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Moonlite__Syren

Cunning Hunter

10,200 Points
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PostPosted: Mon Aug 04, 2008 5:19 pm


UPDATES!

Date: 6/14/09

Profile:
Name
Nick Name
Class
Current House
Spider Pendant
Nevron's Bio
Descriptive Bio

Spell Book:
Plant Index
Tailoring

~~~~~


Reminder! (IC) Sy is willing to sell what she has in her spellbook.
PostPosted: Mon Aug 04, 2008 10:33 pm


Name: Sy'vanah Ken'ani
Alias/ Preferred/ Nick Name: Sy (pronounced: "sigh")
Age: only 86
Race: Drow
Class: Assassin
Alliance: Neutral Evil
Home Town: Ulorbbath
Current House: Hun'Afin
Weapon/Powers/Knowledge: able to cast globes of impenetrable darkness that lasts up till 10 minutes role play wise "4 rounds", mild telepathy (only connected to her familiar/ mount), she is also able to levitate, eyes focused on the thermal spectrum, knows how to work with crossbows but does not prefer them (considers them weak and cowardly), knows how to work with axes but again does not prefer them (too bulky and slow), owns a sword that was taken from a fallen tiefling it looks like a black jagged blade like a thing of black flame that has enchanted red faerie fire that looks more like veins over the flat of the sword. Its about average size for a sword, made of a unique metal, weightless, enchanted only to her hand (burns in another), she owns another sword which is thin and sleek longsword made of Adamantium metal. The longsword has a hidden compartment on the handle. This compartment enables her to fill it with whatever poison or potion she decided to use in that battle. Filling up the entire compartment can last up to a year's worth of constant nicks on her opponent. Injecting its dosages in the victim can widely range depending on how bad the wound may be or how long the blade was jabbed into the victim. A simple nick from a swipe can range between 2-5 doses. She often duel wields with both of these weapons but at times will use just one sword. Her favorite, the tiefling sword, "Medri" (death bringer) the other sword is named, "zah'har" (suffer). She knows how to throw daggers and work with them in combat. Wishes to learn more in the area of weaponry and even a little bit into the magic area. She is also a tailor, alchemist, and knows a bit of engineering. While being an alchemist for so long and experimenting with the poisons and the mixtures of potions, Sy's body was able to develop an immunity to poisons and some potions. But not to venom.
Languages:
Drow
Orcish
Draconic
Dark_Elf_Silent
Undercommon
Journey Pack: bed roll, cooking ware, rations, and other tools used for camping.
Small Pack: an assortment of daggers, enchanted lock picks, sharpening stone and weapon maintenance kit, a brush for Nevron, flasks filled with poisons and potions, long, thin, sturdy cord, and other small gadgets.
Religion: Lolth
Personality: feisty, mischievous, ambitious, instinctive, seductive, and a total hot head.
Appearance:
User Image
(Art from the infamous Gabe Ragnarok)

Descriptive Appearance:

Height:
4'9

Weight:
90lbs

Figure:
Short as heck but fully developed and nicely toned.

Piercings:
1 on her lip on the right side, 2 on her left eyebrow, 1 on her right eyebrow, 1 on her right nostril, 1 on the top of her left ear and 3 on the bottom with a chain connecting to the middle bottom one and the top one, and three on the top of her right ear which are all hoops.

Trademark Accessories:
blue deep dragon scale armor, enchanted camo-cloak, short white hair, her teifling sword.


Armor: Chest, pants, boots, belt, and gloves are made with Deep Dragon scales and studs, shoulders, bracers, and head piece are made of Adamantium metal. The Deep Dragon scales are used for flexibility, mobility, and agility whereas the Adamantium metal is strictly armor, enchanted or not. (the small pictures are not what her actual armor looks like its just a representation of the shape.)

Cloak - Her cloak enables her to hide and meld into the shadows of the Underdark. It has a Frost charm upon it to hide her heat signature from thermal spectrum (what most creatures down there use anyway.) It also has a sticky charm used for dislodging opponents swords from their hands. Magic resistant.

Chest - Made of Deep Dragon scales for flexibility and Adamantium metal for armor. Her chest piece can stand up four straight hits from a sword, three straight hits from a blunt weapon, and is arrow resistant.

Pants - She's not skimpy or anything!! Its a gear to increase her mobility. Made of Deep Dragon scales and Adamantium metal. Increases agility stats.

Boots - Made of Deep Dragon scales and Adamantium metal. Enchantment to increase her swiftness and silent step. Has same stats as her chest piece. Increases her agility stats.

Bracers - Made entirely of Adamantium metal. Enchantment that increases her swiftness in weaponry.

Belt - Studs are Adamantium metal and has the same stats as chest piece besides the arrow resistance.

Head - Made entirely of Adamantium metal. Same stats as chest piece besides the arrow resistance and has an enchantment that enables her to see from behind and it makes her senses more sensitive.

Gloves - made of mainly Deep Dragon scales but guarded by Adamantium metal. Same stats as chest piece.

Shoulders - Made entirely of Adamantium metal and resistant to swords, arrows, and magic. Blunt weapons may dent it after six hits.

Trinkets - Her trinkets don't play the role as an armor but are mainly just tokens to show who she is and what she stands for. She owns many rings but only wears two or three at a time. Each ring was given to her by either an important person to her or taken by a the body of a fallen humanoid she had killed. Some rings may enhance her skills in weaponry and stamina. Her earrings may enhance her hearing but again they are just stolen goods or given to her.

Spider Pendant - Made with adamantite for the frame, clasp, and chain. By word of the merchant, this specimen was picked up immediately after it died in a local temple. The merchant then preserved this beauty inside a crystallized case which then was converted into a pendant and sold. This pendant was given to her by her biological father before he betrayed her birth house, stole from the family vault, and ran away to the surface life. He gave it to her as a memento of him and as a reminder of who she is and where she came from. Though those memories are quite painful for her to remember, she never took off the pendant.

Other:
Mount - User Image

Nevron is a black tiger. His under coat is dark gray and his stripes are a shiny black. His eyes are a glowing turquoise. He's a 800 pound cat with 6 inch long claws and fangs. He serves as Sy's mount and though he is such a large size, his steps are silent as he climbs the cavern walls and attacks from dark ledges with Sy upon his back. His roar is a shattering sound able to stun uncivilized creatures and break magic barriers. He also has enchanted battle gear that enables him to still creep about in silence and is used to deflect most magic spells and weapons. Though he is only equipped in this gear when Sy decides to put it on him. He can shape shift his size to a large overwhelming mount to a small tiny kitten when needs be.
User Image
This is Nevron's gear. Made entirely of Adamantium metal. Takes the same damage as Sy's shoulders. It is also magic resistant. His back is fit perfectly for Sy's shape and enables her to ride in any sort of circumstance.

Nevron's Bio: Nevron comes from another plane of existence. He was once a Prince. He could talk and was very intelligent and human-like. But once he came into the martial plane, his voice disappeared and his mind became more instinctual. Sy's sister wanted a mount as her graduation present for graduating from Orbb Tinilith, Magick and Arcane Academy. She decided that if she was going to get a mount, then she was going to get the best there was. So after careful Circles where she sought spies into the planes of existence, she found Nevron. He was pulled from his world to serve the High Priestess of Sy's birth House. He was suppose to be hers and hers alone. When she died, he was suppose to return to his home world. When he didn't return, Nevron stuck with Sy and acted as a hand-me-down. He was convinced that he was never going to see his land again but days with Sy made it worth all of his life. What neither of them knew was that Sy's sister had messed up on the wording of her spell thus connecting the tiger to whoever heir was of left from that House. Being that Sy was the only one who survived, Nevron's soul combined with hers in Sy's body. Without Sy's cloak, Sy's heat signature would appear more colorful then the average drow. And Nevron's heat signature blends with the cold rocks of the Underdark. He is basically a lich in a sense but still more alive.

