A Drow Named Oloff Pearson...

*deusex2
Posts: 115
Joined: Thu Jan 01, 1970 12:00 am

Posted by *deusex2 »


wrote:Drow males cannot claim to be from the Underdark without showing some signs of deference to females they are hardwired to it like a 1950s housewife is to bake..
Actually, that one depends entirely on drow's home city. Ofcourse, if he claims to be native of Menzoberranzan and and shows any sign of disrespect to a female, that's another thing.

But leaving all that aside, any male disrespecting a female Lloth follower should be killed on sight by a female, even if we're in Sigil. Hey, there's always someone who's willing to do the dirty job for the right price :rolleyes:
*Zadara
Posts: 116
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Zadara »


I was actually delighted and surprised to encounter a band of arrogant/unpleasant drow last night - who didn't hesitate to throw spells my way.

Sigil needs more of that. :lol:
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


I had the first drow on the server, there was one drow-tanar'ri offspring but he hardly counted as one of the drow. :ph43r:

Anyhow, my original drow is now long gone, thus I got a whole new dark elf to roam the planes. Instead of being a primer, he originates from Svartalfheim of the realms found on the plane of Ysgard.
wrote:Svartalfheim:

Character: Preferring darkness to light and tunnels to the deep forests, Svartalfheim is a land of secrets. Its elves do not share their joyes and sorrows with anyone outside the realm, and every caverb seems rife with mysteries. Although constantly and unfairly accused of dark and vile deeds, Svartalfheim's spirit never falters, because the petitioners know that what others think doesn't matter.


Power: In keeping with the realm's love of secrets and mysteries, the power of Svartalfheim isn't clear but may well be Eilistraee the Dark Maiden, the goddes of good-aligned drow. Her Music is said to be woven into every fiber of the realm. Others claim that Erevan Ilesere keeps this realm as a retreat from Arbora's stifling goodness, or even that Loki rules in magical disguise. Those that know won't tell, and those that tell do not know.


Description: The dwarves believe that "Dark Elf Land" is a realm connected to the Demonweb Pits of Lolth in the Abyss, and to the Underdark domains of the drow in the Prime Material Plane by matureconduits. It's inhabitants are chaotic, unpredictable, and utterly ruthless in opposing the dwarves and gnomes. Sections of Svartalfheim are rumored to be constantly shifting across the boundary into Pnademonium and even into the Abyss.
   In fact, the dark elves ain't so bad as all that. They rule the tunnels near the surface, and often hunt there, but they like to be left alone, which is no more than what most Ysgardians want.
   The tunnels of Svartalfheim are warm, heated by sulphurous springs and underground geysers. Even some of its rivers run hot, bubbling through the stone and shedding steamy mists. The stone of Svarttalfheim glows silvery, and the mists and heat make each drop that fall into a pool of water sound like a clear bell.
   Most sectionsSvartalfheim are gaudy, full of glitter but as thins as harlot's curtain. The Wild regions are crowded with underground forests of strange woods that need no sun, only the earth's heat. The finestcaverns of Svartalfheim are carved from clear quartz or studded with shining mica nad pyrite, both worthless to a jeweler but just the sort of glittery stuff the dark elves enjoy. Like the elves, the realms is a place of display, not of substance. Do not buy jwels from the dark elves: they may not be trying to cheat their customers, but they think as much of paste as they do of rubies.


Principal Towns: The inhabitants of Svartalfheim are scattered throughout many caverns and small settlements, and ruled from the twing capitals of Dokkar and Yggwyrd. Dokkar and Yggwyrd are the centers of commerce and religion, respectively, and Dokkar is by far the larger of the two.
   Dokkar is a bustling town of weights and measures, bright ribbons and scented cloth, a thousand porters, and narrow streets. Oddly, none of the merchants haggle; they look their patrons up and down, deice a price they like, and then name it. They never budge once they set a price, not for princes or paupers. The dark elves claim it saves time, but visitorsusually leave with a sene that there must be some secret ritual to bargaining with an elf. After constant bumbs, jostling, and bruisesm a berk feels a sense of relief at leaving the crowded corridors full of dance and song: Dokkar makes Sigil seem spacious.
   Yggwyrd, the city of the Ancestors, is empty by comparison, or at least empty of the living. Yggwyrd contains shrines to every elven god, hero, mastrer abrd, and saint. Dark elves make pilgrimages to Yggwyrd to ask the help of their ancestor's spirits for great undertakings, and somehow, within the city, every elf can speak with the elven dead. That's why all dark elves plan to die in Yggwyrdm if they ain't lucky enough to die in battle. They do not make it to Yggwyrd, but the unlucky elves who die outside the city are always brought to the clan crypts in Yggwyrd for burial, so they can speak to their children and grandchildren. Every elven clan crypt is guarded by a single young sentinel, but the real guardians are dark.
   The resless guardian ghosts of elves who died outside the city and whose bodies were never recovered let pious dark elves by, but they forbid nonelves to visit the city. The banshees, haunts, and other spectral undead do not allow nonelves past the gates for any reason, and they do not hesitate to attack those who insist.
   The great entryway to the Lower Planes is Elkhounds's Gate, watched over by Leif and Olaf Persson (Both  of them neutral Fighter/Wizards, Eldricth knights.), two brothers in war and magery. Both waear monstrous winged helmets and carry staves of ironwood that serve them as staves of the magi. Their duty's to prevent anything entering from below, so they pay little attention to thosegoing the other way. They allow most brave bashers past without a word, but they aid the truly clueless, often giving a bit of advice or helpful equipment.


