Name: Arndell Whitwood Gender: Masculine Faction/Sect and Rank: None Ancestry: Human Alignment: Lawful Neutral Info: A servant of Lord Norinthall, often assigned to Raella. Only the Gods know how he has put up with her shenanigans for this long.
Name: Azorigal Gender: Bigender (alternates between masculine and agender) Faction/Sect and Rank: Doomguard, factioneer Ancestry: Topaz Dragon Alignment: Chaotic Neutral Info: Considering that topaz dragons feel a strong connection to entropy, it's probably not all that surprising that one would join the Doomguard. Still, Azorigal doesn't fit the stereotype of his people exactly. For one, he is much more willing to socialize with others... even if his social skills still need some developing. He likes collecting fossil samples for his hoard.
Name: Cuatha Da'nanin Gender: Masculine Faction/Sect and Rank: Society of Sensation, factor (second in-command) Ancestry: Half-elf Alignment: Lawful Good Info: Between leaving Tir na Og and coming to Sigil, the Sensate's factol Erin Darkflame Montgomery spent some time in the material plane, travelling from world to world, often living the high-life and cosying up to local royal courts. In was while she was among these courts that she met her future second-in-command and boyfriend, Cuatha Da'nannin. He was a slave under some arrogant lord, who Erin eventually decided to free and run away with. They've been together ever since, and he now manages the Sensate's Planar Expeditions Department, where he manages most expeditions throughout the multiverse in search of new sensations. Recently, he's taken a particular interest in Tanrith, a relatively new Sensate who's situation mirrors Cuatha's own.
Name: Dr. Brakon Darkdraft Gender: Masculine Faction/Sect and Rank: Godslayers, sectioneer Ancestry: Half-orc Alignment: Neutral Good Info: Coming from a Prime world where technology has progressed enough for magic to be less common, Dr. Darkdraft prides himself on being an above-competent medic who doesn't rely on divine intervention to heal his patients. He seeks to bring this skill to the multiverse at large.
Name: Faelee Gender: Feminine Faction/Sect and Rank: Doomguard, factotum Ancestry: Firbolg Alignment: True Neutral Info: Formerly a resident of Tir na Og who, for whatever reason, left her home to join the Doomguard. While she still has a strong respect for nature, she believes that things should be allowed to wither and decay.
Name: Fernus Therlxora Gender: Feminine Faction/Sect and Rank: Godslayer, sectioneer Ancestry: Metallic Dragonborn (brass) Alignment: Chaotic Neutral Info: Formerly belonging to the Fernus clan, a group of fire-breathing dragonborn located in the Para-elemental Plane of Magma. For whatever reason, she became separated from the rest of her people and ended up in the Outer Planes, now a part of the Godslayers and itching for a fight with anyone who so much as looks at her funny.
Name: Harmyr Flintgranite Gender: Masculine Faction/Sect and Rank: Godslayers, sectioneer Ancestry: Mountain Dwarf Alignment: Lawful Neutral Info: Father of four, struggling to maintain a good relationship with his children after divorcing his wife due a conflict in religious beliefs. He's a little cranky.
Name: Jarret Greyskies Gender: Masculine Faction/Sect and Rank: Bleak Cabal, factioneer Ancestry: Halfling Alignment: Neutral Evil Info: Originally from the gate-town of Bedlam. Jarret is very bad-tempered and often can be found at the nearest tavern drinking away his sorrows and frequently getting himself into spats.
Name: Liberty Gender: Feminine Faction/Sect and Rank: Free League, sectotum Ancestry: Tiefling Alignment: Chaotic Neutral Info: A bouncer at the Ubiquitous Wayfarer.
Name: Lissandra the Gate-seeker Gender: Feminine Faction/Sect and Rank: None (formerly the Revolutionary League) Ancestry: Human Alignment: Neutral Good Info: A mage originally from the Material World of Toril who just showed up in Sigil one day. Ever since, she has made it her goal to study and catalogue every portal in Sigil, in hopes of sharing the information with the people.
Name: Melvin Manyroads Gender: Masculine Faction/Sect and Rank: None (though is something an associate with the Free League) Ancestry: Rock Gnome Alignment: Chaotic Good Info: Cartographer and proprietor of Manyroads' Maps in Tradegate, Melvin uses the money he gets from his shop to fund his expeditions into the many, many planes of the multiverse, with the goal of one day mapping the entire thing.
Name: Rath Gender: Masculine Faction/Sect and Rank: Godslayers, sectioneer Ancestry: Bugbear Alignment: True Neutral Info: A scout who's spent the last few years traversing the Wild Wood, a heavily forested section of the Hinterlands seemingly beyond the influence of any nature deity. His experiences there have made him believe that nature is a force beyond the gods themselves, and seeks to free it from their control.
Name: Riaen Blackhome Gender: Feminine Faction/Sect and Rank: Fraternity of Order, factoral Ancestry: Human Alignment: Lawful Neutral Info: Long-time bartender and proprietor of the Ubiquitous Wayfarer. Doesn't like it when people use her bar without paying for something first.
