Kazir Xarmenos

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## Appearance

Donning fine, but simple clothing, which is not unlike a suit, his clothes are black in coloration. He wears a white undershirt below his vest, with a puff tie a slightly less saturated blue than his skin tone. The pockets on his vest are lined with a silk-like material of the same color, as is the liner of his overcoat.

His overcoat has a back length that sits between his buttocks and the back of his knee, which tapers upward towards the front of his coat, where it sits just over the top of his trousers. Upon the lapel of his coat, is pinned a copper brooch of a blank sheet of paper. His Emblem to the God, Oghma.

His vest underneath the coat has the same emblem embroidered onto the left pocket.

His trousers have the same blue lining as his overcoat and vest. His boots are a simple. Leather, with a series of 5 buttons clasping the folds of material together. The folded leather segment at the top of his boot is sandwiched between an exterior strip of leather, and a strip of sturdy fabric sharing the same blue tint as his coat and vest lining.

Kazir has poor eyesight, and as a result, has a several pairs of glasses. One for distance viewing, and another for reading. His hair is black, a medium length at around 4-6 inches, which he keeps up in a small ponytail behind his horns. His hair is also speckled with spots of white, none of which are larger than a small coin.

His horns curve backwards out his temples, curling around his ears and ultimately pointing forward. The high points of his horns are worn and faded, appearing more dark-to-light gray, rather than black, which the rest of his horns are.

His nails are black, and he prefers to keep them well trimmed, rather than letting them interfere with anything he may do. His eyes are pure white, so it’s kinda hard to guess where he is looking directly.

On his right pinkie finger is a silver signet ring. The emblem of which is a rolled scroll, a wreath encircling it from below, with a rose laying perpendicular across the scroll. This emblem is the crest of the family that adopted him.

He also carries with him a chest of things that are vital for his work.

## History

Born, and promptly abandoned, in 385 AED, Kazir spent his early life in an orphanage and on the streets of Faelor on the central continent of Arcadia. He spent a fair portion of this time ridiculed for his hair, which was black and speckled with white, circular patches. Which were no larger than a coin. His eyesight wasn't the greatest either, so that made things a little difficult when things happened off in the distance.

By 392, Kazir was spending a lot of his time around the Lawmasters' Guild, where he was always so intrigued by the colorful individuals that passed through the doors. He actually began to style his tattered clothes after the finely dressed people from the Guild. This led to further ridicule by the other children at the orphanage.

In 395, Hadrian Xarmenos, eldest son to Lord Georg Xarmenos, found Kazir sleeping against the outside wall of the Guild, a torn and battered old book in his hands. Kazir had managed to snag it from the Guilds' refuse bins. Out of empathy, Hadrian took Kazir back to his family's manor, where Georg and his wife, Emelka, would soon adopt him, granting Kazir the surname of Xarmenos.

In the following years, Kazir and Hadrian would continue to visit the Lawmasters' Guild, with Hadrian graduating from the Lawmasters' School held within a few years later. Kazir would be gifted a pair of glasses in 396, as a 1-Year adoption anniversary gift. That day would become his de-facto birthday, as he didn't really know what day or month he was born. That day was 9 May.

As Kazir went through the Lawmasters' School, it became apparent that he had an aptitude for debating and contract law, the latter of which he grew to enjoy the most. As he went through school, he picked up several hobbies, being fencing and several musical instruments to pass the time or help him think, which he would occasionally perform for the various members of the Lawmasters' Guild.

Mid-404, at age 19, Kazir graduated from Lawmasters' School, as just as average graduate. He had no intention of aiming for Top Graduate. Kazir would go into employ with with his brother at the City Hall. Hadrian would debate and take cases in front of the judges and courts, whereas Kazir spent his time writing contracts and court orders.

By the end 408, Kazir felt the need to travel and learn more about the world, and how other regions conducted their courts and their laws. So chartering a ship out of Islinghall, traveling to the continent of Solus, arriving in 409 in the city of Carth in the Numa region. With bright hopes, he begins his life in a new country on a new continent.

Shortly after arriving in Carth, Kazir quickly set up shop and opened his own practice, 'Xarmenos, Contracts and Law', so that those who needed help could obtain it. His first paid job was, in fact, garnering a contract between Muchenik Tselitel and Theodor Crane, who were a tavern owner and distiller, respectively.

He would then go on to meet with the Elders of the Greenhide District, a more monstrous district of the city, where he and a small group of adventurers confronted one Garner Himpfck at the Port Authority of Carth to restore water access to the citizens of Greenhide. Mr. Himpfck agreed to these terms reluctantly, as the group had a journal of handwritten letters and missives between the Elders and the Port Authority, which would result in Mr. Himpfck being in very hot water. The group returned to Greenhide to report a job well done, and the water access was reinstated. He later returned to Greenhide, gifting the Loxodon Sheriff, Hoxolox Knox (as well as the other Elders), a handwritten version of 'A Compendium of Solusian Law', which he copied from his own version of the tome.

