awkward attack positions, such as standing on head or hanging upside down, rolling from a somersault, sliding from a slope, or dropping from a height. All bonuses are applicable. 5. Can shoot from a hiding place and remain hidden, enjoying the benefits of surprise (+4 to strike). Opponents must make a Perception check at -2 to see the direction of the attack. 6. Can make a Curving Shot, by altering the fletching of a bolt and aiming carefully so that the bolt curves around to ignore a target's cover. Apply a penalty of -2 to strike. 7. Can make a Knock Shot, by targeting a weapon or object being held by the opponent. The archer used his bonuses from the special called shot. If he hits the weapon or object the opponent is effectively disarmed. Apply a -4 penalty if the weapon or object is being held with two hands. 8. Can make a Pin Shot, by targeting the opponent's clothing instead of body. An opponent pinned is such way must either remove the clothing or spend one action ripping it away. 9. Can make a Spinning Shot, by altering the fletching of a bolt so that it spins as it travels to the target. The spinning action causes an extra 1d4 of damage but applies a penalty of -4 to strike. 10. Can make a Subduing Shot, by removing the bolt head in such a way as to maintain the bolts balance, the archer can deal subduel damage with the altered bolt if he does not have blunted arrows already. Altered arrows at -2 to strike. 11. Can make a Ricochet shot, by bouncing bolts off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/ second target (inflicts only one point of damage to the first surface and full damage to the second). The Dance of Twin Swords While there are varieties of this style particular to each drow city and house, twin swords represents the culmination of millennia of Drow martial tradition. Aggressive, graceful, and ferocious, the style is a physical manifestation of Drow Culture. While it might seem like the style is ubiquitous to the drow warrior caste, few ever truly master it. Emphasizing wits as much as strength, twin sword fighters study for years to achieve mastery. The secrets of the technique are considered rare treasures for the use of the matrons against their house enimies. Longswords or scimitars are the typical weapon used

2. 3.

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in this style, however it is not unheard of to see the use of axes, maces, batons and other such weapons. Style Restrictions: Race: Drow or Drider Required Weapons: WP Sword (Scimitar or Longsword). Required Armour: Light or none. Equipment: Superior Quality Scimitar or Longsword. Skills: Hand to Hand: Martial Arts (6th level proficiency), Paired Weapons (6th level proficiency), W.P. Sword (6th level proficiency),Acrobatics (6th level proficiency), Dance (6th level proficiency). Special Abilities:

1.

Initiate (Whirlwind) (Level 1): Twin Sword student initiates learn how to keep enemies away by virtue of their dancing weapons. They rotate on their own axis as they hold their two blades at the ready, twisting and spinning around in a wide arc. Benefit: By taking a -5 penalty to strike rolls, the Twin Sword student gains the +7 to parry/dodge bonus to create a dangerous, nearly impenetrable arc of twirling blades around her. Any opponent who misses an attack that round must roll a dodge of 18 or better or suffer 2d6 points of automatic damage from one of the twirling blades.

2.

Outer Spiral (Flash attack) (Level 3): The practitioner who dances the Outer Spiral gains an increased control of her weapons, making them come alive in her hands as if they were arcs of energy. Benefit: The Twin Sword student rolls her normal attacks for that melee and, if at least two attacks hit, she gains a free attack that can be used to disarm, trip or feint the opponent. A roll of 17-20 indicates a successful attempt.

3.

Middle Spiral (Storm of Death) (Level 5): As initiates, Twin Sword students learned to move like a whirlwind. When they reach the Middle Spiral, they learn to move like a storm, cutting through their enemies as they pass near them. Benefit: When performing the storm of death, the practitioner doubles her attacks she can use in that melee, although she is at a -2 to strike.

4.

Center Spiral (Focus of Destruction) (Level 7): The Twin Sword student that reaches the Center Spiral becomes truly a fucus of Destruction as she spins, weaves and dodges in place, untouchable and deadly. She seems to use her blades with deadly accuracy, combining the knowledge of all the previous levels of ability into one deadly attack form. Benefit: In addition to her own attacks, the Twin Sword student can turn each parry she makes into an additional attack.

