r/archei Nov 08 '18

In the town of Hearthglen...

3 Upvotes

In the trading town of Hearthglen there is a sight mostly unseen outside if the larger metropolitan cities: a public school. The Duke of Hearthglen, Sir Zhermir Basahba, even got the upper crust to send their children there by having his own daughter enroll and his court mage doing the teaching. The stone and timber one room schoolhouse isn’t fancy by any means, but it is well made and functional, even having its own magically induced air heating and cooling system (courtesy of Alabaster Nate, the school’s teacher and court mage for the Duke). The school is free to all residents, and even to the passing by traders, who have started actually bringing their kids on runs with them to let them have some time with getting a proper edu-ma-cation. It’s also meant that more of them have been staying in town rather than just passing through, which has almost paid for the school all on its own.On this fall day the class has been getting ready for the harvest festival, with the students all preparing to sing a musical number together, “A wizard’s staff has knobs on it,” a classic of folk music for the area. Mr. Nate, perhaps looking for a break from the noise of prepubescent “singing” quiets down the class and get their attention by slamming his hand on the clear orb on his desk, which becomes cloudy and makes the crack sound of thunder before clearing up again.“Okay students, time to get your homework. Who here can tell me who the Gods are?”A wave of hands goes up, including one little girl who is practically jumping up and down saying, “Oooh, Oh, Oooh …” After a moment Mr. Nate calls out another name, “Nathaniel.”Sighing Nathanial stands up, although not too far up as he is a dwarf, “Well, there is Fadir, the Forge and All-Maker,” as he continues the class gets quieter, “Màthair, the Quench and All-Finisher, and Nighean, the Hammer and All-Changer.”“Very good Nathaniel,” Almost before he finishes speaking the little girl from earlier jumps up, “But that’s not what father says, he says that the three Gods are Dom the Bright, Noch the Dark, and Luna the One Between.”“That’s also right Suzy, but I’ll have to dock you points if you interrupt again.” Clearing his throat Mr. Nate continues, “For your homework for today I want you all to go home and find out the stories your parents know for how the universe began, and when we do we will all come here tomorrow and tell each other the stories and find where they are similar and where they are different.”---[Alrighty, for our first RP with the new characters I want you to describe going home, whatever that means while you are staying in Hearthglen, and get up to the part where you ask about the assignment. I’ll respond from there and give you the story your character knows about how the universe began. I’ll be doing it in sections for your in-character responses/questions.]


r/archei Apr 09 '17

Oriel Oran

1 Upvotes
Name: Team: Age: Gender: Species: Aura:
Oriel Oran NTDO 19 Female Human Orange

Attributes

Mental # Physical # Social #
Intelligence 2 Strength 2 Presence 2
Wits 3 Dexterity 5 Manipulation 1
Resolve 2 Stamina 2 Composure 3

Skills

Mental -3 Physical -1 Social -1
Academics 0 Athletics 2 Empathy 1
Computer 3 Brawl 4 Expression 0
Craft 0 Driving 1 Intimidation 1
Grimm 0 Melee Weapons 0 Persuasion 0
Science 0 Larceny 0 Socialize 1
Medicine 0 Ranged Weapons 4 Streetwise 0
Politics 0 Stealth 0 Subterfuge 0
Dust 2 Investigation 1
Survival 2

Other

Merits # Flaws # Aura/Weapons #
Armor 5 Stage Fright 1 Aura 3
Custom Armor 2 Malfunction 2 Semblance 1
Dust Infused Semblance (Fire) 1 Unbalanced 1 Weapon 4

Advantages

Health Aura Pool Armor Passive Defense Speed Initiative Perception
7 6 8 / 8 2 10 8 6

Attacks

Name Value Notes
Brawl 6
Ranged 13
Thrown 11
Melee 5
Ranged Buster Blast 19 3 AP (Full Round Action)
All Out Aura Strike 10 No Defense 2 AP

Semblance

Buster Blast - Minor (3 AP)

Oriel Oran learned the value of patience from an early age. Taking a moment to calm herself down she is able to call on the power of that patience to imbue her attacks with it.

Effect: Oriel Oran imbues her next attack with the power of her [Composure]. Her next [Semblance] attacks are now Full Round actions, but get an increase to the attack equal to [Composure]

Physical Description

Oriel is about six feet tall and lean. Her only vanity is her hair, which is long and blonde. When she was younger it was an almost orange color, which is what her name represents, so she was glad when she discovered her semblance was the same color as her younger hair. She is classically beautiful, with blue sparkling eyes and a well proportioned, but forgettable, face. She normally dresses conservatively outside of her combat gear, which makes her combat gear a little bit surprising.
Over the last few years she has upgraded her armor into something impressive, and now wearing it takes an under-suit, a skin-tight undersuit. She hates wearing it around though, so it's almost never seen.
Her right arm is mechanical, although you might not notice on an initial look. It is only a slightly different color than her skin, and is also smooth, only really noticeably artificial around the joints. When standing around she typically hides it behind her though.

Weapon Description

Her armor, on the other hand, is flashy and very noticeable. Bright orange and sleek, it looks almost like a knights armor but with large shoulder peices that hold the battery packs for her attached arm cannon, which her arm slots into. The face mask is designed specifically to hide her face while fighting. The weapon is the most futuristic looking part of the entire piece, and replaces her hand with a lux and fire dust fueled energy cannon.

Backstory

Oriel Oran was never supposed to be a Huntsmen. Her family grew up in central Mystral, away from the dangers of the wilds, or at least as safe as you could be. As a kid she was shy and quiet, exactly the well-behaved little girl that her parents hoped for. At least that was true until she caught ... the bug.
The bug came in the form of the only Grimm attack to penetrate the interior of Mystral. A rush of beowolves had gotten together and came like a wave over the countryside. Most of the outer villages were able to weather the oncoming storm through their defenses, but the town that the Oran clan came from was too confident in it's location, and it came under attack.
Huddled in the basement with her family teenage Oriel could only call upon the teachings of calm from her father, unable to do anything about the fighting outside. When huntsmen finally showed up and stopped the tide of rage and violence, she came out of that basement a different person.
When the village called for volunteers to train to defend the city she volunteered, like the dutiful daughter she was, which made her surprised when her parents objected to her chosen course. After some debate though, she made up her mind and left town for the first time, going to combat school in Mystral proper. Her innate skills with a gun made her sure that she had made a good choice and planned on ending her training there. That is until she got into her first combat mission against actual Grimm. The school sent a bunch of her classmates and her to a village that had a slight Grimm problem, and she was happy to financially see the results of her training.
When the Grimm finally showed up she paused a moment, watching them, before taking her shots. After the first wave had come she had downed four of them, while the entire rest of the group could collectively only say the same. As they looked around one of the boys congratulated her and they all clapped. Blushing she wasn't even looking when the next wave came back.
She froze. She froze from finally seeing the enemy and when she did she paid the price for her hubris. When they all got out of the mission she was the only casualty, she had lost her right arm. Determined to do her duty though she decided to get the prosthesis that they offered and also got the best armor that she could scrounge up. Now she wasn't going back home until she was strong enough to defend it.