Name: Sarceron Gender: Masculine Faction/Sect and Rank: Plane-tenders, sectotum Ancestry: Firbolg Alignment: Lawful Good Info: A cleric of the Celtic goddess Airmed. Seems to have some bad blood with Faelee.
Name: Tabiah Gender: Feminine Faction/Sect and Rank: Athar, factioneer Ancestry: Human Alignment: True Neutral Info: A mage who, while friendly enough, tends to keep her distance from other people, both physically and emotionally. She has a familiar named Abasi who frequently takes the form of a cat, and is her only constant companion, despite the fact he only seems to tolerate her at best.
Name: Ulgad Gender: Masculine Faction/Sect and Rank: Bleak Cabal, factotum Ancestry: Gnoll Alignment: Chaotic Good Info: Formerly a member of the Howling Hoodlums, a gnoll pack in the Outlands known for stalking the wilderness between the gate-towns of Plague-Mort and Bedlam. After a failed attack on some travellers who wandered into their territory, Ulgad was near-fatally wounded and left for dead by his packmates. It was only thanks to a passing bleaker healer that he was saved and thus experienced his first taste of altruism. He doesn't leave the Gatehouse often, preferring to help around the place anywhere that needs him.
Name: Vivir & Rhuk Gender: Masculine & ambiguous, respectively Faction/Sect and Rank: Doomguard, factioneer Ancestry: Unknown Alignment: Chaotic Neutral & Lawful Neutral Info: Two soldiers who tend to find themselves on the same assignment. They seem to get on well enough, though the former is definitely more sociable than the latter.
Name: Wynvere Gender: Feminine Faction/Sect and Rank: Bleak Cabal, factioneer Ancestry: Eladrin Alignment: True Neutral Info: An eladrin inflicted with such a deep despair that she seems stuck in her winter form.
Name:Fyodor Strelnikov Race: Human (Custom Lineage) Class: Fighter Background: Haunted One
Personality Traits: • I'm easily startled, but I'm not a coward. • I don’t talk about my torments. I’d rather just forget them entirely. Bond: • Leo Dilisnya... The name is familiar to me. But I don't know why. • I owe my life to the Bleak Cabal. I will see the debt repaid. Ideal: • Peace At Last. Now that I am free, I just want to live a quiet life. Flaw: • I am afraid of mist and avoid it at all costs. • I am a purveyor of doom and gloom.
Personality: Jaded, haunted, pessimistic, and terrified of mist. But also loyal, honest, brave, and able to endure great hardship without complaint. He is determined to repay the Bleak Cabal for saving his life and then live out the rest of his days in peaceful normalcy. While he does his best to be sociable when approached, it quickly becomes clear that he isn't very good at it. He prefers the company of himself and, when not working, he tends to sit still and mutter quietly to himself. From listening in on what few snippets of muttering are spoken loud enough to be heard, curious eavesdroppers have also deduced that he is fixated on the name 'Leo Dilisnya' for reasons not even he can discern.
Backstory: Thirteen months ago, a man stumbled into the Hive Ward as a heavy mist passed through. Badly wounded and barely clinging to life, the Bleakers who found him thought his eventual recovery a miracle. Once his neck injuries had healed enough to let him speak, the man introduced himself as Fyodor Strelnikov and mentioned being used to lands of never ending darkness, but didn't share much more than that. Upon making a full recovery, Fyodor felt compelled to repay the people that saved his life. He has since then taken on any request made of him by the Bleak Cabal to the best of his ability, the most recent of which being to see that the healers and consolers being sent to the former site of Tir na Og arrive safely.
Name: Aaliyah Race: Variant Human Class: Warlock of the Djinni Patron Background: Sage
Personality Traits: There's nothing I like more than a good mystery. I'm willing to listen to every side of an argument before I make my own judgment.
Ideals: No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) Self-Improvement. The goal of a life of study is the betterment of oneself. (Good)
Bonds: My life's work is a series of tomes related to a specific field of lore. I work to preserve a library, university, scriptorium, or monastery.
Flaws: I am easily distracted by the promise of information. I overlook obvious solutions in favor of complicated ones.
Personality: On the surface, Aaliyah seems like a very outgoing, friendly, sociable, and savvy young woman. Not only that, but she takes every opportunity to show that she is in fact knowledgeable about things that might impress or surprise people. She always gets a laugh when people are surprised by her knowledge. She always keeps a smile on her face and seems to know just what to say to people. She easily lights up most by the promise of information, opportunities to research, and solving an interesting mystery.
Underneath, she is always careful considering her words, actions, and plans. There is never any room for error in her eyes, and she knows how grave consequences can be if they're not considered. She knows that she must improve herself if she wished to be and do better.
It would take truly impressive insight to see that she is somewhat cautious and strangely naive of the world. It's almost like...she's never been outside and met other people before. It would also reveal that there is some deep-seated insecurities that has taken root in her heart and mind that refuses to be weeded out.
Bio: A long time ago, in a desert far, far away, there was a humble family. The head of this family was Jamil, a Merchant who constantly traveled with his family across the desert sands to sell his goods. Aaliyah was the eldest child, while she had a younger brother named Hakim. Their mother was there to watch over them whenever Jamil had to sell his wares.
