The Aevendrow | How to Add the Drow of the Ice to Your Homebrew World

The Aevendrow | How to Add the Drow of the Ice to Your Homebrew World

Zabrynn Lander ·

For a long time, small comunities of drow who follows gods other than Lolth have lived on the surface of the Forgotten Realms. However, due to the general distrust people have for drow, many of them moved to isolated regions. 

One such group are known by the elves as the Aevaen tel Dhaerow, AKA Aevendrow. They are primarily followers of Eilistraee, who's guidance helped them escape the cluches of Lolth and her priestesses. 

Aevendrow are a group of drow who live in an icy region of the world. This might be the far north or far south of your world. 

While the Aevendrow were introduced in the spin-off novel, Starlight Enclave, much of the lore there conflicts with standard Forgotten Realms lore. So instead, here is a different take on the Aevendrow, which assumes they are enclave of various drow who have escaped Lolth's control. 

Within the Forgotten Realms, the Aevendrow live north of the Sea of Moving Ice. They recieve visitors on occasion, but they erase the memories of anyone who decided to leave. This shows an isolationist mentality. If you choose to use that in your game, these drow may have legends of the distrust they faced when they returned to the surface - and would explain why they retreated so far to the north. 

Creating your own homebrew location? Check out this Location Planner and Community Planner and level up your worldbuilding. 

Aevendrow & Outsiders 

If you choos to have your Aevendrow more open, access to their settlement is probably quite difficult due to the icy plains. The easiest way to access the settlements would be through magical transportation. At least, when it comes to people from other regions. 

The drow are not the only people who live on the ice. Orcs, humans, and dwarves also call the snowy plateus their home. Due to the harshness of the region, they typically try to avoid conflict with each other and sometimes even band together.

In keeping with Eilistraee's teachings, a large settlement of Aevendrow would likely include a diversity of races.

Their Name

In Elvish, Aeven combines the elements, ae, "argent, silvery" + vae "vitality, light". With the final to indicate a person. Their full name is Aevaen tel Dhaerow, which is rendered Aevendrow in Common. And it means "Silvery Traitors" or "Starlight Traitors". 

The Aevendrow don't call themselves this. Instead they call themselves:

In Elvish "z'Aestava" (zuh-EYST-av-ah, sing. "z'Aestav") which means Those Who Are Gently United. 

In Drow, "Alabluthi", meaning: Organised Outcasts.

Daily Life 

Unlike a lot of drow, their traditional diet is based on meat though some food can be grown or created in areas around hotsprings or in magic rich locations.

Aevendrow have spent many years mastering creative uses of the Create Food and Water spell, which allows them to maintain a decent population. But the main issue with the spell is that the food spoils quickly (within 24 hours) regardless of intervention. Meanwhile, food harvested from other sources can be perserved for long periods of time - especially if encased in ice. This is especially important in the deep winter.

Most Aevendrow, therefore, are pastoralists and/or hunters. 

They typically work with animals such as eight-legged badgers, white foxes, sled dogs (called Tef), reindeer and muskoxen. Keeps of muskoxen often move around. In the summer, they find wet areas such as river valleys or hotspring chasms. Meanwhile, in the winter, they head for higher elevations to avoid the deep snow. 

The Long Day

During the Long Day hunting parties will venture out onto the ice to hunt down larger or more varied meals. Puffin eggs, especially, are considered a delicacy. Fishing, with magic or harpoon, is also a common way to get food.

Additionally, the Aevendrow might forge for goods. Location spells are especially useful in finding specific food items out on the ice flats and valleys. Items they forage include artic willow, lichen, and edible moss. The artic willow's twigs is especially useful because it can be used to fuel fires (usually lit by Prestigitationmagic that requires no fire typically doesn't last more than 10 minutes). 

Twilight Autumn

Between the Long Day and the Long Night, comes the Twilight Autumn, a period where magic is difficult to cast (if not impossible). Magic unrelated to the weave or the god wills the air and the ice during this time, causing any magical items that are calibrated for this to fail. This means that Aevendrow magic is typically different than the magic of the rest of the world.

The Long Night

The Long Night is a tough period of time for the people of the Ice. While the Aevendrow have superior darkvision, the plateus are often too cold to move through easily. Some Aevendrow choose to bunker down in caves of ice, using their magic to keep out the worst of the snow and ice. While others move to higher ground and make their home in nearby mountains. This entended winter is usually survived due to a mixture of magic and preserved foods (such as cheese and kumis).  