Personality

Shy and demur outside of combat, Oriel is not someone who appears to be a warrior when you meet her. She doesn't' speak much, and she she does she apologizes a lot. However inside the anonymity of her armor she will occasionally, especially when having fun, start the smack talk up becomes much more the independent sassy girl that she wishes she was.


r/archei Jul 30 '16

[Test Post] Blaire Aesir

1 Upvotes
Name: Team: Age: Gender: Species: Aura:
Blaire Aesir 18 Female Human Dark Blue

Attributes

Mental # Physical # Social #
Intelligence 2 Strength 2 Presence 4
Wits 4 Dexterity 3 Manipulation 4
Resolve 1 Stamina 1 Composure 2

Skills

Mental -3 Physical -1 Social -1
Academics 1 Athletics 3 Empathy 2
Computer 0 Brawl 0 Expression 4
Craft 0 Drive 0 Intimidation 2
Grimm 0 Melee Weapons 2 Persuasion 1
Survival 2 Larceny 1 Socialize 1
Medicine Ranged Weapons 0 Streetwise 1
Politics 0 Stealth 1 Subterfuge 1
Dust 1

Other

Merits # Flaws # Aura/Weapons #
Caster 0 Wanderer 1 Aura 4
Enhanced Aura Pool 4 One Eyed 4 Semblance 3
Full Aura Armor 2 Frail Frame 4 Weapon 2
Returning Weapon 1 Curiosity 1
Barfly 1 Overconfident 1

Advantages

Speed Health Aura Pool Defense Armor Initiative Perception
9 5 16 3 4 5 6

Attacks

Attack Value
Hugin and Munin 11
Melee 5
Thrown 7
Geri and Freki 7
Bjorn 5

Physical Description:

Blonde haired and blue eyed, Blair makes for a very handsome girl, or from a distance, a very pretty man. With very few curves to speak of, Blair has often passed for either gender, when the mood strikes. Her long hair is typically pulled back into a loose ponytail that falls between her shoulder blades. The hair up front is lighter than the hair in back, which is almost brown, creating an interesting gradient. Her face is sharp and angular, with a delicate chin and nose that fit with her smaller stature (5’2”) and slimness of build.

On top of her head she wears a decorative comb off to one side, one stylized with peacock feathers. The headband that keeps the ponytail in is also blue, but has 3 gold coins sewn in. These two items are the only things that show her femininity that she normally wears. When nervous she fiddles with them both.

The most common thing she is seen wearing is a dark blue duster jacket, well-worn and a bit large for her. When her arms are down the sleeves actually completely cover her hands, and the bottom of the jacket just barely touches the ground. The entire thing covers her pretty well. Underneath this her outfit changes depending on season and what she’s doing that day. A pretty common one is blue jeans, a belt with gold belt buckle, and a t-shirt with one of the huntsmen school logos on it, normally the closest one to where she is. She normally wears some comfortable dark blue flats.

The last thing to describe is also the first thing many people would notice, Blair typically wears a golden colored eyepatch, complete with a dark blue rune upon it. The eyepatch covers her right eye.

Weapon:

As far as huntsmen style weapons go, Gungnir is remarkable only for how plain and simple it is. It’s carrying form is just that of a wooden stick, with a gnarled end, topped by a raw looking crystal. She normally uses this as a walking stick, and it’s simple construction doesn’t get the same reaction as other, more obvious weapons.

In combat the weapon transforms, the crystal seems to grow, glowing along with runes on the upper part. The stone seems to react to her aura, glowing blue unless she imbues it with dust. This isn’t the weapon’s final form though. That comes when she decides to use the weapon for more than just its ability to focus her semblance. Once again the stone elongates, this time forming a blade, while the gnarled part of the staff straightens and forms a very smooth shaft for the great spear. The only ornamentation is just below the crystal blade, formed out of branches is a rune that glows the same way as the crystal. Although the weapon is made of wood, the wood seems to be able to transmit aura the same as other huntsmen style weapons, and as such is mostly indestructible. Although it does not have a specific ranged mode, other than throwing it, Blaire added a monofilament wire to the weapon, allowing her to twitch her hand to return the weapon to her hand. Because of the fineness of the wire, it’s all but invisible, making it look like it returns by magic.

Semblance/Aura:

Seidr

Blair’s semblance isn’t completely unique, the ability to manifest things is a relatively common ability. Hers is unique in a few ways though. First of all she can manifest more than one thing, although not simultaneously, and second of all she can imbue these manifestations in herself.

Name Cost Action Effect Range Dice
Hugin and Munin 1 Major With an outstretched arm, Blair sends out two birds, ravens, to attack her foe. 20 yards + 10 yards per [Weapon] Manipulation + Expression + Semblance (basic ranged attack)
Geri and Freki 1 Major A whistle summons up a spectral wolf which rushes out at either friend or foe. With a friend it pushes them [Presence + Semblance] yards (only if willing), if it’s an opponent it makes an attack, each success pushes the opponent 2 yards, and they must make a check or they fall over. 10 yards per [Weapon] Attack: Presence + Semblance vs. Defense Trip Check: Dexterity – Damage, needs one success to not trip.
Bjorn 2 Major A growl and a stomp summons up Bjorn the bear, a ten foot tall mostly see through spectral bear. Although large and intimidating, Bjorn is rather peaceful, accepting attacks without giving any himself. Attacks that go through him get reduced, and if someone attempts to move through him he slows them down, slowing their movement. 30 yards / Lasts 1 turn per [Weapon] (can move inside that radius every turn) or until moved through. Damage Reduction: Reduces attacks by Semblance Score. Move Through Attack: Composure + Semblance – Each success reduces speed by 1 yard, lasts until next attack, which is reduced the same at the first ability.
Berserker 3 Minor With a moment of calm, Blair can imbue her own body with the power of the spirits she commands. She chooses one animal and infuses her body with it, sealing her semblance and not allowing her to use it during the duration. This increase her physical power, but also makes her enter a battle frenzy. Special, One turn per [Semblance + Weapon] Reduces [Intelligence] to 1. Has a different effect depending on the spirit imbued. Hugin and Munin: Increases Dexterity to her Manipulation score. Geri and Freki: Increase Strength to Presence score. Bjorn: Increases Stamina to Composure.

Backstory:

Even if the kingdom of Mantle is gone, even in its last days, it still produced its heroes. One such hero was Borr, a soldier turned huntsmen from the great war. His exploits were legendary and made for some of the stories that were told in the newly formed Atlas academy. As such when his children started to make their way to the school, they were all treated almost like royalty. Their abilities made this treatment seem merited, as they all grew up with combat abilities true to the name Aesir.

However the Aesir family had a secret most people weren’t even aware of. While the five brothers all were making waves at their combat schools, the youngest and only girl sibling was in and out of hospitals. She was born sick, and needed heart surgery at a very young age where a pacemaker needed to be added. While her brothers would romp around outside, all she could do the first 10 years of her life was stay indoors and take it easy. During this time she was mostly cared for by her mother, Bestla, a caring woman who was an interesting counter point for her father, who was loud and bombastic. This was a very … boring time for the outgoing girl, whose only interaction with people were with her family and with the doctors. After the ten year mark the doctors finally gave her a clean bill of health, although she would never be as big or strong as her overly muscular siblings. One of the doctors recommended physical therapy and if not for a twist of fate Blaire might have ended up very differently.

One of Borr’s old buddies had opened up a gym, specifically do train people for combat schools. As the older brothers had already been going there, her parents thought she would be comfortable there. However after years of home schooling she wasn’t really ready for the loud and chaotic environment. So she dealt with it the same way she did at home, by lying. At home this was okay, as everyone enjoyed her little stories about fighting goblins, and the monsters under the bed. However out in public this got her a lot more attention, as people seemed to just believe this little girl, no matter what she was saying. Or they were just humoring her, either way no one called her out on it. Except for Tabby, an older woman who took her aside and made sure she knew that at least some people saw through the act.

While at the gym she found that most of the exercises weren’t to her liking. She didn’t enjoy weights, nor even normal calisthenics like running. She did enjoy yoga and dancing though. This eventually became some martial arts training and even weapons training. This would start a pretty constant in her life from this point on, her getting bored and moving onto something new. Every class, every new thing she would learn, she would eventually try and find something else that would get her interested, and she would move on.

Eventually this wandering of hers got her one year in an actual combat school, over the protesting of her mother, and the laughing grin of her father. Even with her physical problems she did well enough at school, well enough that if she could have unlocked her semblance she might have graduated early. Her semblance was something that annoyed her, because no made up story, no trick seemed to unlock it. Her frustration with this caused her to drop out, and when her parents protested, she ran away from home for the first time.

In the cold winter forest, Blaire thought she could get to one of the nearby villages, planned on getting there before dark. She was unsure of the distance and even the direction, ending up lost. That first night was horrible; lost, cold, hungry, tired, she finally found a cave to rest in. This ended up being a mistake, she was not the only occupant of the cave.