Over the years, the family have noticed small bouts of good luck, but their greatest bout of luck came when Aaliyah was ten years old. Jamil came home one day with riches beyond measure! Everyone was too elated by this fortune to even question where it came from and how he attained them.
With these riches, the family was able to stop traveling, and instead move to live in the city. They even were able to live in a house that sat by a river. Water in the desert is priceless, so naturally managing to buy a place to live would have been near impossible for them before.
Aaliyah was able to live with her family like this...for only one year.
One night, Jamil woke Aaliyah up, had her dressed in her finest dress, and took her out to the middle of the desert. There, Aaliyah's Patron, the Noble Djinni appeared. He asked Jamil on his decision on what he traded for the riches he was given a year ago.
His answer was Aaliyah. He had decided to essentially sell Aaliyah for the wealth.
Visibly disappointed and angry with Jamil, the Djinni accepted, but made it clear that he saw this as Jamil betraying his family in his eyes. After that, he whisked Aaliyah away to his palace in the Elemental Plane of Air.
There, he explained everything to the frightened Aaliyah. He had no intention of harming her, and instead that she would simply help work in the palace as a servant. During her time there, the Djinni made sure that she was able to eat and sleep as well as being able to work. The Djinni also took time to teach her about History, Nature, Investigation, Persuasion, and other various skills.
When Aaliyah was a little older, she learned how to properly cast a spell on her own. The Djinni was impressed by this feat that he decided to teach her magic as well.
However, she was never able to leave the palace. It wasn't just because she would fall into the vast skies if she stepped outside of the palace walls, but also because she was always busy doing something.
Now, at the age of 26 years old, the Djinni decides to send her on a research project and made her into a full warlock. Of course, in return, she has to write in her Tome to him every night, detailing what she has learned during her journeys.
Personality Traits: • The world in fact, Revolves around me. • Why worry about things? You're alive, so get moving. • I like people and things that are interesting and that do not bore me. Bond: • My dad, and house Norinthall. Flawed, but I owe them a lot. • The Fraternity of Order...can't cause too much trouble. • I wonder sometimes...about my real parents and who I really am. • I really like books. Ideal: • Magical power trumps all else • I will learn all the magical mysteries in this world that I can. Flaw: • I am both selfish and impulsive - I am not familiar with the word 'No' • I will protect this secret with my life...
Personality: Raella is a mixed bag, a bit. She comes off as perhaps, your stereotypical arrogant and greedy noble. Indeed, she's used to throwing her families name around without remorse or care, using her families fortune to get what she wants, and generally using House Norinthall's name to do what she wants, when she wants. Flippant, impulsive, and an overall lackadaisical attitude about most things is how she typically comes across. If it doesn't affect her, she usually doesn't care.
Now, it should be noted she's not some villain or some corrupt noble that throws her weight around to satisfy her own greed and desires. While she loves the lavish lifestyle as her family has ties with the Fraternity of Order as well as her own moral compass, however loose it may be, she typically doesn't break the law and has a fair bit of respect for it.
That's why she learns it so she can get away with more things, of course.
Backstory: Raella's history starts with House Norinthall. As the only daughter of the house, she's had a cushy, one might say, lazy life. As a native to Sigil, the family is well known for both their long standing, prestigious feats of arcane might, as well as being affiliated with Sigil's Fraternity of Order, which the house has had long standing ties too, both as benefactors of the courts as well as judge themselves. This pedigree, is something Raella is not afraid of, nor shy about throwing around in order to get her way or things she wants.
Of course, all those of Nobility have their secrets. House Norinthall is no different. Perhaps, the most damning and salacious of which, is that Rael herself is not of Norinthall blood. Years ago, just after Norinthalls first child was born, Lady Norinthall and the child were killed in an accident involving magical experiments, perhaps, at the hand of Lord Norinthall himself. In order to save face and prevent investigations into such matters, a solution was needed. The child had already been seen, by commoners, relatives...so under the guise of the mother and child being Ill, he found his solutions in the orphanages of Sigil to take the guise of his now deceased child.
The mother was buried, the childs remains were disposed of. Thus, she became 'Raella'. A Persona that she would become fully, for now. Lord Norinthall made it clear - she would be treated as his daughter, and would entirely be the heir to house Norinthall should she do so. All she had to do of course, was become someone else and play that role the rest of her life.
Well, she hasn't had a problem with it so far. Sometimes, though, sometimes...she takes the appearance of a commoner, or other face in the crowd and lives as someone else for a bit.
Related Factions: House Norinthall - A noble family in Sigil has ties to the Fraternity of Order and is fairly well respected, if seen as a bit enigmatic.
Fraternity of Order - While she herself holds no current affiliation, they are close allies of House Norinthall and her father. She is expected to foster ties with them as well, and even join their ranks in the near future should the path present itself.
Incanterium - No official affiliation, but Rael has a great interest in their collections and has visited them on occasion to peruse it.
~Extra~
Myth Weavers Sheet - Since fell asked, I will be updating this, but I'll primarily be using the GSheets that I use.
