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A Band of Relic Hunters Lore & Stuff

pyrak Mar '16  /  edited Dec '17
Races Known (feel free to make your own and give me a short description)
- Humans: The major population of Arcadia, also occasionally found in Hell, and semi common in Celestia, mostly as servants or play things for either of the Fae Courts, diverse and various, they come in all flavors. Humans and other creatures native to Arcadia have souls, which when they die, returns to the Under World to later be sent back up as a new person. Non-Arcadians don't have souls, and their energy simply manifests at birth and vanishes at death.
- Orent: The Orent are large tanned people known for much longer lives and stronger fortitudes than normal humans. However they are also known for their vicious warrior culture where might makes right and warriors are the most respected, their culture also breeds contempt for magic calling it the weapon of the weak. In Orent culture ones weapon is liken to their soul and should be treasured. Key features of the Orent are their stature, dark hair and tanned skin. The Orent also have often been called and compared to giants by outsiders.
- Fae: Human looking, though often with animalistic features such as antlers, but unlike humans these creatures have no physical flaws, and have often used this as leverage over humans. Under their physical perfection lays a tricky being who's nature is to take advantage of others.
- Demons: Even more varied than humans, and often with animalsitic features, namely horns and wings (you don't get wings, maybe a later thing in your rise to power), these people are thought by the scholarly to be the Faefolk's darker cousins. That is also reinforced by the nastier tenancies of the demons, however for some demons it's merely foul manner and not sadistic or hatemongering.
- Celestial: Like the Fae they're physically perfect creatures, however mentally they're more akin to the highly various humans. Manifestations of divine power, they are pure energy bound in bodily form.
- Reapers: (NPC) Death's personal staff, police, and warriors, these hooded immortals are really pretty much the second to last thing you want to mess with, their boss is the last thing you want to mess with. Typically wielding battle scythes and swords, if it weren't for the fact that they were bound to the Under Wold it would be likely that the Undead Lords would be smothered under their terrifying might a long time ago.
- More to be added: When you make a race (or a subrace) I'll add it and a brief description of it to this list so other may also so it (and I can later implement them into the game)

Why We can make Portals and Return to Life
During the early days of the guild, the guild took up a large commission from the Magus Consortium, and in return the Consortium's leader at the time gave them a Relic that provided the capability to open up portals in certain places in the outdoors and where ever a person that's been "tagged" and tagging requires touching the device.

The reason why you don't die permanently is because, yet again, a Relic which holds the person's essence and reforms their body nearby before shoving their essence back into it (making it effective on everybody). Ironically The artifact that permits this to happen was the one that Death commissioned the Relic Hunters to steal from the Celestial Empire.

People of Note
- Death: The single most powerful entity in the four realms, it's hypothisised that if he were to choose to, he could conquer the other three without a hitch. However he is content with keeping to himself in the Under Realm where he manages the souls of the deceased Arcadians.
- Guild Master Aurelio: He's your boss, a big time politician and businessman. A human appearing changeling, a very rare half human half Fae being. He has turned undead to stabilize his own essences or else he would have died a long time ago due to the conflicting energies. Skilled in both the Arkane and Wild magic, he's proven to be competent as a magic user and is said to have once been a part of the Magus Consortium.
- King Oberon: King of the Summer Court and head of the Wild Hunt, more of the chief military officer rather than the ruler of the Summer Fae, he lets his wife do most of the more civilized matters while he goes around on Wild Hunts and manages military matters.
- Queen Titania:
- Queen Mab:
- Akiaza: A demon who wondered through out both Hell and Arcadia, she was a powerful being during her time. She was capable of manipulating Now she's just a legend, but a legend with great power and many artifacts which are born from.

===ABoRH Tips and Information===
While exploring, whenever you want to go looking around, the more descriptive you are the more likely you are to find something (--looks around-- may find stuff, --looks at the floor trying to find slight differences-- a much higher chance of finding the pit trap you're about to walk right into.

Death isn't permanent, but sucks because then your contract kicks in and you get revived once the party is in a safe location (which may be a very long way off) without your gear (which your party might have decided to keep for themselves instead) and you'll have lost 1 xp.

Factions:
- Upper Hell Confederacy (Neutral) -5
- Lower Hell Alliance (Neutral)
- Celestial Empire (Neutral)
- Magus Consortium (Neutral)
- Witch Hunters Association (Neutral)
- Technocratic Aristocrat Society (Neutral) +10
- Druidic Community Circle (Neutral)
- Winter Fae Court (Neutral)
- Summer Fae Court (Neutral)
- Under Realm (Neutral)
- Lords of the Undead (Neutral)
pyrak Mar '16  /  edited Oct '16
Magic
There are three types of magic, Arkana, Wild, and Aether. Arkane magic is practiced primarily by the Magus Consortium, the Lords of the Undead and the Technocratic Aristocrat Society. Arkana magic is the most common for Arcadians to use since it's more wide spread than Wild magic, and isn't damaging to souls like Aether magic. Wild magic tends to over all be difficult, but on the other hand anybody can handle it without risking having their essence slowly torn apart. Aether is really just the same stuff as what Fae, Celestials and Demons are made of.

- Arkana and Aether clash (Arkana based creatures usingAether magic is dealt backlash damage and vise versa)
- Fae can't use Aether but have no troubles manipulating Wild magic due to high saturation amounts in the Fae Wilds.

Might change this up since I'm still working on figuring out how I want to have things done.
Culture, Animals and Plants
Arcadia has skywhales
The TAS just might be building a Dragomech.

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