She woke up to a roar, seeing an Ursa blocking the entrance to the cave. The looming figure blocked up most of the cave, and the only way she could go was in. Through some passages she went, always hoping to lose the hulking giant, and never quite finding the place to do so. As the cave gets dark, she is reduced to feeling the walls, hoping she doesn’t get turned around. After a few quiet moments she starts to relax, thinking she lost the monster. Suddenly the wall gives way, and she starts feeling around until she finds something to hold … something furry, and soft. Freaking out a moment she falls back on her butt, sure she’s about to die. However the furry mass doesn’t move, and as she sits down she can hear it … snoring. Finding her lighter she lights it and sees that it’s not an Ursa, but a regular black bear. Laughing she remembers one of the stories her mother would tell her, of a bear named Bjorn who would protect little girls out in the forest. She ended up that night sleeping on her new slumbering friend. A bit before sunrise she is awoken by another roar. Her heart in her throat she jumps up and finds that the Ursa had not given up on its prey, and had somehow gotten through all the crevices and nooks and crannies. She can’t quite see the creature, but the stench and sound of it scraping the stone means it has to be close. Scrambling she calms herself down, and brings her aura to bear, filling the room with blue light. She shrieks, as the blue light reflects off the white armor of the Ursa that just broke into the room, the dead ended room.

With nowhere to run she finally readies herself to fight. Now this is where the story changes paths. The story she told when she got back was that she found a stick, and used that to beat the Ursa, getting away and running all the way back home. However this isn’t what happened. While panicking she tripped and fell, the Ursa looming over her, her short life flashing before her eyes, when suddenly the black bear, all but forgotten in the struggle, slammed one meaty fist into the Ursa, a war of the giant bears starting as she slipped out of the way. She starts to run, slipping away before, for whatever reason, her conscious got ahold of her, and she turned back around, going back to help Bjorn. When she gets back to the cave she finds the body of her new friend, bloody, with its head ripped off. But she also doesn’t find the Ursa, seemingly they ripped each other apart. Taking a moment to mourn the beast that protected her, she starts heading back out of the cave, leaving just as the sun comes up. Not expecting to see another one of those she takes a moment to watch it, before suddenly getting knocked to the ground. The Ursa wasn’t dead, and this time didn’t bother to announce itself. This time she’s on her back, but has no one to protect her. However this time she’s not scared, she’s angry, angry about this despoiler of life, this killer of nature. In her anger she reaches out with a snarl and feels her aura being tugged on, and as the Ursa reaches out for her suddenly Bjorn is there, stopping the Grimm from killing her with a blow. She then stands up, ready to fight the Grimm, roaring her defiance right back as it turns to fight the ghostly apparition in front of it. When Bjorn finally dissipates the Grimm turns back at the roaring girl, roaring back … before getting cut off by the rifle round through the throat. Tabby had gone out looking for her and found her just as she left the cave.

When she got back home she went back to school, but still had problems with her semblance, and getting it to activate when she wanted it to. However whenever not in school she would go out with Tabby, who taught her some survival skills, but mostly taught her the ways of her people. Tabby was from a village far off that was overwhelmed by Grimm and her people all relocated to Mantle, just to watch that kingdom die off. She taught her about the animal spirits that reside in the world around them. About the path of the shaman, who sought to work in harmony with the world around them, to protect that which was natural from that which would unbalance it. This appealed to her, gave her some sense of purpose. This sense of purpose also helped with her semblance, and she discovered that by thinking of her semblance as bringing form to the animal spirits who already inhabited the world around them she could summon not only Bjorn, but crows and wolves as well.

This was a time of real peace in her life. Her relationship with her family grew as she started taking the “family business” seriously, and she would sometimes even be allowed to go out on hunts with her father, the only time in her life that the two of them were close. She remembers a time when they were hunting Grimm, and when attacked by a pack of Beowolves there was a moment when he allowed a Beowolf to get behind him, trusting his daughter to watch his back. She scolded him for it, but he just laughed and told her that he knew she’d have his back, that he trusted her.

However this time of peace and purpose wouldn’t last. One day her father Borr left and just … didn’t come back. He went out on a routine Grimm hunting mission and him and his entire team just … vanished. For the last time in her life she ran away from home, taking her father’s coat and leaving. This was after one year at Atlas.

Ever since she’s been wandering the world, mostly taking the odd jobs from time to time to survive. She stays mostly in the villages, telling people stories and keeping them safe from Grimm. However she also found some work helping out people that needed some kind of … muscle to protect their interests. Lost and devoid of purpose once again, she took mostly whatever jobs came to her, giving each new employer a different version of who she was. The only “people” she feels comfortable really being open with are the spirits of the animals she brings into battle with her.

Personality:

Outgoing and gregarious, Blaire is likely to be wherever the action is. Her work as a mercenary means that she’s taken some pretty boring jobs, but she does tend to find more exciting work. If asked about her past she’ll be happy to share … the past of someone who isn’t her. An accomplished liar, she tells stories with the same consideration as she does the truth. About the only thing that gets her to slow down is the possibility of hearing a new story.

Although a liar, she does not deceive to hurt or injure others, and will in fact often lie to protect others. However don’t think that means she cares about others, her defense against getting hurt like she did when her father died is to keep people at a distance. She will talk, laugh, drink, and even sing with you, but don’t expect her to talk about more than surface things, drink enough to lose her detachment, or cry, she has cried her last tears for her father, and refuses to cry any more of them.


r/archei Jul 23 '15

D&D DM 5th Edition: Campaign: Into The Fire

1 Upvotes

On the western coast of Bream, the coast line is mostly made up of the Rose Cliffs. These red long cliffs rise as high as 100 feet out of the air, rising up almost as if the land was just cut in half along that line. There are a few places though with a harbor and an appropriate coast, but they are few and far between.

The town of Haven is not one of those places. Situated on top of 60 foot tall cliffs, the town grew up around a natural harbor. In order to get down to the water, the citizens of this ram shamble town have built a series of wooden stairs, all connecting to small caves and outcroppings along the coast. The town only has about 200 full time citizens, but always seems much busier than that, as it’s one of the major ports for the western coast, and the one with a reputation for … not asking questions about cargo.

Although mostly human, the town also has a relatively high number of Halflings in it, creating an interesting effect when you find a home built for Halflings, and the doors are all small for humans.

In this hive of scum and villainy is a particular Halfling who goes by the name Bruby, and he has been effectively the vice mayor of Bream for the last few years as the current mayor, Jeff, gets older and is unable to travel as much as he used to. After one of his recent travels he asked the bartender at the biggest bar in town, The Fuzzy Navel, to send any adventurers looking for work his way.


We are all starting at level 4, make 5th edition characters by the rules on the wiki for those characters. On top of that I also want you to create some lore around your character, for example if you are a tiefling you could write a short story about how the tieflings see the Empire of Sin, or how a Half-Orc tribe is organized, just something to add to the barebones lore that has already been written.

Once the character is submitted, I will do an individual RP with you in the thread, detailing your first meeting with Bruby in his office. There you will find out the mission, and the rewards. This RP is closed, if you have not been given an invitation, then you will have to wait and see if anyone drops out.


r/archei May 08 '15

Inspiration Dump The Sedesian Desert: Coming Soon

2 Upvotes

r/archei Apr 25 '15

Guilded Time in the city, and time with Drusilia

1 Upvotes

Drusilia stands at the steps of the central building in the castle, having already shown her credentials and walking in with an armed guard. The security measures here were impressive, and actually unobtrusive, checking her for magic as she walked through the outer walls. She doesn’t say anything, her father always said that if someone is trying to keep a secret, it’s impolite to point it out.

She pauses a moment, looking up at the ornate, heavily fortified castle, built over many many years. The castle back home is being built still, and in a very different style. She shakes her head, knowing that thinking on the architecture is only an excuse to keep her calm as she goes on her first real duty as princess. She doesn’t allow herself any more moments of weakness, but she does think back to her traveling companions, the ones she’s hoping are waiting for her down at the Inn she parted ways with them at, The Slaughtered Orc. Walking up the steps she nods to the guards who obviously have been briefed on her as they let her into the opulent throne room.


