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08:01, 27th April 2024 (GMT+0)

Houses of Drow.

Posted by Malakhon
Malakhon
supporter, 2017 posts
Sat 2 Mar 2024
at 18:47
  • msg #1

Houses of Drow

This is my idea: I've edited it after some consideration.

Step into the shadowed depths of the Underdark and claim your rightful place as the noble leaders of Drow Households in the illustrious Kingdom of Mithilnir. Unlike the typical Lloth Sworn Drow, these characters are imbued with a unique culture, offering a captivating 'blank slate' for you to mold and guide according to your desires.

Homebrew - Rules Lite invites you to partake in a mesmerizing blend of strategy and roleplaying, where dungeon crawling takes a backseat to the exhilarating challenges of diplomacy with foreign envoys, unraveling ancient mysteries of magic, and quelling rebellions as you forge the destiny of your domain.

With a rich tapestry of over 3,000 years of history already woven, the stage is set for you to etch your mark upon the annals of the Underdark, shaping its future on a grand scale that will resonate through the ages. Are you ready to seize the reins of power and embark on an epic journey of conquest and intrigue?

I want to do the minimally viable amount of record keeping and dice rolling to make the game realistic/fun.


Any thoughts on what I could do to make it more interesting? I initially wanted the scope to be small, just a borderlands outpost for a Drow Kingdom, but then I decided to the entire empire.
This message was last edited by the user at 05:29, Sun 03 Mar.
UnseelieLord
member, 96 posts
Survival of the fittest.
We're all gonna die.
Mon 4 Mar 2024
at 00:49
  • msg #2

Houses of Drow

I love the drow and I have seen other games that were essentially drow political intrigue games do fairly well.

Personally I only play freeform and unfortunately for me not many people run D&D freeform, but that shouldn't stop most players from being interested. You might be narrowing your field a little with a homebrew rules lite system though.

Regardless, I think your idea sounds awesome. Should you opt to give it a go, I hope it does splendidly for a long while to come.
Malakhon
supporter, 2023 posts
Mon 4 Mar 2024
at 01:01
  • msg #3

Houses of Drow

I was thinking I would do free form for places where there is no action/dice rolls required. I'd create a location thread like "Feast Hall" and players could RP there without affecting the overall timeline. This is happening "At some point" and should not impact the outcome.

Then I'd have event posts, where the players are dealing with issues. Much like a combat round, I'd want to give everyone a chance to respond and commit their action before moving forward.

As an example, let's say an Emissary of another Drow kingdom arrives. I'd like to give everyone an opportunity to speak to him, rather than they freeform his responses for him, or where the more active player that posts more frequently monopolized the conversation and takes the diplomatic encounter down a very different path just because another player had to wait until they got off work to log in. "Hey, if I had been there, I would have said (X).

I do not plan to make it "politics" though. I'd like to have border wars, searching with ancient relics, and stuff like that - it's more of a strategy and RPG hybrid.

Instead of "A guy in a tavern paid me 200 gp to go die in a dungeon"  I would like the players to have minions who go to the tavern to recruit fodder for to bleed for the crown spelunking around doing our dirty work.

I would give all the players noble champions that would do the adventuring, and perhaps we could RP those separately, but the primary focus would be feeling like a powerful Lord jointly ruling a domain.

I've been away from RPOL for a long time, and kept coming back to this idea of what I'd like to play - and this is sort of my dream game as a player. I am honestly disappointed haven't really had a nibble of interest.

I'll be patient and see. I started working in the background on a simple system and a history, but if there is no interest, I may try some other setting with the same general concept.

I've thought about Fallout 4 - where the players are Cyborgs of Pre-war billionaires like Mr. House in Fallout 3. They discover that outside of their vault, a settlement grew up around them and worship them as Gods.

I've also thought about just a simple Medieval Ages game set in England or Ireland, where the players share a single small kingdom.
silverelf
member, 328 posts
Mon 4 Mar 2024
at 01:21
  • msg #4

Houses of Drow

When people think of drow its usually D&D and Pathfinder, rules light may or may not work, as it might draw people but others are pretty set in their ways. Its a neat concept, I hope it does well for you.
Malakhon
supporter, 2025 posts
Mon 4 Mar 2024
at 02:01
  • msg #5

Houses of Drow

In reply to silverelf (msg # 4):

I intentionally created a branch of Drow, that are not Lloth-Sworn, so that the players could create their own culture. I decided the noble houses can trace their ancestry to a point when a powerful celestial interbred with a Drow.
UnseelieLord
member, 97 posts
Survival of the fittest.
We're all gonna die.
Mon 4 Mar 2024
at 02:41
  • msg #6

Houses of Drow

I often do the same thing with the drow. I have created a number of surface drow offshoots, and it's one of the things I liked most about your idea. I'd stick with it if you do go drow.

