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Number of 6 sided Dice:

(Aquatic Drow):Seqk`Tel`Quessir
(Winged Drow/Bat
(Drow/Spider Hybrid):

I.Q. M.E. M.A. P.S. P.P. P.E. P.B. SPD

4+2 3
3 5 3
4+1 3
4 5 3
3+2 3
3 4 3
3+3 3



4+2 3

Hit Points:Standard
S.D.C. Base: 10
Natural A.R.: 5
Horror Factor: 10
O.C.C.'s Available: Any
Special/Natural Abilities: Night vision 120', Natural
Spell Like Abilities--Dancing Lights, Faerie Fire,
Darkness, and at 4th level--Levitate, KnowAlignment,
Detect Magic.
# Of Attacks: As per Hand to Hand, plus one additional
Damage/Attack: By Weapon
Bonuses: +2 vs. Magic, +7 vs. spider venoms, +6 vs.
other sleep poisons & drugs/insect & arachnid toxin,

+5 vs. all other injected poisons, +4 vs.ingested

poisons. (These are due to a regimen dosing
themselves with poisons daily, a drow that doesn't
continue to dose will gradually lose thebenefits of
immunity. For each month of skipped dosing a penalty
of -1 applies to all poison saving throws until they
reach standard levels. Reapplying the dosing schedule
will halt further degradation for a month after a
second month's dosage, the level increases by +1 for
every monthuntil the maximums listed above are
Magic: As per O.C.C.
Psionics: Standard
Average Lifespan: 1000 years
Value: None
Languages: Drow and any other can be learned
Habitat: Underdark
Frequency: Rare
Organization: Houses and Clans
Activity Cycle: Any
Diet: Omnivore
Enemies: Everyone
Allies: Demons and evil denizens of the underground
Height: 5'8" to 6'6" tall
Weight: 125 to 175 lbs, and females weigh between 95
and 130 pounds.

Treasure: Individual: N; GST in lair

# Appearing: 5-20 above ground, 20-200 in the
Favourite Weapons: Short Sword, Hand Crossbow.
Racial Skills:
1.Sign Language: Drow 98%
2.Locate Secret Compartments and Doors (+10%)
3.Prowl (+20%)
4.Recognize Precious Metals and Stones (+10%)
5.Blind Fighting (+5 to fighter classes)
6.Paired Weapons (Fighters and Clerics only)
7.Hand to Hand Combat
Drow: (Replaces all other Hand to Hands,
regardless of O.C.C., with the exception of the
Drow Paladin, Assasin and the Weapons
1.Starts with 3 attacks per melee, +3 to roll
with punch/fall/impact, +3 to pull punch.
2.+3 to strike/parry/dodge.
3.Kick attacks: Karate style kick(does 2d6
damage) and any 4 of choice
4.1 additional attack per melee.
5.Jump Kicks (all).
6.Critical Strike 18-20.
7.Paired Weapons.
8.Leap Attack (critical strike).

9.1 additional attack per melee.

10.Body throw/flip and +1 on initiative
11.+4 to damage
12.+2 to Strike/parry/dodge
13.Knockout/stun on 17-20
14.1 additional attack per melee.
15.Death Blow on natural 19-20
Drow: Assasin(Replaces the Assasin Hand to
Hand for Drow Assasins.)
1.Starts with 4 Attacks/Melee, +3 to Roll
with Punch/Fall/Impact, +3 to Pull Punch.
2.+4 to Strike/Parry/Dodge.
3.Kick Attacks: Karate Style Kick (does 2d6
damage) and any 4 of choice
4.1 Additional Attack/Melee, +4 Damage
5.Jump Kicks (all).
6.Critical Strike 17-20,+3 to Parry/Dodge,
Body Flip/Throw
7.Paired Weapons.
8.Leap Attack (Critical Strike).
9.1 additional Attack/Melee.
10.Body Throw/Flip and +1 on Initiative
11.+4 to Damage
12.Death Blow: 19-20
13.+1 Attack/Melee
14.+2 Damage
15.+4 to Strike/Parry/Dodge

