A genius adolescent changeling orphan, child of the mean streets of Sharn, self-trained telepathic psion, and linguistic savant.



Level 2 Changeling Psion
Build: Telepathic Psion
Discipline Focus: Telepathy Focus
Background: Sharn (Streetwise class skill)

Str 8, Con 12, Dex 10, Int 18, Wis 12, Cha 18.

AC: 15 Fort: 12 Reflex: 15 Will: 18
HP: 28 Surges: 7 Surge Value: 7

Insight +9, Streetwise +10, Bluff +13, Diplomacy +13

Psion: Alchemist
Level 1: Mark of Scribing
Level 2: Linguist

Psion at-will 1: Mind Thrust
Psion at-will 1: Dishearten
Psion daily 1: Ravening Thought
Psion utility 2: Intellect Fortress

Gem of Colloquy (Primordial)


Mercure is a 14-year-old(1) changeling orphan from the shadowy streets of Sharn, famed City of Towers.  Unaware of any family, or the identity of his parents, he grew up alone as a homeless waif, cradled by the back alleys of the sprawling city, and raised by none but himself amidst the chaos and intrigue of Khorvaire's most diverse and metropolitan urban culture.  

Despite his lack of guidance, care, and protection from elders, Mercure proved to be a remarkable survivor, and a keen student of the ever-shifting realities of the world around him.  Gifted from birth with the Dragonmark of Scribing, and blessed with a uniquely brilliant mind, Mercure took readily to the natural talents of his race, adapting constantly to the melting pot society in which he was born.  Through necessity, desire, and natural ability, Mercure learned at an astonishingly young age to blend in effortlessly with members of numerous races and cultures, developing a shocking fluency in nearly every language(2) spoken by the many denizens of Khorvaire.  As a survival mechanism, given his general vulnerability as a lone child in such a city, he discovered a latent wild psionic talent within, and, through crude trial and error, trained himself to focus this inborn power to protect and provide for himself.  

As he grew older, Mercure found his rare skills to be in demand in the climate of corruption, intrigue, and shady dealing which saturated the city of Sharn.  He worked as a freelance operator for anyone and everyone who could compensate him, whether in money, influence, security, connections, or favors.  As a child, he began as a simple courier at first, but quickly delved more and more into sophisticated information brokering services, and finally, as he matured and refined his talents, outright espionage.  

Mercure was largely insulated from the Last War, having never left the labyrinthine streets of Sharn, and not giving the War, as such, much thought.  However, the War itself obviously affected the various factions and power players in the city, and much of the clandestine work that Mercure performed for his various patrons was, no doubt, directly related to the machinations and subtle maneuvering that went along with the Last War.  He, himself, is unaware of what specific effects he may have had on the outcome of the War, and doesn't much care to know.  He doesn't consider the War, in itself, to have personally affected him very much.  

Mercure is the consummate chameleon, an invisible everyman with no identity, heritage, or ties of loyalty.  He is the quintessential survivor, entirely amoral but not cruel, greedy, or bloodthirsty, avoiding violence but embracing deception and manipulation as a matter of course, willing to become anyone, to be anything, in order to escape harm or achieve an end.  

He values freedom and individuality, and has a deep and genuine appreciation for and fascination with people of all races and walks of life.  He honestly likes people, even those who would be called villains or monsters by most, and tends to see things through the eyes of whomever he is dealing with or observing, feeling great sympathy for others.  He has no desire to hurt anyone, but will not hesitate to preserve his own life and liberty by whatever means necessary.  

Mercure has no concrete connection to any of the Houses, though he has worked for many of them in some small (and likely covert) capacities in the past.  He bears the Mark of Scribing, but as a non-gnome, is obviously not part of the House Sivis bloodline, rather merely one of those rare few marked as part of the working of the Prophecy.  

He has little interest in the more accepted religions of Khorvaire, but reveres the sole member of the Dark Six who is not overtly evil, the trickster god known as The Traveler.  He feels no particular allegiance to any nation or organization, has no known family, and although he has developed an extensive web of contacts, patrons, and occasionally-useful acquaintances in Sharn, he would claim no one as an actual friend.  (Most of those who know him are unaware of his true nature as a changeling, and simply know him by one of his many aliases of various races, ages, genders, and names.)

Mercure is an adolescent on the cusp of adulthood, and as such his thoughts have started to turn inward somewhat, to deeper considerations.  He has become so practiced at his way of life, and so confident in his talents and his well-established network of connections among the various social strata of Sharn, that pure survival itself is no longer much of a motivator.  It's easy for him to simply live, avoid danger, and make money now.  So he has begun to long for more, to wonder about the meaning of things, about the state of the world at large, about what's over the horizon, about what he could be doing to improve the world rather than merely get by in it.  He has no plans or particular goals, but has begun to feel, lately, that he is meant for "more".  He's not sure what that means, but he is increasingly keen to explore the idea, to reach for new experiences, to become something greater than what he has been.  He doesn't quite know it yet, but the Prophecy calls him…



(1)  Changelings mature faster than humans, so he's about the equivalent of a 17-year-old human.

(2)  Mercure is fluent in Common, Abyssal, Deep Speech, Draconic, Dwarven, Elven, Giant, Goblin, and Primordial.


Prophecy Firesnakearies