This is currently a work in progress, I am still working to get it complete. Turns out there's quite a bit to explain when you create a brand new universe.
Seven days ago, magic returned once more to the world. It sprang from a strange artifact of the Ancients, a society that oversaw the world in centuries past. But they disappeared. And they took magic with them. They sealed the magic away in wells of power, dodecahedrons of unknown material. They hid those artifacts across the world, hoping that none would find them. And for a while, none did.
Society moved on from magic with the help of steam power, propelling them farther than they thought possible without the life-giving magic. They created empires, floating cities, massive mechanical walking machines, and light-than-air airships powered by clockwork and steam. Most forgot about magic, thinking it to be a myth. Until the elves returned.
The elves had hidden away when the Ancients disappeared. It seemed they had disappeared too. Everybody had their theories about where the elves had gone. But none knew for sure. That is, until seven days ago. Seven days ago, an elf strode out of the Viridian Glade carrying one of the Ancient's artifacts. They turned the artifact over to a traveler before turning to dust. The traveler gave the artifact to the king of Gandomere and cleansed themself at a holy site or their god.
The king put his best scientists and historians on the mystery of the artifact. They determined it was a relic of the Ancients. Ecstatic in their discovery, they opened the artifact. It would be their last decision on this plane of existence, as the intense burst of magical energy escaping pushed them through the weave of reality. Hours later, a servant discovered the opened artifact in the middle of an intensely arcane sigil, slightly smoking with the weave.
The servant brought the artifact to the king, who lamented the loss of his academics. But when he realized what this artifact had held, he grew less morose. He remembered the tales his grandfather had told him, which in turn had been tales his grandfather had told him. Of a world filled with magic. A world where anyone could learn to manipulate the weave of reality to their liking, a world where colossal beings walked across the land and cities floated without the use of steam. Stories that not too long ago, had been true.
So the king sent messengers across the lands and across the seas. He was looking for adventurers, brave folk who could search for these artifacts and open them. People who would answer this call and return the world to its former magical glory. Seekers of opportunity (and perhaps a bit of gold) who would bring about the Return of Arcanum.
Welcome to The Return of Arcanum! You all will be playing adventurers looking for the Artifacts of the Ancients. This is only the start, so if/when we get farther than that, I will reveal more. As the story progresses, I'll add important information here, so keep an eye on the thread. Now onto the rules and such!
Spoiler: /~Rules~\
1.) All normal RPA rules apply.
2.) In the beginning, there will be a maximum of two mages, and no elves/half-elves. This is relevant to the plot, so until we get farther into the story, these restrictions will stay in place. I'll notify y'all when they change!
3.) Try and write 2 paragraphs per post. If you can't write more, PM me the reason and I'll gladly try and fix the issue.
4.) If there is no activity within 2 weeks, I reserve the right to punt your character into the void. Again, however, feel free to PM and explain your absence. I'd like a warning, but if you can't get one out, I'll understand. The future comes with no guarantees (:
5.) A maximum of two characters per player for now, please. If this changes, I'll notify y'all
Spoiler: /~The Setting~\
Spoiler: CosmologyIn the story of The Return of Arcanum, there are multiple planes of reality, all within a cosmology known as the weave of reality. The weave is visualized as one giant woven quilt, with each section of the quilt as a different realm of reality. It is circular in shape, with the Prime Material Realm in the center and all the others either as rings or as their own circles surrounded the Prime Material Realm. Some speculate that the Ancients left to go to another Realm of reality or another section on the quilt.
Spoiler: /~The Planet~\In the Prime Material Realm, the story takes place in a world known as Eccrion. Eccrion has three moons which are known as Elthan, Gorra, and Binfaa in descending order of size. Eccrion has eight continents, which range in size from Asia to Oceania. The story begins on the continent of Suliaso, which is slightly smaller than Africa.
Spoiler: /~Suliaso~\Suliaso is a mostly temperate continent, covered in wide swathes of forest. In the southeast, great plains stretch as far as the eye can see. In the south, it meets with a desert that stretches along the coast. Mountain ranges tower above the western coast and throughout the north. Additional mountains pop out of the continent in random places. It is surrounded by seas to the east, west, and north. To the south lies the jungle continent of Deand Sigi.