The Death Song The Death Song is a legendary style taught only to elite Drow warriors, and is a Drow variant of the Surface Elven Bladesong. The style relies on speed and agility, with a special emphasis on slashing attacks dealt with dizzying accuracy. The style receives its name because of the particular sound the fighter makes when whirling the sword in wide arcs, each meant to inflict a most painful and slow death, and because of his disquieting tendency to sing to the rhythm of his thrusts and parries. Seen as an art as well as a means of dealing death, the Death Song Style descended from what was once purely a warrior tradition in the days when the elven people first picked up arms to defend themselves. Nothing in Drow culture remains untouched by the need for creulty and death,

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and this is most evident their war arts. The natural grace and internal vileness of the Drow turned this technique into an art unto itself. The original form of the Death Song was created when elven warriors combined their love of dance and song with their beautiful fighting and preternatural grace. Their dancing attacks and the fluid motions of their slim long swords, coupled with their haunting war songs, provided economy of motion and confused enemies in combat. The Drow version of this is not different for it's innate beauty, but as with all things Drow it is a mockery of the Surface Elven origins. Traditionally, the Death Song is practiced only by Drow Weapons Master and in specific those known as the Death Singers. Ordinary practitioners of the Death Song Style do not receive the name of 'Deathsinger', as this title is reserved for the arcane practitioners who combine steel and magic to deadly effect. Death Song warriors are elite shock troops or bodyguards for Drow nobility, but also function as wandering Deathbringers and Trouble to those not of Drow decent. Style Restrictions: Race: Drow or Drider. Required Weapons: W.P. Sword (Bastard Sword, Long sword or short sword) Required Armour: Light or none. Equipment: Superior Quality Bastard Sword, Long sword or short sword. Skills: Hand to Hand: Martial Arts (6th level proficiency), Acrobatics (6th level proficiency), Dance (6th level proficiency), Sing (6th level proficiency). Special Abilities:

1.

Initiate (Singing Sword) (Level 1): The first ability a Deathsong warrior learns is to trust in the movements of his sword. He lets it go its way at the end of his arm, letting its own weight trace arcs as he spins and moves in the first intricate steps of the Deathsong dance. Benefit: As long as the warrior fights with only a sword in one hand, he gains a competence bonus to his parry equal to his pp bonus.

2.

Note (Discordant Note) (Level 3): The practitioner has learned to sing to the rhythm of his fighting, not fight to the rhythm of his singing. The constant humming can lull an enemy into complacency, leading him to expect a thrust when singing a certain note. The Deathsong practitioner can then sing an attack when one does not come and vice versa. Benefit: While singing and fighting with a sword in one hand, the Deathsong warrior can make a Singing skill roll to perform a feint as a move-equivalent action, instead of as a standard action. A successful feint negates the opponent's PP bonus to parry/dodge for the next attack.

3.

Chord (Sustained Tempo) (Level 5): The rhythm of the warrior's blade as it flashes around is a dizzying spectacle that, once it strikes, enemies find it hard to avoid again. The warrior flicks his wrist in a way that the sword appears to move away, but instead just wins momentum for another strike. Benefit: On a critical hit, the warrior adds an extra dice of damage equal to his weapons die (1d8 for long swords, ld6 for short swords) in addition to the critical hit's double damage.

4.

Bar (Metal Rhythm) (Level 7): The Deathsong warrior that reaches Bar status is a true beauty to behold in combat. Not only does the whistling of his sword complement his own singing, but also his movements synchronize perfectly with his attacks,

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and even the blocking of an enemy's attacks is part of the song. The warrior can then mark the rhythm of the battle, striking at his enemy's weapon on purpose in order to maintain the song and counterattack with greater effect, Benefit: By taking a full melee round attack action, the warrior can sacrifice all of his attacks for the round to automatically parry any enemy attack in that round, Then in the next melee round the Deathsong warrior gains a +4 strike bonus to all attacks for that melee, The Deathsong warrior can sacrifice the attacks for the second round in the same way to gain a +8 to strikes in the third melee but can not do so for a third melee.