(All of her gear and packs are soundless when she walks. Her packs are enchanted to be bottomless so they can hold as many objects as need be without becoming too heavy and bulky.)


Money:
Gold ~ 2
Silver ~ 25
Copper ~ 45


Level: 2
EXP: 8
(Includes: Vendor, House, House Rank, Divine, Kills, Schooling, and Raid Points)

Agility: 24
Charisma: 17
Control: 4
Stamina: 19
Strength: 17
Perception: 18
Wisdom: 15

Armor: 40
Magic Resistance: 10

Overall Kills (15):
3 svirfneblin
2 duergar
1 Deep Dragon
2 Orcs
1 Hook Horror
1 Illithid
*Note: The beings shown under Overall Kills are the kills Sy has done with a raiding group. The Major Kills were done by her own solo acts.

Major Kills (4):

Tiefling ~ Talorn
Magma Torch Bearer, Orc ~ Kalaka Galash
Student Fighter, Female Drow ~ Aurillea Arisa
Student Fighter, Male Drow ~ Laxis Arisa


Descriptive Biography: Originally Sy was once named, Sy'vanah Ken'ani. Her surname meaning, "Sworn to The Widow." But as Sy grew older, her mother could not bear to lay eyes on her. In her mother's eyes, Sy was the ugliest child she ever gave birth to. At one time her mother ordered Sy's oldest sister to be rid of her! To kill her. And end her pathetic life so no one would look at her repulsive face again. But Sy's biological father stepped in and said that he would train her to be one of the House's soldiers. Why waste numbers when the House had so little as it was? Sy's mother knew that her patron was an excellent fighter, thus why he was commander of the House's troops. She sneered to think that ironically, her youngest, ugliest daughter would have the same fighter material as her father. She agreed to her patron's suggestion only on the condition that Sy could not live in the royal dormitories or visit unless ordered to do so. And Sy's daily duties, beside her training, would be to tend to her sisters as ordered.

At nearly 26 of age, still a child, Sy was pushed to the lower rankings of her birth House. She was forced to sleep with the other soldiers who slept in three stacked bunk beds in a drafty, dungeon-like room. Forced to scramble to the kitchens after the royals had eaten, and eat whatever was left along with a hundred men who swarmed in and pushed her out of the way. She was given stares by all of the males. The males who grew up in a female dominated society were astonished to see the youngest daughter, royal blood, pushed so low to their level. They didn't know what to make of Sy. Those who were brave and daring, tried to rape her; kill her. But once the commander had heard of this, he put an end to those soldiers' lives. Once the soldiers had realized that Sy was protected by the commander, they stopped going to extremes to harass her. Instead there was the occasional rude remark or shove. Or while sparring, Sy would often get a nasty wound. The soldiers then tried to hurt Sy through sparring while saying it was merely an accident.

Sy's father tried his hardest to protect her during her early and inexperienced years. He trained her alone, one on one with him on late evenings. He taught her additional skills such as alchemy and tailoring. He found her on her own practicing with her blade and with her newly obtained skills on several occasions. Sy was a quick learner and practiced her skills wholeheartedly and passionately. Sy pushed herself to the limit for she knew she would need to depend on her skills in order to survive. She was not going to let the soldiers pick on her forever. She was going to establish a fear so that they would leave her alone for the most part.

But there was some things Sy, nor her father, could not protect her from. And that was from Sy's older sisters. All seven of them had grown into beautiful priestesses. Sy would have to tend to every one of them on a daily basis. Which meant she would have to groom them, clean for them, and do their bidding. Along with dealing with their rude remarks, snake whips, and spits.

But before long, Sy wouldn't have to deal with her family as much after she was accepted into Melee Magthere at the age of 45. After being accepted it was shortly after that her father gave her a pendant and told her that he was going away to the surface to start over with a new life. He told that he had taught her everything she needed to know. All that she would have to do was practice and find where her true calling will be. His calling was the surface life. Her father's absence made Sy's heart bitter even more so and pulled her deeper into the drow life style. But she never forgot him, never took off the pendant, and will always be perfecting herself.

While attending to Melee Magthere, Sy ran into some trouble and killed two opposing house members. The opposing house attacked Sy's home and only she survived to carry the burden. The burden of truth. The truth that she had been the cause of the downfall of her house.

She relocated in Undergaia to hopefully start anew. She took residence in the city of Ulorbbath finding it to be the most interesting and because it was Lolth's capital city. First she set residence in Rilynviir's house. Seeing as it was the second house making her think that it would have the most action. A place just after first surely it would have training facilities, mass armies, intelligent mages and everything else under the rainbow. But Sy was proven wrong. The house was filled with nothing but commoners, a weapons master, and a charming matron. The days slowly went past and Sy began to grow restless and wanted to seek for more opportunities for her training. To fulfill her own state of being.

So she set out in Ulorbbath once more. Next she decided to reside in the house Auvrea'mitore. Which was third house. But apparently from history, the house was once first in Ulorbbath. But the original matron had abandoned her position and given leadership to another drowess who was never around. The male weapons master mainly took charge. Though at first Sy had problems accepting that the male was to be her master. That she would have to listen to a male and respect him. Though when times grew dark and suspicious, when whispers of war from the Ravenancer's followers threatened all of Lolth's worshipers, mainly Ulorbbath, it was then that the male weapons master and Sy made an alliance to one another. They together would help to protect Auvrea'mitore by any means necessary. But shortly after their alliance, the weapons master had somehow disappeared within the dark. The matron was later to be discovered that she to, had abandoned the house. Not sticking around and waiting to fight off thousands of undead, Sy took refuge in the wilds of the tunnels of Undergaia.

She made an effort to send a scroll to a trainer who had seem to build up a training facility in Undergaia for Melee fighters. For she thought maybe while in training, she'd have shelter and have time to find a new house as well. But the trainer had never sent her a response back.

Conveniently to solve her dilemma, the weapons master of Auvrea'mitore summoned Sy to the house of Gaundroth, third in Ulorbbath. From there Sy was sent on her first mission. And that was to infiltrate House Hun'Afin, fourth House of Ulorbbath. But when Sy managed to admit into Hun'Afin, she reported to the male weapons master only to discover that Gaundroth had fallen. Sy will remain on so called "enemy-territory" until her reputation can be built into a die hard, honest solider for the House. In Sy's eyes, you do what you have to do in order to survive. If things don't go as planned then continue to grab the nearest opportunity.

