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Thread: Bloodletting - Level 11

  1. #1
    Member
    EXP: 74,296, Level: 11
    Level completed: 78%, EXP required for next level: 2,704
    Level completed: 78%,
    EXP required for next level: 2,704
    GP
    2,073
    Izvilvin's Avatar

    Name
    Izvilvin Kazizzrym
    Age
    86
    Race
    Drow
    Gender
    Male
    Hair Color
    White
    Eye Color
    Purple
    Build
    5'9'' 145 lbs
    Job
    Drifter

    View Profile

    Bloodletting - Level 11

    Changes are in green and have the old values next to them. I removed some weapon abilities that were a bit silly.

    Name: Izvilvin Kazizzrym
    Age: 86 (84)
    Race: Drow
    Gender: Male

    Appearance:

    Izvilvin's eyes are lavender, his hair white and his skin black. He is of average height and weight for his race. His muscles are corded and taut, and he moves with subtle grace. His hair falls just to his shoulders and is thick. His face is handsome.

    He generally wears black, cloth shoes with thick soles, black linens and a black, short-sleeved shirt under his enchanted breastplate. He has a belt made from boar hide. There are tight bands above his ankles that tuck his pants against his legs.

    History

    Izvilvin was born in Ettermire, Alerar. His father was a soldier and his mother an artist. When he was a youth, Sindareth Vordutin became Lord General of Alerar's army, and Izvilvin's father endured harsh training at his hands. The new Lord General's intent was to begin an operation to wage war against the elves of Raiaera, sworn enemy of the drow.

    Izvilvin developed a hatred for Vordutin over time. His father's trials and workload changed their home life, and he died young in a battle against a caravan of traveling elves. As he grew, Izvilvin dreamed of somehow avenging his father. He and his mother grew more and more distant, and with no siblings to help him cope with the loss of his father, Izvilvin retreated into himself and began to train his body and mind. He was quickly revealed to be a prodigy.

    A few years later, as he approached the appropriate age, the boy was contacted about joining the Old Alerian Army. He was not given a choice, but Izvilvin refused and hid the soldiers who came for him. This brought him to Sindareth's attention.

    The general's guard threatened Izvilvin by putting his mother in danger. He decided to join the army without fuss in order to keep her safe.

    Izvilvin showed great promise, and seemed to have displaying a natural talent for handling weapons and sparring. He also showed promise in his ability to skulk around silently, to observe those around him and remember small details. Years after joining the military, Izvilvin graduated from the academy.

    He was in his twenties when placed in another unit, a special group of drow warriors who existed to carry out the more specialized needs of Alerar: spying, gathering information, and assassination.

    For years he carried out special missions within Alerar, gathering information on the dwarves, occasionally causing an "accident" in their mines. He was ordered to sabotage them, to keep the dwarves behind the drow in terms of advancement, riches and exports. He killed many innocent dwarven miners, striking from the darkness or with poisons or cave-ins.

    When he was in his thirties, Izvilvin was given the difficult task of assassinating Kharas Lightbringer, leader of the dwarves. Since Vordutin's rise to high general, many assassins had been sent on similar missions, generally thought to be suicide. The young drow thought he was being sent to his death as a process for Vordutin to keep those who would oppose him in check.

    Seeing it as an opportunity to escape the control of Ettermire's Old Alerarian Army, Izvilvin instead went to Kachuck and made a home in the mines, hunting and sleeping and living in the darkness for many years. He staged a death outside of the mines, sacrificing a fellow soldier and placing his Old Alerarian badge on the corpse, which was crushed beneath a boulder and unrecognizable.

    When Izvilvin was in his fifties, Vordutin and Thoracis led Alerar into war against Raiaera. The military's presence in Etheria Port was reduced significantly, giving Izvilvin the opportunity to sneak through and get on a boat out of Alerar. After fifteen years of living in the darkness, Izvilvin was free to leave. Izvilvin ended up in Scara Brae with only a dagger and his skills.

    Forced to resort to hunting unknown and new creatures, Izvilvin ended up burrowing a home in the forest, a well-hidden hole to sleep in. After months of living in the forest, he awoke one morning to see a folded piece of paper under a rock outside of his hole. It stated that Izvilvin could get help in killing Sindareth Vordutin, the drow responsible for his father's demise, if he provided his skills.

