We meet our heroes in the bustling port of Saltspit; a thriving trading hub on the fringes of the Arkane Empire. Home to a thousand smugglers, artisans and the occasional honest merchant, Saltspit is largely unmolested by imperial interference thanks to regular and sizeable gifts to the empire's most influential families and a booming black market of luxury goods.
Saltspit attracts all sorts: movers and shakers with 'unique' business interests, upper-crust holidaymakers in search of souvenirs and ambitious young entrepreneurs out to seek their fortune. But every city needs its underclass, and the gears of commerce in Saltspit are greased with an unending caravan of migrant workers who for one reason or another prefer to put some distance between themselves and civilization. Such are our heroes, presently holed up in a rat-infested tavern down by the docks.
They are longtime friends and comrades, but their present hardship may well put that friendship to the test: some of them might still be upset about a certain brilliant idea during their last job which got all their assets frozen and the entire party quietly exiled from the capital on pain of death. Others in the party might feel that it was worth it for a shot at glory and even if he was the Vizier's nephew, the little creep had it coming, and hindsight's a fine thing but we weren't exactly rolling in money to begin with and you could've said no, couldn't you?
Saltspit attracts all sorts: movers and shakers with 'unique' business interests, upper-crust holidaymakers in search of souvenirs and ambitious young entrepreneurs out to seek their fortune. But every city needs its underclass, and the gears of commerce in Saltspit are greased with an unending caravan of migrant workers who for one reason or another prefer to put some distance between themselves and civilization. Such are our heroes, presently holed up in a rat-infested tavern down by the docks.
They are longtime friends and comrades, but their present hardship may well put that friendship to the test: some of them might still be upset about a certain brilliant idea during their last job which got all their assets frozen and the entire party quietly exiled from the capital on pain of death. Others in the party might feel that it was worth it for a shot at glory and even if he was the Vizier's nephew, the little creep had it coming, and hindsight's a fine thing but we weren't exactly rolling in money to begin with and you could've said no, couldn't you?
Name: Phillip Blood Beard
Race: Dwarf
Class: Mage
Abilities DEX/INT
Skills: Arcana Stealth History Thievery
Physical Description/Inventory: Phillip is the most human looking dwarf there is while still short he is clean shaven and has little muscle. He wears a mages robe which is no way near the right size.
He has a satchel bag he carries everywhere which holds all his books and a note pad and pencil on which he rights everything that interests him. (He has currently 20 volumes of these note books He also has some sandwiches and a my first alchemy set he has had since he was 12)
Personality: Phillip is not fighter he is an intellectual and a tee-total. He has no interest in or knowledge of war fare (accept for when it involves big siege machinery). He is kind by nature but also naive and absent minded.
Backstory: Phillip is the son of the legendary Bob Blood Beard a famous dwarven barbarian/ However his father died of alcohol poisoning while trying to raid a monastery when Phillip was less than a year old. Why he brought Phillip with him to the monastery no one knows but when the monks (all of whom were human oddly enough) found the dead dwarf they took his only son Phillip in and raised him as one of their own. Until recently Phillip has been under the impression he was just short for his age and has had no knowledge of his heritage.
Upon finding out he wasn?t human he left the monastery in an attempt to find himself and decided what race he wants to be?
Race: Dwarf
Class: Mage
Abilities DEX/INT
Skills: Arcana Stealth History Thievery
Physical Description/Inventory: Phillip is the most human looking dwarf there is while still short he is clean shaven and has little muscle. He wears a mages robe which is no way near the right size.
He has a satchel bag he carries everywhere which holds all his books and a note pad and pencil on which he rights everything that interests him. (He has currently 20 volumes of these note books He also has some sandwiches and a my first alchemy set he has had since he was 12)
Personality: Phillip is not fighter he is an intellectual and a tee-total. He has no interest in or knowledge of war fare (accept for when it involves big siege machinery). He is kind by nature but also naive and absent minded.
Backstory: Phillip is the son of the legendary Bob Blood Beard a famous dwarven barbarian/ However his father died of alcohol poisoning while trying to raid a monastery when Phillip was less than a year old. Why he brought Phillip with him to the monastery no one knows but when the monks (all of whom were human oddly enough) found the dead dwarf they took his only son Phillip in and raised him as one of their own. Until recently Phillip has been under the impression he was just short for his age and has had no knowledge of his heritage.
Upon finding out he wasn?t human he left the monastery in an attempt to find himself and decided what race he wants to be?
