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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History


Drow care little for the rest of the world, until they have interest in conquering it. They are elves with coal toned skin, and piercing red eyes. Their snow white or steel silver toned hair only adds to their alarming beauty and fierce appearance. The Drow society stays underground due to sensitivity to the sunlight, which leads to their kind being secluded and out-of-touch with the rest of the world. They see other races as a scurge and detest them, especially other elves whom to the Drow are weak and a waste of space in a world that the Drow feel they should be in control of. This is a race with a singular purpose: dominance. Dominance over one's self, over others, and over the world around them. Weakness is not an option.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)

Build: Toned
Height: 6'4"
Weight: Medium
Eye Tone: Red
Hair Tone: White.
Skin Tone: Coal black.

Structured Section

This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Height: Taller than average; females usually around 6'0" and males around 6'4"

Ears: All elves have elongated ears with pointed/ticked points at the top. Some are subtle, and some are dramatically long and curved; but all are noticeable without a headpiece covering them.

Skin Tone: Tones of black, typically a coal color.

Eye Tone: Red, black, or white. No pupil.

Hair Tone: White, silver, or grey.


Drow, Human

Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 3 AY
Immortal: HY ceases at about 50.


To Procreate, Partner Must Be:
Humanoid. Age of maturity is considered 54 AY.

On a d100 roll (pregnancy):
80-100 Unsuccessful
30-79 One Child
1-29 Twins

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If parents are same race, the child will be that race.

If parents are each a different (but full blooded) race, the child will be half of each race.

If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.

*Cultural Note: Male offspring are rarely kept alive, and when they are, they are given away or kept as slaves. Only females that are born will be kept and treasured, immediately groomed for power and position.


Death/Battle: Mortal in battle, normal death applies.



Specialty: Vigor
(Doubled stat at registration.)

Specialty: Elven Grace
(+5 Agility at registration.)

Weakness: Photosensitive
(1/2 LP when in direct sunlight.)

Weakness: Aptitude
(Halved stat at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly


Running: 5

Flying: 0

Swimming: 2


Smell: 3

Hearing: 5

Sight: 4
(1 in sunlight from blindness)


Intimidation: 5

Charisma: 2

Timidity: 2

Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality

To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute

To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.



Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Night Vision (Sight): No penalty for seeing in natural darkness.

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Detect Poison (Scent): You can taste it on your tongue just by smelling it.

Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.

General Skills


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.

Weapons: Unlike other elves, the Drow overwhelmingly prefer melee weapons. Using a ranged weapon is seen as cowardly. The Drow have also gained the resources and technology to have superior weapons.

Armor: When a Drow actually decides to wear armor, it is usually only in key places. They would rather be exposed than to be hindered.

Currency: Gold. They do not believe in trade, especially since female Drow would never give something to a male for free. With access underground to more metals than other races, they decided to take advantage of the valued precious metal.

Diet: Carnivore. Though they have access to fungus, they always prefer meat. Boar, bats, fish, bears, and anything else that might wander into a cave end up being the Drow's primary food.

Attire: Females will adorn themselves with jewelry, and the best of their fashions to express their superiority. Males typically wear rags when not in armor. A loincloth and old boots, with a utility belt to hold onto anything they'd need at the whim of a female. On the surface, males will sometimes venture to dress better in the quest to feel more powerful and important.

Environment: Underground.

Homeland: Pennae Angelus (All elves originated from here and separated accordingly.)


Partners: Love is not a concept that the Drow understand. In their world, females are usually the dominant figure of their clan, with the males there to support the clan as soldiers, servants, and the occasional necessity for breeding. Female-female partnering is more common than male-female, except if trying to bare children. Males will quite often remain alone their entire life, having an occasional conquest of another female if they are lucky. This typically makes males venture out in search of other race's females when they get lonely... yet still, the Drow will not understand love. Some may claim to, but really they are lying to make their partner stay with them in fear they'll be abandoned and betrayed.

Friends: Since females are the more dominant sex, friendships usually end up being gender specific. Males will bond with other males for common purpose, and females will group together for friendship. Very rarely will you see a male and female genuinely getting along as friends, because the female typically tries to control or use the males... usually with success.

Foe: The Drow hate other elves, resenting them for gathering together for the common purpose to send the Drow underground. Since then, the Drow have found elven kind to be weak and annoying... vowing one day that they would take back the surface world from their cousins by force.

Children: Drow children have two fates: abandonment, or female parentage. Fathers do not stick around for more than to provide an occasional guard or slave to the Mother and Child. The children are raised to despise and disrespect their Fathers so that a bond cannot be created. When male children reach maturity, they are excommunicated from their family and forced to join other males in the suppressed life of the Drow, or venture out to see if they can be more successful in the surface world. Females typically stay with their clan or family, conditioned to become the next matriarch, though on occasion a female will go to the surface world to gain knowledge... often offended when they meet a surface male that no longer treats them with the respect that is demanded underground.

Territory: Since their territory is primarily underground or within caves to stay out of the sun, they do not have to defend it too often. Occasionally they'll have competition with the Dwarves or Dragons... maybe even an Ogre, but it's rare since there is so much untapped property underground.


Unlike other elves, the Drow have a more tragic history. At the beginning of when elves started appearing, they spread across the world and adapted to the nature around them. With such variety, they easily took advantage of the knowledge the world held and shared it with each other so no matter where they were... elves could share their achievements. Occasionally an elf would be born that was drawn more to the darkness. They'd spend their time learning the secrets of the night, ignoring what they felt was useless knowledge of herbs and medicine. As they grew in numbers they discovered that others had a common interest for power and started plotting to become the leaders of all elven kind.

In their attempt for power however, they were outnumbered and forced underground to escape persecution. Many attempts were made over decades to resurface, but they were always outmatched. Eventually they began to adapt to their new environment, and as their hearts grew darker, so did their appearance since elves are susceptible to change depending on their surroundings. Thus the Drow came to be. When they finally accepted their fate, new culture developed where the females outnumbered the males and forced themselves into the positions of power. Slowly, males were weeded out of any position of influence and forced to accept their roles as beneath the females.

Being underground so long, their eyes adjusted to see perfectly in darkness, and their skin grew ashy and dark in tone to let them blend in with their surroundings. Unfortunately this also created a very strong weakness in sunlight, as they soon discovered on another attempt to the surface world that failed this time due to so many dying from the exposure. When they began to use their time and energy to build new empires and technologies below the surface, they found that the resources they had gave them access to power. Drow weapons and armor turned out to be even better than their surface cousins. They could get ahold of the strongest metals, underground magma flows, the purest waters, and stone that had no sun damage from exposure. With more power, they fell more and more into darkness. The evil that now flowed through them was natural, and the 'good' were seen as weak, disposed of whenever there was the chance. The Drow, had come to be the most powerful elven kind in Varlonan.