TEXT: 1
  Drow of Porphyra
  
  2
  Drow of Porphyra
  The Nalbrezu - Devils in Disguise
  Credits
  Author: Patricia Willenborg
  Editing: Perry Fehr
  Artist: Gary Dupuis
  Cover Artist: Patricia Cavalieri
  Porphyra Logo: Rick Hershey
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from 
  Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, Inc does not guarantee compatibility, and does not endorse this 
  product.
  
  3
  Introduction
  All beings who love the light learn to dread the realms 
  below their feet, and since the earliest times the Under-
  deep has repaid all fears in kind.  Insectile horrors and 
  stranger things boil up from wounds in the earth with-
  out warning anywhere they are least expected.  Prisoners 
  are taken so far beyond the reach of the sun that they 
  might as well have never known it at all.  And most who 
  venture down in search of glory or revenge meet their 
  childhood nightmares - and then, if they are very lucky, 
  they die.  
     Because more than anything else, the Underdeep is a 
  place for death.
     But these are merely the truths about the Underdeep 
  that surface dwellers believe.  Beyond the natural caverns 
  explored by the brave is a world that’s been carefully 
  crafted by the bizarre creatures that dwell in it.  Miles 
  of winding tunnels have been left behind by ancient 
  empires; magic and slaves have hewn the rest.  Flora and 
  fauna from above provide light, defenses, and food, and 
  what should have perished has found ways to flourish.  
  So for every deserted corridor there are caverns teeming 
  with mouths that must be fed.  
     It’s no wonder, then, that the swarms from below seem 
  savage and mindless, even when they are not.  They tear 
  away what they can grab before retreating like seasonal 
  storms.  Most attacks from the Underdeep are about ne-
  cessity, not daytime horrors like wars of succession.  Sur-
  vivors hate to lose their loved ones to the endless dark, 
  but at least they can understand why they were taken.  
  They begrudge the lost supplies but have to admire the 
  inventiveness of the desperate.  But even the masterful 
  slave raids of the duergar are child’s play compared to the 
  machinations of the drow.  
     The drow inspire a new level of awe in the dark be-
  cause they bring elven elegance to every empire they 
  forge.  Anything the drow pursue becomes an art, from 
  politics to poison brewing, and whatever they master 
  becomes an obsession.  Yet no matter how crazed or 
  brutal they seem, they always move with a purpose and 
  their designs are rarely simple.  It might take decades 
  for a goal to be reached, but drow nurture intrigues like 
  surface elves tend forests.  Unlike their woodsy cousins, 
  however, the drow hold no special reverence for nature.  
  They take their desires to the next level - whatever those 
  desires may be, and whatever it takes to obtain them.
     But these truths about dark elves, like all legends of the 
  Underdeep, are only partly true.
     Assuming that all drow are alike is usually a danger-
  ous error, but it’s an even worse mistake to make in the 
  lands of Porphyra.  Up until a thousand years ago, stories 
  about dark-skinned elves were few and far between.  
  They could have been rare births or botched experi-
  ments, but nobody feared them or paid much attention 
  to the rumors.  Some sages believe that Porphyra had no 
  genuine drow until The Calling.  They are right about 
  one thing: When the elves and orcs cried out for new 
  gods and opened their reality to others, they got a lot 
  more than they bargained for.  
  Why Drow?
  Since “ancient times” when a dark 
  subterranean race incited giants to 
  attack the lands of men, the evil breed 
  of elves known as drow has been a 
  favorite adversary of tabletop adven-
  turers, seen with a mix of fear at their 
  eldritch power and the temptation 
  of their myriad treasures and magical 
  secrets.  One is always seen as virtuous 
  against the drow, and the necessity of 
  opposing them gives a sense of hero-
  ism to many stalwart players.  The 
  scale of their society and machinations 
  ensures that they will be a solid chal-
  lenge that will never lack for twists 
  and turns.  
  On Porphyra…
  The drow are as much a Landed (not 
  native to Porphyra) race as dwarves or 
  mâlites.  The restrictions of past scenarios 
  do not apply, and each sect of drow, 
  though somewhat physically and psy-
  chologically similar, come with different 
  loyalties and raisons d’etre, unchained to 
  one another.  Drow serve many, wildly 
  different masters on the Patchwork Plan-
  et of Porphyra, and struggle to survive 
  after being dragged from their worlds 
  of origin- anything goes now, with the 
  drow… so make sure you don’t miss out.
  
  4
  The Nalbrezu, 
  Devils in Disguise
  First Cut is the Unkindest 
  Since you’ve been doing jobs for us and you’ve finally fig-
  ured out that you’re not working for strangers, it’s time I 
  sat down and explained some things.  You haven’t been 
  calling me ‘Uncle Jallorn’ this whole time for nothing.  
  You can be a part of something bigger and better than 
  any two-bit thieves’ guild anywhere on Porphyra.  You’re 
  already half-way there because you’re not a dark skinned 
  elf; you’re a drow planted in a city we needed to know 
  from the inside.  Now you just need to know where 
  your blood comes from and what it means to live by 
  our Code before you make the big choice about coming 
  home with me.  So this is our story, or as close as you’re 
  going to get in a society of professional liars: 
     Once upon a time, we were as fair and free as elves 
  ever are.  We were citizens of the greatest kingdom 
  around and for millennia, life was good.  That was basi-
  cally because the lesser races thought we lived forever 
  and we didn’t bother to correct them.  We just pretended 
  to be our ancestors when others were around and gave 
  them all the advice and culture they wanted.  In ex-
  change, they enjoyed the awe and mystery and paid us in 
  diamonds and pearls.  Everyone was happy.  Of course, 
  it couldn’t last; no con ever does.  Eventually a star fell 
  from the sky right on top of the annual meet-and-greet 
  and before we could hide the bodies, the ruse was blown.  
     All those years of easy living meant we weren’t pre-
  pared for war, but war was what we got, and fast.  Ev-
  ery ungrateful race we’d ever helped crawled out of the 
  woodwork to take their stab at us and watch us bleed.  
  They scooped up our territories, our shipments, and fi-
  nally our outlying towns.  But not all of us suffered right 
  away - the king and his cabinet hid in their strongholds 
  and sent the rest of us out to die instead.  They didn’t 
  want to admit that we were outmatched and everything 
  would have to change.  After spending centuries sur-
  rounded by other elves, they just didn’t know how to 
  adapt to the world anymore.   
     Those of us who’d spent time with the short-lived races 
  knew the same old might and magic wouldn’t work, but 
  nobody was listening to us.  The highest of the high elves 
  weren’t desperate enough for that.  No, they were too 
  busy trying to figure out how to save themselves without 
  anyone being the wiser, and wouldn’t you know it?  They 
  kept us busy enough to get their wish.  Their stupidity 
  was so human that they surprised us for the first time in 
  thousands of years, but it also ended up being the last 
  time we’d take the hit in their place.  The king and his 
  court sold us, you see - every last elf they could spare - to 
  keep their precious kingdom.
     But at least we went to the highest bidder: the demons 
  of the Abyss.  
     That’s right.  We didn’t get shipped off to any old 
  group of slobbering underground slavers.  We were 
  called together for a grand ceremony and then given to 
  demons the king and his merry elves summoned up.  It 
  didn’t matter if we ran or fought or bargained; we had 
  already been signed for.  They even had a pocket realm 
  set up for us to live in, tucked away where the worst of 
  the Abyss couldn’t get at us.  It turned out that our king 
  had been bragging about how great we were at pretend-
  ing and fitting in with other races.  For some of us, it 
  was a job; for some of our nobles, it was a game.  Truth 
  be told, he was right.  We’d gotten good at sneaking 
  around.
     And the demons bought us because they needed 
  us.  There were elven kingdoms on other worlds where 
  demons had a hard time getting around.  Paladins and 
  wards and other tricks kept the outsiders - well, outside, 
  but elves didn’t suspect their own kind, so in we went.  
  Our masters stripped away some of our key memories 
  first - from the name of our world to the name of our 
  kingdom - and kept most of us locked in our pit.  With 
  no way back and no way forward, we became the Nalbr-
  ezu, named after the glabrezu and nalfeshnee that used 
  us to rot elven morals from the inside.  After what we’d 
  been through, we didn’t really mind.
     None of us know how long we were prisoners since 
  they only let us out for missions and kept us on a very 
  short leash.  We lived, we died.  Some of us gave birth 
  to half-demons but mostly they left us to breed amongst 
  ourselves.  That didn’t stop us from changing, though.  
  Our skin turned to the darker shades of the Abyss 
  (which didn’t make our job any easier, but we found 
  ways around it).  We soaked up some magic and started 
  shrugging off the elements, and eventually we made 
  the darkness our friend.  For a long time, hiding out in 
  tunnels and sneaking through the night was the only fun 
  we had - but the demons didn’t know about it, so it was 
  definitely fun.
     What we didn’t know was that we were being watched 
  by some very important enemies of our enemies - specifi-
  cally, devils of a special kind.  They weren’t just any er-
  
  5
  inyes, showing up to make our dreams of revenge come 
  true.  They had a special mission of their own, so we 
  were weighed and tested, and once again we fit the bill.  
  Only this time, the schemers came to us up front and 
  personal, showed us their true faces and laid out some 
  terms.  We would get a choice.  We would get to haggle.  
  And if we decided to back out, there wasn’t much worse 
  anyone could do to us.  Of course, by then we knew a 
  deal that was too good to be true when we saw it, and 
  we sent our best of the best to handle the bargain.  They 
  were everything our old king and his court didn’t have 
  the guts to be.  
     Because of them, we made it out.  It didn’t come 
  cheap, but then nobody expected it would.
     It just so happened that a god of corruption was in 
  need of some mortal agents who knew how to keep 
  things quiet.  The Dark Patron Eshsalqua will give 
  anyone the ugliest of their heart’s desires for a hefty 
  price, but even though he’ll keep his word, it’s not 
  an easy scheme to sell.  His Furies found us by 
  accident but roped us in on purpose, arrang-
  ing our freedom in exchange for the souls 
  and service of our next three generations, no 
  questions asked, no take-backs.  I know a 
  few things about dark gods and I can tell 
  you we got off lucky on that score.  But 
  the erinyes added their own finder’s fee 
  before showing us how to escape.
     We agreed to take on 
  some of their work, 
  making revenge one 
  of our specialties - but 
  vengeance was already sacred 
  in the blackened heart of every Nalbrezu, 
  so we were happy to oblige.  I know 
  that it’s one of my favorite things in any 
  world.
  The Empire of Whispers
  Don’t ask how we got clear of the Abyss.  
  It’s not a pretty story, and not all of us 
  made it out.  
     Those of us who lived were set 
  loose on the world Eshsalqua 
  wanted to corrupt first, some 
  sprawling place called Porphyra.  
  We’d never heard of it before but it 
  didn’t take long for us to feel right at home.  After 
  all, it was full of targets ripe for duping.  And we had 
  free rein about how and when we brought them to the 
  Dark Patron, so we could take our time and enjoy it.  
  We could go anywhere, play with any race, and pull any 
  scheme we wanted.  Best of all, we wouldn’t be locked 
  up again between jobs.  We couldn’t wait to try out the 
  tricks we’d learned and plant a new crop of half-bloods 
  to be our eyes and ears on the inside.
     But first, we needed a place to call our own.  We could 
  have gotten started on the surface, but what’s the point 
  of being spies if it’s easy to figure out where you live?  We 
  were used to being hidden, so we made our way down 
  into the Underbelly - err, Underdeep - of Porphyra and 
  set up shop in the most forsaken corner we could find.  
  There was too much competition for the livable spots 
  and we needed some extra protection, anyway.  From 
  then on, it became our way to keep our cities in the 
  places nobody else wanted or thought they could survive 
  in.  We import a lot of the necessities, but it all works 
  out.  No one’s gotten close to us yet.
     Nobody left the First City until we had the 
  Code figured out, though.  It’s how we make sure 
  we don’t end up prisoners again.  It’s how we op-
  erate, what we value, and what we have to avoid, 
  all rolled into one set of laws strong enough to 
  keep us in line.  Anything worth anything is 
  recorded in it somewhere, from the names 
  of the First Families to the titles of the 
  Five Courts of Corruption.  And any 
  punishments worth being afraid of 
  are all laid out where we can see 
  them.  Before we make promises 
  to any god or devil, we swear 
  on the Code, which is re-
  ally just swearing to each 
  other.  No matter what 
  happens or what we 
  have to do, Nalbrezu 
  come first.  And trust 
  me, all this saves more 
  trouble than it makes.  
     Anyone who refuses to live 
  by the Code has to die, but 
  that’s just the way it has to be 
  when you’ve got plans as big as 
  ours.  There’s no room for betrayal 
  when our agents are surrounded by 
  enemies and our cities need every 
  shipment we reroute their way.  
  There’s no time for games when 
  