Drow: Spider Style (Replaces the Hand to Hand

for Drow Paladin and the Weapons Master.)
1.Starts with 3 attacks per melee, +4 to roll
with punch/fall/impact, +4 to pull punch.
2.+4 to strike/parry/dodge.
3.Kick attacks (does 2d6 damage)(all)
4.2 additional attack per melee.
5.Critical Strike 17-20.
6.Kick Attacks (critical).
7.Paired Weapons.
8.Leap Attack (critical strike).
9.2 additional attack per melee.
10.Body throw/flip and +2 on initiative
11.+5 to damage
12.+4 to Strike/parry/dodge
13.Death Blow on natural 18-20
14.2 additional attack per melee.
15.Knockout/stun on 17-20
In addition to the Drow Hand to Hand Combats that
are common to most all drow, some speciality Martial
forms have been developed over the millenia. The
aggressive cultural attitudes of the drow, along with
their natural agility and grace, make for formidable
martial traditions. Much like their surface cousins they
have developed styles that suppliment their more
common combat styles. These Martial Art Styles are

practiced by true Drow Masters such as the

Deathsingers, Blade Masters and Shadow Assasins.
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Description: Drow are black skinned and pale haired

(the few exceptions tend to be bone-white albinos.)
Rare Drow have naturally silver or copperhued hair,
although there are those who deliberately dye their
hair silver. Most Drow have red eyes, but some others
have green brown, or black. Various shades of amber
and rose-hued eyes are not unknown. All Drow eyes
tend to grow redder when they are angry or upset.
Yellow eyes usuallydenote illness, disease, poisoning,
or the presence of certain detrimental magic. Blue and
purple (and all tints thereof) are the most unusual

eyecolours and usually denote human or surface-Elven

blood somewhere in the Drow's ancestry.
Drow have superior night vision, seeing up to 120 feet
in total darkness. They move almost silently and can
blend into the shadows with75% chance of success
(only when underground or in a very familiar area).
They are highly coordinated and ambidextrous. They
have a +2 on allmagical saves.
Drow are slight of build and have delicate fingers and
toes. Their features are somewhat sharp and their ears
are pointed and large. Drowdo not naturally show age
until well after their 600th year.
The usual Drow garb includes finely tailored silks,
black boots, ankle length black silk cloaks, and very
fine, mesh chain armours ofexquisite workmanship.
Most usually carry a small amount of personal wealth
in a soft leather bag worn around the neck.
Because the Drow have dwelled so long in the dark
labyrinthine places under the surface of the earth,
they dislike bright light. Drow, for themost part, will
not venture forth into daylight, except on the cloudiest
and gloomiest of days. In daylight the Drow have a -2
penalty tostrike/parry/dodge, and it is 75% likely that
they will retire from situations due to the light. In
addition they are at a -10% on all skills (due to a lackof

concentration), and have a -1 to all saves. They are

not affected by torches, lanterns, or faerie fire. After
one year on the surface world, Drow canbecome
acclimatized to the bright light, and will only suffer
half of the above penalty but from this time onward
will only have a +1 save vs. magicuntil 1 year is spent
below the surface. After 2 years on the surface the will
no longer suffer any penalties save that of the reduced
magic savingsthrow bonus.
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History and Culture: Ages past, when the Elven folk
were but new to the face of the world, their numbers
were torn with discord, and those of moral
dispositiondrove from themselves those elves that
were selfish and cruel. Constant warfare between the
two divisions of Elven kind continued with the
goodlyones ever victorious, until those of dark nature
were forced to withdraw from the lands under the sky
and seek safety in the realms of the underworld. Here
in the lightless caverns and endless warrens of
twisting passages and caves hung with their icicles of
stone, the dark Elven folk found both refugeand
comfort. Over the centuries they grew strong again
and schooled themselves in the arcane arts. They
were strong enough to face and defeat theirformer
brethren in battle, but no longer desired to walk upon

the green lands under the sun and stars. Yet they
neither forgave nor forgot and aboveall else, they bear
enmity for all their distant kin--elves and faerie--who
drove them under. They are seldom seen by those
from above. They stillpersist and consort with other
creatures in order to work out their schemes and inflict
revenge upon those who inhabit the world above.
Drow society has developed along strongly matriarchal
lines, with females holding all positions of power and
responsibility in government,the military and at home
(although this is not always the rule in all Drow houses
or cities.) The Drow worship a variety of gods, with
Lolth theSpider-Demon Goddess being the most
common, although the worship of Nocticula is on the
rise in many places. Even among Drow who do
notworship Lolth, an affinity for arachnids is strong
and the Drow emulate spider-like characteristics in
many ways. Their cities, buildings, and
cavernnetworks are often created in a web pattern.
Traps among these structures channel creatures to the
centre of the web. Spiders and similar creaturesoften
dwell among Drow communities, and are prominent in
Drow sculpture, art, and fashion. Drow door-carvings
and frames for example, are apt tosport a motif of
repeatedly crawling spiders. Drow homes are often
decorated by translucent, draped, grey hangings that

