Character
Description and History You can read of Nighteyes'
history and details in Nighteyes
Tale in the Campaign
Logs section.
Elven Swords of Light (the Drow's
Bane Swords [Shenandriial in the elvish tongue])
Enchanted silver and adamantine swords that never require sharpening,
identical in size and weight, they can only be used by an Elf
at level 10 or higher. If held by any other race of character
it deals 1d8 of damage per round.
The enchantments are only present in the weapons if the
swords are together, if separated by any distance greater then
100 yards they are merely ornamental long swords. Only together
are they whole.
The blades cannot be identified by any means available to an
enemy (Detect Magic). Only those familiar with the blades and
the chosen wielder can identify them.
These lethal blades when used together increase hit/damage
totals by +5 normally. They are especially deadly
against Evil, Undead and Regenerating creatures; increasing
hit/damage totals by +7, and against Drow; increasing hit/damage
totals by +9.
The wielders base AC is 0
The swords can be thrown individually or at the same time,
flying in a figure eight like pattern. (They magically return
to the hand from which they were thrown in the same round)
Each blade is capable of casting spells, one with
offensive magic the other defensive. They are capable of
casting with or without the wielders instruction.
Don-Tauivan Velahr “Defender in Silvered Moonlight”
Abilities:
Sphere of spell protection: (Permanent Effect) Whenever
the wielder has the blades out he is protected by a magical
shell/barrier that halves damage taken by magic. A saving
throw can be made against spells for the remaining half, but
minimum damage is 1/4 of total.
Wall of Force (2x/day) a wall of force spell creates an
invisible barrier in the locale desired by the caster, up to
the spell's range. The wall of force cannot move and is totally
unaffected by most spells, including dispel magic. However,
a disintegrate spell will immediately destroy it, as will a
rod of cancellation or a sphere of annihilation. Blows, missiles,
cold, heat, and electricity do not affect the wall of force.
Spells and breath weapons cannot pass through it in either direction,
although dimension door, teleport, and similar effects can bypass
the barrier.
Teleport w/o error + Resurrection (1x/year) If the wielder
is struck dead (-11hp), and the swords are still on his person,
they will magically resurrect the wielder to a state of unconsciousness
(0 hp) then teleport him/her to the Temple of the Seldarine,
in Evermeet where a group of priests and priestesses are always
on staff. This action cannot fail. Once the wielder is dead
the action occurs flawlessly.
Don-Tauivan Drow Ndengin “Drow Slayer in Silvered
Moonlight” Abilities:
Lightning Strike (2x/day) (when spell is cast the swords develops
a powerful electrical charge that gives a jolt to the creature
touched. The spell remains in effect for one round per level
of the wielder or until it is discharged by the swords
touching another creature. A touch from the
opponent does not discharge the spell. The lightening strike delivers
1d8 points of damage, plus 1 point per level of the wielder
(for example, a 20th-level ranger would discharge
a shock causing 1d8+20 points of damage).
Disintegrate: (2x/day) this spell causes matter to vanish.
It affects even matter (or energy) of a magical nature, such
as Bigby's Forceful Hand, but not a globe of invulnerability
or an antimagic shell. Disintegration is instantaneous, and
its effects are permanent. Any single creature can be affected,
even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot
cube, can be obliterated by the spell. The spell creates a thin,
green ray that causes physical material touched to glow and
vanish, leaving traces of fine dust. Creatures that successfully
save vs. spell have avoided the ray (material items have resisted
the magic) and are not affected. Only the first creature or
object struck can be affected.
Dispel Magic Barrier: (Permanent effect) Any magical
barrier/protective field struck by the blade is dispelled as
if by a 20th level mage. The wielder can destroy most barriers
with a single swipe of the blade in most cases.
The swords are intelligent weapons (intelligence 16 Ego 16)
and have both a male and a female identity. With this sentience
they are the ones who choose who their wielder can be (magically
sticking to surfaces like sovereign glue until they are touched
by one who is worthy of their power, they choose only Lawful/Good
Elves). Each blade craves Drow blood, and so confident
in their chosen wielder they often urge him/her into
a hunt. If the wielders mind is weak, they can actually
force their will upon him (wielder must be at or below 15 for
INT, WIS, and CHA to be dominated). They communicate with their
wielder by telepathy once the user has achieved a level of 15
or higher, often alerting the wielder of the presence of evil
(detect evil), or the direction in which evil lies. The Queen
of Evermeet may also communicate to the wielder through the
swords via telepathy.
