Velanna Sycorax
She survived thirty thousand years in a timeless hell. She chose how she left.
Basic Information
Full Name
Velanna Sycorax
Nickname(s)
"The Raven Queen"
Race (Grade)
Drow Vampire (?)
Class
Sorceress
Height
5'8"
Birthday
Frostnight 7, 1268
Age
Loading...
Birthsign
The Glacial Wendigo
Bloodline Ability
-- Unknown ---
This Bloodline ability has not yet been unveiled to you.
Physical Description
Appearance
Velanna is a breathtakingly beautiful drow woman whose appearance combines ethereal elegance with an unsettling, predatory quality that marks her as something far more dangerous than she initially appears. Her skin possesses the characteristic dark purple-gray tone of the drow, though centuries of vampirism have given it an almost luminous quality, as if moonlight lives just beneath the surface. Her hair flows like liquid silver, a striking contrast to her dusky complexion, often worn in elaborate styles adorned with raven feathers and obsidian ornaments. Her eyes burn with an intense crimson glow that seems to pierce through darkness and deception alike, capable of shifting from seductive warmth to predatory coldness in an instant. She typically dresses in exquisite black and deep purple garments that blend drow aesthetic with Victorian elegance, featuring intricate embroidery of ravens, incorporating feathered accents, and maintaining an aristocratic sophistication that speaks to both her ancient age and refined tastes.
Unique Characteristics
Ravens are constantly present around Velanna, whether perched on her shoulders, circling overhead, or watching from nearby vantage points, creating an aura of corvid surveillance wherever she goes. Her movements possess an unnatural grace that comes from years of combat refinement, making even casual gestures appear choreographed and deliberately beautiful. When she uses her magical abilities, shadows seem to coalesce around her like living things, and the temperature noticeably drops in her immediate vicinity. Her fingers are long and elegant, marked with intricate silver rings bearing arcane symbols, while her nails are kept sharp and perfect, capable of serving as weapons when necessary. A faint scent of night-blooming jasmine and old parchment follows her, an oddly compelling combination that masks the subtle predatory danger she represents. When she smiles, her fangs are visible but somehow make her more beautiful rather than monstrous, as if vampirism has only enhanced her already considerable drow allure.
Personality
Positive Traits
- Fiercely loyal to those few who earn her trust
- Brilliant tactical mind honed over millennia
- Possesses dry wit and dark sense of humor
- Deeply protective of genuine innocence and beauty
- Values knowledge and intellectual conversation
- Surprisingly compassionate despite her nature
Challenging Traits
- Views most mortals with barely concealed contempt
- Pathological hatred for most other vampires
- Becomes possessive of people she cares about
- Struggles with fragment memories she cannot place
- Can be cruel when dealing with perceived stupidity
- Difficulty trusting due to millennia of betrayals
I have watched empires rise and fall like morning dew. Do not presume to waste my time with petty mortal concerns.
Thirty thousand years I spent in that realm. Every combat technique, every strategy, every possible scenario played out across millennia. You cannot surprise me.
"Final Act." [her last words, through gritted and bloody teeth, as Jing leaned in to laugh]
Likes
- Ravens and corvids in all their forms
- Ancient texts and forbidden knowledge
- Intellectual sparring with worthy minds
- Night-blooming flowers and moonlit gardens
- Precision archery and elegant combat
- Fine wines aged to perfection
Dislikes
- Most other vampires, especially those who revel in it
- Wasted potential and willful ignorance
- The Chromatic Council and "petty mortal politics"
- Being reminded of time's passage without progress
- Those who mistake her assistance for weakness
- Prace, the vampire lord who cursed her existence
Background & History
The Kristofferson Orphanage and Early Years
Velanna's earliest memories begin in the Kristofferson orphanage, where she was raised alongside five other children who would eventually become legendary figures across Xeres. Among them was Xaneborr Shadowbane, the massive half-giant who would become her closest companion and most complicated relationship. Even as a child, Velanna displayed remarkable talent with both bow and innate magical abilities, though her drow heritage made her an outsider even among the other orphans. She learned early to rely on her intelligence and skill rather than social connections, developing a sharp tongue and sharper aim to defend herself from those who viewed her dark elven blood with suspicion. The six orphans formed an unlikely family bound not by blood but by shared hardship, and when they turned sixteen, they set out together to seek their fortune and purpose in a world that had given them nothing but each other.
