Mirar, The Mistwalker
Posted: Wed Jan 31, 2018 10:12 am
Mirar Duskraven

Race: Human (Illuskan)
Age: 32
Height: Slightly over 1,90 m
Weight: Ca. 80 Kg
Eyes: Icy blue
Hair: Jet black
Facial Hair Style: none
Personality Profile: Highly charismatic, he displays a magnetic, jovial attitude, always ready to take the occasion and go adventuring whenever possible. Good-humored and self-ironic, he makes for a pleasant conversation, not just for entertainment but also when matters get serious, supported by a bright mind, good judgement and a rather high cultural level. His weak blood and consequent lack of physical prowess prevented him from becoming a noteworthy combatant, which is socially of extreme importance for a Northman.
General Health: rather good, despite everything.
Deity: no real worship, but deep respect for several of the main deities worshipped in the North.
Initial Alignment: Lawful Good
Profession: Barrow Warden, Diplomat, Adventurer, Summoner
Habits/Hobbies: long walks and traveling in general, exploring, reading, witty conversations
Languages: Common, Illuskan, Netherese
Weapon of Choice: None. His spirit allies weave spells through him to destroy his enemies.
Background
The Duskraven were a small family with a hunting/gathering tradition, living north of Luskan, not far from where Old Illusk used to be. When Ragnarr and Aslaug had a son, overjoyed, they called him Mirar, to honor the river where the two aforementioned cities had been founded, and where it all began for Uthgardt's people and the mighty empire of Netheril. Unfortunately, Mirar proved to be a disappointment: his beauty, silver tongue and bright mind were overshadowed in their eyes by his precarious health, physical weakness and inability to fight and take over his father's duties. On top of the general disgust for weakness, the boy also displayed weird signs of either mental illness, or, even worse in the villagers' eyes, dreaded and distrusted supernatural powers.
And so it came to pass that being a mediocre warrior, his own people looked down on him and his family pitied him. Alone, he was left with little to do but read every book he managed to get his hands on, and explore his magical abilities. Thus he began dreamwalking, wandering the Spirit World and exploring its mists and shadows. The first entity he truly connected with was the spirit of a mage called Galthran. The long-dead arcanist taught him how to use a focus to enhance his powers (the object itself was a heirloom, an amulet that had been in his family for generations), to navigate the Spirit World and how to acquire mastery over the environment, as well as how to open himself as a conduit for the dead arcanist to channel his magic through him.
As his powers grew, Mirar was able to connect with the spirit of Silk, a dead winter wolf his father had found during his hunting trips and nurtured back to health: years later, the animal had died of natural causes, but its spirit chose to stay and watch over Ragnarr and his descendants.
When the raiders came, burning his village and killing his family before his eyes, it was these two allies who saved Mirar's life: Galthran's spells avenged his parents, while Silk's instincts enabled him to avoid the reavers' main force and escape the razed village, barely alive and clothed and with no rations nor preparations to face the endless, frozen waste.
After countless hours, days of grueling travel, the dead mage guided him to a small temple hidden within a frozen forest. Deeming his arrival auspicious, and seeing the near-death conditions he was in, the monks of the Old Order took him in without hesitation. Almost catatonic with grief, rage and the persistent feeling of loss, Mirar was given a chance to recover, heal and grow spiritually among them.
There, he spent years developing his abilities, studying the most diverse tomes of lore and learning as much as their monastic ways and fighting style as his body would allow. In this timeframe, he forged new alliances with powerful spirits like the inexorable hunter Talon, the hedge witch Llanyra and a raw elemental force called The Evoker.
Finally, when the monks deemed him ready, they assigned him a guide and provisions and sent him on his way to the southern Sword Coast, where he would have a chance to start anew and leave the horrors of his past behind him.
Spirit Allies
No master of the Spirit World is ever truly alone, and Mirar is no exception. Hereby follows a brief description of his main allies at this stage (companion aside):Galthran: His Spirit Guide had been a wizard of power in life, going by the name of Galthran. He is responsible for casting all the most complex spells Mirar uses, especially those in common with the arcane.
The Archmage's spirit could very well be indication of Mystra having a huge relevance in Mirar's life, especially as far as the source of most of his powers is concerned.
Talon the spirit of a relentless, deadly hunter, a tracker with deep knowledge of open spaces (especially forests, but not limited to them) and attuned to nature and natural spells. Weaves like Entangle, Awaken and the Magic Fang line of spells come from him. A nature dweller and a ritualist, in life Talon had been a servant of the Forest Queen.
Llanyra: the spirit of a Hedge Witch, restless after being unjustly burned alive for practicing "black magic" by overzealous, sedicent witch hunters. She was, in fact, a very skilled healer, and Mirar's protection and healing magic is almost exclusively cast through her intercession. Llanyra had been a faithful of Eldath in life, refusing to use her powers to harm her captors even when her life was at stake (literally...)
The Evoker: This mysterious spirit rarely ever talks, and often appears engulfed in the elements he is about to shape into the powerful weaves he casts. Arcane or Natural Caster, or perhaps some sort of Omnimental, Mirar has no idea: the only sure thing about The Evoker is his ability to shape the elements into spells and bend them to his will, impetuous and savage like a storm or wildfire.
Elemental spells like those tied to lightning and ice are cast through him.
Goals: Mirar is a free spirit, seeking adventure and his place in the world. A team player who enjoys company of mortals and spirits alike, he is especially drawn towards aiding those whom, like him, have been wronged or who have suffered a great loss.
Possible Plot-Hook Ideas and Misc Facts: Seeking the truth about his family (what happened, why and who ordered it), expanding his pool of spirit allies, joining a group of like-minded individuals, participating in great adventures.