The Cult of Thieves Characters



S O T H A L
⦙⦙ RACE | Human ⦙⦙ MAGIC | Shadow ⦙⦙ AGE | 31 ⦙⦙ WEIGHT | 162 lbs ⦙⦙ HEIGHT | 5'10"

personality
He has a mind for business and a knack for divvying out responsibilities for almost any situation. Sothal can pick out a person's strengths and weaknesses with ease and through that he puts everyone to good use. More often than not, he is a serious man with a lighthearted disposition that only reveals itself in the rare moments of downtime, which often includes heavy drinking. It's as though he were constantly under unspoken stress and by the grace of his patience he is able to keep the overflow in check. He carries an addiction to his relief in inebriation that is only rewarded in excess upon success of a completed task. His mind is always on the job, and always thinking of all paths and possibilities to where he easily misses a joke or glosses over conversation.

Luckily, he is not a man devoid of emotion despite his serious nature. When he allows himself the opportunity to wind down, he becomes a little more vibrant. The alcohol indeed helps to soothe his severity which degrades into a stupor if the night carries on for too long before work arises once again. But in the hours before blackout he can become quite lively, and often the storyteller. Most of his stories are more along the lines of exaggerations, taking from real life experiences and expanding upon them. To him, reality is boring, and he would rather have the thrill of a tall tale than the monotony of realism in his entertainment.
history

Weapons of Preference || Daggers and knives

Cult Specialization || Organizer

Magic Skills || Shadow Jumping - utilizing a connection with The Darkness to transport himself over a short distance

Not much is known of Sothal's past. Those who agreed to bring him into the Cult of Thieves refuse to speak on it either. Sothal has no last name, likely due to it being a pseudonym to begin with. He joined the Cult of Thieves nearly thirteen years ago, though he nearly lost his life in the process. Using his Shadow Magic, he skillfully jumped from path to path within the forgotten catacombs of the Labyrinth until he appeared right in the Underbelly itself. Shadow jumping without knowing where one is headed is ill advised, but Sothal had been experimenting and quickly picking up on the nuances of its manipulation. He landed right within the secret den of the Cult of Thieves taking them all by surprise.


They were going to kill him. They had their weapons drawn, yet instead they hesitated long enough to consider his skill. Here was a man who could get anywhere, even places meant to be secret. Sothal could have easily run away just as he came, and yet he too found himself hesitant within intrigue. These people were the fabled Cult of Thieves, and the stories he had heard over the years blossomed into an invigorating sense of new purpose. He wanted to be one of them, and with his starry eyes they took him under their wing.


He inherited the role of the Organizer around eight years ago after the former organizer, Jensen, died while trying to take down a Tainted. Since then, he has helped in continuing the Cult of Thieves' operations running smoothly by organizing assets and ensuring the right task is given to the right hands. The numbers within the Cult of Thieves has dwindled over the years, mostly due to untimely deaths either on the job or due to plague.
details

STRENGTHS
Intelligent

Strategist

Patient



WEAKNESSES
Serious

Workaholic

Alcoholic

appearance

He is a man whose face changes with the lighting. In darkness, he gives off an eerie air as his deep brows and slight features cast shadows to give an unsettling air. His eyes are dark grey carrying bags of sleep deprivation and age that always look a bit lifeless and worn, especially emphasized in dim lighting. During the day he looks well groomed to a degree, at least more so than the typical citizen parusing Windfeld. He shaves on occasion, but more than likely his jawline will carry the result of grooming negligence.

The scars that line his body are rarely seen, for he tends to dress in layers that cover most of his skin. His upper lip is prominent when not covered by his cowl, and his cowl is only used when he feels it is needed. Being around Windfeld's lower class means being around people who don't particularly care how one dresses or if they don fabric to conceal half their face. It was a typical appearance regardless as plagues began to spread through the city, and so it suited him best to continue anonymity.

While not overly tall, Sothal's lithe build carries toned musculature under his attire, which mostly consists of overused coats, outdated and dulled from weather and time. His leathers are often soften and faded from use, though never combersome. He keeps his ensemble simple to allow for maneuverability with minimal contributions to noise.