5.

Chorus (Requiem) (Level 9): The Deathsong practitioner is a deadly melody on the field of battle, striking fast and true in his lethal dance as he steps closer to his opponent in order to devastate them with a song of a hundred swords, Benefit: At the end of the melee round opponent is denied his PP bonus to Parry/Dodge, and his AR is counted at 4 lower, the Deathsong warrior gains a free extra attack.

Treasure Types

Treasure Type A B C D E F G H I J K L M N O P Q R S

Copper

Silver

Gold

Platinum or Electrun*

Gems

Art Objects

Magic Items

1,000200-2,000: 1,000300-1,800: 3,000: 25% 30% 6,000: 40% 35% 1,0001,000200-2,000: 100-1,000: 6,000: 50% 3,000: 25% 25% 25% 1,0001,000NA 10,000: 20% 6,000: 30% 100-600: 10%

10-40: 2-12: 50% Any 3: 30% 60% 1-8: 30% 1-6: 25% 1-10: 30% 1-12: 15% 2-20: 20% 1-4: 20% Armor Weapon: 10%

1-3: 20% Any 2: 10% 1-6: 25% 1-6: 10% 1-8: 10% Any 2 + 1 potion: 15% Any 3 + 1 scroll: 25% Any 5 except weapons: 30%

1,0001,0001,000100-600: 15% 6,000: 10% 10,000: 15% 3,000: 50% 1,0006,000: 5% NA NA 1,0001,000300-1,800: 10,000: 25% 4,000: 25% 25% 3,0001,0001,000-4,000: 18,000: 10% 6,000: 40% 15% NA

2,0001,000-10,000: 3-18: 20,000: 50% 50% 30% 3-30: 50% 2-12: 55% NA NA NA NA NA NA NA 1-4 2-8 NA

1-6: 25% Any 5: 35% 2-20: 50% Any 6: 15% 2-8: 50% Any 1: 15% NA NA NA NA NA NA NA NA 1-3 NA NA NA NA NA NA NA NA NA NA 1-8 potions

3,0002,0002,0001,000-8,000: 18,000: 25% 20,000: 40% 20,000: 55% 40% NA 3-24 NA NA NA NA 10-40 NA NA NA NA NA NA 3-18 NA NA NA 10-30 10-60 NA NA NA NA NA NA NA 2-8 NA NA NA NA 2-20 NA 100-600: 30% NA NA 2-12 NA 1-6 NA 1-20 NA 10-60 NA

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T U V W X Y Z NA NA NA NA NA NA 100-300 NA NA NA NA NA NA 100-400 NA NA NA 5-30 NA 200-1,200 100-600 NA NA NA 1-8 NA NA 100-400 NA 2-16: 90% NA 2-16: 60% NA NA 1-6: 55% NA 1-4 scrolls