    Izvilvin joined a division of the Corone government called Step, created for the purposes of assassination, espionage and manipulation, an elite covert unit not unlike Alerar's own. The promise was that after some time within the division, he would be given a means, a time, an isolated moment to confront the general. Vordutin was dead by then, but Izvilvin's ignorance led him to agree.

    He also he took a job with the Scara Scourge, manipulated into believing he was helping the poor by stealing some caravan goods. Together with Khalxaen, they managed to retrieve a single wagon, but Izvilvin was captured in the process.

    A pair of Step agents, Jowy and Luca aided Khalxaen in rescuing Izvilvin, who'd been slated for execution. The warrior learned what friendship was while on this journey, and officially considers Khalxaen to be a true friend, though their communication was limited because of the language barrier.

    Soon later, Izvilvin was sent on his first official Step mission, to infiltrate Jya's Keep in Fallien and investigate the new sorcerer, Sasarai. So little information on the man was available that Step's hierarchy felt it necessary to get more. Even upon completing this mission, Sasarai did not give forth the information Izvilvin needed, instead demanding that he first go on an errand for the Keep.

    Izvilvin fell in love with the desert and when he was in his fifties made Fallien his home. The Jya gave him a place in the Keep to live, and he did a lot for the good of the region. Many in Fallien know of Izvilvin and see him in a positive light, because of what he's done for Suravani's Oasis and the Jya herself.

    The drow went to Suravani's Oasis when the city was ravaged by a poison. There he met up with Rheawien, and the two went on a remarkable journey. Rheawien was the first woman Izvilvin felt a strong affection for, and the first he made love to.

    This bond was severed in the Cell, when Rheawien turned against the drow, mistaking his alliance with Witchblade as some form of cheating, though Izvilvin and Rheawien were never a couple. She tore his eye out with a whip and attacked him continuously throughout the first round, but Izvilvin refused to fight back. In the end of the first round, she had plunged a blade into his chest. They have not spoken since, though they were both thrust into the final round of the Cell.

    Izvilvin spent some time ignoring his duties to Step, and began to believe that the organization was out to get him. A woman named Camella came for him in Suravani's Oasis, nearly killing the drow. He believed she was sent by Step, but has nothing to back up that claim.

    Because of this, the drow considered leaving his new home of Fallien, but was unsure of where he could find a safe place to live. He felt uncomfortable in Scara Brae and Corone, due to the reputation of his people. Alerar was a region he couldn't return to, Raiaera was out of the question.

    Izvilvin considered returning to Alerar, despite the danger, to seek his mother and bring her to Fallien.

    Rather than working up the courage to go through with leaving Fallien, Izvilvin took time off from his duties in the Keep to travel back to Corone, losing himself in the thrills of the Citadel. Beyond that, the missions he's taken for the Jya have grown increasingly dangerous as Izvilvin struggles to feel needed. The truth was that Fallien would be fine without him.

    When he was in his sixties, Izvilvin met Ira Shinkara, an Astakan native whom he grew to have respect and admiration for. Initially he thought that she showed a romantic interest in him, but he did not feel the same. They traveled together on behalf of the Jya to Astaka, where they and two priestesses were to meet with a leader and establish a connection between Astaka and Irrakam. On the way, the four travelers were attacked by Arta. Izvilvin was pierced by a poisoned scimitar, but battled the pain until they arrived in Astaka, where he fainted.

    Thanks to Ira, who nursed him through the night, Izvilvin recovered. As a result his body developed a defense mechanism against poison. He also began to feel powerfully attached to Ira for a time.

    Fallien fell under seige, trapping Izvilvin in the region just when he was about to move on. The Cult of Mitra and the Harpies banded together to attack Irrakam, trapping the citizens within the city's walls. Izvilvin fought with his ally and friend, Ira Shinkara, to repel the attack.

    Before leaving Fallien to head back to Alerar, Izvilvin was delivered an envelope from Step. He was instructed to accompany a Corone group led by Letho Ravenheart as they rounded up townsfolk suspected of assassinating a high ranking official. He met Christina Bredith and Letho, developing a respect and care for the woman.

    In the end, the Corone government became the Corone Empire. Step had arranged for Izvilvin's presence for a reason. After Gisela's population rioted at the execution of all the townspeople Izvilvin helped to gather, Step sent him another letter, one stating that he was to make sure Letho Ravenheart did not survive the war.