Family Info:
The Norinthall Family is an old one, rumors of their origin swirling and surrounded in typically more myth then fact. Supposedly, founded by an old pirate, who shipwrecked, made a pact with a being for one thing - survival and power. A typical story, really, as far as Warlocks go. Whatever the being wanted from them in return, is publicly at least not known.
The manor itself, and consequently the family, is located in the Lady's ward, situated close to the border of it and the Market ward and built upon elevated terrain. The looming gothic, architecture of the manor and high, spiked and darkly colored walls that surround it and the land gives one the impression that it constantly looks down upon those outside of its walls. A curious note, though, is that water plays a heavy motif in the construction of the manor. The walls themselves function as both decorative aqueducts that have a channel of water running across into a large pond near the front gates creating an almost moat-like construction, as well as bringing fresh water through the estate.
Publicly, the family is considered highly eccentric, mysterious, and more than a little fear and shadow surround them. Not helped by the flamboyant daughter, who is constantly causing some manner of light mischief and doing what she wants, regardless of the consequences in high society. Its well known they're a family of warlocks who engage in likely not so legal magic experiments, and as such, many dark and nasty rumors surround the family.
Of course, everything is mere speculation and unsubstantiated.
Name:Mariel Race: Kalashtar Class: Druid (Circle of the Moon) Background: Faction Agent (Plane-Tenders)
Personality Traits: • I have a lesson for every situation, drawn from observing nature. • I feel far more comfortable around animals than people.
Bonds: • An injury to the unspoiled wilderness of my home is an injury to me. • I owe my life to the priest who took me in when my parents died. • I will do anything to protect the temple where I served.
Ideals: • The natural order must be respected and preserved. • Nature across the planes must be protected.
Flaws: • I am slow to trust members of other races, tribes, and societies. • I judge others harshly, and myself even more severely. • Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Appearance:
Personality: Stubborn, driven, and carrying a fresh wound, a deep cut, that borders on panic given the disappearance of Tir na Og.
The wild, untamed druid that many expect, Mariel is nonetheless unlikely to bite someone in polite company or forget to wear pants. Strangely for a hardheaded druid, Mariel finds cities fascinating, seeing them as stone forests, full of their own peculiar wilderness. Her disinterest in table manners is mitigated by her innate ability to understand others and a carefully nurtured gift of perception.
A devoted member of the Plane Tenders, Mariel has traveled between worlds and is dedicated to protecting the unique ecosystems that can be found across all of the Planes of Existence.
Backstory:
A child of Tir na Og, Mariel remembers little of her parents. Steadfast nature worshipers, they were lost fighting an incursion of fell beings in a distant plane. An orphan, with no family to speak of, Mariel was raised by Alundal the Old, an elven druid who’s years seemed to number less only than the countless stars shining down on Tir na Og.
Her home was no building. No structure wrought out of wood, stone, or mud. She learned to live in the wilderness. In the fresh air, beneath the open sky. A glen in a sea of trees was her temple. Her home. Alundal brought her often to Summeroak. To see the others of her their order.
She was happy with Alundal. She loved the forest. She loved the plants that sustained her. She loved the animals that taught her the ways of the forest. She loved the wind that gently touched her. She loved the water that quenched her thirst. She loved the sunless days. And she loved the starless nights, full of calm.
As she grew, from sapling to small tree, Alundal saw that she learned to care for the nature that surrounded her. The wise elf initiated her into the ancient practices and rites of her order. From Alundal she learned to speak the druidic tongue. From Alundal she learned to shift forms, becoming a true creature of the wilderness.
At Alundal’s encouragement, Mariel began to travel. She saw planes far different from Tir na Og. Planes of air, fire, water, and earth. Planes full of cities. Planes full of civilization. Even away from the wilderness, she found nature. No matter where she went there were was nature to nurture. There were always animals to shepherd and plants to protect. Her calling was to wander.
She was in Sigil, at Alundal’s request, walking through the dizzying streets in search of some ancient wizard her mentor trusted when word reached her that Tir na Og had vanished. Disbelieving she abandoned the quest her mentor had assigned her and threw herself heedlessly into a frenzied attempt to discover what happened to her home.
Personality Traits: • I am a very "go with the flow" type of Kobold, I do whatever I want, provided I'm not hurting anyone. • I love the open sea; it is always a soothing sight and I will often seek it out if I'm troubled. Though here in the Outlands, I long to see it again at all. • I am an amateur artist; I love to draw the sights I see, and want to get better at it. Bond: • I will forever be a Stormclaw, and that is where my true loyalties lie. • No ship can sail without a crew; the success of my mates is critical to my own successes Ideal: • You know the sun is always on the other end of the horizon, even if you can't see it in the dark. • Freedom is a gift, and one that nobody should go without. Flaw: • I anger easily when somebody tries to boss me around or tell me what to do. • I sometimes get so caught up in my work that I forget to eat or sleep.
Personality: Tanrith, sometimes known by his epithet of "Lightning Fang", is a fun-loving, adventure-seeking kobold who seeks to make the most of his life. He is typically friendly unless he considers you his enemy--in which case, he will probably not stop until somebody goes down or his enemy surrenders. He is a competitive individual, wanting to be the best at all of his endeavors. He is also generally optimistic about anything, but when something does earn his ire, he will show how relentless and fierce a Stormclaw can be!
