Ages past, when the Elvenfolk were but new to the face of the earth, their number was torn by discord and those of better disposition drove from them those of the elves who were selfish and cruel. However constant warfare between the two divisions of Elven kind continued, with the goodly ones ever victorious, until those of dark nature were forced to withdraw from the lands under the skies and seek safety in the realm of the underworld. Here, in lightless caverns and endless warrens of twisting passages and caves hung with icicles of stone, the dark Elvenfolk -the Drow -found both refuge and comfort. Over the centuries they grew strong once again and schooled themselves in arcane arts. And though they were strong enough to face and perhaps defeat their former brethren in battle, the Drow no longer desired to walk upon the green lands under the sun and stars. They no longer desired a life in the upper world, being content with the gloomy fairyland beneath the earth that they had made their own. Yet they neither forgave nor forgot, and even now, above all else, they bear enmity for all of their distant kin -elves and faeries -who drove them down beneath the earth and now dwell in the meadows and dells of the bright world. Though they are seldom if ever seen by any human or demi-human, the Drow still persist, occasionally entering lower dungeon levels and consorting with other creatures in order to work out their schemes and inflict revenge upon those who inhabit the world above.
Drow wear a fine mesh armor of exquisite workmanship. It is made of an alloy of steel containing adamantite. Even the lowliest fighters have in effect +1 chainmail, with higher level Drow having +2, +3, +4 or even +5 chainmail. Small bucklers are also used, shields of unusual shape, those Drow of greater experience level and importance in Drow society having bucklers fashioned of adamantite so as to be +1, +2 or even +3 value.
As will be described later, all Drow move silently and with graceful speed, even when wearing their black mesh of armor. Each Drow carries a small amount of personal wealth in a soft leather bag worn around the neck beneath the mail. In addition they arm themselves with long dagger and short sword of adamantite alloy (+1 to as high as +3 or even +4 borne by noble folk); 50% or more carry small cross- bows which are held in one hand (6" range light crossbow) and shoot darts coated with a poison which renders the victim unconscious (save is at -4). These darts also inflict 1-3 points of damage on a victim. A few Drow also carry adamantite maces (+1 to +5) and/or small javelins (also poisoned with the same substance as the darts) with atlatls (9"range, +3/+2/+1 to hit at short/medium/long range).
Drow have superior infravision of the 12" range variety and move with silence when wearing their special boots. The black boots and cloaks that Drow wear are similar to cloaks and boots of Elvenkind, except that the wearer has only a 75% chance of surprising enemies or blending into shadows. The material will not cut easily and cloaks have a +6 to saving throws vs. fire attacks; however, any alteration to the cloak has a 75%chance of unraveling the material and making it useless. Drow themselves are only 12%% (1 in 8) likely to be surprised by opponents. Drow are also both intelligent and highly co-ordinated, being able to use either or both hands for attack and defense. They make saving throws versus all forms of magic (clerical included) spells, whether from a caster or from a device, at +2. Because the Drow have dwelled so long in the dark labyrinthine places under the surface of the earth, they dislike bright light. They will not venture forth into daylight except on the cloudiest, gloomiest days. If within the radius of a light or continual light spell the dark elves are 90% likely to be seen, they lose 2 from their dexterity and all attacks made by them are at -2 on the 'to hit' roll (+2 on saving rolls against such attacks as applicable). If they are attacking targets inside the radius of light or continual light spells, the bright illumination causes them to suffer a 'to hit' penalty of -1 and the converse +1 on saving throws against such attacks is awarded to the target creatures. If bright light exists, it is 75% likely that Drow will retire from the situation because of the illumination, unless such a retreat would imperil one of their numbers, would otherwise be harmful to their desired ends or would expose some important feature to the light- bringing intruders. In any event, such dimmer light sources as torches, lanterns, magic weapons, fire beetle essence or faerie fire do not adversely affect the performance of the dark elves.
Drow are able to speak the subterranean trade language common to most intelligent dwellers in the underworld, the common tongue, gnome, Elven and their own language in addition to the other tongues which their level of intelligence allows. Many know the languages of the various races which speak and dwell underground. All of the dark elves also have a silent language composed of hand movements, and this means of communication is highly sophisticated, being able to convey much information to a considerable degree of complexity. When Drow are within 30' of each other, they use facial and body expression, movement and posture; these latter means of communication alone are capable of conveying considerable information, and when coupled with hand/finger movements the whole is as erudite as any spoken speech.
All the dark elves can use the following spells once per day: dancing lights, faerie fire, darkness. Those above 4th level are also able to detect magic, know alignment and levitate once per day. Drow females can, in addition, use the following spells once per day: clairvoyance, detect lie, suggestion, dispel magic. Drow have powers which are the same as those of dwarves with respect to stone and things underground. They also detect hidden or secret doors on a 2 in 6.
Special Note Regarding Drow Treasure: Cloaks, armor, and weapons made by the Drow have special properties, although they do not radiate magic. The items are made in the strange homeland of the Drow: vast underground cities of carven stone and minerals, places of weird and fantastic beauty inundated with unknown radiations which impart the special properties to their items. When these are exposed to direct sunlight, irreversible decay starts and the items will become totally useless in 2-12 days. If protected from sunlight, they will retain their special properties for 31-50 days before becoming normal items; and if exposed to the radiations of the Drow homeland for a period of 1 week out of every 4 weeks, the items could remain potent indefinitely. Drow sleep poison decays instantly in sunlight, and will lose its effectiveness after 60 days in any event after being exposed to air, although unopened packets of the poison will remain potent for up to one year.
Description: Drow are black-skinned and pale-haired. They are slight of build and have long, delicate fingers and toes.
Drow as a player characters are individuals that have been exiled for one reason or another. They almost always lack the natural magic resistance and sometimes are missing other powers. Drow society does not tolerate weakness and these individuals are quickly expelled from their house. Drow without a house affiliation are targets for ridicule, violence or worse and these individuals usually leave the community at the first opportunity.
No comments:
Post a Comment