Drow
The Drow known as dark elves, deep elves, or night elves, are a dark-skinned sub-race of Elves that predominantly live in the Underdark. They are hated and feared due to their ancestors' cruelty while following Lolth during the earliest years of Zero Year, a hatred that has followed them to this very day. Due to a process of selective breeding that lasted for several generations, the Drow are a naturally attractive species even in comparison to other Elven subraces. The Drow were also gifted with an analytical mindset as being observant at all times was needed to survive in their society. Drow followers of Lolth, Lolthites, and their pact with the shadowy Spider Queen, ultimately led their great society to ruin through internal war and deceit. Many sects of Lolthites remain, but an even greater number of Drow distance themselves as best they can from their dark history. Despite the dangerous belief that Drow are natural born evil, many, many good Drow exist. The Drow's capacity for evil is no greater or less than that of any other race.
Origins
The history of the Drow is filled with confusion and uncertainties. Many Lolthites told lies and fabrications about their own history to serve the ends of their nobility and zealous religion. At times, pieces of history were deleted entirely from the records. It happened to fallen noble Houses, as all information about them was erased, deities, and even simple individual Drow with no political power. This was all done to serve the narrative that Lolthites wanted to create. They went as far as proclaiming they were born from the ichor that dripped from Lolth's legs, or that they were Elves that could drink the ichor and become something greater. It could be deduced, from a number of recovered texts, that the Drow actually descended from the first and one of Elvish survivors of the Great Fire who retreated to the Underdark to escape the flames that consumed the realm. They spent decades not knowing when it was safe to leave, so they stayed there and built colonies amidst the maze of tunnels and caves. Their skin gradually darkened and became sensitive to light, their eyes adjusted to the darkness, and they developed resistances to the poisons that plagued the plants they farmed. When they finally arose from their colonies, almost 100 years after the Great Fire, they found a whole new world. One that would welcome them with torches, pitchforks, and cries of horror.
The Wailing Caves Genocide
Drow today are victims of the crimes of their ancestors. Whether it be the color of their skin or their religious beliefs, past or present, Drow are the most targeted Elvish sub-species. In the early 1400s, after the Alliance had been founded, ships set out across the Fordvern Advance to colonize the newly discovered continent of Eberron. Before it belonged to the Conclave, Eberron was a vast, untamed land rich with minerals and mostly unclaimed territory. Aside from the roving bands of Goliath tribes and isolated Orcish villages, it was believed Eberron was ripe for the taking. The rich minerals that the Alliance sought out were beneath Eberron, in the Underdark. The Underdark caves beneath Eberron were home to almost 90,000 Drow divided between from anywhere between thirty-five to fifty villages, spread out across 120,000 square miles.
Whole ecosystems that were vital to the Drow, and other denizens of the Underdark, were immediately placed in jeopardy once the first Alliance miners from Krakenrock arrived and began digging. The Dwarvish expedition crews obliterated rock with high-powered explosives, causing cave-ins across the Underdark. Attempts to dissuade the crews turned bloody, as the Dwarves treated any Drow they met as hostile, still believing them a wicked, and irredeemable species. When words didn't work, the Drow attempted to used force. The fifty villages united and armed themselves, then began ambushing crews from the shadows. They left hundreds dead in their wake, further cementing the other races' prejudices against them. In response to these attacks, the Dwarves, Elves, and even Humans, began sending fully armed battalions to clear the caves. It was nothing short of a massacre as they went from tunnel to tunnel, killing any Drow they found, armed or not. They raised villages by causing cave-ins with explosives or releasing fire spells to burn out the denizens. Barbaric first-hand accounts of rape and mass-killings has all but been erased or denied by the soldiers and leaders responsible for perpetuating them. The imagery drawn to record the horrors in the Wailing Caves is preserved and taught by Drow across the realm as a warning to descendants who would live close to the likes of their oppressors. The events in the Wailing Caves brought up the first use of the word "genocide" by scholars and civil rights activist who continue to fight for reoperations to this day.
Drow Names
Until adulthood, Drow take a child name given to them by a family member or respected member of the community. Upon reaching adulthood, Drow can choose their own name and often take up names similar to Elves, Eladrin, and Shadar-Kai. Those who knew them as a child might continue to use the child name. Little distinction exists between male names and female names. The groupings here reflect only general tendencies. In addition, many Drow from Eberron adopt a geographical last name which describes which cave or village in the Underdark they come from. This last name begins with "Val" meaning "From" in Common, followed by the village. Some Drow traveling among humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall...
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis...
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia...