Tanrith is a very simple Kobold; he is a drifter, simply following the flow where his desires and whims take him. He is rather outgoing and friendly to strangers for the most part, and enjoys meeting new people. He is hardy, cheerful and tries to look on the bright side of things as much as he can. Ever the optimist, Tanrith is a firm believer in looking to the future and simply finding happiness or joy wherever you can. After all, you never know when your life could be completely upended.
Despite taking advantage of all of the adventures and sights that the Outlands has to offer, Tanrith does not originate in the outer planes, and in fact was born and grew up on the Material. Born into a clan of seaside, blue kobolds who were referred to as the "Seascales," he naturally grew to adopt their fondness for tinkering and creation. However, as he grew older, he began to rub elbows with the clan more and more often, coming to dislike their very rigid rules and traditions, or having to follow their schedule and produce creations at their pace rather than his own. Luckily, he found an opportunity to leave one day when a pirate ship docked at their town for trading. Pirate ships tended to not be as formal as normal merchant or trade ships that would occasionally stop by and didn't have nearly as many regulations and didn't keep such close tabs on everything that came aboard their ship. As such, he was able to sneak himself inside a crate on the ship and stowed away. It wasn't long before the ship left the dock with him in tow.
Unfortunately for Tanrith, he couldn't stay hidden forever. The pirates were at sea for longer than he'd expected, and he eventually needed to feed himself and acquire some water. This immediately led to him getting caught as he tried to secretly raid their kitchen and he found himself getting thrown right into their brig! Luckily for him, though, he knew his way around metal, and was very easily able to find a weak point in the door and dismantled it in an effort to make his escape.
Tanrith's escape lasted a few minutes before he got caught again. This time, however, he caught the captain's attention, and he was asked how he escaped. He began to explain his history with metalworking and tinkering, and was even able to produce many small devices that could record voices or produce strange odors, and these little devices seemed to be quite a hit with the crew. Thus, with his little amusing tricks as well as his adventurous spirit, he was able to win them over, and before long, he was calling himself Tanrith Stormclaw, the newest member of the Stormclaw Pirates! At first, they simply had him working in the kitchen with their chef as an assistant until they could find a real use for him, but before long, he was working alongside everyone else. He even gained his own epithet among the crewdue to his ability to run lightning through his maw to slow enemies for safe escapes. Tanrith grew fond of his days as a Stormclaw, loving every day at sea and going on adventures with his crewmates!
However, it wasn't to last, as one day, the ship seemed to come under attack in the dead of night. And just as he was rushing to the captain's quarters to find his captain, everything suddenly went dark, and his memory stops. The next thing he can remember is being in a cage. Unlike the old-fashioned one he'd dismantled on the Stormclaw's ship, this one was beyond modern and there was no escaping it. From his happiest days to his lowest days almost overnight, Tanrith lived out much of his life here in this place, with strange, mysterious figures he didn't recognize that would occasionally make strange demands of him and his affinity for lightning.
Finally, though, one day, something happened. Tanrith woke up one morning like any other, but this time, something new had appeared in his cage: a small pair of dice. Curious, he picked them up and concealed them on his person before going about his day's tasks like usual. However, as he opened his usual cupboard to get his usual supplies, he would find himself not with the small pocket of storage he usually saw, but instead...light? When he opened it up, he realized...something about this had changed, and it was now a doorway? Well, he wasn't about to look this gift horse in the mouth, and immediately took his chance to climb through and shut the door behind him.
Tanrith soon found himself in Sigil, the City of Doors, wandering the streets on his own, completely lost and confused. It didn't matter how hard he looked, he couldn't figure out what was going on or how to get back. One day, when he was hiding out from pursuers who seemed to recognize him, he was found by a certain man, and soon found himself being introduced to a group known as the Sensates. They talked for some time, where he explained his story to the man, who seemed to sympathize with him. He extended an invitation, and offering to show him everything that life truly has to offer. The Kobold fell in with the Sensates, finding that their view on life was quite similar to his own. Plus, this gave him a reason to not only wander the outlands and truly explore this whole new world, but also search the vast multiverse until he could find a way back to where he had originally come from.
Friendly Factions Stormclaw Pirates A fun-loving, adventurous group of pirates on the Material Plane who promoted the true freedom of living outside of the laws of society. Despite being labeled as pirates by those in power, and were accused of many, they committed no actual crimes at sea aside from defending themselves when others would attack them or try to "bring them to justice." He still fondly remembers his days as a Stormclaw and vows to one day find his way back to his captain.
Society of Sensation While he's not entirely sure that he completely agrees on their overall goal and philosophy, his time as a captive has truly opened his eyes to the value of simply...enjoying what life has to offer. That experience is the most vital thing any living creature can aspire to acquire. He has his connections in the Society and enjoys the many like-minded people in the Society to the point where he does work for them and do jobs for them of his own free will--though admittedly, it's partially as a means to an end. And of course, the fact that it was the Society that pulled him off of the streets and helped hide him away from whoever was looking for him leaves him wanting to pay them back as well.
