Professional Documents
Culture Documents
Solace Games
Table of Contents
Introduction 2
History and Background 3
Character Options 42
Races and Classes
Feats and Traits 52
Equipment 59
Spells and Magic 63
Open Gaming License 75
Written By: Anthony Uyl
Game Mechanics Editing by:
Ryan Beaumont
Compatibility with the Pathfinder Roleplaying Game
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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Content or
are in the public domain are not included in this declaration.
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Solace Games product are
Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the
material designated as Open Game Content may be reproduced in any form without written permission.
Dark Solace Campaign Setting is published by Solace Games, a division of 2165467 Ontario Inc., under the Open Gaming License
version 1.0a Copyright 2000 Wizards of the Coast, Inc.
Dark Solace Campaign Setting is a trademark of Solace Games, a division of 2165467 Ontario Inc. Copyright 2011 Solace Games.
Introduction
First I would like to thank everyone who
bought this book. A great many hours went into the
writing, editing and finalizing that I can not even
count them all. It was a joy to write and finally
finish the product you are now reading.
I would also like to apologize. As you will
notice there is a lack of any artwork in the book
itself. It simply was not in the budget to have any
artwork done for this edition. Hopefully that will
change in the near future.
Hopefully this will not discourage you from
reading and using the material in here. It is great
material and all who have read it have thought it
was very good and worth using. I hope you find the
same with it.
Have fun and keep gaming.
Anthony Uyl
Matron Houses
The ruling bodies of the drow are the matron
houses. The matriarchy began thousands of years
ago when the drow of that day decided to shift their
religious beliefs from the gods of goodness to those
of evil. They found Calco to be the most desirable
of the other evil gods and so swore loyalty to her.
With Calco being a female goddess the drow
temples felt it was only appropriate that the people
be led by those better able to represent the goddess
and so the matriarchies were formed. Males of all
ranks were slaughtered in the streets as the matrons
came to power. Most expected another war to start
but the situation was calmed before a civil war ever
broke out. Although the minor houses tend to shift
with the rise of new and more powerful houses, the
lead house of Phelinn has been in power for longer
than anyone can remember and everyone seems to
be okay with that fact. Sometimes lesser houses
speak out against the Phelinn but these voices are
never given any credence since no one is strong
enough to take the lead house down.
Phelinn
House Symbol: Inverted Sword
Patron God: Calco
Favored Class: Cleric
Role
The Phelinn are the ruling house in Draynor and
as a result have their fingers in everything. They
are the overall commanders of the combined
military and control trade with an iron fist. All
major decisions that involve circumstances outside
of the city must be passed before the Phelinn
matron mother for her consent. Diplomatic and
trade negotiations are made through the matron and
if desired can be passed off to another house for
their use. Quite often trade negotiations are
controlled tightly by the Phelinn with other houses
supplying the goods to be traded but not getting fair
market value for them like the lead house is.
Diplomatic envoys are forbidden from speaking
to other houses before they consult the matron of
the Phelinn. This is an attempt to control outside
negotiations from occurring that may inevitably
unseat the Phelinn from their seat of power. Any
requests by outside diplomats are carefully
considered by the matron before any decision is
made. Quite frequently however, the matron of the
lead house deals with the situation in such a way as
to make the other house not needed or required.
This can frustrate outside diplomats but they have
patience and hope that one day they can get the
audience they seek.
Order is also maintained by the Phelinn and
anyone who has any accusation to bring against
another does it before a Phelinn priestess. No other
house is allowed to act in this way as an attempt to
show that Phelinn word is law. If any other house is
seen acting as a judge, they are brought before the
matron, questioned and tortured till dead. There is
absolutely no room for other houses to act in
keeping order within the city. That is a role of the
Phelinn alone.
Religion
Although the Phelinn claim that their patron
deity is Calco, that loyalty is divided. The matron
mother performs all the ceremonies that are
required at the temple of Calco but the other
members of the house, some of them being her very
advisers, swear fealty to another god. Some have
prophesied that this will bring ruin to the lead
house, but so far nothing has occurred that would
indicate this is so. Even though there are others
who worship different gods, it is house law that
everyone must be present at Calco rites. Some
Phelinn are put off by this, but they attend
nonetheless to avoid the anger of their matron
mother.
The matron mother does tend to hold the varying
loyalty with some political clout. If she needs to be
rid of a rival within her own house, it is very easy to
claim that they worshiped another god and to be rid
of them. This is a very convenient ploy since most
members of her house are loyal to different gods.
Although the matron mother does not need any
excuse to execute anyone within the city, the fact
that they are worshiping another god can sometimes
tip the scales as to whether she will act or not.
Some of her rivals do bring their temples agenda
into their schemes and sometimes that involves
putting that temples priestess in control of the lead
house which the matron simply can not allow.
Religion
Khorrack
House Symbol: Warhammer and sword crossed
Patron God: Dyin
Favored Class: Cleric
latest weapons that the matron can get her hands on.
Myri troops are also undergoing constant training
regimes to keep their edge in combat even when
they have downtime. This is not common however
since many Myri troops are the first to enlist on
missions outside of the city. They are eager for
combat and will go to most lengths to get the blood
they seek. The matron mother loves this attitude
but realizes there are troops she needs to keep back
to protect the house from other houses ambitions.
With the military taking such a high role in Myri
life it is no wonder that a majority of the armed
forces are female. Males are sometimes welcomed
into the military but this is not common. The Myri
have a heavy hand when dealing with males and try
to avoid recruiting them into the military that the
matron holds so dear. Any males that do make it in
never achieve any kind of rank and are always the
first troops to charge oncoming enemies. They are
seen as useful cannon fodder to protect the more
valuable females.
Coming in with a close second are the
priestesses to Nihel. With such a strong female
deity representing the house it is no wonder how the
priestesses are able to force the agenda of female
superiority in the house. As a result there are no
males within the priesthood of this house. Males
are allowed to serve as nothing better than slaves to
the priestesses but they never achieve any standing
within the houses priestesses themselves. The
priestesses serve as advisers and even sometimes
commanders in the military. Usually, however, it is
the other way around with military officers taking
command of temple functions. This is taken with a
bit of distaste since the military should not be able
to command temple functions but it happens
nonetheless. Priestesses do not want to upset their
matron so let her military command them as the
matron has declared.
Next in line are a group of thugs. They are not
part of any military or law enforcement station
within the city. Their primary role is to intimidate
the masses into fearing the Myri and making sure
everyone knows that compared to them, they are
nothing. The thugs frequent pubs and taverns
causing trouble in an attempt to enforce their houses
superiority. This has caused some issues with the
Phelinn since the thugs are sometimes mistaken for
law enforcement soldiers and low ranking drow will
listen to their boasting and warnings. Some Myri
thugs have ended up in the stocks but the matron of
the fourth house does nothing about it preferring to
think that those thugs were weak and do not deserve
12
Role
The Myri have yet to really find their place
within Draynor society since they are fairly new to
the position of fourth house. Within the last decade,
the Myri moved against the former fourth house,,
the Zaknyar, and forced them from their position.
Some have feared that the Myri will continue on in
their attempts to gain more power and steamroll to
try and take out the next house above them until
they reach the lead house, but the Phelinn doubt this
will happen. What is for sure is that the Myri are
constantly threatening that they will be the first
house in the list of houses in Draynor and will do
everything in their power to get there. This has
brought them some ire from the Phelinn and the
lead house would like nothing better than to see this
house fall, but no other house has the resources to
take them down.
Even though not officially law enforcement, the
thugs that patrol the Draynor streets, boasting about
how great their house is, do manage to cause some
level of civility among the lower houses. These
thugs will strong arm people that are getting out of
hand and force them into conflicts that these lower
drow do not want to get into. As a result,
troublemakers will either settle down or find
somewhere else to go when these Myri thugs show
up.
Dealing through backdoor deals is not really
how the Myri operate. They are more likely to
Religion
Nihel fell naturally into the worship of the Myri
as they wanted a strong goddess to represent them
in the ambitious nature they have undertaken. They
treat males with all the disdain they can possibly
muster and preach that females are the only ones
who have any right to exist.
The bondage motif serves them well as they
strongly seek to force everyone around them into
servitude and place themselves above all others.
They desire nothing more than to conquer and force
others to abide by their will.
With some acceptance of males in their military
the temple itself has condemned them many times
saying that they males need to be taken out of the
houses top role. The Myri argue back and forth
saying that these males are nothing more than
servants and front line troops and serving Nihel
faithfully by dying before the females. The temple
argues that they could do the same with their
peasants but the Myri will not be intimidated by
anyone, even their own priestesses. This has
created some falling out between the temple and the
house since the Myri are going to do things their
own way. They are not good at following
commands from others and this has created issues
with the temple on a consistent basis.
Konia
House Symbol: Two crossed daggers
Patron God: Calco
Favored Class: Rogue
Role
The Konia do not play much of a role in
Draynor as a whole. In fact most houses, besides
the top ones, do not even realize the Konia even
exist. They do not involve themselves with city
politics and do not oppose the decisions made by
the Phelinn. They keep to themselves and only act
out when someone has hired them out to do so.
