From the nomadic life of the Rovers of the Barrens to a business owner in the Free Cities of Greyhawk. Arman has lived a full life for a human, yet he still yearns to fulfill his childhood dream of saving his people.
Arman Giza is a learned man. Almost unheard of for someone hailing from The Barrens. He grew up knowing of the many hardships one can face in life and decided to do something to change that for the rest of his people. After trying and failing to do so once, he left the nomadic life of his people to settle down and learn before trying again. For a second time he tried, and for a second time he failed. For a while, the way forward evaded him, but his latest bout of misfortune has made him afraid he might not ever get to see his dreams done. Determined to save his people, Arman is hoping to amass power so when the time comes, they cannot refuse to be saved.
- Age
- 42
- Date of Birth
- 1st Coldeven
- Gender
- Male
- Eyes
- Brown
- Hair
- Black, greying, dreaded, bearded.
- Skin Tone/Pigmentation
- Dark
- Height
- 6'2"
- Weight
- 180lb
Appearance
Physical Description
Tall, broad shouldered, well muscled.
Body Features
Weathered skin, callused hands.
Facial Features
Stern eyes, warm smile, chiseled bone structure.
Identifying Characteristics
A tattoo on his back stating his lineage.
Physical quirks
Scratches his beard when in thought.
Apparel & Accessories
Prefers comfortable clothing fit for travel as an underlayer and sleeveless dark colored robe overtop, hooded to keep the sun off his face.
Specialized Equipment
Wears various pieces of jewelry, some magical or as magical components, some as a means of identification.
Special abilities
A powerful and learned mage specialized in transmutation; the changing of properties of existing materials and meta-materials.
Mentality
Personal history
534: Born to Giza Uruuk and Svenna Garda of the Fox Clan of The Rovers of the Barrens Nomads. Shortly after, the now named Arman Giza receives his lineage tattoo and is given to the Lion Clan.
540: Arman lives through his first raid on his people by the bandit lords and their followers. At the age of 6 Arman learns what it feels like to starve, and the loneliness of never seeing some of his siblings again.
550: Arman tries to fight during another raid on his people, but finds he is hopeless at it and is almost killed.
551: Arman tries to introduce the idea of infrastructure and farming to the clan representatives but his uneducated attempts are ignored. He decides to leave and pursue and education before trying again.
552: Arman arrives in the Free City of Greyhawk. Arman needed to enroll in the Guildhall of Architects and Stonemasons, however he was short of the tuition. Arman sought work as a tradesman and apprenticed at the Carpenters Guildhall.
556: Having save up as much coin as he could over the last few years, Arman finally had enough for the tuition for the Guildhall of Architects and Stonemasons. He spent his time here learning the theory needed to understand how buildings stay up without collapsing in on themselves, etc. and how to build everything he needed from the very basics if resources weren't readily available. Meanwhile, he kept working as a carpenter on the side, meeting a lot of people interested in the same things, and saving coin simultaneously.
560: With all of his knowledge and skills now up to par, Arman set out to the barrens to reunite with the nomadic clans and make a more educated presentation. Unfortunately he was met with the same response from his own clan leader and was mocked, never even getting a chance to present to the other clans. "Still too much fox in you to be a proper lion", are the words that the leader said to him. "Trying to be clever when you need to be strong in the barrens", and other variations were whispered under breaths as he walked by. From that point on, Arman was known as "Red Mane" by the Lion Clan, insinuating that he was weak and cowardly like a fox rather than a lion. Arman returns to Greyhawk dejected.
564: Arman has spent the last few years working as a construction worker and making friends, especially with the half-orc folk who remind him of his siblings. Tired of having wasted the knowledge he spent years learning, Arman attempts to start his own construction company with some of his close friends. Unfortunately he is unsuccessful, most of the people he hired are half-orcs who seem to be discriminated against and it is hard to find work. The company "Red Mane Foundations Co." is barely breaking even. To bring in more business, Arman decides they need something other companies don't have and decides to learn magic, specifically transmutation, and enrolls at the Grey College.
568: Arman has since finished the initiate years of magical education and is a fairly capable wizard in his own right. He was praised as having a lot of potential for transmutation and the passion to follow it through. Having this reputation has helped somewhat with his company which has been running smoothly although still not making a lot of coin. Arman spends almost the next decade rectifying this and with his knowledge of materials, theory, and new magical capabilities, the company becomes a booming business.