 
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T A M E R L I N
⦙⦙ RACE | Faledrin ⦙⦙ MAGIC | None ⦙⦙ AGE | 34 ⦙⦙ WEIGHT | 130 lbs ⦙⦙ HEIGHT | 5'1"

personality
The years have turned Tam into a quiet, introspective man with a quick smile and a forgettable face. He is cautious to the point of paranoid, and he is prepared to the point of insanity. He is a man with a contingency plan for everything, a backdoor in every hideyhole, and a trick for every occasion. He doesn't trust easily, and getting his employ can be quite difficult at times. He refuses to meet in person with any client-- to be honest, he'd rather not know. His methods are often ruthless, but direct, and he prefers to do things as silently and quietly as possible.

That said, he is also an incredibly sweet person with a large heart, and perhaps that is why he is so secretive. He enjoys making others happy, and he hates to cause pain. Blackmail, however, is largely a deserved crime, for if you've done nothing wrong, what can one blackmail you with? He is easily moved by the plight of the less fortunate, and more than one street beggar has found a parcel of food at their side after a dark-haired stranger walked by them with a glance of compassion. Perhaps seeing the wonderful life Ratfang had given him had moved him to try and recreate this same world with others.

However, his ire is not something to reckon with. The anger of a gentle man is something to behold. His grudges are held deep and long and they do not quench easily. Once a man from eastern Faledrin was rumored to be selling children for all sorts of purposes, and, in disgust, Tam threw his contract with the contractor to keep the info for ransom. He ruined the man's life as thoroughly as he could, destroying his business, outing him to all with full portraits and slanderous posters, disillusioning his wife and children, bringing the magistrate down on his head, and informing all his prison mates who exactly he was and what exactly he had done. The man died in prison from fifty stab wounds given by anonymous hands.
history

Weapons of Preference || He prefers not to use weapons -- he's not out to do physical harm-- but he does have a garotte. If he means it, he means it.

Cult Specialization || Tam is best able to acquire information of a sensitive sort. Specifically, he's able to break into buildings, usually without having to do too much damage. From that point, he sells the information to a relevant venue or holds it for ransom. He has several go-betweens he uses as message carriers. When sending demands, he typically cuts out a small, relevant part of the document and sends it to the owner as proof.

If the information is of a softer nature, such as something someone has seen, he prefers to keep the person in good standing and safe. He's housed more than one person who's seen something they shouldn't have. However, he likes to get physical evidence of the crime or rumor committed.

Magic Skills || None

Tamerlin Edelva is not his real name. To be honest, he's not entirely sure he could remember what his real name was. It's been an awfully long time since he used it. His family was not in the business of walking the straight and narrow, if that gives you a clue. From a young age, he learned how to run, how to hide, and how to keep a lookout for anything resembling a guard. He's had lots of prior training.

However, that gave him the hunger to make himself a place where he didn't have to run and hide. He wanted to be a person who could put on the mask, walk out into the world and do what needed done, then come back home and take it off. He wanted a place where he could sleep for more than a week at most. He wanted a home full of light and laughter, not desperation and strange men.

He must have been seven when he ran away. It was hard to do. They'd traveled in a caravan for the most part around Faledrin, swindling people as they went. His parents -- frauds, now he remembered -- used to give out fortunes to people, and while they weren't looking, case out their purse. He'd been the nicker -- the one sticking their hand in the coin bag for a few bits of metal to feed them another week. Well, he'd had enough of that, apparently. He left one night, snuck out and stole a horse, and rode it to the nearest large town.

It was from that point on he made his way. After getting caught trying to steal a guard's knife (the steel was good, and there were quite a few who'd trade for it), he was in danger of having a hand removed, but luckily a man stepped in, said he was his father, and that the boy hadn't meant anything by it. After convincing the guard to let him go, the man, who's name was Ratfang, commented on the boy's gutsy approach and apparent talent, and he offered him a place among his own, if he was willing.

The next few years were the best he'd experienced. He tore through fifteen different names as he learned the art of stealing, most specifically information. His mentor had been impressed with the boy's astute observation that information typically yielded more for less work, and was a safe bet in most cases. It wasn't long before he was becoming more and more proficient in the art of blackmailing certain people in the cities who wore some rather fancy jewels. It took patience, and it took real guts, but he was good at it.

At the age of 24, his mentor finally met an ill end. Ratfang, always one for gambling, was done in over a set of badly rolled dice, and it was there the boy -- now a man -- realized how soon everything could tumble, even when everything was done right. With this in mind, the blackmailer began a fund for himself from his earnings, carefully accruing a nest egg and an escape plan all in one.