How the Konia get equipment is a wonder since
they do not have any known back door deals to
attain goods with other houses or outside races.
They rely solely on the goods provided by the
Phelinn and do not broker outside talks. Most
houses wonder what the point of the house is if they
do not involve themselves in anything.
The fact of the matter is, the Konia are more of a
counterbalance within drow society. When
someone comes up that is causing to many
problems and needs to be dealt with, it is the Konia
that are hired to act. There has been no opponent
too powerful for them to take down and they have
almost always met with success. The few time that
they have failed and had assassins captured, the
assassin has committed ritualistic suicide rather
than give up any information on their house.
Nadai
House Symbol: Sword and shield
Patron God: Lisiph
Favored Class: Fighter
Role
The Nadai do not play much of an active role in
Draynor politics but being one of the upper houses
causes them to have some responsibilities in the
city. They are often hired out to protect the city
from outside threats when Phelinn troops are unable
to perform the tasks themselves.
Recruitment is the biggest task that the Nadai
take in the city looking for new soldiers to fill out
its ranks. Many houses see this as imposing on
their own authority but the Nadai will take troops
from wherever they can get them. Some houses see
this as an opportunity to try and usurp the Nadai
and get information from them but this never works
out for them. The Nadai are well aware of that ploy
and take every security risk to ensure that nonhouse troops get into any significant position to
gain any house secrets. Usually however these
troops hire on with Nadai because they are getting
nowhere within their own house and so join the
Nadai foolishly hoping they will be able to get
somewhere.
Religion
The worship of Lisiph is seen as heretical by
many of the female dominated religions. The
reason being that Lisiph commands that males be
given a chance at equality and so the Nadai allow
for this. Other houses do not realize that the house
allows for some part of equality but the matron
keeps this under wraps since they do not want other
houses to know the truth about their policies.
Lisiph's area of abuse and degradation however
are taken to a new extreme. Where other drow
would see the house as soft for allowing males to
succeed they make up for it in the cruelty they show
to those who they fight. Dying troops on the
battlefield are often kept alive for some time being
tortured by their Nadai captors. These captured
troops can live for hours even days under the
cruelty of the Nadai but eventually the drow will
kill off these captors when they feel that the
16
Louim
House Symbol: Whip and shackles
Patron God: Bilhar
Favored Class: Slaver
Role
Some would consider the need for slaves to be
paramount among the drow making the Louim's
service of the utmost importance. The Louim take
all this praise and constantly remind the lead houses
of how important their service is to the city to make
sure that nothing is done to jeopardize their
business.
The different aspects of the slave trade are all
fulfilled by the Louim. From violent needs, to
perverted ones, all groups have their slave needs
met by the seventh house. There are even houses
that request a certain type of slave from the Louim
when they want a specific slave for a specific
Religion
The worship of Bilhar comes naturally to this
house with the slave trade so predominant in this
houses activity. A lot of slaves get offered to Bilhar
who only desires the best offered to her. As a result
the most successful gladiators are often led away
thinking they are going to be set free only to find
themselves sacrificed on a slab in Bilhar's temple.
This practice pleases Bilhar and she grants her favor
on the Louim for this very practice.
All of the naval vessels that serve in the Louim's
navy also have small shrines in them where the
slavers will offer their vows and prayers to their
goddess before attacking another ship or raiding a
small outpost. The superstitious drow believe that
this is why the slavers meet with such success.
Their religious zeal makes most believe that they
will never fail in their raids. If any slave raids have
failed they have not been brought to the worry of
the house usually hidden away where no one will
ever find out about what happened.
Bilhar makes a point of trying to visit the Louim
whenever she can since she favors them above all
else. She tires of constantly being asked about what
is going on with Calco and enjoys the down time
she can spend with her followers and watch the
grotesque things they make the slaves do in the
arenas around the city. She is fond of the brutality
and only wants to watch the goriest of matches.
Whenever she is around the Louim do their best to
satiate her desires. They have never disappointed
her.
Coray
House Symbol: Skull dripping blood
Patron God: Calco
Favored Class: Cleric
Role
The role of the Coray is simple, they bring illicit
goods and services into Draynor for enjoyment of
the drow. They are very good at what they do and
many people buy into their prostitution rings, their
drugs dealers and other notorious devices for the
sheer enjoyment. More often than not these
enjoyments turn into addictions and these drow start
to rely on the Coray for the illicit goods they
provide.
Drug trafficking is the biggest producer of gold
for the house. All drugs provided by the Coray are
highly addictive and there seems to be very limited
ways to break the addictions. Some priestesses
have managed to heal members of their own houses
through magic and that seems to be the only way.
This process is costly however and most houses do
not have the gold to get free from the dependancy
they have got themselves into.
Prostitution is the next big seller for the Coray
and they are constantly bringing in new slaves to
provide variety to the many higher ranking drow
that seek some dark desires. No female is ever used
in this way and anyone that is is immediately
rescued by their house. Males are the most
common prostitute and many females pay very high
gold for good looking or even higher ranking drow
males. Any male that finds themselves in this
position often never sees freedom again.
Religion
The Coray are highly devoted to the temple of
Calco. They devote all their evil whims to her and
desire for her to speak to them. Even though Calco
is silent, the temple priestesses assure them that
Calco is pleased with them, but that could just be
for the amount of gold they bring into the temple.
Many servants and slaves of the crime house that
are useful and make them money tend to end up as
sacrifices to the dark goddess with hopes that they
will gain her favor. The Coray have even gone as
far as to offer up a high ranking priestess who did
so willingly believing she was serving a higher
purpose in the life of the house and temple.
Some other gods are known to be worshiped by
the Coray, but not on the scale that Calco is.
Festivals
Festivals are important observances for the drow
since they represent the superiority of the drow and
the conquering power they have through their
patron goddess. The highly religious drow fear the
things the gods may do to them if they do not
observe these celebrations so they do so in an
attempt to gain their gods favor.
Blood Festival
The blood festival is one of the most prized
festivals that the drow celebrate. Where its origins
come from are uncertain, but it is commonly taught
that it originates from the purge of the weak when
Calco's avatar came to them before the opening of
the hellgates. The festival focuses around killing
the weak and purging the drow people to make
them strong again. As a result anyone that has
suffered a debilitating injury, is old, or just makes
another person think they are weak are slain and
thrown out the city to rot, not even getting the
pleasure of a decent burial. They are seen as
unworthy of being drow and many drow who were
once celebrated as heroes find themselves being cut
down during this yearly festival. The festival lasts
for one day and many try to hide from the
rampaging hordes, it is not very often that they find
a safe place to hide.
Festival of Chaos
This festival is pure anarchy were people are
allowed to indulge themselves however they see fit.
They revel in the chaotic nature of some of their
gods and attempt to bring the blessing of these evil
gods down on them. Some of the more lawful evil
gods followers try to part themselves from such
debauchery but it rarely happens. Since all drow at
some level are worshipers of Calco they find this
festival suits them and they indulge in it to the
fullest. Many drow end up dead, but that is just
seen as a result of the celebration and nothing to be
to concerned about..
Days of Calco
This is a seven day long celebration where all
drow are required to observe the rituals and tenants
put down by Calco for this duration. It is law in
Draynor that the drow must observe this time and
penalty is death. The priestesses of the temple lead
the drow in litanies and praises asking for the Calco
to continue to lead them in the future to even
greater glory.
Religion
Calco
Symbol: A female drow sitting on a bone throne
Home Realm: 5th hell
Alignment: Chaotic evil
Worshipers: Drow
Cleric Alignments: CE, CN, NE
Area of Influence: Anarchy, deceit, deception
Favored Weapon: Longbow
Cleric Domains: Chaos, Dark, Darkness, Evil,
Trickery
Priestess Training
Since Calco does not want weak drow every
attempt is made to root them out from the possible
priestess initiates. With the initiations so brutal it is
no surprise that many potential priestess are failed
or die in the process. There is no mercy shown
during this process and every initiate is expected to
give up before the first week is out. Calco's temple
is rumored to be the most brutal in its treatment of
potential priestesses and they do not deny it. They
demand only the best and strongest and will not
allow a weak drow female anywhere near them.
Quests
themselves on top.
Rites
The rites that have been practiced by the
priestesses are the same ones that have been
practiced for centuries. Very little has changed
from since Calco arrived until now. The highest
form of praise to Calco is to sacrifice a full-blooded
elf or high ranking drow for the avatar to soak up.
The sacrifices are made in the avatars presence in it
court where it keeps watch. When the sacrifice
begins the priestesses call down condemnation on
their enemies and plead with Calco for her favor.
Once this is done they slit the sacrifices neck and
gorge on its blood. Any semblance of life or a soul
is then sucked out of the victim by the avatar.
Sometimes this elicits a smile, other times it does
not. It is a joyful day when the avatar smiles.
