Artimis

(#59946185)
With each kill I grow wiser, and with wisdom Stronger
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Familiar

Danger Decor
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Energy: 15/50
This dragon’s natural inborn element is Ice.
Male Pearlcatcher
This dragon is on a Coliseum team.
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Personal Style

Apparel

Ravenskull Broadsword
Mysterious Mantle
Scout's Cape
Scout's Gloves
Scout's Tail Twist
Scout's Wing Cover
Shabby Pants
Buccaneer's Seaspray Boots
Golden Hoard

Skin

Scene

Scene: Remembrance

Measurements

Length
4.76 m
Wingspan
6.45 m
Weight
529.38 kg

Genetics

Primary Gene
Ginger
Fade
Ginger
Fade
Secondary Gene
Soil
Morph
Soil
Morph
Tertiary Gene
Ginger
Underbelly
Ginger
Underbelly

Hatchday

Hatchday
Mar 14, 2020
(4 years)

Breed

Breed
Adult
Pearlcatcher

Eye Type

Eye Type
Ice
Uncommon
Level 25 Pearlcatcher
Max Level
Scratch
Shred
Sap
Frigid Bolt
Freezing Slash
Frozen Might Fragment
Glass Hybrid Fragment
Glass Hybrid Fragment
Ambush
Ambush
STR
101
AGI
41
DEF
26
QCK
43
INT
23
VIT
20
MND
12

Biography

https://vignette.wikia.nocookie.net/forgottenrealms/images/9/9a/Servant_det01.jpg/revision/latest/scale-to-width-down/350?cb=20070118000403


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Relationships
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|Jarlaxle|
|Friend,Companion|
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|Name|
|Position|
Items
Ravenskull Broadsword

Fanfin Noggle
Project


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Artimis
Assassin

Quote or Role description

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Personality
  • Artemis was a professional and always had an air of control about him. Every move he made or word he spoke was calculated to achieve a desired effect. He never allowed emotions or the circumstances, no matter how dire, to master him. Underneath this facade, however, he was terribly angry, which he recognized in himself only with the influence of Idalia's flute.Artemis tirelessly maintained himself in top condition, and constantly sought to improve his martial skills. He was extremely cunning, able to out-think as well as outfight his opponents. Artemis vowed to "never leave an enemy in his wake" and he did not take threats lightly. However, for the most part, those who were not enemies of Artemis or his allies had nothing to fear from him. He did in fact have his own code of honor, although it was sometimes obscured.

    Artemis's greatest hatred and disgust was reserved for those who were willing to hurt or betray their children for their own benefit or to save themselves. This was because of events in his childhood.

    Artemis's time spent traveling with Drizzt Do'Urden in the 15th century DR changed him. He was generally less angry and became willing to defend his allies as well as entertain the notion of having friends.

Abilities
Artemis specialized in a two-weapon fighting style with the use of a dagger and a sword, equaling Drizzt in fighting capability. He generally wielded his jeweled dagger as a main-gauche in his left hand with a sword or saber in his right. He was a tactical master, taking every advantage offered him and seeking to create more. Artemis was also a very fast learner. Even if he observed a particular combat maneuver just once or twice, he was able to adapt it to his choice of weapons and duplicate it effectively in battle (these tended to be Drizzt's maneuvers, since their styles and skill level were so similar). He was also excellent at improvising; he could use his surroundings to excellent effect, when he would otherwise be at a severe disadvantage. Artemis was also a consummate warrior, combining his ambidexterity, thieving training, and warrior's weapon skills to be one of the most dangerous swordsmen in the Realms. Few men indeed could have so repeatedly crossed blades with Drizzt Do'Urden and lived to tell of it.[citation needed][/img][/right]

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Items
  • This emerald-studded dagger was Artemis's signature weapon as an assassin. It was long the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could drain the life force of the victim and use it to heal the wielder. The blade could also emanate a fiery white light.[47] For a time, the blade was in the possession of Regis, who had retrieved it from Artemis's body; Regis then gave it to Catti-brie, from whom Artemis retrieved it once more when leaving Menzoberranzan.[citation needed] Artemis sometimes used the dagger in interrogation, pricking his victim on the palm and starting its life-draining magic; he rarely had to wait long before the victim yielded. When Artemis was seriously hurt, he could use the dagger to heal himself at the expense of a poor beggar or drunkard who happened to pass by.[citation needed] At some point (likely during Jarlaxle's betrayal), Artemis lost the dagger and it wound up in the hands of Beniago, a Bregan D'aerthe lieutenant posing as a human of Ship Kurth. Drizzt used the retrieval of the knife as incentive for Artemis to go with him to Port Llast.
  • Charon's Claw
    In 1366 DR, Artemis took the artifact from Kohrin Soulez after tricking Soulez into grabbing the blade without the proper gauntlet. It became one of his signature items, but also made him a target for the Netherese. Later it enabled Herzgo Alegni to enslave him.
  • Bolero
    Artemis received a small-brimmed black hat, called a "bolero", from Jarlaxle. Though looking inconspicuous, the hat, like every item of Jarlaxle's, has beneficial properties, magical and mechanical in nature. It had the ability to chill its wearer's body temperature to better help him or her hide from eyes seeing in the heat-sensing spectrum and it had a wire inset into the band that held the hat in place on top of Artemis' head even when falling off a horse
    Idalia's flute
    Artemis received Idalia's flute from the dragon sisters Tazmikella and Ilnezhara in 1367 DR. For Artemis, playing the flute helped to clear his thoughts. However, the flute also brought up old, unwelcome memories and placed Artemis in a state of emotional turmoil. He eventually broke the flute into two pieces and threw them to the ground at Jarlaxle's feet, wanting no more to do with it (or Jaxlaxle). He viewed that flute as part of Jarlaxle's attempt to manipulate him.
    Nightmare statuette
    A figurine of wondrous power in the form of an obsidian horse was given to him by Jarlaxle. When summoned from the Lower Planes, it turned into a nightmare with flaming hooves. The summoned horse never tired and was resistant to most non-magical attacks. The magic was limited however, and the horse disappeared when the magic of its statuette ran out. The magic recharged after some time, leaving the horse ready to ride again. The nightmare could be dispelled by powerful countermagic and temporarily sent back to the Lower Planes. The steed was fearless and charged forward with reckless abandon.[citation needed] Artemis continued to carry the statuette as Barrabus.
    Belt-buckle knife
    As Barrabus, Artemis wore a belt buckle that could turn into a knife.
    Cloak
    Artemis possessed a cloak that could transform into a pair of bat wings that allowed him to fly, but nearly resulted in his death.[citation needed]
    Sword
    Artemis at one time carried a sword that emitted a greenish blue light.[citation needed]
    Circlet
    A gift from his ally and friend Jarlaxle, it allowed him to see in the infrared spectrum to an extent.[cit
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rare items found while in coli


Unhatched Water Egg
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Exalting Artimis to the service of the Earthshaker will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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