“So you must be the fools who not only broke into my severely guarded manor, twice, but also managed to make it into my highly intricate safe, just to steal a very old stone tablet.” the Archmage’s eyes seem to pierce all your minds, as he watches you all. “I do not know why you decided to steal that tablet, but the rules of my house are simple. I kill any who come in uninvited.”
Rising, he hands an envelope to the Imp, who promptly flies through a nearby window overlooking Nekateka and disappears from view.
“Now, I could have simply incinerated you all wherever you were hiding,” Arkemyr continued, “but something else of much more significance has happened, or at least might happen, and I will need a team of highly skilled and discrete individuals to be at the center of these events.
“Therefore I have decided, instead of just killing you and being done with it, I will offer you a job. You managed to break into an Archmage’s home without triggering any magical alarms, or hurting or damaging any of my property, so I know you must possess some skills that might prove useful. You will also be paid generously once the job is complete, and, of course, I won’t kill you.”
Before any of you can speak up, he claps his hands twice, before speaking again. “I sense you all accept, which is good. You will find a ship waiting for you down in the harbour. My apprentice, Fassina, is already down there, and will have some of the details on the job. She’ll also be accompanying you on this job. Please make sure she doesn’t get killed. Finding good talent is so difficult in this archipelago.”
* * *
Ahoy everyone! And welcome to the first SB in what we hope will become a series of SBs (or just one long continuous SB). For those familiar with the Pillars of Eternity game series, yes, this is based on the games’ lore. For those unfamiliar with it- no worries! See this as a fun, new, and potentially exciting fantasy SB.
As the introduction suggested, the characters of the SB had been hired to perform a heist for a magical artefact that was in the vault of one of the most powerful Archmages in the world. Instead of killing the characters, he has decided to hire the characters for an, at the moment, unknown quest (We are intentionally not making the job known now, since that might influence your character creations, and also spoil some surprises)
Below, we shall briefly explain some of the essential lore of the world, including the races, regions, and classes (any other lore can be added at another time as relevant)
The Deadfire
Though the world of Eora is much larger than the following map (and more... continentey), this SB shall primarily take place in the Deadfire Archipelago (southeast of most of the continents). Our characters could come from other parts of the world, but most of the major nations/organisations of the other continents have a base or presence in the Deadfire (since it's the last frontier)
Spoiler

