Campaign Characters and Histories

The following is a list of several pre-defined characters which can be used within the Eirethune campaign, complete with backstories, ideals, traits, flaws, bonds and deities worshiped.
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=== Alyna Derynyl (Female Elven Fighter) ===
(pronounced: uh-LEE-na DARE-uh-nill)
==== Background ====
Alyna was born to the noble House Derynyl of Glen Ar in Glenhome, Calandiren. For centuries, House Derynyl has been a constant member of the Grand Court of Glen Ar, providing the ruling House Dannogh with whatever support they needed. Alyna's father, Elynar, has served the Court for 300 years himself, working hard as a servant of the Court, rather than a challenger to the crown. Alyna's mother, Llydyrya, has watched the Court for 150 years herself, assessing the familial relationships within the Court, and gaining insight to the families of the diplomatic corps that arrive in the Grand Court from other lands. Although 6th child, Alyna was to be groomed to be another in the Court wings, watching and learning, helping the nobles of Glen Ar ascertain the state of the Court. As a young girl, she learned many trades from her mother and her mother's servants that would help her in her Court life. Alyna wasn't always the smartest, but she was an exceptionally fast learner when she put her mind to it. Yet almost immediately in her adolescence, it became more and more obvious that Alyna was not going to put her mind to it.
Alyna did not like the concept of sitting in the wings of the Court, like her mother. In fact, she didn't even like the prospect of learning her father's position, assisting the powers that be. Alyna wanted to be the powers that be. So given her standing, she started to train for battle in secret with one of the more gullible guards pledged to House Derynyl. She took to combat immediately, and found it infinitely more challenging and rewarding than her needlepoint studies.
Although the business of House Derynyl was always complex and absorbing, it did not take long for Llydyrya to find out about her daughter's dealings in combat circles. This was quite unacceptable and would not be permitted for another setting of the sun. To Alyna, it would not be permitted that she stay in the house for another setting of the sun. So she found a not-so-pleasant merchant who was heading back to the 'dreaded' Balmorien (a place her family had no power in), and signed up for guard duty.
The trip did not go quite as planned for young Alyna. The merchant Nathmargen sought to enslave Alyna as soon as they were crossing the lower steppes of Rhorden. A few of the guards attempted to restrain and bind Alyna, getting her foot in a manacle before she was able to subdue a guard and grab a sword. However, a fight ensued after where several of the guards were killed by Alyna...which very much interested Nathmargen indeed. He had thought of selling her as a concubine, but she would be a good catch as a gladiator princess. Nathmargen slowed the fight down and asked Alyna if she could take his guards on one-by-one, and of course, the headstrong Alyna was sure of her prowess. After Alyna subdued 4 guards one-on-one, she did meet her match with the head guard, Phildrox, who was an excellent warrior indeed. Nonetheless, Nathmargen was suitably impressed and explained to Alyna that he wouldn't touch her, but was still planning to sell her as a gladiator in the warrior tourneys in Waldbaden of Devnah. Alyna didn't care for being a slave, but it would mean she could gain more practice in combat, so she was willing to cease her struggle for now.
Nathmargen had no problem selling Alyna in Waldbaden. Many offers for just the absurdity of a lovely elven princess in the ring was good enough for any of the slaver nobles there. The merchant who did take up her cause, however, was not a slaver nor from Waldbaden. Ganzer Fangbrot of Surrin was a travelling merchant who also had a small circus of performers and minstrels, and he saw great promise in the young Alyna. Alyna did get a chance to fight in Waldbaden and in other cities of Roane and Devnah, but only for subdual shows, and not fights to the death. Ganzer knew he could make better money with her alive than risk her in true battles of the warrior rings.
After visiting most of the cities and towns of Devnah, Ganzer's caravan crossed the Bryan to Balkmore. Ganzer's caravan would join up with the Grand Caravan which travels from Teldor through Aden Shahn, the Free Cities and even into Bavarin - a massive train of merchants from all over the southern continent. Alyna was amazed by all of the other performer troupes in the caravan. She appreciated the performers that she knew from Ganzer's little troupe, but it was amazing to see this massive caravan and all of the attention it got. Alyna did challenge many spectators along the way in feats of strength and combat, and won the vast majority of her battles. She was enthused by the attention, as well as the wide variety of people she came across. Still, this pseudo-gladiator role that she had was growing a bit tired. She was performing in the same way every time, and although she received cheers the entire time, she wanted more. Perhaps it was time for her to go, and she sought a way to escape.
As it turned out, she didn't need to escape. When the Grand Caravan finally arrived in Sadav (the far endpoint of the trip), Ganzer went out one night and never returned. The head guard of Ganzer's troupe, Gaadin, unchained all of the troupe and let them all go. Ganzer had been tracked down by a pirate captain who Ganzer had owed some money to and took it out in blood. The pirates were going to come and take what they wanted from the troupe, but Gaadin knew he would probably not see anything from that except the end of a sword, so he let the troupe go as they pleased. Alyna thanked Gaadin and wished him well, and Alyna left and headed out of Sadav and back into Bavarin to see what her new life would bring.
==== Traits, Ideals, Bonds, Flaws ====
* I get bitter if I'm not the center of attention
* I change my mood or my mind as quickly as I could change key in a song
* When I perform (or fight), I make the world better than it was
* I want to be famous, whatever it takes
* I'll do anything to win fame and renown
==== Worship ====
Alyna does have some kinship with Sylvana due to her upbringing, but most of the other deities she finds enrichment from are from her travels...
===== Thakune - Lord of War =====
Thakune seeks war and conflict and will bestow boon upon Leroy Jenkins and preferably more wise followers.  It is quite true that strategy is important to Thakune as well, and that just rushing into some terrible place with no plan but lots of desire will be something that Thakune will not be to help you with.  Thakune wants the war to go on, as long as possible, permitting you to last longer when you are in that situation if at all possible.
===== Mahgmank - Lord of Gluttony and Acquisition =====
Mahgmank is the enslaver and consumer.  All ostentatious indulgence is the realm of Mahgmank.  The realms of Mahgmank and Lovaxa sometimes intermix, but whereas Lovaxa seeks dominion, Mahgmank seeks consumption and gathering.  Mahgmank is hoard and feast.  Those who blindly seek more and more of anything and everything are followers of Mahgmank.  It is common for gamblers to be followers of Mahgmank, Sapayo and Thadaok.
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=== Cathylyar Llyndain (Female Wood Elven Wizard) ===
(pronounced: kuh-THIL-ee-ar hlin-DAYN)
==== Background ====
Cathylyar was born to a relatively normal pair of elves in the Chwaer (kwhere) Wood in a small gathering of wood elven folk just east of Nordrest, Angleside.  Although many elves are present in Angleside, the numbers of elves living on their own in the wilderness is not as frequent as can be found as in highly elf inhabitant areas such as Calandiren.  The Llyndain lived apart from the more human-civilized villages, but would certainly trade with them when they needed.  Contact with the villages for the Llyndain was mostly done out of necessity when it occurred.  Gylyrya, Cathylyar's mom, was an excellent weaver, who drew on the shapes of her visions and dreams.  Ever so often Gylyrya's works would be sold in town, and bring a good price, even though Gylyrya would rather just keep them at home and in the family. Gylyrya would gain these visions from time to time, not on any steady period but it was always an event when she did have them. When Cathylyar was still quite young, even for an elf, she began to have visions as well.  She relayed these visions to Gylyrya and her mom would often reflect these visions in her works as well.