~~~~~



((Okay so basically what I did was roll out my stats then add in whatever improved my stats based on her armor. For example the 3 rings I mentioned in her trinklets, her strength, stamina, and agility were given an additional 1 point each. Her perception was given another point for her enchanted earrings that allowed her to hear better. Plus an additional 2 points because of her head gear. Her agility were given points for her chest piece, "armored thong," boots, and bracers. The boots and bracers had an enchantment for swiftness and stealth, whereas her chest piece and "pants" was built for flexibility.

Now as for what I did with the armor stat, I basically made the chest piece worth 5 points. I added the 4 main strikes of a sword plus 1 point for the arrow resistance. Then any armor that said it had the same stats as my chest piece I'd add another 5 points to my armor. If it said "besides arrow resistance" then that piece of armor would be subtracted by 1 point. Any other armor that did not specify on its armor was worth 1 point to my armor stat. My shoulders were worth 9 points. Because they were pretty much resistant against anything but if hit 6 times in a row by a blunt weapon, they would break.

Now as for magic resistance, sense I only had two pieces of armor that was magic resistant I decided to add extra points in. So every magic resistant item I have is worth 5 points. Thus is how this stat was raised up to 10 points.

Every 10 points, Sy makes a level. Every 10 levels, I'll roll limitedly to increase my stats. The points are of her own triumphs. She started out as level 1, she got points for her major kills and overall kills when she worked in a raid group. Thus gave her all 15 points. She also got two warrior positions from two different houses and that earned another two points. And she got a compliment from the Lady Lolth and made a profit off of her potions thus giving her a divine point and a vendor point. Which as it stands right now are all still just points. It all belongs to this one category. These points added up to 18. Thus making her level to two and leaving her an additional 8 points to potentially level again. ))

Moonlite__Syren

Cunning Hunter

10,200 Points
  • Millionaire 200
  • Tycoon 200
  • Wall Street 200

Moonlite__Syren

Cunning Hunter

10,200 Points
  • Millionaire 200
  • Tycoon 200
  • Wall Street 200
PostPosted: Wed Aug 06, 2008 9:47 pm


Spell Book:


~Plant Index:


Faerzress is a magical radiation only found in the Underdark Drow also use faerzress to create magical artifacts. Since the Underdark lacks food or light for plant life and fungi, many plants and fungi that are found underground have found ways to live on a diet of faerzress.


Barrelstalk: A plant that grows in very wet places of the Underdark. The water it collects in its center (before it spores) is very pure but often used by animals.

Bulbfruit: This plant is very wild and can grow just about anywhere making it almost into a type of weed. It has edible fruits that have a taste similar to garlic or onion. Animals often graze from this plant. It can also be used to clean wounds.

Bluecap and Ripplebark are the most common edible mushrooms found in the Underdark. But they often take to about a month to mature and need constant care and nutrients. Farmers use Bat Guano as manure.

A Shrieker is a stationary mushroom often used as the first line of defense for many lower Houses and other Bases who have limited troops. It emits a loud noise when its luring prey or has been disturbed. Its cousin, the Violet Mushroom which looks very similar except it has arms, has a poison it uses to kill its prey and enemies. Both the Shrieker and the Violet Fungi often work together to bring in prey. Though both species have been banned by many cities because they both hold dangers whether living or dead. Some creatures and plants are immune to the Violet Fungi's poison. Like the Shrieker, cave swines, hook horrors, cave crickets, and norkers.

Funguswood or "Zurkhwood" is a very tall plant reaching to the height of 35' and acting like the modern pine tree. This plant is often dried and used to make wooden items such as staves, poles, crossbows, bows, arrows, bolts, darts, lances, spears, and so on.

Gourdplant:
This plant has hard skinned fruit on it though it is not used for feeding but rather for materials. The fruit upon it can vary in size. Some the size as golf balls to the size as watermelons or pumpkins. Small animals will often hallow out the fruits and use them as nests. The seeds can be used as arrowheads when dried or baked if properly prepped. The proper way of prepping them would have to let them set in a bowl of water for 5 days to remove its mild toxins. If incorrectly prepped, it can cause some massive side effects similar to food poisoning that can last up to 8 days. The younger; smaller fruits can be carved and hallowed to be used as dipper bowls, rattlers, or bottles. The larger fruits can be hallowed to be used as larger bowls and baskets. The leaves on this plant will stay fresh even after the plant has died. Which are ideal for keeping travel foods fresh or using them as scrolls.

Kelpie:
An edible plant that is often found near lots of water. Kelpies often try to hide from drow patrols for they know that drow are almost completely resistant to the charm they give off as a defensive mechanism. A lot of humanoids pay good money to get their hands on the plant just so they could cook it at home.

Lichen: Lichens are actually a symbiote, two life forms working in harmony to survive. They are often hard to come by for they grow and form very slowly and are not reliable as a food source. In order to be consumed, they must first be scraped from the surfaces of rocks where they grow on the surface.

Fire Lichen: While many Underdark plants get their energy from magic or rotting organic matter, the fire lichen obtains its energy from warmth. Given that fact, fire lichen usually grows in areas of heat, and is sometimes confused with the more dangerous fire fungus. Fire lichen can be mashed into a spicy paste, or fermented into a hot liquor.

