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Reply PORTFOLIO OF VILLAINOUS PROPORTIONS --- Character profiles
Mourndax Ree'Xuntar (WFA)

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Martin Spiralwave

PostPosted: Fri Jun 04, 2010 4:12 pm


General Character Information

Name: Mourndax Ree'Xunar
Age: 367
Race: Drow
Class: Tyrant
Information:The Tyrant Class consists of Lawful Evil individuals with impressive skills in magic and physical combat. Imagine them as some sort of Dark Ranger, in tune with their surroundings, but with powerful arcane abilities. They are often intelligent, cunning, and arrogant only allying themselves with powerful figures. They constantly seek power and will often have a murky history and great experience in all forms of combat, including magic proficiency. Some Tyrants are trained as Warriors & Warlocks.
Religion: Llothlite

Appearance:
Mourndax has silver hair and lavender eyes, a rare combination in Drows that alludes to his great skill.

A drow of deceptively slim build, Mourndax is in actuality immensly fit. He can hold his own against warriors for a short time, bur prolonged combat WILL exhaust him. His agility and reflexes are particularly prized, along with the rare make of his attire that grants mobility and defense.

His upper body is covered in a purple tunic that reveals most of his central torso covered enchanted leather armor. His shoulders are covered in mithral plates as are his gauntlets and greaves. He wears indigo pants with a black leather belt filled with pouches and hidden implements. A large dagger is hidden near the small of his back but he publically keeps a short sword and a scimitar at his hip. His handheld crossbow was designed to collaspe into a small pouch at his waist, often covered by the black cape worn on his shoulders. A large crossbow is kept slung over his shoulder alongside the bolts.

Mourndax also wears black leather boots designed to erase the sound of his footsteps as he wills it. An earing on his left ear maintains an illusion around his body that displaces space in order to send an attack off in the wrong direction. This only works once per day and is not controlled.
Background History:
Mourndax was born to a prestigious House for powerful spellcasters, psionics, and illusionists all united in their conquest for power. He was the first male in a few decades and was looked on with scorn until his amazing potential for magic was discovered.

He was sent into the cities of the drow to learn magic from more sorceror-oreinted cities and quickly became known as one of the more powerful Warlocks produced in an Academy. His House launched a viscious attack against the cities ruling House and easily stole control, appointing Mourndax as ArchMage. As ArchMage he collected magical trinkets and often locked himself in a demi-plane where he conversed with the Greater Evil & Devils that granted him his Star Pact Warlock power.

Mourndax was attacked in his own House by upstart family members who wanted to remove the warlock from power. Because they were female and cornered him in a Temple of Lloth he could do little to escape them with the small army they brought with them. His sisters subdue'd and drugged him, leaving him to the fate of the Underdark when then dumped outside the city limits.

Mourndax was found by a illithid-lich who easily recognised his talent for magic. The mind-flayer had it's own transdimensional fortress where it took Mourndax to recover, interested in the drow magic power. The two were wary of each other but Mourndax was relieved the being didn't want to eat him. They forged an alliance of some sort when the illithid requested a position back in Mourdax's House. When Mourndax told it he wanted revenge against his priestess sisters the illithid began to train the drow in tapping farther into his warlock powers.

Mourndax spent long decades amassing new power through the spell books and equipment found in the home. His magical proficiency began to show in different aspects of spell-casting such as wizardry and bardry. Once the illithid belived Mourndax was ready it instructed the drow to seek his revenge.

On his first day back in the city Mourndax snuck into the ArchMages House and unleashed two baatezu granted by his pact with Greater Evil & Devils. While the fiends wreacked havoc Mourndax snuck into the ArchMages Tower and engaged in a brief battle of spells that resulted in his counterpart being consumed by a large spider. Mourndax left the city soon afterwards.

On the first week since his arrival Mourndax sent assassins to capture and subdue his conspirators and dragged them to the city limits. He stole their power of communication and altered their appearence then sold them to a drueger brothel from his Orb of Diplacement, which he commisioned one of the drueger enchanters to create. His illithid companion accompanied him down the streets of his House where it offered it's services to Mourndax's Matron Mother. After being re-appointed as ArchMage the warlock promptly walked into the bed chambers of his mother and stole her Mindrapier, blaming it on the illithid-lich who was sealed into a staffkept by his mother.

Mourndax left the position of ArchMage to a younger sister, confident in her magical abilities. His mother wanted to start another conquest in foreign Houses so she sent her powerful warlock, along with a few trinkets, to a nearbye city as a starting point. Mourndax has already taken control of a few mercenary groups and currently offers aide to any powerful families requesting it.