574: Red Mane Foundations Co. has since become most well known for constructing reliable and affordable homes en masse in the slums quarter of Greyhawk, allowing the poorer folk to live in better conditions. This has earned the company a lot of gratitude and coin. Unfortunately it is around this time that one of the homes constructed by the company has collapsed and injured a couple. They state that a support beam just disappeared into thin air. Arman as a wizard specialized in transmutation, and in charge of the construction of the house, is suspected of cutting corners and is held responsible. The company's reputation disappears as fast as it came and is left once again struggling to survive.
575: Arman has tried everything he can to get the company back into the black, but it is loosing coin far faster than it is making any. Having had to lay off many of his workers, has tanked Arman's personal reputation too and he resorts to desperate measures. Arman asks for a loan to get things back on track, but is turned away from various money lenders. Eventually he makes his way into the shady parts of the city and find someone that takes an interest in him. They seem to be from the Thieves Guild, but Arman is certain he can get the business on track to pay them back in the year they give him.
576: Fortunately, Arman was correct and the company, while not making as much coin as it used to, has made enough to keep it afloat and to pay back the loan he owes. When the day comes around to pay back the loan however, the members of the Thieve's Guild demand more interest than was agreed upon. Arman tells them that he can't do that and they get ready for a fight. There is a short fight and various members of the company's construction crew get involved trying to help Arman. Unfortunately the Thieve's guild are too strong and many of them are killed while Arman is kidnapped.
Education
4 years studying architecture and stonemasonry at the Guildhall of Architects and Stonemasons.
4 years studying transmutation magic at the Grey College.
Employment
8 years as a carpenter with the Carpenter's Guildhall.
4 years working construction with various companies.
8 years as an architect and business owner of the Red Mane Foundations Company.
Accomplishments & Achievements
Came to the city of Greyhawk as a nomad with nothing and made himself a successful business.
Failures & Embarrassments
Tried and failed twice to convince his people that they could have a better life. Was given the nickname of "Red Mane" by the Rovers of the Barrens, signifying his cowardice.
Mental Trauma
Saw many of his parents and siblings murdered or kidnapped as a child.
Intellectual Characteristics
A deep thinker. Often tries to think of the far reaching consequences of his actions and sometimes misses what's important in the present.
Morality & Philosophy
Pain, emotional and mental included, and anything that could lead to it is a bad thing and should be avoided if possible. Those that suffer such pains so that others don't have to are to be respected. Those that cure such pains are to be exonerated of all but the worst taboos.
person.sexuality
Straight.
person.gender_identity
Male.
Taboos
Cannibalism. Sexual misdeeds. Slavery.
Known Languages
Common
Orcish
Personality
Motivation
Desperately wishes to save his people, even if they don't believe they need saving.
Savvies & Ineptitudes
Savvy at construction and has immense material knowledge and the skills to apply it.
Likes & Dislikes
Likes to build things, using both magic and mundane means.
Likes money, mostly as a means to further his goals.
Dislike anything that threatens his goals.
Virtues & Personality perks
Cares about his people so much that he'd work himself to death if it meant they thrived.
Vices & Personality flaws
Often believes that his plans are the best as he think more about the future but forgets more immediate responsibilities.
Is so afraid of death because it means he won't save his people.
Personality Quirks
Scratches his beard and paces often when in thought or bored.
Hygiene
Very clean at all times. Believes there is no reason not to be as he has magic that can do as such at any time instantly.
Social
Birthplace
The Barrens
Contacts & Relations
Lion Clan - Main Family.
Fox Clan - Origin Family.
Red Mane Foundations Company.
Honorary & Occupational Titles
"Red Mane".
Wealth & Financial state
Little liquid wealth. Ownership of a failing business.
Family Ties
Giza Uruuk - Father
Svenna Garda - Mother
Religious Views
Venerates the spirits of his peoples ancestors.
Social Aptitude
Good at managing his subordinates. Unsure of himself within a group of peers.
Mannerisms
Holds himself as if highborn despite his origins. Dislikes being talked down to.
Hobbies & Pets
No pets. Enjoys spending time carving wood and transmuting stone into wood and back to carve.
Speech
Polite and soft spoken.
Social
Birthplace
The Barrens
Contacts & Relations
Lion Clan - Main Family.
Fox Clan - Origin Family.
Red Mane Foundations Company.
Honorary & Occupational Titles
"Red Mane".
Wealth & Financial state
Little liquid wealth. Ownership of a failing business.
Family Ties
Giza Uruuk - Father
Svenna Garda - Mother
Religious Views
Venerates the spirits of his peoples ancestors.
Social Aptitude
Good at managing his subordinates. Unsure of himself within a group of peers.
Mannerisms
Holds himself as if highborn despite his origins. Dislikes being talked down to.
Hobbies & Pets
No pets. Enjoys spending time carving wood and transmuting stone into wood and back to carve.
Speech
Polite and soft spoken.