by Tyler Crook |
This post is a bit of a chimaera, incorporating ideas about the Mythic Underworld, Advanced Darkness, and Arnold K.’s Book of Mice. The intersection between these works should give you a pretty good idea of the kind of stuff I try to write here.
Drow worship the Dark (note the capital D). In their stories, she is the God before all Gods, the Ur-Mother, the primeval ancestor of all living things. She is the starless night shackled beneath the earth and sea. She is parent and predator, giver and taker of breath and blood. She is the womb, the hungry crucible, the warm embrace of perpetual stillbirth.
The following enumerates the many beliefs of the drow.
The Dark is always making things. She is the source of all spontaneous generation, from the mouse born in the pile of grain to the dragon hatched on a hoard of gold. She is strongest in the lightless places, under bridges and in dungeons far below the surface, where she fosters her oldest and strangest offspring.
All living things are her children, or are descended from her children. This is why all life contains a fragment of the Dark, which is released into the air when the body is burned or decomposed. The drow know how to extract these fragments and refine them into Vanta, a carcinogenic venom which they use to wet their daggers. (save vs. volleyball-sized tumors)
Only the Dark can give life, for she is the mother of men as well as monsters. This is why offspring must develop in the womb or egg rather than out in the open.
[There are creatures born from light rather than Dark—angels/devils (same thing) as well as emphin and aasimar. The drow believe these are sterile constructs manufactured behind the moon or sun as enforcers of the Lumocentricity.]
Conjuration magic draws upon the Dark to manifest her children in the service of the caster, from unseen servants to summoned woodland creatures. Golems are usually created during a New Moon, when she is at her most powerful, as are undead.
[Because they are born from Dark, golems and undead are perceived as more alive than angels and devils. Liches and ghouls often hold surprising status in drow society.]
someone please tell me where this image is from |
The Dark embodies the most natural animal state. She is savage, base, and uncivilized. All animal urges—greed, hunger, love, and so on—originate from the fragment of herself which resides in the liver; a doting mother guiding her child towards the most primal forms of satisfaction. Her favored children are the grue, vicious man-eaters who swim through the Dark like water.
Consumption and reproduction are the only virtues she abides. For this she is sometimes worshipped by druids, who abhor the laws of the civilized world as she does. The drow seek her favor through carnal worship and red-blooded atrocity. Their temples are built with gutters, which collect the runoff from their abominable rituals and feed it drop-wise to the hungry earth.
The Dark is forgiving. She harbors a deep hatred for the kingdoms of men, who betrayed their mother and drove her underground, yet she wants nothing more than for her children to return to her. This is why drow are the only mortal humanoids with true darkvision; those who earn her forgiveness can see without light, as they did in the age of the first kin.
This is the origin of undeath; If a body is not properly buried and sanctified, its stillness may be mistaken for repentance, and the Dark reclaims it. Necromancy is merely the practice of drawing her attention to a viable corpse.
This is also why doors close behind you in the dungeon; as one descends into the embrace of primeval darkness, she will do everything in her power to keep you just a moment longer.
Theological Conflict
The drow are a pretty backwards people, on multiple levels. They see light as the absence of darkness. Their vision is perfect in perfect darkness and dulled in direct light, the literal polar opposite of how everyone else sees the world. Their worship of the Dark reflects this backwards perspective, and vice versa
Drow theology may directly contradict the rest of your campaign world; that’s fine. Different cultures with incompatible worldviews are very true to life and make for interesting role-play, and as DM you can pick and choose which elements each culture gets right and which are left ambiguous.
If all else fails, history favors the victors. If the players can clear out a drow encampment, it will certainly be interpreted as a sign that their gods are more powerful than the Dark.
by Piotr Foksowicz |
You can pledge yourself to the Dark for dope shit, at the cost of everyone at the table calling you an edgelord.
Tenebrous Wizard
This is a wizard school for the GLOG. (I considered writing a 5e Warlock Patron too, but the concept doesn't quite lend itself to a system with de-emphasized light mechanics.)
Perks
You have true darkvision in pitch darkness; if you can see any light, your vision returns to normal. Grue do not appear to you.
Drawbacks
You cannot cast spells in direct sunlight or on targets standing in direct sunlight.