Other rites are performed such as initiating new
26
Dyin
Symbol: A pitcher filled with blood
Home Realm: 5th hell
Alignment: Chaotic evil
Worshipers: Drow
Cleric Alignments: CE, CN, NE
Area of Influence: Drunkeness, over-indulgence,
consort to Calco
Favored Weapon: Drow Curved Blade
Cleric Domains: Chaos, Dark, Evil, Madness,
Trickery, War
Dyin is a fairly common god among the drow.
With the arrival of the teachings of strength and the
abhorrence of weakness many drow use Dyin's
vices as arguments that they are not signs of
Priestess Training
Like the cult of Calco, initiates are hit hard. The
torture and physical torment may be different from
what the Calco followers do to their potential
priestesses but it ends up doing the same things.
More often that not, rather than be physically killed
from tools of torture, initiates are drowned in booze
and revelry until their bodies give out on
themselves. Even a drow can only take so much
before their body begins to fail them. This has
caused most to try and enter into this priesthood
with dying a miserable death. Body functions cease
to work and they are often seen coughing up blood
in dark alley ways moments before their death. If
27
Quests
Dyin is famous for sending his followers out on
quests into the wilderness. He greatly enjoys
testing his followers but making them hunt down
rogue drow, uprooting a barbarian camp or hunting
down elves to drag back to the city. He tries to
maintain as much control over the adventures his
worshipers undertake but sometimes he has to
follow orders from Calco who sometimes has his
followers do things that will benefit her. He laughs
when drow attempt the tasks while intoxicated often
giving them help or increased abilities to help when
the drow is to inebriated to do it by himself. Dyin
does see this as weakness and usually reveals to the
head priestess what her follower has been up to.
The head priestess then commonly approaches the
individual and kills them with no remorse. Sure the
point of their worship is to overindulge but they
must also be able to perform the edicts of worship
for the good of the temple and their god.
Temples
Temples to Dyin are to no surprise usually large
distilleries and vineyards that are used to create the
booze that is offered to the drow at the cults
ceremonies. The main temple is massive, though
not as large as Calco's temple, and holds great
stores of alcohol for the parishioners to consume. It
is unknown how many people have suffered in the
creation of all this liquid wealth but it is for sure
that there is a great team and support system to
make sure this is all in place.
Most bars and other like establishments house a
small shrine to Dyin in an attempt to bring fortune
to their business. Dyin does enjoy the wide use of
his worship in such a way, but rarely makes a big
deal of the small time bartenders who are trying to
make money rather than bring worship to his ears.
Like all drow temples a decent sized military
probes its halls. There is a great wealth of money,
booze and other indulgences that lie hidden within
the temple vaults. The priestesses are determined to
keep all the unfaithful from finding out what
exactly they have hidden in there. It is rumored that
some rare drug plants have been grown and
cultivated that is now being sold on the streets of
Draynor. Although it can not be pinned on the
temple itself many are there to accuse and the
military is always quick to answer those who would
bring those accusations to their door. The military
Nihel
Priestess Training
Initial candidates are imprisoned in the deepest
depths of the temple to await the judgment of the
head priestess. They are fed little and see no light
for months on end. Some potential priestesses are
locked in the depths for years, some have spent
nearly their whole lives in those prisons. Some are
driven to insanity and others are subjected to the
harshest of tortures to try and prove the power of
the potential priestesses willpower. Higher
priestesses watch in glee as potential priestesses go
slowly insane over the time of imprisonment. Some
of these priestesses that are locked in the depths try
to devote themselves to prayer and meditation to try
and make the time go by and maintain their right
states of mind but this tactic does not always work.
Since these insane priestesses do not get released
once they fail the initial tests it is a wonder how the
prisons are not filled to capacity. Where priestesses
end up going is anyone's guess.
Quests
Followers of Nihel are often sent on campaigns
to capture prisoners for the enjoyment of the
priestesses. All of these prisoners are locked away
most never even having the chance to serve their
new masters. Slavery is not the main goal of the
followers of Nihel but they realize it is a necessity
so maintain a small number of slaves to serve their
purposes. Whenever these slaves do not meet the
expectations of their mistresses they are imprisoned
and new slaves are brought in. Once a prisoner is
sent into the prison they never come out again. The
slaves realize this and try to please their mistresses
to the bitter end. None have ever lived their full
lives in service to their mistresses.
Rites
times but Nihel does not often demand what exactly pacify the demented form of worship and allow for
she wants as a sacrifice but rather just soaks up the the pure drow gods to rule once more. The cult
sacrifice as any god would.
proved hard to destroy however and eventually the
city leaders allowed the cult to flourish as long as
they paid their due to the real drow gods as well.
Heralds and Allies
Nihel quite often uses heralds to do her bidding Anasta allowed this as a cost of trying to maintain a
preferring devils over demons for this purpose. She foothold in the world but the battle always seems to
be an uphill one.
does not usually have the opportunity to visit the
Many of the drow gods have tried to wage war
realm below as an avatar since she is busy waging
war in the 5th hell most times. How she even makes on Anasta's realm but none have been able to truly
track down her realm of rule. She rules in the
time to offer orders and ordinances to her
nether realm of the hells where no one has been
parishioners through these heralds makes many
able to claim dominance for any period of time.
wonder but she always sets aside time in her war
Many gods have tried to tame this region but there
efforts to make sure her faithful get the proper
have never been any long term success in this
direction.
Devils are the main fiend used by Nihel mainly endeavor. As a result many rogue gods and
goddesses have found their way into this region to
as a bane to her parents and sibling who prefer the
ever be shunned by other more noble gods. It has
use of demons. She has found devils easier to
enabled them to thrive and the find the place easy to
manipulate and more needy of her power than the
demons who would seek to rule over her rather than live in rather than be under constant attack in any of
the official hells.
serve her.
Priestess Training
Anasta
30
in their cruelty.
Lisiph came about around the same time as
Nihel when the children of Calco and Dyin came
into the knowledge of the drow. Being a male child
of a goddess that favors females, he had lived a hard
life until this point. He was treated cruelly and
abused viciously by his mother and sister just due to
the fact that he was male. He tried to fight back
against his mother and sister but found he was
unable to stand up against their combined might.
His decrees to his followers largely contradict
what Calco and drow culture have taught their
society as a whole. He teaches that men must
reclaim their place. He realizes that women are the
majority voice in drow culture, but he pushes that
men must rise from the fold and stand up to be
declared as capable consorts to the female
population. He never expects that they will be
recognized as equals and would never expect his
mother to change her cults viewpoints either. Even
to this point in the 5th hell he is still mistreated by
his mother, but he has received an inheritance in
that realm of hell to rule as his own. This has been
seen as contradictory of Calco, yet also is seen as a
way to deal with a potentially volatile son that she
does not know what to do with.
Lisiph commonly talks to his followers and
teaches them new acts of cruelty and gloats in how
cruel his followers can be towards each other and
those that fall under their sway. He does not hold
back against those that follow him and when his
avatar comes to direct them he is known to beat
them to within an inch of their lives. He treats his
followers as he teaches them to treat others. Some
believe that he hates all things and this is easy to
believe and could be true. His avatar denies such
claims and that he just is trying to show them how
to be strong and rise among the drow. It is rumored
that the only god that is more cruel than Lisiph is
Beelzil himself.
Priestess Training
Cruelty is the predominant teaching in Lisiph's
ways and the priestesses enforce this right to the
end. Most potential priestesses are beaten to within
inches of their lives only to be healed and beaten
again. Some get treated so poorly that they begin to
find enjoyment in the harshness of it creating a
monster in the flesh. The priestesses find this as a
new level that must be contained. All priestesses
must be taught their place and not to enjoy
receiving the pain, but to enjoy in giving it out. Not
all fall into this category however and some commit
32
Quests
Quests and adventures are not commonly
exercised since they teach those in the cult to
exercise their teachings on those under their
command. Although followers of Lisiph do have
slaves and other servants, it is usually through other
means that these assets are obtained whether they
be through other houses or through other temples.
They tend to lord over their subjects and only really
bow before the cult of Calco. They are very
diligent to follow the orders of Calco's priestesses,
mainly because they are afraid of their anger. These
are usually the only quests or adventures that the
temple followers undertake.
Temples
The temple itself is large enough to be noticed
by every other cult in Draynor. There is a main
fellowship area in which in their worship sessions
slaves or followers are brought forth to be beaten to
within an inch of their lives to the joy of the
gathered followers. Some followers of Calco's do
come to these services in order to see the enjoyment
of it but they do not come to worship but rather to
be entertained. These Calco priestesses are treated
as honored guests despite the fact that Calco's
priestesses still see them as apostates that need to be
punished.
Although the temple is large there is no real
network of rooms or secret tunnels that hidden and
debasing acts are committed in. All cruelty is out in
the open and not hidden. They do not believe that
they should hide what they do and want all to know
the cruelty of Lisiph.