Races
As in any fantasy story, there a multitude of sapient races in Eora (that’s the name of the world). The main races are Humans, Elves, Dwarves, Orlans, Aumaua and the Godlike.
Humans
Spoiler
As expected, they are some of the most common races in the world, and are divided into three main types: Ocean folk, Meadow folk and Savannah folk.
Ocean folk (Calbandra) are the more widespread of any race, being naturally curious and exploring. Called ocean folk for their tendency to be found around the coastlines of almost all the continents, or sailing the oceans as traders, explorers or pirates. Their appearance is usually more tanned/darker skin tones than other Humans (think of them as Mediterrenean/Latin American-esque people)
Meadow folk (Thyrtan) are the most common human race (if not quite as widespread). They tend to live on the edge of Wood Elven realms, preferring to work farms and open pastures than foresty, desert or mountainous regions. Their Aedyran name (Thyrtan) means fair, showing their lighter skin and hair tones compared to the other Humans (basically north and western Europeans)
Savannah folk (Natlan) are the oldest of the human races (the “OG” human race, as it were), and are fairly uncommon and rare outside of Natlan settlements themselves. Western Natlan typically have darker skintones, while Northern Natlan are more pale than their western kin, but of the same, larger build (Basically, they’re either Central African or Finnish/Russian)
Ocean folk (Calbandra) are the more widespread of any race, being naturally curious and exploring. Called ocean folk for their tendency to be found around the coastlines of almost all the continents, or sailing the oceans as traders, explorers or pirates. Their appearance is usually more tanned/darker skin tones than other Humans (think of them as Mediterrenean/Latin American-esque people)
Meadow folk (Thyrtan) are the most common human race (if not quite as widespread). They tend to live on the edge of Wood Elven realms, preferring to work farms and open pastures than foresty, desert or mountainous regions. Their Aedyran name (Thyrtan) means fair, showing their lighter skin and hair tones compared to the other Humans (basically north and western Europeans)
Savannah folk (Natlan) are the oldest of the human races (the “OG” human race, as it were), and are fairly uncommon and rare outside of Natlan settlements themselves. Western Natlan typically have darker skintones, while Northern Natlan are more pale than their western kin, but of the same, larger build (Basically, they’re either Central African or Finnish/Russian)
Elves
Spoiler
Elves are the second most common umbrella termed race after Humans, and are known for their natural agility and keen minds. Then are also slightly shorter than Humans, and tend to have more lithe builds. They are divided into two main groups: Wood Elves and Pale Elves.
Wood Elves (Sceltrfolc/Cythwod) are, as their names suggest, are naturally at home in forest and wooden areas. They are the more common of the two Elf subraces, and themselves are divided into two subdivisions (Aedyran and Glanfathan), which is more a cultural/geographical distinction that physiological. They’re essentially your run of the mill Elves (so like Legolas, Elrond, etc).
Pale Elves (Glamfellen) are some of the least diverse and widespread races in the world, migrating only within the polar regions of the south (called the White that Wends), and rarely (if ever) travelling north without very good reason. To most other kith (sapient races), even to Wood Elves, they are exotic both in appearance (pale skin and hair as the snow of their homelands), language, customs and culture.
Wood Elves (Sceltrfolc/Cythwod) are, as their names suggest, are naturally at home in forest and wooden areas. They are the more common of the two Elf subraces, and themselves are divided into two subdivisions (Aedyran and Glanfathan), which is more a cultural/geographical distinction that physiological. They’re essentially your run of the mill Elves (so like Legolas, Elrond, etc).
Pale Elves (Glamfellen) are some of the least diverse and widespread races in the world, migrating only within the polar regions of the south (called the White that Wends), and rarely (if ever) travelling north without very good reason. To most other kith (sapient races), even to Wood Elves, they are exotic both in appearance (pale skin and hair as the snow of their homelands), language, customs and culture.
Dwarves
Spoiler
Unlike the stereotypical fantasy Dwarves, the Dwarves of Eora aren’t really isolationist or deep-delving, but interact and mingle far more with other races, and love exploring. They are still short and sturdy, though. Dwarves are divided into two subraces: Mountain Dwarves and Boreal Dwarves.
Mountain Dwarves (Aptapo) are most like other depictions of Dwarves, spending a lot of they’re time in rocky and mountainous environment, and thus being sturdy yet quite agile (Aptapo means “Goat people”) They are commonly merchants and artisans, and have thus spread out from their homelands to other nations because of these trades.
Boreal Dwarves (Enutanik) are most all from (or have family) on the remote southern islands of Naasitaq, living in tundra and boreal forest regions alongside migratory Pale Elf tribes (occasionally). Almost all of them are born with an instinctive desire to explore, and thus will often spend large parts of their lives travelling and exploring, despite their size. Other than their cultural and regional and cultural differences, Boreal Dwarves are slightly shorter, yet faster, than their Mountain Dwarf kin.
Mountain Dwarves (Aptapo) are most like other depictions of Dwarves, spending a lot of they’re time in rocky and mountainous environment, and thus being sturdy yet quite agile (Aptapo means “Goat people”) They are commonly merchants and artisans, and have thus spread out from their homelands to other nations because of these trades.
Boreal Dwarves (Enutanik) are most all from (or have family) on the remote southern islands of Naasitaq, living in tundra and boreal forest regions alongside migratory Pale Elf tribes (occasionally). Almost all of them are born with an instinctive desire to explore, and thus will often spend large parts of their lives travelling and exploring, despite their size. Other than their cultural and regional and cultural differences, Boreal Dwarves are slightly shorter, yet faster, than their Mountain Dwarf kin.
Orlans
Spoiler
Orlans are a unique breed to this setting. They are shorter than Dwarves, in general nocturnal (though those in civilisation do adapt to a “normal” schedule), have catlike eyes, long furry ears, and also seem covered in two toned fur/hair (though the length is different depending on the subrace). Due to their short stature and almost animal-like features, they have often been victimised by other races, meaning that many of their larger communities have retreated further away from other races’ societies. They are keen-eyed, and often silver-tongued, but due to their stature not often physically strong. They have two subraces- Hearth Orlan and Wild Orlan.
Hearth Orlans are the more sedentary, “cultured” version of their race, having moved out of the deep forests and jungles of their kin and closer to lands settled by other races. Other than the cultural differences from Wild Orlans, Hearth Orlan fur/hair has also become less “animal-like”, growing mostly shorter and thinner, yet still two-toned (they still tend to have longer fur on and around their ears)

