Morwen

The dark Eldain (also known as drow or Morwen) are evil cousins of the other Eldain. Left behind by the other Eldain, the Morwen fled beneath the surface of Alcirya to find safety. Unlike the Karkakeena Eldain, the Morwen experiences beneath the surface led to an erosion of their long held Eldain morality. Over time, Priestesses of Al Vingaar gained power within the Morwen society and drove out the followers of the other gods. Held entirely in the thrall of Vingaar, the Morwen made a physical transition resembling their souls. They have become the masters and mistresses of dark grottoes, and any intelligent creature shuns them. Surface Eldain refuse to acknowledge that Morwen are in any way related to them or their kind. They consider the Morwen a lost species that was usurped by these abominations who have taken their name.

To survive in the Deep, the Eldain held more with the tenets of might than those of justice. In their quest for more power over life, they inevitably began dealing with the forces that would one day corrupt them. Their elven brethren, Karkakeena, dismayed at the initial change in their formerly peaceful kinsmen, sought to reason with them. The Morwen, seeing this effort as aggression, responded by slaying emissaries and invading Karkakeena cities.

A long, painful war marched across the centuries; elf slew elf, and great magics flew. Much of the Deep lay in devastation, soaked in the blood of Eldain. Finally, however, the good Karkakeena triumphed, and they drove the Morwen further underground.

The Morwen are reputedly as widespread as the other species of Eldain - perhaps even more so. No one not of Morwen heritage knows exactly how far their underground holdings extend. It is well known that they have a certain grasp on interdimensional magic, for they use it to travel long distances. They hate the light, and they have extensively researched ways to travel while avoiding the sun, which is anathema to them. The Morwen have extensive tunnel networks, which may or may not canvass Alcirya.

Morwen are typically shorter than other Eldain, and they retain the Dexterity common to Eldain. In all other respects, save their height and coloring, Morwen resemble their aboveground cousins.

Morwen craftsmanship is truly a marvel to behold, wrought with strange and intricate designs. Unfortunately, their works are unable to exist outside the Morwen world, and the items disintegrate, albeit slowly, when away from the radiation of the Deep.

Their society is matriarchal, with the female Morwen holding the majority of power. Male Morwen are entrusted with the relatively unimportant jobs of swordplay and some sorcery. Females, on the other hand, command the important positions in Morwen society. They are the priestesses of their dark goddess, Lloth, Queen of the Spiders, servant of H'rod.

These females wield their tremendous goddess-given power mercilessly. Using the threat of intense punishment, they keep the males cowed and submissive. They are the top of the social hierarchy in the Deep; they jealously guard their power against lowly males who might try to take that power away.

Since Morwen females have greater power than males and are physically stronger and more intelligent as well, the Morwen have a difficult time believing that males can hold power in other societies. Thus, they do not believe that any threat mustered by males could seriously threaten the Morwen.

Despite their evil nature, the society of the Morwen is rigidly structured and divided. Social strata and classifications are virtually immutable. A Morwen can advance in her caste, certainly, but cannot advance beyond it. The selfish nature of the Morwen is most evident when one seeks advancement - an advancement typically made through death.

Morwen constantly seek to improve their position in society and in Lolth's eyes. If it comes at the expense of another's life, so much the better - that makes one less Morwen to challenge the newcomer, and it ensures greater security in the new position.

Morwen have an abiding hatred of all things above ground, but nothing draws their wrath quite like the good Eldain. The Morwen take any chance they can to destroy other Eldain they encounter. Even the few evil Eldain above ground are seen as enemies, and the Morwen do not hesitate to betray such a one when he or she has served a purpose.

Special Advantages

Infravision, 90 ft.

Once per day, all Morwen can use the spells Dancing Lights, Faerie Fire, and Darkness. They achieve this through force of will, rather than spell components.

A 4th-level Morwen can cast Levitate, Know Alignment, and Detect Magic once per day. In addition, Morwen priests can cast Clairvoyance, Detect Lie, Suggestion, and Dispel Magic once a day.

At the start, Morwen are 50% magic resistant, and every level they rise increases the resistance by 2% (to a maximum of 80%). Multi-classed Morwen use the higher level to determine this bonus.

In addition to their high magic resistance, Morwen also receive a +2 bonus on all saves involving magic. This includes those devices that emit magical effects or are powered by magic. This magic resistance does not hamper their ability to use magic themselves, however.

