Post by adzling on Feb 5, 2009 11:08:57 GMT -5
ok on house rankings.
keep in mind that Sshamathian native houses are *much* smaller than typical lolthian houses in other drow cities so these lists will be somewhat abridged/altered.
Also most houses in Sshamath are NOT lolthian and are led by males which will also alter the power structure radically.
first the ranks in terms of succession/power:
A traditional Matriarchal House consists of, in the order of rank, as follows:
A ruling Matron Mother.
The Matron’s first daughter.
Any daughters in birth order that are in training to become priestesses, or are priestesses.
Any daughters in birth order not in training.
Any priestesses not of the same family.
The Elderboy, oldest living son of the Matron.
The Secondboy, second oldest living son of the Matron. The third born son is sacrificed to Astrala at birth, unless one of the first two sons die before he is born.
The Patron, the Matron’s current lover.
The House Wizard, if none of the sons has taken the position.
The Weapons Master, Also a position that can be taken by a son.
House Mages
Warriors
Workers and slaves
the more detailed list below is copied from the long-standing drow house morihyanda on my old server TFR.
These guys were good rprs so give some credit if you use this list:
Matron (Rank 10)
lharess
The Ilharess is the highest ranked Drow in the House, and her word is law in all things. She is to be loved, respected, and feared by all Drow of any House, even those who would dare to challenge her position.
Responsibilities
The Ilharess is responsible for the day-to-day running of the House, and she may call upon the House Masters and Ilharn to enforce her policies. The Ilharess is the ultimate authority on all guild policy in-game. The Ilharess will be responsible for selecting the three House Masters as she sees fit.
Restrictions
The Ilharess has no armor restrictions, but she will generally follow the convention of wearing traditional types of chain armor, studded and regular leather armor, ringmail sleeves, and platemail arms and gorget. She may wear whatever colors she chooses. The Ilharess may wield any weapon she chooses, but must have a background story for her magical weapons. The Ilharess should (but does not have to) wear a piwafwi as a sign of her position. This cloak will usually be dyed in the color of her House, although any in-character color is acceptable.
Skills
The Ilharess has no required skills, although she will typically be quite skilled in magical and/or combat skills. The Ilharess is the Ilharess. She outranks even the Yathtallar, but she will usually consult the High Priestess on weighty matters that would require the blessings of Lolth.
Background
There are only a few ways to become Ilharess, the most common of which are assassination and subjugation. Popular, armed uprisings can also be effective, but these lead to bloody House-cleanings that the Drow of the surface cannot afford. Beyond those, the only other way is to craft a political deal with the Yathtallar, although this method can be politically costly, as the future Ilharess would owe the Yathtallar her crown and have to submit more to the Yathtallar’s wishes. In this case, the absolute and incontrovertible approval of Lolth would have to be determined and proven to the House as a whole.
High Priestess (Rank 9)
Yathtallar
The Yathtallar is the High Priestess of the Houses Temple of Lolth, and her main duty is to ensure that the Will of Lolth has been properly discerned and maintained. As possibly the most powerful and respected Drow in the House. Even more so than the Ilharess, some might say her word is law in all religious matters, but she usually does not interfere in any secular matters.
Responsibilities
The Yathtallar is responsible for running the Yath, and she has a considerable say in the day-to-day operations of the House, as well. The High Priestess is the ultimate authority on all religious policy in-game. The Yathtallar will be responsible for selecting her Yathrin as she sees fit. The High Priestess of Lolth serves the Spider Queen first and foremost, and undertakings pursued in Her name take precedence over any secular issues. The Yathtallar is deeply devout, should be intimate with our religion, and should instruct other members of the House. The Yathtallar should regularly develop, prepare, and perform ceremonies honoring Lolth, asking for blessings and guidance for the House, and spreading the Faith.
Restrictions
The Yathtallar has no armor restrictions, but she will generally follow the convention of wearing traditional types of studded and regular leather armor, ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. She should also wear some article of clothing dyed in the color of the Yath. The Yathtallar may wield any weapon she sees fit, but must have a background story for her magical weapons. The Yathtallar may wear a piwafwi, as a symbol of her station in the the house. These cloaks will usually be dyed in the color of the Yath or the House color, although any in-character color is acceptable.
Skills
The High Priestess will typically be skilled in Anatomy, Animal Lore, Animal Taming, Evaluating Intelligence, Healing, Magery, Meditation, Resisting Spells, Spirit Speak, Tactics, a weapon skill (usually Maces), and/or Veterinary.
Background
The Yathtallar is a very, very powerful Drow-the dictates of Lolth are delivered by proxy through the Yathtallar, and these dictates, in the rare cases where it is necessary, can override the orders of the Ilharess. In fact, the Ilharesses of many Houses are former or current Yathtallaren, as the consolidation of power reduces the likelihood of infighting and disobedience. It is always possible that, at some time in the future, the Yathtallar of the house may decide to pursue this approach, as well. Any priestess who has served her House for an extended period of time may challenge the current Yathtallar. On an appointed evening, the two will compete in a contest demonstrating their knowledge and favor with Lolth before an assembly of Drow. Each will complete a separate ceremony honoring Lolth, the challenger first, to be judged subjectively by all guild members in attendance. The victor in these duels of faith will, more often than not, slay the defeated participant. This action is interpreted to be the Will of Lolth, as the victor obviously has more favor with the Spider Queen (and it serves to prevent future challenges, as well!).
Priestess (Rank 8)
Yathrin
The Yathrin is a priestess of Lolth, committed to upholding the ways of Drow society and religion. Priestesses, through their ceremonies and other activities, assist in teaching the newer members of the House the rules and expectations. Lolth is fickle, and her demands may shift from day to day or even from Yathrin to Yathrin.
Responsibilities
Yathrinen are required to bow to the Yathtallar and Ilharess and refer to their superiors by title. The Yathrin should bow to the Yathtallar and Ilharess of allied Drow guilds and accord them the same respect as their own superiors. The Yathrin must obey the orders of the Yathtallar and Ilharess (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The directives of the Yathtallar may supercede the orders of the Ilharess, this decision must be made on a case-by-case basis. The priestesses of Lolth serve the Spider Queen first and foremost, and undertakings pursued in her name take precedence over any orders. Yathrinen are deeply devout, should be intimate with our religion, and must instruct other members of the House. The Yathrin should regularly develop, prepare, and perform ceremonies honoring Lolth, asking for blessings and guidance, and spreading the Faith.
Restrictions
The Yathrinen are allowed to wear all types of studded and regular leather armor, ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. They should also wear some article of clothing dyed in the color of the Yath. A Yathrin should wear a piwafwi, as a symbol of her station in the house. These cloaks will usually be dyed in the color of the Yath, the House color, although any in-character color is acceptable. Yathrinen may not wield any magic weapon above power, and must have a background story for their magic weapons.
Skills
Priestesses will typically be skilled in Anatomy, Animal Lore, Animal Taming, Evaluating Intelligence, Healing, Magery, Meditation, Resisting Spells, Spirit Speak, Tactics, a weapon skill (usually Maces), and/or Veterinary.