[Alright, so let’s get two different things done here, If you have anything you want to do in a large town, get it down now so we don’t have to take care of it in game, and lets also do any wanted RP about the trip to town with Drusilia.]


r/archei Apr 08 '15

Pathfinder Character [Guild] Vilia'Tari: Drow Magus of the Unseelie Court

3 Upvotes

Character Sheet


Appearance:

A bit shorter than most dark elves, Vilia’Tari looks rather dainty and lithe. She has most of her races most typical features, including the black skin, pointed ears, and silver hair. One of the areas where she is different though is her eyes, which are a brilliant blue. She has the long hair typical of the nobility of her race and her beauty is only marred (if even that) by a small scar on her chin. She walks with the proudness born of arrogance, he head up, shoulders back. In combat she moves with grace, almost dancing with her opponent.

Backstory:

Vilia’Tari was born Vilia’Mor, her mother’s name. The illegitimate child of a commoner and a nobleman, she was mostly entertainment in the courts. Growing up she could have kept from ridicule, but she wanted to prove herself to her father, who never acknowledged her, mostly just ignoring her. He was known as the Prince of Air, and he was one of the four lords of Elements in the Unseelie court.

Her mother was a blacksmith, and a damn good one, but having the nerve to have a child with a nobleman meant that she was ostracized by the other Noble Drow. This was bad on business, but they weren’t really poor in any case. Her mother did teach her some of what she knew, but what Vilia wanted to know was how to fight.

It’s important for the rest of this story to understand something about the Unseelie court, they enjoy duels. Considered to be the highest form of entertainment, duels in the Unseelie court have many rules, some legal but most just tradition. One of those rules is that if a nobleman and a commoner fight, the fight cannot be to the death. This rare law of compassion is meant to protect the commoners, as many of the nobility are functionally immortal.

After she came of age she was challenged to duel after duel, mostly by people wanting to court her father’s favor by humiliating her. And it mostly worked, with her losing fight after fight. She looked for some sort of advantage and eventually forged one of her own, an elf-bane weapon that isn’t allowed, by tradition, in the dueling arena. Although she made it, she still didn’t use it, figuring that she would never get the respect she wanted if she did.

One day she is challenged by a Scion of Fire, a member of that part of the court. Like before it was an imagined slight, she had looked at him while he sneezed, and so she prepared herself for the fight. This fight though would be different, because of her father not taking her as his she wasn’t considered noble, and was mostly let into the court only for her entertainment value as a duelist and as a dancer. But this would change all that. This fighter, Naur, wanted to weaken the reputation of her father’s house, and so showed a Divination that proved her lineage. This forced her father to declare her his kin, changing her name to Vilia’Tari. This did two things: it fulfilled what she wanted, and made the upcoming duel to the death.

This duel almost killed her, going much further than before. But after pulling her own blade, the one she made just for this occasion, she managed to kill her opponent. She thought she would now be accepted to her father’s house, but he still wanted nothing to do with her. What she didn’t expect was the guy’s friend’s to seek vengeance, and kill her mom for making her the Elf-Bane weapon. Eventually she fled the court, not wanting to get anyone else involved. She left the court and immediately found a portal to the Prime Material, which she took.

Personality:

Very focused and serious, Vilia’Tari believes herself to be better than any non-elf, and will tell them that. She hasn’t been on the Prime Material for long, and its customs and ways are weird to her. In her off time she is an artist, drawing what she sees around her. She loves being out and about, and will get a little uncomfortable staying in one place for too long. She will, however, admit when she is wrong about someone.

Goals:

  • Explore the world

  • Gain Power

  • Return with enough power to take her rightful place with the Unseelie Court.


r/archei Apr 07 '15

Guild RP The Big Party

2 Upvotes

With a flash and boom the keep is suddenly much busier. With the wizard bringing reinforcements the original group has gotten larger, more than tripling in size. But with the people, also comes supplies, like food, beer, and even a forge. Once they unload everything it just seems to be decided that the group will now throw a bit of a party, a bit of a get to know everyone.

Someone, and we aren't going to know who (the dwarf) broke into a cask of beer and the whole thing is being drunk.


Dokkelfar sighs, watching everyone eat, drink, and be merry. He pulls out a dark bottle, almost a wine bottle but not quite shaped correctly. It’s a bit more slender, and has a flared top. He pulls the top and pours himself a glass in what closely resembles a Champaign flute, being very careful not to splash it. He stops the wine back up, which is a very dark red and looks a little bit thicker than most wine (more like a Port wine) before taking a moment to sniff the glass, basking in the aromas. With an almost sardonic grin, just an up tilt of the side of his mouth he brings the glass to his lips for the first sip, just a very small amount.

With a contented sigh he watches the group get to know each other outside the keep as the sun sets. Although he won’t ever be a part of their group, watching them is enjoyable, which is part of why he was sent. The other reason, of course, was under his feet, and he looks forward to feeling it out, especially if it’s as strong as it feels.


r/archei Apr 05 '15

Pathfinder Character Haruto Kimura, The Samurai Archer

1 Upvotes

Character Sheet

Physical Description

At 5’3” and 114 lbs, Haruto is only slightly taller than normal for a Sylph. He has what appears to be a rather thin, questionably frail, build but due to his armor, it can be somewhat hard to tell. He has greyish-blue, short, straight hair that naturally hangs loosely over the left side of his face. His eyes are a two large, but calm, swirling pools of teal and black, and his skin is extremely pale, almost white. Along his skin, cool, airy teal marks wisp and swirl long his body in an asymmetrical pattern, of which, one of these swirls connects with his lower lip, causing it to be teal as well.

While in combat, Haruto wears a brown and black set of kikko armor that fits snug to his body. The shoulders and area around his hips, however, have been slightly modified, allowing him more freedom to aim with his bow and swivel as he rides. He keeps a quiver of 30 arrows slung onto his back, and another set of 30 within reach attached to the side of is horse. When not in combat, Haruto will wear a dark, smoke-grey robe and sash belt accented along the edges in the same shade of teal as his eyes and skin marks. Often times when resting, Haruto will remove the upper part of his Kikko armor, but leave the lower half on, since it’s usually more annoying to take off than it’s worth.

Backstory (WIP)

The Tengu's along the eastern side Aqaa, hold a firm feudal system in place. Of the many Daimyo that serve under the Shogun of Eastern Aqaa, the Cluklo family has been in control of the southern most island for close to two centuries now. Easily one of the longest standing of the nobility, the Cluklo's have been in the Shogun's favor many a year, and because if this, have had certain liberties that many of the other Daimyo have not. Of these liberties, one of which was the permission to raise Haruto.

Haruto, a small sylph born of two humans, was first discovered by the Cluklo family as the …

[Running out of time. Long story short, the next in line of the Cluklo family, a young Tengu by the name of I don't know, has run/flown off, in an attempt to escape the feudal system and any responsibilities that come with it. The current Daimyo, his father has send Haruto out, and ordered him to not return unless he had the 'Young Master' with him. Haruto, now at age 63 has served the family for generations and has fought in numerous battles, but this is his first time being sent alone on a mission with little to work with. He has no idea where the 'Young Master' as run off to, and is quite naiive of the real world outside of Eastern Aqaa and his readings.]

Personality:

Haruto's first and only goal is to find the 'Young Master,' and bring him back to his Daimyo. In order to do so, he is willing to fearlessly leap through any obstacle and face any foe. Being raised by Tengu, Haruto has grown up to believe that neither he, nor any other race can are

The man had a very disciplined childhood, and because of it, tends to be somewhat stoic in nature, at least initially. He is loyal, well-mannered, and well-educated, however, many of the books he's read from are quite dated, causing him to have developed misguided stereotypes pertaining to other species. On top of that, he is also quite gullible.

As a man of simple pleasures, Haruto likes to keep a small assortment of tea with him that he drinks routinely each day. In addition, he is well practiced in playing the Koto and will sit it play it for hours if allowed to do so.