Heaven's Chosen and the Path to Power
At eighteen years old, Velanna and her companions discovered they had been marked by the Heavens themselves as Chosen, individuals granted accelerated power and positioned to shape the fate of Xeres through their actions. This revelation came with both blessing and burden, as they found themselves thrust into conflicts far beyond normal mortal concerns, facing threats that required extraordinary power to overcome. Velanna embraced her destiny with characteristic determination, viewing her Chosen status not as divine gift but as validation that her skills and intelligence had earned recognition from forces beyond mortal comprehension. She specialized in combining her natural drow affinity for shadow magic with devastating precision archery, developing techniques that allowed her to eliminate threats from impossible distances while remaining completely undetected. Her tactical brilliance complemented Xaneborr's raw combat prowess perfectly, and together they led their group through increasingly dangerous adventures that would forge legends across the continent.
The Timeless Prison and Thirty Millennia of Survival
When the group reached 22 years of age, they made a fateful decision to explore a mysterious Mystic Realm that promised great rewards for those brave enough to venture within. What they discovered was a nightmare dimension where time had no meaning and death could not claim anyone unless they fell in honorable combat. The realm was controlled by Prace, an impossibly powerful vampire lord whose mastery of reality manipulation and temporal magic had created this pocket dimension as his personal hunting ground and prison. Shortly after entering, Velanna was cornered by Prace himself, who saw in her both a worthy opponent and potential successor. He turned her into a vampire against her will, condemning her to an immortal existence that she would come to despise, particularly as she watched what vampirism did to lesser minds over the centuries. The six Heaven's Chosen found themselves trapped in this realm for what subjectively felt like thirty thousand years, forced to fight, survive, and maintain their sanity while the realm's magic prevented their permanent deaths. During this impossible stretch of time, Velanna refined her combat abilities to levels of mastery that no mortal could achieve through normal training, turning every possible technique and strategy into muscle memory developed across millennia of constant practice.
The Unspoken Tension with Xaneborr
Throughout the thirty thousand years trapped in the timeless realm, Velanna found herself gravitating toward Xaneborr more than any of the other Chosen, despite their vastly different personalities and approaches to survival. She consistently took his side in disputes, defended his decisions even when they seemed questionable, and found herself seeking his presence during the rare moments of peace their situation allowed. There was an undeniable tension between them that grew over the millennia, a connection that went beyond simple companionship or tactical partnership. Yet neither of them ever acted on these feelings, perhaps understanding that the extreme circumstances of their imprisonment made genuine emotional connection impossible to trust, or perhaps simply too damaged by the endless years of violence to risk vulnerability. By the time they escaped the realm, they had learned to carefully ignore the tension that had built between them, burying it beneath layers of professional respect and battlefield camaraderie. The unspoken possibility of what might have been still haunts their interactions when they meet, a ghost of potential intimacy that neither acknowledges but both remember.
Freedom and the Hunt for Prace
Eventually, the Mystic Realm seemed to erode from within, collapsing Prace's temporal prison and finally escaping back into normal reality. They discovered to their shock that while thirty thousand subjective years had passed for them within the realm, six thousand actual years had elapsed in Xeres during their imprisonment. The world they returned to was completely transformed, with civilizations they had known reduced to archaeological curiosities and new powers having risen to dominance. While Xaneborr eventually chose to involve himself with mortal affairs by joining the Chromatic Council, Velanna found herself unable to care about the petty political maneuvering of beings who would live and die in what felt like an eyeblink to her. Instead, she dedicated herself to hunting Prace, the vampire lord who had cursed her with immortality and stolen thirty millennia of her existence. This proved nearly impossible, as Prace had developed the ability to slip between realms and realities, making him almost impossible to track or trap. Yet Velanna persists in her hunt, viewing it as both vengeance and responsibility, determined to prevent him from creating another timeless prison and condemning others to the fate she endured.
The Victorian Estate and Undead Servants
Having accumulated vast wealth and magical artifacts over her extended existence, Velanna solved the problem of permanent residence by acquiring a cosmic sack enchanted to hold objects far beyond its apparent size. Within this magical storage, she keeps an entire estate, a sprawling mansion that would rival anything owned by the wealthiest mortal nobility. The estate is staffed entirely by undead servants and magical automatons, creatures that require no payment, hold no judgment about her vampiric nature, and execute her commands with perfect precision. When she arrives in a location, she simply retrieves the mansion from her cosmic sack and places it wherever she pleases, creating an instant fortress of gothic elegance complete with libraries, laboratories, training grounds, and every luxury her refined tastes demand. The undead servants maintain the grounds with meticulous care, the automatons provide security that would challenge even powerful adventurers, and the entire structure serves as both home and statement of power. To enter Velanna's estate uninvited is to court death, but to be welcomed as a guest is to experience hospitality that combines ancient drow sophistication with Victorian elegance and the resources of someone who has had millennia to perfect every detail.
