A young dwarf, Archimedes spent his early years apprenticing in his families protected clan vaults, learning the ways of tallying coins. His curiosity lead him to taking great interest in the abjuration magic which protected the money houses, as well as the constructs built to stand as silent guardians in the abscence of dwarves. Tasked by his clan to explore the world and increase his knowledge of magic, as well as discovering new arcane blueprints for golem crafting and bringing that knowledge back to his clan. Archimedes traveled to the wizarding college, The Arcanum, where he was too late to enroll. Instead, they offered him credit by studying abroad, telling the dwarf that a respected wizard from a noble family was in need of apprentices.
Arcane Bond: Ioun Wyrd Familiar (This is a chunk of porous rock with broken shards of ioun stones embeded in it.)
Archimedes spends much of his time at the Magnimar Villa, either double-checking Flynn's business expenses, or studying his arcane research.
Personality Traits: Suspicious, meticulous.
Likes: Quiet, Anything clockwork, the smell of machine grease, fruit-stuffed pastries.
Zapeta De La Croix
A.K.A "Zap"
CG Human Alchemist 4 [Chirurgeon]
A young girl raised from a merchant family in New Stetven, Zapeta thrived in the shadow of The Arcanum's ivory tower as a healer and herbalist, even as the Council refused to acknowledge Alchemy as anything other than "a peddler's magic of useful trinkets for the peasantry". Working as support staff in The Arcanum Infirmary, Zapeta spent much of her free time helping common folk with homemade cures, and potions brewed using " borrowed" Arcanum components. She also lobbied multiple times to have the Arcanum acknowledge Alchemy as a legitimate branch of arcane studies, only to be dismissed each time. As Zapeta grew older, her skill flourished, her lobbying intensified, and word spread of how she helped those who normally be unable to afford magical care.
By her 20th birthday, Zapeta's passions got the better of her. After she leveled harsh words at the Council, accusing them of mageocratic supremacy by refusing to acknowledge Alchemy's contributions, they launched a full investigation into the young woman's life. Picking up on rumors of her good deeds, they traced the stolen materials back to her. And after years of thieving, her debt was far too high to pay back. Not wanting to completely excommunicate such a talented healer from their organization, they presented her with two options- be turned over to the authorities, or travel to the Stolen Lands, and provide services to a wizard who was building a thriving town.
Zapeta is a mousy looking girl, easy on the eyes but far from gorgeous. She has a slight build, with delicate features and small hands. She keeps her brown hair neck-length, except for two long braids near the front that dangle in front of her face. Her eyes are a soft purple.
Normally, Zapeta is calm and a quiet, easy to approach and always willing to educate on the merits of cleanliness and good health.
Zapeta has a fiery temper when it comes to discussing the legitamacy of Alchemy as an arcane discipline, or whenever she percieves an injustice where the strong oppress the weak. When these triggers rile her up, she turns into a different person, speaking heatedly, and berrating anyone she sees as a bully.
Zapeta spends much of her time at the Alchemy Lab, crafting alchemical remedies and potions which she uses to help those who could not normally afford them.
Skills: Heal, Sleight of Hand, Stealth, Disable Device, K:Nature, K:Local, Perform: Dance
Likes: Buttermilk. The smell of stetalization alcohol. Dancing.
Dislikes: Bullies. Seeing others suffer. Poor hygiene.
