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 Dark, Elegant, Deadly : Life in the Under dark

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reep

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Posts : 440
Join date : 2009-09-18
Age : 31

PostSubject: Dark, Elegant, Deadly : Life in the Under dark   Sun Sep 04, 2011 7:19 pm

This IS a PvP, PvE rp. Be prepared to re roll characters.


Dark, Elegant, Deadly : Life in the Under dark



Lightless, treacherous, merciless, this is what the under dark is. It is a sunless world filled with things those who dwell on the surface never see. And never wish to see. Massive cavern systems that conceal hidden dangers and treasurers. Any sane surface dweller would think it ludicrous to dwell here and impossible, but down in this dark place dwell things that make the coldest, ruthless and heartless killers quake with fear. The Drow. The dark elves dwell here. Entire cities rise up and fall at the whim of the drow's dark goddess.
The high priestesses' rule the cities, each one of them the matrons of their own house. Wars rage as each drow seeks to advance their own station. But as you climb to rise and fall in the wars between matrons and their daughters. With each one Drow house trying to become one of the eight great houses, many wars and upheaval taking place, ultimately working to be the first great house.
In this world the strong rule, and the weak serve their purpose in death or life. The matrons will grind any one into dust beneath their heel if they stand in their way to greater power and favor in their goddess's eyes. It matter not what or who the obstacle is, a single drow, a whole drow house even a city of drow or a city of another race that dwells in this dark place.
In a drow city anything you could dream of in your darkest nightmares can be found. The drow reflect their world well. Cold, ruthless, merciless and this is what they are. Though they are not careless in their plots and planes. They will spend centuries weaving schemes that will bring them greater power. Ever city is filled with webs of lies and plots to ensnare and drag others down.
This is your world, the world you were born into. You are each the grand child of the Matron Vor'ra-gos the head of house Jhan'aste-iv.

It is time to see what hand fate has dealt you.
First you must roll to see what sex you are. In the world of the dark elves females rule so to keep things interesting people must roll to see if they are male or female. Second you will roll to see who's your parent. You are all part of the noble family but you are not the children of the Matron you are all her grand children and born to one of them. Because you roll to see who your parent is it can result in two players with the same parent and that is fine. It just means you're siblings and who ever posted first is the older one or if you talk to each other you can be twins.

Drow appearance
Drow don't tend to differ much in appearance since they scarifies any child that is born with deformities. So most drow skin tone range from deep black to the fade grey black and any were between. Dorw hair color is normal white, grey or silver in color. From time to time a very vague hint of color may show up but its nothing easily noticeable. Eye color for drow come in four shades. The most common of these are red and white followed by orange and rarely seen is purple. Drow females are the taller of the two sex but they normally only reach five foot five and on the short end are four foot five. Males tend to be between four foot five and five three. Being from the house you all can potentially have two unusual traits show up; two different colored eyes and/ or being on the unusually tall side.


Member of the noble family of House Jhan'aste-iv-

Matron Mother Vor'ra-gos
- By drow standards she is a giant standing six foot five. Her waist long silver hair is dyed deep purple and red at the ends and is most often worn in a braid. The Matron is most often in the war room where most of the House business is conducted. She wears adamantine armor. Unlike most drow she has two different colored eyes, one orange and one purple, a trait that was passed on to most of her children. On each hip she wears a blade and on her shoulder her animal familiar. It is a three foot long dark purple lizard. Unlike most Matrons of other House she is not a high priestess or cleric.
House General Phar-arra
- The Matrons brother and second oldest of the triplets, stands seven foot deifying the normal standers of drow male height. Like his sister he has two colors eyes, orange and purple and wears similar armor but along the side of his chest there are more layers of plated adamantine. One his left arm a tower shield rests and on his left hip a long sword sits. On his back a quiver holding a number of javelins completes the easily spotted weapons. His silver hair comes down to his shoulder pulled back into a tight braid.
House Adviser Val-goleth
- The youngest of the triplets she serves her sister as a healer and advisor. She wears the thick leather hides of creatures she has killed and turned into armor. Always at her side is a large feline- like creature large enough to ride. Her eyes are also orange and purple but she tends to wear her waist length hair free most of the time. She carries a staff made out of a hard to come by material, wood.

Children of the Matron-
1. Qos'Zarza-nol first born daughter. She is a powerful magic user of some sort and has a twin brother, Vor-lav. She is rarely seen with out her brother or her animal companion, a small dark purple miniature dragon.

2. Vor-lav first born son. He is a accomplished fighter and the Sword and Shield to his twin sister Qos'Zarza-nol . His twin sister's second shadow, he is rarely away from her side unless matters force him to have to leave her.

3.Qil'gol-ey second daughter third born child. Silent and elegant, she is seen about the house only when she is called from patrolling the lands of the House by the Matron or has news to report. When she does return to the main House, she is accompanied by her lizard mount. She stands five foot seven and has her hair pulled back into a tight braid, the red and purple dyed streaks of hair can be seen mingled with her white hair. She has one white and one orange eye.

4.Url-ul second son fourth born child. He can be seen swaggering about the grounds of the house strumming his lyre and singing. His wits are as sharp as his dagger and rapier. He laughs off his sister's glares and enjoys making the normal cool and collected females bristle. He wears brightly colored clothes, not that they are easy to see with out a brighter light, and his shirt and pants have a flow to them that gives him a constant appearance of movement. He wears his grey white hair longer like the females of the House with only the tips of the bangs dyed red and purple. He has a red and a purple eye.