I like the idea and how you plan to use dice, it's just not for me personally. When it comes to writing characters I don't like my actions themselves, or the success and failures of them, to be decided at random by dice.

But that's just me. I hope your idea picks up some more steam and you get to make it. It really does sound like an interesting concept.
silverelf
member, 329 posts
Mon 4 Mar 2024
at 03:30
  • msg #7

Houses of Drow

Malakhon:
In reply to silverelf (msg # 4):

I intentionally created a branch of Drow, that are not Lloth-Sworn, so that the players could create their own culture. I decided the noble houses can trace their ancestry to a point when a powerful celestial interbred with a Drow.

Oh I have done the same, I have a city of drow in the deep sea, its all about story. I think we all have our takes. I like that yours have celestial traces in their blood. That is a neat aspect. On here you will find lots of people with their own takes on things, in their games. It's like one big melding pot of fantastic people and ideas.
Malakhon
supporter, 2026 posts
Mon 4 Mar 2024
at 05:17
  • msg #8

Houses of Drow

In reply to UnseelieLord (msg # 6):

How would the actions be decided? For instance, whether you hit a monster you are aiming at?
LittleStar
member, 26 posts
Mon 4 Mar 2024
at 19:57
  • msg #9

Houses of Drow

quote:
Any thoughts on what I could do to make it more interesting?


House Rivalries are always a good thing to add, and deciding on rules of engagement: just because the other Drow aren't Lloth/Lolth-sworn doesn't mean they aren't evil, after all.

It might be interesting to have representatives of the other Drow deities as well - Vhaeraun is a decent one and is the deity for *eyeroll* males. For Drow that want to be more fuzzy goody-goody, there's always Eilistraee (CG). I know you may not necessarily be looking for D&D deities but I figured since we acknowledged Lloth/Lolth that it's worth talking about other canon ways to make your story pop.

It sounds like you might need to figure out what the overarching goal for the settlement is: survival? From what? Is there war between houses? Outside dangers like svirfneblin or similar could be interesting, where there's a common goal to unite against and/or secretly trade and try to change the tide of the settlement. I think it's a nice idea to have a place and a time in mind, but the overall theme and an initial conflict that allows people to determine the alignment of their Houses might be nice.

Also, is the Drow society outside of the Lloth/Lolth-sworn Drow still matriarchal? For instance, how is a traditional House going to interact with a house where males are given more leniency or perhaps trained in arts forbidden to them under traditional power structures?

Honestly, it sounds like a fascinating game and I always enjoy playing Drow Valsharesses/Jabresses in more traditional House structures though I don't have a lot of time to commit at the moment. If I can help you with regards to worldbuilding or anything and you don't need posts ASAP though, I'm happy to help!

- Star
zagygthemad
member, 194 posts
Mon 4 Mar 2024
at 20:04
  • msg #10

Houses of Drow

If it was D&D, Basic through 3.5, or Pathfinder 1 ed., I'd play. It sounds like a fun idea, I just don't want to learn new rules.
Malakhon
supporter, 2028 posts
Mon 4 Mar 2024
at 22:04
  • msg #11

Houses of Drow

In reply to zagygthemad (msg # 10):

I am not going to make it a party based adventure where you need to track things at that detail. I am going with the minimally viable necessary for a character.

I've been futzing with the initial system, it will mostly boil down the player's ability to rule, lead armies, etc, and their demense.

This is what I was thinking for an RTJ


1. First Name - if you need help with an appropriate name let me know. It should sound "elvish"


2. A Noble House: Pick your first and second choice. All of the powerful families in the game will have relatively similar power, but each has reputation. This is largely for flavor and you'll be free to pursue your own goals.

The house names are:
House Xynd'rath: One of the oldest houses tracing back to the founding of the Kingdom, House Xynd'rath holds considerable influence in the underworld of the Mithilnir society.

House Vel'sharen: Renowned for their expertise in arcane arts and their vast network of spies, House Vel'sharen is one of the oldest and most prestigious noble families among the Mithilnir

House Zha'nyl: With a history of skilled warriors and ruthless strategists, House Zha'nyl commands respect on the battlefield and in political maneuvering alike.

House Drathir: Scholars and researchers of ancient knowledge, House Drathir delves into the darkest secrets of magic and history, seeking power and understanding.