Veragus the Broken
N Human (Shoanti) Wizard 5 (Evoker [Admixture])
A pure-blooded Shoanti blessed with all of the impressive physical features of the warrior race, Veragus suffered a life-changing injury as a young child which resulted in massive trauma to his upper arms and shoulders. Although he recovered, the damage left him unable to raise his arms more than chest level. Early in his childhood, he knew that he would never be able to wield weapons in battle,or even wear armor. He was shunned, even by his own family, who treated him as little more than a burden. When he became of age to claim manhood, he took his few posessions and fled, much to the relief of his clan. Knowing that his inability to defend himself from the wilds of the Cinderlands placed him at great risk, he resigned himself to seeking out refuge in one of the cities of tge "soft folk". While traveling in the general direction of the only settlement he knew of, the town of Abken, he noticed Shoanti writing (such as it is), often in hard to see locations. Piecing the messages together, it dawned on him that these were left intentionally for Shoanti outcasts, promising them refuge in Abken. Once arrived in the town, Veragus discovered a small sub-community of Shoanti who had been excommunicated by various tribes. The deformed, the crippled, the political dissidents, many had ended up living under the leadership of Kraven, a Shoanti himself. Taking the mantra of Hartha-qua, The Hearth Clan, for their willingness to give a home to the lost, they accepted all of the Shoanti refugees. While living amongst these Shoanti, their leader Kraven noticed Veragus' sharp intellect, and willingness to learn. Astounded by the young man's ability to pick up reading, Kraven began advanced 'reading lessons', wherein he actually educated Veragus in the basics of arcane principels. When Veragus realized he was actually forming words into formulae and formulae into simple cantrips, he was amazed and frightened. Although not unknown to the Shoanti, wizards were extremely aware, and shrouded in negative superstition. Kraven educated Veragus in the truth of wizardy. Kraven taught that a spellbook held a strength all it's own - while an axe might cleave down a mighty warrior, a properly placed spell could bring an entire hunting party to ash and cinder. Veragus learned all that he could from Kraven, studying from him for several years. In time, Veragus learned all that he could from Kraven, unable to proceed any further given his town's limited access to magic. Kraven was unwilling to leave Abken, believing his presence was neccesary in providing a home and tribe to outcast Shoanti. Kraven encouraged Veragus to travel east, to a place of arcane enlightenment he had only himself read about- The Arcanum.
Born of warrior stock, Veragus is a physically intimidating man at 6'3, 240 lbs. In keeping with Shoanti tradition to decorate their bodies with tatoos, he has inked his body with magic formulae for several evocation spells. He keeps his head shaved, and prefers clothing that is cleverly disguised to look like leather studded armor. His bonded item is a cudgel, which is fashioned from Cinderwood of his native residence. Veragus is well aware of how his people are percieved, and tries to play up this preconception in order to help mask his physical disability.
Veragus is less of the raging, screaming beserker type when mad, and much more prone to quiet threats of violence. While still hot-headed and quick to anger, his travels and studies have muted his chaotic temperment and made him more tolerant of others. For Veragus, magic is a mighty weapon that allows him to "be Shoanti", even if his people refuse him.
He has a strong affinity for fire magic, but has trained in the art of admixture, in order to be more versatile against his foes.
Skills: Intimidation, K:History, K:Geography Craft:Weaponsmithing, Armorsmithing, Heal
Petsonality Traits: Intense. Observant.
Arcane Bond: Cudgel
Likes: Hot days. Crackling of a bonfire. Cactus fruit.
Dislikes: Cowards. Snakes. Weak ale.
Forbidden schools: Illusion, Enchantment
Delylah Fairmoon
N Half-Elf Wizard 4 (Enchantress[Manipulator])
Master manipulator, heartbreaker troublemaker, all are accusations leveled against Delylah that she would deny, even as she plots her next scheme. Believed by many to be descended from nymphs, Delylah certainly posess much of a fey's beauty. Delylah is a cosmopolitan girl in every sense, reveling in what cities have to offer her - the newest trends, luxurious comforts, and exotic perfumes. Delylah would much rather seduce these things from others than work for them herself. For her, wizardy is a path to get what she wants from others with minimal effort on her part. After several infractions at The Arcanum involving questionable use of her magic, she was faced with an ultimatum- travel south to assist with a fledgling city, or have her spellbook confiscated, destroyed, and then be expelled.
Unbeknownst to all but the most knowledgeable of sages versed in noble lineage, but Delylah is a semi-legitimate princess of a Rostlandi dynasty, which existed prior to the noble houses that rose in the wake of Choral.
Skills: Bluff, Diplomacy, K:Local, K:Nobility, Perception
Arcane Bond: Lavender (Pig Familiar)
Personality: Seductive. Pouty.
Likes:Mirrors. Revealing Clothing. Jewelry.
Dislikes: Anyone with high will saves. Hard work. Poorly dressed people.
Forbidden Schools:Necromancy, Evocation.
