Overseers
Founder, The Witch, 'Canary' Anameleth is an uncanny sorceress whose aspect features a pale complexion and deep violet eyes, occasionally sporting mystical charms and an enigmatic aura. A hermit who prefers the introverted comfort of her office, the witch can be perceived as a little intimidating, though she effectively handles the administrative side while ensuring her members' safety - even if it entails scolding and reprimanding those who deserve it.
Anameleth's personal background is kept mostly private. Her covert skills make her a capable a infiltrator and handler, well versed in clandestine affairs and underground operations. She currently co-owns Tairne's cabaret. A conduit for the unorthodox Void energies, she twists the magic to her will with confidence and strong-willed ambition despite others' apprehension. To avoid falling prey to the wicked whispers, she actively balances the extent of her conjured magic. Naturally seclusive and awkward in most social encounters, Anameleth is driven by silent intrigue and seems to have a questionable response -- or lack of it -- to ordinary confrontations. |
A seasoned adventurer and soldier who has watched the world shape itself drastically over the course of magic and chaos, Eltaor stands upon the pedestal of a 'hero' as some would call him. He believes in a true moral compass and walks the path of righteousness that would either forgive or condemn those he comes across, never finding a balance between the two and as a result, Erishade suffers from a god complex in which he believes he himself alone can decide what is good and what is evil. His heart is fundamentally good, but it is not pure, for deep down he is a killer just like everyone else - the only difference is that he directs it towards people he believes are unjust and vile, those who deserve it. His limitations in that, somewhat a stout narrow-mindedness, but it doesn't prevent him from seeing the greater picture.
He is a scarred, troubled individual, who has just begun to even heal at this point thanks to having found people he cares for deeply. In that regard he is a wolf, fiercly protective of what he has, with zeal that can drive him murderous and perhaps even reckless. But in the end he is just a man who wants to go home, but can't - not only because he is not able to, but also because even if he was allowed; he would not be able to rest. Because he is restless. In that sense, he's just as condemned as the dead and a slave to his own nature, like everyone else is and makes himself out to be on the moral high-ground when in truth he is not. |
Mhaorathil of Lothen, Twyllvarlais |
A Paladin from a different age, Sir Gavin Lugenbrau - Knight of Lordaeron and Paladin of the Silver Hand is an unexpectedly enigmatic figure. Distinctly different from others who follow the tenets of The Holy Light, Sir Lugenbrau is brutally efficient, and worryingly vengeful - not afraid to shy away from killing should they oppose his view of ‘Justice’. Dubbed as the 'Disposessed' after having migrated across nearly all Holy Orders, and losing his homeland twice over, the Knight acts interestingly aloof and sometimes charismatic when outside of duty or combat.
Some believe this to be simply his nature as a kind-hearted individual before the Wars, though some others attribute it to a lurking madness brought by grief or sorrow from years gone by. A veteran of the Second War - and almost all conflicts onwards, he is well versed in combat and can fulfil any frontline or supporting role with his powerful faith, or simply by being skilled in most weapons though military service. Although the Knight may be plagued with the memories of his past, the Paladin serves and protects his friends and allies loyally, and strikes his enemies down with the utmost prejudice. While his time in the Society has seen him through many things - minor and major- some might think Sir Lugenbrau would become even more reclusive and secretive, falling back on a way of life he thought to have left smoldering with the Crusade. He did indeed emerge a changed man - but for the better. A friendlier disposition followed him now, shedding the figurative and literal weight of his armor, removing the masque on himself, raised kept to maintain the facade of stoicism - he now conducts himself as less of a fighter - and more as a Paladin, a devout of the Light, seeking to end conflict with words and negotiation before falling on his skill in weaponry. Though it is a skill he seeks to maintain - pouring his focus to see the members of the Society prosper and progress, while training their teamwork and troubleshooting skills, to best prepare for some damn fine adventuring. |
Flynn is a man of many talents. Hardly any of which he's very good at. He's always quick with a joke, yet none of them are very good. He may be stupid. When he's not being himself, Flynn is a capable and reliable fighter. With a knack for marksmanship, gunsmithing, brawling and a burning passion for engineering he tends to shine as an actual valuable member of the Pathfinders. Above all else, Flynn's a genuine thrill seeker with a passion for life if it's riding a unicycle over a tightrope above a pit of death. Managing to escape his old life as a bounty hunter for hire, Flynn managed to find refuge with the Pathfinder's society some time back, and he hasn't looked over his shoulder since.