Background
The backbone of Drow society, the priestesses are sometimes among the most demanding to play, but allow for a greater degree of control over much of the House’s internal affairs. The Yathrin must constantly seek to interpret the whims of the Spider Queen and act to fulfill those expectations. Priestesses are also responsible for maintaining order and adherence to the old ways, being constantly alert to the possibility of corruption by heretics, and advancing the worship of Lolth. Yathrinen should make efforts to research and develop the details of the Way of Lolth and document typical ceremonies for future reference. Promising young females, ones with deep religious convictions or advanced skills at spellcraft, are usually recruited into the Yath to join the Yath’abban. Once accepted into the Yath, they may then develop their skills further and ascend to Yathrin, but any female noble can petition the Yathtallar to advance to the station of Yathrin. In both of these cases, a separate quest will be given to prove the candidate’s worth to the Yath, and the candidate will be expected to organize and present a ceremony honoring Lolth before she is titled “Yathrin”.
Holy Warrior (Rank 7)
Yath'sargtlin
The Yath’sargtlin is a paladin of Lolth, a warrior committed to the furtherance of their own religion and the extermination or subjugation of others. This is the highest rank that even a male can hold in the Yath.
Responsibilities
Yath’sargtlinen are required to bow to members of all ranks that are above them and refer to their superiors by title. The Yath’sargtlin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. The Yath’sargtlin must obey the orders of all members of who are above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The directives of ranking members of the Yath may supercede the orders of the secular if the ordering member of the Yath is of equal or higher rank than the secular member. The paladin of Lolth serves the Yath, and they are prepared to lay down their own life, as well as that of heretics, in the pursuit of Yath goals. Yath’sargtlinen are deeply devout, and should be intimate with our religion and act as an example of commitment to Lolth or Selvetarm.
Restrictions
The Yath’sargtlinen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. They should also wear some article of clothing dyed in the color of the Yath. Yath’sargtlinen may wear a piwafwi dyed in the color of the yath. Yath’sargtlinen may not wield any magic weapon above power. Exception are religious missions and defending the yath. Lloth or Selvetarm - might - temporarily enchant the Holy Warrior’s blade in such occasions, which may be symbolized by a vanqu weapon. However those cases are rare and when it happens, the warrior does not really understand what is going on, he only notices his weapon hit harder and probably glowing with a dark radiance. This is a great and rare gift and blessing, they don’t abuse it.
Yath’sargtlinen may use summoning spells only in times of great distress, when the very core of the religion is in danger and Lloth herself would grant them this power to better protect the yath.
Skills
The Yath’sargtlin must have skills in both combat and magic, such as Anatomy, Evaluating Intelligence, Healing, Magery, Meditation, Parrying, Resisting Spells, Tactics, weapon skill(s), as well as any other supporting skills.
Background
A mortal imbued with fiendish cruelty, the Yath’sargtlin is a knight most foul. This unholy warrior is steeped in the divine energy of Lolth or Selvetarm, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the Yath’sargtlin is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Yath’sargtlin must make an unholy pledge to Lolth or Selvetarm and then survive the rites of entry to adopt the rank. Any noble, as well as Yath’abban, who distinguishes themselves in their understanding and devotion to the Spider Queen may be invited to test for the accolade of Yath’sargtlin. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements. Clerics often attempt to take on the Yath’sargtlin mantle as well, as do fighters, rangers and rogues who have taken levels in a spellcasting class.
Warlord (Rank 6)
Ul'saruk
The Ul’saruk position is a temporary command position used in times of war or great crisis. The Ilharess will appoint an Ul’saruk when she feels the time is right, often with the advice of the Qu’el’saruk. Many times it might be the Qu’el’saruk, but there are no restrictions or rules regarding the candidate, save for military expertise (in game terms) and the ability to lead. It is almost unheard of to choose an Ul’saruk from outside the Melee vocation, however. In practice, the Ul’saruk position is rarely filled and when it is, the job is vacated the moment the crisis has passed. The Ul’saruk has the responsibility of commanding all the armed forces of the House (and any Drow the Ilharess assigns) including those from all three vocations. In effect, the Ul’saruk becomes the superior to the House Masters and commands them as well.
Responsibilities
Ul’saruken are required to bow to members of all ranks that are above them and refer to their superiors by title. Ul’saruken should bow to the higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors Ul’saruken must obey the orders of any member who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Ul’saruk must immediately begin to organize the resources of the House to solve the crisis at hand, and involve the House Masters, Ilharess and Yathtallar. The Ul’saruk must strive to solve the immediate crisis as quickly and successfully as possible. A failing Warlord may begin to fear more from the Ilharess than the enemy if the plan is not succeeding.
Restrictions
The Ul’saruk can wear all allowable types of armor, as well as any appropriate weapon. They should also wear some article of clothing dyed in the color of their station. The Ul’saruk may never wear a piwafwi, as these cloaks are indicators of nobility, unless the Ul’saruk was chosen from the ranks of C’rintri (Nobles) or above. The Ul’saruk must step down to his former rank once the Ilharess deems the crisis over.
Background
In times of great war, or other similarly dire situations, the Ilharess may choose to hand the military matters over to one Drow. The Ul’saruk leads almost all the Drow until the threat has been dealt with, and the Ul’saruk has no authority to make House - or policy-altering decisions (such as declaring this position permanent) without consultation with the Ilharess and/or Yathtallar. This rank is odd since it is possible for a Drow you command one day to command you another day, and then when the crisis is gone they are under your command again, with no break in form.
House Masters (Rank 5)
Qu'el'jabbuken
(Qu’el’faeruk, Qu’el’saruk, Qu’el’velguk)
The Qu’el’jabbuken are the House Masters who are the leaders of the three vocational specialties - the Qu’el’faeruk leads the mages, the Qu’el’saruk commands the warriors, and the Qu’el’velguk directs the assassins and spies. These Drow are responsible for the training of the Drow within their vocations and for arranging the training of the Shebalin who hope to enter their vocation, although those under the Qu’el’jabbuk may do the actual training.
Responsibilities
The Qu’el’jabbuk is required to bow to members of all ranks that are above him and refer to his superiors by title. The Qu’el’jabbuk should bow to higher-ranking members of allied Drow guilds and accord them the same respect as his own superiors. The Qu’el’jabbuk must obey the orders and directives of all members of the House who are above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Qu’el’jabbuken evaluate the members of their vocation to determine promotions, demotions, and recognition. The Qu’el’jabbuken must arrange for the training and recruitment of Shebalin who show aptitude or interest in their vocation–this task may be delegated to the senior vocations (Faern, Draada’quarthin, or Velg’larn).
Restrictions
The Qu’el’jabbuk is allowed to wear armor appropriate to the highest rank within his vocational specialty. He should also wear some article of clothing dyed in the color of his vocation. The Qu’el’jabbuken should (but do not have to) wear a piwafwi as a sign of their position. These cloaks are usually dyed in the color of their vocation or of the House, although any in-character color is acceptable. A Qu’el’jabbuk may wield any weapon he desires, but must have a background story for his magical weapons.
Skills
The Qu’el’jabbuken are the House Masters of their vocations, and as such, their skills will match those of their vocation.