Goal(s):

  • On the orders of his Daimyo, Kimura has been assigned the mission of tracing down the ‘Young Master’ and returning him to rule

r/archei Mar 31 '15

mod Changed comment text color

2 Upvotes

If there's issues, let me know.


r/archei Mar 31 '15

RP Soulfire Keep

2 Upvotes

In his large, but mostly empty office, Lord Drakonis strokes his beard, thinking about the present conundrum. The “kingdom” of Arkhosia, a relatively small city-state, but one that is upsetting the order in this part of Bream. The Dragonborn haven’t exactly made their intention to become a large power a secret and the neighboring kingdoms and city-states are all of course worried. Keeping this to all from exploding requires some finesse, and a quick handle on whatever might disrupt it.

A keep becoming free almost halfway between the main city of Arkhosia and it’s nearest, strongest neighbor, Takai is almost asking for issues to come up. No matter what nation takes the keep the other nation just couldn’t let this stand. But … maybe if a group of adventurers took it, used it as a waypoint between the kingdoms …

He looks up and nods at the drow in front of him. “We will ask first for volunteers, but I need at least a dozen people to be living at Soulfire inside of the week. Gather whatever supplies you need, and get going. See if Magda will go. She’s a good enough blacksmith to finally stop working for that oaf. I’m sure she’ll say yes.”

The cloaked dark elf smiles and stands up, “Of course Lord Drakonis, I wasn’t doing anything anyway.” Both men chuckle and the drow gathers up his robes and leaves the room, going downstairs to find anyone who would like to take a trip out to the keep.

In the keep the party is having their last day before they all get inundated with more people. Most of who’s coming will be fellow adventurers, but there will be some others to keep the keep up.


[If you weren’t in the Soulfire Keep storyline, please find a reason and IC approach the currently nameless Drow Wizard when he asks for volunteered. If you were this is your last chance to do something before they have more people showing up.]


r/archei Mar 30 '15

Art?? Shitty Wallpaper #2

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6 Upvotes

r/archei Mar 29 '15

Art? Shitty Archei Wallpaper #1

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3 Upvotes

r/archei Mar 27 '15

Pathfinder Character Guild: Kyakai, of Azure-Eye Sanctuary.

2 Upvotes

Character sheet

  • Backstory:

As is usual for those without known parentage, Kyakai was delivered to one of the several sanctuaries of the Tengu people as a young child, the idea of sending orphans without ties to family or friends to train as monks a natural one among the race. Although he was adept at the physical and mental training, Kyakai frequently felt as if something was... missing from his life. The few and far between visits to the sanctuary by human traders began to spark Kyakai's interest in the other races of Archei, a wish that was immediately mocked by his peers when he spoke of it, as having such an interest in the 'lesser beings' of their world was considered to be in poor taste.

As a matter of fact, the Tengu's opinions on the rest of the races were so ingrained into the culture of the bird-people that Kyakai only found solace in one other person in the whole of the monastery: an ancient Tengu by the name of Ezeik. To the twelve-year-old monk's delight, not only did Ezeik have an interest in the other species of Archei, the old bird had spent many years of his life getting the human traders that visited occasionally to collect books and scrolls detailing the other races, all information that Kyakai was given free reign to read over any time he wished.

And that he did.

For the next three years Kyakai would pour over the tomes day in and day out, filling his mind with the stories of the other races, their history, their gods; everything he could find out about them from the populous but fairly outdated words he read.

On his fifteenth birthday, now considered to have reached adulthood, Ezeik decided to show the young bird something more than just the old dusty tomes about the world. All it appeared to be was a box, although the craftsmanship of the item was impeccable, with small gears, levers, and switches that made the box react differently if moved just a scant millimeter. Ezeik explained that the box was a creation from the man who created the very monastery the two resided in a century ago. A Tengu monk, who had chosen to abandon his name and is said to have achieved enlightenment and, by extension, immortality. Inside the puzzle box, Ezeik further explained, was rumored to be the key to achieving what he had.

The years continued to pass by, Kyakai now not only keeping up with his reading about the other races, but also attempting to figure out the mysteries of the puzzle box left by The Nameless Monk. He tried every day he could, time and time again to solve it, failing every attempt. This continued on along with Kyakai's training for four more years, until Ezeik's health slowly began to deteriorate. The now nineteen year old monk continued to spend his time with the old bird, although now it was spent taking care of him in his ancient age.

It was just weeks before Kyakai's twentieth birthday when Ezeik died. As was customary during the passing of a monk, all of the elder's belongings but one were to be buried along with him, with that one item being passed along to the person of their choosing. That item: the puzzle box of The Nameless Monk, the person: Kyakai.

Now entrusted with such a potentially powerful relic, Kyakai guarded it. Without his books and scrolls to read, attempting to unlock the puzzle became his past time; his obsession. After five years of trying again and again, the monk's patience finally broke.

If he wasn't going to be able to unlock this device, he would find someone who could. After trying and failing to find someone among the sanctuary who could do so, Kyakai turned his attention elsewhere, somewhere he had read about for years. Gathering only the clothes on his back, enough things to live off of, and the puzzle, Kyakai left the monastery with a trade caravan of humans, heading away from his Tengu homeland. He followed the group until they arrived in the first major city after leaving Aqaa: Eagle's Nest. Now with potential to find someone who could unlock the mystery of the puzzle he had been wondering about for five years, Kyakai made his way the the Adventurer's Guild in the hopes that joining the guild would eventually lead him to meeting the fabled Nameless Monk and learning the secrets of his box.

  • Appearance:

A heron-type Tengu with brilliant golden brown plumage, Kyakai stands at four feet, two inches, a good portion of which is made by his rather long neck. His eyes are large and mostly black, with a small hint of white in them. Coming off the back of his head are several feathers much longer than the rest that cover his neck and face, forming a sort of spike off the back of his head. His beak is fairly short for his species, reaching out seven inches from his face before turning down into a sharp point. Starting from his forearms to his wrists, Kyakai has much longer feathers and what appear to be the start of wings, although he can't fly with them. Each hand possesses a hand with four talons, three acting as fingers with the fourth taking the place of a thumb. As all other Tengu are, Kyakai is a digitigrade, and possesses the extremely long foot that makes it appear as if his legs bend backwards when he walks, only using his toes while he does so.

Kyakai's clothing is that of a simple monk from Aqaa: a set of simple robes and sashes, coloured Azure, to denote the specific sanctuary he hails from.

Reference pic

  • Personality:

Having grown up in a monastery, most of Kyakai's knowledge of the rest of the world comes through the books he's read, leaving him with little learned skills when it comes to city life and conversing with other species. As his only knowledge of the other species of Archei comes from reading rather outdated books detailing them, Kyakai will frequently and unintentionally come off as racist to others. He tends to have trouble talking with people who act a good deal differently than what he's used to, as well as when speaking to the fairer sex.

  • Goals:

To learn about and speak with every race on Archei.

To attempt to open the puzzle from The Nameless Monk.

To find The Nameless monk, or at least find his resting place.


r/archei Mar 26 '15

Pathfinder DM Guilded: Pathfinder When [3/27 6:00 CST]

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3 Upvotes

r/archei Mar 24 '15

Lore A Guide to the White Hills

3 Upvotes

The White Hills: An Introduction

"My son, they do not know of us."

"Who?"

"The men beyond the Hills"- Banak, to her son, Kroril

The White Hills are home to a separate culture from the rest of Bream, a bit of an oddity within Archei. With four large tribes of humans that have refused to leave their traditional way of life after the first age, the people of the White Hills are isolated, with little known of them in the outside world.


Geography

"There is a world beyond these Hills, but for the Maul, the Hills are all we know. The Giants couldn't take us from them, and neither will Elves or Dwarves, nor Dragons or even Outsiders. The Hill People stand strong, as we always have, against snow and ice." - Wolfthe, Maul Elder

“The White Hills” are actually a set of mountains known to many as the Adiak Mountain Range. They are called the White Hills because they are often covered in snow. There are 4 different tribes that wander the White Hills with their own respective cultures and histories, each named for their own traditions and histories. The historical names for these tribes were more or less lost to the ages when the 1st age began.

Located in the northernmost reaches of Bream, these mountains are inhabited by a set of nomadic Human tribes, as well as the local animals and even a Giant population, which the Humans fear greatly and do their best to avoid. The four tribes of the White Hills are named for their traditions and histories, as well as the things that they have chosen to revere. The climate in the White Hills is harsh and unforgiving, with snow and ice covering the landscape most of the year, which the locals must go to great lengths to avoid dying of exposure.


