TEXT: The Complete Manual of the Drow
  Foreword
  This document is a supplement for DMs and Players who want to play drows characters.  Note that some informations (some deities,
  many drow names and some charts) are from the following books, owned by TSR (or WoC, I don’t know) : Spells & magic, Skills
  & Powers, Combat & Tactics, The Drows of the Underdark, Player’s Handbook, Complete Defilers Handbook, Menzoberrnzan Boxed
  Set, Monsters Mythology.  Other informations (Drow  poisons and the Menzoberranzan’ chart) were taken from some web sites (I
  haven’t the URLS), like the Gallery of the Magical blades....
  Excuse me : my english is not perfect and you can find many errors in this document...
  Contents
  Fore word : P 1
  Contents : P1
  Adjustements : P 2
  Wild talents : P 4
  Drow gods : P4
  � Vhaeraun : P4
  � Vendargolth : P5
  � Lloth (Lolth) : P6
  � Kiaransalee : P7
  � Elistraee : P8
  � Marckarius : P9
  New Classes : P10
  � Defiler : P10
  � Bard : P12
  � Psionistic : P14
  New kits : P16
  � Priest kit :  P17
  � Wizard kits : P18
  � Warrior kits : P20
  Character’s creation charts : P27
  Proficiencies : P28
  � Skill&Powers : P25
  Equipment and magical items : P35
  � Magical blades : P36
  � Poisons : P41
  Menzoberranzan : P 45
  Drow names : P47
  NPCs : P48
  New spells : P53
  Contact us : P 56
  
  Adjustements for the drows
  Abilities adjustements  : +1 int, +2 dex, -1 con, -2 cha
  Adjustements for thieves skills : +15% move silently and hide in shadows.
    They have a bonus of 5 at taco when they made a backstab. The thieves have, at the beginning of their carrer,
  70% to distribute in their skills, contrary to the 60% usually allowed in the PHb.  Thieves have no limitations in
  the rating of their skills : they can place the totality of the 70 points in a same talents.  Also, they have 40
  points to place in their talents when they reach a new level, contrary to the 30 points usually allowed in the
  PHb.  They can place the totality of these points in a unique talent.
  Levels limitations :  no limitation, and drows can use the « twin » class system, if the conditions are
  respected.
  Infravision :  120 feet
  For those who use the optionnal rule of the senses
  Smell : -5
  Sight : +1
  Hearing : +1
  Taste : -2
  Touch : +3
  This rule is simple : When you create your charcater, roll a 20 faced dice for each sens.  When the character have
  a chance to use one of the senses, he can made a test : he must roll a d20 and have under his rate with this sens.
  Example : Temgoroth is a Drow renagade.  He is in tunnels, pourchassed by a group a svirfneblins.  The DM
  think that he have a chance to hear something.  The hearing sense of Themgoroth is 14.  He roll is d20 and have a
  result of 16.  His sense check is failed.  He didin’t hear the svirfneblin behind him.
  Adjustements for some weapons: bonus of 1 to hit whit long and shorts swords, hand
  crossbows,scimitars, whips.
  
  Wilds talents, base percentage
  Description of the
  condition
  Condition
  Percentage adjustement
  Con, int, wis
  18
  3%
  Con, int, wis
  17
  2%
  Con, int, wis
  16
  1%
  Radiations
  Strong
  5%
  Radiations
  Average
  3%
  Radiations
  Weak
  1%
  Help from a psionic
  -
  1%
  Level
  5 à 8
  1%
  Level
  9+
  2%
  All the drows characters beging with 1% of chance to have wild talents.  Wizards and priests must divide their
  total by 2.  If a character go on the surface, he lose the adjustemetns due to
  the radiations.  They must roll again their % of wild talents.  If they fail
  this new roll, they lose their wild talents.  If they return in the underdark,
  they retrieve their ancient wild talents.
  Drows gods
  Vhaeraun (the Masked One)
  Minor power of the abyss, NE (All evil for the worshippers)
  Spheres of influence : drows males, thefts and evil activities on the surface
  Symbol : an half black mask,
  Requierments : standards, drow males only
  Weapons allowed : all
  Armors allowed : no armors are allowed ot a specialty priest of Vhaeraun
  Major shperes : all, combat, elemental, gardian, healing, necomancy, charm
  Minor spheres: divination, protection, time
  Powers
  * level 3, passage without traces, 1/day/level
  * level 6, animation of the dead
  * level 9, locate object
  * They can’t turn undead, only command
  There is 15% of chance that the god manifest himself (send his avatar) when his help is asked, and it by any
  followers, priests or no.  But there is 20% of chance that he will « send » his avatar his a priest made the
  appropirate rituals. 
  Other notes
  
  He want to see the drow on the surface of the Realms. Vhaeraun think that the drows can and must be allied with
  the others elvens races. He hate the dwarves and the gnomes, but he can tolerate humans and the halflings.
  Vaheraun like to manifest himself
  Goals and ethical :
  Drows MUST have a realm on the Night Above (this therm is used by followers only).  This Realm must be
  acquired in violence. Drows must be equals, between males and females.  Drows must crush the clergy of Lolth
  (Lloth in Menzoberranzan and Ched Nasad).  Drow must be united.
  Rituals :
  Rituals must be made in the night, and the priests must melt the wealths and the weapons of their ennemies in a
  Black altar, sculpted in the form of a black bowl (brassero).  If the Avartar of Vhaeraun appear to the folowers, they
  must give him a precious magical object.  
  Customs, rules.
  The clergy must be active in the night (for important operations).
  The contacts and the marriages between drows and the other races of elves are encouraged (this produce half drows,
  who are educated as drows followers of Vhaeraun).  Each priest must work to create a permanent drow installation
  on the Night Above.
  Clothing :
  Black clothes are preferable. 
  Manifestations of Vhaeraun
  When Vhaeraun is called to help one of his followers, he can « send » his avatar or a fugitive shadow.  This shadow
  have the form of a half black mask.  When Vhaeraun manifest himself, in the form of his avatar or the shadow, the
  follower who have called him have the following benefits :
  * The character have True seeing
  * Can hit creature who can be hitted by magical swords only, whaterver the bonus
  * The character can’t fall on the ground and can’t made clumsiness
  * The character can move silently and without traces
  * Character regain 2d4 hp
  Vendargolth (minor god)optionnal
    Minor power of the Abyss, NE
    Spheres of influence : death, murders, discretion, silence, illusions, torture
    Symbol : black circle with a red scorpion in the center
    Allies : Vhaeraun, Gzemnid (Beholder godl), Shar, Mask, Bhaal, Myrkul, Bane, Loviatar
    Foes : Lloth, Kiaransalee
    Requierements : 12 st, 15 dex, drows males or half drow males only...
    Weapons allowed : scimitar, dagger, short sword, sarbacane, rapier, hand crossbow
    Armors allowed : leather, drow/elven chain mail
    Major spheres : all, necromancy, healing, combat, elemental (air)
    Minor shperes : charm, protection, divination
  
    Garranted powers :
   * the priest have the talent « Move silently » as a thief.  The base percentage is 15% +5% per level.  The racials
  and dexterity adjustements are applicables. They also can made Backstabs as thieves of two levels under.
  * the priest can command undead as if he was 2 levels upper.
  * the priest recieve in bonus  a unique fighting style and can be specialised in two weapons fighting style at the
  first level.
  * the priest can use the wizard’s illusions spells as he was a wizard of the same level.  He must lear theses
  spells, as a normal wizard, and he must find his spells as a normal wizard.
    * at level 1, the priest can cast silence 1 meter radius +1 meter /3 levels.
    * at level 2, can animate one 1 squeletton.  The priest can anime an othe skelletton if the first is dead
    * at level 3, he can, once a day, cast the spell wispering wind.
    * at level 6, the priests can cast continual silence, with a radius of 1 meter/2 levels. It can be dissiped by a
  dispel magic casted by a mage of level 10 or more only.
   Other notes :
      The priests of Vendargolth  work in a complete mystery.  They search to help the priests of Vhaeraun in their
  tentatives to conqueer the World Above. They are the perfect spies : they are discreet and they can’t « sold »
  thei companions because they have the tongue teared at the end of their studies in priesthood.  This is a subtle
  eligion, and  Vendargolth want to propagate the beauty and his followers are people of taste, but they are not
  extravagant.
    Goals, ethical :
    The clergy of Vendargolth want to see the drows control the World (the Underdark ans the surface).  It’s the
  reason why they are allies with the Cult of Vhaeraun.  They want to unify the drows, in the violence or the
  discretion.  They are very treacherous.
    Rituals :
    During their formation, the future priests must make a vow of silence.  If there is a failure of their vow, they
  are gived in sacrifice to Vendargolth.  They must stay in complete silence during ten years (the duration of their
  vow).   They are always tempted by non-priests to broke their vow.  As mentionned before, all priests have the
  tongue teared at the end of their priesthood.  The ceremonies must be made in quasi total darkness.  A cruel
  sacrifice must be made (generally humans and dwarves).  The ceremonies must be imposing, but silent.
    Clothes and equipement :
  
    When in adventuring, they wear typical equipement.  In ceremony, they wear with robes with a red scorpion in
  a black circle on the center of the chest. Their equipement cost 25% more than the usual equipement, to show
  the level of « rafinité » of the clergy.
  Lloth or Lolth (intermediate goddess)
    Lolth is the divine principle of thedrow race and society. Her priestesses mange their society and no other
  divinity would not dare to hold head to Lloth.
    
  In spite of her chaotic alignment, Lloth is very attentive to avoid the bursting of a conflict between
  drows.  Lolth wishes the struggle between drows, it reinforces them and improves them but, to avoid that she
  reaches proportions out of control, if a noble house wants to eliminate another one, it must make it with only
  one attack.  Wars of usury are very badly views and a noble house coalition forms itself then to annihilate the
  house that uses these tactics.
    
  Lolth put two goal to her drows:  reign on all depths and the white elf extermination to the surface as
  well as the conquest of their territories.  The second goal is symbolic, because drows don't wish to return to the
  surface indeed because they get lost there their powers.
    Feature: alignment: CM, as well as for supporters.
    Zone of control: spiders, pain, darkness,
    Symbol: dark spider with head of woman drow
    Duty of the clergy: the clergy is exclusively feminine and organized in noble houses, these being directed by
  priestesses having highest direct houses.  The clergy has an absolute reign to the name of Lloth; they direct,
  make the police, judge and are the jury and are executors of society drow.  They are expeditious to the
  manipulation, beget the fear and are very powerful.
  Caracteristics for priestriess:
  Requirement : wisdom of 13, female,
  Alignment: CM
  Authorized weapons: all
  Authorized armors: all
  Major spheres: general, charm, fight, creation, divination, elementary (earth, water), guard, healing, necromancy
  (inverse for all fates of niv. 4 and more)
  Minor spheres:  animal, chaos
  Conferred powers:
  Level 1: immunity to all venoms of spiders
  Level 5: dissipation of the magic 3/jour
  Level 9: real vision, 2rnd/niv,
  Level 12: domination: males have their back-up throwing to -4 and elves don't benefit their resistance to charms.
  Order the death-living to -2
  Priestesses of high level: there is a minuscule number of priestesses that is a superior level to 16.  They have all
  one wisdom of 19 or more, and are helped directly by Lloth (Level 25 of this way.)
  
