(ENG) D&D 3.5 Ed. - Drow of the Underdark - Flip eBook Pages 1-50 (2024)

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TABLE OF CONTENTS Contents Introduction . . . . . . . . . . . . . . . . . . . . . . 4 Chapter 1: All About the Drow . . . . . . . . . . . . . . . 7 A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Society and Culture . . . . . . . . . . . . . . . . . . . . . . . .9 Law, Tradition, and Government . . . . . . . .10 Drow Psychology . . . . . . . . . . . . . . . . . . . . . . .13 Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Rites and Rituals of Lolth . . . . . . . . . . . . . . .15 Servants of Lolth . . . . . . . . . . . . . . . . . . . . . . .17 Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Houses of the Drow . . . . . . . . . . . . . . . . . . . . . . .20 Structure and Composition . . . . . . . . . . . . .20 House Authority . . . . . . . . . . . . . . . . . . . . . . .21 House Interaction . . . . . . . . . . . . . . . . . . . . . .21 Duties and Benefi ts . . . . . . . . . . . . . . . . . . . . .22 Family Units . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Drow Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Leisure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Arts and Crafts . . . . . . . . . . . . . . . . . . . . . . . . .27 Technology and Magic. . . . . . . . . . . . . . . . . .28 Love . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Drow History and Folklore . . . . . . . . . . . . . . . .31 Drow Mythic Origins . . . . . . . . . . . . . . . . . .32 Legends and Tales . . . . . . . . . . . . . . . . . . . . . .33 Drow Settlements . . . . . . . . . . . . . . . . . . . . . . . . .35 Economy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Appearance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Drow Racial Traits . . . . . . . . . . . . . . . . . . . . . .36 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Grooming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Drow and Other Races . . . . . . . . . . . . . . . . . . . .40 Drow Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Chapter 2: Drow Options . . . . . . . . 45 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 New Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 At Home in the Deep . . . . . . . . . . . . . . . . . . .47 Blend into Shadows . . . . . . . . . . . . . . . . . . . .47 Cautious Attack . . . . . . . . . . . . . . . . . . . . . . . .47 Chosen Foe . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Clever Opportunist. . . . . . . . . . . . . . . . . . . . .47 Coercive Spell . . . . . . . . . . . . . . . . . . . . . . . . .47 Constant Guardian . . . . . . . . . . . . . . . . . . . . .47 Dazzling Fire . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Deafening Spell . . . . . . . . . . . . . . . . . . . . . . . .49 Deceptive Illumination . . . . . . . . . . . . . . . . .50 Dutiful Guardian . . . . . . . . . . . . . . . . . . . . . . .50 Fade into Darkness . . . . . . . . . . . . . . . . . . . . .50 Fascinating Illumination . . . . . . . . . . . . . . .50 Gift of the Spider Queen . . . . . . . . . . . . . . . .50 Hand Crossbow Focus . . . . . . . . . . . . . . . . . .50 Imperious Command . . . . . . . . . . . . . . . . . . .50 Instinctive Darkness . . . . . . . . . . . . . . . . . . .50 Intensify Darkness . . . . . . . . . . . . . . . . . . . . .50 Knight of Lolth . . . . . . . . . . . . . . . . . . . . . . . .51 Master of Poisons . . . . . . . . . . . . . . . . . . . . . . .51 Master of Shadow . . . . . . . . . . . . . . . . . . . . . .51 Paralyzing Fists . . . . . . . . . . . . . . . . . . . . . . . .51 Poison Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 Psychic Refusal . . . . . . . . . . . . . . . . . . . . . . . .51 Radiant Flicker . . . . . . . . . . . . . . . . . . . . . . . . .51 Reactive Resistance . . . . . . . . . . . . . . . . . . . .52 sad*stic Reward . . . . . . . . . . . . . . . . . . . . . . . .52 Shadowborn Warrior . . . . . . . . . . . . . . . . . . .52 Spider Companion . . . . . . . . . . . . . . . . . . . . .52 Spiderfriend Magic . . . . . . . . . . . . . . . . . . . . .52 Staggering Critical . . . . . . . . . . . . . . . . . . . . .52 Surprising Riposte . . . . . . . . . . . . . . . . . . . . .52 Umbral Spell . . . . . . . . . . . . . . . . . . . . . . . . . .52 Vermin Trainer . . . . . . . . . . . . . . . . . . . . . . . . .53 Verminfriend . . . . . . . . . . . . . . . . . . . . . . . . . .53 Versatile Combatant . . . . . . . . . . . . . . . . . . . .53 Ambush Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 Gloom Strike . . . . . . . . . . . . . . . . . . . . . . . . . .54 Sickening Strike . . . . . . . . . . . . . . . . . . . . . . .54 Terrifying Strike . . . . . . . . . . . . . . . . . . . . . . .54 Venomous Strike . . . . . . . . . . . . . . . . . . . . . .54 Divine Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Divine Intercession . . . . . . . . . . . . . . . . . . . .54 Lolth’s Boon . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Lolth’s Caress . . . . . . . . . . . . . . . . . . . . . . . . . .54 Profane Agony . . . . . . . . . . . . . . . . . . . . . . . . .54 Vile Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Unspeakable Vow . . . . . . . . . . . . . . . . . . . . . .55 Vow of Decadence . . . . . . . . . . . . . . . . . . . . .55 Vow of the Spider Queen . . . . . . . . . . . . . . .55 Vow of Vengeance . . . . . . . . . . . . . . . . . . . . .56 Weapon Style Feats . . . . . . . . . . . . . . . . . . . . . . . .56 Despana School . . . . . . . . . . . . . . . . . . . . . . . .56 Eilservs School . . . . . . . . . . . . . . . . . . . . . . . . .56 Inlindl School . . . . . . . . . . . . . . . . . . . . . . . . .56 Shi’Quos School . . . . . . . . . . . . . . . . . . . . . . . .56 Steal and Strike . . . . . . . . . . . . . . . . . . . . . . . .56 Tormtor School. . . . . . . . . . . . . . . . . . . . . . . . .57 Vae School . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Xaniqos School . . . . . . . . . . . . . . . . . . . . . . . . .57 Alternative Class Features . . . . . . . . . . . . . . . . .57 New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Armored Vermin . . . . . . . . . . . . . . . . . . . . . . .60 Bebilith Blessing . . . . . . . . . . . . . . . . . . . . . . .61 Combat Readiness . . . . . . . . . . . . . . . . . . . . . .61 Dominate Vermin . . . . . . . . . . . . . . . . . . . . . .61 Dridershape . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Engulfi ng Terror . . . . . . . . . . . . . . . . . . . . . . .61 Magical Backlash . . . . . . . . . . . . . . . . . . . . . . .62 Shadow Double . . . . . . . . . . . . . . . . . . . . . . . .62 Shadow Shroud . . . . . . . . . . . . . . . . . . . . . . . .62 Snuff the Light . . . . . . . . . . . . . . . . . . . . . . . . .63 Spider Form . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Spider Form, Greater . . . . . . . . . . . . . . . . . . .63 Spider Form, Lesser . . . . . . . . . . . . . . . . . . . .63 Yochlol Blessing . . . . . . . . . . . . . . . . . . . . . . . .63 New Invocations . . . . . . . . . . . . . . . . . . . . . . . . . .63 Spider-Shape . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Sudden Swarm . . . . . . . . . . . . . . . . . . . . . . . . .63 Chapter 3: Prestige Classes . . . . . . . 64 Arachnomancer . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Cavestalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Demonbinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72 Dread Fang of Lolth . . . . . . . . . . . . . . . . . . . . . . .76 Eye of Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Insidious Corruptor . . . . . . . . . . . . . . . . . . . . . . .83 Kinslayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87 Chapter 4: Drow Equipment . . . . . 91 Adventuring Gear . . . . . . . . . . . . . . . . . . . . . . . . .91 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91 Alchemical Items . . . . . . . . . . . . . . . . . . . . . . . . .93 Poisons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Magic-Infused Poisons . . . . . . . . . . . . . . . . . . . .94 Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Weapon Properties . . . . . . . . . . . . . . . . . . . . . . . .95 Armor and Shield Properties . . . . . . . . . . . . . .97 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98 Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101 Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103 Chapter 5: Monsters of the Underdark . . . . . 105 Adamantine Spider . . . . . . . . . . . . . . . . . . . . . . 106 Chwidencha . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Draegloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 Dragon, Deep . . . . . . . . . . . . . . . . . . . . . . . . . . . .114 Elf, Albino Drow (Szarkai) . . . . . . . . . . . . . . . .118 Goblinoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Husk Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 Kuo-Toa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Lizard, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .133 Quaggoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Shunned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 Spider, Monstrous . . . . . . . . . . . . . . . . . . . . . . . .141 Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 Venom Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 Chapter 6: Campaigns and Adventures . . . . . 150 Drow Campaigns . . . . . . . . . . . . . . . . . . . . . . . . 150 Drow Cities and Environs . . . . . . . . . . . . . . . 153 Sample Drow . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Anybys Velifane . . . . . . . . . . . . . . . . . . . . . . 160 Keveras Lorakythe . . . . . . . . . . . . . . . . . . . .161 Lady Thandysha . . . . . . . . . . . . . . . . . . . . . . .162 Mindshard . . . . . . . . . . . . . . . . . . . . . . . . . . . .163 Xil’etha Dhuvaryl . . . . . . . . . . . . . . . . . . . . 164 Drow Assassin . . . . . . . . . . . . . . . . . . . . . . . 164 Drow Inquisitor . . . . . . . . . . . . . . . . . . . . . . 164 Drow Priestess . . . . . . . . . . . . . . . . . . . . . . . .165 Drow Slaver . . . . . . . . . . . . . . . . . . . . . . . . . . .165 Drow Warrior . . . . . . . . . . . . . . . . . . . . . . . . .167 Favored Consort . . . . . . . . . . . . . . . . . . . . . . .167 House Captain . . . . . . . . . . . . . . . . . . . . . . . 170 House Wizard . . . . . . . . . . . . . . . . . . . . . . . . 170 Spider Sentinel . . . . . . . . . . . . . . . . . . . . . . . 172 Drow Adventures . . . . . . . . . . . . . . . . . . . . . . . . 173 Drow Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Menagerie Square . . . . . . . . . . . . . . . . . . . . . . . .175 Phazeuroth’s Lair . . . . . . . . . . . . . . . . . . . . . . . . 177 House Xaniqos Villa . . . . . . . . . . . . . . . . . . . . 180 Magical Locations . . . . . . . . . . . . . . . . . . . . . . . 186 Blood of the Spider Queen . . . . . . . . . . . . .187 Cavestalker Formation. . . . . . . . . . . . . . . . 188 Font of Delights and Sorrows . . . . . . . . . 189 Garden of Resplendent Hues . . . . . . . . . . 189 Utter Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . 190 Chapter 7: Erelhei-Cinlu . . . . . . . . 191 The Dark Gem . . . . . . . . . . . . . . . . . . . . . . . . . . 192 The City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 The Wall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 Ghetto of Foreigners . . . . . . . . . . . . . . . . . . 198 Ghetto of Scholars . . . . . . . . . . . . . . . . . . . . 199 Ghetto of Artisans . . . . . . . . . . . . . . . . . . . . 201 Ghetto of Performers . . . . . . . . . . . . . . . . . 202 Ghetto of Savages . . . . . . . . . . . . . . . . . . . . . 203 Ghetto of Chattel . . . . . . . . . . . . . . . . . . . . . 205 Ghetto of Outcasts. . . . . . . . . . . . . . . . . . . . 206 Ghetto of the Dead . . . . . . . . . . . . . . . . . . . 208 Encounters in Erelhei-Cinlu . . . . . . . . . . . . 209 Slaver Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Necropolis Square . . . . . . . . . . . . . . . . . . . . . . .211 Arena Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Appendix: For Player Characters . . . . . . . . . . . 215 3 95726720_Ch00.indd 3 2/22/07 3:03:20 PM

A tense moment passed. And then, like fools, they relaxed. The dwarf uttered something. The intruders laughed, their vigilance dropping. Vorn’s commander made a sharp movement with his hands accompanied by a quick lift of his shoulders. The signal. The time was now. Globes of darkness quenched the light. Ghostly fl ames of fl ickering reds and violets limned the forms of the surface dwellers. Crossbow bolts, laden with potent toxins, slashed through the air, and the cries of pain revealed the accuracy of the drow archers. Vorn aimed his hand crossbow, when he realized that his chance, his one opportunity, stood before him. His commander had his back to him, watching the combat unfold. Always careless, this commander. To survive in the Underdark, one must not delay. . . . Vorn fi red the bolt, knowing that the poison would make short work of the offi cer. With one smooth motion, he crossed the gap, pulling his sword from its sheath, to fi nish the job. Such are the ways of the drow. Bards sing of bold heroes who brave the depths of the earth, who plunder the vaults of ancient peoples, exploring and mapping the endless passages and corridors that honeycomb the Underdark. Although much of this lightless world is empty and devoid of life, it contains terrifying monsters, sprawling alien civilizations, swathes of molds, oozes, slimes, and countless other hazards. But no threat the Underdark conjures compares to the drow. Their name is a curse, their presence a cancer. They are the despised, the exiled, the shunned—and yet they are powerful, and conquer nearly all who come before them. They are the dark elves, cursed by Corellon Larethian, condemned to spend their days languishing in their own corruption. Introduction To survive in the wilds of the Underdark, one must not delay when the Spider Queen bestows her gifts. For with even the slightest hesitation, the briefest moment of doubt, the Flesh-Carver will snatch back her blessing, depriving her chosen of the wonders of her favor. This was a fact not lost on Vorn. He spent an entire century of his life looking for such chances, waiting for the moment that would propel him toward his destiny, to advance his status and free him from the drudgery of being a lowly common soldier. Thus far, Lolth had been silent—to him at least. He had watched others rise to take their place as fangs or consorts, while he languished as a foot soldier, little better than a thug. Now, of course, was not the time for such idle thoughts, but it was hard to rein in the mind after spending eight hours crouched in a dank cavern. He and a dozen other drow soldiers hid in positions throughout a large gallery in the depths of the shadows, behind draperies and stalagmites, waiting and watching for the fi rst sign of their prey. And then it came. Light shone forth from the mouth of the cavern, piercing the perfect blackness and plunging Vorn’s vision into swollen, shifting spots. Vorn had known it would happen, had tried to ready himself, but he was not prepared for its intensity. He shook his head, rubbing the palms of his hands into his eyes to clear his sight, but even when the blindness abated he found it hard to focus. Through the painful glow, he looked for his commander, waiting for the gesture to attack. Soon. It would be very soon. The intruders’ fear was obvious, naked on their pale faces. They were of all shapes and sizes: a dwarf, some small fi gure that resembled a halfl ing, what Vorn guessed was a human, and an elf maiden. The interlopers fanned out from the entrance, their weapons drawn, casting about for the signs of the enemies they had to suspect were near. 4INTRODUCTION Illus. by T. Giorello 95726720_Ch00.indd 4 2/22/07 3:03:22 PM

5INTRODUCTION Chapter 5: New Monsters. From the spiders they breed, to the brutes they enslave, to the wretched forms of those who have displeased the Spider Queen, this chapter presents a detailed look at the kind of servants the drow employ and the allies they make. Chapter 6: Campaigns and Adventures. This chapter offers guidance and tools for using drow in adventures, as well as techniques for designing campaigns with a drow focus. Chapter 7: Erelhei-Cinlu. The fi nal chapter examines one of the most infamous cities of the Underdark: ErelheiCinlu, located in the subterranean cavern known as the Vault of the Drow. ADVICE FOR DMS Drow of the Underdark is designed with the Dungeon Master in mind. This book helps you create exciting and memorable encounters featuring drow antagonists, and to construct entire adventures or even campaigns with strong drow themes. The cultural and setting information is of particular use, since it reveal important details about the drow—how they think, what they do, why they do it, and so forth. More important, it portrays the Spider Queen as an active force for evil, and her priestesses as a terrible threat to the world. This book positively brims with adventure possibilities—sparks of inspiration that will provide all you need to tell your own tales of the Underdark. The supporting mechanics are designed for drow characters. The skill options, feats, alternative class features, and prestige classes give you the tools to surprise your players with unexpected strategies and tactics. USING THIS BOOK Drow of the Underdark is the defi nitive resource for dark elves in the DUNGEONS & DRAGONS® roleplaying game. Within these pages, you will fi nd exhaustive detail on their culture and society, rules and options for building drow characters, new equipment including a broad selection of drow-themed magic items, new monsters, and a fully detailed drow city just waiting to be explored. Just as Draconomicon presented extensive information on dragons and the Fiendish Codex supplements described demons and devils, Drow of the Underdark does the same with the drow, offering Dungeon Masters the tools to create memorable encounters with one of the game’s most popular adversaries. But it also gives players the knowledge and tools to effectively fi ght this menacing race. The material presented in Drow of the Underdark is spread throughout seven chapters, with their contents summarized here. Chapter 1: All About the Drow. This chapter presents an unfl inching look at the society of dark elves, exploring their history and myths, traditions and culture. Chapter 2: Drow Options. Moving away from thematic descriptions, this chapter offers several new uses for skills, new feats, alternative class features, and spells to refl ect the disturbing techniques employed by the drow. Chapter 3: Prestige Classes. This chapter presents a selection of eight prestige classes that demonstrate the various interests of these evil elves. Chapter 4: Equipment. This chapter offers a survey of useful tools: new alchemical items and poisons, new magic weapon and armor properties, and new rods and wondrous items. pqqqqqqqqqqqqqqqqqqqqrs SWIFT AND IMMEDIATE ACTIONS Miniatures Handbook introduced the concept of a new action type: the swift action. Likewise, Expanded Psionics Handbook introduced another new action type: the immediate action. Some of the class features, feats, and spells described in Drow of the Underdark use these concepts. A description of how they work follows. Swift Actions: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Since swift actions usually involve magic or psionics, or the activation of magic or psionic items, many characters (especially those who don’t use magic or psionics) will never have the opportunity to take a swift action. Casting a quickened spell, or manifesting a quickened psionic power, is a swift action. In addition, casting any spell or manifesting any power with a casting time or manifesting time of 1 swift action is a swift action. Casting a spell or manifesting a power with a casting time or manifesting time of 1 swift action does not provoke attacks of opportunity. Immediate Actions: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. Unlike a swift action, an immediate action can be performed ay any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. If you do use an immediate action in this way, you cannot use another immediate action until your next turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed. Under these rules, casting a feather fall spell is an immediate action (not a free action, as stated in the spell description in the Player’s Handbook). Magic Items and Potions: Activating a spell completion item, activating a spell trigger item, or drinking a potion is a standard action, even if the spell with which the scroll, potion, or item is made can be cast as a swift action. pqqqqqqqqqqqqqqqqqqqqrs 95726720_Ch00.indd 5 2/22/07 3:03:27 PM

6INTRODUCTION FOR PLAYERS The drow might be an evil race—and one that is permanently at odds with other races—but many players are nonetheless attracted to playing drow characters. Drow of the Underdark discusses the underpinnings of drow societies and beliefs, their Lolth-dominated religion, and an example of an archetypal drow city—all of which is vital information to players of drow characters. This material enables a player to fl esh out his character’s history, as well as providing guidance for conceptualizing personalities, goals, and mannerisms. For players of other races, Drow of the Underdark can be equally effective as a reference for enemies of the drow. The study of drow society included in this book not only tells you how the drow operate, but why they do what they do—and the best way to defeat a foe is to understand that foe’s motivations. New uses for skills, guidelines for creating new poisons and magical poisons, an expanded description of Drow Sign Language, and rules for training vermin all support the cultural considerations. Over 50 new feats help defi ne the fi ghting techniques of this unusual race: Several new style feats are included, as well as a number of general and metamagic feats that improve drow racial talents but are equally useful for characters of any race. As with any new game element, you should always consult your DM before you start using this material. The viability of these gameplay options depends on the role the drow will play in your DMs campaign, and by discussing your choices ahead of time, you give your DM the chance to help fi t the character into her game. WHAT YOU NEED TO PLAY To use this book, you will need the three D&D core rulebooks—the Player’s Handbook (PH), Dungeon Master’s Guide (DMG), and Monster Manual (MM). Though no other books are strictly necessary, a few will undoubtedly enhance your enjoyment of this product. Underdark is an excellent resource for exploration of the subterranean world, offering additional mechanics that complement those found in this book. Spell Compendium includes domains and spells used by various NPCs presented in this book, and Book of Vile Darkness offers additional rules suitable for this evil race. Throughout this book, superscript abbreviations are often used to denote game elements and other materials that appear in certain supplements. Those supplements and their abbreviations are as follows: Book of Vile Darkness (BoVD), Complete Adventurer (CAd), Complete Arcane (CAr), Complete Divine (CD), Complete Psionic (CP), Complete Scoundrel (CS), Complete Warrior (CW), Dungeon Master’s Guide II (DMG2), Expanded Psionics Handbook (EPH), Fiend Folio (FF), Fiendish Codex I (FC1), FORGOTTEN REALMS Campaign Setting (FR), Lords of Darkness (LD), Lords of Madness (LoM), Miniatures Handbook (MH), Monster Manual II (MM2), Monster Manual IV (MM4), Planar Handbook (Pla), Player’s Handbook II (PH2), Spell Compendium (SC), and Underdark (Und). Welcome to the Underdark . . . Illus. by R. Sardinha 95726720_Ch00.indd 6 2/22/07 3:03:29 PM

he drow are a paradox among the races of the DUNGEONS & DRAGONS game. They are elves, but dark and cruel. They are infamous, known far and wide by players and characters alike, yet they are mysterious and subtle beings. Because everyone knows of the drow, they assume they understand the drow. They could not be more wrong. For all their infamy, for all their prominence as the most insidious of D&D villains, the drow remain largely unknown. Those who would claim to understand them and their ways have been misled by the foolish myths and deliberate propaganda of surface elves, by incomplete tales brought back by delving adventurers, or by cultural treatises specifi c to a particular world or setting, but not to the drow nation as a whole. Come, now, and see for the fi rst time who the drow are, how they truly live—and why the surface-dwellers, grown complacent in their false and incomplete knowledge, would do well to fear them once more. A DAY IN THE LIFE The great stone bells chime from atop the enormous temple of the Spider Queen, signaling the start of yet another rite. Drawn from her trance by the reverberating sound, Velthura Vae stretches once, luxuriating in the feel of the spidersilk sheets. Then she rises, padding barefoot to her “window”—actually a crystalline mirror, enchanted to provide her a clear view of Yvoth-Lened’s market without allowing prying eyes to spy upon her in return. Her lip curls in disdain as she gazes upon the bustle of the darkened streets below, the echoing sounds of shopkeepers and slave traders both cheating and being cheated by their clients. It is a scene of controlled chaos, and it disgusts her even as it calls her to rule it with blooded teeth and an iron fi st. They are fl ies, she muses, not for the fi rst time. They are fl ies, when they should be spiders. She turns away, to face instead the shrine carved into the far wall. With lifelike precision—and possibly lifelike color, though she has never allowed any light within the room to make sure—a stone image of a great spider returns her gaze, its front legs extended from the wall, its face that of a beautiful drow. She kneels before the icon of Lolth, the stone fl oor cold and painful on her bare knees. Head bowed, she raises her hands, intertwining her fi ngers with the spider’s legs. “Queen of Spiders, Weaver of Webs,” she intones in a rite she has performed every morning, without fail, for more years than a human lifetime. “I offer to you all my efforts and all my triumphs of the day to come.” She does not ask for Lolth’s blessing, or the goddess’s aid; she knows better. Her chamber door opens, revealing a bevy of servants led by Ashirza, her personal maid. She has no need to summon them; they all know the time their mistress rises, and they know too the penalties for tardiness. 7Illus. by W. England 95726720_Ch01.indd 7 2/22/07 3:01:17 PM

