Elves
by Morgane


Class: Any
Tag: ELF

Introduction

The Wild or Forest Elf is much more hardy than their High Elf ancestors. They are disdainfully called 'wild' by the High Elves because they willingly renounced Elven civilization following the war with the Dark Elves. The Forest Elves returned to the land, scattering outward over the centuries, until their original home was a distant memory. One of the wildernesses they settled bordered the town of Tristram.

Three Elves for three different kinds of player. The first is an encapsulated variant class designed to be efficient and challenging while staying interesting. A clear adaptation of The Luminous Archer and Charis' Elf variant. The rules are easily memorized, so nothing has to be looked up while you play. The Amber rules are a difficulty adjuster. It has been extensively playtested including a 3@30. The original Elf Irian is currently level 40 or so.

The second (High Elf) is closer to the original concept. It is intended to add a layer of complexity and personality to an existing character, but it is a serviceable if easy variant on its own. It has been as playtested as the Wild Elf, and has been applied to a myriad of variants in many mods with great success.

The third is designed to appeal to the kinds of people who play Netherspawn, and is a blatant attempt to generate interest in the fine Thief, Summoner, and Ninja variants. It is currently under playtest but seems quite favourable in result. Thanks to Charis, Elfiran, King of Pain, MacFrugal, Dr. Disaster, Freya and many others for offering feedback over many months.


Elf

Rules

If you wish to start an Elf character and have it recognizable to others, add the tag (ELF) somewhere in your name. For example, the original Elf is named Irian(ELF).

If you wish to create a character who is Elven, but not a 'wild' Elf, there is no need to use a tag in your name. This is because their 'Elfness' is just part of the character, not the reason for it. For example: Franz, the elven Muscle Mage would write his name as Franz(MM). If he wanted to show everyone how deeply cool he is, he could write it as Franz(ELF-MM).

Items

Armour
Leather armours up to and including ringmail may be used. Chain or Ring mail with a suffix of Light or Radiance may be used even if it has a prefix. This type of Mail is called Elven Chainmail, and is highly sought after. Likewise, a cap or crown with a +light effect may also be worn.

Jewelry
Any jewelry with a +light effect may be worn.

Shield
A shield is never carried, but may be employed during a recovery attempt, or to protect a comrade in arms.

Weapons
A Wild Elf may carry and equip any bow. In addition, a non-luminous dagger or short sword may be carried. No weapon or item that reduces light radius may be used.

Amber
An elf confronted with the powerful magics of Hell/Hell sometimes resorts to using equipment embellished with Amber. Made of fossilized tree sap, Amber represents the spirits found in the wilds, and so it is a good defence from the destructive energies of Black Magic. In no case would an Elf reduce their light radius to less than +80% to employ Amber.

Cursed Affixes
An Elf may only use a -mana, -magic, -life or -vitality item equivalent to their level or less. For example, an elf would need to be 10th level to use a device that reduced vitality by 10.

Light
In the interest of accuracy with the bow, Elves try to extend their light radius as much as possible, because they don't see very well underground. An Elf will equip the first available +light item they find, even if it is an axe or club, until they can exchange it for a +light garment or bow. This process continues with the Elf equipping luminous equipment in all available slots, until at least +120% light is achieved.

Shrines

If an Elf happens upon a shrine in the Dungeon they may study or loot it to gain or risk its benefit, if any.

Spells

Although they are literate and can read scrolls and books, elves distrust these things because they feel written knowledge led to the long and terrible war that shattered elven society. This attitude extends to Magical technologies embedded into spell staves as well. However, Magics concerned with pathfinding such as Phase, Town Portal, and (when available) Warp, Search, Escape, Firewall and similar spells, may be learned and read. In any case, an Elf will read a Resurrect scroll over a fallen comrade.


High Elven Adventurers

These rules cover characters of any standard or variant class who are of Elven blood, including Half-Elves. By their nature, they are usually more cosmopolitan and worldly than their previously described cousins. They operate just like anyone of their chosen profession except for the following changes.

+1 to magic and +1 to dex are applied per every 5 stat points when using level up points unless the stat is already maxed.

Elven adventurers retain the need for intense light to see normally.