A large cult based military is based within the
temple. Temple guards are as cruel as their masters
Bilhar
Symbol: shackles
Home Realm: 5th hell
Alignment: Neutral evil
Worshipers: Drow, duergar
Cleric Alignments: N, NE, LE, CE
Area of Influence: Slavery, ally of Calco
Favored Weapon: Net
Cleric Domains: Death, Destruction, Evil,
Strength, War
Quests
Quests and adventures are quite common with
the Bilhar priestesses as they are frequently
combing the wilderness looking for new slaves.
They are brutally efficient and bring all sorts of
slaves into the city by the droves. Little hamlets
and villages that thought they were safe from the
dangers in the realm below find themselves overrun
by drow slavers and taken into chains to Draynor
and to other more notorious cities like Infernus, to
be traded like cattle.
Some of these requests do not come from just
the temple however. Powerful houses such as the
Phelinn are known for making requests for slaves
and having slaving parties sent out with the specific
intent on gaining slaves for that specific house.
This is an expensive proposition, but with the war
with the duergar going on, many of the houses do
not have the resources to constantly be devoting to
their own personal slave trade and so go to the
effort and put out the money to get the temple to do
it for them.
Temples
The temple is quite lavish and is well decorated
and maintained. Being one of the richest temples in
the city has its benefits and it is obvious by the pure
grandeur of the temple. Fine drapes and tapestries
from all over the realm below decorate the temple
halls and the main court where the rituals and
34
Rites
The rites around the temple are rather unique.
The priestesses realize that their goddess is pretty
much enslaved to Calco so they petition her to
break free from Calco's grasp. They offer all kinds
of prayers and power to her thinking that they can
empower their goddess to make her free. How
effective these attempts are is unknown but they
have developed a highly evolved liturgy for this
exact purpose.
Of course the most common ritual is the ritual of
bonding the slaves. All though the bonding is
thought to actually bind the slaves to their masters
the priestesses know this is not the case. It is just
more of a scare tactic to whittle the emotional
defenses of the slaves down to make them easier to
use in whatever duty is deemed worthy of their
attention. They are often coated in blood, whether
from an animal or sentient being, and have runes
drawn into their skin. Once the slave is accepted by
Bilhar, the runes start to glow showing her approval
of the offering.
Blood sacrifices are very common in the attempt
to empower and please their goddess. They think
that slave sacrifices are worthy of Bilhar but she has
reminded them on several occasions that, like
Calco, she desires a free sacrifice, one that is
willing to die for the good of the temple. There are
usually some who are willing to be sacrificed
thinking they will gain an honored position when
Bilhar breaks free from Calco's control. They do
not know whether this power from the sacrifice
Ranor
Symbol: dice
Home Realm: none, wanders the hells
Alignment: Neutral evil
Worshipers: Drow, duergar
Cleric Alignments: N, NE, LE, CE
Area of Influence: chance, gambling, ally of Dyin
Favored Weapon: Spiked Chain
Cleric Domains: Chaos, Evil, Knowledge, Luck,
Trickery
Priestess Training
Temples
The temples of Ranor are nothing more than
large gambling pits. All sorts of games of chance
are played here from cards, to roulette and dice.
Most of these games are tipped so in favor of the
temple that most parishioners have no chance of
winning at anything they play. Parishioners are so
excited by the prospect however that they
constantly enter into the temple to try and get a cut
of the temple's riches. Those who are caught
cheating are thrown out, if not killed.
Priestesses also house a great number of slaves
for other more bloody games of chance. Some see
this as gladiatorial games but the priestesses
guarantee them that is not so. They do not want to
trample on the toes of the houses that host those
kinds of games so call this instead blood chance
games. Usually in these games they test how long it
will take a slave to die with a hot poker being
pushed in his back or how long the slave can hold
back a scream while being tortured. Of course the
slave has no idea that any of these bets are going
on, but once again the temple makes a great deal of
gold off these games.
The standing military keeps order in the temple
holding off those who do not spend gold and
tricking others out of what little gold they may
have. It is said that the temple guards are quite
corrupt and will take gold for nearly anything. If
this displeases Ranor, he has not said anything
about it, rather showing his favor of the activity.
Government
Marriage
Marriage in drow society never happens. In fact
there is very little concept of love. The only drow
that ever know the joy of love are those that flee
from drow society into other realms. Those that
stay in drow culture however will never know love,
not true love anyway. Many males have been
known to fall in love with their matriarchs but these
feelings are never returned. The matriarch sleeps
with whoever she will, whenever she will. There is
no limit to the number of consorts a matriarch can
have, the more powerful the matriarch, the more
consorts she is likely to be with. This makes
parentage very hard to determine leaving familial
lineage solely on the matriarch rather than the
father.
Conflict
Dark Fount
This magical spot is located about two days
travel north of Draynor in a river valley out in the
open plains. There are not many trees or other
landscape markers around. The magical properties
of the fountain have baffled mages and scholars for
centuries having no ability to recreate the magically
enhancing abilities the fountain offers.
Now with the opening of the hellgates, the
fountain has started to spew out black, soup like
liquid that hurts all those who would use the liquid
for good. It pollutes and corrupts all those good
aligned creatures that come into contact with it
Why this corruption happened is a mystery even
to the drow. They wonder at what kind of
39
settlements.
Those areas that are not inhabited by the wood
elves are infested with demons. These demons
came through with the rest of the infernal legions
and left to be savage in the wooded area for a long
time. The remaining wood elves take great care to
avoid the demon bands and to hunt them down
when given the chance. These demon bands are
what make the drow hesitant to patrol deeper into
the woods. Even though the demons are supposed
to be civilized, they care nothing for those who
show up in what they call their realm.
Plains of Ash
Deep Woods
These woods are located deep within the forest
elves old realm and contain some very powerful
forest bound creatures. These creatures used to be
friendly to the forest elves, but since the hellgates
have opened up the area has closed up and these
creatures are violent towards all who enter their
realm.
There is much secret knowledge hidden within
these woods and drow are eager to learn what there
is hidden in there. Some mages from the realm
above seek to get into contact with these old forest
creatures and have on many occasions tried to open
a treatise with them. This has never worked out
well and the races above are trying to find a way.
The creatures seem determined to keep everyone
out and have given no reason as to why they keep
killing everyone that enters their realm.
Ruins of Wayreth
These ancient ruins, located northwest of
Draynor, are said to hold the entire collection of elf
magic that they have ever managed to obtain. The
depths of the tower are also thought to contain
many other lost mysteries as well as powerful
magic items, but no one has been able to confirm
any of this. Anyone who is ambitious to go to the
tower often end up dead.
Undead guard the tower with all their might.
Any who come within half a days travel to the
tower end up encountering a large contingent of
undead that fight them off with everything they
have. The belief is that an army tried defending the
tower when the hellgates opened and they fell to the
hordes of demons and undead.
A curse is believed to lay on the tower that raises
all who fall within the towers power. As well
anyone that uses necromantic magic in the area
gains a boost of +1 to their effective caster level.
Liches also guard the tower keeping watch over
40
Ebony Cavern
This magical cavern is a mystery to the drow
and are unsure of how exactly it works. This large
black cavern is lined in what appears to be black
marble and seems to focus magical energy like a
funnel through the cavern. Those that are sensitive
to magic energy feel their skill tingle when entering
the cavern knowing that there is great power here.
The magic here is so powerful that in fact any
spell cast is considered to be effectively cast with
on caster level higher than normal. This creates
much desire for drow mages to use the cavern for
their own dark designs. In fact, many drow magic
based areas of house colleges have relocated here
believing that their arts will be furthered better by
Dragon Peak
This peak in the western mountains used to be a
haven for metallic dragons. These dragons would
socialize and help defend the city elves from
intruders and had a good working relationship will
all elves on both sides of the mountains. When the
hellgates opened, the chromatic dragons, who have
existed at the metallic dragons mercy for so long,
made dark vows with the infernal forces and
attacked the metallic dragon stronghold.
The battle was long and brutal, but eventually
the evil dragons won. The metallic dragons that
managed to survive the onslaught either flew into
exile in the realm above or went into hiding in the
realm below. Chromatic dragons pay big money for
any information on where a metallic dragon is
hiding. They will even dare to attack the realm
above to take down a particularly powerful metallic
dragon. The attacks are bold ones and not done
with a sudden decision. With the high casualty rate
41
Fortress of Light
This fortress is a headache for the drow in
Draynor. It is a fortress blessed with the power of
Shaddai that the drow have not been able to find.
They send constant patrols into the western
mountains trying to locate the fortress, but so far
they have not been able to locate it. They petition
the dragons of the dragon peak to assist them, but
even they have not been able to locate the place.
Even magic scrying and other attempts have proven
futile.
The truth is, that only good aligned people are
able to find the place. It takes many days and a
huge struggle to last long enough to find the
fortress, but those that endure are not disappointed.
Inside they find all the luxuries and comforts they
would expect to find. However, no stay there is
permanent. Even though the fortress accepts all
those that are good aligned, it only allows those
who worship Shaddai to stay for any extended
period of time. Those that do not call Shaddai their
patron deity are compelled to leave by an
overwhelming forces after at most three days of
staying there. There is no way to resist the urge and
no Will save will overcome it.