5. 5.Elv-nol third son fifth child born. Unlike most drow he is not elegant or refined, he is prone to violence and his guardian twin is always with him making sure his irrational actions do not get him or the House into trouble. His wild behavior seems to have infected his hair as it is also un- tamed, free flowing and on the longer side. The red streaks in it could be dyed as easily as blood from something he fought. His white eyes always seems to be sizing people up and darting here and there. He stands five foot three when he bothers to stand up straight.


6 Ul'ton-as forth son sixth child born. Travels with his hunting companion. Along with his elder sister, Qil'gol-ey, he patrols the borders of the House. Purple eyes set in an ebony skin tone has caused him to be the attention of more then one female cleric, but his disdain for the cleric hood has left him with a scar down the left side of his face. Fine tooled leather armor hugs his five foot frame like a second skin. On one hip rests a rapier on the other a hand crossbow and its quiver of bolts.

7.Zed'yas third daughter seventh child born. Is the first of two High Priestess of the house. She is a cruel master of the mace and whip. She is the pinnacle of drow beauty. Her long ivory white hair is worn loose and flowing and free of the dyed streaks her other family members have. Her priestess robes, spun of fine white spider silk, hugs her body leaving little to the imagination. She is often in her personal rooms or the small temple she and her younger sister have built. She stands five foot five.

8.Lir'Rath fourth daughter eighth child born. Nimble of mind and hand she is the bane of her siblings. She often makes games of stealing books from their warded and guarded rooms, or jewelry that they are currently wearing. Despite being a nuisance to her siblings she has not meet an untimely ending because she is still of use to her Matron. Her red and purple streaked grey hair is normally pulled back into a bun and her white eyes are always looking for a new target to toy with. She is four foot ten.

9.Leal-brak fifth daughter ninth child born. Can be found mediating when not training or on an errand for the Matron. She like most drow, is evil but she follows her code and laws. The laws and code of the House and her Matron. Unlike most of the other females of her House she wears her silver hair short like the males and pulled back into a high pony tail making the red and purple dyed streaks easy to see. She has a purple and a white eye with ashen black skin. She stands six foot flat.

10.Ryl'Shal-virl fifth son tenth child born. Spends his time among the lizard mounts that the House is known for. He is as calm as the lakes found in the under dark and as ruthlessly practical as the Matron and nature. He also wears his hair longer then most of the males in the family and besides the red and purple streaks he has also woven in the claws and teeth of some of the creatures he has seen. He has one white and one orange eye and is five foot four.

11.Am-Om sixth daughter eleventh child born. She is the second of the high Priestess in the house as well as being skilled in the use of whip and spear. Like her older sister her clothes are made of fine spider silk and wears her grey toned hair long and free of any dyes. Gleaming red eyes stand out beautifully against her ebony skin she stands five foot two.

12. Yas'Er-raen seventh born daughter. Is a master of the arcane arts, using them to enchant the armor of the higher ranking House soldiers as well as the family. She also works closely with the heads of the animal handling house when they need help in breeding new traits into the lizard mounts the House uses. She is five foot three and has orange eyes.

(Unless you talk to me you cannot be the child of the first born daughter or son. If you really want to please speak with me to plead your case.)

History of House Jhan'aste-iv-
- Founded four hundred years ago, with twenty minor families joining
- Four animal handling houses
- Two blacksmithing houses
- Four merchant houses
- Ten solider houses
- Fifty years after the House is founded the first of the Matrons’ children are born, a month after their birth a new drow city begins to be settled ten miles away.
- Seventy years after founding the House the last of the Matrons children are born. The near by city is steadily growing and first conflicts with another House accrue.
- Hundred years after founding two new minor families join and the seventh child and eleventh child build the small temple to their goddess.
- Both new families are soldier house, specialize in riding the great vermin spiders
- Next hundred see mostly minor fights with houseless raiders and creatures of the Underdark
- During the two hundredth and twentieth year the House is attacked by two house of similar ranking and two minor house. Despite suffering heavy losses the House repels the attackers. What remains of the attacking Houses are dealt with by the drows idea of justice.
- During the three hundredth and thirty third year the whole of the drow city is faced with a threat, mind flayers, that makes the Matrons of the eight great House decide to create a treaty that states during a state of war that threatens the whole of the city, all House wars must cease and the House must work together to end the threat.
- The war with the mind flayers drags on but finally comes to end during the three hundredth and eighty fifth year. The whole of the city is shaken by the losses and use the next few decades to recover and begins their new plans for wars against each.

The grandchildren of the House (players) -
You all are between the ages of fourteen and sixteen. You all have just come back from your year and a day of survival and are finally for the first time meeting you Matron and finding out who your parent is. All players have the option to roll a D20 once for each month to see what may have happened. You don't have to. It is optional, but if you do roll you must use the results. The rolls can result in a number of things, both good and bad, but it’s just for flavor. If you don't roll, it's not a problem. Your character merely went through the fights and came out unscathed but with none of the possibility of rewards. If you do roll post the results in your bio's (for 12 total rolls) and I will tally them up and let you know where you stand at the start of the campaign.


Classes, Skills and Attributes:
Each player will start with the same basic skills list. Some skills are only available to start with depending on the class you pick, but can be picked up through the rp or granted by the House you come from. To learn a new skill it cost five skill points and then just one point per level after buying it. To start with all players begin with twenty skill points to distribute as they want. Keep in mind you are all young drow still. So all attributes start off at ten and can be raised by spending ten skill points. You also have the option to lower an attribute and gain ten points to use on another attribute, skill, spell or feat.