    After receiving his letter, Izvilvin, still in Corone, acted on an insistent order from Step to assassinate the vampire Tarry Whealer. Tarry had killed several notable men in the Corone government, many citizens, and had bested bounty hunters sent for him. Rather than risk valuable military resources and time, Step acted.

    The drow succeeded in the mission, though he drastically underestimated the vampire's skill, nearly costing him his life. Tarry died in dramatic fashion, and Izvilvin took several keepsakes from his skeleton.

    With Letho and Christina still in jail, Izvilvin had time to get to Fallien and update the Jya on his status. While there, Camella the assassin returned, killed over a hundred citizens in Irrakam's hospital, spelling Izvilvin's name out in blood on the walls. This event caused him to leave Fallien in earnest.

    Izvilvin was transported back to Corone by a Keep wizard named Mazio and received a black horse from Step to replace his old one, using it to catch up to Letho, Christina and the others while they traveled out of Concordia.

    Izvilvin abandoned the fight in Corone when he felt Christina and Letho could handle the rest, wanting to distance himself from Step in order to protect his friends and ignore his order to kill Letho. As a result, the drow warrior decided, once and for all, to leave the group and live as a fugitive from it. Step's rules contain the command that any agent who leaves must be killed, a guideline that Izvilvin was aware of.

    He then traveled to Dheathain, where he lived as a mercenary who cleared the inhabited areas of monsters.

    In his eighties, Izvilvin received an anonymous note which beckoned him to return to Alerar, where Step was surprisingly centralized. With more reason than just that to go, the drow summoned his nerve and made his way to his homeland.

    In Alerar, thanks to the aid of Alydia Ettermire the thief, Izvilvin was able to locate and destroy Step's headquarters. Using dynamite and gunpowder stolen from the city's industrial district, they were able to finally demolish the manipulative organization for good.

    Finally free, Izvilvin returned to Ettermire and located his mother. He joined the Old Alerarian Army to follow in his father's footsteps, and sought (seeks) to create a normal life defending his people.

    However, the Drow warrior left two years later to pursue new conquests after his homeland appeared secure.

    Step

    The name comes into reference to stepping in and interloping. Established by the Coronians directly after the Demon War, agents of Step were inserted into the world's governments so that in the face of another disaster or war of tremendous magnitude, the people of Corone would be prepared. The agents of Step are numerous, and of nearly every race on Althanas. They are devoted to their people, and will commit suicide to take any information they were carrying to the grave. A second function of Step is to influence events to Corone's favor. The head and leader of Step is unclear, and no Agent ever receives his directives directly or from the same person. Step is no longer active.

    Skills

    Sai Proficiency – Izvilvin has spent an enormous amount of his time working with his sai, so much so that they feel like an extension of his body. The weapons work fluidly in his fingers, moving independently in whatever direction he wishes. Izvilvin has reached legendary status with his sai.

    Weapon Potential – Having trained with many weapons in his youth, Izvilvin has the potential to became skilled with many different types of weapons. He has legendary skill with his sai, legendary skill with his swords, legendary skill with his kukris and legendary skill with all of his daggers.

    Throwing – Izvilvin has the ability to throw items very accurately, especially with sai, daggers, kunai or other weapons in a similar range of weight. Over distances of thirty (fifty (ridiculous)) yards and greater, his accuracy begins to suffer.

    Marksmanship – Izvilvin trained with a bow at Jya's Keep. He took to it naturally, and has an expert ability to aim and fire an arrow. Due to his reflexes and natural rhythm, he is especially fluid and quick when readying an arrow.

    Battle Hardened – Izvilvin's extensive battle experience has helped him develop a type of style which is hard to predict. As a result, he is often able to predict moves from his opponents even when they are non-telegraphic, spotting feints and deceptive movements.

    Stealth – Izvilvin's ability to sneak, find shadows and remain silent is great. He possesses the ability to climb and run while making a minimal amount of sound, especially in optimal conditions.

    Abilities

    Agility – Izvilvin's agility is at its peak. He is comfortable in his ability to evade attacks, so much so that he does not fear being struck by anyone below a masterful area of skill. The drow can run along walls, flip effortlessly and accomplish feats of agility that are far (just) beyond that of a human.