Geographical Last Names: Val-Karna, Val-Kadam, Val-Surai, Val-Udem, Val-Arai...
Societies
Lolthite
The zealously devoted followers of Lolth and ancestors to modern-day Drow. The moral code of the average Drow was informed by the teachings of Lolth. From birth, the Drow were taught that they were superior to other races, and as such they believed themselves to be the ultimate beings. This mindset created an arrogance so strong that Drow could be incapable of viewing other creatures as their equals, including members of their own kind; almost every Drow believed themselves to be the epitome of their superior species. The treatment reserved for non-Drow ran from pets to slaves, to grudgingly respected partners if they proved themselves a military match for them, though never equals.
As one might expect, this atmosphere of utter condescension meant that most Drow generally felt entitled to do whatever they wanted, whenever they wanted to do it. If a Drow was not where they believed they should be, their pride demanded they blame someone else (sometimes everyone else) for their incorrect position. They were also taught that they should crush those beneath them, for cruelty was seen as a method of self-validation. If someone could not defend themselves, as the logic went, they deserved to have cruelty inflicted on them, which would prove the superiority of the Drow performing the torment. They were a vengeful people by necessity, as not answering to slights with punishment was easily perceived as weakness by other Drow, and was essentially the same as inviting exploitation, abuse, or even death.
Most Drow sought to rise in rank, desiring the power over others that a higher station would provide. Ironically for a race that put such a focus on individual merit, personal achievement, and ability carried so little weight in their minds they had almost no notion of its worth. Military genius, battle prowess, magical capability, the ability to create, and all other skills had no intrinsic value to the Drow. The idea of passion for one's career, and of an activity having worth in and of itself was alien; abilities and resources, whether obtained by training or granted by birth, only mattered insofar as it increased a Drow's ability to advance in station, thus granting them more power over others.
Given the scarcity of resources in the Underdark and the limited chances for advancement within their society, most Drow had to be aggressively competitive. They had a propensity for violence, which was their favorite, even instinctive, form of conflict resolution, and they managed to fight this urge when waiting for a more opportune time to strike from the shadows.
The Drow Empire of Val Royeaux
The survivors of the Wailing Caves Genocide came from the depths of total annihilation, from beneath the blood, bodies, and rubble, and built an empire. After the Alliance's atrocities, the tunnel were all but caved in, their resources lost to the depths and far too dangerous for any expedition team to travel through, let alone mine in. Thousands perished, but thousands more, even millions, survived, retreating deep into the Underdark with what little they had left. They fought off starvation, madness, and even each other as the Drow tried to make sense about where they went from here. Nadeem Val-Kalrath and her closest aides, naked and bloodied, spoke to anyone who would listen. That this would not where the Drow's story ended. She had a way about her, the Drow were drawn to her and her story. Her idea for what the Drow could become, if only they could dig deep and find the will.
Translating to "From Eternity", Val Royeaux grew to become one, single, collected series of tunnels and caves that became the golden heart of the Drow empire. Years of toil and labor turned into the largest city in the Conclave, dwarfing that of Jotunrath. 100,000 Drow answer to God-Queen Nadeem Val-Kalrath and her circle of priestesses, the Bene Gesserit. Below them are faceless masked warriors and generals who serve Nadeem without question. They alone rule Val Royeaux and it's people. In Val Royeaux life is what you make it, whether you work your way up to become a noble, scientist, or cleric, or live a humbled life as a merchant in the bazaar. You become only what you push yourself to work towards, and those who are lazy are often overlooked within the empire. The Drow have found a society that works not unlike your traditional Human or Elvish kingdom. The Drow within Val Royeaux keep to themselves, a self-sustaining community that very rarely travels outside their territory, and is weary of any outsiders. They have lived and survived the desert and caves this long, why tempt fate?
Religion
Nadeem is worshipped by her people as a lesser deity who's sacrifice and wisdom guided the Drow to where they are now. While Drow outside of the empire can freely worship whatever gods they wish, within the empire it is seem strange, if not offensive, if a citizen doesn't worship Nadeem. There are a number of statues and shrines built along the main temple
Lore
Mixed-Race Marriage
Drow living in the Alliance didn't gain the right to marry other races until 1710. It was believed that their ancestral connections posed a risk to other races. That Lolth's corruption would spread. This has since been debunked by scholars, despite protests from radical religious hate groups who continue to spew hateful rhetoric.