8CHAPTER 1 ALL ABOUT THE DROW With the door guarded by loyal bugbear sentinel-slaves and several male drow servants making the bed, she allows her maid to approach. At this very moment, she is at her most vulnerable, for she turns her attention inward, suppressing her body’s innate resistance to the outside energies that other races call “magic.” She and the rest of the drow know better: She understands that those mystical energies are just another element of the gods’ will in the world of mortals. Watching from the corner of her eye, alert for any sign of betrayal, she shivers once as Ashirza’s cantrips ripple across her skin, cleansing her of nighttime sweat and dirt, untangling her ivory-white hair. She nods once, satisfi ed with the result, and raises her arms for her servants to clothe her in the black leathers and gossamer silks of her rank and station. She swiftly descends the many stairs of her tall and narrow home, fi nding a table already laid out with a breakfast of mushrooms and lizard eggs. Under the respectful and nervous gaze of the cook, she whispers a brief spell in Lolth’s name. The drow are connoisseurs of poison, and though they rarely use poison against one another—precisely because such efforts are often anticipated—one can never afford to become complacent. That was, after all, how she earned her current station, and her current home, from their former owner. The food proves poison-free, and the cook retreats in relief. He knows full well that had the food been tainted, or simply not to his mistress’s pleasure, being fl ayed alive would be the best he might hope for. Normally she would sit back and relax, eating slowly and indulging in the excellent fare, but today promises to be full indeed. She eats swiftly, snatches up a decanter of lichen wine to sip throughout the day, and departs. Her fi rst errand is to the bustling bazaar at the center of the city, with the temple of Lolth looming above. On any other day, her servants would handle such menial tasks for her, keeping the larder stocked. Tomorrow, however, she hosts the elders of her house, traveled all the way from Erelhei-Cinlu, and that is far too vital a gathering to leave in the hands of mere servants. She must go herself, select only the freshest fungi, the choicest cuts of rothé, and—of course—the spider-meats for the ceremonial joining of the meal. She pushes her way through the crowded market, her maid and bugbear guards in tow. Most of the drow recognize her status, by her garb and posture if not her face, and clear a path. The members of other races, slaves of the drow, or the rare foreign traders are less cooperative. She and her entourage literally run down a kobold slave who fails to step aside swiftly enough, and once she is forced to order her guards to subdue a hobgoblin who refuses to yield the way. Irritated by these interruptions, she fl ows through the market like a wind, sipping from her lichen wine, pointing out this item or that to be delivered back to her home or carried by her servants. The attack, when it comes, is almost too simplistic to be believed. A ragged drow with fi lthy hair lunges from the crowd, fi st clenched tight around a wicked dagger. With contemptuous ease, she swats aside the attack and utters a spell. The air thunders and the drow falls writhing to the ground, blood spilling from his ears, his innate resistance crumpled like paper before her power. She waves off her bodyguards, reminding herself to have them maimed for their failure to act, and kneels beside the would-be assassin. She wonders briefl y which of her many enemies could have sent him. That they would try to kill her is no surprise, but that any would do so in such a pathetic manner is shocking. No chance to question him now, for her spell has deafened him. She decides to have him sent back to her home, where he can be interrogated at leisure. She rises, and continues through a crowd that has not reacted at all to the sudden violence in its midst. The incident, feeble as it was, has thrown off her schedule. Angrily threatening—and even, once or twice, whipping— shopkeepers who move too slowly, she rushes through the remainder of her purchases. By the time she reaches the Amphitheater, the opening ceremonies have already concluded with the sacrifi ce of a captured surface elf upon the altar of Lolth. As the fi rst of the games begins—giant lizard races, on which she herself has two hefty wagers—she slips into a private booth, leaving Ashirza and her bodyguards outside. “You are late,” the room’s other occupant remarks, reclining on a silk-covered divan. She swallows her bile and hatred of the other female. “I am here now, Reverend Mother Dultha,” she replies, hoping the use of the full honorifi c will smooth over any irritation without the humiliation of apology or excuse. “So you are. And how go your preparations for the feast?” “Well enough. They would go better, of course, if I knew how many of my family would be in attendance.” The Reverend Mother of Lolth, and Matron of House Inlindl, smiles an ugly, tooth-fi lled smile. “My servants in the passage to Erelhei-Cinlu tell me you should expect one fewer than you were told.” She cannot help but smile in return. After her cousin’s “accidental” death on the long journey, none of her relatives has the power to challenge her claim to the title of matron of the house’s families here in Yvoth-Lened. The Reverend Mother’s expression darkens. “And your end of our agreement?” She nods. “I have Shenthral’s wretched half-breed in the care of my guards. At the moment of the wedding, I will reveal the child for all to see. Shenthral will be shamed, and her alliance with House Eilservs will fail before it begins.” For a time they drink together, watching the games through the shuttered window, watching each other through narrowed eyes. Finally, her triumphant mood only lightly dampened by her loss of both slaves on the lizard-race wagers, she rises, nods politely to her drinking companion, and sweeps through the door. Already she is plotting the death of the Reverend Mother, who is far too cunning and knows too much. But this, alas, must wait until she has consolidated her own power in Yvoth-Lened. She has hours yet before the rejuvenating comfort of trance will call to her once more, and in that time she must oversee the bustling scurry of dozens of servants throughout her house. The day’s purchases must be delivered, checked, prepared, and stored; the doors and windows checked time and again for both mystical and mundane security; the errant bugbear bodyguards branded and blinded for their poor performance; and a dozen other niggling details made utterly perfect before 95726720_Ch01.indd 8 2/22/07 3:01:19 PM

9CHAPTER 1 THE DROW ALL ABOUT the family arrives the following day. She barely takes a moment to eat, though even in the chaos she does not forget to check the food once more for poison. She has already survived one attack today, incompetent as it was; it would be humiliating to fall to another. It is only when she has shed her clothes, cleansed herself of the dust and sweat of the day, and lain down for a night’s trance, that she feels the fi rst burning in her stomach, the fi rst swelling of her throat, the fi rst tightening of muscles that signify the onset of a poison. For even with all her paranoia, all her safeguards, she has indeed become complacent. She checked her breakfast when she awoke, the drink served by the Reverend Mother, her dinner before she retired . . . but she never thought to consider that the decanter of lichen wine from which she had sipped all day had been tainted by her own maid Ashirza, who slipped poison into the beverage—and also a potion that postponed the onset of the poison—during the distraction of the staged assassination attempt in the market. Tomorrow, when the powerful members of the family arrive, it will be Ashirza who greets them. Velthura Vae will not rise again. SOCIETY AND CULTURE It is one of the aforementioned paradoxes of the drow that their culture, while encouraging selfi sh ambition and advancement through deception and murder, is still one that focuses— almost in spite of itself—on the good of the community over the good of the individual. Drow society, as a whole, lacks any concept of personal worth. An individual’s abilities or accomplishments are not, in and of themselves, of any importance whatsoever. The culture does not reward skill for skill’s sake, or celebrate individual success or ability. It’s not that the drow choose to downplay these factors; rather, they literally have no notion that they should matter. It is as foreign an idea to them as judging a person’s worth based on shoe size would be to most surface-dwelling races. The only true measure of importance in drow society is how thoroughly and effectively an individual can direct, shape, and change that society—in other words, by how much authority an individual has over other drow and the community’s needed resources. Although personal ability and accomplishment, or birth into a powerful bloodline, often leads to such control, it is the infl uence itself that determines a drow’s station and status. Like many other sentient beings, the drow think in terms of dichotomies: If something is not good, it must be bad; if it is not strong, it must be weak. Thus, if a drow with authority over others is worthwhile, a drow with little or no authority is worthless. When nothing but status and infl uence determine individual value, and life itself is of no intrinsic worth, a weak drow is nothing but a commodity to be traded, abused, and eventually exhausted by those more powerful. Enslavement, torture, and even murder are not crimes, when the perpetrator is a drow of high stature and the victim is not. Drow do avoid randomly slaughtering others who offend them, but this is due to a concern that they might accidentally slay the relative, servant, or slave of someone more powerful, not out of any sense of the value of life. This core belief in power has developed the drow culture as it exists today: a society in which every interaction is determined by a dominant/submissive hierarchy. A drow divides everyone—drow or otherwise—into only three categories: someone with more power, who must be appeased and placated (at least until she can be replaced); someone who is a useful tool to one’s own advancement, who must be exploited in all possible ways; and the weak, who are worthless except as labor or disposable troops. From a general giving orders to her soldiers to a shopkeeper bargaining with a customer, everything is about who holds the most power. Haggling, for instance, is all but unheard of. If a client is of higher station than a vendor, she pays what she chooses; if she is lower, she pays what the vendor demands or receives no goods. Only when it comes to trade with non-drow is bargaining an option, and even then vendors must take care, for fear of accidentally offending the slave of a powerful drow. A drow who refuses the orders of one with more power has earned whatever tortures that act brings down upon her, and can expect no pity or aid from by others. Poisoning is a popular means of advancement among the drow Illus. by E. Widermann 95726720_Ch01.indd 9 2/22/07 3:01:20 PM

10CHAPTER 1 ALL ABOUT THE DROW The drow are experts in the application of pain and death; they are considered cruel by other races. This, too, is an outward sign of the beliefs at the heart of their cultural development. Pain caused to a superior or a rival is a necessary means to an end; pain caused to a subordinate is unimportant because the subordinate is unimportant. The drow are cruel, in part, because they literally see no difference between torturing an underling, whipping a horse, or even repairing an old garden tool. It cannot be stressed enough that societal authority is the only measure of worth the drow understand. These philosophical underpinnings result in a culture of constant scheming, in which every member of a community is perpetually conspiring to gain greater power over her neighbors while struggling to keep others from gaining power over her. Paranoia is rampant, with every word and deed carefully examined to ensure that it does not contain a hidden danger. Although visitors certainly expect to fi nd back-room deals and constant betrayals among the ruling castes of the drow, such as the priestesses of Lolth and the matriarchs of the great houses, they are often surprised to fi nd them equally as prevalent among less powerful drow. A shopkeeper conspires to destroy a rival’s supply of goods, or frame him for some offense against Lolth. A soldier weakens another soldier’s armor with carefully applied acid, hoping that her death in battle will open a path to promotion. A favored servant conspires with slaves to poison the mistress of the house so that she can take over, only to later poison the slaves as well rather than provide the freedom she had promised. When every interaction is a challenge for dominance, no drow can afford to drop her guard or cease her constant plotting to get ahead. Roleplaying Application: React to others based primarily on their perceived value to you. Your adventuring companions are vital to your survival, so you won’t want to alienate them. In other cases, though, react with anger when someone you perceive as inferior disagrees with or disobeys you. Judge all individuals by how much power they wield, and offer them respect accordingly. You do not revere life for its own sake, and are puzzled by those who speak about the inherent value or dignity of living beings. This doesn’t make you a wanton murderer; it simply means that you have no compunctions about killing if doing so is the most expedient or convenient means of handling a situation (and you feel you can get away with it with minimal repercussions). LAW, TRADITION, AND GOVERNMENT Perhaps one of the strangest dichotomies of drow culture is that they are both heavily tradition-bound and highly innovative, a bizarre combination found rarely among the other races. Drow innovation is, as with so much else in their lives, driven by the constant drive to achieve dominance over other drow. A creative battle plan, a brand-new spell, a shorter method of production for manufactured goods—none of these have any value to the drow in and of themselves. Creation for creation’s sake is yet another virtue foreign to their way of thinking. When such innovations are put to use to increase the creator’s station, however, then they have proven their worth. Thus, the very same traditions that keep the drow at one another’s throats also encourage innovative thinking. The most powerful drow have lived for centuries, and as a race they have been competing with one another for millennia. They are far too wary, and too well prepared, for traditional schemes to work against them. A drow who seeks to get ahead must be creative in her approach—and they all seek to get ahead. These traditions, although binding, are rarely codifi ed into law. The drow are an innately chaotic people, both in terms of individual temperament and religious doctrine. They bow to tradition due to social pressure and the efforts of those in power, but they react poorly to formalization of those traditions. Most of these conventions, as they apply to governance, religion, gender roles, and other cultural mores, are discussed in the following sections. The lack of formal codes of law in drow society also equates to a lack of formal law enforcement. A drow community has no watch or police force per se. Rather, each aspect or segment of the community is responsible for enforcing its own power as far as its authority extends. An offense against a major house is answered by members of that house. The Church of Lolth punishes those who transgress against the Queen of Spiders and her faith. Individual drow react to slights and offenses as their own abilities and status permit. If a lone drow or an institution lacks the capacity to strike back against someone who has wronged her or it, then that individual or institution is clearly not entitled to retribution—and that failure to retaliate might mark the wronged party as weak enough to be overthrown by rivals. On rare occasions, a drow institution might request the aid of another organization in seeking justice or vengeance against an adversary. A priestess might ask that one of the houses send soldiers to deal with a troublemaker, rather than making use pqqqqqqqqqqqqqqqqqqqqrs DROW ALIGNMENT The drow are a highly chaotic, individualistic people, a fact addressed multiple times throughout this chapter. They worship a deity who dwells in the Abyss and is a paragon of chaotic evil. Yet for all that, the Monster Manual gives drow alignment as “usually neutral evil.” The truth is, the drow are at least somewhat cooperative with one another, almost in spite of their own nature. Their ambitions and desires require that their society remain at least somewhat stable. They employ few true laws, but they are tightly bound by traditions and codes, and even if they follow them primarily out of fear, they follow them nonetheless. It is ironic that a lone drow is likely to drift toward chaos, but that despite their rivalry with one another, the presence of multiple drow in a given community literally forces them into a level of cooperation beyond what truly chaotic individuals would maintain. pqqqqqqqqqqqqqqqqqqqqrs 95726720_Ch01.indd 10 2/22/07 3:01:23 PM

11CHAPTER 1 THE DROW ALL ABOUT of her own resources. Alternatively, the reverse might happen, wherein a powerful drow in a community requests that the priesthood punish a wrongdoer. Such temporary agreements normally occur when an individual wishes to keep her own faction out of direct involvement in a confl ict. For instance, if a member of House Eilservs insults or attacks a member of House Inlindl, and Inlindl responds in kind, the result could be a feud that envelops both houses in protracted confl ict. If Inlindl wishes to avoid that result—likely, since it holds far less power than Eilservs—it might instead request that the Church of Lolth punish the transgressor. Doing so, of course, puts the house in debt to the priestesses, so it would take such an action only if the offense was dire. Drow punishment, regardless of whose hands deliver the sentence, is brutal and effi cient. In some instances, the punishing force simply strips the transgressor of power and property. More frequently, the individual becomes a bound slave to the house or church. Torture and execution are common as well. The drow do not believe in imprisonment as a punishment in and of itself, nor do they believe in second chances. Roleplaying Application: You fi nd the notion of a communitywide police force or city guard a foreign one, as well as the notion that certain activities are “illegal.” You think in terms of whether a particular individual has the power to seek vengeance if you wrong him, and you often forget (at least at fi rst) that a community itself might seek to punish you for transgressions against a specifi c person. Drow Government and Rule To say that the drow are governed by a matriarchal theocracy is both accurate and misleading. It is certainly true that the ruling members of drow society are the priestesses of Lolth and the matrons (and other matriarchs of the great houses), but calling them a “government” is a misnomer. Just as the drow are guided by tradition but have no formal law, they are overseen by these infl uential personages but have no formal government. A drow city has no duch*ess, reeve, or mayor; a drow nation has no empress or queen. A drow community is governed, so to speak, through the unsteady cooperation of its three most powerful institutions. The Church of Lolth is the most infl uential faction among the drow. The priestesses of this church interpret and disseminate the will of Lolth, conduct rites and rituals to honor the dark goddess, and technically have the authority to demand anything in her name. If the drow were to have a formal government, it would be made up of these individuals. On a practical level, however, although the priestesses are indeed the social leaders of the drow, the church often lacks the power to take drastic action without the support of the great houses. Powerful matriarchs frequently hold power in both the church and a house—thus, what is self-interest for one must often be self-interest for the other. It is also important to understand that the church is not a monolithic entity, guided by a single voice or a single goal. It is made up of individual priestesses, all of whom are loyal to Lolth, but all of whom have the same drive to dominate the weak and advance their own cause as any other drow. Thus, although a drow priestess can bring substantial might to bear against a lone individual or small family who offends her, she cannot muster the resources of the church against an entire house, unless the house has blatantly and conspicuously turned against Lolth as a whole. The houses of the drow hold the bulk of the community’s economic and military power in their hands. In some communities, a specifi c house might be a greater power even than the priestesses of Lolth, directing the activities of religious leaders with behind-the-scenes threats or open shows of force. The high priestess of a community might also be a highly ranked matriarch of a great house, using one to advance the schemes of the other. No single house has ever managed to rise to dominance across multiple drow cities, however, and few maintain a permanent position of authority even in individual communities. Each house is tied to the other houses in a complex web of treaties and confl icts, alliances and betrayals. Should one house become too powerful, others ally to bring it down Priestesses and house matriarchs hold great power over other drow— just so long as they have the might to enforce it Illus. by W. O’Connor 95726720_Ch01.indd 11 2/22/07 3:01:25 PM

12CHAPTER 1 ALL ABOUT THE DROW (even while appearing, on the surface, to support them, playing both sides against the middle). Further, although the church usually lacks the power to single-handedly destroy a house, neither can a house afford to make an enemy of the church. Too much of the power in a community is held by Lolth’s priestesses, and a house that fails to work with those priestesses loses access to those channels of infl uence. Although such an occurrence is rare, the church can decree that a house has earned the disfavor of Lolth, essentially giving all other houses blanket permission and encouragement to openly turn against it. Some houses are strong enough to withstand even this sort of assault, which invariably leads to a dilution of the church’s position in the community. But more often, such a decree results in the house being weakened suffi ciently for another to rise and take its place. When one adds to this already volatile mix the constant scheming of house members against one another, in the hope of gaining higher status within the house, it’s quite understandable that no single house has ever managed to hold widespread power for long. The military is the fi nal drow institution that, in some communities, could be a governing body. Drow communities do not have standing armies, since this would require a formal government. Multiple smaller forces make up the larger soldiery of a drow city. These consist primarily of house-loyal militias, church soldiers, and independent mercenary companies. For the most part, then, the “military” is simply the enforcement arm of a house or the church. In some rare instances, however—particularly in communities engaged in a constant war with a hostile power—the military takes on an authority of its own. Its generals, under the guise of protecting the community, usurp authority from the matriarchs who normally hold it. The house soldiers become the dominant members of the house, or at least carry suffi cient authority that the matriarchs and matrons cannot ignore their input. The army might even come to guide the Church of Lolth, directing priestesses in the defense of the city and in attacks on the enemy. The generals of differing factions, such as rival houses or a house and the church, have been known to cooperate behind the scenes, artifi cially extending or even creating military crises to wrest supremacy from the houses and the priesthood. It is worth noting that rank in a military unit is the only pathway male drow have to any position of authority, so they are the military offi cers most likely to attempt this sort of power grab. For more information on the priestesses of Lolth, see the Religion section; for more on the great houses, see Houses of the Drow; and for more on the military, see the War header under Drow Life, all below. Roleplaying Application: You assume that, with the exception of military rank, females hold all true positions of authority. When addressing a mixed group of nobles, priests, or similar powerful individuals, you instinctively direct your words and attention to any females present, and you are always startled when a social or political leader turns out to be male. You normally assume that any military force is, if not independent, loyal to a church or a bloodline; you’re certainly aware that other cultures have armies devoted to cities or nations, but it still strikes you as odd when you encounter it. Gender Roles The supremacy of the female is deeply ingrained in drow culture. Females are seen as stronger, smarter, and more emotionally controlled than males, and—above all—holier and more devoted to Lolth. Males, on the other hand, are viewed as spiritually, intellectually, and physically inferior, useful primarily for physical and skilled labor and breeding purposes. A male drow is seen as superior to a member of any other race, but inferior even to female drow of lower status. This attitude comes from a variety of separate but related sources. The fi rst and most obvious is Lolth herself. The goddess has, over the course of drow mythology and history, taken multiple consorts, all of whom have been eventually discarded. Whether this is the cause of Lolth’s opinion of males or a symptom of it, Lolth believes that only females are worthwhile servants. Much like the spiders they revere, drow females also hold power due to biological reasons. In many spider species, the females are far larger and stronger, and males often do not survive the mating process. Drow childbirth is a physically strenuous occasion (see the Pregnancy, Birth, and Childhood sidebar, page 24), and though the drow feel little if any affection for their young, they understand the importance of continuing the family and house lines. Thus, the females, who are both essential to reproduction and capable of withstanding it, are clearly both stronger and more blessed than the males. Whether the drow think as they do because of their emulation of spiders is unclear and ultimately unimportant. Finally and perhaps most important, females are already ascendant within drow society. Matriarchs and priestesses have enough trouble clinging to power in the face of other ambitious females; the last thing they want is to double the pool of potential rivals. Thus, the tradition of female dominance continues, in large part, at the behest of the females who are already dominant. Male drow hold little if any power, but not all of them are mere property, even if many females see them as such. Some of the most skilled crafters, warriors, and arcane casters among the drow are male. In fact, the submissive status of males in drow society actually inspires many of them to excel. Male drow can lay claim to little authority, and they are constantly at risk of being discarded by their female leaders, so only those with skills and abilities that are not easily replaceable can be relatively confi dent of their positions. Denied the right to formally infl uence society, male drow have become masters of fi nding subtle and nontraditional roads to power. Many become teachers of arcane magic or military strategy, attempting to form strong bonds with their students—particularly the females who might well hold power in the next generation. Others join the soldiers of a powerful house or the priestesses of Lolth, working their way up in the ranks. At the very least, these positions grant them some measure of authority, and if they are fortunate enough to be offi cers during wartime (or devious enough to start a well-timed war), that authority can grow to rival that of some matriarchs. And of course, some drow males attempt to seduce powerful females, using lust—and even the rare emotion of love—to infl uence drow leaders behind the scenes. 95726720_Ch01.indd 12 2/22/07 3:01:28 PM

13CHAPTER 1 THE DROW ALL ABOUT In the lower echelons of drow society, away from the movers and shakers, males and females hold similar roles. A member of either gender might be a household servant, a shopkeeper, a soldier, or an artist. The males tend more toward physical labor and the females toward skilled crafts—not because females are weaker, but because they often have more opportunities to choose their own path than males do—but this is only a tendency, not a societal constant. DROW PSYCHOLOGY The drow are, to the last, a motivated and driven race. The perception that a drow’s individual worth is determined only by the infl uence she wields over society isn’t simply a cultural attitude; it’s a psychological one as well. A drow who holds no power is a failure in her own eyes, and this more than anything else drives her behavior. It is thus not merely external pressures that cause the drow to plot and scheme; it is an ingrained need that borders on instinct. For the most part, drow are driven by a trinity of emotions that exist, to varying degrees, in every member of the race. Pride: So far as each drow is concerned, she is a superior specimen of a superior race—or at least she should be. Drow who obtain power do so because they are worthy of it; those who lack authority fi nd themselves resentfully chafi ng under the rule of others, their pride demanding that they blame everyone else for their failure. A drow never forgets either a victory or a slight. Anger: Closely intertwined with their pride is a current of rage that runs through the entire drow population. They are a primal and instinctive people, quick to lash out at those who offend them. A drow grows wroth at a subordinate who fails or defi es her, a superior for holding the power she herself craves, a foreigner for failing to offer unquestioned submission to the drow, an ally for imagined future betrayal, and even herself for not having accomplished more than she already has. Drow are quick to resort to violence, and revenge is one of their most potent motivators. Fear: They are not often aware of it, and would be insulted if someone else were to suggest it, but the drow live every day of their lives in mortal terror. They fear their masters and priestesses, they fear the treachery of underlings, they fear displeasing their deity, they fear losing power and falling into disgrace. This fear engenders the paranoia and distrust that keep the drow from growing close, and the secrecy in which they orchestrate their schemes. For all their cruelty, all their power, the drow are bitterly fearful creatures, always afraid to lose what they have, yet driven to risk it all for just a little bit more. Everything the drow do stems from the interactions between these three emotions, bolstered by societal pressures. Even their fanatical devotion to Lolth is based on fear: fear of invoking the goddess’s anger should they abandon her, and fear of being cast adrift in the world without divine guidance. Long-Term Planning Drow have a shorter average life span than surface elves— due primarily to violence, rather than any innate biological cause—but they still live far longer than most other humanoid races. Thus, the drow often take a longer view of the world than humans or others. This attitude is manifested in drow plots and schemes, which often take decades or even centuries to unfold. Whereas this long-term view of life manifests in surface elves as a seeming unwillingness to make decisions quickly or to understand urgency, the drow are just as busy and active as anyone else. Rather than acting slowly because they have more time, drow prefer to squeeze as much out of their extra years as possible. Where a surface elf might take ten times as long as a human on a given task, Despite their chaotic nature, the drow are consummate long-term planners Illus. by W. England 95726720_Ch01.indd 13 2/22/07 3:01:30 PM

