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Gwenfloor
Acolyte
39 Posts |
Posted - 21 Feb 2007 : 00:55:38
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While reading about the Drow of Menzoberranzen was entertaining, as much as Dark Elves could be, I was in for a rude awakening when fellow PCs spent more time gutting everyone's throats than trying to engage in a long-term plan. There is much more to Drow schemes than "Kill, kill, kill!" There is a fair amount of torture, backstabbing, and double-crossing, but no betrayal. There is no betrayal because Drow do not trust anyone, and in order to betray someone, you must gain their trust. When the party set up a plan to raid a fortress, three players objected to leaving the enemy gates open to allow for easy maneuvering, because "Lolth does not tolerate weakness!" even though it was a tactfully sound approach. How can I show my characters that there is more to being a paragon of Drow society than slaying everything that looks at you funny? Maybe an all-Orc campaign is more suited to their tastes...
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Kentinal
Great Reader
    
4703 Posts |
Posted - 21 Feb 2007 : 01:49:13
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Even orcs have rules.
An all Drow campaign with players ready to kill everything is a problem with the players. Rank is indeed gain by deception and assassination, though clearly under fear of the Priestesses. Failure is not an option, one must plan for sucess for two reasons. The mission is expected to be acomplished and reward depends on how well the mission is executed. Now if your Drow band has no intention of returning to their House they are a target of every House, the tree huggers and the masked ones- not counting of course the lessor races *wink*
At best you can try OOC discussion that elves live a long time and have no need to act like humans. A death planed in a week for a Drow compares to a human instant and unplaned action. Unplanned actions often result in unplanned consequences. The Drow know that they need to horn their skills first against the lessor races, before they can seek to gain rank in their own House or organization.
Direct assasination to gain rank is a crude methord it is better to get somebody else to assasinate (so then you can kill the assassin) or other ways seek promotion. The ways to promotion does require planing and to Lolthian Drow rank is the most important thing. The higher the rank the more people will fear to act against you. It also though should be noted that as one gains ranks there is a degree of trust required. People to guard your door, people to cook your food, etc. Those these trust agreements should be more considered a Drow bargin. A Drow bargin is a Drow will adhere to terms of a deal up until a better deal is offered. This is most often seen in dealing with merchants rather then Houses, in part because less trust exists amoung traders of mixed races and easier to be assured a better deal can be achieved. Breaking a House deal tends to require the entire House is wiped out and one betraying such might be hard pressed to find another place of security. The House system works only because it is better to work with the evil you know and gain rank, then take your chances with an evil you do not know (Another House might promise much for a comfortable life and it might be up until you are given to Lolth the next full moon).
In some ways there is no set way to play Drow, however playing any charcter in a reckless manner should soon result in character death. If you are the DM you indeed should act on their errors, if you are just playing another PC you should look to your own defenses, bargins with NPCs to ensure your own character survival. |
"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards." "Caring for afterwards ...? Ker repeated this without understanding. "After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first." "Judgement" copyright 2003 by Elizabeth Moon |
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Wooly Rupert
Master of Mischief

    
USA
36977 Posts |
Posted - 21 Feb 2007 : 03:49:40
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Your players don't understand alignment, thinks I. For too many people, any evil alignment means psychopathic behavior.
I say let them all kill each other, and then ask them if they want to try again, without being stupid this time. |
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KnightErrantJR
Great Reader
    
USA
5402 Posts |
Posted - 21 Feb 2007 : 04:03:11
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I ran an evil/neutral party in Skullport for a while, consisting of a Shadow Thief agent (LE), a drow that was a renegade and was trying to get inducted into the Zhentarim (NE), an aspiring True Necromancer venerating Velsharoon (CN), a flayerspawn psychic warrior (NE), and a diviner from the Arcane Brotherhood (N).
No one attacked one another, and everyone did work together in combat and stressful situations. If the psychic warrior let the diviner die, then she wouldn't have spells to pick off foes sneaking up on her, and if the shadow thief let the drow die, he would have to deal with twice as many foes.