Spoiler: /~Gandomere~\Our story begins in Gandomere. Gandomere is the largest country on Suliaso and is located in the northwestern portion of the continent. They have access to the sea by a break in the mountain ranges in the west. They also control the Emerald River, a large river that stretches across the continent and is used widely for trade. They are a diverse country, where most races live in peace. Most of the country is covered in farms and farming towns. They have very few actual villages, with most places kept up-to-date on technological advances. Although they are mostly farms, they have six large cities in the country, with the capital of Luminaa. Gandomere is ruled by the wise King Rothwell.
Spoiler: /~The Viridian Glade~\The Viridian Glade is a large forest in the center of Suliaso. It is named for its hue of green. In the age of magic, it would be green and alive year-round. Nowadays, it's just another big forest. It is surprisingly dangerous, however, as it is very easy to get lost. You could be 10 feet from the edge and never know it. The center is even worse. The forest is entirely unmapped, as the canopy is too thick to allow airships to land. Many animals that would normally live elsewhere have been sighted within the Glade. It was (and may still be) the home of the elves. The elf that brought forth the first Artifact exited from the Viridian Glade.
Spoiler: /~Luminaa~\Luminaa is the capital city of Gandomere. It is highly advanced and an intellectual hotspot for inventors. You practically can't turn around without tripping over somebody's new invention. It resembles Victorian England if Victorian England had massive airships and the beginnings of 1920's-era architecture. Massive spires reach into the sky, overlooking the city and shining like beacons at night. Airship docks also stretch into the sky, allowing the crew to stop for supplies without touching the ground. The city is protected by immense walls almost 60 meters tall. Outside the walls, giant steam-powered walkers patrol the perimeter, protecting the city's inhabitants. The city is known throughout the world as one of the best places to learn, as the city's great libraries are open at any hour of the day and the academies will take anyone willing to learn.
Spoiler: /~Technological Level~\The world has a variety of technological levels. Some still cling to the ways of the world of magic, living in feudal kingdoms defending against threats as simple as invading orc hordes, while others live in metropolises of steam power. The most advanced have reached steampunk level, while the least are stuck in D&D-Esque villages. Most are between the two, swinging back and forth with the most recent happenings.
Spoiler: /~Races~\
Many races inhabit the world of Eccrion. Most stick to the conventional stereotype, but technological advancement has shaped their societies whether they realize it or not. Some races have faded away with the disappearance of magic, and it is unknown if they will return. Faded races will be marked as such, and non-playable. Feel free to PM me on any questions you have for any of the races.
Spoiler: AarakocraBird-like humanoids soar across skies once populated by dragons. On average, they reach 5'6" and weigh 90 pounds or less. Females are slightly bigger than males. They can resemble nearly any bird, but the most common appear like eagles, falcons, hawks, or owls. They live in clans and are generally nomadic, never staying in one place for long. Private property is an alien concept to them, but they can catch on easily enough. They live to be about 40 years old on average.
Spoiler: BugbearsThese thick-furred goblinoids reach over 6' on average and weigh between 200 and 270 pounds. They have long, muscular limbs and are one of the less advanced civilizations in their homeland. Their fur ranges in color from black to red to even blonde. They have sharp canine teeth and grow thick sideburns. They originate in the northern wastes of Rusji but can be found almost anywhere nowadays. They can live to be 80 years old, but life expectancy is lower in the wastes.
Spoiler: Dragonborn (Faded)When the dragons walked the lands, they used magic to create versions of themselves that could carry out their wishes in a way that a huge, fire-breathing reptile couldn't. They created the Dragonborn, reptilian humanoids that retained many of their draconic features. Dragon-like heads sat on scaled bodies. Thick tails conveyed their emotions. Powerful jaws spat forth the breath weapon of their creator's type. They were large people, with 6' being shrimp. They weighed between 200 and nearly 450 pounds easily. Not much is known about their society now, but they served the dragons.
Spoiler: DwarvesDwarves, the stout folk of the mountain. Squat and barrel-chested, they weigh surprisingly much for their height. They only get as tall as 4', but they can weigh more than 250 pounds. They wear their hair long and intricately braided, but not as much as their beards. To a dwarf, their beard is worth more than any gold offered to them, though they do like gold. They can have black, brown, white, blonde, or even red hair. Their eyes can be a variety of metallic shades, with some sporting silver or even gold eyes. Dwarven cities are very advanced, as their skill in smithing and crafting translated very well over to steam and clockwork.