Wild Orlans in contrast aremuch more isolationist and nomadic than Hearth Orlans, living traditionally deep in their home forests or jungles. The fur/hair around their face and neck are also just as thick and long as anywhere else on their body, which make several other races see them no higher than animals sometimes. Their culture is also often more drawn to druidic and tribal customs than most other sapient races.

Hearth Orlans are the more sedentary, “cultured” version of their race, having moved out of the deep forests and jungles of their kin and closer to lands settled by other races. Other than the cultural differences from Wild Orlans, Hearth Orlan fur/hair has also become less “animal-like”, growing mostly shorter and thinner, yet still two-toned (they still tend to have longer fur on and around their ears)

Wild Orlans in contrast aremuch more isolationist and nomadic than Hearth Orlans, living traditionally deep in their home forests or jungles. The fur/hair around their face and neck are also just as thick and long as anywhere else on their body, which make several other races see them no higher than animals sometimes. Their culture is also often more drawn to druidic and tribal customs than most other sapient races.

Aumaua
Spoiler
Aumaua are large humanoids (taller and usually more robust built than even the tallest Human), native to most warm and oceanic regions of the world. They are also one of the oldest race groups in the world, having explored and settled large parts of it for over 20,000 years (the only more widespread race would be the Ocean Humans). Other than their obvious larger build, Aumaua also have odd skin and hair tones and textures, and it is these features (along with culture and history) that distinguish their northern and southern subraces- the Island Aumaua and the Coastal Aumaua.
Island Aumaua, or Southern Aumaua, are native to the Deadfire Archipelago (where the SB takes place), and mostly have a culture similar to the Maori/Polynesian cultures mixed with Mayan/Aztec in our world. Their skin tones tend to be warmer, like bronzes, golds, shades of orange/yellow/brown/grey, etc. They also revere the ocean, and those who wish to break free from their cultural caste system often take to a life on the sea.

Coastal Aumaua, or Northern Aumaua, are native to the Rauatai Empire (and continent), which is a hard, stormy land. Because of the condition of their homeland, these Aumaua are raised to be hard, strong and loyal, with most either joining the military/navy, or becoming an artisan/intellectual serving these two forces. They tend to have more distinct colours, such as blues, green, etc, though due to their expansionist nature, several generations of Island Aumaua subjects have led to golds and bronzes also mingling into their tones.

Note- the two types of Aumaua tend not to like each other. The Island (OG) Aumaua see their northern kin as rash and aggressive, while the Coastal Aumaua see their southern kin as uncouth, backwards, and weak.
Island Aumaua, or Southern Aumaua, are native to the Deadfire Archipelago (where the SB takes place), and mostly have a culture similar to the Maori/Polynesian cultures mixed with Mayan/Aztec in our world. Their skin tones tend to be warmer, like bronzes, golds, shades of orange/yellow/brown/grey, etc. They also revere the ocean, and those who wish to break free from their cultural caste system often take to a life on the sea.

Coastal Aumaua, or Northern Aumaua, are native to the Rauatai Empire (and continent), which is a hard, stormy land. Because of the condition of their homeland, these Aumaua are raised to be hard, strong and loyal, with most either joining the military/navy, or becoming an artisan/intellectual serving these two forces. They tend to have more distinct colours, such as blues, green, etc, though due to their expansionist nature, several generations of Island Aumaua subjects have led to golds and bronzes also mingling into their tones.