What DID happen was a lot of note passing, as no one wanted to openly check in with their contacts and clue each other into what was going on "long term." There were a lot of half truths (i.e. "hey everyone, I heard there is treasure in this cavern," without mentioning that the cavern was a hidden cache of Xanathar guild treasure that the Shadow Thieves want to find out about, or that the reason that the diviner voted for a given plan is that his superior in Skullport wanted to hear more about a given section of Undermountain).
It was an interesting campaign to run, but very tiring, as everyone was furiously trying to plan their own advancement while trying to convince everyone else that it was best for the other members of the party.
Also, unlike more "good aligned" parties, when someone's rear end got saved, it was often made very clear that there was a marker owed if there was extra effort involved. |
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Donager
Acolyte
USA
10 Posts |
Posted - 22 Feb 2007 : 10:59:43
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I would love to play an all evil or all drow campaign with a good DM and good players. It really is a challenge. Most folks know how to be a hero. It's drilled into everyones heads from their earliest years. Almost all fables have a hero in it. Their exposure to evil is usually some passing generalization or some such.
All drow, all evil would be fun! |
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Kaladorm
Master of Realmslore
   
United Kingdom
1176 Posts |
Posted - 22 Feb 2007 : 12:21:49
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I've heard this quote hundreds of times and it always rings true 
Chaotic evil is not chaotic stupid  |
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Wooly Rupert
Master of Mischief

    
USA
36977 Posts |
Posted - 22 Feb 2007 : 17:21:21
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quote: Originally posted by Kaladorm
I've heard this quote hundreds of times and it always rings true 
Chaotic evil is not chaotic stupid 
Exactly! So many people somehow fail to grasp this basic truth! |
Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
I am the Giant Space Hamster of Ill Omen!  |
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Victor_ograygor
Master of Realmslore
   
Denmark
1076 Posts |
Posted - 22 Feb 2007 : 19:08:05
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A couple of years ago i played an Evil fanatic cleric of Velsharon. The problem playing an evil character is that you sometimes have to forget that you are playing with friends.
I and another believer killed the whole party while sleeping, and people began to shout; you can’t do that, and some stopped playing fore some time.
I was asked whey I killed them all, and I said that they didn’t take my warnings seriously, dont say anything bad about my good.
The campaign ended when I were slaughtered by a Planetar on ethereal plan. 
The only good thing that came out of this is that nobody has ever since said anything bad about the goods.
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Victor Ograygor The Assassin and Candel keeps cellar master
Everything I need to know about life I learned from killing smart people.
Links related to Forgotten Realms http://forum.candlekeep.com/topic.asp?TOPIC_ID=9571
Adventuring / Mercenary Companies / Orders / The chosen from official sources http://forum.candlekeep.com/topic.asp?TOPIC_ID=11047
Priests in Forgotten Realms. http://forum.candlekeep.com/topic.asp?TOPIC_ID=9609&whichpage=1 |
Edited by - Victor_ograygor on 22 Feb 2007 19:16:07 |
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Kiaransalyn
Senior Scribe
  
United Kingdom
762 Posts |
Posted - 03 Mar 2007 : 19:53:14
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quote: Originally posted by Gwenfloor
I was in for a rude awakening when fellow PCs spent more time gutting everyone's throats than trying to engage in a long-term plan.
It sounds like these PCs were chaotic stupid and not chaotic evil. After all if chaotic evil meant killing everything in sight then how do orc hoardes manage to appear?
I wrote a small essay about drow alignment a few years ago which I've taken the liberty of posting below. Hopefully, it'll help.
Unless
Perhaps the first thing I should do is to comment on the Chaotic Evil (CE) description. The Player's Handbook, (Version 3.5 pg 106) says that CE characters 'do whatever their greed, hatred and lust for destruction drive them to do. They are hot-tempered, vicious, arbitrarily violent and unpredictable.' Granted, alignment shouldn't be used as a strait-jacket but this defination suggests that a CE society shouldn't really exist since every individual in it will be a violent criminal who is consumed not only by thoughts of murder, rapine and theft but by the need to commit them. Clearly more consideration should be given to what a CE society is and how it functions.