  6
  we’re busy shaping dynasties and economies, above and 
  below the surface.  And the Empire of Whispers is only 
  the first phase.  One day we’re going to find the descen-
  dants of our former king and bathe our homeland in 
  their blood.  In the meantime, we’re going to find every 
  last demon that taught us to love pain and earn our own 
  kingdom in Hell with their screams.  
     And we’re not exactly exclusive.  Pass our tests, pledge 
  yourself to the Code, and you’re in.  Those half-bloods 
  I mentioned?  They can be some of our best operatives 
  once they realize where they come from and what they 
  can be a part of.  The other tribes of dark-skinned elves 
  that are running the show underground?  The surface 
  dwellers call us all ‘drow’ because they don’t know better, 
  but just because we’re different doesn’t mean our cousins 
  aren’t welcome.  Quite the opposite.  We offer the Karza 
  and Zuthus the sanity they’ll never find at home, and we 
  give the Strivog and Xelusine just about anything they 
  want for their loyalty.  
     You would, too.  They’re dead sexy.  Get it?  See, the 
  Strivog worship death, and the Xelusine…  Nevermind.  
  Get to know us some more, and that might be funny.
  The Code of the Nalbrezu
  Everything in our lives begins and ends with the Code 
  and while that might sound like a pain in the ass, it’s 
  always been worth our time.  When I say that no one left 
  the First City until the Code was done, I mean it.  We 
  had to know that everyone on board was reliable and the 
  temporary lockup was enough to make any traitors try 
  to run.  They didn’t get far, and neither did anyone who 
  refused to take the oath.  That’s how it’s been ever since.  
  We’re all responsible for learning the Code, understand-
  ing each part, and making sure everyone toes the line.  
  This is how we can trust and respect each other wherever 
  we are and whatever we’re doing - and it works.
     In the last thousand years, not much of the Code has 
  been changed.  Some cities add a local clause or two but 
  the heart of it is the same, and we’ve got plenty of origi-
  nal copies left since we stashed them around Porphyra, 
  just in case.  We give children the short version while 
  we’re teaching them to talk and we tattoo keywords on 
  newcomers until they can recite the whole thing back-
  wards and forwards.  But when you strip away the sub-
  clauses and long explanations, it all boils down to three 
  tiers of laws and penalties that go together and apply to 
  all of us equally, from the highest to the lowest, from our 
  first breath to our last.
  Tier I Decrees
  A.) We will swear on the Code and uphold it before all 
  other obligations, even to House and Court, and will 
  invoke this clause before swearing any matter of grave 
  importance.  All who are bound by the Code are called 
  upon to know and enforce it.  In our investigations 
  and punishments we will be cautious and methodical, 
  causing the least amount of damage to Nalbrezu life and 
  interests in the process.  
  B.) We will never be sold by anyone, for any price or 
  reason.  We will not leave each other in enemy prisons 
  of body, soul, or mind.  We will not reveal defenses or 
  home ground to those who have not sworn on the Code 
  and been examined and cleared by at least three Nalbr-
  ezu.
  C.) We will never have fewer than three leaders of our 
  kind, as a whole or in part, through blood, law, conquer-
  ing, or any other measure.  All of our organizations must 
  have at least three commanders to guide operations and 
  deliver justice.  Would-be kings and their supporters will 
  be hunted and condemned without delay.
  D.) The First Five Families - the Cezlenti, Daenre, 
  Jallorn, Solmo, and Xantyn - have earned respect and 
  station forever among the Nalbrezu, here and hereafter, 
  by freeing us from the Abyss.  Their Houses will bear 
  the responsibility of maintaining our culture and creat-
  ing worth in our society, and will be rewarded gener-
  ously by the Courts for their efforts.  Lesser titles can be 
  granted by Council decree but will never supercede the 
  Five.  Nobles who hold secrets that prove detrimental 
  to our kind will not be spared the most severe penalties, 
  however, and any treachery acted out by the First will be 
  punished threefold.  They above all must prove worthy 
  of their blood.
  E.) The Courts of Corruption will provide a counterbal-
  ance to the power of the Houses in all things and togeth-
  er they will rule our society.  The Courts of Corruption 
  will provide necessary destruction for others and will 
  supply organization and direction, as well as purpose and 
  pride for us.  They control security and logistics outside 
  of our holdings while the Houses will preside over those 
  matters within our territories.  All Nalbrezu must belong 
  to a House or a Court upon reaching adulthood, but 
  each Court can establish its own Gauntlet of require-
  ments for entry.  Those who fail to belong to either insti-
  
  7
  tution will be listed among the Drudges to be called on 
  for any job by any Court or House until they are admit-
  ted.  If a new Court is proposed, it must be significantly 
  different from and approved by all existing Courts.  If a 
  Court proves to be inefficient or detrimental to us, it will 
  be dismantled, its top tiers slain, and its purpose reaf-
  firmed.  The first five of these Courts will be: 
  • 
  The Court of Disaster, masters of sabotage 
  • 
  The Court of Wishes, conductors of contraband
  • 
  The Court of Smoke, executors of bribery and extor-
  tion
  • 
  The Court of Chance, rulers of all things gambled
  • 
  The Court of Torment, purveyors of cruelty and 
  murder for hire
  F.) The leaders of the Courts (the Myrzo) will join with 
  the heads of the Houses (the Neluzin) to form our 
  governing Councils, which must always contain an odd 
  number of representatives.  A Council will change its 
  members at least every decade by any nonlethal means 
  approved by a vote.  Unless three Councils deem it nec-
  essary, we will not kill our own kind.
  G.) The Blood of the Betrayers who sold us will be 
  found and purged unto the last descendant unless 
  marked by a Council for extended punishment, breed-
  ing, or other plans.  They are not Nalbrezu and are owed 
  nothing more than our finest revenge.  
  H.) The Demons of our Durance will be named and 
  obliterated at the earliest opportunity.  They will not be 
  played with or kept.  They will not simply be banished 
  back to the Abyss but destroyed in their entirety by the 
  surest means possible.
  Tier I Sanctions*
  Violating laws of the first tier will result in any one of 
  the following punishments, as decided by House or 
  Court rulers or, upon appeal, by a Council.  Whoever 
  interferes with the delivery of sanctions of any degree 
  will suffer the same fate as the condemned.  
  • 
  Amputation of hands, feet, and tongue while con-
  scious and then remanded to a Black Vault, there to 
  be maintained and kept awake until the last of their 
  days.
  • 
  Killed in a humiliating manner privately, body se-
  cretly and fully disposed of, and soul fed to daemons.
  • 
  Stripped of all titles and property and forced into 
  exile for all time.
  • 
  Used as bait for dangerous missions until dead or 
  relieved of duty.
  • 
  Key memories removed through a sequester thoughts 
  or similar spell and then sold to the demons of the 
  Abyss.**
  * Punishments for particularly severe infractions can be 
  carried out upon three to five generations (and/or three 
  to five targets dearest to the condemned), especially in 
  the event that the targets are suspected of aiding the ac-
  cused but their guilt cannot be directly confirmed.
  ** This sanction has not yet been used but is a very real 
  threat to the very worst of traitors.
  Tier II Decrees
  A.) Demons are for using and abusing, nothing more.  
  We will not sell our souls or any other souls to demons 
  (outside of sanctions).  We will not bolster their strength 
  in any appreciable way and will diminish their power 
  whenever possible.  We will not have extended congress 
  with denizens of the Abyss for any reason but we can call 
  upon their services for limited periods of time.
  B.) Devils are what we aim to be, but they are not our 
  friends.  We will accord the denizens of Hell respect, not 
  trust.  We will become more like them but will not give 
  away our secrets to them.
  C.) Grudges that last for more than ten years between 
  Nalbrezu and disrupt our operations must be brought 
  out in a public duel.  These matches can be decreed by 
  the Neluzin, the Myrzo, or a Council whether or not 
  the angered parties agree, but proof of extended enmity 
  must be provided.  The terms of the duel must be agreed 
  upon by both parties or their superiors, proxies may not 
  be used, and failure to perform in a mandated duel will 
  result in censure.  Five refused duels against the same 
  enemy will result in sanctions of the first degree.  
  D.) We will not stay only amongst our own kind for lon-
  ger than ten years at a time.  After reaching adulthood, 
  every Nalbrezu must spend at least one season living 
  with other races in other civilizations before returning 
  home.  Houses and Courts must make allowances for 
  this absence and must assure that any interests at home 
  