Aevendrow Art & Material Culture

Furs, sealskin, and the mucus of the phlegm fish (called Hags) are used for creating clothing. Additional strength and lightness is usually created by magic. Occasionally, the Aevendrow will keep white spiders and spin the web for a silk-like thread. 

If Aevendrow need to journey out only the ice, they will usually don a black suit made of phlegm fibre. This suit is form fitting and reaches down their neck down to their feet. Sealskin boots are worn as well. An additional hood, which usually covers everything but their eyes, is worn as well. During the Long Night furs and sealskin will be added over the top. While during the Long Day, further face covering is added to block out the sunlight both from the sky and reflecting on the ice. 

While most Aevendrow are nomadic or semi-nomadic, they typically use the same locations every year. For this reason, most have houses and buildings permanently in place. The houses and structures of the Aevendrow are typically made out of stone and ice.

With magic, Aevendrow are able to transform ever present ice into a steel-like material, which they use to make their weapons. This material will not melt, even in direct sunlight. 

The Aevendrow also express their artistic talents with ice sculptures. Using the same magic they wield to create and enlarge their caverns. Their ice art can be incredible intricate, especially playing with light. 

Distinctive Features

Aevendrow come in many colours, but are often more blue in tone than the traditional purple. 

They get their name from the freckles that are common on their faces. These freckles are typically brightly coloured and stand out upon their darker skin. The scattered freckles have been likened to stars - hence Starlight Elves. Unlike the classic drow (known as Udadrow), most Aevendrow have black hair. Their eye colour can be red, amber or purple in tone. 

Like most drow, female drow tend to be physically larger than their male counterparts. 

More Inspiration: the Tattoos of the Starlight Elves 

When a drow comes of age, they will recieve their first tattoo. These will connect the freckles on their face and skin with luminant ink. It is for this reason they are known as the Shimmering Drow. The ink can be silver, gold, or white in colour - the colour and pattern vary between clans. The tattoo artists of the culture are highly respected.

 Culture & Values

The Drow of the Ice value success in competition very highly. Their men especially put a lot of effort in showing off their prowess through any kind of competition. This can be in combat, on a hunt, with music, artistry or anything else that can be made a contest. 

Due to the influence of Eilistraee, they arematriarchal, with inheritance going down the maternal line (from mother to daughters). Herds and other property are usually divided up equally between daughters.

While male Aevendrow aren't treated as badly as those in the Underdark, they are typically viewed as the "weaker" sex. They tend not to inherit much outside of clothing, ordnament and magical items. Generally speaking, male Drow don't own wealth outside these items and their individual prestige. 

Due to their isolationist culture, Aevendrow typically don't declare war or attempt conquest. But if war does comes or if they are hit by a raid, defending the clan is an excellent way for men to increase their position in society and collect wealth.

Children typically stay within their mothers household. However, unlike other drow, the men aren't under the duristiction of their mother or wife. Divorce is easy and simple, and males are free to return to their mother's household, the household of a friend, or borrow a space for a while from the local priestesses of Eilistraee. 

Gods and Deities

The following gods are members of the Dark Seldarine. While worship of Lolth may or may not be allowed within your Aevendrow community, she will not be an important goddess. Instead, the Aevendrow worship Eilistraee most of all. Other members of the Dark Seldarine might also feature. 

Of course, in a homebrew world, you might want to create your own deities. If so, here is a handy resource to make creating a pantheon easier!

Eilistraee | The Lady of the Dance

Goddess of beauty, dance, song, freedom, moonlight, swordwork and hunting

The daughter of Lolth (Araushnee) and Corellon, she is very important goddess among the Aevendrow. It was through Eilistraee's guidance that the Aevendrow eventually broke from Lolth and found their home in the Ice. As the goddess of swordwork and hunting, she plays an important part in the livelihoods of the common drow. Meanwhile, her connection with the arts makes her popular among prestigious and wealthy Aevendrow. 

Eilistraee's guidance is one of the reasons why the Aevendrow are resistant to warfare and are welcoming towards other races, including other elves. Her priestesses (as they are usually priestesses) take on the role of teachers, protectors, and dipolmats. Among Aevendrow communities are often the spiritual leaders and their temples are a safe haven for all. 

Domain: Light, Nature, Life

Kiaransalee

Goddess of death (and undeath, necromancy, vengeance)

Kiaransalee is primarily worshipped as a goddess of death among the Aevendrow. The harsh reality of their homeland means that death is always nearby, even in times of bounty. Her fickle nature reminds them that even the most powerful or most celebrate person can be struck down by death. 

