Name:Shrinidia Xuruth Arab l'val
Age: 205
Race: Drow
Class: Matron
Religion: Lolth
Appearance: Her height is 5’4. She has dark smooth ebony skin. Her hair is white, with black dyed ends and falls to around her ankles. Her eyes are a Rosso Corsa red. She usually wears a long sleeve-less dress. Over which she wears a long hooded robe. Her hood has a slit in the back that her hair is pulled through. On her forehead is a red jewel that, with a bit of body paint, appears like a spider. Around her waist in along silver chain from which hands her knives.
Background History: Shrinidia wasn’t supposed to succeed. She wasn’t supposed to be much of anything. Suck in the middle of an ever growing family she was so far from being the head of the Elders that no one even made an attempt on her life. Which was they’re mistake. She was diligent and through, as priestess in training. She didn’t falter or make mistake often. Yet they still over looked her. Her relative quietness and place in the family allowed her to wait for the perfect moment to take control. Her opportunity appeared when the Order began to cave in on itself. She persuaded her sisters to take gambles and stirring up long standing quiet feuds among the Elders. As her sister’s and Elders fought, schemed and died, she was planning. Planning, gathering allies, making deals, and bring together materials all in preparation of moving. As soon as the old house appeared to be falling, she set her plan in motion. Along with her allied “sisters” she announced that planned move, killing anyone who disagreed. Some had fled the Order before Shrinidia could catch them, while others attempt to flee afterward. This didn’t worry her since a small band of desperate weakling looked more innocent, then a large clan.
In no time, they’re group had taken six caravan, they’re goods, people, mounts, wagons and killed off they’re leaders. They handled the traders and gathered arms. The made friends and killed enemies. By the time the clan arrived at the Ulorbbath, they had the materials and slaves to create they’re fortress and maintain they’re people.
Items:
1 black robe, with slit for hair
16 daggers (placed in selected places)
1 Matron's scourge
1 Slightly larger than hand size spider pet
4 long knives
Combat:
She has master like proficiency with dagger and long knives.
Skilled in hand to hand combat.
Weaponry:
16 daggers hidden in select places
4 long knives that hang from her waist off a long silver chain.
Skills or Powers:
Faerie Fire
Levitation
Fear: a spell that causes instant panic in the weakling. This makes the retch afraid of its opponent, the situation, itself, or others around it.
Blindness: An instant cast that effects the weaklings eyes, creating a bright void completely around the retches peripheral vision.
Confusion: The weakling gets confused and often wanders around aimlessly uncertain of what it was doing previously.
Magic Missile: A literal missile made of magic.
Insect Swarm: The mage will summon flying insects which will swarm around the victim causing distraction, obscured vision, and sometimes nasty, non-venomous, bug bites.
Burning Hands: The mage's hands become red hot like fire.
Fireball: A mage can cast a fireball upon an opponent.
Acid Storm: This is an area effect spell which can affect people within a 5 mile radius of the storm. The mage will summon clouds filled with burning drops of acid rain.
Frost Nova: The mage completely covers their victim in a wave of frostbiting ice.
Web of Shadows: Another area effect spell. The mage will cast this spell affecting everyone within a 5 mile radius. Long dark strands will appear around the victims causing obstructed view and tangle them up in the web if they walk into the strands.
Manipulate Earth: This is often used as another area effect spell. The mage can manipulate the rock around the area. Creating fault lines, tossing large rocks at the victim, and making caves collapse on themselves.
Cloudkill: A mage can summon any sort of cloud. Be it a poisonous gas or just a thick fog. The victim will either suffocate or get stabbed. The cloud can last up to 4 posts.
Aqua Breath: This allows the mage to breathe underwater for X amount of time.
Gutsnake: The mage will summon a bunch of snake coils which will then wrap up a victim and squeeze him to death.
Remove Curse: This is an instant cast that costs 2pts of mana. This helps remove curses from other people and not oneself.