Basic Skill list that every one starts with-
-Athletics (Balance, Climb, Jump Swim, Tumble)
- Craft
-Perception (Listen, Search, Spot)
-Social (Bluff, Diplomacy, Intimidate, Gather information, Sense motive)
- Stealth (Disguise, Move silently, Hide)
House granted skills-
- Handle animal
- Ride
- Knowledge (History House)
If your class does not start with a set of Knowledge skills that you want, they can be learned by using five skill points to pick them up.
Knowledge (ARCANA)
Knowledge (ARCH/ENG)
Knowledge (GEOGRAPHY)
Knowledge (HISTORY)
Knowledge (LOCAL)
Knowledge (NATURE)
Knowledge (NOBILITY/ROYALTY)
Knowledge (PLANES)
Knowledge (RELIGION)


Barbarian
- Though not common among the drow they do show up. Despite their volatile nature any House can find use for them if they can keep them from being a liability. They are not the smartest of people but when you just want to cause mayhem why do you need to think? That is what the priestess' are for.

Bard
- Bards are silver-tongued weavers of tales and songs. In drow society they put their skills to other tasks. They make accomplished spies and assassins for those they serve or can make a tide profit for themselves if they freelance.
-Appraise
- Escape Artist
-Perform
-Use magic device

Cleric
- The favored path to power by many female drow. They gain their power from their dark goddess. Clerics lead many of the daily prayers that take place in each of the House or the great temple were the masses from lesser house or houseless drow. Clerics above all other drow, are the most cutthroat and ruthless. Always attempting to climb higher in the church and their own house. Spreading the power of their goddess well cement their own seat of power.
- Concentration
- Knowledge (ARCANA)
- Knowledge (RELIGION)
- Knowledge (PLANES)

Druid
- A rare breed in the unerdark but a few can be found. They are people that seek a more natural way to get in touch with their surroundings. They do not use metal favoring natural armor like leather from the creatures they kill. They can be deadly ambush fighter since they become so aware of the world around them.
- Concentration
- Knowledge (NATURE)

Fighter
- A more disciplined warrior than barbarians. They keep their wits about them and make up most of any house army. They are adaptable and well versed in many different weapons and armors as well as the use of shields. It is the second most popular path for males to take behind wizard.


Monk
- Another small group in the underdark but they still thrive. Monks are lawful and will following the code of their order. They just never said they were good. They are disciplined fighters that focus more in unarmed combat then armed. They can uses staves or other staff-like bladed weapons.
- Concentration
- Escape Artist
- Perform
- Knowledge (ARCANA)
- Knowledge (RELIGION)

Paladin
- Also called Fangs are as dark as the clerics and priestess they serve. They are brutal fighters that mix magic with their sword combat. They can often be seen as guards and/or consorts to clerics. Like clerics their magic is granted to them by their goddess.
- Concentration
- Knowledge (NOBILITY/ROYALTY)
- Knowledge (RELIGION)


Ranger
- Unlike surface rangers, drow rangers favor the crossbow or hand crossbow. They are silent stalkers often used to patrol the outskirts of drow cities so they can warn or deal with possible threats, like hook horrors or other creatures from the wilds.
- Concentration
- Knowledge (GEOGRAPHY)
- Knowledge (NATURE)



Rogue
- The silent shadows, picking their marks and robbing them blind before they know what happened. Or slipping a dagger between their ribs so fast the person is dead before they can take another step. Almost as common as clerics, a young drow may find being a rogue a profitable job, so long as you don't get caught.
- Appraise
- Disable device
- Escape Artist
- Forgery
- Knowledge (LOCAL)
-Open lock
-Perform
- Use magic device

Sorcerer
- Almost unheard of in a noble House, since most children born to a Matron with any arcane talent soon finds them self in the halls of Wizard. The raw, natural way magic comes to them is soon beaten out of them by their masters and replaced with the more rigid and disciplined form of study that a wizard dose. Sorcerers never need to read a spell book to memorize spells they just come to them naturally. But while they are almost always able to cast they do not gain the same heights of power a wizard might.
- Concentration
- Knowledge (ARCANA)

Wizard
- In a world ruled by females, males have few paths to power. But one of the paths open to them is thought the arcane arts. Many males seek this path as it allows them to gain some level of power and grudging respect from some of their female counterparts. It is the most common class males take followed by fighter.
- Concentration
- Knowledge (ARCANA)
- Knowledge (PLANES)


Attributes:
Strength:
• 1-3 = Very sickly, just able to move your self about and any carrying strains you.
• 4-7 = Below average. Can not lift your own body weight.
• 8-12 = Able to lift one's body weight
• 13-15 = Athletic to the point you can lift up double your own weight
• 16-19 = Peek human is where you are able to lift double one's own body weight plus 200 lbs - 300 lbs extra. (Up to a ton)
• 20 + = Your strength surpasses any thing a mortal can do. GOD (and you are not a GOD)

Dexterity:
• 1-3 = You have no balance to speak of and your hands are very shaky when it comes to needing a fine touch.
• 4-7 = You have some balance problems that can throw you off. Your hands are a bit shaky bit not that bad.
• 8- 12 = Average
• 13-15 = You are able to balance easily on beams and do some tightrope walking. You have Very steady hands that allow you to do precise work on many things that require a fine touch.
• 16-19 = You can run across a tightrope. Your hands are almost like rocks when you hold them up to show how steady they are.
• 20+ = You can run across an oscillating bridge that is breaking apart And work with your hands seamlessly in a high stress situation as long as you pay attention.