Background
The Qu’el’jabbuken are the highest-ranking members of each of the vocations, and commoners who have issues should bring their concerns to their vocational Master instead of burdening the nobles or Ilharess with their problems. The Qu’el’jabbuken are expected to pass information up to the Ilharess regarding promotions, demotions, and recognitions, as well as pass information down from the Ilharess regarding inter-guild policy, special assignments, and objectives. The Qu’el’jabbuken are responsible for organizing and administering the tests for promotion to the deserving members of their vocation. The Qu’el’jabbuken also have the ability to add ranks or titles within their vocation when appropriate. The Ilharess should be informed before any drastic changes take place, though there may be times when new titles are of use in certain situations, and the Qu’el’jabbuken should enact these minor changes independently. The House Master is well advised to remember that the House ranks are a flexible, two-way system, and that inactive, ineffectual, or undeserving members can be demoted, if necessary.
Mage (Rank 4)
Faern
Secretive and devious, Faern serve as the House’s heavy ranged weapons and combat healers. Faern are almost exclusively male, as females with significant magical ability are usually recruited into the Yath. This is the senior rank in the Sorcere vocation.
Responsibilities
Faern are required to bow to members of all ranks that are above them, and refer to their superiors by title. Faern should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Faern must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Faern are expected to participate in battle squads and raiding parties as healers and providers of magical support. Faern may also be called upon by the Yath to provide assistance in ceremonies.
Restrictions
In order to reduce interference with their spellcraft, Faern do not wear any armor better than normal leather. They also generally wear a dark robe (dark grey, black, or Faern blue). Faern may never wear a piwafwi, as these cloaks are indicators of nobility. Faern may never be seen wielding any weapon but a dagger, staff or light crossbow.
Skills
Faern should have developed proficiency in the arcane skills such as Evaluating Intelligence, Inscription, Magery, Meditation, Resisting Spells, and Wrestling.
Background
The long hours of a Faern’s research pay dividends in the ability to cast the most powerful of spells, putting the mage at a level of proficiency that can equal or even better that of the Ilharess and Yathtaller. A mage can perform things not ordinarily accomplishable, including resurrection of the dead and summoning of daemons and other spirits. The power of the Faern is looked upon suspiciously by the Yath, as a mage does not draw his power directly from the Spider Queen.
Lieutenant (Rank 4)
Drada'quarthinen
The Drada’quarthinen are the Qu’el’saruk’s lieutenants, and they are called upon to lead small units in battles or raiding parties. The senior rank in the Melee vocation is one earned by distinction in battle, demonstration of prowess in raid planning, and commitment to the execution of the Qu’el’saruk’s orders.
Responsibilities
Drada’ are required to salute their Qu’el’saruk, bow to members of all other ranks that are above them, and refer to their superiors by title. Drada’ should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Drada’ must obey the orders of any member of the house who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Drada’ are allowed to organize and lead small raiding parties, and they are accountable for the actions of these parties. When leading a squad or party, the Drada’ also directly commands any Yath’kyorl or Yath’sargtlin that has been assigned to fight by the Yath. The Drada’ should consult with their Qu’el’saruk before planning any raids in order to know and understand the situation fully in terms of the target
Restrictions
Drada’ are allowed to wear all types of chain armor, studded and regular leather armor, ringmail sleeves, and platemail arms and gorget. They should also wear some article of clothing dyed in the color of their station. Drada’ may never wear a piwafwi, as these cloaks are indicators of nobility. Drada’ may never wield any magic weapon above power, and must have a background story for their magic weapons. Drada’ may not cast any offensive or summoning spells, preferably they use no magic at all.
Skills
The Drada’, by definition, will have proven proficiency in combat-oriented skills including anatomy, archery, mace fighting, swordsmanship, fencing, tactics, and parrying.
Background
The Drada’quarthin has the distinction of being the only rank that may directly command its peers–if a Faern is in a squad or raiding party, that Faern (of equal rank to the Drada’) follows the orders of the Drada’ for the duration of the raid/battle. With this power comes a huge responsibility - if the members of a Drada’s command fail to follow orders, the Drada’quarthin is held accountable. All Sargtlin must -salute- the Drada’, who are their superiors within the Melee vocation.
Assassin (Rank 4)
Velg'larnen
Velg’larnen are the House assassins, and they are the senior members of the Velkyn vocation. When a target is named by the Qu’el’velguk, these killers use whatever means necessary to take down their mark.
Responsibilities
Velg’larnen are required to bow to members of all ranks that are above them. The members of the Velkyn are secretive and so do not refer to members by title, as that compromises them to a degree. Velkyn should refer to other House superiors that are not Velkyn by title. Velg’larnen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Velg’larnen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Velg’larn should be trained in their requisite skills, but here they should perfect them. A Velg’larn will assassinate anyone the Qu’el’velguk commands them to. Velg’larnen must always remove all identification that would incriminate the House while on a mission (toggle titles off for the duration of the mission). Velg’larnen, as Oplynen, must have infiltrated the rivvil Thieves’ Guild and obtained a disguise kit, and they must remain able to use it.
Restrictions
Velg’larnen are allowed to wear all types of studded and regular leather armor, as well as a chain tunic. Since silence and speed are so important, light armors are preferred, though Drow-made chain can be worn. They should also wear some article of clothing dyed in the color of their vocation. Velg’larnen may never wear a piwafwi, as these cloaks are indicators of nobility. Velg’larnen may not wield any magic weapon above power, and they must have a background story for their magic weapons. Velg’larnen may not use summoning spells.
Skills
A Velg’larn will typically develop skills including Tactics, Poisoning, Alchemy, Hiding, Stealth, Magery, Healing, Anatomy, Stealing, Snooping and Parrying. Since speed is so important for a kill, Velg’larnen typically learn Fencing.
Background
A Velg’larn is much different from a warrior in that they dress lightly, move silently and strike from shadow or guise of friendship. No dueling or ritualistic honor-bound combative nonsense for the trained assassin. Concepts like honor and valor are chains upon the wrists of an assassin, and are better left for rivvil to fetter themselves with. The Velg’larn is the fang of the viper, the sting of the scorpion, and most importantly, the bite of the spider. The Velg’larn will kill so as not to be killed, as mercy cannot be expected for a killer who gets caught. Usually it is better to die than report back as a failure or, worse, as captured. Many times a Velg’larn carries quick-acting poison to drink in case of capture. Velg’larnen will rarely be met without several weapons at the ready (though hidden) and coated in vile poison. Anything that could give the assassin an edge can typically be found on a Velg’larn, such as potions, poison, disguises, magical items, etc.
Mages Apprentice (Rank 3)
Zhaunin
The Zhaunin is a mage in training, the lowest rank of the Sorcere vocation, and developing skill in spellcraft is highest among the apprentice’s personal goals. This vocation is generally male, as females who show aptitude in the arcane are generally recruited into the Yath. A Zhaunin will usually find or be found by a Faern who is willing to be his mentor, and these two will work together as a team.
Responsibilities
Zhauninen are required to bow to members of all ranks that are above them, and refer to their superiors by title. The Zhaunin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. The Zhaunin must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). Zhauninen are expected to participate in battle squads and raiding parties as healers and providers of magical support. The apprentice should work with his mentor to learn more about the arts of spellcraft and its supporting skills in order to better serve the House. A Zhaunin is sometimes required to assist his mentor with difficult magic rituals.
