Once one of their number, the eternal outcast wishes to take from the Elves what they hold dearest - their dreams, their past, their future.
An evil that nurtures evil, a dark mother that is cradle to shadow.
"Ladies and Gentleman, Children of all ages! Welcome to my Carnival! You will see sights to behold, and things beyond belief! Some may frighten you, and some may shock you, but its all in good fun! Please, stay a while…and watch."
The mage of Time, the former master of the enuch wizard Volomain walks the lands once again, a small sun circling the vessel known as a lifeform.
Clad in a rainment of silver scale and chain armor, Ixia is the second member of the Trinity
James does not have any intrest in power, money or any of the other things necromancers normally desire. He is a content man but as he is hounded by his former and disappointed master he is being pushed quite close to the edge.
An old, wise and learned wizard, he tends to forget more about the world than most people have learned, most often the most basic things.
Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.