Spoiler: Eladrin (Faded)Eladrin were the cousins of the elves, made more fae-like through exposure to the Seelie. It is said they appeared like an elf made more intense. Many had distinctly fae features as well, including horns, twigs instead of hair, feathers, insect-like wings, or fang-like teeth. Some had many of these features, and some had none. They faded away with the disappearance of magic, as magic was what sustained them.
Spoiler: ElvesElves are one of the most mysterious, yet easily recognizable races. They are also one of the most diverse. They stand between 4 and 6 feet tall. Thin and lithe, they move with grace and dignity. Their skin can be a variety of colors, including blue, green, violet, white, dusky brown, copper, and even obsidian black. Their hair can be even more colors. While some elves look totally alien, others could pass for a human if not for their angular features and pointed ears. They live deep within forests, hidden from the world. It isn't known what their society looks like.
Spoiler: FirbolgFirbolg walk the line between monster and human. They appear mostly human, but they have the Giants' touch. While their kin disappeared with the Ancients, the Firbolg stayed firmly rooted in the world. They stand between 8 and 10 feet tall and weigh upwards of 600 pounds. They resemble humans, with pale skin, plenty of freckles, green, blue, grey, or brown eyes, and red, auburn, or blond hair, and large beards. They by and large are muscular, strong people, with hands that can crush stone or work on the finest of clockwork. Their homeland is a thick, chilly forest bordering on the sea. They cannot make use of large mechanisms, as their home is also quite marshy, but Firbolg that live elsewhere are quite skilled at enginework.
Spoiler: GnomesSometimes confused with Halflings, Gnomes are short folk. They stand between 3 and 5 feet tall, weigh 45 to 60 pounds, and are natural tinkerers. They have skin that ranges between chestnut to almost paper-white, and hair than comes in every shade humans have. They are right at home in bustling metropolises of steam-powered innovation. In fact, almost 1/2 of all airships are Gnomish design. They also have a penchant for fireworks.
Spoiler: GoblinsThese goblinoids are the most populous of the goblinkin and are what most people think of when they hear the word "goblinkin". In fact, they are so common that they were the namesake for goblinoids. They stand at 3' tall on average and weigh no more than 45 pounds. They have green, yellow, or sickly brown skin, large, flat noses, and peering yellow eyes. They live in clans that span generations and oftentimes live in the same house. Traditional Goblin society has no concept of private property. They share almost everything and see no problems with taking what you need, as long as you put it back for others to make use of. This earns them a reputation of being thieves and their lifestyle and appearance do nothing to help this. They are very good at tinkering and often make small mechanical toys for their children. Some say they rival the Gnomes in skill with clockwork.
Spoiler: Half-ElvesHalf-Elves were rare before the elves disappeared, now they are non-existent. When they walked the lands, it was said they combined the best characteristics of both parents. They had the stunning beauty and long lives of the elves and the ambition and drive of Humans. They were said to walk the path of adventure more readily than either side as well and were one of the most common adventurers in the time of magic.
Spoiler: HalfingsAlso known as Hobbits, Halflings are the naturally lucky stout folk. They stand between 3 and 4 feet tall and weigh at least 60 pounds. Although small, they can down more food and drink than an Orc in a single meal. They regularly eat 6 meals a day. They have skin that ranges from copper to pale and hair that ranges from tree bark brown to wheat gold. They wear nice clothes, but never shoes. Instead, the soles of their feet are thick and leathery and the tops of their feet are kept warm by the hair that grows there, thick and curly. Although they seem supernaturally lucky most of the time, near sensitive mechanisms their luck inverses.
Spoiler: Half-OrcsHalf-Orcs are the Orcish answer to Half-Elves. They are born through a union of a Human and an Orc. In the past, they were created by more unsavory means. They stand taller than 6' and weigh between 250 and 350 pounds. They have tusks that jut from their lower jaw, smaller than their full-blooded Orcish cousins. Their skin comes in all the ranges that Orcs do: purple, green, yellow, black, grey, and copper. Their hair is either black or red, depending on their Human parent. Most often they live in cities. They are especially good at making walking machines.