One day, the Llyndain were visited by a human scholar, accompanied by one of the friendly elven hunters from their settlement.  The scholar, who went by Nandor Ren, wanted to know where the idea for the designs came from that was present in a tapestry that he had bought in Kreenan (capital of Angleside).  He had traced back the previous purchases of the tapestry and they led him to this very tree.
The Llyndain were reticent about talking to Nandor about the visions, but when Cathylyar entered the room and saw the tapestry, Nandor noticed her reaction immediately.  Nandor was very polite and respectful, and little by little he gained a minimal amount of the Llyndain's trust. Finally, he made it known that he suspected that their daughter's vision was present on the tapestry and that with their permission, he would like to speak to her - with them present of course.
As it turned out the vision was a depiction of the strong magic that exists on a completely different world - a world with three moons where different branches of mana flow depending on the position of the moons.  Not Eirethune at all, but a place which only people deeply in contact with the magical world could even possibly envision.  It seemed far fetched to the Llyndain, almost to the point of being dismissive of the concept.  But Cathylyar spoke up and tole Nandor that she had many visions.
For nigh of a couple years, Nandor would travel to visit the Llyndain, to speak briefly with them and Cathylyar, and to try and gain their trust.  Nandor finally indicated that he would like to entreat them to let Cathylyar apprentice as a scholar at the Temple of Mata in Kreenan, learning what she could of magic and the like.  This, too, was dismissed at first, but over a few more months, Cathylyar made it plain to her parents that it was time for her to see the world.  She had learned much where she was, but maybe there was something more for her to learn and become outside of the wood.
Reluctantly, her parents allowed Nandor to take her to Kreenan, although Gylyrya went with them on the journey.
Cathylyar became an apprentice at the temple and quickly adapted to the scholarly practices found therein.  She rarely went out, except when ordered to get supplies, and focused heavily on what she could in learning more of the history of the world.
After a time, it became obvious to Nandor that perhaps Cathylyar needed more exposure elsewhere, and that to be so confined in the relatively large temple in Kreenan was to give up on experiencing what could be in the world around her.  To broaden Cathylyar's experience, she was reluctantly sent out to help at three smaller temples and shrines of Mata.  First Catan, then Catan and lastly Watchlock.
The first two towns were huge adjustments for Cathylyar. The temples were small and the towns were completely alien.  There were dwarves everywhere in Catan, and pirates galore in Grey Horn.  But little by little, she began to see the variety in the world, and all that it was and could be.  By the time she arrived at Watchlock, she was almost comfortable with living in the stark and austere fishing town at the end of the continent.  The temple there was small, but run by a great scholar named Abtoderon.   
Abtoderon was not from Watchlock, but he liked the solitude here and the fact that few of the folk acknowledged the Temple of Mata at all, except to ask the errant question that Abtoderon seemed always able to answer.   Cathylyar quickly fell back into deep studies with Abtoderon, but it was also accompanied with walks along the cragged cliffs to talk about the world with the scholar.
On one such walk, Cathylyar retold a vision that she had with Abtoderon where a book was present in a petrified tree in the center of a small clearing in a wood.  Abtoderon stopped her and said. "Tell that vision to noone.  It is time for you to leave and continue your studies elsewhere."
The next thing that Cathylyar remembered is travelling in a small skiff from a merchant vessel into the harbor of Regis Cliff with a paper in her hand giving her an introduction to the small temple of Mata in town.
Once settled in town, Cathylyar attempted to communicate back to Abtoderon to see what she had missed, but no return correspondance was ever received.
==== Traits, Ideals, Bonds, Flaws ====
* I use polysyllabic words that convey the impression of great erudition.
* I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
* Nothing should fetter the infinite possibility inherent in all existence.
* The goal of a life of study is the betterment of oneself.
* I know of the location of an ancient text that holds terrible secrets that must not fall into the wrong hands.
* I overlook obvious solutions in favor of complicated ones.
==== Worship ====
Cathylyar worships the following deities:
===== Mata: Lord of Knowledge and Magic =====
Mata is the great consumer of knowledge.  All seeking more understanding, all who attenuate ignorance, these are the worshipers of Mata.  The understanding of how the world is held together is the principle focus of worshipers of Mata.   The greatest libraries in the world are the largest temples of Mata.  Communication and proliferation of knowledge is a significant trait for the followers of Mata.  That being said, the information present in the libraries is still a privilege, because the commitment of the reader should be well-understood, in case the reader’s intent is to conceal or distort the abilities or facts present in the knowledge.
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=== Gyllan Amar (Female Half-Elven Rogue) ===
(pronounced: GILL-in uh-MAR)
==== Background ====
Gyllan was born in Grey Horn to a pair of smugglers.  Her parents moved stolen goods from Gelden Heights or Kreenan to Grey Horn when they could, and fished otherwise.  They did work for a major smuggler known as 'Grey Eye' who worked a large portion of the coastline in the north-western seas.  When Gyllan was old enough, she was given the chance to apprentice under Grey Eye, as she was showing great skill and drive.
Grey Eye sent her on many different types of missions: sneaking on to other boats, climbing into closed, walled towns or keeps, switching packages before a trade.  Gyllan was exposed to so many of the operations Grey Eye undertook.  Grey Eye knew Gyllan showed great promise so more and more often she accompanied him on his most important missions. Unfortunately, this led them to the keep of Lord Gwyll in Taliden, West Isles.
Grey Eye knew that miners had found a trove of raw diamonds in a mine in the Taliden Peaks recently, and there had to be some in the Keep in Taliden as part of House Gwyll's cut.  Although Grey Eye knew it would be dangerous to try and infiltrate and get some of these beauties, it would probably still be worth it in the end.
That would not be the case for Grey Eye.  Gyllan and 4 others accompanied Grey Eye in their landing party and stayed in town for a while to not draw too much attention.  They were able to sneak into the Keep easily, and even find and open the vault where the diamonds were found, disarming a few traps in the process.  But they would not be able to get one diamond out before Lord Gwyll and his personal guard attacked Grey Eye and killed him.  Gyllan would be the only one to escape, and only through the protective defense of Grey Eye himself.  Lord Gwyll would kill Grey Eye and would also get a very good glimpse of Gyllan before she left.   
Gyllan did not return to Grey Eye's ship after, for the guards were watching the port for anyone heading that way, rather Gyllan stowed away in a Bavarin ship heading along the coast through Watchlock, Regis Cliff and Fathe Nun.  When  the ship arrived in Regis Cliff, Gyllan went ashore and has been there since.
==== Traits, Ideals, Bonds, Flaws ====
* I always have a plan for what to do when things go wrong.
* The first thing I do in a new place is note th elocations of everything valuable - or where such things could be hidden.
* Chains are meant to be broken, as are those who would forge them.
* The man who killed my mentor would kill me in a second if they saw me.
* An innocent person is in prison for a crime that I committed. I'm okay with that.
==== Worship ====
Gyllan worships the following deities:
===== Hadokahn: Lord of Shadows =====
Hadokahn is the darkness and stillness in the world.   That which is difficult to perceive or observe is the realm of Hadokahn.  Beyond stealth and invisibility, Hadokahn also governs those seeking anonymity.   The transition from startling to mundane, from exciting to calm, these are what worshipers of Hadokahn seek.  Rogues, Rangers, Assassins are all common worshipers of Hadokahn.
