random biweekly/monthly/idk how long really instance of me remembering tumblr.com, finished an auto level this time (please excuse the laggy showcase and the general aura of mediocrity)
ID is 111348766, I really do encourage you to play it because this video is HORRIBLE
Do you need a resumé but don't know where to start? Let me help! I've been writing resumés for 10+ years and have experience with all types of resumés Whether you need an Entry-Level resumé or just need an update, I am available to write yours today. Fast turnaround, have a resumé in a week or less!
NAME. Arabella Figg
AGE. 37
ALUMNI HOUSE. N/A
BLOOD STATUS. Half-blood/Squib
ORDER RANK. Mid-Level
FACECLAIM. Rooney Mara
PAST.
The Wix World is filled to the brim with prejudice, Arabella’s experienced that firsthand. Muggle-borns at least are somewhat more tolerated if they ‘prove’ their magical capabilities, but that’s not an option for Arabella; and even if it was, how is it fair that they have to prove their right to exist? All she can do is protest, but she goes to the Squib Marches in the 60s and ha, a lot of good that does. They’re ignored at best, ridiculed at worst, and it’s a moment of realisation for Arabella that the Wix World will always look the other way when it comes to squib rights and mistreatment. It disheartens her and even when Albus Dumbledore approaches her with an offer, it’s hard to remain hopeful. But the spark inside her, no matter how small it’s become, is still there and she joins the Order and despite herself, she hopes. The lessons are learnt, however, and Arabella changes her approach; where she was quiet before, she’s now loud. Where she was fearful before, she’s terrified now, but she’s learnt to use that fear as a driving force. Where she was passive before, she’s now eager to get involved and the first to volunteer for any role she might feasibly fill. She slowly finds her path, from starting work at the Hog’s Head Inn to finding ways to utilise her darling kittens’ full potential, and somewhere along the way, she starts believing the Order can be the thing to push the Wix World to change. When Josephine, wide-eyed and afraid, asks her to leave with her, to go somewhere safe, somewhere where they can live in peace, Arabella is conflicted. For the longest time, her sister’s been one of the most important people in her life and despite being only a couple of years older, Arabella’s always looked after her. But now there’s a new group of people she loves who need her care as much as Josephine does and it’s a difficult choice, but it’s one that she must make. So she promises Josephine to write, and she cries until she has no tears left, and then she gathers herself back up, lifts her head high and returns to the work for the Order. There’s still so much to be done.
PRESENT.
Arabella listens. She listens to patrons at the pub, patrons who throw suspicious glances at the bar, but whose eyes pass right past her. She listens to Order members, both those who want to be heard and those who prefer to keep to themselves. She listens to her cats, who have plenty to say even if it’s not with words. She listens to Aberforth, to the radio, to the Ministry. And she wonders, sometimes, if anyone ever listens to her. Because she has a lot to say, and over the past decade she’s fallen into the habit of actually saying it out loud instead of keeping it to herself and it’s a decision she fully stands behind. Even if it’s not things people want to hear, Arabella will say them anyway, because someone has to and it might as well be her. But she’s not always Arabella – sometimes she’s Ophelia Hopkins and Ophelia has things to do too. Arabella tries to be mindful of what she does as Ophelia, of where she goes, but it’s almost intoxicating, the freedom that comes from looking like an average wix. So she tries to ration it – she only becomes Ophelia when the occasion calls for it or when she needs something that Arabella can’t get. Recently, though, she’s started to worry; does she feel eyes at the back of her neck when she strolls down Diagon Alley as Ophelia or is she just being paranoid? It seems impossible to tell, but Ophelia is her safe haven and the thought of losing that makes something inside Arabella twist.
CONNECTIONS.
MUNDUNGUS FLETCHER: When Dumbledore approaches her with an invitation to join his new secret organisation, Arabella immediately accepts his offer despite her skepticism. Mundungus Fletcher refuses to join time and time again, and yet Dumbledore seems convinced that they need him and Arabella just fails to see what’s so special about him. When he finally caves and agrees, she is determined to find out, but finds herself less than impressed with both his attitude and his ‘famed’ undercover abilities.
REMUS LUPIN. On one hand, Arabella would never turn her back on somebody for things outside of their control – she knows all too well what that feels like. On the other, even the average wix poses a great danger to her; if the average wix isn’t that average after all, and is in fact also a werewolf, the result is that Arabella can’t quite bring herself to relax around him.
SEVERUS SNAPE. Such a bright young man, but he reminds Arabella of a Kneazle so much it’s uncanny. Sharp edges, an almost hostile disposition, but also the potential to be fiercely loyal and caring, which is a side to him that seems to only come out around Lily Evans. Maybe that resemblance is why Arabella is so fond of him and why she often goes to him specifically whenever she needs a Polyjuice Potion.