Dark Elves / Drow

Class: Any
Tag: DROW

Introduction

Centuries of exile from the sunlit world have created an Elven civilization more intricate and technically advanced than any other. Unfortunately, the struggles the Drow have endured with fellow under-earthers and other, more sinister forces (that surface dwellers cannot even imagine) have shaped a xenophobic and violent breed of Elf. Drow operate a strict and matriarchal dictatorship with a chain of command leading ultimately to the goddess Lolth. Rank, or 'station' as the Drow say, is the all important facet of one's public identity. Drow are loath to leave the Underdark or Drow homeland for fear of losing their place in this rigid hierarchy. Only a Drow sent outside by purpose or a renegade would go to Tristram. In any case they would travel in disguise.

Rules

Double the strength requirement for any non-weapon equipment.

Natural grace and agility are still the traits of a Dark Elf. +1 to Dex and Magic per 5 stat points per level up. This is not added to a class' similar requirement.1

Secrecy! While in the Town and commuting between games, a Dark Elf must wear a Cloak at all times to protect their identity. Drow arriving in Tristram for the first time walk past the town directly to the dungeon to get one.

Aside from physical mayhem and spellcasting, Dark Elves also enjoy stealing, especially from the witless monsters in the dungeon. It would be adolescent and no fun at all to filch the belongings of adventurers from the town while they are below in the dungeon. However this does not rule out bargaining with and otherwise attempting to negotiate more than one's share from an adventuring party.

1: This refers to playing the Drow as a dual-classed variant. If you're playing a Drow-Goth, for example, and you are at the Seeker stage (which requires +1 Magic per level), you only need to add +1 total to Magic per level up, not +2. And you, of course, have to add the +1 Dex as well.

Items

Helms
Helmets and face masks help hide a Drow's identity and so are favoured.

Weapons
Any weapon may be used, especially one with a +to damage or an effect like knockback, flaming, or a drainer like Vampire or Blood.

Enchantments
Spider items are a symbol of Lolth and are a trademark of most Drow. Other prefixes and suffixes to avoid are: (Arch)Angels, Blessed, Godly, Holy, Saintly, Heavens.

Drow won't tolerate an overlarge light radius, but they can use equipment that has a light bonus such as Dreamflange or Inferno, provided they at least equal it out with a Darkness/Night item. A Drow Warrior could wear a Royal Circlet with a ring of the Dark quite comfortably.

Uniques
A demon-slaying weapon would never be touched, let alone wielded. An un-I.D.ed demon-slayer may be carried safely. Uniques to avoid are Bloodslayer, Civerb's Cudgel, and Holy Defender.

Spells

While they have no problems with dungeon lighting, the cryptic nature of the Dark Elf forces them to use only spells that do not draw a traceable line of fire.

Chain lightning and Holy Bolt are never used. Bloodstar, Fireball, Firebolt, Flash, Inferno, Lightning, Immolation, Nova, and Ring of Fire are only used in the presence of enemies and traps that can cast them. The intent here is to sow confusion amongst enemies, and confuse onlookers as to the origin of the attack.

Mana shield and any other spell that causes an icon to appear above the character are never used. If such a spell is cast on the Drow by an outside source, such as a shrine, it must be removed immediately. This is because it causes the Dark Elf to become very conspicuous.

Apocalypse, Bone Spirit, Elemental, Firewall/Lightning wall, Flame wave, Charged Bolt, Golem, Guardian, Healing, Identify, Infravision, Phasing, Resurrect, Stone Curse, Telekinesis, Teleport, Town Portal, Berserk, Search, Warp, Escape, and any other indirect or guided spell may be used at any time. Indeed, Dark Elves thrive on magic, and will greedily hoard and read any book of magic, even spells they normally cannot use.

Quests

1) Identity Quest (Optional)
While helmets cover the face well enough, a Drow in Tristram needs a cloak or surcoat with livery or a heraldic device on it to give credibility to a human alias. This is easy to do at first; stripping the cloak off a nameless unfortunate in the Cathedral will do. After Hell is entered, the townspeople begin to take notice of the 'hero' who might save them. They talk amongst themselves, and eventually someone remembers the original wearer of the Drow's disguise. The townspeople talk about how strange they've been acting lately... eventually someone mentions how they heard that so-and-so died. At this point, it's time to get a new identity.