===== Sapayo: Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
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=== Hilja Dorn (Female Dwarven Paladin) ===
(pronounced: HILL-ja DORN)
==== Background ====
Hilja grew up in the Halls of the Coten Dwarves in Angleside. Her mother was a smith and her father was a guard. Hilja had an active childhood and received great support from her parents, although it was rarely comfortable or easy. Hilja worked with both of her parents. She learned the smithing trade from her mother, Brunta, and could easily forge a mace or simple sword in short measure. Hilja learned the difference between quartz and mica and diamonds, making sure they would never be mistaken for each other. With her father, she would help supply the guard, not only with weapons made by her mother and the other smiths, but also from the armorers, making sure the Hall Guard was always replenished with fine armor and weapons. This was all grand learning for Hilja, but she truly wanted to be part of the Hall Guard and protect the great halls that housed this noble clan of dwarves.
After several years, Hilja was given the chance to apprentice as a solider in training. Prior to the appointment, Hilja would work out every day and night, building her strength to prepare her for the moment of service. She would routinely practice bending and breaking things, much to Brunta's dismay, but Hilja grew to tremendous strength. Some of the boys in the Halls would ridicule Hilja for her sturdiness, but it never worked against Hilja's demeanor, rather she would laugh it off and work with her jesters to help them get as strong as she.
Finally, when the day of appointments came, Hilja was selected for service, but only for foreign merchant service, rather than Hall defense, which was what she really wanted. The outside world was something she didn't know anything about, nor truly cared much about, although she also didn't have anything specifically against it. Of course, Hilja did not complain and she took up the hammer, glaive and shield immediately upon the call and fell into line. "Service for the King!", she shouted proudly and repeatedly until her companions fell in and shouted with her.
Hilja served with various merchant trains, traveling to nearby towns such as Catan, Grey Horn and Derrin Dale, but also to the much larger cities of Kreenan and Fathe Nun. She was struck by the size of the great cities and the variety of peoples and walks of life that could be found there. The wide variety of deities that were found also amazed her, although she always had kept a strong kinship with Astoda, Hramit and Kaelia. The temple of Dagilian in Fathe Nun intrigued her, however. She felt a great pull towards this Lord of Law and how important and necessary it was, let alone present in everything she believed in. 
When Hilja returned from Fathe Nun, Hilja looked for a temple or shrine to Dagilian in the Halls - there just had to be one. So many of the people of the Halls were bound by structure and commitment. When she did find the shrine, it was tended only by one priest, Beerdar, and attended only by a few old nobles of the Halls. At once (which is the way of Hilja), she approached Beerdar and asked why Dagilian isn't more revered here. Beerdar quietly and carefully posed his words to Hilja, perhaps sensing a possible convert or disciple.
"It is not to wonder why people haven't seen the light, but why aren't you being the light for them to see?"
Hilja felt a rush of power inside her; the moment where she could really do something great for her home and her people. Hilja almost demanded from Beerdar that he accept her into personal service, but Beerdar didn't need that. Beerdar knew that just being a servant to a priest of an acknowledged, but rarely followed deity was not going to be enough. The people of the Halls respected tales of valor, so if Hilja could return with those while keeping to the path of Dagilian, she would help the faith greatly. Dagilian would see her effort and certainly reward her. With that Hilja reported to her Commander and her parents of her new personal quest and asked their leave. She worked with her mother on her suit of armor and weapons and headed south into Bavarin where she truly found Dagilian in the first place to seek out and help people in need and to provide the order that is the domain of Dagilian.
==== Traits, Ideals, Bonds, Flaws ====
* I can stare down a hellhound without flinching.
* I enjoy being strong and breaking things.
* My city, my nation my people...that is all that matters.
* Those that fight beside me are worth dying for.
* I'd rather eat my armor than admit when I'm wrong.
==== Worship ====
Hilja worships several deities - all of the deities of the Halls, but now her primary deity is Dagilian. It is not uncommon for Hilja to yell out the name of a god or two when rushing into combat.
===== Dagilian - Lord of Law =====
Dagilian seeks order.  Worshipers of Dagilian are opposed to competition and chaos.   The paths of power are always found in alignment to a purpose.  Worshipers of Dagilian can be either good or evil, but more commonly they are people seeking order in the world.  They know that instability and chaos will always work against a better world.  There are many societies where Dagilian is important, especially where Sapahn is also important.
===== Astoda - Lord of Valor =====
Astoda is fearlessness, prowess, tenacity and fortitude.   There are some who seek glory for gain, but Astoda is more interested in spirit of heroism.  When someone pushes themselves beyond what they can accomplish, when their resolve is greater than their ability, Astoda notices.  Paladins almost always respect or worship Astoda in some way.
===== Hramit - Lord of Construction =====
Hramit is the governor of using tools, processes, material to build and construct.  Whereas Thopila is a nurturer, Hramit is a transformer of resources.  Hramit uses tools and technology.  When someone changes something unnaturally to create something new, Hramit is aware.
===== Kaeila - Mistress of the Hearth =====
The home, a place of peace, a sanctuary, any place where one can revitalize, these are the dominions of Kaelia.  When someone seeks a place to rest, when someone wants to find comfort among the alien, this is where Kaelia can help.   Desires for the familiar, satisfaction and contentment are the feelings most in common among followers of Kaelia.
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=== Lisbeth Merrybrook (Female Halfling Cleric) ===
==== Background ====
Lisbeth grew up in Sumner to her parents Barney and Gladys.  They were both bakers and they supplied their little village with all sorts of lovely treats.  Her life was mostly normal until the village was raided by bandits from further up the coast in the Coten Hills.  The thief, Gargan Moor, was ruthless and ended up killing both of Lisbeth's parents and burning the small thorp to the ground.
Fortunately, Lisbeth knew one of the fishermen well, and Nardle Thanx was able to sail Lisbeth to safety.
Nardle brought Lisbeth to Regis Cliff to see if someone could take her in.  Nardle felt his life was too harsh for Lisbeth and she could use baking talents with someone in the town.
Nardle did find a bakery for Lisbeth to nurture her baking talents and keep herself alive.  Perhaps the life of an artisan would be enough for her.
But although Lisbeth felt comfortable in the bakery, she felt a need to help others less fortunate and began working at the Temple of Kaelia in Regis Cliff as well. As Kaelia is the Mistress of the Hearth, Lisbeth had finally found her calling.
==== Traits, Ideals, Bonds, Flaws ====
* I always want to know how things work and what makes people tick.
* I don't part with my money easily and will haggle tirelessly to get the best deal possible.
* My talents were given to me so that I could use them to help the people around me.
* I will get revenge on the bandits who came to my village and destroyed my mother and father's bakery.
* No one must ever learn that I once stole money from bakery and temple coffers, even though it was to help a friend.
==== Worship ====
Lisbeth worships the following deities:
===== Kaelia: Mistress of the Hearth =====
The home, a place of peace, a sanctuary, any place where one can revitalize, these are the dominions of Kaelia.  When someone seeks a place to rest, when someone wants to find comfort among the alien, this is where Kaelia can help.   Desires for the familiar, satisfaction and contentment are the feelings most in common among followers of Kaelia.
===== Thopila: Mistress of Harvest =====
The process of seeking growth and life is the domain of Thopila.  Thopila is more than a farming god, even though all farmers seek his blessing.  Those who try to spread growth, those who nurture something greater than what they had previously, those who strive to bring something new to as many people as possible, these are the worshipers of Thopila.  Planning and process are often strong tenets of Thopila, but only when the outcome is to increase creation.  Thopila differs from Hramit in that Thopila doesn’t directly transform to grow things, rather they understand what is around them and nurtures growth.