14CHAPTER 1 ALL ABOUT THE DROW to ensure he gets it right, a drow instead works at a feverish pace, but might undertake ten tasks at once. This “hurry up and wait” mentality—rushing through numerous plans that might not come to fruition for years or longer—only adds to the highly emotional and easily frustrated nature of the drow psyche, but it also ensures that if one plan collapses, a wise drow has half a dozen more to fi ll in the gap. All drow are schemers, but not all drow are effective schemers. Laying out a multiyear plot, having the foresight to anticipate relevant changes in the political landscape, and remaining patient enough to see the effort through all require mental and emotional control that many drow sorely lack. If a drow bursts into a rage at an inopportune moment, or fails to anticipate the machinations of her rivals, years of planning can be swept aside in an instant. Dominant and Submissive Interaction The drow view all interaction between individuals—not just members of their own society— as hierarchical. They have no ability to treat another person as an equal. Every communication between two or more people, regardless of its purpose, falls into a dominant and submissive pattern. Unless a drow has reason to believe otherwise, she always assumes that she is the dominant individual in a discussion, and grows irritated if others do not behave accordingly. If she is speaking to someone who clearly holds higher status, she accepts the fact that she is, instead, in a submissive position, but instantly begins considering ways to eventually gain the upper hand. This is not something drow choose to do; it’s simply how they think. The notion of a society of equals is a foreign one, and though drow who deal frequently with other races learn to accept that others do not believe as they do, they never entirely lose the urge to establish dominance in each and every interaction they enter into. Part and parcel of this notion are the drow ideas of kindness and individual privacy—or, more accurately, their complete lack thereof. Drow are thoughtlessly and effortlessly cruel because they assign no value to pqqqqqqqqqqqqqqqqqqqqrs THE BEST LAID SCHEMES It’s easy enough to characterize the drow as long-term plotters, but what exactly does that mean? Presented here are a few brief examples of the sorts of forward-looking plans in which some drow engage. • A young member of a powerful house appears helpful and supportive of her elder siblings over the years, slowly building up a web of debt and favor that binds almost every member of her family to her. Decades later, when the matron of her house has grown old, she calls in those debts for seemingly minor favors that involve travel, ensuring that her siblings are absent when the matron dies (likely due to poison or some other effort of the schemer herself). By the time her siblings have returned, she has already established herself as the new ruling power of the house. • For years, a drow stockpiles a particular resource—perhaps something as simple as foodstuffs, or material necessary for the building of magic items and weapons of war. Using other connections, she subtly encourages overuse of that resource, or even arranges to have quantities of it destroyed in an “accident” or an attack of some sort. Suddenly, she is the only supplier to the community, granting her substantial political and economic influence over even the houses and the Church of Lolth. • Through a combination of bribes, sabotage, and intermarriages, one particular family slowly intertwines itself with many of the individual bloodlines of a great house. This likely grants the family no direct access to the house’s matriarchs or other leaders, because these wary individuals would never trust strangers. But if the family members choose carefully, they not only have a direct line of intelligence on the house’s activities, which they can trade to others for wealth and favors, but they might be able to gain a stranglehold over the house’s economic and military aspects. If the house is no longer receiving income from its various mercantile endeavors, and if many of its soldiers are of divided loyalties, it is ripe for outside takeover or destruction. pqqqqqqqqqqqqqqqqqqqqrs Interaction among the drow is always a matter of superiority over inferiority Illus. by Jackoilrain 95726720_Ch01.indd 14 2/22/07 3:01:34 PM

15CHAPTER 1 THE DROW ALL ABOUT their subordinates beyond how useful those individuals are. Similarly, the concept of privacy is ludicrous in their eyes. A drow who is not strong enough to keep her affairs secret deserves to be exposed and exploited. Arachnid Veneration and Emulation One of the greatest and strangest infl uences on drow psychology and culture stems from their religious beliefs. Most humanoid races have humanoid-form deities. When they seek to emulate the behavior and attitudes of their gods, either to gain the deity’s blessings or simply because they see it as the “right” way to act, they are not acting counter to their own physiological and biological natures. Not so with the drow. They are a humanoid, mammalian race with all the associated needs, urges, and instincts, yet they revere the spider, a creature of mindless predation. They are a community that seeks to become a swarm. They are an innately emotional people who revere a creature of no emotion at all. (And all this doesn’t even touch on the fact that they worship a deity whose physical likeness they cannot begin to emulate.) This confl ict of desires shapes much of the drow psyche. It is at least partly responsible for the culture’s sole measure of self-worth through power and authority, and is responsible too for much of the society’s inherent violence. Their fear of their goddess, their shame at being unable to fully live up to her demands, their anger at the world around them—all of it can, at least in part, be traced to their deep-seated veneration of a deity they cannot emulate and cannot truly please. It is not too much of a stretch to suggest that, due to the confl ict of their religious beliefs with their own physical and mental nature, every member of drow society is at least a little insane. Instinctive or Cultural? One question of drow psychology that never occurs to the drow themselves, but is of great interest to outside scholars, is whether all these attitudes are ingrained and instinctual, or whether they are a product of culture and upbringing. Many believe that, due to the infl uence of Lolth and countless generations of violence and scheming, drow attitudes are now entirely innate. Take a drow infant to the surface and raise her among kind humans or elves, they say, and she would still grow into a calculating, violent manipulator. Others contend, however, that the drow are not unlike abused children. They perpetuate a cycle of viciousness and cruelty because it is all they know, because they are both learning from example and lashing out at an unkind world in anger and resentment. If that cycle could be broken, they argue, if a population of drow could be raised away from the infl uence of Lolth and the culture as it currently exists, they could grow to be very different individuals. This is, perhaps understandably, the minority opinion among those who study the drow, and in any event it seems unlikely to be tested anytime soon. RELIGION If drow life and culture are driven by a single force, it must be their faith. The drow are pantheistic in only the loosest sense of the word. Humans worship a variety of deities equally. Elves revere Corellon Larethian above all others, but their religion is replete with other deities that are nearly as important. But for the drow, there is only Lolth. This comes as a surprise to many scholars, who believe the drow pantheon to consist of multiple deities. This is particularly true in the FORGOTTEN REALMS® setting, where entities such as Ghaunadaur and Vhaeraun appear in drow religious practice. But these deities, no matter how strongly an individual drow might revere them, are secondary at best, barely visible in the shadow of the Spider Queen. The drow honor them, but they do not consider them true gods and do not worship any of them with the same devotion—or fear them half as deeply—as they do Lolth. It is she, and she alone, who stands as the heart of drow religion. Religious practice is not a voluntary activity among the drow. Because the priestesses rule drow society (to the extent that any one institution can be said to do so), they ruthlessly enforce the worship of Lolth, demanding participation in her rites and often punishing failure to take part by making the transgressor their next sacrifi ce. The priestesses rarely fi nd themselves forced to take such steps, however. Worship of Lolth is so heavily ingrained in the culture that most drow participate willingly, out of a mixture of reverence and terror for their goddess. RITES AND RITUALS OF LOLTH As should be expected from so violent a society and so rapacious a deity, the holy rites of Lolth are brutal and bloody affairs. Living sacrifi ce is a central tenet of all but the most minor of rituals. The drow worship not out of love, but out of fear, and their faith demands that their fear be spread to others. Lolth watches, Lolth tests—and above all, Lolth consumes. Prayers Prayers to Lolth are always uttered in Elven. Undercommon is fi ne for normal conversation, but devotions to the goddess are not to be sullied with words adopted from other races. The drow frequently pray before entering into a dangerous situation, beginning an endeavor, or simply preparing for a day’s work. They do not, however, ask Lolth’s aid in the coming trials, or seek her blessing on a task. Requesting help is a sign of weakness, insulting to the goddess, and just begging to be stricken with some horrifi c malady or misfortune. Instead, prayers to Lolth are requests to be tested, so that the petitioner can display her strength and skill, or promises that the day’s successes will be achieved in Lolth’s name and devoted to her glory. “Elliya Lolthu,” Elven for “Test me, Lolth,” is among the most common phrases uttered in drow prayer. Minor Rites An individual drow might perform a minor rite when she is celebrating a personal victory, and seeks to offer Lolth her due. More than a simple prayer, these rites usually involve some form of symbolic sacrifi ce, such as poured wine, burnt riches, 95726720_Ch01.indd 15 2/22/07 3:01:36 PM

16CHAPTER 1 ALL ABOUT THE DROW or a small amount of the petitioner’s own spilled blood. Such rites require an icon, idol, or symbol of Lolth, before which they are performed. They include the recitation of long prayers asking Lolth to accept the offered gifts and to provide even greater challenges in the days to come. Unlike prayers, which are often uttered in public, and major rites, which are large affairs, minor rites are personal activities. They rarely involve more than one drow, and never more than a handful. Major Rites The drow conduct two types of major rites to Lolth, both of which involve the participation of multiple individuals and blood sacrifi ce to the goddess. The fi rst is a religious ceremony, in which drow gather to pay homage to their dark queen. Priestesses lead the ceremony with prayers and chants, normally within a temple of Lolth or before a great altar or idol. At least one sacrifi ce—normally of a captive or slave, but occasionally of a drow citizen—occurs at this time, blood spilled to feed the Spider Queen. The second is a contest between priestesses or, more rarely, other powerful drow, designed to prove worthiness in the eyes of Lolth. Most of these events include direct combat and competition, either in melee or spellcasting, but others involve tests of knowledge and ritual, or even the acquisition of specifi c goals. The winner proves her worth and gains additional magic, higher position in the priesthood, and similar prizes. The losers, assuming they survive, are often demoted, maimed, or transformed by Lolth’s anger into driders or other horrifi c creatures. The drow conduct major rites to celebrate communitywide events and victories, whenever a priestess seeks advancement to a high offi ce, and at regular intervals for no purpose other than the veneration of Lolth. Lolth’s temples dominate almost every drow community pqqqqqqqqqqqqqqqqqqqqrs SACRIFICES TO THE SPIDER QUEEN Lolth’s tastes in sacrifices are very specific. She prefers sentient creatures over nonsentient ones, humanoids over nonhumanoids, elves over other humanoids, and drow over elves. She prefers more powerful (higher level) sacrifices to weaker ones, and her own priestesses over all others. Obviously, this last type of sacrifice occurs only rarely. To keep the church from falling apart, the priestesses seldom initiate violence among themselves, and if one priestess does come to blows against another, the lot of them likely come to the aid of the victim, if only to preserve the status quo. They do sacrifice their own as punishment, however, or if one makes too many enemies among the others. This factor keeps all the priestesses wary of one another and constantly scrabbling for sufficient power to ward off sudden attacks—exactly the way Lolth wants it. pqqqqqqqqqqqqqqqqqqqqrs Illus. by F. Tsai 95726720_Ch01.indd 16 2/22/07 3:01:37 PM

17CHAPTER 1 THE DROW ALL ABOUT SERVANTS OF LOLTH The drow’s priesthood is unusual—perhaps even unique— because it is not inherently any more faithful or zealous in its worship than the rest of the population. Almost all drow venerate Lolth, for they understand the consequences of failing to do so. The Church of Lolth is less a haven for the society’s devout and more a reliable path to power. Short of working one’s way up through the ranks of a powerful house, the priesthood is the surest means of advancement in drow society. And although the priesthood rarely accepts drow of low station, it does so with more frequency than the houses do. That said, the drow understand that the life of a priestess is not one of ease. The church not only conducts Lolth’s rites and rituals, it serves as the glue that holds together a society of scheming and bickering houses. Its members must be strong and merciless, and—perhaps hardest of all—must moderate their own schemes to consider the needs of the church as a whole. This doesn’t mean that drow priestesses do not plan to achieve their own ambitions at the expense of others; in fact, the priesthood is fi lled with more political infi ghting and secret deals than in any three houses put together. The priestesses understand, however, that although Lolth favors drow who advance their own power, she also wishes the race as a whole to thrive, and a priestess whose personal schemes threaten to weaken the community swiftly fi nds herself falling out of favor with both the goddess and her church. Becoming a Priestess To become a priestess of Lolth, a female drow must meet two specifi c requirements. (Male drow are never accepted into the priesthood, and can at best hope to be a favored servant of a priestess.) First, she must show an aptitude for divine magic. Among the drow, every priest must be a cleric or other divine caster, such as a favored soulCD, even if she has only a few levels in the appropriate class. S e c o n d , a would-be-priestess must subject herself to the fi rst of many Tests of Lolth. Many lay drow face these trials at various points, but priestesses endure them on a relatively regular basis. Strictly speaking, these tests are between the individual and Lolth, and outside interference is forbidden. On a practical level, however, drow priestesses are rarely accepting of new competition (unless the newcomer is somehow indebted or subservient to them, of course) and might provide new initiates with a bit of extra challenge. Poisoning and sabotage are not uncommon, and as long as the priestesses’ meddling goes undetected, Lolth seems not to object. Of course, a priestess who is caught sabotaging a newcomer, or whose efforts fail to prevent the new initiate from succeeding, often suffers her own trials and punishment at Lolth’s hands—or the hands of rival priestesses looking to tear down an experienced enemy as a younger one takes her place. Once one has become a priestess, the hard work is far from over. Advancement requires constant effort to prove loyalty to Lolth, to exercise control over other drow, and to take advantage of the other priestesses’ weaknesses. The Lolth loves nothing so much as the taste of a sacrifi ce’s agony pqqqqqqqqqqqqqqqqqqqqrs DAUGHTERS OF DEMONS One exception exists to the rule that all drow priestesses must be divine spellcasters. Lolth resides in the Abyss, and many of her favored servants and minions are demons. If the powers of a drow warlockCAr stem from bargains with (or descent from) Lolth-associated demons, she is considered blessed by the Spider Queen. If these individuals meet all the other priesthood requirements, can hold status even though they are technically arcane spellcasters. pqqqqqqqqqqqqqqqqqqqqrs Illus. by B. Trott 95726720_Ch01.indd 17 2/22/07 3:01:41 PM

18CHAPTER 1 ALL ABOUT THE DROW best route to promotion among the priesthood is to open up a position by discrediting or assassinating someone of higher rank. Combined with the requirements of surviving regular Tests of Lolth, this climate of backstabbing makes the life span of a priestess relatively short for all but the most clever and powerful of drow. Thus, the Church of Lolth remains relatively low in membership, but those few drow priestesses who survive more than a few years are truly potent and merciless individuals. One very important distinction exists among the drow, one that visitors often fail to notice or to comprehend. Although a priestess of Lolth must be a cleric (or other divine caster), not all divine casters are offi cially priestesses. A drow might be fully devoted to her goddess, and even have levels as a cleric, without formally joining the church. The ability to cast divine spells indicates that a drow has Lolth’s favor, but it doesn’t inherently grant her any authority beyond what she can take for herself. She does not speak for the church and cannot count on the authority of the priesthood to support her actions. Hierarchy of the Priesthood A strict formal hierarchy would be antithetical to the chaotic mentality of the drow. The Church of Lolth lacks layers of ranks and offi cial designations, and those titles that do exist often vary from community to pqqqqqqqqqqqqqqqqqqqqrs TESTS OF LOLTH Only the strong can be allowed to thrive; the weak must be culled. This is a central tenet of drow culture and a primary law of Lolth. To better ensure that only the strongest of her subjects obtain power, Lolth occasionally subjects them to tests of their abilities. Many drow, usually those who live unremarkable lives, never receive such a test. Those who hold power must endure at least one or two in their lifetimes, and priestesses and powerful matriarchs are tested on a regular basis. In most instances, failing a Test of Lolth results in death. A significant minority of the time, however, the failed subject is instead transformed into a drider (or, more rarely, some other hybrid horror). Until recently, the drow shunned and hated the driders, seeing them as nothing but failures and signs of Lolth’s displeasure. Recently, however, that attitude has begun to change; see page 41 for details. The two most common trials are described below. The Test of Loyalty: A relative or ally of the drow to be tested is granted a vision by Lolth, claiming that the subject of the test has turned against her and must be slain in ambush. As the attack begins, the subject hears Lolth’s voice telling her that she is being tested; she must prove willing to slay an ally at Lolth’s command. The Test of Strength: This is simple combat against a rival drow or a monster of power equal to or greater than the subject of the test. Defeat, or showing mercy to the foe, results in failure of the test. Although these are the most common Tests of Lolth, they are also the least important. Other tests that drow must occasionally endure include, but are not limited to, the following: The Test of Lies: The subject must manipulate certain individuals—revealed to her by the voice of Lolth—into believing specific falsehoods. Even under threat and torture, she must continue to make these lies fully believable. The Test of Mettle: The drow, in a confined space, is abruptly covered with swarms of venomous spiders. She must extricate herself without harming any of the arachnids, and survive their poisonous bites in the process. The Test of Doubt: The drow is stripped of many, or even all, of her powers, including her racial abilities and spellcasting (both arcane and divine). This degradation can even include the sudden acquisition of negative levels. In a few instances, the drow is turned into a drider or other creature, as though she had already failed a test. The drow must not only survive, but thrive in her weakened state—often for days, weeks, or longer—without losing faith in Lolth. Only the most powerful and highly placed drow suffer this test, and those who pass are the stronger for it. (Any levels a drow gains to make up for her newfound vulnerabilities—for instance, a cleric stripped of her magic who gains several levels of rogue before her powers return—do not count against her for the purpose of multiclassing penalties.) pqqqqqqqqqqqqqqqqqqqqrs The Tests of Lolth are hideous to behold and far, far worse to experience Illus. by F. Vohwinkel 95726720_Ch01.indd 18 2/22/07 3:01:43 PM

19CHAPTER 1 THE DROW ALL ABOUT community. Three titles are common among the drow, though even these are far from universal. An elder, experienced, or powerful priestess is often called Reverend Mother. A priestess of moderate age, experience, or power is often titled Reverend Daughter. All others are simply called Priestess, or sometimes addressed with the honorifi c Revered, as in “Revered Thezildra, I seek an audience.” In most cases, when the drow speak of rank in the Church of Lolth, or a priestess talks about promotion, what they’re referring to is a simple measurement of authority and seniority. An underling doesn’t assassinate her superior to obtain a particular title; she does so to ascend one step higher on the ladder of power. In this regard, the church is no different from the rest of drow society—a priestess’s power is as potent as her ability to force others to acknowledge that power. Duties of the Clergy Anyone who has read this far and still expects drow priestesses to counsel the faithful in times of emotional turmoil or crises of faith has clearly not been paying attention. Lolth’s church is not a sanctuary for other drow in times of trouble, but a home for her primary minions and enforcers. The duties of Lolth’s priestesses are twofold. One, they are responsible for leading the drow in the rituals demanded by the Queen of the Demonweb Pits. Although any cleric of Lolth can lead others in prayer or minor rites, only a true priestess can lead a community as a whole, or conduct the formal sacrifi ces Lolth demands. Their second purpose, closely related to the fi rst, is enforcing the worship of Lolth and Lolth’s dictates. Priestesses have the authority to demand attendance at Lolth’s rites and to levy punishment on those who fail to participate or otherwise act against the Spider Queen’s interests. The drow rarely sacrifi ce one of their own, normally choosing slaves or prisoners instead, but Lolth prefers the taste of drow to all others, and when the church fi nds an excuse to offer up a drow as punishment, it is quick to jump on it. Beyond this, Lolth’s priestesses have no strict duties. Some perform various social ceremonies such as marriages, but this is usually done as a favor (eventually requiring repayment, of course) to another powerful drow. They often serve as leaders in times of confl ict, crisis, or war, but such roles are fi lled equally often by house matrons. Priestesses, when not conducting rites to their Queen, are engaged in the same sorts of schemes as all other drow—they simply have the advantage of divine mandate, or at least of powerful allies and resources, when doing so. LOLTH The Spider Queen, Queen of the Demonweb Pits, Flesh-Carver, Weaver of Webs Intermediate Deity Symbol: The head of a female drow with spider’s legs Home Plane: The Demonweb Pits, 66th layer of the Abyss Alignment: Chaotic evil Worshipers: Drow Cleric Alignments: CE, CN, NE Domains: Chaos, Destruction, Evil, Trickery, DrowSC, SpiderSC Favored Weapon: Whip Lolth is the single true deity of the drow; she is their guide and ruling power. The elves and other surface races believe that she was Corellon Larethian’s original consort, cast out of the pantheon when she turned to evil. The drow, and Lolth herself, teach a much different version; see History and Folklore, below. In either case, it was Lolth who fi rst spread evil among the elves, and who led the drow away from the rest of the elves thousands of years ago. Now she focuses on breeding and confl ict among the drow to make the race ever more powerful, and on using them to conquer the vast cavern-realms beneath the surface of the earth. Lolth relishes the chance to test her followers by pitting them against each other, culling the weak from the strong. Lolth appears as either a tall, beautiful female drow, or a massive black spider with a female drow’s head. Cleric Training Beyond the requirements and Tests of Lolth discussed above, clerics and priestesses of Lolth undergo no formal training. Lolth requires these tests of her priestesses frequently. Quests Lolth has set her worshipers to the task of conquering the vast network of caverns in the underground realm, as well as killing surface elves. Typical quests include attacking a rival drow community, raiding a mind fl ayer lair for its magic, and building an artifact that turns surface-dwelling elves into spiders. Prayers The precise nature of prayers to Lolth is discussed above. Clerics and priestesses often pray before undertaking even mundane daily activities, dedicating everything they do to their queen. Holy symbol of Lolth Illus. by W. England 95726720_Ch01.indd 19 2/22/07 3:01:46 PM

20CHAPTER 1 ALL ABOUT THE DROW Temples Lolth’s temples dominate (in every sense of the word) the communities that surround them. They are large, imposing edifi ces, intended to make all who enter feel small and humbled—a sensation that truly strong drow are expected to resist. These temples are defended by clever and capable priestesses, soldiers, and minions of Lolth, and frequently by hordes of arachnids as well. They often serve as storehouses of dark lore and powerful magic as well as places of ritual. Rites The specifi c details of rites and rituals to Lolth are discussed above. Although any cleric can conduct these rites for small or family groups, only a formal priestess has the authority to demand attendance of a community. (Or at least, only a priestess offi cially has such authority. As with all else among the drow, if a single individual has the power to force participation, then she has the right to force participation.) Heralds and Allies Lolth’s most common herald is a bebilith demon with 18 Hit Dice. Her allies are succubus demons, bebilith demons, and marilith demons. In the FORGOTTEN REALMS setting, this group also includes the hideous yochlols. Lolth manifests an aspect of herself (essentially an avatar representing only a tiny portion of her true power) with relative frequency, often attending major rites or rituals directly and feeding upon the sacrifi ces. HOUSES OF THE DROW The Church of Lolth might be the primary driving force in drow culture, but it is certainly not the only one. Standing beside the priesthood as equals on the political and societal playing fi elds are the great houses. These monolithic institutions are the closest things the drow have to a formal government. In some respects, it could even be said that the houses, and not the actual physical communities, are the true form and representation of the drow nation. Other races studying drow culture are often taken in by the outward appearance of the houses. Unlike the priesthood of Lolth, which bears little resemblance to what surface-dwellers normally consider a church, the houses appear synonymous with the various dynasties and noble bloodlines of human, elf, and dwarf culture. This assessment is accurate only to a point. The houses are indeed extended families, but that extension goes far beyond anything even the most intricate of human genealogies would recognize, and the “familial bonds” are often purely symbolic. STRUCTURE AND COMPOSITION To fully understand the drow houses, one must fi rst understand how they are structured. With very few exceptions, each house is ruled by a single powerful drow. Always a female, she is normally referred to as the Matron Mother—or simply the matron—of the house. A great many matrons are also priestesses of Lolth, leading to a blurring of the distinctions between church power and house power. As stated above, not all clerics of Lolth are offi cially members of her priesthood. This fact becomes important when studying the nature of the drow houses. Although only a fraction of matrons are priestesses of Lolth, nearly all of them are clerics of Lolth. (Those few who are not are invariably other divine casters or warlocks with strong connections to the Spider Queen.) These matrons—along with their close female relatives, who are also often clerics of Lolth—lead the members of their house in religious observance, just as the priestesses do for the community as a whole. At the center of a house is a single-family unit, made up of blood relations to the matron. It is from this family that the house’s authority fi gures—priestesses, spellcasters, teachers, military leaders, merchants, and the like—descend. It is quite probable, in fact, that in the early days of drow history, these powerful families made up the entirety of the houses. This is no longer the case. Assuming they have not been exiled, or have not chosen to secede, everyone with the slightest of blood ties to a house’s central family is now considered a part of the house proper. Anyone who marries into the house is considered part of the house. Most confusing for others studying the drow, an individual—or even an entire family—can also be “annexed” as part of the house, if the matron agrees to pqqqqqqqqqqqqqqqqqqqqrs THE CULT OF THE ELDER ELEMENTAL EYE For all Lolth’s influence over drow society, and the infiltration of her priesthood into all aspects of life, other religious cults do spring up among the drow from time to time. Most such sects are discovered and crushed in short order, but a few are secretive and widespread enough that, by the time the Church of Lolth becomes aware of them, they are not easily destroyed. The greatest of these organizations, at least until recently, was the cult of the Elder Elemental Eye. The Eye is a chaotic, destructive adherent of entropy and the most primal aspects of the four elements. It never communes directly with its clerics, but instead seems to speak through the great elemental princes: Imix of Fire, Ogrémoch of Earth, Olhydra of Water, and Yan-CBin of Air. Drow followers of the Elemental Eye seek one day to supplant Lolth’s priesthood as the primary religious force in society. These cultists are among the race’s greatest schemers, for secrecy is not only vital to their success, but their very survival. For a time, their greatest bastion was the infamous Temple of Elemental Evil, and its recent destruction at the hands of adventurers has reduced the cult to its weakest state yet. It survives in the darkest reaches of drow society, however, and slowly works at rebuilding itself. A drow discovered to be a member of the cult can expect immediate torture and execution, unless she has something of substantial worth to offer in exchange for silence. Some of the few sages that are intimately familiar with the Cult of the Elder Elemental Eye suggest that the Eye itself might be an aspect of the mad deity known to the surface-dwelling races as Tharizdun (CD 123). pqqqqqqqqqqqqqqqqqqqqrs 95726720_Ch01.indd 20 2/22/07 3:01:48 PM