Domain: Death 

Vhaeraun | the Masked Lord

God of the Long Night, drow males, raids, conquest, prestige and pride

Vhaeraun is the son of Corellon and Lolth (Araushnee). He holds the unique view that drow males and female should be viewed equally. For this and other reasons, his worship is subverise among the Aevendrow. As a god of war, Vhaeraun's worshippers tend to seek out new lands and people, which conflicts with the Aevendrow's isolationist mentality. 

His cult is small but fervent. Vhaeraun is a generally caring god (at least towards his followers) and is a popular alternative to Keptolo for male drow. Where Keptolo promotes subservience and diplomacy towards drow females, Vhaeraun is more interested in equality. Even when faced with a more powerful opponent, Vhaeraun's way is all about quiet rebellion; undermining them through secretive attacks or passive resistance; and never truly submitting.

Legends even say that Vhaeraun will send divine servants to aid his followers in times of real need. 

Domain: Trickery, War

Malyk

God of chaos and wild magic

Once an aspect of Talos.

Among the Aevendrow, Malyk is most closely associated with the Twilight Autumn (with its unusual magic) and snowstorms.  

Domain: Tempest

Keptolo | Consort of Lolth

God of male drow, dignity, intelligence, attentiveness, seduction, hedonism, beauty, and fertility

Originally found in Greyhawk. 

Among the Aevendrow, Keptolo is closely associated with kumis (a fermented milk-based alcohol) and other mind-altering foods. As a god of fertility, his worship is considered important among many drow, both in terms of keeping a herd sustained and having children. The free nature of Aevendrow marriages is partly due to his influence and the Aevendrow interpretation of his ways. 

He was one of the first elves and became a god after being given a name by Corellon. He sided with Lolth 

Domain: Nature, Trickery

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Creating a group of Drow for your homebrew world? Check out the Drow Name Generator for name inspiration! Click here.

Drow Name Generator for DnD

Please note: this article is only inspired by the Aevendrow of the new Drizzt novels. Large amounts of this blog are not official lore and are instead made to inspire homebrew worlds. 

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The region known as Cormanthor lies south of the Moonsea and north of the Dalelands.

Depending on pronunciation, Cormanthor can mean "The King's Vow Forest", "Ruler of the Forest True" or "Place of Great Promise" in Elvish. It is also known as the Elven Woods or the Northern Forest.

Retreat of the Elves

Myth Drannor’s heyday is a millennium passed. The elves lost control of the city and it languished in ruins for six centuries, hidden by magic to keep it from being despoiled. Only with the instruction of Lathander was Myth Drannor once more opened up and a temple founded.

Meanwhile, the Elves were undergoing a great Retreat, leaving their homes for Evermeet. By 1344 DR (some 150 years before 5th edition) many of the old elven settlements had been abandoned. By the end, nine in ten elves had left their homes.

With Myth Drannor opened up and few left to defend it, monsters overran the city. Wave after wave of groups took over the city and came to dwell in its ruins: nagas, phaerimm, alhoons and baatezu, Banites, knights of various orders, cultists, daemonfey.

Arrival of the Drow

Meanwhile, the drow saw a chance to lay claim to vast swaths of the surface. They moved into the forests of Cormanthor, both to raid and to seize the mythals in Myth Drannor. They were never able to control the city, though they became a major presence elsewhere.

Finally, an Elven Crusade returned to Faerûn from Evermeet to reclaim Myth Drannor. In their success, Ilsevele became the new coronal and began to restore the city. Over the next century, Myth Drannor became a flourishing city once more, with many of its ancient artefacts recovered. The Crusade also fought off the drow, defeating their primary leader: House Dlardrageth.

The Drow that stayed in Cormanthor lost much of their direction at the death of their god, Vhaeraun, died in the 1370s DR.

Destruction of Myth Drannor

However, the success of the Crusade was not to last. Only a few years ago, in 1487 DR, the flying Netherese city of Thultanthar crashed into Myth Drannor, killing forty thousand people. Those elves that survived fled to Semberholme.

Furthermore, the drow god Vhaeraun has since come back to life and without resistance from the Army of Myth Drannor, the Drow of Cormanthor has renewed their attacks on the surrounding regions.

  

Explore this region with your own printable map!

Explore Cormanthor

The Forests of Cormanthor

The woodlands that stretch from the Moonsea to the Desertmouth Mountains vary in their make up. Upon the edges of the forest, you will find the Rimwood, known as Srinār in Elvish. Blueridge and needleleaf pines scatter across the outer reaches of Cormanthor. In the sandy soil of the Rimwood, these only grow about twenty feet tall. The pines drop needles on the forest floor, where only softwood ferms peak through.