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=== Meerny Bounders (Female Halfling Barbarian) ===
==== Background ====
Meerny had a mother, or so she barely remembers, but she was little when she died from the Crup.  Her dad she never knew, but she did know a half-orc hunter named Brut.  Someone Meerny ended up in Brut's companionship, living in a lean-to out in the Heddlu Wood of Regent.
The woods were her home, but ever so often the two would go into a village to trade furs for food and money.  Most of the money seemed to go the amount of time Brut spent in a local inn, but Meerny never knew how since she was never allowed inside.   Brut would come out and barely be able to stand, sometimes falling down asleep in the street beside her.  This continued for several years until one time they visited the larger town of Regis Cliff.  They had made good money from the furs they had gained - especially now that Meerny could actually help - but when Brut went into the tavern in Regis Cliff, The Regent Crown, Brut never came back outside.  Eventually Meerny went in, and the innkeep said he went out the back way to go see someone about buying a small skiff. Meerny went down by the docks but there was no sign of Brut.  Meerny stayed in town looking for him, but she had no money and not much to trade for it, other than her strength.  She took an odd delivery job here or help moving lumber there, but she never made very much money and ended up living on the streets.  All she had left of Brut was the first knife he made for her. And she keeps it with her always.   
Eventually Meerny was able to show more of her worth.  She could hunt.  She was strong and she was determined.  She was also tired of being poor.  She knows she is better than that and is tired of waiting for handouts.
Time to take care of things with her own hands.
==== Traits, Ideals, Bonds, Flaws ====
* I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
* I don't like to bathe.
* I don't like racial prejudice.
* I help the people who help me-that's what keeps us alive.
* No one else should have to endure the hardships I've been through.
* It's not stealing if I need it more than someone else.
* She has a special knife she was given long ago by a stranger that she will never part with.
* Sometimes the best action is the quickest action.
==== Worship ====
Meerny worships the following deities:
===== Sapayo: Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
===== Thakune: Lord of War =====
Thakune seeks war and conflict and will bestow boon upon Leroy Jenkins and preferably more wise followers.  It is quite true that strategy is important to Thakune as well, and that just rushing into some terrible place with no plan but lots of desire will be something that Thakune will not be to help you with.  Thakune wants the war to go on, as long as possible, permitting you to last longer when you are in that situation if at all possible.
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=== Ulma of Clan Saiga (Female Human Ranger) ===
==== Background ====
Ulma grew up on the steppes of Rhorden to members of Clan Saiga. Her clan, her friends, her family, Ulma... they all hunted & gathered, raided other clans, joined with other clans to fight the Ur or the Night Giants coming down from the high steppes or the Icereach. This is the life of Clan Saiga and it was the life of Ulma of Clan Saiga. 
A Balmorien merchant train was crossing the lower steppes and Clan Saiga went to intercept, as they normally do. They took a couple prisoners as slaves and killed maybe one arrogant guard, but nothing out of the ordinary. The rest, they allowed to pass with escort and protection of Clan Saiga, as is the way. This time, Ulma and her folks were the escort taking them across the Misniuil Plains (MIS-nya-wheel) to Glen Ar.
The journey was mostly normal, until the caravan began to rise in the Ceoltoireacht (KEL-tay-reckt) Hills. Here, they were attacked by Clan Snow Lion. Although clan ownership of the caravan was clearly displayed, Clan Snow Lion descended on the caravan with a much larger force than the escort. Clan Snow Tiger was one of the smallest clans in the steppes, but they were known as a vicious and predatory clan, and they certainly proved those descriptions that day. The caravan was mostly destroyed, but the fight was brutal enough for Clan Snow Tiger to take what they could after the bloodshed and leave. Ulma survived fighting for the honor of her clan, and her clan's take, but her parents were lost. Only Ulma and one other clan member (Gor) survived, and they acknowledged that could no longer uphold escort in clan tradition, and ceremonially let the caravan go unfettered. The merchant train handler, Ildorad Mandor, sensed the loss that Ulma was truly feeling and asked if she would continue the escort in tradition of her clan, Clan Saiga, upholding tradition and honor. Ulma agreed, although Gor returned to the steppes, after indicating to Ildorad that if anything happened to Ulma, his town would be forfeit.
Ildorad spoke often with Ulma, expanding her horizon, and hope for the future. They did not speak of her family directly, but rather about the world and how great it was, what amazing and different lands there were, what creatures existed everywhere. Ulma could bring Clan Saiga beyond the steppes. With a little more information on what the world had to offer, Clan Saiga could be greater than it ever was, and in more places than it ever was.
Ildorad did well by Gor and treated Ulma with great respect. She and her Antelope, Galia, were family now, although the word 'family' was never explicitly mentioned by Ildorad in deference to Ulma's tradition. But she was family and well taken care of. Ildorad was a traveling merchant by trade, although his practice of crossing Rhorden was not something he would ever do again. Instead, Ildorad traveled abroad in Frostmark, Calandiren, even the West Isles, bringing Ulma and Galia with them wherever they went. They did run into trouble at times, but nothing as serious as the battles on the steppes. 
Eventually, Ildorad took up a new offer to visit Kreenan, and there was something about the trip that he was both reticent and excited about. Ulma could sense it, and asked about it repeatedly, although Ildorad was not forthcoming. Eventually, as they pulled into Kreenan harbor, Ildorad told Ulma of his consternation. It was a old memory and early love that could be found in the Kreenan plains. Ildorad had grown up there, and perhaps there was an old timer or two that could remember him, but probably not. But just returning to the place of his youth after so many years would be sentimental. And also Ulma would probably like it, too, given the plains did have antelope (and bison, but "Clan Bison were poor warrior, regardless of their size").
After an excellent trade in Kreenan, they took a slow ride out into the plains. Although there were many more farms than in the youth of the aging Ildorad, there were still a few bison and antelope to be seen. They continued through a hamlet and then another, heading to Woodcling, along the River Ffydd, just east of where the wood becomes thick. Ildorad told Ulma that this was as far as he could go. His feet had walked all over the continents, and he was done. It was time for Ulma to go on from here and experience more than what he had. Ulma was reluctant to go, and although she did feel a kinship with the grasslands of the Kreenan Plain, she knew this was not her home, nor her end place. "You know the grassland, but you should know more. Follow the rivers. Climb the mountains. See what you can see and bring more into your clan if you can. Your heart is Clan Saiga and you should fill your heart with more souls." Ildorad cared for Ulma, and knew it was time for her to seek her own path, her own family, her own clan.
Ulma headed south along the River Ffydd and began to explore a new world for her, Bavarin.
==== Traits, Ideals, Bonds, Flaws ====
* I watch over my friends as if they were a litter of newborn pups.
* I was in fact, raised by antelope.
* If I dishonor myself, I dishonor my family, friends and clan.
* My family, clan, or tribe is the most important thing in my life, even when they are far from me.
* I have no filter in conversation.
==== Worship ====
Ulma has her traditions, which are focused on worship of the Guardian Gods, but Ulma has seen value in a couple other deities as well...
===== Chanahn - Mistress of Beasts =====
The connection between different forms of life is the dominion of Chanahn.  There are certainly those who train or raise beasts who are followers of Chanahn, but any who strive for understanding and interaction between different forms of life are also believers.  The communication need not be focused on love, but rather understanding, focusing on mitigating fear and ignorance.