The Crusaders of Nature While he is not a member of the Verdant Guild sect in any way--and is far too interested in the modern, technological world, to ever actually consider joining them officially, he does respect what they stand for and has elected to avoid harming the wilderness whenever possible ever since they helped him escape from the Vile Hunt. As a potential target of the Vile Hunt himself, he agrees with the Crusaders' outlook rather than the Defenders and tends to be on friendly terms with their members.
Factions of Foes ??? The strange group that held him captive for years of his life. They were always disguised when interacting with him, so he has no idea who they are, what their actual identities are, of if they are even affiliated with a faction or sect at all. They are the reason he wants to avoid loitering in Sigil as much as possible, afraid of what will happen if they find him again.
Vile Hunt He has been actually attacked by the Vile Hunt on his adventures in the Outlands before, and he's now concerned anytime he sees them, and wants to avoid them as much as he possibly can.
Personality Traits: The violence of war lingers in my mind. I may never escape the horrors I've witnessed. I survived where others fell, by my own skill and cunning.
Bond: Those who shed blood at my side earn my respect. Those who earn my respect are worth killing for. The bond of shared blood is a sacred thing.
Ideal: Survival of the fittest, might makes right. Through strength of arms is order established. Order is the final evolution of stability.
Flaw: The depths of my hatred and bloodlust is blinding. I can become unreasonable when angered, and once my wrath is earned it is total and patient.
Zaraknvyr is a young elf, not yet considered fully an adult by his culture. His stature is short, rising to a height of five feet even, and his body is defined by the lean, whipcord, strength of elfish warriors-to-be. Dark skin, shockingly white hair, and pale eyes make him a striking visage and unmistakably different than his more fair elven kin. Lacking in the traditional malicious intelligence, his eyes rather dully exude a base sadistic cunning instead; his soft mannerisms and underwhelming social presence render him an overtly menacing sort at a glance.
...And yet, in subtle ways, he is also uncannily different from other drow.
His pale eyes do not flinch from bright light or the sun, and his sneering expressions feature sharp teeth that reminisce of shadow'd predators. He does not seem wholly comfortable in his flesh at times, and arrayed among the scars of punishment and upbringing common to the drow soldiery are also vicious scratch marks that could only be self inflicted upon his body. In particular, the skin on the back of his neck is viciously scabbed and damaged- the insertion point of the vampiric parasite having been a source of grievous discomfort for him over the years.
Personality: Zaraknvyr is a young man grappling with complex views, whilst being unburdened by an intellect that could abstract and philosophize the warring concepts within his mind. An adherence to a hierarchy of strength is the rigid pillar sustaining his fraying mentality- and yet this pillar erodes slowly over the years since his symbiosis with the vampiric parasite. The desire for order and stability maintain loose control over bloody thirst and the desire to overtly exert his strength over others, and a past of betrayal gnaws at the tattered vestiges of a culturally and divinely ordained upbringing of obedience. The vampiric parasite offered him a liberation and a path towards agency of his own actions, but it means that he must contend with the truth that the cruelty and power that he craves is ultimately of his own choosing rather than imposed upon him by the society of Lolth's chosen.
Having been under the heel of one of the most oppressive and tyrannical of the multiverse's institutions, Zaraknvyr wishes only to climb the ladder of ambition in the hopes of reaching its top.
I was squire to the Lady Aratea, the scion of house Arabndar. My elder sister. She was as cruel as she was beautiful, and she bore the title of 'The Silken Silence'. I was nothing compared to her, in the eyes of both my family and the matriarchs. I was nothing to her. I served under her for fifteen years. I carried her supplies as she had the honor of riding upon a great spider steed. I cleaned her gear after her tortures and battles- even when I was her latest victim, I had the esteem of cleansing my own filth from her blades.
Whatever I had done to earn her displeasure paled in the mounting hatred that her voice filled me with, that the glint of her eyes sparked within me, that her voice gripped like iron when she spoke. She did not kill me, and that was all that mattered. No matter what challenges she put before me, I continued to breathe and my suffering was an exultation to the goddess Lolth. Such was my obeisance that my growing wrath went unnoticed. Such was her arrogance that she did not even conceive of my betrayal.
Never again will I bear such a burden.
Our war party had come into confrontation with a strange party of Duergar; they walked with ghouls and wights. I saw only skirmishing on the cliff walls, but Aratea claimed glory in the vanguard of our host. I can remember the burn-stench of undead flesh as I hauled corpse after corpse onto the pyres. I remember the laughter of Aratea as she discovered the treasure of our foes; a worm, blackened and fat like a leech, yet ringed with teeth saw-edged and soaked in vitae. I saw her discussing with the priests the nature of the 'symbiote' as she dubbed it, even as the fleshsmoke choked my eyes. I saw the gleam in her eye as she placed it upon her own neck. I saw her flesh writhe as the worm took hold.
I wanted it. I wanted whatever power she had claimed.
