Faerl'colbauth

Stormreach Wayfinders

## Hooks

— Faerl helped save some Wayfinders in Stormreach from Sulatar. The Wayfinders may feel indebted, the Sulatar may feel very less so…

— She has an odd and (as far as she knows) unique brand of magic that allows her to traverse through Xen'drik more efficiently.

— Her work in Stormreach gained her a reputation as someone who follows the letter of the law, not its spirit. (And one who slipped through every loophole)

— Faerl's reason for demanding passage to Sharn are as of yet unexplained. They're meant to act as a hook for DMs or others to work with me on. More information on possible explanations can be found in **secrets.**

— Her dream of the six-fingered woman is along the same lines. So far, Faerl is under the impression that her dream was a prophetic one, given to her by the Scorpion.

— Her tribe is called *Ahkkyorl*, or crudely translated in Khorvaric as the Watchers. Their traditions and culture are not yet decided. I'd be open to a DM owning more details of the tribe!

## Appearance

Faerl'colbauth is a slight dark elf, with willowy limbs and an odd, fluid, way of walking. Her skin is a purplish bruise color and her cropped hair is the color of panther fur. Her eyes, almond-shaped, are vibrant red with very little whites. In low light they glow, like a predator’s eyes.

She carries with her a pendant of a Jeweled Venom wasp encased in clear sap. Recognizing its unique value due to the wasp's rarity, Faerl polished the stone and turned it into large pendant. It's one of the scant few personal items she took from Xen'drik.

Faerl'colbauth has various scars on her face, across her body, crisscrossing her limbs. None matter so much as her scorpion sign—a tribalistic tattoo made of magical white ink that spans the whole of her back. She received it in a special ritual, and shows it to no one. Occasionally, the scorpion hisses wisdom to her.

She always obeys.

## History

Born to a tribe of Vulkoori, whatever Faerl'colbauth's name was before doesn't matter. As she grew into adulthood, the woman spent decades studying the mysteries hidden in the jungles and exploring the ruins of ancient temples dedicated to the long dead giants. She learned and her magic grew. Soon, she developed a secret pathfinding sense—not through survivalism, but through magic itself. This allowed her to somewhat reliably traverse through Xen'drik, something that the Wayfinders Foundation at Stormreach noticed.

She was invited to join (after proving she had earned it) and, intrigued by the exclusivity, she started her career as a Wayfinder. She worked there for a time, gaining a reputation as someone to never eff with. Until, one day, she laid down an ultimatum at the Foundation's feet. Help her move to Sharn and allow her to work out of that branch, or she'll leave to join Death's Gate. Not wanting to lose her to another exploration organization, the Foundation stamped the correct papers and helped the Drow settle into her new life in the big city.

### The Last War

As a native to Xen’drik, Faerl is removed from the tensions of the Last War. Generally, she seems to be a mixture of confused and amused by it. Her basic belief about war is that strife allows people to reach new heights. While she doesn't court a traditional sense of warfare, she does enjoy fighting and testing her strength and wits.

### Invitation

Faerl's invitation came when she literally turned the corner and found a group of Stormreach Wayfinders in the process of dying to Sulatar. The Drow helped the Wayfinders after they promised to pay her in trinkets and novelties from Khorvaire. She agreed readily and helped drive off the fire-swallowers.

Afterward, she followed the group back to Stormreach and demanded an invitation. She was told it didn't work that way, so she left, peevish. For an entire fortnight she reappeared on their doorstep, each night bringing some sort of small device or item from a giant's tomb. Eventually the woman brought back enough antiquities equal to an entire mission all on her own.

So, as she returned once again, hauling a giant jewel-encrusted skull from some sort of ossuary, she was formally invited to join the Wayfinders.

### Experience

Raised in the ever shifting land of Xen'drik, Faerl was born to be an explorer. She's developed a way to semi-reliably navigate the continent even with the Traveler's Curse, making her extremely useful to any expedition. Beyond her pathfinding abilities, Faerl can and likes to fight, using her unique insight into the ancient magic of the giants to warp reality around her.

### Motivation

"Existence is the struggle to exist." Faerl'colbauth's mantra tells on her motivations. The woman seeks a challenge in all things. She also wishes to steal new magic and grow her own power.

### Future Goals

Focusing on the future is a waste of time. If there were some goal that she wanted to accomplish, Faerl would simply make it so without hesitation. Instead, she devotes herself to the here-and-now, allowing life to surprise and challenge her.

### Enemies

The six fingered woman. Faerl has a reoccurring dream occasionally of a faceless woman with six fingers grabbing at a scorpion, crushing it in her fist. The insect stings her hand, over and over. As the woman dies to the venom, the scorpion dies as well. She knows she'll both kill and be killed by this woman.

### Secrets

Unknown to Faerl'colbauth herself, there is another her. Either she is, or she made, a tulpa—a thoughtform made real. How this happened or why is a mystery.

## Personality

Haughty, sardonic, but with a dry wit Faerl knows how she's likely viewed by others—especially other elves. She holds close her ties to Xen'drik, more the land than the people. Her favorite pastime is wandering the dangerous areas of the city at night.

### Spiritual Beliefs

Faerl'colbauth believes in harsh gods that teach necessary lessons. She's learned how to survive in hardship thanks to the cruelty of the jungle. Of the various animal totems her clan and all Vulkoori recognize, she claims allegiance to three:

**The Scorpion**

The Scorpion is Vulkoor, who teaches cunning. Faerl'colbauth leans how to live on her wits due to the lessons the Scorpion teaches.

**The Wasp**

The Wasp is Quarvalsharess, who teaches aggression. Through the lessons of the Wasp Faerl learns how to strike, fast, and continue striking until her enemy is absolutely overwhelmed.

**The Spider**

The Spider is Ilharessen, who teaches patience. Although Faerl tries to learn from the Spider, her lessons are the harshest. Any hurt, physical or emotional is caused by the Spider, meant to test her followers with tragedy so they learn to rise to any challenge.

## Completed Missions

### Fear the Skies

Faerl'colbauth trailed along on a mission for the Silver Flame to kill a dragon. In doing so she made a deal with a hag, Sora Zharava for an item of power. The Shard of Eldest Lore, an Eberron shard surrounded by a cloud of glyphs, now serves as her new spellbook. For this, she was marked by the hag on her palm. And she owes her seven souls, delivery TBD.

## Crunch

### XP & Gold Log

*This transaction list must include all finished expeditions and the gold/XP earned for each, as well as all expenditures (what you bought and for how much).*

### Inventory

* Rapier
* Mage armor spell scrolls are fluffed as a large bead set inside a metal bracelet (45/45)
* Ring of Fire Resistance
	+ You have resistance to one damage type while wearing this ring.
* Boots of Speed
	+ While you wear these boots, you can use a Bonus Action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest

### Character Sheet

* Link to character sheet: https://drive.google.com/file/d/1xDKNyABxgMQW6q\_0247td11aDiMDxBui/view?usp=sharing