Spoiler: Hobgoblins (Faded)Hobgoblins were trickster goblinoids that faded once their live-giving magic disappeared. Hobgoblins stood between 4 and 5 feet tall and weighed between 90 and 140 pounds. They lived in cities, hidden from others through magic. They used their magic to play tricks and steal from Humans. Their mere presence was so uniquely magical that any mechanisms in the vicinity would malfunction.
Spoiler: HumansHumans. Those short-lived and ambitious bunch. Humans have built empires, waged wars, created and destroyed pantheons, explored and colonized entire continents since they first walked the lands. They are the most diverse, coming in nearly and shape and color you can think of. They learn skills like its nothing, truly a jack-of-all-trades race. They were the first to master steam power, the first to truly thrive without magic. You can find nearly any type of person in a Human. The most despicable, the highest good, the most lawful, and the free-est chaos are Humans. They take things they like, change it, innovate it, re-create it, until it is hardly recognizable as the original, yet still beautiful. They are the most populous of all the races.
Spoiler: KoboldsAll that remains of the great Dragons, these minuscule reptilian people carry on their ancestor's traditions, even if they are a bit confused. They stand at no more than 3 feet tall and weigh 25 pounds. Lizard-like eyes peer out from their reptilian skull. Small horns curve behind their heads. Spotted scales come in a variety of colors, ranging from red to blue to purple to green. They are very good with clockwork, and the small bouts of flame they can produce make them good workers on steam-powered airships.
Spoiler: LizardfolkAt first glance, the emotionless Lizardfolk resemble Dragonborn. Muscular, scaled bodies and thick tails make them appear to be the Faded Dragonborn. But upon closer inspection, it is made apparent they are completely different. Lizardfolk have no horns nor dreadlocks, instead, colorful frills run down the length of their back and tail. Their scales come in a variety of swampy colors, including brown, black, green, yellow, and even grey. They stand between 6 and 8 feet tall and weigh anywhere between 200 and 700 pounds. Their home is far too marshy for mechanical advancements, but Lizardfolk living elsewhere can be taught almost any job, including the building and piloting of war walkers.
Spoiler: OrcsIn the times of magic, Orcs were considered backward savages, even evil by some. Standing well over 6 feet tall and weighing upwards of 300 pounds, with thick muscular limbs, sharp tusks, and a dull expression, they came across as animalistic brutes. But in the age of steam power, they are known for their penchant for quick, dangerous mechanisms that have a tendency to blow up. Orcs' previously dull expression was actually a symptom of their constant squinting. As it turns out, Orcs have pretty bad eyesight, so almost all can be seen wearing thick goggles that clear up their eyesight and protect their eyes at the same time. Orcs come in a variety of skin tones, including black, brown, green, yellow, orange, grey, and purple. Most also have tribal tattoos, even if they live in cities.
Spoiler: TabaxiNative to Deand Sigi, these cat-like humanoids are exotic in Suliaso. They stand on digitigrade legs and are covered in catlike fur, with patterns resembling Jaguars, Leopards, Tigers, and Panthers. They stand between 5 and 6 feet tall and generally only weigh 140 pounds. Thin and lithe, the Tabaxi are nearly as graceful as the elves. Their names are descriptive and can seem odd to non-Tabaxi. They include names such as Jumps-on-the-Mountain, Arrow-in-the-Quiver, Snake-in-the-River, and Banner-in-the-Wind. They might take a human name to seem less alien to their comrades. Although their jungle home is too thick for most mechanical things, they utilize airships perfectly well.
Spoiler: Tieflings (Faded)In the time of magic, the world was visited by gods and demons alike. The children of gods were known as demigods and the children of demons as Tieflings. Tieflings came as varied as their demonic parents, with horns in a variety of shapes, skin that came in every color of the rainbow, and the natural ability to manipulate flame. They were nomadic in the era of magic, and the last Tieflings died out soon after the Ancients left.
Spoiler: TortlesTortles resemble upright humanoid turtles. Hard and heavy shells protect their torso, while stumpy legs support their weight on land. Their fingers end in long claws. Their neck and heads are mostly turtle-like, though they possess the parts to properly articulate speech. They are not particularly good at mechanical work, but they make great warriors.