  8
  are adequately tended in the meantime.  This term of 
  service outside of our communities can be delayed for up 
  to three seasons but cannot be refused.  
  E.) Vengeance is sacrosanct to our people, whether it 
  is on our behalf or on behalf of others.  We will treat it 
  accordingly and will not fail to avenge wrongs done to 
  us.  A request to uphold the vengeance for the elderly, 
  infirm, or dying is an honor that must be taken up by 
  a member of House or Court within a season of being 
  asked, or it will be assigned by order of a Council.
  Tier II Sanctions
  Violating laws of the second tier will result in any one of 
  the following corrections, as decided by House or Court 
  leaders.  There can be no appeal for a Council nor can 
  such punishments be extended to include additional par-
  ties.  Violations of second tier laws can draw first degree 
  sanctions if the outcomes of those failures are particu-
  larly dire and widespread.  Unless otherwise specified, 
  punishments at this level last for up to 50 years.
  • 
  Mutilation or removal of a minor limb (such as 
  fingers or toes) or organ (such as an eye) or disfigure-
  ment by branding (on the face), as chosen by the 
  condemned [resulting in a -2 penalty to one ability 
  score and a -2 penalty to social rolls with Nalbrezu].  
  This penalty cannot be healed, covered, or replaced 
  with prosthetics for the duration. 
  • 
  Officially shunned by House or Court (or both).
  • 
  Exiled from a home city or place of power.
  • 
  Immediate loss of major property chosen by the con-
  demned [up to 1/3 of the character’s total wealth for 
  their level in equivalent goods, gear, and/or coin]
  • 
  Indentured servitude to a Nalbrezu chosen by the 
  presiding judges.
  Tier III Decrees
  A.) Our laws come before all others, for we alone ac-
  knowledge the necessity of unpleasant acts and will regu-
  late rather than resist them in a fashion that is balanced 
  and best.  We can pretend to uphold the laws of other 
  nations to maintain relations but will value none above 
  the Code.
  B.) We will know ourselves and one another.  No Nal-
  brezu is above inquiry and inspection by our own kind, 
  including magical methods, so long as just cause is pro-
  vided.  None of us are above suspicion.  We can attempt 
  to carry out our non-lethal specialties against our fellow 
  Nalbrezu without violating the Code, but upon discov-
  ery, we must make full amends and desist at once.  
  C.) The ties of blood are like no other.  We will sow our 
  seed widely and teach anyone with our blood of our 
  ways.  Those who agree to learn our laws must swear by 
  the Code or forfeit their lives once instruction is com-
  plete.  Bloodlines will be honored until the fifth genera-
  tion of breeding entirely outside of our kind.  Those with 
  our blood who have sworn on the Code are Nalbrezu 
  and will be treated as such, with full respect and obliga-
  tions. 
  D.) We will honor our word to anyone and complete 
  any job we agree to undertake once we swear it in blood.  
  We will keep the plans of our brethren secret from any 
  who are not Nalbrezu and will repay any debts to our 
  own kind as soon as possible.
  E.) All cons will come to an end, usually when it is least 
  expected, so we will be prepared to exit a situation at any 
  point.  A Nalbrezu who faces consequences because they 
  did not have an escape plan and emergency supplies is 
  not entitled to any aid from us.
  Tier III Sanctions
  Violating laws of the third degree will result in any one 
  of the following penalties, as decided by a family elder 
  or, through appeal, by a House or Court ruler.  There 
  can be no appeal for a Council nor can such punish-
  ments be extended to other parties.  Violations of third 
  tier laws can draw second degree sanctions if the out-
  comes of those failures are particularly dire and wide-
  spread.
  • 
  Inflicted with a curse for a duration of no more than 
  3 years.
  • 
  Indentured servitude to a Nalbrezu of the judge’s 
  choice for a period of up to 5 years.
  • 
  Perform a service immediately [worth up to 100 
  gp per character level] for free as appointed by the 
  judge.
  • 
  Perform a quest at once as chosen by the judge and 
  bring back proof of completion.
  • 
  Pay a fine [up to 50 gp per character level].
  
  9
  Incentives
  I know it sounds like all those serious rules and scary 
  punishments will never end, and it probably seems 
  like our Code is nothing but threats and pain - but it 
  wouldn’t hold up very well if that were true, now would 
  it?  Even though some of us are too proud to do it, any 
  of us can expect help with upholding the Code if we ask 
  for it.  Nothing is free, of course, but it’s bad faith to 
  take too much in trade and the bragging rights are better 
  than a fee, anyway.  You can trust your Uncle Jallorn on 
  this: we’re not misers.  After everything we’ve seen about 
  laws in other places, we understand the importance of 
  perks.  That’s why we make sure that those who follow 
  and defend the Code see real rewards.  
  Publicly upholding and defending first tier laws in a ma-
  jor way - such as helping to free one of us from slavery, 
  capturing or punishing traitors, or making sure a Court 
  changes leadership if they drag their feet - can lead to 
  any of the following perks.  [Roll 1d6 to discover the 
  award.]
  1. Gain a +4 bonus on all social rolls with Nalbrezu for 
  1d8 years.
  2. Obtain a special tool from one of the Courts that 
  opens an ancient lock, circumvents an impassible 
  trap, or replaces a part of a fabulous broken mecha-
  nism.
  3. Have a Nalbrezu competently manage a home or 
  business for you for 1d8 years.
  4. Receive a minor, landless title that affords access to 
  certain local rights.
  5. Secure the secret of a specialized fighting style, pro-
  viding a +1 bonus on initiative.
  6. Obtain two rewards [roll until two rewards are 
  settled; GM’s discretion advised].
  Publicly upholding and defending second tier laws - 
  such as bringing down a demon’s cult, participating 
  in a duel without being forced, or agreeing to take on 
  vengeance for a Nalbrezu who can’t do it - can result in 
  any of the following rewards.  [Roll 1d6 to discover the 
  award.]
  1. Gain a +2 bonus on all social rolls with Nalbrezu for 
  1d6 months
  2. Obtain access to an exceptionally well outfitted 
  workspace, granting a +4 bonus on a specific Craft 
  or Profession check.
  3. Receive favorable introductions to contacts in a local 
  Court or House, providing a +2 bonus on Diploma-
  cy checks made to influence members of that specific 
  institution.
  4. Accept a gift of one magical weapon, piece of armor, 
  or adventuring gear [worth up to 50 gp per level].
  5. Taught a trick of the trade, granting a perpetual +1 
  bonus on one Craft or Profession check [player’s 
  choice].
  6. Obtain two rewards [roll until two rewards are 
  settled; GM’s discretion advised].
  Publicly upholding and defending third tier laws - such 
  as parenting and initiating a half-blood, or pulling off a 
  difficult job as promised and in a way that benefits mul-
  tiple Nalbrezu - can lead to any of the following perks.  
  [Roll 1d6 to discover the award.]
  1. Gain a +1 bonus on all social rolls with Nalbrezu for 
  1d4 weeks.
  2. Obtain a seller to buy any non-magic item or a 
  buyer for any magic item.
  3. Receive the services of someone who will guard a 
  precious object or hide it where none will find it for 
  free.
  4. Enjoy free healing on a single occasion.
  5. Accept a gift of one non-magical weapon, piece of 
  armor, or adventuring gear [worth up to 25 gp per 
  level].
  6. Obtain two rewards [roll until two rewards are 
  settled; GM’s discretion advised]
  Paying Your Dues
  Now I know you’re probably asking yourself, “What 
  was that about indentured servants?”  Well, it’s like this: 
  we don’t deal in slavery as such.  Trading people doesn’t 
  sound as good when you’ve been on the sold end of 
  things.  Instead, we use indentured servants.  They’re 
  usually the people who owe us money, goods, or secrets 
  and can’t afford get to pay us back.  Their families don’t 
  have to suffer and nobody has to lose body parts or die.  
  Every 25 gp owed is equal to one year of service.  If you 
  only owe us less than 5 years, you get to stay on or near 
  the surface in one of our outposts instead of making the 
  long trip below.  Trust me, that’s generous.
     Our idea of indentured servitude is that it’s temporary, 
  but I’m not going to lie - plenty of people get in so deep 
  that it’s basically a life sentence.  That’s not as bad as it 
  
  10
  could be.  If they keep their heads down and do what 
  they’re told, our servants tend to stay in decent shape.  
  Some of them live better with us than they did before.  
  Sure, they get less food when supplies get tight, but we 
  all make sacrifices then.  But unless they screw up, they 
  stay more or less intact and only get tortured when one 
  of our young ones needs the practice.  If they build up 
  their worth, they get to sire our half-bloods and might 
  even get magical healing when it’s needed.
     The Courts bring in just about all of our indentured 
  servants and it’s up to the Houses to catalogue them and 
  figure out what they can do.  Then a Council divides 
  them up so everybody gets what they need.  We patrol 
  the servants as much as we do each other (and then 
  some) to keep any uprisings from happening.  Most 
  times the servants tip us off to anything serious because 
  we have a reputation for being generous for useful infor-
  mation.  But as loyal as they get, the servants don’t sleep 
  where we do.  They don’t leave our strongholds 
  on their own.  They don’t get to learn routes 
  around our bases.  They’re not part of us.
     A stint as an indentured servant is one of the 
  penalties we Nalbrezu dread the most, truth be 
  told, and we try to save it for rare occasions.  
  It can make us look weak in front of our 
  servants, which is bad, and we’re taught 
  to dread losing our freedom, which only 
  makes it worse.  We don’t have to pay 
  with as many years and we keep more 
  rights to life and limb, but not being our 
  own masters drives us insane.  It’s not as 
  bad as being locked up - we only do that 
  for the worst of the worst - but living at the 
  beck and call of a Nalbrezu who’s going to 
  take advantage of the privilege no matter 
  how much they like you is its own kind of 
  hell.  And yes, I know this from experience, 
  but that’s a story for another time.
  How We Live
  If you paid attention to the Code, then you’ve 
  got a good idea of what our days are like.  But 
  since our strongholds are spread out in different 
  godsforsaken places, there’s no way to talk about 
  the ‘average life’ of a Nalbrezu.  Every city 
  has unique circumstances that affect the 
  drow who live there.  (I love using the 
  surface word for us: ‘drow.’  As if we can 
  be summed up with a term so dull and simple.)  But no 
  matter what, our domains are secret, rigged with traps, 
  and riddled with escape routes.  Anyone too close to 
  our land is tortured for information and then taken care 
  of.  Whether it’s a metropolis or a bolt hole, these things 
  remain true.
     We keep our supplies inside our territory and try to 
  make it look like no one’s around outside of it.  This 
  keeps our location secret but makes it harder to provide 
  as much food and materials as our people need.  Mak-
  ing up for that forces us to be smart and use every bit of 
  space we can.  Plenty of walls and floors get seeded with 
  whatever we can grow.  Curtains of hanging plants make 
  for some great decorations and good eating.  We keep 
  creatures like bats and lizards for food because they breed 
  quickly and use places that are harder for us to rest in.  
  And all of us have hidden stashes, waiting for the day the 
  supply lines get cut.
     But more often than not, we’re happy when we’re 
  home.  Sure, we might sabotage each other and 
  compete for every little thing, but we get to 
  be ourselves when we’re on our own turf.  We 
  don’t have to pretend all the time, and it’s 
  considered bad taste to go around in disguise 
  when we’re not on duty.  Not just that, 
  but we get to show our stories with 
  new tattoos (or reveal old ones after 
  months of having them covered).  
  And we know how to do ink in col-
  ors and metals and designs that take up a whole 
  body.  The more you’ve done, the more you can 
  wear and boast.  Tattooing is our culture and our 
  claim to fame, delivered with style and patience.
     Body art is related to another one of our 
  special traditions: the pursuit of pain.  In the 
  Abyss we learned that pain isn’t the worst that 
  can happen to you.  It’s a powerful part of 
  being alive and can even be a privilege to 
  give and receive, if you know how.  But to 
  be any good at it you have to start early, so 
  from day one we learn the many fla-
  vors of torment.  As we grow up, we’re 
  taught to measure them out with the 
  delicacy of an alchemist.  Eventually, 
  we guide servants, enemies, and each 
  other through miseries great and small 
  - and not only do we learn to enjoy it, 
  but we teach others to love it, too, 
  whether they want to admit it or 
  not.
  