1-6: 80% Any 1: 70% NA Any 2

1-8: 50% Any 2: 60% NA NA Any 2 potions NA

2-12: 50% Any 3: 50%

* DM's choice To use this table, first find the letter given under the treasure listing. On that row each column then lists the percentage chance of a particular type of treasure appearing and the size range for that particular type. Treasures with no percentage listed are automatically present. Either choose to have that particular treasure present (and the amount) or roll randomly to determine the result. The first part of the table (letters A-I) lists treasures that are found in lairs only. These are sizeable treasures accumulated by social creatures (humans, orcs, hobgoblins, etc.) or by those creatures notorious for the size of their treasure hoards (especially dragons). The second part of the table lists treasures likely to be owned by intelligent individuals or to be found in the lairs of animal intelligence or less monsters. These treasures are small. Intelligent creatures seldom carry large amounts of cash, while unintelligent ones seldom make the effort to collect it. When an individual or lair treasure warrants being larger than normal, several smaller entries can be listed to create an overall larger hoard. Drow Names Drow, like their Elven cousins prefer names that flow off the tongue, however their names tend to have a harsher sound to them. One of the most common problems GMs and players alike have when playing non-human characters is naming them. Most non-human characters cant be named from a list of historic names, forcing DMs to make up totally new names. It is difficult to come up with names that are appropriate for non-human characters and consistent with one another. This is especially true for a GM who may find himself trying to come up with a large number of such names on short notice, yet without appropriate names, non-human characters often loose their unique flavor. Especially in the case of Drow, it is important that names represent and reflect the races special attitudes and philosophies The drow name generator below has been presented to assist with this daunting task. Although this could not possibly represent all the possible names for a race as old and diverse as the Drow, this list can serve as a starting point and quick reference to create a large and consistent list of names. How it Works: Each Drow name consists of a prefix (from Table 2) and one or more suffixes (from Table 3),and then a house name consisting of a prefix (from table 4) and one or more suffixes (from table 5). Definitions have been included in these tables to help determine what a name means once it has been generated. In the case of suffixes, male and female endings have been included where appropriate. Alternate spellings have also been provided in some cases. You may randomly generate an Drow name by rolling on Table 1. If you prefer, it is also possible to pick a set of definitions you like and assemble the name that matches them. If your character is a Wizard who is fond of spiders, you might decide her name should reflect this. Looking at the definitions, you decide her name will mean Spider-Mage. This results in the name Geldriina" or G'eldree

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If you dont like a particular combination, try some of the alternate suffixes listed, or add an a, e, i, l, r, s, sh, or an apostrophe. Although not every combination of prefixes and suffixes will sound right, usually only a minor change is called for. If you cant make a particular name work, try one with a similar meaning. If you didnt like Geldriina, try a name that means Spider-Sister instead. If you have randomly generated a name and dont like its definition, try altering the order of the words. It is also possible to use the definition as just a starting place for the names meaning. Often the definitions can be combined in a poetic way for better results. In the case of a three or more syllable name, try dropping one or more of the definitions. Table 1 (D10) D10 1-3 4-5 6-7 8-9 10 Result Roll once on Table 2 and once on Table 3 Roll once on Table 2 and twice on Table 3 Roll once on Table 2 and once on Table 3, add an apostrophe, then roll again on Table 3. Roll once on Table 2 and once on Table 3 for a first name, then roll on Table 1 again for a second name. Roll once on Table 3, add an apostrophe, then roll once on Table 2 and once on Table 3 Table 2 - Prefixes (D100) {1} {2} {3} {4} {5} {6} Akor/Alak : Beloved, best, first Alaun/Alton : Lightning, powerful Aly/Kel : Legendary, singing, song Ang/Adin : Beast, monstrous, savage Ardul/Amal : Blessed, divine, godly Aun/Ant : Crypt, dead, deadly, death {51} Lua}Lyme : Bright, crystal, light {52} Mal/Malag : Mystery, secret {53} May/Mas : Beautiful, beauty, silver {54} Micar : Lost, poison, widow {55} Min/Ran : Lesser, minor, second {56} Mol/Go : Blue, storm, thunder, wind {57} Myr/Nym : Lost, skeleton, skull {58} Nath/Mer : Doom, doomed, fate {59} Ned/Nad : Cunning, genius, mind, thought {60} Nhil/Nal : Fear, horrible, horror, outraged {61} Neer : Core, root, strong {62} Null/Nil : Sad, tear, weeping {63} Olor/Omar : Skin, tattoo, tattooed {64} Pellan/Relon : North, platinum, wind {65} Phaer/Vorn : Honour, honoured {66} Phyr/Phyx : Bless, blessed, blessing {67} Qualn/Quil : Mighty, ocean, sea {68} Quar : Aged, eternal, time {69} Quav/Quev : Charmed, docile, friend {70} Qil/Quil : Foe, goblin, slave {71} Rauv/Welv : Cave, rock, stone {72} Ril/Ryl : Foretold, omen {73} Sabal/Szor : Amber, yellow {74} Sab/Tsab : Abyss, empty, void {75} Shi`n/Kren : Fool, foolish, young {76} Shri/Ssz : Silk, silent {77} Shur/Shar : Dagger, edge, stiletto {78} Shynt : Invisible, skilled, unseen {79} Sin/Szin : Festival, joy,