Intelligence:
• 1-3 = Brain damage to the extreme, Learning is near impossible for you or you have an animals intelligence. IQ= Below 70
• 4-7 = Slower then the average person in understanding things, but you get there eventually. Even if it is a few beats behind every one else. IQ =70-90
• 8-12 = Average. IQ = 90-110
• 13-15 = You think quicker the average person and can answer most questions ahead of every one else. IQ = 110-120
• 16-19 = Genius. IQ = 120-140
• 20 + = Genius protégé. You are the Genius of Genius. IQ = 140 and over
Health:
• 1-3 = You can only do very simple things before getting tired and needing to rest, Such as feeding yourself.
• 4-7 = You can go for a while before getting tired but any strenuous activity wears you out quickly.
• 8-12 = average
• 13-15 = You can do about 6 hours of training in a row.. or 6 hours of sexual encounters, ect.
• 16-19 = You can most of the day with physical activities not needing to stop for most of it.
• 20 + = You just seem to go on forever. Eventually you wear your self out but you can keep up for an entire week and 6 days with out sleep.

Wisdom:
• 1-3 = You are oblivious to what happens about you. Your common sense is scraping the bottom of the barrel
• 4-7 = You miss things often when looking and some things seem like a really good idea....maybe not later when the shit hits the fan but at the time it sounded good.
• 8-12 = average
• 13-15 = You can spot things better then your normal person as well as assume things as dangerous or a general bad idea
• 16-19 = Acute sense of spotting and do exceptional in thinking in common sense.
• 20 + = Your wits are razor sharp. You can pick up on the smallest of details.

Charisma:
• 1-3 = you are the poor soul that has no social graces when it comes to reacting to people. When talking to people you tend to give off the loners of the loners that people don't communicate with because they have no connection to you. People notice you for the wrong reasons.
• 4-7 = You are socially awkward at points but you can get by with slighting people only slightly in your conversation.
• 8-12 = average. There is nothing Special about you but there isn't any thing any one hates about you
• 13-15 = You know how to catch some people's eyes but your not overly special
• 16-19 = You know how to will people to your want or ideas, or at leas talk it over in a civilized way that gets people wanting to listen to what you say.
• 20 + = every one wants to be around you and love to hear you talk, even if it is just to hear your voice. You are culturally refined to where you grew up.

Spell lists:

All spell caster classes start off with five spells they can cast per day, once you have cast all your spells you must rest to regain them. To get a new spell you can pay five points or you can pay two points to gain an extra spell slot and use of one of your current spells.
Bard spells-
-Dancing lights: creates four lights in the shape that their creator chooses. Lasts for five minuets or till caster dismisses them
-Flare: causes a bright light that dazes an target and cause them to be blinded for a short bit
-Cause fear: cause target to become afraid for five minuets
-Cure light Wound: can heal small minor wounds like cuts and bad scraps
-Disguise self: Able to alter what you look like
-Feather fall: target of spell falls slower avoiding most damage from falling depending on the height they fell from
-Grease: An area becomes coated in a thin layer causing targets moving over it to slip and slide. Material Component : a bit of pork rind or butter
-Blindness/Deafness: Causes target to become blinded or deaf for five minuets
-Cure Moderate Wounds: Heals broken bones and bleeding
-Glitter dust: Outlines invisible targets and blinds them. Material Component : Ground mica

Wizard/Scorers spells-
-Acid splash: Creates and orb of acid that the caster launches at a target causing acid burns
-Alarm: wards an area for two hours. Material Component: a bell and fine silver wire
-Detect magic: Detects spells and magic items within 60 ft.
-Daze: Causes weak targets to become dazed and unable to act right away. Material Component: A pinch of wool or similar substance.
-Shield: Invisible disc that can block four attacks before fading
- Grease: An area becomes coated in a thin layer causing targets moving over it to slip and slide. Material Component : a bit of pork rind or butter
-Shocking Grasp: Touch delivers electrical burns and electricity damage, stunning targets for a short time as well
-Fog cloud: Fog obscures vision and last for five minuets
-Web: Fills 20-ft.-radius spread with sticky spider webs. Material Component: A bit of spider web.
-Spider climb: Grants ability to walk on walls and ceilings. Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.

Druid spells-
- Cure light Wound: can heal small minor wounds like cuts and bad scraps
- Detect magic: Detects spells and magic items within 60 ft.
-Purify food and water: Purifies 60 pound of food and 7.5gallons of water.
-Calm animal: Calms ten panicking/angry animals around the target
-Detect animals and plants: Detects kinds of animals or plants with in 60ft of the caster
-Entangle: Plants entangle everyone in 40-ft.-radius.
-Faerie Fire: Outlines subjects with light, canceling blur, concealment and the like.
- Fog cloud: Fog obscures vision and last for five minuets
-Bull's strength: Subject gains +4 to strength attribute for five minuets. Material Component: A few hairs, or a pinch of dung, from a bull.
-Flaming sphere: Creates rolling ball of fire lasts for five minuets. Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.

Cleric spells-
- Cure light Wound: can heal small minor wounds like cuts and bad scraps
- Purify food and water: Purifies 60 pound of food and 7.5gallons of water.
- Inflict minor wound: Casters touch cause miner damage like bleeding
- Cause fear: cause target to become afraid for five minuets
-Detect undead: Reveals undead within 60 ft. Material Component: A bit of earth from a grave.
-Magic weapon: Weapon gains a magic aura for a short time and deals more damage
- Bull's strength: Subject gains +4 to strength attribute for five minuets. Material Component: A few hairs, or a pinch of dung, from a bull.
- Cure Moderate Wounds: Heals broken bones and bleeding
-Darkness: 20-ft. radius of supernatural shadow. Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
-Make whole: Repairs an object.