That night I was to be punished once more, for failing to bring low a sufficient quota of the foe. She slashed my bonds and dropped her knife upon the table, but after years of her ministrations I had become inured to suffering and the pain only sharpened my hate. Perhaps she sensed my malice in her final moments, for she snatched the knife up before my hand could reach it- yet she seemed surprised to realize I was never reaching for it in the first place. My hands found her throat even as the silver'd blade plunged into my back.
I broke her upon the stones of that cavern, and tore her neck open with my teeth. The worm writhed within her flesh, and I tore it free with my bloodied fingers and brought it to my flesh just as I'd seen her do hours before. It slipped in with ease, and even as I grew weary from my life's blood spilling upon my sister's still-warm corpse the changes came quick. My bones shifted within my skin, my skull felt as if it split asunder, my eyes went blind. When I came to, my teeth were once again claiming Aratea's neck- but this time I drank deep, greedy, a hunger insatiable claiming my body. I drank until she was empty. I drank until a slave discovered me, and then I fled into the dark.
I fled so deep that I fell into another world. It was the first of my betrayals, but it brought me freedom from a world where I could never have attained my rightful strength.
The Outlands welcomed me, and I found myself in the company of the Dispossessed. It was a natural relationship, one exile fitting into the company of others. My life amongst those dregs was scarcely better than it had been before, save for the simple fact of the matter that I was acting upon my own choices rather than a slave to my sister and the dread goddess Lolth. The Vampiric Worm writhed against my spine, its own ill-fated existence fused with mine and granting me boons beyond my lineage.
My band of Dispossessed acted in its own interest, of which I hold them to no fault. We had the strength of arms to enforce our will upon others, but after two years I found there to be a plateau to what was possible amongst such a band of lowlifes. Even Aratea claimed greater glory in her dark conquests than these fools could claim in their pitiable existences. The splendor of worlds all abound and they contented themselves with being mere agents of chaos? I needed an out, and the spire of Sigil rose e'er distant and mocked me with my every waking breath.
My second betrayal came easier than the first. Poison, swift action, and brutality bought me amnesty. One dozen heads, offered as tithe to the Mercykillers. My former comrades had at last proven their worth, escapees of the order that now bears my allegiance. I was a natural fit as a bounty hunter, my skills with tracking and chasing and murdering found a welcome avenue of expression- and the city even calls it justice! Lo, for I came to witness my dream in effect! The words of one bringing swift arms down upon another, order upheld by fear and strength! At last, Sigil showed me that my world could be realized!
And now Tir Na Og has disappeared? The fates themselves keep laying upon my feet the path to further prowess and repute. Factol Nilesia seeks truth- or, at least, vindication- and I shall be the one to bring it to her.
Related Factions The Mercykillers - Present member (Factioneer Rank, Badge Bearer) The Dispossessed Sect - Traitor The Underdark Empire of the Drow - Traitor
Character Sheet Name: Beigeiros Race: Goliath Class: Paladin, Oath of the Ancients Background: Outlander
Beigeiros's tribe came to the Outer Planes long ago by a simple well meaning mistake. The tribe had come upon hard seasons where game had become scarce. They grew desperate trying to find new hunting grounds. After managing a trade of services as guards by members of the tribe no longer wanting to stay with the tribe, the druid of the tribe managed to secure an item required for a spell. This spell would supposedly take the tribe to lands where game would be plentiful and with much to explore.
Initially only nine went to investigate and make sure that this new land would be a good place for the tribe. Seven days after the exploration group left the lead druid returned ready to start transporting the remaining tribe members over to the new lands. She spoke of tall mountains, groves of trees with plenty of game, and a strange spire that climbed into the sky that could be seen in the distance.
After the rest of the tribe had been brought to the new lands, they started to explore their new home world in earnest. For several years the wandered the Outlands, wandering from one location to the next, from one gate town to another. Many of the gate towns struck them as strange places with beings that many did not recognize. Eventually the tribe settled, though remained somewhat nomadic, in the lands of Tir Na Og.
Through out the years members of the tribe would join the Plane Tenders, those who resided in Tir Na Og before the wandering group of Goliaths. Beigeiros was among these, though the path he took was different than most. He had grown up hearing the tales of heros of old who swore oaths to protect life, and doing good above all, many of which were from the world that many of the ancestors of the Plane Tenders came from. As a youth he held a fascination for these kinds of people and wanted to be a hero like those in these tales.
Beigeiros started training with various weapons, seeming to favor polearms and warhammers. In time he learned how to best use them to redirect and reduce the intensity of a strike against those he was with. Shortly after his seventeenth birthday he took a roll within the Plane Tenders as a namer serving as a squire to a sectoral. Later, closer to his nineteenth birthday, he went through the initiation ritual and swore his oath to protect life, preserving nature, and stand against beings that seek to warp living things into twisted monstrosities or to consume all life. From this point on Beigeiros continued to work with the sectoral he squired for, going wherever he was needed, serving as escort for higher ranking members of the Plane Tenders in their travels or aiding in expeditions to lands that need the help of the Tenders.
Beigeiros was in Sigil at the time of the disappearance on an errand. Word of Tir Na Og's disappearance got to him there. He quickly started looking for other Tenders that were in Sigil to ensure their safety as well as to start to gather information on the event.
