Your
station as a drow determines your place in the society of
Kalan-G'eld. Station is divided into two types: house rank and
personal esteem.
House
rank determines a house’s station in relation to other houses
within the city. W hile even the noblest drow cannot directly command
drow of other houses, members of a lower-ranked house must give
deference to members of a higher-ranked house or face the
consequences of angering powerful rivals.
Personal
esteem, represented by an individual’s Worth score, determines a
drow’s station within her house. Each drow character starts with a
Worth score of 0, modified by the circumstances of his or her birth.
A drow can gain and lose Worth in a variety of ways. The Worth
Modifiers table provides some criteria that raise and lower a drow’s
Worth during his or her lifetime. Your DM can rule that other events
raise and lower your Worth as well.
A
drow’s Worth is affected only by publicly known events. If a drow
slays enemies of her house but no one knows about it, then that
character’s Worth is not affected. Drow usually choose to spread
rumors about their deeds rather than openly talking about them, since
they prefer not to appear desperate to climb the social ladder.
The
only exception to this is that gains and losses of worth due to the
respect or disrespect of Lolth do not require public acknowledgement.
Lolth and her yochlol handmaids spy on her followers constantly, and
spread word of their deeds and misdeeds to priestesses of Lolth.
Worth
at Birth
'+5
|
Born
female
|
-5
|
Born
male
|
'+4
|
Female
or male born to Matron Mother
|
OR
+2
|
Born
into Matron Mother’s extended family
|
OR
+1
|
Born
into a drow noble house
|
OR
-20
|
Born
outside of a drow noble house
|
Worth
Modifiers
'+5
|
Become
Matron Mother
Graduate
from Arach-Tinilith
Become
a high priestess of Lolth
Receive
public recognition of Lolth’s favor
|
'+4
|
Become
House wizard
Create
a new spell or prayer to Lolth
Pass
a Test of Lolth
Slay
a personal rival
Priestess of
Lolth |
'+3
|
Become
House weapon master
Complete
a major quest for your house
Graduate
from Sorcere
Slay
powerful enemies of your house
Humiliate a
rival in public |
'+2
|
Become
House patron
Being
acknowledged by Matron Mother
Betray
someone and get away with it
Slay
significant enemies of your house
Survive
an ambush or assassination attempt
Arcane Class
Related or non-Lolth Priest |
'+1
|
Complete
a minor quest for your house
Gain
a level
Graduate
from Melee-Magthere
Embarrass
a rival in public
Slay
minor enemies of your house
Win a public
competition |
-1
|
Go
a month without gaining Worth
Let
an insult to Lolth pass unanswered
Lose
a public competition
Suffer
minor public humiliation or betrayal
Fighter class
related |
-2
|
Back
down from a conflict
Disobey
a superior
Endure
an insult to your house without seeking revenge
Display a weak
emotion (love, kindness) |
-3
|
Let
an insult to yourself pass unanswered
Perform
menial labor or other slave work
Show
mercy
Suffer major
public humiliation or betrayal |
-4
|
Disobey
a priestess of Lolth
Endure
an insult to your person
Pass
up an opportunity to slay elves
Speak
ill of Lolth
Strike a drow
female (only males) |
-5
|
Disobey
a Matron Mother
Receive
a public manifestation of Lolth’s disfavor
Be thrown out
of your noble house |
Personal
prestige
Each
house has nine tiers of personal prestige in its hierarchy,
each one associated with a range of Worth values that is particular
to each house. There is no ceremony or event that marks moving from
one tier to another. W hen a drow obtains or loses enough Worth to
change his or her tier, the rest of the drow in the house
instinctively recognize the change and
respond
appropriately.
To
move from Tier 0 (where most drow begin) to Tier 1 requires a gain of
Worth sufficient to make the drow’s Worth score equal to the
house’s power rating.
After
that, advancing to the next higher tier requires a further gain of
Worth equal to the house’s power rating multiplied by the next
tier’s number. The mechanic works into the negatives as well.
For
example,
House Do’Urden has a power rating of 9. Therefore, a drow needs a
Worth score of 9 to attain Tier 1. The drow then needs another 18
Worth points (9 x 2) to reach Tier 2, or a total Worth score of 27.
Attaining Tier 5 would require a Worth score of 144. Filling the
boots of Matron Malice will take decades of accumulation of personal
worth.
Drizzt
went in the opposite direction. When his Worth reached -9, he
descended to Tier -1. When it reached -27, he dropped to Tier -2.
Since House Do’Urden was about to go to war, Matron Malice decided
to sacrifice Drizzt to regain Lolth’s favor.
After
Drizzt fled the city, he fell to Tier -3, but House Do’Urden was
prevented from taking his life.
Benefits
of Station
Most
drow wield influence in the City, more so if they are noble born and
female. Even in the wilds of the Underdark, those of your race are
regarded with grudging respect, if not outright fear.
The
benefits of station described in this section are meant to model the
extent of a drow’s influence within a Kalan-G'eld
campaign.
If
your Dungeon Master adopts this optional system, your drow character
gains access to certain benefits of station. Each of these benefits
provides a noncombat ability that you can use to gain specific
advantages in and around Kalan-G'eld.
Benefits
of station are cumulative. For example, at Tier 3, you enjoy the
benefits of that tier and the two lower ones. Conversely, if you lose
enough Worth to drop a tier, then you lose the benefit of that tier
until you reach it again.
In
addition to these direct benefits, station also affects social
interaction. W hen drow of the same house are interacting with each
other, a drow of a higher tier gets a bonus to all interaction skill
checks equal to the number of tiers of difference, while the drow of
lower worth gets a similar penalty to all such checks.