Paladin spells-
- Magic weapon: Weapon gains a magic aura for a short time and deals more damage
- Detect undead: Reveals undead within 60 ft. Material Component: A bit of earth from a grave.
- Create water: Creates 2 gallons of pure water
- Bulls strength: Subject gains +4 to strength attribute for five minuets. . Material Component: A few hairs, or a pinch of dung, from a bull.
-Zone of truth: Subjects within range cannot lie.
- Remove paralysis: Frees one or more creatures from paralysis or slow effect.
- Cure Moderate Wounds: Heals broken bones and bleeding
- Dispel magic: Cancels spells and magical effects.
- Remove blindness/deafness: Causes target to become blinded or deaf for five minuets
- Remove curse: Frees object or person from curse.

Ranger spells-
- Purify food and water: Purifies 60 pound of food and 7.5gallons of water.
- Alarm: wards an area for two hours. Material Component: a bell and fine silver wire
- Calm animal: Calms ten panicking/angry animals around the target
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Cure light Wound: can heal small minor wounds like cuts and bad scraps
-Snare: Creates a magic booby trap.
-Wind wall: Deflects arrows, smaller creatures, and gases. Material Component: A tiny fan and a feather of exotic origin.
- Cure Moderate Wounds: Heals broken bones and bleeding
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Material Component: A bit of charcoal.
- Repeal vermin: Insects, spiders, and other vermin stay 10 ft. away.

Feats-
Feats are special attacks or abilities you have learn. Each player starts with three feats and if you want to pick any more it costs five points. Feats are learned by going to a master or learning from other players.
-Combat reflexes- You get extra attacks when the enemy is open and unable to react to you.
-Combat expertise – you can trade being harder to hit into doing more damage.
-Eschew materials – cast spells with out spell components
-Improved unarmed strike – your fist can do lethal damage
-Stunning fists – Your fist can stun people.
-Natural Spell – Druids can cast spells shape shifted.
-Power attack – Your attacks are slower but you hit harder.
-Cleave – you are able to carry your attack through to another creature if the first one dies by the attack
-Quick draw – you can get your weapon out and attack right away
-Silent spell – you can cast with out speaking
-Still spell – you can cast with out moving
-Spell mastery – You can prepare some spells with out a book
-Track- You can track because you are good at survival.
-Rapid reload – you take less time to fire a cross bow.
-Extend spell – a spell's duration lasts twice as long
-Quicken spell – Cast spell instantly
-Point blank shot – You do more damage when they are within 30 feet of you.
-Mounted combat – you can dodge on your mount with Ride skill.
-Far shot – You can shoot farther by 50%-100%
-Precise shot – You can shoot into the fray with out hitting your allies.



Name:
Class:
Race:
Alignment:
Deity:
Age:
Appearance:
Personality:



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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Sun Sep 04, 2011 7:34 pm

CaptainIsomer carried out 12 launched of one d20 (Image not informed.) :
7 , 2 , 9 , 12 , 13 , 7 , 12 , 18 , 15 , 7 , 14 , 3
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Sun Sep 04, 2011 8:26 pm

Name: Kron'Amaloyss
Class: Fighter
Race: Drow
Alignment: Evil Neutral
Deity: Lolth
Age: 15
Parent: Zed'yas, third daughter, seventh child born to the matron

Appearance:
Left eye is red and the other is black, White hair and ebony black skin. He stands only five feet tall, typical for a drow male. He weighs heavy for a elf at 145 lbs. He seems to of bulked up and lost the slender look of an elf.
His back is almost completely covered in whip scaring. As well as what appears to be bite marks over his heart. But this is all from his before ten years old.
He has deep scaring from a mauling on his right side. He does not like to talk about the bull head branding on his left thigh, He even seems less talkative and hateful of the spider brand on his ass. The last one is a lizard on the left shoulder blade, it this one is pointed out he seems indifferent.

Personality:
When with his sister he is an obedient dog and servant. He seems dead fast loyal and seems to be more then willing to take damage thrown at her then let any harm come to her. He seems to act out her whims with out question unless her safety is called into question.
But when removed from the influence of his sibling he seems to have more to him. He will be aloof, but seems to focus more on his own personal survival. He will become aggressive with any show of dominance towards him and work to set the person below him if he is approached. He will fold to one physically stronger then him or if he is beaten into the position where there is no question in their power. He seems content with being left alone by people and what ever ambition he might of had it has been greatly muted to where he only moves when he sees where he can claim his own position and remain there for a long period before moving eventually yet again. He seems to be more open to races below him if he has to work directly with them on their level, to the point he will 'socialize' with them on a relaxed relationship. As much as he can relax with his aloof behavior. He seems not to enjoy crowds or large groups of people if he has to socialize or he will be singled out. He does not mind large groups if they are ignoring him.

