Drow Crash Course
Drow are a race of subterranean elves that are descended from exiled surface elves, first seen in Dungeons and Dragons, first appearing in the games in 1977. The are a traditionally evil-aligned race in D&D's alignment system. This means the most common personality types in drow society are lawful evil, and neutral evil - although we also allow neutral characters in-shop as well.
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes.
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time.
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else.
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order.
Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms.
Chaotic evil * (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust.
*Chaotic evil characters are discouraged in DoU and their applications will most likely be declined.
Drow are the most powerful, cultured, and (at least in their opinion) intelligent species living in the Underdark - the world of vast subterranean caverns and corridors below the surface of the planet.
Drow society is fiercely matriarchal, and male drow have to rely on more subtle ways to power, as any who tries to openly rule over women is an immediate target for punishment.
While splinter factions of drow may worship other gods in secret, the dominant and controlling religion is the worship of Lloth, the spider goddess. The laws and rules of Lloth, and the priestesses of Lloth are the driving force behind the shape of all drow society.
Lloth
The Spider Queen, Queen of the Demonweb Pits, Flesh-Carver, Weaver of Webs
Alignment: Chaotic evil
Domains: Chaos, Destruction, Evil, Trickery, Drow, Spider
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 Corel-lon Larethian’s original consort, cast out of the pantheon when she turned to evil. The drow, and Lolth herself, teach a much different version. In either case, it was Lolth who first 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 conflict 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.
For the most part, they all live in large, chaotic cities, run by councils of the city's 'houses' - powerful collectives of drow, ruled by a single matriarchal family line. Each city tends to have at least a few houses that work to counteract the influence of the city's other houses, leading to a bizarre but balanced society.
Drow culture places power and influence over everything else. If a drow can exert their strength over others and shape the world to their desires, they are in the right, and can do whatever they want with that ability. The concept of equals is highly foreign, either you are superior or inferior.
Drow have three languages. They use Elven for their religious ceremonies and other important occasions, Undercommon for everyday life, and sign language for private conversations, or in other places where they want to avoid speaking out loud. The sign language of drow uses hand movements, head movements, eyebrow movements, and facial expressions.
Crash course over!
If you are interested in learning more, we have two excellent pdfs filled with all sorts of information. However, note that the two books contradict each other, and our shop is a blend of them, with some 'homebrew' elements added in. If something in shop differs from the books, it is intentional. For specific questions about parts of drow culture, use our FAQ thread. (link will be up once this is in the main guild)
To complete your knowledge of DoU's setting, please go here!
drow of the underdark 2e • drow of the underdark 3.5e
DoU-Approved Book Quotes
drow of the underdark 2e • drow of the underdark 3.5e
DoU-Approved Book Quotes
Quote:
The drow are a highly chaotic, individualistic people. They worship a deity who dwells in the Abyss and is a paragon of chaotic evil. Yet for all that, drow alignment is 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.
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.
Quote:
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.
• 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.
Quote:
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.
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). 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.
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.
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). 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.
Quote:
The drow economy consists of three separate yet inextricably intertwined systems of exchange, each of which is largely specific 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 also use coins when trading with others, unless the foreigner has something of particular interest to sell.
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.”
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.”
Quote:
The following phrases and idioms, common to drow culture,
make use of both Elven and Undercommon.
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 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.
make use of both Elven and Undercommon.
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 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.
Quote:
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 fingers. 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 difficult to interpret if one is not the intended recipient.
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 fingers. This pictographic script is less detailed and comprehensive than the sign language on which it is based, but it is more than sufficient to convey essential information, such as a warning about a hazard or directions for a following column of soldiers.
The meaning of a word is indicated by the patterns formed by the hands and fingers. 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 difficult to interpret if one is not the intended recipient.
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 fingers. This pictographic script is less detailed and comprehensive than the sign language on which it is based, but it is more than sufficient to convey essential information, such as a warning about a hazard or directions for a following column of soldiers.
Quote:
By this point, some of you might be wondering how drow society has survived at all. How can a culture this sadistic, this prone to betrayal and infighting, 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 circumstance 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 infighting 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.
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 circumstance 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 infighting 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.