Finnick

## Overview

Finnick Matago is a rabbitfolk warlock hailing from the Feywilds. He has a familiar called Ferrin (nicknamed Rin) and is often seen practicing card tricks. With an unfortunate past and a bit of a gambling problem, he's just trying to get by.

### Relatives

Cale (brother), Mina (mother), Andrei (father), Magna (matriach)

## Appearance

Finnick is a 5'1 rabbitfolk with large, upright ears. His fur is short with a black and tan coloration, like that of a Belgian Hare. It is also of note that his hands are covered in gold fur that reflects light just like the polished metal.

He usually keeps himself tidy, typically wearing a nice (but worn) vest and a large brown coat with the sleeves rolled up to the elbows. Finnick also sometimes wears a cloaks of various styles. He is rarely seen without an ornate blue lantern hooked onto his belt at the hip.

Finnick does not seem to be armed with anything more substantial than a dagger, and does not carry a spellbook either. In battle he (reluctantly) wears studded leather armour and casts using his lantern. If you are ever in a situation where you would see him shirtless, a large scar is apparent on his chest and back, sitting above his heart. Any other scars are hidden under his fur.

## Backstory

Finnick grew up in the Feywilds, but made a bad bet that resulted in him being stuck in the material plane. A further series of bad choices wound up with him being in a warlock pact with a Djinni, and he eventually joins the Second Chance Society where he has been living and adventuring ever since.

**Warning:** **These sections contain spoilers for Finnick's past. The main points have been revealed in rp but if you wish to find out in character instead, you can!**

##### Childhood

Baby Finnick in the Feywilds

Finnick was born under the name Armello and grew up in the Feywilds in a small community of rabbitfolk. His father, Andrei, worked on one of the local farms while his mother Mina was a seamstress. He had an older brother, Cale, though as children both of them spent a lot of time with the other kids in the community. Due to the importance of names in the Feywilds, he often went by Mel, or Tawny.

Armello didn't have any affinity for magic, and wasn't the most agreeable child, putting him at odds with many of the other kids. But he made fast friends with a pale lop rabbitfolk called by Illari (Ari) who was born around the same time. The two were near inseparable, to the point that neither actually know which of them was born first. They talked about leaving one day, and going exploring through the Feywilds. At some point he picked up a few 'magic tricks' (sleight of hand card tricks) out of spite for not having magic himself.

As they grew older however, reality set in. Armello had no interest in farm life, not particularly wanting to work at anything at all. Ari however, was more practical, wanting to stay and work on the farm- a fact that caused a few arguments between them. He got into trouble a few times, and generally felt disgruntled and like a bit of a disappointment.

Everything changed though, when Illari got sick. It was bad, and nothing seemed to be helping. Armello was desperate, so when Magna stated that there was nothing left that could be done, it broke him. He'd heard rumours of a fey court, one where you could play for anything- wealth, memories, tastes or... health. So one day, without saying goodbye for fear that someone would talk him out of it, he left to find the Court of Cards.

##### The Court of Cards

The first big mistake of his life

Armello did find his way to the Court of Cards eventually, hoping to play and win a cure for his dying friend. But good health was valuable, so he knew that he would have to bet something equally valuable to play. He knew the risks, but he was good at card games. With a little luck, everything would turn out alright. It had to. He stepped into the Mad Hatter's tent (one of the archfey of the court), and bet his "Life in the Feywilds" for Illari's health.

And he lost.

Before he had time to comprehend that, he found himself ripped away from the Feywilds, and standing in a dusty gambling den in the Sands with nothing except the clothes on his back. Unfortunately, the nature of Fey deals meant that he could never return, not without enduring a fate worse than death at the hands of the Archivist. He can't return to his family again. And at the time, he couldn't even contact them to explain what happened, that he didn't abandon Illari.

Much later, after he joined the guild, he managed to see his family again with the help of a berry (fae butter) that let him see into the Feywilds, and discovered the extent of his deal. He hadn't just been kicked out of the Feywilds unable to return, someone else had won his 'life'. A Changeling took his name, and his place in the rabbitfolk community. But the Other Armello had also brought a cure with him, for Ari. He also found out later, that his deal barred him from his rightful afterlife in the Dream Plane too. At least the bright side is that his name Armello can never be stolen by a Fey, as it is already in a pact.

##### Time in the Sands

And the second big mistake of his life

Alone, lost in a strange place with nothing, and having just lost everything that matters to him Armello falls into a downward spiral. He falls heavily into gambling and drinking, and survives by cheating at cards, with some small street scams thrown in. He learns about the differences between the Feywilds and the Material Plane the hard way, and is scammed and cheated himself more than a few times. He spent a lot of his time drunk and moved around whenever he was caught. He pushed his luck more and more, playing with dangerous folks and not caring about the consequences, as part of him just wanted it to all end.