===== Sapayo - Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
----
=== Aaron Blume (Male Human Sorcerer) ===
==== Background ====
Aaron grew up in the Southern Marches of Bavarin. His parents weren't serfs, but they did work the land in the small township of Middlemarch. Lord Damien Munch was the governing body of the town, but he was reasonable enough. Daryl and Antiquity Blume had goats and sheep, provided milk and wool to the village, and the quality and cost of their goods was well within reason. Even the Lord came from time to time to purchase from the Blume family. Aaron didn't think much was going to change in his life. There was no reason to believe it would. Merchants and nobles would come and go from time to time, but nothing much changed. There were bandits in the Marches that caused the people of the village to bind together to fight them off, but beyond that, Middlemarch was peaceful, tranquil and unchanging. People looked forward to the seasonal faires, or finding a reason to go to the great city of Fathe Nun, or nearly great city of Dobrize. Aaron looked for a reason to go to the great cities, but never hard enough to actually go.
Then there was a different day. A day when an alchemist came to the town. A meadow-elf, female, Alchemist named Minthaen arrived in Middlemarch on her way to a boneyard of ancient creatures deep in the Ysgol Wood. She met with Lord Munch and stayed the night in the manor house. The next morning, her entourage prepared to leave. It was a large entourage, one of the largest Middlemarch had seen that year. The guards were all ready and Minthaen was ready to leave, speaking directly with Lord Munch for a few minutes. Aaron watched as they concluded, but something happened. In the middle of their goodbyes, Minthaen swayed for a moment and then walked to one of her wagons. She went inside the back of a goods wagon, and then came out with a lute. Without a word, she walked over to Aaron handed him the lute and then returned to Lord Munch. She never spoke a word to the Blumes, and never a word about what she was doing to Lord Munch. After Minthaen had left, the Lord requested the presence of the Blumes. Nothing had been said between Minthaen and the Blumes and they were honest in presenting their information. The Lord's mage and priest were with him, and he believed the Blume's story, as it was certainly the truth.
Aaron's parents didn't understand what had happened, and neither did Aaron. Aaron didn't know anything about lutes and he was not even sure if he had truly heard one before, so he put it in the corner of the house and rarely touched it for several days.
On one fine day, however, Aaron decided to take the weird lute out and bring it to a nearby hillock and just enjoy the beauty of the day. When Aaron went to play, he found he could. And after he played he found his fingers danced with magic. He found he could do all sorts of things now. He had control of certain magicks. What was going on in his life?!?
Aaron showed his parents his abilities and they were amazed. No one had any experience to draw upon to determine what the next action should be, but Aaron decided that he need to pack up some traveling gear and head to Fathe Nun to visit Minthaen to see if the alchemist of the Bavarin nobility could answer some of his questions. Aaron's parents had no reason to defy him, so they packed whatever he needed and said their good byes for now. Aaron waved as though he was just going to another nearby hamlet, but they all knew it might be that Aaron would never return.
When Aaron met with Minthaen, she had no recollection of either meeting Aaron, or ever having a lute. One of the guards in the shop actually supported Aaron's story, but it did not sway Minthaen. No recollection, no information.
Aaron only briefly stayed in Fathe Nun, as he felt that he felt a bit more whole being outside the city. When Aaron started north out of Fathe Nun, he felt he needed to bring the lute out again. He stared at it, looked to the sky and without a single note, Aaron felt a vision coming over. Fires in unknown mountains. Wyvern riders and dark magic burning the countryside. Fire reaching up, coming out of his own hands, burning the riders and sending them into the sky.
What was that? Aaron did not know, but it was something that would keep him searching for answers.
==== Traits, Ideals, Bonds, Flaws ====
* When I set my mind to something, I follow through no matter what gets in my way.
* I misuse long words in an attempt to sound smarter.
* Nothing and no one can steer me away from my higher calling.
* Though I don't know why, my lute is the symbol of all that has happened to me.
* I only feel at ease outside cities.
* I follow visions no matter where they take me.
==== Worship ====
===== Esada - Mistress of Spirits =====
All around us are forces and entities which build our world.  The spirit of all what we perceive, the forces and entities around us, that is the domain of Esada.  When one recognizes patterns in the natural world, these spirits are the dominion of Esada.  Esada also governs forces that exist beyond life, if they are reflections or echoes of what was.  Esada and Girkahd are often associated with each other, but they are almost opposites.  Girkahd holds dominion over that which attempts to disrupt, whereas Esada holds dominion over those which are part of what exists or has existed.
===== Lasipa - Mistress of Sun and Moon =====
Lasipa is truly about the passage of sun and moon.  Lasipa worshipers tend to be travelers or those who feel compulsion to move and change themselves.  It is quite common for explorers and pathfinders to worship Lasipa.  Seeking the unknown, finding new trails, even working in areas in which one is uncomfortable – these are the domains of Lasipa.  Being lost is not a problem for a believer of Lasipa, because they will be able to find something they had not seen or known before.
----
=== Baldric Richardson (Male Dwarven Warlock) ===
==== Background ====
Baldric Thorn was born in Dag Dwarven Deep to a pair of dwarven miners, Grigg and Bally, who spent most of their lives digging up the riches in the deep veins of the Dechrau Mountains. That never really suited young Baldric. He was more of a reader. He did some mining growing up, but he probably spent more time engraving phrases on the shaft of his sledgehammer and pick than actually swinging them to uncover mineral or gem. His parents had no idea what to do with him. They worried for his future since he was so unlike almost everyone in the Deep. With all of the reading Baldric would do, perhaps he could enter the priesthood. Of course, Baldric had no interest in Hramit (Lord of Construction) or Thakune (Lord of War), but instead, Baldric decided to spend time with the monks of Sapahn, Lord of Conscience and Remembrance. This was almost a reasonable fit for Baldric, except for his incessant questions. Baldric enjoyed spending time remembering the past, and it thought it was very worthwhile, but he also felt that the future was quite important as well and why didn't Sapahn interested in that? I mean doesn't the future rely on the past so maybe the past is the key to the future so there should be something about the future in the past and maybe the past is the future or the future is the past and the present...well, that's both future and past and past and future, isn't it? Fortunately, as inquisitive as Baldric could be...he was attentive to people's moods, and was able to get pretty much what he wanted from the priests and adepts
Most of the time, Baldric was left to himself reading ancient texts or engraving something in the corner or playing a horn to ready the people for a ceremony. Baldric liked people quite a bit, but didn't mind being left alone, because he did enjoy reading, even if he didn't understand everything that he read.
Baldric also learned a bit of alchemy from the adepts of Sapahn. It wasn't their forte, but it wasn't Baldric's either, but it was still something that Baldric enjoyed understanding. Well, mostly understanding. One day, Baldric was experimenting in the alchemical lab when he mixed something a bit too quickly and under a bit too much heat and a bit of an explosion occurred sending poor Baldric flying against the back wall. The alchemical lab was filled with a strange smoke and Baldric entered a dream state.
In this dream state, Baldric was met by archons from another world, Jenny, Peter and David, who were a bit humanoid, although they seemed to be two-dimensional, not just in how they talked, but really two-dimensional. They all were worried about Baldric and whether he was ok from the explosion, and if there was anything they could do to help. Baldric was truly taken back and bewildered, but truly enjoyed this glimpse into another world. As it turned out, Jenny, Peter and David wandered the world fighting demons wherever they found them, and that Baldric should, too!. As the vision began to fade, Jenny, Peter and David waved to Baldric and said "Goodbye Richardson, Goodbye!"
