@4th level WARLOCK – Patron of Fiend (Gloombringer), PACT of the Tome
Human, male, age: 19
Cryptography 2, Ritual Phenomenology 2, Orrish History 2, Divine Phenomenology 1, History of Karolak 3, History of the North Merchant Cities 2, History of Dunstrand 2, Appraising 2, Insight 3
Communication > Mercat (fluent + literate), Gladnorian (fluent + literate), Orrish (fluent + literate)
BACKGROUND: Order of the Broken Sun Member.
Born in the outskirts to the north of the merchant city of Karolak.
Your life on a family farm was just like that of all the other boys growing up – to you dull and boring. An anger was growing in you, an anger bred from the sense of a wasted, uninteresting life. You felt destined to live the tales of adventure the bards and family talked about, and knew that if you remained with your family, that would NEVER happen. The rage grew and grew, and his wanderings went farther and farther to get away from the reality. From an early age you were drawn to a strange dark place, a cave of strange whispers near the town you grew up in. Being in it gave you a sense of being elsewhere, and a welcoming kindred spirit. No one else seemed to be aware of it, and you kept it as your secret. When you were 14, you finally had the courage to explore deeper than you ever had before – beyond the strange glinting fish, beyond the room of swirling pools, beyond the vast cavern that always sounded like it was cracking, into a tunnel that lead down and down. There were no bats, no insects, no fish or lizards that would go near it. You only remember a smiling woman’s face masked in shadows and a pact struct with her. The conversation is vague, but you have a hazy memory of being dragged back into the light. There was a goat’s face for what seemed like days, but then you struggled up, finding a goat licking your face next to the family barn. Strange symbols burned into your brain, and a visual set of road signs and a sense of direction.
You did not even say goodbye, jumping at the chance to escape the dull future you felt certain for you. It lead you to a cottage, that cottage to a monastery, and that monastery to a secret and a pact. The dark was no longer so dark, and the light seemed not so clear any more. A vision of the sun that was split in two filled your mind and the woman’s voice beckoned you to find it. You wandered towards the city of Karolak, asking anyone you could about a split sun. Into the city you went, on the verge of starvation when finally someone had an answer… the Order of the Broken Sun. And so you went. And they took you in, and finally others saw what made you special, they shared the secret with you. You were raised among their order, becoming a recognized and valuable member of the order over time and getting to know the city very well.
The secret of the dark goddess made you special. In return for allowing you a chance to carve your own path in the world, a moment here and there would be spent ensuring the secret stayed a secret. An so, your craving for power and violence is bound by pact. You have gone from place to place, ensuring the dull brutality of mundane existing will never find you, protecting those that choose the path of mundanity to keep the world stable. You have no real place in such a world other than to ensure through your violence that such a world may come about by destroying those seeking to despoil its dreamed tranquility.
The farthest you have ever traveled is now. Into the Riverdans of The Grand Duchy of Dunstrand – to a territory named Glois. Its capital is the old city of Draddel. The Orrish are stirring and you know that you are both connected to it and bound to fight against it. The Riverdan of Pelmon to the south has seen a major incursion – a massive battle is being fought. You decide to make arrangements in the area with a contact for your order – a man named “Alred” – War with the orrish means mots of goods to sell back that makes you more valuable because the order will pay more for the junk you find that might normally be worthless. You will have a steady stream of potential artifacts and information.
At this point, you have your dues paid up for the next 3 months.
Rather than get swept tup into the local call-up, you feel driven to set off on your own, into Cerran’s Grant and around the north of the Hawktail Hills. Through Riverdan territory and you are drawn to the Mistveil Hills in the Riverdan of Bondeu. You come across a horse with a blue star like pattern on its face standing guard over a camp. Its draws up a line of mules to face you down, though one mule faces in a different direction. You try to discern where the mule is looking and find an ancient pathway up into the hills. Once the mule has seen that you see this, it falls in line with the others, ears back and menacing. You begin the climb up the path.
Acquire 10 ears from holy Orrish entities – priests and agents. These targets must be prioritized when available.