Another mystery about the fortress is that once
they leave, adventurers can not remember how to
get there, Quite often after leaving the gates, they
are magically transported to one side of the
mountains or the other, depending on where their
original direction was taking them.
Cyrmir
This secondary city from Draynor is the only
other settled city in the realm. It is the port city
where the drow navy makes base and gets repairs or
builds ships. The workers here have also tried to
build the new airships here, but they have never
been able to get one very far with the vigilance of
the realm above to destroy them. A secret location
has been decided to try and build the airships again,
but its exact location is unknown even to the
governor and ship workers of the city
Races
42
Wild Drow
These nature bound drow have lived out in the
woods for centuries and prefer living among the
trees rather than being cooped up in cities. They get
a strong sense of claustrophobia when forced to live
in cities and so stay away only coming into a city
when needed. Many other drow see their lifestyle
as interesting and some even venture out into the
woods to join them. The wild drow were not a
largely persecuted lot since they were able to ferret
out groups of rebels or elves that survived the
invasion.
Physical Description: Wild drow look
remarkably similar to their drow brothers with small
differences. They are stronger and their muscle
structure can be seen in their powerful arms and
legs. They also typically pull their hair back and
not let it loose often causing little twigs, leaves and
other plant life to get caught up in it. The regular
drow can easily pick out a wild drow based solely
on these grounds alone.
Society: Wild drow society is seen as nearly
barbaric by the rest of drow culture and the wild
drow do nothing to change that. They mainly keep
to themselves only coming out of the woods to sell
off captured loot and slaves that they have managed
to capture in their travels. They are fairly nomadic,
not staying in one spot for too long. They believe
that they must keep moving with the herds and their
enemies in order to stay one step ahead of them.
Alignment and Religion: The wild drow are an
evil group that often commit acts of brutality just
for the mere pleasure of it. There are typically no
good aligned wild drow and only a handful of
neutral ones in an entire generation. They push the
boundaries of barbarism and often attempt to out do
their neighbors in abstract cruelty.
They are very loyal to Calco and often make
pilgrimages into Draynor to seek her favor in the
temple. They believe they do have her favor with
the amount of slaves, loot and even elves they are
able to deliver to her.
Adventurers: The wild drow lifestyle is one of
pure adventure. They do not stick around in one
spot too long and will spend days tracking down
44
Wild drow get all the usual drow racial traits listed
in Pathfinder Roleplaying Game Bestiary with the
following changes.
+2 Strength, +2 Charisma, -2 Constitution: Wild
drow are stronger than their drow brothers and their
wildness has a certain amount of charm that draw
people to them. They are just as nimble as their
brothers however. These replace the usual drow
ability modifiers.
Keen Survival Instincts: Wild drow get a +2 to
their Survival skill. Survival always counts as a
class skill for wild drow regardless of class.
No Light Blindness: The wild drow are not
affected by bright light as regular drow.
Weapon Proficiency: Living slave constructs treat
any weapon with the word drow in them as
martial weapons.
Obtenshi
The obtenshi are a weird twist in drow society
with being born blind. They have only started to
appear in drow culture in the last few hundred years
and at first the drow did not know what to do with
them. At first they executed them as flawed
children that did not deserve to live, but eventually
it was discovered that these new drow had
remarkable abilities with their minds that made
them very desired members of society. They were
able to detect immediately when other creatures
were around and this made them invaluable for
finding enemy locations and foiling ambushes. The
obtenshi quickly became highly desired in military
units as they marched to war.
Physical Description: The obtenshi look very
similar to regular drow with the only significant
difference being in the eyes. With no need to
develop regular eyesight, the obtenshi eyes are
undeveloped and commonly look cloudy and
distant.
Society: This subrace of drow have been
accepted by all levels of society and feared by their
enemies. There is no real way to tell when an
obtenshi will be born since they are born
sporadically through all houses. They have tried to
breed them together to produce more obtenshi
their size.
Normal Speed: Living slave constructs have a base
land speed of 30 feet.
Natural Damage Reduction: Living slave
constructs have a DR 2/slashing which goes up by 1
at levels 5, 10, 15 and 20.
Darkvision: Living slave constructs can see in the
dark up to 60 feet.
Weapon Proficiency: Living slave constructs treat
any weapon with the word drow in them as
martial weapons.
Magic Resistance: Living slave constructs have a
+2 racial bonus on Will saves against spells and
spell-like abilities.
Languages: Living slave constructs begin play
speaking Common, Elven, and Undercommon.
Living slave constructs with high Intelligence
scores can chose from the following: Abyssal,
Aquan, Draconic, Gnome, Goblin.
Corsair
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+2
+0
2nd
+2
+3
+3
+0
3rd
+3
+3
+3
+1
4th
+4
+4
+4
+1
Bonus Feat
5th
+5
+4
+4
+1
Weapon Focus
6th
+6/+1
+5
+5
+2
7th
+7/+2
+5
+5
+2
8th
+8/+3
+6
+6
+2
Bonus Feat
9th
+9/+4
+6
+6
+3
Evasion
10th
+10/+5
+7
+7
+3
11th
+11/+6/+1
+7
+7
+3
12th
+12/+7/+2
+8
+8
+4
Bonus Feat
13th
+13/+8/+3
+8
+8
+4
14th
+14/+9/+4
+9
+9
+4
15th
+15/+10/+5
+9
+9
+5
16th
+16/+11/+6/+1
+10
+10
+5
17th
+17/+12/+7/+2
+10
+10
+5
18th
+18/+13/+8/+3
+11
+11
+6
19th
+19/+14/+9/+4
+11
+11
+6
20th
+20/+15/+10/+5
+12
+12
+6
enemy lines.
Role: Corsairs are the main fighting force
aboard naval craft and perform such duties as
defense, assault and ground raids. They are very
capable warriors and the sight of them strikes fear
into most warriors hearts.
Alignment: Any.
Hit Die: d10.
Class Features
All of the following are class features.
Weapon and Armor Proficiency: A corsair is
proficient with all simple and martial weapons and
with light armor, medium armor and shields (except
tower shields).
Two Weapon Fighting: At 1st level the corsair
Class Skills
gains the Two Weapon Fighting feat as a bonus feat.
The corsair's class skills are Acrobatics (Dex), Bluff
Endurance: At 2nd level, the corsair gains
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
endurance as a bonus feat.
Heal (Wis), Intimidate (Cha), Knowledge
Favored Terrain: At 2nd level the corsair gains
(Dungeoneering) (Int), Knowledge (Nature) (Int),
Water as a Favored Terrain feature. The corsair
Linguistics (Int), Perception (Wis), Profession
gains a +2 bonus on initiative checks and
(Sailor) (Wis), Stealth (Dex), Survival (Wis) and
Knowledge (nature), Perception, Stealth and
Swim (Str).
Survival skill checks when in this terrain.
47
Class Skills
The merchants class skills are Appraise (Int), Bluff
(Cha), Craft (Int), Diplomacy (Cha0, Escape Artist
(Dex), Intimidate (Cha), Knowledge (Geography),
Knowledge (History) (Int), Knowledge (Local)
(Int), Knowledge (Nobility) (Int), Linguistics (Int),
Perception (Wis), Perform (Cha), Profession (Wis)
Ride (Dex), Sense Motive (Wis) and Sleight of
Hand (Dex).
Skill Ranks per Level: 6 + Int modifier.
Class Features
The following are class features of the merchant.
Weapon and Armor Proficiency: A merchant
is proficient with all simple weapons, the light
hammer, handaxe, short sword and longsword and
with light armor and shields (except tower shields).
Keen Negotiator: At 1st level the merchant
gains the feat Keen Negotiator as a bonus feat.
Subtle Negotiator: At 2nd level the merchant
gains the ability to talk down an enemy. The enemy
must pass a Will save of a DC equal to 10 + the
merchants level (minimum 1) + merchant's
Charisma modifier. If the save fails then the enemy
is now at a -1 to attack the merchant as he is unsure
about whether this is really a foe. If the enemy
passes the save they also get to take an opportunity
attack at the merchant.
Pick Pocket: At 4th level the merchant gains the
ability to steal money off another person. If the
victim fails a Perception check, DC 10 + the
merchant's level (minimum 1) + the merchant's
Dexterity modifier, then the merchant manages to
Merchant
The merchant is the one that goes out and supports steal 2d10 worth of gold. If the victim does not
have that much gold, they simply lost all money in
the local economy. He is a shrewd negotiator and
their purse. The merchant may also take 10 on noncan get most items for the best price. He knows
combat attempts at pick pocket.
how to find a good deal and also knows when to
Improved Keen Negotiator: At 5th level the
take advantages of others for the purpose of making
merchant
gains Improved Keen Negotiator as a
money. They are often a greedy people that want
bonus
feat.
more gold and merchandise but they are very good
Improved Subtle Negotiator: At 6th level the
at what they do and most cities economies rely on
merchant gains Improved Subtle Negotiator as n
them
Role: The role of the merchant is to go out and ability. It is as Subtle Negotiator but the enemy
make money. They rarely care about who they have suffers a -2 to their attack and damage instead of -1
to their attack.
to walk over to get to the gold and will broker any
Improved Pick Pocket: At 7th level the
deal they think they have an advantage in. They
play a lot of word games and commonly do not like merchant gains improved pick pocket as an ability.