Attributes: 59/60
Strength - 14
Dexterity - 11
Intelligence - 8
Health - 14
Wisdom - 11
Charisma - 1

Events:
-You were captured and turned into a slave my minotars before you managed to escape, you have a brand some were on your body
-Found a ring gold ring with a ruby set in it
-Nothing happened that month
-Tamed a hunting animal, a medium sized hunting bat
-Lose a personal item (the ring)
-You were captured and turned into a slave by driders before you managed to escape, you have a brand some were on your body
-Tamed a hunting animal, a underdark hunting dog. Dog body but covered in scales and on the end of it tails is a stinger like a scorpions
-Found a vein of valuable mineral, Gem
-Found a cursed iteam, a beautiful necklace of silver and pearls but it makes the wear gullible
-You were captured and turned into a slave by lizard folk before you managed to escape, you have a brand some were on your body
-Found a basic magical item, a wand of enlarge person
-You were mauled, have mass scaring some were on your body you pick

Items:
Wand of enlarge person
Hunting median sized bat
Hunting under dark dog
Cursed neckless of gullibility (kept in pocket, no use in wearing it...not like he knows what it is)
A finely crafted suit of armor, sword and shield.
Spider Mount x 2
Healing potion
5 gp, 3 sp, and copper
Ring (priestess)
3 saddles (ornate spider saddle(intricate scroll work and fine lizard leather), normal spider saddle, Lizard saddle)
Good quality saddle bags
Basic rations
Water skin
Mushroom beer Skin
More armor
Dead drow male

Skills (30/30)
  • Athletics (Balance, Climb, Jump Swim, Tumble):6
  • Craft (Poison ): 4
  • Perception (Listen, Search, Spot):7
  • Social (Bluff, Diplomacy, Intimidate, Gather information, Sense motive):4
  • Stealth (Disguise, Move silently, Hide):2
  • Handle animal: 4
  • Ride: 2
  • Knowledge (History House): 1


Feats:
-Power attack
-Cleave
-Quick draw


Last edited by CaptainIsomer on Thu Aug 02, 2012 12:34 am; edited 11 times in total (Reason for editing : adding items)
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Sun Sep 04, 2011 9:15 pm

17, 19, 17, 4, 10, 17, 11, 12, 5, 4, 18, 9
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Sun Sep 04, 2011 11:49 pm

Name: Briz'Erthe
Class: Cleric
Race: Drow
Alignment: Chaotic Evil
Deity: Lolth
Age: 15
Gender: Female
Appearance: Right eye is red and the other is black, White hair and ebony black skin. She stands about 5 feet and 5 inches tall, typical drow female and she weighs 125 lbs. She has retained her slim drow build.

She has some scaring on her throat from an injury she received which left her mute.
Parent: Zed'yas, third daughter, seventh child born to the matron


Attributes: (59/60)
Strength -8
Dexterity - 8
Intelligence - 9
Health - 6
Wisdom - 14
Charisma - 14

Events:
-Made a deal (I will pm or IM you later to work out what happened)
-You lost your right arm
-Made a deal (I will pm or IM you later to work out what happened)
- Gained a young lizard folk slave
- You looted five platinum coins from something you killed
- Nothing happened,(can lose the same arm twice)
- Nothing happened to you that month
- Tamed a underdark hunting dog
- Suffered damage to your throat and you are now mute
- Gained a troglodyte slave
- Found a vein of platinum
- Nothing happened to you that month

Items:
Underdark Hunting dog
Troglodyte slave
Young Lizard Folk Slave
5 platinum coins

Skills: 0/25

Athletics (Balance, Climb, Jump Swim, Tumble): 2
Craft ( ):
Perception (Listen, Search, Spot):2
Social (Bluff, Diplomacy, Intimidate, Gather information, Sense motive): 5
Stealth (Disguise, Move silently, Hide): 2
Handle animal: 2
Ride: 2
Knowledge (History House): 1 (+1)
Concentration: 3
Knowledge (ARCANA): 2
Knowledge (RELIGION): 3
Knowledge (PLANES):1

Spells:
Cure Light Wounds
Cure Moderate Wounds
Purify Food and Water
Bull's strength
Cause Fear

Feats:

Silent Spell
Eschew materials
Extend spell
Quick Spell


Last edited by optimalzelda on Thu Mar 15, 2012 10:10 pm; edited 3 times in total
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zincks
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Mon Sep 05, 2011 7:58 pm

zincks carried out 12 launched of one d20 (Image not informed.) :
9 , 18 , 18 , 19 , 20 , 4 , 14 , 14 , 6 , 7 , 4 , 15
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Horizonblue

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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Mon Sep 05, 2011 10:22 pm

Horizonblue carried out 12 launched of one d20 (Image not informed.) :
16 , 17 , 6 , 9 , 14 , 1 , 13 , 8 , 12 , 12 , 14 , 14
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Tue Sep 06, 2011 12:00 am

Name: Sabmice Xunaun'ryna (Void Necromancer Fiendish life mercenary)
Class: Wizard
Race: Drow
Alignment: Lawful Evil
Deity: They exist...
Age: 16
Parent: Url-ul, second son, fourth born child

Code of conduct: (from being Lawful)
  • He will not kill creatures he finds useful, no matter how much they test his patience. Does not mean he will come to their rescue if they get their selfs into a situation. If they use up their usefulness or no longer are useful enough he will remove them or find a new use for them, if there is one.
  • He will always make him self, useful to his specialties. Or if he is the best suited he will do his best if it is for the house. He will step down if he is not the best suited for his task especially if there is another who is.
  • He will put his house over personal gain. He will regret losing out but will go through for.
  • For as helpful as he if asked to sacrifice him self, he will not unless there is no other way to keep majority of those useful to the house safe.
  • If he has a standing deal, he will comply too the arrangements agreed on. No more or no less. Personal liking of said person/creature making agreement can alter the quality or if there is a bit extra.
  • If he does not need to worry about any one else or the status of his house, he will look out for him self.