  11
  Family Business
  Nobody can make you suffer like relatives, and for us, 
  family is closer than close.  All Nalbrezu belong to a fam-
  ily, even if we’re not in the noble ones or we’re visiting a 
  different city.  If you’ve got the right last name and lin-
  eage, you’re welcome to stay with your own.  If you have 
  no kin around, you’ll get put into a clan by a Council.  
  We like to live in larger places, keeping extended family 
  together in one spot for security, so there’s always room 
  for one more.  And we look out for each other even bet-
  ter when we share the same blood.  In the Underdeep, 
  lone wolves just don’t last long, so even when we hate 
  each other we keep each other close.
     When things go sour in our families they get down-
  right nasty, and fast.  We might not be allowed to kill 
  each other but that doesn’t stop us from trying every-
  thing else, and if we don’t get caught, we can’t be pun-
  ished.  Not by the rules, anyway.  I’ve seen how that sort 
  of thing builds up resentment quick and leads to plenty 
  of duels between relatives, though.  Hopefully, whoever 
  wins will get what they want and let the grudge go, but 
  if they don’t, accidents can always happen away from 
  home.  We try send out mixed groups from different 
  families to cut down on that kind of temptation, but 
  sometimes it’s the only way for a feud to end.
     But back to happier topics.  All of our families have at 
  least three elders in charge.  They’re not always the oldest 
  or married to each other, but they usually have the most 
  experience and respect.  (Or fear and gear; that works, 
  too.)  If an emergency happens, you’ll be able to find at 
  least one person who can speak for your family.  If you 
  mess up and an elder has to spank you, you might be 
  glad to ask for all three of them to give the judgment, 
  especially if two of them like you.  If an elder’s in the 
  field someone else gets chosen to take their place, and if 
  they do a good enough job, they might get to keep the 
  title when the other guy gets back.
     More than your own parents, the elders are who you 
  have to convince about the big things in life: which 
  Court you want to enter, which skills you want to learn, 
  and who you want to marry.  Don’t get me wrong, we 
  don’t have to get married to have fun or have kids.  As 
  long as the couple or the elders decide which family is 
  responsible for a kid, everything is fine.  We’re not legiti-
  mate because of one parent, either; Nalbrezu blood and 
  the Code are enough.  We get married to declare who’s 
  ours, to set up a contract and a legacy, and to see how 
  long we can stand it.  Most of us end up divorced a few 
  times, if we live long enough.  It’s been fun for me!
    And since everyone on the surface thinks we’re all like 
  the Karza, let’s make it clear: We do not set women or 
  men above everyone else.  If you want power, you have 
  to earn it.  We don’t restrict relationships because of how 
  Noble Houses of the Nalbrezu
  Name
  Symbol
  Traditions
  Reputation
  Cezlenti
  Eye
  Visual art, cartography, scrolls
  Adventurous but reckless
  Daenre
  Ear
  Music, instruments, wondrous items
  Entertaining but weak
  Jallorn
  Heart
  Diplomacy, alchemy*, potions
  Patient but lazy
  Solmo
  Hand
  Fashion, cuisine, armor
  Hardy but snooty
  Xantyn
  Brain
  Tactics, books, weapons
  Brilliant but greedy
  * That definitely includes poisonmaking.  The Karza like to think they’ve cornered the market on harvesting and 
  custom-making the stuff, but I guarantee that they haven’t.
  Lesser Noble Houses of the Nalbrezu
  Name
  Symbol
  Traditions
  Reputation
  Erinae
  Black feather
  Rumormongering, instruments of punish-
  ment and restraint
  Useful but spiteful
  Fyraca
  Open flame
  Religious instruction, religious supplies
  Knowledgeable but divided
  Heceri
  Dice
  Games of skill, alcohol brewing
  High spirited but short-sighted
  Nhilvyr
  Stylized X
  Guiding, traveling supplies
  Resourceful but tricky
  Rh’loro
  Linked chain
  Animal training and supplies
  Commanding but not good with people
  
  12
  our bodies fit together, and anyone who underestimates 
  us because of our natural equipment deserves all the hurt 
  they get.  Karza males are some of our easiest converts 
  because once they swallow their pride, they have to 
  admit they’re getting the raw end of the deal in their 
  society for a stupid reason.  It also helps that our gods 
  have the same policy and judge us for what we do and 
  not what we are.
     But what about those drow we convert from other 
  tribes?  They’re cousins, in a way, but they’re not our 
  blood.  If they marry into a family their children are 
  considered full Nalbrezu, no problem.  We make sure 
  they live by our laws like everyone else and they can 
  serve in Houses and Courts, but they can never be rulers 
  or elders.  I know, I know, it sounds harsh, but we had 
  some problems with moles and turncoats in the past.  
  And when a mistake costs us, we make sure we it doesn’t 
  happen again.  This is an unwritten law implied by the 
  Code but we keep it in all our settlements because the 
  alternative is just too risky.
  Noble Houses
  Yes, we have noble houses, but they’re not the ones we 
  had before the Great Betrayal.  Some of the elite were 
  sold with the rest of us but after we escaped, the old 
  traditions didn’t matter anymore.  Now nobility is the 
  reward we give the First Families for saving our hides 
  from the Abyss.  Anyone bound to the First by blood 
  or marriage is given extra respect, wealth, and support, 
  but nothing is free and our gentry don’t get to just sit 
  around looking pretty.  The royal treatment comes with 
  the obligation to make sure that our hides stay saved and 
  we never forget what we are.  They have to keep earning 
  their place.
     One way nobles make themselves valuable is by build-
  ing us up as a society.  The Code orders them to create 
  things for everybody to use but they go about it in dif-
  ferent ways.  Their traditions started with the first House 
  elders and the things they did best, and they’ve passed 
  down the secrets of their crafts since then.  The Houses 
  only keep half of what they make for their own use and 
  the rest is divided up by the Courts but they have the 
  respect of everyone who gets their hands on House-
  made gear.  They’re also sent as diplomats to handle 
  allies, other Nalbrezu, or foes, sticking their necks out 
  as nobles should. And you’re in luck because you carry 
  the blood of House Jallorn (the best of the First, in my 
  humble opinion).
     Each of the First Houses also takes responsibility for 
  one of our key customs - torture, tattoos, lineage, the 
  Code, and history - for a stint of thirty years. They 
  handle that practice in each city and keep researching 
  it, fixing it, and teaching the rest of us about it.  This 
  is never as easy as it sounds.  Not only do they have to 
  protect what we have and find what we’ve lost, but they 
  also have to look for any tricks or mistakes Houses made 
  before them.  And then they have to find ways to make 
  us pay attention.  That means the aristocrats get creative, 
  which is usually worth the trouble.  
     Commoners  and cousins can serve one of the First 
  Houses, especially if they don’t want to deal with the 
  Courts, but only if they can get in.  Pledges have to be 
  vouched for by three members in good standing and 
  prove what they can do to the elders.  If they pass, they 
  wear the House symbol and have the backing of the 
  family name.  They are trained in the House’s traditions 
  and specialty and are paid well so they can show off the 
  House’s wealth.  If nobles marry or breed outside of the 
  Aristocrat Specialities
  Specialty
  Duties
  History
  Discovering history about the old world and any place needed for current and future operations; 
  uncovering the names of our jailers; judging recent events worthy of recording and teaching
  The Code
  Policing offenses anywhere we are; overseeing or carrying out punishments; interpreting the Code 
  bylaws for Councils
  Lineage
  Maintaining accurate family trees; determining safe and best breeding pairings; guiding infiltration 
  of outside family lines (including those of our drow cousins)
  Tattoos
  Recording our victories with true style; determining House, Court, and Operation symbols and 
  codes; researching symbols, glyphs, and runes (mundane and magical)
  Torture
  Creating new methods and devices; obtaining supplies for torture and tattooing; finding and im-
  proving on other traditions of torturing
  
  13
  nobility, it’s normally with long-standing pledges.  This 
  is arranged every now and then to strengthen the blood-
  lines, or happens out of lust.
     But just in case you’re wondering, the Houses don’t 
  control everything.  No House ruler, known as a Neluz-
  in, can be a Court leader (or married to one) at the same 
  time.  It goes back to the ‘no king’ rule we have; it’s 
  easier to stop that problem before it starts by dividing 
  up the power.  The Neluzin are chosen from the elders, 
  usually through a contest or agreement, and they can 
  only serve for three decades, total.  The House specialty 
  shifts down the line in the same order, from Cezlenti, to 
  Daenre, Jallorn, Solmo, and ending with Xantyn.  Some 
  nobles are kept so busy that they never join the Courts, 
  which is for the best, as far as I’m concerned.
     Lesser Houses exist because titles can be gifts for heroes 
  of the Code, but they’re not created often.  Secondary 
  Houses are usually based in one settlement, with smaller 
  holdings and far fewer pledges, but most of our cities 
  have a handful of them.  If a candidate can’t get into one 
  of the First, they can try their luck with the lesser nobles.  
  Secondary Houses can only have symbols and traditions 
  that don’t step on the toes of the First and they are never 
  given control of a specialty.  They still have the same 
  restrictions with their elders and when dealing with the 
  Courts, but although they get less respect, they also have 
  more time to do what they want.
  Courts of Corruption
  Some societies have guilds to handle their professions; 
  we have the Courts of Corruption for ours.  We used to 
  have courts that were dedicated to great elven virtues and 
  arts, you know, nice things like honor and music.  They 
  were mighty and pompous and had a lot of pageantry, 
  but like the king and his cabinet, they didn’t get out 
  much.  When the time came to defend ourselves, not a 
  damn one of their pretty crafts could help us.  And their 
  leaders had already sold out to the king, you can bet on 
  that.  But I know how raw it sounds.  Why would we 
  dedicate our new Courts to degrading others, and some-
  times even ourselves?  
     Because we know it’s going to happen, so it might 
  as well be carried out by the best, and we’re the best 
  because we accept that corruption is a fact of life.  It 
  doesn’t matter which race is involved, which world you’re 
  on, or which time period you’re living in - everybody has 
  a spot in their soul that’s already rotten.  Laws only delay 
  the inevitable and punishments only kick in after a dirty 
  deed’s been done.  So why waste time forbidding every-
  thing that’s cruel?  People need outlets for their aggres-
  sion.  They need to give in to their ugly little fantasies 
  sometimes.  But we all have to be guided down the path 
  of destruction so the outcomes stay under control.  
     If you indulge your urges too much or too often, if 
  you get sloppy or hasty, you’ll ruin everything.  You’ll 
  waste lives.  You’ll destroy kingdoms.  This is probably 
  the main reason why the Courts have been so successful: 
  They’ve shown us that we can enjoy ourselves and keep 
  what we work for if we’re patient and smart.  They don’t 
  just teach us the skills to take advantage of others and 
  test how weak they are.  The Courts pass down ways to 
  make sure we keep our heads.  Sure, they take 10% of 
  every job’s profits, but they invest in their members and 
  some of our wealthiest drow owe their success to Court 
  contracts.
     Every major city has all five Courts, and every Nalbr-
  ezu has more than one chance to join.  Unless you fail 
  spectacularly, you can run the Gauntlet of a Court every 
  three years.  If you’re not picky, you can throw yourself 
  at each one until you get in, but who wants to get stuck 
  doing work you hate for decades?  Once you’re accepted, 
  you’re under contract for fifty years and apprenticed to a 
  master courtier.  You can join the same Court in another 
  city but your name is spoken for and the other Courts 
  won’t touch you.  You can ask for another master, but 
  good luck getting one to take you seriously when you’ve 
  run away from your first gig.
     The best part, as far as I see it, is that no Court or 
  courtier is an island; far from it.  We work together for 
  support and we don’t get in each other’s way.  The Court 
  of Chance collects debts that are past due with help 
  from the Courts of Smoke and Torment.  The Court of 
  Smoke finds juicy targets for kidnapping and ransom, 
  but the Court of Wishes knows how to pull it off.  Most 
  times, we only share need-to-know information between 
  Courts and leave as many details secret as we can.  But 
  let me tell you, when the Court of Disaster tells you to 
  steer clear of a place, you stay the hell away from it. 
     So what are all the Courts called, and what are they up 
  to?  Here’s the lineup: 
  