Special Disadvantages

The major disadvantage of the Morwen is their inability to see in bright light. Any light greater than that of torches or Continual Light spells (including bright sunlight) will blind them and severely affect their ability to fight. Wan light, like that of a light spell, does not trigger this disadvantage.-- Bright light causes the Morwen to suffer, temporarily, -2 to Dexterity. Attack rolls are made at a -2 penalty, and opponents gain a +2 save against Morwen spells if they are within the light. When a Morwen is in darkness and his opponents are in the light, he retains his Dexterity and surprise advantages but still suffers a penalty on attack rolls.

If the Morwen spends more than two weeks away from the subterranean caverns of the Deep, the special advantages fade at the rate of one power a day. This starts from the most innate spellcasting and works down to the least powerful. Thus, a Morwen priest would first lose dispel magic, followed by suggestion, clairvoyance, and detect lie. Morwen magic resistance is lost at a rate of 10% per day. This process can be halted and the powers regained if the Morwen returns to the Deep and spends one day there for each week spent above ground.

Finally, all other Eldain hate the Morwen, and reactions to them are with at least a -4 penalty. This modifier is cumulative to any kits the Morwen player might be using. Only after a particular elf comes to accept a particular Morwen as a friend, does this penalty disappear.

Additional Experience Cost 20%

DM permission needed to play this race.

As Monster

These dreaded, evil creatures were once part of the community of elves that still roam the world’s forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth.

Drow have black skin and pale, usually white hair. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. Male drow weigh between 80 and 110 pounds, and female between 95 and 120 pounds. Drow have finely chiseled features, and their fingers and toes are long and delicate. Like all elves, they have higher Dexterity and lower Constitution than men.

Drow clothing is usually black, functional, and often possesses special properties, although it does not radiate magic. For example, drow cloaks and boots act as if they are cloaks of and boots of elvenkind, except that the wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is fire resistant, giving the cloaks a +6 bonus to saving throws vs. fire. These cloaks and boots fit and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling the material, making it useless.

Combat

The drow’s world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow encountered outside of a drow city are at least 2nd-level fighters. (See Society note below.)

Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special alloy of steel containing adamantite. The special alloy, when worked by a drow armorer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest drow fighters have, in effect, chain mail +1, while higher level drow have more finely crafted, more powerful, mail. (The armor usually has a +1 for every four levels of experience of the drow wearing it.)

Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be +1,+2, or even +3, though only the most important drow fighters have +3 bucklers.

Most drow carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a +1 to +3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry small crossbows that can be held in one hand and will shoot darts up to 60 yards. The darts only inflict 1-3 points of damage, but dark elves commonly coat them with poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2d4 hours.

A few drow carry adamantite maces (+1 to +5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 yards with a short range bonus of +3, a +2 at medium, and a +1 at long.

Drow move silently and have superior infravision (120 feet). They also have the same intuitive sense about their underground world as dwarves do, and can detect secret doors with the same chance of success as other elves. A dark elf can only be surprised by an opponent on a roll of 1 on d10.

All dark elves receive training in magic, and are able to use the following spells once per day: dancing lights, faerie fire, and darkness. Drow above 4th level can use levitate, know alignment, and detect magic once per day. Drow priests can also use detect lie, clairvoyance, suggestion, and dispel magic once per day. (See also Wizard Spells, Player’s Handbook)

Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance. Drow have a base resistance to magic of 50%, which increases by 2% for each level of experience. (Multi-classed drow gain the bonus from only the class in which they have the highest level.) All dark elves save vs. all forms of magical attack (including devices) with a +2 bonus. Thus, a 5th-level drow has a 60% base magic resistance and a +2 bonus to her saving throws vs. spells that get past her magic resistance.

Drow encountered in a group always have a leader of a higher level than the rest of the party. If 10 or more drow are encountered, a fighter/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level fighter/mage, there is a fighter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7th-level fighter/8th-level priest, with a 5th-level fighter/4th-level mage for an assistant, in addition to the other high level leaders.

Dark elves do have one great weakness – bright light. Because the drow have lived so long in the earth, rarely venturing to the surface, they are no longer able to tolerate bright light of any kind. Drow within the radius of a light or continual light spell are 90% likely to be seen. In addition, they lose 2 points from their Dexterity and attack with a -2 penalty inside the area of these spells. Characters subject to spells cast by drow affected by a light or continual light spell add a +2 bonus to their saving throws. If drow are attacking a target that is in the area of effect of a light or continual light spell, they suffer an additional -1 penalty to their attack rolls, and targets of drow magical attacks save at an additional +1. These penalties are cumulative (i.e., if both the drow and their targets are in the area of effect of a light spell, the drow suffer a -3 penalty to their attack rolls and the targets gain a +3).