The Masquerade and the Inexplicable Pull
Recently, Velanna attended a masquerade ball thrown by Nultero, one of the Chromatic Council members, more out of boredom than genuine interest in mortal social functions. It was there, amid the swirling dancers and elaborate masks, that she first saw Arties Geodegazer. The moment their eyes met across the ballroom, Velanna felt something she had not experienced in centuries: genuine, inexplicable attraction combined with a haunting sense of familiarity she could not place. Throughout the evening, she found herself unable to look away from this particular drow woman, fascinated by her presence in ways that defied logical explanation. Since that night, Velanna has been plagued by fragment memories and fever dreams of passionate intimacy with another drow woman whose face she cannot quite see, moments of connection and desire that feel simultaneously like memories and impossibilities. She suspects these fragments might be memories of Arties, though she cannot explain how or why she would have such memories of someone she has only just met. This mystery compels her in ways that hunting Prace or accumulating power never could, driving her to seek opportunities to be near Arties and unravel the truth behind these haunting sensations of connection to someone who should be a complete stranger.
The Game of Jing
The trickster Jing captured a group of people before he went down to rest. He demanded a game: a heavily modified Deck of Many Things, three cards each, and then round after round of his own invented rules that forced them to pass cards, trade, draw more, surrender what they held, accept what they did not want. He was not playing to win something specific. He was playing because he found it funny, because watching people scramble and bargain and panic was its own reward. He had probably done this many times before. Velanna had spent thirty thousand years in a realm where death was impossible and suffering was infinite. She had developed, across all of those years, a very particular skill: the ability to look at a situation with no good exits and find the one thing that could still be controlled. She looked at the board. She looked at her companions. She looked at the cards. She gave herself all the bad ones. Methodically, deliberately, using every exchange and pass and draw that Jing's shifting rules made available, she routed the damage through herself. Arties and her friends were restored. The cost landed entirely on Velanna, which was what she had been working toward since the first round.
The bad things began to unfold on her one by one as the deck delivered its verdicts. She did not run. She did not appeal. She waited, which she was very good at, having practiced it for millennia. She waited until Jing came close enough. He was laughing, because this was the part he enjoyed: watching the consequences arrive. He leaned in. Through gritted, bloody teeth, she said: "Final Act." She took him to hell with her. The people she saved were restored whole. Jing did not come back.
The bad things began to unfold on her one by one as the deck delivered its verdicts. She did not run. She did not appeal. She waited, which she was very good at, having practiced it for millennia. She waited until Jing came close enough. He was laughing, because this was the part he enjoyed: watching the consequences arrive. He leaned in. Through gritted, bloody teeth, she said: "Final Act." She took him to hell with her. The people she saved were restored whole. Jing did not come back.
What She Left Behind
She had spent thirty thousand years surviving things that should have broken her, and six thousand years after that doing something she had told herself was vengeance but was probably, underneath, a search for purpose. She found purpose in the end. Not the way she expected it to come. She found it in a game rigged by a trickster god, in a hand of cursed cards, in the decision to put herself where the damage was going to land so that other people did not have to... a tactic she had learned from a new friend. The ravens that surrounded her have not dispersed. Those who knew her have reported seeing them in places she used to favor, circling without urgency, perching in the specific still way she had. Whether this is mourning, memory, or something else entirely is a question that has not been answered and may not need to be.
Arties and her companions miss her. They have not said this in a single conversation because it is not the kind of thing that fits into a single conversation. It is the kind of thing you carry, that shows up sideways in the quiet moments, that makes you glance at a doorway and notice the particular quality of an absence. They know that what she did was a choice. They know that she made it as completely as she made every other choice in her very long life. They are grateful. They are not sure that gratitude is the right word but they do not have a better one. She would probably find their inability to name it satisfying.
Arties and her companions miss her. They have not said this in a single conversation because it is not the kind of thing that fits into a single conversation. It is the kind of thing you carry, that shows up sideways in the quiet moments, that makes you glance at a doorway and notice the particular quality of an absence. They know that what she did was a choice. They know that she made it as completely as she made every other choice in her very long life. They are grateful. They are not sure that gratitude is the right word but they do not have a better one. She would probably find their inability to name it satisfying.
Goals
The Hunt for Prace
Above all else, Velanna remains committed to tracking down and destroying Prace, the impossibly powerful vampire lord who turned her into a vampire and trapped her along with her companions in a timeless realm for thirty thousand subjective years. This hunt has consumed much of her existence since escaping that prison, driving her to study dimensional magic, reality manipulation, and the theoretical frameworks that allow beings to slip between realms as Prace does with apparent ease. She knows he is more powerful than her, understands that facing him directly would likely result in her destruction or re-imprisonment, yet cannot abandon the pursuit that has defined her purpose for so long. Her goal is not simply revenge for what he did to her, but prevention of what he might do to others, stopping him from creating another timeless prison dimension where victims are forced to endure millennia of suffering while the outside world moves on without them. She seeks allies, information, and artifacts that might give her an advantage against an enemy who can literally step sideways out of reality when threatened, knowing that eventually she will find a way to corner him in a confrontation that will determine whether her centuries of hunting have any meaning.