Restrictions
In order to reduce interference with the elaborate motions necessary to spellcraft, Zhauninen do not wear any armor better than normal leather. They also generally wear a dark robe (dark grey, black, Faern blue, or the House color), although this is not a requirement. A Zhaunin may never wear a piwafwi, as these cloaks are indicators of nobility. Zhauninen may never be seen wielding any weapon but a dagger, staff, or light crossbow. Zhauninen may use summoning spells only on hunts.
Skills
Zhaunin should have some proficiency in the arcane skills such as Evaluating Intelligence, Inscription, Magery, Meditation, Resisting Spells, and Wrestling.
Background
Zhaunin are eager students, and the apprentice’s chief task is to perform research, do experiments, and otherwise continue his learning. Zhauninen may be required to travel with raiding parties to act as healers and ranged support, and after these duties are fulfilled, they are usually impatient to return to their studies. A Zhaunin has the ability to cast powerful combat skills not accessible by most other vocations, and this power accords them a certain degree of respect. With this respect, however, comes suspicion from the Yath. Zhaunin do not draw their power from the Spider Queen, but instead tap a different source, one that does not depend on the favor of Lolth.
Soldier/Warrior (Rank 3)
Sargtlin
Sargtlin are the main body of the Drow army, and they are the lowest rank of the Melee vocation. Trained in the arts of war, these soldiers fight for their House and revel in the mass death and pain they cause amidst their enemies. The Drow are true friends to none, and the list of enemies of a House grows quickly. There are times when an unseen dagger or a particular incantation are preferred, but when subtlety is no longer an issue, the troops are sent forth to make a more emphatic statement.
Responsibilities
Sargtlinen are required to bow to members of all ranks that are above them and refer to their superiors by title. Sargtlinen always salute their superiors that are in the Melee vocation (i.e. Draada’quarthin, Qu’el’saruk, and Ul’saruk). Sargtlinen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Sargtlinen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). Sargtlinen should strive to better themselves in the arts of war, and to train with their Sargtlin peers and under their commanding officers so that group tactics can be learned. A Sargtlin must be ready to fight for the House at a moment’s notice
Restrictions
Sargtlinen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves, ringmail gloves, chainmail tunic, and a platemail gorget. Is there anything else they can wear? They should also wear some article of clothing dyed in the color of the Melee vocation. Sargtlinen may never wear a piwafwi, as these cloaks are indicators of nobility. Sargtlinen may not wield any magic weapon above force. Sargtlinen may not cast offensive or summoning spells, preferably they use no magic at all.
Skills
As warriors, the Sargtlinen should specialize in at least one weapon category, tactics, anatomy, healing, some resistance and any combat support skills that apply, such as parrying, fletching, lumberjacking, etc.
Background
A Sargtlin will learn that, unlike many Drow in a House, they are judged more often on discipline, obedience, and reliability than the success or failure of an attack. If a plan failed, it is more likely that the Qu’el’saruk or the Draada’quarthin will feel the lash for it. Small comfort this is, as the Sargtlin’s very job is facing death up close. It is possible, however, to fight well and sustain many injuries, only to return and suffer the lash of an angry Yathtallar. The Sargtlinen must endure much for the glory of killing the defenders of the rivvin or darthiir.
Thief (Rank 3)
Olplyn
The Olplyn is the lowest rank of the vocational class of Velkyn. While a Drow of this vocation hones her skills, she serves her time as scout, thief, and information-gatherer for the Qu’el’velguk.
Responsibilities
Olplynen are required to bow to members of all ranks that are above them. The Velkyn are secretive and so do not refer to members by title, as that compromises them to a degree. Velkyn should refer to other House superiors that are not Velkyn by title. Olplynen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Olplynen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Olplyn should work towards establishing a name for herself as a full member of her chosen vocation and curry favor with ranking members of the Velkyn. The Olplyn should participate in RP events, battles, or raids and may have specific instructions aside from the event/attack. It is quite possible for an Olplyn to be sent ahead of a raid as a scout, or even sent to a different location to be seen as a decoy. Olplynen must infiltrate the rivvil Thieves’ Guild, obtain a disguise kit, and be able to use it. Olplynen must always remove all identification that would incriminate the House while on a mission (toggle titles off for the duration of the mission)
Restrictions
Olplynen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves. They should also wear some article of clothing dyed in the color of their vocation (disregard this if the Olplyn is in disguise on a mission). Olplynen may never wear a piwafwi, as these cloaks are indicators of nobility. (Drow would not send an Olplyn in the guise of a C’rintri). Olplynen may not wield any magic weapon above force. Olplynen may not use summoning spells.
Skills
Olplynen commonly learn Hiding, Stealth, Snooping, Stealing, Alchemy, and Poisoning. They are also usually skilled in Fencing, Tactics, Healing, Anatomy, and Parrying.
Background
The Velkyn vocation is a precision instrument of the House, which requires its members to develop finely honed skills and absolute focus. To achieve the assassin’s rank, one must work up the skills and the notoriety needed to catch the eye of the Qu’el’velguk. As an Olplyn, the Drow will strive to take on any mission that will advance her experience and skill, as well as please the Qu’el’velguk. To become one of the chosen Unseen, a young Drow must first strive to be seen. This is a dangerous profession to learn, as failures typically mean shame on the House. Soldiers might be able to blame the commander or the plan for a loss, Mages might blame the whimsical nature of magic for a botched spell or ritual, but in the Velkyn vocation, there is no one to blame but yourself when a mission fails, and it is the short-lived Drow that fails the House Master of assassins.
Citizen/New Recruit (Rank 2)
Shebalin
Shebalin are Drow who have been fully accepted into the House but have not yet proven themselves to the Ilharess, Yathtaller, and House masters. They are expected to continue developing their skills, knowledge, and character, while at the same time they should begin to focus their efforts into one of the four primary vocations (Faern, Sargtlin, Velg’larn, Yath).
Responsibilities
Shebalin are required to bow to members of all ranks that are above them and refer to their superiors by title. Shebalin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Shebalin must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Shebali should begin establishing a name for herself as a student of her chosen vocation and establish contacts and rapport with ranking members of that vocation. The Shebali should participate in RP events, battles, raids with the goal of bringing honor and respect to Lolth, the Qu’ellar, and herself
Restrictions
Shebalin are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves. They should also wear some article of clothing dyed in the color of their station. Shebalin may never wear a piwafwi, as these cloaks are indicators of nobility. Shebalin may not wield any magic weapon above force. Shebalin may use summoning spells only when ordered by a higher rank.
Skills
Shebalin should develop their skills to allow them to pursue promotion into one of the vocations.
Background
Being a Shebali is an honor in itself, as it shows that you and your character have earned the acceptance of the House at large. Things will tend to get a little better, in terms of your treatment, although being a Drow is no cakewalk - all Drow are beholden to someone of higher station, including the Ilharess and Yathtaller, who are as lowly Wanren before the Spider Queen, Lolth. From this point on, persistence, adaptability, and quick thinking are of as much value as strength, dexterity, and simple intelligence. Drow are expected to protect the House at all costs, sometimes sacrificing their own needs, wants, and agendas in order to advance the name of the house.
keep in mind that Sshamathian native houses are *much* smaller than typical lolthian houses in other drow cities so these lists will be somewhat abridged/altered.
