Old 04-15-2008, 04:06 PM   #1
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Aelim

Name: Artemes Ramakandra (ART-im-eez RAM-ah-kan-drah) Artemes is the greek word for 'safe'. Ramakandra is from indian-hindu mythology, meaning 'pleasing moon'.

Age: 96

Race: Drow

Race Description: A black-skinned elf. The drow are quite a bit smaller and a lot more slender than the average human, with long, silvery manes of hair and vicious personalities. They live wherever the sun is excluded, banned from the outside world by their despicable golden-haired and fair-skinned cousins, the elves. They're shunned to dark caves and forests where the moon is the only present light source.
The drow live long lives, which last at least two centuries, sometimes lasting three. The first half of a century is thought to be childhood, the next thirty is adolescence, the next seventy years adulthood, the next fifty middle-age. However, this is fairly inaccurate. Powerful drow can live a millennium. However, they tend to slaughter each other at a relatively young age.

Sex: Male

Weight: Around 105 pounds

Height: 5'2", though he appears shorter due to his preferred fighting stance, a low crouch.

Weapon: Artemes uses a 20th century surujin. It's a long chain, about five feet in length and an inch thick. The chain is made of adamantite, the strongest metallic element available to him. On one end is a large weight, in the shape of the head of a hooded serpent, about ten pounds heavy, though the weight is less cumbersome when Artemes wills it to be; it can be any weight besides over ten pounds. A little bit of what would be below the serpent's head is shown, which is used as a handle. Fangs are protruding from the serpent's widely open mouth, and are curved outwards then inwards to hook onto things; these fangs can pierce most substances, and will actually animate and bite down when needed to with amazing strength and speed. The serpent can be pulled off with enough force, but if not done quickly enough, its fangs will secrete a numbing poison, similar to the one explained later, on the other end of his weapon. The chain that connects either side drains energy on contact, which then manifests into a power suitable for nourishing Artemes's energy. The rate of draining is dependent on how strong the enemy's will is; the stronger, the slower. The chains also slowly melt and eat away at less powerful materials. The other end holds a wickedly serrated hiltless kris. It's enchanted to paralyze and numb wherever it hits for a minute or so, dependent on how active the victim is. The serpent's hood is black, and the head is brown, along with the neck; it's made of adamantite, so the chain flows into the neck of the beast. Its eyes are a deep red, but bright nonetheless, and its fangs are pearly white. The chain is brown, with flecks of pale green on every link, and is very smooth, although it looks gritty. The kris's handle is made of adamantite as well; the chain flows into the handle. The blade is obsidian, enchanted with extra durability. Every wave of the kris's blade has a squared off hook protruding from either side. The twenty years of training he had spent training with this weapon were not in vain, for it is a deadly one. (As a footnote to the surujin, none of the enchantments, such as the poison and the draining of energy, effect Artemes.) Artemes fights with this weapon by using the weight to knock the enemy off balance, then move in with his knife. In specific instances he takes it easy, and uses the dagger and chain to wear the enemy down, and use the weight as a finishing blow.
In addition to his surujin, he has five weighted knives in his boots. The knives are held in place with small straps, and are easy enough to pull out. A jeweled dagger is at his thigh, and although it bears no enchantments, it's much lighter than the surujin.

Strengths: Artemes is very perceptive, having lived his life in a state of constant wariness, even toward his closest allies. His home is a place of power, ambition, and chaos, where trust is a fatal mistake. Because of the inherently low constitution of the drow, Artemes has developed keen reflexes. In combination with his racially acute sense of hearing, Artemes reacts to the actions of his enemies almost before they act themselves. He's unusually fast, even for a drow, who are notorious for their speed. His elfin heritage grants him the ability to walk silently.

Weakness: Artemes is not inclined to wait for anyone or anything, and this inclination toward impatience often results in trouble. His body cannot take as much of a beating as the larger humanoids such as, well, humans. As a creature of caverns and the dark of the earth, Artemes's very presence infuriates most wildlife of the sunlit world. His constitution limits his strength, causing him to rely mainly on speed to put force behind his blows, and limiting how much weight he can support.