If we now turn to the drow the first thing to point out is that they have a +2 modifier to their intelligence, (from Underdark, pg 11). This suggests that they are not brutish barbarians and are quite capable of finding solutions to the problems they encounter. Now they may be greedy, violent and unpredictable but that does not mean they are suicidal, stupid or lack a strong instinct for self-preservation. I think that drow use their intelligence to persue their goals and they clearly see the benefit in banding together. Their first social tie is their 'house', this is a collection of individuals that see the benefit in working together because the individuals are then better able to achieve what they wish to achieve.
What is more appealing to a drow, killing another drow of equal ability for no reason or ganging up with that drow to kill some weaker goblins because they can? And it should be borne in mind that the reason 'because they can' is good enough for a CE character. One of my favourite shows is Babylon 5 and I'll quote G'Kar from it; "The universe runs on a complex interweaving of three elements: energy, matter, and enlightened self-interest." It is not in any intelligent drow's self-interest to get killed, (we'll get on to the 'raise dead' issue soon.) Your usual drow character will be cultured, charming, intelligent, dress well and straight away will be calculating what use you are to her/him. If you are of no use to them and they know you are of no consequence they might kill you if it so pleases them. That 'no consequence' is important and I'll explain why in a while also. I have said that drow work together in 'houses' because they find they can better achieve their aims that way, and for that same reason 'houses' group together to form cities. Again they can better achieve their aims that way. Drow are intelligent and this is why this happens. However, does this mean they are happily drinking tea and passing the port the correct way? Far from it. They are always striving to improve their station.
For example, Gruherth the mage may think about killing Laerekh, the leader of his mercenary company. As leader, Gruherth would have more power and an improved station. However, he then considers that Laerekh has better contacts and those mean contracts and wealth for their mercenary company. Also although Laerekh isn't a wizard he is a gifted shadowdancer and Gruherth has seen how he fights. Gruherth knows if he is going to kill Laerekh he had better make his first spell a damn effective spell because Laerekh's daggers will finish him off before he can ready his second. After this musing he may then think that actually he is doing fine and it is to his advantage to leave Laerekh as leader. He could form an alliance but that means telling another drow, for example, Calimar his plans. However, Calimar will only help Gruherth if there is something in it for Calimar. And Calimar will consider what Laerekh will do if he knows Gruherth's plans. In fact, Laerekh may better improve Calimar's position.
Taking that example, you may now see why House Baenre has remained unchallenged for many thousands of years. The gamble for the other high ranking noble houses is too risky. They can't form an alliance with other houses because that may give their intended target the advantage of a potential informant. The more houses involved in a conspiracy to topple House Baenre the more likely one will just inform House Baenre, because it is in their self-interest to do so. Far from being a violent society, Drow society is a society that on the surface seems quite civilised. However, underneath, there is a violent desire bubbling away. Alliances are formed and plans are set and it only needs one event to set the whole house of cards falling. If you have read Insurrection from The War of the Spider Queen series, this is why I think Ched Nasad falls in one day. One action and one event triggers all the other planned actions. It unleashes that need for violence in the drow character because suddenly the gambles they are wagering on have a better chance of paying off. There's a chance to commit cruelty and get away with it.
Another example is the attempted destruction of House Freth by House Teken'duis (from the novel Homeland). The Teken'duis fail to kill all of House Freth and therefore House Teken'duis itself is destroyed utterly. To be powerful, one must have powerful friends and to gain powerful friends one must show that you have equal power. If House Teken'duis had destroyed House Freth completely the other houses would know that Teken'duis was powerful and therefore deserving of consideration. However, by letting some of House Freth survive the allies of House Freth would be compelled to act forcefully against House Teken'duis. They have to show that their power is something to feared and to be courted. Otherwise, how many other houses would ally with them or leave them alone if they let Teken'duis go unpunished. And exactly because the violent drow nature could bubble up in blood-letting and violence all the houses combine to destroy Teken'duis.