Also most houses in Sshamath are NOT lolthian and are led by males which will also alter the power structure radically.
first the ranks in terms of succession/power:
A traditional Matriarchal House consists of, in the order of rank, as follows:
A ruling Matron Mother.
The Matron’s first daughter.
Any daughters in birth order that are in training to become priestesses, or are priestesses.
Any daughters in birth order not in training.
Any priestesses not of the same family.
The Elderboy, oldest living son of the Matron.
The Secondboy, second oldest living son of the Matron. The third born son is sacrificed to Astrala at birth, unless one of the first two sons die before he is born.
The Patron, the Matron’s current lover.
The House Wizard, if none of the sons has taken the position.
The Weapons Master, Also a position that can be taken by a son.
House Mages
Warriors
Workers and slaves
the more detailed list below is copied from the long-standing drow house morihyanda on my old server TFR.
These guys were good rprs so give some credit if you use this list:
Matron (Rank 10)
lharess
The Ilharess is the highest ranked Drow in the House, and her word is law in all things. She is to be loved, respected, and feared by all Drow of any House, even those who would dare to challenge her position.
Responsibilities
The Ilharess is responsible for the day-to-day running of the House, and she may call upon the House Masters and Ilharn to enforce her policies. The Ilharess is the ultimate authority on all guild policy in-game. The Ilharess will be responsible for selecting the three House Masters as she sees fit.
Restrictions
The Ilharess has no armor restrictions, but she will generally follow the convention of wearing traditional types of chain armor, studded and regular leather armor, ringmail sleeves, and platemail arms and gorget. She may wear whatever colors she chooses. The Ilharess may wield any weapon she chooses, but must have a background story for her magical weapons. The Ilharess should (but does not have to) wear a piwafwi as a sign of her position. This cloak will usually be dyed in the color of her House, although any in-character color is acceptable.
Skills
The Ilharess has no required skills, although she will typically be quite skilled in magical and/or combat skills. The Ilharess is the Ilharess. She outranks even the Yathtallar, but she will usually consult the High Priestess on weighty matters that would require the blessings of Lolth.
Background
There are only a few ways to become Ilharess, the most common of which are assassination and subjugation. Popular, armed uprisings can also be effective, but these lead to bloody House-cleanings that the Drow of the surface cannot afford. Beyond those, the only other way is to craft a political deal with the Yathtallar, although this method can be politically costly, as the future Ilharess would owe the Yathtallar her crown and have to submit more to the Yathtallar’s wishes. In this case, the absolute and incontrovertible approval of Lolth would have to be determined and proven to the House as a whole.
High Priestess (Rank 9)
Yathtallar
The Yathtallar is the High Priestess of the Houses Temple of Lolth, and her main duty is to ensure that the Will of Lolth has been properly discerned and maintained. As possibly the most powerful and respected Drow in the House. Even more so than the Ilharess, some might say her word is law in all religious matters, but she usually does not interfere in any secular matters.
Responsibilities
The Yathtallar is responsible for running the Yath, and she has a considerable say in the day-to-day operations of the House, as well. The High Priestess is the ultimate authority on all religious policy in-game. The Yathtallar will be responsible for selecting her Yathrin as she sees fit. The High Priestess of Lolth serves the Spider Queen first and foremost, and undertakings pursued in Her name take precedence over any secular issues. The Yathtallar is deeply devout, should be intimate with our religion, and should instruct other members of the House. The Yathtallar should regularly develop, prepare, and perform ceremonies honoring Lolth, asking for blessings and guidance for the House, and spreading the Faith.
Restrictions
The Yathtallar has no armor restrictions, but she will generally follow the convention of wearing traditional types of studded and regular leather armor, ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. She should also wear some article of clothing dyed in the color of the Yath. The Yathtallar may wield any weapon she sees fit, but must have a background story for her magical weapons. The Yathtallar may wear a piwafwi, as a symbol of her station in the the house. These cloaks will usually be dyed in the color of the Yath or the House color, although any in-character color is acceptable.
Skills
The High Priestess will typically be skilled in Anatomy, Animal Lore, Animal Taming, Evaluating Intelligence, Healing, Magery, Meditation, Resisting Spells, Spirit Speak, Tactics, a weapon skill (usually Maces), and/or Veterinary.
Background
The Yathtallar is a very, very powerful Drow-the dictates of Lolth are delivered by proxy through the Yathtallar, and these dictates, in the rare cases where it is necessary, can override the orders of the Ilharess. In fact, the Ilharesses of many Houses are former or current Yathtallaren, as the consolidation of power reduces the likelihood of infighting and disobedience. It is always possible that, at some time in the future, the Yathtallar of the house may decide to pursue this approach, as well. Any priestess who has served her House for an extended period of time may challenge the current Yathtallar. On an appointed evening, the two will compete in a contest demonstrating their knowledge and favor with Lolth before an assembly of Drow. Each will complete a separate ceremony honoring Lolth, the challenger first, to be judged subjectively by all guild members in attendance. The victor in these duels of faith will, more often than not, slay the defeated participant. This action is interpreted to be the Will of Lolth, as the victor obviously has more favor with the Spider Queen (and it serves to prevent future challenges, as well!).
Priestess (Rank 8)
Yathrin
The Yathrin is a priestess of Lolth, committed to upholding the ways of Drow society and religion. Priestesses, through their ceremonies and other activities, assist in teaching the newer members of the House the rules and expectations. Lolth is fickle, and her demands may shift from day to day or even from Yathrin to Yathrin.
Responsibilities
Yathrinen are required to bow to the Yathtallar and Ilharess and refer to their superiors by title. The Yathrin should bow to the Yathtallar and Ilharess of allied Drow guilds and accord them the same respect as their own superiors. The Yathrin must obey the orders of the Yathtallar and Ilharess (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The directives of the Yathtallar may supercede the orders of the Ilharess, this decision must be made on a case-by-case basis. The priestesses of Lolth serve the Spider Queen first and foremost, and undertakings pursued in her name take precedence over any orders. Yathrinen are deeply devout, should be intimate with our religion, and must instruct other members of the House. The Yathrin should regularly develop, prepare, and perform ceremonies honoring Lolth, asking for blessings and guidance, and spreading the Faith.
Restrictions
The Yathrinen are allowed to wear all types of studded and regular leather armor, ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. They should also wear some article of clothing dyed in the color of the Yath. A Yathrin should wear a piwafwi, as a symbol of her station in the house. These cloaks will usually be dyed in the color of the Yath, the House color, although any in-character color is acceptable. Yathrinen may not wield any magic weapon above power, and must have a background story for their magic weapons.
Skills
Priestesses will typically be skilled in Anatomy, Animal Lore, Animal Taming, Evaluating Intelligence, Healing, Magery, Meditation, Resisting Spells, Spirit Speak, Tactics, a weapon skill (usually Maces), and/or Veterinary.
Background
The backbone of Drow society, the priestesses are sometimes among the most demanding to play, but allow for a greater degree of control over much of the House’s internal affairs. The Yathrin must constantly seek to interpret the whims of the Spider Queen and act to fulfill those expectations. Priestesses are also responsible for maintaining order and adherence to the old ways, being constantly alert to the possibility of corruption by heretics, and advancing the worship of Lolth. Yathrinen should make efforts to research and develop the details of the Way of Lolth and document typical ceremonies for future reference. Promising young females, ones with deep religious convictions or advanced skills at spellcraft, are usually recruited into the Yath to join the Yath’abban. Once accepted into the Yath, they may then develop their skills further and ascend to Yathrin, but any female noble can petition the Yathtallar to advance to the station of Yathrin. In both of these cases, a separate quest will be given to prove the candidate’s worth to the Yath, and the candidate will be expected to organize and present a ceremony honoring Lolth before she is titled “Yathrin”.