Skills/Magic:
Faerie Fire - An innate ability to shroud something in magical, rainbow-colored, and harmless flame. Artemes often uses this to distract his enemies, trick the more dimwitted ones, and make himself more difficult to hit. This doesn't take that much effort, and can be prolonged to last for days without interference. It can be formed on something distant.
Infrared Vision - Heat-seeking vision, a racial ability of the drow. To activate it, he merely needs to blink.
Darkness - A magical globe of darkness, twelve feet in diameter, manifests at Artemes's command. It is impenetrable by normal sight, though there are ways to see through it.
Blood - Bind - If any complete circle of Artemes's blood anywhere is entered by any part of any other being, and Artemes acknowledges its existence as well as wills the spell to happen, the being will completely halt, and be unable to leave until somehow realizing that the circle is responsible. If there's a circle of blood on Artemes's arm, for instance, and an attacker's finger touches inside of the circle, they will not be able to release their finger from that spot.
Blood - Flame - At Artemes's will, his blood can become fire; for example, a small drop of blood from the tip of a finger can make a spark before burning out as it falls to the ground, while a cut or stab would, bleeding freely, would become an endless torrent of flame. The fire's intensity is dependant on physical and mental pain, as well as intense emotion. Without any pain, transmuting a small drop of blood would be as powerful as that of a candle's flame.
Pyromancy - Artemes has moderate skill in the art of fire magic; he can breathe long streams of flame, hurl fireballs, etcetera. The intensity of the flames he can create are, again, not relient on his own magical abilities but on pain, physical or otherwise. His own flame cannot burn him, but it can physically move him around.
Telekinesis - Although relatively weak, Artemes may use the force of his own mind to move objects.
Frenzy - Although this doesn't seem very helpful, it could prove to be in some instances. As the very presence of Artemes infuriates all surface-dwelling wildlife, a small taste of his blood will throw the creatures into a rabid frenzy, attacking everything around them. Since the animals thrash about unconstrained, using up energy, this ability is not all that long-lasting; for when the animal runs out of stamina, it ends. Another way for this spell to end is for the creature to feel intense pain.

Appearance: His long, wild mane of bone-white hair, onix-black skin, and flourescent blood-red eyes are characteristics of all drow. Artemes has a small nose, and pale lips (well, they're black anyway). His ears are taller, though pointed at the tops, and thinner, than all humans. Although he isn't exactly all that short to begin with, his stance in battle is low, preferring to fight closer to the ground. Artemes's clothing is dark and tight. Tough yet thin black leather boots cover about halfway up his thighs, both buckled, belted, and strapped tightly a few times over; the knives that are in the right boot are still easy to obtain. For leggings, Artemes wears a light black fabric which is held up by a belt, and over that there's more black leather; tight but thick overleggings, the bottom scruffs tucked into his boots. On the left thigh of his overleggings is the sheath of his jeweled dagger. Artemes, over his torso, wears lighter leather that covers his forearms and all of his back, but a triangular portion of it is left out that would cover his chest and neck, starting from the ends of each collarbone and meeting at the solarplex. Underneath this torso armor is the same material as used for his underleggings, only used as a shirt. All of this seems pretty decent as armor, but it's very light, and even the thick pieces are thin compared to most of what would be armor. His surujin is wrapped around his waist; the hooks of the kris and fangs of the serpent are hooked on two notches on his waist, almost touching each other, and the chain is wrapped around his hips, like a belt.
Artemes wears three rings on his left ring, middle, and index fingers, and two rings on his right index and ring fingers. The one on his right index finger is a normal silver band, but the one on his right ring finger is black. The ring on his left middle finger is gold, the rest silver.

Personality: Artemes is hasty in nature. This causes him to overlook much in personal interaction; he is always focused on his own wants and needs. His ambition is great, and he strives always to become more powerful. The shame of his past drives him, tarnishing his temperament. He's quick to anger and slow to forgive or trust. But the fact that he has the ability to trust at all sets him apart from most of his race, and is a sign that there may be have somewhat of a soul.
Artemes in battle, for the most part, plays it safe; however, he gets frustrated easily. Fighting cools him off, though he doesn't quite realize it. Even so, he will engage someone out of frustration or anger, not to relieve it.

Biography: To be a drow, one must be emotionless, yet powerful. One must be destructive, yet intelligent. One must be cold, ruthless, and love to kill.

Last edited by Insurrection; 06-02-2008 at 08:35 AM.
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