Editing CharacterD&D 5E: Trickster's Gambit - 6

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==Backstory==
 
==Backstory==
The Gyre is a very powerful Djinn that occupies the great desert and claims it as her own territory. Hidden in the great desert are the treasures and palaces that she has claimed over the centuries and the ruins of those that opposed her claim. Also hidden in the sands are her servants, the dust devils, desert creatures, and other minor spirits. The Caravanserai know to give these followers a wide berth and not to intrude on the Gyre’s land or take these treasures. They respect her power.
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Urchin is a Fisher, lost at sea as a child when his parents' ship went down, he has worked to the point that he can get a ship and crew in any port in the Archipelago.
  
It is said that she sometimes wanders the desert in the form of a merchant or peddler and will bargain with travelers on the Wind Road. If you encounter a lone tent in the sands on a half moon night with strange wears inside, you may be dealing with the Gyre. The story says that if the peddler likes what she sees, she may grant wishes or strike a bargain for something that will change your life. Kingdoms and heroes have been carried to greatness on the power of Gyre’s gifts.
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Personality Trait: My friends are my crew; we sink or float together.
  
At least that’s what they say, but Adanh knows from first hand experience that those wishes and gifts don’t come free and the Gyre of the Great Sands always comes out ahead. His advice, if you see a lone tent in the desert, you would do better to turn and head in the opposite direction. Did he heed that advice? No, of course not. He is of the Caravanserai and they know how to show respect to the desert and its powers. He knew who he was dealing with and what he was offering. Safe passage for another generation of his people, in exchange for his service.
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Ideal: Camaraderie. Good people make even the longest voyage bearable.
  
That was years ago and in service of the storm he has traveled the continent performing services on her behalf and collecting tributes from those that struck a deal with a strange woman in the desert and are still paying off the cost of all their wildest dreams coming true.
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Bond: The gods saved me during a terrible storm, and I will honor their gift.
  
Personality Trait: I begin or end my day with small traditional rituals that are unfamiliar to those around me.
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Flaw: I work hard, but l play harder.
  
Ideal: Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
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Binding Mark: One of your eyes looks the same as one of your patron's eyes.
 
 
Bond: The gods of my people are a comfort to me so far from home.
 
 
 
Flaw:  I pretend not to understand the local language in order to avoid interactions I would rather not have.
 
  
 
==[[D%26D_5E:_Trickster's_Gambit|Back to Main Page]]==
 
==[[D%26D_5E:_Trickster's_Gambit|Back to Main Page]]==

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