Alternate FC Suggestions: Angela Sarafyan, Keira Knightley
Here's one for you Dm's if you want your players to help some one via training montage
The Players are out in the worlds when they see an aspiring fighter desperately out of breath after 3 push-ups. If the players talk to the fighter will lament about how training has been going a lot slower than usual.
If the players are lower level they will ask if the party wants to train together with them in order to aspire each other (if the players refuse, the fighter will say that the party probably has there own training to do). If the players are mid level the fighter will ask the party if they can help him train (if the players refuse the fighter will beg, saying that they should help 'the next generation of adventures'). If the players are high level the fighter will be star struck & forget to ask for help (if the players walk away the fighter will remember & go up to them to ask for help with training. If the party refuses, the fighter will say that they probably have more important things to do 'like save the world or something')
If the players help the fighter with training, then break then start a training montage (how this is done, can be decided by the dm)
Settlement: Errishaan, where Inspiration Rises with the Tide
Artsource1 Artsource2
Though it boasts no mighty navy or renowned trading port, the harbour town of Errishaan has seen an unexpected surge in prosperity in recent years as it's become something of a hotspot for some of the most brillaint minds in the realm.
Tinkerers and scholars of all kinds have begun flocking to the cliffside settlement in droves, hoping to obtain the attention of its ruler, Countess Milsa Bonharte , who's become a famed patron of the inventive arts over the past decade and a half.
What began as an informal gathering of minds has breathed new life into Errishaan which now boasts numerous workshops, annual innovator's competitions, and a thriving trade in clockworks.
Adventure Hooks:
Of the region's biggest attractions is the Savyswell Rally, an annual competition where various the boatbuilders and artificers of Errishaan race self made vessels to see who can be the first one to cross the notoriously turbulent waters to the town's lighthouse and back, with the caveat that their creations can only use magical forms of propulsion AFTER the half way mark. The party might be seeking the aid of one of these artificers and be drawn into the competition as a means of paying off their services, or they may have a friend/relation/contact who's in need of a hand as the deadline draws near.
Beyond drawing it's livelyhood from the sea, the cliffs surrounding Errishaan do a tidy trade in copper, and the local mines and metalworks are always willing to pay adventurers to help drive off cavedwelling monsters or runaway elementals. Cannonmakers Heldok & Loyid are having a bit of trouble with one of the latter, as the ignis bound to their foundry has become a bit hyperactive after one too many overtime shifts doing important work for the Countess. Now it's slipped its arcane bonds and is going about town manicly smelting things like a blacksmith's forge hopped up on one too many 5 hour energy shots.
Seeing the potential in all the curious minds drawn to Errishaan by the influx of Artifice and Lady Bonharte's patronage, a travelling dedicate of the Archheart named Dijdek has taken it upon himself to found an academy where the magics, crafts, and sciences can be recorded and taught formally. Doing so is easier said than done, as he'll need to convince at least a few of the infamously protective master artificers to consider teaching, and convince the Countess to help provide funding. The first step in this endeavour will be finding a place to establish the academy, an abandoned monastery not far from town might be just the place, but something dangerous is lairing there and most folk have written it off. Perhaps a little divine meddling can bring the priest and the party together for common cause.
Though no one would speak it publicly, it's commonly thought that Countess Milsa's interest in inventions is a distraction from the sorrow she feels at her husband's untimely death, a means to feel close to the famously brilliant man by surrounding herself with the science he loved.
People think too little of Milsa Bonharte, they always have. She was the pretty daughter of a wealthy merchant, courted by an eccentric noble ten years her senior thought mostly unmarrigeable for his habit of splashing about in tidepools and fucking off for weeks at a time to study the migration patterns and mating habits of the local sea birds.
Milsa loved Daedalyn, loved him for being someone who would deny the decorum of his station to chase his passion, loved him for being one of the few to see the clever mind behind her pretty face, loved him with a fierceness that neither death nor the ocean could deny.
So when his ship went down in a storm, she made a vow: The water could have her tears, it would not keep his bones.
Milsa was not a mage, nor was she an engineer, but with her husband's title, her family's connections, and her own business acumen, she could bend the talents of mages and engineers to her purpose: to build a craft that could recover Daedalyn's ship ( the Sandpiper) from the deep and bring his remains to rest in the Bonharte family crypt where she would one day join him.
After fifteen years her vessel, her Vow, is nearly complete, ready to delve into the depths and bring her husband home. All that's needed are some final preparations, some last mechanical and course adjustments, and maybe the addiction of a few worthy heroes to the crew.
