Deus di Eclave
03-13-08, 12:27 PM
Description:
Name: Drizaghar Maena’triel
Age: 214
Race: Drow; Dark Elf
Hair Color: White
Eye Color: Red
Height: 6’1”
Weight: 165 lbs
Occupation: Necromancer
Personality:
Driz is brooding and reserved; preferring his own devices to the company of others. He evaluates his acquaintances by what they can provide him and sees talking as a waste. This stance usually turns people away and that suits Driz well. He is extremely proud and does not ask for help or advice under any circumstances. If he feels indebted to someone, however, he will go to any lengths to ensure that he is able to repay them. If Driz’s trust can be won, he is only loyal for as long as the other person remains useful. As an exile, he is used to this way of life and desires no change.
Appearance:
Tall and dark-skinned, Driz began dabbling with the dark arts when he was young. Captivated by the ability to manipulate life and death, he ceased his warrior training to pursue necromancy. This shows in his thin, wiry form and lean muscles. He has stark white hair and piercing red eyes. He typically keeps the hood of his piwafwi up to cover his features for he is considered of below average looks in the eyes of the dark elves. Years of being connected to Fascath have likewise drained his energy; his lifeforce being split between the two entities.
History:
Drizaghar was raised much like any other dark elf male, subjugated and forced to train as a warrior. However, he soon found tomes detailing the exploits of one of his ancestors, a great necromancer. Neglecting his training, Driz immersed himself in the tales of death and soon began practicing on his own. He followed some of the instructions left to him by his great ancestor and found the Ring of Necrosis. Using this Ring coupled with his own innate abilities, Driz can drain another’s lifeforce and add it to his own. After trying this a few times on childhood enemies, Driz realized that too much lifeforce could possibly kill him. Thus, he split off part of his energy and summoned the creature Fascath. Barely able to interact with the familiar, Drizaghar was forced to use his Necrosis powers to give the shadowy drow more energy. Thus his necromancy powers were born.
When his family discovered that he dabbled in the dark art, they brought him before the authorities. They were appalled at his abilities and exiled him from their realm. Before leaving, he took the tome of his ancestor and the serpent staff left in his family’s armory. Setting out to the world of Althanas above, Drizaghar became a wanderer.
Skills:
Blending- Using his piwafwi, Driz can blend in to the shadows. If he moves, he is merely hard to see. If he remains stationary, he becomes nearly invisible. A telltale distortion of the air around him may give away his position at times.
Fire- Driz can summon a small fireball (1 foot in diameter) to his hand. He is impervious to its flames and can hold it for as long as necessary. When thrown, the ball flies straight toward its intended target, erupting on impact. At this level, the fireball’s impact does more damage than do the flames and both are negligible (similar to getting punched).
Necrosis- In conjunction with the Ring, this ability allows Driz’s touch to slowly drain a person’s life force. Since it adds to his own, Driz can keep this ability going for as long as necessary. However, at this level the power requires contact between the drow and his target, so it usually doesn’t last long before the victim shakes him off.
Combat- Driz has poor combat skills with his staff, preferring to use his magic whenever possible. Untrained, the drow uses the serpent staff much like a club. With his throwing daggers, he has below average proficiency and average accuracy.
Equipment:
The Serpent Staff of House Maena’triel- latent magic of necromancers of old are stored in this staff, but at this level, Driz has no knowledge of how to access them. He uses the staff as a club.
Iron Throwing Daggers (3) - tucked away at his belt, these daggers are always at the ready.
Ring of Necrosis- augments Driz’ Necrosis ability. Worn on the pointer finger of his right hand.
Lesser Piwafwi- this enchanted cape protects from most slashing and blunt damage but it still vulnerable to piercing attacks. Driz can use it to blend into his surroundings.
Leather Armor- protects his chest.
Leather Boots- protect his feet.
The Tome of Necromancy- this book, passed down through the ages from his ancestor (a great drow necromancer), contains the knowledge of necromancy. However, Driz cannot understand many of the abilities detailed and rarely consults the book.
Familiar:
Fascath- an ethereal shadow, Fascath usually takes on the form of a drow as well. Although he is always by Driz’s side, most people cannot typically see him. It takes a great deal of energy for Fascath to physically manifest himself for others to see, so he usually remains a shadow. Fascath can vaguely manipulate people’s urges at this level; toying with their desires enough so that they have a fleeting urge to do something. It usually is not enough to get them to act on it, but if someone is on the fence about an issue; Fascath may be able to push them over.