emulate spider-webs. Evengames of tag, especially the

courting games of hide and seek played at festival
times by young Drow, are known as "spider hunts".
Any battle orendeavour in which a Drow dies fighting
is known as his last bite. Drow, due to their continued
contact with spiders and various spider venoms,
aswell as the use of other toxins and poisons, have
developed a strong resistance to poisons and toxins.
+7 vs. spider venoms, +6 vs. other sleep poisonsand
drugs, insect toxins and arachnids, +5 vs. all other
injected poisons, +4 vs. ingested poisons, and saving
throws against contact poisons andgasses are normal.
Any Drow that does not maintain a daily regimen will
lose these bonuses
The Drow culture is perhaps the most widespread and
firmly entrenched of all underground cultures. The
Drow make treaties with other raceswhen it serves
their interests, but are quick to break these
agreements if the terms are no longer advantageous
(agreements with lesser races are notconsidered
binding); this of course makes other races reluctant to
enter into alliances with them. The long-term objective
of the Drow is to rule overall other subterranean races,
and to control all access to and from the underworld.
The secondary goal is the extermination of all other
Elven races,including the seizing of their surface lands

and holdings.
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Natural Magic Abilities: All of the dark elves can use

the following spells once/day:
Dancing Lights
Faerie Fire
Those above 4th level can cast:
Detect Magic
Know Alignment
Drow Clerics can cast (at level):
1.Detect Lie

2.Detect Undead
6.Invisibility to Undead
7.Dispel Magic
and have a 20% chance each level of improving
previous level magic (i.e. cast more times/day, not to
exceed base spell-like abilities.). Drow of noble blood
or name gain the ability to use all of their base and
mature powers more than once per day. An additional
daily use isgranted at the end of each decade of life.
All Drow with I.Q.'s of 16 or higher, and of 6th level or
greater, can wield a natural spell-like power and aspell
simultaneously, or employ a maximum of two natural
spell-like powers.
Drow Patrols:
There are three types of Drow patrol
Each is as detailed
7-10 soldiers of 2nd level

1 soldier of 4th level

1 Knight/wizard of 5th/3rd level
1 Priest of 7th level or higher as leader
7-10 soldiers of 3rd level
1 Knight of 5th level
1 Knight/Wizard of 5th/3rd level
1 Priestess of 7th level or higher as leader
4-12 soldiers of 2nd level
1 soldier of 4th level
1 Knight of 5th level
1 Paladin/Priest (ess) of 7th level or higher to
11-16 bugbear slaves of 2nd level
2 troll slaves of 4th level
11-16 goblin slaves of 2nd level
4 ghasts of 6 hit dice
7-12 ghouls of 4 hit dice
A Drow war party will be made up of:
7-10 type 1 patrols
7-10 type 2 patrols
10-15 type 3 patrols
8-14 wizards of 8th level
8-14 Priest (ess)s of 8th level
12-17 knights of 9th level

1 Paladin or Priest (ess)/Wizard/Noble of

10th/7th/5th level as leader
In each of these patrol/war groups all Drow will be
mounted on special lizard mounts.
Lizard Mounts:
A.R.- 10
Spd.- 30
H.P.- 4-40
No. Of Att: 2
Dam 2-8 (Claws)
Drow Noble's Hunting Party (used to track and kill
escaped slaves) consists of:
3-6 Bugbear trackers armed with heavy morning
stars and spears
2-4 displacer beasts as bloodhounds
5-8 Soldiers of 3rd level
2-3 Soldiers of Noble standing of 6-8th level
1 Knight/Priest(ess) of Noble standing of 7th /5th
All Drow are mounted on lizard mounts detailed
earlier; the knight is armed with a death lance which
discharges a negative force that does 5-30 damin
addition to weapon damage and bonuses.
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Social Organization