Deeper into the forests, you will find the Midwood, known as Aegār in Elvish. In the region that is called "Shadowdale" is part of the Midwood, though on maps it will be marked as part of the Dalelands. Along the Tarkhen Hills and into the forest proper, you will find chestnuts and red maples. Some of the weirder vegetation you will come across include: beetle plam, foxberry and roseneedle pine.

At the heart of these woods, grows the Starwood, also known as Neiār. Giant oaks and maples loom large in these woods. Some oaks grow as large as 400 feet tall. The soil is rich and dark, with wildfire growing thick and prosperous. It isn't easy to trek through these woods, nor to keep your way without a guide. It should not be underestimated, either, the variety of wood you will find across the vast forests. In the woodlands that stretch into Mistledale, you will find spruce and hemlock trees, but other places with the Starwood are home to cedars, maples, and firs.

Beware, as you travel through the Starwood, of the various animals you might come across. Not all are friendly.

Manticore, dire wolves, and emerald constrictors stalk these woods. You are also likely to find an abundance of animals to hunt: deer, elk, finches and wood rats are all found here. Interesting flore such as medquat, chime oak, hinnies, and zebra grass also grow in the Starwood.

Eastern Fringe

Biome: Rimwood

Elvish: Lam Ain

The wide River Lys, known as Nautha Lis in Elvish, borders these woods. As its name implies, the Eastern Fringe is the further east Cormanthor stretches. The woodslands on the far side of the river belong to other folk.

The dangerous rapids of the River Lys have no encouraged much settlement in this region. Drow have been known to move through this place, but there are no notable locations

Halvan's Wood

Biome: Rimwood

Elvish: Mista Halvanni

The River Duathamper flows along the western side of Halvan's Wood.

In the 1100s DR, a human by the name of Halvan became lord of Harrowdale. The Harrans live around Velarswood, but this was not enough for Halvan. He pushed his control into the woodlands to the north, into Cormanthor.

As part of this expansion, he established a road up to the Moonsea. Despite resistence from the elves, he had workers chop down large swathes of woodland to make way from the road. Since then, the forest has reclaimed most of the land, leaving only the small Halfaxe Trail.

While long dead, Halvane's legacy remains in the name of this section of Cormanthor.

Halvan's Keep can be found within these woods. As can the village of Blessus.

Tangled Vale

Biome: Midwood

Elvish: Sérāgh

These woods were once home to one of the four major elven communities in Cormanthor. Long ago, the city of Faelorin held a large population of elves. Upon its ruins, the village of Tangled Trees was founded.

Exploring the Tangled Vale you will find meadows covered with honeysuckle and snapdragons. Groves of beautiful cherry trees and blue cedars grow here. Due to its proximity to the Dun Hills (simply Tath Duna in Elvish, "the Hills") the Tangle Vale sits on a higher elevation than its surrounds. It has many gullys and rock formations where creatures make their home.

The few elves that still live in the Tangled Vale range through networks of twisted paths and webbed throughways. Keep watch for ancient tree forts, built on high platforms in the canopy. The elves of the Tangled Vale are not welcoming to outsiders.

The Darkwoods

Biome: Rimwood

Elvish: Oumrae Mista

The Darkwoods rim the coast of the Moonsea. However with little in the way of protected bays or coves, few ships lands on its beaches.

Drow are known to inhabit the Darkwoods.

It is also the location of the Darkwoods Massacre, where Elves fought against Orcs, in 335 DR.

To the north-west lays Elventree, a small village of around 1000 people. Elventree is surrounded on three sides by low hills dotted with caves. The wooden buildings of Elventree are built atop stone ruins from a previous settlement. Like many Elven settlements to the south, its residents made their homes above ground, connecting each building through a network of bridges, walkways, and ropes.

Emerald Vale

Biome: Starwood

Elvish: Mìragh

Firs and elms grow tall in this deep forest. Within the Emerald Vale, you will come across many elven towns such as Duathamper, Dysrisa and Eerienne.

Ruins of places long lost are plenty among these trees. Near the River Duathamper, you will find the Old Elven Court, the ancient capitol of Cormanthor. It is covered with shadowtop trees, with long abandoned arboreal dwellings high in the branches.

Drow once made their home in the ruins of the Old Elven Court, but were eventually driven out. They now seek to return to their old haunts.

The Emerald Vale and the Tangled Vale are often considered to be the same place, and indeed they have much shared history, though their ecology is very different.