Spoiler: TritonThe Triton were once called "sea elves" in the era of magic but distanced themselves from their land-locked cousins once the magic of the world was sealed away. Native to the vast oceans of the world, Triton were the emissaries of the sea. They would bring messages between the merfolk and the coastal land-dwellers. But the merfolk disappeared with the magic, so their job as messenger was made useless. They instead took to guarding the sea from threats both of the ocean and of the land. They stand between 5 and 6 feet tall, thin and lithe, with blue skin, seaweed green hair, yellow eyes, and fins on their arms and legs. Their fingers and toes are webbed and gills line their neck. They cannot utilize any mechanisms underwater, though they can be quite good at steam power. Although submersibles exist, they see no use for them. Why sit in a sealed metal canister instead of swim?
Spoiler: /~Character Skeleton~\
Name:
Age:
Race:
Appearance: (art is optional, description is not)
Occupation:
Skills:
Weapon of Choice: (Casters cannot wield anything more complex than a quarterstaff)
Class: (Mage, Engineer, Rogue, Knight, it's anything you want, but there will only be two casters, so first come first serve)
Spells: (Mage only. Six spells are known, but only four can be prepared. You have two spell slots per day. You also know three cantrips, which are so minorly magical they can be cast at will. Use 1st-level spells from D&D 5e or Pathfinder for inspiration)
Personality: (Just a few sentences will be fine)
Ideal: (Such as Honor, Justice, Freedom. A concept your character holds above all others)
Bond: (Something that is important to your character, like the orphanage they were raised in, a locket their mother gave them, or a culturally important sword)
Flaw: (It's a flaw. Self-explanatory)
Other: (Anything else you'd like to include. An accent maybe.)
Mage slots filled: 1/2
Spoiler: /~The Party~\
Spoiler: Night Mist - Moonlit_FaeName: Night Mist (Night)
Age: 26
Race: Tabaxi
Appearance: Night stands at 5'5" and is 125lbs. She has a lean and graceful figure, that would be expected of a humanoid cat. Her fur is a dark grey highlighted with grey stripes. Night's eyes resemble cat eyes with the double lid and are a dark blue.
Occupation: Rogue
Skills: Stealth, Thievery, Sneak Attack, Traps, Agility, and fast reflexes
Weapon of Choice: Shotsword, two daggers, and a shortbow
Class: Rogue
Personality: Night is very curious and always down for an adventure. She is very observant and might seem aloof with her emotions. She is only stoic to those she does not know, but once she warms up to someone she is a loyal companion. She is someone of few words, but is outspoken when needed.
Ideal: Freedom. Everyone should be free to pursue his or her livelihood.
Bond: Her clan
Flaw: Greed- sometimes Night might steal more than the job asks for, self gain of course.
Other: None
Spoiler: Nicolas Figgins - EnigmaName: Nicolas Figgins
Age: 32
Race: Human
Appearance: This guy reminds you of a hunting tiger. He has narrow brown eyes that are like two patches of dried blood. His luxurious, straight, sand-colored hair is worn in a style that reminds you of a wave of water. He has a graceful build. His skin is tanned. He has a strong chin. His wardrobe is businesslike, with a mix of white, khaki, and green.
Occupation: Surgeon (since he's a specialist, he's referred to as mister, not doctor)
Skills: General medicine, surgeon, botanist, chemist, cryptography, stick fighting, sword fighting, shooting, swimming, riding, languages, gambling, sailing, navigation, writing.
Weapon of Choice: Cutlass and a brace of pistols.
Class: Gentleman Adventurer
Personality: Immaculate, self-confident, dependable, well-mannered.
Ideal: Duty
Bond: A locket containing a portrait of his mother and a neatly tied lock of her hair.
Flaw: Skeptic
Other: Merchant family wth a few ships. Mother died when he was eight - within a week, he found himself on board the HRH Archer, a sea-going paddlewheeler as a midshipmen with a chest of books and clothes. At the end of his first voyage, he discovered his father had died in the meantime, the house was sold, the business taken over and a small trust fund as his inheritance.