Anti-magic Cone: This spell affects the mage only. The mage will cast a shell around it which will prevent any magical attacks from getting in.
Mage Armor: An instant cast, strictly only for mages.
Shield: Can only be used on one person at a time.This spell makes no noise and cannot be detected.
Repair: The mage can repair anything but not create anything
new. All materials must be present.
Major Heal: The evolved spell of Lesser Heal.
Scry: The mage can scry to find information on an object or person, including whereabouts and enchantments.
Spider Climb: A cast that can only affect the mage. The mage will be able to climb or walk on any surface, any wall or angle.
Illusion: The mage can create illusions. To the victim the act can be as simple as a shape-shifting trick. But the spell actually affects the victim's brain tuning their eyes to see what's really not there.
Teleport: The mage can transport anywhere where magic is not restrained if needs be.
Portal: The mage can create portals to allow transportation for other people.
Keen Senses: This is a cast-on-self only spell. This spell allows the mage to develop better hearing, sight, smell, touch, and taste.
Hide: This spell allows the mage to completely hide out of sight.
Ventriloquate: This spell allows the mage to throw her voice to look like her message is coming from a person or an object.
Summon: This spell allows the mage to summon one of its many minions, guardians, or familiars.
Mirror Image: This spell allows the mage to create copies of oneself to draw confusion and diversion. Copies: up to 5 excluding original.
Faerie Fog: This allows the mage and whoever else to see people hiding. Enchantments, stealth objects, pwifis do not work against this spell.
Globe of Darkness: Any drow can cast a globe of impenetrable darkness around the area. This creates impenetrable obstructed view and leaves backs vulnerable to swords and daggers.
Infrared Vision: Allows the drow to see in infrared vision.
Immunity to Sleep: Allows the drow to be immune to sleep spells.
Combat Weakness:
Shrinida isn’t a very active person. She waits…and sometimes she waits to long. She hates to jump into or get pulled into a sudden situation. This means she might panic in a sudden fight. Though, she won’t say that to anyone.
Age: 205
Race: Drow
Class: Matron
Religion: Lolth
Appearance: Her height is 5’4. She has dark smooth ebony skin. Her hair is white, with black dyed ends and falls to around her ankles. Her eyes are a Rosso Corsa red. She usually wears a long sleeve-less dress. Over which she wears a long hooded robe. Her hood has a slit in the back that her hair is pulled through. On her forehead is a red jewel that, with a bit of body paint, appears like a spider. Around her waist in along silver chain from which hands her knives.
Background History: Shrinidia wasn’t supposed to succeed. She wasn’t supposed to be much of anything. Suck in the middle of an ever growing family she was so far from being the head of the Elders that no one even made an attempt on her life. Which was they’re mistake. She was diligent and through, as priestess in training. She didn’t falter or make mistake often. Yet they still over looked her. Her relative quietness and place in the family allowed her to wait for the perfect moment to take control. Her opportunity appeared when the Order began to cave in on itself. She persuaded her sisters to take gambles and stirring up long standing quiet feuds among the Elders. As her sister’s and Elders fought, schemed and died, she was planning. Planning, gathering allies, making deals, and bring together materials all in preparation of moving. As soon as the old house appeared to be falling, she set her plan in motion. Along with her allied “sisters” she announced that planned move, killing anyone who disagreed. Some had fled the Order before Shrinidia could catch them, while others attempt to flee afterward. This didn’t worry her since a small band of desperate weakling looked more innocent, then a large clan.
In no time, they’re group had taken six caravan, they’re goods, people, mounts, wagons and killed off they’re leaders. They handled the traders and gathered arms. The made friends and killed enemies. By the time the clan arrived at the Ulorbbath, they had the materials and slaves to create they’re fortress and maintain they’re people.
Items:
1 black robe, with slit for hair
16 daggers (placed in selected places)
1 Matron's scourge
1 Slightly larger than hand size spider pet
4 long knives
Combat:
She has master like proficiency with dagger and long knives.