Flynn operates in a grey area, opting to kill almost anyone or anything for a bit of coin. With gold being his sole motivator, he'll turn a blind eye to most atrocities. It's hard to tell if he doesn't care or just doesn't realize. Above all the bad jokes, the incompetence, and insatiable lust for gold, Flynn tries. He sees the Pathfinders as his only family and he would die to protect them. With the wind flowing through his wild mane and a grin set upon his lips, Flynn makes this world his own. One failure at at a time. |
Born and raised by a single mother, Major Hermen had lived a harsh youth in Westfall. Scrapping by and living off of day-to-day circumstances, Major's mother made the most of what she can provide until Major became eight years old, where he began to learn how to steal and hunt alongside his mother.
Not much is known about Major's background aside from this. It may stem from either his desire to forget or to conceal his true identity. One thing's for sure, he had become a dexterous and cunning individual along the way, yet he has always been his momma's boy.. until she passed away when he first came to Duban Kibil.. From there, a new chapter of his life began. |
EXEMPLARS
Nightdweller A strapping young man, by elven standards at the very least. Erawen is a jolly fellow, his stride full of positivity day in and out. Erawen Moondew is a druid with the purpose, dream and goal of healing the injured wherever they are - and imminently, a group of adventurers. Born and raised in Hyjal, he spent most of his youth learning, hybernating and enjoying his time frolicking with his other fellow druids in the dens. It was only when he realised his potential that he began to travel the world, hopping from company to company and army to army as their resident healer and mender.
To help his cause, Erawen's profession consists of herbalism and remains very confident in his ability to recall the tiniest detail of specific plants, including how to process or how to use them, despite not having smarts in a lot of it. In addition to picking up alchemy, he is able to make low to mid tier potions fit for various occasions and primarily healing, although not reaching the same potential as his herbalism skill. Unfortunately, Erawen wasn't born without defect. His narcolepsy represents a hapless illness where his sleeping patterns are irregular and he's prone to falling asleep at most inopportune times. Due to this affliction, he spends a great deal maintaining his body by training daily. |
Driven sleepless by a magically-enhanced practice-session gone awry, Zarvuun sought answers. With a Voyage to Outland, he made contact with a distant acquaintance of his -- a death priest named Sha'naa, member of the Auchenai -- and set himself to work on understanding the mysteries regarding the afterlife. Still, his stint in Outland left a sour mark on his companion, Diethel's, mind, as Zarvuun's tendencies got the better of him more than once. He danced with death both metaphorically and physically, and after being returned from death's door and completing his quest -- the gathering of ingredients for an Auchenai potion -- he achieved his goal: He saw into the afterlife.
From that point onwards, Zarvuun gazed past the veil of death, and saw the spirits of the dead still locked on Azeroth's plane. Slowly, but surely, Zarvuun changed. His urge to slaughter Orckind mellowed out as his focus shifted from an unquenchable hatred to the upkeep of his relationship. Discarding his violet mask -- a relic of the past -- and donning a new weapon and armor, Zarvuun has embraced the calling of Death Priest. |
A stalwart novice and animal trophy collector, Diethel carries the warmth of life with prodigious courage; enthused by adventurous dedication, stubborn determination, and strong survival instincts. Despite the unconventional paths those around her choose, she sidelines the pessimism with a radiance of innocent mischief and caring nature; her tolerance yielding the elf a wider perspective of things. Even though she underwent abrupt changes in the wake of haunting experiences - from the marking of a sinister Death Knight and calamitous trip to Outland - she clings onto her hope.
As a cultural traveller she adopted others' racial traits and traditions - from lifestyle preferences to attires - influenced by her Draenei partner, Zarvuun, and the Wildhammer island she grew up in as a High Elven refugee. Her blunt vigor sustains her in battle with powerful hammerstrikes and fortified strength, making her a nearly impenetrable force to reckon with, all upheld by the brilliance of the Holy energies. Built for battle and long distances, she is no fragile Thalassian damsel. |
Peter Bering is a young lad, plucky and still full of life - perhaps too much so, at times. Intelligent as he is, there is still the problem of his naivety, very easily and quickly explained by his ripe young age of twenty. Photographic memory appears to be one of his strengths - whether it was naturally acquired by the invisible hand of fate or inherited from and cultivated by the International Man of Mystery that is his father, Salvador Bering, is a question not even Peter himself has an answer to just yet. Fresh off the Stormwind Academy, Peter graduated top of his class and went on to...have nothing to do.