Further Adventures:
The Bonhartes had three children before the Daedalyn was lost to the waves, and all three feel the tragedy of his loss in a different way. Madalyn, the youngest was an infant when her father died, and grew up the dutiful daughter of a mother who's attentions were largely elsewhere. Mildryd, eldest, remembers the happy times the best, and has felt their loss most sharply, sinking into sullenness , spending most of her time in the castle library or listlessly watching the sea. The family's servants are worried about her melancholy, having found a diary overfull with vivid and poetic descriptions of death and drowning. In reality the budding little goth is just working through her emotions... partially with the help of her secret merfolk boyfriend named Eddy who's also so done with like, everything. Teenagers, am I right?
Then there's Delsyn, the tempestuous middle child. with a lot of mixed up feelings and no way to channel them, Delsyn has a history of acting out...the latest of which happens to be using a fake name to sign up for the same Savyswell team the party are on, recklessly pushing them forward to the point where he'll likely get himself or others hurt.
The sandpiper was lost on a scholarly expedition, using Daedalyn's newly acquired diving bell to explore the wonders of a not so distant coral reef. With more than one wreck site reported and no confirmations, Milsa and the crew of the Vow will need to check all of them, an exacting process that will have the party encountering all kinds of hostile sea life (big and small and very, very big) as well as negotiating with territorial merfolk (hey, maybe Eddy can help smooth things over).
What Milsa couldn't have known is that the storm that destroyed Daedalyn's ship was a magical one, creating a whirlpool that sucked the vessel and all those aboard it into an aquatic demiplane before smashing it into the ruins of a sunken city. Her husband was in the diving bell at the time, and managed to make a desperate swim for shelter when it was evident that rescue was impossible. Trapped in a series of half flooded ruins, Daedalyn has managed to survive the intervening years in the half flooded ruins, barely staving off madness and the dark influences of the Demiplane. If the party do it right, they might just might be able to give this double tragedy a happy ending after all.
Labour disputes in a lumber town lead an avaricious sawmill owner into a head on conflict with a grove of dryads
A dead man dressed like the king of a past era points the party to investigate a derelict playhouse staffed by puppets and hungry spirits.
Hoping only to save people from the horrors of war, a well meaning artificer builds a clockwork army that's poised to go rogue upon it's debut
Buffeted by an unnatural fog, the denizens of a flying city throw an inventors' fair to keep everyone's spirits up.
Unlike a lot of my arc sized adventures which tend to progress in a strictly linear fashion, I decided to try my hand at creating something more nebulous for a more open world style of campaign.
You could start these adventures in any order, and whether your party is your classic bunch of wandering dogooders guarding a caravan, a gaggle of thieves in the province's capital looking to loot a creepy building, or a group of crime solving sleuths,there's a way to get them tangled in this disastrous chain of events.
Endgame: Once the machines start going rogue, it'll be all too easy for the party and their allies to throw blame at the toymaker, imagine this is all part of some plan to conquer the territory while he sits safely in his flying town. To put an end to things, they'll need to improvise a means of returning to Thopperton, possibly having tfight past the legions of clockwork soldiers in the process. Once there, they'll find Gleebringer sealed inside his laboritory by his own creations, possessed by the dryads who cursed him and his industry.
Seeking to keep their sickly son Luka safe from the dangers of the world, the baron and baroness D'Montria have kept the boy in the tallest tower of their castle for most of his life. Rumour had it that the boy's become a prolific reader as most every night people of the surrounding village could look up and see the tower windows alight with all the candles the boy used to read into the small hours of the night.
The locals knew that something was wrong when the tower remained dark for an entire week. The D'Montria boy has vanished, leaving nothing behind but a guttering lamp and an open window. Now the baronial couple is in a state of panic searching for answers, mobilizing their garrison and offering rewards for any who might have information on where their boy has gone.
Adventure Hooks:
The party's in with the D'Montria family comes in the form of a member of their houshold guard. He's an old acquaintance of one of the heroes, an old family friend, or perhaps a fellow comrade in arms. He was on watch the night Luka disappeared, and while he wasn't in any way involved he knows his captain is looking for someone to blame to show the D'Montrias that progress is being made. Fearful of losing his job, or worse being made into a scapegoat, he's written to the party for help.
It's a fortnight after the disappearance and shortly after the party begin their investigation that a ransom notice arrives, signed by Jacknife Jenny a famous brigand well known for her trickery and ruthlessness. She and her gang want money, and lots of it, before they had the boy over. Not all is as it appears however, as in the course of looking into Luka's disappearance the party will discover some of Jenny's crew skulking about and strongarming folks looking for information.