Skilled in hand to hand combat.
Weaponry:
16 daggers hidden in select places
4 long knives that hang from her waist off a long silver chain.
Skills or Powers:
Faerie Fire
Levitation
Fear: a spell that causes instant panic in the weakling. This makes the retch afraid of its opponent, the situation, itself, or others around it.
Blindness: An instant cast that effects the weaklings eyes, creating a bright void completely around the retches peripheral vision.
Confusion: The weakling gets confused and often wanders around aimlessly uncertain of what it was doing previously.
Magic Missile: A literal missile made of magic.
Insect Swarm: The mage will summon flying insects which will swarm around the victim causing distraction, obscured vision, and sometimes nasty, non-venomous, bug bites.
Burning Hands: The mage's hands become red hot like fire.
Fireball: A mage can cast a fireball upon an opponent.
Acid Storm: This is an area effect spell which can affect people within a 5 mile radius of the storm. The mage will summon clouds filled with burning drops of acid rain.
Frost Nova: The mage completely covers their victim in a wave of frostbiting ice.
Web of Shadows: Another area effect spell. The mage will cast this spell affecting everyone within a 5 mile radius. Long dark strands will appear around the victims causing obstructed view and tangle them up in the web if they walk into the strands.
Manipulate Earth: This is often used as another area effect spell. The mage can manipulate the rock around the area. Creating fault lines, tossing large rocks at the victim, and making caves collapse on themselves.
Cloudkill: A mage can summon any sort of cloud. Be it a poisonous gas or just a thick fog. The victim will either suffocate or get stabbed. The cloud can last up to 4 posts.
Aqua Breath: This allows the mage to breathe underwater for X amount of time.
Gutsnake: The mage will summon a bunch of snake coils which will then wrap up a victim and squeeze him to death.
Remove Curse: This is an instant cast that costs 2pts of mana. This helps remove curses from other people and not oneself.
Anti-magic Cone: This spell affects the mage only. The mage will cast a shell around it which will prevent any magical attacks from getting in.
Mage Armor: An instant cast, strictly only for mages.
Shield: Can only be used on one person at a time.This spell makes no noise and cannot be detected.
Repair: The mage can repair anything but not create anything
new. All materials must be present.
Major Heal: The evolved spell of Lesser Heal.
Scry: The mage can scry to find information on an object or person, including whereabouts and enchantments.
Spider Climb: A cast that can only affect the mage. The mage will be able to climb or walk on any surface, any wall or angle.
Illusion: The mage can create illusions. To the victim the act can be as simple as a shape-shifting trick. But the spell actually affects the victim's brain tuning their eyes to see what's really not there.
Teleport: The mage can transport anywhere where magic is not restrained if needs be.
Portal: The mage can create portals to allow transportation for other people.
Keen Senses: This is a cast-on-self only spell. This spell allows the mage to develop better hearing, sight, smell, touch, and taste.
Hide: This spell allows the mage to completely hide out of sight.
Ventriloquate: This spell allows the mage to throw her voice to look like her message is coming from a person or an object.
Summon: This spell allows the mage to summon one of its many minions, guardians, or familiars.
Mirror Image: This spell allows the mage to create copies of oneself to draw confusion and diversion. Copies: up to 5 excluding original.
Faerie Fog: This allows the mage and whoever else to see people hiding. Enchantments, stealth objects, pwifis do not work against this spell.
Globe of Darkness: Any drow can cast a globe of impenetrable darkness around the area. This creates impenetrable obstructed view and leaves backs vulnerable to swords and daggers.
Infrared Vision: Allows the drow to see in infrared vision.
Immunity to Sleep: Allows the drow to be immune to sleep spells.
Combat Weakness:
Shrinida isn’t a very active person. She waits…and sometimes she waits to long. She hates to jump into or get pulled into a sudden situation. This means she might panic in a sudden fight. Though, she won’t say that to anyone.