Personality:
Sabmice is practical and intelligent but not necessary wise when he comes across situations that have no similarity to those he has had before. He learns fast and will always try to be of some kind of use, weather it is through his knowledge, skills, or body. If he has no use for a situation he will linger back seeing no point for him to get involved. He is a bit odd for a drow where he does not see drow as stronger then any other race in the underdark . He sees no need to abuse those that have not deserved it.
With people in general he is a flirt. He does not seem to have a preference of gender or race when he flirts. He understands he plays a dangerous game when he flirts and does show he is leery when things start getting aggressive. He also knows he needs to watch his back since he does not rely on many or seems like any people to watch their back unless a deal is struck, or a promise is made.


Appearance:
Male. He has red and purple eyes. Silver hair that is off settled by his ebony black skin. He stands tall for a male of his age and lean at 5'7" and 108 lbs . He is missing his left arm, and has brand on his lower back in the shape of a reptilian eye (tramp stamp!). He keeps a Gravorg side cloak over his left side to conceal his missing arm and never seems to remove it. The clasp is that of a highly stylized web with a purple gem set in it. He has a piercing that goes through his right eyebrow a number of times, and cascades into stylized silver webbing, like his clasp, about his right eye and a silver chain attaches to his ear, in two places, before dangling down with a lavender pearl that is striking against his black skin.

Attributes:

Strength - 5
Dexterity - 11
Intelligence - 14
Health - 8
Wisdom - 8
Charisma - 12

Events:
Nothing happens
Found a vein of gems
Found a vein of gems
Lost left arm
Nothing happens
Gained a kobold slave
Found a scroll of Alarm (arcane)
Found a scroll of entangle (divine)
Made a deal (Was missing for a month here.)
Turned into a slave, escaped but have a brand some were on your body (Lizard folk) [was missing for a total of 2 months before locating the group again]
Gained a goblin slave
Found cursed mithral bracers with a ruby set in each of hair growth and clumsiness


Items:
A goblin slave
A kobold slave
Found a scroll of Alarm (arcane)
Found a scroll of entangle (divine)
Found cursed mithral bracers with a ruby set in each of hair growth and clumsiness.
Location of two gem veins

Spells:
-Acid splash
- Shocking grasp
-Detect magic
-Grease
-Web

Skills (40/40)
-Athletics: 1
- Craft (alchemist): 3
-Perception:4
-Social: 6
- Stealth : 2
- Handle animal: 2
- Ride: 3
- Knowledge (History House): 5
- Concentration: 5
- Knowledge (ARCANA): 6
- Knowledge (PLANES): 4
-Profession (Consort): 2

Feats:
Eschew materials
Spell mastery (Acid splash, Detect magic memorized.)
Silent Spell

Languages:
Drow
Undercommon
Elven
Draconic


Last edited by zincks on Fri Feb 10, 2012 8:41 am; edited 9 times in total
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Horizonblue

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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Tue Sep 06, 2011 12:17 am

Name:Avi-lorla Isuch, answers to Ali
Female, 14 years old
Child of Vor-lav
Lawful Evil Rouge
Maltheistic

Ali knows that this is all wrong. Don't ask her how, you shouldn't talk to crazy people.
She was always a bit odd, as she took in the stories of the cruel surface dwellers, who had hoarded the surface. The surface was portrayed as evil, and Ali agrees. It is basted in fire and covered in monsters.
What she struggled with was why the storytellers talked about their past as if the surface mattered. If it was bad, just forget it and live in the Underdark.
But the stories were always tinted with jealousy, as though getting away from something so bad as the surface was bad.
Ali realized that the surface was bad, but the Underdark was worse. The elves were wicked, but somehow, those wicked elves had thrown out the Drow.
Ali just had to pick between evil and evil-er.
Ali has kept this quiet, but has always been a doubter. She hears of the fickle snirfneblin, of the cruel Duerger, and the vile Illithids. Everything is evil, and deep down she knows she's evil to.
It's not crazy, its just not sane!
For now, Ali waits. She is quite happy with her own hide.
Ali is short and thin. She is around 5'2" and weighs around 100 lbs. She is missing her left eye, and prefers to leave the ragged scar visible. It's her biggest flaw physically, and she seems perversely proud.
She has bright, red eyes, and smiles a lot. She seems to bundle a bit when it comes to clothes, preferring a waistcoat to the ephemeral designs designs most Drow wear. She has her white hair pulled into a bun, and some mutter it has a light red or pink hue to it.
Ali likes axes, and has named her own. It has carved into it the form of an abyssal dragon that coils around the handle.
She calls it Jab.
She does not like clerics of any sort, of Lolth the least. She plays it as fear. She finds magic rather dull, as the ability to do anything mostly leads to doing nothing.

Str 8
Dex 12
Int 10
He 7
Wis 8
Ch 14
Stunning Fists
Precise Shot
Quick Draw

- Athletics 2
- Craft
- Perception 2
- Social 4
- Stealth 2
- Handle animal 4
- Ride 2
- Knowledge (History House) 2
- Appraise
- Disable device 2
- Escape Artist 2
- Forgery
- Knowledge (LOCAL) 4
- Open lock 2
- Perform 2
- Use magic device

Gear:
Good ax (Jab)
2 riding lizards (Snik and Snak)
Sticky riding lizard (Wok)
Scroll of Entangle (Div)
Potion of Hide from Animal
Leather Armor

Events:
Found a good quality ax
Made a deal
Made a deal
Nothing happened to you that month
Found a scroll of Alarm (arcane)
Lost a scroll of Alarm (arcane)
Lost right eye
Lost a personal item
Tamed a sticky pad lizard for a mount
Tamed an underdark lizard dog
Tamed an underdark lizard dog
Found potion of hide from animal
Found a scroll of entangle (Divine)
Told to protect Cousin
Given a suit of Leather Armor