Krine the bookseller's daughter might have a clue to where Luka might be. She's an odd sort, prone to flights of facy, and the parry will find her trailing them as they investigate. If questioned, she'll claim that despite never visting the castle she and the D'Montria boy have been friends for month. She's an idea where he's gone, but has sworn not to tell, so the party will either need to be clever or very mean to get it out of her.
Background: Luka D'Montria was a fearful child, exactly what you'd expect of someone overly sheltered from a young age and told he was too weak to wether any of life's challenges. He was also deeply lonely, and despite all the things he knew could hurt him in the outside world wished nothing more than to go out and make friends.
The first of these friends was Krine, who's parent's shop was close enough to his parent's castle that they could catch sight of each other's night-lanterns. Casual start and stop "hellos!" and "Goodnights!" became a nightly occurrence, which evolved into full on coded conversations when Trine started slipping hidden notes into the books the noble boy's tutors kept buying for him (the scribbled remnants of which remain in both of their rooms, should the party look).
The second friend turned out to be Tergrid, god of fright, who'd had her eye on the fearful boy for a while and decided to approach him in a dream with an offer; She'd give him the strength to face the world if he had the courage to bear it. Luka accepted, and promptly fell ill for three days, leaving his parents and their physicians to dote on him day and night and leave him swaddled so tightly in bedding he could scarcely move. On the third night, once everyone was tired, he slipped out of his blankets, opened the window to drink in the cool night, and took flight on his new moth wings. He visited Krine for the first time that night, and only left once the dawn threatened to chase him back inside. Not wanting to return to his guilded cage just yet, he left to the nearby forest, looking for a landmark he'd only read about in books.
Challenges & Complications:
The blessings of a fear goddess are not to be taken lightly, nor are they as straightforward as giving a feeble youth the gift of flight. "Strength enough to face the world" amounts to Luka being cursed into a sort of were-moth, growing in might and becoming less human each night as the moon wanes towards new. Predatory and driven to hunt those who wander alone at night, Luka's full feral moth form is not just a threat, it's a sacred beast in service of the goddess who gave him wings. At the same time, the blessing/curse represents freedom to the young D'Montria, and he will be loathe to give it up at first.
Jacknife Jennny's gang found Luka when he blundered into the old fortress they used as a hideout. She'd served under his family as a mercenary before turning brigand, and recognized him from his resemblance to his parents. Initially she was intrigued by the boy's ability to fly, and put on a robinhood style dashing outlaw routine to try and gain the boy's confidence only to try and imprison him for ransom when he saw through her act a few days later. Intrigue turned to fascination when the moon slid to a crescent and the boy escaped one night, leaving several of her best fighters shredded and disembowled in the process. Jenny already wanted to fly, and maybe cheat her former employers out of a ransom, but the idea of being able to turn into a seemingly unkillable monster? Now THAT'S got her attention.
Settlement: Kaelvalon, Throne of the Once and Never King
Artsource 1 Artsource 2
Despite it’s dusty summers, muddy winters, and reputation for being a brutish backwater among other inhabitants of the kingdom, the rugged province of Drigveria holds a beauty and dignity all its own. This is no better exemplified by the province’s capital of Kaelvalon, which presides over the surrounding wilderness like a gemstone emerging from course rock.
Built as a safehold during an age of monsters and warlords by the hero Kaelrik, this sturdy bastion and the town that surrounds it is the best place in the badlands for a group of adventurers to find work, shelter, and a few homey comforts before setting out on their next expedition.
Who’s Hiring:
Increasing dangers on the road lead a pair of ambitious merchants to hire the party as escorts, bringing them into conflict with the corrupt soldiers who’re supposed to be in charge of keeping the roads safe.
Early in their travels the party will meet a royal surveyor looking to explore the rugged terrain of the province’s wilds. A good friend to have, if you don’t mind the espionage he’s doing on the side.
An ambitious noble wants the party to search the skeleton of a titanic dragon to find the fabled weapon that killed it. He’ll pay well, and absolutely won’t betray them.
While visiting the market the party see an acolyte of the goddess Istus telling fortunes, when she divines for them, she demands they make pilgrimage to a temple in the mountains, a temple it’s rumoured to be impossible to reach.
Rumours of arcane artifacts lead the party to an isolated orcish village built in a crumbled wizard’s tower. To win their favour, the party must investigate why one of their traders has gone missing in human lands.