  14
  Title
  Purview*
  Nickname
  The Court of 
  Chance
  Gambling of all 
  kinds, fixed games, 
  moneylending
  Ringmasters
  The Court of 
  Disaster
  Cursed items, ex-
  plosives, sabotage
  Jesters
  The Court of 
  Smoke
  Bribery, extortion, 
  ransom
  Bleeders
  The Court of 
  Torment
  Assassination, 
  imprisonment, 
  torture
  Harrowers
  The Court of 
  Wishes
  Contraband, 
  kidnapping, smug-
  gling
  Ushers
  * Court members will take jobs that are close enough to 
  their purviews, otherwise they’ll refer the work to an-
  other Court.  There’s no shame in a lost job, but there is 
  shame in a botched one.
  We offer our services to other races first and foremost, 
  and not just when we go live somewhere else every 
  decade.  We can cause more damage, have more fun, and 
  avoid starting feuds while we’re away, so the Courts let 
  us travel as much as we want.  The Courts also work for 
  fellow Nalbrezu who need help with business outside 
  our territory, and they’ll move against Nalbrezu targets as 
  long as it doesn’t violate the Code.  Most of us will only 
  try for revenge once if we’re taken in by a Court scheme 
  because we know that nothing is free.  We all risk being 
  bitten, but this is the way we feed our urges before they 
  eat us alive.
     It’s easy to say that the Court leaders, the Myrzo, are 
  some of the toughest drow we have.  I don’t envy them, 
  though.  They have to build their reputations for de-
  cades before they’re considered for the brass ring.  Being 
  tapped by a current ruler doesn’t mean they’re in, either.  
  They have to survive an Ordeal first, which is a package 
  of challenges tailored for them by some pretty sadistic 
  Nalbrezu.  The tests don’t always take long, but candi-
  dates either pass on their first try or they die, and any 
  outside help is punished like a first degree offense against 
  the Code.  But if they live, Myrzo can serve for up to 
  thirty years and enjoy extra respect forever.
     That’s because Court leaders don’t just run their 
  Courts; they help run our whole society.  On top of 
  everything else, the Courts balance out the power of 
  the Houses whenever the need arises.  Any extra jobs or 
  problems in a city are divided up between the nobles and 
  the Courts, and they have to keep an eye on each other 
  to make sure the balance isn’t broken.  For instance, the 
  Courts collect the dues we owe the First Houses each 
  month and dole out a portion for every noble who’s 
  toeing the line.  The Houses, on the other hand, can cut 
  down on the supplies they give a Court that’s overstep-
  ping its bounds until it wises up.  
     It’s a delicate dance, like the rest of our lives.  Whether 
  we’re at home or abroad, we’re careful.  We have symbols 
  for each Court and Operation, and they stay in use for 
  three years or until they’re compromised.  The House 
  currently in charge of tattoos comes up with the marks, 
  disperses them, and keeps track of them.  The Myrzo 
  decide when a job is complicated enough to be given an 
  Operation name and its own symbols.  We hide marks 
  in plain sight when we can get away with it or set them 
  up so they can only be recognized from high above the 
  ground.  We use invisible ink and magic signs the rest of 
  the time.
    Common symbols are shown below. Starting with the 
  left column and reading down they stand for:
  • 
  hands off
  • 
  follow, gather info
  • 
  stall
  • 
  attack
  • 
  destroy immediately
  • 
  allies
  • 
  danger
  • 
  meeting place
  
  15
  Religious Matters
  For a long time, we were in debt to Eshsalqua as a tribe 
  and it owned our souls well before we died.  That was 
  just fine for most of us since we owed it our freedom and 
  our goals fell in line with its own.  Our Code and our 
  training made us natural Agents for the Dark Patron and 
  we spread its crooked deals with gusto once we hit the 
  upper world.  Most of us memorize the Songs of Power 
  Eshsalqua likes to hear along with the Code and many 
  of us still follow its lead.  Unlike most of its worshipers, 
  however, we don’t resist the bargain; we just teach each 
  other how to get better terms than the average chump.  I 
  did pretty well when my turn came.
     But we earned the freedom to choose other gods once 
  we paid our debt, and plenty of us have jumped ship 
  since then.  A few Jesters follow Fenris Kul and some 
  of us favor Rolterra, but those are small faiths among 
  our kind.  Shade and Lyvalia are neck-and-neck for the 
  second most popular gods, though, and not just because 
  we’re a lot like them.  We love their faiths because they 
  go together like us and the Xelusine - that is, they have a 
  smooth and sexy partnership most days of the week.  As 
  long as they don’t threaten the Code, we don’t tend to 
  outlaw gods, shrines, or celebrations.  Why would we?
     A Nalbrezu’s soul is his own business.  We saw too 
  much in the Abyss to be naive about the afterlife now, 
  and we saw too many demons close-up to force a faith 
  on anybody.  But we can’t afford to be atheists.  We need 
  all the allies we can get, so we choose gods with our eyes 
  wide open.  Some of us aim to get our own pocket realm 
  in Hell so we can watch each other’s backs forever, and 
  we might even be clever enough to pull that off.  In the 
  meantime, we keep our worship private and our clerics 
  polite.  No matter what, we don’t put up with holy wars 
  like the Karza’s; if a faith threatens our peace, we stamp 
  it out like demons and kings. 
     I always enjoy delivering this spiel, especially for new 
  family members, and I hope you’ve enjoyed the inside 
  scoop.  But now that you’ve made it this far, it’s time for 
  you to decide: Follow the Code and join us -- or die.
  Nalbrezu Character Creation
  The Nalbrezu have wiry elven frames and skin tones 
  ranging from tan to black, often with a brownish tinge.  
  Their ears have been cut and shaped for centuries for 
  disguises; now the pointed flesh rarely extends more 
  than an inch beyond the average for humans.  While 
  their eyes remain almond-shaped, Nalbrezu can make 
  them seem elsewise and often manipulate their eye color.  
  Their hair and eye colors commonly run from light 
  brown to black, although frequent breeding with other 
  races has graced them with a wide variety of other colors.  
  Tones that are easily manipulated with makeup and 
  alchemical paints are favored over extremes.  
     Nalbrezu are surrounded by different languages from 
  birth and are taught not only grammar, but also accents 
  and idioms.  Many of them are gifted mimics and can 
  reproduce a variety accents not just for elven, but for any 
  other tongue they speak.  Their home dialect is pep-
  pered with words from both Abyssal and Infernal and 
  has absorbed idioms and curse words from many other 
  languages.  While the basics of Drow Sign Language are 
  taught to all Nalbrezu before they even learn to speak, 
  the advanced signs require a Dexterity of 15 or higher to 
  perform correctly.  
  • 
  +2 Dexterity, +2 Charisma, –2 Constitution: Nal-
  brezu are nimble and manipulative.
  • 
  Elf: Drow are humanoids with the elf subtype.
  • 
  Medium: Drow are Medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Normal Speed: Drow have a base speed of 30 feet.
  • 
  Darkvision: Drow can see in the dark up to 120 
  feet.
  • 
  Drow Immunities: Drow are immune to magic 
  sleep effects and gain a +2 racial bonus on saving 
  throws against enchantment spells and effects.
  • 
  Gift of Tongues: Nalbrezu gain a +1 racial bonus 
  on Bluff and Diplomacy checks, and they learn one 
  additional language every time they put a rank in the 
  Linguistics skill.
  • 
  Poison Use: Nalbrezu are skilled in the use of poison 
  and never risk accidentally poisoning themselves.
  • 
  Energy Resistance: Nalbrezu have energy resistance 
  5 versus two of the following energy types: acid, 
  cold, electricity, or fire.
  • 
  Spell-Like Abilities: A Nalbrezu can cast message, 
  vanish, and detect thoughts, once each per day, using 
  his total character level as his caster level. 
  • 
  Vengeance-Bound (Su): Once per character level, 
  a Nalbrezu character must assuage the spirits of 
  vengeance by aiding someone else’s quest to have 
  a wrong against them righted.  This is a geas-like, 
  compulsion effect that can be enforced by the GM 
  or initiated by the character.  This effort can be as 
  simple as killing an offender or as complicated as 
  amassing evidence to free someone in a court of law.  
  
  16
  Full and direct participation is key, not necessar-
  ily success, and while they can accept any payment 
  offered, the character cannot ask for remuneration.  
  Refusal to participate in a vengeance quest results in 
  a -1 penalty to all skill checks for that level, although 
  accepting an additional vengeance quest will resolve 
  the condition.  Courts and Houses can be formally 
  petitioned for these quests at any time.  Nalbrezu are 
  not required to avenge those who they have wronged 
  or demons of any kind.  They are also exempt from 
  targeting Nalbrezu at the behest of non-Nalbrezu. 
  • 
  Languages: Drow begin play speaking Elven and 
  Undercommon. Nalbrezu with high Intelligence 
  scores can choose any language from a race they have 
  infiltrated before (with GM approval) but favor the 
  following: Abyssal, Aklo, Celestial, Common, Dra-
  conic, Drow Sign Language, Infernal, or Orc.
  Alternate Racial Traits
  A starting Nalbrezu character can benefit from alternate 
  racial abilities from up to two of the categories below.  
  Feats or blessings can allow for more traits to be taken 
  later, but these options must be earned or developed over 
  time and are beyond the ken of novice drow.  Consult 
  your GM before selecting any of these options.
  In place of Gift of Tongues, Nalbrezu can develop one of 
  the following traits:
  • 
  Emissary: Once per day, many Nalbrezu can roll 
  twice when making a Bluff or Diplomacy check and 
  take the better roll.
  • 
  Quick Reactions: Some Nalbrezu receive Improved 
  Initiative as a bonus feat.
  • 
  Stalker: Perception and Stealth are always class skills 
  for some Nalbrezu.
  Instead of Drow Immunities, Nalbrezu can benefit from 
  one of the following traits: 
  • 
  Nimble Attacks: A few Nalbrezu receive Weapon 
  Finesse as a bonus feat.
  • 
  Silent Hunter: Rare Nalbrezu reduce the penalty 
  for using Stealth while moving by 5 and can make 
  Stealth checks while running at a –20 penalty (this 
  number includes the penalty reduction from this 
  trait).
  • 
  Spell Resistance: Some Nalbrezu possess spell resis-
  tance equal to 6 plus their class levels.
  Instead of the given Spell-Like Abilities, Nalbrezu can 
  manifest one of the following traits: 
  • 
  Alternate Spell-Like Abilities: Instead of message, 
  Nalbrezu can manifest daze or ghost sound.  Rather 
  than vanish, Nalbrezu can use comprehend languages 
  or disguise self.  And in place of detect thoughts, 
  Nalbrezu can choose whispering wind or hidden 
  knowledge.  One choice can be made per spell level 
  but once decided upon, the results are permanent.  
  Regardless, each ability can only be used once each 
  per day, using total character level as the caster level.
  • 
  Lucky, Greater: A few Nalbrezu gain a +2 racial 
  bonus on all saving throws.
  • 
  Skilled: A number of Nalbrezu gain an additional 
  skill rank at 1st level and one additional skill rank 
  whenever they gain a level.
  Instead of Darkvision, Nalbrezu can rely on one of the 
  following traits: 
  • 
  Fiendish Resistance: Some Nalbrezu gain two of the 
  following: cold resistance 5, electricity resistance 5, 
  or fire resistance 5.  This ability does not stack with 
  natural Nalbrezu energy resistance bonuses.
  • 
  Poison Resistance: Some Nalbrezu gain a racial 
  bonus on saving throws against poison effects equal 
  to their Hit Dice.
  • 
  See in Darkness: A few Nalbrezu can see perfectly in 
  darkness of any kind, including that created by spells 
  such as deeper darkness, within a range of 60 feet. 
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, 
  and unless otherwise stated, the bonus applies each time 
  you select the favored class reward.
     Alchemist: Add +⅓ on Craft (alchemy) checks to 
  craft poison and +⅓ on the DCs of poisons the alche-
  mist creates.
     Bard: Add +1/2 on Bluff checks to pass secret mes-
  sages, +1/2 on Diplomacy checks to gather information, 
  and +1/2 on Disguise checks to appear as any type of elf, 
  drow, half-elf, or half-drow.
     Cleric: Add a +1 bonus on caster level checks made to 
  overcome the spell resistance of outsiders.
     Fighter: Choose the disarm or reposition combat ma-
  neuver. Add +1/3 to the fighter’s CMB when attempting 
  