House T'saran: Known for their favor of Ellistrae, they are exceptionally beautiful even by Drow standards, and often accomplished musicians and artisans.

House Kael'zorl: Masters of trade and commerce in the Drow cities, House Kael'zorl is known for their shrewd business acumen.

3. Gender, and physical description (height, weight)

Write one or two paragraphs at most of how you would describe your persona to another player the first time they see them.


4. We will use very minimal statistics and dice roles in this game.


Dueling (DUE): Represents combat prowess and tactical skill in one-on-one combat.
The player must pick one style of combat that is your speciality. Combat is not a primary focus of this game for PC's.

  • Bautha z'hin: A style based on evasion, and on flanking and surrounding a single enemy (usually a monster) with superior numbers and agility,
  • Draa velve: Involving the use of two swords, this style is reserved for nobility or rare champions, difficult to master.
  • Jivvin golhyrr: A style used to force enemies into humiliating positions, sadistic and brutal, often using improvised weapons or daggers.
  • Orb alur: This style focused on striking many opponents with one strike - it requires a single drow blade and allows for no shield or buckler. It is a very acrobatic style.
  • Luth alur: A bowmaster- while you are proficient in melee, it is focused on expert archery.
  • Ust sreen: Style for striking quickly, often with poison.



There are other styles of combat, but typically not taught to the nobility - including ones that are simply savage brutality.

Marshall (MAR): The ability to train, command and lead troops in military situations. It can at times be used for other things such as games of strategy, but it's primary use is to go beyond theory to the practical application of leading small to large armies.

Intrigue (INT): Reflects cunning, manipulation, and the ability to navigate political machinations or to spy and cull information

Diplomacy (DIP): The player must select one style  You can still attempt other forms of diplomacy but this represents your primary style.

  • Intimidation: You negotiate from strength and may have an arrogance about you, but your charisma is the kind that can strike terror or fear.
  • Silver Tongue: Courtly words of the lover and diplomat - you seek fellowship and agreement in negotiation
  • Mercantile: You are an expert trader and know how to strike bargains by reading people and the situation.



Stewardship/Rulership (STE): Governs the management of resources, administration, and leadership capabilities. This is going to be

Worship (WOR): Measures devotion to Drow deities, knowledge of religious practices, and influence within religious circles. High Worship is required by Priests. As Nobles, you will not normally cast divine spells.

Arcane: (ARC): Measures the ability and capacity to practice magic. It takes years to master these spells, typically the nobility do not cast spells, but employ wizards. it can still help you to understand and use relics or magical items.


Ancient Knowledge/Sage (KNW): Represents understanding of ancient lore, magic, and history, providing insight into mystical matters. It can be valuable to understand lost languages, solve ancient puzzles, etc.


Spoiler text: (Highlight or hover over the text to view)
basically the entire creation system is PICK ONE COMBAT STYLE, PICK ONE DIPLOMACY STYLE
Select TWO TRAITS to specialize in (such as Arcane or Knowledge)

(I may add some other list of professions or skills, but Nobles have trained their lives to lead their house - so the Wardancers and Wizards are your servants ...) I want players to focus on getting into the game and having an outline of a character, and a way for me to use dice to determine outcomes, but without making that the point of the game.



5. Describe your personality, and perhaps your history. Then write one or two paragraphs that would be a quick summary of what other players know about you from your reputation.



Everything else would be black-box. No spell lists, no elaborate saving throw table, etc. Less Roll Play, more Role-Play.


In terms of Demense,  I was thinking about having a collection of districts that the player can directly control. These would include Military such as Sentinels (City Guard) and Rangers (Scouts), Forge Districts Merchant Districts, Mage Guilds, Temples, etc.

I would have a multiplier for each of these that provides me an overall value for the army you can muster, and your overall wealth. Why track 7,840 gold, and 700 arrows, and 2 jugs of firewine...when I can have a number that represents your relative wealth and station. If you want something trivial like exceptional clothes or a feast, you can have it without impacting it at all - we wouldn't even track petty cash purchases.

The player would be able to apply their districts to various projects. As an example, you could use your vast wealth to help you construct an outpost or train and outfit a new legion of troops. As a Noble Lord of a major house, you wouldn't have to deal with trivial details like how much that costs exactly. You would tell your underlings to make it happen and they would tell you how long before you can focus your efforts on some new project. You could also say "Have one of my merchant guilds focus on building a trade route with the city of Altmer" etc.

The players would have a shared domain of the city of Mintharil and all of the surrounding outposts and smaller enclaves, including some vassalized Kuo Toa along the river. You have peons who track how many casks of wine, and wagons of fish are harvested. You focus on greater things.