Baldric immediately changed his name and perspective. For now on, Baldric would be known as 'Baldric Richardson', the traveler, the demon slayer, the partner to Jenny, Peter and David. 
As likable as Baldric was at times, the elders of the Deep thought it best if Baldric did go and wander. They did not know what would befall this relatively young dwarf, but he would be best in the outside world; and Baldric thought so, too. 
Baldric also found that since the explosion and vision, he had been given certain bizarre powers - magical powers that he had never exhibited before. The first power that he ever received from this strange world was the ability of Unseen Servant, which Baldric often refers to the servant as either Jenny, Peter or David. Baldric gets momentary visions still, and with them come new abilities granted by the Archons of Richardson. Baldric now wanders the world to understand more of what's there and what Jenny, Peter or David might need. The Archons are thirsty for our world! And like the other Archons, Baldric gives no sanctuary to fiends.
==== Traits, Ideals, Bonds, Flaws ====
* I'm driven by a wanderlust that led me away from home.
* The search for understanding of the world, is my ultimate goal.
* Understand and protect the ones around you the most.  At least until you move on.
* I ignore insults warnings and threats as if they were never spoken.
* I can't stop asking questions.
==== Worship ====
The Archons of Richardson are truly the focus of Baldric Richardson, but he does tolerate his own worship of a few of the deities of Eirethune....
===== Sapahn - Lord of Conscience and Remembrance =====
Sapahn is the understanding of the past.  Mata might focus on all knowledge.  Apasta might reflect upon the past.  Sapahn is reverent retrospection – the knowledge of all that has happened to contribute to what we are today.  Those rooted in their culture, those who recognize the importance of all things that contributed to the construction of the present, these are the worshipers of Sapahn.   Seeking the past and what all that could have created a situation, these are actions which Sapahn would mostly assist with.
===== Lasipa - Mistress of the Sun and Moon =====
Lasipa is truly about the passage of sun and moon.  Lasipa worshipers tend to be travelers or those who feel compulsion to move and change themselves.  It is quite common for explorers and pathfinders to worship Lasipa.  Seeking the unknown, finding new trails, even working in areas in which one is uncomfortable – these are the domains of Lasipa.  Being lost is not a problem for a believer of Lasipa, because they will be able to find something they had not seen or known before.
----
=== Gordain Trund (Male Dwarven Ranger) ===
(pronounced: GOR-dain TRUND)
==== Background ====
Gordain Trund was born in the Halls of the Coten Dwarves in Angleside. This large community of dwarves served as a fine home for Gordain for many years. His parent, Durn and Lida, worked hard, Durn as a miner, and Lida as a jeweler. Gordain learned the basics of their trade, but he wanted something more. His parents were proud when Gordain was allowed to train with the Hall Guards, and even more proud when it came time for appointment. Gorgain showed great promise and was appointed to the merchant guard to start his service and also to gain insight in the world around. Initially, Gordain had little care about investigating the outside world. He had certainly heard many tales of the various nations and peoples of the world, but to him it was mostly just tales. It would take only a brief trip to Catan to open Gordain's eyes.
The merchant train with which Gordain had been assigned was carrying tapestries and fine jewelry meant for a merchant in Catan, Aldos Ritchie. Aldos knew there was a meeting coming up between some of the nobles responsible for north-south trade between Angleside and Bavarin, and he wanted to make sure that he got a unique assortment of Coten Dwarf wares for them to see. Aldos requested that the merchant caravan remain outside of Catan until a day before the meeting. All was going well and Aldos had contacted a few of the local nobility, indicating that he could bring his wares wherever was needed. The plan was to have the Catan nobles visit first and check out the wares to see whether their quality would suit the clientele. 
Unfortunately, that plan went awry. Instead of a procession of nobles arriving, the merchant train was confronted with a single noble, Lord Azmin Drenchers, and his mage, a necromancer named Ulturian Raag. Lord Drenchers looked over the wares and decided that he would take the whole loot, but with no payment being included. Aldos was confused for knew of House Drenchers and their decent reputation. However, he did not realize that this Lord Drenchers was a reanimated corpse of a previous Lord of the House brought into being by Ulturian Raag. The dead Azmin Drenchers killed Aldos almost immediately, without any of the guards present to have a chance to protect him. Then the undead arose and a fight between the guards and these animated creations of Ulturian Raag commenced.
While the fighting continued, the necromancer had the wares he was most interested in taken away. A few of the guards attempted to stop him, but they were cut down swiftly by the nefarious mage. Gordain was fighting zombies and some other risen creatures, but he could do nothing but try to hold on for his own life. With the loot taken away, Ulturian Raag departed, leaving his undead creations to fight off the guards or cease their horrible existences trying.
Gordain and two other guards survived the fight. A few of the wares had been saved, but poor Aldos was dead and gone. Gordain didn't know what to do. He felt he was ashamed of his work, but knew there was no way he could have defeated the necromancer. The other guards were also dismayed and needed to recover before heading back to the Halls, so they all decided they would tell their story to the city guard in Catan, and stay a night or two before returning to the Halls. 
The city guard had heard of this horrible necromancer, but knew not of his general location. They also spoke with the current Lord Drenchers and it was revealed that the body of the previous Lord Drenchers was taken without his knowing. "What kind of imbecile lets their father's body be taken by a necromancer?!?!", thought Gordain. "Madness". Gordain stayed in the inn a couple days, or at least what seemed like a couple of days for his drinking had gotten quite excessive. When he came out of the daze, the other guards had already left, but Gordain decided not to follow. Gordain's first encounter with the world outside the Halls was tragic, yes, but it was also amazing. What in the world would he do if he went back? They might not even let him be a guard any longer. Gordain was not ready for that. Gordain was, however, ready to explore the world. And if the world showed him a path for where this necromancer was hiding, perhaps he would seek it out...when he had the skills to truly take care of him.
==== Traits, Ideals, Bonds, Flaws ====
* I'm driven by a wanderlust that drove me from home.
* I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
* Life is like the seasons, in constant change, and we must change with it.
* I am too enamored of ale, wine, and other intoxicants.
* I go out of my way to kill Undead.
* If I find that necromancer, I'm going to kill him once and for all.
==== Worship ====
There are a few deities that Gordain worships:
===== Sapayo - Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
===== Sapahn - Lord of Conscience and Remembrance =====
Sapahn is the understanding of the past.  Mata might focus on all knowledge.  Apasta might reflect upon the past.  Sapahn is reverent retrospection – the knowledge of all that has happened to contribute to what we are today.  Those rooted in their culture, those who recognize the importance of all things that contributed to the construction of the present, these are the worshipers of Sapahn.   Seeking the past and what all that could have created a situation, these are actions which Sapahn would mostly assist with.
===== Lasipa - Mistress of the Sun and Moon =====
Lasipa is truly about the passage of sun and moon.  Lasipa worshipers tend to be travelers or those who feel compulsion to move and change themselves.  It is quite common for explorers and pathfinders to worship Lasipa.  Seeking the unknown, finding new trails, even working in areas in which one is uncomfortable – these are the domains of Lasipa.  Being lost is not a problem for a believer of Lasipa, because they will be able to find something they had not seen or known before.