There was more than enough talented abjurers in all the armies, the enchanting market was too saturated for yet another prodigy to find a place in it, and with everything else - he may have gotten perfect grades there, too, but good grades aren't quite enough for anyone to enter such careers, and he didn't have any interest in those either. So, he asked his dad for advice. His dad brought him to the Pathfinders. Peter would not expect at all that he'd climb that far up the ranks of the Society, and that he'd get this rich so quickly - and now, with a rank of Exemplar, he asks himself: WELL...HOW DID I GET HERE? |
THE SON OF LOZENGY |
The Market Row is a busy, loud place. But perhaps no store was as loud as that of Dawi Zharr's, one of the towns smiths, and the Pathfinders personal outfitter. An odd case - being one of if not -the- only Dark Iron within the town, she attracts many stares, glares and hushed whisper.
But none can deny her work is not of top quality. A witty smith, good worker, tremendous drinker and loyal friend - Dawi seeks to prove that the Dark Iron are friends to the Alliance, as long as their Queen says so, of course. |
PARAGONS
Known by many as simply 'The Observer', Vandel Shadesong is an aged kaldorei hunter who stalks his ancestral home of Ashenvale with a ferocity of a predator. Expert in the arts of shadow and survival, his many years spent ranging ancient Kalimdor have made this hulking huntsman a force of nature that isn't easily trifled with on the battlefield. A true warrior at heart, he maintains a vigilant and respectful calm when in the presence of his kinsmen.
With the shadows of his broken past haunting his every step, Vandel looks to his goddess Elune for guidance, and with the weight of his history carries on forth with determination as bright as the moonlit arrows he fires. With restored hope resting within his once presumed to be dead childhood friend, Vandel and Aladrel have set themselves upon a great journey which in time has led them to joining the company of the Pathfinders Society. |
After years upon years of pretending to be something he was not, Cerbin finally shed all false identities and took up his true persona once more. He revealed that he was in fact not just a hapless bard with a penchant for pissing people off and sometimes creating chaos, but instead was a farstrider trying to find a new place in the world that he could fit into.
Since ending the charades he has shown his prowess in battle and a greater interest in the protection, interests and betterment of his fellow adventurers and the society as a whole. |
SEEKERS
Eccentric and mischievous, Lady Shufen Yijun strays from the usual welcoming stereotype of a pandaren due to her search of something that will set her apart from the rest. This menace of a pandaren hails from a prosperous family, an easy life that seeded unease due to Shufen being kept from hardships in her youth and most of such fell on shoulders of her older brothers. This drove the pandaren to create hardships out of thin air to fill her life with substance, making her dwell into fascination with the strange and constant quest for sights and events to impress her, shake her understanding of the world. Despite that, the loopholes and glaring errors of her path drive the pandaren to desperation and carelessness. Perhaps her path was designed to lead her to madness?
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'Cirdarn' as he chose to be called is an anomaly. He never quite fits in and yet he always shows up when he is needed, without fail. The motto "actions speak louder than words" are clearly words that he lives by, as he seldom speaks. His efficiency is straightforward and ruthless, a large, Barbaric testament to the savagery of the Night Elves, many have even described him as looking akin to a bear with his wild facial hair and thick, matted hair that do not help his otherwise constant glare, making him appear unfriendly - and aloof, which he was.
Still, his loyalty is yet to be tested as he has not yet let the Pathfinders down and seems to always put himself in harms' way to aid them. But one question remains; who is he? |
Jade Vaun was born in an upper-class family, however despite her reputation and luxurious background she has instead set out to seek adventure and the thrill that comes with it ~ and coin of course.
Having her large pack of siblings each doing their own thing, this little gem has left mother and father for fame and wealth. The arcane mage has been seeking a little crew to join for a while now and has also begun dabbling in the fiery conjuring of enkindled magic that is pyromancy. |
An anxious sorceress with a noble upbringing and a suspicious interest in magic forbidden in most self-respecting groups. Even if disregarded as a witch by some, Gundred Grimm poses herself as a scholar of dark enchantments and curses.
Member of a noble family that fled Lordaeron and settled in Stormwind, Gundred herself began as a student in Dalaran and had to finish her education in Stormwind due to the disaster in the lost kingdom. Despite witnessing said disaster firsthand, the dreaded magic only sparked curiosity within this pupil. |
Many years ago, the dwarf known as Grombrin Ochmehstein committed a horrible crime. It was under the full moon that he laid with ten dwarven women who just so happened to be married to prominent Bronzebeard nobledwarves. After it was found out that Grombrin was a better lover to these women than the nobles themselves, he was given a choice: castration and a life of humiliation, or be doomed to die.