  Kiaransalee (half-goddess)
  Kiaransalee is the drow goddess of vengeance and the undead.  She is mightily chaotic and very expeditious to
  the anger, but she works out some complex revenges for those that made him of affronts (real or imagined). As
  her priestesses, she is cruel and twisted.
  Caracteristics:
  Alignment: CM
  Zone of control: undead, vengeance
  Symbol: female drow hand with rings of money
  Duty of the clergy: priestesses of Kiaransalee are rare and secret.  They generally remains in small drow
  communities.  They are the agents of vengeance towards those that ridiculed their clergy.  They often leave in
  missions of slaughters to have bodies to enliven.
  Abilities and powers:
  Requirements: std, female,
  Alignment: CM
  Authorized weapons: all (dagger, mainly)
  Authorized armors: no
  Major spheres: general, charm, fight, divination, elementary (earth), guard, healing (reversed), necromancy (rev),
  sun (rev).
  Level 1: animation of the dead (once per day).   Can use spells of the necromancy school as a wizard of the same
  level.
  Level 5: vampiric touch, 2/day, absorb 2d6 hp
  Level 9: critical injury cares (the clerical spell, I don’t know it’s true name) on an undead
  Can command undead as if the spelcaster have 2 more levels
  
  Elistraee (The Dark Maiden) (intermediate Goddess)
  Elistraee is the goddess of the good drows.  It’s the goddess of the song and beauty, venerated through the dance
  and the song.
  Caracteristics:
  Alignment: chaotic good;
  Alignment of the faithful : all good
  Zone of control: song, dance, forge of swords, hunting,;
  Symbol: a long sword in silver drawn on a moon of silver with the silvered fiber and, all around, a pale blue halo.
  Manifestations of Elistraee: an object (often a sword) sees surrounded itself of a luminous halo.  This object gain
  the following  powers, during 6 rounds:
  -max damage
  -immunities to breakages
  Also, the favor of Elistraee gives the following faculties, during 4 roundses,:
  -capacity to hit the first every round
  -improvement of the armor class by 2 points
  -bonus of  4 to taco on  all attacks.
  Duty of the clergy
  Only a women can be in the clergy of Elistraee. It is necessary that they maintain beauty, music, where they go.
  It is necessary that they are expertise into one of the instruments below: the horn, the flute, the harp.  It is
  necessary that they are good dancers and singers, as well as good to the fingering of the sword. It is necessary
  that them promote the harmony between drows and the other inhabitants of the surface, and where their help is
  needed.
  Abilities and powers: Requirements: 16 dex; Alignment: all good; Authorized weapons: all, of preference the
  sword; Major spheres: General, combat, creation, elementary, guard, healing, necromancy, protection, sun,
  weather,; Minor spheres: animal, charm, divination, plant, conjuration; Powers: level 4) magic missile, 2 times
  per day ; Level 6)arme delighted 3 times per day, only with blades, these get a bonus of +2 during 7 rounds
  Undead : can’t command (the word in french is « Repousser »).
  Ethical: help the weak, be agreeable in all time, except in the struggle against the pain, encourage happiness
  everywhere.
  Rituals: a big hunting, the night, and dances around a big fire.
  Customs: priestesses of Elistraee express their emotions with the help of vespers, achieved things in deprives.
  Equipment and clothing: priestesses of Elistraee have long hairs and « paint » them in silver.  Their clothes are
  not always beautiful, bu always useful.  At the time of rituals, they only get dressed least possible.
  Marckarius (Lord of the Massacres)optionnels
  
  Marckarius is a recent god, that appeared shortly after the Time of Trouble. Before his death, Marckarius was a
  Blade Master of the House Noble Millithor, of Menzoberranzan. He had an great history, but it is too long to be
  described here. In short, the history of his death remains a mystery. The soul of Marckarius was captured by
  Vhaeraun to serve him. After his servitude, Vhaeraun freed him and rewarded him, naming Marckarius half - god
  (but he succeeds then in becoming minor god)
  Alignement : chaotic evil
  Zone of control : war, slaughters, infamy, treason, conquests, murders, war, death, desolation,
  Symbole : skull on bottom of arrows (resembles a little has the one of Cyric)
  Duty of the clergé : the clergy of Marckarius must promote the dark elf aggressiveness towards their enemies
  (other drows, dwarves...).  Priests must teach the art of the war and the fight, as well as all disloyal tactics that
  they know.
  Rituals : rituals dedicated to Marckarius consist in reassembling a number important of men in weapons and to
  leave in streets (forests, plains, etc) and to slaughter all living being the more cruelly possible and all to destroy
  on their passage. All it must be executed the night.
  Costumes and Equipements : Priests of Marckarius carry drow armors, mainly drow chain mails and, rarely,
  elven mails and drow/elven plate mails.  They fight with any weapons, but long swords and scimitars are very
  populars.
  Powers :
  *level 1 : the priest must choose his weapon of predilection, with which he will have a bonus (it’s isn’t a magic
  bonus)  of +1 to hit.
  *level 8 : 1 times by day/level, the priest can enter in complete trance, what permits him to be in harmony with
  his environment, and can increase of the same time his concentration, his reflexes and his combat’s abilities. This
  state is not a berserk rage, but second state (state that is the fruit of long years of experience and a divine grant)
  that gives to the priest a bonus of +2 to hit, +3 to damages, while improving his class of armor of 3 and reduce
  his initiative by 2. The vision of a priest of Marckarius in trance is terrifying but also fascinating, filled by a
  pure elven beauty.
  *level 15 : 1 times per day, the priest can make a deadly stroke (against a creature whose vital organs are known
  by the priest) : -4 to hit and if the priest touches, the adversary dies.
  Armor restrictions : no
  Weapons restrictions : see higher
  Major spheres : general, chaos, combat, elementary (fire and earth), healing, necromancy, war.
  Minor spheres : conjuration, time.
  Clergy : specialty priests (described here), crusaders
  Clergy’s alignement : specialty priests : NM, CM    crusaders : CM
  
      
  New classes   
  Defiler
  The defilers are mage who have choiced a more dark and quick approach of magic.  When a defiler cast a spell, he
  drain the energy the around living.  The dammages inflicted to the victims depend of the level of the caster and of
  the quantity of living of the casting emplacement.
  Because Defilers destroy the life without mercy, they have an « Aura » of evil.  This aura is bigger for each
  levels of the defiler. At the lowers levels, the aura is just desagreable for the creatures around the defiler and at
  the highers levels the defiler is frightening.  In playing therms, the charisma of the defiler lost 2 points each 5
  levels.
  A defiler with an high intelligence (16 and more) have a bonus of 10% on his experience points.  A defiler can
  use the magical items, the armors and the weapons usually allowed to the « normal » wizards.  A defiler have a
  natural facility to learn spells of the necromantic and summoning schools.  A defiler have a bonus of 15% to
  learn spells of these schools and a -15% to learn spells of the abjuration and divination schools.
  The defilers use the energy of the vegetation or the energy of the others living being.  Less
  Level
  Experience needed
  Hit die
  1
  0
  1
  2
  1750
  2
  3
  3500
  3
  4
  7000
  4
  5
  14 000
  5
  6
  28 000
  6
  7
  42 000
  7
  8
  63 000
  8
  9
  94 500
  9
  10
  180 000
  10
  11
  270 000
  10+1
  12
  540 000
  10+2
  13
  820 000
  10+3
  14
  1 080 000
  10+4
  15
  1 350 000
  10+5
  16
  1 620 000
  10+6
  17
  1 890 000
  10+7
  18
  2 160 000
  10+8
  19
  2 430 000
  10+9
  20
  2 700 000
  10+10
  
  Terrain type
  plus qu’int
  int à int-7
  int-8
  lush
  -1 sort/ niv
  normal
  +3 sort / niv
  plus qu’int-2
  int-2 à int-7
  int-8
  abondant
  -1 sort / niv
  normal
  +2 sort / niv
  plus qu’int-3
  int-3 à int-7
  int-8
  fertile
  -1 sort / niv
  normal
  +2 sort / niv
  plus qu’int-5
  int-5 à int-8
  int-9
  infertile
  -2 sort / niv
  normal
  +1 sort / niv
  plus qu’int-7
  int-7 à int-9
  int-10
  barren
  -2 sort / niv
  normal
  +1 sort / niv
  Bard
  Requirements : dex16, intelligence16, charisma 17 ( no 10%  xp for high requirements )
  Weapons and armors : long/short sword cimetar, rapière, dagger, crossbow (all types),
  drow mails or no armor.
  In a chaotic society where all the pleasure is owned by women and where murder and intrigue are common, some
  people are able to survive... some of these drows  are bards.  Drow bards are males who live in luxury because
  they have some talents that can distract Matrons Mothers.  A bard must be polyvalent ‘cause, one day, a
  Matron Mother will decide that the bard is boring (and a boring bard, in the drow society is a dead drow).  In the
  drow society, bards are often used as spys against other noble houses or as assassins.  It’s a short description of
  the rôle of the bards in the drow society.
  � Bards start with the following profiencies : massage and drow étiquette
  � Bards possesses the Back Stabbing capacity of the thieves and the following talents :  Dectect magic, detect
  noise, move silently, hide in shadows, pick poket.  At 1st level, they have 30 to distribute in these talents and
  25 points for each level after the 1st.
  � A bard can influence the NPC’s reactions as described in the PHB.
  � Bard are well informed : they have a chance of 5%/level to know the verity about a rumor, but only 1%/level
  to know something that concern the World Above.
  � Sometimes, a bard must use poisons.  The DM must choose the type(s) of poisons that the bard can make.
  A bard learn how to make a new type of poison each level.
  
     
  Types of poison
  What’s
  that ?
  Class
  method
  time of
  action
  effetcs
  2
  A
  injected
  10-30 min
  15 / 0
  3
  B
  injected
  2-12 min
  20 / -13
  4
  C
  injected
  2-5 min
  25 / 2-8
  5
  D
  injected
  1-2 min
  30 / 2-12
  6
  E
  injected
  immédiate
  DEATH / 20
  7
  F
  injected
  immédiate
  death / 0
  8
  G
  ingested
  2-12 hours
  20 / 10
  9
  H
  ingested
  1-4 hours
  20 / 10
  10
  I
  ingested
  2-12  min
  30 /15
  11
  J
  ingested
  1-4 min
  death / 20
  12
  K
  contact
  2-8 min
  5 /0
  13
  L
  contact
  2-8 min
  10 / 0
  14
  M
  contact
  1-4 min
  20 / 5
  15
  N
  contact
  1 min
  death / 25
  16
  O
  injected
  2-24 min
  paralyse
  17
  P
  injected
  1-3 hours
  feeble
  18
  *
  *
  *
  *
  Bards can use magic.  Their spell progression is listed here :
  Level
  1
  2
  3
  4
  5
  6
  % to
  read
  correctl
  y a
  scrolls
  1
  10%
  2
  1
  10%
  3
  2
  20%
  4
  2
  1
  20%
  5
  3
  1
  30%
  6
  3
  2
  30%
  7
  3
  2
  1
  40%
  8
  3
  3
  1
  50%
  9
  3
  3
  2
  60%
  10
  3
  3
  2
  1
  70%
  11
  3
  3
  3
  1
  80%
  12
  3
  3
  3
  2
  80%
  13
  3
  3
  3
  2
  1
  80%
  14
  3
  3
  3
  3
  1
  80%
  15
  3
  3
  3
  3
  2
  80%
  16
  4
  3
  3
  3
  2
  1
  80%
  17
  4
  4
  3
  3
  3
  1
  80%
  
  18
  4
  4
  4
  3
  3
  2
  80%
  19
  4
  4
  4
  4
  3
  2
  80%
  20
  4
  4
  4
  4
  4
  3
  80%
  Thief’s
  ability
  detect
  noise
  detect
  magic
  hide in
  shaodows
  move
  silently
  Pick
  Pokets
  percentage
  20%
  10%
  5%
  10%
  15%
     