Name: Jelani
Race: Gnoll
Class: Monk
Abilities: STR/DEX
Skills: Endurance, Athletics, Acrobatics, Perception
Physical Description/Inventory: Like all Gnolls, Jelani is very tall - standing an intimidating 7'2" tall, and despite his great strength has a very lean physique - compact and dense muscle covering his body, the definition of it hidden by his thick tawny fur. Dark spots dot his fur, and the tawny brown darkens to a near-black around his muzzle, ears, hands, forearms, and paws, and the tip of his tail. His eyes are a vibrant green and he dresses in hooded cloth robes, typically in dark colors - blacks, grays, browns, with the occasional bloody red. He keeps a few small packs on his belt for storing supplies as well as a leather harness hidden under his robes where he stores things he needs to have on hand at a moment's notice - mostly notes, potions, and a collection of knives and dagger, some of which are weighted for throwing.
Personality: Jelani is best described as 'intense.' Though his training has instilled him with a strong sense of self-discipline and restraint, Jelani retained his driven nature. He isn't one to leave something half-finished, holds strong opinions and holds equally fierce grudges and alliances. He is loyal to a fault, and dedicated to both improving himself - becoming stronger and stronger - and improving the reputation of Gnolls throughout the world.
Backstory: Jelani comes from a secluded but slowly growing community, founded by a Gnoll Psion named Kagiso and her small group of followers on the premise of seeking a lifestyle of something more than mindless violence and robbery. Over time they grew, various members finding a more civilized trade and forming a functional and thriving community. Given their naturally impulsive and feral tendancies, many served part time in the community's militia, venting their aggression peaceful. A small group, composed mainly of the descendants of Kagiso formed a sort of monastery and school where those wishing to learn the more esoteric arts - or those gifted with magic gifts, could learn.
Jelani was one such student, a direct descendant of Kagiso and bearing the same gift of psionic magic. Where others sought to refine that gift to influence others, Jelani used the power of his mind to augment his body, becoming focused on becoming the strongest, fastest, and maybe even hardiest thing to ever live. In pursuit of that goal he took to a life of adventure, with a secondary goal of proving commonly held stereotypes about his people to be wrong.
Race: Gnoll
Class: Monk
Abilities: STR/DEX
Skills: Endurance, Athletics, Acrobatics, Perception
Physical Description/Inventory: Like all Gnolls, Jelani is very tall - standing an intimidating 7'2" tall, and despite his great strength has a very lean physique - compact and dense muscle covering his body, the definition of it hidden by his thick tawny fur. Dark spots dot his fur, and the tawny brown darkens to a near-black around his muzzle, ears, hands, forearms, and paws, and the tip of his tail. His eyes are a vibrant green and he dresses in hooded cloth robes, typically in dark colors - blacks, grays, browns, with the occasional bloody red. He keeps a few small packs on his belt for storing supplies as well as a leather harness hidden under his robes where he stores things he needs to have on hand at a moment's notice - mostly notes, potions, and a collection of knives and dagger, some of which are weighted for throwing.
Personality: Jelani is best described as 'intense.' Though his training has instilled him with a strong sense of self-discipline and restraint, Jelani retained his driven nature. He isn't one to leave something half-finished, holds strong opinions and holds equally fierce grudges and alliances. He is loyal to a fault, and dedicated to both improving himself - becoming stronger and stronger - and improving the reputation of Gnolls throughout the world.
Backstory: Jelani comes from a secluded but slowly growing community, founded by a Gnoll Psion named Kagiso and her small group of followers on the premise of seeking a lifestyle of something more than mindless violence and robbery. Over time they grew, various members finding a more civilized trade and forming a functional and thriving community. Given their naturally impulsive and feral tendancies, many served part time in the community's militia, venting their aggression peaceful. A small group, composed mainly of the descendants of Kagiso formed a sort of monastery and school where those wishing to learn the more esoteric arts - or those gifted with magic gifts, could learn.
Jelani was one such student, a direct descendant of Kagiso and bearing the same gift of psionic magic. Where others sought to refine that gift to influence others, Jelani used the power of his mind to augment his body, becoming focused on becoming the strongest, fastest, and maybe even hardiest thing to ever live. In pursuit of that goal he took to a life of adventure, with a secondary goal of proving commonly held stereotypes about his people to be wrong.
Name: You can't write his real name without paper made of skin and an inkwell of your own blood. He calls himself Wednesday
Race: Demon
Abilities: STR/DEX
Skills: Arcana, Intimidate, Endurance, Heal
Physical Description/Inventory: Wednesday takes the form of a tall, swarthy man of middle years, his hair dark and his manner confident in his own strength. His face is weathered but handsome, and his eyes are deep and piercing. He wears dark clothes, the shape of which cannot quite be seen, but which when he does remove them fold to almost nothing. Almost casually, he wields a sword longer than he is tall in one hand, and it has been seen to bite straight through armour and weapons.