Carrying Your Burdens
Tattoos and piercings are very permanent fixtures on the body, and Drow wear them to carry those they've lost with them wherever they go. It is customary to either be tattooed or given a piercing representative of a loved one you've lost, whether it be a parent, spouse, or child. The tattoo or piercing can take any form and are usually on the shoulders or on the orbital of the ear which are kept bare for this reason. This represents the painful history and lessons that all Drow carry with them and they all share this burden and loss as a family and race.
Spiders
It is commonly very bad luck to kill a spider in Drow culture as doing so invites the wrath of Lolth or her many priests. It is also strictly forbidden for Drow to wear, carry, or worship any symbols or depictions in of spiders in larger communities due to their connection to Lolth. These omens and cultural beliefs tend to be followed less strictly by younger, more religiously liberal Drow.
Sunlight Sensitivity
Especially true for those who live beneath Val Royeaux, many Drow posses an uncomfortable, even dangerous, sensitivity to sunlight. Citizens of Val Royeaux, who often live shielded by the sun for most of their lives, experience severe burns and grow lesions on their skin upon exposure. This forces them to completely adorn their bodies in cloaks, masks, and/or armor. This in turn makes it easier for other Drow or members of other races, to identify a citizen of Val Royeaux.
Hollow World Theory
In Val Royeaux, it's rumored that there exist an archive of maps of the Underdark which suggests that the known world is actually hollow. Known as Hollow World Theory, this concept proposes that the planet is entirely hollow or the Underdark makes up the vast majority of its interior space. This theory is commonly debated amongst geologists and members of the scientific community. Many question the reliability of Drow text, especially ones that date back to the first Drow. Others express that it might explain many of the realm's seemingly supernatural phenomena. Teams of explorers from across all nations and races could only make it so far before being forced to turn back, or being loss to the abyssal darkness. It's believed that the Drow send willing volunteers as far as they can go, and map their expedition through psychic links, producing maps of the furthest reaches of the Underdark. If Hollow World Theory is indeed true, one could only imagine what new worlds, creatures, and entities could survive and exist in the deepest reaches of the world.
Tales
The Nightsisters
Spiritual, deathly entities believed to be direct descendants of Lolth. The Nightsisters are dark-robed spirits that plague Drow folk lore and history, bringing death wherever they go. It's said that they steal misbehaving children, slay wicked leaders, and slash the throats of those who speak ill of Lolth. Whatever narrative fits the storytellers purpose. Truthfully, nobody except for the entities closest to the Nightsisters knows their ultimate goal, how they decide to kill, or what deity they actually follow, if anyone. Many well-known assassins take credit for the work of the Nightsisters, and some claim to be a member of their ranks. This is false since you will often never see, nor hear, a Nightsister until it's too late.
The Bloodied One
It is said that during the height of the Wailing Caves Genocide, in what remained of the village of Kalrath, there was a sea of blood where all of the other caves' dead poured into. From the sea, Nadeem, the only survivor of her village, arose covered in the blood of her people. It's said that she survived out of sheer will and hatred alone, and became imbued with powerful, otherworldly magic. Those who found her found her body riddled with hooks, spears, and broken blades. Nadeem alone began uniting all of the survivors to rise up and together, slaughter the Alliance expedition teams with divine, unbridled fury and vengeance. She did some completely nude to show her people what the outside world thought of their people. How they treated their people. "Our land, our people, our blood."
Sardaukar Manual for Armed and Unarmed Combat
- Bautha z'hin: A style based on evasion, and on flanking and surrounding a single enemy (usually a monster) with superior numbers and agility, favored by Rogues and Clerics.
- Draa velve: Involving the use of two swords, this older style could only be mastered by those with talent and luxury to enjoy formal education in a dueling school.
- Jivvin golhyrr: A style used to force enemies into humiliating positions, favored by priestesses of Lolth.
- Kyone veldrin: A style that emphasized the use of darkness and blind spots. Its users often blindside their opponents, or strike just out of range of their vision in the darkness.
- Kyorlin plynn: Used to capture opponents alive, this style was favored by conservative fighters and priestesses of Lolth alike, but for completely different reasons.
- Luth alur: A cooperative, ranged combat style meant to suppress, bombard, and overwhelm an enemy force so as to allow a second force to close the distance and finish the enemy force off.
- Orb alur: This style focused on striking many opponents with one strike.
- Ust sreen: A style about striking first and quickly reacting at the opening of a fight.
- Z'har thalack: A mounted combat style, used by the cavalry.
- Z'ress a'thalak: A style that put emphasis on physical strength over accuracy. Some users sacrifice the safety of their own body to allow for overwhelming, powerful strikes that would stun or totally incapacitate an opponent once they connected.