  Psionistic
  Cerebral Chaos
  NOTE :  excuse us for this stupid name ☺
  The Cerebral chaos are drows trained to use the mind powers in war goals.  The Cerebral Chaos belive that they
  can become the masters of chaos if they are powerful with their bodies AND their minds. To be brief, they are a
  mixt between warriors and psionistics.
  Requirements : Str 13, Con 13, Int 12, Wis  15
  Cerebral Chaos can’t be multiclass characters.
  The experience progression and other important things are in the chart below...
  The Cerebral Chaos are allowed to exeptionnal constitution and strench and they roll d8 dies for their hit points.
  They can be specialised and can use any weapons, but they must wear drow mail or no armors.  They fight as
  warriors, and, finally, they have not the right to have more thant 10 magical objects of any sort.
  Level
  Expérience
  Hit die
  # of
  discipline
  science/devoti
  on
  att / def
  1
  0
  1
  1
  4
  1/1
  2
  3000
  2
  1
  6
  1/1
  3
  6000
  3
  2
  8
  2/2
  4
  12 000
  4
  2
  10
  2/2
  5
  25 000
  5
  2
  12
  3/3
  6
  50 000
  6
  2
  13
  3/3
  7
  100 000
  7
  2
  14
  4/4
  8
  200 000
  8
  2
  15
  4/4
  9
  400 000
  9
  3
  16
  5/5
  10
  700 000
  10
  3
  17
  5/5
  11
  1 000 000
  10+2
  3
  18
  5/5
  12
  1 300 000
  10+4
  3
  19
  5/5
  13
  1 600 000
  10+6
  3
  20
  5/5
  14
  1 900 000
  10+8
  4
  21
  5/5
  15
  2 200 000
  10+10
  4
  22
  5/5
  16
  2 500 000
  10+12
  4
  23
  5/5
  17
  2 800 000
  10+14
  4
  24
  5/5
  18
  3 100 000
  10+16
  4
  25
  5/5
  
  19
  3 400 000
  10+18
  5
  26
  5/5
  20
  3 700 000
  10+20
  5
  27
  5/5
  
  When a Cerebral Chaos want to learn new powers, he must spend 1 point for a devotion and 2 for a science.
  The number of devotions must, in all times, be 2x higher than the number of sciences or disciplines.  The cerebral
  chaos start with 10 PSP  and they roll 1d10  PSP when they reach a new level of experience.  They have access
  to high intelligence, wisdom and constitution bonuses.
  A Cerebral Chaos have, when he’s created, 4 weapon and non weapon proficiencies slots. They have a new
  proficiencie slot every 3 levels and they have a malus of 3 to thaco and damages when they use a weapon that
  they are not profeficient in it. Cerebral Chaos can choose their proficiencies in the following groups : general,
  warrior, psionistics
  Saving throws for the Cerebral Chaos (I’m not sure for all the names and if they are not right please excuse me)
  Level
  Pison,
  magical death
  Staffs, etc...
  petrification
  metamorpho
  sis
  Breath
  weapons
  Spell
  s
  1-2
  14
  16
  13
  17
  15
  3-4
  13
  15
  12
  15
  14
  5-6
  12
  14
  11
  13
  13
  7-8
  10
  12
  10
  12
  12
  9-10
  9
  11
  8
  12
  10
  11-12
  8
  10
  7
  11
  9
  13-14
  6
  9
  6
  9
  8
  15-16
  5
  8
  5
  8
  7
  17-18
  4
  6
  3
  7
  6
  19-20
  3
  5
  2
  5
  5
  21+
  2
  4
  2
  4
  4
  Cerebral chaos have, also, an ethical code :
  1)  The Cerebral Chaos do not trust anyone and place his trust only in his weapons and in his mind.
  2)   The Cerebral Chaos must obey of his superiors
  3)  The Chaos must harvest hatred and strife everywhere he go, because Chaos is the way to Power.
  4)  The Cerebral Chaos must be respected by the weak...
  In addition to the capacities mentionned above, the Cerebral Chaos have the following abilities :
  Ranks of the Cerebral Chaos are between ( )
           4th Level (Initiate)
           -- +1 to initiative
           -- is surprised only on a 1 or 2 (d10)
  
         8th Level (Knight)
           -- +1 to initiative
           -- +1 to save vs mind affecting spells
           -- is only surprised on a 1
           -- immune to 1st level illusions
         12th Level (Master)
           -- +1 to initiative
           -- +2 to save vs mind affecting spells
           -- immune to 2nd level illusions
           -- +1 to hit and damage
           -- is never surprised
           -- may open his/her own school and train cerebral knights
         18th Level (Absolute Chaos)
           -- +2 to initiative
           -- immune to mind affecting spells
           -- +2 to hit and damage
           -- immune to all diseases
  All of these abilities are cumulative
      
  New Kits
   Mercenary (for any classes)
  Mercenaries are the characters who sell their talents.  They work only for cash.
  Requirements : a mercenary mus have a part of his alignment neutral or evil, because they
  have often to made immoral acts.  A good aligned character will have many
  problems with this kit.  Finally, they must have a constitution of 11 or more
  Wepon proficiencies : they use the weapons allowed by their classes.
  
  Non weapon proficiencies : bonus : bargain
                                       recommanded : appraising, bureaucracy, disguise, etiquette, heraldy,
  information gathering, intimidation, reading /writting,
  somatic concealment,       spellcraft, spellweaving
  Advantages : Mercenaries are often rich, but they must work hard to gains their cash.  A
  mercenarywhen he (or she) have success, is always more payed, because he have
  a better reputation. Mercenairis begin with a +1 (non magical) weapon of their
  choice
  Limitations : they are extravagant.  When their reputations are high, it’s hard for them to
  hide themselves.  Whenever, if the mercenary begin to be powerful, there is 1
  or 2 ennemy agents (of any classes) who hunt him.
  Starting cash : depend of the class
      
  New kit for drow Priests   
     Inquisitor
      Inquisitors are crusaders of the ruling clergies.  Untiring, they hunt the heretics to kill them.  Inquisitors are
  fanatics who can do anything to accomplish the missions for their gods.
   Requirements :   15 wis & 9 con
   Weapon proficiencies : long sword (Lloth & Vhaeraun), whip (free for the worshipers of
          
      Ghaunadaur & Loviatar), all blunt (?)
   Non weapon proficiencies : they have access to wasariors and priests proficiencies.
                                              Bonus : intimidation and inquisition
  Equipment : normal equipment for a drow, and they have an amulet thta have the following powers :
  - detect lies once/day  (that’s all)
  This amulet is unique for each Inquisitor : it can’t be weared by another person or it will explodes in black
  flames of fire, causing 8d6 points of damage (no magical resistance or saving throw) to every creature who is no
  a priest of the same god than the inquisitor. If the inquisitor worship another god, he will die immediatly.
  Inquisitors don’t have to buy their weapons.
   Advantages : at level 3, they can cast once per week a spell (level4) called Heretics localisation.  At level 14,
  they can cast the spell called Heretics Elimination (level7), once per week.  They can wear any armors and they
  have the Hit dices of the Warriors and a major access to divination.
  
   Limitations : their natural thaco can’t be better than 8 and they have no autority in their cults.  They are
  considered as eccentrics and stupids by the priests and clerics, but no one will say it to them (Inquisitors are
  very violent and susceptibles)
   Starting cash : 50 gp
      
  New Wizards Kits   
  Exterminator
  Exterminators are defilers who use their powers only to destroy all forms of life.  They enjoy in the destruction
  and they are psychologically perturbed.  They hate all the living creatures and they are the mortal ennemies of
  the gray druids (druids of the Underdark)
  Class : only a defiler can be an exterminator.
  Requirements : can’t have a wisdom higher than 14
  Spells modifications  : they can cast the inverted form of any spell that benefit the life, enven if there is no
  inverted form mentionned.
  Weapon proficiencies : like a normal wizard
  Non weapon proficiencies : bonus : planétology
  Advantages : exterminators can make poisons from any living creature (dead) and have a chance of 5%/level to
  be able to produce poisons like bards (described above).
  Penalties :  Exterminator hate all forms of life : they can’t live in structured societies (they are repetitive
  murderes). They are mad.  They want to « clean » all forms of life.  They will not move until there is
  no living creature after their passage (excuse me for the bad english here).  To leave a zone where there
  is still living form, they must make a succsessful wisdom check at _  (ex : an exterminator have a
  wisdom of 10, he must have 5 to have a successdul wisdom check)  Finally, the exterminators destroy
  2x more of terrain than normal defilers.  They are esay to track...
  Satarting Cash : 1d4x10 gp
   
  
  Shadow Wizard
  The Shadow Wizard use a different energy source to memorize and cast their spells.  They
  take the energy in the Plane of Shadows and from the Negative plane.
  Requirements : 14 wis, 13 con, to resist, physically and psychologically to the roughness
  of the negative plane.  The Shadow Wizard must be evil and they can be
  Defiler of conventional wizard.
  Class Modification : the connection with the Plane of Shadows (or plane of the dead) is
  very unstable for simple mortals and the quantity of energy can
  vary.  To know the energy’s quantity, roll a d10 and see the
  appropriate modification n the charts of the Defiler :
  1-barren terrain, 2 to 4-infertile, 5 to 7-fertile, 8 to 9-abondant, 10-
  lush. An intelligence check is required to know how many spells that
  the Shadow Wizard can learn in one day.
  Weapon proficiencies : like a normal wizard
  Non-weapon proficiencies : bonus : planelore
                                        recommanded : astrology, direct sense, meditation, mental armor,
  reading/wrtitting, spellcraft
  Special advantages : at level 5 (once per day), the Shadow Wizard can transform one of
  his hands in a living shadow.  At level six, the shadow Wizard can transform
  his arm in a shadow, at level seven the half of his body.  Everyone who touch
  the shadowed part of the body of the wizard suffers the effects of the spell
  chill touch. At level 7, the Shadow Wizard can communicate with all creatures
  who are from the plane of Shadows.
                   At level 9, the wizard is unaffected by the attacks of the undead (but he is
  affected by magic, like the spells of a lich).
  The Shadow Wizard can not be viwed by creatures using infravision.  A
  Shadow Wizard have a cold skin...
  Limitations : The Shadow Wizards are surounded by an aura of shadow and frost and
  they have some penalties on their reaction’s adjustements :  First level : no
  penalty, 2nd level : penalty is -1, 4th level : the penalty is -2...
  When there is no obscurity, the mage have no access to the Negative plane
  and to the Plane of Shadows and must learn his spells like a normal wizard of
  the PHB.
  Starting Cash : like a normal wizad
  
  New Warrior Kits
      Drow Blade Master
      The Blade Masters are the drow elite warriors.
   They train the other warriors of the noble houses and they are often very important in the wars against other
  noble houses. There is few Blade Masters, because the requirements are high.  Here, there is a list of some well
  known Blade Masters (all dead) : Zaknafein Do'Urden, Duagolth Mizzrym, Dantrag Baenre, Uthengetal Armgo.
  For the majority of the Blade Masters, the life is short and the death is violent, for many reasons (there is many
  rivalties between the Blade Masters).  The majority of the Blade Masters worship Kiaransalee, Marckarius of
  Lloth.  There is some renegade Blade Masters  who worship Elistraee, but they are very rare.
    Requirements :  15 dex, 13 str, 11 con
    Weapon proficiencies : free specialisation, free 2 weapons style.  When he is created, the blade master can
  choose only 2 weapons.  He have a bonus of +1 to thaco and damages with one of them, and it is his weapon of
  choice, hius favorite weapon. At level 4, he can be a Weapon Master (+3 to thaco and damages) at the cost of
  only one weapon proficiencie.  At level 5, he can be High Weapon Master (can do criticals hits when he rolls a
  16, 17, 18, 19 or 20 when he attacks), at the cost of one weapon proficiencie.  At level 9, he can be Grand
  Weapon Master (one more attack, and the damages are improved.  Ex : the damages of a long sword are
  1d8/1d12, but in the hands of a Grand Weapon Master its become 1d10/1d20).
  
