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Elves tend to be taller than dwarves, and shorter and slimmer than humans. Their features are angular and finely chiseled, and although elves may appear thin and weak, they are actually quick and strong. When circumstances dictate, elves can be fierce warriors, taking any steps necessary to protect themselves, their homes, and their friends. Most elves are between 5 and 5 1/2' tall and weigh about 110 pounds. They prefer to live in natural settings such as secluded forests and groves although aquatic elves also exist. These tend to live mainly live on or near the extensive coastline of the Isles though inland some elves also exhibit the ability to live in fresh water.. Other races sometimes consider elves frivolous and aloof, but they have learnt to live even in urban areas. Elves are fascinated by magic and devote time and energy to studying arcane forces. Even powerful human mages respect and admire elves’ understanding of magic.

Elves are an extremely long-lived race, averaging about 1,200 years. This may explain some of their attitudes—life is to be taken slowly and enjoyed; never rush about to accomplish things; there is plenty of time for all activities. Elves enjoy singing, dancing, and looking for the natural beauty in everything they see. Perhaps because they live so long, elves find it difficult to make friends with the shorter-lived races. Some elves don’t want to bother getting close to humans when those friends will die of old age so soon. However, elves who do make friends outside their race treat their comrades as equals. Friends—and enemies—are never forgotten. They were the race that recovered quickest from the effects of the God's War and also suffered the most. The Lost Tribe of the Drow, many legends and stories abound about them and the fact that some day they will be redeemed and led back to the surface to be reunited with the other elven tribes.

 

Players who choose elves for their characters have 45 character points to spend on racial abilities. These points can be spent to customize an elf from the general skill list below. Only 5 points can be retained for use later in the character creation process.

Aim bonus (10): +1 to the Aim subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.

Balance bonus (10): +1 to the character’s Balance subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.

Bow bonus (5): +1 on attacks with long or short bows.


Cold resistance (5): +1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures. An elf with this ability can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Such elves have pale skin and only rarely tan. Their resistance to the elements prevents much of the skin damage that other races suffer. Only those elves who are constantly exposed to the elements suffer even the slightest amount, and even then they do not tan as deeply as some humans and dwarves. The elves' immunity to a range of temperatures does not extend to fire or snow, or anything that simulates these conditions. For example, an elf could not stick his hand into a fire and be undamaged, nor could he walk through freezing rain without effect. Neither are elves immune to spells that rely on fire, ice, wind, and other weather-related effects. It is only to natural temperatures that elves have even the slightest resistance. A cone of cold or a fireball has the usual adverse effect on an elf.

Companion (10): The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.

Confer water breathing (10): Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability. For example, a 6th level aquatic elf thief could confer water breathing on another for six hours.


Dagger bonus (5): +1 attack roll bonus with daggers.

Heat resistance (5): +1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures. These elves can withstand up to 100°F with only mild discomfort. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
Such elves have pale skin and only rarely tan. Their resistance to the elements prevents much of the skin damage that other races suffer. Only those elves who are constantly exposed to the elements suffer even the slightest amount, and even then they do not tan as deeply as some humans and dwarves. The elves' immunity to a range of temperatures does not extend to fire or snow, or anything that simulates these conditions. For example, an elf could not stick his hand into a fire and be undamaged, nor could he walk through freezing rain without effect. Neither are elves immune to spells that rely on fire, ice, wind, and other weather-related effects. It is only to natural temperatures that elves have even the slightest resistance. A cone of cold or a fireball has the usual adverse effect on an elf.

Elfsight (10):Elves with this ability have extremely keen eyes. Although they are not as sharp-eyed as most birds of prey, their eyes are still sharper than those of the average human. In addition, their eyes have the ability to see further in dim or faint light allowing them to function in most places that are poorly lit. In most landbound elves, this sight extends only to a range of 60 feet. Naturally, there must be some light for elvensight to function. No greater intensity of light than starlight (including moonlight from a half full or fuller moon) is needed, for his or her elvensight to work. Elf eyes must, of course, adjust to a change in light. They can no more immediately use their elvensight any more than a human can immediately adjust to the sunlight after spending a time in darkness.

Javelin bonus (5): +1 attack roll bonus when using a javelin.

Less sleep (5): The elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.


Magic identification (10): A 5% chance per experience level of identifying the general purpose and function of any magical item, reflecting their interest in the arcane. This is as per the bard ability—see The Player’s Handbook for more information.