Because of the serious negative effects of strong light on the drow, they are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie fire spells, do not affect drow.

Habitat/Society

Long ago, dark elves were part of the elven race that roamed the world’s forests. Not long after they were created, though, the elves found themselves torn into rival factions – one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow.

The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.

Drow live in magnificently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the tale) report that it is the stuff of which nightmares are made.

Drow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea.

They worship a dark goddess, called Lloth by some, and her priestesses hold very high places in society. Since most drow priests are female, women tend to fill nearly all positions of great importance.

Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program’s conclusion. That is why dark elf fighters of less than 2nd level are rarely seen outside a drow city.

Drow often use giant lizards as pack animals, and frequently take bugbears or troglodytes as servants. Drow cities are havens for evil beings, including mind flayers, and drow are allied with many of the underworld’s evil inhabitants. On the other hand, they are constantly at war with many of their neighbors beneath the earth, including dwarves or dark gnomes (svirfneblin) who settle to close to a drow city. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations.

Ecology

The drow produce unusual weapons and clothing with quasi-magical properties. Some scribes and researchers suggest that it is the strange radiation around drow cities that make drow crafts special. Others theorize that fine workmanship gives their wonderfully strong metals and superior cloth its unique attributes. Whatever the reason, it’s clear that the drow have discovered some way to make their clothing and weapons without the use of magic.

Direct sunlight utterly destroys drow cloth, boots, weapons, and armor. When any item produced by them is exposed to the light of the sun, irreversible decay begins. Within 2d6 days, the items lose their magical properties and rot, becoming totally worthless. Drow artifacts, protected from sunlight, retain their special properties for ld20+30 days before becoming normal items. If a drow item is protected from direct sunlight and exposed to the radiations of the drow underworld for one week out of every four, it will retain its properties indefinitely.

Drow sleep poison, used on their darts and javelins, is highly prized by traders on the surface. However, this poison loses its potency instantly when exposed to sunlight, and remains effective for only 60 days after it is exposed to air. Drow poison remains potent for a year if kept in an unopened packet.
Also Known As
Drow, Dark Elf, Dark Eldain
 
Government Type
Matriarchy (no other knowledge known) ​
 
Known Strongholds
None
 
Known Clans
None
 
Homeland
The Deep
 
Known Alliances
None
 
Trade Expertise
Unknown ​
 
Ability Score Adjustments
​Morwen are extraordinarily dexterous and intelligent. They gain a bonus of +2 to Dexterity and a +1 to Intelligence. However, their personalities can be described as grating at best (although not usually to their faces), and they have the typical elf Constitution. Thus, they have a -2 penalty to Charisma and a -1 to their initial Constitution scores. ​
 
Languages Spoken
​Morwen Elvish, Elvish, duergar, svirfneblin, deep dwarf, illithid, undercommon, sign language, kuo-toa, bugbear, orcish​
 
Racial Enmities
Unknown
 
Life Expectancy
225-525 yrs.

Drow

Elf, Humanoid


Climate/Terrain: Subterranean caves & cities
Alignment: CE
Organization: Clan
Activity Cycle: Night
Intelligence: Supra-genius (19-20)
Treasure: N×5, Q×2
Diet: Omnivore
# Appearing: 5d10
XP Value: Priest: 975/Others: 650
Mvmt: 12
Size: M (5’ tall)
Morale: Elite (13-14)
Spoken Languages and Dialects

In the centuries they’ve spent underground, drow have learned the languages of many of the intelligent creatures of the underworld. Besides their own tongue, an exotic variant of elvish, drow speak both common and the subterranean trade language used by many races under the earth. They speak the languages of gnomes and other elves fluently. Drow also have their own silent language composed of both signed hand movements and body language. These signs can convey information, but not subtle meaning or emotional content. If within 30 feet of another drow, they can also use complex facial expressions, body movements, and postures to convey meaning. Coupled with their hand signs, these expressions and gestures give the drow’s silent language a potential for expression equal to most spoken languages.

Hit Dice


2

Base THAC0:

19

PSP(Chi)


Armor Class


4 (10)

Magic Resistance: See text.

Armor Notes:

Number of Attacks


1 or 2

Attack Forms

Martial Art Style(s):
TypeTHAC0DamageSFEffect
By weapon

Spells and Psionics:

Disciplines: | mTHACO | mAC

 
Campaign Notes:

Associates:

NPCs, followers, pets, mounts, etc.
 

 
This article has no secrets.