To play this quest, check Wirt every time you start a new gaming session with your Drow character. Your fame in Tristram corresponds to your number of dots: one = Strange, two = Osmosis, three = Champions.

If your corresponding prefix or suffix is offered by Wirt, you then hear a rumour from him that the townspeople are suspicious. Regardless of whether you buy the item Wirt offers or not, you must go to a Difficulty setting and dungeon level where your character could very well die (a place where you get maximum XP), and there you can take the name of a human of nearly comparable power to your own.

You take the identity of the human by finding a cloak or cape in a chest or in the remains of a monster. Your character is assumed to have removed the heraldic crest of the former owner and discovered the name of the former owner at that point. You don't have to wear the new cloak but you can if you wish. Until you have a new identity you can't use the townsfolk for repairs, shopping and healing (Live off the Land).

2) Assassination
Drow have perfected stealth to a fine art, and readily practice their art on unique NPC opponents.

To perform an assassination a Drow must activate and then kill the target without harming its followers, if any. Stone Curse is never used on the quarry but may be used on any other monster. When the target is dead, any remaining monsters and henchmen may be killed when the Drow returns to the level after leaving. This is the preferred method of gaining uniques among most Drow.

3) High Sacrifice
Bloodlust, a unique Hellspawn, is a former Drow who was turned into an immortal demon as a reward for converting a large segment of the Temple of Lolth into heretics. A truly powerful Drow may chance destroying her for ever by journeying to Hell/Hell, leading Bloodlust to the altar in Lazarus' chamber, and sacrificing her there.

Of course, it's not so simple. First a Blood, Vampire, Bat, Leech, or unique sacrificial knife (dagger, short sword, or scimitar) must be obtained and then consecrated with the blood of Witchmoon or of Lazarus (for female and male Drow respectively). Then, a receptacle for Bloodlust's essence must be prepared. Only a flawless Spider jewel or staff may be used. A suitable item has either a perfect prefix and/or Spider suffix. When these are gathered, the altar must be made ready and acceptable to Lolth by leading any two Hellspawn to the altar to die. All town portals to the level are closed to prevent escape of Bloodlust's soul.

When all this is done and the time is right, the Drow dons the perfect Spider item and lures Bloodlust next to the altar. The consecrated knife is used to kill her, but she may be weakened by any means prior. The most essential thing is that the words "Wu'suul ussta golhyrr" (that's genuine Drow for 'Inside my trap') be spoken to the soul at the time of death. The essence of the witch is contained in the Spider symbol now, and whenever this item is worn Bloodstars may be cast freely and at any moment by the wearer. Moreover, the Soul Trap as it is called is a badge of accomplishment for the wearer.

Dual-Classes

Dark Elves are fun as standard classes but also make excellent variant characters. A Drow Amazon, Goth or Paladin would probably never happen because a good-hearted Drow is rare. Nor would a BAR, MM or Viking because Drow love magic too much. Some surprising and often challenging combinations are possible. If you need to slightly bend the rules of one variant to make a seamless fit with another writer's, I ask you to change mine. After all, no-one was expecting an additive variant to be written.


Specific Drow classes

The Drow is intended for use in multiclass, but some players may prefer the structure of a variant intended specifically for Drow.

Drow Witch

Class: Rogue
Tag: DW or WITCH

Introduction

The Witches are a radical splinter group from the more orthodox Temple of Lolth. In a strange persistance of Elven nature worship, they identify Lolth not just with spiders but all other creatures. The Witches' minor heresy, bloody ritual, and appreciation of nature keep them far away from the urbanized Drow society.

Rules

All Drow rules are used with the following changes...

Items

Armor
Cloaks are used most often, but armour up to ring mail may be worn. A shield is never used. Animal and +Magic suffixes are preferred. Nightscape and Wisdom's Wrap are valued uniques.

Weapons
A Witch hates to enter melee combat, but will use her staff or well-worn sacrificial knife in self-defense. These knives are usually daggers, short swords and scimitars that often carry the sacred Blood suffix. Staves of the Spider or unique staves are used to enhance magical ability, but a knife is always kept in reserve. An Elitist may use Shadowhawk.

