Creating a campaign edly many campaigns throughout the years. From a few that effectively uses the drow—whether as slavers lurking in the cellar of a fortress, to a lone assassin direct adversaries or as subtle foils for the player characters— pursuing a dark agenda, to a noble ranger leaving behind the requires some work on your part as the Dungeon Master. Presented below are ideas for running campaigns captured, or the dark elves will be little more than monsters that include drow characters or that take place in the realms to be defeated. The PCs should tremble when they encounter of the dark elves.
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In many ways, the drow resembled eladrin  and elves. Drow were shorter and thinner than other sub-races of elves. Males weighed between 87 to pounds kg , averaging Comparison of heights; from left to right: a human , sun elf , wood elf , moon elf , drow, and wild elf.
Due to a process of selective breeding that lasted for several generations,  the drow especially nobles  looked attractive  even when compared to other elves  Their alluring appearance, which could be used for seduction, was more often used to instill fear.
Drow were intelligent even when compared to other sentient creatures. However, the drow were not wiser than other races. Their upbringing in secluded societies, with little contact with the outside, as well as the indoctrination of Lolth 's dogma, made them close-minded. The drow were believed to be more fecund than the rest of the elves. Various elves; from left to right; Drow, wild elf, sun elf, wood elf, and moon elf.
Some races were not related to the drow because they were born from them but because they were transformed from drow. The drow had lifespans far beyond those of humans, and comparable with the rest of the elven race. Provided they did not meet a premature and violent end, they could live for centuries. However, drow who could afford a lifestyle that spared them hardships, like the matron mothers, could live more than years though, by that point, they became withered by age.
Lolth 's magic could maintain a matron's life for thousands of years. This was considered a clear sign of favor from the goddess. Drow, by reputation, were almost entirely evil. They were overall decadent but managed to hide it under a veneer of sophistication.
Drow were arrogant, ambitious, sadistic, treacherous, and hedonistic. From birth, the drow were taught they were superior to other races, and that they should crush those beneath them. Unlike inherently evil creatures like orcs,  the evil of the drow wasn't of inherent nature:   They enforced the Way of Lolth,  leading to a race of emotionally stunted people,  with a tenuous grasp on sanity and scarred mentalities, among which relatively undamaged minds were considered abnormal.
Most drow's personal goal was about increasing their station in life,  as they desired the power on others that a higher station would provide. For example, while they liked to assassinate their competiton, doing so and being exposed would bring punishment for being too overt about it, as would open murder. Rising through the ranks too quickly was dangerous for any drow.
The usual reaction was the formation of temporary alliances among those who were wronged by the quickly ascending drow to take the latter down. Such alliances were often successful. Drow were a violent race, and violence was their favorite, if not instinctive, method for conflict resolution.
The drow managed to fight this urge when waiting for a more propitious time to strike. Drow believed themselves to be the apex creature. They were arrogant to the point of being incapable of viewing other creatures as their equal,  including their own kind.
Every single drow believed themsleves to be the best example of their superior species. As a general rule, drow living within a Lolthite society couldn't afford to show emotions like compassion or love, for they were easy to exploit. Cruelty was also seen as a mean of self-validation. The drow believed that any person that could not defend themselves deserved to be inflicted cruelty, and by delivering cruelty on a weaker creature the drow could prove their superiority.
The constant strife of their society led the drow to be paranoid and fear everyone and everything. They feared the potential loss of their station, the loss of Lolth 's favor, the loss loyalty or outright rebellion of their underlings, and the potential of punishment from their superiors. Drow were hedonists. They loved and surrounded themselves with what they considered beautiful, generally without paying attention to the cost. They generally believed to be entitled to do whatever they wanted, whenever they wanted to do it.
Drow were incapable of trusting other creatures, no matter their race. While the drow understood the value of forging bonds,  they did not see a value in the virtue of honesty. Since any alliance or cordial relationship could end in treachery, the drow went into engagements of this sort expecting the worst. Alliances were always under scrutiny for signs of treachery and often ended violently. Even in moments of safety or relaxation, the drow were always alert and constantly expecting attacks of any kind.
Therefore, they were rarely surprised when those actually happened, depriving the attacker of the advantage of surprise. Drow were vengeful people by necessity. 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.
However, most of them weren't actually of good alignment , but merely chaotic neutral or lawful neutral. Within the Lolthite society, even actually good drow generally had problems to form a sense of moral for themselves. They generally acted in the same way as evil drow due to social pressure and risks.
As mentioned above, being soft in any way was lethal in drow society and therefore these people often died. It was believed that the "good drow" collectively worshipped Eilistraee ,  goddess of freedom,  but the actual breakdown was that the good-aligned drow did indeed worship the kind goddess, while the morally neutral drow's worship was split among Ghaunadaur , Lolth , Selvetarm , and Vhaeraun.