{7} Bae/Bar : Fate, fated, luck, lucky {8} Bal/Bel : Burned, burning, fire, flame {9} Belar/Bruh : Arrow, lance, pierced {10} Briz/Berg : Graceful, fluid, water, wet {11} Bur/Bhin : Craft, crafty, sly {12} Chal/Chasz : Earth, stable {13} Char/Kron : Sick, venom, venomed {14} Chess/Cal : Noble, lady/lord {15} Dhaun : Infested, plague {16} Dil/Dur : Cold, ice, still {17} Dirz/Div : Dream, dreaming, fantasy {18} Dris/Riz : Ash, dawn, east, eastern {19} Eclave/Elk : Chaos, mad, madness {20} Elvan/Kalan : Elf, elven, far, lost {21} {22} {23} {24} {25} Elv/Elaug : Drow, mage, power Erel/Rhyl : Eye, moon, spy Ethe/Erth : Mithril, resolute Faer/Selds : Oath, sworn, vow Felyn/Fil : Pale, thin, weak, white

{26} Filf/Phar : Dwarf, Dwarven, treacherous {27} Gauss/Orgoll : Dread, fear, feared, vile {28} Geld : Friend, spider {29} Ghaun : Accursed, curse, unlucky {30} Gin/Din : Berserk, berserker, orc, wild {31} Grey/Gul : Ghost, pale, unloving

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pleasure {80} Ssap/That : Blue, midnight, night {81} Susp/Spir : Learned, skilled, wise {82} Talab/Tluth : Burn, burning, fire {32} Hael/Hatch : Marked, trail, way {33} Hal/Sol : Deft, nimble, spider {34} Houn/Rik : Magic, trail, way {35} Iliv/Dip : Liege, war, warrior {36} Ilm : Life, living, spirit, soul {37} Illiam/Im : Devoted, heart, love {38} In/Sorn : Enchanted, spell {39} Ilph : Emerald, green, lush, tree {40} Irae/Ilzt : Arcane, mystic, wizard {41} Irr/Izz : Hidden, mask, masked {42} Iym/Ist : Endless, immortal {43} Jhan/Duag : Shield, warded {44} Jhael/Gel : Ambitious, clan, kin, family {45} Jhul/Jar : Charmed, rune, symbol {46} Jys/Driz : Hard, steel, unyielding {47} Lael/Llt : Iron, west, western {48} Lar/Les : Binding, bound, law, lawful {49} LiNeeer/Mourn : Legend, legendary, mythical {50} Lird/Ryld : Brand, branded, owned, slave {83} Tal/Tar : Love, pain, wound, wounded {84} Triel/Taz : Bat, winged {85} Triss/Teb : Blade, sharp, sword {86} Ulviir/Uhls : Gold, golden, treasure {87} Umrae/Hurz : Faith, faithful, true {88} Vas/Vesz : Blood, body, flesh {89} Vic : Abyss, deep, profound {90} Vier/Va l : Black, dark, darkness {91} Vlon/Wod : Bold, hero, heroic {92} Waer/Wehl : Deep, hidden, south, southern {93} Wuyon/Wruz : Humble, third, trivial {94} Xull/Url : Blooded, crimson, ruby {95} Xun : Demon, fiend, fiendish {96} Yas/Yaz : Riddle, spinning, thread, web {97} Zar/Zakn : Dusk, haunted, shadow {98} Zebey/Zek : Dragon, lithe, rage, wyrm {99} Zes/Zez : Ancient, elder, respected {100} Zilv/Vuz : Forgotten, old, unknown