Personality: Wednesday is full of contradictions; he is confident and friendly, and has incredible persuasive powers, but will not talk to anyone out of the group, unless he is told to by one of his companions. The same goes for entering buildings; he needs an invitation to enter, though this can even be an ally stepping in then telling him to enter
Unfortunately, Wednesday longs to die. If his physical form is destroyed, he will be released, but he has also been commanded to try to keep himself alive, and so searches for times when the commands of his team-mates will allow him to commit suicide. He also seeks another method of freedom, be it by killing his former master or gaining enough power that he can break his summoning and escape this plane.
Regarding magic, Wednesday is an extremely powerful mage, but rarely seeks to cast magic. Being a demon he sees it almost as below him, and he does not specifically want to aid the group, only doing magic when he has to or when they tell him to
Backstory: A magician patron of the group sent with them on their last mission a demon, to aid them in their attempts. The plan still failed, but the punishment was such that the magician cut all ties with the group, even tot the point of not dismissing the demon he summoned.
Thus, Wednesday is left with the commands he was set with in the mission. Do as they command. Keep them from harm. Aid them in all they do. Wednesday is not happy with the time he has spent on this world, but he bears the party no ill will. He only desires an escape from the body in which he resides
Race: Demon
Abilities: STR/DEX
Skills: Arcana, Intimidate, Endurance, Heal
Physical Description/Inventory: Wednesday takes the form of a tall, swarthy man of middle years, his hair dark and his manner confident in his own strength. His face is weathered but handsome, and his eyes are deep and piercing. He wears dark clothes, the shape of which cannot quite be seen, but which when he does remove them fold to almost nothing. Almost casually, he wields a sword longer than he is tall in one hand, and it has been seen to bite straight through armour and weapons.
Personality: Wednesday is full of contradictions; he is confident and friendly, and has incredible persuasive powers, but will not talk to anyone out of the group, unless he is told to by one of his companions. The same goes for entering buildings; he needs an invitation to enter, though this can even be an ally stepping in then telling him to enter
Unfortunately, Wednesday longs to die. If his physical form is destroyed, he will be released, but he has also been commanded to try to keep himself alive, and so searches for times when the commands of his team-mates will allow him to commit suicide. He also seeks another method of freedom, be it by killing his former master or gaining enough power that he can break his summoning and escape this plane.
Regarding magic, Wednesday is an extremely powerful mage, but rarely seeks to cast magic. Being a demon he sees it almost as below him, and he does not specifically want to aid the group, only doing magic when he has to or when they tell him to
Backstory: A magician patron of the group sent with them on their last mission a demon, to aid them in their attempts. The plan still failed, but the punishment was such that the magician cut all ties with the group, even tot the point of not dismissing the demon he summoned.
Thus, Wednesday is left with the commands he was set with in the mission. Do as they command. Keep them from harm. Aid them in all they do. Wednesday is not happy with the time he has spent on this world, but he bears the party no ill will. He only desires an escape from the body in which he resides
Name: Domonic Scotch
Race: Dwarf
Class: Rogue
Abilities: Char, Dex
Skills: Diplomacy
stealth
streetwise
Thievery
Physical Description/Inventory: He is very short, like a dwarf should be. He has a long, silver beard running down his face, and long hair at the back. His eyes are dark brown and his skin is very pale. He wears a tattered green shirt and a ruined pair of black pants.
Personality: He is good with poeple, but likes a bit of alone time too. He is sometimes the quiet type and is sometimes very loud. Some people may occuse him of having split personailties.
Backstory
omonic was born on the smallest island of the Thlarg archipelago. The island had no name but sits directly in-between Alom major and Clasplan.For hundreds of years the islands have been at peace but when people from the main land started taking an interest in the Thlarg, due to the discovery of gold on Alom minor, the peace began to fade. Clasplan welcomed the main landers and offered to help with the mining operation. Alom major however was far more protective of it's minor brother and hired local pirates to keep out prospectors.
War was of course inevitable and Domonic's home land was directly between the two armies. Within days fighting started. And Domonic was forced to take sides with Alom Major.
Unfortunately for Domonic it did not go well and Domonic was forced to fell to the main land on a war ship which later crashed.
Alone and penniless in the capital of an unknown land with a strange language Domonic has only too options crime or that strange group of adventures every one makes fun of when they aren't around.