Name: Drizaghar Maena’triel
Age: 214
Race: Drow; Dark Elf
Hair Color: White
Eye Color: Red
Height: 6’1”
Weight: 165 lbs
Occupation: Necromancer
Personality:
Driz is brooding and reserved; preferring his own devices to the company of others. He evaluates his acquaintances by what they can provide him and sees talking as a waste. This stance usually turns people away and that suits Driz well. He is extremely proud and does not ask for help or advice under any circumstances. If he feels indebted to someone, however, he will go to any lengths to ensure that he is able to repay them. If Driz’s trust can be won, he is only loyal for as long as the other person remains useful. As an exile, he is used to this way of life and desires no change.
Appearance:
Tall and dark-skinned, Driz began dabbling with the dark arts when he was young. Captivated by the ability to manipulate life and death, he ceased his warrior training to pursue necromancy. This shows in his thin, wiry form and lean muscles. He has stark white hair and piercing red eyes. He typically keeps the hood of his piwafwi up to cover his features for he is considered of below average looks in the eyes of the dark elves. Years of being connected to Fascath have likewise drained his energy; his lifeforce being split between the two entities.
History:
Drizaghar was raised much like any other dark elf male, subjugated and forced to train as a warrior. However, he soon found tomes detailing the exploits of one of his ancestors, a great necromancer. Neglecting his training, Driz immersed himself in the tales of death and soon began practicing on his own. He followed some of the instructions left to him by his great ancestor and found the Ring of Necrosis. Using this Ring coupled with his own innate abilities, Driz can drain another’s lifeforce and add it to his own. After trying this a few times on childhood enemies, Driz realized that too much lifeforce could possibly kill him. Thus, he split off part of his energy and summoned the creature Fascath. Barely able to interact with the familiar, Drizaghar was forced to use his Necrosis powers to give the shadowy drow more energy. Thus his necromancy powers were born.
When his family discovered that he dabbled in the dark art, they brought him before the authorities. They were appalled at his abilities and exiled him from their realm. Before leaving, he took the tome of his ancestor and the serpent staff left in his family’s armory. Setting out to the world of Althanas above, Drizaghar became a wanderer.
Skills:
Blending- Using his piwafwi, Driz can blend in to the shadows. If he moves, he is merely hard to see. If he remains stationary, he becomes nearly invisible. A telltale distortion of the air around him may give away his position at times.
Fire- Driz can summon a small fireball (1 foot in diameter) to his hand. He is impervious to its flames and can hold it for as long as necessary. When thrown, the ball flies straight toward its intended target, erupting on impact. At this level, the fireball’s impact does more damage than do the flames and both are negligible (similar to getting punched).
Necrosis- In conjunction with the Ring, this ability allows Driz’s touch to slowly drain a person’s life force. Since it adds to his own, Driz can keep this ability going for as long as necessary. However, at this level the power requires contact between the drow and his target, so it usually doesn’t last long before the victim shakes him off.
Combat- Driz has poor combat skills with his staff, preferring to use his magic whenever possible. Untrained, the drow uses the serpent staff much like a club. With his throwing daggers, he has below average proficiency and average accuracy.
Equipment:
The Serpent Staff of House Maena’triel- latent magic of necromancers of old are stored in this staff, but at this level, Driz has no knowledge of how to access them. He uses the staff as a club.
Iron Throwing Daggers (3) - tucked away at his belt, these daggers are always at the ready.
Ring of Necrosis- augments Driz’ Necrosis ability. Worn on the pointer finger of his right hand.
Lesser Piwafwi- this enchanted cape protects from most slashing and blunt damage but it still vulnerable to piercing attacks. Driz can use it to blend into his surroundings.
Leather Armor- protects his chest.
Leather Boots- protect his feet.
The Tome of Necromancy- this book, passed down through the ages from his ancestor (a great drow necromancer), contains the knowledge of necromancy. However, Driz cannot understand many of the abilities detailed and rarely consults the book.
Familiar:
Fascath- an ethereal shadow, Fascath usually takes on the form of a drow as well. Although he is always by Driz’s side, most people cannot typically see him. It takes a great deal of energy for Fascath to physically manifest himself for others to see, so he usually remains a shadow. Fascath can vaguely manipulate people’s urges at this level; toying with their desires enough so that they have a fleeting urge to do something. It usually is not enough to get them to act on it, but if someone is on the fence about an issue; Fascath may be able to push them over.