Reason bonus (10): +1 to the Reason subability, due to gray elves’ devotion to developing their intellects.

Resistance (10): 90 percent resistant to sleep and charm-related spells.· Secret doors (5): because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.

Speak with plants (10): Once a day, the elf can use the speak with plants ability, as a priest of the same level.

Spear bonus (5): +1 attack roll bonus when using a spear.

Spell Abilities (15): Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.

Stealth (10): When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if the elf has to open a door.


Sword bonus (5): +1 on attack rolls using a short sword or a long sword.

Trident bonus (5): +1 on attack rolls when using a trident.

Elves generally resemble humans physically. Although they tend to be shorter and slimmer, they can often successfully disguise themselves as small humans. Without this disguise, however, their true origins are readily apparent. They are betrayed in this respect by their distinctive countenance. Many elves, however, find this is not a problem; they have no wish to be confused or identified with humans in any way.

Elves have delicate chiseled features that are typically quite angular and beautiful. There is really no such thing as an elf born ugly; those who have low Charisma were either scarred accidentally or marred magically. However, Charisma is not only an indication of outward beauty. The fact that many elves have average Charisma is a testament to the fact that beauty is not, contrary to popular belief, the only important thing about a person.

All elves are very slim, hiding their natural strength under a veil of fragility. Their slight build belies a power seemingly drawn from the earth itself. Looking at them, one would never believe that these creatures were some of the most powerful ever created, or that they very nearly witnessed the birth of the world. Elves saw the rise of other races—the crawl of humanity from the primordial ooze. They are older than many trees and will live to see generations of trees and humans alike. Yet they hide this innate power beneath a delicate exterior; many thus assume they are harmless.

One interesting elven characteristic that few are aware of is the elves' lack of canine teeth. Since they sprang full-fledged into the form they now occupy, they skipped the evolution process undergone by so many other races. Thus, although they are omnivores and their teeth are all strong, they have no pointed, canine incisors.

Elven skin is usually quite pale. The obvious exceptions are, of course, the drow and the aquatic elves. Even half-elves are rather fair when compared to their human parents.

Of course, all elves have pointed ears. This affords them sensitive hearing, and they can hear sounds unheard by human ears. However, the range is not really great enough to make a significant difference; it is only enough for elves to distinguish certain tones, which enables them to pass messages not meant for human ears.

Elves remain children for approximately 65 to 75 years. They grow slowly throughout these years, achieving a height of 4 feet at most. It is during this stage of life that they learn what it means to be an elf. They learn the basics of archery and swordplay. However, they are still essentially children and continue with their childish ways until they reach adolescence.

At about age 75, elves enter adolescence. Whether male or female makes no difference; both sexes mature at roughly the same time and at the same rate. This is the time of life when elves begin growing, some to a height of 5½ feet or more, although the norm is often approximately 5 feet.

The end of this period is also the age at which they are inducted fully into elven society—the age when they must bear the responsibilities of adulthood. It is during adolescence that older elves teach younger ones how to continue finding joy in the years to come without succumbing to the crushing boredom that advanced years often bring.

Those elves who were not prepared for the prospect of centuries stretching before them may fail to manage the weight of those years. Indeed, such elves (not to mention other beings given such longevity) often come to a terrible end if forced to live those hundreds of years. The most common example of this misfortune is an elf who grows up in a human community. Such elves do not let the years slide past as do other elves; instead, they try to cram as much living as possible into as short a time as possible—as do their human teachers. These elves don't learn the true value of relaxation and merriment, and these are often the elves who become insane or suicidal.

Of course, this isn't true of all non elf-raised elves, or even many of them. Most elves have an instinctive grasp of the way they should live so that they can enjoy the entirety of their lives.

When elves reach age 110, they are considered adults. They are allowed to make their own way in society, human or otherwise, and are free to make all personal choices. They are also ready to take responsibility for their actions—whether good or bad. Adult elves can now experience life fully, for they are fully grown and are in the prime of life. This is the age when many elves begin adventuring. Free of the constraints of childhood and free to follow their own guidance, they relinquish their role in society for a time. They yearn to satisfy their boundless curiosity about the universe.

This is, unfortunately, also the age when many of these adventuring elves die. Having had no true experience of the world outside their homelands, they are usually unprepared for what lies beyond the fields they know. Less than one-fourth the adult population of elves goes adventuring. Most—although curious about the world—find enough joy and beauty right where they are. Those who take up the sword and the bow to campaign in the outerlands often feel some driving need. They are not ostracized by their fellows for the wish to experience more; indeed, those who stay at home may feel a little wistfulness that they have chosen to remain behind.