21CHAPTER 1 THE DROW ALL ABOUT this. No tie of blood, or even of marriage, is necessary, though those relationships certainly make such connections stronger. If a house sees political advantage in claiming someone as one of its own, and if that individual wishes to join the house, then she is part of the house, pure and simple. These “adoptions” involve rituals and ceremony of some sort, to show the community that the house has accepted a new member, but even these displays are not essential. Many houses wield infl uence in multiple communities. For example, House Eilservs, at the height of its power, had member families dwelling in almost every major drow city. Even today, though its star shines more dimly, the house is represented in the vast majority of communities. Dozens or even hundreds of separate families, related tangentially if at all, can make up a single house. Some of the greatest houses possess thousands of members and have larger populations than most drow cities. In some cases, a house might have more than one drow who claims the title of matron. If House Inlindl has powerful branches in the city of Erelhei-Cinlu and the city of Yvoth-Lened, and both branches are led by a powerful priestess of Lolth, which priestess is the true Matron of Inlindl? If the two rarely interact, or do so only through couriers and the occasional emissary, both might claim the title without negative repercussions. In many cases, though, having more than one claimant to the title of Matron Mother leads to civil war within a house; see below for details. HOUSE AUTHORITY Why do houses hold so much power? The drow have no formal or organized government, so it’s not the dictate of law that allows them to govern industries, districts, and even entire communities. Rather, the political and social power of a house is largely self-perpetuating. The family at the heart of a house consisted of powerful drow to begin with. Some were priestesses, with all the authority that title implies. Others were military leaders, with numerous troops at their beck and call. Still others were powerful merchants, whose slaves and servants had fi nal say over what products entered or left a community, or who controlled a valuable trade route. As always, this authority belonged to those powerful enough to take it and keep it, and these drow were powerful indeed. As others fl ocked to it and the house expanded, so too did its power. Even more merchants fell under its sway, granting the house that much more infl uence over a community’s economic life. The house gained more soldiers, more priestesses, and more drow powerful enough to call in favors or make demands of others. It is a simple and irrefutable syllogism: The members of a house have power, and the members of a house cooperate under the sway of a single matron; therefore, the house and the matron have all the power of their underlings at their beck and call. A moderately powerful house can sway the behavior of an entire community. A truly mighty one can challenge all other houses, and even the priesthood, for what amounts to dictatorial control over a given region. If it succeeds, its members can enforce whatever control they wish—despite the chaotic nature of those they dominate—for the simple reason that no available force has the power to refuse them. This opportunity, of course, is why a drow would wish to be a member of a house, even though it means a life of constant politicking, treachery, backstabbing, secrecy, and paranoia. With the power of a house to back up one’s own authority, and its resources to draw on for one’s own schemes, a clever and patient drow can accomplish almost anything. HOUSE INTERACTION The power of the drow houses, like the power of specifi c drow, waxes and wanes over the course of years. How well a house manages to hold onto its infl uence depends in part on the personal successes of its members, but also on how it handles its interactions with the rest of society. Even other priestesses lack the power wielded by a house’s Matron Mother Illus. by S. Ellis 95726720_Ch01.indd 21 2/22/07 3:01:50 PM

22CHAPTER 1 ALL ABOUT THE DROW Other Houses Houses interact with one another almost exactly as drow individuals interact with one another; they are very literally a refl ection in macrocosm of drow society. One great house might ally with another; engage in economic confl ict with a third (perhaps by using its own merchants to undercut the other’s profi ts); conspire to weaken a fourth by revealing that its matron was briefl y a member of the Cult of the Elder Elemental Eye (possibly using manufactured evidence to frame her); order the assassination of a powerful priestess who favors a rival fi fth house; and slowly amass troops for a sudden and overwhelming strike on yet a sixth enemy house. This dizzying assortment of plots wouldn’t even represent an especially busy period in the house’s history, since these sorts of machinations and manipulations occur regularly and constantly. Just as an individual drow cannot hope to advance in society without establishing authority over other drow, so too must the houses constantly work to keep on top of their competition. Alliances between the great houses are usually matters of political, economic, or military convenience. Most are shortterm, lasting only until the involved parties have attained a particular goal. The drow are more than willing to betray their closest allies if doing so nets them a worthwhile advantage. Such betrayals of one house by another have sometimes resulted in civil war. (See War, page 30.) If two or more houses fi nd a political partnership more profi table than working alone, however, such alliances can last generations, or even result in the merging of two houses into a single entity. The Priesthood The attitudes of a given house toward the Church of Lolth depend largely on who holds the power in that house. Where the matron is also a formal priestess, the house might act as little more than a political arm of the priesthood. Or the matron might play both sides of the fi eld, using her church authority to quash enemies both inside and outside the house, and wielding the power of her house to best rivals within the church. In most cases, however, a solid demarcation between house and church does exist—even if the lines are faint. Although houses might have an open rivalry with one another, any confl ict with the priesthood is subtle and secretive. In some communities, a house might be so powerful that even the church cannot move against it; in others, the priesthood holds so much political authority that no house can challenge it. In most cases, the balance of power is the result of a give-and-take between the two institutions. A house cannot blatantly refuse to acknowledge the priesthood for fear that the church might declare it traitorous against Lolth and turn the other houses against it. On the other hand, the church relies on goods over which the houses have economic infl uence, and might require the aid of some houses in enforcing the dictates of Lolth, so it will not turn on most houses without extreme cause. Further, if the priesthood should attempt to turn the community against a house and fail (perhaps because the house holds so much power that the other houses are unwilling to move against it), the priesthood loses all credibility in the eyes of the community and can never attempt such a show of force again. Internal Interactions Drow will be drow, and the monolithic, unbreakable face that houses present to the world is a thin façade, barely suffi cient to cover the writhing cauldron of scheming and betrayal beneath. Houses represent the pinnacle of power for the drow, and every house member wants to be the one in control of that power. Various matriarchs—particularly relatives of the core family—lie, cheat, and murder to become the next matron, and those farther from the heart of power do the same simply to bring themselves to the matron’s attention. They hope perhaps to receive a plum assignment or even simple acknowledgment, which they can then pass off to others as favor from above. To maintain their infl uence, both over the community as a whole and over their own members, houses have established traditions and codes of behavior. A house might follow a relatively precise hierarchy of ranking and seniority, or its members might have to assemble for house rituals at specifi c times. The house might determine a regimen of training and education for its young, using them to bolster the family’s needs. It might even have particular laws forbidding members from engaging in certain activities: assassinations during wartime, for instance, or cooperation with other houses on personal projects. If a house has almost total control over a community, it might even enforce these laws on others outside the house itself. These are drow houses, of course, and the chaotic and ambitious nature of the race means that many house members will not follow these strictures. Nonetheless, the regulations remain in place, and the punishments for violating them are heartless and draconian. Torture is a common penalty, and exile and execution are both viable options. In this regard, house dictates are often the closest thing a drow community has to a government or code of laws. DUTIES AND BENEFITS In simplest terms, a drow who belongs to a great house is obligated to do whatever the matron, or another high-ranking member of the house, requires of her. Depending on the situation, she might be ordered to undertake a journey, deliver a message, construct an item, or even marry a political ally. Of course, the individual can refuse, at which point the question becomes whether the one giving the orders truly has the ability to enforce obedience. If that authority fi gure is the matron of the house, she almost always does, and the disobedient drow is punished. Other cases might not be so clear-cut, and some members of a house have been overthrown and replaced simply because they lacked enough minions and personal might to enforce their own edicts. Drow houses have suffi cient structure that they do not assign random tasks to random individuals. A house member has specifi c duties required of her by her position. A blademaster, for instance, is responsible for teaching the art of combat to younger members in times of peace, and leading house soldiers into combat in times of war. A cleric must lead, or aid others in leading, house rituals to Lolth, and ensure that all members of the house are faithful in their devotion to the Spider Queen. A wizard must study new spells, create items for house use, or cast spells against house enemies, depending on her areas of 95726720_Ch01.indd 22 2/22/07 3:01:53 PM

23CHAPTER 1 THE DROW ALL ABOUT specialization and the current political climate. Even hunters and adventurers, though they certainly seek to advance their own standing, also quest to aid the house’s endeavors. More mundane drow also work for the good of the house. Shopkeepers and vendors sell goods brought into the community by house mercantile interests, and funnel the income back into house coffers. Soldiers practice and train for the day they are ordered to move against enemies of their house. Drow houses are pragmatic, and they assign their members responsibilities based primarily on their capabilities, putting them where they will do the most good. Where the houses vary is less in what they require of their members, but how much. In some houses, a drow must merely devote a bit of her time to the house when requested, and is otherwise left entirely to her own devices. Other houses require that their members work for them at all times; the only personal objectives and tasks they can undertake are those that also further the house’s own needs, allowing them to achieve both at once. The most powerful houses lean toward the latter option, making full use of their available resources, but those houses also see the most political infi ghting and deal-making as their members realign their personal goals along house lines. After all, if one must spend all her time working for the house, one might as well also gain as much from that house as possible. pqqqqqqqqqqqqqqqqqqqqrs HOUSE AFFILIATION The following table makes use of the affiliation system (PH2, Chapter 7). If you are not using this system in your campaign, ignore the numeric values below, and simply judge advancement through the ranks by means of age, accomplishments, level, or whatever method you think best. When a character gains access to spells and equipment, it means the house provides that material for the duration of a single endeavor. Although no formal limit exists for how often a member can do this, the DM should watch for abuse. A house grants its favors to those who prove effective. If a character constantly achieves great wealth and power for a house, it assists her in further endeavors far more frequently than it does a member who focuses primarily on her own objectives, or who regularly fails in her tasks. On average, assume that this advantage is available at most three times per year. pqqqqqqqqqqqqqqqqqqqqrs Criterion Affiliation Score Modifier Character level +1/2 PC’s level Age +1 for each 20-year period spent as a member of the house (or since attaining adulthood, if born a member) Born into the house +2 Cleric or divine caster of Lolth1 +5 Formal priestess of Lolth1 +10 Distant but confirmed relative of house’s central family2 +4 Immediate member of house’s central family2 +8 Male –20 Participated in at least one military confl ict against an enemy of the house +2 Publicly known to have passed at least one Test of Lolth +2 1 These benefits overlap (do not stack) with each other; apply the higher of the two if both apply. 2 These benefits overlap (do not stack) with each other; apply the higher of the two if both apply. Affi liation Score Title: Benefi ts and Duties 3 or lower Not affi liated, servant, or junior member with no benefi ts. 4–10 House Member: +5 circ*mstance bonus on Diplomacy, Gather Information, and Intimidate checks made against other drow who hold a lower rank, or no rank, in a house. Can call on the house for assistance with endeavors that directly benefi t the house. Assistance will be spells and equipment equal to one-tenth of the total equipment value for your level. Must contribute four-tenths of all adventuring/mercantile profi ts to the house and undertake whatever tasks or quests the house demands. 11–20 Favored of the House: +5 circ*mstance bonus on Diplomacy, Gather Information, and Intimidate checks made against other drow who hold a lower rank, or no rank, in a house. Can call on the house for assistance with any endeavors. Assistance in house quests will be spells and equipment equal to one quarter of the total equipment value for your level, or up to one-tenth total value on personal quests. Must contribute three-tenths of all adventuring/mercantile profi ts to the house and undertake whatever tasks or quests the house demands. 21–29 House Scion: +10 circ*mstance bonus on Diplomacy, Gather Information, and Intimidate checks made against other drow who hold a lower rank, or no rank, in a house. Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. In addition, you gain Leadership (DMG 106) as a bonus feat; all your cohorts and followers are drow. Any cohorts or followers who are lost are not replaced until you gain further status in the house. Must contribute two-tenths of all adventuring/mercantile profi ts to the house and undertake whatever tasks or quests the house demands. 30 or higher House Noble: You are one of the most powerful house members, likely a matriarch or military general, and have the ear of the matron herself. +15 circ*mstance bonus on Diplomacy, Gather Information, and Intimidate checks made against other drow who hold a lower rank, or no rank, in a house. Can call on the house for assistance with any endeavors. Assistance will be equal to one-quarter of the total equipment value for your level. Any followers you gained through your bonus Leadership feat, but have since lost, are now replaced, and further losses are replaced at the rate of one individual every 1d4 weeks. The house no longer demands tasks of you, but you should still work on its behalf to keep its strength and yours at its peak. 95726720_Ch01.indd 23 2/22/07 3:01:54 PM

24CHAPTER 1 ALL ABOUT THE DROW Although the obligations of house membership are substantial, the benefi ts are equally so. The specifi cs vary from house to house, just as do the duties, but certain advantages are, if not universal, at least quite common. All drow respect and fear the power of the houses, so house membership offers advantages to social interaction in the form of skill bonuses. Rivals who might not think twice about sabotaging or assassinating a particular drow might hesitate to do so if that individual is part of a great house, for fear of reprisal. (The drow in a given house might constantly fi ght each other, but they frequently band together in the face of outside aggression, and a house rarely lets an insult or attack go unanswered.) Although the house demands a portion of its members’ income, it also provides supplies and equipment for house-mandated activities and even for some personal endeavors. Most important, the house can provide other resources, such as ancient lore, intelligence, and even (in some cases) soldiers or other assistants. Precisely how thoroughly an individual can draw on these resources depends on her status within the house, but even the lowest-ranked members can often beg some small amount of help. For an example of how a specifi c house might view the duties and benefi ts of its members, see the House Affi liation sidebar on page 23. Roleplaying Application: Consider every quest or endeavor you undertake not merely in terms of how it benefi ts you, but how it advances the house. This attitude doesn’t stem from feelings of loyalty—that term is practically meaningless to drow—but because you understand that the stronger your house grows, the stronger you grow, and that the more you provide for it, the more you can ask of it in exchange. You think in terms of houses and families when considering even nondrow politics, and are often surprised at the relatively small sizes of other races’ noble families. You think less of those who would claim authority without a house or similar institution to back them up, and you might even fail to recognize their authority at all until forced. FAMILY UNITS Most humans are familiar with the saying “Blood is thicker than water,” representing that race’s philosophy that one can always turn to the unbreakable bonds of family. The drow have a saying about family, too. Roughly translated, it states, “In a female’s own home, she knows where the knives are hidden.” It would be easy to assume that the drow do not value family ties at all, and that they treat their own relatives as viciously and cavalierly as they do others of their race. This conclusion is not entirely accurate. It’s true that most drow feel, at best, only slightly more affection for relatives than they do for others, and that members of a given family might hate and scheme against each other as thoroughly as they do anyone else. Sibling rivalry among drow, for example, often results in actual bloodshed. Most drow, however, do not betray family members without good reason, and when they seek allies in an endeavor or protection from outside threats, they often turn to their relatives fi rst. This tendency stems not from any true sense of endearment so much as from simple logic. A drow knows members of her family better than she does others, and so has at least a somewhat better understanding of their goals and secrets. Further, since families focus on a particular arena of infl uence—commerce and trade, magic, soldiering, stonemasonry, blacksmithing, or what have you—the odds are good that what advances one member of a family advances the family as a whole. For instance, if a family is well known for producing military leaders, then advancing one of its members to the head of a house’s guards raises the esteem of that family in the eyes of both the house and the community at large. Most drow families consists of everyone in a direct line of descent from a single individual and relatives removed by only a single step. That group would include grandparents and parents, children and grandchildren, nieces and nephews, brothers and sisters, aunts and great-aunts, uncles and great-uncles, and fi rst cousins. Some families go farther afi eld, claiming more distant cousins, aunts several generations removed, and the like. A family that is part of a house is more likely to extend itself—at least for the sake of skilled or important distant members—than one that is not. In some cases, an appropriate marriage can bring two families together into one larger unit, but in most cases the male is simply subsumed into the female’s family line. The head of a family’s household is usually the eldest matriarch. pqqqqqqqqqqqqqqqqqqqqrs PREGNANCY, BIRTH, AND CHILDHOOD The drow are notably more fertile than are their surface-dwelling cousins. They become pregnant more easily and have a slightly shorter gestation period. The drow do not believe in using magic or anything more than basic herbal medicines to aid a mother through the pain and danger of childbirth. Should she die in the process, she is clearly too weak to contribute further to the race anyway. Once drow children are born, they are raised by servants (drow parents rarely spend much time with their offspring) in communal living areas used by families or even entire houses. Drow children are no less temperamental than drow adults, and are in fact encouraged to resolve their difficulties through violence. If a child is not strong enough to survive and thrive in this environment, well, better that it not live to an equally violent adulthood. Perhaps spurred on by these hostile circ*mstances, drow children develop much faster than other elves—almost as swiftly as humans, in fact—often beginning schooling as early as age eight or ten. Drow schooling is heavily focused. Although the children receive a sufficient grounding in all the basics of learning, they are trained primarily in the drow faith, as well as in one or two other areas for which they show both an aptitude and an interest. Once they have reached adolescence (at about age 20, by which time over a third of them have been murdered or sacrificed), their training shifts from a group endeavor to apprenticeship with a single mentor. Assuming their mentor doesn’t slay them for some minor infraction, they eventually become skilled enough to adopt their trade on their own—which often involves competing with other apprentices to take the mentor’s place when she dies. pqqqqqqqqqqqqqqqqqqqqrs Illus. by F. Vohwinkel 95726720_Ch01.indd 24 2/22/07 3:01:55 PM

The interrelationships that defi ne House Inlindl 95726720_Ch01.indd 25 2/22/07 3:01:57 PM

26CHAPTER 1 ALL ABOUT THE DROW Within a house, families rise and fall in stature just as specifi c individuals do. The matriarchs and other family elders might work together to topple or discredit another family, hoping to rise in the Matron Mother’s esteem. The action of a specifi c individual can impact the station of a family as a whole. A drow who obtains a position of great authority within a house lifts her family up by association, and one who is punished or exiled leaves an indelible stain upon the reputation of her bloodline. In extremely rare cases, one family might take the place of the house’s central family, an event that can alter the entire political identity of the house in question. (Such an event has occurred once in recent history, when the central family of House Eilservs—secretly worshipers of the Elder Elemental Eye—were removed from power by a bloodline loyal to Lolth.) In some of these cases, the house changes its name, adopting the appellation of the new central family, but most of the time (including House Eilservs) it keeps the old name simply for the sake of community recognition. Although house families seek to advance both their own agenda and that of the house proper, the two do sometimes come into confl ict. One house family might decide to move against another family during a time of crisis, an act that would weaken the house’s ability to face the external threat. Similarly, a family might conspire with members of an outside house or the priesthood to weaken a house’s central family, in the hope of taking its place, though this step would leave the new house in debt to an external power. Obviously, drow are expected to report such disruptive ambitions to the house, allowing the matron or her proxies to deal with the problem. Whether a drow chooses to inform, of course, is a matter of whether they believe they can personally benefi t from the act. If a member of the family thinks it is to her advantage to collaborate with the schemes, she does so; if she thinks there is more benefi t to turning in her relatives, well, power really is more important than family. Individual drow who threaten or betray a house can be tortured, exiled, or slain, but it’s a bit harder to punish an entire family tree (or “family web,” as the drow think of genealogical diagrams). If a family makes a power grab and fails, their resultant loss of respect, infl uence, and economic advantage is often penalty enough. In other cases, however, the house might actually expel the family from its ranks, or even—in a few rare cases—slaughter the bulk of them in a sudden overwhelming offensive and make the survivors into slaves. A FINAL WORD ON DROW SOCIETY By this point, some of you might be wondering how drow society has survived at all. How can a culture this sad*stic, this prone to betrayal and infi ghting, this bereft of any legal or moral code, possibly last for more than a few generations without obliterating itself? The truth is, it can’t. Drow society is absolutely and utterly nonviable. By all rights, it should have murdered itself into oblivion eons ago. It is only the will of the goddess Lolth that prevents this circ*mstance from coming about. The Spider Queen likes her drow just as they are—violent, vicious, murderous, and treacherous. It suits her for their society to continue in this manner, and so continue it does. Lolth works her will partly through her church. If a single house, a single family, or even a single drow grows so violent and dangerous that it threatens to tear down the community as a whole, Lolth sends signs of her displeasure to her priestesses. They, in turn, move to squash the troublemaker, often recruiting the aid of other houses and families (who are usually all too happy to gain the favor of the priesthood and eliminate a dangerous rival in one fell swoop). The Queen of Spiders is not a subtle or patient goddess, however, and if she feels that her priestesses are unable to take effective steps in such a matter, she steps in directly. As much as she encourages infi ghting and bloodshed, she grows wroth indeed at drow who threaten to collapse their entire precarious social system. These drow often begin receiving divine visions ordering them to cease their destructive actions. Should they refuse—or should Lolth just not be in the mood to offer a warning—they might be abruptly stripped of their powers, attacked by endless swarms of arachnid monsters, diseased, physically deformed, transformed into driders, or simply and inexplicably dead. DROW LIFE Drow life consists of more than plotting to step on one’s neighbors and competitors. In fact, the “common” drow allots a relatively small amount of time to scheming, leaving the political and religious elite to spend almost every waking hour in such matters. Like other races, the drow seek to excel in personal pursuits, from obtaining enough wealth to live comfortably to mastering a favored form of art. Granted, all these efforts must be undertaken with at least one eye perpetually open (lower-caste drow plot, scheme, and assassinate less, but “less” isn’t “not at all”). Nonetheless, this vigilance still leaves suffi cient time for the development of a rich culture and lifestyle. A few aspects of drow life strongly differentiate it from surface cultures. First and foremost is the drow sense of time—put shortly, they don’t have much of one. True, drow are quite precise when it comes to coordinating a military strike, arranging a clandestine meeting, or performing a religious or magic ritual. In a larger sense, however, they tend not to divide the day into formal intervals, and even the concept of “day” itself varies from drow to drow. Dark elf culture is unconstrained by the rising and setting of the sun. A drow shop is open for business at whatever hours its proprietor chooses to operate it; drow rise whenever they choose, or whenever their duties and masters require them to do so. Obviously, a group must have some means of coordinating events to function as a community. A few drow cities use magic timekeepers—pillars that glow in set patterns or intervals, precisely timed chimes, or the like—but most simply rely on the Church of Lolth. The priesthood holds regular rituals to the Spider Queen, and they use various signals—often horns, bells, or sacrifi cial shrieks—to indicate when a rite is beginning. Most drow choose to begin their “day” at one of these times, purely for convenience. 95726720_Ch01.indd 26 2/22/07 3:02:00 PM

