Your race is the heart of your character. It is who they are at their core. Their thoughts, feelings, and upbringing are influenced by their race. This week we’ll be taking a look into the races of D&D and how they shape your character. Today we’ll be talking about Drow.
Drow are the dark side of the elven coin. They have been sequestered to the Underdark, a place that lacks sunlight and hope. The drow culture has grown around this hopelessness, leading to families pitting against each other in bids of power. It’s like Game of Thrones, but with more webs and demons. Theirs is a cutthroat culture, taking any bit of advantage they can over each other as they work their way to the top.
So why would someone from this kind of society turn to being a force for good? Perhaps they grew tired of the hostility and worry, perhaps they were banished for their weakness, or perhaps they just want a chance to see the sun. That last one may go bad since drow have been away from sunlight for so many generations it actually hurts for them to look at it. Whatever the reason for leaving, drow may still carry their culture with them. A drow adventurer may be very slow to trust anyone. They may also see their adventuring party as their family and fiercely protect them.
Drow carry with them a bit of magic instilled by their goddess Lolth. This magic allows them to manipulate the light around them, creating darkness or dancing lights. Their culture also heavily favors piercing weapons, training each drow in the use of rapiers and hand crossbows.
Drow adventurers tend to lean more towards agile classes. You can go the ranger route a la Drizzt. Or perhaps you could build on your base spells and make a spellcaster. What character will you create? Will it be a tabaxi, or one of the other races that we’ve covered? Let me know in the comments below. Until then, keep those dice rolling high!
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