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Could It Be Worse?

Friday, October 24, 2008

Through dark magic and foul rites drow corrupt the unworthy of their society into horrifying creatures—skittering, spider-legged abominations known as driders. But what about other races? If the drow work such perversion upon their own brethren, what terrors might they inflict upon their enemies? With demonic magic and deadly alchemy the fleshcrafters of Zirnakaynin rework their captives into terrible new forms, better suiting their cruel desires and sadistic pleasures. Take the muscle-burdened ghonhatine and pain-wracked irnakurse for example, just two of the new fleshwarps detailed in Pathfinder #16's "Abominations of the Drow." Can you guess what they use to be? And are you sure you really want to know?

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Drow, Monsters, Second Darkness, Tyler Walpole



Where do Driders Come From?

Wednesday, September 24, 2008

In the Second Darkness Adventure Path, we knew we wanted to use the drow as the primary antagonists. And of course, where there's drow, there's driders. Yet with the changes to drow society in Golarion (and in particular who and what they worship) versus their classic representation in the game, the genesis story for driders had to change. This gave us a pretty interesting bit of new flavor for both driders and drow.

In (under?) Golarion, driders are not punishments meted out by the gods. They are punishments meted out by the drow themselves. One noble family of drow, House Parastric, has maintained their power due to their possession of a powerful secret—the art of fleshcrafting. On one level, this art lets a drow use various poisons to reshape parts of the body, granting a soldier large claws or a poisonous bite, for example, or a scout antennae so he can navigate even more easily in the dark. Yet this is just the beginning, for the drow of House Parastric also developed a method to reshape an entire creature—this is known as fleshwarping, and those that survive the painful and humiliating process are known as fleshwarps. Every race put through the process emerges as something different—all troglodytes come out as hulking behemoths; all surface elves emerge as twisted deformed monsters; all halfings come out as skittering quadrapedal beasts, and so on. But it was the drow themselves who proved the most impressive subjects for fleshwarping, for all drow that undergo the process emerge as driders.

In drow society, driders are seen as freaks and mutants. Becoming a drider is not prestigious—it's physical proof of punishment and a brand of shame. Yet driders are not frail or helpless fleshwarps; they're powerful creatures in their own regard. As a result, in drow society driders are often kept as guardians, soldiers, or bodyguards. Retaining little of their previous life's memories, most driders serve their drow lords and ladies without question. But not all of them.

Female driders in particular are more headstrong and aggressive, just as with the drow themselves. Most drider rebellions are instigated by a female, and today there are numerous small tribes of driders dwelling in the remote corners of the Darklands, free from drow rule. The majority of driders one sees in drow cities are male, as a result. And fortunately for those drow, it's real easy to tell them apart. Female driders retain their sleek, beautiful, and elven shapes above the waist; below, their spider bodies are similarly sleek and smooth. Males, though, are much more bestial. Their faces are a horrific blend of drow and spider, and their bodies are spiny and rough. Pictured here are examples of the sexual dimorphism driders present, a female illustrated by Ben Wootten and a male illustrated by Concept Art House.

In Pathfinder #16, we present "Abominations of the Drow," an article that discusses both fleshcrafting and fleshwarping so that if your PCs stumble into the hands of the drow of House Parastric, you'll know what kinds of things they'll have to look forward to.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Darklands, Drow, Monsters, Second Darkness



Drow-chemy

Monday, September 8, 2008

As the Second Darkness Adventure Path progresses, the PCs will become more and more familiar with the countless ways the drow have to inflict pain, suffering, and ruin. In Pathfinder #15, alchemy is added to the dark elves' arsenal, including alchemical ammunition for their ubiquitous hand crossbows.

Acid Bolts: These metal bolts have a glass section in the middle, filled with acid. On a successful hit, they deal normal damage and 1d4 points of additional acid damage. Acid bolts do not cause any splash damage. Cost: 40 gp per bolt.

Drow Poison Bolts: These iron bolts have small resin tips that break when the bolts strike their targets. Inside is a dose of drow poison. Anyone struck by a drow poison bolt must make a DC 13 Fortitude save or fall unconscious for 1 minute. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Those using drow poison bolts do not risk poisoning themselves, but the strange tip affects the bolts' accuracy. Double the range penalties when using a drow poison bolt. Cost: 100 gp per bolt.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Drow, Portraits, Second Darkness


Drow of Golarion

Monday, August 25, 2008

One of the great things about working on Pathfinder is that I get to work with my heroes. In Pathfinder #15, we have an article about the drow written by none other than Jeff Grubb, author of such products as Manual of the Planes, Spelljammer, The Finder's Stone Trilogy, and countless other classics. And as it works out, he worked on my favorite D&D adventure of all time, the super-module Queen of the Spiders. So his resume was pretty solid for the guy who we wanted to write about our drow.

In Pathfinder #15, we'll have just such an article—everything you wanted to know about how the drow of Golarion are different from those of other campaign settings, or how they're the same. Jeff did an excellent job capturing the depravity that is drow, but they're different enough that they're unique to Golarion.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Darklands, Drow, Second Darkness



Second Darkness

Friday, May 2, 2008

With Pathfinder #12, we'll have introduced our twelve core "iconic" characters, the heroes you'll see going up against the bad guys in all Pathinfder products. These iconics are basically meant to be stand-ins for your PCs, but once we hit our 11th one (Lini the gnome druid), we'd covered all of the core classes. Our 12th iconic will be our "iconic multiclass" character—a fighter/sorcerer (keep an eye for his debut on our blog in a few weeks), but after that, we didn't really want to dilute our iconics by coming up with new ones. Nor did we want to put the same characters on the cover over and over.

Instead, with Pathfinder #13, our cover characters are transitioning from PCs to NPCs. Just as Karzoug appeared on the alternate Gen Con cover to Pathfinder #1, going forward, we'll be putting important NPCs from the adventure on the cover. In some cases, this NPC will be that adventure's primary villain, but in others the NPC may end up being an important ally. Pictured here is the cover to Pathfinder #13, which unveils our first drow character as well—whether or not she's destined to be an ally or an enemy isn't something I'm going to spoil here. But, come on. She's a drow! And look at that crossbow! You can't get into the good-guy meetings with that kind of accessorizing going on!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Drow, Portraits, Second Darkness


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