Vale of Lost Voices

Biome: Starwood

Elvish: Agh i Que Drana

These trees hide the burial places of ancient elves. Rauthauvyr's Road passes through these woods, but be warned against straying. Interferring with the tombs and mausoleums found off this path will not end well for you.

You will find no Drow in these woods, however; not even on the road itself.

Beast Marches

Biome: Midwood

Elvish: Rah Aine

This region is named for its large population of monsters. Beasts of all kinds occupy these woods and often spill out into the open plains to the north or into the rest of Cormanthor.

A hundred years ago, this forest was full of conflict as Isvele Miritar, leading the Army of Myth Dranor, faced off against the Drow in the region.

Little much else has been recorded about this region. All that was known was lost in the destruction of Myth Dranor.

Heartwood

Biome: Starwood

Elvish: Nesór

The Heartwood is eerie in its emptiness.

Myth Drannor (Elvish for "City of Song") could once be found within the Heartwood. Much as it name implies, this was the heart of Cormanthor. For a century, Elves saw to restore it to this former glory but it was all for naught. In 1487 DR, the floating city of Thultanthar crashed into it.

The remains of both cities lay scattered through these woods between crushed trunks of grand cedars and wild magic of ancient mages past.

Greentree

Biome: Rimwood

Elvish: Ēlshantal (and Kerymmīr)

Greentree, while technically part of the Rimwood, has its own unique features by virtue of the Dagger Hills to the west. Upon the hillsides willow, spruce, and wiregrass grow. Insects are in abundance here.

Mosstrunks

Biome: Starwood

This particular section of Cormanthor is known for its high humanity. Lichen and moss grows in abundance here, which is where the region gets its name.

Semberholme

Biome: Starwood

Located around Lake Sember, Semberholme is nestled between the foothills of the Thunder Peaks. It cuts the Dalelands in half, with Mistledale to its north and Deepingdale to its south and east.

The woods here are some of the thickest in all of Cormanthor, intersperces with massive poplars and gumtrees. Walking along the ground will keep you in near darkness, ideal for a Drow perhaps but even the elves build their homes in the canopy for light.

A thick grey fog rolls of Lake Sember when its raining - and it is nearly always raining - which does not make finding your way through this region any easier.

Unlike many of the other Elven community in Cormanthor, Semberholme has continued to thrive, though many of its settlements were abandoned in the Retreat. It has a large mix of human and half-elven residents due to its close promixity to major trade routes. For this reason, many elves choose to stay, some becoming citizens of Deepingdale.

A network of limestone caves connect the forest, forming secret passages and hideaways. These caves are used to store supplies and travel without discovery when Semberholme is threatened. Aquatic elves dwell within these caves and the Sember Lake to which they are connected.

Adventure through Cormanthor with your own printable map!

Explore Cormanthor

Other Nearby Woodlands

While Cormanthor compases much of the forests in this area, there are plenty of smaller woods nearby.

These are: Border Forest, Dagger Wood, Spiderhaunt Woods, Archwood, Yevenwood, and Velarswood.

Border Forest

To the north of the Desertmount Mountains, on the far side of the River Tesh, lays the Border Forest. A mixture of oak and pines grow in this area. Its abundant undergrowth makes travel difficult. It is inhabited by wolves, orcs, trolls, and fey. Members of the Eldreth Veluuthra have been known to reside here.

Dagger Wood

A land of wild ridges. Steep cart tracks link overgrown farms. It lies northwest of Shadowdale, along the River Ashaba,. Even further northwest, you will find Daggerdale proper.

Spiderhaunt Woods

Found to the west of the Tethyamar Trail. These woods have earned their name. A large population of spiders dwells within its trees. Many spellcasters and cunning traders travel to this place to collect supplies. Only one settlement can be found here: Stormpenhauder, a village of forest gnomes. Lake Melishar, at the heart of the forest, provides fresh water to the region.

Archwood

This is a dense forest will a thick canopy casting the undergrowth in entire gloom. Oak, ash, elm, shadowtop and duskwoods all grow here. Long ago, elves has a school of wizardry here, though it has long since fallen into ruin.

Yevenwood

Also known as Battlewood, Satyr's Run, Forester's Freehold, and Wood of Many Names. It has an abundance of relshar mushrooms.

Velarswood

Located with Harrowdale, these woods may be claimed by the Harrans but they are not solely ruled by them. To the north of the forest rises the Shadetop Glade, a temple to Eilistraee. Drow and elves alike worhsip here. They were not aligned with the drow who revere Vhaeraun.