----
=== Ka Ka Ree (Male Kenku Rogue) ===
==== Background ====
Ka Ka Ree grew up in the Athro Wood, only 100 miles east of Banor in Bavarin. The humans in the Mote and the Marches were aware of the Kenku presence in the wood, but they rarely interacted. The settlement that Ka Ka Ree was part of was very insular and private, although also very protective of its own. They never crossed the Bavarin citizens that they did run into, even though there merchant trains were tempting at times. It's possible their settlement might have obtained a few things here and there when times were tough, but nothing that would put out those from which the goods were taken. Hunters from the villages outside of Taitronen and Banor would ever engage Ka Ka Ree's settlement at times for information about what was brewing in the wood, for the Kenku knew much of what was going on and what places to avoid when something destructive was stirring.
Ka Ka Ree and his father would hunt at times, and from the very beginning, Ka Ka Ree's father, Kaw Ka La, knew his son would excel at it. He could climb, hide, even track at times, but his aim was better than his father's. For the first couple years, they would hunt in the normal circles, but Kaw Ka La wanted to make sure his son received more understanding of the wood, and the world.
The year after Ka Ka Ree's mother died from the plague, Kaw Ka La decided to take his son far to the south. There would be good hunting anywhere along the way, but Kaw Ka La knew there were more monstrous creatures in the deep wood that they could probably see, and escape from given their careful practice and honed abilities. The two investigated an Ogre lair, and even a camp of Trolls, but the best lair they scouted out was that of a pair of Chimera. For a few moments, there was a sense that the Chimera suspected they were there, but their careful stealth and Kaw Ka La's excellent mimicry kept the pair away from the beasts without having to escape a dread situation. The venture was excellent, and the bonds between the two grew even stronger than they had been.
The two continued their journey south, crossing the River of Gwaith near a cataract not far from the Amser Hills. They climbed further into the mountains and beheld griffons and even a griffon nest, where they left an offering. These Kenku would often leave kind and appropriate offerings to any of the great flying creatures, in deference to their beautiful grant of flight. When descending along the Darlun River, the two heard some sounds they had never heard before - a strange flapping sound immediately followed by a large splash, and then some sort of water movement. The two were atop a cataract, moving down, and they peered over the top and were amazed at what they saw. There were humanoids, part fish, but with bat-like wings playing in the large pool at the bottom of the falls. The two lay carefully still, listening and watching 3 of these creatures, known as Fensoar, playing in the water. They were mesmerized by these strange creatures, so much so that they did not noticed until too late that a 4th Fensoar swooped down and grabbed Kaw Ka La and then dropped him about the pool they were in. Kaw Ka La dropped, but slammed into one of the stones just near the edge of the pool -- all of the Fensoar gasped. Ka Ka Ree gasped as well, and then ran off into the woods and hid as deeply as he could. Although he was crushed by the loss of his father, he also believed that these Fensoar had no idea that his own kind could not fly. Maybe they had never seen Kenku before. Ka Ka Ree had never seen Fensoar before. Neverttheless, the Fensoar did not pursue Ka Ka Ree, nor did Ka Ka Ree pursue them. Ka Ka Ree waited and watched the pool for several hours and nothing stirred. Eventually he gained the courage to go to his father's broken body and pull it out of the pool. He washed his father's feathers and dragged him to the base of the largest tree he could find. He prayed to Esada, whispered the Oath of the Wingless and buried his father beneath the leaves.
Ka Ka Ree had no where really to go. The world was amazing as his father had always wanted Ka Ka Ree to see. Perhaps it was time for him to go it alone and go beyond the woods in which he had always lived. He followed the Darlun River to the main road to Sadav and met up with a couple hunters who were heading to the city of Sadav, and had actually met Kenku before. They were good companions and when they reached the city, they departed friends, and now Ka Ka Ree was truly on his own to discover and venture wherever he needed to go.
==== Traits, Ideals, Bonds, Flaws ====
* I begin or end my day with small traditional rituals that are unfamiliar to those around me.
* I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
* I'm far from home, and everything is strange and wonderful!
* I'm fascinated by the beauty and wonder of this new land.
* I have a weakness for the new intoxicants and other pleasures of this land.
==== Worship ====
Ka Ka Ree worships the following deities:
===== Sapahn - Lord of Conscience and Remembrance =====
Sapahn is the understanding of the past.  Mata might focus on all knowledge.  Apasta might reflect upon the past.  Sapahn is reverent retrospection – the knowledge of all that has happened to contribute to what we are today.  Those rooted in their culture, those who recognize the importance of all things that contributed to the construction of the present, these are the worshipers of Sapahn.   Seeking the past and what all that could have created a situation, these are actions which Sapahn would mostly assist with.
===== Sapayo - Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
===== Esada - Mistress of Spirits =====
All around us are forces and entities which build our world.  The spirit of all what we perceive, the forces and entities around us, that is the domain of Esada.  When one recognizes patterns in the natural world, these spirits are the dominion of Esada.  Esada also governs forces that exist beyond life, if they are reflections or echoes of what was.  Esada and Girkahd are often associated with each other, but they are almost opposites.  Girkahd holds dominion over that which attempts to disrupt, whereas Esada holds dominion over those which are part of what exists or has existed.
----
=== Lance Windstar (Male Half-Orc Bard) ===
==== Background ====
Born Urbub Thronk, Lance grew up in the Mote amidst a tribe of orcs living along the River of Gwaith, some 80 miles north of the town of Taitronen in Bavarin. Noorg and Zahnsha were Urbub's parents although they pretty much left him to the tribe for training as soon as he could hold a spear. Hunting and clan warfare was the center of tribe living in the Mote, and Urbub was to grow up and contribute to the clan like all of the other colts in the tribe. The leader of the clan, Gor Argark, was actually relatively smart as far as Mote clan chiefs came. His tribe had a very defensible position, but it could also provide food fairly easy, even in times of war. The clan also had learned a great deal about improved fletching and smithing, even without relying on stealing weapons from other sources. Still, the civilized settlements in Bavarin proved to be great source of equipment for the clan, and so the clan would often raid small settlements or the extremely brave merchant who would venture towards the South Chwaer Plain.
Gor Argark was very attentive to his new recruits as well. There were many fine fighters in Urbub's class of fighters, but Urbub was definitely not one of them. On the other hand, Gor Argark did notice how stealthy and dexterous the young orc was. With that in mind, Gor assigned Urbub to one of his scout details that was assigned to go down, deep into the Athro Plains and see what they could find.
What the scouting party would find, however, would change Urbub's life forever. There was a relatively large merchant train heading out from Taitronen south to Katorba. The train had many different vendors and supplies and the orc Scout commander, Nonx, was quite excited. There would be plenty of weapons and armor and all sorts of supplies that they could get their hands on if they were careful enough. There were even orcs in the merchant train so it wouldn't be that hard to fit in, if they could get some clothes that were a bit more like what the merchants were wearing. The first job was to seek out these clothes. Each of the scouts would go and try to find a wagon that wasn't rich enough to have many guards, but at least partially supplied to have some sort of clothes to be worn. Each of the scouts went out, but Urbub heard sounds and music and laughter coming from a ring of wagons. His one fond memory of his mother, Zahnsha, was her singing a clan war song to him when he was trying to sleep as a baby. Yet the voices in this camp completely amazed young Urbub. 
Urbub spent minutes just watching the performance of jugglers and dancers and singers and musicians and was completely entranced. He wept and he didn't even know why. When one of the orcs came and signaled Urbub to get going and get some clothes, Urbub reluctantly left the musical circle and entered one of the nearby wagons to see what he could find, lightly humming the songs from the circle, so as to perhaps seem more like a fellow traveler than a robber (at least in Urbub's mind). The first chest of clothes that he opened had but one item in it. A glorious hat.