  Non-weapon prof.: bonus : blind combats, thumbling.
   Équipement : all free, provided by the noble houses.
   Advantages : Blade Masters are feard and well respected by the normal drow warriors.
   They often occupy the highest rank in the mal hierarchy for a male warrior (Weapon Master and/or Master at
  the Academy) and they are often cruised by the drow females (there is few females Blade Mistresses)
   Disavantages : their life is often short and brutal. They are well checked by the Matron Mothers because
  every Matrone Mother want to have the better Blade Master.
   Starting Cash : if member of a nobl House : 5d4x100 gp.
   If not : 5d4x10 gp.
  Drow Soldier
     They are the most common warriors in the Wolrd of the Drows.  They are respected only by the drows of
  lower ranks.
   Requirements :   11 str, con 11
   Weapon proficiencies : must choose their weapons in the following list :
   hast weapons, long/short swords, scimitars. Free weapon specialisation.
   Non Weapon proficiencies : like normal warriors
  Advantages : they are feed by the noble houses or the Merchants Houses
  Limitations : like in a normal army
  Starting Cash : 4d4x10 gp
  
  Drow Crossbow-man
  Role : they are the elite crossbow men.  They are often used in the drow armies and feared because they often
  use poisons.
  Wepon proficiencies :bonus : 2 free units for one type of crossbow
  Non weapon proficiencies : bonus : can make their own crossbows and munitions
  Equipment : free crossbows and munitions.
  Advantages : can shoot twice per round and move normally.  They are very quick : they have a bonus of 2 for
  their initiatives rolls with a light crossbow and a bonus of 3 when they use a hand crossbow.  Finally, they have
  a bonus of 1 to thaco per 3 levels of experience and have a bonus of +1 to damages when they use their own
  equipment.
  Limitations : long/short sword and dagger are the only melee weapon that they can use, and they use it with a
  malus of 1 to thaco.  They have not the strench and elven bonuses when they use it.
  Starting cash : 5d4x10 gp, they must buy their equipment at a cost that is 150% higher than normal
  equipment.
  Lizrider
  Role : Lizriders are the elite drow cavalery and they ride lizars.  They are well respected among the drow
  armies...
  Weapon proficiencies : required : spear for riders (excuse me, but my weapon’s list is only in french).
  Nonweapon proficiencies : bonus : riding, animal lore, animal trainning (only for lizards)
  Equipment : as a normal soldier
  
  Special benefits : the lizrider haven’t any special realtion with his lizard (like rangers, etc...) : it’s only a drow
  soldier with a gread riding talent on a reptile... The lizrider can, usually, control with magical mean his lizard
  with an amulet made by the wizard of the house (this amulet works only with the lizards of the house).  A
  lizrider have a +3 thaco bonu per 3 levels of experience when fighting on a lizard.  They can use throwing
  weapons when they ride their lizard without penalty.  Any riding proficiencie check is made with a +3 bonus.
  Lizrider can begin with a free lizard or not (to the DM’s choice).  A riding lizard costs 200 gp and a war lizard
  costs 500 gp...
  Special limitations : malus of 1 to thaco in normal melee fights (when not on their lizards)
  Starting cash : 5d4x10 gp
      
  Creation of a drow character
  1)Social class
  d100
  Social Class
  01-10
  outlaw, renegade
  11-30
  trader
  31-70
  average class
  71-74
  craftsmen
  75-80
  fallen noble
  81-90
  slave
  91-00
  noble
  Outlaw, renegade : no bonus, often members of « criminals assotiations ».  +1000 px when the character is
  created (to have survived as an outlaw in the drow society).
  Marchand : 3d10x10 gp (starting cash, without regards to the class), non-drow languages in bonus, min 13 of
  charisma
  Average class : no bonus
  Craftsmen :1 free craftsman proficiencie + « don artistique » (don’t know how to say it in english).    -1  level
  at the creation of the character (all the time of the craftsmen is vowed to their art).  Min dex of 16
  Fallen noble : 2d20x10 gp (starting cash, without regards to the class),  free weapons and armors (magical
  bonuses determined by the DM), +1 _ level (all nobles have (had) a hard trainning in their respectives
  dissiplines).
  Slave : 0 gp (starting cash), no equipement, +1 constitution bonus, -1 _ level (total lack of trainning)
  Noble : 1d100x10 po (starting cash), 1 free weapon proficiencie, free equipment (weapons etc...), +1 _ level
  (hard trainning)
  2)   Magical objects
  Social class
  % required
  Renegade
  30%
  
  Trader
  35%
  Average class
  10%
  Craftsmen
  15%
  Fallen Noble
  40%
  Noble
  40%
  Slave
  1%
  
     
  Proficiencies
  Some proficiencies had changed for the drows, for many reasons (life habits, etc...).
  NOTE : proficiencies written like that :) are described in this document.  You can find the descriptions of  the
  other proficiencies in the Players’s Handbook and The Complete Manual to Dwarves (something like that...)
  General
  Unit cost
  Skill
  Adjustement
  Mushrooms knowlege
  2
  Int
  0
  Engineering
  1
  Int
  0
  Underground
  orienteering
  1
  Int
  0
  Radiations
  craftmanship
  4
  Dex,Int,Wis
  +2/+2/0
  Underground survival
  1
  Int
  0
  Rope use
  1
  Dex
  -1
  Alertness
  FREE
  NA
  NA
  Bargain
  1
  wisdom
  -2
  Birbery étiquette
  1
  wisdom
  -1
  Teaching
  1
  charisma
  -1
  Fighters
  Unit cost
  Skill
  Adjustement
  Blind eyed combat
  1
  NA
  NA
  Armor optimalisation
  1
  dex
  -2
  Wizards
  Unit Cost
  Skill
  Adjustement
  Plane Lore
  2
  intelligence
  -2
  Planetology( ? ?)
  2
  wis
  0
  Somatic concealement
  1
  dex
  -1
  Spellweaving
  1
  dex
  0
  Spells Lore
  FREE
  Int
  -2
  Rogue
  Unit Cost
  Skill
  Adjustement
  Lips reading
  FREE
  Int
  -2
  Clerc
  Unit cost
  Skill
  Adjustement
  Spells lore
  FREE
  Int
  -2
  Plane Lore
  2
  int
  -2
  Planetology
  2
  wis
  0
  Somatic concealement
  1
  dex
  -1
  NOTE : the other proficiencies generally allwoed to these classes remain unchanged.
  
  Skills & Powers
  If you use Skills&Powers, the following charts are for you... but all the proficiencies remain unchanged.
  General
  Proficiency
  Cost
  Initial
  Ability
  Agriculture
  3
  7
  Knowledge
  Animal Handling
  3
  7
  Willpower
  Animal Training
  4
  5
  Willpowe, Leadership
  Bargain
  3
  8
  Willpower
  Blacksmithing
  5
  5
  Muscle, Knowledge
  Bone Working
  2
  8
  Knowledge, Aim
  Brewing
  3
  8
  Knowledge
  Bribery Etiquette
  3
  7
  Intuition
  Carpentry
  3
  7
  Stamina, Knowledge
  Cartography
  2
  7
  Aim, Knowledge
  Cobbling
  3
  7
  Aim, Knowledge
  Contact
  3
  NA
  Willpower
  Cooking
  3
  7
  Reason
  Dancing
  2
  6
  Balance, Appearance
  Defensive Tactics
  3
  6
  Intuition
  Engineering
  4
  5
  Reason, Intuition
  Etiquette
  2
  8
  Appearance, Intuition
  Fire-building
  2
  8
  Intuition, Reason
  Gaming
  2
  5
  Intuition, Knowledge
  Gardening
  2
  7
  Knowledge
  Glassblowing
  2
  7
  Aim
  Heat Protection
  3
  5
  Knowledge
  Heraldry
  2
  8
  Knowledge
  Intimidation
  3
  7
  Leadership
  Leather Working
  2
  8
  Knowledge, Aim
  Mediation
  3
  7
  Leadership
  Mental Armor
  3
  NA
  Willpower
  Mining
  5
  5
  Intuition, Stamina
  Modern languages
  2
  9
  Knowledge
  Musical Instrument
  2
  7
  Leadership
  Navigation
  3
  6
  Knowledge, Intuition
  Orienteering
  3
  7
  Knowledge
  Painting
  2
  7
  Aim Intuition
  Pottery
  3
  7
  Aim
  Presdigitation
  3
  8
  Aim
  Psionic Detection
  3
  5
  Intuition
  Reading / Writing
  2
  8
  Knowledge
  Riding, Airborne
  4
  5
  Willpower, Balance
  Riding, Land
  2
  8
  Willpower, Balance
  
  Rope Use
  2
  8
  Aim, Intuition
  Sculpting
  2
  5
  Aim, Intuition
  Sign Language
  3
  7
  Aim
  Singing
  2
  5
  Leadership
  Stonemasonry
  4
  5
  Stamina Intuition
  Tailoring
  3
  7
  Aim, Reason
  Teaching
  2
  7
  Leadership
  Water Find
  3
  8
  Reason, Intuition
  Weather Knowledge
  2
  7
  Intuition
  Weaving
  3
  6
  Reason, Aim
  
  Priest
  Proficiency
  Cost
  Initial
  Ability
  Administration
  3
  9
  Reason
  Alms
  3
  8
  Leadership
  Ancient History
  3
  6
  Intuition, Knowledge
  Ancient Languages
  4
  5
  Knowledge
  Astrology
  3
  5
  Intuition, Knowledge
  Bookbinding
  3
  8
  Knowledge
  Bureaucracy
  3
  7
  Leadership, Appearance
  Ceremony
  2
  7
  Intuition
  Concentration
  5
  6
  Willpower
  Diplomacy
  3
  6
  Leadership
  Dowsing
  3
  5
  Intuition
  Healing
  4
  5
  Intuition, Leadership
  Herbalism
  3
  6
  Knowledge, Appearance
  Investigation
  4
  6
  Reason
  Law
  3
  7
  Knowledge
  Local History
  2
  8
  Knowledge, Appearance
  Observation
  3
  7
  Knowledge
  Omen Reading
  3
  5
  Intuition
  Oratory
  3
  7
  Appearance, Leadership
  Papermaking
  2
  8
  Knowledge
  Persuasion
  3
  5
  Appearance, Leadership
  Planes Lore
  4
  5
  Knowledge
  Planetology
  4
  7
  Knowledge, Intuition
  Psionic Mimicry
  3
  5
  Intelligence, Balance
  Reading / Writing
  2
  8
  Knowledge
  Religion
  2
  6
  Intuition
  Sage Knowledge
  4
  5
  Knowledge
  Scribe
  2
  7
  Aim
  Signature Spell
  -
  -
  Special
  Somatic Concealment
  3
  5
  Balance
  Spellcraft
  3
  7
  Reason
  Tactics of Magic
  3
  6
  Reason
  Undead Lore
  3
  6
  Knowledge
  
  Psionicist
  Proficiency
  Cost
  Initial
  Ability
  Concentration
  5
  6
  Willpower
  Gem Cutting
  3
  6
  Aim
  Harness Subconcious
  4
  7
  Willpower
  Hypnotism
  4
  6
  Leadership
  Lens Crafting
  5
  5
  Aim, Knowledge
  Meditative Focus
  3
  8
  Willpower
  Mental Resistance
  3
  5
  Willpower
  Planes Lore
  4
  5
  Knowledge
  Planetology
  4
  7
  Knowledge, Intuition
  Rejuvenation
  2
  6
  Intuition
  Signature Power
  -
  -
  Special
  Rogue
  Proficiency
  Cost
  Initial
  Ability
  Ancient History
  3
  6
  Intuition, Knowledge
  Appraising
  2
  8
  Reason, Intuition
  Blind-fighting
  4
  N/A
  Intuition, Balance
  Cryptography
  3
  6
  Reason, Intuition
  Disguise
  4
  5
  Intuition, Leadership
  Forgery
  3
  5
  Aim, Willpower
  Gem Cutting
  3
  6
  Aim
  Information Gathering
  2
  6
  Knowledge
  Juggling
  3
  7
  Aim
  Jumping
  2
  8
  Muscle, Balance
  Local History
  2
  8
  Knowledge, Appearance
  Reading Lips
  3
  7
  Knowledge, Intuition
  Set Snares
  3
  6
  Aim Intuition
  Throwing
  2
  8
  Aim, Muscle
  Tightrope Walking
  3
  5
  Balance
  Tumbling
  3
  7
  Balance, Muscle
  Ventriloquism
  4
  5
  Knowledge, Leadership
  