It is as pick pocket but the gold stolen increases to
to get into battle With raids and pirates however,
3d10.
the merchants have started to bear arms to try and
Bonus Feats: At 8th, 14th and 18th level the
defend their goods.
Merchant gets a bonus feat from the following
Alignment: Any non-lawful.
list:Alertness, Deceitful, Deft Hands, Dodge,
Hit Die: d8.
48
Merchant
Level
Base
Attack
Bonus
Fo
rt
Sa Ref
ve Save
Will
Save
Special
1st
+0
+0
+0
+2
Keen Negotiator
2nd
+1
+0
+0
+3
Subtle Negotiator
3rd
+2
+1
+1
+3
4th
+3
+1
+1
+4
Pick Pocket
5th
+3
+1
+1
+4
6th
+4
+2
+2
+5
7th
+5
+2
+2
+5
8th
+6/+1
+2
+2
+6
Bonus Feat
9th
+6/+1
+3
+3
+6
Bluff
10th
+7/+2
+3
+3
+7
11th
+8/+3
+3
+3
+7
12th
+9/+4
+4
+4
+8
Negotiation
13th
+9/+4
+4
+4
+8
14th
+10/+5
+4
+4
+9
15th
+11/+6/+1
+5
+5
+9
16th
+12/+7/+2
+5
+5
+10
Improved Negotiation
17th
+12/+7/+2
+5
+5
+10
Improved Bluff
18th
+13/+8/+3
+6
+6
+11
Bonus Feat
19th
+14/+9/+4
+6
+6
+11
20th
+15/+10/+5 +6
+6
+12
Bonus Feat
Greater Negotiator
Slaver
Level
Base
Attack
Bonus
Fort Ref
Save Save
Will
Save
Special
1st
+0
+0
+2
+0
2nd
+1
+0
+3
+0
Evasion
3rd
+2
+1
+3
+1
4th
+3
+1
+4
+1
5th
+3
+1
+4
+1
6th
+4
+2
+5
+2
Slave hunter +2
7th
+5
+2
+5
+2
8th
+6/+1
+2
+6
+2
9th
+6/+1
+3
+6
+3
10th
+7/+2
+3
+7
+3
11th
+8/+3
+3
+7
+3
12th
+9/+4
+4
+8
+4
Slave hunter +4
13th
+9/+4
+4
+8
+4
14th
+10/+5
+4
+9
+4
15th
+11/+6/+1
+5
+9
+5
16th
+12/+7/+2
+5
+10
+5
17th
+12/+7/+2
+5
+10
+5
18th
+13/+8/+3
+6
+11
+6
Slave hunter +5
19th
+14/+9/+4
+6
+11
+6
20th
+15/+10/+5
+6
+12
+6
Master strike
50
Class Skills:
The slaver's class skills are Appraise (Int), Bluff
(Cha), Diplomacy (Cha), Disguise (Cha), Intimidate
(Cha), Knowledge (Geography), Knowledge
(Local) (Int), Knowledge (Nobility) (Int),
Perception (Wis), Profession (Sailor) (Wis), Ride
(Dex), Sense Motive (Wis), Sleight of Hand (Dex),
Stealth (Dex), Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.
Class Features
All of the following are class features of the slaver.
Weapon and Armor Proficiency: Slavers are
proficient with all simple, martial weapons and the
net and whip, with light armor, medium armor and
shields (except tower shields).
Sneak Attack: As the Rogue in the Pathfinder
Roleplaying Game Core Rulebook: Chapter 3:
Classes.
Net Throw: At 1st level the slaver gets Net
Throw as a bonus feat.
Evasion: At 2nd level the slaver gets the evasion
ability. See the Rogue in the Pathfinder
Roleplaying Game Core Rulebook: Chapter 3:
Classes for more information. Unlike the Rogue,
the Slaver may Evasion in light, medium and no
armor.
Slave Hunter: Starting at 4th level the slaver gets
a sense of finding slave unlike anyone else's ability
to track. The slaver gets the track feat but can only
use it towards humanoids. As well he gets an
additional +1 to track humanoids. This bonus
increases every at every third level above 4th..
Uncanny Dodge: At 4th level the slaver gets the
uncanny dodge ability. See the Rogue in the
Pathfinder Roleplaying Game Core Rulebook:
Chapter 3: Classes for more information.
Whip Entangle: At 4th level the slaver gets
Whip Entangle as a bonus feat.
Improved Uncanny Dodge: At 8th level the
slaver gets the improved uncanny dodge ability.
See the Rogue in the Pathfinder Roleplaying Game
Core Rulebook: Chapter 3: Classes for more
information.
Master Strike: At 20th level the slaver gets the
Master Strike ability. See the Rogue in the
Pathfinder Roleplaying Game Core Rulebook:
Chapter 3: Classes for more information.
51
Prerequisite
Benefit
Allure
Arcane Gift
Arcane Knowledge
Astro Navigator
Survival 4 ranks
Track Ability
+4 to tracking at night
Beast Tracker
Blood Gift*
Improved Blood Gift*
Greater Blood Gift*
-1 hp for +1 attack
Blood Gift
-2 hp for +2 attack
-3 hp for +3 attack
Cornered*
Dark Step
Drow
+4 to stealth in darkness
Dark Valor*
Drow
Elf Hatred
Drow
Elite Soldier*
+1 to attack
Experienced Handler
Slaver
Track Ability
+1 to track humanoids
Expert Dungeoneer
Knowledge (dungeoneering) 4
ranks
+2 to knowledge (dungeoneering)
Impaling Strike*
Jaded
Jail Taunt
Keen Eye*
Keen Negotiator
Appraise 4 Ranks
Keen Negotiator
Appraise 8 Ranks
+2 to perception checks
Killing Strike*
Additional D6 on critical
Net Throw*
Painful Strike*
52
Ronar Gamble
Worship Ronar
Sea Hunter*
+1 to damage on a ship
Sea Legs
+1 to attack on a ship
Shade Strike*
Drow
+1 base attack bonus
+1 to attack in darkness
Shadow Agility
Drow
+5 ft to speed in darkness
Shadow Defense*
Drow
+2 to CMD in darkness
Sidestep
Sudden Attack*
Telepathic Recognition
Blind
Improved Telepathic
Recognition
Telepathic Recognition
Greater Telepathic
Recognition
Trade Bully
Merchant
Combat Expertise
Two Weapon Fighting
Combat Expertise
Improved Two Weapon Fighting
Two Weapon Parry
Combat Expertise
Greater Two Weapon Fighting
Improved Two Weapon Parry
Whip Proficiency
Whip Entangle*
53
Feat Descriptions
Prerequisite: None.
Benefit: You gain +2 to your bluff and diplomacy
checks.
Elf Hatred
Arcane Knowledge
Experienced Handler
Expert Dungeoneer
Astro Navigator
You are adept at navigating by the stars.
Prerequisite: Survival 4 ranks, Track ability
Benefit: +4 to Track at night
Beast Tracker
You are the best at getting the best price for what
you are selling.
Prerequisites: Improved Keen Negotiator, Appraise
12 ranks.
Benefit: As Improved Keen Negotiator, but add an
additional 5%.
Cornered (Combat)
You fight better when put under pressure.
Benefit: Gain +1 attack when being flanked.
Dark Step
You are adept at moving in the dark.
Prerequisite: Drow
Benefit: +4 to stealth in darkness.
54
Jaded
You have seen too much to be affected by the little
things.
Benefit: As an immediate action, you can lose 4 to
your Charisma bonus for 1 round to gain +2 to your
Will save.
Jail Taunt
Keen Negotiator
You are adept at getting the best price for what you
are selling.
Prerequisite: Appraise 4 ranks
Benefit: Gain an additional 5% gold for an item
above its agreed value. This translates to silver for
silver agreements, copper for copper agreements.
Never applies to platinum agreements.
Keen Sight
You have sharp eye sight and notice little things.
Benefit: Gain +2 to perception checks.
Ronar Gamble
You are a gambling addict and take chances at
everything.
Prerequisite: You worship Ronar.
Benefit: You are allowed to add D3 to your next
skill check. May be used once per day to start and
gain an additional one use per day for every three
hit dice you have.
Telepathic Recognition
You are able to detect living things even though you
can not see.
Prerequisite: You must be blind to use this feat.
Benefit: You are able to sense when any living
creatures move to within 100 ft. of you and can tell
whether they are intelligent or not.
Special: All Obtenshi automatically gain this feat
as a bonus feat.
Sea Hunter
You are experienced with fighting at sea and know
how to use your weapon with the waves.