Table 3 - Suffixes (D100) {1} -a}-agh : Breaker, destruction, end, omega {2} -ace/-as : Savant, scholar, wizard {3} -ae/-aun : Dance, dancer, life, player {4} -aere/-d : Blood, blood of, heir {5} -afae/-afein : Bane, executioner, slayer {6} -afay/-aufein : Eyes, eyes of, seeress}seer {7} -ala/-launim : Healer, priestess}priest {8} -anna/-erin : Advisor, counsellor to {9} -arra/-atar : Queen}prince, queen of}prince of {10} -aste : Bearer, keeper, slaver {11} -avin/-aonar : Guardian, guard, shield {12} -ayne/-al : Lunatic, maniac, manic, rage {13} -baste/-gloth : Path, walker {14} -breena/-antar : Matriarch}patriarch, ruler {15} -bryn/-lyn : Agent, assassin, killer {16} -cice/-roos : Born of, Child, young {17} -cyrl/-axle : Ally, companion, friend {18} -da/-daer : Illusionist, trickster {51} -nitra/-net : Kicker, returned, risen {52} -nolu : Art, artist, expert, treasure {53} -olin : Ascension, love, lover, lust {54} -onia}-onim : Rod, staff, token, wand {55} -oyss}-omph : Binder, judge, law, prison {56} -qualyn : Ally, caller, kin {57} -quarra}-net : Horde, host, legion {58} -quiri}-oj : Aura, cloak, hide, skin {59} -ra}-or : Fool, game, prey, quarry {60} -rae}-rar: Secret, seeker, quest {61} -raema}-orvir: Crafter, fist, hand {62} -raena}-olvir: Center, haven, home {63} -riia}-rak: Chaos, storm, tempest {64} -ril: Bandit, enemy, raider, outlaw {65} -riina}-ree: Enchanter, mage, spellcaster {66} -ryna}-oyn : Follower, hired,

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mercenary {67} -ryne}-ryn : Blooded, elder, experienced {68} -shalee}-ral : Abjurer, gaze, watch, watcher {69} -ssysn}-rysn : Artifact, sorcerer, spell {70} -stin}-trin : Clan, house, merchant, of the house {71} -stra}-tran : Spider, spinner, weaver {72} -tana}-ton : Darkness, lurker, prowler {73} -thara}-tar : Glyph, marker, rune

{19} -dia/-drin : Rogue, stealer {20} -diira/-diirn : Initiate, sister}brother {21} -dra/-zar : Lover, match, mate {22} -driira/-driirn : Mother}father, teacher {23} -dril/-dorl : Knight, sword, warrior