Wisp Lichen:
This white lichen native to the Underdark is dangerous. It thrives in moist areas on the ceiling above. It secretes an adhesive from its dangeling strands that can hold large creatures and paralyze them. It then slowly, painfully digests them. The true danger of the white lichen, however, is the fact that many dangerous Underdark predators and scavengers can be found lurking near wisp lichens, hoping to get a free meal. Houses will often place wisp lichen near their properties to prevent flying or levitating attacks and intruders.

Luurden: A plant that produces a valuable fruit that can be turned into wine, oil, and into an elixir that is said to be used to create potions of magic resistance. However the plant can take up to 4 years to mature.

Mold: Though molds are often used in the Underdark for the majority of home cooked meals, they are still some molds that should not be handled whether you have the knowledge of their nature or not.

Yellow Mold: This mold is known for killing animals by either suffocating them with their spores or making their bodies into spore colonies. Its never used in the city or by any other animal-based creatures. The only animals immuned to this mold are cave swines who often feast on them which helps in its population control.

Russet Mold: Is another dangerous mold that attacks like a parasite which can turn humanoids and possibly even animals into Vegepygmies which are creatures resembling mushroom-like trents.

Brown Mold:
Can be both dangerous and desirous. It is a mold that makes things around it very cold for it leeches the heat from the very air. Fire Spells will make it grow. Cold spells will kill it. However those who are experienced with magic are able to contain the mold and use it to store food. That is, if you have the money to afford a sample of the mold to begin with. Most magic users just use cold spells to keep food fresh; safer and economically friendlier.

Moss: Mosses are also used as a food source in the Underdark. Some Moss even glows and gives off a soft phosphorecent light that is used for trail markings and just light in general.

Obliviax (memory moss):
Is a moss that is typically feared, eradictated when found, and just best left alone. Its a black moss that has a magical ability to steal memories of intellegient creatures with its spores. Obliviax powers cannot penetrate lead, so the moss can be carried to a new location in a lead box. Spies use this lead box trick to snare secrets from unsuspecting victims.A potion of forgetfulness can be distilled from obliviax, and its spores can be distilled into an elixir to restore the memories of the forgetful or senile.

Darkreeds: These plants can be found in the marshy regions of the Underdark. They hold no nutritional value so are often grazed upon by Deep Rothe. Though some humanoids use the plant in many dishes as a garnish and new texture in the foods.

Waterorbs: Small aquatic fungi that often are used to house small crustaceans and fish. The orbs can be dried which then become very fragile and if cracked open, will release a suffocating cloud of spores.

~ Potions:

Chath vir'ednith

Description: A potion which is used in most traps. Mainly hidden traps. When poured onto a specific platform it can cause a "fire-cracker-like" effect when coming in contact with any object or being that touches that particular spot on its platform.

Ingredients:

Cure for Grave Rot

Description:
Grave Rot is a disease passed on from Deep Ghouls onto the living. The disease rots the body until the humanoid turns into a Ghoul. Though Deep Ghouls and Grave Rot is very rare, it can be lethal and so a cure was founded.

Ingredients:
In a large cauldron, boil water and the flesh of a black puffball for a few hours. Add the dung of a rothe and the guano of a stirge. Allow to cool, but stir frequently. Add a few drops of oil from the bloated toadstool. The batch must then be strained, discarding solids. A priest must bless the remaining liquid which then will cure grave rot with just a mouthful.


In'loilfreyen

Description: This potion can be smeared or painted onto any sort of glass item. When the potion can be seen in effect, cracks will form in the glass. This is a potion mainly to warn trespassers. It is mainly used on windows. Any sort of contact with this glass that has been painted with this potion, will shatter. Shards will penetrate into the trespasser while making a ruckus in the process. Contact also includes auras from charms.

Ingredients:


Velkyn Sae'etha

Description: This potion is a sister of "Suust Velkyn" and works very well when combined. This potion can hide any sort of object or change in environment. Its chemical fuses with the majority of similiar patterns found in the area around the object or change and creates a camouflage which hides the object or change.

Ingredients:


Velkyn Suust

Description: This can be translated to "Hidden quietly" or "Quietly hidden." This potion is used to activate and deactivate other potions, charms, spells, gadgets, and machines. A single drop will deactivate the magical device and two drops will reactivate the device. When this potion is poured and its action initiates onto the object or magic, its trace is never found: untraceable.

Ingredients:



~ Powders:

Gow'elgcahl

Description: This is a powder able to show that the food or drink may contain some form of poison. It does not enter the food or drink it just hovers above it. Its particles will turn black if its poisoned and light blue if its not. To dismiss the powder, a small breath of air will evaporate it away.


Lolth's Waelin

Description: As translated, Lolth's "Children" is a powder that looks like ordinary dust found in forlorn rooms or on objects. This powder can be casted onto any surface. Sy usually places it on walls, in the tops of corners of her room. There the dust forms into cobwebs with real spiders guarding them. The spiders not only protect her from annoying insects and represents her worship to Lolth, but they also act as another security breach. An intruder who comes into the room will meet the spider's fangs filled with an acid-like saliva that will melt through skin tissue and bone. The spiders will attack the intruder until there nothing left. Only then do they feel that their job is done and they will return back to their webs.



~ Poisons:

Belbol d'Elghinn

Description: This powerful poison is injected with two does and acts like a hemotoxin. In the aution of the Underdark it can go for 300 gold pieces (gps) and 2,000 on the surface. Its effects will start immediately. It is greatly prized by drow nobles for assassination, is also known as *Elash Elghinn*, "Silent Death", after the venomous water serpent of the same name.

The venom takes effect immediately, causing damage to the victim's blood vessels and causing dramatic and extensive hemorrhaging. Within minutes, the victim will gush blood from his mouth,eyes, nose and ears. He will have time to develop bruises all over his body before he mercifully dies. Drow find death caused by this
venom to be particularly entertaining.

However, there are certain individuals who seem to be immune to *Belbol d'Elghinn*, and upon whom it has no effect at all. However, when it does work it causes a spectacular (if regrettably short) show.

Golhyrr del'Ilharess

Description: This poison is normally injected and takes about a dose before it activates as a cumulative irritant. In the Underdark auction it can go for 400 gps whereas the surface auction would charge for 2,200 gps. It comes from the flesh of the rare *krashyll* mushroom. Successful administering of this poison to one's enemies is seen as quite a victory of *cuel'a'cul* (the drow ritual of slowly, over time, destroying one's enemy while remaining blameless).