Around the age of 175, elves reach middle age. They have slowed somewhat and become slightly more vulnerable to disease and age. In trade, they know much more about the world and its workings, having affirmed their connection to the land countless times. Elves of this age have the wisdom to know what their abilities are and the intelligence to not push themselves beyond their means.

There are a few elves who never cease the campaigning life. They are likely to remain actively adventuring forever—or until their enemies catch up with them. Often, they have some epic quest or some inner need driving them. These are the elves most often spoken of in legends, for they will not retreat from what they perceive as their duty. They do what they must, not always what they want. They are among the most admired beings on whatever world they exist; their most hated enemies hold them in grudging respect. Decades and even centuries have given these elves a reputation of might and power. Even if these elves have no great ability, that reputation is enough to cow most opponents.

Around the age of 250, the elf has entered "old age." He still hasn't become visibly old, but he feels the effects of age. He slows his activities, preferring less strenuous ones. Rather than sprint through the forests as he might have as a young elf, he sits in the rays of sunlight and composes songs. He has tapped into the mystic rhythms of the earth and become ever more attuned to its cycles. Few elves continue adventuring upon reaching old age. Their bodies and minds evolve into something more suited for a quiet, contemplative life. Still, their bodies do not appear any different than they did 100 years before, and their skills are still as sharp as they ever were. There is a slight slowing in their limbs, but that is all. Elven Kings and Lords may retire at this stage, staying around to perhaps offer advice to their successors but not seeking to continue the day to day drudgery of ruling.

There are no serious troubles between members of separate generations, as is often the case with humans, but the variations in views held between elf generations are huge. Indeed, because of the unique nonaging physiology of elves, one of the few ways to tell between young and old elves is the difference in personality. Of course, this is still not a clearly defining test, for elves have as varied personalities as humans.

The personality of younger elves is characterized by curiosity, a strong streak of individualism, and a willingness to learn. They are just getting used to their long lives. Young elves are often found wandering into places where few would expect an elf to be. These are the elves who make friends with humans and the short-lived races, for they have not yet realized the speed of years for humans.

Older elves, on the other hand, lean toward isolation and quiet enjoyment of the world. Few, if any, elves of more advanced age leave the elf lands, for they have seen enough of the world to last their lifetime. While they don't become entirely inactive, their activities are of a contemplative nature, rather than the more boisterous activities of young elves.

This difference in outlook creates a generational gap, but the older elves do not attempt to restrict the youths. They remember all too well their wilder, younger days and have no wish to repress that which they valued themselves. Because elves are so closely connected to their own pasts, they never wonder at the motives of youth. The reverie helps older elves remember the excitement and passion of youth and the need to be independent and explore the world.

Elves generally do not hate other races. Although they may dislike these races, they still feel a kinship with them as living beings. Humans never understand this, for they have not the time to make a true connection with the life force of the world. Only the true mystics of other races can understand the affinity elves have for all life

Those races that hate the elves with an all-consuming passion are not worth any such emotion from elves. Irritating as these species may be, the elves regard them with nothing more than strong antipathy. Only those who routinely defile the forest for their own evil ends arouse much anger in elves.

The elves reserve their darkest emotion—hatred—for the drow. The drow have thrown away all that the elves consider sacred and have instead embraced foulness, corruption, and death. They have betrayed the heritage that was theirs by right and forsaken the light of the sun to live with pure evil. Or so it is assumed. Not only do most of the surface elves fail to comprehend this choice, they don't understand how beings created from the blood of a god could descend to the depths of evil as have the drow. They do understand, however, that the drow mean only to destroy them. The drow dreams of world conquest and domination are secondary to their hatred for surface elves. The elves of sunlight know this hatred well and return it in full measure.

The key to understanding the elven mind is comprehending the years an elf must fill. Most races do not (and cannot) understand the perspective hundreds of years of life lend an elf. This incredible lifespan often gives the elf a terrible, driving ambition. Paradoxically, it can also give elves a lackadaisical attitude.

Above all, elves are patient. They have years to complete any task, and they don't mind the wait. After all, they have created many ways to wile away time. They find impatience to be an especially amusing vice possessed by the other races. If the need for haste is urgent, however, elves can move faster and more decisively than most of the other races.

