The moon hangs above, my home lies below
Although it be cold, and covered with snow
Foul monsters to stalk, old knowledge to know-
Such is the life now for Vel'duith the Drow!
Biographical information
Zar'Ahal, the Undercity
154
Crobhear Keep, atop the Spine
Physical description
Drow
Female
150cm/4' 11"
38kg/84 lbs
Snow-white
Garnet red
Charcoal black
Political information
Noct Yaegir
Out-of-character information
Threecups the Caffeinated
9/22/2025
Concocted by MS Copilot
Although it be cold, and covered with snow
Foul monsters to stalk, old knowledge to know-
Such is the life now for Vel'duith the Drow!
Vel'duith Voiryn, Dark Trickster
Appearance
Vel'duith Voiryn [VELDwith VOYrin] is a short, stick-thin wisp of a dark elf of seemingly indeterminate age. Sharp garnet-red eyes calmly appraise from an angular face of tightly drawn charcoal black skin, and her thin lips often curl into an easy half-smile. Her fine, snow-white hair falls from a widow's peak to her mid-back, bound into a single meticulous braid, looped and pinned by the split and silver-gilt halves of a seven-inch-long monstrous claw. She wears layers of spidersilk robes in various dark colors, a supple mantle of a strangely mottled dark leather pinned by a silver brooch, a sensible pair of sturdy dwarf-made low-boots, a silver pendant whose vines enwrap a carved moonstone eye, and a wide-brimmed spidersilk hat. A finely wrought, deep-fullered adamantine short sword, an ornately carved and polished darkwood hand crossbow with engraved adamantine furniture, and a matching carved, adamantine-trimmed darkwood box of adamantine-tipped darkwood hand-crossbow bolts with a small plug-sealed recessed reservoir of sleeping-poison depend from a hip belt. Anyone at all familiar with her folk might correctly suspect that these are not the only weapons she carries.
Indeed, she typically secrets a quartet of lightweight flick-holstered adamantine darts within her robe sleeves, a silver dagger belt-scabbarded in the small of her back, a matched pair of slim adamantine dirks sewn into the inner seams of her lurker-mantle, and her monster-claw hair-pins conceal a matched set of darksteel knife-blades set and sheathed within the horn. Lastly, she always carries a handful of caltrops in one pocket and a handful of twisted glass beads imbued to explode with enough magical daylight to fill a 10m/30ft diameter area if smashed or stepped on.
In a hidden middle-robe-pocket, she carries a coin-purse containing a few dozen electrum trade coins of the sort used in Underrealm markets and a handful of small gems, worth a total of several hundred gold pieces.
Her hands, feet, forearms, and calves are enwreathed by intricately interwoven patterns of fine silver and crushed moonstone embedding, resembling delicate tattoos that gleam in moonlight or sunlight, yet wane and vanish in darkness or shadow. When she taps into her luminancy, these embeddings and her moonstone eye pendant pull light, color, and shadow in to weave into her illusionary tricks, distractions, and diversions.
A falcon-winged grey tabbycat named Ilharess is occasionally to be seen nearby, murring curiously at whatever dusty tome Vel'duith might have open, slyly depositing any bothersome loose fur on her robe, trying to spirit away an unattended quill, or some similar mischief.
Indeed, she typically secrets a quartet of lightweight flick-holstered adamantine darts within her robe sleeves, a silver dagger belt-scabbarded in the small of her back, a matched pair of slim adamantine dirks sewn into the inner seams of her lurker-mantle, and her monster-claw hair-pins conceal a matched set of darksteel knife-blades set and sheathed within the horn. Lastly, she always carries a handful of caltrops in one pocket and a handful of twisted glass beads imbued to explode with enough magical daylight to fill a 10m/30ft diameter area if smashed or stepped on.
In a hidden middle-robe-pocket, she carries a coin-purse containing a few dozen electrum trade coins of the sort used in Underrealm markets and a handful of small gems, worth a total of several hundred gold pieces.
Her hands, feet, forearms, and calves are enwreathed by intricately interwoven patterns of fine silver and crushed moonstone embedding, resembling delicate tattoos that gleam in moonlight or sunlight, yet wane and vanish in darkness or shadow. When she taps into her luminancy, these embeddings and her moonstone eye pendant pull light, color, and shadow in to weave into her illusionary tricks, distractions, and diversions.
A falcon-winged grey tabbycat named Ilharess is occasionally to be seen nearby, murring curiously at whatever dusty tome Vel'duith might have open, slyly depositing any bothersome loose fur on her robe, trying to spirit away an unattended quill, or some similar mischief.
Skills and Abilities
As an experienced rogue, Vel'duith is adept at stealth, slight of hand, hearing and discerning noises, spotting hidden doors, clues, and traps, setting and disarming traps of both mundane and magical varieties, picking locks, deciphering ancient languages, deception, and is acquainted with such weapons and tactics of the drow as suit her frame and occupation. She necessarily wields only light, nimble weapons, especially favoring shortsword, dagger, darts, and hand crossbow. In combat, she always seeks to attack from advantage - i.e., from behind, above, or the flank - and if at all possible, in coordination with an ally to hold the attention of their foe. She is not very highly skilled as a duellist and would immediately look to fade away from any extended melee, if possible in the direction of the nearest prepared trap or ally with which to turn the tables.
