Torch - Arim Shadowbleeder

Fetchling Ranger who enjoys meeting new people

Description:

Wears a chain shirt covered by a black leather jacket and breeches that appear to have been faded with time. He is a fairly good shot with a longbow and has a great axe that sees more use versus lumber than opponents.

He has a relatively large set of outdoor gear including his prized posession, a pair of boots that leaves elephant treads instead of footprints. He frequently enjoys going out on camping trips and has some experience setting up traps in order to catch dinner. He can also be found in town talking to people. He enjoys meeting people in town and catching up on the latest news. Even before the Torch went out, there had been some grumbling by the populace about living conditions and the tithe the town pays.

He is engaged to Draline, his childhood girlfriend, and has plans of going into business with her. She has a talent for magic and jewelry while his job will be to go out and find the gemstones and hopefully veins of precious metal. In addition, Arim enjoys talking to people and makes for a pretty good salesman. Beyond that he has an analytical mind and has helped Khonnir with his research. With the practical experience in assembling traps and engineering, he primarily assisted in the study of what the strange mechanical devices did and what pieces were sensitive and whose failure could result in significant problems..

Bio:

Empire!

Silver Disk Hall – 6 employees
2 Game Rooms +5 $
Common Room +7 $ or Influence
Bar +10 $ or Influence
Kitchen +4 $ or Goods
Lodging +12 $
3 Stalls +8 $, Goods or Labor
Escape Route, Lavatory and Office
Driver +2 $, Goods or Labor
Laborers +2 $ or Labor

Thieves’ Guild – 25 employees run by an Underboss
2 Cutpurses +3 $, Goods or Labor
Robber +4 $, Goods or Influence
Scofflaw +2 $, Goods or Influence
Soldier +5 $, Influence or Labor

Merry Maid – 15 employees
Bar (Furnishings) +15 $ or Influence
2 Baths (Furnishings) +8 $ or Influence
8 Bedrooms (Furnishings) +8 $ or Influence
Common Room (Furnishings) +12 $ or Influence
Laundry +3 $ or Goods
Sitting Room (Furnishings) +9 Influence
5 Craftspeople +4 $, Goods or Labor
Lavatory, Office and Secret Room (Well Hidden)

Magical Academy – 86 Employees
Alchemy Lab +10 $, Goods or Magic
Altar +3 Influence
Artisan’s Workshops (Glassblowing) +10 $, Goods or Influence
Artisan’s Workshops (Jewlery) +10 $, Goods or Influence
2 Baths +3 $ or Influence
Bedroom +3 $ or Influence
Belltower +1 Any
Bunks +8 $ or Labor
2 Classrooms +8 Any
Clockwork Shop +10 $, Goods or Labor
Common Room +7 $ or Influence
Courtyard +5 Any
Escape Route
Greenhouse +12 $, Goods or Influence
Habitat +12 $ or Influence
Hatchery +5$ or Goods
Kitchen +4 $ or Goods
Labyrinth (Hedge Maze) goes live day 128 +5 $ or Influence
Lavatory
Magical Repository (Arcana) +12 $, Influence or Magic
Magical Repository (History) +12 $, Influence or Magic
Magical Repository (Planes) +12 $, Influence or Magic
Magical Repository (Engineering) +12 $, Influence or Magic
Magical Repository (Geography) +12 $, Influence or Magic
Magical Repository (Nature) +12 $, Influence or Magic
Magical Repository (Nobility) +12 $, Influence or Magic
Magical Repository Dungeoneering +12 $, Influence or Magic
Observation Dome +5 $, Influence or Magic
2 Offices
Printer +8 $, Goods, Influence or Labor
Sanctum +1 Will Saves
Scriptorium +5 Any
Scrying Room with Mirror +2 $ or Influence
Secret Room and Vault
Sitting Room goes live day 122 +4 Influence
2 Statues +1 $ or Influence
2 Storage Room +2 $
Storefront +5 Any
Summon Chamber +3 Magic
Acolyte +4 $, Influence or Magic
5 Apprentices +4 $, Influence or Magic
5 Craftspeople +4 $, Goods or Labor
2 Elite Archers +7 $, Influence or Labor
2 Elite Guards +4 $, Influence or Labor
2 Elite Soldiers +6 $, Influence or Labor
5 Lackeys +2 Influence or Labor
5 Mages +7 $, Influence or Magic
5 Sages +5 $ or Influence

Myself
Goods – Disable Device
Influence, Labor or Magic – Diplomacy

Magical Academy
$: 5 Craftspeople, 2 Elite Archers, 2 Elite Guards, 2 Elite Soldiers, 5 Lackey, 5 Sage, Alchemy Lab, 2 Artisan’s Workshops, 2 Bath, Bedroom, Bunks, Clockwork Shop, Common Room, Habitat, Observation Dome, Printer, Scrying Room, 2 Statues, 2 Storage Room = 18.6 gp/day
Goods: Belltower, Greenhouse, Hatchery, Kitchen, Storefront = 5.7
Influence: Altar = .3
Magic: Acolyte, 5 Apprentices, 5 Mages, 2 Classrooms, Courtyard, 8 Magical Repository, Scriptorium, Summoning Chamber = 18.4

Merry Maid
$: Bar, 2 Bath, 8 Bedrooms, Common Room, Sitting Room = 12.6gp/day
Goods: Laundry, Craftspeople = 1.3
Labor: Craftspeople = 1

Silver Disk Hall
$ Bar, Laborers, Common Room, 2 Game Rooms, Lodging = 5.1gp/day
Goods: Driver, Kitchen = .6
Labor: 3 Stalls = 2.4

Thieves’ Guild
$ Scofflaws, Soldiers, Underboss = -.3gp/day
Goods: Robber =.4
Labor: 2 Cutpurses =.6

Party leaves Torch for Iadenveigh on Day 88
Party arrives in Iadenveigh on Day 97 and stays for 5 days
Arrivevs at the Choking Tower on day 111 and spends 1 day outside
Spends 1 day in the Choking Tower
Spends 8 days walking home Day 121

Currently producing
36 gp/day
6 goods/day
1 influence/day
5 labor/day
18.4 magic/day

Torch - Arim Shadowbleeder

Iron Gods - Mike Korupp Devon_or_Arim