Benefit: +1 to damage while fighting on a ship.
Sea Legs
Trade Bully
Traits
Side Step
Combat Traits
Religious/Arcane Traits
College Raised You were raised around mages
and magic and feel very comfortable in dealing with
the intricacies of magic. Much time and effort has
been placed into your training and the mages around
you expect great things of you. You receive +1 to
Knowledge (Arcana).
Fate You have been predestined to do great things
in the name of your god and the priesthood has
invested a lot of time and training in to make sure
you fulfill the role expected of you. They have
drilled into you the knowledge of all religions
hoping that you are a destined child. You receive
+1 to Knowledge (Religion).
58
Chapter 4: Equipment
New Exotic Weapons
Exotic Weapon
Cost
Dmg
(S)
Dmg
(M)
Critical
Range
Weight
*
Type
50 gp
1d4
1d6
1820/x2
1 lb.
Piercing
100 gp
1d6
1d8
1820/x2
3 lb.
Slashing
150 gp
1d8
1d10
1920/x2
5 lb.
Piercing
150 gp
1d8
1d10
x3
120 ft.
6 lb.
Piercing
Ranged Weapons
Drow War Bow
Armor
Weight
Light armor
Padded
cloak
2 gp
+1
+8
-0
5%
30 ft. 20 ft.
2 lbs.
Leather
cloak
6 gp
+2
+6
-0
10%
30 ft. 20 ft.
10 lbs.
Hide cloak
10 gp
+3
+4
-2
10%
30 ft. 20 ft.
20 lbs.
Chain cloak
100
gp
+4
+3
-4
20%
20 ft. 15 ft.
30 lbs.
Medium
armor
Drow Destroyer
The drow destroyer in the mainstay of the drow
fleet. These workhorses are well armed and
maneuverable making them a very versatile design.
Most of their passenger space is used up by cells
used to hold prisoners for sale in the slave market.
The destroyer is also the model used in design
of the drow airship
Weight
Light Armor
+2,000 gp
-75%
Medium Armor
+5,500 gp
-50%
Heavy Armor
+11,000 gp
-25%
Shield
+1,000 gp
-50%
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Drow Warship
This massive vessel is the epitome of the drow
navy and they pride themselves very much in the
construction of these vessels. For defensive
purposes they keep the warships close to port to
avoid having raiders or pirates sink or capture the
vessels from the drow.
Drow Warship
AC 2; Hardness 10
hp 1800
Base Save +0
OFFENSE
Maximum Speed 200 ft. (current) or 60 ft.
(muscle);
Acceleration 40 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8D8
DESCRIPTION
This colossal vessel is built with magically
enchanted wood that raise it hardness and make it
more resilient to damage. It can travel the oceans
but they do not typically go far from port due to
their vulnerability the further from port they go.
They can carry 100 tons of cargo and 180
soldiers.
Propulsion current (air; three masts, 180 squares
of sails, hp 900) or current (water).
Driving Check Profession (sailor) or Knowledge
(nature) +5 to the DC.
Forward Facing the ship's forward.
Driving Device steering wheel.
Driving Space the nine squares around the
steering wheel, located at the back of the ship.
Crew 80
Decks 3
Weapons 20 large light ballisa's in banks of 10 on
the port and starboard side. There are also 4
Large Light Ballista's facing forward. The side
mounted ballisa's can can only fire out the side of
the ship and the front mounted ballista's can only
fire out the front. The ship also carries 8 huge
heavy ballista's on the deck below the light
ballista's. These heavy ballista's are mounted in
banks of four each bank facing starboard and port.
They can not be moved to fire in another
direction.
Drow Airship
The drow airship is the latest in development in
the drow navy and the lead houses are desperate to
build a fleet of these to raid the realm above with.
The ship looks like a regular destroyer with two
horizontal masts that hold the magic used in
making the ship able to fly. So far they have been
unsuccessful. An effort is being made to construct
61
Drow Airship
Colossal water vehicle
Squares 48 (20 ft. by 60 ft.); Cost 45,000 gp
DEFENSE
AC 2; Hardness 5
hp 720
Base Save +0
OFFENSE
Maximum Speed 200 ft. (current), 250 ft. (when
in the air) or 60 ft. (muscle; when in water);
Acceleration 40 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8D8
DESCRIPTION
This massive airship is the template used for
creating the drow airship that they desperately
want to use to raid the realm above. So far
however all their attempts to build a fleet have
been thwarted.
Propulsion current (air; two masts vertically
mounted on the deck and two masts one on the
starboard one on the port mounted on the side of
the ship horizontally, 40 squares of sails, hp 150)
or current (water).
Driving Check Profession (sailor) or Knowledge
(nature) +5 to the DC.
Forward Facing the ship's forward.
Driving Device steering wheel.
Driving Space the nine squares around the
steering wheel, located at the back of the ship.
Crew 50
Decks 2
Weapons 20 large light ballisa's in banks of 10 on
the port and starboard side. There are also 2
Large Light Ballista's facing forward. The side
mounted ballisa's can can only fire out the side of
the ship and the front mounted ballista's can only
fire out the front.
62
Sorcerer Options
Dark Bloodline
Your bloodline was at some point infused with dark
power that has stayed with your lineage for a long
time. At some point a creature from the dark realm
intervened with your bloodline creating a new line
of drow that are very adept at wielding their power.
Prerequisite: Drow
Class Skill: Intimidate
Bonus Spells: dark bolt (3rd), dark shield (5th),
dark wall (7th), dark whip (9th), dark wave (11th),
dark blast (13th), dark horror (15th), dark sword
(17th), dark voice (19th).
Bonus Feats: Arcane Gift, Arcane Knowledge,
Dark Step, Empower Spell, Extend Spell, Keen
Sight, Shadow Agility, Shadow Defense.
Bloodline Arcana: Whenever you cast a spell
of the dark, night or shadow subtype, you gain an
additional +1 towards the casters spell level
towards the DC to resist the spell with a saving
throw or spell resistance.
Wizard Options
Dark School
64
Spell Lists
Below are listed the new spells for the available
classes. Please see individual spell descriptions
further in the chapter for information on effects.
Bard Spells
2nd Level Bard Spells
Voices of the Dead
3rd Level Bard Spells
Dark Fear, Dark Voice.
4th Level Bard Spells
Insane Suggestion, Mind Link
th
Cleric Spells
st
Inquisitor Spells
1st Level Inquisitor Spells
Bonds of Dark, Dark Pockets.
2nd Level Inquisitor Spells
Aura of Night, Combat Leap, Dark Bolt, Detect
Truth, Soul Grind, Unending Cycle.
3rd Level Inquisitor Spells
Arm of Night, Borrow Identity, Fury of Knives,
Net.
4th Level Inquisitor Spells
Dark Shield, Dark Sword, Fury Dance, Mind Link.
5th Level Inquisitor Spells
Blade Wind, Dark Whip.
Oracle Spells
2nd Level Oracle Spells
Premonition.
5th Level Oracle Spells
Enter Dream.
Ranger Spells
1st Level Ranger Spells
Spoil.
2nd Level Ranger Spells
Combat Leap.
3rd Level Ranger Spells
Filthy Attack, Infect Wound,, Net, Poison Liquid.
4th Level Ranger Spells
Fury Dance, Poison Mist.
Sorcerer/Wizard Spells
65
Arm of Night
3rd Level Sorcerer/Wizard Spells
School conjuration, dark; Level cleric 3, inquisitor
Borrow Identity, Dark Bolt, Dark Fear, Dark Shield,
3, sorcerer/wizard 2
Dark Voice, Poison Globe, See Through Mirror,
Casting Time 1 standard action
Shadow Form.
Components V, S
Range see below
4th Level Sorcerer/Wizard Spells
Targets self
Blade Blanket, Blade Wind, Dark Blast, Dark
Duration 1 round/level
Sword, Insane Suggestion, Poison Mist.
Saving Throw none; Spell Resistance no
5th Level Sorcerer/Wizard Spells
Age, Chaotic Fury, Dark Wall Dark Whip, Enter
Dream, Haunted Woods, Mist, Nightmare.
6th Level Sorcerer/Wizard Spells
Dark Horror, Gale Wind, Swarm.
7th Level Sorcerer/Wizard Spells
Dark Wave, Hijack Spell.
8th Level Sorcerer/Wizard Spells
Create Gateway, Tale of Corruption.
9th Level Sorcerer/Wizard Spells
Wound Transfer.
New Spells
Below are listed the new spells in alphabetical
order. Please note that some spells do have
prerequisites that need to be filled before use.
Age
School transmutation; Level sorcerer/wizard 5
Casting Time 1 hour
Components V, S, M (piece of old skin or hair)
Range touch
Targets one creature
Duration permanent
Saving Throw Fortitude negates; Spell Resistance
yes
The transmutated creature ages by ten years after
the spell is completed The target creature must not
move and remain stationary throughout the duration
of the ritual. If the target is moving, the target gets
a one time bonus of +2 to its fortitude save.