Holy Warrior (Rank 7)
Yath'sargtlin
The Yath’sargtlin is a paladin of Lolth, a warrior committed to the furtherance of their own religion and the extermination or subjugation of others. This is the highest rank that even a male can hold in the Yath.
Responsibilities
Yath’sargtlinen are required to bow to members of all ranks that are above them and refer to their superiors by title. The Yath’sargtlin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. The Yath’sargtlin must obey the orders of all members of who are above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The directives of ranking members of the Yath may supercede the orders of the secular if the ordering member of the Yath is of equal or higher rank than the secular member. The paladin of Lolth serves the Yath, and they are prepared to lay down their own life, as well as that of heretics, in the pursuit of Yath goals. Yath’sargtlinen are deeply devout, and should be intimate with our religion and act as an example of commitment to Lolth or Selvetarm.
Restrictions
The Yath’sargtlinen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves, all types of chainmail, and plate arms and gorgets. They should also wear some article of clothing dyed in the color of the Yath. Yath’sargtlinen may wear a piwafwi dyed in the color of the yath. Yath’sargtlinen may not wield any magic weapon above power. Exception are religious missions and defending the yath. Lloth or Selvetarm - might - temporarily enchant the Holy Warrior’s blade in such occasions, which may be symbolized by a vanqu weapon. However those cases are rare and when it happens, the warrior does not really understand what is going on, he only notices his weapon hit harder and probably glowing with a dark radiance. This is a great and rare gift and blessing, they don’t abuse it.
Yath’sargtlinen may use summoning spells only in times of great distress, when the very core of the religion is in danger and Lloth herself would grant them this power to better protect the yath.
Skills
The Yath’sargtlin must have skills in both combat and magic, such as Anatomy, Evaluating Intelligence, Healing, Magery, Meditation, Parrying, Resisting Spells, Tactics, weapon skill(s), as well as any other supporting skills.
Background
A mortal imbued with fiendish cruelty, the Yath’sargtlin is a knight most foul. This unholy warrior is steeped in the divine energy of Lolth or Selvetarm, self-appointed Champion of Lolth. Consort of demons and demonic arachnids, the Yath’sargtlin is hated and feared by all, especially other male drow who are jealous of the heights of power to which he has risen. Yath’sargtlin must make an unholy pledge to Lolth or Selvetarm and then survive the rites of entry to adopt the rank. Any noble, as well as Yath’abban, who distinguishes themselves in their understanding and devotion to the Spider Queen may be invited to test for the accolade of Yath’sargtlin. At least a little schooling in spellcasting is required, but only the toughest and meanest sorcerers and wizards can survive the entry requirements. Clerics often attempt to take on the Yath’sargtlin mantle as well, as do fighters, rangers and rogues who have taken levels in a spellcasting class.
Warlord (Rank 6)
Ul'saruk
The Ul’saruk position is a temporary command position used in times of war or great crisis. The Ilharess will appoint an Ul’saruk when she feels the time is right, often with the advice of the Qu’el’saruk. Many times it might be the Qu’el’saruk, but there are no restrictions or rules regarding the candidate, save for military expertise (in game terms) and the ability to lead. It is almost unheard of to choose an Ul’saruk from outside the Melee vocation, however. In practice, the Ul’saruk position is rarely filled and when it is, the job is vacated the moment the crisis has passed. The Ul’saruk has the responsibility of commanding all the armed forces of the House (and any Drow the Ilharess assigns) including those from all three vocations. In effect, the Ul’saruk becomes the superior to the House Masters and commands them as well.
Responsibilities
Ul’saruken are required to bow to members of all ranks that are above them and refer to their superiors by title. Ul’saruken should bow to the higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors Ul’saruken must obey the orders of any member who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Ul’saruk must immediately begin to organize the resources of the House to solve the crisis at hand, and involve the House Masters, Ilharess and Yathtallar. The Ul’saruk must strive to solve the immediate crisis as quickly and successfully as possible. A failing Warlord may begin to fear more from the Ilharess than the enemy if the plan is not succeeding.
Restrictions
The Ul’saruk can wear all allowable types of armor, as well as any appropriate weapon. They should also wear some article of clothing dyed in the color of their station. The Ul’saruk may never wear a piwafwi, as these cloaks are indicators of nobility, unless the Ul’saruk was chosen from the ranks of C’rintri (Nobles) or above. The Ul’saruk must step down to his former rank once the Ilharess deems the crisis over.
Background
In times of great war, or other similarly dire situations, the Ilharess may choose to hand the military matters over to one Drow. The Ul’saruk leads almost all the Drow until the threat has been dealt with, and the Ul’saruk has no authority to make House - or policy-altering decisions (such as declaring this position permanent) without consultation with the Ilharess and/or Yathtallar. This rank is odd since it is possible for a Drow you command one day to command you another day, and then when the crisis is gone they are under your command again, with no break in form.
House Masters (Rank 5)
Qu'el'jabbuken
(Qu’el’faeruk, Qu’el’saruk, Qu’el’velguk)
The Qu’el’jabbuken are the House Masters who are the leaders of the three vocational specialties - the Qu’el’faeruk leads the mages, the Qu’el’saruk commands the warriors, and the Qu’el’velguk directs the assassins and spies. These Drow are responsible for the training of the Drow within their vocations and for arranging the training of the Shebalin who hope to enter their vocation, although those under the Qu’el’jabbuk may do the actual training.
Responsibilities
The Qu’el’jabbuk is required to bow to members of all ranks that are above him and refer to his superiors by title. The Qu’el’jabbuk should bow to higher-ranking members of allied Drow guilds and accord them the same respect as his own superiors. The Qu’el’jabbuk must obey the orders and directives of all members of the House who are above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Qu’el’jabbuken evaluate the members of their vocation to determine promotions, demotions, and recognition. The Qu’el’jabbuken must arrange for the training and recruitment of Shebalin who show aptitude or interest in their vocation–this task may be delegated to the senior vocations (Faern, Draada’quarthin, or Velg’larn).
Restrictions
The Qu’el’jabbuk is allowed to wear armor appropriate to the highest rank within his vocational specialty. He should also wear some article of clothing dyed in the color of his vocation. The Qu’el’jabbuken should (but do not have to) wear a piwafwi as a sign of their position. These cloaks are usually dyed in the color of their vocation or of the House, although any in-character color is acceptable. A Qu’el’jabbuk may wield any weapon he desires, but must have a background story for his magical weapons.
Skills
The Qu’el’jabbuken are the House Masters of their vocations, and as such, their skills will match those of their vocation.