History:
Sensing further conflict with the Drow, Queen Amlariul of
Evermeet had Khelban Blackstaff import the realms finest
ores to Evermmeet, and asked Tamnaeuth is a very old elven
armorer who crafted some of the finest swords, mail, and
plate armor in the realms to forge two swords, to
be the greatest weapons against the Drow. While forging
the swords Khelban and the Queen stood watch over Tamnaeuth,
making endless requests and casting enchantment after enchantment
onto each sword, instilling intelligence, as well as purpose.
Each blade formed sentience, lawful/male from Khelban and good/female
from the Queen. They also instilled a desire to only be
used by the just, and strong. Khelban stood over these
weapons with pride, as the owner of numerous magical items and
weapons these swords were in fact the most beautiful and powerful
weapons he had ever seen. The Queen instructed him to take
them back to Waterdeep with him, to hold them in his tower until
one worthy of their power made himself known. When Khelban left
to ready his ship, the Queen put the final enchantments
upon them, allowing her to communicate though the
swords to the wielder. She enabled the swords to teleport
both themselves and the wielder back to Evermeet should the
wielder ever be struck down. Thus saving a life and keeping
an Elven treasure among the elves. She then carefully
wrapped the swords in heavy cloth, and had them brought to
Khelban. After an uneventful voyage to Waterdeep, the swords
were brought to Blackstaff Tower, where they stayed for
many years. Until one day while Khelban was away in Silverymoon, one
of his human apprentices wandered into to his armory. Preparing
for a short Jaunt through the Undermountain, he looked
to borrow a staff or cloak to aid him. When he came upon the
swords still loosely wrapped in the heavy cloth, his
eyes lit up, surely with these swords, no monster in Undermountain
would stand a chance. Putting the swords under his arm, he
made his way into Undermountain, and was never heard from
again. Recently Khelban sent forth an powerful Elven Bladesinger
to recover the lost swords from the Undermountain. The Bladesinger
was called Nighteyes, and not long into his dungeon crawl he
heard strange voices calling to him from an unknown location,
the melodic voices gave him a warm and soothing feeling. The
voices were those of the swords. He soon found them in a partially
submerged room into which he had fallen, they were still wrapped
in the cloth the Queen had bound them in and as he took them
into his hands they sung with delight, and spoke softly to him,
“It is you for which we were crafted, it is you by whom
we shall be named, for we are yours and yours alone until the
end of time”
Nighteyes is a stoic gold elf of extreme discipline, he finds
the predjudices of his kin to be the height of folly knowing
that the only valid judgement is one based on character and
action. He knows nothing of his lineage or family and lacks
a clan name. The reality of his parentage is known perhaps to
a few who lived in Myth Drannor at the time of it's fall. He
looks very much like his parents and whoever knew them would
recognize the resemblance.
His mother was a High Priestess of Hanali Celanil and his father
a Paladin/DemiPaladinof Hanali as well. (Whose Moonblade Nighteyes
has now though he knows not why the blade accepted him as a
weilder) The two had seen each other from afar and yearned to
be together yet something held them back. Hanali had taken a
great liking to his father and with her High Priestesses willing
compliance Hanali possessed her and gave herself to him.
After their night together the two fell in love truly and were
wed just before the fall of Myth Drannor. His father fell battling
the hordes outside the gates and his mother was shot by a drow
assassin with a poisoned arrow of great power only days later.
With her last breath she cursed the drow race saying that for
every elf that was slain that day a thousand of their kind would
die in retribution.
In her dying moment a time stop spell cast by a High Mage friend
of hers went awry causing a rift that she and her infant son
were pulled into. The rift brought them to the same exact spot
in the year 1000 DR, where she now lay dying from her poisonous
wound. Sadly she would normally have been capeable of healing
herself save for that she had used all of her power to save
others before she was shot.
Physically he is magnificent (appearance score is 23) His long
gold hair is nearly always freely flowing and he does not wear
helmets of any kind, ever. His eyes are ususally dark violet
but they grow darker when he is upset or angry deepening into
a nearly black hue.(Usually this is the only way anyone could
tell since he always conducts himself with the utmost of control.)
His voice is low and soft most of the time but is capable of
singing with such beauty as to astound even elven listeners
of great age. |