An individual drow then, takes care not to kill somebody of consequence. A Del'Armgo wouldn't just kill a Baenre if there were witnesses present unless all of those witnesses saw an advantage to the death of that particular Baenre. Similarly, a Del'Armgo wouldn't kill a Baenre in an isolated location if they knew the spot could be scryed or some other form of magical detection could be employed. At the same time, a Baenre might not kill a Del'Armgo because House Barrison Del'Armgo could use that as evidence to the other houses that the Baenre are killing needlessly and such violence will harm all the houses lesser in rank then Baenre.
A drow always strives to improve their station but they have to make sure that the actions they take to improve their station do not carry consequences. There are no chances to commit evil acts and there is no increase in station if you are dead after all. This is a good time to mention the 'raise dead' spells that clerics can cast. In a good society, characters have a higher chance of being raised from the dead. In a drow society a cleric will only raise a character from the dead if they percieve a personal advantage. You may think that a sack of gold is a fine advantage to the cleric but the cleric might think that killing those who are offering the gold, pocketing it and saving the spell for someone who is directly useful to the cleric is a better decision. I've mentioned all this without mentioning Lolth. As a goddess, Lolth wants power and to get power she needs worshippers and clerics to spread her belief. If she sees her believers killing one another the Spider Queen is going to lose worshippers and power very quickly. This filters down the hierarchy, the Matron Mother doesn't want her house being weakened by bloodshed because she will lose power and station. Even the lowly male patrol commander doesn't want his troops fighting amongst one another because his power is lessened and the group's chances of getting back to the city from the perils of the Underdark are greatly reduced.
Now if that patrol commander is taking risks that are perceived as unnecessary by his troops a cunning soldier may assassinate him and take his place. A daughter will kill her mother if the Matron is growing old and infirm. The daughter will rationalise this in terms of the mother's continued existence being a source of weakness to the house. At the top of the hierarchy, Lolth will be displaced as head of the drow pantheon if the drow percieve that worshipping another deity is to their advantage.
I've titled this post 'Unless' because it seems appropriate. When you role-play a drow character your character will not commit an evil act unless there is no consequence. Remember drow are intelligent as well as cruel. They are also intensely keen on the idea of staying alive.
You may say that acts of random violence is in keeping with your drow character's chaotic evil nature. However, before you commit those random acts think about the the drow one step higher in the hierarchy who is more powerful and stronger who will also be staying 'in-character' by destroying your character. Be cruel and be evil because that is drow nature but don't do it at the expense of your life. |
Death is Life Love is Hate Revenge is Forgiveness
Ken: You from the States? Jimmy: Yeah. But don't hold it against me. Ken: I'll try not to... Just try not to say anything too loud or crass. |
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darkhuntress
Acolyte
USA
17 Posts |
Posted - 18 Mar 2007 : 04:17:20
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This is by far the best essay on the drow psyche I've read in a long time. You really, really get it in a way most people don't. If you don't mind, I'm saving it to my HD and passing it out to my players. 
quote: Originally posted by Kiaransalyn
quote: Originally posted by Gwenfloor
I was in for a rude awakening when fellow PCs spent more time gutting everyone's throats than trying to engage in a long-term plan.
It sounds like these PCs were chaotic stupid and not chaotic evil. After all if chaotic evil meant killing everything in sight then how do orc hoardes manage to appear?
I wrote a small essay about drow alignment a few years ago which I've taken the liberty of posting below. Hopefully, it'll help.
Unless
Perhaps the first thing I should do is to comment on the Chaotic Evil (CE) description. The Player's Handbook, (Version 3.5 pg 106) says that CE characters 'do whatever their greed, hatred and lust for destruction drive them to do. They are hot-tempered, vicious, arbitrarily violent and unpredictable.' Granted, alignment shouldn't be used as a strait-jacket but this defination suggests that a CE society shouldn't really exist since every individual in it will be a violent criminal who is consumed not only by thoughts of murder, rapine and theft but by the need to commit them. Clearly more consideration should be given to what a CE society is and how it functions.