Character Traits: Charming, Brevoy Princess
Pericles Magnimar
LN Human Wizard 4 (Conjurer)
First cousin to Flynn Magnimar, Pericles was childhood friends with Flynn for many years, and the two shared a close bond, more akin to brothers. Having heard of Flynn enormous success as a wizard and as a leader, Pericles abandoned his apprenticeship as a gemcutter and ring maker, in order to study arcane magic. Finding the subject of extraplanar studies to his preference, he excelled in the field of conjuration. Upon learning of Ascension's magical academy being built after the Battle of Scale and Feather, Pericles contacted his cousin, asking if he might join and lend his aid. Flynn happily accepted, eager to surround himself with family in light of the recent tragedy.
Skills: K;The Planes, Craft:Gemcutting, Craft:Jewelry, Linguistics, P:Bookkeeping
Arcane Bond: Staff
Personality Traits: Outgoing, Ambitious
Likes:Beautiful women, warm homes, beer.
Dislikes: The Wild, being caught unprepared.
Forbidden Schools: Necromancy, Enchantment
Bo
CN Kobold Wizard 4 (Transmuter [Shapechanger])
Merely a hatchling when he first observed Flynn and his compatriots storming their tunnel warrens, Bo stared in awe at the power commanded by wizards. He knew that in his little kobold heart, that should he survive the invasion by the adventurers, he would study and unlock the secrets of wizardry. Much to his surprise, the adventurers did not slaughter his entire tribe, but instead saved them from the evil machinations of Tartuk the Gnome. Bo looked to the wizard as a great hero and sought to follow in his footsteps. Spending a lifetime of savings and earnings from working in the mines, he was able to buy a beginners spellbook, and started the arduous task of unlocking the arcane. Studying the various types of magic, he found transmutation to be most to his liking, that he might overcome his race's inherit physical frailty and make himself into something stronger.
Skills:P:Miner, K:Dungeoneering, Perception, Stealth, Acrobatics, K;Engineering, C:Stonemasonry
Personality Traits:
Arcane Bond:Familiar, Smashtail, Black Lizard
Likes:Flynn, Coins, Crunchy bugs
Dislikes: Gnomes, Gnomes, Gnomes
Ethros Blackskies
NE Human Wizard 4 (Diviner [Scryer])
A once promising wizard of the Nidal's Dusk Hall, Ethros survived a long childhood of one horror after another. He remembers nothing before the age of 11, any pleasent memories of his family having long since been stripped and replaced with nightmares. A competent shadowcaster, Ethros' talent lay in scrying, a talent he kept to himself. Twisted by years of mental and physical torture, he was never quite broken. Ethros did develop his own perversions, a result of a badly bruised psyche. One night, while using his powers to pry into a senior wizard's chambers, his scry was noticed, and the magess came after Ethros with a cold fury. Ethros escaped with just his spellbook and life intact, but knew his time among Nidal was done. He traveled across Golarion, hoping to find a place far enough away to escape the shadowy reach of the Dusk Hall. After studying at The Arcanum for some time, he agreed to travel south, in the hopes of further obscuring his whereabouts.
Forbidden Schools:Transmutation, Enchantment
Personality traits: Creepy. Dishonest.
Skills: K:Local, Stealth, Bluff, Disable Device, C:Poisonmaking, Appraise, Sleight of Hand
Familiar: Greenli (Lizard)
Likes: Mushrooms, Hallucinagenics, Spying on others.
Dislikes:Sweets, Paladins, Loud noises.
Harper Chattanooga Silverpenceworth Brighteyes
CG Gnome Wizard 4 (Illusionist)
Harper is ever the pessimistic view of any situation, instead choosing only to find the silver lining. Harper revels in the new experiences, as most gnomes do, but his passion lies in the dual nature of his skill set- his mind allows him to create impermanent illusions, while he uses his hands to build long-lasting creations. Harper has been a visiting honorary member of The Arcanum for several decades, his wanderlust never allowing him to remain a formal student or teacher. He agreed to travel south and work in a flourishing new kingdom with the belief that helping build a human city would be a grand new experience.
Slighty different iis a living embodiment of gnomish joy and zeal for life. Eternally hopeful, Harper refuses to ever consn his outlook for his kind, Harper has little concern for his outward, physical appearence. Harper would much rather stand out in the way he expresses himself through his magical illusions and creations. He dresses conservatively, the only eccentricities being the occasional bit of flair.
Skills: K:Local, K:Engineering, C:Clockwork, Stonemasonry, Gemcutting, Perception
Familiar: Blurple (Faerie Dragon)
Personality Traits: Optimistic, Creative.
Likes: Everything that isn't evil
Dislikes: Everything that is evil.