Cantrips
- Dim or extinguish mundane light sources within 10’.
- Touch an egg/expectant mother’s stomach to learn the exact time of birth.
- Spend any number of Rations to summon half that many HD of vermin: flies, rats, pigeons, etc. They eat their way out of the Rations, as if they were always inside. They have no loyalty to you.
Spells
Mostly stolen from here and here and also here oh and here too. I really like the abbreviated spell format Lexi's using for Sawn-Off, so that's here too.
1. Rot
2. Fear
3. Light
4. Darkness
5. Enhance Senses
6. Aura of Warmth
7. Forge from Shadow
8. Control Light and Dark
9. Imperceptibility
10. Primal Descent
11. Create Life
12. Maw of the Dark
Rot
An object you touch ages [dice] x [sum] years. Alternatively, a creature you touch takes 2 x [dice] damage and ages [sum] years.
Fear
Up to [sum] HD of creatures within 50’ must Save vs Fear or take a morale check/flee from you. If [dice] >= 4, creatures unused to supernatural occurrences (peasants, domesticated dogs, etc.) must Save or age 2d10 years.
Light
You bend darkness away from an object you touch for [sum] x 10 minutes. It shines as a torch. If [dice] >= 3, it shines as sunlight.
Alternatively, make an Attack roll against a sighted creature you can touch. If you succeed, the creature is blinded for [sum] rounds. If [sum] >= 12, it is permanent.
Darkness
Darkness descends upon a [dice] x 10' radius sphere within 50’ for [sum] minutes. It drowns out mundane light sources and sunlight. If [dice] >= 2, it overpowers magical light sources.
Enhance Senses
Choose [dice] senses. You enhance these senses for [sum] minutes. You have advantage on checks with these senses.
Aura of Warmth
You and creatures within 5’ of you are immune to cold environmental conditions and take half damage from freezing attacks for [sum] hours.
Forge from Shadow
You reach into the shadows and retrieve a mundane object, weapon, or tool no larger than a [dice]’ cube. It dissolves into shadows after [sum] minutes
Control Light and Dark
You freely control light and dark in a [dice] x 10’ radius sphere within 50’ so long as you maintain concentration. You can cloak objects in darkness or displace light from its source, dim or extinguish light.
Imperceptibility
Choose [dice] senses. You cannot be perceived with these senses for [sum] minutes.
Primal Descent
Up to [sum] HD creatures within 30’ must save or have their higher brain functions reverted to a feral state for [dice] minutes. They have no loyalty to you and retain their base personalities, albeit in a much blunter form.
Create Life
You conjure a [dice] HD creature into being after 30 minutes of casting. If it’s a humanoid, it dissolves into shadows after [sum] minutes. Otherwise, it dissipates after [sum] hours. If you roll triples, it lasts forever.
Maw of the Dark
Up to [sum] HD of unwilling creatures (and any number of willing creatures) within 50’ must save or be swallowed by the Dark. They return after 2d10 hours, aged 2d10 years.
Mishaps
- MD only return on a 1-2 for 24 hours.
- Take 1d6 damage.
- Random mutation for 1d6 rounds, then Save. Permanent if you fail.
- The Dark rejects you. You lose your darkvision for 1d4 days.
- The Dark rejects you. You emit 5’ direct sunlight for 1d4 hours.
- The Dark rejects you. You taste and smell delicious to dungeon dwellers for 1d4 hours. The DM rolls 3 Encounter Dice for each Encounter Check and takes the lowest.
Dooms
- The Dark whispers to you, and you listen. You treat bright light as dim light. You become an obligate carnivore, and require meaty rations (cost double and go bad quickly).
- The Dark makes a few suggestions, and you oblige. You are blinded by bright light. You can no longer read or write, except when it comes to spells.
- You can hear the Dark calling you home. When you next enter a dark place below the earth, such as a dungeon or cellar, you wander off and are never seen again. You slip through cracked stonework into the earth and return to the Dark, becoming a child of the mythic dungeon. You are completely feral, perhaps even a goblin lord or grue.
I've done some looking around, and it seems that unsourced picture *might* be a still from a movie: The Emerald Forest (1985)
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