Orrin: Archon of Artful Mischief in Archons Decisive Factor System | World Anvil
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Orrin: Archon of Artful Mischief

Orrin is the archon of rogues, misfits, dreamers, and underdogs. As a trickster archon, he's known for taking the proud down a notch or ten, but lifting up the needy. He also is said to act as a muse, inspiring artists of all kinds to greater achievement.  

Symbols

Raccoons, songbirds, and graffiti.  

Domains

 

Trickery

  Focus: Fooling Jerks   Anathema: Cruelty   Trickery is used to pull pranks and fool those who are already foolish. It will teach a lesson, but it shouldn't destroy the person. If you are using this Domain with the intent to cause them lasting harm, you will fail. You can use it on people who are cruel without issue; in fact, you people with no cruelty in them cannot be affected negatively by it.   Spells:
  1. Illusion
  2. Create Decoy
  3. Conceal
  4. Beguile
  5. Command Person
  6. Twisting Paths
  7. Conjure Darkness
 

The Arts

  Focus: Artistic Expression   The Arts is primarily about performing or creating art, and thus is used with the artistic side of Crafting as well as Performance and sometimes Influence and Empathy when speaking eloquently or poetically. If it's unclear whether this Domain applies to your speech, try rhyming or cracking a joke.   Anathema: Practicality   This rather broad Domain comes with an unfortunately limiting anathema. Art must be creative, inspired, and free. Trying to use this Domain in the most straightforward, logical, and practical way will fail you. This does not apply to anyone who experiences your art, only your own mindset.   Spells:
  1. All Musical Spells: Music is a form of art beloved by Orrin, and he has taught his followers many songs whose magic works the way into the audience's souls.
  2. Pants of Perfection:
  3. Conjure Feast:
  4. While many people think of music, painting, or clothing, cooking is also an art, and one that benefits many people.
  5. Illusion
  6. Inflict Hallucinations
 

Transformation:

  Focus: Costume and Craft   Transformation is often used when someone skillfully turns raw materials into a finished good, like a smith at his forge a weaver with her reeds. In that sense, it applies to all uses of the Crafting skill. It's also used for costume and disguise to change your appearance.   This Domain does not apply in most of the myriad ways it could be, such as stabbing someone to "transform" them from a living to a dead person, or using Influenece to "transform" someone's opinion.   Anathema: Seeing the Transformation?   Spells:
  1. All Transformation Spells
  2. Conjure Object: Instead of conjuring an item, you turn an item into something else of similar size, otherwise following all the rules of the Conjure Object spell.

Quick Escapes

  Focus: Getting Away from Harm   Quick escapes is the Domain of running away. Any skill that gets you out of a tight spot can work alongside it, especially Defense and Athletics. This is anything from a quick and nimble dodge to running away at superhuman speed. It also includes talking your way out of trouble.   Anathema:   Spells:
  1. Teleport
  2. Gift of Flight
  3. Quicken
  4. Create Decoy
  5. Foresight
  6. Bar the Grave
  7. Command Gravity
  8. Banish
  9. Barrier
  10. Become Moonshadow
  11. Conjure Darkness
  12. Lively Jig: The ballad of brave Sir Robin and his wise and expeditious retreat.
 

Classes

Street Rat
Generic article | May 1, 2020

A class that specializes in graceful theft, charismatic trickery, and stealthy guile.

Virtuoso
Generic article | May 1, 2020

These talented artists have supernatural charisma which lets them influence those around them with gilded words and magical song.

  • Some kind of shapeshifter
  •  

    Relationships with Other Archons

    Orrin and Zareph are at complete odds. Her strict adherence to the law and justice is at complete odds with Orrin's carefree and merciful approach. The fact that they are in a romantic relationship makes all this that much more interesting.   Orrin is also known to mock and undermine the other archons he sees as taking themselves too seriously, those being Aquillus, Arjax, and Karassa. He gets along well with Adara, however.   As for Cora, the two have sporadic but epic prank wars where their followers seek to outdo each other in a series of heists, pranks, and general mischief. Whichever follower performs best wins an award from both the archons that is usually quite prestigious and useful, but with a weird downside that is only revealed later.  

    Vows

    Mercy

    Everyone needs a break.   Any time you let someone go who wronged you, you fulfill this vow. Letting multiple people off at once only fulfills this vow one time. If you pursue a personal grudge far beyond what is necessary, you break this vow. Helping your friends get even with someone who wronged them does not break it, though.  

    Art

    The world is so drab. I'll create art.   Any time you take a break to create art, be it a sculpture, a performance, or a simple meal, you fulfill this vow. If you intentionally destroy a work of art someone else made, you break this vow.  

    Merriment

    The world is too glum and serious. A good joke should lighten the mood.
      Every time you make the DM or another player at the table laugh through in-character actions, you fulfill this vow. If multiple people laugh, you fully restore your Spirit. Any time you ruin another’s joke or jest, you break it.
       

    Pranks

    I’m sick of seeing proud people who are too full of themselves, and I’m gonna prank them when I get the chance.
      Every time you pull a trick on someone who has it coming, you fulfill this vow. Every time you witness someone full of pride and do not at least give a subtle insult to them, you break it.
     

    “Trading”

    Whenever I take something from someone I will give them something in return.
      Every time you remove an object from someone else’s possession without their permission, and you give them something in return, you fulfill this vow. Examples include taking a pie off a windowsill and coming back to leave a note of thanks, or taking a breastplate but leaving a painting of yours, or taking the possessions of a long-dead warrior but speaking a stirring eulogy over their bones. If you take something from someone without giving something in response, you break this vow.

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