Refugee From Darkness (PWH)

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: " have seen the horrors of the Abyss. I I have seen the torture inflicted upon those trapped on Baator. The harsh landscape of Gehenna, the prison of Carceri, and the oppressive dread of the Gray Waste—these have been my life until recently. I've escaped and I'm not going back."
Despite the horrifying nature of the Lower Planes and their associated gate-towns, people are nevertheless forced to live there. Even in the heart of the Abyss or equally terrible places, folks try to eke out an existence. Faced with fiends and other monsters, unhealthy conditions, and an oppressively evil atmosphere pervading everything, those who can attempt to leave. Those who make it to Sigil or other spots of safety (or at least neutrality) are often half-barmy and always scarred.
BACKGROUND: The refugee from darkness has been through insufferable torment. He's grown up in an environment like Torch, Plague-Mort, or Ribcage, or he's been trapped on one of the Lower Planes while on an adventure or mission. Perhaps he's a character kidnaped from the Prime who's just recently fought his way out of one of the Lower Planes and made it to the safety of Sigil through a portal. These nonevil characters resisted the urge to join the forces of darkness, and paid dearly for it.
Though any race can be a refugee from darkness, tieflings have most often been raised in a place of evil. An aasimar in this position has probably been horribly tortured and barely escaped alive. Humans and other races fall somewhere in between, having almost certainly been treated badly, but not necessarily only due to their race.
CHARACTER: These poor souls, while knowledgeable about evil places, are emotionally and sometimes even physically scarred by the experience. They are notoriously hardedged, slightly paranoid, and untrusting. Having spent so much time in the bosom of ultimate evil, it's difficult to have a good attitude about life or other folks. Within the lands of evil, there isn't much call for skills other than killing and destruction, so those who have spent time there often know little else. They may simply want to use these hard-won abilities. Other goals may be gaining vengeance upon those who tormented them in the dark place they escaped from, or perhaps revenge on those who sent them there. On the other hand, these characters may never want to return to these places again.
ROLE-PLAYING: Though not evil themselves, refugees from darkness have been hardened and toughened by all they've seen and experienced. It may take a lot to befriend a character like this, for they're not likely to be sociable or open in any manner.