Elves tend to be very clever and devious, having had years to practice their skills and hone their minds. Their conversation and their games possess many degrees of subtlety, most of which goes unheeded by non-elves.

Elves delight in paradox and humor, for it is through these attributes that they express themselves most fully. These two qualities allow them to communicate with one another and affords great verbal play as elves try to outwit each other. Although elves are primarily happy folk, they are capable of great emotions of a much darker nature.

An angry elf is a terrible foe. An elf bent on vengeance is even worse. As mentioned, elves have an inexhaustible store of patience. They can wait for years before exacting revenge—after their prey has been lulled into a false sense of security. Or they can hunt their enemies over the years, never faltering or slowing in the pursuit of their quarry.

Occasionally, elves will make a pretense of the hunt and let the person "escape." After the person has taken to flight, the elf is likely to appear at random intervals—a tactic designed to keep fear instilled in the heart of the person. This can make for a life of anxiety for anyone who has earned the wrath of elves, for that person never knows when the elf may strike to claim vengeance. This is one reason that the elves are so feared as foes, for no one wishes to live a paranoid life fearing elven wrath.

With regard to other races, elves have been accused of being haughty, arrogant, and contemptuous. This accusation is not entirely true. While elves do hold themselves apart from the other races, they do not hold them in contempt. (Granted, dwarves do come close.) Most elves, however, don't befriend these other races because of their short lives, not because of any inherent dislike. While the elves believe in living life to its fullest, they don't relish the idea of watching myriad friends grow old and die.

Since elves can live through twenty human generations before dying, many see no point in befriending those whom they will only lose immediately. (While dwarves are longer lived, they don't agree well with the elven disposition.) Younger elves are sometimes willing to accept the sure pain of impending death for the joy friendship with these vital beings brings. After a few decades, however, they see that their companions are aging at an absurd rate when compared to elf friends. This is always a shock to the young elves. For the first time, they must come to grips with the concept of mortality and death. This proves more difficult for some than for others, though it comes to almost all finally.

Despite their short lives, each of the other races holds a unique place in the elven heart. Outlined below are typical dynamics between elves and humans and demihumans.

Dwarves: Although elves and dwarves both fight on the side of goodness, they often find themselves at odds over everything else. The main point of contention between the two is the definition of a good life. Dwarves strongly believe in the work ethic (elves do not). Dwarves don't feel that happiness is essential to a good life (elves certainly do). Dwarves believe life should be organized and well cared for—not haphazard and spontaneous as elves prefer. These views, so contrary to the elven enjoyment of life, don't allow dwarves to see things on the elven level. Yet each race secretly appreciates the other, and some of the strongest bonds in the world are between elves and dwarves. The two races are actually a good complement to each other.

Gnomes: Elves and gnomes get along well when they meet. Gnomes have an appreciation of humor and a zest for life that appeals to the elves. In elven opinion, gnomes take what is best about the dwarves and combine it with a healthy dose of elvendom. Indeed, some ancient elven legends say that gnomes were created by crossing elves with dwarves.

This is not to say that gnomes are entirely loved by the elves. They take their obsession with digging into the earth a little too seriously, and they seem to regard elves with some suspicion. Elves return that regard. Still, as with dwarves, the two races will defend each other if necessary.

Halflings: Elves genuinely like halflings, although in a somewhat patronizing way. They generally regard halflings as an amusing race and treat them for the most part as children. The halflings don't have enough curiosity for elven taste; halflings are usually content to remain in their burrows and comfortable little farmsteads without ever experiencing the outside world. Elves are very impressed when a halfling manages to amount to something more than a connoisseur of food and drink.

Halflings sometimes resent the elven view that the halflings are like children, but they are very much in awe of elves and so rarely speak out against them. To associate with an elf is all the excitement a halfling needs in his or her life. To travel a time with elves is more than many halflings can bear.

Elves regard halflings as children and are very protective of them. They don't appreciate attempts to harm halflings in any way and will do their best to avenge any wrongs.

Humans: Elves have a difficult time classifying humans. Many humans are friendly and even a little in awe of elves. Others are bigoted and unfriendly, even downright hostile. While other races have variations in their racial makeup and general views, none are as varied as the humans. This means that elves will regard every human they meet with some degree of suspicion until that human has proven him- or herself a friend.

Elves, despite their many accomplishments, are amazed at humans. Humans are prolific producers of children, and many have incredible innate ability. Humans have managed to convert lands elves had once thought unlivable into homes. Many elves are impressed—and perhaps a little frightened.

