Drow

After being forced underground in the wake of the Yaisar Conquest, the remaining Andalhar Elves began referring to themselves as Drow, meaning "those who lived". Building their own civilization in the depths of the Underdark, they became adapted to living below ground, farming the mushrooms and insects that lived there for sustenance.

Initially attempting to keep their culture and lifestyle as close as possible to how it had been on the surface, they were quickly blindsided by attacks from the nastier subterranean denizens, such as Beholders, Illithids, Derro, and Duergar. Having already sustained significant losses to the Yaisar, they were easily outmatched and forced to stay on the move. The continued stress on their people caused a further schism, with one faction of the Drow stubbornly sticking by the ideals they'd held as the Andalhar, and the other succumbing to darkness and rage. 

The first faction, now referring to themselves as the Alanthar, or "Midnight Children", are an open, friendly race. They live quiet lives underground. A great many have devoted themselves to working with the peculiar nature found in the Underdark, as well as continuing the great Elven traditions of magic and song. They still maintain the close ties with the Czaxa that both races had before the Yaisar came, and Alanthar and Czaxa clans will often come together for festivals or when one group requires aid. They primarily worship Eilistraee, goddess of joy, dance and song, and her mother Araushnee, goddess of fate, artisans, and destiny.

The other faction of Drow have become twisted shadows of their former selves. Serving a corrupted, demonic version of Aurashnee they call Lolth, their society has devolved into chaos and backstabbing, as each clan vies to be top of the heap for Lolth's favor. They also harbor unbridled rage at the surface-dwelling Elves, and small bands of these "Spider Cult" Drow have made a name for themselves with violent, desperate attacks on aboveground civilizations. However, they are far too disorganized to do any sustained damage, choosing instead to focus on petty infighting. 

Alanthar and Spider Cult Drow do not differ in appearance or ability, only in culture and outlook. Thinner and shorter than the surface Elves, their skin is deep violet to dark black, and their hair is generally stark white or pale yellow. They typically have very pale eyes, in shades of lilac, silver, pink, red, and blue.

Drow Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. Drow typically claim adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment. Alanthar love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. Spider Cult Drow, on the other hand, are almost universally evil, with many exemplifiying the darker aspects of chaos.
Size. Drow range from under 5 to almost 6 feet tall and have very slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. Accustomed to living without natural light, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to percieve is in direct sunlight.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
Keen Senses. You have proficiency in the Perception skill.
Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per long rest. When you reach 5th level, you can also cast the darkness spell once per long rest. Charisma is your spellcasting ability for these spells.
Trance. Drow don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Zaelu Common, Undercommon, and Elvish. The Drow dialect of Elvish is more sybilant than the version spoken on the surface, with a slightly more archaic vocabulary.

Drow

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