Social station is the most important thing in the world

of the Drow. Ascension to greater power is the
ultimate goal in Drow society. Assassination is the
preferred tool in this job. It must be used discreetly in
the city, for to openly murder or wage war (on a rival
House) brings downthe merciless might of Drow justice
(not because of the act itself, simply as punishment
for the boorish act of fighting in public.) Outside the
patrol-range of cities, however, might is right, and
Houses and merchant clans often battle each other
openly in the wild Underdark.
There are two major social groupings among the Drow.
These are the relatively unimportant (according to the
priestesses of Lolth)merchant clans, and the staid,
monolithic noble houses. In truth, both establishments
are vital to the survival of the Drow.
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Merchant Clans
Merchant clans vary in organization. They are usually
headed by an "inner ring" or council of the most
experienced and/or wealthymerchant members, and
hence are usually led by males (the demeaning and
dangerous occupation of trading with outsiders is an
almost exclusivelymale one).
The membership of the inner ring of a given merchant
clan consists primarily of male wizards, and priests of

4th level (or less). Removedas they are from Drow

society at large, the merchant clans have little
compunction about dealing with the surface world. In
fact, a few of the "secondring," or managers, are nonDrow of various races.
The lowest rank in the merchant clan, the "assets," is
a mix of Drow, and non-Drow. These are the labourers
and soldiery of the merchanthouse. Together, the
merchant clans forge links with the outside world that
enables the Noble Houses to survive.
Merchant trains consist of:
1.Small Mercantile Train:
1-2 merchants
Type 1 Drow patrol
5-8 slaves and 1 slave master
1-2 pack beasts
2.Medium Mercantile Train:
3-4 merchants
Type 3 Drow patrol
9-16 slaves and 2 slave masters
3-4 pack beasts
3.Large Mercantile Train:
5-8 merchants
1 type 1 Drow patrol
1 type 3 Drow patrol
17-24 slaves and 3 slave masters

-8 pack beasts
Slavery is second nature to the drow mindset, few
Drow can imagine life without slaves. Drow believe
they have a manifest destiny as the best and the
strongest of all races. It follows that others must serve
them or become extinct.
Most Drow communities have a slave market set apart
from the rest of the market district, and often just
outside the settlement's limits, to keep its foul stench
away from the city proper. The pits stink of death,
decay, fear, blood, and offal. Drow or their servents
come to the slave market to bid on the "merchandise",
auctioned off by the slavers who captured them.
The auctioning process is a traumatic affair meant to
degrade the slave and crush any remaining resistance.
Before auction, slaves are stripped naked, with arms
chained to and held extended by a heavily weighted
spiked iron bar. They are then blindfolded and made to
run in circles. The weight of the bar forces them into a
bowed posture, and they must also squat as they
move. If they stray from the path they cannot see,
they recieve painful lashes. Further physical and
mental torture is applied on top of this treatment. In
most cases, when it is time to put the slaves on the
auction block, they are grateful for the chance to

simply stand up straight.

Drow treat slaves with no respect, using and abusing
them at will. Slaves are maimed and scarred in every
way imaginable, as punishments for even the smallest
infractions tend to be severe. In addition to
punishment, scarring of slaves is done for pleasure,
torture, and to reduce their sence of self worth. Slaves
often lack fingers, eyes, tongues, toes, feet, limbs and
even genitalia (the gelding of slaves being a common
practice). Mocked and bullied, most slaves endure
brief and brutal lives.
Slaves can be killed for the smallest slight, for
pleasure, or out of spite, but a drow who kills another
drow's slave is expected to reimburse the owner. The
value of a slave varies greatly apon health, strength,
skills, and race. Age is not usually a factor, as Drow
seldom expect a slave to survive more then a few
years. Drow breed slaves, but do so infrequently,
finding it easier to replentish slave stock through raids
and conquest, as most drow prefer fully grown slaves
rather then pay for the upkeep of one as it matures.
Slave breeding for profit is viewed as a time
consuming and wasteful occupation. When slaves are
bred it is usually for experimental purposes making
strange and magical hybrids a relatively common.
Drow slavers rigorously test their stock for tractability

and aptitide before they put the creatures up for sale.