  Warrior
  Proficiency
  Cost
  Initial
  Ability
  Animal Lore
  3
  7
  Knowledge, Intuition
  Armor Optimization
  3
  6
  Balance
  Armorer
  5
  5
  Knowledge, Muscle
  Blind-fighting
  4
  N/A
  Intuition, Balance
  Bowyer / Fletcher
  5
  6
  Knowledge, Aim
  Charioteering
  4
  5
  Balance, Willpower
  Endurance
  2
  3
  N/A
  Gaming
  4
  5
  Leadership
  Hunting
  2
  7
  Intuition
  Mountaineering
  4
  7
  Stamina, Willpower
  Running
  2
  5
  Stamina, Fitness
  Set Snares
  4
  8
  Aim, Intuition
  Survival
  3
  6
  Knowledge, Willpower
  Tactics
  2
  8
  Reason, Intuition
  Tracking
  4
  7
  Intuition
  Weapon Improvisation
  3
  7
  Intuition
  Weaponsmithing
  5
  5
  Knowledge, Aim
  Wizard
  Proficiency
  Cost
  Initial
  Ability
  Alchemy
  5
  6
  Reason
  Anatomy
  4
  5
  Knowledge
  Ancient History
  3
  6
  Intuition, Knowledge
  Ancient Languages
  4
  5
  Knowledge
  Arcanology
  4
  5
  Knowledge
  Astrology
  3
  5
  Intuition, Knowledge
  Astronomy
  2
  7
  Knowledge
  Bookbinding
  3
  8
  Knowledge, Aim
  Concentration
  5
  6
  Willpower
  Cryptography
  3
  6
  Reason, Intuition
  Dowsing
  3
  5
  Intuition
  Gem Cutting
  3
  6
  Aim
  Herbalism
  3
  6
  Knowledge, Intuition
  Hypnotism
  4
  6
  Leadership
  Lens Crafting
  5
  5
  Aim, Knowledge
  Mental resistance
  3
  5
  Willpower
  Omen Reading
  3
  5
  Intuition
  Papermaking
  2
  8
  Knowledge
  Path Lore
  4
  7
  Knowledge
  Planes Lore
  4
  5
  Knowledge
  Planetology
  4
  7
  Knowledge, Intuition
  
  Psionic Mimicry
  3
  5
  Intelligence, Balance
  Religion
  2
  6
  Intuition
  Research
  3
  6
  Knowledge
  Sage Knowledge
  4
  5
  Knowledge
  Scribe
  2
  7
  Aim
  Signature Spell
  -
  -
  Special
  Spellcraft
  3
  7
  Reason
  Tactics of magic
  3
  6
  Reason
  Thaumaturgy
  3
  5
  Knowledge
  Armor optinalization : +1 to AC
  Bargain :  if a prof. Roll is succeeded, the character can buy and sold objets 10% more (or less) thant the
  normal cost.
  Bribery etiquette
             Bribery is an important (vital...) ability in the drow world.  With this proficiency, the character will know
  if the  NPC will accept bribe or not (it is very important...).  If yes, he have a chance (75%) to know the « cost »
  of the NPC...
  Mushroom lore
  This proficiencie help the characters to distinguish if a mushrooms is poisonned or not.  It is a vital
  proficiency when the drow is starving in the Underdark...
  Plane Lore 
  All the nobles learn Plane Lore in their studies (and it’s free for them).  For each unit spent, the character
  have a general knowlege of 2 planes (to the DM’s choice) : some monsters, weather, etc...
  Radiations craftmanship
  This proficiency is very difficult to handle : for the drow societies, this art is vital.  With this
  proficiency, a good craftsmen can give a bonus (taco, dammages and speed factor) of 1 per 4 units spent in the
  proficiency, with a maximum of +4, to weapons, shields and armors.  If the character spent 5 units, he will be
  able to made drows silent boots (he MUST have the competence to made normal boots).  If he spent 6 units, he
  will be able to made piwafwies (he must have the proficiency to make normal clothes...)
  
  Drow Equipment & Magical items
  Note : po = gp
  Weapons
  Weapom
  Cost
  blade +1
  1,500 po
  blade +2
  5,000 po
  blade +3
  10,000 po
  blade +4
  50,000 po
  blade+5
  80,000 po
  blade +6
  100,000 po
  venom’s dagger +4  (20 doses of poison, malus of 4 to
  saving throws
   65, 000 po
  handcrossbow +1
  5,000 po
  handcrossbow +2
  15,000 po
  handcrossbow +3
  25,000 po
  handcrossbow +4
  40,000 po
  handcrossbow +5
  85,000 po
  adamantite mace +1
  1,000 po
  adamantite mace +2
  5,000 po
  adamantite mace +3
  12,000 po
  adamantite mace +4
  35,000 po
  adamantite mace +5
  80,000 po
  carrels of power
  entre 500 et 1,200 po
  death’s spear
  5000 po
  Armors
  Armor
  Cost
  hand buckler +1
  4,500 po
  hand buckler +2
  10,000 po
  hand buckler +3
  35,000 po
  chain mail+1*
  5,000 po
  chain mail +2*
  20,000 po
  chain mail +3*
  50,000 po
  chain mail +4*
  70,000 po
  chain mail +5*
  100,000 po
  Miscellaneous items
  
  Item
  Cost
  piwafwi
  10,000 po
  drow boots
  10,000 po
  anti-venom ring
  12,000 po
  tentacle satff
  20,000 po
  ``````````````, red
  20,000 po
  `````````````````, jade
  30,000 po
  spider’s stick
  20,000 po
  Bracelts of lightning strikes
  20,000 po
  drift disk
  20,000 po
  spider’s mask
  8,000 po
  potion of magical resistance
  1,000 po
  protection’s scroll against earth and stone
  10,000 po
  ring of spider’s control
  4,000 po
  stick of acid spheres
  20,000 po
  stick of darkness
  30,000 po
  jade spider
  65,000 po
  light’s bullet
  50 gp each
  cape rôde-dessus
  12,500 po
  floatin chest
  1,500 po
  walking chest
  10,000 po
  gems of fire elementals
  30,000 po
  duo-dimension’s globe
  20,000 po
  radiator of signalisation
  75 po
  ionic stones
  2,500 po each
  stone of luck
  12,000 po
  stone of enlementals control
  6,000 po
  figurines of wondrous power
  ivory goat (10,000 po) ; ebony fly (40,000 po) ;
  onyx dog (10,000 po)
  oil of stone pass
  4,000 po
  Magical blades
  Hellblades
    
  It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves
  and to cause them to flee to the vast underground, Gulgaraith, a well experienced fighter/mage Dark Elf, forged
  numerous swords of great power to help in those wars.  This is how The Hellblades came to surface on the
  mortal world of man.  Nobody knows how many blades were actually forged and enchanted and how many still
  exist after so many centuries.  All that is know is that they are weapons of quite evil power.
    Overall Effect
  Each sword functions as a modified Sword of Sharpness, they are all +3 weapons and sever a random limb (not
  neck/head though) on a natural roll of 18-19. They shed light on command of their natural color in a 30' radius.
  These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if
  
  ever torn away from their owner they will simply slide closer to get within the presence of their owner, distance
  not being a factor, though it may take some time to get to its owner if the distance is very great.  However, their
  most known power is the ability, on a natural 20, to suck the victim's soul form his body, thus killing the victim
  outright, and feed upon it. The possessor of a Hellblade is also fed by the sword some of the soul's life essence
  as well. This translates into the victim receiving one of the victim's powers, attributes, etc., as chosen by the
  DM.  The owner is continuously fed the soul and retains the added power as long as he holds onto the sword,
  letting go of the sword 'breaks' the umbilical cord of the sword to the owner.  The swords continuously feeds on
  the soul until it strikes another victim with a natural 20 where the process starts all over again and the owner
  loses the power of the old soul and gains another.  If a Hellblade sucks an exceptionally powerful soul
  (10+Level/HD) the possessor must immediately make a Wis-4 check or the sword will become 'frenzied' and
  cause (actually force) the user to attack for 1d4 rounds the nearest living thing in hope of additional 'feeding'!
  Those slain by a Hellblade are dead, and cannot be raised or resurrected short of a wish. Note that undead and
  the like have no soul and on a natural roll of 20 only Sharpness Severing occurs. Each Hellblade also has an ego,
  Intelligence, and a defensive power to help its owner.  Hellblades cannot however talk, use Telepathy, and the
  like.  If a Hellblade ever comes within 50' of another each possessor of the blade must make a Wisdom check at -
  5 or be forced to slay the other. This save is made per round until one of the other is slain, the swords are
  separated from the radius, or the swords are some how separated by a different dimension or such (such as
  putting it in a Portable Hole or Bag of Holding).
    Known Hellblades
  Souleater
    A long sword that glows with a blackish radiance.  It has the ability to Ghost Armor its possessor thrice per
  day at the 12th level of ability.  It has an intelligence of 16 and an ego of 10.
  Soulsucker
   A Longsword that glows with a sickly Greenish/Yellowish radiance.  This sword grants its possessor 37%
  Magic Resistance when held and the ability to Minor Globe of Invulnerability its owner thrice per day at the 12
  level of ability.  It has an  intelligance of 17 and an ego of 12.
    Soulzapper  
  A cimeterre of pure black Steel, it glows with a bright red radiance of the fires of hell itself.  It grants its user Fire
  Resistance and has the power to Mirror Image it possessor thrice per day at the 12 level of ability. It has an
  intelligence of 17 and an ego of 12.
  Soulskinner
  A Shortsword that glows with a yellowish radiance, it has the ability to Stoneskin its possessor thrice per day
  at the 12 level of ability.  It has an intelligance of 17 and an ego of 10.
  Souldrainer  
  A long sword that glows with a sickly purplish/yellowish radiance.  This sword has the ability to Negative
  Plane Protection its possessor thrice per day at the 12th level of use.  It has an intelligence of 17 and an ego
  of10.
  Lifesucker
  