Unraveling the Mystery of Arties
The fragment memories and inexplicable attraction Velanna feels toward Arties Geodegazer represent a mystery that she finds more compelling than any puzzle she has encountered in centuries. She needs to understand why a woman she has only just met feels so familiar, why her dreams are filled with images of passionate intimacy with a drow woman whose face she cannot quite see, and whether these sensations represent genuine memories somehow displaced in time or something else entirely. Her approach to solving this mystery combines her natural intellectual curiosity with a very personal desire to understand her own feelings, something she has long suppressed in favor of cold rationality and tactical thinking. She is willing to assist Arties and her companions with their goals, viewing such cooperation as both investment in potential allies and opportunity to spend time near the source of her confusion. Whether these fragment memories prove to be echoes of another cycle, glimpses of a timeline that no longer exists, or simply her own desires manifesting as false recollections, she is determined to discover the truth and understand why, after thirty thousand years of emotional isolation, she suddenly finds herself caring about someone she should barely know.
Transcending the Curse of Vampirism
Despite having spent millennia as a vampire, Velanna has never accepted her undead state as permanent or desirable, viewing it instead as a curse inflicted by Prace that she has learned to manage rather than embrace. She despises what vampirism represents, the predatory nature it encourages, the way it warps lesser minds into monsters who revel in their power over mortals. Her long-term aspiration is to find a way to transcend her vampiric nature without losing the power and abilities she has developed over centuries, essentially seeking to cure herself while retaining the strengths that vampirism has granted her. This may prove impossible by any conventional means, but Velanna has learned that impossible simply means no one has yet discovered the correct approach. She researches ancient magic, studies the nature of undeath, and seeks artifacts that might offer paths to transformation or transcendence. Her goal is not to become mortal again, as that would mean accepting vulnerability and limited lifespan she no longer finds appealing, but rather to evolve beyond both mortality and traditional vampirism into something new, something that combines the best aspects of both states while escaping the limitations and curses of each.
Finding Purpose Beyond Survival and Vengeance
After thirty thousand years focused primarily on survival and six thousand years dedicated to hunting Prace, Velanna has begun to recognize that vengeance and self-preservation, while compelling, do not constitute a meaningful existence even for an immortal being. She finds herself seeking something more, though she cannot clearly articulate what that might be. The fragment memories of Arties, the strange pull she feels toward this particular mortal adventure group, these sensations hint at possibilities she had long ago dismissed as irrelevant to her existence. Perhaps genuine connection is still possible after all the centuries of isolation. Perhaps there are causes worth fighting for beyond personal vendetta. Perhaps the companionship she once shared with the Heaven's Chosen could be found again with different people in different circumstances. She does not yet know what form this new purpose will take, but she recognizes that her current path, while sustainable, leads nowhere but endless repetition of the same patterns. For the first time in millennia, Velanna finds herself open to the possibility of change, willing to consider that her story might contain chapters beyond hunter and hunted, predator and prey, immortal observer of mortal folly.
Current Status
Allegiance
Independent (Reluctant Ally to Goodberry)
Role
Former Heaven's Chosen / Fallen Ally
Primary Relationships
Heaven's Chosen (Former Companions):
Xaneborr Shadowbane (Reluctant Friend/Unspoken Tension)
Bolo (Former Companion)
Jerosa Jing (Former Companion)
Ferris De'Merishka (Former Companion)
Grandmaster Thoth (Former Companion)
Current Interest: Arties Geodegazer (Curious Observer)
Enemies: Vampire Lord Prace (Prime Target)
Current Interest: Arties Geodegazer (Curious Observer)
Enemies: Vampire Lord Prace (Prime Target)
🪶 In Memory
Velanna Sycorax survived thirty thousand subjective years in a timeless prison, six thousand years of hunting alone, and more conflicts than most civilizations last through. She died in a game she rigged against herself to save the people beside her, triggered her Final Act with a trickster god's laughter in her ears, and took him with her. She would object to being called a hero. She would find the sentiment imprecise and probably a little embarrassing. She was pragmatic. She assessed the situation, identified the variable she could control, and controlled it. That she happened to love the people she was protecting is something she would not have said directly. She never said things like that directly. They knew anyway.