If we now turn to the drow the first thing to point out is that they have a +2 modifier to their intelligence, (from Underdark, pg 11). This suggests that they are not brutish barbarians and are quite capable of finding solutions to the problems they encounter. Now they may be greedy, violent and unpredictable but that does not mean they are suicidal, stupid or lack a strong instinct for self-preservation. I think that drow use their intelligence to persue their goals and they clearly see the benefit in banding together. Their first social tie is their 'house', this is a collection of individuals that see the benefit in working together because the individuals are then better able to achieve what they wish to achieve.
What is more appealing to a drow, killing another drow of equal ability for no reason or ganging up with that drow to kill some weaker goblins because they can? And it should be borne in mind that the reason 'because they can' is good enough for a CE character. One of my favourite shows is Babylon 5 and I'll quote G'Kar from it; "The universe runs on a complex interweaving of three elements: energy, matter, and enlightened self-interest." It is not in any intelligent drow's self-interest to get killed, (we'll get on to the 'raise dead' issue soon.) Your usual drow character will be cultured, charming, intelligent, dress well and straight away will be calculating what use you are to her/him. If you are of no use to them and they know you are of no consequence they might kill you if it so pleases them. That 'no consequence' is important and I'll explain why in a while also. I have said that drow work together in 'houses' because they find they can better achieve their aims that way, and for that same reason 'houses' group together to form cities. Again they can better achieve their aims that way. Drow are intelligent and this is why this happens. However, does this mean they are happily drinking tea and passing the port the correct way? Far from it. They are always striving to improve their station.
For example, Gruherth the mage may think about killing Laerekh, the leader of his mercenary company. As leader, Gruherth would have more power and an improved station. However, he then considers that Laerekh has better contacts and those mean contracts and wealth for their mercenary company. Also although Laerekh isn't a wizard he is a gifted shadowdancer and Gruherth has seen how he fights. Gruherth knows if he is going to kill Laerekh he had better make his first spell a damn effective spell because Laerekh's daggers will finish him off before he can ready his second. After this musing he may then think that actually he is doing fine and it is to his advantage to leave Laerekh as leader. He could form an alliance but that means telling another drow, for example, Calimar his plans. However, Calimar will only help Gruherth if there is something in it for Calimar. And Calimar will consider what Laerekh will do if he knows Gruherth's plans. In fact, Laerekh may better improve Calimar's position.
Taking that example, you may now see why House Baenre has remained unchallenged for many thousands of years. The gamble for the other high ranking noble houses is too risky. They can't form an alliance with other houses because that may give their intended target the advantage of a potential informant. The more houses involved in a conspiracy to topple House Baenre the more likely one will just inform House Baenre, because it is in their self-interest to do so. Far from being a violent society, Drow society is a society that on the surface seems quite civilised. However, underneath, there is a violent desire bubbling away. Alliances are formed and plans are set and it only needs one event to set the whole house of cards falling. If you have read Insurrection from The War of the Spider Queen series, this is why I think Ched Nasad falls in one day. One action and one event triggers all the other planned actions. It unleashes that need for violence in the drow character because suddenly the gambles they are wagering on have a better chance of paying off. There's a chance to commit cruelty and get away with it.
Another example is the attempted destruction of House Freth by House Teken'duis (from the novel Homeland). The Teken'duis fail to kill all of House Freth and therefore House Teken'duis itself is destroyed utterly. To be powerful, one must have powerful friends and to gain powerful friends one must show that you have equal power. If House Teken'duis had destroyed House Freth completely the other houses would know that Teken'duis was powerful and therefore deserving of consideration. However, by letting some of House Freth survive the allies of House Freth would be compelled to act forcefully against House Teken'duis. They have to show that their power is something to feared and to be courted. Otherwise, how many other houses would ally with them or leave them alone if they let Teken'duis go unpunished. And exactly because the violent drow nature could bubble up in blood-letting and violence all the houses combine to destroy Teken'duis.