He bought an orphanage on a waterway, a sorry place that was falling apart, for relatively little. No one wanted the wretches within, much less the rotting exterior without. He fixed it up and began to make it a home, the kind of place he'd have wanted when he was a child, but only through a go-between who acted as the 'headmaster'. Little did the children know that the man who came to take out the laundry and "rented" the attic was the same man who also funded the whole building and its operations.

It was a good front, an unlikely place to find someone who was fat and happy on the spoils of embarrassed or outraged nobility. Its location was perfect -- it had access to the waterway, and it had its own underground system of tunnels so as to allow him in and out without notice. The laughter of children didn't hurt either...
details

STRENGTHS
His greatest strength is acting like he means to be in a place. Half of breaking in is acting like he is supposed to belong in someone's house, office, warehouse, or boat, and convincingly playing the part of a deckhand or some such. His second greatest strength is an incredibly fast ability to read. He can skim documents incredibly fast, and that makes him a quick study, as well as a good purloiner of letters. One of his best feats was stealing a letter from a man, reading it thoroughly, realizing it was worth nothing, and putting it back in the man's pocket before he noticed it was missing. He is also adept at crawling through sewers.



WEAKNESSES
He is by no means a fighter. In the case that he is discovered nose deep in a jewelry box, he is forced to run as fast as he can. He's very small as well, which does not help his case. His paranoia also makes him hesitant to trust others who may help him, and he has been caught more than once because he refused the help of an ally. Tam is also bad for creating overly complex plans...

appearance

Brown hair, grey eyes. Scars crisscrossing the lower back; tattoo on the bottom of his foot of a black kettle.

 
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Q U I N N I S
⦙⦙ RACE | Baladuri ⦙⦙ MAGIC | None ⦙⦙ AGE | 32 ⦙⦙ WEIGHT | 185 lbs ⦙⦙ HEIGHT |6'0"

personality
Practically dripping suave charisma wherever he goes, Quinn is perhaps one of the most likeable rapscallions one is ever to meet in Faledrin. He is quick to speak first, quick to greet a newcomer, and quick to get those around him laughing at some joke or other. Not that they laugh alone; Quinn is usually the first to do so. He focuses heavily on the lighthearted or the pleasant, having found that people respond far less readily to a sad or sour tone.
history

Weapons of Preference ||Quinn does his best to avoid fighting at all. Not because he hates hurting people; he couldn't care less. But it's a lot of effort... When he's arsed at all, Quinn fights with a heavy and broad long sword, preferring the power of a heavy blow to the finesse of a precise one.

Cult Specialization ||Quinn has been with the Cult of Thieves for nearly a decade now in Espionage as a Front Man. By no means a high level member initially, the man has nevertheless made a name for himself within the organization and has consequently been trusted with jobs of import. His inn, the Laughing Eel, also functions as something of a safe house for the Cult. The jobs he does are arrangement or ambassadorial in nature: Quinn meets with clientele to plan and contract the Cult's involvement in some scheme, and he meets with suppliers to arrange for whatever they might need to get a job done. He's also been known to stir up a crowd for fun, inciting them to near or actual riot, though he's yet to have used this talent in any particular official manner. Connected as he is to Eswayt and Dusk's Welcome, Quinn retains an active information network through the prostitutes there.

Magic Skills || A quick tongue and sharp wit.

Quinnis Travers was born in Windfeld in the upstairs room of a tiny inn in the poorest part of the shabbiest dock in town. The son of immigrants fleeing Baladur for reasons he himself never heard nor cared to find out, Quinn grew up around the outcasts of society. Criminals on the lam, prostitutes too old or broken for the richer docks, and sailors down on their luck were the regular patrons of his family's meager tavern, the Rest. His parents were almost always busy with work, so the customers practically raised him, and from them he learned a great deal about living in their world. He learned to keep your eyes open and to use what you saw. He learned that what you saw could be to your advantage, if you played it right. He learned that to get ahead someone else often had to fall behind. But mostly, he learned that life was harsh and dispassionate, and ended so frequently as suddenly as it'd started, and that as a result it was only right to live like tomorrow wouldn't come.

