The drow carve a deadly existence out of the ruined continent of Xen’drik. The dark-skinned elves believe it is they, not the rebels who fled to Aerenal, who truly preserve the dignity and valor of the elf race. Allied with monstrous scorpions, the drow battle the fallen race of giants over the ruins of the mysterious continent.
As the most civilized inhabitants of ruined Xen’drik, the drow are the heirs to both the lingering might of giant nations and the ancient elven spellcraft once learned at the feet of dragons. The homeland of the drow is a contradiction of sorts-an ancient ruin that nonetheless holds magical treasures of almost unimaginable might. As Siberys shard fall on the broken landscapes and jungles, explorers from other continents brave sahuagin-filled waters to crowd the port city of Stormreach.
Drow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar. Drow have dark skin, ranging from black to a hazy purple hue. Most drow have white or silver hair and white or red eyes, but other colors are not unheard of.
The jungles of Xen’drik are a harsh and unforgiving land; the drow dwell in the underground realm of Khyber as often as they haunt the ruins of aboveground Xen’drik. Covered by thick jungle and the ruined cities of the ancient giant kingdoms, the continent houses too many dangers for the drow to establish large and stable cities such as those on Khorvaire. Drow settlements are small temporary affairs. Occasionally a relatively large and powerful tribe might stay for some time in the ruins of a giant city, but such occupations are short-lived. The drow only stay long enough to plunder what artifacts they can. The largest drow settlements are underground.
Drow have few of the political struggles and rivalries that other races have. Family groups are simply too small and scattered to have anything other than sporadic contact. This intermittent contact is fraught with peril, though, as larger and more powerful family groups seek to absorb smaller groups of drow.
Alignment and Religion
The drow tend towards neutral, focusing more on survival of themselves and their family than ethics.
The drow in Eberron worship a scorpion-god named Vulkoor. Vulkoor is often envisioned as a giant scorpion or as a hybrid with the head, arms, and upper torso of a strong male drow and the lower body of a scorpion. The drow also revere scorpions, considering other arachnids to be lesser servitors of Vulkoor. Xen’drik drow ritually scar themselves using scorpion venom, leaving white tattoos on their black skin.
Most drow adventure out of necessity-the dangers of their homeland constantly push them towards that life. Exploring the ruins of giant cities is one of few ways for most drow to improve their lives; finding the treasures of the ancients can ensure the welfare of an entire family group, not just a single drow.
Drow greatly desire personal power, and many take up the mantle of adventurer seeking to satisfy this urge. Whether this is simple greed or a reaction to the brutal continent on which the drow make their home is a question best left to the drow themselves. Although the drow are relatively few in number, the dangers of Xen’drik encourage a higher than normal percentage of the population to learn the skills of the adventurer. They fight for their existence daily amid dangerous jungles and ruined cities; adventurers powerful enough to face down giants and other foes are thus essential to a drow family’s survival.
Drow never possess dragonmarks.
Ek’ann, Kaxxar, Xen’kar.
Curra, Kas’asar, Kirris, Xen’va.
Gen’thac, Torkak, Xar’cha.
Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow possess spell resistance equal to 6 plus their character level.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Languages: Drow begin play speaking Common, Elven, and Drow Sign Language. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Draconic, Gnome, Goblin, or Undercommon.
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