The HarlequinNot to be confused with the jester or fool who often pantomime their look, the Harlequin is an engima. Also know as the Harbringer, Death Jester, Motley Assasin, Joker of Fate, the Shattered Mirror (revolves around certain superstitions of saying the name of Harlequin into a mirror will draw their unwanted attentions), and a host of other names, the Harlequin is a legendary figure often associated of the Northern Gods (specifically Woden) and the Wild Hunt. The Harlequins began as an ancient faction of Elves Hunters, but over the millennia have expanded to a collective of many races. They roam the World, fighting wars and influencing outcomes. Harlequin are often mistakenly identified as Otherworldly apparations, appearing out of the mists, during times of battle and war and death. They often are seen dancing and flitting through ranks of soldiers, bolstering the morale of the troops, while weakening that of the enemy. The Harlequin lifestyle is very like the life of a roaming mime or troubadour of the medieval times. They wander the World and occasionally appear at settlements, but most often where war is being waged. They perform frenetic, acrobatic dances for the spectators there which are called Masques. Their artistic works portray various battles of ancient times, the legendary decline that destroyed ancient empires, the birth of the new kingdoms risen from the ashes of the old, and many other War related legends. THese dances and performances are all geared to affect and influance the moral of those fighting the battles, both positively and negatively. It is said that the arrival of a Harlequin can change the tide of a battle. The Harlequins are highly accomplished warriors and each Trouper, as their warriors are called, can be a considerable force in melee combat. They are already graceful and lithe from their lifestyle and dances and Harlequin augment their prowess with specific training in the combat arts, from hand to hand training to military tactics. A harlequin wears a close-fitting costume with tights that resembles a unitard. Its simplicity is to facilitate agility and acrobatics. The pattern is variegated with sharply contrasting colors, such as Black and red or Black and White and Red. There are 15 stages or levels of rank that a Harlequin can achieve and as a Harlequin advances through each, his motley becomes less complex starting as a multiple variegation of small intricate diamonds, eventually progressing to a party coloured quarters to finally just black and white or black and red on each side. Although his head is completely shaved, a harlequin wears a cap that matches his costume and has removeable silver bells attached to the tips. The harlequin wears a mask to hide his identity.The Mask is generally a plain affair, leaving the lower face uncovered at lower levelsbut after the 10th level of progression the mask becomes a full faced affair often depicting a smiling visiage on one side and a crying visiage on the other or a skull face or on occasion either a happy faced visiage or it's opposite. the masks can be of a solid colour or partied coloured. Some Harlequin have also been known to adopt a plague mask but these masks are uncommon. |
Harlequins are noted for their combat weapons. The most gruesome of these is the Harlequin's Kiss. The Harlequin's Kiss resembles a baton, however, the ends have hidden spring loaded blades. When the Kiss is punched into a victim, the spring out and pierce, and by moving in a particulat way the harlequin can slice the victim apart from the inside. Another weapon is the Harlequin's boots. Each boot is affixed with a spring loaded blade in the toes which can be devestating in close combat as the harlequin leaps and kicks in his Dance of Combat. Harlequin are also master jugglers and deadly with thrown weapon. Finally each harlequin is armed with a wooded sword. These swords are crafted of a specially blessed hardwood and soaked in the blood of an enemy defeated in unarmed combat. The swords become indestructable and as sharp as a sword made of metal and function much as the holy sword of a palladin
Harlequins must pass a trial known as "The Ritual of Ascension" upon initiation into a Harlequin band and then to advance through each level of the Order. This ritual binds them to the Laughing God (Harlequin), which is said to free them from the fear normal mortals have of other gods, and the chaos of wars and strife fought in their names. Each part of the ritual is secret and only revealed as each harlequin is ready to advance to the next stage. Either the Harlequin's original sponcor or the Grand Harloquin himself appears to the candidate to instruct on each phase of the ritual as it is to occur. The Phases of the ritual are as follows:
Attribute Requirements: I.Q. 9, M.A. 12 or higher
Alignment: Any Neutral
Gender: Male or Female
Race: Any
O.C.C. Skills:
Secondary Skills: Choose 5 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Starting Equipment: Two sets of clothing, boots, Cloth Motley and hat, belt, blanket backpack, one large sack, 1D4 small sacks, a water skin, dried meats and fruit equal to food rations for 1D4+1 weeks, and a tinder box.
Armour: Starts with a suit of hard leather (A.R. 11, S.D.C. 30).
Weapons: Starts with 1-12 throwing/juggling daggers, 2 small hand axes and a basic baton. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.
Money: The character starts with 120 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.
Experiance and Combat Table:
Level | Magic Combat | Spell Use/level | Experience |
1 | +1 vs. Spell Magic | 1 | 0-1,930 |
2 | +1 vs. Circles/Wards | 2 | 1,931-3,860 |
3 | +1 Spell Strength | 3 | 3,861-7,720 |
4 | Sence Good/Evil 40% | 4 | 7,721-15,200 |
5 | 2 Spell Att/Melee | 5 | 15,201-23,300 |
6 | Recognize Enchantment 30% | 6 | 23,301-36,666 |
7 | +2 vs. Spell Magic | 7 | 36,667-56,666 |
8 | +2 Spell Strength | 8 | 56,667-86,666 |
9 | +2 vs. Circles/Wards | 9 | 86,667-111,666 |
10 | Sence Good/Evil 65% | 10 | 111,667-135,666 |
11 | +2 vs. Circle/Wards | 11 | 135,667-166,666 |
12 | Recognise Enchantment 50% | 12 | 166,667-216,666 |
13 | +3 vs. Spell Magic | 13 | 216,667-266,666 |
14 | Recognize Enchantment 71% | 14 | 266,667-316,666 |
15 | +3 vs. Circle/Wards | 15 | 316,667-386,666 |
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