Background
The Qu’el’jabbuken are the highest-ranking members of each of the vocations, and commoners who have issues should bring their concerns to their vocational Master instead of burdening the nobles or Ilharess with their problems. The Qu’el’jabbuken are expected to pass information up to the Ilharess regarding promotions, demotions, and recognitions, as well as pass information down from the Ilharess regarding inter-guild policy, special assignments, and objectives. The Qu’el’jabbuken are responsible for organizing and administering the tests for promotion to the deserving members of their vocation. The Qu’el’jabbuken also have the ability to add ranks or titles within their vocation when appropriate. The Ilharess should be informed before any drastic changes take place, though there may be times when new titles are of use in certain situations, and the Qu’el’jabbuken should enact these minor changes independently. The House Master is well advised to remember that the House ranks are a flexible, two-way system, and that inactive, ineffectual, or undeserving members can be demoted, if necessary.
Mage (Rank 4)
Faern
Secretive and devious, Faern serve as the House’s heavy ranged weapons and combat healers. Faern are almost exclusively male, as females with significant magical ability are usually recruited into the Yath. This is the senior rank in the Sorcere vocation.
Responsibilities
Faern are required to bow to members of all ranks that are above them, and refer to their superiors by title. Faern should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Faern must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Faern are expected to participate in battle squads and raiding parties as healers and providers of magical support. Faern may also be called upon by the Yath to provide assistance in ceremonies.
Restrictions
In order to reduce interference with their spellcraft, Faern do not wear any armor better than normal leather. They also generally wear a dark robe (dark grey, black, or Faern blue). Faern may never wear a piwafwi, as these cloaks are indicators of nobility. Faern may never be seen wielding any weapon but a dagger, staff or light crossbow.
Skills
Faern should have developed proficiency in the arcane skills such as Evaluating Intelligence, Inscription, Magery, Meditation, Resisting Spells, and Wrestling.
Background
The long hours of a Faern’s research pay dividends in the ability to cast the most powerful of spells, putting the mage at a level of proficiency that can equal or even better that of the Ilharess and Yathtaller. A mage can perform things not ordinarily accomplishable, including resurrection of the dead and summoning of daemons and other spirits. The power of the Faern is looked upon suspiciously by the Yath, as a mage does not draw his power directly from the Spider Queen.
Lieutenant (Rank 4)
Drada'quarthinen
The Drada’quarthinen are the Qu’el’saruk’s lieutenants, and they are called upon to lead small units in battles or raiding parties. The senior rank in the Melee vocation is one earned by distinction in battle, demonstration of prowess in raid planning, and commitment to the execution of the Qu’el’saruk’s orders.
Responsibilities
Drada’ are required to salute their Qu’el’saruk, bow to members of all other ranks that are above them, and refer to their superiors by title. Drada’ should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Drada’ must obey the orders of any member of the house who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Drada’ are allowed to organize and lead small raiding parties, and they are accountable for the actions of these parties. When leading a squad or party, the Drada’ also directly commands any Yath’kyorl or Yath’sargtlin that has been assigned to fight by the Yath. The Drada’ should consult with their Qu’el’saruk before planning any raids in order to know and understand the situation fully in terms of the target
Restrictions
Drada’ are allowed to wear all types of chain armor, studded and regular leather armor, ringmail sleeves, and platemail arms and gorget. They should also wear some article of clothing dyed in the color of their station. Drada’ may never wear a piwafwi, as these cloaks are indicators of nobility. Drada’ may never wield any magic weapon above power, and must have a background story for their magic weapons. Drada’ may not cast any offensive or summoning spells, preferably they use no magic at all.
Skills
The Drada’, by definition, will have proven proficiency in combat-oriented skills including anatomy, archery, mace fighting, swordsmanship, fencing, tactics, and parrying.
Background
The Drada’quarthin has the distinction of being the only rank that may directly command its peers–if a Faern is in a squad or raiding party, that Faern (of equal rank to the Drada’) follows the orders of the Drada’ for the duration of the raid/battle. With this power comes a huge responsibility - if the members of a Drada’s command fail to follow orders, the Drada’quarthin is held accountable. All Sargtlin must -salute- the Drada’, who are their superiors within the Melee vocation.
Assassin (Rank 4)
Velg'larnen
Velg’larnen are the House assassins, and they are the senior members of the Velkyn vocation. When a target is named by the Qu’el’velguk, these killers use whatever means necessary to take down their mark.
Responsibilities
Velg’larnen are required to bow to members of all ranks that are above them. The members of the Velkyn are secretive and so do not refer to members by title, as that compromises them to a degree. Velkyn should refer to other House superiors that are not Velkyn by title. Velg’larnen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Velg’larnen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Velg’larn should be trained in their requisite skills, but here they should perfect them. A Velg’larn will assassinate anyone the Qu’el’velguk commands them to. Velg’larnen must always remove all identification that would incriminate the House while on a mission (toggle titles off for the duration of the mission). Velg’larnen, as Oplynen, must have infiltrated the rivvil Thieves’ Guild and obtained a disguise kit, and they must remain able to use it.
Restrictions
Velg’larnen are allowed to wear all types of studded and regular leather armor, as well as a chain tunic. Since silence and speed are so important, light armors are preferred, though Drow-made chain can be worn. They should also wear some article of clothing dyed in the color of their vocation. Velg’larnen may never wear a piwafwi, as these cloaks are indicators of nobility. Velg’larnen may not wield any magic weapon above power, and they must have a background story for their magic weapons. Velg’larnen may not use summoning spells.
Skills
A Velg’larn will typically develop skills including Tactics, Poisoning, Alchemy, Hiding, Stealth, Magery, Healing, Anatomy, Stealing, Snooping and Parrying. Since speed is so important for a kill, Velg’larnen typically learn Fencing.
Background
A Velg’larn is much different from a warrior in that they dress lightly, move silently and strike from shadow or guise of friendship. No dueling or ritualistic honor-bound combative nonsense for the trained assassin. Concepts like honor and valor are chains upon the wrists of an assassin, and are better left for rivvil to fetter themselves with. The Velg’larn is the fang of the viper, the sting of the scorpion, and most importantly, the bite of the spider. The Velg’larn will kill so as not to be killed, as mercy cannot be expected for a killer who gets caught. Usually it is better to die than report back as a failure or, worse, as captured. Many times a Velg’larn carries quick-acting poison to drink in case of capture. Velg’larnen will rarely be met without several weapons at the ready (though hidden) and coated in vile poison. Anything that could give the assassin an edge can typically be found on a Velg’larn, such as potions, poison, disguises, magical items, etc.
Mages Apprentice (Rank 3)
Zhaunin
The Zhaunin is a mage in training, the lowest rank of the Sorcere vocation, and developing skill in spellcraft is highest among the apprentice’s personal goals. This vocation is generally male, as females who show aptitude in the arcane are generally recruited into the Yath. A Zhaunin will usually find or be found by a Faern who is willing to be his mentor, and these two will work together as a team.
Responsibilities
Zhauninen are required to bow to members of all ranks that are above them, and refer to their superiors by title. The Zhaunin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. The Zhaunin must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). Zhauninen are expected to participate in battle squads and raiding parties as healers and providers of magical support. The apprentice should work with his mentor to learn more about the arts of spellcraft and its supporting skills in order to better serve the House. A Zhaunin is sometimes required to assist his mentor with difficult magic rituals.