Note- the two types of Aumaua tend not to like each other. The Island (OG) Aumaua see their northern kin as rash and aggressive, while the Coastal Aumaua see their southern kin as uncouth, backwards, and weak.
Godlike
Spoiler
Godlike aren't technically a "race" like these others mentioned, seeing as they 1. can't procreate/are born sterile, 2. get born from other race parents (and thus have features of their parent races). You can thus easily get a Dwarf Godlike, or an Aumaua Godlike. What makes them distinct from their parents is that they were "blessed" (some see it as a curse) by a god at birth, and thus bear characteristics of that god's domain, and are usually very easy to spot. Most cultures either revere them as demigods (i.e. if a Marine Godlike was born to the Island Aumaua, or if a Nature Godlike was born to a druid's clan), or shun/kill/persecute them (basically most Death, Skaen or Endings Godlikes)
Each god has at least one type of Godlike, so if you wish to be one, just as us about the gods in the DT. We don't want to flood everyone with lore. But basically, these are very cool, very unique looking "races", and we'll be happy to share some images of them.
Each god has at least one type of Godlike, so if you wish to be one, just as us about the gods in the DT. We don't want to flood everyone with lore. But basically, these are very cool, very unique looking "races", and we'll be happy to share some images of them.
Classes
Seeing as this SB will be an adventure/quest like SB, characters could probably need a class (it is, however, not compulsory. If you want a more scholarly/crafty character who won't really fight or use magic, then you can always discuss it with us. Here follow the classes available:
Spoiler
-Fighter/Barbarian/Monk- basically, you either fight really well with skill/training, or you fight really well because you can get angry/hit really hard, or you fight really well because you know kung fu fighting (hargh!) and your kicks are as fast as lightning (hargh!). Their fighting skills are enhanced by naturally stronger wills and Souls.
-Wizard- Self explanatory. Covers all the schools of magic excluding animancy. All wizards carry a tome of spells with them. These can be from as simple as a leather notebook, to an intricately designed encyclopedia.
-Rogue- Do sneaky stuff, stick'em with the pointy end, run off with people's belongings and their cow. That kind of thing.
-Priest- Most clergy in this world don't really do the whole exploring thing, but most gods/goddesses have followers who travel around to do their deity's bidding (usually after they were spoken to by their deity). They're not all healing and sunshine though. Most travelling/mercenary priests are highly feared for their magic. (Speak to us if you want to be a Priest)
-Ranger- The basic idea of rangers are bow+arrow= enemy dead, but Rangers in this world also all form a life bond with an animal companion, who follows them everywhere, and for whom most rangers will lay down their life (or end yours) to save (almost any animal goes, even bears/wolves,etc, given that they aren't unbeatable (so a dragon or manticore or anything magical) or useless (so a fish or snail or banana)
-Druids- Treehugging, elemental-magic weilding, potionmaking, transforming-into-a-werebeast-and-ripping-your-face-off-if-you-hurt-a-tree kind of class.
-Paladin- Unlike DnD Paladins, these Paladins don't devout themselves to a deity (most are anti-deity), but to an order. These devotions enhance them with powerful magic, but bind them to follow certain tenets.
-Chanters- Basically like DnD Bards, but instead of sitting idly in the back throwing insults and strumming their lute, Chanters evoke powerful invocations by reciting or singing magical verses, and are massive lorekeepers (basically, they can sing about your greatgrandfather's bravery, and suddenly you're strong enough to lift a zweihander). Most of them also tend to be in your face when fighting starts (the closer something is to their magical invocations, the more powerful the verses)
-Ciphers- Telepaths. This class is essentially those people who read your mind, plant terrible nightmares, charm you with sweet thoughts, or even blow up your mind from the inside with their natural born ability. When not doing that, many of them use their powers to help soothe troubled souls (or, on the other side of the spectrum) use their powers for less beneficial for the community purposes.