  A long sword that glows with a whitish radiance.  It permanently protects the user as a Resist Cold spell and
  can Protection From Good its possessor thrice per day at the 12th level of use.  It has an intelligence of 16 and
  an ego of 12.
    Hellbearer
   A long sword that glows with a colorless radiance!  It has three powers that it can grant on its possessor once a
  day each instead of one power thrice per day.  All powers function at the 12th level of ability and are as
  followed: Improved Invisibility, Alter Self, and Non-Detection. It has an intelligence of 17 and an ego of 14.
  Soulswallower
   A massive Two-Handed sword that glows with a rainbow multi-colored radiance.  It can Anti-Magic Shell is
  possessor thrice per day at the 12th level of ability.  It has an intelligence of 17 and an ego of 15.
  Soultaster
  A Shortsword that glows with a bluish radiance that can Waterbreathe and Blur its possessor Thrice per day
  each at the 6th level of use. It has an intelligence of 15 and an ego of 12.
  Souldevourer
  A cimeterre that glows with a Grayish radiance.  The sword can only do once per day Tenser's Transformation
  on its possessor but at the 13th level of use.  It has an intelligence of 16 and an ego of 13.
    Lifeeater
   A Scimitar that glows with a pure ruby radiance and can Haste its possessor thrice per day at the 12th level of
  use.  Note the user is aged two years per use of the Haste power.  It has an intelligence of 17 and an ego of 10.
  Lifelicker
  A long sword that glows with a black radiance.  This sword can Raise Dead its possessor only thrice per day at
  the 12th level of ability.  The possessor will simply 'rise' back up from the dead with 1hit point  and one
  constitution less but will still be able to function normally without the needed rest.  It has an intelligence of 17
  and an ego of 17
  Ring of the drow:
  This item is made of eight strands of different unique
  metals entwined to form a ring.  The drow found it troublesome when their
  magical items deteriorated upon leaving their underground homeland for long
  periods of time; to combat this, they created this ring.  The ring of the drow
  is only made in the drow homelands by clerics of Lolth.  Its purpose it to keep
  drow-made items the wearer possesses from deteriorating.  To do so, the ring
  radiates an aura of magical energy that duplicates the radiations deep in the
  drow homelands.  This aura only affects the wearer and the wearer's
  possessions.  As a side effect of the ring's magical aura, a detect magic spell
  reveals the wearer to radiate magic strongly.  In addition, a detect evil shows
  the wearer of one of these rings as evil, and a know alignment indicates that
  the wearer is chaotic evil, regardless of the wearer's true alignment.  If the
  
  wearer uses a
  psionic power of aura alteration to try to change the aura, the wearer must
  save vs. spells or else change alignment to chaotic evil.  If the wearer saves,
  or if the wearer fails to save but is already chaotic evil, the psionic power
  functions normally, and the ring's aura is temporarily changed.
       To posses one of these rings is considered an honor among the drow,
  because it signifies that the wearer has traveled far from the homeland, and
  that he or she was aided by a cleric favored by Lolth. Drow will kill any
  creature other thatn a drow who possesses one of these rings.
  XP value:    1,000 to drow; Nil to others    gp value:    5,000 to drow; 1,000
  Demon staff:
  [SH] This is a black leather-like staff, very strong, and carved
  with disgusting scenes and vile runes.  It allows the wielder to cause fear in
  whomever it touches--no saving throw, inflict 4-24 hit points of damage which
  can only be healed by the passage on 1 full day of time per hit point upon any
  creatures it touches.  It may also be used to call forth a Type I demon and/or
  turn the holder into a Type III demon for five rounds.  Each of these functions
  operates but once per day.
  XP value:    8,000                      gp value:   35,000
  Staff of skills:
  [SO] This staff, usable by all classes, can animate skeletal
  remains.  Each such operation, triggered by the word "Arise!", drains 1 charge.
   Animated skeletons are under the command of the wielder of the staff (cf.
  animate dead spell).  If the staff should change hands, control of the
  skeletons goes with it.  Skeletons need not be complete, but the skulls must be
  present, and skeletons lacking parts of course have their actions and/or their
  mobility impaired.  Such animation is permanent, lasting until the magic is
  dispelled or the skeletons destroyed.
       Twenty-five percent of these staves have a secondary function: mending
  broken bones of both living and dead creatures.  This takes one charge, and in
  a round will reattach a severed limb or digit, although it does not restore
  lost hp due to the wounds (or can restore hp, DMO).  Limbs or bones not
  belonging to the recipient may be used; thus a heap of bones can serve as
  "spare parts" for a guard of skeletons.  Typically, these staves are of ebony
  topped with an ivory skull, or constructed of a smooth-polished skull and a
  thighbone of giant size.
  XP value:      900                      gp value:   15,000(25% 25,000)
  
  Amulet of powerword-pain:
  All creatures within 20 feet of the user must save
  vs. Rods when the word is intoned, or else suffer wracking pains for 2-8
  rounds, causing them to fight at -4 to hit, and making their AC worse by 1
  type.  The power word can only be used once per day and and the amulet must be
  held in the hand for the power word to work.
  XP value:    5,000                      gp value:   11,000
  Poisons Used By The Drows
  Name
  Belbol d'Elghinn
  Type
  F, Injected
  Hemotoxin Onset
  Immediate
  Damage/Result
  Death if fail, none if save
  Frequency of Active
                     Ingredient
  Very Rare
  Cost Per Dose
  300 gp in Underdark, as much as 1,400 gp elsewhere
  Description :    This powerful poison,   greatly prized by drow  nobles for assasination, is  also known as *Elash
  Elghinn*, "Silent Death",  after the venomous water  serpent of the same name.  The venom takes effect
  immediatelty, causing  damage to the victim's   blood vessels and causing  dramatic and extensive                            hemorrhaging.
  Within  minutes, the victim will  gush blood from his mouth,  eyes, nose and ears. He                                  will have time to
  develop  bruises all over his body before he mercifully dies. Drow find death caused by                                       this venom to be
  particularly entertaining.  However, there are certain individuals who seem to be                           immune to *Belbol  d'Elghinn*,
  and upon whom it has no effect at all.  However, when it does work                                       it causes a spectacular (if  regrettably
  short) show.
  Name
  Golhyrr del'Ilharess
  Type
  J, Ingested
  Cumulative irritant Onset
  special
  Damage/Result
  Death if fail, 20 if save
  Frequency of Active  Ingredient
  Rare
  Cost Per Dose
  400 gp in Underdark, as  much as 1,800 gp elsewhere
  Description : This poison is the flesh of  the rare *krashyll* mushroom. Successful                                      administering of this
  poison to one's enemies is  seen as quite a victory of   *cuel'a'cul* (the drow                                      ritual of slowly, over time,
  destroying one's enemy while remaining  blameless). It must be                                      given in six stages, its poison slowly
  building in  the body, in doses no more  than a two tendays apart.                                      Since drow are a suspicious race, it is
  easy to see why  success with this poison is  greatly admired, worthy of                                      the twisted, centuries-long  plots
  of the Matron   Mothers. It's name also   suggests that it requires                                      the power and subtlety of a    Matron
  Mother to use effectively. After  administering the sixth                                      dose, death will strike its  victim in half an hour,
  causing the throat to  suddenly close up in                                      massive anaphylactic shock. The victim dies of asphyxiation
  within minutes unless an antidote or                                      *neutralize poison* spell   is used. Note that while  choking to
  death, a  priestess cannot cast any                                      spells!
  
  Name
  Haszak
  Type
  Injected
  Special Onset
  Instant
  Damage/Result
  As the 5th-level wizard   spell feeblemind for 1d6
  days, save as spell.
  Frequency of Active  Ingredient
  Very Rare
  Cost Per Dose
  1,500 gp in the Underdark, 3,000gp elsewhere
    Description :   This is not strictly  speaking a poison, but a very potent  creation. Using a certain                                      nerve
  cluster in the brain  of an illithid, the potion   is magical in nature. It's  cost reflects both the                                  rarity of its
  active  ingredient and its   unusually long duration. It  is an effective, if  expensive, toxin to use                                       against a
  spellcaster, as  it acts in almost all  respects as the  *feeblemind* spell. It does  have an interesting                                  variation,
  though: rather  than reduce the victim to a  state of retardation, it  causes hallucinations and                                      paranoid
  delusions for its entire duration, punctuated  only by interludes of  catatonia. This is a potion                                      dearly loved
  by the  sadistic drow.
  Name
  Jal wun Jivvin
  Type
  P, Injected, Debilitative
  Irritant Onset
  1d3 hours
  Damage/Result
  All ability scores reduced   by half for 1d3 days, no
  effect if save.
  Frequency of Active Ingredient
  Uncommon
  Cost Per Dose
  25 gp in Underdark, as much as 60 gp elsewhere
  Description :  Compared to some of the  other poisons used by drow,   this is no more than a                                  gentle
  warning. It is not   directly fatal, though the poisoned one might wish it  were otherwise. It could
  become lethal if the  poisoner is able to strike  while his victim is weakened. The poison is brewed from the venom  pouch  of the
  *rakhyrr*, a blind   species of underground  toad. The victim is plagued   by intense nausea,                                      vomiting,
  fever, chills and malaise. A *neutralize poison* spell will take care of it immediately,                                limiting its usefulness
  against the priestesses of  Menzoberranzan.
  Name
  Khaless
  Type
  D, Injected
  Neurotoxin Onset
  1-2 minutes
  Damage/Result
  sleep as in wizard spell (fail), no effect (save)
  Frequency of Active Ingredient
  Uncommon
  Cost Per Dose
  15 gp in Underdark, as much as 50 elsewhere
  Description : This is the famous  sleep-poison of the drow,  used on their crossbow  bolts to immobilize an
  enemy so that he can be  killed at leisure. The active ingredient comes  from the spores of the                                   *oloth'arr*
  mushroom. While the mushroom itself is  fairly common, harvesting the spores is not an                                       effortless chore.
  Still, it  is common enough to be  almost trademark. The  poison attacks the central                                   nervous system,
  causing the  victim to fall asleep as per the wizard spell for 20 rounds. Unlike the magical                                       version, elves
  are vulnerable to this effect, as it is biological and not  magical.
  Name
  Orbb'st Ssrin
  Type
  I, Ingested
  Septicemic Onset
  2d6 minutes
  Damage/Result
  30 if fail, 15 if save
  Frequency of Active Ingredient
  Uncommon to Rare
  Cost Per Dose
  150 in Underdark, as much as 500 elsewhere
  Description :  This poison is brewed from  venoms of five different  spiders. As all spiders are  sacred to Lolth, the venoms must be
  carefully harvested  without killing the  spiders. All of the spiders used are huge in size,                              allowing for more easy
  
  harvest of the venom. The collected venoms are then dried to a powder and added                                 to a strongly-flavored food
  or drink, as it does have a slight sour taste. The poison causes chills, fever                                       and prostration for several
  hours, and, if not halted by a *neutralize poison*  spell, does permanent                                damage to the body's immune
  system. This makes the  victim more susceptible to disease and poison in the                                       future (-2 to all poison
  saves and  Constitution/Health checks  vs. disease), a weakness  that can only be                                       counteracted later by use
  of a *heal* spell.
  Name
  Rathrae Dos
  Type
  O, Injected
  Neurotoxin Onset
  2d12 minutes
  Damage/Result
  Victim is completely paralyzed for 2d6 hours, no effect if
  save
  Frequency of Active Ingredient
  Uncommon
  Cost Per Dose
  25 gp in Underdark, up to 75 gp elsewhere
  Description :  This is a poison greatly  favored by Matron Mothers  for use in their torture                                chambers. Brewed
  from the  venom of the *ghostyk*, a  strange insectoid creature  that resembles a praying                                      mantis, it attacks
  the central nervous system, rendering its victim completely incapable of                                  movement, though fully capable of
  feeling pain.  Why it should be so prized  by the drow should be                           obvious. Note that this is  a biological, not
  magical or terror-induced effect: elves are fully                                       susceptible.
  Name
  Velkyn Ogglin
  Type
  M, Contact
  Neurotoxin Onset
  1d4 minutes
  Damage/Result
  20 fail, 5 save
  Frequency of Active Ingredient
  Rare
  Cost Per Dose
  175 gp in Underdark as much as 800 elsewhere
  Description :  This rare poison is taken  from the toxin sacs of the  uncommon *dakhree* fish that swims in certain
  Underdark lakes. The brewer  must remove the sacs with  gloves on his hands if he  wishes to avoid being
  poisoned himself. The sacs  are located all over the fish's six-inch body, and are tiny, requiring a                                 steady hand
  and delicacy to  remove effectively, hence  the rarity. The *dakhree*  fish hunts by rubbing                                    against its prey,
  releasing the toxin onto its victim.  On most fish, the effect is  instantaneous, though                                    humanoids take
  longer. At  the time of onset, the  poison causes the victim to  convulse as the potent                               substance attacks his
  nervous system. The victim begins grand mal seizures  and suffers spinal damage,                                   his back arching and
  twisting violently as his  body jerks involuntarily.  If the poison is not                            neutralized before it has run it's course,
  the victim will require a *cure erious wounds* spell to                                recover from the nervous  system damage: bed rest
  alone is not sufficient to cure him of the                                       debilitating aftereffects.
  