The tears streamed down Urbub's face as he slowly pulled out the hat, stared at it and placed it on his head. "You shall never leave me."
Urbub found some other clothes that relatively matched his hat and completely lost track of his mission. This was where Urbub should be and who he should be. When he left the wagon, he walked proudly by calmly along the train, eventually walking straight into it, amidst the other travelers with complete confidence and honest comfort. At one point, one of the guards looked at Urbub with some uncertainty, but Urbub just smiled back and hummed the tune that he had heard back in the circle. The guard raised his lance, smiled and Urbub, that is Lance, was on his way.
Lance never looked back. He left the train and headed for nearby Taitronen, which could be seen in the distance. Lance had some other items that he had taken from the train that supplied him with enough money for the present, but he knew he needed to find other ways to make money. Because this entire change in his life had come from the musical circle, Lance went to the main market in Taitronen and bought himself a pan-flute. There had been rudimentary pan-flutes in his clan home, but this one was special...something Lance could learn and grow with...and entertain those around him so they could see beyond his clan marks, his tusked mouth and green skin.
Lance worked on his music and visited taverns wherever music was played to learn as much as he could, and to play along if the musicians allowed him to. Lance headed west, away from his lands and into the heart of Bavarin. Seeking the bright lights of the big city and enjoying the exciting world that this nation had to offer without the notion of clan warfare anywhere in sight.
==== Traits, Ideals, Bonds, Flaws ====
* When I come to a place, I love to collect local rumors and spread gossip.
* Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
* Art should reflect the soul; it should come from within and reveal who we really are. 
* My instrument is my most treasured possession, and it reminds me that playing alone is inferior to playing for those who I am with.
* I am a sucker for a pretty face.
* There is no chance I will be without my hat.
==== Worship ====
Lance worships the following deities:
===== Apasta - Lord of Song and Dance =====
Creative reflection of the events and entities of the real are the domain of Apasta.  Whereas Mardank would be a creation apart from reality, Apasta is more rooted in past experience.  Artists, minstrels, and many of the creative arts are followers of Apasta, but also anyone who sees a reflection of their past or of a perceived reality falls under the dominion of Apasta.
===== Lasipa - Mistress of the Sun and Moon =====
Lasipa is truly about the passage of sun and moon.  Lasipa worshipers tend to be travelers or those who feel compulsion to move and change themselves.  It is quite common for explorers and pathfinders to worship Lasipa.  Seeking the unknown, finding new trails, even working in areas in which one is uncomfortable – these are the domains of Lasipa.  Being lost is not a problem for a believer of Lasipa, because they will be able to find something they had not seen or known before.
===== Sapayo - Mistress of Games and Hunting =====
Sapayo is extremely common with gamblers and hunters, but anyone who pits themselves against something in a common environment, especially in a one-on-one or one-on-many setting will find home with Sapayo.   Sapayo will certainly approve of anyone seeking advantage in a disadvantageous situation, not really a situation where all is lost, but where you actively strive to be in that situation.  Rangers commonly worship Sapayo and one or all of the Guardian Gods.
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=== Myrnyn Thanduir (Male Wood Elf Wizard) ===
==== (pronounced: MEER-nin THAND-weer) ====
==== Background ====
Myrnyn Thanduir was born to a pair of wood elves living in the small hamlet of Woodheart, deep in the Ysgol wood, on the main road between the cities of Dobrize and Banor. Life is strange in Woodheart. There is always a constant stream of travelers, but no one stays more than a single day, no matter what origin, destination, race or religion. That allowed the people of Woodheart to serve the travelers without attachment. There were also raids from the many orc clans and bandit camps present in the Ysgol Wood, but none would bother too much, mostly because of the importance of the road between the cities. No problem lasted long in Woodheart.
Atherya, Myrnyn's mother, felt the detachment from the travelers and looked for beauty in the wood. She would take Myrnyn a few hours into the deep wood and they would find a copse or stream or even rock and just sit staring at it and feeling it. Or at least Atherya did. Myrnyn wanted to as well, but he felt more like sharing and recording the experience rather than anything. Atherya sensed this and she obtained for him, a set of papers, ink and quill, and some canvas, an easel, pigments and brush. Myrnyn took to both of them at once. No matter where he went on his brief trips with Atherya, he would spend time capturing the location, preserving it for others, even if he could remember it fairly well.
In Woodheart, Atherya did sell some special wood elven tapestries to the travelers. Honestly, they were of reasonable quality, but the sales pitch was better. However, Myrnyn's work was quite good in comparison. One day, when a traveler came to their stand to view Atherya's work, they caught a glimpse of one of the more interesting images that Myrnyn had done and desired an explanation. Myrnyn looked and saw that it was just a relatively simple view of a nearby stream that he and his mother had been many times and didn't know what to say. He tried to explain very slowly that it was a stream, but yet the traveler wanted more explanation. Myrnyn tried to explain even..more...slowly...and used...single...syllable...words, and either the traveler lost their patience, or it was enough, for they bought the painting right then and there. Myrnyn just laughed and decided how stupid people were everywhere.
That thought stuck in his mind. He loved his little home in the woods, but there was something more that he wanted. He wanted to see and paint more. He wanted to know more things and paint those, too. There must be more in the world and the world was ready to take him in.
One of the purchasers of his paintings was a priest and wizard on a pilgrimage to the Temple of Mata in Fathe Nun. This buyer strangely seemed relatively intelligent - so strange for a common traveler. Yet Myrnyn was intrigued. When the buyer told him he should visit some day, Myrnyn contemplated the quest.
Finally, he decided that it really was time to go. He packed his painting gear and wanted to see this temple and find out what it was all about. He said his goodbyes and traveled to Fathe Nun on the next caravan out. 
When he got to Fathe Nun, he was amazed that it actually contained people he could talk to. People who knew answers that made sense. People who may even know a few things that, dare he say, it might take Myrnyn a bit of time to figure out. This was a good place. Myrnyn would spend a bit of time learning here, and then maybe go out and paint the world. Yes. That sounded like a grand idea.
==== Traits, Ideals, Bonds, Flaws ====
* I'm willing to listen to every side of an argument before I make my own judgment.
* I… speak… slowly… when talking… to idiots,… which… almost… everyone… is… compared… to me.
* What is beautiful points us beyond itself toward what is true.
* I work to expand the works of knowledge in as many ways as I can.
* I sometimes have to paint a scene to make sure I remember it correctly.
==== Worship ====
===== Mata - Lord of Knowledge and Magic =====
Mata is the great consumer of knowledge.  All seeking more understanding, all who attenuate ignorance, these are the worshipers of Mata.  The understanding of how the world is held together is the principle focus of worshipers of Mata.   The greatest libraries in the world are the largest temples of Mata.  Communication and proliferation of knowledge is a significant trait for the followers of Mata.  That being said, the information present in the libraries is still a privilege, because the commitment of the reader should be well-understood, in case the reader’s intent is to conceal or distort the abilities or facts present in the knowledge.
===== Apasta - Lord of Song and Dance =====
Creative reflection of the events and entities of the real are the domain of Apasta.  Whereas Mardank would be a creation apart from reality, Apasta is more rooted in past experience.  Artists, minstrels, and many of the creative arts are followers of Apasta, but also anyone who sees a reflection of their past or of a perceived reality falls under the dominion of Apasta.
Category:Campaign