Geekus Maximus
2009-10-28, 04:02 AM
This is a Role-Playing experience. You are about to be cast into the dark and treacherous realm of the drow. As sinister as they are beautiful, powerful and corrupt, the dark elves rule the sunless depths like no other race. Cast out of Corellon Larethian's court, Lolth led her banished children deep into the earth. Drow society is decadent and harsh. Here, only the cunning survive, for the poisoned blade kills all drow equally, but those with enough wit, may be able to see it coming soon enough to escape it, or--better yet--deflect into the back of your enemy. Those honest enough to realize their deficiencies must be valuable in other ways to those in power, or die for someone else's amusement. Life always hangs by a silken thread in the Underdark, and Lolth's priestesses are ever eager to put a corrosive dagger to that thread, at any time. You must choose to either band together, or betray one another; and sometimes those lines become blurry.
GM NOTE:
Welcome! If you are playing here you MUST read and understand this introductory post. After ChronicLunacy has posted the images, you may start posting. All players, please include a link to your character sheet on your first post (I'm keeping links to them, so keep updating your sheets). If you are reading this as someone who wishes to join in, please PM me or use the OOC Thread (http://www.giantitp.com/forums/showthread.php?t=126040), to express interest and run your PC concept by me, then make your character. Death is a very real part of drow society, so it's possible that your character will die. Don't let that be the end. Make a new character, and pick it up from there. Any new characters from after this point (even from existing players) don't need to be dark elves, but the highest total ECL you may have must be equal to the one you left off as. Minimum is ECL 5. Example: say character A was a drow wizard lvl 5 (ECL 7) who gets killed by a beholder. Now he can choose to become character B: a drow of a different class lvl 5, +2 for drow Level Adjustment, or he could choose to be a half-dragon drow warlock 2 (2+5 LA=ECL 7), or any other combination that totals 7. There's a lot of potential here, so let's have fun.
Dark Elf City setting: T’orrb-Nyzzlaen (torb nihz-lain) (using Forgotten Realms and standard 3.5 source material, except as noted.)
Active Characters
Geekus Maximus aka GM—Q’orlin, thirdboy male drow Monk 3 Order of Vlaq’th
Elonin—Zinghufl, highborn-low caste, male rogue 3
Killerloop—Faerlyn, low caste, female fighter 3
ChronicLunacy—Alaunara, highborn-fourth daughter female cleric 3 of Lolth
House Avarae Hierarchy (who bosses who around) and Assets
Matron Avariss Avarae cleric 10/demonbinder 5/divine disciple 5
Senior Mistress, first daughter Valistreth cleric 10/arachne 8
Second daughter L’ielrra half-fiend favored soul 5/blackguard 5
Third daughter Ahzgulth female draegloth barbarian 2/fighter 2/rogue 2
*Fourth daughter Alaunara female cleric 3
16 house clerics
Weapon master Phiszt fighter 10/swashbuckler 10
Firstboy Derzen conjurer 6/arachnomancer 10 (also Insignia Enchanter)
Secondboy Siizin ninja 5/fang of lolth 5/eye of lolth 3
*Thirdboy Q’orlin male drow Monk 3 Order of Vlaq’th
5 house wizards lvl 5 (2 necromancers, 2 evokers, 1 illusionist)
8 lvl 3 ninjas
*Zinghufl male rogue 3
160 elite recon: rogue 2, scout 2, ranger 2, or multiclassed 2 HD
*Faerlyn female fighter 3
800 lvl 1 male fighters
Slaves
2 Choldrith (cleric 5 of Lolth)
80 Chitine silkweavers
1 Half-green dragon troglodyte cleric 10 of Tiamat
10 troglodyte clerics lvl 3
600 Troglodyte warriors lvl 1-5
1 kobold dragon shaman 5
500 kobold house slaves/experts/miners/trapmakers
Extras
12 Spiderglaive turrets (3-elf-team operated)
Various kobold traps
Rival houses (stance toward Avarae/level of Lolth’s favor) : Baelnor (enemy/favored), L’ssai (truce/favored), Ael’drin (truce/lukewarm), Vle’qlth (enemy/unfavored), Mizzrin (neutral/lukewarm), Fae’nyl (enemy/lukewarm), T’ndlissor (truce/unfavored)
House Rules
1) Spell-like Abilities: feats which would grant drow extra spell-like abilities are now granted by ability scores.
Highborn (detect good, detect magic, levitate) now requires any dark elf with natural Cha 15 or higher
*The other feat TBG* *(clairvoyance/clairaudience, suggestion?)* now requires a female dark elf with Wis 15 & Cha 15. Feats which further enhance a drow's spell-like abilities must still be taken.
2) House Insignia: every dark elf possesses a house insignia, (doesn't take up a slot, but must be in character's possession to function, and only functions for one individual) which contains any single, non-domain specific, divine or arcane lvl 1 spell, or a special option: insignia contains detect good, detect magic, and levitate, but wearer may cast only one of the three per day.
These insignia are able to be enhanced when a character achieves HD of 5, 10, 15, 20. May exchange existing spell for one of higher spell level, or add multiple spells into the item, as follows:
Single (HD:max spell lvl)-- 5:3 10:5 15:7 20:9
Multiple (HD:max spell lvl)-- 5:2 10:3 15:4 20:5
If adding multiple spells, may change existing spells to another of the same level for free. Or, instead of adding multiple spells, the character may instead choose to imbue the insignia with enhancement bonuses; special weapon abilities that apply to any weapon wielded; special armor abilities that apply to any masterwork armor/magical robe worn; or possibly other extraordinary or supernatural abilities, approved by the GM.