Next, Kazir would answer the call of another job, which was to investigate the murder of a local blacksmith, one Drax de Novaka. The group managed to track a path of clues to a nearby house, where they would interrogate the inhabitants. It soon became clear that these inhabitants were not involved in the murder at all, and were instead being used as bait to draw the attention. Upon returning to the forge and gaining another hint from Evelynn, the female Dhampir who ran the front of the shop, confronted Drax's brother, Eli. Eli confessed to killing his brother and a mysterious stranger entered the workshop and decapitated young Eli, and leaving. With nothing else to be done, the group left and returned to the mortuary where they had been hired. Kazir later sent 10gp to the family they had interrogated.

After this, Kazir found his way to Tridania, where he and another group of adventurers would be hired to deal with a grave-robbing problem. They would discover the corpse of a young, Tiefling girl, who had been dead maybe two weeks at the most, before a strange man approached them. He explained that he was aiming to revive the girl, and so the party agreed to help him. The ritual the man performed roused some of the dead and so the group needed to force them to resume their sleep. In the end, the young Tiefling girl, who they learned was named Camilla, was successfully revived and the group went their separate ways, with the man confirming that he and Camilla would be leaving the city for her safety. As a result of this job, Kazir earned a healthy dislike of Tridania, and Rivalon as a whole.

Following the events in Tridania, Kazir would find himself answering a call to help reclaim a family heirloom, of a a holy symbol of some kind. Upon arriving, the party were invited inside by a Kenku male and his wife, where they would soon deduce that they did not truly own the manor, just borrowing. After learning more details regarding the theft, the Kenku and his wife would describe a horrid screeching noise, as well as the bandits who robbed the Kenku of the symbol. The party departed the mansion, making their way to where the bandits were said to be. The bandits were dead and had become skeletons who attacked the group, who made easy work of them. Continuing on, the group would find themselves in a cave where they would find themselves fighting undead Minotaur's of some kind, as well as a Banshee. Against the Banshee, Kazir and two others were knocked unconscious, one of them succumbing to the effects of the scream. Soon after defeating the Banshee, they returned to the house to report the job done, and trudged home. A victory that felt more like a defeat.

Upon returning to Carth from his previous job, Kazir found himself being called to find a missing individual. The group he was hired with had a familiar face or two, and they quickly found the one who had hired them. Seemingly, a small garden gnome by the name of Juliett. She begged the group to find her beloved Gnomeo and bring him back. They went on their way, choosing a less traveled path and promptly being ambushed by several wolves, which they quickly dispatched. Continuing on, they arrived to the graveyard where the path led, and they found Gnomeo. He explained that he was cursed, as was Juliett, and that the answer may lie in the mausoleum where he originally died. Inside, the party found a Runed Horror, and upon killing it, Gnomeo was gone. Returning to where Juliett was, they also found her to be missing. They all went on their ways, having completed that job.

Then, it was back to Tridania for another job. A man had been accused of three murders and theft. With the party being mostly Demi-Humans for this job, that meant it was likely to be very interesting. Upon arriving to the house of the accused, one Rulrin Evrios, and beginning to question him, without the guards present (as per the suspects request), Kazir cast Zone of Truth. It was during this line of questioning that the group learned that the man did not kill the victims, who were Carthian in origin, but he did admit to theft. Upon investigating the bodies, it was confirmed that the bodies were stabbed by the suspect postmortem, and that they had seemingly been killed by magic. The party then moved to the nobles' manor where the victim admitted theft, where they encountered another investigator, or so he presented himself as one. He explained that the suspect had been involved in an Infernal Warlock pact and should be punished. The stranger then went on to admit that he was the one who truly killed the victims and pinned the blame on the suspect. The group returned to the guards and reported their findings, and Kazir returned home to Carth, where Rulrin awaits trial for the murders and theft.

## Build

**Race:** Tiefling

**Background:** Courtier

Ability Scores

**Levels:** College of Eloquence Bard: 3

**Feats:** N/A

**Skills:** Deception +7, History +4, Insight +3, Perception +3, Persuasion +7

**Languages:** Common, Elvish, Halfling, Infernal

## Relationships

**Allies:**

-Elders of Greenhide: Fezzier Ballyvick (Goblin Mayor), Jingczka Klemhan (Orc Clan Leader), Hoxolox Knox (Loxodon Sheriff), Drumfell Prangrell (Minotaur Chief)