This worked for a while, 5 years or so. Up until he finally pushed things too far. He got cocky, and cheated at a game with a very dangerous person; Rosewood. The game was for an ornate looking bottle, just something Armello thought he could hawk off for a bit of coin. The fact that the other players were also definitely cheating didn't matter. He won, and that was the second worst mistake of his life.

You see, Rosewood held a grudge. And that bottle was more than it seemed. He sent thugs to kill the harengon and retrieve the bottle. Armello ran. They toyed with him for a while, letting him know that they were following for several days before they finally caught up.

He would have been killed that night, in a lonely alleyway, far from friends and family. He would have died, if it wasn't for that bottle. See, that bottle housed a Djinni.

As he was bleeding out, he managed to open the bottle and release it. The only thoughts in his head were "I don't want to die," repeated over and over. So that is what the djinni used. For the first wish, his wounds were healed. For the second, the assassins were killed. And for the third... Well, the djinni had an idea that would make dying a lot harder. But it would require something more from Armello... And so his second pact came into being. He would have agreed to anything then, desperate and terrified, but it was a pact none-the-less.

When he had the time to get to his senses again, he ran. He met a priest of Morbeth in the plains, someone he would grow to call a friend (Oriax, who later joined the Second Chance Society). He changed his name a few times, covered his tracks, kept moving and laid low. The experience had made him realize just how much he still wanted to live. So he slowly got used to the new powers granted to him by the djinni, and to his new life indebted to the same. After about a year, the djinni grew bored of him spending his life in hiding, and wanted him to do something grander. And so, choosing the name Finnick Matago, Armello joined the Second Chance Society.

##### After Joining the Second Chance Society

Events in the guild and to present (Arguably the third mistake of his life)

With his new name, Finnick slowly started making friends at the Second Chance Society. Tinker, **Trash** and **Pierre** were among the first, in addition to re-acquainting himself with his good friend Oriax. He quickly became friends with **Slash** too, teaching the young kenku card tricks. Though it was not all smooth sailing. He also made a few less fortunate impressions too, such as making **Anthony** have a breakdown soon after meeting him (He got tired of **Trash** and **Anthony** whispering and pretended that he already knew their secrets). He still feels awful about that one.

For a while, Finnick frequently visited the nearby town of Corr, spending nights gambling and losing a fair bit of coin. One of the guild members who notices, Juniper, was less than impressed. But it didn't stop him. He also occasionally visited the guild under the guise of Sailsbury, a merchant dragonborn, after altering his appearance with the Disguise Self spell. A little anonymity was always nice, though **Slash** saw through it soon enough and identified him, without spilling the secret to the rest of the guild.

One evening, Finnick was walking through the forest alone when he was suddenly attacked and bitten by a wolf. He went into a panic, not dealing well with the smell of blood after his past. Many other guild members rushed to help, healing him but also being rather overwhelming in the process of dragging him to the infirmary. So when he found out that the wolf had not been some random animal, but had instead been druid Doug -a member he had thought to be his friend- Finnick grew very upset and angry. He slipped out of the infirmary that night, shortly before Doug was also brought in (and then woke, and nearly killed the resident doctor, Hal Ethy, but that's another story. Doug had multiple personalities that he was dealing with). The wound also became infected, leaving Finnick bedridden for the best part of a week, though Hal and **Slash** helped nurse him back to health. Eventually, Finnick somewhat reconciled with Doug, when Doug told him about their missing parents, a sentiment that the rabbitfolk could relate to. He was also reassured when he heard Niath talk to Doug.

* When Ratfink first arrived, Finnick witnessed Slash getting agitated and learned about his past.
* Finnick was present when Seymore called the meeting about the infighting, and Trash announced herself as a changeling. The meeting left a sour taste for him and he left the guild for about a week, stayed instead in the forest then travelled to Corr and gambled again.
* Finnick lost a bet to Trash and did a bellydance (full costume and everything) for Trash, Slash, Niath, Tinker and ETH\_4N
* He was traumatised by his mission in s3 from nearly dying so many times. He’s still recovering but has talked about it with both Slash and Trash.
* Finnick found out a lot of information about Tinker’s backstory from talking to Eudyr, a dwarf from Tinker’s past and then Tinker himself. Finnick promised Tinker he would help him get rid of the voice in his head (enchantment magic), and being from the Feywilds, a promise is a huge deal.
* In a conversation with Trash and Teddy, Finnick found out that Hal was a changeling, that there might be a passage back to the Feywilds at the coast, and then explained to them that he might not be able to go back even if there is a passage due to the bet where he lost ‘his life in the Feywilds’.