  17
  this maneuver (maximum bonus of +4).
     Monk: Add +1 feet to the speed the monk can move 
  while making a Stealth check without taking a penalty. 
  This has no effect unless the monk has selected this 
  reward five times (or another increment of five). This 
  does not allow the monk to use Stealth while running or 
  charging.
     Ranger: Choose one ranged weapon. Add +1 foot to 
  the range increment of that weapon. This option has no 
  effect unless the ranger has selected it 5 times (or another 
  increment of 5); a range increment of 24 feet is effective-
  ly the same as a range increment of 20 feet, for example.
     Rogue: Add a +1/2 bonus on Sense Motive checks to 
  get a hunch and discern secret messages.
     Sorcerer: Choose a new spell in place of one you 
  already know. The new spell’s level must be the same as 
  that of the spell being exchanged. You cannot swap any 
  spell gained from your bloodline.
  Faction Traits
  Nalbrezu generally belong to either a House or a Court, 
  though a few hold membership in both.  Drow who 
  belong to both obtain half the stated bonus for each 
  membership.  Pledges to a House can claim half the 
  listed bonus (or abilities that are usable once per day are 
  only available once every other day). Those who begin 
  as Drudges have no faction and gain no bonuses, but 
  have an obligation to take work assigned to them by any 
  House or Court until they enter one such institution.  In 
  exchange, they earn enough to maintain a poor lifestyle.  
  Most Nalbrezu belong to one House or Court at the 
  start of play (although Drudges are allowed with the 
  GM’s permission).
     Nalbrezu who earn minor punishments from House 
  or Court elders can expect a fine of half a year’s lifestyle 
  coverage.  An intermediate sanction comes along with a 
  fine of 75% of a year’s lifestyle coverage, and major disci-
  pline calls for a year’s salary to be returned immediately. 
  The First Houses
  As long as you remain in good standing as a noble of 
  one of the First Houses, your cost of living up to 50 gp a 
  month will be taken care of by the family; otherwise, see 
  the details of a wealthy lifestyle.  Pledges have up to 25 
  gp a month covered (other details adhere to the aver-
  age lifestyle).  House elders are allowed an extravagant 
  lifestyle.  In addition, you receive a bonus:
     Cezlenti: You gain a +2 bonus on Craft (visual art or 
  maps) or Survival checks (one type of your choice), and 
  that skill becomes a class skill for you.
     Daenre: You begin play with 150 gp worth of instru-
  ments and/or lesser wondrous items.  
     Jallorn: You gain a +2 bonus on Craft (alchemy) or 
  Diplomacy checks, and that skill becomes a class skill for 
  you.
     Solmo: As long as you are wearing clothing and 
  jewelry worth at least 80 gp, you gain a +1 trait bonus 
  on Bluff, Diplomacy, and Sense Motive checks. One of 
  these skills (your choice) becomes a class skill for you.
     Xantyn: You gain a +1 bonus on combat maneuver 
  checks made to trip and reposition opponents or a +2 
  bonus on any one Knowledge check, and that skill be-
  comes a class skill for you.
  The Lesser Houses
  As long as you remain in good standing within one of 
  the lesser Houses, your cost of living for an average life-
  style will be taken care of by the family.  In addition, you 
  receive a bonus:
     Erinae: You gain a +1 bonus on Diplomacy checks 
  to gather information and Craft checks to create tor-
  ture equipment or restraints.  One of these skills (your 
  choice) becomes a class skill for you.
     Fyraca: You gain a +2 bonus on Knowledge (religion) 
  checks, and Knowledge (religion) becomes class skill for 
  you. 
     Heceri: You gain a +2 bonus on Profession (brewer) 
  or Profession (gambler) checks, and that skill becomes a 
  class skill for you.
     Nhilvyr: You gain a +1 bonus to Appraise and Surviv-
  al checks, and one of these skills (your choice) becomes a 
  class skill for you.
     Rh’loro: You gain a +1 bonus to Handle Animal and 
  Ride checks, and one of these skills (your choice) be-
  comes a class skill for you.
  The Courts of Corruption
  As long as you remain in good standing within your 
  Court, you receive a 20 gp/month stipend for special 
  substances and tools related to Court-appointed missions 
  and need not track goods and services that cost 1 gp or 
  less.
     The Court of Chance: You gain a +2 bonus to Sense 
  
  18
  Motive checks to gain hunches and that skill also be-
  comes a class skill for you, or you gain a +2 bonus to any 
  roll to cheat in a game or otherwise stack the odds of a 
  contest in your favor.
     The Court of Disaster: You gain a +2 bonus to Craft 
  (traps) checks and it becomes a class skill for you, or one 
  use of the Spoiling Touch ability vs. nonmagical items 
  (as per the Div sorcerous bloodline) per day as an ex-
  traordinary ability.
     The Court of Smoke: You gain a +2 bonus to Diplo-
  macy checks to gather information about a particular 
  target and it becomes a class skill for you, or once per 
  day while you’re in an urban environment, you can make 
  a DC 10 Bluff, Diplomacy, or Intimidate check to gain 
  the use of one favor from any NPC class: 
  • 
  Can find someone who provides an invitation 
  to an aristocratic event, such as an estate party, 
  royal gala, or public celebration.
  • 
  Can find a gang of thugs (one warrior for each 
  point of the PC’s Charisma modifier) to guard 
  the PC’s interests while collecting a ransom and/
  or moving a kidnapping target.  These thugs will 
  engage in combat in one specific location but 
  will flee if attacked again, if authorities arrive on 
  the scene, or if half of them lose at least half of 
  their hit points.
     The Court of Torment: You gain a +2 bonus Intimi-
  date checks to interrogate targets and it becomes a class 
  skill for you, or you can make a DC 10 Bluff, Diplo-
  macy, or Intimidate check to gain the use of one of the 
  following favors from an NPC once per day, as long as 
  you’re in an urban environment: 
  • 
  Can find someone who will guard a target at a 
  location the PC controls for one day
  • 
  Can find someone who will provide a loud dis-
  traction at a time and location the PC suggests, 
  as long as it is not within line of sight of a major 
  threat.
  The Court of Wishes: You gain a +2 bonus to skill 
  checks to hide objects (Sleight of Hand) or people 
  (Stealth) and the skill becomes a class skill for you, or 
  you can make a DC 10 Bluff, Diplomacy, or Intimidate 
  check to gain the use of one of the following favors from 
  an NPC once per day, as long as you’re in an urban 
  environment (as per the favors listed in the Gamemastery 
  Guide):
  • 
  Can find a seller to buy any non-magic item or a 
  buyer for any magic item.
  • 
  Can find someone who will guard a precious 
  object or hide it where none will find it.
  Hiding People and Objects
  Skill checks can be made to conceal an item or a living 
  target within an environment, a vehicle, or some other 
  object rather than on a character’s person.  Sleight of 
  Hand checks are made to stow objects or beings up to 
  the size of a light weapon; Stealth checks are required to 
  hide objects or beings that are any larger.  Living crea-
  tures must be willing or rendered compliant beforehand 
  or else they can compromise their position, no matter 
  how well they are concealed.  Regardless of the type of 
  roll, several aspects must be accounted for before an at-
  tempt is made.
     First, basic bonuses and penalties apply based on the 
  size of the target the character wants to conceal: Colos-
  sal: –8, Gargantuan: –4, Huge: –2, Large: –1, Medium: 
  +0, Small: +1, Tiny: +2, Diminutive: +4, Fine: +8.
     If a check is made to hide a target within an environ-
  ment, then the natural sight lines and sparseness of that 
  terrain must be taken into account.  In general, bonuses 
  and penalties are as follows:  Hills: +1, Mountains: +2, 
  Swamp: +2, Forest: +4, Jungle: +8, Plains: –2, Moor: 
  –4, Tundra: –6, Desert: –8.  The density of people and 
  buildings in urban environments also matters: Thorp: 
  –8, Hamlet: –4, Village: –2, Small town: –1, Large 
  town: +1, Small city: +2, Large city: +4, Metropolis: +8.
      If a check is made to hide a target within an object, 
  like a chest or wardrobe, the composition of the object 
  will affect the outcome. Solid materials like stone or 
  wood grant a +3 bonus per inch of thickness, while thin-
  ner materials like cloth impose a –3 penalty. Translucent 
  materials like ice impose a –8 penalty but improve by 
  one point for each inch of thickness. Additionally, the 
  target to be concealed must be the same size category as 
  the object they are shoved into or smaller. If their bulk is 
  a size category larger, attempts to hide them suffer a –4 
  penalty.
     Targets that are bound and gagged must make a 
  Strength or Escape Artist check of at least DC 20 in 
  order to thrash around enough to possibly be heard or 
  seen.  Meeting the DC means that they made enough of 
  a ruckus to penalize the final check made to hide them 
  by –4.  Specially built compartments can be commis-
  sioned when purchasing items for the sole purpose of 
  concealing objects with greater ease.
  