An individual drow then, takes care not to kill somebody of consequence. A Del'Armgo wouldn't just kill a Baenre if there were witnesses present unless all of those witnesses saw an advantage to the death of that particular Baenre. Similarly, a Del'Armgo wouldn't kill a Baenre in an isolated location if they knew the spot could be scryed or some other form of magical detection could be employed. At the same time, a Baenre might not kill a Del'Armgo because House Barrison Del'Armgo could use that as evidence to the other houses that the Baenre are killing needlessly and such violence will harm all the houses lesser in rank then Baenre.
A drow always strives to improve their station but they have to make sure that the actions they take to improve their station do not carry consequences. There are no chances to commit evil acts and there is no increase in station if you are dead after all. This is a good time to mention the 'raise dead' spells that clerics can cast. In a good society, characters have a higher chance of being raised from the dead. In a drow society a cleric will only raise a character from the dead if they percieve a personal advantage. You may think that a sack of gold is a fine advantage to the cleric but the cleric might think that killing those who are offering the gold, pocketing it and saving the spell for someone who is directly useful to the cleric is a better decision. I've mentioned all this without mentioning Lolth. As a goddess, Lolth wants power and to get power she needs worshippers and clerics to spread her belief. If she sees her believers killing one another the Spider Queen is going to lose worshippers and power very quickly. This filters down the hierarchy, the Matron Mother doesn't want her house being weakened by bloodshed because she will lose power and station. Even the lowly male patrol commander doesn't want his troops fighting amongst one another because his power is lessened and the group's chances of getting back to the city from the perils of the Underdark are greatly reduced.
Now if that patrol commander is taking risks that are perceived as unnecessary by his troops a cunning soldier may assassinate him and take his place. A daughter will kill her mother if the Matron is growing old and infirm. The daughter will rationalise this in terms of the mother's continued existence being a source of weakness to the house. At the top of the hierarchy, Lolth will be displaced as head of the drow pantheon if the drow percieve that worshipping another deity is to their advantage.
I've titled this post 'Unless' because it seems appropriate. When you role-play a drow character your character will not commit an evil act unless there is no consequence. Remember drow are intelligent as well as cruel. They are also intensely keen on the idea of staying alive.
You may say that acts of random violence is in keeping with your drow character's chaotic evil nature. However, before you commit those random acts think about the the drow one step higher in the hierarchy who is more powerful and stronger who will also be staying 'in-character' by destroying your character. Be cruel and be evil because that is drow nature but don't do it at the expense of your life.
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"Do not mistake our kindness for gullibility, nor our hesitance to draw blades for cowardice. Contrary to what the spider kissers would have you believe, Dark Ladies are not addle-brained, pacifist weaklings. We'd have all died a long time ago if that were the case." --Lady Kariza de'Camyras, High Priestess of the Temple of the Silver Crescent |
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Zanan
Senior Scribe
  
Germany
942 Posts |
Posted - 18 Mar 2007 : 09:33:37
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Lolth's dogma isn't all about weeding out the weak, but also furthering the cause of the drow. Mindlessly - or near mindlessly - killing all who at that moment don't pay 100% attention will simply reduce the numbers and thus power of the drow and if you do that and end up in Lolth's court of judgement, be prepared for some unpleasant happenings.
As has been said above, I'd say that you face the problem of having players unable to grasp the concept of being evil and being drow, probably copying what they read on the events at one or another drow House as represented in the Drizzt novels. They should remind themselves that those cities have been in existence for some 4,000 to 5,000 years and that tells you something about the way drow deal with life. Maybe they are indeed out to murder they way to the top, but they have a few decades to plan each "murder" while player characters want to climb further to the top on a weekly (i.e. in game: daily) basis ... |
Cave quid dicis, quando et cui!
Gæð a wyrd swa hio scel!
In memory of Alura Durshavin.
Visit my "Homepage" to find A Guide to the Drow NPCs of Faerûn, Drow and non-Drow PrC and much more. |
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