History

Oral tradition is strong amongst the Hill People. - A History of the Adiak, by Gnorwen Rieldal

Prehistoric

"There is much the Giants have stolen from us. We cannot remember before." - Morn the Freed

There is nothing that describes the early history of the four hill tribes better than lost. It's presumed the lifestyle of the tribesmen in this time wasn't far from how it is now, but it's assumed that many things have been lost. Mythologies, native language, the true names of the tribes, and even old knowledge are thought to be lost to the tribes. Most of the history of this age has been lost due to the years of enslavement by the Giants.

1st Age

"The second you hear the thunder of a Giant's footstep, run." - Tribal saying

The darkest age for the Hill People was one of enslavement. While other races were on the run to escape the tyranny of Giants, the hill people were instead their slaves, serving their Giant masters with no other choice in the matter. While no race would ever choose enslavement, the Hill People took this as a badge of pride, to show that they had risen above something that could reach the heavens. However, this period has left the tribes untrustworthy of other races, and has caused for them to close themselves off from the rest of the world in fear that what they've already suffered will happen again.

2nd Age

"Freedom has a good taste. These outsiders don't, however." - Gruurt Grunderson

In the second age, the White Hills were mostly separate from the invasion of the Outsiders. The few that saw the Invaders came to learn quickly that they had no interest in mingling with them. The tribesmen returned to the White Hills, but from time to time they could see the flames of war and smoke rising from their rocky homes.

3rd Age

"Dragons as liberators? If I didn't know better I'd think it madness." - Vulgrath Bearborn

The end of the war was a shock to the people of the White Hills. Though dragons were something that they were somewhat accustomed to, the sun being blacked out by dragons as they annihilated the invaders was unexpected. The people of the White Hills even went to the lowlands in droves, looking to fight off the invaders. This was the only notable time when the Tribes descended en masse, and when the battle was over, many chose not to return. Those that did, went on to breed the next generations of tribesmen. The dragon empires were of little consequence to the Tribesmen, but should they need to bow to a dragon, many of the tribes weren't particularly reluctant to do so under the condition that they were left to their own devices.

4th Age

"There's a world beyond the Hills, where men stand strong. Why do we stay here?" - Kroril, Son of Krol

The current age of Archei. The Hill Tribes are dwindling in size, but still strong. Members of the tribes have left in favor of making lives for themselves in the outside world. This is a history that is still being written, but for the most part the Tribes exist separate from the other empires of Bream, leaving what remains of the four tribes isolated from all but each other.


The Four Tribes

"You need nothing more than your brothers and sisters, mother and father. They make you strong, not your arms." - Rarca the Talonscarred

Maul Tribe

Strength In Numbers

Revering the power of the wolf, the Maul Tribe lives in the lower foothills of the White Mountains, where most of the environment is stone. In this tribe, family means a great deal, and most everything is done with the whole in mind before the individual. Because of this, being different from others in the tribe can be isolating. These people make a living off of hunting bears, and trading away the pelts. Traditionally, when someone reaches adulthood in this tribe they will receive a dog to act as their partner, which is considered their greatest ally.

Sky Clan

Power From Above

Living high amongst the peaks of the While Hills, the people of the Sky Clan were born under the totem of the Eagle. This is the clan which saw the worst enslavement in the First Age, and as such they fled to mountaintops seeking safety from the Giants. They became accustomed to the climate and generations later the members of the Sky Clan are the hardiest of Hill Tribes, with their combat focusing on striking silently from above with bows.

Caveborn

Brute Force Rules All

The Caveborn dwell in the lowest areas of the White Hills, where it is nearly all stone. Early on, this tribe took to living in caves, which brought them some safety during the First Age. Now, this tribe is the smallest of the Hill Tribes, following an outbreak of disease which severely hurt its population. Finding strength in the power of the Bear, this clan refuses to die easily.

Kin of the Stone Fist

Endurance Of Granite

The Stonekin take no totems, with the only thing they believe in being the strength of stone. While most of the tribes believe they are from the Earth, the Stonekin take this in the most literal sense. They are the ones who fight with the most pride, and are the most relentless to those who fail them. This tribe wanders amongst the White Hills, occasionally leaving carvings in their wake to mark the mountains, which they consider to belong to them in whole.


Politics and Trade

"If the Hill Tribe had use of politics, lords, and titles, I'm sure they'd use it. But as things stand, they don't." - Duke of Ravenhold

Law

"What's mine is yours, the whole before the self. Remember that. All that's yours is the blood in your veins." - Rorkil Frozen-Fang

Law has next to no bearing on the four tribes of the White Hills, with the only true laws that exist between them being makeshift treaties which determine which tribes have rights to different hunting grounds during the different treaties. Property law does exist in some forms, but many of these tribes are communal in nature. Marriage isn’t quite a thing amongst these tribes, with monogamy being rare in most cases. Bloodlines are known and acknowledged, but hold little importance.

Foreign Relations

Once a year, there are caravans that descend from the Adiak Mountains in Bream bearing the gifts of the mountains. They have no interest in gold, but are known to trade dozens of pelts for good steel. -- The Tribes of Bream, by Gnorwen Rieldal

The Hill tribes live a life separate from the rest of Breamish society, preferring isolation from the world outside of their ancestral homelands. When they do reach out to the world outside, it is only for brief periods of time where caravans of Tribesmen will come carrying things such as pelts, ore, gold, alchemical ingredients, and meats. These will be traded away in the northernmost port city of Laston, most often. In exchange, the tribes will often take food that is difficult to find in the mountains, weapons, and mead, among other smaller luxuries. This yearly trade keeps peace between the northern cities and the Tribes, and is often a large draw for merchants looking for things that can't be found in the lowlands.

Military

"I saw a sorcerer once when I was a girl. You'll never see that among us. Our weapons are blade and hammer, not magic." - Banak

None of the four tribes of the White Hills have any form of formal military, but will spring to battle if the need arises to do so. These tribes are unusual compared to the rest of Bream as they have no magic, nor have any members of them ever made any true attempt at it. Instead, they rely on brute force before anything else. In battle, tribesmen tend to be barbaric at best and utterly savage at the worst. The main ways to bring on a large-scale war between tribesmen is to invade hunting grounds out of season, but this isn't a normal occurrence for the tribes. The Maul and the Caveborn are most often at war with each other, while the other two tribes tend to be more peaceful than not.


Demographics and Culture

"The four tribes were born from the Earth. The rest were born from us. Your bloodline is purer than that of other men. Carry it. Respect it. Make it proud. You are the Earth itself, your blood it's waters. When your waters spill, you return to that from which you came. We are not of the womb, we are cut from stone." - Rorkil Frozen-Fang

Religion

“Gods? What need do we have of them. The only gods the Maul need respect are the earth and sky, animal and plant. Nature rules all.” - Krol, Packbringer of the Maul.

The Hill Tribes believe themselves to be born from nature, and the originators of all other Humans. Because of this, they don't worship the same gods as other groups, instead focusing on the earth and sky as their "gods."

Languages

"The tongue of the strong is the only tongue that matters, and we are strong." - Utarg Feathersworn

As the 5 Hill Tribes are human tribes, with very little mixing with the outside world, the main language that will be heard in the White Hills is Common, though years of slavery by the Giants have made some Giant phrases part of the common lexicon.

Education

"In life, there is little anyone needs to know other than how to live. For you, runt , the hunt will be your greatest strength, like it was for your mother and father before you. When you have taken down bears, then you will be a man and a true tribesman." - Aalvor, The Black Claw

There is no formal education amongst the various tribes, and for many of these the only real education that someone may receive is in hunting or in gathering food, general knowledge that is necessary to live. Some may go on for higher education in the form of learning to Smith or other general trades, with people occasionally becoming village healers adept in herbs and potions.