Items:
Magical
Orb of DiplacementA sphere placed into Mourndax's left ear enchanted to displace his personal space in a way that allows any attack to go right past him. This works once per day and is not controlled. This item was commisioned to druger enchanters at the cost of seven drow priestesses, delivered to the druger brothel.

Minor Boots of Shade-These boots allow the user to walk silently and also walk on any surface as they will it. These are enchanted and were stolen from a drow noble in some long forgotten house. These were given to Mourndax by his mother so he may infiltrate Houses in other Cities with fewer chances of being caught.

Combat:
Spell-Casting Adept
Warlock Adept
Wizardry proficency
Illusionary Magics
Summoning


Mourndax prefers to summon familiars or minion to distract an opponent while he casts his spells behind protective barriers or buffers his minions. In close combat he prefers to disarm and subdue before killing, mostly so he can torture them later.

Weaponry:
Mindrapier-Stolen from his mothers collection of valuable treasures and kept hidden in a lesser House while he blamed the theft on his illithid companion. The rapier exist on multiple planes of existence and is designed/enchanted to last for an extended period of time along with deal severe psionic damage to all those struck with it's shivering blade. Although it looks like a rapier it is in fact a double-edged sword under a complex, multi-layered illusion. A slice with this blade is strong enough to cripple the minds of lesser creatures while a stab can drive the victim insane. The user has the option to fire mindblasts off the tip of the blade and use suggestion spells on those cut by it's edge.

Short blade-Mourndax's Short Blade can explode at the will of the caster and reform a day later, back in it's sheath. Great fun when granted to a slave. Great fun indeed. The explosion is small however, only cuasing second-degree burns and some shrapnel damage.

Crossbow- A crossbow with a quiver of 15 bolts designed to catch enemies unaware from a distance. Located on his back and can hit a target over 50 meters away.

Hand Crossbow-A collaspible crossbow fitted with 15 poison darts, designed to incapitate enemies from afar. Can be fired from up to 15 meters away.

Skills or Powers:
Mourndax is an incredibly gifted Star Pact Warlock well trained in The Art. His pacts with Greater Evils and Devils has granted him an impressive array of traits and abilities. Often Mourndax summons familiars to distract an enemy while he either boosts the abilities of his minions or casts powerful spells from a defensible location. When the going gets tough he will simply teleport to safety. Mourndax was hit heavily by the SpellPlague but after recovery he developed the rare Spellfire ability and more skill in tapping into the power of The Weave.
Spellfire:A rare magical power highly coveted by many in Faerûn, as it allows the user to absorb spells cast at them, internally convert it to raw magical energy, and then use it in a myriad of ways. Spellfire energies can be used to heal, to project destructive bursts of flame from the eyes, for flight, and in rare cases, for a powerful ability known as the Crown of Fire.

Combat Weakness:
Close Combat is particularly dangerous for a user of The Art, such as Mourndax. Though he has some training with weaponry most fighters and warriors can over power him.In Close Combat battles he is at a disadvantage because he relies more on his arcane skill than his physical skill. Rarely will he engage in direct battle because he can be easily cut down by a formidable warrior. Close Combat fighters are a particular threat to him.


In addition to this Mourndax does not publically display his spells, preferring to seem like a normal Drow fighter instead. No living drow has ever seen his SpellFire skill in action and it is often used as a last resort because of his inexperience in controling it.

Mourndax's favor with Lloth ensures he cannot cast any of his Warlock or Spellfire spells in her temples, leaving him with very few spells to use. His only insurance are the few cantrips he knows as a wizard and the odd spells memorized earlier.

He is also very arrogant, which can lead to him underestimating opponents. He prefers area damaging spells which makes fighting against larger crowds easier for him. One on one battles are alot tougher for him because he does't like to focus on defending himself, which is why he summons familiars.

PostPosted: Sat Jun 05, 2010 4:21 am


Seems somewhat overpowered if I'm honest, particularly given that there is no background history and a small arsenal of magical items.

The weakness you've listed is not really a weakness. More of a less dramatic strength.

Can I ask if this character has been brought over from a tabletop game?

The character is well-written, and somewhat interesting, but simply too powerful for me to be willing to approve him as he stands.

Mr Lapus
Crew


Bunilla Latte
Crew

Bunny

PostPosted: Sat Jun 05, 2010 4:30 am


Power player much?