More capable and stronger slaves have a higher
starting bid. Troublesome slaves are tortured and
abused until they become obediant or die. Drow hate
wasting potential sales this way so they often make an
example of one slave in the hopes of cowing all of
Types of Slaves and thier cost:
1.Athach: cost- 800 gp
Athach are powerful creatures, far stronger then
most of the drow they serve as slaves. The
dimwitted monsters have little sense of self and
become quite docile after sufficient threats and
applications of pain. They tend mostly to be used
as fodder for gladitorial combat or as labourers on
projects that require a great deal of muscle but
little explanation or thought. Most Athach slaves
are used for mining and quarrying.
2.Bugbear: cost- 200 gp
Bugbears are strong and hardy creatures who
generally enjoy working as gaurdians and
enforcers for their Drow Masters. Drow often put
bugbears in a position of authority over other
slaves, allowing them to feel superior while
keeping them under control. When put to other
work, bugbears become surly and difficult.

3.Choker: cost- 80 gp
Chokers are nasty little predators native to the
underdark, Drow use them in the same way as
surface dwellers use guard dogs. Slavers often
patrol their stockyards with two or three leashed
and collared chokers walking ahead of them to
help subdue unruly slaves. Capable of speaking
and understanding languages, Chokers are easy
for Drow to train
4.Drey: cost- 300 gp
Drey are difficult slaves at best, but once properly
trained make the best choices for harems and
brothels. Drow take great pleasure in personally
training Drey, whose physical similarities to droy
make them especially desirable for such activities.
5.Drider: cost-200 gp
Drider being what they are, are very rarely made
into slaves, being both difficult to break and
detested. Those that are enslaved are often set as
guardians to very critical places. although they can
be useful for many tasks they must be watched at
all times.
6.Drow: cost-600 gp
Drow rarely keep other Drow as slaves, or at least
don't refer to them as such. Drow foes taken as
prisoners may be dealt with by the conquering
drow in whatever manner they see fit, and

sometimes this means enslaving the foe and

eventually selling that slave to another drow. Most
captured drow are sold to arena masters to serve
as gladiators. Their sellers often take a keen
interest in their fights.
7.Dwarf,Deep: cost- 90 gp
Deep Dwarves make for troublesome slaves. With
a nightvision range nearly as great as the Drow
have, a strong resistance to controlling magic, and
a knowledge of the underdark, they can be a
threat to a drow community if too many of them
remain together. Most deep dwarves are bought to
fight in the arena or as sacrifices for the alters of
the Drow pantheon.
8.Dwarf,Derro: cost- 100 gp
Derro are hateful human-dwarf crossbreeds once
purposely bred by the drow. Unfortunately, a
mistake in the breeding program granted derro
high resistance to magic and weak darkvision. This
makes them less desirable slaves than other
dwarves unless they are to be trained as
spellcaster killers. Derro assasin-slaves are very
effective, but some are known to have used their
skills to escape from and even kill their masters.
9.Dwarf,Hill or Mountain: cost- 100 gp
These dwarves make suprisingly good slaves.
Dispite the dwarven reputation for stubbornness

and will, most hill and mountain dwarves quickly

lose hope and interest in fighting once plunged
deep into the deadly web of a drow settlement.
Surrounded by enemies on all sides, some choose
to die fighting, these dwarves never make it to the
auction block. Since they are skilled with stone
working and metal working they make highly
sought after slaves once trained.
10.Elf: cost- 300 gp
11.Ettin: cost- 600 gp
12.Gnoll: cost- 100 gp
13.Gnome, Deep: cost- 20 gp
14.Gnome, Forest or Rock: cost- 35 gp
15.Goblin: cost- 10 gp
16.Grimlock: cost- 200 gp
17.Half-Elf: cost- 300 gp
18.Half-Orc: cost- 40 gp
19.Halfling: cost- 30 gp
20.Hobgoblin: cost- 150 gp
21.Human: cost- 50 gp
22.Kobolds: cost- 500 gp
23.Ogre: cost- 200 gp
24.Orc: cost- 40 gp
25.Skum: cost- 40 gp
26.Spiderling: cost- 80 gp
27.Troglodyte: cost- 100 gp
28.Wolfen: cost- 100 gp