27CHAPTER 1 THE DROW ALL ABOUT Similarly, the drow have no innate concept of seasons. Thus, their daily routine does not change over the course of the year. Farmers grow various fungi and deep-dwelling vegetation constantly, and ranchers never cease herding rothé (cattlelike creatures bred to thrive underground; see page 157), giant lizards, monstrous spiders, and other beasts used for food and/or labor. One constant in the life of any drow is the ubiquity of spiders and other arachnids. This is not merely an aspect of art and architecture, but an actual fact: Swarms of real arachnids, both normal-sized and monstrous, dwell within every drow community. They hang from roofs, scuttle across roads, build webs in common rooms, and adorn walls like decorations. Though this situation would highly disturb most other individuals, the drow are absolutely comfortable with it and don’t give this state of affairs much thought. It is as natural to them as grass is to surface elves. The drow suffer surprisingly few bites—perhaps through the grace of Lolth—even though many of these arachnids are venomous and irritable. A drow who is bitten usually assumes she is either being punished for some minor infraction or being tested. The drow have no particular taboo against killing spiders, but they don’t make a habit of doing so for no apparent reason. In fact, despite (or perhaps because of) their reverence for these arachnids, spiders make up a regular portion of the drow diet. They are rarely the main course, but are instead consumed as a symbolic portion of the meal, usually at the beginning—almost the equivalent of asking Lolth’s grace. Beyond this, the drow diet consists of numerous fungi and lichen; meats from rothé, lizard, and other subterranean creatures; and, on occasion, the fl esh of humanoid slaves. Drow do not eat other drow, but beyond that, they do not consider the consumption of humanoids to be cannibalism. A surface elf, a human, a goblin, or a grimlock is an inferior creature, useful only as a slave or other beast of burden; if such a creature is best used as a supply of meat, why would the drow even hesitate to utilize them as such? They do not frequently feed on other humanoids, not out of any moral objection, but because it is easier to breed other animals for food and because humanoids are usually more useful in other capacities. LEISURE Drow do spend time in relaxation and leisure. For the upper classes, much of this free time is spent in debauched pursuits that feed their lust for violence, while others engage in sports and games not dissimilar from those of the surface races. Despite their innate distrust for one another, high-caste drow enjoy throwing and attending the occasional feast or ball. Such events are usually held under the guise of a celebration for a particular event or victory, or even on a religious occasion, but quite often it is the gathering itself that is the true purpose. At these festivities, drow reaffi rm both alliances and enmities, take the opportunity to size up the (apparent) success and wealth of their rivals, and attempt to eavesdrop on conversations and solicit useful rumors. Overt violence is frowned upon at such events, but the occasional back-room murder or poisoning is not unheard of. These parties, though popular, are rare, since putting that many powerful and competing drow in one place is a recipe for disaster. Most drow are too paranoid to attend more than one every few years. Potent wines, brewed from underground fruits, mushrooms, and fungus, are quite popular among the drow. Almost as well loved are various herbs and incenses that, when consumed or burned and inhaled, cause euphoria, hallucinations, or trance states. Some drow consider these sensations akin to a religious experience; others simply enjoy them for their own sake or because they allow for a temporary loss of control and inhibitions. (Not that drow are terribly inhibited to begin with.) When they go out on the town, as it were, richer and more powerful drow often enjoy observing a wide variety of events at the community’s arena. These events include such (relatively) innocuous spectacles as giant lizard or spider races, though these often involve the capture of humanoid prey at the end of the course. Gladiatorial duels, though not as popular as they are in some surface communities, arise from time to time. The drow watch plays that reenact famous triumphs, often with slaves or prisoners forced to act out the parts of all the characters who die—and who are actually slain in the course of the performance. They might even gather to watch a famous torturer practice her art, or the priestesses conduct a particularly creative sacrifi ce. These events often involve brand-new contraptions with features such as slicing blades or dripping acid. Or the event might showcase a magical enhancement that allows the drow to partake of the victim’s thoughts and memories as he suffers. All these gatherings attract traveling bards, jugglers, vendors, and anyone else seeking to make some coin by amusing the audience. (Those who fail to amuse their clients sometimes fi nd themselves a part of the next performance.) The drow have a strong literary tradition, mostly involving the fi ctionalized retelling of historical events or religious myths. Reading is a popular pastime among drow of all social statuses, and many seek to learn how to succeed in life by studying their historical and fi ctional forebears. Finally, the drow have several sports and board games in which they compete against one another. The sports often involve stealth and physical prowess, like a strange combination of capture the fl ag and hide-and-seek. Their most popular board game is a tactical game called Shelza Ir. It superfi cially resembles chess, though the board is far larger. The two opposing sides do not have an equal number of pieces, but they do have an equal point value. The more valuable a piece is, the farther it can move in a turn, and the more unusual maneuvers—such as moving diagonally, or jumping other pieces—it can make. When a piece captures an enemy piece, it not only removes it from the board, it gains a portion of the enemy’s value, raising its status to a more powerful piece. Under certain circ*mstances, a player can actually capture one of his own pieces, removing it from the board but granting some of its points to the victorious piece—thus teaching even the youngest of drow tacticians the benefi ts of sacrifi cing a portion of one’s own forces for a larger gain. ARTS AND CRAFTS Most drow art incorporates some degree of religious symbolism. It might represent Lolth or some sort of arachnid, or it 95726720_Ch01.indd 27 2/22/07 3:02:02 PM

28CHAPTER 1 ALL ABOUT THE DROW might depict a powerful ancestor of the artist. The drow are fond of abstract weblike patterns, and rarely create landscapes or still-life images. Even when the images are not abstract, they are relatively simplistic. The overwhelming majority of drow art has some threedimensional or tactile component; sculpture, statues, embossing, and engraving are all popular. Simple painting is considered a far lesser art form, a mere intermediary step toward “true” artistic ability. Sculptures and paintings both tend toward black, white, and shades of gray. Color is rare in drow artwork, for the simple reason that the art is often created and/or displayed in the darkness, visible by darkvision only. When a drow does include color in a piece of art, it is frequently intended to alter the meaning of the image. For instance, one famous artist was best known for an image of drow priestesses sacrifi cing surface elf maidens clad in grasses, fl owers, and everything else the drow associate with surface weakness. When viewed in the light, however, what appeared to be the shadows of the priestesses over the victims turned out to be the victim’s skin, as dark as any drow’s. This suggests that the artist was equating some drow—perhaps a political rival—with the elves of the surface. When they create jewelry, the drow do so to show off wealth (and power, by extension), not to be attractive. Dark elf baubles are quite gaudy by surface standards, made of precious metals and containing far more gemstones than a human or even a dwarf would feel comfortable with. Drow architecture is functional fi rst, with aesthetics considered a distant second priority. The primary exception to this rule is, as might be expected, imagery of spiders and Lolth. All temples, most public buildings, and many private residences are replete with such images, because nobody wants to be accused of being insuffi ciently faithful. Perhaps the strangest of drow art forms is their music. The children of Lolth enjoy strange, prolonged, wavering sounds that other races consider unappealing or even uncomfortable. These often seem atonal at fi rst, but when combined through the proper techniques they produce a symphony of alien, haunting appeal. The dark elves possess a variety of unique instruments, including the vazhan-do, a complex lute with sixty-four strings that can be plucked swiftly for a torrent of notes, or bent slowly, producing a ghostly wail; and the ezhirkiri, a wind instrument that transforms the air blowing through it into the sound of agonized, yet strangely melodic, shrieks. TECHNOLOGY AND MAGIC Even though the drow consider magic a normal part of everyday life, they are also a remarkably high-tech society when it comes to mundane arts and sciences. These cunning people know far better than to rely entirely on magic; not all of them are skilled in that fi eld, after all, and as magic-resistant creatures themselves, they know that even the most powerful spellcaster cannot always attain a desired goal. Much of drow technology is focused on stealth, secrecy, and miniaturization. It is believed that the drow developed the fi rst hand crossbows, and their arsenal also includes spring-loaded dagger sheaths and telescoping blades. Their arms, armor, and fortifi cation are based on the same techniques used by the surface elves (including their penchant for mithral), but they have evolved to make use of more stonework and heavy metals after generations underground. Although the drow appreciate an attractive tool or weapon, they are far more concerned with functionality and, when appropriate, ease of concealment, than they are with appearance. The drow are masters not only of metallurgy, but of stonemasonry, engineering, and alchemy as well. They are particularly skilled at the art of brewing poisons, and a single drow community might include a wider variety of toxin samples than an entire nation of surface-dwellers. Many of these poisons utilize spider venom as their primary ingredient, but venom extracted from animals, fungi, plants, or any other source is also a common baseline. As might be expected, the drow are almost as skilled with antidotes as they are with poisons, and sometimes the winner of an interhouse confl ict is the one who fi rst comes up with an obscure poison for which the other lacks an antidote. Many drow throughout the years have been truly inspired alchemists and inventors. One or more drow have possessed the secret of spring-and-cogdriven clocks, tinderless lighters, moveable type, black powder, and even (briefl y) very primitive steam-powered pistons. The individualist nature of the drow, combined with their constant exposure to confl ict, inspires creation and discovery at almost the rate of the human race—sometimes even faster. Those same factors prevent drow from sharing their discoveries with others, and such wonders are frequently lost when the inventor’s enemies learn of her new innovation and strike before it can be turned against them. Every one of the above examples, and more besides, have been invented over and over throughout drow history, only to be lost and forgotten just as often. An assassin warily examines the body of his latest victim Illus. by L. Grant-West 95726720_Ch01.indd 28 2/22/07 3:02:03 PM

29CHAPTER 1 THE DROW ALL ABOUT The drow attitude toward magic is blasé, at least as other races might see it. To the drow, magic is just another science or art: a part of the world no less natural than any other, albeit one that follows different rules. The drow make frequent use of magic in everyday life, putting it to such utilitarian purposes as lighting, transportation, and security, or using it to their advantage in politics and in war. Other races might use magic equally as often, but they do not view it as natural the way the drow do. This idiosyncratic attitude among the drow likely springs from their innate magical abilities. After all, if even an untrained and unskilled drow has access to magic, it must be an ordinary part of the world. Of course, the fact that the drow are both naturally magical and naturally resistant to magic causes them to think that they are, by defi nition, the world’s greatest magical practitioners. This attitude leads to an urgency and competitiveness among their magical researchers that dwarfs the machinations of their mundane scientists. Drow are constantly seeking to create (or steal from other races) the next great spell, one to use against current rivals and intimidate potential enemies. As borne out by their technology and architecture, the drow are great believers in function over form. A minor spell that’s pretty to look at is valuable only to entertainers, but a new spell that allows a spy to see through the eyes of a spider, or rips the kidneys from an enemy, is truly worthwhile. Even when researching and creating new spells, however, the drow don’t see what they’re doing as particularly special. They are simply creating new tools, like any other inventor. The drow appreciate magic that plays upon their racial strengths and bolster their weaknesses. Spells that increase their immunities or broaden them to cover effects not normally subject to spell resistance are popular topics for research. Similarly, spells that enhance their racial spell-like abilities, increasing their power and range or transforming them into other effects, are also frequently subjects of experimentation. To date, however, the drow have had more success in developing new techniques of training and concentration along these paths than they have had in creating new spells. See the New Feats section, page 47. The drow see little distinction—certainly less than other races—between the arcane and the divine. They acknowledge that the two forms of magic function differently, but they believe that they ultimately fl ow from the same source. Magic represents the ongoing infl uence of the gods (especially Lolth) in the natural world. Mortals might learn various ways of manipulating that infl uence and harnessing those energies, but they are, at their core, the same energies. The only reason the drow favor the divine over the arcane is that the former requires the grace of Lolth, and thus indicates that its practitioner holds some favor with the goddess. The drow are enormous believers in the effi cacy of magic items and weapons, and a large fraction of their casters specialize in the creation of such goods. Minor magic items are bought and traded with little fanfare in drow bazaars, treated like any other commodity. More potent items are eagerly sought by matriarchs, priestesses, and adventurers alike. For generations, the drow utilized a process that caused their magic items to disintegrate when exposed to sunlight, in the hope of making them less attractive to potential thieves and invaders. This practice has all but died out in modern times, partially because it didn’t function as a deterrent, and also because many drow found their campaigns against the surface races hampered by the time limits such items placed on their activities. A few male arcanists have obtained such a potent mastery of the mystic arts that they are accorded great respect, and even some true political power, in drow society. Although the female elite resent such individuals, not even the priesthood or the houses are willing to ignore the value a mighty wizard or sorcerer can offer as an ally—or the devastation he can cause as an enemy. LOVE Most of the trappings of love in drow society are better defi ned as either lust or politics. Drow seek to sate physical desires with whatever partners arouse their attentions; the culture does not, in any real way, associate sex or reproduction with love, or even necessarily with marriage. Drow seek to slake their lust with partners of lower status—so as not to imply that they have given in to a drow of higher station—and rarely with members of an enemy house or family, for fear of compromising their position. Beyond these limitations, however, anything goes. Marriage is primarily a political or fi nancial arrangement. Drow marry to formalize alliances, to combine family resources, or—in some cases—to cement their dominance over a weaker ally or companion. No stigma is attached to children born out of wedlock, but a child born of a marriage has a stronger claim to her parents’ wealth and power if something happens to the parents. Thus, some drow marry before procreating, to ensure that everything they have achieved remains in the family line. Most drow marriages are monogamous, not due to moral or religious doctrine, but because few drow are willing to allow more than one other individual that close to them on a regular basis. A few drow marriages do involve multiple partners, however. These arrangements usually involve a single drow female taking numerous male partners, but other combinations are not unheard of. Although such an occurrence is rare indeed, some drow do fall in love with other drow—or, although it happens so rarely that it’s practically a myth, members of some other race. For the drow, who are accustomed to thinking only of their own good, the sudden urge to consider someone else’s well-being is a strange and frightening experience. Many drow react violently to love, seeking to destroy the object of their affections before they are further “corrupted” by the odd sensations. Those who don’t become violent usually make every effort to either impress or dominate the object of their affections, depending on their relative social standing. A drow in love with someone of a higher status seeks to increase her own authority, hoping her desired paramour will notice her and consider her worthy of an alliance, or at least of increased socialization. If the smitten drow is of higher status, she often seeks to acquire the object of her affection as a servant or slave, 95726720_Ch01.indd 29 2/22/07 3:02:06 PM

30CHAPTER 1 ALL ABOUT THE DROW for even the most loving drow sees little difference between intimacy and possession. The rarest event in drow culture is when two drow share affection for one another equally. The number of loving partnerships throughout drow history can probably be counted on a single drow’s fi ngers, but they often become an almost unstoppable force in society. Two drow willing to combine efforts and resources to that great a degree, particularly if they have infl uence in different but synergistic areas of society, are potent indeed. However, because even the most loving drow can never fully trust one another—it just isn’t in their nature—these rare couples often fall apart under the weight of betrayal, or even suspicions of a betrayal that never actually occurred. WAR The drow have a saying regarding the waging of war. “If you allow the enemy to strike back, the fi rst battle is already lost.” The drow do not believe in large, overt confrontations, with soldier meeting soldier on the fi eld of battle, arrows and spells fl ashing by overhead as spear meets shield and sword meets sword. They’ll fi ght that way if they must, but they greatly prefer tactics that involve stealth, surprise, multipronged assaults, or sabotage—anything that allows them to win a battle before the foe has an opportunity to retaliate. Almost all drow learn the basics of combat during their schooling—the better to survive in their violent society—but only a few of them study warfare, strategy, and tactics to a professional degree. The drow instinct for self-preservation discourages them from becoming career soldiers, so those who do are valuable commodities: Many obtain surprising amounts of infl uence with a house or the church, or make a good living as mercenaries. Military offi cers train not only in standard tactics of siege and battlefi eld confrontation, but in techniques of covert troop movement, counterintelligence, and diversionary tactics (up to and including the sacrifi ce of one’s own personnel). Drow tactics involve mundane weapons and magic in equal measure. If given the resources, they are as likely to use teleportation as a means of infi ltration as anything else. Their strategies usually involve small, carefully placed strike teams. These highly skilled units carry out assassination or sabotage, and often reduce or eliminate the need for a larger force. When drow do wage war, they focus their might primarily on the opposition’s offi cers and rulers, making every effort to behead the opposing leadership and thus render the army ineffectual. Barring that, they target supply lines or poison food stores, resorting to direct confrontation only when all else has failed. Drow prefer to be the aggressors in any military action, and their strategies are designed with offense in mind. When faced with an attacking force, they still attempt to make use of smaller groups as described above, but they are far more likely to fi eld a large force of troops—if only to delay the advance while their operatives work, or while the drow leaders retreat to safer, better-hidden locations. Some drow fortresses have no viable mundane entrance and require magic to access. Although this method of construction makes supplying the fortress diffi cult, many drow have found the effort worthwhile when an enemy proved incapable of breaking in. The greatest problem the drow have with fi ghting a defensive battle, as opposed to an offensive one, is determining who is in command of the war effort. Drow do not have standing armies that answer to the community itself; all military forces belong to a house, the priesthood, or other private factions. Most drow attacks are launched by a specifi c house, or at the instigation of the church, and thus have a clear chain of command. Conversely, more than one drow city has fallen to aggressors because local houses could not cooperate suffi ciently to coordinate their soldiers, even in the face of outside invasion. The best-defended drow cities have a house (or two) potent enough to force the others into obedience, or a priesthood strong enough to assume citywide command for the duration of the assault. A few forward-thinking communities even have treaties in effect between the church and the major houses, dictating who controls what in the event of outside attack. The majority of drow warfare consists of battle against other cities—be they drow or other races. Sometimes, however, the constant spying, sabotage, and assassinations between rival houses erupts into civil war within a city. This sort of confl ict can easily destroy an entire community if it is allowed to drag on; thus, the drow have very strict customs for dealing with civil wars. If one house can destroy another in a single overwhelming attack, the community assumes that the victim was weak and ripe for takeover. In this case, the victorious house is entitled to the spoils of war, including the resources of the fallen house and the right to take its surviving members as slaves. Should a house’s offensive fail to destroy another house immediately, however, the other local houses and the priesthood of Lolth collaborate to aid the target house in destroying the aggressor. This action ensures that no civil war lasts longer than a few days in any drow community, and that no house launches an open attack on a rival unless it is certain it can win. The vast majority of drow soldiers (and, for that matter, hunters and adventurers as well) are males. Female drow have pqqqqqqqqqqqqqqqqqqqqrs THE FIGHTING SOCIETIES Among the fiercest, best trained, and deadliest of drow warriors are the members of the fighting societies. These forces, divided into male and female battalions, are the primary military arm of the Church of Lolth. Each fighting society is made up of units contributed by the great houses, for use by the priesthood as it sees fit. This system allows each house to maintain a presence in the church’s power base, while allowing the church to maintain an equal balance of power between houses. Officially, the fighting societies are loyal to the priesthood of Lolth above all other considerations. In practice, fighting society soldiers are rarely asked to participate in actions against their native house, for fear of which way they might turn in such a conflict of interest. Instead, the fighting societies defend the community or enforce church dictates against independent families, individuals, rogue religious sects, and houses too small to have contributed soldiers. pqqqqqqqqqqqqqqqqqqqqrs 95726720_Ch01.indd 30 2/22/07 3:02:07 PM

31CHAPTER 1 THE DROW ALL ABOUT other avenues to power that are quicker and relatively safer. Military rank is one of the few positions of real power available to male drow, making it a favored goal of the gender. That said, many drow soldiers, hunters, and adventurers don’t necessarily seek authority, but simply relish the opportunity to thrive away from their domineering female relatives. For more on how drow conduct themselves in combat, and on specifi c battle tactics, see Drow Tactics, page 42. DEATH Death is not a glorious end to a life of accomplishment. It is not the doorway to some idyllic paradise in Lolth’s domain. It is not a reward of rest earned after centuries of travail. Rather, death is the ultimate defeat that strips a drow of her hard-earned position and possessions, granting them to others who are far less worthy. Death is the fate of prey, not predator; it is the fi nal and eternal declaration of weakness. The drow instinct for self-preservation is a powerful one. It drives them to survive at all costs, yet advancement in drow society requires risk—including, at times, the risk of life itself. Much drow scheming is a careful balancing act, a measure of risk versus reward. If a scheme’s failure threatens death, most drow undertake it only if the benefi ts are truly substantial. Drow do not, under any circ*mstance, believe in self-sacrifi ce—better to sacrifi ce a dozen allies than to die oneself. It can be satisfying to watch an enemy suffer, but true victory is attained only with that enemy’s death. Anything less is transitory. Drow frequently not only slay their rivals but utterly destroy the bodies, to make any form of resurrection diffi cult if not impossible. Drow almost never die of old age, and they do not bury or entomb their dead. Those who do not fall in battle or at the hands of other scheming drow are often selected as sacrifi ces to Lolth. After all, if a high-level drow is growing old, what greater purpose has she left to serve? Drow who die of old age or natural causes are considered shamed for their failure to die in Lolth’s service. Their bodies are left to rot, or hung from their family’s home with webbing as a sign of disgrace. Many drow cremate relatives who die in this fashion—not out of respect, but to hide the evidence. Undeath Drow do not inherently shun the undead as many other races do, though they do not particularly enjoy their company either. They consider undeath a poor state of existence, since it strips drow of their inherent racial superiority, but they do respect the power and will of one who is capable of remaining beyond death’s call. DROW HISTORY AND FOLKLORE Although the drow are nearly as ancient as the surface elves—or even older, according to one of their various origin myths—their ancient history and folklore is rather sparse. This stems from the fact that drow aren’t especially concerned with their people’s past, except when it infl uences their present and future. They study ancient victories to replicate them, defeats to avoid them, and famously successful drow to emulate them, but that’s essentially it. For all that, the drow do have a body of legend and folklore they study and repeat to one another, even if it’s smaller than one might expect from so old a race. Many of their myths are similar to those of the surface elves—albeit Drow who die in disgrace are often hung from the walls of their homes, dishonoring their families as well Illus. by F. Vohwinkel 95726720_Ch01.indd 31 2/22/07 3:02:09 PM

32CHAPTER 1 ALL ABOUT THE DROW with a different perspective attached to them—and others are unique to the drow. Roleplaying Application: You’re not much interested in what’s gone before, unless you can learn or somehow benefi t from it. When you feel you can gain an advantage by studying the past, you do so fervently, determined to unearth details missed by others. You scoff at elves’ myths and tales, for you know the truth about such matters. DROW MYTHIC ORIGINS It is perhaps unsurprising that a race as chaotic and widespread as the drow cannot agree on a creation myth. No fewer than three such myths vie for dominance throughout their society. Two of them are somewhat familiar to surface sages who study the drow, and the third is largely unknown outside the drow except to a very rare few—some of whom believe that the surface elves might themselves have helped to keep the secret. All three myths agree on some basic points. In an age before recorded history, the elves and the drow were one people who worshiped a pantheon of deities called the Seldarine. Something happened to sunder the elf nation: an event that tore both the mortals and their pantheon apart, setting the elves to dwell in the forests and other natural regions above, while the drow made their homes in the darkened caverns below. The elves, of course, have their own version of this tale (which can be found, among other places, in Races of the Wild). The drow, depending on their community, family, and individual preference, believe one of the following. Expulsion of the Drow In the fi rst primeval days of the world, the elves were already old. They dwelt in the fi rst cities, and they watched with curious and unaging eyes as other races appeared and began to walk the fi elds, climb the mountains, and hunt the great and endless woods. Among these races were the humans, capable of changing and adapting to almost any environment, and the orcs, who though bestial were warriors of great strength and savage cunning. The gods, too, watched the growth of these other races, and some grew concerned. They took no action, however, for even then the elf deities were chaotic and individualistic, with no true leadership or guidance among them. One day Lolth (see sidebar, note 1), strongest and wisest of the elf gods, approached Corellon Larethian, for he was the most charismatic and convincing of the Seldarine. “The other races have not the life span of our children,” she told him, “but they grow far, far more numerous. They are quick to learn and adapt, where our elves are slow and set in their ways. They are swift to battle, where our elves seek only the best and most beautiful in life. They are strong, where our elves are weak. Let us, then, spread wisdom and skill among the elves. Let us teach them to hold what we have given them, to not only survive the coming of these new races but to dominate them, since we always intended them to be the masters of the world we provided.” But Corellon Larethian was a vain and foolish deity. It was he who had convinced the Seldarine to create the elves as they were, in an image that he preferred, and he was loath to allow any changes to “his” creations. He deceived Lolth (see sidebar, note 2), agreeing to speak to the assembled elf gods, but when he did so, he launched into an eloquent argument that the elves should remain exactly as they were. “We have created perfection,” he argued, playing upon the vanity of the other gods just as he puffed up his own. “As we are gods to our children, so far are our children above these other, lesser races. Let us not allow fear and worry to cloud our judgment. Let us not sully the perfection we have created by changing our elves, reducing them to the level of these new beasts.” Lolth raged in fury at the deception, and at the shortsightedness of her fellow gods, but the Seldarine were in agreement, taken in by Corellon’s honeyed words, and they would not heed her warnings. So Lolth visited her children in secret. Choosing only the strongest and most skilled among the elves, she taught them great wisdom behind the backs of the other gods. To them she granted the gift of skill with bow and blade, that they might meet the orcs on the fi eld of battle; the gift of deception, that they might not be at a disadvantage against the fl exible humans; and above all, the gift of magic, both arcane and divine, that they might prove dominant over all other races. She instructed them, too, in the value of survival, in the need to fi ght to keep what was theirs, and in the doctrine of strength over all. She came in the night to deliver her teachings, and her followers named themselves duaral (see sidebar, note 3), pqqqqqqqqqqqqqqqqqqqqrs 1 Note here that in drow mythology, Lolth was always Lolth. The elves name her “Araushnee,” and claim she was Correlon’s consort before turning to evil, only taking the name “Lolth” after the elf/drow schism. The drow, of course, believe none of that. Lolth was always the strongest and most dominant of the pantheon, and she was, ever and always, Lolth. 2 It’s interesting that Lolth is deceived here, since although the drow do not consider their goddess infallible, their surviving mythology rarely speaks of any of her faults or blunders. Scholars believe that the priesthood (and Lolth herself) has allowed this event to remain a part of drow legend not to suggest a weakness in the deity, but to always remind the drow how convincing and conniving Corellon Larethian can be. 3 Quite obviously, “duaral” was the source of the eventual term “drow,” though the exact point at which the later evolution of the word came into common usage is unknown. 4 This seems to be the biggest logical hole in the drow creation myth. If the Seldarine had the power to transform the race physically like this, why did they not simply destroy the drow utterly? The drow themselves maintain that the gods were too weak to do so, that—thanks to Lolth’s grace in those early days—it was all the combined elf gods could do simply to mark their flesh. The elves, of course, would claim that Corellon and the others were too kindhearted to perform such a vile act, that they hoped even then that the drow would repent and turn away from their evil goddess. pqqqqqqqqqqqqqqqqqqqqrs SCHOLARLY COMMENTARY ON THE EXPULSION OF THE DROW 95726720_Ch01.indd 32 2/22/07 3:02:13 PM