Race: Dwarf
Class: Rogue
Abilities: Char, Dex
Skills: Diplomacy
stealth
streetwise
Thievery
Physical Description/Inventory: He is very short, like a dwarf should be. He has a long, silver beard running down his face, and long hair at the back. His eyes are dark brown and his skin is very pale. He wears a tattered green shirt and a ruined pair of black pants.
Personality: He is good with poeple, but likes a bit of alone time too. He is sometimes the quiet type and is sometimes very loud. Some people may occuse him of having split personailties.
Backstory
War was of course inevitable and Domonic's home land was directly between the two armies. Within days fighting started. And Domonic was forced to take sides with Alom Major.
Unfortunately for Domonic it did not go well and Domonic was forced to fell to the main land on a war ship which later crashed.
Alone and penniless in the capital of an unknown land with a strange language Domonic has only too options crime or that strange group of adventures every one makes fun of when they aren't around.
Name: Kalem Arbosa
Race: Tiefling
Class: Rogue
Abilities: CHA and WIS
Skills: Bluff, Streetwise, Insight and Perception
Physical Description/Inventory: Kalem is a relatively short Tiefling, about 5 foot tall. He has foot long, thick horns on his head. He has long purple hair and eyes of white which contrast with his muddy red-brown skin. He wears a black suit (with white shirt and a black tie) he once stole from a store, and is beginning to show it's age, especially considering that he doesn't seem to ever remove it.
Personality: Kalem's not in the roguing business for the money, he's in it for the roguing. He likes to trick people and see how far he can get them to go along with his schemes. You'd describe him as chaotic neutral; money doesn't both him, nor does patriotism. He doesn't have hatred towards specific races (but he is wary of Dragonborn just as they are of him) and doesn't want to live among his own people. He feels at home on the road, doing missions. He just likes to mess with people, really.
Backstory: No-one's really sure. If you ask him, he could give you various stories, probably just to see what your response would be. What's known, though, is that he stole the suit he's wearing, his father is still alive (and is not his favourite person on Earth) and he did once live among Tiefling's before settling as a slumdog in Saltspit. Now that his group is back in town, he's back where he has a knowledge of the area. He's also back, though, where not everyone may not be his biggest fans.
Race: Tiefling
Class: Rogue
Abilities: CHA and WIS
Skills: Bluff, Streetwise, Insight and Perception
Physical Description/Inventory: Kalem is a relatively short Tiefling, about 5 foot tall. He has foot long, thick horns on his head. He has long purple hair and eyes of white which contrast with his muddy red-brown skin. He wears a black suit (with white shirt and a black tie) he once stole from a store, and is beginning to show it's age, especially considering that he doesn't seem to ever remove it.
Personality: Kalem's not in the roguing business for the money, he's in it for the roguing. He likes to trick people and see how far he can get them to go along with his schemes. You'd describe him as chaotic neutral; money doesn't both him, nor does patriotism. He doesn't have hatred towards specific races (but he is wary of Dragonborn just as they are of him) and doesn't want to live among his own people. He feels at home on the road, doing missions. He just likes to mess with people, really.
Backstory: No-one's really sure. If you ask him, he could give you various stories, probably just to see what your response would be. What's known, though, is that he stole the suit he's wearing, his father is still alive (and is not his favourite person on Earth) and he did once live among Tiefling's before settling as a slumdog in Saltspit. Now that his group is back in town, he's back where he has a knowledge of the area. He's also back, though, where not everyone may not be his biggest fans.

SALTSPIT; the pride of the Arkane Empire and the bane of its lawmen; a city of thieves. Saltspit, where fortunes are made and men are undone; where anything can be found for a price. Saltspit, where even the lowest of the low come looking for a quick buck...
The heat is sweltering this morning, made worse by the parching sea breeze and the rising stink from Butcher's End. Yet the streets are thronged as if it were a festival day; a riot of colour and coin. It seems as if the whole city is out of doors -- even the taverns are mostly deserted. But in a gloomy, dank corner of the Hog's Head Inn, a small party of equally gloomy adventurers sit slumped around a table, passing a single jug of cheap cider between them. The half-dozen other customers keep their distance, but not from fear so much as the group's hangdog air; the hunch and slouch of a beggar. A prissy-looking dwarf, a sullen gnoll, a tall dark stranger of indeterminate years and a ruddy tiefling in a battered evening-suit. Not exactly the stuff of legend -- but History has always had a soft spot for runts.
The innkeeper eyes the group from behind the bar, a scrawny man with a round apple-belly and a balding pate. "Can I get you boys another drink? No credit, mind."