He was eighteen when he wrote a book about his experiences aboard the Archer, which to his surprise sold well, being serialied in the papers. He found himself invited to various parties and met many eligible daughters. Having been a hunter more than a few times in his life, he found it unnerving to suddenly become the prey.
He made his escape to medical school, becoming first a doctor, then a surgeon. It wasn't long after that he found himself conscripted into the Royal Army medical corp as a young lieutenant, fighting in the Deand Sigi continent. The publisher begged him for an account of the war, and received his letters detailing different battles, such as the defence of Lor Pamel, where he tricked the enemy soldiers by pretending they had search lights in truth, it was just a few large tins with a lamp inside, that would be hoisted up and would sweep the ground. Or the mission he lead to find a missing missionary doctor, where he famously said, "Doctor Cradduck, I presume" when they found him.
There were also a few missions for King and country that he never wrote about.
He was made an honorary fellow of the Explorer's Guild on his return and has given lectures on some of the unusual vegetation he found which in discussion with the local witch doctors, he believes could become useful medicines. It's also lead to a new round of invitations to various family homes and their very eligible daughters, so while the king's summons was unexpected, it was in its own way a relief.
Spoiler: Alfreda (Alfred) Zookwinkle - EnigmaName: Alfreda (Alfred) Wayfoodle Zookwínkle
Age: 22
Race: Gnome
Appearance: This wily lady has almond-shaped brown eyes that are like two bronze coins. Her silky, straight, soot-black hair is worn in a businesslike, practical style. She is short and has an athletic build. Her skin is pale. She has large hands. Her wardrobe is varied.
Occupation: Butler / Intelligence Gatherer
Skills: Experienced stage magician, gifted in the art of disguise.
Seamstress, capable of sewing and altering clothes.
Gifted knife thrower and lock picker. Very good at sleight of hand.
Can climb and perform acrobatically very well.
Knows how to ride and handle animals, able swimmer and adept climber.
Knows basic first aid and the use of herbs as medicinces or poison.
Good shot, better at knife throwing but is learning stick fighting.
Very skilled butler, with some skills in cooking and baking.
Knows a few games of chance and has a lttle better than average chance of winnnig.
Weapon of Choice: Pistol, has three throwing knives hidden up her sleeve
Class: Rogue
Spells: None
Personality: Pleasant, typically polite, calm and composed
Ideal: Survival
Bond: Her father's copy of The Book of Shadows - a collection of sayings, aphorisms and technical knowledge accumulated over the ages by various traveling conjurers. It contains various magic tricks and even some supposed non-sensible spells that have been used by many performers to enthrall the crowds - but quite harmless, since there isn't any real magic....
Flaw: Wanted for fleeing an indentured service contract in the neighboring kingdom.
Other: The daughter of Showman Davis Von Zooknock, the owner of Zooknock's Circus of Adventure, which would dazzle the crowd by show off various new inventions and sideshow performances - usually comedic theatrical and stage magic pieces.
As a part of her act, Afreda was trained by her father in how to become her own "twin brother," usually accomplished using quick change as well as modifying her own mannerisms. Only a few people in the circus was aware that the twin brother was an act, most believing "him" to actually be her brother.
A lord with a pecular penchant for young women saw her performance and decided to force her into indentured servitude with him by buying up the show's debts and foreclosing on them. However, her father had her use her twin brother act to escape across the border into Gandomere, giving her what money he could find and his worn copy of The Book of Shadows, wrapped inside an oilskin pouch.
In the neighboring kingdom, it is believed her "brother" helped her to escape.
Her father died in Debtor's Prison.
She took her mother's maiden name as her surname and made a living as an intelligence gatherer - obtaining information about various people and events while pretending to be her brother. However, it was not steady employment. She noticed how one client was having household difficulties and mentioned it to him how he needed a butler - and was hired on the spot. It would not be unusual for him to attend various functions with a servant, who could then pump the other servants for information.
She agreed, so publically appears as Nicolas Figgins' butler (The Iron Gate), managing the cook and the maid for him while keeping him supplied with the intentions and nature of several interested parties.
If he's noticed she's female, he's not said anything.