Only truly exceptional good drow like Drizzt Do'Urden were capable of freeing themselves from Lolth's society. Those who managed to leave Lolthite settlements would often die to the dangerous wilderness of the Underdark. Furthermore, even those who escaped the cruelties of the Underdark found it more difficult to form long-term friendships than most races did  and had to constantly be on the lookout for pursuers who could kill them.
Drow were more agile and alluring than most humanoid races. Like all elves, drow required no sleep. They instead entered a meditative trance while retaining full awareness of their surroundings.
This state was half-again as efficient as the way most races gained rest. The fact that drow didn't relive memories of past lives during their trances was viewed as an indication that, unlike the elves, their souls didn't reincarnate. Drow had tremendous resistance to magic. It increased again when they reached adulthood, and could be trained even further.
The fluctuations of resistance against magic in drow infants was a lethal danger, leading to the development of the potion of magic resistance to stabilize it. Even when a drow's magic resistance was overcome, they could handle magical attacks quite well and had a better chance than other races at resisting them,  especially spells that attempted to bend their will.
Lolthtouched powers, the result of Lolth 's blessing, were the most distinctive feature of the drow. The use of such abilities was tiring for the drow. They seemed to be powered by the same source, and only more experienced and well-trained drow could cast both abilities separately. Through training, drow could manifest the so-called webs of darkness that both slowed and impeded a foe, while also limiting their vision.
Those who became curseborn could unlock even more power, including improvements of the aforementioned cloud of darkness and darkfire. Other ways to improve these abilities included training to cast the cloud of darkness faster in response to harm, or to turn the darkfire into a flickering protective shroud that made the beneficiary harder to hit.
More mundane methods included slipping in the cover of darkness,  or learning to hit the target of darkfire not just more accurately but also harder, like the drow wanderers did. Lolth's touch gave her a hold over the entire drow race, and overcoming it was only possible by becoming a redeemed drow who also managed to judged worthy by Corellon. Base powers were abilities that the drow could cast without any schooling but simple practice.
They varied slightly from person to person due to different reasons: genetics, personal talent, divine favor, etc.. Drow magical abilities  were somehow tied to the faerzress ,  the radiation of the Underdark , and its intensity in the birthplace of a drow could influence their base powers.
These abilities could temporarily vary in the same person depending on the personal mental and physical health situation, aging effects, degree of training, and so on. A dying drow could double the effectiveness of the own innate powers by super-charging them with her or his own life force. The drow could use their base powers once every day and, once employed, they could end the spell, move it around at their whim, or downsize it.
Spells like dispel magic could end a base power's effect. Normally, a drow could not continue using these abilities when they started using another one, or started to cast a spell. Strong light like sunlight hampered the drow's concentration, rendering them unable to use their innate abilities, with few exceptions, namely the nobles.
Upon reaching a sufficient degree of expertise, the drow gained their so called mature powers: the ability to innately cast the detect magic , know alignment , and levitate spells. Particularly intelligent and powerful drow could maintain two inborn abilities, or one inborn ability and one normal spell , simultaneously.
For example, they could levitate while casting darkness. Casting mature powers was impossible in the presence of intense light, like for base powers. Members of the clergy of a drow deity gained powers  through divine favor.
These abilities always included the clairvoyance , detect lie , dispel magic , and suggestion spells. Depending on divine favor, a cleric could gain additional powers, like the ability to cast detect undead , ESP —albeit only against other drow within 20 ft. Some drow were born with more powers than usual, like the ability to divine a person's mental inclination, as the detect good spell, to detect magic, as detect magic , and to levitate.
These abilities seemed to be a dominant trait. Nobles could use their base and mature powers up to once per decade of their lives per day, instead of merely once per day. Unlike commoners, nobles could attempt to cast their inborn abilities in the presence of light, but they could only maintain one of their spells at a time in presence of light, even when they could normally do otherwise.
Drow trained in magic often became good clerics and wizards. Clerical magic was the domain of drow women. Drow clerics were special among their elven peers. Elven clerics' bodies could only handle a certain amount of magical energy, which limited their growth.
The limits of a drow cleric was determined by the favor of the god they served. They could theoretically grow infinitely strong. In practice, however, there was a certain limit at which point the deity either killed or elevated the drow to demigod status.
D&D 3.5 - Drow of the Underdark [OEF]
Drow of the Underdark
In many ways, the drow resembled eladrin  and elves. Drow were shorter and thinner than other sub-races of elves. Males weighed between 87 to pounds kg , averaging Comparison of heights; from left to right: a human , sun elf , wood elf , moon elf , drow, and wild elf. Due to a process of selective breeding that lasted for several generations,  the drow especially nobles  looked attractive  even when compared to other elves  Their alluring appearance, which could be used for seduction, was more often used to instill fear. Drow were intelligent even when compared to other sentient creatures. However, the drow were not wiser than other races.