Last edited by Horizonblue on Tue Aug 14, 2012 12:06 am; edited 6 times in total
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Yumichika

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Age : 30
Location : in your Closet plotting you demise

PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Wed Sep 07, 2011 6:23 pm



1d20+0
3+0 = 3

1d20+0
9+0 = 9

1d20+0
9+0 = 9

1d20+0
7+0 = 7

1d20+0
17+0 = 17

1d20+0
12+0 = 12

1d20+0
11+0 = 11

1d20+0
2+0 = 2

1d20+0
18+0 = 18

1d20+0
4+0 = 4

1d20+0
2+0 = 2

1d20+0
6+0 = 6

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Yumichika

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Age : 30
Location : in your Closet plotting you demise

PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Wed Sep 07, 2011 7:14 pm

Name: Shriune
Class: Ranger
Race: Drow
Alignment: Neutral Evil
Deity: Nature
Age: 16
Appearance: right eye is white and left eye is red stands at 5' 8'', and 135 pounds. has scarring on his left should and a slave mark on his right fore arm. His hair is short and messy. His muscles are defined but he is not bulky.
Personality: is a some what a loner that gets along better with animals than other beings. He may not talk too much but he will when necessary.

Mother: Leal-brak fifth daughter ninth child born


Attributes:
Strength - 10
Dexterity - 12
Intelligence - 8
Health - 12
Wisdom - 9
Charisma - 8

-Athletics (Balance, Climb, Jump Swim, Tumble) -1
- Craft - 1
-Perception (Listen, Search, Spot) 1
-Social (Bluff, Diplomacy, Intimidate, Gather information, Sense motive) - 1
- Stealth (Disguise, Move silently, Hide) - 1
House granted skills - 1
- Handle animal - 1
- Ride - 1
- Knowledge (History House) -1
- Concentration -1
- Knowledge (GEOGRAPHY) -1
- Knowledge (NATURE) -1


-Quick draw – you can get your weapon out and attack right away
-Track- You can track because you are good at survival.
-Rapid reload – you take less time to fire a cross bow.
-Precise shot – You can shoot into the fray with out hitting your allies.
-Far shot – You can shoot farther by 50%-100%

- Purify food and water: Purifies 60 pound of food and 7.5gallons of water.
- Calm animal: Calms ten panicking/angry animals around the target
- Cure light Wound: can heal small minor wounds like cuts and bad scraps
- Cure Moderate Wounds: Heals broken bones and bleeding
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Material Component: A bit of charcoal.



1]3,2]9,3]9,4]7,5]17,6]12,7]11,8]2,9]18,10]4,11]2,12]6

3-Mauling, you have scarring some were on your body

9- Nothing happened to you that month

9- Nothing happened to you that month

7- Turned into a slave for a month before escaping, (Kolbolds captured you)

17- Made a deal with something (I will PM you once I have rolled to see what it was that approached you)

12- Tamed a hunting worg

11- Nothing happened to you that month

2- Found a magic ring of mind shield

18- Found a vein of mithril

4- Gained a troglodyte slave

2- Found a plain silver ring

6-Made a deal with something (I will PM you once I have rolled to see what it was that approached you)






Last edited by Yumichika on Tue Sep 27, 2011 6:32 pm; edited 2 times in total
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PostSubject: Re: Dark, Elegant, Deadly : Life in the Under dark   Fri Sep 16, 2011 9:39 pm

Name: Zebeygin'riia-nol
Class: Druid
Race: Drow
Alignment: Chaotic Neutral
Deity: Karaan- a vile god of savage lust and wanton destruction, representing the dark side of nature.
Age: 16

Appearance: She has wild ankle length silver hair with a streak of white running through it on the left side. Ebony black skin and a single white eye. She wears a black leather eye patch over her left eye. She is clothed in randomly colored leather armor from her kills. Her left arm, which had been severed, has been replaced with a new one that is tattooed with scenes of nature's destruction. She leaves it bare for all to see. She takes after the house and is unnaturally tall at 6'4" weighing 200 lbs.

Personality: She is as wild an unpredictable as the nature that she worships. Once she was a typical arrogant Drow child, over- proud of her lineage. After the year and a day she has changed. Nature is uncaring and unpredictable, she is now also. She revels in the savage chaos and destructive power of the elements. She can be lustful one moment, coy the next. Even she may not be completely sure of her motives from one moment to the next. In the center of chaos is where she finds her only peace. Fights with a unique hook/ sword style melee combined with druidic magic.

Parent:1st born daughter of Qos'Zarza-nol first born daughter

Attributes:
-Strength- 16
-Dexterity- 13
-Health- 13
-Wisdom- 3
-Intelligence- 13
-Charisma- 3

Skills:
-Concentration- 1
-Knowledge (Nature)- 1
-Knowledge (House history)- 1
-Stealth- 2
-Handle animal- 3
-Ride- 2

Feats:
-Eschew materials
-Mounted combat
-Quick draw

Spells:
-Cure light wound
-Flaming sphere
-Fog cloud
-Entangle
-Bull's strength

Weapons/ Armor
- Leather armor
- Scimitar
- Sickle (off-hand)

1. 14: Scroll of alarm
2. 2: Ring of Blink
3. 19: Lost an arm (left)
4. 1. Lose an eye (left)
5. 8: Tamed sticky pad lizard as a mount.
6. 4: Gained a bugbear slave.
7. 12: Tamed a hell hound.
8. 20: Nothing happened.
9. 14: Magical weapon oil.
10. 6: Made a deal.
11. 18: Found a vein of gems.
12. 12: Tamed a lizard dog.
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