33CHAPTER 1 THE DROW ALL ABOUT or “Hunters of the Crescent,” for the martial skills she offered and the moon that heralded her coming. But some among Lolth’s new followers grew frightened of the coming war, and ran to the elves still taken in by Corellon and the Seldarine. What they learned, the gods learned, and they grew angry at Lolth for her disobedience, and frightened that her duaral might come to dominate elf culture. In a twist of sheerest irony and arrogance, Corellon—who had prevented the gods from teaching the elves the arts of war when the elves were faced with outside threats—was the fi rst to show his children the bow and the blade when the threat came from one of his own. “But, great Corellon,” the elf leaders asked their deity, as they lifted their swords for war, “how are we to know our enemy from our brothers and sisters? For we all look alike, and you have said that the traitor Lolth has taught her followers to lie.” This worried the Seldarine greatly, until the goddess Hanali Celanil, weakest and most pathetic of the pantheon, arose. “We shall solve this problem,” she said, “by marking all those who are not loyal. For while Lolth is the mightiest among us, she cannot stop us if we work together. As day is to night, so shall you be to those who follow the traitor.” And the Seldarine worked their will and wrought great change upon the duaral, turning their skin from the pale of the elves to black as pitch (see sidebar, note 4). The elves of the Seldarine marched against Lolth’s duaral, and though the duaral were stronger and more skilled, they could not stand up to the elves’ greater numbers. Led by their goddess, the survivors retreated deep into the caverns beneath the earth, where the nature-loving elves were too frightened to follow. And there did they begin to thrive. The Drow Exodus This second version of the drow creation myth parallels the fi rst, up until the point where Lolth decides to teach the duaral behind the backs of the other gods. This narrative picks up at that point. Drow historians debate Lolth’s motivation for what happened next. Was she concerned that the other elves would unite under the banner of the Seldarine and obliterate her duaral? Or did she simply view those weaker elves as unfi t to receive her teaching, and indeed unfi t for survival? Whatever the case, before the other elves and the other gods learned of her actions, Lolth led the duaral away in the middle of the night. They crept from the elf villages and cities, summoned by a call only they could hear. A trickle became a stream, a stream became a river, and eventually thousands of Lolth’s elves joined one another on the journey to a new home, away from those who would weaken them (see sidebar, note 1). To facilitate their ability to hunt in the shadows of night, and to differentiate them from the feeble elves of the Seldarine, Lolth wrought a physical change in her followers, transforming their skin to a light-absorbing ebony (see sidebar, note 2). She separated the massed duaral into smaller groups, the better to hide from any elf pursuers, and she chose for them great kingdoms under the earth, where they could grow strong and learn to rule without the interference of their weaker cousins. First among Elves This is the rarest of the drow creation myths, but one that is catching on swiftly with the younger generations. It mirrors the Drow Exodus tale, with one fundamental difference. According to this version of the myth, the elves were initially an underground race, and when Lolth chose only the strongest and most skilled as her followers, they banished the weak elves to the surface. Those who espouse this version claim that all elves originally shared the dark skin of the drow, and that it was Lolth who cursed the surface elves to appear as feeble and weak without as they were within. LEGENDS AND TALES The majority of drow tales fall into two categories: They either speak of a great drow who proved victorious through a combination of strength, skill, and devotion to Lolth; of or a drow who suffered horribly for showing insuffi cient strength, skill, or devotion to Lolth. These are all very much of the “If you’ve heard one, you’ve heard them all” variety, for though the details change, the underlying concepts do not. Still, the drow do retain a few truly mythic tales, stories that explain aspects of drow physiology or culture, and stories that speak of great events in the race’s history. One of the most commonly told tales of this sort is presented below. pqqqqqqqqqrs SCHOLARLY COMMENTARY ON THE DROW EXODUS 1 It should come as no surprise that although surface- dwellers believe the Expulsion of the Drow is the primary drow creation myth, drow prefer the Exodus version. It satisfies both their own pride, and their faith and fear in Lolth, to maintain that it was she who chose to lead them from those who were unworthy, rather than that they were driven out by the elves. 2 On a similar basis, the drow prefer to believe that their physical appearance was a gift from their own goddess, rather than a curse laid upon them by another. pqqqqqqqqqrs pqqqqqqqqqrs SCHOLARLY COMMENTARY ON FIRST AMONG ELVES It seems remarkable that a myth that places the drow in the dominant position, historically and militarily, hasn’t become the standard for the race, and yet this is by far the least widespread of the drow creation myths. The only theory as to why this might be—or at least the only one that makes sense— suggests that the Church of Lolth deliberately repressed it to maintain the drow’s resentment of the surface elves. It’s much easier to ignore an enemy you’ve already defeated, after all. Eventually, after so many years of suppression, the myth was all but forgotten, but it has recently been unearthed and latched onto by a few among the current generation. It is also worth mentioning that some conspiracy-minded scholars believe that the elves are aware of this myth, and that they too have made efforts to keep its existence secret from the other surface races. Those scholars cannot help but wonder: If the elves want such a “ridiculous” myth kept silent, perhaps it’s not quite so ridiculous at all. . . . pqqqqqqqqqrs 95726720_Ch01.indd 33 2/22/07 3:02:14 PM

34CHAPTER 1 ALL ABOUT THE DROW The Capture of Zinzerena One of the greatest heroes of the drow, her deeds still spoken of and emulated in their cities around the world, was the mysterious Zinzerena. An illusionist and assassin of unmatched skill, she slew at will both personal rivals and those whom she was hired to dispatch. Her trickery is legendary, and it is said that her illusions were so realistic and her lies so subtly woven that she could convince anyone of anything. To this day, Zinzerena is spoken of almost as a divinity, and indeed some drow do worship her as a demigod. There came a day, however, when Zinzerena was many hundreds of years old—aged even for a surface elf, let alone a drow—that the assassin was hired by a priestess of Lolth named Acalantra. Acalantra had long coveted the position held by her older sister, who had obtained higher authority in both the Church of Lolth and the ranks of their house, whose name remains untold in any of these tales. Zinzerena knew that a priestess of Lolth and matriarch of a great house would prove a challenging target, yet she did not hesitate, for Zinzerena had never been caught and never been thwarted. For days, Zinzerena watched from afar, her senses augmented by her magics, and observed her target. She learned where the matriarch went, and when. She saw, as though they glowed in the dark, the mystical defenses that surrounded the house, and knew that she could stride between them as easily as a spider navigating its own web. When the night came, and the matriarch had but recently returned from a tiring day of rituals, Zinzerena swept through the property. Cloaked in illusion, wearing the shadows like a second skin, she passed the guards and was not seen. As though it were fl at earth, she scaled the walls of the great stone structure, and did not slow. Wires and magic both reached out for the locks of the window, from which the matriarch watched over her property; she opened it, and was not heard. But Zinzerena had been betrayed, the only way such a skillful assassin could ever have been caught. The priestess who had hired her, and the matriarch who was her target, sought together to form a new guild of assassins, and they could not abide so skilled a competitor for their services. Convincing the priesthood that Zinzerena was a threat—for followers of her exploits had begun to worship her—they drew upon all the resources the community had to offer in springing their trap. Created by the church and kept hidden from Zinzerena’s scrying by layers of powerful magics, golems lumbered from the shadows of the chamber—golems crafted of immense masses of webbing. Against such beings, all the assassin’s illusions, all her poisons, all her skills could not help her. By the betrayal of one whom Zinzerena had no cause to suspect, the great assassin was fi nally laid low. Wrapped in thick layers of webbing, she was brought by the golems before the assembled priesthood, including the one who had hired her. “No more will you fl out Lolth’s rule,” they told her, convinced that it was her own intention to set herself up as rival to the Spider Queen. “Soon the name of Zinzerena will vanish from the lips and the ears of the drow.” But Zinzerena only laughed. “You are cowards, and you are fools,” she told them. “It is only your fear, and your lack of faith, that makes you think that a few awestruck souls who worship me could ever threaten the Weaver of Webs. And you are a fool to think that you can truly slay Zinzerena. For I am a scream on the wind, a fl icker of shadow in the corner of the eye. For centuries I have come and gone, and none have stopped me, nor even seen me unless I wished it, for I am illusion. Try though you might, you can never slay what you cannot touch.” “We can touch you now,” they replied, “and we can slay you.” Then the priestesses moved in toward the assassin, held helpless by the golems, and tore her limb from limb. Yet when the webs settled to the earth, nothing remained but a few wisps of black cloth and leather, with no trace of a body at all. Zinzerena never appeared again, but neither did the church ever fi nd her body. And who knows—perhaps she was truly the insubstantial illusion she claimed, now freed of physical form to Zinzerena attempts to defend herself while a web golem approaches from behind Illus. by W. O’Connor 95726720_Ch01.indd 34 2/22/07 3:02:15 PM

35CHAPTER 1 THE DROW ALL ABOUT roam the world unhindered. For it was the day after Zinzerena’s death that the drow fi rst discovered the abilities they all share today: the ability to manipulate darkness and light, the fundamental basis of all secrecy and all illusion. DROW SETTLEMENTS Although a few small drow settlements can be found sporadically throughout the Underdark, the drow primarily live in great cities of many thousands of citizens (and that’s not even counting the hundreds of thousands of non-drow slaves). This tendency might seem to run counter to drow attitudes, given their utter inability to trust one another, but it is the only arrangement that allows them to seek the power and infl uence they crave. It also allows them to work together against other denizens of the Underdark, most of whom are either prey or rivals to the children of Lolth. Unlike their surface cousins, the dark elves do not pay attention to the size of their city’s population, or declare that a set number of them must leave if said population grows too large for available resources. As with all else they do, population control comes down to survival of the fi ttest. If a community runs low on the necessities of life, the strong take what they need and the weak are left to starve. Occasionally, confl ict over resources causes stronger houses to drive out weaker ones, which either die in the lightless depths of the Underdark or survive to found their own communities. The drow look for three features when seeking a site for a new community. First, the region must have adequate natural resources. Although they’re willing to fi ght and struggle for survival, the drow aren’t stupid enough to found a new town in a region incapable of sustaining them. Fresh water, edible fungi (or at least the appropriate environment to grow it), and room for grazing herd animals are all essential. Almost as vital is the presence of ore—in accessible veins—for the forging of weapons and armor. Mithral is preferred, but the drow settle for usable iron. Second, the position must be defensible. Enclosed caverns are optimal in this respect, since they can contain a complex of streets and passages that is only approachable from a few select vantage points. In other situations, the drow select areas suffi ciently enormous and open that they can build walls and fortifi cations around the city. In either case, only workable stone (which must be hard and sturdy enough to form a viable barrier) suffi ces. The drow have ignored otherwise perfect locations because the local rock was too brittle. For a time, the drow preferred to make use of natural chambers, modifying them only as much as necessary to produce viable work and living spaces. For hundreds of years now, however, they have tended more toward open areas that allow them to construct their own buildings. This allows them to shape the structures exactly as needed, and serves as yet another symbol of their dominance over their own environment. Finally, the area must allow room for expansion. Whether through procreation or the acquisition of slaves and captives, the drow know that any given community must grow, lest it fall stagnant and perish. This last is the most variable of the three requirements, since a community of only a few hundred can safely assume that it will never expand as far as the greatest drow cities. The drow are still quite happy, however, to inhabit a conquered city built by another race. Although the buildings of (for instance) the duergar or the illithids are rarely built to drow specifi cations, the drow enjoy the symbolism inherent in occupying someone else’s territory. Over the course of time, they tear down existing structures and use the material to rebuild to their liking, slowly transforming someone else’s domain into their own. Although they can vary dramatically, drow communities have certain features in common. First and foremost, each contains a temple of Lolth. This is the largest and most intimidating building in the community, as well as one of the most defensible. Drow communities also include an arena, amphitheater, or some other platform on which they can stage sporting events, performances, and sacrifi ces—which are, at times, one and the same. Beyond these two landmarks, the details of homes, the estates of the great houses, fortifi cations for the training and housing of soldiers, and stores for vendors are all community-specifi c. The drow don’t bother lighting some sections of their cities at all. Their 120-foot darkvision is, given the cramped confi nes and limited lines of sight in these underground communities, more than suffi cient for them to function normally. In fact, it gives the drow a distinct advantage over other races in their cities, since the slaves and merchants of many surface races have no darkvision at all, and most underground races cannot see as far in the dark as the drow can. In those areas that other races frequent, such as markets, or in those rare locations where line of sight extends beyond 120 feet, the drow make use primarily of magical light sources. Torches and lanterns see use on an occasional basis, but they are not viable in regular practice, because the smoke and soot accumulate dangerously fast in all but the largest caverns. For a sample drow community, see Chapter 7, which details the infamous city of Erelhei-Cinlu. ECONOMY The drow economy consists of three separate yet inextricably intertwined systems of exchange, each of which is largely specifi c to a particular social and political caste. When dealing with drow of a lower station, such as when a matriarch or priestess purchases goods from a vendor, the race makes use of coinage—just as do most surface dwellers. Gold, silver, and other precious metals have roughly the same buying power in drow communities as they do elsewhere, though the rate of exchange varies somewhat based on available metals, scarcity of resources, and the mood of the drow doing the shopping. The drow rarely mint their own coins, preferring to make use of foreign monies brought in by outside traders or taken in raids on other races. On those rare occasions when they do mint coins, the results are exceptionally plain, either totally unadorned or stamped with the signs of Lolth and/or the house who produced them. The drow also use coins when trading with others, unless the foreigner has something of particular interest to sell. 95726720_Ch01.indd 35 2/22/07 3:02:19 PM

36CHAPTER 1 ALL ABOUT THE DROW Although one low-ranking drow might use coins to purchase goods or services from another low-ranking drow, the standard form of exchange between relative equals is a system of barter. A swordsmith might offer the neighboring baker a new blade in exchange for a few weeks’ worth of bread. A cleric might heal a wounded soldier, if the soldier in turn agrees to kill someone to whom the cleric owes a debt. A priestess might perform a marriage ceremony in exchange for several barrels of fi ne lichen wine and a potion of invisibility. At the upper levels of society, drow might trade slaves, individually or by the dozens, in exchange for exotic animals, valuable works of art, or access to a fertile mushroom farm. The third practice, common only among the drow elite, is the exchange of favors. This system creates a web of debts and obligations that often stretches across the entirety of the house and church leadership, frequently binding drow to complete strangers by only one or two “steps.” A typical agreement of this sort might resemble the following: “If you ally with me to prevent the Matron of House Inlindl from gaining control of the northern trade route, I will owe you a great favor in exchange.” The interesting thing about this system of boons is that drow actually prefer to pay off their debts as soon as possible. For a drow, having too many obligations hanging over one’s head is tantamount to political and social suicide. She cannot afford to directly challenge anyone to whom she owes a great favor, for fear of that favor being called in and ruining one of her ongoing schemes. Additionally, high-caste drow often trade favors to third parties, meaning that a matriarch might fi nd herself suddenly obligated to someone with whom she would never willingly have cooperated, or even someone she doesn’t know. One might imagine that the drow would simply ignore these commitments, but despite their selfi sh nature, very few actually do so. They know that if they refuse to acknowledge a legitimate debt, word will spread swiftly and nobody will deal with them in the future. They might even fi nd the other houses turning against them, seeking to eliminate the threat to the system and the status quo. Not even enlightened self-interest is always enough to keep the drow honest, so a wise dark elf making one of these deals often demands the exchange of promise tokens. These are small baubles or pendants, often made of silver, that are engraved with the symbol of the drow’s family or house. They are often also marked invisibly, such as with the arcane mark spell. If a drow refuses to honor a debt, the creditor might present the promise token as evidence of the arrangement when besmirching her name and seeking redress. Of course, it’s not impossible to fake a promise token, but their frequent usage does make reneging on a debt—or making one up—somewhat diffi cult. APPEARANCE The drow closely resemble surface elves in terms of physical build, though they are often even slimmer. Some appear wiry, muscled like a gymnast, and others are truly slender, sometimes to the point of gauntness. They boast the same pointed ears and almond-shaped eyes as other elves, though their features are slightly more refi ned and attractive than those of their surface cousins. Additionally, the drow’s constant pursuit of physical perfection has bred a lot of the fl aws—but also a lot of variety—out of the race. All drow have black skin. This is not the dark hue common to some humans, but true black, the color of onyx or pure darkness. Skin tone varies only slightly from individual to individual, perhaps appearing a shade lighter on one, or faintly violet-tinged on another when viewed under very bright light; in any case, these distinctions are both subtle and rare. The drow show a little more variety in their hair color. Stark white is most common by far, but other pale shades such as light gray, silver, platinum blonde, and even the occasional faint golden blonde exist as well. Some male drow (roughly one in ten) are capable of growing facial hair, and often wear elaborate mustaches and/or goatees. Most drow wear their hair long, though many soldiers choose to crop it—or, in rare cases, to shave bald—to avoid providing easy handholds for the enemy. Eye color varies about as much as hair: Red, white, purple, green, and gold all appear with roughly equal frequency (red being, perhaps, slightly more common than the others). Adult drow range from 4-1/2 to 5-1/2 feet tall and weigh between 85 and 130 pounds. Females are usually slightly taller and heavier than males, though the differences are minuscule enough, on the average, to be hardly noticeable. DROW RACIAL TRAITS • +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution. • Medium size. • A drow’s base land speed is 30 feet. • Darkvision out to 120 feet. • Immunity to sleep spells, +2 racial bonus on Will saves against spells, spell-like abilities, and enchantment effects of other sorts. • Spell resistance equal to 11 + class level. • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fi re. Caster level equals the drow’s class level. • Weapon Profi ciency: A drow is automatically profi cient with the hand crossbow, the rapier, and the short sword. • +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they take a –1 circ*mstance penalty on attack rolls, saves, and checks when in bright light. • Favored Class: Wizard (male) or cleric (female). • Level adjustment +2. • Challenge Rating: Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1. 95726720_Ch01.indd 36 2/22/07 3:02:20 PM

37CHAPTER 1 THE DROW ALL ABOUT CLOTHING If the drow are known for anything as much as their cruelty, cunning, and selfi shness, it is their penchant for dressing in ways that other races would fi nd revealing at best and positively scandalous at worst. In point of fact, only a portion of drow dress in such a provocative manner, and it has less to do with sensuality than it does with yet another show of social dominance. Drow notions of modesty are, essentially, defensive. Clothing is a protection, not merely against temperature and the environment, or (in the case of armor) against attack, but also against a perception of weakness. A drow who is not physically perfect dresses to hide her fl aws, lest her rivals humiliate her or even take advantage of her shortcomings in combat. Thus, drow who feel they have more to hide dress in greater amounts of clothing. Those who are confi - dent in their physical appearance, or who are powerful enough personally and politically that they do not fear public mockery, dress in far less. Even though it’s not always accurate to say that the skimpiness of a drow’s clothing correlates directly with that drow’s social standing, such does frequently prove to be the case. On the other hand, a drow slave might dress scantily because that is what his master demands, so it is never safe to make assumptions. Of course, though drow fashion does not have its roots in sexuality, that doesn’t mean the drow ignore its sexual repercussions. Powerful drow females are well aware of the effect they have on males—both drow and others—and are more than willing to use sensuality and seduction to their advantage. To the drow, physical attraction and even intimacy are more tools in their arsenal. The drow are attracted to physical perfection and to strength—as well as to political and social power—meaning that those drow who feel safe dressing provocatively are the ones more likely to attract an interested mate anyway. This combination of scanty dress and drow aesthetics often leads others to believe that the race as a whole is wanton and sexually indiscriminate, when in fact most drow are particular about those with whom they choose to become intimate. The specifi c nature of drow garb is based primarily on what resources the Underdark makes available. Fabrics like those used by surface races are largely unknown in the lightless depths below. Most drow garments consist of gossamerlike materials made of webbing, fabrics composed of mushroom fi bers or animal hair, metal or bone buttons and buckles, and— most commonly—leather. Leather is the favored material because it is the most readily available, and because it provides the greatest degree of protection and strength. Web-based garments are restricted primarily to the wealthy, and are often partly transparent— these provide little protection or modesty, but rather serve exclusively as a surface on which to hang jewels and other adornments. All but the most fl imsy and transparent of drow clothing contains at least one small concealed pocket or compartment, in which the wearer can hide a weapon, emergency funds, poison, spell components, or some other secret item. Since many powerful drow wear little at all, they have become quite creative in positioning these secret pockets, often sliding items between layers of leather or positioning them high on the back, beneath the hair. Roleplaying Application: Moderate how you dress based on your physical abilities—or at least your perception of your physical abilities. This attitude doesn’t in any way make you foolish. You dress functionally, fi rst and foremost, protecting yourself as needed against weather, the environment, or injuries in combat. When no such defenses are necessary, however, your sense of fashion might well shock your companions, and might even stir social trouble in other communities until you learn local mores and customs of modesty. GROOMING Drow are scrupulous groomers—yet another symptom of their obsession with strength, perfection, and dominance. Those capable of doing so make use of cantrips and other magical means to keep themselves clean and blemish-free. Those without access to such tools use strong soaps made from mildly Like other races, drow dress differently as a mark of status Illus. by Jackoilrain 95726720_Ch01.indd 37 2/22/07 3:02:22 PM