These standard improvements are without any cost (gp or XP), but if a PC wishes to improve existing spells, as well as gain multiple spells or additional abilities, this costs XP=HD x 200 per spell improved. The enhancement is invalid if the XP cost would result in a loss of level. Insignia may be improved at any time after the requisite HD has been attained (to allow the PC to earn enough XP to pay for the desired improvement, if it would cost XP to improve it that way)
GM NOTE:
Welcome! If you are playing here you MUST read and understand this introductory post. After ChronicLunacy has posted the images, you may start posting. All players, please include a link to your character sheet on your first post (I'm keeping links to them, so keep updating your sheets). If you are reading this as someone who wishes to join in, please PM me or use the OOC Thread (http://www.giantitp.com/forums/showthread.php?t=126040), to express interest and run your PC concept by me, then make your character. Death is a very real part of drow society, so it's possible that your character will die. Don't let that be the end. Make a new character, and pick it up from there. Any new characters from after this point (even from existing players) don't need to be dark elves, but the highest total ECL you may have must be equal to the one you left off as. Minimum is ECL 5. Example: say character A was a drow wizard lvl 5 (ECL 7) who gets killed by a beholder. Now he can choose to become character B: a drow of a different class lvl 5, +2 for drow Level Adjustment, or he could choose to be a half-dragon drow warlock 2 (2+5 LA=ECL 7), or any other combination that totals 7. There's a lot of potential here, so let's have fun.
Dark Elf City setting: T’orrb-Nyzzlaen (torb nihz-lain) (using Forgotten Realms and standard 3.5 source material, except as noted.)
Active Characters
Geekus Maximus aka GM—Q’orlin, thirdboy male drow Monk 3 Order of Vlaq’th
Elonin—Zinghufl, highborn-low caste, male rogue 3
Killerloop—Faerlyn, low caste, female fighter 3
ChronicLunacy—Alaunara, highborn-fourth daughter female cleric 3 of Lolth
House Avarae Hierarchy (who bosses who around) and Assets
Matron Avariss Avarae cleric 10/demonbinder 5/divine disciple 5
Senior Mistress, first daughter Valistreth cleric 10/arachne 8
Second daughter L’ielrra half-fiend favored soul 5/blackguard 5
Third daughter Ahzgulth female draegloth barbarian 2/fighter 2/rogue 2
*Fourth daughter Alaunara female cleric 3
16 house clerics
Weapon master Phiszt fighter 10/swashbuckler 10
Firstboy Derzen conjurer 6/arachnomancer 10 (also Insignia Enchanter)
Secondboy Siizin ninja 5/fang of lolth 5/eye of lolth 3
*Thirdboy Q’orlin male drow Monk 3 Order of Vlaq’th
5 house wizards lvl 5 (2 necromancers, 2 evokers, 1 illusionist)
8 lvl 3 ninjas
*Zinghufl male rogue 3
160 elite recon: rogue 2, scout 2, ranger 2, or multiclassed 2 HD
*Faerlyn female fighter 3
800 lvl 1 male fighters
Slaves
2 Choldrith (cleric 5 of Lolth)
80 Chitine silkweavers
1 Half-green dragon troglodyte cleric 10 of Tiamat
10 troglodyte clerics lvl 3
600 Troglodyte warriors lvl 1-5
1 kobold dragon shaman 5
500 kobold house slaves/experts/miners/trapmakers
Extras
12 Spiderglaive turrets (3-elf-team operated)
Various kobold traps
Rival houses (stance toward Avarae/level of Lolth’s favor) : Baelnor (enemy/favored), L’ssai (truce/favored), Ael’drin (truce/lukewarm), Vle’qlth (enemy/unfavored), Mizzrin (neutral/lukewarm), Fae’nyl (enemy/lukewarm), T’ndlissor (truce/unfavored)
House Rules
1) Spell-like Abilities: feats which would grant drow extra spell-like abilities are now granted by ability scores.
Highborn (detect good, detect magic, levitate) now requires any dark elf with natural Cha 15 or higher
*The other feat TBG* *(clairvoyance/clairaudience, suggestion?)* now requires a female dark elf with Wis 15 & Cha 15. Feats which further enhance a drow's spell-like abilities must still be taken.
2) House Insignia: every dark elf possesses a house insignia, (doesn't take up a slot, but must be in character's possession to function, and only functions for one individual) which contains any single, non-domain specific, divine or arcane lvl 1 spell, or a special option: insignia contains detect good, detect magic, and levitate, but wearer may cast only one of the three per day.
These insignia are able to be enhanced when a character achieves HD of 5, 10, 15, 20. May exchange existing spell for one of higher spell level, or add multiple spells into the item, as follows:
Single (HD:max spell lvl)-- 5:3 10:5 15:7 20:9
Multiple (HD:max spell lvl)-- 5:2 10:3 15:4 20:5
If adding multiple spells, may change existing spells to another of the same level for free. Or, instead of adding multiple spells, the character may instead choose to imbue the insignia with enhancement bonuses; special weapon abilities that apply to any weapon wielded; special armor abilities that apply to any masterwork armor/magical robe worn; or possibly other extraordinary or supernatural abilities, approved by the GM.
These standard improvements are without any cost (gp or XP), but if a PC wishes to improve existing spells, as well as gain multiple spells or additional abilities, this costs XP=HD x 200 per spell improved. The enhancement is invalid if the XP cost would result in a loss of level. Insignia may be improved at any time after the requisite HD has been attained (to allow the PC to earn enough XP to pay for the desired improvement, if it would cost XP to improve it that way)