One woman in particular took especial interest. A half-elf madam at a brothel not too far from the Rest, Eswayt spent much of her time off in the small inn, making small talk with the other patrons and making allusions to her own sordid if colorful past. Quinn would listen intently, fascinated that she could hold her audience's attention for so long on seemingly uninteresting subject matter. Or, as was sometimes the case, intrigued that she could so easily turn one against the other. He eventually found the courage to ask her about her skill, but she laughed him off, stating without reservation that he was far too young to know about such things. Eswayt had seen the boy's own close observations and indeed his less than successful attempts at the art of Gab, so she assured him that he was welcome to come find her when he was a man; she would teach him the ways of the world, she said. Quinn, being all of 13 at the time, had no idea what she meant but was determined to take her up on it. So six years later he did, leaving the Rest without his mother's blessing to visit Eswayt at Dusk's Welcome.

The year he spent within its confines wasn't all bad: he certainly learned much from both Eswayt and her girls in the art of conversational manipulation, not to mention several different pickpocketing tricks, and one of the girls in particular he enjoyed very much. But Eswayt was a harsh task master, demanding perfection, always pointing to the door when he might complain. But he had no home to return to: as his mother had refused him her blessing of travel, his father had refused him a place to return. So Quinn stayed, pushing through the worst and focusing on the best. And so the year passed.

It was after that year when Eswayt introduced him to the Cult of Thieves. Dusk's Welcome, as it turned out, was a place of ready information, and Eswayt was one of the Cult's stand out brokers of such information, she being a formerly active member herself. She recommended him to the Cult with glowing praise, and after a few days of debate, Quinn was welcomed into the organization.

In the years since he joined, Quinn has gotten to know most everyone there to some degree or other; certainly well enough to accomplish the goals set before him. He became successful, organizing several jobs that turned out to be significant windfalls for the Cult over the years. His front is a small inn, much in the style of his parents, if perhaps a mile or two away: the Laughing Eel. It's a reasonably popular joint; the beer is always flowing, funded as it is by the Cult, and the well received Baladuri ale loosens otherwise closed lips most effectively. And Quinn is always there, waiting to hear what spills from them.
details

STRENGTHS
+ Observant: Quinn is highly clever. A quick study in people, he can after a few words divine the right ways to poke and prod a person to go the direction he wants them to.
+ Clever: Knowing what to say isn't enough; knowing when to say it can be just as important. Quinn is quite skilled in thinking on his feet, finding the game of mental cat-and-mouse addictive.
+ Manipulative: Arguably as much a failing as it is a strength, the manipulation of others comes easily to Quinn. He finds emotions easy to direct, given the right push and prod. In fact he enjoys the effort of doing so, and will oftentimes pit people against one another for the hell of it.



WEAKNESSES
- Unempathetic: There is a distinct separation to be found between conscious emotional distancing and a practiced and subconscious lack of empathy. Quinn falls quite decidedly into the latter class. It's not to say he doesn't work for his perception of the greater good; rather, he puts far more weight on the Ends. The Means are strictly unimportant detail.
- Hedonistic: Oddly, despite the more goal oriented view of 'the Ends justify the Means" he regularly employs, Quinn cares little for the future. If there is a good time to be had, he would rather be involved, consequences be damned.
- Feckless: No, that's an "E", not a "U"; go back and reread it. Quinn habitually shirks responsibility, either for his actions or for requests made of him. Strongly tied to his hedonistic nature, the Baladuri would rather just enjoy himself and forget the consequences of doing so.

appearance

Not a small man by any means, Quinn is of middling size for a man, with perhaps a bit more lean muscle than bulk. His form is regularly hidden beneath several thin layers of clothing, designed for adapting to the temperature; each piece is old, tinged with a bit of shabbiness and wear, but nevertheless well cared for. His long yellow hair he keeps mostly in braids, as well as his longish mustache. Quinn wears a perpetual smirk on his face, as if seeing some joke that no one else seems to understand, and the twinkle in his eye only serves to encourage that perception.

Associates

Being one of the more current senior members, Quinn voted in favor of most of the Cult's current membership. To do so, he formed an opinion as to why they'd make good additions to the CoT. And of course, he was thoughts on every member beyond their intrinsic usefulness, regardless of whether he helped induct them.