I'm sorry, but I know I'm not approving of this character until it's toned down, has a background and reasonable explanations for all those items. And by reasonable I would like to see how they ended up in his possession.
PostPosted: Sat Jun 05, 2010 5:45 am


Is the Power Play coming from dual proficiency in close combat and magic? If it's nessecary I can simply make him more of a Adept with minor combat skills.

I didn't think the magic items were all that powerful :/ I mean besides the Orb of Diplacement (which only allows him to dodge one attack once a day) and the Mindrapier (which is pretty much his main artifact). What do you recommend I should do to keep them?

But yes I exspect Mourndax to be fairly powerful as a Star Pact Warlock who doesn't/can't use magic in Temples of Lloth.

Also sorry if I'm a bit clueless about this, I'm still studying into the use of magic and looking for a list of defined spells I can leave her. Oh and I editted some things mostly in weaknesses, combat, and equipment. I also added my background (I realized I forgot to put it in)

Martin Spiralwave


Mr Lapus
Crew

PostPosted: Sat Jun 05, 2010 8:44 am


To be honest I'm generally unlikely to approve of any character with an artifact, and certainly require some very good justification.

Artifacts are major things in the world, not common items that you can just pick up at the local shop. An artifact is often at the center of a war, or a whole campaign - a starting character having one is (to say the least) slightly disturbing. From your description the mindrapier (I do love the name) is very much an artifact.

Cutting out some of the powers, and some of the more pointless description (it doesn't really matter that it exists on various planes of existence, and that raises a whole load of other questions which aren't needed anyway, nor that it's actually a different sort of sword under an illusion which raises the question of why a wizard would waste their power crafting the item that way), while throwing in a bit more detail on how exactly she got hold of it would help. Limiting the uses of powers would also help.

Also, what's wrong with plain leather armour? There's no specific need for it to be magical.

Finally I don't see the need for a taboo on spellcasting in Lloth's temples. Given Lloth's penchant for violence and destruction I very much doubt she'd care in the slightest how it's achieved.

Proficiency in all areas does tend to cause some of us to wince, particularly when combined with shopping lists of magical items, many of which often seem at a tangent to the character (the boots for example aren't really necessary since she's likely to be able to use spiderclimb anyway, and isn't a rogue so silent movement isn't of huge benefit).

Since you say you're looking into magic, the following might be useful:

- Sorcerers do not learn magic, they simple have the ability to cast a limited number of spells per day from a short list
- Wizards learn magic through dint of long and arduous study, they must memorise spells to use them each day, but the length of time and efforts of training often leaves them frail
- An illithid-lich is not really the sort of creature that offers it's services to others, you are talking about a massively powerful, undead, alien, scientific, psionic arch-mage which is essentially immortal. The one in your story also seems to be powerful enough to create an extra-dimensional fortress, I don't see any reason that such a creature would care in the slightest for the petty magic of drow. It would be more likely to dissect a drow than look after them for decades. A lich would also not remain sealed inside a staff, it would return to its philactery and then come for revenge.
- Be very, very careful about introducing demonic pacts, particularly if you're doing it in order to have ridiculously powerful demonic minions. It doesn't seem to fit in with anything else you've said about your character.

Finally I would like to confirm something - the Llothite fanatic enslaved priestesses of Lloth and sold them to a brothel in exchange for a petty magical item? This seems like something of a suicidal action, not to mention more than a little heretical.

If you'd like any advice or discussion, feel free to PM me or one of the other staff - we do want to help, despite how it may appear. There's a lot about your character that I like, but the more powerful the character the pickier we are about it.
PostPosted: Sat Jun 05, 2010 10:32 am


Alright instead of Mourndax stealing the rapier in his past could I create a plot where he wants to steal it later on? I wouldn't mind waiting a few months to get it, I can focus on the magely aspects of my chracter instead.

I thought that weapons existing on multiple planes of existence were more capable of hurting demons or immortal creatures than a mortal weapon? That was why I added that in the discription. The illusion part was kind of just thrown in, I have no qualms taking it out.

Nothing wrong with leather I just thought as a spellcaster Mourndax woukd have some sort of enchanted armor. I guess I'' just have to stick with shield spells for that >.>

I think I'll just leave Mourndax as a Warlock/Sorceror type spell-caster. I'll give him a limited number of spells from the Greater Evils, omit his pact with Devils.

I wanted some sort of powerful illithid creature to apprentice Mourndax only to be betrayed and trapped through the drows treachery. Later in my actual RP storyline, I wanted that illithid to somehow escape and track Mourndax with the intent of killing him. I think I may tie this in with Mourndax's heist of the Mindrapier. Does that sound plausible? I can't really think of a reason why an illithid would help a drow? Divine intervention?