Very boisterous and generally happy most the time. Tends to be overprotective of those he deems friend. He does think more highly of himself and his importance.
Garnet wasn't always a servant of the gods. For the first few years of her life, the only deity she knew was power; those who had it, ruled. Those who did not, were ruled over. Life was simple like that.
Back then, Garnet was known as 'Crafs'. Her home was little more than a hastily dug lair, located in the deepest, darkest parts of an unnamed wood. For the longest time, all she knew was conflict and hunger. Families being torn apart by bouts of violence, siblings fighting over scraps, friends stabbing each other in the back come the first opportunity. Garnet was no different. She owed her continued existence to the conflicts, always managing to claw her way out a victor - or, at the very least, a survivor.
That was, until her tribe got involved in matters far beyond their comprehension. To this day, Garnet is not privy to the details. All she knows is that one day, her tribesmen dragged a beaten human to their lair. He was dressed in fine clothes - which he was quickly relieved of - and was apparently to be kept alive until someone came to fetch him. There was a reward to be had - there had to, because the goblins would not have helped anyone out of kindness.
Someone did indeed come for the human - but not who the goblins expected. A rescue party of men clad in metal marched into one of their lairs, slaying many, sparing few. Garnet was lucky to count herself among the latter; she was captured to act as a guide, forced to reveal the locations of their other lairs lest she be put to the sword. She hesitated not for a minute.
With her part done and the humanoids busy raiding the rest of her tribe's home, Garnet fled. She knew her tribe would not take kindly to a traitor, even if every single one of them would've done the same thing in her shoes. She ran long and she ran far, until exhaustion finally claimed her. Had it not been for the kindness of an elderly dwarven couple, she would've likely succumbed to the elements. As things were, not only was she rescued, she was given a chance at a new life. The couple had no children of their own, and they were eager to adopt the wandering child as their own. They did ask questions - but upon noticing how scared she was to answer them, they pressed for them no longer.
"Garnet", as she came to be known, was brought up as a dwarf. A... strangely green dwarf, with pointy ears and bad habits aplenty, prone to bursts of violence when things didn't go her way. But her parents stuck by her. She became an apprentice smith to her mother, and was taught to revere Dwarven gods by her father, a miner and a man of faith. It was understood that she would follow in their footsteps; to either work at the forge, or the mines where most of the local dwarves toiled, merry.
Unfortunately, fate had other plans for her.
Just as she'd settled into her new family, a tragedy struck at the mines. In their pursuit for gems, they dug too deep and ended up disturbing a creature from the Underdark. Though Garnet never saw it, she did see the affect it had on the community. One by one, the spores it released spread from one dwarf to the next, until the whole community, herself included, had fallen ill. The young and strong recovered well enough eventually, but such was not the case with the others. Garnet's parents were among the latter.
Healers, both those who relied on natural remedies and those relying on gods, tried to bring relief to the people. Garnet, not knowing what else to do, did her part and prayed, day and night, to any god she could think of, but her parents remained bedridden. Day after day, they got worse.
Then, long after the visiting healers had left, and her parents were at death's door, something happened. They woke. Not healthy but alive, and as far as Garnet could tell, definitely better. She could only imagine her prayers had been answered - her prayers to The Morrigan, in particular.
As it turned out, it wasn't just a one time miracle, either. Garnet found herself able to save others as well, pulling them from death's door when all hope seemed to be lost. At first, her new found powers and connections to the divine were a cause for celebration - but then, far too soon, she learnt the limits of her power. She could prevent others from dying, yes, but she could not truly cure them; and so, people get slipping away from her, time and again, needing to be brought back, day in and day out. Garnet was exhausted, and so were her patients. Surely this couldn't be her god's way of answering prayers?
In her anger, Garnet demanded answers from The Morrigan - and eventually, felt her powers falter. Whether it was due to her lack of faith or punishment from the goddess, she did not know. Either way, the consequences were the same: many a patient slipped through her fingers.
Then Tir na Og disappeared. Supposedly, so did many gods, including her own. She expected to lose her powers entirely.
What happened was the complete opposite. For a time, yes, what remained of Garnet's powers felt strange, uncomfortable, distant - and then, out of nowhere, she found herself to be stronger than ever before. Patients she hadn't been able to help before were suddenly within her power to save, her parents included. It made no sense. Unless... maybe her powers were never granted by any goddess to begin with - maybe, from the start, they were her own.
With people no longer sick and dying, the once prosperous dwarf community started to slowly rebuild itself, albeit far from their original home. Garnet the furthest of them all. Her parents had raised her to be hardworking and ambitious, and so when she realized money was becoming tight, she offered to go make a fortune out in the world. She promised to send home both letters and gold alike, and that she would come visit whenever able - with tales of her adventures in tow.
She did not promise all the gold would be well-earned. There is, at the end of the day, some goblin still left in her after all.
♰ Factions // Ring-givers: Weird people who wanna give away all their stuff. Well, lucky for them, Garnet loves stuff. So, she's taken a bunch o' stuff from them. They're welcome. Godslayers: Look, she just wants to have a word, alright?