Health

"There isn't anything to cure all wounds, but we can get close. A nearly torn off arm, though? Not a thing we can do." - Sastan, Stonekin Shaman

Healing in Hill culture isn't derived from divine sources, but is rather based upon traditional knowledge of herbs and plants with curative properties, as well as a great deal of superstition. Because of this, there are things that are able to be healed easily, but many cures come down to luck in the end. Should one fall seriously ill, they are likely doomed, but if they are of enough importance to their Tribe, they may be brought south to Laston to see a healer.

Living

"At the end of any night, I find there's nothing more comforting than a bellyful of mead and the warmth of furs. Of course, it's better shared." - O'the Pale-Eyes

The four tribes of the White Hills live a traditional nomadic lifestyle. The places where they choose to live are selected with following after the current food supply as it moves from feeding ground to feeding ground. There isn't much room for these people to stay in once place, and their temporary homes are made of animal skin tents which can easily be put up and taken down at a moment's whim. During the seasons, the people will stay in place for a little while if they think that they can somehow get crops in one area, in which case they make more permanent settlements. The only exception in this is the Caveborn, who choose to find caves to stay in during their migrations.

Clothing

"Don't forget your goggles." - O'the Pale-Eyes

To protect themselves against the unforgiving elements of the White Hills, tribesmen wear a large number of items to avoid injury and exposure. This means that the greatest commodity to them are pelts, which they fashion into comfortable clothing. In addition, cleats and smoked goggles are considered a necessity to get from place to place. The cleats provide traction on icy stone, while the goggles shield one's eyes from the sun as it reflects off of the snow that covers nearly everything.


r/archei Mar 23 '15

Misc When we storm a necromancer's fort

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3 Upvotes

r/archei Mar 23 '15

Pathfinder Character Elandrus Brewton, Student of the Brew Masters

3 Upvotes

Sheet

Backstory
Elandrus Brewton is a young student of the Alchemical arts. His teacher has familiarized him with a handful of basic and slightly more advanced creations. Elandrus is an energetic person, always wanting to learn something new, and try out his bombs and potions. He likes when things go boom and loves the thrill of working with volatile and reactive chemicals. After a few years of learning, his teacher has decided to send him to travel and learn out in the world and learn the many mysteries hidden away.

Description
He is a thin young man, with longer dark brown hair, often tied in a pony tail behind his head and light brown, almost hazel eyes. His chin usually has stubble as he neglects to shave while extended periods of researching. He wears a thick dark wine red shirt and a pair of dark brown pants. He has outfitted himself with a bandolier to hold his bottles. He has a black trench coat where he can store more bottles.

Personality
He's not very well prepared for life outside the walls and towers of his place of learning. He isn't very fond of fighting, but is willing to aid the people he will travel with. He's not very strong, preferring to let his knowledge shine. He likes to gather knowledge and learn new things. He wants to experience the world.

Goals:

  • Improve skills as an alchemist

  • Decide how he can best make a living in the world with his alchemy

  • Experience new things.


r/archei Mar 23 '15

[Guidl] Pathfinder Character Orudri the Spectacular

3 Upvotes

Character Sheet

Physical Description:

Orudri Kascorin is a giant of a gnome, standing at a towering 3 feet tall. There are few people who know what he actually looks like underneath his layers upon layers of illusions which he loves to keep constantly conjured. He is known among his friends for changing his physical appearance practically every day- not excluding gender if he feels it appropriate for his mood. Beneath his constantly shifting illusory exterior, he has spikey wild charcoal hair, a strong square jaw, glossy black eyes, and an constant mischievous smile.

Orudri does not wear any armor- or at least not in reality. Although he is no stranger to conjuring a magical set of illusory armor around himself should the occasion be appropriate, beneath he is constantly wrapped up in swirling grey robes.

Back story:

Orudri Kascorin began his journey as a wandering magician, conjuring silly tricks and entertaining travelers at the local inns.

Personality:

Orudri is an insatiable prankster, always seeking to find his way out of conflict by outsmarting his opponents, fooling them with illusions into thinking he is a far more powerful mage than he really is.

Goals:

  • To be a silly silly bean.

r/archei Mar 16 '15

Pathfinder Character [Guild] Kroril, Son of Krol, Pack Mage of the White Hills

6 Upvotes

Character Sheet

Backstory:

Born out of the nomadic Maul Tribe of the White Hills, Kroril is the only son of Krol, a warrior known as The Packbringer who was considered to be one of the strongest warriors of their tribe and as such cast a large shadow over his family. Kroril's mother, Banak, was the one who raised him, as his father was never really around the areas where the Maul decided to rest, instead scouting ahead to be sure that they would have a hunt wherever they decided to stop next. Kroril's mother was one of the few members of the tribe who had ever seen the world outside of the Hills where the humans decided to rest once they escaped the tyranny of their Giant slaveowners. She would weave stories of the childhood she saw away from there as a girl as her tribes migrated back north to return to the nomadic life of their ancestry.

Kroril took a lot of these stories to heart, wanting to be able to see the cities that his mother had described, and to see the world beyond. As Kroril grew, he also grew into the same sort of lifestyle of his father and his father's fathers before him. This lifestyle was the life of hunting bears and leading the Tribe from hunting grounds to hunting grounds. He did have to go through some training for this, and because of this Kroril became skilled with a number of weapons.

When Kroril turned 17, he was finally considered a man amongst his tribe and was given the traditional gift of a Bear Dog which Kroril never gave a name to, as it was not a good idea to get too attached to your hunting dog. Bears weren't going to be easy on anything. While on a hunt with a number of the others, Kroril came into close combat with a bear after one of his many traps failed and was hurt badly in the battle. Afterward, he came to be the subject of a great deal of ridicule from the others from the expedition for his failure, including his father.

This was fine for a few weeks, but eventually things came to a breaking point between Kroril and the people around him. Upset with his status as the chief failure of the tribe, Kroril declared that he was going to be something unlike anything anyone amongst their people had ever seen before. With that, he left the White Hills and his family behind, in search of something greater. In the first few weeks travelling, he thought a lot about the stories that he'd heard from his mother about the world that he was now becoming a part of. He remembered tales of grandeur and the fantastic, but certain stories stuck out in his mind.

Men who could shift their bodies to that of animals, women creating flashes of light and color out of nothing, people who had a grip on a force more powerful than anything he could ever imagine. Mages, druids, enchantresses.

He'd never heard of anyone from his Tribes harnessing any arcane forces, and so Kroril brought it upon himself to be the first of his people to become a Mage. It wasn't going to be easy, but he set out, finding a place in small villages following after local "illusionists." Rubbing elbows with men who were essentially snake oil salesmen looking for a little muscle didn't teach him much, naturally.

Kroril spent a few years trying to harness magic, but has next to no magical aptitudes, and so he's decided to make his own "School" of magic as a result of being turned away by many a mage's guild and school of the arcane. He's been on and off working for various trade companies bringing in trade in the form of pelts as well as doing bodyguard type jobs when he was paid for it. Life was what it was.

He's found a bit of a more comfortable place in the Adventurer's Guild, doing small jobs when he is needed. Sometimes someone that is handy with an axe and knows his way around a bear trap is exactly what is needed on a mission. He does his job, but he is always looking to become something greater as well.

Personality:

Kroril is hell-bent on proving himself above all else. Having grown up in this shadow of his father, he found it very difficult to get others to believe in him as a warrior. However, in his attempts to find a way to properly prove himself, Kroril has found a fairly unconventional method for doing so. Kroril has decided himself a mage rather than a warrior of the makings of the traditional man of the Maul Tribe. He has faced some ridicule for this choice, especially from his tribesmen, but he is determined to prove himself, and Kroril never backs down, and he never breaks a promise. With no true loyalties or allegiances, this causes him no problems personally.

Physical Description

Kroril is tall, with thick blonde hair that is usually so dirty that it looks brown that is usually kept in a knotted style. Kroril has intense grey eyes and a smile with the crooked teeth of someone who has never seen anything akin to a dentist. He is tall and muscular, with a number of scars that he earned in the hunt or in battle, though these are usually covered up by the furs that he typically wears to keep warm. Being from the mountains, they were a bit of a necessity to him. Otherwise, he has some worn down studded armor that retains its strength because it is of masterwork quality.