Special Conditions: Svartalheim is a realm of silvery light, dimmer than the glow of Alfheim but enough to illuminate tunnels and caverns. But it's glow isn't the half of it. All the realm's caverns and tunnels make sounds sweeter, make echoes richer so that even the clanking thuds of miners sound like the enticing song of a harpy.
   Because of Svartlfheim's magical acoustics, all bard abilities function 3 levels higher. All visitors - even a croaking slaad - can sing adequately while in the realm. Thi's probably a function of the tunnels' acoustics, since the ability disappears as soon as a basher leaves. Recent visitors never realize that they've lost their golden tones, and often won't stop singing after visiting Svartalfheim unless physically prevented.


Principal Nonplayer Characters: The rulers of Dokkan and Yggwyrd are General Jan Thorinsen (Fighter/Thief, CH) and his consort Dagmaer Atheling (Cleric, CG), the Woman Without a Shadow. Jan is respected but not loved,; he watches over the courts, the organization of festivals and the appointment of elves to the nobility. Dagmaer is beloved among all her congregation, because for them she is a shining example of all that is best in the dark elven race. Dagmaer is a skilled musician, alore mistress and a compassionate priestess.
   The Witch-mistress of Yggwyrd is Ingrid Liansdottir (Wizard, CG), the Keeper of the Mysteries and the Wyrd. Her curses are powerful, and her song can bewitch even the coldest hear. She keepsto herself, tending her empty city with devotion and ignoring most request for audiences.
   Majarenna the Dancing Priestess is the greeates of the realm's raiders against the dwarves, (Chaotic good paladin, perhaps a duelist in 3.5). Though she is siad to have never killed an opponent, her outrageous thefts, pranks, and insults have been poorly recieved by the dour dwarves. Majarenna is a lithe, quick-thinking blood who enjoys a scrape or thumble, especially when her speed lets her make the Ysgardian dwarves look like clumsy leatherheads.


Services: Svartalfheim somehow brings forth bounty from stone, heat and water. It's known for it's mushroom wine, its ironwood carvings, and, most of all, for its exquiseite carved gemstones, many of them magically encahnted to glow, sparkle, or protect their bearer from poison or blades.
   The bars of Svartalheim rattle their bone-boxes less about glory of death in battle. They sing the joys and praises of the moment. For a small fee, they'll sing praises of something near and dear to visitors' heart: a lover, her past glories, a basher's features or whatever she requests. Anything's better than their constan harping about dance, they joy of song, true love, anf the glorious future. It's such a pure pap that it makes a basher long for the honest grime of Sigil.
   Svartalfheim's weavers are the finest of Ysgard: their cloth holds color well, it's soft but also warm, and it resists tears and cuts. Mages say the best of it's good enough to be enchanted into magical cloaks, hats, and other garments. The weavers sell their goods to gnomes and other more respectable middle mien. The artisans say they learned their art from the Norns, who weave the threads of life and fate, but only the clueless would believe that rot.
 
From Planescape: Planes of Chaos, pages 127-128.

And of course, if a berk appears uninvited, he will be greeted with sharp blades. :P
*DarkLeaf
Posts: 51
Joined: Thu Jan 01, 1970 12:00 am

Posted by *DarkLeaf »


Zadara,Mar 22 2010 wrote: I was actually delighted and surprised to encounter a band of arrogant/unpleasant drow last night - who didn't hesitate to throw spells my way.

Sigil needs more of that. :lol:
Ya, they killed Valenfor and he is still on the slab from it LOL Awesom fun when someone isnt yelling about a guard and has the balls to step up without worrying about the guards or trying to have their head stuck firmly up the Harmonium back side. Mad props SanguineOrchid!! I loved it that you guys shut Valenfor up LOL
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


:rolleyes:
*Product of Void
Posts: 355
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


I will keep my opinion on drow to myself, kinda like momma always said thing.

as for names? I could care less unless its one of those things were.

Mermus -above head

tells everyone their name is - Kereplelex

that drives me nuts.

My only hope is that Sigil NEVER gains an underdark area.
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


Mermus: I am most pleased to meet you, sire, the name's Kereplelex.