Restrictions
In order to reduce interference with the elaborate motions necessary to spellcraft, Zhauninen do not wear any armor better than normal leather. They also generally wear a dark robe (dark grey, black, Faern blue, or the House color), although this is not a requirement. A Zhaunin may never wear a piwafwi, as these cloaks are indicators of nobility. Zhauninen may never be seen wielding any weapon but a dagger, staff, or light crossbow. Zhauninen may use summoning spells only on hunts.
Skills
Zhaunin should have some proficiency in the arcane skills such as Evaluating Intelligence, Inscription, Magery, Meditation, Resisting Spells, and Wrestling.
Background
Zhaunin are eager students, and the apprentice’s chief task is to perform research, do experiments, and otherwise continue his learning. Zhauninen may be required to travel with raiding parties to act as healers and ranged support, and after these duties are fulfilled, they are usually impatient to return to their studies. A Zhaunin has the ability to cast powerful combat skills not accessible by most other vocations, and this power accords them a certain degree of respect. With this respect, however, comes suspicion from the Yath. Zhaunin do not draw their power from the Spider Queen, but instead tap a different source, one that does not depend on the favor of Lolth.
Soldier/Warrior (Rank 3)
Sargtlin
Sargtlin are the main body of the Drow army, and they are the lowest rank of the Melee vocation. Trained in the arts of war, these soldiers fight for their House and revel in the mass death and pain they cause amidst their enemies. The Drow are true friends to none, and the list of enemies of a House grows quickly. There are times when an unseen dagger or a particular incantation are preferred, but when subtlety is no longer an issue, the troops are sent forth to make a more emphatic statement.
Responsibilities
Sargtlinen are required to bow to members of all ranks that are above them and refer to their superiors by title. Sargtlinen always salute their superiors that are in the Melee vocation (i.e. Draada’quarthin, Qu’el’saruk, and Ul’saruk). Sargtlinen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Sargtlinen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). Sargtlinen should strive to better themselves in the arts of war, and to train with their Sargtlin peers and under their commanding officers so that group tactics can be learned. A Sargtlin must be ready to fight for the House at a moment’s notice
Restrictions
Sargtlinen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves, ringmail gloves, chainmail tunic, and a platemail gorget. Is there anything else they can wear? They should also wear some article of clothing dyed in the color of the Melee vocation. Sargtlinen may never wear a piwafwi, as these cloaks are indicators of nobility. Sargtlinen may not wield any magic weapon above force. Sargtlinen may not cast offensive or summoning spells, preferably they use no magic at all.
Skills
As warriors, the Sargtlinen should specialize in at least one weapon category, tactics, anatomy, healing, some resistance and any combat support skills that apply, such as parrying, fletching, lumberjacking, etc.
Background
A Sargtlin will learn that, unlike many Drow in a House, they are judged more often on discipline, obedience, and reliability than the success or failure of an attack. If a plan failed, it is more likely that the Qu’el’saruk or the Draada’quarthin will feel the lash for it. Small comfort this is, as the Sargtlin’s very job is facing death up close. It is possible, however, to fight well and sustain many injuries, only to return and suffer the lash of an angry Yathtallar. The Sargtlinen must endure much for the glory of killing the defenders of the rivvin or darthiir.
Thief (Rank 3)
Olplyn
The Olplyn is the lowest rank of the vocational class of Velkyn. While a Drow of this vocation hones her skills, she serves her time as scout, thief, and information-gatherer for the Qu’el’velguk.
Responsibilities
Olplynen are required to bow to members of all ranks that are above them. The Velkyn are secretive and so do not refer to members by title, as that compromises them to a degree. Velkyn should refer to other House superiors that are not Velkyn by title. Olplynen should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Olplynen must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Olplyn should work towards establishing a name for herself as a full member of her chosen vocation and curry favor with ranking members of the Velkyn. The Olplyn should participate in RP events, battles, or raids and may have specific instructions aside from the event/attack. It is quite possible for an Olplyn to be sent ahead of a raid as a scout, or even sent to a different location to be seen as a decoy. Olplynen must infiltrate the rivvil Thieves’ Guild, obtain a disguise kit, and be able to use it. Olplynen must always remove all identification that would incriminate the House while on a mission (toggle titles off for the duration of the mission)
Restrictions
Olplynen are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves. They should also wear some article of clothing dyed in the color of their vocation (disregard this if the Olplyn is in disguise on a mission). Olplynen may never wear a piwafwi, as these cloaks are indicators of nobility. (Drow would not send an Olplyn in the guise of a C’rintri). Olplynen may not wield any magic weapon above force. Olplynen may not use summoning spells.
Skills
Olplynen commonly learn Hiding, Stealth, Snooping, Stealing, Alchemy, and Poisoning. They are also usually skilled in Fencing, Tactics, Healing, Anatomy, and Parrying.
Background
The Velkyn vocation is a precision instrument of the House, which requires its members to develop finely honed skills and absolute focus. To achieve the assassin’s rank, one must work up the skills and the notoriety needed to catch the eye of the Qu’el’velguk. As an Olplyn, the Drow will strive to take on any mission that will advance her experience and skill, as well as please the Qu’el’velguk. To become one of the chosen Unseen, a young Drow must first strive to be seen. This is a dangerous profession to learn, as failures typically mean shame on the House. Soldiers might be able to blame the commander or the plan for a loss, Mages might blame the whimsical nature of magic for a botched spell or ritual, but in the Velkyn vocation, there is no one to blame but yourself when a mission fails, and it is the short-lived Drow that fails the House Master of assassins.
Citizen/New Recruit (Rank 2)
Shebalin
Shebalin are Drow who have been fully accepted into the House but have not yet proven themselves to the Ilharess, Yathtaller, and House masters. They are expected to continue developing their skills, knowledge, and character, while at the same time they should begin to focus their efforts into one of the four primary vocations (Faern, Sargtlin, Velg’larn, Yath).
Responsibilities
Shebalin are required to bow to members of all ranks that are above them and refer to their superiors by title. Shebalin should bow to higher-ranking members of allied Drow guilds and accord them the same respect as their own superiors. Shebalin must obey the orders of any member of the House who is above them in rank (RL emergencies/obligations are the only acceptable excuse for failing to comply with these orders). The Shebali should begin establishing a name for herself as a student of her chosen vocation and establish contacts and rapport with ranking members of that vocation. The Shebali should participate in RP events, battles, raids with the goal of bringing honor and respect to Lolth, the Qu’ellar, and herself
Restrictions
Shebalin are allowed to wear all types of studded and regular leather armor, as well as ringmail sleeves and gloves. They should also wear some article of clothing dyed in the color of their station. Shebalin may never wear a piwafwi, as these cloaks are indicators of nobility. Shebalin may not wield any magic weapon above force. Shebalin may use summoning spells only when ordered by a higher rank.
Skills
Shebalin should develop their skills to allow them to pursue promotion into one of the vocations.
Background
Being a Shebali is an honor in itself, as it shows that you and your character have earned the acceptance of the House at large. Things will tend to get a little better, in terms of your treatment, although being a Drow is no cakewalk - all Drow are beholden to someone of higher station, including the Ilharess and Yathtaller, who are as lowly Wanren before the Spider Queen, Lolth. From this point on, persistence, adaptability, and quick thinking are of as much value as strength, dexterity, and simple intelligence. Drow are expected to protect the House at all costs, sometimes sacrificing their own needs, wants, and agendas in order to advance the name of the house.