-Wizard- Self explanatory. Covers all the schools of magic excluding animancy. All wizards carry a tome of spells with them. These can be from as simple as a leather notebook, to an intricately designed encyclopedia.
-Rogue- Do sneaky stuff, stick'em with the pointy end, run off with people's belongings and their cow. That kind of thing.
-Priest- Most clergy in this world don't really do the whole exploring thing, but most gods/goddesses have followers who travel around to do their deity's bidding (usually after they were spoken to by their deity). They're not all healing and sunshine though. Most travelling/mercenary priests are highly feared for their magic. (Speak to us if you want to be a Priest)
-Ranger- The basic idea of rangers are bow+arrow= enemy dead, but Rangers in this world also all form a life bond with an animal companion, who follows them everywhere, and for whom most rangers will lay down their life (or end yours) to save (almost any animal goes, even bears/wolves,etc, given that they aren't unbeatable (so a dragon or manticore or anything magical) or useless (so a fish or snail or banana)
-Druids- Treehugging, elemental-magic weilding, potionmaking, transforming-into-a-werebeast-and-ripping-your-face-off-if-you-hurt-a-tree kind of class.
-Paladin- Unlike DnD Paladins, these Paladins don't devout themselves to a deity (most are anti-deity), but to an order. These devotions enhance them with powerful magic, but bind them to follow certain tenets.
-Chanters- Basically like DnD Bards, but instead of sitting idly in the back throwing insults and strumming their lute, Chanters evoke powerful invocations by reciting or singing magical verses, and are massive lorekeepers (basically, they can sing about your greatgrandfather's bravery, and suddenly you're strong enough to lift a zweihander). Most of them also tend to be in your face when fighting starts (the closer something is to their magical invocations, the more powerful the verses)
-Ciphers- Telepaths. This class is essentially those people who read your mind, plant terrible nightmares, charm you with sweet thoughts, or even blow up your mind from the inside with their natural born ability. When not doing that, many of them use their powers to help soothe troubled souls (or, on the other side of the spectrum) use their powers for less beneficial for the community purposes.
* * *
Character Roles and Sheet
Given everything mentioned above, remember that your character was originally hired to be part of a team to perform a heist on an Archmage's vault, so your characters might not have known one another before the heist. Also, they don't have to be greedy/bad people because of their heist hiring. Maybe they were blackmailed, or just wanted a new challenge, or secretly wanted to steal something else in the manor, or are actually after one of their own team. For the moment there are six slots available, but feel free to add NPCs if you want to (we can always meet them in the plot, who knows)
Character slots
Explosives- Jerrano il Messo (@ThePatchworkPilgrims)
Lock specialist- Emile Fierro (@RavenLord)
Trap expert/Scout- Kritanta Langley (@winterwolf0100)
Infiltrator- Virgil Artemis (@EvieEcco)
Character 5- Open
Character 6- Open
Character sheet
- Code
[u]Name:[/u] (your actual name)
[u]Alias/Nickname:[/u] (Optional. In case your character is known by another name to the other characters at the start of the SB)
[u]Gender:[/u]
[u]Race:[/u]
[u]Class:[/u] (In case you're a Priest, state the deity. In case you're a Wizard, state your specialization. In case you're a Ranger, add two more categories for your animal companion's name and species)
[u]Age:[/u] (most races don't live longer than 110yo, except Elves/Dwarves who both live up to 250-300yo max)
[u]Appearance:[/u] (if you are unsure about an appearance, just ask us in the DT or PMs)
[u]Personality strengths:[/u]
[u]Personality flaws:[/u]
[u]Backstory:[/u]
[u]Preferred Weapons:[/u] (If Wizard, you can describe your spell tome here. If Druid, you can also describe your werebeast form here)
[u]Useful Skills:[/u]
[u]Skills you should never try:[/u] (because no one likes a Mary Sue)
[u]Reason they joined the Tablet Heist:[/u] (as mentioned earlier, this can be anything really)
* * *
Rules and other tidbits
-Even though this is an adventure SB, please keep violence and language PG13 (PG16 at most, after clearing it with us)
-No sexual scenes
-Any questions about lore can be asked at any time, and lore can be changed to better fit our characters/the story.
