Alright. So what? I mean really you're saying you'll never buy products with lore you don't like. News flash: you and everybody else. They can't make everyone happy and unless you are personally going to purchase an extra copy for everyone who doesn't like YOUR preferred lore, you're just another number like the rest of us.Sure, I can change it. But, you missed my bigger point. If you want to write anything for Dungeon, or Dragon, for example, you will have to follow this canon. You will never be able to buy a product that doesn't follow this canon, which, for me, means I simply will not buy any product based on this lore. I never did before either since the lore does not interest me in the slightest.
I'm sorry...but complaining that DDN/5e doesn't mesh with the GDQ of AD&D is somewhat absurd. I realize DDN is trying to be as backwards compatible as possible, but as I stated, restated and repeated, it can't please everyone. It cannot be compatible with everything. Some things will be overruled by yes, what is popular and what sells, or what they think is plain superior.I mean, for me, Lolth and whatnot belongs in the GDQ original series of modules. The lore that is being talked about here contradicts those modules, which means it's largely useless for me. The fact that it in no way interests me doesn't help either. To me, changing the lore means they might gain me as a customer. But, because any changes are verboten, I simply won't buy the products.
And I agree that you shouldn't. I said as much. I don't buy products I don't like, because products I don't like I won't use.Why would I buy material I don't like?
If they continue to support the current canon I don't like it so I won't buy it.
In response to this I'll reiterate what I've said before: After 40 years, things change, sometimes in contradictory matters, and while DDN is trying to please as many people as possible (a laudable goal is not a tad misguided), things that weren't will be. Things that are won't be. That's just how the cookie crumbles and they can't please everyone.And note I said nothing about supplements. I said it doesn't deserve to be enshrined in core. Supplements particularly setting specific supplements are obviously a different animal.
But this thread exactly proves my point. @Forever slayer wants to excise the later changes to drow, not because the changes are bad per se but simply because they contradict what came before.
Because it's not two versions of D&D, one with Lloth and one without. It's your version without Lloth as a goddess, and mine with, and that other guy's without Lloth at all, and that other person's with Lloth as a male deity and patron of light elves, and that other guy's with Lloth as a snake-themed diety and so on and so forth.For some, the idea of having alternative choices is bad. For some we must maintain lore over any other consideration.
Or to put it another way, why can't we have both versions and let DM's choose? And that way later official products can go either way too. Now everyone gets what they want.
/snip
Because it's not two versions of D&D, one with Lloth and one without. It's your version without Lloth as a goddess, and mine with, and that other guy's without Lloth at all, and that other person's with Lloth as a male deity and patron of light elves, and that other guy's with Lloth as a snake-themed diety and so on and so forth.
/snip
2e Monstrous Manual said:Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions+one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow.
The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.
Drow live in magnificently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the tale) report that it is the stuff of which nightmares are made.
Drow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea.
They worship a dark goddess, called Lolth by some, and her priestesses hold very high places in society. Since most drow priests are female, women tend to fill nearly all positions of great importance.
Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program's conclusion. That is why dark elf fighters of less than 2nd level are rarely seen outside a drow city.
Drow often use giant lizards as pack animals, and frequently take bugbears or troglodytes as servants. Drow cities are havens for evil beings, including mind flayers, and drow are allied with many of the underworld's evil inhabitants. On the other hand, they are constantly at war with many of their neighbors beneath the earth, including dwarves or dark gnomes (svirfneblin) who settle to close to a drow city. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations.
Driders
These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow's dark goddess. When a dark elf of above-average ability reaches 6th level, the goddess may put him or her through a special test. Failures become driders.
Driders are able to cast all spells a normal drow can use once per day. They also retain any magical or clerical skills they had before transformation. A majority of driders (60%) were priests of 6th or 7th level before they were changed, all other driders were mages of 6th, 7th, or 8th level.
Driders always fight as 7 Hit Die monsters. They often use swords or axes, though many carry bows. Driders can bite for ld4 points of damage, and those bitten must save vs. poison with a -2 penalty or be paralyzed for 1-2 turns.
Because they have failed their goddess's test, driders are outcasts from their own communities. Driders are usually found alone or with 2d6 huge spiders (10% chance), rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They stalk their victims tirelessly, waiting for the right chance to strike.
What I would add to the above said:Some Drow communities take a different approach, seeing Driders not as cursed but blessed by Lolth. Their great strength and power makes them revered as being touched by the goddess. Such Driders are treated as holy ones and accorded great honours within that community.
I think one not-insignificant motivator for turning driders into a blessing rather than a curse was that, as a cursed freak, their novelty seems kind of wasted--you wouldn't see driders mixing with drow. Driders in a drow warband on the other hand makes things more interesting from a visual and tactical perspective, and 4e was big on visuals.
The reason I like the quote above is it's a compromise. Driderism is still a curse, but it gives a reason to see those cool drider miniatures out on the table since they're no longer necessarily societal outcasts. The individual's failure is still a benefit to the community.
There, now everyone is happy. None of the setting specific flavour is enshrined in core, while the creatures still have lots of flavour. Done.
Was that really so unreasonable?
As best I know it originated in the "Gods of the Elves" article in Dragon 60 (1982).The term of "the Seldarine" to refer to the Elven pantheon isn't FR-specific. The first use of the term (that I'm aware of) is in the non-campaign-specific 2E book Monster Mythology.
Can't XP you, but this is excellent.Driders thus occupy an odd place in drow society. On the one hand, they failed Lolth's test and were punished, making them deserving of scorn. On the other hand, they are now absolutely loyal; the word of a drider might as well come straight from Lolth herself, so everyone pays close attention to them.