    Reflexes – Izvilvin's reflexes are incredibly sharp, beyond that of any typical humanoid. He can dodge or deflect projectiles from close range (around four feet), and from a larger distance, could even dodge them if he only perceived them in his peripheral vision.

    Stamina – Having an uncanny amount of stamina, Izvilvin can run, fight, climb or engage in any other high-energy activity for long stretches of time. It takes several minutes of energetic battle for the first beads of sweat to appear on Izvilvin's brow, and he can push himself to continue at a fast pace for at least an hour.

    Poison Resistance - Izvilvin's body is immune to sickness and poison. Poisons take a mere moment to be filtered from his body, and sicknesses do not affect him.

    Darkvision - Izvilvin can see in the dark, even in the pitch black. Rather than colors, when his eyes shift to the infrared spectrum, he sees heat. It is almost as natural to him as seeing in the light.

    Advanced Senses - Reaching adolescence, Izvilvin's senses have improved. He has triple the typical hearing and visual range of a human. Izvilvin has learned to focus his senses, so loud noises do not always hurt him as much as they once did.

    Perception – Related to his advanced senses, Izvilvin can perceive things under magical cloaking or invisibility, even if their heat is masked in some way. This ability is limited, and Izvilvin can rarely detect anything specific - it is more of a sense that something is wrong.

    Force of Will - Through sheer willpower, Izvilvin can fend off attacks against his mind, spirit or heart if they are of magical nature, such as a spell that makes him angry or otherwise manipulates feelings or thoughts. It nearly always works, and has a higher success rate against skills that are used by someone of level 5 or lower.

    Magical Fortitude – When it comes to magically inflicted wounds such as fire, ice, acid, lightning, and any other kind of elemental strike or spell, Izvilvin has a chance of limiting the effectiveness of (overcoming) the spell through sheer determination, dampening the effects of it and fighting through the pain.

    Powerful Heart - Izvilvin can overcome great measures of discomfort and pain, whether it be intense heat or cold, or a stab wound to the chest. Unless he is disabled by some means, Izvilvin will never collapse from heat stroke, loss of blood, or similar injuries.

    Wild Sense – Izvilvin has a keen awareness of his surroundings that extends beyond his hearing and vision, bordering on magical awareness. This allows him to sense incoming danger or people, but not identify what, specifically, might be approaching.

    Equipment

    Two iron sai.

    Icarus Ring – This ring was obtained in the city of Gillette Sensor Excel, when Izvilvin snatched it from Rappa’s treasure room. It has the power to sprout magical wings of flight when Izvilvin pumps his fist into the air. The ring's ability lasts for a short time, and is only powerful enough to slow a fall, glide momentarily, or lift him several feet into the air. Izvilvin can use this ring twice in a battle or quest.

    Two Cillu Kukris - Bought in the Fallien bazaar. These items are tinted purple, but are clear as any other glass.

    Icicle - Laix's blade, inherited by Izvilvin after his death. A kampilan sword made of damascus and enchanted with ice, the blue blade constantly emits a cool mist. The blade leaves a thick and jagged coat of ice against anything it touches, and the mist it leaves behind can create 'walls' difficult to see through. The ice created by Icicle has the strength of steel.
    ---> Once per day, Izvilvin can stab Icicle into the ground and cause it to summon a thick, cold mist. The mist is not damaging, but obscures vision in an area one-hundred feet in diameter from where it spawned. The mist lasts for three of Izvilvin's posts including the one in which it was summoned.
    ---> Twice per day, Izvilvin can use Icicle to shoot a magical, icy beam that can create ice, but it cannot be used on people. He can use this to create walls, ladders, freeze a door shut, cover a surface with slick ice, etc. REMOVED.

    Mjolnir - A dao sword made of damascus and enchanted with lightning. It can send a surprising shock into creatures it touches, but the effect is much greater when it strikes blood, water or another liquid. Mjolnir is capable of firing stunning bolts of lightning, with enough heat to sear skin and enough force to lift a human from the ground and throw them, but it is only usable twice per hour (every few minutes). Izvilvin is immune to the electricity generated by Mjolnir.
    ---> Once per day, Mjolnir can release a storm of lightning in an area ten feet around it. The storm itself is painful and capable of paralyzing foes except for Izvilvin, who is immune, for as little as a second or as much as a minute, depending on the victim's constitution. Using this storm drains Mjolnir of its lightning properties for two posts. REMOVED.