It must be given in six stages, its poison slowly building in the body, in doses no more than a two tendays apart. Since drow are a suspicious race, it's easy to see why success with this poison is greatly admired, worthy of the twisted, centuries-long plots of the Matron Mothers. It's name also suggests that it requires the power and subtlety of a Matron Mother to use effectively.

After administering the sixth dose, death will strike its victim in half an hour, causing the throat to suddenly close up in massive anaphylactic shock. The victim dies of asphyxiation within minutes unless an antidote or *neutralize poison* spell is used. Note that while choking to death, a priestess cannot cast any spells!

Haszak

Description: This is not strictly speaking a poison, but a very potent alchemical creation. It takes about 1 injected dose and is instant as its using a certain nerve cluster in the brain of an illithid, the potion is magical in nature. It's cost reflects both the rarity of its active ingredient and its unusually long duration. It is an effective, if expensive, toxin to use against a spellcaster, as it acts in almost all respects as the *feeble mind* spell.

It does have an interesting variation, though: rather than reduce the victim to a state of retardation, it causes hallucinations and paranoid delusions for its entire duration, punctuated only by interludes of catatonia. This is a potion dearly loved by the sadistic drow.
In any auction in can round up to 5,000 gps.

Jal wun Jivvin

Description: Compared to some of the other poisons used by drow, this is no more than a gentle warning. It takes about 4 injected doses and acts like a debliliative irritant and takes about 13 hours before the effects began to take place. It is not directly fatal, though the poisoned one might wish it were otherwise. It could become lethal if the poisoner is able to strike while his victim is weakened.

The poison is brewed from the venom pouch of the *rakhyrr*, a blind species of underground toad. The victim is plagued by intense nausea, vomiting, fever, chills and malaise. A *neutralize poison* spell will take care of it immediately, limiting its usefulness against the priestesses of Lloth.
In the Underdark auction its worth about 25 gps and on the surface its worth 150.

Khaless

Description: This takes about 12 does and its injected and acts like a neurotoxin which begins to activate in 1-2 minutes. This is the famous sleep-poison of the drow, used on their crossbow bolts to immobilize an enemy so that he can be killed at leisure. The active ingredient comes from the spores of the *oloth'arr* mushroom. While the mushroom itself is fairly common, harvesting the spores is not an effortless chore. Still, it is common enough to be almost trademark.

The poison attacks the central nervous system, causing the victim to fall asleep as per the wizard spell for 20 rounds. Unlike the magical version, elves are vulnerable to this effect, as it is biological and not magical.
In the Underdark auction is runs for about 15 whereas on the surface its worth 250.

Orbb'st Ssrin

Description: This takes about 2 injected doses and acts like a septicemic and begins to activate in 25 minutes.This poison is brewed from venoms of five different spiders. As all spiders are sacred to Lolth, the venoms must be carefully harvested without killing the spiders. All of the spiders used are huge in size, allowing for more easy harvest of the venom. The collected venoms are then dried to a powder and added to a strongly-flavored food or drink, as it does have a slight sour taste.

The poison causes chills, fever and prostration for several hours, and, if not halted by a *neutralize poison* spell, does permanent damage to the body's immune system. This makes the victim more susceptible to disease and poison in the future , a weakness that can only be counteracted later by use of a *heal* spell.
It runs for about 150 in the Underdark and 800 on the surface.


Rathrae Dos

Description: This one takes about 5 injected doses and acts like another neurotoxin and begins to activate in 12 minutes. This is a poison greatly favored by Matron Mothers for use in their torture chambers. Brewed from the venom of the *ghostyk*, a strange insectoid creature that resembles a praying mantis, it attacks the central nervous system, rendering its victim completely incapable of movement, though fully capable of feeling pain. Why it should be so prized by the drow should be obvious.

Note that this is a biological, not magical or terror-induced effect: elves are fully susceptible.
Goes for about 25 in the Underdark auction and 150 on the surface.

Velkyn Ogglin

This takes about 3 doses when in contact and acts like a neurotoxin as it activates in 15 minutes. This rare poison is taken from the toxin sacs of the uncommon *dakhree* fish that swims in certain Underdark lakes. The brewer must remove the sacs with gloves on his hands if he wishes to avoid being poisoned himself. The sacs are located all over the fish's six-inch body, and are tiny, requiring a steady hand and delicacy to remove effectively, hence the rarity.

The *dakhree* fish hunts by rubbing against its prey, releasing the toxin onto its victim. On most fish, the effect is instantaneous, though humanoids take longer.

At the time of onset, the poison causes the victim to convulse as the potent substance attacks his nervous system. The victim begins grand mal seizures and suffers spinal damage, his back arching and twisting violently as his body jerks involuntarily. If the poison is not neutralized before it has run it's course, the victim will require a *cure serious wounds* spell to recover from the nervous system damage. Bed rest alone is not sufficient to cure him of the debilitating aftereffects.
In the Underdark auction it is worth 175, whereas on the surface its 1,800.

Vlos Har'ol de'lil

Description: During a cave flea's mating season it is this time when their bodies can be pressed and their blood can be harvested. It takes about 200 fleas before a dose can be made. Once the collected blood is extracted, it is then boiled and separated till only a thick, red, tar-like substance remains. It is then applied to weapons. Takes effect in victim's injury.
Auctioned in Underdark at: 250gps

Har'ol Acridid Saliva

Description: Cave locust feed on moss and fungi in the Underdark and are just as destructive and noisy as their cousins on the surface. But their spittle is highly prized by wizards of drow communities. It takes 10 locusts to create a sticky dose of this poison and can be applied to any weapon. Priestess's are known to apply this poison to their spider-fang daggers to assault suspected spies. Takes effect when in first contact.
Auctioned in Underdark at: 500gps

Deep Spore

Description: It is a hollow living fungus normally kept in drow gardens. The stem is then picked and the cap is removed and replanted. The hollow stem then acts as a delivery method for the potent poison by blowing through the one end and coating the victim's lungs and throat. In one minute it attacks and roots in the victim's respiratory system causing immediate death.
Auctioned in Underdark at: 2,500gps

Luth'ol 'Anon Vrin'klatu

Description: A lance flower is the underground relative to the surface tiger lily. The lance flower is a nocturnally thrived flower able to withstand the light-less caves of the underdark. They are normally kept in gardens and are harvested by herbalists to gain its potent pollen. The pollen is then mixed with fatty oils and applied to crossbow bolts. It takes about 12 fully matured flowers in order to make a single dose. Takes effect when victim is injured. (open wound)
Auctioned in Underdark at: 1,500gps

