Jarrak
From Unofficial Handbook of the Virtue Universe
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Jarrak Helvityl | |
Player: | |
Basic Data | |
Origin: | Magic. |
---|---|
Archetype: | Stalker. |
Assassin Level: | 41. |
Occupation: | Darkmask, former Slave Trader. |
Personal Data | |
Real Name: | Jarrak (true House name unrevealed). |
Known Aliases: | Jar Jar, Runemancer, Master. |
Species: | Drow. |
Age: | 107. |
Height: | 5'11 (Height has been augmented). |
Weight: | 170 lbs. |
Eye Color: | Pale, greyish-pink. |
Hair Color: | Snow white. |
Blood Type: | Confidential |
Biographical Data | |
Birthplace: | Barravlos, Underdark of Faerun. |
Birthdate: | Confidential |
Citizenship: | Zarinidian. |
Current Residence: | Mercy Island. |
Religion/Faith: | Vhaeraunian faithful. |
Sexual Orientation: | Bisexual. |
Marital Status: | Single. |
Known Languages | |
Drow, English/Common. | |
Known Relatives | |
Not Identified. | |
Known Powers | |
Enhanced dark magic, regeneration and teleportation abilities through the use of Runes. | |
Training / Abilities | |
Dark magic/Shadowcasting, Enhanced hearing, sight and touch sensitivity, Superior agility, Moderate resistance to magic, Noamuth Glyph reading. | |
Equipment | |
Runic gloves, several metal chains, light armor. | |
Footnotes | |
none thus far. |
Contents |
History
Jarrak was a non-noble Drow born in a relatively secluded Kiaransalee-loyal (Deity of the Undead) town known as Barravlos within the Deep Wastes, a small domain east of the Buried Realms, running beneath the Dalelands and the Moonsea. The majority of its population consisted of Necromancers, and ruled under the typical female-dominant society. Its seclusion deemed both a drawback and a boon, since the town was naturally guarded from enemies by the rocky landscape and sporadic wildlife across unexplored terrain, though suffered from communication amongst larger Underdark settlements, specifically effecting their slave market which acquired only young male Drow rejected by their parents or guardians, or in rare circumstances captured enemies. Jarrak easily fell victim to the market under his mother's will, whom sought only an opportunity for temporary wealth. The young Drow spent nearly three days within the pits filled with the blood, fear, molestation, stink and poison of shrilling subjects, and auctioned off to a mysterious female Drow not native to the settlement. Unknown to his previous population, he was taken to Zarinidia, a surface Drow settlement loyal to Vhaeraun, a Patron of male Drow and the Deity of Thieves, striving to further Drow aims and interests.
Jarrak was raised initially as a slave to his buyer through this equal-gendered society accordingly and subjected to a future as a Cleric upon expressing an affinity to such skill, and gaining respect. His master was a collector of ancient artifacts, especially indecipherable runes known as simply 'Noamuth' believed to date back before their time, an interest in which started to draw him in. At one point, the youth attempted to steal one of his master's ancient runes for himself, and though he was eventually caught, he redeemed himself by expressing his astonishing ability in which only two other Drow in history have ever demonstrated. Just as he was targeted for an assault, he pointed to the symbol upon the rune laying flat against his palm, and whispered "Barra", activating its magic. His status was virtually heightened to that of a special citizen, and stole the attention of the Patron himself as soon as he started work as a slave trader, showing charm, wit and dominance. Jarrak spent his entire adolescence training and working as one of the Darkmasks, the Elite of Vhaeraun's Clergy whom possessed the skills of both Clerics and Rogues, balancing their religion and skills of stealth. Jarrak acquired all of the runes discovered by his previous master under the ruling of the Patron, since he was the only one to utilize their magic.
Now reaching adulthood, he has ventured into the Rogue Isles upon tracing the magical trails of Noamuth into the possession of the Circle of Thorns, doing an excellent job on retaining secrecy of his past for the sake of preventing enemy exploitation. How these runes managed to slip into their grasp remains a mystery, though the young, handsome, and increasingly powerful Darkmask is sure to find out. (More to come)
Personality
Agreeable, sinister, charming, idealistic, dominating, immature, compassionate, intuitive, sensual, rough, opinionated...several beings describe Jarrak with several words, ignorant of the fact that they fell victim to the Drow's mind games and ever-adapting personality traits. He endeavors to simply manipulate by ANY means necessary to accomplish what he wishes. The more resistant one is to his charm and smooth talk, the more persistent and patient he becomes. Whether he has to complete a task to win some one's trust, or sleep with a complete and obnoxious stranger, he will do so to further his agenda. Aside from this, Jarrak boasts an almost typical Drow mindset of judging certain races weak or worthy, especially despising humans and 'goody-good' Fae. On the flip side, he absolutely adores a variety of races including vampires, other Drow, and demonic or mischievous beings in general. As long as he is getting what he wants, he will scratch the back of anyone for a long time. He enjoys observing and learning of others, and is quick to study those whom approach him to possibly cure his ignorance, detect possible threats or determine weaknesses. He contemplates quite a lot, and prefers to plan ahead opposed to 'winging' any situation. While not seeking runes, he enjoys the pleasures of murder, sex, ginger ale, small talk, ensuring he looks his best, and eavesdropping. As a Darkmask, his divine goals remain secretive.
Abilities
Racially, he possesses the typical physical and nonphysical attributes of a Drow, including superior night vision, enhanced senses of touch and hearing, and an almost graceful but effective agility during battle, or other activities. He seems to have a natural resistance to magic, as expressed in the past to have dampen the negative effects placed on him (especially sleep-induction). This resistance however, is controlled by a cognitive process, in essence while unconscious or seriously ill, this resistance may 'shut off'. This resistance must also be temporarily negated to receive the positive effects of magic not casted from himself. His sense of smell is only on par with a human's, and as a male Drow, is slightly physically weaker than a female Drow (while not augmented), but stronger than a male human.
With the status of a Darkmask Cleric, Jarrak has extraordinary skill in stealing, sneaking and stealth, as well as being a creature of prayer and communication with his Patron. He is both a formiddable fighter as well as spellcaster. He is capable of cloaking himself within summoned shadows, manipulate what is known as Darkfire and utilize it through physical afflictions. The mask he wears when respectfully dressed in Clergy attire is actually capable of storing divine magic while the energy is not in use. Recently, Jarrak has been attempting to develop an ability to slightly alter perception and hide his true form, though he has not yet mastered this ability, nor does he choose to exploit it often as he could.
His unique ability to subconsciously understand the glyphs of foreign runes enables him to access their runic power. A side-effect of constant use of these energies is his seemingly augmented body, appearing taller than average Drow with the constant flow of magic that occurs through his body when activating runes (Note that this physical alteration is also influenced by Jarrak's ability to limitedly hide his true self through means of magic. The runic energy heightens this power). It is believed that a majority period of time without rune use may revert him back to natural height and muscle structure. He currently has possession of the following runes, which are fitted into either of his gloves:
- Barra: Enhancement of shadow and dark magic (left glove)
- O'goth: Enhanced regeneration, reviving magic (right glove)
- Obsul'e: Teleportation of other objects or people (right glove)
- Lac Faer: Ability to sense and track specific types of magic (left glove)
Allies and Enemies
(WIP)