The complexity of the spell makes it impossible
to cast during combat. No amount of efforts to
speed up the casting of the spell is effective for this
Blade Blanket
School conjuration; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a blade)
Range 100 ft. one 30 ft x 30 ft. area.
Duration 1 round/level of the caster
Saving Throw none; Spell Resistance yes
66
Combat Leap
School enchantment; Level cleric 2, inquisitor 2,
ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Dark bonds made of dark magic encircle the targets Targets self or one ally
Duration immediate
hands and feet that disable them from moving,
using weapons or casting somatic spells. Any
Saving Throw fortitude Spell Resistance yes
attempt to do so reduces the targets hit points by
The target immediately leaps 10 ft/level of the
1D4.
caster in any direction. This leap does not provoke
opportunity attacks but the target may not attack
Borrow Identity
after the leap. The target may try to resist the
School transmutation; Level inquisitor 3,
effects of the spell and if successful the target
sorcerer/wizard 3
remains where they are with no other effects.
Casting Time 1 minute
Components V, S, M (piece of clothing, equipment
Create Gateway
of body fluid owned by the target identity)
Range self
School conjuration, transmutation Level
Duration 1 hour/level of the caster
sorcerer/wizard 8
Casting Time 1 hour
The identity of one target is assumed by the caster
Components V, S, M (rock or crystal worth 5,000
for a period of time. The identity is flawless and
gp)
67
Range touch
Duration permanent
Saving Throw none; Spell Resistance yes
The caster is able to create a gateway to another
rock face anywhere where they have visited before.
The effects of the gate are permanent and anyone
may follow the caster through the gate. Creatures
will not be able to see what is on the other side of
the gate so enter at their own risk. The caster
themselves will not be able to see exactly where
their gateway will open but it will not open into a
dangerous terrain type.
Dark Bolt
School conjuration, dark; Level cleric 2, inquisitor
2, sorcerer/wizard 3
Prerequisite drow
Casting Time 1 standard action
Components V, S
Range 30 ft.
Targets one creature within 30 ft.
Duration immediate
Saving Throw reflex (no damage); Spell
Resistance yes
A bolt of dark matter is thrown from the casters
hand and immediately hits the target unless a reflex
saving throw is made. The dark bolt does 2D4
damage.
Dark Blast
School conjuration, dark; Level cleric 5,
sorcerer/wizard 4
Prerequisite drow
Casting Time 1 standard action
Range 120 ft. line
Targets all creatures within the line
Duration immediate
Saving Throw reflex (half damage, no blindness)
Spell Resistance yes
Prerequisite drow
Casting Time 1 standard action
Components V, S
Range 40 ft.
Targets one creature
Duration 1 round/level of the caster
Saving Throw will (no effect); Spell Resistance
yes (no effect)
An over powering sense of fear overcomes the
target which makes them a babbling mess. The
target is counted as cowering for the duration of the
spell.
Dark Horror
School enchantment, dark; Level bard 7, cleric 9,
sorcerer/wizard 6
Prerequisite drow
Casting Time 1 standard action
Components V, S
Range 30 ft.
Targets one creature
Duration permanent until healed
Saving Throw will (no effect); Spell Resistance
yes (no effect)
As Dark Fear but the cowering effect is permanent
until the target is touched by a heal spell or scroll.
The spell is so powerful that the target must be
escorted everywhere until healed.
Dark Pockets
School conjuration, drow; Level cleric 1, inquisitor
1, sorcerer/wizard 1
Prerequisite drow
Casting Time 1 standard action
Components V, S, M (small bag)
Range self
Targets self
Duration permanent
Saving Throw none; Spell Resistance n/a
Dark Fear
School enchantment, dark; Level bard 3, cleric 3,
sorcerer/wizard 3
Dark Shield
School conjuration, dark; Level cleric 4, inquisitor
4, sorcerer/wizard 3
68
Prerequisite drow
Casting Time 1 standard action
Components V, S, M (piece of metal)
Range self
Targets self or ally
Duration 1 minute/level of caster
Saving Throw none; Spell Resistance yes
Dark Wall
School conjuration, dark; Level cleric 5,
sorcerer/wizard 5
Prerequisite drow
Casting Time 1 standard action
Components V, S, M (small clump of clay or mud)
Range 30 ft.
A shield of dark energy comes from another realm
Targets a 5 ft, x 20 ft. area
and may be used by the caster or an ally as a regular
Duration 1 round/level of the caster
shield. The shield offers a +6 shield bonus
Saving Throw fortitude; Spell Resistance yes
including on touch attacks and has no armor check
penalty. The shield may be dispelled at any time
A wall of dark energy blocks sight which includes
and any item that nullifies magic effects may negate
range and spells that require a point of view to use.
the shield.
The wall can be passed through with a fortitude
save but counts as difficult terrain to pass through.
Anyone with darkvision is immune to the visual
Dark Sword
blocking affects of the wall but must pass through it
School conjuration, dark; Level cleric 4, inquisitor as normal with a fortitude save. The wall may be
4, sorcerer/wizard 4
dispelled with items or magic spells.
Prerequisite drow
Casting Time 1 standard action
Dark Wave
Components V, S, M (small blade)
School conjuration, dark; Level cleric 7,
Range self
sorcerer/wizard 7
Targets self or ally
Prerequisite drow
Duration 1 minute/level of caster
Casting Time 1 standard action
Saving Throw none; Spell Resistance yes
Components V, S
Range cone 30 ft.
A long sword of dark energy is created that can be
Targets all creatures within the cone, creatures and
used by anyone that is proficient with the type of
allies
blade created. The sword has a +2 enhancement
Duration 1 round/level of the caster
bonus and anyone hit by the sword counts as
Saving Throw reflex (half damage, no push back);
cowering. The sword may be nullified if it comes
Spell Resistance yes
into contact with an item or spell that nullifies
magic effects.
A wave of dark power pushes and contorts all
creatures within its cone. The wave does 2D6
Dark Voice
damage per level of the caster to a maximum of
School conjuration, dark; Level bard 3,
15d6 to all creatures within the wave and pushes
sorcerer/wizard 3
them back 5 ft./round.
Prerequisite drow
Casting Time 1 standard action
Dark Whip
Components V, S
School conjuration, dark; Level cleric 6, inquisitor
Range 60 ft.
6, sorcerer/wizard 5
Targets one creature
Prerequisite drow
Duration 1 minute/level of the caster
Casting Time 1 standard action
Saving Throw will (negates); Spell Resistance yes
Components V, S
Range reach 5 ft.
Dark voices enter the mind of the creature causing
Targets self
them to second guess and doubt themselves. The
Duration 1 round/level of the caster
target suffers a -2 to their attack and defenses for
Saving Throw reflex (half damage); Spell
the duration of the spell, until saved against or until
Resistance yes
healed by a spell, potion or scroll.
69
Filthy Attack
School transmutation; Level ranger 3
Casting Time 1 standard action
Components V, S, M (a filthy rag)
Range touch
Targets one creature
Duration 1 round/level of the caster
Saving Throw fortitude (negates); Spell
Resistance yes
The attack made by the caster is dirty and
infectious. Creatures hit by the attack run the risk
of getting an infection that will cause 1D4 damage
per day until healed.
Fury Dance
School evocation; Level cleric 4, inquisitor 4,
ranger 4
Casting Time 1 standard action
Components V, S
Range touch
Target self or ally
Duration 1 round/level of the caster
Saving Throw n/a; Spell Resistance n/a
The caster or their ally is thrown into a furious
Net
School conjuration; Level cleric 3, inquisitor 3,
ranger 3
Casting Time 1 standard action
Components V, S, M (a piece of string)
Range 20 ft.
Targets a group of creatures withing a 10 ft x 10 ft.
area
Duration 1 minute/level of the caster
Saving Throw reflex (avoids) Spell Resistance yes
Power of Night
School divination; Level cleric 2, sorcerer/wizard 2
Prerequisite drow
Casting Time 1 standard action
Components V, S
Range self
Targets self
Duration 1 round/level of the caster
Saving Throw n/a Spell Resistance no
The caster is infused with the power of darkness.
Any spell with dark, night, shadow or
shade in its name is counted as having been cast
as one level higher than the caster. This does not
raise the casters level, but merely enhances the
spells with those key words.
Premonition
School divination; Level cleric 3, oracle 2
Casting Time 1 day
Components V, S
Range self
Targets self
Duration 1 day
Saving Throw n/a; Spell Resistance n/a
The caster gets a glimpse into the future. They
have intimate knowledge about what will happen
and gain +1 to all skill checks for the next day.
See Through Mirror
School transmutation; Level sorcerer/wizard 3
Casting Time 1 minute
Components V, S, M (reflective surface)
Duration 1 minute/level of the caster
Saving Throw n/a; Spell Resistance n/a
The caster is able to see through another mirror in a
place they have visited before. They can see the
whole scope of the room or area and any creatures
that are within that space. They can not step
through the mirror into that place but can just see
into it.
Shadow Form
School transmutation; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range self
Targets self
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75