Alcanor History

= Character History: =
 
Quiet, refined and eloquent, trained in the arts of high society. 
Reserved and patient, adamant hunter. He doesn't mind doing dirty work, 
nor getting his own two hands dirty. Believes in the necessity of evil, 
of doing what needs to be done. Alcanor will not hesitate to kill any 
who disrespect him or those he feels kinship towards. Al loves to 
interrogate people, especially when he is able to use pain to garner 
information. He aspires to be an Inquisitor or powerful Necromancer, 
though secretly, and hopefully, wishes to one day become a Lich. At 
times, seems entirely devoid of empathy and emotion, mainly in times of 
interrogation or when he deems it neccesary to live rather than die. 
Keeps quiet about his past, and does not trust very easily, suspicious 
of certain types of people. Al worships the evil god of Chaos (Daggon),
 and takes time to make an offering/prayer. Alcanor harbors a great 
dislike for law abiding citizens, especially witch hunters and paladins.
 Relies upon betrayal and defection to stay alive, and especially likes 
taking hostages. Loves the outdoors, paramount of all is hunting, 
followed by fishing. He sees no real right nor wrong, only what needs to
 be done, regardless of the consequeces. Alcanor might serve a powerful 
necromancer or mage, as he does aspire to always gain even more power. 
One weakness that he can not help, is his need to pray to his god Chaos (Daggon).
As of recent events, Alcanor showed his true colors. Sent upon "a wild 
goose chase" in his eyes by his mother. At the onset, he set foward, 
under the guise of a hunting trip, traveling towards the newly conquered
 territories of the Rynith Empire. Many a day passed with little to 
speak of, if anything at all. A flock of birds flying south at an odd 
time, a relative lack of wildlife, and a strange sense of... quiet. 
Alcanor mirthed at this foolish errand, having been sent on some 
exploratory hunt for the undead, for those that his dear sister had come
 into contact with. As mild annoyance began to sent in, he came across a
 group of travelers, of... well armed free lancers in his eyes.
So he played his part, the traveling hunter. Bored, tired, and in need 
of company. And like fools, they took him in. Though, of course, they 
had their suspicions. Alcanor began to travel with them, learning what 
he could from them, and taking notes. From what his sister had related, 
these were indeed the people that she had met, and called friends. He 
watched them closely, making sure to keep low. Rarely did he fight, not 
wishing to show the extent of the evil that burned in his heart and 
soul. 
The group came upon a small settlement, and began to delve into the 
troubles that affected the area. Alcanor, found the situation to be 
rather amusing. These people, if one could call them that, were little 
more than sheep, happily awaiting slaughter. They spoke of some... 
watcher, a grand protecter who was there for them and kept them safe. 
They acted like scared rats, hiding out in a partially sunken ship. 
Alcanor chose to stay silent, merely watching the procedings of the 
group leaders. Here and there, he would notice a relatively decent 
person, but for the most part, little more than country bumpkins. 
His real side ache came from the witch hunter, that dammned fanatical 
Light worshipper. Svar, Svar could see right through him, but perhaps 
something stayed his hand. A hand of luck, of "divine" grace. He tried 
to avoid the Witchmueller for the most part, only speaking his mind when
 the group came to him for insight into the profane. Into evil, as it 
would seem. He helped them only out of mutual neccesity, to survive 
himself. Much conflict still arose, including a now ever present scar 
that resides on his right palm, "lovingly" gifted to him from Svar.
With the progression time, Alcanor acted more and more for himself. From
 stealing sacred artifacts neccesary to a ritual, to simply trying to 
sell out a turn coat. The Dark Lady, or whomever she was, had power to 
offer, and he glady accepted the mission to gain it. Alcanor seethed 
with vicious joy as he stole the items, knowing all too well he would be
 jepordizing the lives of the pathetic refugees. 
He kept a low profile, sticking to the shadows, making it seem like he 
were innocent, that he had just as much to lose as everyone else. 
Though, he did have to tip his hat to the dark forces at work. Poisoning
 the food, using the people as hosts... deliciously evil, even though 
the pain itself was wracking, like having magma in your stomach. At the 
final battle, Alcanor finally played his hand. Upon slaying a warder, of
 course, with help from others, he raised the fallen fool as an undead 
minion, the truest perversion to any creature, but more so an elf. 
Daggon, if he were watching, would have amused at this. Alcanor used his
 new minion to attack his once allies, siding with the dark creatures of
 the Badlands, but, seeing that things could turn just as well, took his
 leave, leaving his new-found allies to their fate.
He ran to the hill behind the encampment, taking time to recollect 
himself, and to plan out his next course of action. While he stood 
there, a member of Urthen forces appeared from thin air. He was 
clapping, amused and what it seam, rather impressed. The officer, 
smiling, offered an out, and a position, a new... freedom. Alcanor took 
it, taking this chance to increase his power, to become even more 
skilled in his dark arts. The officer placed his hand upon Alcanor's 
shoulder, and in a flash of earth and soil, they were underground in a 
tunnel system. Then a flash of light, followed by another, a 
teleportation spell. And thus began the long journey to his new home, 
Urth.