I've done it and others have done it.

When I've done it, I've always had grand schemes and plans requiring more than just a single name.
For others it is little bit more tricky, I known some who have used it to trap potential metagamers, while others found the pleasure in confusing others, while some others were just bored.

But we already have "Under" "Dark" areas. At least I've found my way to the Under Sigil, which is both under and dark. Techinically, I'd say the Under Sigil should be called "Upper" Sigil but that's not our topic today. Perhaps one for tomorrow.

Anyhow, there is a village to be found in the Under Sigil with a few static locals standing and wandering. The evil drow could start hanging out down there, if they have not already done so.
*Product of Void
Posts: 355
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Product of Void »


true it can be though its hard to remember everyone you have met. Much like grisome's character mine never says his last name its the meta trap.

what you speak of is not uncommon everyone has done it. Its when the character's floating name is NEVER used is kinda annoying. Help us old folks out have the name over your characters head you want to be called.

I often have my characters ask if they know someone because *I* forgot if I have met them or not.

Under sigil != underdark THANK GOODNESS. I could see it being an evil hideout the town down there looks cool. I do miss beholders and yearn to have a character with a beholder familair.

Planescape works with all the mix of characters due to its a place for all characters just no characters of a certain place. Meaning there is no place I know of that only Dwarves can go, or haflings, etc though there are places for folks of a certain fraction can go.
*SanguineOrchid
Posts: 20
Joined: Thu Jan 01, 1970 12:00 am

Posted by *SanguineOrchid »


We found it and played around down there for quite a while trying to figure out if there was a "point" to it.. guessing no aside from the coolness factor.

We found the basilisk bar too which was neat.

I was actually going to try annoying the staff into setting up a mirror of the Spirit into the Under Sigil town so the dark dwellers would have a singular place to go and look for each other outside the rules of the Bazaar. (Not a player home or faction house, public space without Harmonium on duty)

Currently there are two primary hubs that I know of for "Fountain sitting" (standing around inviting RP) and that is the bar and the inn. Everywhere else that you encounter people you're risking stepping into a private scene or getting involved with territorial disputes/farming groups.

The bar is pretty much the most dangerous place ever to play a not-nice character, there's Harmonium and Paladin-like busy bodies all over the place to the point where people can say whatever they like with zero fear of reprisal 90% of the time (I'll still kill you if I can while on the Matron if required by the character >_>)

Adding another social area that is a bit more difficult to get to but pays off by having a lack of "law" would serve a dual function. More opportunity for dark RP, more opportunity for the "Experienced" cutters to gather together while the clueless are left in the kiddy pool. Might not sound like a great idea to some, but others will agree albeit quietly with arms waving in the background.

Not a place for paladins to hang out, instead a place for shady deals and stolen merchandise, slave trading, street brawls and possibly illegal pit fighting. At the moment I'm just asking for an AT leading into a common room with a bar.. not even a working bar tender, some chairs and tables would be more than enough so long as the place is very dim or dark soothing the eyes of those who prefer dark vision.

I'm also fairly sure there are a couple of independent scriptors/builders around with the free time to construct it and I know my Drowess would be more than happy to fund the endeavor with an NPC partner (that could be the bartender if the bar got one) so long as no one knew openly that she was involved in the matter if an IC method is wanted for establishment. Shiv would probably leap at the chance to get his fingers into such an opportunity, many others would as well.


Should I move this to a new topic or does this work? Thread hijacking potential is huge but I think most have already expressed on the initial topic.. and I'm lazy >_>

Lost I love you! I couldn't think of the name of the place and I'm terrible at finding the books that have the information at the time I actually want it, someone else was talking about Svartalfheim but neither of us could remember the name for it a couple of days ago aside from "Darkie World"
*StealthedAssailant
Posts: 3
Joined: Thu Jan 01, 1970 12:00 am

Posted by *StealthedAssailant »


Setting up a bar/seedy tavern in under sigil was already attempted and WELL financed. However, the answer from the staff was "no new bars in the near future" I think because it would divide the playerbase and be perceived as cliquish.

I've seen other PW's with whole other worlds that parallel the main hub, a sort of bad guy/good guy duality in locales and I heard a lot of complaints from people because one or the other never gets enough of two things:

1. Dev time, since making content for a specific player type or creed is NOT better for the server as a whole.

2. It splits DM time or DM's will simply ignore one of the two locations unintentionally.

I think that the goal was not to divide the playerbase so openly, the statement regarding "kiddie pool" is offensive and elitist to some. Especially, the newcomer that is trying desparately to adapt to a new server, it harbors resentment if that is how this new kind of area were to be perceived as segregating people by level. I hope in the future we can have such things, with more staff and more players to fill out the need. Although, I personally would like to see new planes for exploration and adventuring for everyone rather than a locale for a select few.
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