The enslaved priestess thing was sort of thrown in also. I have alot of fleshing out to do for the background >.>. I'll turn the priestesses from conspiring sisters bent on kicking Mourndax out of the picture into conspiring priestesses trying to impose order into the Underdark.

I never mind advice, suggestions, or evaluations of my profiles. I never see it as a reason to feel picked on, especially when I'm so pporly educated on the subject.

Martin Spiralwave


Mr Lapus
Crew

PostPosted: Sat Jun 05, 2010 3:07 pm


Martin Spiralwave
Alright instead of Mourndax stealing the rapier in his past could I create a plot where he wants to steal it later on? I wouldn't mind waiting a few months to get it, I can focus on the magely aspects of my chracter instead.


There has been discussion about bringing in quests, so this might be an option.

Quote:
I thought that weapons existing on multiple planes of existence were more capable of hurting demons or immortal creatures than a mortal weapon? That was why I added that in the discription. The illusion part was kind of just thrown in, I have no qualms taking it out.


Ah, I see what you were after. The trait you're looking for is called a 'ghost blade' or variations on that, which refers to a weapon which can strike the astral plane as well. That's the only plane close enough to really interact with the prime material.

Of course, that does also mean that anything on the astral plane will be aware that there is a weapon which appears solid right there - they may not see the owner, since that person doesn't physically interact with the astral, but they will know that there is a very powerful and valuable weapon just there. It's not necessarily a good thing.

Quote:
Nothing wrong with leather I just thought as a spellcaster Mourndax woukd have some sort of enchanted armor. I guess I'' just have to stick with shield spells for that >.>


Spellcasters generally don't enchant things for themselves, or enchant things at all if they can avoid it. The materials to do so are very expensive, and they have to sacrifice a portion of their life force (i.e. their XP) in order to make the magic permanent - plus the production takes a long time. The more advanced the item, the more the magic takes out of them, and mithril armour itself would probably be both cheaper to acquire, and easier to make, than trying to get leather armour enchanted to provide the same protection.

Quote:
I think I'll just leave Mourndax as a Warlock/Sorceror type spell-caster. I'll give him a limited number of spells from the Greater Evils, omit his pact with Devils.


You'l have to forgive me, as I only have a portion of the books which are available as references for this, but what are the greater evils? They sound a lot like the Ravenloft Dark Powers, but I'm assuming they're not.

Quote:
I wanted some sort of powerful illithid creature to apprentice Mourndax only to be betrayed and trapped through the drows treachery. Later in my actual RP storyline, I wanted that illithid to somehow escape and track Mourndax with the intent of killing him. I think I may tie this in with Mourndax's heist of the Mindrapier. Does that sound plausible? I can't really think of a reason why an illithid would help a drow? Divine intervention?


Illithids no longer really have gods, they've pretty much forgotten those they had, so divine intervention doesn't really make sense. Some do worship a god, but mostly they simply follow the Elder Brain of the hive.

Illithids view any sentient creature, other than other illithids, as one of two things - food or slaves. Their empire originally enslaved everything. They will only negotiate or trade when they are, for whatever reason, incapable of dominating a target. You may want to look at a different tack for this, possibly a different race.

Quote:
The enslaved priestess thing was sort of thrown in also. I have alot of fleshing out to do for the background >.>. I'll turn the priestesses from conspiring sisters bent on kicking Mourndax out of the picture into conspiring priestesses trying to impose order into the Underdark.


Drow society is lawful evil anyway, which is what causes a lot of the conflict between the religious and political structure. Someone wanting to impose order would go into politics rather than religion. Why not make it conspiring politicians, since they would not have the same favour of Lloth?

Quote:
I never mind advice, suggestions, or evaluations of my profiles. I never see it as a reason to feel picked on, especially when I'm so pporly educated on the subject.


I can see a few options for the illithid route, if you really want to keep it as an illithid. See what you think of the following:

- it was a rogue illithid, who enslaved him and captured his mind, and was later killed by a party of adventurer's (or apparently killed), freeing him again?
- his training by a rogue illithid/illithid hive was part of some secret political intrigue to do with trade agreements (illithid will trade if they do not stand any chance of conquering) or similar, this would also tie in to all sorts of betrayals and give you a lot more flexibility for progression

Otherwise another race might be appropriate as the trainer(s). There are plenty of other races in UnderGaia.
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PORTFOLIO OF VILLAINOUS PROPORTIONS --- Character profiles

 
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