As a journey-level luminancer, Vel'duith can cast various illusions, wear magical disguises, blur her silhouette, momentarily shroud herself in shadows, or snare enemies in a web of light that adheres to their form, making them easier to hit. She does not wield a traditional luminancy weapon; rather, she can momentarily create a nearly invisible shadow hand that can fly a short distance, pick up and carry light objects, pick locks or pockets, or perform other similar feats of legerdemain. She can also cast a handful of other-discipline spells of minor effect or short duration such as a simple ward or a laughing curse, and a variety of cantrips for trivial but useful tasks such as mixing or heating and cooling liquids, lighting candles or a cooking fire, hiding smoke from a fire, or mending simple rips and tears. She has not learned any of the powerful sorts of fire, lightning, or ice evocations, impenetrable abjuring barriers, or fell conjurations of terrible beasts and demons most folks think of when picturing a powerful wizard.
As a highborn drow, she cannot be magically made to sleep, is resistant to poisons and magical charms, and can sense the weave of magic at will. Once each day, she can levitate herself or another person or object weighing up to a quarter-ton, or temporarily suppress a magical effect. The duration of this is dependent on the load. For herself alone in her typical degree of equipment, she can maintain the spell for up to ten minutes. If lifting a full quarter ton, she can only maintain the spell for a minute at most. She has keen senses of hearing, smell, and eyesight, and can see in complete darkness out to 120 feet, but is seriously hampered in full daylight, and may be temporarily blinded by sudden bursts of bright light.
Vel'duith is well read on the subjects of arcana and history, with a special emphasis on the denizens of Pandemonium, but this is book-learning much more than practical expertise. She can sing and play the lyre passably well, but is no bard. She speaks Drowish, Common, Elvish, Undercommon, Pandemonic, and Draconic, as well as smatterings of Dwarvish, Gnomish, Orcish, and Goblinspeak. Given time and access to a decent library, she can decipher ancient writings in these and related languages.
As a journey-level luminancer, Vel'duith can cast various illusions, wear magical disguises, blur her silhouette, momentarily shroud herself in shadows, or snare enemies in a web of light that adheres to their form, making them easier to hit. She does not wield a traditional luminancy weapon; rather, she can momentarily create a nearly invisible shadow hand that can fly a short distance, pick up and carry light objects, pick locks or pockets, or perform other similar feats of legerdemain. She can also cast a handful of other-discipline spells of minor effect or short duration such as a simple ward or a laughing curse, and a variety of cantrips for trivial but useful tasks such as mixing or heating and cooling liquids, lighting candles or a cooking fire, hiding smoke from a fire, or mending simple rips and tears. She has not learned any of the powerful sorts of fire, lightning, or ice evocations, impenetrable abjuring barriers, or fell conjurations of terrible beasts and demons most folks think of when picturing a powerful wizard.
As a highborn drow, she cannot be magically made to sleep, is resistant to poisons and magical charms, and can sense the weave of magic at will. Once each day, she can levitate herself or another person or object weighing up to a quarter-ton, or temporarily suppress a magical effect. The duration of this is dependent on the load. For herself alone in her typical degree of equipment, she can maintain the spell for up to ten minutes. If lifting a full quarter ton, she can only maintain the spell for a minute at most. She has keen senses of hearing, smell, and eyesight, and can see in complete darkness out to 120 feet, but is seriously hampered in full daylight, and may be temporarily blinded by sudden bursts of bright light.
Vel'duith is well read on the subjects of arcana and history, with a special emphasis on the denizens of Pandemonium, but this is book-learning much more than practical expertise. She can sing and play the lyre passably well, but is no bard. She speaks Drowish, Common, Elvish, Undercommon, Pandemonic, and Draconic, as well as smatterings of Dwarvish, Gnomish, Orcish, and Goblinspeak. Given time and access to a decent library, she can decipher ancient writings in these and related languages.
Personality
Vel'duith is almost always smiling: warmly among fellow scholars who can discuss arcana obscure detail for obscure detail with her, an easy smile among those who she considers friends, and a slight Mona Lisa smirk for the world at large.
Vel'duith is an extro-introvert who can be silent as a lamb or loquacious as a bard, depending on her company and the topic at hand. She tends to analyze and synthesize ideas in real-time, thinking them out loud in branches and asides, and she displays the elevated vocabulary and diction of her station whenever speaking. She prefers solitude for reveries or reading.
On the occasions Vel'duith loses her temper, she tends to uncork a cacophonous outburst of drowish cursing sounding somewhat like a raging ferret strangling a pixie with a dandelion stem.
Vel'duith appreciates beauty, whether natural or artificial, and craves long lost knowledge. She can be easily distracted by things like intricate frescoes, stunning vistas, and shelves of cobwebbed books.
Vel'duith was raised to think transactionally, ruthlessly, and without much regard for ethics. Thus, she struggles at times with her newly embraced dogma to 'be kind to all save in battle with evil.' Her pragmatic side instantly saw the value in cooperation for the sake of all, but offering kindness without any guarantee of reciprocity seems like a faith-leap.
Vel'duith is an extro-introvert who can be silent as a lamb or loquacious as a bard, depending on her company and the topic at hand. She tends to analyze and synthesize ideas in real-time, thinking them out loud in branches and asides, and she displays the elevated vocabulary and diction of her station whenever speaking. She prefers solitude for reveries or reading.
On the occasions Vel'duith loses her temper, she tends to uncork a cacophonous outburst of drowish cursing sounding somewhat like a raging ferret strangling a pixie with a dandelion stem.
Vel'duith appreciates beauty, whether natural or artificial, and craves long lost knowledge. She can be easily distracted by things like intricate frescoes, stunning vistas, and shelves of cobwebbed books.
Vel'duith was raised to think transactionally, ruthlessly, and without much regard for ethics. Thus, she struggles at times with her newly embraced dogma to 'be kind to all save in battle with evil.' Her pragmatic side instantly saw the value in cooperation for the sake of all, but offering kindness without any guarantee of reciprocity seems like a faith-leap.