29.Trolls: cost- 800 gp

30.Vupdrax: cost- 135 gp
Merchant Trains will typically carry normal goods such
as cloth, leathers, wood, food stuffs and the like, there
is also the following chanceof some valuable items on
the train--30% for a small train, 45% for a medium
train, 75% for a large train. Merchant train treasure
types will be asfollows (only 2 types will be found in a
single merchant train.)
2.110-300 silver ingots worth 100gp each
3.31-50 gold ingots worth 100gp each
4.5-10 platinum ingots worth 100gp each
5.2-5 mithral ingots worth 100gp each
6.1-4 adamentite ingots worth 100gp each
7.1-100 gems worth 60gp each
8.5-12 potions
9.1-4 scrolls
10.Political passengers or nobles
11.Magic items
12.Magic weapons, and/or armour
Pack Beasts:
A.R.- 10
Spd.- 20
H.P.- 3-30
No. Of Att: 1

Dam- 2-8 (Bite)

There are 9 Drow merchant clans
1.The Black Claw: Black iron hook or green
enamelled lozenge (Sponsored by Baenrae)
2.Sloane: Violet enamelled urn or white enamelled
morel mushroom
3.The Toiled Pleasures: Bronze coiled whip or pink
enamelled horsetail mushroom (Sponsored by
4.The Silver Crescent: Silver crescent or red
enamelled gemstones
5.The Brown Mushroom: Tan enamelled puffball
mushroom or lilac enamelled pentagram
(sponsored by Fey-Branche)
6.The Mystic Prism: Blue enamelled prism or pewter
bars (Sponsored by Sorcere)
7.The Skull: Russet enamelled shelf fungi or white
enamelled bone.
8.The Flail and Chain: Brass chain links or silver flail
9.Pierced Mushroom: Yellow enamelled mushroom or
gold crossbow.
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Drow Noble Houses
Noble houses are led by a matron mother (or in

extremely rare cases a patron father, however never

in a House that follows Lloth,) thesenior priest (ess). In
Lloth-worshipping Drow communities, her rule is
absolute, enforced by the priestesses beneath her
(usually her daughters.) Allfemales of the mother's
blood, in order of their age, follow in rank, although
they wield no authority until they are trained and of
age (past puberty.)
Below the daughters come the male officers of the
House: the weapons master (leader of the fighters,)
(chief) House wizard, and the patron(current consort of
the matron mother.) These ranks may be combined,
and even held by the traditional next rank down in the
hierarchy: the maleheirs of the House.
Male heirs are also ranked by age: elderboy,
secondboy, thridboy, and so on. They are not allowed
to look at the faces of other Drow, orspeak unless
spoken to or bidden. This treatment teaches them
their subordinate place in Drow society. (Of course in
cities where other gods holdpower this hierarchy is
suitably altered.)
Below them come the "war-leaders" of the House
(veteran warriors, who lead House patrols, attack
squads, and guards, under the commandof the
weapons master,) and the House mages (under the
command of the House wizard.)

Beneath these "blood" members and officials of the

House rank are its common warriors, its craftspeople,
its servants, and its slaves. Allranks are decreed, and
can be changed at the whim of the matron mother.
Her position changes at death--often at the hands of
her eldest daughter.
(Even if freed from the authority of an established
House, ruler, or realm, Drow instinctively band
together in groups. Survival, to thesewarlike folk (so
often at swords' points among themselves) is often a
matter of numbers, trusted battle companions, and
House Ranks (A - Allies R - Rivals G - God (secretly
worshipped in house by at least one.))
Ruling House: Noquar A-23, 27, 28 R-1, 3, 4, 5, 6, 7, 8,
20, 22, 24, 26, 29 G -Nocticula
1.Baenrae A-4, 5, 6, 20 R-2, 3, 23, 27, 28 G - Lloth
2.Barrison Del'Armgo A - 3, 19 R - 1, 3, 17 G Nocticula
3.Oblodra A - 2, 24 R - 1, 4 G - Lloth
4.Faen Tlabbar A - 1, 5 R - 3, 6, 7 G - Lloth
5.Xorlarrin A - 1, 4, 22 R - 6, 7 G - Lloth
6.Agrach Dyrr A - 1, 7 R - 3, 6, 7 G - Lloth
7.Mizzrym A - 1, 5 R - 4 G - Lloth
8.Fey-Branche R - 10 G - Lloth
9.Tuin'Tarl R - 10 G - Vhaeraun (Eilistraee)