  19
  Tattoos
  For full rules and restrictions on the use of mundane and 
  magical tattoos, see Inkantations.
  Torture and Interrogation
  Basic threats are fleeting and shallow; the true arts of 
  interrogation and torture can do damage that lasts a life-
  time.  And while good and neutral parties rely on mild 
  tactics, the full range of options is a trade secret em-
  ployed by only the most patient and evil of souls.  The 
  craft requires manipulation of a subject’s body, mind, 
  and environment.  Thus, each check represents a day’s 
  worth of attention and an interrogator cannot take 10 
  or 20, even when working in relative safety.  The In-
  timidate DC required is equal to the subject’s Will save 
  (rolled first) + their Intelligence or Constitution modifier 
  (whichever is higher) + half their ranks in Sense Motive 
  (rounded down).  
     An interrogator’s roll is modified by the various de-
  grading techniques they employ.  Interrogators can also 
  switch to reinforcement techniques to reassure a captive, 
  willingly taking penalties to their interrogation roll.  If 
  they succeed, however, the subject suffers the same pen-
  alties to any escape attempts they make between torture 
  sessions.  An interrogator can use one technique of either 
  type during a session for each rank they possess in the 
  Intimidate skill.  Unless otherwise noted, bonuses and 
  penalties last 24 hours or until the next session (which-
  ever is shorter), and cannot exceed the interrogator’s base 
  Intimidate rating.
  Degradation techniques: These methods can do as 
  many dice of damage as their bonus rating. With a suc-
  cessful check, the interrogator can choose the primary 
  type of dice used to determine the damage and make 
  the roll themselves. They can also choose whether the 
  damage is nonlethal or lethal, or to do no physical dam-
  age at all. A failed check means that the DM will decide 
  the type of dice, the type of damage, and make the roll 
  instead. The interrogator can choose to do one die type 
  of damage for every two ranks they possess in the In-
  Beginning Repertoire (Intimidate Ranks 1-5)
  Degradation Techniques
  Bonus
  Reinforcement Techniques
  Penalty
  Drugs, poisons
  +3
  Contact with loved ones
  -4
  Exploiting phobias
  +2
  Cures for wounds or conditions
  -3
  Inflicting bodily pain
  +1-4*
  Food (normal or gourmet)
  -1
  Multiple torturers/observers
  +1**
  Rest
  -2
   * Based on severity ** Per person  
  Intermediate Repertoire (Intimidate Ranks 6-10)
  Degradation Techniques
  Bonus
  Reinforcement Techniques
  Penalty
  Pretense of permanent harm
  +7
  Diversions/entertainment
  -7
  Humiliation
  +6
  Better accommodations
  -6
  Extreme temperatures
  +5
  Clothng (or better attire)
  -5
  Solitary confinement
  +2*
  Praise
  -4
  * Per day, uninterrupted
  Advanced Repertoire (Intimidate Ranks 11-15)
  Degradation Techniques
  Bonus
  Reinforcement Techniques
  Penalty
  Mutilation, branding, extraction
  +10
  Control over another
  -10
  Sensory deprivation/overload
  +9
  Physical pleasures
  -9
  Restricting vital bodily functions
  +8
  Kindness to target’s family, friends
  -8
  Starvation/force feeding
  +7
  Exploiting vices, misconceptions
  -7
  
  20
  timidate skill (starting with d4, d6, d8, d10, d12, up to 
  d20).
  Reinforcement techniques: Reinforcement techniques 
  must be used after at least one degradation technique; no 
  effect is gained by using them on their own.  
  Failing to meet the DC by more than 5 points inflicts a 
  cumulative -1 penalty on the interrogator’s next torture 
  attempt against that victim.  If the interrogator’s penalty 
  ever reaches the target’s level, their captive will be im-
  mune to their intimidation for a year.  On the flip side, 
  however, when an interrogator succeeds in a day’s work 
  they inflict a cumulative -1 penalty per day to any escape 
  attempts by the victim.  And a target must be healed if 
  their captor does not want to risk killing them.  Rolling 
  a natural 1 while torturing a subject who already suffers 
  from 50% or more of their hit points in lethal damage 
  will slay them instantly.
     In addition to dealing damage and/or imposing penal-
  ties to escape attempts, the interrogator can focus on 
  inflicting one of the effects listed below.  Each of these 
  effects requires a full year of study with or direct guid-
  ance from a character who has at least 5 ranks in the 
  Intimidate skill.  While some produce results that are 
  similar to magical effects, they are all nonmagical in na-
  ture and any harm done will not register via detect magic 
  and similar detection spells.  This also explains why the 
  changes wrought by torture can be undone by a limited 
  wish or greater restoration, but lesser magic is unable to 
  touch the terrors inflicted.  Luckily for the subjects, only 
  one effect can be attempted each day, and rescues can 
  prevent the worst from occurring.  
  Adjust Attitude: An interrogator can adjust an NPC’s 
  attitude in their favor, even if the subject does not un-
  derstand them (although it cannot work if the subject’s 
  Intelligence is 3 or less).  The subject begins as a Hostile 
  opponent and must be coaxed into believing that help-
  ing the interrogator will save them from future punish-
  ment.  Two successful sessions will move the NPC’s basic 
  attitude down the scale by one step, but they can only 
  move as many steps as the interrogator’s Charisma modi-
  fier.  An attitude shift caused by this effect can last for six 
  months per point of the interrogator’s Charisma modi-
  fier (minimum six), but every six months the subject can 
  make a Will save to retreat one step back toward Hostile. 
  The scale is as follows: Hostile, Unfriendly, Indifferent, 
  Friendly, Helpful, Devoted.
  Break Will: An extended stay with a master torturer 
  does special kinds of lasting harm.  By foregoing any 
  other effects, an interrogator can tend the same sub-
  ject several times a week and slowly break their will.  If 
  they maintain this level of interaction for one month 
  for every point of the subject’s Intelligence or Constitu-
  tion modifier (whichever is higher), an interrogator can 
  choose to impose one of the following curses on the 
  subject: Curse of the Ages, Dayblind, Fevered Dreams, 
  Parched, Ravenous, or Shattered Self.  If the victim es-
  capes or is taken out of the interrogator’s control for too 
  long, the process fails and must be restarted.  The victim 
  can be gone for up to one day per point of the interroga-
  tor’s Charisma modifier.  If they are recaptured within 
  that time, half of the days they spent before the break 
  still count toward the total required.  Unlike standard 
  curses, these curses can only be removed by the spells 
  listed above.  
  Conditioning: After extended personal time with an 
  interrogator, a subject can be molded to their wishes and 
  made weak against their wiles.  Every two days spent 
  under the interrogator’s tutelage imposes the following 
  penalties on the target, in this order: 
  • 
  -2 vs. the interrogator’s Sense Motive checks
  • 
  -2 vs. the interrogator’s Diplomacy checks
  • 
  -2 vs. the interrogator’s Bluff checks
  • 
  -2 vs. the interrogator’s Intimidate checks
  • 
  -2 on Will saves vs. spells cast by the interrogator
  Any penalties the interrogator might have suffered due 
  to previous encounters or holding the subject against 
  their will are negated by the first successful session.  No 
  other effect can be attempted once this process has 
  begun or all progress will be lost, and the results last for 
  six months for each point of the interrogator’s Charisma 
  modifier.  At the end of each six month period, the sub-
  ject can make a Will save to remove one level of penal-
  ties, starting with the last type gained.  They might still 
  continue to believe particularly attractive lies, however.
  Implant Suggestion: A subject caught in the wrong 
  place or at the wrong time can be manipulated over two 
  successful sessions until they are amenable to sugges-
  tions, as per the charm person spell.  A set of orders can 
  be delivered and the duration of the effect will begin 
  once the subject has been given permission or has been 
  set free.  An interrogator can otherwise choose to spend 
  twice the usual amount of time (four sessions) and 
  
  21
  imprint more detailed orders on a subject’s psyche, as 
  per the suggestion spell.  The directions must be limited 
  to a sentence or two and follow the other rules outlined 
  in the spell description, but the duration will not begin 
  until the subject has been granted permission or release.
  Reveal Information: This method goes well beyond 
  scaring a brief explanation out of a target so an inter-
  rogator can learn every dirty secret they want to know.  
  When successful, the subject will not speak deliberate 
  and intentional lies, as per a zone of truth spell.  How-
  ever, they also volunteer extraneous confessions and 
  observations that are likely to be of no use to the interro-
  gator.  They can only be forced to deliver so much useful 
  intelligence per session, no matter which technique is 
  used.  A subject yields their secrets in the following or-
  der, and each type of information takes as many success-
  ful sessions as the number listed:
  1. Gives detailed advice on one topic (using expertise 
  freely, including maximized skill rolls)
  2. Offers observations on a specific person or event 
  (skills, etc., but not about close relations)
  3. Reveals one detailed plan (routes, passwords, maps)
  4. Admits to hidden motives and secrets (personal, or 
  about an acquaintance)
  5. Divulges the secrets of a close relative or one who is 
  far more powerful than they are (including an orga-
  nization’s secrets)
  Shift Alignment: By exerting excruciating pressure on 
  a subject’s body and mind, an interrogator can bring 
  about a temporary but lengthy shift in alignment.  Each 
  normal step away from the target’s starting alignment 
  requires four separate successful sessions, whereas eight 
  intense days are needed to push their alignment down 
  a diagonal step.  Thus, a lawful good prisoner would 
  succumb to acting in a lawful neutral manner after four 
  days, or a chaotic evil manner in sixteen days.  No other 
  effect can be attempted once this process has begun or all 
  progress will be lost, and the results last for six months 
  for each point of the interrogator’s Charisma modifier.  
  At the end of each six month stretch, the subject can 
  make a Will save to retreat one step back toward their 
  former alignment. 
  Paladins cannot condone the use of torture and must at-
  tempt to stop it if it is in their power to do so.  Failing to 
  act or actively torturing anyone for any reason is consid-
  ered a breach of their code of conduct.  Paladins who are 
  tortured out of the lawful good alignment or who violate 
  their code of conduct due to other effects lose all class 
  features except proficiencies until they receive an atone-
  ment spell (but since their changes are involuntary, the 
  spell is at no cost to the caster). 
     Good-aligned interrogators can implant a suggestion 
  or get a subject to reveal information without undue 
  moral distress, but only if it is done to prevent harm to 
  the subject or others.  Using any degradation technique 
  that grants more than a +2 bonus, attempting to pro-
  duce another effect, or interrogating someone for selfish 
  ends imposes a -1 morale penalty on all checks the inter-
  rogator makes for the next 24 hours.  Meeting any of 
  these criteria three times will cause a shift in alignment 
  one step toward evil.
     Neutral-aligned interrogators can implement every 
  effect except break will and conditioning and can coun-
  tenance degradation techniques that grant up to a +4 
  bonus.  Using any degradation technique above that 
  level or attempting to use the effects they consider taboo 
  imposes a -1 morale penalty on all checks the interroga-
  tor makes for the next 24 hours.  Meeting any of these 
  criteria three times will cause a shift in alignment to evil.
  Feats
  Nalbrezu qualify for the Additional Racial Traits feat and 
  upon taking it can choose different traits from their own 
  list of abilities, such as quick reactions or poison resis-
  tance.
  Advanced Energy Resistance
  You have enhanced energy resistance.
  Prerequisite: Natural energy resistance 5 to at least one 
  form of energy.
  Benefit: The character’s resistance to one type of energy 
  increases to 15. This only applies to one type of energy 
  at a time, even if they have resistances to more than one 
  type of energy.
  Special: This feat can be taken more than once, improv-
  ing a different type of energy each time. Its effects do not 
  stack.
  Flexible Spell-like Ability
  You are able to alter your spell-like abilities each day.
  Prerequisite: A spell-like ability drawn from a list of 
  possible choices.
  Benefit: The character can choose other spell-like abili-
  ties from the list of spells possible for their race in place 
  