Despite their constant bickering and warlike nature or perhaps because of it, humans now dominate the world. They have accomplished in a few short years what it took elves hundreds of years to achieve. It is because of the humans' soaring population and expansionistic tendencies that many elves find themselves retreating to the forests and secluding themselves from the world. The vast variance of human nature is enough that elves have no set reaction to them. Their variety confuses many elves, and these tend to stay away from humans as much as possible. However, many an Elven Lord will find a place in his warband for human fighters and many elevn settlements will have more humans present than other races.

Elves have been known to produce children with beings of other races. Most of these are the offspring of a union between elves and humans. Elf females sometimes find themselves drawn to human men for a brief while, and human women cannot resist the charms of certain elf males. The child of these unions is usually born and reared in the civilization of its mother; elf males rarely want humans in their lands, and most elf females don't want to bear a child outside the elven realms, nor to abandon it to humans.

While elves may dally with members of other races, there is usually no offspring from such unions. Something in the natures of the races involved makes such a child distinctly improbable. Only with the aid of strong magicks or unforeseen coincidences has there been any result from these dalliances.

Apart from the physical differences, elves find most other races unappealing in appearance. Dwarves have their beards, and halflings have their hairy feet and considerable girths. While elves may get along with these races, they do not, for the most part, seek to grow any closer than good friends would.

Thus, while elves may be physically interfertile with other races, they generally choose not to be. While there are many half-elves in existence, most of those known are of human descent. One or two half-elf/half-dwarves have cropped up in legends, but little remains of what their abilities were like or what the circumstances of their births were.

Elves can subsist on any food palatable to humans, although their tastes are generally more discerning. Their preferences are clearly toward delicate foods and wines, particularly those that possess a great degree of subtlety. Heavier foods, such as beef and coarse bread, distress the elf stomach.

Humans usually find elven food unsatisfying, for the portions are too small. Elves, of course, require less food than do humans. They very rarely hunt for or make more food than they can eat in a day. However small the portions, the food elves do make is such that the finest human chef blushes in shame at his inadequacy. Indeed, many humans who would be gourmet cooks try to procure an apprenticeship among elves. Those who learn the elven techniques have a right to boast of their achievements.

Elves tend to be more vegetarian than humans, for this has less of an impact on their environment. When they do eat meat, it is carefully culled from the excess animal population of their area and done in such a way that it doesn't disrupt the land.

Elves almost never keep herd animals. Not only do these creatures take up space that could more properly be forest, animals require almost constant maintenance and feeding. No elf wants to be saddled with the joyless burden of watching animals eat all day long.

Let the other races rake in the profits to be had from ranching; elves can survive on the fruits of the forest. Besides, elves don't believe in raising animals simply to kill them. That is not nature's way and therefore not the elven' way.

For drink, elves mostly subsist on sparkling waters from cold mountain springs. However, they are not averse to wine and beverages of a similar nature, and many elf cities and towns cultivate the grapes and grains necessary to the making of such refreshments. Elves enjoy drinking mead, or fermented honey. This delicate drink agrees well with the elven palate and gives them a pleasant feeling. Greater quantities act on elves much as alcohol does on humans, dwarves etc. Fortunately, elves feel none of the ill effects other races do when drinking this beverage. However, elves are susceptible to other races brews such as ale and beer.

The elves favorite drink, however, is a nectar created from the juice of flowers, mixed with honey and an additional, secret ingredient. This nectar is of ancient origin and is called feywine. What its secret ingredient might be has long been a mystery to humans, dwarves, and the demihumans, as well as most elves. Feywine is used liberally at elven festivals. It induces frivolous behavior, lasting for days or even weeks.

Elves can, however, turn off feywine's effects when necessary (for example, when defending against rampaging orc hordes). Humans, dwarves, and other races are not so lucky. The effects of feywine on these races is much greater than it is on elves, and large quantities can make a human lose all sense of self for months. Too much feywine is the cause behind stories of humans waking after reveling with the elves, only to discover that months have passed since their last memory.

Because of this, elves rarely allow humans to consume feywine. The side effects are simply too great, and consumption only increases enmity against the elves. Any human attending an elven festival can expect water, mead, or nectar; only when the elves are particularly mischievous or when their judgment is somehow impaired will they allow a human to sample feywine. Since feywine doesn't keep well, elves never carry it on their travels

The elven language is melodic and fluid, consisting of musical words that are a joy to hear. There are nuances and lilting intonations, all of which combine to make Elvish a lovely language. Even Drow Elvish is an attractive language, full of dark mystery and secrets.