38CHAPTER 1 ALL ABOUT THE DROW acidic fungi, scrubbing themselves with fi stfuls of webbing, coarse animal hair brushes, or even pumice. Combs made of bone, precious metals, or the mandibles of large spiders are commonly used for hair maintenance. Most drow wear their hair straight or held back by a simple tiara or hairpins, but some prefer elaborate braids. (It is not uncommon for drow to use hairpins sharp and strong enough to double as stilettos, or even to make use of small wands as hairpins.) The wealthy use alchemical liquids to clean their teeth, swishing them about as food particles and dead skin are dissolved away, while the poor use picks and brushes made of tiny lengths of bristly spider hair. Because they are often at their most vulnerable when bathing, the drow often bathe with groups of family members, or have (relatively) trusted servants assist them. LANGUAGE It surprises many foreigners to learn that the drow do not have their own language. Rather, they speak Undercommon and various dialects of Elven that (though clearly the same language) are different in accent, tone, and nuance from surface Elven. There are many theories as to why the drow haven’t developed their own unique language. One hypothesis is that, due to their long life span, they haven’t been separate from other elves long enough for their language to more thoroughly evolve. Alternatively, the drow inability to cooperate reliably in large groups might have prevented them from developing their own terminology. Despite this fact, drow communication is often initially confusing to others, since the drow use Elven and Undercommon interchangeably, frequently switching back and First Roll d% Result 01–30 Roll once on Prefi xes table and once on Suffi xes table. 31–70 Roll once on Prefixes table and twice on Suffixes table. 71–90 Roll once on Prefi xes table and once on Suffi xes table for a fi rst name, then once on Prefi xes table and once on Suffi xes table for a second name. 91–100 Roll once on Suffixes table, add an apostrophe, then roll once on Prefixes table and twice on Suffixes table. Prefixes d% Prefix Meaning 01 Adin Awaken, Awakening 02 Ak Hidden 03 Al Blade 04 Am Beauty, Beautiful 05 Ang Valuable 06 Aun Tooth, Mandible 07 Balt Stone 08 Bar Courage, Fearless 09 Bel Jailor, Warden 10 Bri Small 11 Cha Commander, Leader 12 Chess Scholar 13 Cir Bolt, Quarrel 14 Daug White, White-Haired 15 Dhaun Danger, Hazard 16 Din Hunting Lizard 17 Div Ghost, Stealthy 18 Dris Ranger 19 Durd Curved, Crescent 20 Ec Matriarch, Mistress 21 El Green 22 Elk Blue 23 Elv Water 24 Er Rothé 25 Faer Champion 26 Fil Dark, Dark One 27 Gel Swift, Winged 28 Ghaun Slayer 29 Gul Predator 30 Hael Free, Unstoppable 31 Houn Tireless 32 Il Obscured, Unseen 33 Ilm Invisible 34 Im Lookout, Scout 35 In Vanguard 36 Ir Variant of “Im” 37 Ist Master (as in master of a craft, not one who leads) 38 Jhael Magician, Spellcaster 39 Jhan Magic, Mystical 40 Jhul Treasure 41 Kal Dragon 42 Kel Wind, of the Wind 43 Kren Earth, of the Earth 44 Lael Of the Night 45 Les Light (specifi cally the glow of certain fungi) 46 Lir Queen, Ruler 47 Lual Conundrum, Puzzle 48 Ma Death 49 Mal War 50 Min Daughter 51 Molv Burning, Fire, of Fire 52 Myr Priestess 53 Nal Ancient, Old One 54 Nath Bastion, Bulwark 55 Nul Variant of “Nal” 56 Nym Deep 57 Ol Sister (as in an organization or cause, not a relative) 58 Om Companion 59 Or Brother (as in an organization or cause, not a relative) 60 Pell Scribe 61 Phae Shadow 62 Phar Alien, Foreign 63 Qil Poet 64 Quar Archer, Sniper 65 Quew Patience, Patient 66 Rauv Ceiling (not the ceiling of a building, but the top of a cavern, the “sky” of the drow) 67 Rel Travel, Traveler 68 Rik Spear 69 Ryl Mithral 70 Sab Nimble 71 Shi Cat, Feline 72 Shri Hunter (connotatively one who works through ambush) 73 Shyn Water, of the Water 74 Sol History, Memory 75 Tal Sword 76 Tar High, Up 77 Tath Prepared, Ready 78 Teb Low, Down 79 Tlu Truth 80 Tri Column, Pillar, Support 81 Tsa Skilled 82 Ulv Wizard 83 Um Cold, Emotionless, Frigid 84 Url Illusion, Illusionist 85 Val Finger or Hand 86 Vic Heir, Successor 87 Vier (This does not translate into an English word. It refers to one who takes full advantage of peace to prepare for the next war.) 88 Vlon Ice 89 Vor Doorway, Passage 90 Waer Watcher 91 Welv Seeker 92 Wo Oracle, Seer 93 Xu Weaver 94 Xul Demon 95 Yas Irresistible 96 Yaz Demanding 97 Zak Noble, Royal 98 Zar Variant of “Zak” 99 Zeb Cook, Quartermaster; One Who Prepares 100 Zil Musical (implies not only beautiful to listen to, but believable; a good liar) 95726720_Ch01.indd 38 2/22/07 3:02:24 PM

39CHAPTER 1 THE DROW ALL ABOUT forth in the middle of a conversation—or even the middle of a sentence—if they feel that one language conveys the proper nuance or emphasis better than the other. Additionally, when creating new terms for objects, creatures, or other items not covered by either existing language, they often combine the grammatical and phonetic rules of both. The result is that the drow frequently speak a pidgin combination of the two tongues that might, generations in the future, form the basis of an actual drow language. On those rare occasions when they speak with surface elves, the drow customarily refuse to speak Elven, despite their fl uency in the language. They prefer forcing the surface-dwellers to learn and understand Undercommon—yet another small sign of dominance. DROW PHRASEBOOK The following phrases and idioms, common to drow culture, make use of both Elven and Undercommon. Drow PCs might wish to use these where appropriate, using either the actual Elven/Undercommon or the English translation, as they prefer. Inorum lo’athi, uvrastes. “In darkness, there is opportunity.” This, one of the greatest of drow axioms, admonishes them to always be on the lookout for the advantage. Su lidos verith. This phrase literally translates as “Only the strong survive,” but it has a different connotation from that phrase as used by humans. When used by the drow, this expression reverses cause and effect: It might more accurately be translated as “Those who survive are strong.” Resilsh nielquosthos nilt resilsh. “Help unasked for is never help.” (Alternative translation: “Help freely offered is not Suffixes d% Suffix Meaning 01 -ae (-aen) Whisper 02 -agh Strong 03 -ala (-alan) Organized 04 -an (-anam) Make, Maker 05 -ana Create, Creator 06 -anis Terrifying 07 -ant Great 08 -ao (-aol) Messenger 09 -arra (-arral) Hot-blooded, Temperamental 10 -as Bow, Fletcher 11 -aste By, With 12 -auf Commander 13 -aun (-aum) Consort, Spouse 14 -brak Craft, Crafter 15 -car (-cari) Bridge, Emissary 16 -daer World 17 -dan Cavern 18 -de (-deln) Eternal 19 -dra Grace, Graceful 20 -dril Crawl, Crawler (implies mobility, like a spider) 21 -e Of 22 -ee Of (implies higher birth than “e”) 23 -ein First 24 -el (-ell) Spy 25 -eld Patient 26 -en Bearer, Bringer 27 -esril Drow, of the Drow 28 -eth Potent 29 -ey Clever, Shrewd 30 -fay (-fal) Lake, Pool 31 -fein Vengeance, Vengeful 32 -gar Wise 33 -gol Grief 34 -gos Unbound 35 -idl Rise, Rising 36 -iir Darkness, Sleep 37 -il (-iln) One who holds another in debt 38 -in Relative (any) 39 -int Relative (close) 40 -ira One who arrives with darkness 41 -irin Dream, Dreamer 42 -iss Parchment, Scroll 43 -ist (-isn) Sister (Brother) 44 -ith Quick-Thinking, Smart 45 -iv Observant 46 -klyr Silence, Silent 47 -lau (-laul) Mistress (Master) 48 -lav Ambitious, Passionate 49 -li (-lim) Daughter (Son) 50 -lice Poison, Toxic 51 -lith (This does not translate into an English word. It refers to the assumed innate superiority of the drow over other races, and of female drow over male.) 52 -loth of Lolth 53 -lyn (-llyn) Bolt, Ray 54 -mir (-min) Bond, Obligation, Promise 55 -mma (-nma) Mage 56 -mys Ally (implies no closer relationship than working toward a common goal) 57 -na Distant, Far 58 -naf Reach 59 -nar Guide, Guidance 60 -nay Destination 61 -ne Variant of “-na” 62 -neth Center, Heart 63 -nim Rite, Ritual 64 -nol Beginning 65 -nor Variant of “-nar” 66 -olg (-ong) Gate, Gatekeeper 67 -onia (-onin) Keeper 68 -or Growth, Plant 69 -phrin Spectral, Spiritual 70 -qel Forgotten, Lost 71 -qos Chant, Chanting, Song, Singing 72 -ra (-ran) Beast 73 -rae Hunter 74 -raen Tracker 75 -rath Arcane 76 -ri (-rin) Walker, Walks 77 -ry Footsteps, Trailblazer 78 -ryn (-ryl) Noble 79 -shal Rise, Steep 80 -ston Fist 81 -tlar Armor, Protection 82 -ton (-tom) Soldier 83 -tra Wall 84 -tre Ward (mystical) 85 -ue (-uel) Sacred 86 -uit Abyss, Abyssal 87 -ul Of the Temple 88 -une Art, Artist 89 -uth Lance 90 -va Fortune, Fortunate 91 -ve Enduring 92 -vir (-virl) Mother (Father) 93 -vol Blood, of the Blood 94 -vra Vicious 95 -ya Variant of “va” 96 -yas Success, Successful 97 -yl (-ym) Better, Superior 98 -yn Higher, Larger 99 -yr Careful, Cautious 100 -za Electricity, Lightning 95726720_Ch01.indd 39 2/22/07 3:02:25 PM

40CHAPTER 1 ALL ABOUT THE DROW free.”) This is a simple admonishment to watch for ulterior motives. Alrenas Lolthu, nilos dulhar. “Before Lolth, all are weak.” A common religious invocation, but also a maxim that essentially means “Nobody is perfect.” Often used as an excuse for one’s own failure, or as a backhanded way of mocking another drow for failing. Nilodi orhastho shiorell e farul. Literally, “Weakness is the spawn of contentment and affection.” This is a common drow admonishment against growing too happy with one’s station, or too fond of the people who share it. Artolth nilat unelte nilt peralath. “A spider without a web is no hunter.” One who goes unprepared into any endeavor cannot expect, and does not deserve, success. DROW NAMES Although a drow’s own name is of vital importance to her, parents are often relatively careless in assigning names to their offspring. Thus, many drow choose to take on a new name upon reaching adulthood. The random name generator presented here is intended to demonstrate a range of potential name choices. Feel free to invent your own names using from the table entries. Each drow name consists of a prefi x and one or more suffi xes. If a suffi x’s use differs based on the gender of the drow, the standard form is considered the feminine, and the masculine is given in parentheses. DROW SIGN LANGUAGE Initially developed as a series of quick signals and commands for use by military bands sneaking through enemy territory, the drow system of signs has developed into a complex language all its own. Though it is not as varied or expressive as most spoken languages, it is capable of conveying a surprising array of complex concepts in a relatively short time. The meaning of a word is indicated by the patterns formed by the hands and fi ngers. Tense and subject/object links are conveyed through the precise angle of the hands from the “speaker,” and emphasis and emotion are conveyed through facial expression and body language. This makes Drow Sign Language diffi cult to interpret if one is not the intended recipient. Interestingly enough, many of the hand and fi nger motions of Drow Sign Language are exceedingly close to those that make up the fundamental basis of arcane somatic components. It is unclear whether this was a deliberate choice back when the language was fi rst being developed, or was simply a natural outgrowth of the fact that many drow are arcanists and were most comfortable with those motions. The drow have a written version of Drow Sign Language that consists of simple dot-and-line arrangements that vaguely imitate the positions of the hands and fi ngers. This pictographic script is less detailed and comprehensive than the sign language on which it is based, but it is more than suffi cient to convey essential information, such as a warning about a hazard or directions for a following column of soldiers. DROW AND OTHER RACES No other sentient race considers the drow to be friends. They stand alone in the world, and would have it no other way. Some hate the drow as bitter foes, some fear them as maddened slavers and conquerors, and some simply resent them for being . . . different. The drow, in turn, feel a racewide disdain for all nondrow, seeing them as inferior beings good only as slaves or sacrifi ces. Although they look down on other races, the drow aren’t idiots. Their disdain and hatred is, where appropriate, moderated by an understanding of the abilities of the race in question. The drow might view the illithids as an inferior race, but that doesn’t mean they don’t acknowledge the dangers a community of mind fl ayers can pose. The drow are even willing to work with other races when necessary, if doing so brings them closer to a goal or if open confl ict would be too devastating for the drow community to survive. ABOLETHS The drow aren’t entirely sure what to make of the aboleth. When it comes to other humanoid or arachnoid races, the dark elves can, at least to an extent, envision what it is they want, and what they can offer the drow as slaves or victims. The aboleths, however, have alien patterns of thought and rule an aquatic environment in which the drow have neither the interest nor the ability to function. If circ*mstances were different, the drow would be content to simply ignore the presence of aboleth entirely. Unfortunately for the drow, the aboleths take their slaves and minions from the same races the drow seek to conquer, and even from the drow themselves. Accustomed to their power to intimidate their foes, the drow are disconcerted when faced with aboleth minions, who are often so thoroughly magically dominated that they feel no fear of anything. Further, the notion of becoming a slave to such a horrifi c being, of having their free will stripped and their opportunities to advance stolen, fi lls the drow with intense dread. Thus, they avoid the aboleths when they can, negotiate agreements to stay out of each other’s way where possible, and—when confl ict becomes inevitable—strike fast, strike hard, and then run like hell. ARANEAS The drow see the araneas as betrayers of Lolth. Some believe the araneas are like driders—a race of beings that were formerly drow, until they were hideously transformed for failing the Spider Queen. Others maintain that the araneas were Lolth’s fi rst attempt at creating life, before she hit upon the perfect design that became the drow. Whatever a given drow believes, however, she knows that the araneas do not now worship the Weaver of Webs, making them weak-minded fools as well as traitors. Still, the drow make use of aranea abilities when they can. Powerful drow constantly seek aranea slaves, and offer prime treasures or even political favors to those who provide them. Others are willing to swallow their bile and hire or cooperate with an aranea to achieve a particular goal, frequently planning to betray the creature afterward. 95726720_Ch01.indd 40 2/22/07 3:02:26 PM

41CHAPTER 1 THE DROW ALL ABOUT For their part, the araneas hate the drow with a blazing fury uncommon to these relatively passionless creatures. They resent the drow’s innate assumption of superiority, as well as their tendency to make slaves of the araneas when they can and to slaughter them when they cannot. Still, the araneas are selfi sh beings, and if the offer is good enough, they will work with the drow as readily as they will with others. DRIDERS The ultimate symbols of Lolth’s whim, these hybrid horrors long shared a mutual loat hi ng w it h their drow relatives. The drow viewed them as worthless beings, failures in the eyes of Lolth and reminders of the drow’s own fallibility. The driders, in turn, despised those who drove them from their former homes, stripping them of any possibility of advancement in the society from which they came. The best a drider could hope for, if it was unfortunate enough to encounter the drow after its transformation, was a quick death. More often, enslavement or torture was the result. In recent years, however, this attitude has begun to shift, particularly within the current generation of up-and-coming drow. Breaking free of the shackles of tradition, and seeking advantages their forebears would never consider, these drow have taken stock of drider abilities. Their transformation might have been a punishment from Lolth, but it also grants them substantial physical and mystical power. Is it possible that while Lolth was castigating an individual, she was also granting a favor to the community as a whole? That a drow who proved too weak on his own could be a workable tool for other drow strong enough to seize and wield it? These drow have made overtures to the exiled driders, offering them an opportunity to belong once again. Obviously, they cannot regain their prior status and can never be considered the equal of true drow, but they can fi ll the roles of favored servants and agents, with powers and privileges greater than other non-drow in the community. The driders, of course, are greatly suspicious of this sudden shift in attitude, but a few have taken the drow up on the offer—and found it, in many cases, preferable to eking out a lone and savage existence in the wilds of the Underdark. Should this pattern continue, members of the younger generation of drow might fi nd themselves at the head of sizable bands of driders, eagerly champing at the bit for a chance at revenge against the entrenched drow power structure that drove them out. DUERGAR The drow consider the duergar slow, weak-willed, and unimaginative, while the duergar think of the drow as undisciplined, temperamental, and intrusive. Moreover, the dark elves and the gray dwarves frequently compete for territory, making confl icts bet ween t he two relatively common. Although the drow emerge victorious from a majority of these encounters, it is a majority only by the slimmest of margins. They have been forced, almost despite themselves, to recognize the military abilities of the duergar. Their rigid thought patterns, combined with their stamina, make them favored slaves of the drow. For their own part, however, the duergar rarely take drow slaves, seeing them as uncontrollable and preferring instead to kill them outright. ELVES Utter loathing. Absolute, searing, indomitable hatred. The drow despise other elves with a passion almost unimaginable by other (saner?) races. Some drow raids on surface communities have no other purpose than to slay elves, and a drow will go out of her way—sometimes even endangering an ongoing agenda—to harm an elf. Drow rarely take elf slaves, preferring to kill them on sight or offer them as sacrifi ces to Lolth, and on the rare occasions they do take an elf as a slave, it is often for no greater purpose than regular abuse and torment. The elves, of course, return this hatred in equal measure. Being more inclined to good, they rarely make a deliberate effort to fi nd drow to fi ght. When the drow make themselves available, however, the normally peaceful elves are more than happy to nock their arrows and unsheathe their blades. The elves’ antipathy for orcs, or the dwarves’ hatred for goblins, is as nothing compared to the burning abhorrence these cousins feel for one another. A few young drow have begun to cooperate with the driders, but much animosity and suspicion remains Illus. by E. Widermann 95726720_Ch01.indd 41 2/22/07 3:02:28 PM

42CHAPTER 1 ALL ABOUT THE DROW HUMANS The drow don’t have a unifi ed opinion on humanity. This is the only species the dark elves fi nd as unpredictable as themselves. The short human life span and lack of innate mystical abilities inclines the drow to think them weak, but they also recognize that humans are more adaptable to environments and circ*mstances than any other humanoids. Perhaps because of that life span, many of them are truly dedicated to a cause or a deity—equals of the drow’s most fervent Lolth- worshipers. But others are easily swayed by promises of wealth and power. (The drow, naturally, prefer to deal with the latter type.) Humans make some of the best slaves, but they are also among the most diffi cult to control and frequently require execution before they can be worked to death. The drow consider humanity a young race, and some worry what humans might accomplish if they are allowed to grow into the wisdom and experience currently possessed by some of the longer-lived species. Their solution, of course, is to either destroy or enslave the race before that happens. ILLITHIDS If the drow fear any race as thoroughly as the aboleths, it must be the mind fl ayers. The illithids are almost as alien, and they too threaten the drow with the most horrifi c of fates: the complete loss of personal identity and control. Even a drow who is a slave to another drow has, if she is clever, the potential to advance her position. A drow mentally bound to a mind fl ayer, however, is nothing but a husk, and possibly an eventual meal. As strong as their self-preservation instinct is, most drow prefer death to such a fate. That said, the drow do more frequently come into contact with the illithids, because the two races sometimes compete for territory. This rivalry often results in raids and skirmishes, but on various occasions these races have found reason and methods for cooperating with each other. The mind fl ayers sometimes advise the drow, and use their powers to keep otherwise unruly drow slaves docile and under control. In exchange, the drow offer the illithids crafted items and slaves the drow no longer need, on whom the illithid can feed. These arrangements are often shaky, each side viewing the other with intense distrust. Neither race wants all-out war, however. The drow fear their fates at the hands (and tentacles) of the illithids, while the mind fl ayers recognize that the drow are heavily resistant to many of their mental abilities. The illithids, it should be noted, do not view the drow as much more valuable than any other nonillithid race. So far as they are concerned, the drow must and will eventually be enslaved and consumed, just like everyone else. They’re simply prepared to leave the drow for last. OTHER SUBTERRANEAN RACES So far as the drow are concerned, every other underground race is a nuisance: a competitor for space and resources. The only difference is whether or not a race can prove useful. Several drow communities have, at times, worked hand-in-claw with the kuo-toa, so the drow avoid taking too many of that strange race as slaves—at least for the time being. They fi nd nonduergar dwarves intractable, and though they make slaves of them when they can, they often prefer simply to exterminate them. The same holds true for svirfneblin (deep gnomes) and kobolds, who are too physically frail to make good workers, though drow do sometimes take them alive for entertainers or messenger slaves. The dark elves favor the use of orcs and grimlocks as slaves, when this is possible. Accustomed to life underground, quite strong, and not overly intelligent, they make the perfect soldiers and manual laborers. Again, the drow aren’t idiots: They know better than to fi ght a war on multiple fronts, or to take on an obviously superior opponent. They refrain from bothering plenty of non-drow communities (or at best make only the occasional stealthy raid), and are even willing to engage in trade and commerce with gnomes, kobolds, and the like, if such is the best way for their community to thrive. Inevitably, however, they seek ways to turn these situations to their advantage, and grow strong for the day when conquering their neighbor becomes a viable possibility. OTHER SURFACE RACES When the drow think of other surface races at all, they dismiss them as worthless nuisances. They consider gnomes to be fl ighty dabblers in powers far beyond their control, goblins to be foolish brutes (albeit valuable as slave labor), and halfl ings to be pests of the highest order who should be slaughtered on sight. Even though the drow are willing to take slaves from anywhere, they do not go out of their way to take prisoners from these surface races, as they do from those who dwell in the depths. If some are foolish enough to wander below, or if they get in the way of a drow surface raid, then yes, they’ll fi nd themselves spitted on a drow blade, strapped to an altar of Lolth, or wearing the brand of a drow owner—but for the most part, the drow have more important concerns than what these foolish creatures are doing hundreds and thousands of feet above them. Roleplaying Application: Whether or not you hold the racial attitudes common to your people is a major aspect of your personality. If you do, these beliefs certainly drive your behavior when dealing with members of other races. If you do not, why? Have you seen or experienced something that convinced you of the error of drow racial opinions? And if so, do you hide your beliefs from other drow, or have you taken the (dangerous) step of trying to convince others of their mistakes? DROW TACTICS As mentioned above, drow avoid direct confrontation when they can. They prefer lightning raids, ambushes, sabotage, and assassination to battlefi eld combat. In their eyes, the best battle is not merely one in which they were victorious, but in which the enemy never had a chance to strike back. Two primary factors drive this philosophy, which is common to almost all drow military minds despite the race’s individualistic nature. First, these techniques allow the drow a far greater chance of victory. Like all elves, drow lack the physical hardiness and Constitution of other races. They tire more swiftly, and they can be slain more easily. Assuming equal skill and equal numbers, the drow are at a disadvantage in a drawnout, straightforward melee. In addition, their darkness ability 95726720_Ch01.indd 42 2/22/07 3:02:31 PM

43CHAPTER 1 THE DROW ALL ABOUT allows them to sow chaos and confusion, opening up the perfect opportunity to launch a surprise assault, and their high range of darkvision combined with their heightened Dexterity makes sniping a most attractive option. The second and more infl uential factor is the drow instinct for self-preservation. Every enemy that is cut down without the chance to strike back means one less blade, bow, or spell that might take the life of a drow. The drow are not necessarily cowards, but they are absolutely and ruthlessly pragmatic. The notion of honorable combat or a fair fi ght is alien to most of them, and those who have been introduced to the concept fi nd it both repellent and foolish. Any tactic that offers the drow a chance at victory with minimal danger to themselves is worth considering, no matter how brutal, horrifi c, or convoluted it might be. And, as always, although a commander would rather sacrifi ce her non-drow minions than other drow, she happily sacrifi ces other drow to protect her own life. Although the specifi cs vary by community and circ*mstance, traditional drow tactics frequently involve one or more of the following elements. Minions: The drow prefer to let others do their fi ghting for them, and the average “drow army” consists of only a few actual drow in offi cer and special operative positions. The remainder is composed of minions, hired soldiers, and slaves, from orcs to troglodytes, goblins to humans. The drow make use of these minions primarily as foot soldiers to overwhelm the enemy, and as disposable fodder to absorb spells and attacks that might otherwise threaten the drow themselves. The drow respect a military mind skilled enough to return with the bulk of her army intact, but no particular stigma is attached to losing many or even most of one’s non-drow soldiers. Throwing them away unnecessarily is considered wasteful, but no more so than disposing of ammunition or other supplies. When possible, the drow prefer to make use of their minions’ racial advantages. Orcs and bugbears, for instance, are used as shock troops in situations when their great strength can come into play. Duergar and other dwarves are used as the vanguard after long marches, or as protection for other forces, taking full advantage of their resilience. Goblins and kobolds make excellent scouts, while hobgoblins are frequently assigned to special operations or even made subcommanders beneath drow offi cers. Whatever the case, these creatures can all be certain of one thing: Where a dangerous enemy lurks, it is they, and not their offi cers, who will feel the brunt of its attacks. Beasts: Although less popular than humanoid slaves, other beasts of burden and war make frequent appearances in drow battle tactics. The most common of these are, unsurprisingly, monstrous spiders. The drow train them to ambush specifi c targets, or even to serve as mounts, in the case of some larger specimens. Entire orders of drow knights train in techniques of mounted warfare that take full advantage of the spiders’ ability to walk on any surface at a consistently high speed. Other techniques gaining popularity include the use of rothé or giant lizard stampedes—with mounted drow on strategically placed beasts throughout the herd—and, in a few instances, the use of elite squads mounted on Large (advanced) basilisks. These specially bred creatures are fi tted with leather head coverings that include red crystal lenses over the eyes. These lenses are not, in and of themselves, suffi cient to blot out their petrifying vision. The drow who ride them, however, wear full-head helms with green lenses in the visors. The color combination creates an opaque brown that blocks line of sight, and thus renders the riders safe from the gaze attacks of their mounts. The drow either shatter their petrifi ed opponents, or carry them back home where they can be restored by priestesses or wizards and then put to work as slaves. Blitz Attacks and Swift Retreats: Whether it’s a lightning raid on a surface community, a group assassination, or an unavoidable direct battle, the drow prefer to strike hard, strike fast, and then vanish. Prolonged confrontation is the worst possible military situation for them. When possible, they have specifi c goals laid out in advance—often assigning objectives to individual operatives and groups—and they remain on the fi eld only as long as they must to accomplish those goals, or until it becomes clear that they cannot. At least, this is the theory. In practice, the pride and arrogance of many drow prevents them from declaring an operation a failure and aborting when they should, leading to precisely the sort of prolonged battle they wished to avoid. Wise and experienced drow, however, know that their best bet is to attempt to crush the opposition with a single overwhelming or strategically placed strike, and then withdraw whether or not they succeeded. It is during these retreats, either when an objective has been achieved or the drow commander has decided an attack has failed, that many of the non-drow soldiers are sacrifi ced. Drow frequently order units to remain behind and continue fi ghting, as if they were still working toward a particular goal. This tactic not only covers the escape of the offi cers, it often prevents the enemy from realizing that the battle, so far as the drow are concerned, has ended. As the drow see it, military and political assassination is just another form of this “quick strike” philosophy. Remove an enemy’s command structure, and you’ve removed his ability to mount a coordinated war effort. The drow make every attempt to identify enemy leaders, and they deliberately target them both in combat and for assassination off the battlefi eld. Poison: The drow are known far and wide for their use of poisons, and it is a skill they have elevated to a cultural art form. The drow rarely, if ever, poison the weapons of their non-drow soldiers, reserving such advantages for themselves. Among adventurers, the drow are most well known for their sleep poisons, which they use to coat the bolts of their hand crossbows. This is a favored tactic of sentinels; however, the drow rarely employ it in full-scale war, preferring more reliable and deadly techniques. Only if an objective specifi - cally involves taking a target alive do they bother with sleep poisons in military operations. Spells: Every drow fi ghting force worth its salt contains at least a few wizards, clerics, or other casters. Although the precise nature of the spells used varies, the drow would no sooner consider going to war without spells than they would without swords or armor. Drow war-casters rarely bother with spells whose function is to take out a single foe, unless they expect to face a lone champion. They prefer spells to hide, protect, or strengthen their 95726720_Ch01.indd 43 2/22/07 3:02:33 PM