Naturally, the bold dawi chose doom. Now he (unfortunately) lives his life as a slayer, constantly seeking a glorious death in battle against mighty foes... and fighting alongside the Society for a pretty penny. |
Aladrel Bel’Alathor is an old elven woman haunted by an inner unrest greater than any war. She has suffered to the evil doings of the Burning Legion, she has lost many friends and loved ones, yet she has not been broken by any of it. Despite being born and raised as a conservative Kaldorei, her views today differ greatly from that of her kin, simply because of many events during her life which have shaped her personality accordingly. Having trained many soldiers as a renowned sword master, the battle of the Broken Shore would mark the end of her military life and the beginning of a new chapter of travel and adventure. After reuniting with her childhood friend Vandel, both decided to join the Pathfinders Society.
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A master strategist, tempered by the years of hunting various worldly beasts and demonic behemoths; Lambert Stohes, was a representative and recruiter of the Argent Dawn. He is callous and irascible, yet a trickster at heart; he doesn't relish in fighting and often avoids it altogether if he finds it possible to outfox his opponents. These days, when not working on a contract, he'd usually spend his time distracted by booze and other substances to dull and blur his senses and unfond memories.
He's a convicted con-man, with a sketch of his face plastered on posters among a few boards and garrisons in, and surrounding Stormwind and its provinces. What little information the poster includes is that he was previously a priest somewhere up north before the outbreak of the plague; him having served a portion of a sentence in the Stockades, before escaping; the reward being fifteen gold coins, and it being posted by a certain Lord Wayland of a small Redridge estate. |
MEMBERS
The diminutive figure with his pointed black cap goes out of his way to portray his very ideology on his sleeve as he is verbal with it. Unlike many Warlock or others who dabble in the darker forces of the world Lemo makes no attempt to hide or be bashful about his practice, to the cold rationality of his mind the use of Fel, Shadow, and the service of demons is as morally equivalent to a mage binding elementals or a tinker wiring bombs. While he is quick to dismiss moral objections to his practice he is not so hasty as to believe his practice is a safe one, he approaches most situation as he does his craft, with cold well thought out logic and caution.
There is however a second side to the gnome, rarely seen outside of very specific situation, for all his grand standing on his grasp of the darker powers not even his mind is free from the corruption of Fel and Shadow. Hidden deep inside the small vessel of the gnome is a deep reservoir of pent up rage, aggression and most horrific...Sadism. When forced into combat the Gnome does not take the quickest surest way to end the combat, instead he takes his time to ensure the most amount of unique sufferings almost needing to satisfy some deep curiosity on how each curse kept within his tomes and grimoires can effect a single target. |
Aric avoids speaking about his past. What is known, at the least, is that he is a priest of the Holy Light, and a Worgen -- not born of Gilneas. A former member of the Fifth Legion of Stormwind's military, Aric spent two tours of duty and saw himself through the first, second and third wars as a combat life saver and field surgeon.
His service in the military came to an abrupt end some time after the gates of Ahn'Qiraji were opened, so he says, after which he took up mercenary-work, even if only for a short time. Turned by a member of the Bloodfang Pack amidst skirmishes to liberate Gilneas, Aric struggled with his identity for some time. Now, he channels the Light -- a sign of self-control, amidst an easily unleashed beast. |
Born as the sixth child in a lone shack somewhere in Grizzly Hills, the son of Vranik was raised as a hunter. His father taught him everything there is to know about survival and he learned it all, along with his three sisters and two brothers. When he has eleven years old, his Father sent him to Fray Island to learn the way of the warrior, and after his training was finished, he took the long journey north to his homeland. There, he was officially recognised as an adult after killing a bear with nothing but a knife and earned the right to carry the clan’s symbol, the Boar, on himself. Vranik left Northrend again and began to work as a mercenary, for years to come.
Once again, out of longing for the vast forests that nurtured him, Vranik ventured to Northrend only to find that most of his family has joined the wolf cult. Refusing to join them, Vranik killed one of his brothers and wounded his father; then fled from the brothers. Since then, he continues to work as a mercenary, carrying the symbol of the Boar into battle – out of pride and in hopes of redemption. Years of living as a mercenary have hardened both Vranik’s soul and body. He consciously refuses to give up any of the clan’s traditions and is therefore often looked upon with disdain as other humans seem a lot more civilized than he is. However, this brought him a fairly good reputation as a mercenary. Combat is his life and he has mastered the use of almost every weapon, but his favourites the longsword, axe, spear and the bow. Under the big muscles there is an even bigger heart, though, as Vranik is a loyal friend to those who have earned his trust. He is especially fond of his mule, Pebbles, and his pup, Morog. |
Justin of Dukesbridge. Reckless, unexpected, stubborn, nagging attitude, but a warm friend to all in his company. Joining the Pathfinders Society after his adventures of fulfilling mercenary contracts and earing himself a fortune have becomeing boring over time. There is more to life than making coin, and being damn good at it. Justin is an open hearted man who has seen much of the world yet refused to learn from everything it presented to him. A simple minded mercenary that trusts in his own knowledge and experience rahter than that of others.