When spoken by non-elves, Elvish seems strangely brutalized, although it is hard to define exactly why. Elves know that this is because the subtleties inherent in Elvish only fully translate for them (or for those using magic to communicate). Elves, because of their keen hearing, perceive an additional current in their tongue, one which also conveys emotion should the speaker wish.

Because of this hidden feature, elves can carry on a conversation within a conversation. The subtleties of the language and the nuances available allow elves to pass on the substance of an entirely different topic provided, of course, it is not a difficult or confusing one. This ability also allows elves to pass hidden messages to one another even in front of a human who understands Elvish, which is one reason why elves make such excellent spies. They can speak of inconsequentialities, yet pass along vital information to other elves. No one hearing them without magical aid can discern the additional message that is carried on the wings of the conversation.

The intricate care involved in the structure of the elven language extends to naming children. Elven names, although they often sound somewhat similar, are all individual. No two elves have ever shared the same name, save as a matter of choice, for elves are far too individualistic to stoop to using identical names for their children.

Drow

In the time now known as the "God's War", it wasn't just the humans who were reputed to have sought shelter underground. An Elven Queen by the name of Rhyannon, her realm ravaged by flood and fire, led her followers into a series of caves and out of the choas that was outside. Neither her nor her followers were ever heard of again, though tales are told around the fire-sides of quests launched to find her and of the riches her new underground kingdom contain. A few of these tales contain the kernel of the truth. They maintain that the Queen founded a new realm deep underground, far from the light. Certain tales tell of magic found in that dark place was unleashed and changed the Queen and all of her followers, turning them to evil. Others tell of a curse that was laid on her and all that she led. A curse from something that was displaced by her exodus. Never again could her people come into the light

The dark elves (also known as drow) are seen as evil cousins of the other elves. Driven beneath the surface long ago during the God's War, these beings have made a home for themselves in what they call the Underdark, the niche they have brutally carved in the underground caverns. They have become the masters and mistresses of dark grottoes. Many of the ordinary folk on the surface have forgotten about them, except in sagas and stories when tales of their cruelty and power are often embelished upon. Even the elves on the surface don't know a great deal about what happened to their brethren, though it is true that something changed them and the Dark Elves when encountered have certainly not helped their cause. They are the most arrogant of the elvish races and seek to dominate those they meet.

Originally the drow were simply elves who held more with the tenets of might than those of justice. In their quest for more power over life, to survive in their new enviroment, they inevitably began dealing with the forces that would one day corrupt them.The corruption of the drow echoed in their appearance, for their skin darkened and their hair turned white. Their eyes glowed red—further evidence of the fires burning within their breasts.
The drow are not as widespread as the other subraces of elves. No one not of drow 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 generally shun the light, and they have extensively researched ways to travel while avoiding the sun. The drow have extensive tunnel networks, which may or may not canvass their world.

Drow are typically shorter than other elves, and they retain the Dexterity common to elves. In all other respects, save their height and coloring, drow resemble their aboveground cousins.
Drow craftsmanship is truly a marvel to behold, wrought with strange and intricate designs. Unfortunately, their works are unable to exist outside the drow world, and the items disintegrate, albeit slowly, when away from the radiation of the Underdark.

Their society is usually matriarchal, with the female drow holding the majority of power. Male drow are entrusted with the relatively unimportant jobs of swordplay and some sorcery. Females, on the other hand, command the important positions in drow society. They are the priestesses of their dark goddess, Lolth (or sometimes Lloth), Queen of the Spiders. Very little is known about this cult on the surface, but rumour and stories abound about the following:-

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 Underdark; they jealously guard their power against lowly males who might try to take that power away.
Since drow females have greater power than males and are physically stronger and more intelligent as well, the drow 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 drow.

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

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

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

Raids have certainly happened in the past and people have been taken away for slavery or food. Some Isles Lords have lead expeditions to rescue such captives but very few have met with success.

Some stories do exist which maintain that one day, the Curse of Rhyannon will be lifted and drow will be free to leave their sub-surface dwellings and once again live with the other races as they once used to. Though whether the drow will care about that is anyone's guess.

Drow encountered on the surface are usually those who have suffered the fate of banishment or escaped from the rigid confines of drow life. Even rarer are escaped drow slaves.