  The following is a list of people and place of interest within the city of
  Menzoberranzan
  Example :
  Name
  Function
  Location
  Description
  Warmfires
  Rentable Mansion
  Westwall
  A very posh venue for
  parties and orgies
  Mritt Shadalun
  Master Jeweller
  Narbondellyn
  Excellent appraiser of gems
  and other precious stones
  Hondel Belek'tyr
  Gem Merchant
  Narbondellyn
  Buyer and seller of fine
  gems
  Thaelara Oblare
  Gem Dealer
  Narbondellyn
  Average and affordable
  gems and re-cuts
  Maershala of the Flowers
  Perfumer
  Narbondellyn
  Florist and perfume
  merchant
  Natlel of the Three
  Fingers
  Moneylender
  Narbondellyn
  Personal moneylender.
  Highly regarded
  Yuimmith Shulcloak
  Moneylender
  Narbondellyn
  Elderly moneylender. Deals
  in high risk lending. Large
  interest rates
  Elstearn's Escorts
  Escort Agency
  Westwall
  Highly regarded escourts
  for parties, orgies and
  private masseur sessions
  :o)
  Ulavers Wine Goblet
  Winery and Wine Merchant
  Narbondellyn
  Famed for the 'Ulaver
  wine', highly potent and
  very tasty
  Sh'aun Darnruel
  Clothing Merchant
  Manyfolk
  Fashion Merchant to the
  rich.
  Tlar Quel'tlarn
  Locksmith and Metalsmith
  Westwall
  Expert metal worker. Maker
  of fine brooches
  Rhauvais del'Vgana
  Weaponsmith
  Manyfolk
  Specialises in concealed
  and poisonous weapons
  Lloth's Laughter
  Massage House
  Manyfolk
  Very fine and very, very
  expensive
  The Black Glove
  Massage House
  Manyfolk
  Good reputation, expensive
  though
  Tolkar's Copper Door
  Massage House
  Westwall
  Average quality but very
  reasonable. Do excellent
  business
  Alessra's Couches
  Massage House
  Manyfolk
  Very poor massage house.
  Frequented by the seedier
  faction of the city
  Shondarl's
  Drinking Pit
  Manyfolk
  Fine liquer, though
  expenisve. Used by the rich
  and vain
  The Spiderdrink
  Drinking Pit
  Manyfolk
  Average tavern. Good
  services offered. (built in
  massage parlour ;o)
  The Cup and Lizard
  Drinking Pit
  Manyfolk
  Average.
  The Revelling Rogue
  Tavern/Drinking Pit
  Eastmyr
  Seedy tavern. Often
  frequented by Jarlaxle
  Vhurn Bhaelyndryn's
  Bestiary
  Bazaar Stall/Beast
  Merchant
  Bazaar
  Sells all types of beasts
  from both the underdark
  and the surface
  The Battered Beholder
  Hardware and Weapons
  shop
  Eastmyr
  'no questions asked',
  weapons bought and sold.
  Adventuring equipment
  available.
  Calask's
  Surgeon/cosmetisist
  Eastmyr
  Cosmetics including face
  lifts. Maps of the
  Underdark bought and sold
  Narbondel's Shadow
  Rooming House
  Eastmyr
  Average room and prices.
  Humans welcome
  Ilitree's
  Rooming House
  Narbondellyn
  Good quality. Dark Elves
  only
  Blind Alyss
  Sculpter/Potter
  Eastmyr
  Known contact for Bregan
  D'Aerthe
  Rhauldyn &quot;The
  Old&quot;
  Weaponsmith/Trainer
  Braeryn
  Ancient fighter. Highly
  regarded trainer for fighters
  Malaric Darkstar
  Mage-For-Hire
  Eastmyr
  Psionicist and magic user.
  Very skilled and VERY
  expensive
  Phaeril &quot;One-
  Hand&quot;
  Dhaunythe Blaur'duis
  Potion Vendor
  Calauthe Mez'talyth
  Informant
  Drythaera Bryn'Tereth
  Map Dealer
  
  Guide/Dagger-For-Hire
  Donigarten
  One handed guide. Vendor
  of poisoned daggers. Good
  rates
  Eastmyr
  Specialises in Love Philtres
  and healing potions
  Braeryn
  Known drug dealer.
  Specialises in intoxicating
  mosses.
  Braeryn
  Deals in maps of the
  underdark and the surface
  Sherzak Mizzrym
  Merchant/Dealer of
  Information
  Qu'ellarz'orl
  Noble of House Mizzrym.
  Known for his treachery
  Fezool
  Mage/Investigator
  Manyfolk
  'Finder of things lost', or
  so says his sign
  Ferasee Dinge
  Arts Dealer
  Manyfolk
  Dealer in all 'objets d'art'
  Crackus Der'avee
  Magic Merchant
  Bazaar
  Dealer in all things
  magical. Specialises in
  spell components
  Gorvin
  Assassin
  Eastmyr
  Gorvin is a known traitor
  and assassin.
  Fillius Q'Xorl
  Wand Maker
  Qu'ellarz'orl
  Commoner of the Fourth
  House. Excellent
  wandmaker. VERY
  expensive
  Baradoon Belay
  Spell Merchant
  Manyfolk
  Merchant dealing in scrolls
  and spell books. Very old,
  and somewhat
  senile
  Geradeen's Pantry
  Food Merchant
  Narbondellyn
  Dealer in food stuffs.
  Specialises in exotic foods
  from the surface
  Xerooze &quot;The Old
  One&quot;
  Clairvoyant/Soothsayer
  Narbondellyn
  Clairvoyant, believed to be
  very good
  Izabel the Hag
  Witch
  Eastmyr
  Specialises in 'placing'
  curses. Very dirty and
  unhygenic.
  Barat'g
  Sword-For-Hire
  Easymyr
  Half Giant. Mostly works
  as security for the 'Lloth's
  Laughter'
  Felicity
  Wench/Seducteress
  Eastmyr
  Known wench. Very
  beautiful (except for her
  rotten teeth)
  Feybaj Bjor'Dan
  Fence/Thief
  Braeryn
  Known Fence and thief-for-
  hire
  Killedar Mostleen
  Thief/Assassin
  Braeryn
  Dagger-For-Hire. Very
  successful but very
  expensive
  Xenon Mirace
  Negotiater/Merchant
  Bazaar
  Excellent barterer. Hired for
  negotiations and such.
  Quite expensive
  Fayshooze Beriter
  Cleric-For-Hire
  Manyfolk
  Spells cast for a price. Does
  ressurections. Expensive
  Jarlaxle
  Mercenary
  ?
  No comments needed :o)
  
  Drow names
  Forenames, females
  Akordia
  Alauniira
  Alystin
  Angaste
  Ardulace
  Baltana
  Belarbreena
  Briza
  Burryna
  Chalithra
  Charinida
  Chessintra
  Dhaunae
  Dilynrae
  Drisinil
  Eclavdra
  Elvanshalee
  Elvraema
  Erleda
  Faeryl
  Felyndiira
  Filfaere
  G’e ;driia
  Gaussra
  Ginafae
  Geyanna
  Haeldra
  Halavin
  Halisstra
  Ilivarra
  lmra
  Inidil
  Irae
  Irruit
  Iymril
  Jhaelryna
  Jhannniss
  Jhulae
  Jyslin
  Laele
  Larynda
  LiNeerlay
  Lirdnoly
  Lualyrr
  Malice
  Maya
  Micarlin
  Minolin
  Molayas
  Myrymma
  Nathrae
  Nedylene
  Nulliira
  Olorae
  Pellannisstra
  Phaere
  Phyrra
  Qilue
  Quarra
  Quave
  Rauva
  Rilrae
  Sabal
  Sabrae
  Shi’nayne
  ShriNeerune
  Shurdriira
  Shyntlara
  SiNafay
  Ssapriina
  T’risstree
  Talabrina
  Talice
  Triel
  Uluiirala
  Umrae
  Viconia
  Vierna
  Vlondril
  Waevra
  Wuyondra
  Xullrae
  Xune
  Yasraena
  Zarra
  Zabeyana
  Zesstra
  Zilvra
  Forenames, males
  Adinirach
  Alak
  Alton
  Amalica
  Antatlab
  Baragh
  Belaufein
  Belgos
  Berg’inyon
  Bhintel
  Bruherd
  Calimar
  Chaszmyr
  Dantrag
  Dariel
  Dinin
  Dipree
  Divolg
  Drizzt
  Duagolth
  Durdyn
  Elkantar
  Filraen
  Galadar
  Gelroos
  Ghaundan
  Gomph
  Gorlist
  Gromph
  Guldor
  Hatch’net
  Houndaer
  Ilmryn
  Ilphrin
  Istolil
  Istovir
  Jaraxle
  Jeggred
  Kalannar
  Kalafein
  Kelnozz
  Krenaste
  Krondorl
  Lesaonar
  Lyme
  Malaggar
  Marckarius
  Masoj
  Merinid
  Mourn
  Nadal
  Nalfein
  Nhaundar
  Nilomim
  Nym
  Nysstyre
  Omareth
  Orgoloth
  Ostronar
  Pharaun
  Quevven
  Quild
  Ranaghar
  Relonor
  Riklaunim
  Rizzen
  Ryld
  Ryltar
  Sabrar
  Seldszar
  Shar
  Solaufein
  Sorn
  Szordrin
  Tralyn
  Thathlyn
  Tebryn
  Tluth
  Tsabrak
  Urlryn
  Valas
  Vorn
  Vuzlyn
  Welverin
  Wode
  Yazston
  Zaknafein
  Last Names
  Abaeir
  Abbylan
  Argith
  Illistyn
  Jhalavar
  Jusztriin
  T’orgh
  T’sarran
  Telenna
  
  Blaerrabban
  Blundyth
  Coborel
  Coloara
  Cormrael
  Dalael
  Dhuunyl
  Elpragh
  Filifar
  Gellaer
  Ghaun
  Glannath
  Hune
  Hyluan
  Khalazza
  Lhalabar
  LuenYoeg’
  Mlezziir
  Naerth
  Olonrae
  Ornrivvin
  Pharn
  Philiom
  Quavein
  Rhomduil
  Rrostarr
  Seerear
  Ssambra
  Tlintarn
  Uloavae
  Veladorn
  Vrammyr
  Vrinn
  Waeglossz
  Wyndyl
  Xarann
  Xiltyn
  Yaunthlo
  Yoegh’il’rymmin
  Zaphresz
  Zolond
  Note : The majority of the names are from « The Drow of The Underdark », by TSR.  Some are from the novel
  « Daughter of the Drow », by Elaine Cunningham, and some others are form my own novel (it’s not finished),
  « Deadly Shadows ».
  Some drow NPCs of Forgotten Realms
  Duagolth Tlintarn
  Story : young drow male, Elistraee’s worshipper, flew from Ched Nasad under the influence of a priestriess of
  the Dark Maiden.  He lives in the Moonsea Region since 10 years to fight the worshippers of
  Bane/Cyric/Iyachtu Xvim.  He gained the friendship from some elves of the elven court.
  In play :
  Class : warrior
  Kit : drow soldier
  Level : 7
  Alignment : Chaotic good
  Hairs : silver
  Eyes : black
  Height : 5 feet
  Weight : 110 lbs
  Age : 119 years
  Weapons of predilection : scimitars
  Natal city : Ched Nasad
  Religion : Elistraee, Tymora
  Kelnozz Telenna
  Story : fervent Vhaeraun’s worshipper, Kelnozz was a low caste (but  a great fighter) drow who lived in a little
  drow keep in the world above, in the North of Zhentil Keep.  He was an assassin and a spy.  With  his soliders,
  he destroyed many villages  and caravans near Zhentil Keep.  He died by the hands of a Zhentilar commander.
  In play :
  Class : crusader
  Kit : inquisitor
  Level : 9
  