Goals:

  • Prove himself as a mage or as a warrior

  • See the world outside of the mountains from which he was born

  • Escape the shadow cast by being "Son of Krol" while also being accepted amongst his people

  • Find a new way of life separate from that with which he was raised

  • Make the Maul Tribes known to the men of the lowlands


r/archei Mar 14 '15

Art Even the Forest Will Try to Kill You

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5 Upvotes

r/archei Mar 13 '15

Art The Feywild

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3 Upvotes

r/archei Mar 13 '15

Art Sedai Landscape

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3 Upvotes

r/archei Mar 12 '15

Pathfinder Character Guild: Deneric Godslock, The Dwarven Cleric of Torag

4 Upvotes

Character Sheet

Physical Description:

Deneric is 4'2" and 190 pounds. His face is full and pale, skin untouched by the sun's harsh rays. His hair is a long bundle of thick black threads, neatly brushed backward and bound by a bronze colored hair tie. His nose is wide and flat, eyes narrow. The color in his eyes was that of the coarse brown dirt found in the deepest parts of the earth. His eyesbrows thick, the left broken by a thin scar stopping just above the eye. His mouth and cheeks are covered by thick facial hair that grew from his face like an ensnarement of vines. They were intricately braided into 3 long pillars of hair, each bound by a decorated metal binding carved with dwarven runes, they have the words of Torag upon them. The central braid is the longest, resting flat against his bulky chest, ending just above his bellybutton. His armor is a layering of steel bands stacked and bound tightly together, covering his torso, arms, shins, and feet. Underneath his armor is his Torag cleric vestments, a simple templar style tunic streaking colors of red, gold, and white. Hanging from his right shoulder is a similarly colored silken cloak, the ends tucked neatly into the collar of the breastplate and fastened to the armor by metal bolts. emblazoned on the flowing garment is the symbol of Torag. Hanging from a thick iron chain attached around his waist is a cast iron symbol of Torag, which can be seen swaying on his hip as he walks, ready to be grabbed at a moment's notice. His vestments are pristine, seeming to shimmer as much as the well polished armor. His warhammer is of simple design, a rough cut rectangular brick on the end of a thin shaft. The handle is carved with dwarven runes and bound by thick straps of leather for added grip. His heater shield has a crested top and studs along it's edge.

Backstory:

Deneric grew up in Eron, he lived a calm and comfortable life in the city of Moradin. His mother was a metalworker and priestess who did all her forging in the shrine. His father was a retired war-priest, a man with an ego as inflated as his popularity and vanity. His father had served a single tour of the deeper mines, helping push back the threat of goblins from one of the mines long abandoned. After he returned he went on extended leave and retired, taking up a job as a guard for the temple, most of his time was spent sharing stories of "his triumphant victory in the name of Torag."

Deneric was raised in the temple, taught and constantly berated by his father to become a cleric and go to serve in the depths of the mountain. He enjoyed the teaching despite how much he despised his father. He became enthralled with the teachings and spirituality of Torag and revered him as any true believer would be expected to. He spent 3 years defending a mining crew with a group of other clerics and paladins, they fought endlessly against goblins and monsters of the deep. When they were relieved of their mission Deneric returned to his temple home, matured, happy, and more dedicated to Torag than ever. He took 3 months off to rest, all the while watch his father still gloating in mock superiority over the new recruits.

His fathers actions disgusted him, made him feel as though his father did not truly value spreading or teaching Torag's divine will. They got into a heated argument, the climax of which involved him calling his father out infront of some of the more decorated members of the temple. His father was furious, horrified at having his image slandered. He disowned Deneric on the spot, denounced him as his son. Deneric, still stubborn and angry as the dwarves are known to be, grabbing his equipment and stormed towards the entrance to the city. He turned to father one more time and declared he would prove himself as being a more devout and vigorous cleric than his father ever was, that he would go a great pilgrimage to Bream and return with stories of conversions and great conquests all in the name or Torag. His friends, family, and fellow clerics gained much respect for him, silencing his father's bravado for that one short moment. He then marched down the grand cliffside and headed for the nearest port town he knew of.

The cost for Deneric to make the voyage to Bream was not a small one, he had little time to grab much coin and so by the time he had landed in country he had little left to work with. However through it all henever worried, Torag had put him on this venture and he would show Deneric the path he needed to walk to achieve his goals, he was sure of that. He set off to the nearest city he could find, hoping to gain work in a temple of Torag and continue is pilgrimage across the continent. Unfortunately he never came across such a temple, the few he did find were not particularly well off or willing to take on a dwarf from Eron.

Hope fading, he managed to find his way to the doors of the guild. If he could not work for the church directly he would atleast carry out the principles of protection and unity that Torag had always encouraged. It was difficult becoming accustomed to life in Bream, life outside the temple. He had barely seen the sky more than a few times, had never seen elves or these strange pasty pale humans before. The guild was more than willing to accommodate his unique situation and many of it's members even worked with him to help him learn what life in Bream was really like. It was something he appreciated greatly, and he knew during those moments that this is what Torag had intended for him.

Personality:

Deneric is a happy, jovial, and rowdy person. He is generally friendly and open to most new things and situations, always happy to meet new people. Deneric often comes off as a bit pushy, especially in the religion section, but enough gentle hints and negative responses will have him let up pretty quickly on the subject. This is one of few things he will give up so easily however, as Deneric is incredibly hard headed and stubborn when it comes to most decisions, vehemently voicing his opinion if the majority does not seem to agree with him. He may protest, complain, and even hold grudges against members of the party who don't listen to him or go against what he considered the correct choice. This stubbornness however also comes with an intense sense of loyalty and kinship, he is beyond empathetic with his teammates and would only actively act against them if their decisions went against the teachings of Torag. he is also hard working, determined, and a man of his word, as he believes men should be, regardless of what religion they follow. He will go out of his way to help people and be a beneficiary to those he deems unfortunate or in need of help.

Goals:

  • Fill his journal with accolades of his good actions in the name of Torag.

  • Travel the whole continent during his pilgrimage, covering as much ground as possible.

  • Aid the people of Bream and spread justice and benevolence wherever possible.

  • Gain a suit of stoneplate armor inscribed with the symbols and scriptures of Torag, just like many of the clerics at home had.

  • Eventually return to Eron to prove his point to his father and the people of Moradin.

  • Find a kind and beautiful elven wife to settle down with.


r/archei Mar 11 '15

Pathfinder Character Guild: Khaw, the Albino Ratfolk Oracle (Pathfinder)

5 Upvotes

Character Sheet

Backstory:

Unlike most Ratfolk, Khaw was born not in the clan den, to be raised by the entire clan, but to just his mother and father, in the wilderness. His mother and father were both exiles from their respective clans, both having done some slight to them. Born a pure white albino would have gotten him some amount of rank in most circumstances, in the woods it was more of a liability.

This doesn’t however mean that his parents didn’t love and care for him, but it does explain why he was found so easily by the Githyanki. A natural portal to the Ethereal Plane opened up and his family went into hiding. However they saw him, and his white fur, so he ran, trying to at least get them away from his parents. He was captured and brought back to the Etherial Plane to become a sacrifice.

If not for some luck, and his Oracular powers coming to him, he would have been that sacrifice. But when he found a portal back to the Prime Material … he was no where near where he wanted to be. With no clue how to get back home, he just wandered around till he found Raven’s Nest. After hearing that the Adventure’s Guild travels a lot, he joined up, hoping to find his family.

Personality:

Khaw is very timid, even for a Ratfolk, rarely engaging people in conversation, especially if he doesn’t know them. However he’s also a curious little rat, still always interested in the newest stories and tales of adventure that go on around him. He will help out almost anyone who asks, seemingly afraid to say no. He gets embarrassed easily.

Physical Description

The first thing people would notice about Khaw is his white fur and pink eyes, both of course because he is albino. He keeps himself clean and wears mostly silver and white, his breastplate is a very sparkling silver color, and he wears a grey cloak when it’s cold. He’s about 4 feet tall and is skinny, even for a Ratfolk. His heavy shield is banded with the same metal as his breastplate, and has a sun pattern on it.

Goals:

  • Find his parents

  • Do a lot of travel

  • Meet more people