44CHAPTER 1 ALL ABOUT THE DROW own troops (thus making them more effective), or area spells to obliterate many of the enemy at once. A favored drow tactic is to drop Will-based area effects onto crowds that include both the enemy and other drow, counting on the drow combination of spell resistance and superior Will saves to protect them. Contingency Plans: All good drow soldiers, particularly offi cers and spellcasters, head into battle with a contingency plan already in mind. In some cases, this might be an alternate scheme of attack, but at the very least it involves an escape route of some sort. Even if the main strategy involves force, these contingencies usually rely on deception or misdirection. A drow might disguise herself as a member of another race, the better to blend in with her non-drow soldiers. She might order her soldiers to continue fi ghting to cover her own getaway even when an objective has been obtained or a mission has failed. The most favored drow methods for escape involve magics, from the simple teleport or contingency to elaborate ruses that involve leaving dead clones behind. STRENGTHS AND WEAKNESSES The drow are partial to tactics that take advantage of their racial traits and abilities, while minimizing exposure of those areas where they are weakest. As mentioned above, this approach inclines them to make full use of ranged attacks while avoiding melee, but their tactics are certainly more specifi c and sophisticated than this simple predilection. The majority of drow warriors specialize in combat styles that accentuate their heightened Dexterity, rather than relying on brute force. Two-weapon fi ghting and related feats are quite common, as is the use of Weapon Finesse. For extra versatility, drow employ weapons that can be used either in melee or at range. When melee combat is unavoidable, drow prefer to focus their own attacks on spellcasters (particularly arcanists), leaving the heavy fi ghters for their subordinates and minions. The drow know that sorcerers and wizards die faster and are ineffective with melee weapons (minimizing the physical resistance they can mount), while their spells are at least potentially countered by the drows’ own resistances. Even though none of their racial spell-like abilities are innately offensive in and of themselves, the drow have developed multiple tactics for taking advantage of them. Dancing Lights: The dark elves’ favorite use of dancing lights is to confuse enemy sentinels’ attempts to calculate the size of a drow force. When cast at random intervals during camping or troop movement, the torchlike effects make it diffi cult for observers to determine exactly how many campfi res or lanterns—and thus how many soldiers—a unit contains. A less common but far more valuable use of dancing lights is to send coded messages over great distances. By causing the balls of light created by the spell to move up and down or blink out in particular patterns, the drow can create signals “written” in the scripted form of their sign language. This is a particularly effective means for offi cers to pass messages and coordinate efforts in combat. Of course, should all else fail, the drow can use their dancing lights to provide illumination for soldiers and slaves who lack their masters’ ability to see far in the darkness. Darkness: If the drow have suffi cient time to prepare for an attack, they often set up pitfalls, caltrops, green slime, and other impediments along the enemy’s most likely route. They further cloak these areas through the use of their darkness ability. At the very least, the foe must slow down or expend precious spells to safely traverse those areas, and sometimes the extra darkness causes the foe to stumble directly into danger. When these hazard-strewn areas of darkness are interspersed with darkened but perfectly safe regions, the enemy cannot afford to ignore any of them. Drow also make a practice of using darkness on crossbow bolts or other ammunition, and then launching the projectiles into the ranks of enemy archers or spellcasters. Although the drow fi ring the weapon at an opponent within the radius of the effect has her normal miss chance, this is hardly a problem when the objective is simply to place the missile somewhere amid a group of foes. The enemy, on the other hand, then suffers the miss chance when attempting to strike back against the drow. Faerie Fire: In addition to the obvious uses of this spell— negating invisibility and outlining targets for soldiers with weaker darkvision—the drow have developed several other tactical purposes. Drow scouts and spies are often assigned to identify and locate enemy commanders and spellcasters. Then, as the bulk of the drow-led forces approach, these scouts use faerie fi re to “paint” the target. This technique not only gives the soldiers an easy and obvious target, it permits them to begin a bombardment of missiles and spells earlier than their own darkvision or the ambient lighting might normally allow. One additional tactic, which only functions against foes not especially familiar with magic, involves combining the use of dancing lights and faerie fi re. First, the drow use the humanoidshape option of dancing lights to make sentries believe that someone or something is approaching, drawing them away from their posts and possibly allowing drow operatives to slip by. After several instances, the guards likely become aware that the glowing fi gures are simple illusions and begin ignoring them. At this point, a drow cloaked in a faerie fi re spell—and thus, from a distance, appearing to be just another of the dancing lights effects, if of a different hue—can potentially draw near enough to deliver a sudden attack before the guards realize what’s happening. The drow, for the most part, loathe the fact that their race has innate weaknesses that counterbalance some of their advantages. One of the main reasons they employ non-drow shock troops is because they know that they are usually less hardy than their opponents. They do not worry overmuch about mind-affecting spells—even if the magic penetrates their spell resistance, they are incredibly strong-willed creatures—but they fear the results should damaging or transformative magics break through their resistance. Thus, most drow spellcasters, and those who can afford powerful magic, make at least some attempt at using magic to counter these particular weaknesses. Constitution-boosting and saving throw-boosting items are relatively common among those who engage in battle on a regular basis. So, too, are items that provide for the possibility of a sudden escape when the situation turns bad. (See Contingency Plans, above.) 95726720_Ch01.indd 44 2/22/07 3:02:34 PM

he Underdark is home to alien creatures, depraved cultures, and hazards that can snuff out the lives of any creatures unfortunate enough to stumble across them. The drow have developed techniques to respond to these many threats. This chapter explores the options available to drow characters, presenting new uses for skills, new feats, alternative class features, and new spells and invocations. SKILLS Innovation allows dark elves to make do with the scarce resources of the Underdark, fi nding new ways to manufacture common goods and to deal with the day-to-day needs in their civilization. BLUFF (CHA) Given the unique form of Drow Sign Language, some dark elves learn to incorporate elements of the complex language into normal body movements. Delivering a Secret Message: You can substitute Dexterity for Charisma when making Bluff checks to deliver a secret message, if you and the recipient are both fl uent in Drow Sign Language. CRAFT (INT) Drow artisans make do with what they have. Many materials that the surface races take for granted are rare in the Underdark, if they are present at all. Drow raiders do steal much from the surface world, but transporting signifi cant quantities of wood, grains, and other fi nished materials is simply not practical. The scarcity of resources means that drow must turn to nontraditional materials to provide themselves with life’s necessities. Vegetable fi bers such as cotton and fl ax are all but unknown in drow society; fi ber extracted from woody fungi or leather is more commonly used. Thus, drow can substitute other materials they have on hand when attempting Craft checks. The most well-known examples of drow-created items are the poisons and alchemical substances that are found only in their society. Chapter 4 provides extensive information about these special substances. Included here are DCs and costs for creating alchemical items and drow poisons. Alchemical Item Craft (alchemy) DC Cost Bile droppings 15 50 gp Darkvision powder 20 10 gp Dwarfblind stone 25 50 gp Shedden 20 75 gp Spelunker’s oil 20 15 gp Stoneburn acid 22 10 gp Vilegrip 25 50 gp 45Illus. by W. England 95726720_Ch02.indd 45 2/22/07 2:59:54 PM

46CHAPTER 2 DROW OPTIONS Poison Craft (poisonmaking) DC Cost Darklight brew 28 1,500 gp Fish glue 18 100 gp Illithid mindscorch 27 1,000 gp Psychotropic rot 17 125 gp Roach paste 15 50 gp Underdark blight 20 300 gp Magic-Infused Poison Craft (poisonmaking) DC Cost The calling 28 2,000 gp Creeping nullscourge 25 1,000 gp Slow taint 18 300 gp Slowswarming 21 1,200 gp Swarming spiderbite 26 1,800 gp Craft (Poisonmaking): The amount of raw materials needed to manufacture poison depends on the general availability of the active ingredient. If a supply is readily available, the raw materials cost one-sixth of the poison’s market price. Otherwise, the raw materials cost at least three-quarters of the market price (though only if the substance is for sale). Multiply your check result by the poison’s DC to determine the value in gp of poison you create. When the total equals or exceeds the market price of one dose, that dose is fi nished. (Depending on the check result, you might be able to create more than one dose at a time). If you fail the check by 4 or less, you make no progress, and if you fail by 5 or more, you ruin half the raw materials and have to buy them again. HANDLE ANIMAL (CHA) Vermin are vital to the drow. On one hand, they are creatures sacred to Lolth, expressions of her perfect divine form. On the other, they are abundant, and with the proper training, they can serve as guardians, soldiers, and even steeds. Since vermin are mindless creatures, they don’t learn as other animals do. Instead, they must be “programmed” by a trainer, who encodes a desired pattern of behavior that the creature reproduces under a specifi c set of circ*mstances. This technique is beyond the capabilities of most animal handlers, and only characters with the Vermin Trainer feat (see page 53) or with access to a similar ability—such as that granted by the vermin keeperUnd prestige class can train vermin. Even with the required feat, handling and training mindless creatures has associated challenges. The larger the vermin, for example, the harder it is to control—thus, when making a Handle Animal check to handle or train a vermin, apply the creature’s special size modifi er to the check DC. Vermin Size Handle Animal DC Modifier Medium or smaller +0 Large +2 Huge +5 Gargantuan +10 Colossal +15 Vermin can learn up to three tricks or one general purpose that encompasses no more than three tricks. Some vermin have a special quality that enables them to learn more than others of their type ordinarily could. It is impossible to push a vermin. Additionally, vermin are never deemed “wild animals” and thus cannot be reared. In addition to the tricks described in the Player’s Handbook and elsewhere, drow commonly teach the following tricks to their vermin servants. Ambush (DC 20): The vermin makes a Hide check and waits for a creature to come near it. When a target passes beneath it or comes within 10 feet, the vermin attacks. Bestow Venom (DC 15): By succeeding on a DC 15 Handle Animal check to handle a vermin that has a poison special attack, you can compel the vermin to give up some of its venom. The creature deposits its poison into a container you indicate, providing a single dose. A Handle Animal check to extract venom takes 1 minute. You can then attempt a DC 15 Craft (poisonmaking) check to refi ne this venom into a poison you can use. Web (DC 15): On command, a web-spinning vermin shoots a web at the closest hostile creature. SPEAK LANGUAGE Drow Sign Language is unlike any other language. A complex harmony of gestures, facial expressions, and body language, it is all but impossible to comprehend by those not fl uent in the “tongue.” Though it lacks a vocal component, Drow Sign Language is otherwise like any other language, with a robust vocabulary and even a written form. This script, however, is as unusual as the “spoken” form of the language. Consisting of symbols that illustrate the proper hand motions with emphasis marks to indicate other physical gestures, it might be overlooked by those unfamiliar with the tongue, and interpreted as just more of the whorls and patterns that decorate drow settlements. Spellcasting: Drow Sign Language cannot be used as part of a spell’s verbal component. However, as pointed out in Chapter 1, Drow Sign Language is quite similar to the somatic gestures used to cast arcane spells. An arcane spellcaster who is fl uent in Drow Sign Language gains a +2 bonus on Spellcraft checks made to identify a spell being cast (if it has a somatic component), and increases by 2 the Spellcraft DC to identify any of her spells as she casts them (whether or not those spells have somatic components). Dancing Lights: Drow Sign Language relies on sight to transmit messages—and is usually used when underground—so it is largely ineffectual when directed at those out of darkvision range. To compensate for the challenges imposed by their native environment, the drow have learned to manipulate their innate ability to use dancing lights to communicate over longer distances. To use this ability, a drow must use dancing lights and make a successful DC 15 Spellcraft check (or DC 20 for complex messages). As with Bluff, if the Spellcraft check fails by 4 or less, the drow can’t get the message across. Failure by 5 or more indicates that false information is communicated. 95726720_Ch02.indd 46 2/22/07 2:59:56 PM

47CHAPTER 2 DROW OPTIONS NEW FEATS The drow use special tactics in combat, favoring techniques that incapacitate their foes rather than kill them. The reason is simple: They harvest slaves from the ranks of their fallen enemies. The drow do kill, certainly, but indiscriminate slaughter is a waste of a good labor source. AT HOME IN THE DEEP Your innate power over the darkness extends to your senses. Prerequisite: Darkness as a spell-like ability, darkvision. Benefi t: You can see through the shadowy illumination created by a darkness spell as if the spell weren’t there. This ability doesn’t apply to other spells that have the darkness descriptor. BLEND INTO SHADOWS You can draw from nearby magical shadow to cloak yourself in darkness. Prerequisite: Darkness as a spell-like ability. Benefi t: As a swift action, you can spend a use of your darkness spell-like ability to make a Hide check, even while being observed and without cover or concealment. You must be within 10 feet of an area of magical darkness. You also gain one additional daily use of your darkness spell-like ability. CAUTIOUS ATTACK When you take your time in combat, you quickly assess the fl ow of battle to respond rapidly to threats. Prerequisite: Wis 13, Dodge. Benefi t: Whenever you ready a standard action to attack, you gain a +1 dodge bonus to AC. This bonus lasts until you take the readied action, or until the start of your next turn, whichever comes fi rst. CHOSEN FOE At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fi ghting against him. Benefi t: Once during your turn as a free action, you can designate a single opponent. You gain a +1 insight bonus on attack rolls made against that opponent and a +1 insight bonus to AC against attacks made by that opponent. In exchange, you take a –2 penalty on attack rolls against other creatures and a –2 penalty to AC against attacks made by other creatures. The bonus and penalty last until the start of your next turn. Special: A fi ghter can select Chosen Foe as a fi ghter bonus feat. CLEVER OPPORTUNIST When an unwary opponent gives you an opportunity, you use it to change positions with your foe. Prerequisite: Combat Refl exes. Benefi t: If you hit a creature of your size or smaller with an attack of opportunity, you can spend an immediate action to exchange places with that creature. Both you and the target must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn’t exchange places with a corporeal character, nor could a nonfl ying creature exchange places with an airborne fl ying creature. Special: A fi ghter can select Clever Opportunist as a fi ghter bonus feat. COERCIVE SPELL [METAMAGIC] Living foes damaged by your spell become more pliable and vulnerable to your commands. Benefi t: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell takes a –2 penalty on Will saves for 3 rounds. Penalties from multiple coercive spells do not stack. A coercive spell uses up a spell slot one level higher than the spell’s actual level. CONSTANT GUARDIAN By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions. Benefi t: Once during your turn as a free action, you can take a –2 penalty on your attack rolls to grant a single ally within 10 feet a +2 dodge bonus to Armor Class. This effect lasts until the start of your next turn or until you are more than 10 feet from the chosen ally, whichever comes fi rst. Special: A fi ghter can select Constant Guardian as a fi ghter bonus feat. Using his Constant Guardian feat, a male drow tries to protect a female from harm Illus. by F. Vohwinkel 95726720_Ch02.indd 47 2/22/07 2:59:57 PM

48CHAPTER 2 DROW OPTIONS DAZZLING FIRE The illumination you can bestow on others impedes their ability to fi ght. Prerequisite: Faerie fi re as a spell-like ability. Benefi t: When you use faerie fi re as a spell-like ability, you can choose also to render the target of the faerie fi re effect dazzled for its duration. You also gain one extra daily use of your faerie fi re spelllike ability. Table 2–1: New Feats General Feats Prerequisites Benefit At Home in the Deep Darkness spell-like ability, You can see through darkness spells darkvision Blend into Shadows Darkness spell-like ability Spend darkness use to hide in plain sight Cautious Attack Wis 13, Dodge Gain +1 AC while readying an attack Chosen Foe — Gain +1 attack and AC against single foe Clever Opportunist Combat Refl exes Spend immediate action to exchange places with foe Constant Guardian — Take –2 penalty on attacks to grant +2 to AC for single ally within 10 feet Dutiful Guardian Constant Guardian Exchange places with attacked ally Dazzling Fire Faerie fire spell-like ability Faerie fire dazzles subject Radiant Flicker Dazzling Fire, Use faerie fi re to grant target concealment faerie fire spell-like ability Deceptive Illumination Dancing lights spell-like ability Use silent image as a spell-like ability Fade into Darkness Darkness spell-like ability Use darkness to gain +5 bonus on Hide checks Fascinating Illumination Dancing lights spell-like ability Use hypnotic pattern as a spell-like ability Gift of the Spider Queen Drow Invoke various effects by sacrifi cing two or three of your daily spell-like abilities Hand Crossbow Focus Proficiency with hand crossbow, +1 bonus on attack rolls with hand crossbow; base attack bonus +1 reload as free action Imperious Command Cha 15, Intimidate 8 ranks Demoralized opponent cowers for 1 round, then shaken for 1 round Instinctive Darkness Darkness spell-like ability Use darkness as an immediate action; no attack of opportunity Intensify Darkness Darkness spell-like ability Use darkness to cast deeper darkness Master of Poisons — Apply poison as a swift action and with no chance of poisoning yourself Master of Shadow Drow Gain one extra use of dancing lights, darkness, faerie fi re Paralyzing Fists Wis 15, Improved Unarmed Multiple Stunning Fist attacks paralyze instead of stun Strike, Stunning Fist Poison Spell — Add poison to a melee touch spell as though it were a weapon Psychic Refusal Spell resistance, Iron Will SR increases by 4 against mind-affecting spells and effects Reactive Resistance Spell resistance Lower SR as immediate action sad*stic Reward Evil Deal damage to living creature to gain +1 on saves for 1 round Shadowborn Warrior Blind-Fight, Dodge +2 initiative, +1 AC when in shadows or darkness Spiderfriend Magic — Your spells don’t affect vermin allies Staggering Critical Improved Critical, Critical hit slows target for 1 round base attack bonus +12 Surprising Riposte Int 13, Combat Expertise, Feinted target that takes damage becomes flat-footed Improved Feint Vermin Trainer Drow, Handle Animal 4 ranks, Train vermin creatures Knowledge (religion) 4 ranks Knight of Lolth Ride 1 rank, Mounted Combat, Gain various advantages when mounted on Vermin Trainer monstrous vermin Spider Companion Vermin Trainer, animal companion Gain monstrous spider as companion Verminfriend Drow Cha check to prevent vermin from attacking you Versatile Combatant Dex 15, profi ciency with rapier Reduced penalties for fi ghting with rapier and and hand crossbow hand crossbow; hand crossbow attacks don’t provoke attacks of opportunity Metamagic Feats Prerequisites Benefit Coercive Spell — Creatures damaged by spell take –2 penalty on Will saves Deafening Spell — Creatures damaged by spell are deafened for 1 round Umbral Spell — Spell gains darkness descriptor 95726720_Ch02.indd 48 2/22/07 3:00:01 PM

49CHAPTER 2 DROW OPTIONS DEAFENING SPELL [METAMAGIC] You can modify a spell so it deafens targets. Benefi t: You can alter a spell that deals damage to foes so that any living creature dealt damage by the spell is also deafened for 1 round. The effects from multiple deafening spells do not stack. A deafening spell uses up a spell slot one level higher than the spell’s actual level. Ambush Feats Prerequisites Benefit Gloom Strike Sneak attack +3d6, Trade 2d6 sneak attack damage to impede target’s darkness spell-like ability vision for 3 rounds Sickening Strike Sneak attack +2d6 Trade 1d6 sneak attack damage to sicken living target for 1 round Terrifying Strike Intimidate 4 ranks, Trade 1d6 sneak attack damage to render foe sneak attack +2d6 shaken for 1 round Venomous Strike Poison use, sneak attack +2d6 Trade 1d6 sneak attack damage to increase poison DC by 2 Divine Feats Prerequisites Benefit Divine Intercession Turn or rebuke undead, Spend three rebuke attempts to teleport 30 feet Travel or Trickery domain Lolth’s Boon Rebuke undead, drow or Spend two rebuke attempts to grant vermin Lolth as patron deity temporary hit points and +2 damage Lolth’s Caress Rebuke undead, drow or Spend rebuke attempt to force saves against Lolth as patron deity poison’s secondary effect Profane Agony Rebuke undead, Spend rebuke attempt to damage, sicken Death or Destruction domain living foe within 30 feet Vile Feats Prerequisites Benefit Unspeakable Vow — +2 profane bonus on Intimidate checks Vow of Decadence Unspeakable Vow Control effects of drugs, +4 competence bonus on Fort saves against ingested poison Vow of the Spider Queen Caster level 6th, rebuke undead, See feat description Unspeakable Vow, Verminfriend Vow of Vengeance Unspeakable Vow +2 on damage, +4 on critical confirmation rolls against chosen creature. Weapon Style Feats Prerequisites Benefit Aleval School Spellcraft 2 ranks, Weapon Sacrifi ce 1d6 sneak attack damage to apply –2 penalty on Finesse, base attack bonus +4, one save sneak attack +2d6 or sudden strike +2d6 Despana School Power Attack, Weapon Focus Gain advantages when fighting alongside a monster (light mace, heavy mace, or you summoned warmace), base attack bonus +5, ability to cast any summon monster spell Eilservs School Spellcraft 2 ranks, Two-Weapon Deal extra damage with magic staff, and cast staff spell Fighting, Weapon Focus as swift action against foe you’ve hit (quarterstaff), base attack bonus +6 Inlindl School Int 13, Combat Expertise, Shield Give up shield bonus to AC for bonus on attacks Proficiency, Weapon Finesse Shi’Quos School Dex 13, Dodge, Mobility, When charging or spring attacking from higher elevation, Spring Attack, you can knock foe prone base attack bonus +6 Steal and Strike Combat Expertise, Improved Gain free attack when you successfully disarm opponent Disarm, Two-Weapon Fighting, Weapon Focus (rapier), Weapon Focus (kukri) Tormtor Style Point Blank Shot, Weapon Focus Make melee attack and ranged attack with javelin d (javelin), base attack bonus +6 in the same roun Vae School Int 13, Combat Expertise, Free trip attempt when you damage a flat-footed or Improved Trip, Weapon Focus flanked foe with spiked chain or whip (spiked chain or whip), base attack bonus +7 Xaniqos School Dex 13, Dodge, Mobility, “Charge” with crossbow to deal +1d6 points of damage; Point Blank Shot, Shot on the Run, reloading doesn’t provoke attacks of opportunity base attack bonus +6 95726720_Ch02.indd 49 2/22/07 3:00:02 PM


(ENG) D&D 3.5 Ed. - Drow of the Underdark - Flip eBook Pages 1-50 (2024)

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