Spoiler: Kristen "Cris" Moon - Lu321Name: Kristen "Cris" Moon
Age: 25
Race: Human
Appearance: This green-eyed girl stands at about 5'4, having copper colored skin and frizzy black hair. She usually wears a blouse with a courset over it, loose pants, leather gloves, and boots.
Occupation: Mechanic
Skills: Repairing, creating mechanical objects, problem solving
Weapon of Choice: A longsword
Class: Engineer
Personality: Kristen is an outspoken individual, having no fear of looking silly in front of others if she can prove a point. Her mind is always working and it isn't uncommen for her to talk to herself. She is extremely loyal, so once you get her on your side, you'll have a hard time getting rid of her.
Ideal: Respect. Everyone should be treated with respect, no matter what.
Bond: A sapphire ring that has been passed down through her family for generations.
Flaw: She has a quick temper.
Other: None
Spoiler: Orin Skysong - DenravenName: Orin Skysong
Age: 28
Race: Human
Appearance:
Orin stands at an all too average 5’10” in height. His hair is the colour of burnt charcoal, and falls down between his shoulder blades. He keeps his hair in a loosely gathered ponytail, allowing some strands to fall in front of grey-green almond shaped eyes.
Orin equips himself with a sleeveless, studded, hard leather jerkin, over a ¾ sleeve steel chainmail tunic. The rest of his arms are covered by hard leather bracers, studded similarly to his jerkin. Leather pants and a belt adjourn his lower half, finished off with shin-high steel capped military boots with a rare earth metal magnetic insole that allows him extra stability on metal surfaces, such as the deck of an airship.
For civilian and casual wear Orin simply swaps out his chainmail tunic, for a fine silk ruffle sleeved shirt, wearing his studded jerkin overtop.
Occupation: Privateer & Mercenary
Skills:
-Proficiency with polearms
-Navigation & map reading
-Helmsmanship
-Basic wilderness survival
Weapon of Choice:
- Shortened Yari: 4.5’ bamboo and ash staff, with 1.5’ steel jümonji (cross/T shaped) blade.
- 16” stiletto dagger, full steel construction, textured grip.
Class: Dragoon
Personality: Loud-mouthed, obnoxious, confident, womanizer. Orin often finds himself in trouble with his peers and those around him, with his propensity to boast and to hit on anything with two legs and perky breasts.
Ideal: Wealth -and to a lesser extent- Freedom.
Bond: Gold coin necklace
Flaw: Arrogance
History:
Life for Orin began at the age of 12, when he conscripted into the King's army, having successfully lied about his age, thanks to the fact that he had hit puberty early. For four years Orin trained in the King’s infantry as a front line soldier, day in and day out he was drilled in the use of the spear and various other polearms. At age 16 he got his first taste of combat, a major border dispute with a neighbouring fiefdom. It was there that Orin got his first taste of blood, killing six men and distinguishing himself by unhorsing and capturing a mid-level officer. Orin was given a small cut of the ransom, which, while it angered him to get so small of a cut for his own work, also gave him his thirst for wealth.
Orin served another two years in the King’s infantry. At the age of 18 Orin was given the opportunity to transfer to the newly formed Airship Brigade. Orin knew not what drew him to the skies, only that before he knew it, he was serving on the flagship of the Royal Airforce. For the next six years, Orin served in the Royal Airforce, learning many of the skills of running an airship, and eventually given command of a smaller, interceptor style of airship designed for its speed.
At the age of 24 Orin was dragged before a military tribunal. Accused of attacking and looting a number of allied merchant airships. He was set to be court marshalled and unceremoniously executed for his crimes. He escaped execution, as luck would have it, that the border dispute from earlier in his career had broken out into full-blown war. Escaping execution, but not the court marshall, he was discharged from the Royal Airforce. This however, was not the end of Orin’s service to the Royal Airforce, as he was privately contracted by the Airforce as a privateer, and given permission to attack any and all ships belonging to the enemy and their allies with impunity.
This lasted another four years until a peace accord was reached. While the temptation was there for Orin to continue raiding and looting merchant ships, he had long since learned his lesson, and the steep price of being caught and charged with piracy was not to his liking. So Orin gave up his wings, and turned to mercenary work, which is where we find him now, between contracts and looking for any sort of work as long as it pays well.