•Tamerlin: "I've never met a more paranoid bastard, but in this line of work, that's a boon, definitely. Between that and whatever gods-forsaken hidey holes he's got himself, he'll makes a good addition. Not a bad guy otherwise, if a bit too much 'bleeding heart' for my tastes."

•Moira: "Blending into a crowd. Never could manage that feat myself; be good to have someone who's lived it. Well, and getting blackmail. That's always good. Its also a point in her favor that she's stuck around with that Alfred character, despite his...Alfred-ness. She'll do."

•Kylar: "Does this job just appeal to the grim and generally unhappy? Because damn: I'm going to have to increase my Baladuri ale supply. But hey, he's an herbalist with a perchant for poison; the Cult would be foolish to turn that down."

•Milly: "She found her way into the Labyrinth. That's no small feat. What more do we need? ... Well, yeah. Invisibility is a nice trait, too. Damn magic; I forgot she's a halfie. Ah well. Mills is a bit quiet for my taste, but I'm gonna see about breaking her outta that shell."

•Arthur: "He's a good street presence, with a decent head on his shoulders. And his connections to other such streetrats could do the Cult well in the future."

•Cordelia: "Oracle is an interesting one. I mean, she's nearly as secretive as Eswayt was when I first met her, only she's stayed that way the entirely time I've known her. But hey, reading people's minds is something of a nifty trick, so I'm not complaining. Er, too much."

•Sothal: "He's a good leader; that's all you can ask for, right? Of course, he's perpetually depressed, it seems like. He'll relax with a pint; who wouldn't? But dammit if he doesn't do that nearly enough for my tastes. Have to say, though: that teleport thing he does is spectacular."
Writing Sample

"...then Oracle did her thing, and the bastard was drooling on the floor, completely dumbstruck." Quinn leaned forward on the bar top, miming a line of drool with his hand. The Eel was emptier than usual, the evening crowd having seemingly curtailed their debaucherous alcoholic frivolities in favor of the more visceral, martial ones. The Games were happening this week, and his usual patrons were sure to have a fair amount of money or property gambled away on their respective candidate. But that caused the innkeeper little worry; they would be back, if perhaps later than usual, either to celebrate with several rounds of good Baladuri ale or to drown their sorrows and the last few coppers they might have into a glass of Faledrin whiskey.

But in the meantime, he was using the lull to catch up with an old friend. Eswayt sat on the customer side of the bar, perched a bit unsteadily on a tall stool. She rolled her eyes, smiling in that way parents smile when their child has told them a strange or unfunny joke.

"That's quite the account, Q," the old woman chuckled, her strong voice only a touch patronizing. She held his gaze, one eyebrow raised in consideration. "But you need to cut down on the bullshit a little. Anyone who knows the dear woman would never believe that she'd Blank out anyone like that."

Quinn grinned in response and shrugged.

"Most people don't bullshit like you do, Es; it's hard to bullshit a bullshitter." His face grew serious as his tone lost its humorous edge. "Just like you can't bullshit me. What's wrong?"

Eswayt turned her head, looking away from her former student as she considered her surroundings. The tavern was originally an old warehouse, renovated and and almost rebuilt from the ground up to the inn it now was. It was fairly obvious: the walls bore few cracks and still retained their lacquered shine, the furniture for the most part still bore their original legs, and most notably the place had yet to stink of sweat, piss, and stale spilled beer, as so many other, older inns did. But even the best quality will lose its shine if not cared for, and it was obvious that Quinn had done so. Yes, it was apparent to the old madam that he was doing well for himself. That made me proud. And she was not about ruin his success with a burden. Turning back, she smiled.

"Nothing that a little hard work can't fix." The brothal was in minor debt. It wasn't anything she and her girls couldn't handle. She hoped. "We'll be fine, Q. You focus on your involvement with the others, and with your own place. I'll be around, should you need any advice."

Practically hopping if he stool with an agility that belied her age, Eswayt turned away and strolled through the front door with a wave of her hand.

"Fare well, dear."

And she was gone. Quinn watched after her, browsed furrowed in concern. Despite her assurance, he couldn't help but feel worried. But she was right; there were things that needed doing. In particular, a shipping supplier needed...relieving of his shipment. Torrin Balast; the Cult was finally acting against him. Quinn found himself smiling. Reaching under the bar, the Baladuri pulled out a bit of parchment, the inkwell, and a quill, and began writing letters of introduction for those who needed them.