V'dri Musci

Description: Slumber moss is a type of non-phosphorescent lichen that grows in deposits of feldspar underground. In its natural state it is a dull pinkish with black spots. Alchemists harvest this moss and boil it down to a resin-like consistency. When it reaches a slightly pink, sticky state it can be applied to weapons to induce sleep for hours. Takes effect during injury.
Auctioned in Underdark at: 200gps

Orbb Ilhar Krik'vlicss

Description: Druids carefully milk the venom of the giant black spider twice a year in a special ceremony that honors Tororthun, the Spider Queen. Who is also commonly known as the Stone spider and the guardian of artisans in the underdark. It is said that its possible that Tororthun is another lucid form of Lloth. (when she is not in her abyss causing chaos and devious ploys of revenge.)

It is highly illegal for any drow to possess this poison who is not a practicing member of Tororthun. Being caught with this poison requires a punishment by death. (with a subsequent animation into undeath.) Takes place through injury.
Auctioned in Underdark at: 180 gps


~ Gadgets:

Arachne Cord

Function: It looks like a metal spider. Its body is palm sized and its legs stretch out from one's fist when handled. Its best used to be pushed onto the opponent's chest thus the cords can be targeted accurately and bound the foe tightly.

However you can point it in the direction at the oncoming foe and release the cord by squeezing the appropriate spots on the spider's body. But by doing it this way, the cord can be easily intercepted by a sharp blade or by the drow's agility. It may also cause the cord to only bound the opponent loosely.

Duplicate Box

Function: Found in any sort of shape or form. For Sy, hers is relatively smaller. Long and wide. When the box is opened a row of latches are found inside. In each latch is another container. Inside the container a growing, white, pasty fungus is found. A small object like a key is placed into this latch, pressed into the fungus, and shaken. The fungus molds around the key taking in its intricate engravings and making a replica key which falls out into a slotted tray which slides out underneath the box to be retrieved.


Enchantment Scraper

Function: This gadget looks like a metal nail filer. It is long, narrow, a handle, and an obvious tool piece on the other end. This gadget can be used to scrape off any sort of an enchantment, spell, or charm from one object, turns it into powder, which is then sprinkled onto the other object.


Magma Torch

Function: This tool is long and skinny. It has a handle part. And the other end is the actual tool. In the middle is a circular metal part with a gem stone that turns from blue to red. A simple incantation activates this tool. The incantation will vary between the bearer. The bearer is often the one who makes it or steals it from the original bearer after killing him. The creation of its incantation takes place at a forge where an anvil is present. Pressing the gem stone you say its new incantation and the gem stone will turn red to represent that its ready to weld. That's when you will know that the incantation process was a success.

Poison Lock-pick

Function: It appears as an ordinary lock-pick. However its point has been dipped into an acidic-like liquid. This gadget is normally placed into a keyhole of a room or safe that needs protection. The lock-pick acts more like an anti-lock-pick. Instead of picking the lock, it leaves a trap for other lock-picks. Its acid-like liquid is fused with the mechanisms inside a keyhole. The liquid smears inside waiting for another lock-pick to enter into its territory. Once another lock-pick does enter, the liquid feeds onto the other lock-pick and down to its owner's hand where it burns away its flesh. That way the person who had been protecting that room or safe will have succeeded in protecting it and also seeing who had tried to lock-pick it but noticing the burn on his hand.

~Tailoring

Materials:


Scales
Leather
Deep Rothe Wool

Curing Tools:

Deep Rock Salt
Crystal Minerals
Spores
Spool and Spindle

Bottomless Bag

Design: Recommended to use Leather or Deep Rothe Wool and with wool thread. As you're spinning the wool on the spindle, you add some 'rare blue' crystal shards into the strands. Then as you're sewing up the bag with the crystallized strands, the crystals react to the bag by absorbing its reflection creating thousands of portals. Each shard is another bag that's just as big as your bag on the other side, creating the "bottomless" effect.

Frock of Possession

Design: For this design, you use a Leather base, a wooly underline, and scales can be added as desired for customized designs. Such as freckling the sleeves with the scales or adding a scale-ish corset. The woolish strands should be set in a bowl of fresh water with the desired herbs placed into the bowl also and boiled for several minutes. The bowl, strand, and herbs should then be quick-freeze over night. In the morning, the bowl's contents should be turned into a fatty jelly. Remove the strand and set it out on top of a heated rock for a few hours till dried. In this case, the herbs we will be using are Russet Mold. Russet Mold is a deadly mold that acts more like a parasite that attacks the body and turns it into a Vegepygmie. So when this person puts on this dress and wears it for the rest of the day, towards afternoon, she will start to feel the effects. The russet mold will slowly then take hold and start turning her into a vegepygmie. You can also apply the rest of the fatty jelly by polishing it over the scales and leather. Though its not recommended on some herbs for then it makes the effect more stronger and easier to identify. She might stand too close to someone and that someone might start feeling the effects. Or an aroma can protrude from the gown as well.

Corset of Suffocation

Design: Typically corsets are made with a scaleish, leathery material. The stiffer the material the more it serves its original purpose which is to shape a female's body. Another thing that helps keep the corset's build is using a boning in its structure. In this case the bones we will be using are cursed bones. Typically you can manage to get cursed bones from a rare merchant or from a necromancer. When the person places this corset on, there's no getting it off. The more the person breathes, the tighter the corset becomes until that person suffocates to death.
Moonlite__Syren rolled 1 20-sided dice: 4 Total: 4 (1-20)
PostPosted: Wed Aug 06, 2008 10:49 pm


Fighting Styles:

Bautha Z'hin

The bautha z'hin style, which means "dodge and walk," relies on the natural agility and light armor the dark elves favor. The drow surround their foes and attack foes from all sides, and they use this style particularly against strange monsters with many attacks and a long reach. The style emphasizes dodging blows and high maneuverability, and practitioners of this style often learn the early elements of the orb alurstyle, bragging that they never are touched in a fight. Warriors of this style are usually paired with those using the z'ress a'thalak style, especially since the latter act as an anchor and the former position themselves to flank the enemy. This style is favored by drow rogues and fighter/rogues, as well as clerics of Eilistraee and Vhaeraun.
D&D Feats: Dodge, Mobility, Spring Attack.

