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THE CAMPAIGN
THE DROW
THE UNDERDARK
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Drow craftwork is not what it could be--and certainly pales before the work of say, for example, dwarven artisans. As you will see, it is not due to inferior construction; rather, the short-sightedness of the drow is the undoing of their works. For example, faced with a strategically-located cavern that will see heavy traffic and use, but which has an unstable, crumbling roof, a dwarf would create a system of massive, overstrong, reliable-for-aeons stone buttresses. Drow, on the other hand, would rather fashion beautifully carved vaulting, and hold the ceiling up with spells. If the spells fail and the ceiling falls, the artisans would be tortured or executed (depending on how useful they are otherwise at the time), and slaves put to work to clear away the rubble. New vaulting would be sculpted, often with Stone Shape spells and a minimum of hand-work, so that it could happen all over again.
This is not to say that drow do not have skilled engineers and artisans, though unlike svirfneblin, dwarves, and other races native to the Underdark, drow do not have the deep-rooted connections to, and perception of, their environment. It is to these other races, in the form of slaves, that the "grunt work" goes. Dark elves are more a races of skilled dilettantes and overseers, who utilize their competent slaves to do the actual mining and hauling. Drow engineers lack the feel for the rock that dwarves, duergar, and svirfneblin possess, and are fewer in number than individual swith comparable skills in those races, yet the drow often succeed on sheer bold brilliance where they cannot match deep understanding of stone, subterranean water movements, and other conditions.
Moving to other creative venues, the longest-lived and most learned of drow have developed sophisticated technology on par with, and occasionally surpassing, many human communities on the surface Realms. The most brilliant drow artisans and innovators have devised weird, yet practical contraptions that would make many gnome inventors green with envy. These items typically include, but are not limited to, gas-powered needle throwers, extensile mechanical hands for reaching up to 20' away, climbing-wire, strangling wires, and wire saws.
Such limbs may have specialized, removable "hands"--a drow lady whose everday limb-end is a delicate metal hand may substitute an armor-rending claw, or even a sword, axe, or long-spiked mace end, when expecting battle (use damage for weapon types as normal in the Player's Handbook). As these limbs are considered masterwork items, it is feasible that certain enchantments could be laid upon them (both offensive and defensive, as it would be feasible to treat them the same as bracers where armor abilities are concerned). Able-bodied, whole drow may have similar weapon or specialized extensions which utilize the same technology, that strap onto limbs or fit over a hand or foot. (Editor‘s note: Sorry that I cannot include any pertinent game info for the limbs. Apparently, this was part of Ed Greenwood’s extensive 2E drow info that WotC chose to simply ignore in the conversion to 3/3.5E. Easy enough to come up with something on your own, however, and Goodman Games® has rules for their own version of drow prosthetic limbs in their Complete Guide to Drow)
Drow handiwork is not limited to the bizarre, however. As a race they are quite adept at fashioning and securing things such as trade containers; that is, methods of storing and moving goods about. They also fashion intricate harnesses for beasts of burden and mounts. These skills are largely due to the drow demands for goods (such as fruit) that can only be obtained from surface-world sources, through trade or raids, and by the need to harvest or gather needed goods (such as edible fungi, gems, and small edible animals, insects, and crustaceans) in the Underdark. Drow patrols often have folding racks fro carrying trussed prisoners or game, and special clay "wet basins" are used to bring back live Underdark crab and fish to drow tables.
The drow also craft concoctions and compounds of the alchemical and herbal variety. Widely acknowledged as masters of the dark art of poisoning, drow continually experiment with and concoct a wide variety of poisons, the most infamous of which is their Drow Knockout Poison. Highly prized by surface and Underdark traders alike, this sleep poison is a black, heavy, gummy substance, rather like molasses, which reacts both to sunlight and air. It will remain potent for a year if kept in a sealed packet--but loses its efficacy 60 days after exposure to air (either aboveground or in the Underdark). It loses its potency instantly when exposed to sunlight.
While poisons may be the most common substances created by the drow, a few other items of note of an alchemical or herbal nature have been attributed to the race. Darkoil (mentioned elsewhere) is one such alchemical creation, utilized to protect drowcraft weapons and armor from the harsh light of the sun. Shrieker paste is another of the more notable concoctions. The shrieker, a common fungus found in the bowels of the Underdark, is sometimes cultivated by drow societies, creating a first line of defense against intrusion around their cities. In addition, drow alchemists harvest the fungus and render it down to a base substance capable of reproducing the shrieker's howl.
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