Even in his style of fighting he perfers to stand alone against the face of the enemy. A spark of change engulfs him when it is time to work. Yet despite this change his unbreakable bond of companionship never ceases to exist. The skills this man carries vary from the use of his greatsword to various different types of artillery weaponary and gunpowder weapons like muskets, grenades, cannons and pistols. Despite his arsenal consisting of many raged weapons, Justin's first choice of weapons in his trusty Zweihander, the iconic weapons which signifies his character. |
ASSOCIATES
Unchained from from the assumed courtesy that many-an-elf personifies; Rolyck is the quite the contrary. If one were to pit his magic against ego -- the latter would prove triumphant twice-over. While others soot themselves in the face of imminent danger Rolyck would rather the delight of self-induced sociopathy. Armed with a sense of self-awareness and humility; this hubristic personality thirsts ever-desperately for a light-hearted quip. Wit first; logic second: a conceitedly-caged mind of charm, shrewdness and pessimism to boot. Rolyck pertains a paternalistic, patronising tone of superiority; matched only by his self-indulgent egotism and believed sultry charm.
While many drag themselves with slung shoulders and leant spines - this half-breed graces his pampered, proudly stature with heightened traps; puffed pectorals and light footing. Were the world to be at his mercy, his self-adulation would know no bounds. To the relief of Azeroth it is suppressed, while not from choice, by the kept company of belligerent banditry and pugnacious poaching; now-recently accompanying the Pathfinders in the pursuit of alchemical progress. |
THE GAY ELF-MAN |
Vereny Ashgrove's stern and intimidating appearance keeps her distant from the rest, only associating herself with the members in dire circumstances. Eltaor's closest affiliate and friend, she offers her assistance in more serious, heavy combat situations but otherwise remains withdrawn. The war-bitten figure has experienced and watched the world grow for over ten thousand years, thus occasionally expressing herself with dry, insulting humour and sour remarks. Improved flexibility, strength and agility are all defined by toned characteristics and a pair of makeshift clawed gloves.
A clandestine deserter and one of the Sentinel Army's early founders, Vereny has taken part in several conflicts and subversive tasks, prior to her eventual swerve from society. Besides the versed flair in regards to archery, this ancient ranger is endowed with a subtle aura of druidic nature alongside the potency of astral magic. This dexterous blend of magical artistry and cunning reflexes greatly benefits the huntress in her tasks. |
Perhaps one to not show all that often; Grayson Kingsley, Cleric of the Light- and perhaps a defined, known adventurer to many. Moving to lend his hand within Pathfinder's activities on a rare occasion; especially when they need it most. A mere associate, yet still standing true to do his best for them, when he can. A Healer by nature, but not one to shy from battle in any respect.
The humble beginnings that kick started his way into heroism still linger on his personality today. Not one to stick his nose in when it's not wanted, nor one to adamantly defend his role. He simply goes where he's pointed. Despite his slightly genteel demeanor and way of being; not much is entirely known about him personally. Only that he's a stout, busy figure with a lot weighing on his shoulders. Even after the long, arduous battle upon Argus; he still finds himself swamped. Yet still finds himself time to aid. |
Thaegryn was once a prodigous chronomancer born roughly 9500 years before the Dark Portal. Her exile from Suramar City occurred only two centuries prior to the third invasion of the Burning Legion, and for those two hundred years she turned to dark, twisted magic to survive in the wilderness.
With dubious morals and the threat of undeath looming over her, Thaegryn sought to align herself with the Pathfinder's Society for protection, reinforcements and to fund her research into preventing her inevitably bloody end. However, since acquainting herself with the Society, she has found herself yearning for normality once more. |
The Dire The massive Druid of the Claw, Telothis, is a true ally to both nature and the Society. While the jolly giant remains but an Associate, called initially only to aid with the growing natural corruption within the caverns beneath the town, he now tries to deeply involve himself in the goings-on of the group - especially now, after tending to the Pathfinders’ own Druidess’ battle with a corruptive nightmare.
His perspective as an outsider is a good one to have - and his devotion to protecting the group if he is able is a strong trait. The Druid always carries a welcoming smile and an outgoing, friendly attitude which is offset immensely by his savage desire to hunt and kill - revelling in a rightful slaughter - the Ursoc devout remains as valuable support to the Society, battling with either maul or claw - tending to the wounds of the injured or safeguarding a position - he is always there should the Society call on his aid. |