10.Duskryn A - 11, 26 R - 8, 9 G - Lloth

11.Srune'lett A - 4, 10, 25 R - 14, 15 G - Lloth
12.Horlbar A - 13 R - 9 G - Vhaeraun
13.Kenafin A - 12, 19, 29 R - 8 G - Lloth
14.Druu'giir R - 11 G - Vhaeraun
15.Hunzrin A - 1 R - 16 G - Lloth
16.Shobalar R - 17, 18, 19 G - Lloth
17.Vandree A - 1 R - 2 G - Lloth
18.Symrivvin G - Lloth
19.Rilynt'tar A - 2, 12, 25 R - 16, 24 G - Lloth
20.Everhate A - 1, 22, 24 R - N, 23 G - Lloth
21.Nurboinns R - 25 G - Nocticula
22.Despana A - 5, 20, 24 R - N, 23 G - Lloth
23.Kilsek A - N, 27, 28 R - 1, 22 G - Noticula
24.Aleval A - 3, 20, 22 R - N, 19 G - Lloth
25.Millithor A - 11, 19 R - 21, 40, 41, 42, 43 G - Lloth
26.Tormtor A - 10, 29 R - N, 28 G - Ghaunadaur
27.Godeep A - N, 23, 28 R - 1, 29 G - Noticula
28.Iasta A - N, 23, 27 R - 1, 20 ,26 G - Noticula
29.Eilservs A - 13, 26 R - N, 27 G - Ghaunadaur
30.Arabani G - Noticula
31.Arkhenneld G - Lloth
32.Auvryndar G - Noticula
33.Claddath G - Noticula
34.Helviiryn R - 40, 41, 42, 43 G - Lloth
35.Hlaund G - Vhaeraun

36.Maerret G - Lloth (Vhaeraun)

37.Melarn A - 36, 39 G - Lloth (Vhaeraun)
38.Silver Thorn/Archill'kharkon A - 40, 41, 42, 43,
57, 58, 59, 60, 61 R - 39 G - Nocticula/Styphon
39.Mylyl A - 37, 49 R - 38, 40, 41, 42, 43 G - Lloth
40.Dreth A - 41, 42, 43 R - 25, 34, 39, 48 G Nocticula
41.Aleanrahel A - 40, 41, 42, 43 R - 25, 34, 39, 48 G
- Nocticula
42.Zauviir A - 40, 41, 42, 43 R - 25, 34, 39, 47 G Nocticula
43.Celebryl A - 30, 40, 41, 42 R - 25, 34, 39, 47 G Nocticula
44.Porador A - 46 G - Vhaeraun
45.Felistyr R - 46 G - Lloth (Eilistraee)
46.Gelbalf A - 44 R - 48, 45 G - Vhaeraun
47.Gilfronden A - 48 R - 40, 41, 42, 43 G - Lloth
48.Galeifel A - 47 R - 46 G - Ghaunadaur
49.Chossum A - 39 R - 40, 41, 42, 43 G Ghaunadaur
50.Syrklist G - Nocticula
51.Membrium G - Nocticula
52.Drannor G - Vhaeraun
53.Simbul G - Lloth
54.Prakis G - Lloth
55.Inglorion G - Vhaeraun
56.Ousstyl G - Ghaunadaur

57.Maaril G - Nocticula
58.D'uranthor G - Nocticula
59.Ledathiss G - Styphon
60.Andahl G - Nocticula
61.Roemossnep G - Nocticula
62.Dellnnaoks G - Ghaunadaur
Extinct Houses-- Devir, Do'Urden, Hun'ett,
Outside the hierarchy is the mercenary band Bregan
D'aerthe, led by Jarlaxle (a 15th level Drow
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Drow Customs
- The Drow gesture of peace is crossed arms.
Disarming an opponent, and then ceasing the fight
is also considered an indication of peaceful intent.
- The Drow gesture of surrender is dropping to one
knee, letting fall any weapons before the being
one submits to. (Usually performed by a male
Drow to a female Drow.)
- Drow like to give and receive massages; long
scented massages involving scented oils, hot
water, and steam.

- Drow enjoy magic and exalt in wielding its

unleashed power; they are fascinated by new
spells and effects.
- Drow love beauty, the beauty of sculpture and
made items (especially weapons), and of the body.
Drow of both sexes are proud of displayingtheir
physiques and all children exhibiting any physical
deficiency are slain or sacrificed.
- Drow like to party.
- Drow love to hunt, and use it as a rite of passage.