What do you think?
This message was last edited by the user at 22:27, Mon 04 Mar.
Malakhon
supporter, 2029 posts
Mon 4 Mar 2024
at 22:16
  • msg #12

Houses of Drow

In reply to LittleStar (msg # 9):

It might be interesting to have representatives of the other Drow deities as well -

I thought about that. I have three gods that are part of a single unified Church - that represent the "divinity".

They make up

Eilistraee
The church of Eilistraee, drow goddess of beauty, song, and freedom. The church produces priestesses of great beauty and artisans

Aeldar
The order of Aeldar, warriors and war, honor, judgement. - the Order produces holy champions.

Seldarine
The temple of Seldarine - The goddess of secrets, magic, wisdom, and intelligence


Their High Templar resides at the Cenobium, a vast structure that was constructed in the style of the precursor fallen elves who were cast down by the Titans when they rivaled the gods in power and knowledge.

Then I have the Masked Lord Vhaeraun, which is not officially recognized, his shrines and temples are hidden and unseen to those who are un-initiated.

I would naturally have some Lloth worshipers (and demon worshipers) who are hiding their heretical beliefs for the players to deal with.

I think it would be an "Evil Game" in that the players are likely "Lawful Evil" by Dungeons and Dragons standards, but from their perspective -they are the good guys, and their ruthlessness is simply their right as superior beings, etc. This allows the players the freedom to show mercy if it suits their needs, or be complete vengeful bastards if that's what they wish. I don't want to hinge anyone on a predetermined "Alignment" system, but rather allow the players to RP organically.

I plan to have enough potential enemies both internal and external that players have no desire or need to attack one another, any more than an adventuring party would turn on one another in a dungeon - however the option, however unlikely would still be there. Ideally, I would caution players to understand that everyone is playing this for fun and being disruptive and trying to kill fellow players is probably violating the spirit of the game, but I won't forbid it.

I'll keep futzing with it - your feedback is encouraging. If by this weekend I do not see much interest, I would probably shelve the idea and go with "plan b"

I want to run "Something".

That something should be:

1. Require the minimally viable amount of paperwork/accounting/tracking of data.
 The number one reason I've seen games like this fail (And I am just as guilty of this trap) is overly complex systems that become work as the scale of the game increases.

2. Something collaborative. I do not want a hierarchal game where one player is the King and all others are his minions. I'd like the players to decide together in participative ways.

3. Something where there is a combination of strategy and RPG in an organic way. Too many games are "I am a 1st level adventure who popped out into the world, and now I wander looking for ruins to explore."
 I want it to be where the players feel they have a domain of some sort - whether it be a massive starship, A Celestial Plane of Gods, A Kingdom , or a manor with three villages. Once you feel invested in your lands and people, you have a reason to bleed for them - a sense of satisfaction watching the kingdom expand , etc.

It also gives me more RP opportunities then "You see a merchant. Do you want to haggle?" or "You see a monster? do you want to kill it?" because now, perhaps you wish to ally with the Druegar or the Deep Gnomes, while another player suggests you eradicate both before they become a threat, and you get to discuss those matters, while sending your henchmen out to search for ancient lost magics. I intentionally planted an Illilthid ship in the area, that will potentially be a source of artifacts when it is discovered again. etc.

I'd take this one down and post another idea if this one fails to excite. I will probably suffer from folks expecting a traditional AD&D campaign and not really getting what I am talking about in terms of a game that is focused on putting them in a leadership role and letting them build their domain, while roleplaying - More "Game of Thrones" type of story than it would be anything else, I suppose.

If I don't get any interest, I'll think of something else/open to other ideas.

A few that came to mind, were colonizing an alien world with a massive sleeper ship, or possibly the earth collapsing due to pandemic or zombie outbreak and the sleeper ship still in orbit of Earth. The players could work on finishing it and GTFO of there, or try to rebuild and save humanity from orbit.
This message was last edited by the user at 22:21, Mon 04 Mar.
Malakhon
supporter, 2030 posts
Mon 4 Mar 2024
at 22:33
  • msg #13

Houses of Drow

Would it be more interesting to play a group of Necromancers, and create a city of the dead? Some type of system where players can animate a certain amount of higher level undead, and control larger armies, and then decide what they want to do from there?
Malakhon
supporter, 2032 posts
Tue 5 Mar 2024
at 22:42
  • msg #14

Houses of Drow

This can be closed. It looks like there is no interest.
Sir Swindle
member, 401 posts
Tue 5 Mar 2024
at 22:47
  • msg #15

Houses of Drow

If you build it they will come.
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