Draa Velve

Only a few dark elves in each city practice the draa velve style because the natural ability needed for this style is very rare. The name means "two sword," and it involves an amazing balance of control between the two hands. Followers of this style fight with a weapon in each hand and use one of the weapons to parry as well as attack, which means the parrying weapon also acts much like a shield. Some dark elves without perfect balance in both hands study the basics of this style, hoping to eventually master it through intense training or magic. Drizzt Do'Urden is a master of this style since he has the natural talent and also because he received training by a house weapon master.
D&D Feats: Twin Sword Style, Two-Weapon Fighting.

Jivvin Golhyrr

Similar in some ways to the kyorlin plynn style, the jivvin golhyrr style is a defensive style that relies on weaknesses in the enemy's performance to cause them to stumble and fall, making them more vulnerable to later attacks and emulating a position of weakness. The name means "amusing trick" and comes from the cruel drow's appreciation for placing another in the humiliating position of a slave or other subservient being. Very skilled drow like to humble their enemies before making the killing stroke, and clerics of Lolth are fond of this style for that reason. Students of the jivvin golhyrr often study the kyorlin plynn, and vice versa.
D&D Feats: Combat Expertise, Improved Trip.

Kyone Veldrin

All dark elves have the ability to create darkness as a spell-like ability, and while all of them learn how to use it to surprise, annoy, and separate foes, as few of them study the style kyone veldrin, which means "alert in the shadows." Students of this style can pinpoint the location of enemies in the middle of absolute darkness and strike them with amazing accuracy despite their effective blindness. Normally teams of specialists from this style and the luth alur style group together to form special attack teams, with the kyone veldrin fighting within the globes of darkness and the luth alur shooting to death any enemies that leave the darkness.
D&D Feats: Alertness, Blind-Fight.

Kyorlin Plynn

Conservative dark elf fighters and those who either need to capture opponents alive (usually for interrogation) or just enjoy humiliating their opponents use the kyorlin plynn style, which means "watch and take." The style uses defensive tactics and efficient methods of disarming to delay opponents and negate their ability to fight effectively. Many drow fighting groups have at least one kyorlin plynn practitioner on hand to deal with the most powerful member of an enemy team; that drow keeps the tough opponent busy until his allies have dealt with the rest of the enemy forces and can then team up to defeat the difficult opponent. Many priestesses of Lolth learn this style because they like taking captives for torture and sacrifice.
D&D Feats: Combat Expertise, Combat Reflexes, Improved Disarm.

Luth Alur:

Dark elves are as frail as surface elves, and some prefer to stay out of immediate danger when there is fighting. The luth alur style, which means "superior shooting," is perfect for them since it allows them to strike down foes with deadly accuracy without ever being in harm's way themselves. This style requires a sharp eye and steady hands. The rare drow that use a conventional bow sometimes even learn to fire more rapidly than normal, but since such a trick is very difficult with the standard dark elf ranged weapon (a hand crossbow) that such feats are rarely seen. Most dark elf war parties have at least two luth alur warriors, and in full-scale wars there are entire squadrons of warriors using this style. These warriors usually attack enemy forces from ambush.
D&D Feats: Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.

Orb Alur

The orb alur style combines the best elements of bautha z'hin and kyorlin plynn, and it takes a long time to master. Called the "superior spider," the style emphasizes great sweeping maneuvers that allow its practitioners to strike many opponents with minimal effort. Normally they tumble or leap their way into the middle of a group of enemies and (if successful) cut them all down with a single stroke. This has a debilitating effect on enemy morale and often leads to retreats by enemy forces; as such, practitioners of the orb alur are greatly valued by drow noble houses and receive many privileges.
D&D Feats: Combat Expertise, Combat Reflexes, Dodge, Mobility, Whirlwind Attack.

Phindar Streeaka

The phindar streeaka style is not technically a combat style, but it's more of a mindset when entering combat. It means "mindless recklessness," and it is the name that dark elves give to the rare drow berserkers. Because it lacks finesse and exposes the underlying chaos in drow society for all to see, it is an unpopular style. Normally only smaller and more primitive colonies of drow or those who worship the strange dark elf god Ghaunadaur, master of oozes and slimes, use it. The phindar streeaka cannot use abilities that require intellect over brute force, and so many of them use the techniques common in the z'ress a'thalak style, although to say they study that style is a misnomer.
D&D Feats: None (see z'ress a'thalak style).

Sargh'elgg

The sargh'elgg style has simple elements but requires extensive training to master. It is used with light weapons or the traditional drow rapier, and it is designed to get the most out of these weapons and the naturally superior dark elf dexterity. The name means "valor in slaying," which is an overly-inflated title created to give some measure of confidence to those whose poor skills leave this as their only choice. Some martially-minded sorcerers and wizards learn the basics of this style, and because Kiaransalee, Lolth, and Vhaeraun all have favored weapons suitable for the sargh'elgg, it is practiced by many clerics as well. This is the most common fighting style used by a typical low-rank drow guard. (Essentially, that's anyone with no more than the standard amount of training given to a dark elf common soldier.)
D&D Feats: Improved Critical, Weapon Finesse, Weapon Focus.

Ust Sreen

The simple combat style called ust sreen, which means "first danger," emphasizes fast reactions to the appearance of enemies. Because vigilance is a constant state in drow society, this is normally a basic series of lessons taught at drow academies and is usually combined with another style, since fast reflexes aren't terribly useful when not backed up by other skills. Normally at least one drow trained in this style is present in any scouting group and carries a hand crossbow or an exploding flask loaded with sleep poison to eliminate one opponent early before the drow's allies can react.
D&D Feats: Improved Initiative, Quick Draw.

Z'har Thalack

The z'har thalack style, which means "riding war," was developed for the mounted dark elf patrols and deals with the difficulties and opportunities of fighting while mounted. As drow normally ride wall-crawling lizards, special tricks available to those who can maneuver in a three-dimensional manner through the Underdark put the mounted soldiers at an advantage compared to grounded troops. Berg'inyon Baenre, head of the lizard riders of house Baenre, fights with this style, which makes his death lance (a long lance crafted with powerful death magic) even more lethal.
D&D Feats: Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge.