Quests

1) Initiation Quest
The bats of the upper dungeon levels are the bane of witches. Any witch who dispatches Moonbender (Blink dlvl 4), Wrathraven (Blink dvl 5) and Foulwing (Gloom dlvl 5) in single combat or by assassination may claim the title of Initiate. Initiate of Nightmare and Initiate of Hell are awarded in NM and Hell difficulty.

2) High Sacrifice
(See above for High Sacrifice Quest)
A Drow Witch who completes the High Sacrifice replaces Bloodlust as the Queen of Witches.

Drow Warrior-Magician

Class: Warrior, Sorcerer
Tag: DWM

Introduction
Males nearly always come second in the Underdark. Most accept their fate and become a small cog in the bigger clockwork of Drow society. A little known fact is that a few males have a greater talent for magic than any female Drow. To learn the ways of magic and fulfill this great potential these males must leave the Underdark. But there is no teacher for them on the surface, and not all of these brave men have the talent they think they do...

Rules

All Drow rules are used except as noted below.

At least +1 to Dex and +2 to Magic must be allocated for each 5 level up points.

Items

Weapons & Armor
Any weapon or armour except those proscribed by Drow rules may be used. Because they spend a lot of time studying musty books instead of exercising, the Strength requirement for both weapons and armour are doubled.

Spells

Warrior-Magicians may cast no spells from memory or scrolls to start.

Quests

All of the quests revolve around gaining the use of magical spells and equipment. The DWM must learn magic by themselves and with no instruction.

1) To Read Magic
Only by comparing a prepared scroll and a book of the same spell in the Drow's own library may books and scrolls be read. The Drow first finds a library in the dungeon and collects all his books and scrolls there. When he finds a scroll and book of the same spell he casts the scroll and by so doing, learns to read magic books. This still does not allow him to cast a memorized spell.

Players wishing a challenge may want to only allow books with specific type scrolls to be read. So a Healing scroll would allow Heal books to be read, not Charged bolt. To read a Charged bolt book he'd need a Lightning element scroll.

2) The Secret Of Staves
To cast from a spell-charged staff the Drow must already have the spell at a minimum of level one (read the book).

3) True Spell Casting
To learn the secret of casting spells from memory, the spell book of an enemy magician must be captured. The Drow goes to Hell and slays Magistrates, Cabalists, Advocates, and most likely Counselors, until one of them drops a spellbook. When this book is read in the Drow's library he gains the ability to cast from memory. However, now that he can cast spells of his own, it is expected that he do so. From now on he must always maintain the ability to be both accurate (magic to-hit) and accomplished (high spell level) in his chosen field. All other goals are secondary. Only a triple immune or an opponent unaffected by Drow magic may be attacked physically before a spell is tried.

4) Wizardry
To use the specialized tools of a true wizard (Thinking Cap, Naj's Light Plate and Dreamflange) Lazarus must be bested in a duel using only the spells Fireball and Teleport, never striking with a weapon. After this the Drow Warrior-Magician gains the rank of Wizard, Dark Wizard, or Master Wizard for competing this quest in Normal, Nightmare, or Hell difficulty.

From the Author

The Drow you are reading about are an offshoot of my earlier Elf variant. There have been about 10 Drow players compared to one Elf player (me) so the Drow is now far more detailed than its originating variant. I got the idea from an Angband character I was playing while writing the Elf; I covered Grey, High, and Wood Elves but was reminded of Dark Elves only because of my Angband character, so I added a few lines of Drow to a lot of lines of Elf as an afterthought- the rest is history. I'm not sure what episode of my delirium brought on the indirect spell rules, but they are a big part of the fun. They're so easy to remember, and they kill Mana shield.

Above all the Drow is an additive variant, in this case representing the race of your character. It's actually meant to be combined with other stuff. Before the Elf and Drow, all variants were specific and/or Human. Now you have a little bit of a choice : )

Thanks to KingOfPain for generously hosting the Elf and lots of info on the proto-Drow Troyhune(CAV). To Charis for getting me started with all this variant stuff. To the AD&D players I tormented with a Drow raiding party back in '82. Finally I'd like to thank Griselda for playing Grizzt for so long and ultimately bringing me back for a second edition of the Drow.