Forbidden Schools: Necromancy, Evocation
**DECEASED**
Hogarth
NG Half-Orc Wizard 3 (Conjurer / Familiar Adept)
Born to an uncaring Half-Orc mother, Hogarth was sold to a poverty-stricken human couple unable to bear their own children. Good fortune befell Hogarth, for the couple was so eager to raise a child, that they looked beyond the baby's hideous facade and raised him with love. Posessing a keen intellect, Hogarth was very aware that other's looked upon his ugly face, and bulky size with disdain. Hogarth's only comfort was found with his parents. As fate would deem, a series of events brought Hogarth into contact with a city squirrel who had been magically infused with a hint of the arcane and basic sentience. Realizing he could communicate with the squirrel, Hogarth was delighted at having made a friend. As the two bonded, each recognized the arcane potential the other had, and together began to research magical formulae. Shocking his adoptive parents with his new found magical abilities, they pushed him to try and continue his education at The Arcanum. Doubting that he would be accepted, let alone be able to afford tuition. During his interview process, the council was in awe. A Half-Orc who was undoubtedly a wizard, drawing his magical knowledge from his familiar rather than a spell book? The Arcanum could not pass up such a student. Hogarth was drawn to conjuration magic early in his studies. Having very few possessions of his own, and even fewer friends, the ability to conjure whatever, or whoever, he wanted out of æther held great appeal and so Hogarth became a conjurer. Now, he accepts his assignment to train under the tutelage of a rising wizard, Flynn Magnomir. Hogarth secretly hopes that he can help settle this wild frontier, and give his parents a place to reside.
Hogarth spent much of his spare time exploring the deep forests, trying to find new herbs and components for the Alchemy Lab, or in the Herbalist shop, tending to the gardens.
Hogarth was killed in the Battle of Scale and Feather, after being overcome by a pack of lizardfolk. In the last few moments of his life, he fought side by side with 2 conjured wolves, and his squirrel familiar, helping to give a father and his two sons time to escape to safety. His body was recovered, badly bludgeoned and was given a burial at a unnamed site deep in the woods, where he felt most at home.
Skills: Handle Animal, Ride, K:Nature, K:The Planes, Sleight of Hand
Arcane Bond: Squirrel
Personality Traits:Shy, Warm-Hearted.
Likes: The smell of hay. Celestial creatures. Apples.
Dislikes: Large crowds. People with loud voices. Mirrors.
Forbidden Schools: Necromancy, Enchantment, Illusion
Gideon Stream
CN Human Wizard 3nd (Trasmuter [Shapechanger])
Mysterious and unknowable in the extreme, Gideon's past before coming to The Arcanum remains a mystery, although he already posessed a great amount of skill at transmutation when he arrived. He remained a quiet pupil, never demonstrating his skills flamboyantly, only performing what was directed of him by his professors. If not for a shrewd wizard, recognizing his intentionally disguised talent, Gideon may have fooled them for years, passing himself of as only a capable wizard, instead of the true master of forms that he is. Why the wizard would want to enter a college only to appear as average baffled his professors, but seemed to greatly amuse Gideon. The only thing that could be said about Gideon is that he never remains dedicated to any one interest once he has discovered it's basic nature. However, he seems to take great delight in confounding and confusing anyone who trys to pin a label on him.
Gideon's true form is all but unknown. His common disguise, part magical, part mundane, part skill, is that of a slighty attractive male, in his early 20s, with no facial hair, and slightly delicate features. Gideon alters his identity with very minor cosmetic changes, a tiny bit each day, just enough to go unnoticed by casual observers.
Gideon died in the Battle of Scale and Feather. Having been sent a wand of burning hands by Flynn's familiar, Aykus, he moved quietly throughout the town disguised as a lizardfolk, and unleashing unexpected attacks on groups of them. He fell victim to a lizardfolk archer who witnessed him unleashing arcane fire on a group of attackers. His body was recovered, and buried in a cemetery.
Skills: Disguise, K:The Planes,K:Nature, K:Dungeoneering, Bluff, Perform:Acting, Stealth,
Arcane Bond: Amulet of Natural Armor
Personality Traits: Untrustworthy, Mysterious.
Likes:Fooling others. ???
Dislikes: Perceptive people.
Forbidden Schools:Illusion, Abjuration