{74} -thrae/-olg : Charmer, leader, seducer {24} -e : Servant, slave, vassal {75} -tree/-tel : Exile, loner, {25} -eari/-erd : Giver, god, patron outcast, pariah {26} -eyl : Archer, arrow, flight, flyer {76} -tyrr : Dagger, poison, poisoner, {27} -ffyn/-fein : Minstrel, singer, song scorpion {77} -ual/-dan : Speed, strider {28} -fryn : Champion, victor, weapon, {78} -ue/-dor : Arm, artisan, fingers weapon of {79} -uit/-dar : Breath, voice, word {29} -iara/-ica : Baron, duke, lady}lord {80} -une/-dinn : Diviner, fate, {30} -ice/-eth : Obsession, taker, taken future, oracle {31} -idil/-imar : Alpha, beginning, {81} -uque : Cavern, digger, mole, creator of, maker tunnel {32} -iira/-inid : Harbinger, herald {82} -urra/-dax : Nomad, renegade, {33} -inidia : Secret, wall, warder wanderer {34} -inil/-in : Lady}lord, rider, steed {83} -va/-ven : Comrade, honour, {35} -intra : Envoy, messenger, prophet honoured {36} -isstra/-atlab : Acolyte, {84} -vayas : Forge, forger, hammer, apprentice, student smith {37} -ithra/-irahc : Dragon, serpent, {85} -vyll : Punishment, scourge, wyrm whip, zealot {38} -jra/-gos : Beast, biter, stinger {86} -vrae/-vyr : Mistress/master, {39} -jss : Scout, stalker overseer {40} -kacha/-kah : Beauty, hair, style {87} -wae/-hrae : Heir, inheritor, {41} -kiira/-raen : Apostle, disciple princess {42} -lay/-dyn : Flight, flyer, wing, {88} -wiira/-hriir : Seneschal of wings steward {43} -lara/-aghar : Cynic, death, end, {89} -wyss/-hrys : Best, creator, victim starter {44} -lin : Arm, armour, commander {90} -xae/-zaer : Orb, rank, ruler, {45} -lochar : Messenger, spider sceptre {46} -mice/-myr : Bone, bones, {91} -xena/-zen : Cutter, gem, jewel, necromancer, witch jeweller {47} -murss : Shadow, spy, witness {92} -xyra/-zyr : Sage, teller {48} -na/-nar : Adept, ghost, spirit {93} -yl: Drow, woman/man {49} -nilee/-olil : Corpse, disease, {94} -ylene/-yln : Handmaiden/squire, ravager maiden/youth {50} -niss/-nozz : Chance, gambler, game {95} -ymma/-inyon : Drider, feet, foot, runner {96} -ynda/-yrd : Captain, custodian, marshal, ranger {97} -ynrae/-yraen : Heretic, reel, riot, void {98} -vrae: Architect, founder, mason {99} -yrr : Protector, rival, wielder {100} -zyne/-zt : Finder, hunter Table 4 - House Name Prefixes(D100) {1-3} Alean : The noble line of {4-6} Ale : Traders in {7-10} Arab : Daughters of {51-53} Helvi : Those above {54-56} Hla : Seers of {57-60} Hun : The sisterhood of

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{11-13} {14-16} {17-20} {21-23} {24-26} {27-30} {31-33} {34-36} {37-40} {41-43} {44-46} {47-50} Arken : Mages of Auvry : Blood of the Baen : Blessed by Barri : Spawn of Cladd : Warriors from Desp : Victors of De : Champions of Do : Walkers in Eils : Lands of Everh : The cavern of Fre : Friends to Gode : Clan of {61-63} {64-66} {67-70} {71-73} {74-76} {77-80} {81-83} {84-86} {87-90} {91-93} {94-96} {97-00} Ken : Sworn to Kil : People of Mae : Raiders from Mel : Mothers of My : Honoured of Noqu : Sacred to Orly : Guild of Ouss : Heirs to Rilyn : House of Teken' : Delvers in Tor : Mistresses of Zau : Children of

Table 5 - House Name Suffixes (D100) {51-53} -ndar : Black hearts {1-3} -afin : The web {4-6} -ana : The night {7-10} -ani : The widow {11-13} -ar : Poison {14-16} -arn : Fire {17-20} -ate : The way {21-23} -ath : The dragons {24-26} -duis : The whip {27-30} -ervs : The depths {31-33} -ep : The Underdark {34-36} -ett : Magic {37-40} -ghym : The forgotten ways {41-43} -iryn : History {44-46} -lyl : The blade {47-50} -mtor : The abyss {54-56} -neld : The arcane {57-60} -rae : Fell powers {61-63} -rahel : The gods {64-66} -rret : The void {67-70} -sek : Adamantite {71-73} -th : Challenges {74-76} -tlar : Mysteries {77-80} -ttar : Victory {81-83} -tyl : The pits {84-86} -und : The spiders kiss {87-90} -urden : The darkness {91-93} -val : Silken weaver {94-96} -virr : Dominance {97-100} -zynge : The ruins

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