    Two Wind Daggers – Two delyn daggers taken from Tarry's remains. Izvilvin had them enchanted with wind. The enchantment affects both daggers the same way, making them green in tint and surrounding them with an eternal, light breeze. They are both slightly lighter than is typical, and if swung with particular intention, each can release a powerful wind that is as strong as 200 pounds of pressure. If swung in unity, they can generate 450 pounds of pressure. Each blast lasts as long as a regular, short gust of wind, and once used the wind current cannot be generated again for six hours.
    ---> Once per day, Izvilvin can use both wind daggers in unison to grant himself supernatural speed, doubling his running speed but not his ability to fight. This speed lasts for one post after it is activated.

    Xiuhcoatl - A masterwork Talymer longbow, which Izvilvin purchased from the bazaar. It comes with forty redwood arrows, which are enchanted to light on fire if Izvilvin wills them to while firing.
    ---> Once per day, Izvilvin can shoot an arrow which trials fire behind it. When the arrow strikes a surface, the trailing fire transforms into a steel cord that he can climb, or use for some other purpose.

    Palmer's Greatsword - A prevalida blade Izvilvin uses to mark the symbolic grave of his allies. It is too heavy for him to wield and too precious for him to sell.

    Diamond Daggers – A pair of diamond daggers taken from the fallen Kedx, after the killer was taken down in Concordia.

    Delyn Breastplate – Taken from Tarry's remains, this breastplate was enchanted at The Enflamed Talisman to make it as light as cloth and nearly as flexible, though it retains its hardness through magical means. It is black, and covers Izvilvin’s chest, abdomen, sides and back like a vest. Were it to be hit with a Prevalida weapon, it would possibly cause a magical explosion.
    ---> Once per day, Izvilvin can will this armor to stretch and quickly cover his entire body for approximately ten seconds (in a battle) or a minute (in a quest). This temporary defense weakens the armor severely against weapons both blunt and sharp, making it only as durable as Izvilvin's skin, but is especially resistant to the elements.

    Language

    Izvilvin speaks fluent drow, dwarven and has a good understanding of the tradespeak tongue, though he cannot speak it very well.
    Last edited by Izvilvin; 08-13-14 at 05:10 PM.

  2. #2
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Alrightly. So this look pretty easy to update. A while ago we made a change and split Abilities and Skills. Skills we defined as things like marksmanship, sneaking (non-magical aided), tracking, etc. Abilities are everything that has some direct effect on a character (yours or someone elses). They include things like resistances, strength, magical attacks and spells, and the like. Skills we don't control, so your character can be as learned, or not as you like.

    Your abilities seem to be:
    Agility, Reflexes, Stamina, Poison Resistance, Darkvision, Advanced Senses, Perception, Force of Will, Magical Fortitude, Powerful Heart and Wild Sense.

    Before I go on can I check your equipment; are they things your recived from threads? Or things you've been upgrading with your character?
    Last edited by Hysteria; 08-10-14 at 08:27 AM.

  3. #3
    Member
    EXP: 74,296, Level: 11
    Level completed: 78%, EXP required for next level: 2,704
    Level completed: 78%,
    EXP required for next level: 2,704
    GP
    2,073
    Izvilvin's Avatar

    Name
    Izvilvin Kazizzrym
    Age
    86
    Race
    Drow
    Gender
    Male
    Hair Color
    White
    Eye Color
    Purple
    Build
    5'9'' 145 lbs
    Job
    Drifter

    View Profile
    Hello!

    I read about the skill and ability split but completely neglected to separate them, oops. They're in separate areas now.

    All of his equipment was received via a thread, whether it was through the bazaar or as a spoil. I did however add some abilities to some of them as I leveled, was unsure what else to do to give him an upgrade. Those are mostly the ones I'm removing in this update, as they were a bit odd. I can locate these threads if you desire, as they seem to still be around.

  4. #4
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Alright, given the length of time you've been away I'll let you through with the items you've got.

    When upgrading weapons, keep in mind that you can only do so through the bazaar or quest rewards.

    APPROVED!
    Last edited by Hysteria; 08-18-14 at 07:03 AM.

  5. #5
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    Moved to archive.

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