  22
  of the ones they have already chosen. This switch can 
  be made only once per day per spell level, and all spells 
  must be drawn from their race’s repertoire. It does not 
  allow the character to use more than their daily allot-
  ment.
  Normal: A character usually gets to choose one spell-like 
  ability from their race’s list, and the choice is permanent.
  Ultimate Energy Resistance
  Your energy resistance is increased to 30.
  Prerequisite: Advanced Energy Resistance or natural 
  energy resistance of 15 to one type of energy.
  Benefit: The character applies this feat to the same kind 
  of energy chosen for Advanced Energy Resistance, im-
  proving it to a total of 30. This only applies to one type 
  of energy at a time, even if they have Advanced Energy 
  Resistance to more than one type of energy.
  Special: This feat can be taken more than once, so long 
  as it is modifying Advanced Energy Resistance to a dif-
  ferent type of energy. Its effects do not stack.
  Unorthodox Interrogator
  You interrogate people in unique ways.
  Prerequisite: Intimidate 5 and trained in advanced 
  methods outlined above. 
  Benefit: The character has learned to base their Intimi-
  dation attempts on Strength or Intelligence rather than 
  Charisma, but must choose one ability to use instead.  
  Thereafter, they will use the new ability and gain a bonus 
  up to half their Charisma modifier (rounded down) for 
  their Intimidate checks.  Further, any advanced methods 
  that specify terms based on the interrogator’s Charisma 
  modifier will use the new ability plus half their Charisma 
  modifier, as well.
  Normal: The Intimidate skill uses Charisma as its key 
  ability.
  Equipment
  The Nalbrezu buy, trade, and steal goods from every 
  realm they encounter but they keep a couple of specialty 
  items on hand to make their jobs easier.
  Eye Color Dye
  Price: 30 gp per eye; Weight —
  Alchemical eye dyes come in all manner of colors and 
  shades, though few are brave enough to risk using 
  them.  They can be instrumental to a disguise or seduc-
  tion attempt but are known to have some of the worst 
  side effects of any alchemical dye.  The process is also 
  quite painful and each application requires the character 
  whose eyes are being dyed to make a Fortitude save.  Eye 
  dye can only be removed early by using a special solution 
  that costs 5 gp or with a prestidigitation spell.
     Rolling a natural 1 results in immediate blindness in 
  that eye which requires magical healing to undo.  If the 
  character is only blinded in one eye, they take a –1 to 
  Armor Class, lose half their Dexterity bonus to AC (if 
  any), and take a –2 penalty on most Dexterity-based skill 
  checks and on opposed Perception skill checks.  Checks 
  that rely on vision suffer the same penalty.  Opponents 
  on the side of the character’s blinded eye gain conceal-
  ment (20% miss chance) against the character.  Charac-
  ters who remain blind in one eye must roll an additional 
  DC 10 Fortitude save each week to keep from going 
  blind in the other eye as a sympathetic response.
     Failing by less than 5 means that the eye color shifts to 
  a mid-way point for 1d6 days but doesn’t reach the cor-
  rect color and no other benefits are gained.  Any failure 
  also means the character takes 1d8 acid damage and cries 
  out, endangering any attempt at secrecy.  Success allows 
  for a flawless shift to the desired color that will last for 
  1d10 days (minimum 2).  It will also grant a +2 bonus 
  to appropriate Disguise checks and Perform checks, 
  as well as the Fortitude check needed to dye another 
  eye.  Dyeing eyes a color considered special to a tribe 
  might grant a +2 circumstance bonus on Diplomacy and 
  Intimidate checks versus that group instead.  Dyed eyes 
  can be paired with tinted skin and hair, but will only 
  grant half of its normal bonus.  
  • 
  Mild Change: A change of shade within one’s natu-
  ral color requires a successful Fortitude save DC 10.  
  • 
  Medium Change: Aiming for a color that is half-
  way across the spectrum from your natural shade 
  requires a successful Fortitude save DC 15 
  • 
  Drastic Change: Dying the eyes to a vibrant hue 
  (like hot pink) or from very dark to very light re-
  quires a successful Fortitude save DC 20.
  Hidden Compartment
  Price: +50 gp per size category below the original object; 
  Weight —
  Any piece of furniture, vehicle, or wall with thick 
  enough construction can benefit from a hidden com-
  partment, which is a hollowed out portion used to stow 
  goods.  Every effort is made by the craftsman to conceal 
  
  23
  signs of an opening from casual view, so a suspicious 
  party must actively search for a way in, using a move ac-
  tion in the process.  Thin or translucent materials cannot 
  hold a secret opening and maintain structural integrity 
  (though fabrics can host secret pockets, as seen below).  
  An object can only support a secret cache that is at least 
  two size categories smaller than the whole, but a basic 
  hidden niche requires a DC 25 Perception check to find.  
  Every size category smaller than the base requirement 
  raises the DC by 2 and costs extra.
  Secret Pocket
  Price: +25 gp; Weight —
  Many items of clothing can be fitted with a secret pocket 
  to hide valuables or less savory items.  Diaphanous ma-
  terials cannot conceal a hidden cavity and such pockets 
  cannot generally hold more than a handful of small 
  items.  Such ready storage grants the wearer a +2 bonus 
  to Sleight of Hand checks.  Additionally, large pieces of 
  clothing such as robes and capes can contain cavities big 
  enough for weapons that weigh up to a pound.  Draw-
  ing a weapon from a hidden pocket is a move action that 
  requires a Sleight of Hand check versus an opponent’s 
  Perception check.  If successful, the weapon is pulled 
  free but has not yet been seen and the duped opponent 
  is flat-footed for the first attack by that weapon.  This 
  maneuver can only be attempted once per combat, and 
  a target that has detected a hidden pocket will not be 
  surprised by weapons drawn from it thereafter.
  Nalbrezu Nooks
  You didn’t think your Uncle Jallorn would leave after all 
  the legal mumbo jumbo, did you? Now that you’re one 
  of us, you get to know which places you can call home.  
  Our bolt holes for short stays are hidden across Por-
  phyra, but our cities are all underground - and all of our 
  territory is dangerous to approach, so you’ll need a local 
  to show you the ropes.  Never forget that no two Nalbr-
  ezu settlements are alike, and they never will be.  These 
  are only a handful of some of the flashier vacation stops.  
  You’ll have to earn the rest.
     Garedaal: This burg is named after one of the mean-
  est Jester leaders we’ve ever had but we also call it Fire 
  Town, on account of the Underdeep volcano it’s next 
  to.  We’ve got magic contingencies for the lava and gases  
  that break through from time to time, but if you don’t 
  know your way around, you’re probably dead.  Those of 
  us with fire resistance can live there the most comfort-
  ably, but anyone with fire magic is stronger because of 
  the great portals to the Elemental Plane of Fire we’ve 
  detected inside the volcano.  We grow the most potent 
  drugs you can find in the rich black soil of the Garden of 
  Embers, too, if that’s your angle.
     Jylrithakti: Rumors about a great dragon graveyard 
  are heard all over Porphyra, both above and below the 
  surface.  We found it by accident and cut a deal with 
  the ghosts of the wyrms who guard the place.  We patrol 
  for trespassers, pay a yearly tithe, and take not a cop-
  per piece from the dragons.  In exchange, we get to live 
  around the vault, burrowed into the walls, unmolested.  
  Our wizards pay dear to study there, House Xantyn has 
  a strong presence, and the Court of Chance plies the 
  dragons with gold for a secure place to keep their own 
  loot.  Some dragons who go there to die even agree to 
  sire some new Nalbrezu before they go...
     Fieri: Speaking of mating - the getaway of Fieri is set 
  behind the biggest mating ground of slurks you’ll ever 
  see.  They hang around by the hundreds and they’re 
  territorial in the extreme, but we got in on their habitat 
  a long time ago and now they’re our mounts and pro-
  tection.  We harvest their slime for tanglefoot bags and 
  their grease for traps, and their tusks are worth some-
  thing, too.  Fieri is where they say House Rh’loro has 
  their greatest numbers and strength, with House Nhilvyr 
  coming in a healthy second.  House Jallorn hangs out 
  around the area a lot too, gathering up ingredients for 
  their alchemy and potions.
     Sentix: Well before we got to Porphyra, an ancient 
  civilization created a gigantic labyrinth of living stone as 
  their prison and place of punishment.  Its walls shift and 
  its paths are crossed by monsters that’ve bred within the 
  maze for generations.  Nobody has been able to find any 
  keys or controls, but that didn’t stop us from claiming it.  
  We know how to navigate a few sections pretty well and 
  where some stable points are, so that’s where our doors 
  below tend to be.  The city itself is underneath, and a fa-
  vorite haunt of Houses Cezlenti and Erinae.  The Courts 
  of Torment and Wishes are powerful influences and 
  torture is the primary craft of the mazedwellers of Sentix.
     Reltyrr: Last but not least we have the Floating City, 
  where gravity ain’t exactly what it should be.  The whole 
  place used to belong to a twisted elven wizard who was 
  hiding out and experimenting away from the rest of his 
  people.  We took it from him in a mighty battle and 
  have been improving it ever since.  Some areas have grav-
  ity completely reversed, while others leave you floating in 
  the middle of the air.  If you’re wearing the symbol that’s 
  
  24
  been chosen by the higher-ups you can move between 
  the sections without a problem, and you can change the 
  polarity with a command word.  Now if only we could 
  figure out how the air elementals keep getting in…
  Intrigues
  Anyone in Nalbrezu territory can encounter the follow-
  ing adventures and decide to interfere.
  • 
  Any time we find a lead on a demon who’s on our 
  list, everyone’s all over it.  Houses and Courts offer 
  rewards, and we reach out for the help of unusual 
  allies.  Paladins are easily duped but some clerics are 
  willing to bargain with us openly for the return of 
  some of our indentured servants.  As long as we have 
  a common enemy, we get to make fun friends.
  • 
  A new crop of half-breed Nalbrezu is another way 
  to get us excited.  We tend to visit our kids over 
  the years anyway, and then once they reach the age 
  of maturity, we sneak in and take them away for a 
  special chat.  It can be difficult to pull off, especially 
  if more than one half-breed needs to be snatched at a 
  time and we encounter unfortunate resistance.
  • 
  A recruitment drive in Karza territory is a great Op-
  eration to get in on, since you earn rewards for each 
  fresh Nalbrezu who makes it back and swears on the 
  Code.  We try to hit their outposts and patrols, since 
  they’re the places where the poor Karza males handle 
  the worst jobs.  If we can goad other races to attack 
  and soften them up first, all the better.
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
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  Neal Litherland, David N. Ross, and Tork Shaw.
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  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Jonathan Tweet, Monte Cook, and Skip Williams.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
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  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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  ferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick 
  Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb.
  Drow of Porphyra - The Nalbrezu © 2015, Purple Duck Games. Author Patricia Willenborg
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