Tier
-
3 : Sacrifice
You
are a blight on the reputation of your house, and your very existence
is a threat to the house having the all-important favor of Lolth. The
priestesses will sacrifice you on an altar to Lolth at the first
opportunity. You must scrounge for your basic needs, because your
house gives you nothing. If you are not yet a prisoner, your
accommodations (if you have any) are the most wretched in the house.
Tier
-2 : Expendable
Your
worth is so low that your continued existence is not important to the
house. More powerful drow will use and dispose of you for their own
gain. The house gives you substandard equipment to perform your
duties. Your accommodations are unsanitary and unpleasant.
Tier
-
1 : Drudge
You
aren’t worth much in the eyes of the matron mother. To her, you are
just another in the mass of low-stationed drow. The house does you no
favors and will make few efforts to help or protect you. The house
gives you used equipment to perform your duties. Your accommodations
are cramped and crowded.
Tier
0: Member
You
have done little to prove your worth. The matron mother barely
notices you, and higher-ranking house drow command you to do menial
tasks. The house gives you standard equipment to perform your duties.
Your accommodations are spartan and severe.
Must contribute six-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Must contribute six-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Tier
1 : Aspirant
You’re
not completely without value
in the eyes of the house mistresses. You have some level of authority
and can command lesser drow of the house. The house gives you quality
items to perform your duties. Your accommodations are drab but not
uncomfortable.
Benefit:
Once
per week, you can ask a sage, a spy, or other appropriate informant
one question. It can be about obscure lore, members of rival houses,
your Underdark surroundings, or any other subject the DM deems it
possible to find someone to ask about. The information you receive
will be accurate, although potentially incomplete.
Can call on the house for assistance with endeavors that directly benefit the house. Assistance will be spells and equipment equal to one-tenth of the total equipment value for your level. Must contribute four-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Can call on the house for assistance with endeavors that directly benefit the house. Assistance will be spells and equipment equal to one-tenth of the total equipment value for your level. Must contribute four-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Tier
2:
Favored
You
are a promising member of your house. Higher-ranking drow will
consider you for minor leadership positions and might include you in
their many plots. Your house provides you with high-quality equipment
to perform your duties. Your accommodations are comfortable but not
lavish.
Benefit:
Once
every two weeks, you receive material assistance from someone else in
your house or another associate who wants to curry favor with you.
You
can use this benefit to bring about one of the following events.
♦ You
gain hard-to-acquire material objects worth a total of 100 gp or less.
♦ A
cleric or wizard of your level casts a spell for you. You
must pay all component costs.
♦ You
receive an invitation to an exclusive social occasion.
♦ You
are informally introduced to a powerful noble. You can also use any
of these benefits on behalf of another drow you want to assist.
Can call on the house for assistance with any endeavors. Assistance in house quests will be spells and equipment equal to one quarter of the total equipment value for your level, or up to one-tenth total value on personal quests. Must contribute three-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Can call on the house for assistance with any endeavors. Assistance in house quests will be spells and equipment equal to one quarter of the total equipment value for your level, or up to one-tenth total value on personal quests. Must contribute three-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Tier
3: Scion
Your
worth is noted by all within your house. The house matrons will
consider you for significant leadership positions and for inclusion
in their schemes. At the same time, your competence marks you as a
rival to be watched or eliminated by other leaders. Your house grants
you superior and possibly magical items to perform your duties. Your
accommodations are pleasant and relatively spacious, but not private.
Benefit:
Once
per month, you can request and receive a formal audience with your
house’s matron mother, house weapon master, or house wizard. This
audience lasts no more than ten minutes.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. Must contribute two-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. Must contribute two-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Tier
4: Peer
Your
worth to the house is without question. The matron mother will
consider you for a primary house position, such as high priestess,
house wizard, or house weapon master. You are a major player in all
house intrigue, and you play for high stakes, up to and including
your life. Your equipment is among the best the house has to offer.
Your accommodations are large, elaborately furnished, and private.
Benefit:
You
can hold meetings in your private accommodations without worry of
observation. You gain three noncombatant servants who attend to your
needs. You gain also gain a competent drow of your level minus three
and a class of your DM’s choice as a lackey. This lackey can run
more demanding errands for you or handle significant matters while
you are otherwise indisposed. I f any of the servants or the lackey
are slain, you can replace them one month later.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. In addition, you gain Leadership as a bonus feat; all your cohorts and followers are drow. Any cohorts or followers who are lost are not replaced until you gain further status in the house. Must contribute one-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. In addition, you gain Leadership as a bonus feat; all your cohorts and followers are drow. Any cohorts or followers who are lost are not replaced until you gain further status in the house. Must contribute one-tenths of all adventuring/mercantile profits to the house and undertake whatever tasks or quests the house demands.
Tier
5: Eminence
You
are the ultimate authority in your house. All others in the house bow
before your power and worth. If you are not the matron mother, then
you are the power behind her throne. If you are female, it’s only a
matter of time before you kill her and become the matron mother.
If
you are male, you take secret or even overt delight in thwarting the
established matriarchy. You have access to any equipment the house
possesses. Your accommodations are the best in the compound.
Benefit:
You
can command any drow in your house of lesser Worth. Once a month, you
can demand a formal audience with the matron mother, house weapon
master, or house wizard of any other house.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level.
Any followers you gained through your bonus Leadership feat, but have since lost, are now replaced, and further losses are replaced at the rate of one individual every 1d3 weeks. The house no longer demands tasks of you, but you should still work on its behalf to keep its strength and yours at its peak.
Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level.
Any followers you gained through your bonus Leadership feat, but have since lost, are now replaced, and further losses are replaced at the rate of one individual every 1d3 weeks. The house no longer demands tasks of you, but you should still work on its behalf to keep its strength and yours at its peak.
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