Spoiler: Alek Stonemover - SaltyIrishmanName: Alek Stonemover
Age: 299
Race: Dwarf
Spoiler: AppearanceAlek is an older dwarf, with grey hair rapidly turning white. His skin is ruddy and turning slightly yellow with age. He keeps his hair neatly brushed behind his head. His beard reaches almost to his waist. He keeps his beard in two sections, the front, and the back. The back is unbraided, only separated by gold bands. The front has three braids, one on the left, on the right, and one in the center. These also are decorated by gold bands.
He wears simple scarlet robes and a white fur cape. Around his waist, he wears a thick leather belt with multiple pouches and a strap for his wand. These pouches are filled with spell components, such as frog's bones, bat wings, sulfur, and other odd bits and ends. His wand is an 11-inch length of ash wood. On his back, he also wears a backpack of other things, such as adventuring supplies, scrolls, and his spellbook. His spellbook is a thick tome wrapped in leather. It is filled with notes of the world, discoveries, graphs, arcane symbols, and is generally indecipherable by others. Only other mages can make any sense of the book's contents.
Occupation: Librarian and Sage
Skills: Translating, historical and religious knowledge, strategic mind, arcane abilities, investigation, nearly photographic memory, and playing the fiddle
Weapon of Choice: Magic
Class: Mage
Spoiler: SpellsAlek has six spells in his spellbook, which he studies daily.
Spoiler: Fire bolt - CantripAlek hurls a mote of fire at a creature within 120 feet.
Spoiler: Message - CantripAlek points towards a creature within 120 feet and whispers a message to the creature. Only the repicient can hear this whisper and can respond in a like manner. The message can pass through solid objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Spoiler: Prestidigitation - CantripAlek produces a minor magical effect, which can last up to an hour. These effects can be:
• An instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• Instantaneously lighting or snuffing out a candle, a torch, or a small campfire.
• Instantaneously cleaning or soiling an object no larger than 1 cubic foot.
• Chilling, warming, or flavoring up to 1 cubic foot of nonliving material for 1 hour.
• Making a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• Creating a nonmagical trinket or an illusory image that can fit in your hand.
Spoiler: Burning Hands - Spell (Prepared)Alek outstretches his hands and a 15-foot cone of fire bursts from them, burning any creature within range. This flame also ignites any flammable objects that aren't being worn or carried.
Spoiler: Chromatic Orb - Spell (Prepared)Alek flings an orb of glowing energy towards a creature within 90 feet. The energy can be acid, ice, fire, lightning, poison, or thunder.
Spoiler: Feather Fall - Spell (Prepared)Alek chooses up to six falling creatures within 60 feet of him and slows their descent to a safe level for one minute. If they land before that, they land safely on their feet.
Spoiler: Identify - SpellAlek can either cast this spell from his spellbook or his wand. If he casts it from his spellbook, he performs a ritual that doesn't take a spell slot. This ritual takes 10 minutes, while from his wand it takes 1 minute. He concentrates on an object he is touching and if it is a magic item or some other magic-imbued object, its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. He also learns whether any spells are affecting the item and what they are. If the item was created by a spell, he learns which spell created it.
If he instead touches a creature throughout the casting, he learns what spells, if any, are currently affecting it.
Spoiler: Magic Missile - SpellAlek creates three glowing darts of magical energy and flings them towards a target within 120 feet. He can aim them all towards one creature or several.
Spoiler: Thunderwave - Spell (Prepared)A wave of thunderous force sweeps out of Alek in a 15-foot cube around him. Any creatures within 15 feet of him are pushed 10 feet away and take damage from the burst. Any unsecured objects are also pushed 10 feet away, and the spell emits a thunderous clap that can be heard 300 feet away.
Personality: Alek is a curious, knowledge-seeking old man. He is very jovial and can sometimes be grandfatherly towards his comrades. He hungers to see where magic will take him. He heard tales of magic from his father as a child and is ecstatic that magic has once more returned.
Ideal: Knowledge
Bond: His spellbook. He can continue without his wand, but losing his spellbook would mean losing all of his arcane research.
Flaw: He can be too curious for his own good. His hunger for knowledge can get him into trouble.
Other: Alek has a heavy Russian accent
And that's it! At least, for the moment. Welcome to the Return of Arcanum!
Bookmarks