Z'ress A'thalak

The z'ress a'thalak style, which means "force of war," is uncommon among dark elves because few have the physical strength needed to learn all of the necessary maneuvers. Students of this style sacrifice accuracy for power and learn how to cut through the body of a falling foe to strike another enemy, or even shatter enemy weapons with a single blow. Menzoberranzan's Uthegental Del'Armgo, weapon master of house Del'Armgo, was a practitioner of this style. Drow that fight this way normally prefer heavier weapons such as longswords, hammers, and axes to the lighter weapons (such as rapiers) used by most drow. Devout worshipers of Selvetarm (a male drow deity of combat worshipped only in cities that worship Lolth; he is completely overshadowed by the Spider Queen) commonly use this style.
D&D Feats: Cleave, Power Attack, Sunder.

Moonlite__Syren

Cunning Hunter

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Moonlite__Syren rolled 1 20-sided dice: 9 Total: 9 (1-20)

Moonlite__Syren

Cunning Hunter

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PostPosted: Wed Aug 06, 2008 10:50 pm


> I decided to fill out Angel's profile that she posted as a bases in a sticky thread in this forum. It looked really fun to do. Like one of those quizzes you see on quizzilia to test your personality. I will not be including everything. Just the short brief answers and the things that I don't have in my profile.

CHARACTER SHEET
General
Name Sy
Age 86, still young
Race Drow
Gender Female
Profession An Assassin with alchemy, tailoring, and basic engineering skills.
Where do they live? Ulorbbath, 2nd House, Hun'Afin


Appearance

Complexion Ebony Black
Hair Color Ivory White
Style Very Short
Eyes Ruby Red
Glasses? None
Height 4'9
Weight 90lbs
Build Short, fully developed, nicely toned
Distinguishing Features her many piercings and her bare hands. Normally she keeps them in her armored gloves but when uncovered, scabs and scars can be seen all across on them. This is from working a lot with her hands and experimenting with her many skills.
Health? She's perfectly healthy. No illnesses or handicaps.
Disabilities? She lacks a lot of knowledge on magic and she does not know much on telepathy like how most drowesses do.
Clothing blue scale, deep dragon and adamantine armor. Her cloak is made from the thin wool that comes from a deep rothe.
Prized Possessions Her tiefling sword and pendant that her father gave her.

Background and Family Relationships
Relationship With Mother This was not a very good relationship. Her mother did not like Sy the moment she was born. Her mother would often call her many mean names all in the areas of calling her ugly. So because Sy was not as pretty as her mother's expectations, Sy was degraded from the family and did not join her older pretty sisters who became priestesses. Instead Sy was pushed more towards with the melee commoners. She would often spend late nights in the training facilities alone and perfecting herself with the blade.
Relationship With Father Her father was a very intelligent man. He trained her everything he knew. With the blade, with engineering and alchemy. Sy was very close to him. But one day he left but before he did he gave Sy a necklace to remember him. Her father abandoned the house and stole many riches from the family vault and took off to seek for more opportunities to best his knowledge. Sy was too young to hold a grudge against her idol. But as she got older she hated him for leaving. But didn't take off the necklace he gave her.
Siblings? Sy had many siblings. 7 sisters which were: Stazia, Stillinsty, Sbleasi, Suvenollo, Serie, Stevana, and Seranna. And she had 2 older brothers: Zearax and Zumzi. Her sisters, by the matron's command, were permitted to spit on Sy whenever she was present. They were also very mean to her. Some would whip her with their snake whips just for the fun of it. They would snap rude remarks. And were just as brutal and awful as they could be. Her brothers however, were never really around. They would often be on raids, assassin missions, and spy on the other houses.
Relationship
Lover? None
Relationship
Pets? Her only companion whom she adopted after her house had fallen. Nevron was once her older sister's mount. And while in possession of her older sister, Nevron was treated very badly. But once she died when the house fell, Nevron was free to roam the wilds and never look back. But the tiger felt bad for the lone survivor. For he remembered how his previous mistress and all of her other sisters would treat Sy. Feeling on the same pedestal, the tiger helped Sy survive the wilds and find her way to Undergaia. And by then, the cat had already grown too fond to leave Sy's side.


History in detail

Equipment, Abilities, and Spells:

Personality
Greatest Fear/Phobia Being alone. Losing Nevron. Feeling vulnerable and helpless.
Pet Peeves? Males
Most at ease when... She is in her own room by herself, guarded by many enchantments, and drinking some mead.
Most uncomfortable when... There is a magic user present.
Most embarrassing moment(s) her most embarrassing moments would have to be all the moment she's been outwitted by a male. Like Renor. XD
Darkest Secret Her past, that her phobias, fears, uncomfortables, and embarrassing moments be revealed.
Greatest Strength her tracking skills, swordsmanship, stealth, and anything that deals with her hands.
Greatest Weakness magic
Good/Bad habits Well her bad habits are that she doesn't seem to know when to hold back her tongue or her temper. And she acts more like a boy then a girl. But her good habits are that she knows how to respect and charm the matron.
Biggest accomplishment She brought down a teifling herself and obtained her favorite sword from the fallen warrior.
Biggest regret That she was the reason for the downfall of her house.
Mental Disturbance? Only a guilty conscience at times.

Interpersonal Skills
Relation to others? Sy often doesn't warm up to people too often or too soon unless its the matron. She knows that anyone is a possible threat. But making allies with matrons is proven to be a very wise move.
Perceived by others? She knows that others may see that she may come off as rather stuck up or she has some kind of chip on her shoulder. But having this will indicate to the person that she is not one to be messed with.
What do others like? She often tries to bribe others with her inventions, poisons, potions, powders, and skills to let them know that she may be a worthy person to commerce with.
What do others dislike? She'll observe people and find out just what makes them tick and go boom and aim for all the tense, pressure points.
Goals She wants to be the best that she can be.
Moonlite__Syren rolled 1 20-sided dice: 17 Total: 17 (1-20)
PostPosted: Wed Aug 06, 2008 10:53 pm


Disclaimer Links


Artist on Deviantart Drew Sy's Appearance Cyzra

Artist on Deviantart Drew Nevron's Appearance KetsukiKyuu

Artist on Deviantart Drew Nevron's Armor Either - Art

Underdark Floral Resources:
First
Second

Half of the Poisons were found and taken from Lunar Vampiress Elf's Journal. All credit goes to her.

Other Poisons Found at following site: http://www.scribd.com/doc/2976749/3E-Natural-20-Press-Complete-Guide-to-Drow

Drow language found at: http://www.grey-company.org/Maerdyn/resources/translator/
and scientific classes/synonyms found at: http://dictionary.reference.com

Fighting Styles

Moonlite__Syren

Cunning Hunter

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PORTFOLIO OF VILLAINOUS PROPORTIONS --- Character profiles

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