The ruler of Kaelvalon, the Marquess Talmis Younge, has a problem. Or rather, three problems that are going to make eachother infinitely worse. The first is that she’s trapped in a loveless marriage to a man named Selvin who she dare not divorce for fear of angering some of her most vital bannermen. The second is that she’s having an affair with an orc named Irgyr, who happens to be one of the clan leaders of her people’s traditional enemies. The third is that after years of “diplomatic meetings” with the clan leader, she’s fallen pregnant with her lover’s child, and the due date is approaching. She doesn’t want to give up the child, but giving birth to a halforc out of wedlock will be all the fodder Selvin needs to raise support and oust her from power. Perhaps the party could be convinced to look into her husband’s dealings, if they can expose or fabricate his involvement in some kind of treason or illegality, she’ll be able to break from him before shit hits the fan.
From the statue in the town square to the toasts still raised in his name, the legacy of the hero Kaelrik’s looms large in the heart of Drigveria’s people even centuries after his death. Once merely a wandering adventuer, Kaelrik’s dauntless defence of the innocent in an age of war saw him hailed as a hero and later crowned as king of a fledgeling realm.
All legends must end though, and after defeating warlords, wizards, and the challenges of the wilderness itself, Kaelrik gave his life plunging into an ancient dragon’s maw to impale its heart upon his blade.
Or at least, this time he did.
Beyond his own bravery and skill, one of the keys to Kaelrik’s success was his relationship with a woman named Nyramie, an oracle of Istus: goddess of fate. What began with duty and fellowship blossomed into love, and each time Kaelrik went into battle he would act upon Nyramie’s divinations, however impossible they might seem, to seek the best outcome for the people they protected.
The last time he came to her, Nyramie wept. The goddess had revealed to her Kaelrik’s ultimate fate and the oracle broke, at once faithful to her patron’s plan and raging at the betrayal, the years of hardship and sacrifice and the future they had hoped to share all snatched away by divine edict. Contradiciton met miraculous power and Nyramie’s heartbreak fractured time; one outcome where she stayed silent and left Kaelrik to his fate, and another where she forged a destiny defying artifact in the form of a jagged red crystal. While holding it Kaelrik would be able to see all possibilities that led toward his victory, and would be able to survive his clash with the otherwise invincible wyrm.
What Nyramine could have never predicted was what would happen to Kaelrik once untethered from his fate and given a tool that would provide such easy answers. His victories mounted and his kingdom spread, as he became a warlord to rival and then exceed any of those he’d fought. A desperate fight for survival turned into a quest for supremacy, and when the borders of his dominion were secure, Kaelrik’s ambitions turned intward. He was as fearsome a king as he was a hero, and he ruled for centuries thanks to his elven blood and Nyramie’s gift, becoming crueler as time and necessity hardened his heart.
Eventually his subjects had enough, the outer reaches of his kingdom rising in rebelion and descending upon his capital of Kaelvalon with such force that there was no possibility for Kaelrik or his loyalists could fight his way out. No possibility, save the one the crystal showed him where he used its power to pass across the divide of time, to the fork where he had never established his kingdom. It required great and terrible sacrifice, but he managed it… and at some pivotal moment, Kaelrik the once and never king will emerge into the province of Drigveria through a crimson gate along with his legion, and will set about building his kingdom anew.
Future Adventures:
Chronal anomalies will begin popping up in the prelude to Kaelrik’s arrival. Strange red lighting storms, artifacts from the other timeline drifting through, to say nothing of the various extraplanear entities that might be attracted by such disturbances.
Kaelrik’s emergence happens shortly after Talmis has given birth to her child, posing a direct threat to her legitimacy as a ruler and giving her detractors one HELL of a symbol to rally around. The once and never king is all too happy to embrace these new supporters, overjoyed to find a populace that adores him the same way they adored his younger self. Add to this his distrust of the orcs of Felstar’s Faultering, who turned out to be one of the factions that rebelled against him first.
To defeat Kaelrik, the party will need to lay their hands on the presentworld mirror of his objects of power: his crown ( in Talmis’s possession), his sword (lost in the dragon’s skeleton), and his crystal (buried in the heart of the impossible to reach temple of Istus). When these items are assembled not only will they give the party an edge in combat against him, but they will also (at the right hour, we’re in full prophecy territory here) summon the ghost of Sydagul, the dragon that was to be Kaelrik’s doom in the first place. Queue the party fighting on top of a castle against an extratemporal tyrant while a skeletal dragon the size of a mountain bears down on them.
If you’re considering what to do for your next adventure arc, consider having all the temporal shenanigans unleashed by Kaelrik’s meddling attract the cannibalistic god of entropy, who’s cult is liable to start popping up in those continuity-orphaned soldiers who’ll flee to the hinterlands when their boss bites the dust.