  Alignment : chaotic Evil
  Hairs : white/grey
  Eyes : red
  Height : 4 feet 6 inches
  Weight : 100 lbs
  Age : 149 years old
  Weapons of predilection : short swords and daggers (both poisonned)
  Native town : the drow keep in the North of Zhentil Keep
  Religion : Vhaeraun
  Divolg Quavein
  Story : he was the greater weaponsmith of Jhachalkhim and he survived the destruction of his city (he fled to
  Menzoberranzan).  All his life, he searched a staff called « The Abyssmal Staff », lost in the world above.  In his
  adventures, he met the avatar of Iyachtu Xvim, confined in a magical  jail under Zhentil Keep.  He is now a
  quasi-power.  The complete Divolg’s story is described in « Deadly Shadows ».
  In play :
  Class : thief/wizard
  Kit : defiler
  Level : 14/12
  Alignment : neutral evil
  Hairs : white
  Eyes : green
  Height : 4 feet 9 inches
  Weight : 119 lbs
  Age : 140 ans
  Weapons of predilection : long/short swords, daggers
  Native city : Jhachalkhim
  Religion : Iyachtu Xvim (he was the first Xvim’s choosen)
  Marckaruis Millithor
  Story : he was a noble of the 25th Noble Houseof Menzoberranzan.   He lead many massacres on the World
  Above.  His house was destroyed by he survived and fled to the surface.  There, he gained power and wealth
  and he came back to Menzoberranzan, at the head of an army.  He bet his drow ennemies and he rebuilt the
  House Millithor. la destruction de la maison Millithor, mais il réussit à s’échapper.  Il voyagea beaucoup sous et
  sur les Royaumes, en compagnie de son demi-frère Dariel et de son cousin Quertus Millithor.  Il acquit un
  pouvoir et une richesse assez grande pour se procurer une armée et relançer la Maison Millithor.  During the
  times of troubles, he tried to kill Lloth, and  he was seriously injured during the fight, but he survived.  He was
  healed but he was killed by Quertus, his cousin.  For an unknown reason (probably due to the chaos that was
  during the times of trouble) he became a god and he is now known as The Lord Of Massacres.
  In play (before his death) :
  Class : warrior
  Kit : Blade Master
  Level : 25
  Alignment : chaotic evil
  
  Hairs : white
  Eyes : red/rose
  Height : 4 feet 8 inches
  Weight : 124 lbs
  Age : 143 years old
  Weapons of predilection : long swords
  Native from : Menzoberranzan
  Religion : none
  Dariel Millithor 
  Histoire : young brother (adopted) of Marckarius, he accompagned him in his adventures.  At his brother’s
  death, he left the house Millithor with the majority of the army and founded a Mercenary House (3000 soldiers
  now).
  In Play :
  Class : warrior
  Kit : drow soldier
  Level : 22
  Alignment : chaotic evil
  Hairs : white
  Eyes : blacks
  Height : 5 feet
  Weight : 115 lbs
  Age : 139 years old
  Weapons of predilection : long swords and hand crossbows
  Native from : Menzoberranzan
  Religion : Vhaeraun
  Quertus Millithor
  Histoire : Dariel and Marckarius cousin, he was a great wizards but very hugly : he was completely disfigured
  by an acid burst.  He killed his Marckarius and desapeared shortly after the time of troubles.  He was an expert
  in the extra-plannars travels...
  In Play :
  Class : wizard
  Kit : none
  Level : 19
  Alignment : Chaotic neutral
  Hairs : none
  Eyes : blacks (before his disfiguration)
  Height : 5 feet 3 inches
  Weight : 100 lbs
  Age : 150 years old
  Wepons of predilection : staff of acid burst
  
  Native from : Ched Nasad
  Religion : Lloth
  Torellan Millithor
  Histoire : he is/was the brother of Marckarius but he left the band sortly after the destruction of the Millithor’s
  house.  Now, he live in a forest in the South of Silverymoon with Elistraee’s worshippers.
  In play :
  Class : wizard/warrior
  Kit : none
  Level : 13/12
  Alignment : before the destruction of his house : Chaotic evil.  After : chaotic good
  Hairs : white
  Eyes : red
  Height : 5 feet
  Weight : 125lbs
  Age : 122 years old
  Weapons of predilection : long swords
  Native city : Menzoberranzan
  Religion : Corellon Laerethian / Elistraee
  
  Drizzt Do’Urden
  Hisoitre : read the books of R.A Salvatore
  In play
  Class : ranger
  Kit : no know...
  Level : 15 (he was a warrior of level 18 before his arrival to the World Above)
  Alignment : chaotic good
  Hairs : white
  Eyes : purple (lavander)
  Height : 5 feet 2 inches
  Age : about 115 years old
  Weapons of predilection : scimitars
  Native city : Menzoberranzan
  Religion : Miellikki
  Nalfein Despana
  Histoire :  Nalfein was a great wizard and the only friend of Divolg Quavvein.  He was a fervent worshipper of
  Vhaeraun and Bhaal.  He died during the godly ascent of Divolg.
  In play
  Class : wizard
  Kit : Shadow Mage
  Level : 23
  Alignment : neutral evil
  Hairs : silver
  Eyes : amber
  Age : 67 years old
  Weapons of predilection : Staff & Knife
  Native city : Menzoberranzan
  Religion : Vhaeraun, Bhaal
  
  Dantrag Despana
  Histoire : young brother of Nalfein Despana, he died in a battle against a band of gnolls.
  In  play :
  Class : warrior
  Kit : drow blade master
  Level : 8
  Alignment : Neutral evil
  Hairs : silver
  eyes : amber
  Age : 55 year old
  Weapons of predilection : scimitars and daggers
  Native city : Menzoberranzan
  Religion : Vhaeraun
  New wizard spells
  Note :  all the ranges and effect areas are in meters.  1 m = 3.2808 feet
  Spell level : 4
  Nalfein’s Darkness (Necromancy, Shadows)
  Range : 30m + 5 mètres/2 niveaux
  Comonents : S
  Duration : instantanée
  Casting time : 3
  Aera of effect :  radius of 7m+1m /level
  Saving Throw : _
  This spell creates a globe of evil darkness.  Living creatures recieve 1d6 points of damages / level of the caster.
  The darkness are very oppressive and the creatures surround by it can be troubled and afraid.  If total damages
  are higher than 30 hp, the globe of darkness have a chance of 10% to become a « Dark Vortex » ; a dark vortex is
  a tornado of darkness (radius of 1m per sevel of the caster) that destroying all forms of life on its way (no saving
  throw).  Its end after 1d20 day(s).
  Effects of a globe of darkness
  Level of the caster
  Effect
  6
             Fear (as the spell)
  10
    
             Panic (victims flee away quickly if they failed a saving throw vs spells during
  1d4 hours)
  20
                        Desintegration if a saving throw vs spell is failed
  
  Iron missiles (Invocation)
  Range : 20 m / level
  Components : V,S
  Duration : 2 rounds (after this time, the missile disappear)
  Casting time : 2
  Aera of effect : special
  Saving throw : none
  After the incantation, smalls irons missiles (4 inches), sharp as razor blades and pointed as a dagger,  fly from
  the fingers of the caster and attacks the caster’s target(s).  It’s like magic missiles ; missiles can’t miss a target,
  but this target must be saw by the caster befor the during the casting.  Each iron missile inflid 1d6 hp of damage
  to the victims.  The waizard can cast 1 missile per 2 levels of experience (max 12 missiles).  Each missible can
  pass through the bodies : this « chance » is of 15% + 1% per level of the caster.  If a missile pass throught a
  body, it makes double damages.
  Spell level : 7
  Nalfein’s effacement (Alteration/Necromancy)
  Range : 30m
  Components : V,S
  Duration : permanent
  Casting time : 5
  Aera of effect : 1 creature
  Saving throw : cancel
  This terrible spell ereases, totally, the memory of the victims and bring them back  at the mental age of 2 years
  old.  All level(s), class(es) and memory are lost.  They can’t talk (or a little), are not clean (hmm... really, I don’t
  know how to say it... the victims « shits » in their pants, etc... excuse me, it’s not very polite).  A saving throw
  cancels all the effects
  Spell level : 9
  Nalfein’s horrible death (Necromancy, Alteration)
  Range : 2mètres par 2 niveaux
  Components : V
  Duration : instantaneous
  Casting time : 1
  Aera of effect : speciale
  Saving throw : none
  This spell was created by Nalfein Despana to satisfy his sadistics instincs.  When he casts, the caster’s voice
  become low and threatening, his eyes become red and seems to glow...  his body is surrounded by an aura of
  darkness.  All these elements create an aura of fear : all the creatures who have 10 HD or less must leave the aera
  
  (20m minimum) for 1d10 rounds.  Only the principal targe will die.  NOTE : the following prossecus takes 3
  rounds to occur (during these 3 rounds, the victim can’t do anything else than shout and cry) and thanks to the
  Death Metal band Carcass for this description :)    - I hope that you’ll not be offended of this...
   Eyes explodes and blood gush out of the hears and the nose.  The skin rots quickly and a grey pus covers the
  victim’s skin...
  Oral eruption...
  Rectal extroversion...
  Your vagus implodes, as nausea strikes
  Savaging your body in a terminal retch
  Violent spasms and decaying enzymes
  Engulf your throat as you belch
  Intestinal disturbance, your ileum turns inside-out
  Your duodenum is thrust up towards your mouth
  Your pancreas excretes stale septic pus
  Your whole digestive system is now a sticky mush
  Liquidized oesophagus mixes with bloodied excretion
  As you pathetically gasp for breath
  The stench of hot faeces scorches your nose
  As you violently vomit to death
  Your intestines are rising up towards your throat
  Stale bile escaping through your bloodied nose
  Your colon digested in acidic slush
  Your tongue gargling  on your dislocated anus
  Your inside cooking, steaming and hot
  Exploding pus and bile, abdominal saliva sprays
  Gouging out your intestines and rubbing them in your face
  And, finally, you DIE...
  It’s horrible huh ?  This spell affect only humanoids creatures (ogres and trolls tooo, but not the giants) and
  victim dies.  If a victim have 15 hd or more, she survive if she have a successful saving throw vs magical death.
  If she fail, she die.  If she have a successful saving throw, she must be healed (by the spell heal) or die in the
  following 3 hours (during these hours of pain, she can’t cast spells, run or attack).  Also, she loose 3
  constitution points (cannot regain them)
  NOTE : the casting of this spell is an evil act.  For this reason, the caster must be evil or neutral.
  This manual was made by Mathieu Laroche (Vhaeraun, on IRC) andt
  François Delisle (you played Divolg and Marckarius, thank you !)
  Hail !
  We are building our AD&D web site.  It’s not finished, but if you are interessed in black metal or demonoly :
  http ://www.geocities.com/SunsetStrip/Palladium/5547/index2.html
  
  You can contact us :
  Vhaeraun (Mathieu Laroche) : #Realms and #FR (both on undernet) or, by E-mail :
  mathieu.laroche.01@cegeptr.qc.ca
  or, if you dont’ recieve an answer : dunkelland@hotmail.com
  François Delisle : francois.delisle.01@cegeptr.qc.ca
  You liked the effects of Nalfein’s horrible death ? I have taken this description from the lyrics of a song called
  Vomited anal tract, on the album REEK of Putrefaction, by one of the greatests Death metal band : Carcass.  If you want to listen
  this song, I can give it to you in real audio format...
  Vhaeraun wish to hail his players,  Malar, all the people of #Realms and #FR and everyone who like the drows ...
  this document  is for you all...
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D Forgotten Realms - The Complete Manual Of The Drow.pdf