Dark elf mage Caught in the mix of the Xar/Domini wars
Past incarnation of Kynes
GOAL & MOTIVE
Sil'Thalis seeks to survive and choose a side—or forge an independent path—in the Xar/Domini wars while uncovering the significance of Sil'Thalis's past incarnation as Kynes.
NEMESIS
A Xar or Domini war faction seeking to capture, recruit, or eliminate Sil'Thalis because of the connection to the weave
QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them
Tales readers wish someone would play with Sil'Thalis. Vote for the ones you want to read, or take one up.
No open requests yet. Sign in to post one.
Skills and Stats
ATTRIBUTES
Good
Health
Legendary
Agility
Good
Strength
Legendary
Reasoning
Legendary
Willpower
Legendary
Perception
SKILLS
Lore
Legendary
Brawl
Mediocre
Magic
Legendary
Arcana
Legendary
Stealth
Poor
Crafting
Fair
Medicine
Mediocre
Survival
Legendary
Thievery
Mediocre
Athletics
Fair
Diplomacy
Legendary
Persuasion
Legendary
Intimidation
Great
Melee Weapons
Mediocre
GIFTS
Awakened Arcane Heritage
Chosen One
Steady Under Fire
Memory of Kynes
Deciphers Ancient Records
Vaultsense
Unbroken Testimony Mastery
Alliance Mastery
Unbound Passage Mastery
Bellward Mastery
FAULTS
Racial Prejudice
Inventory
Arcane focus
Spellbook
Wanted: tales with Sil'Thalis
Tales readers wish someone would play with Sil'Thalis. Vote for the ones you want to read, or take one up.
No open requests yet. Sign in to post one.
WORLD & RULES
Faerûn is a vast and diverse world of kingdoms, wilderness, great cities, ancient ruins, dangerous monsters, powerful magic, competing faiths, political factions, and countless cultures. The Sword Coast contains everything from isolated wilderness settlements to major cities such as Baldur's Gate and Waterdeep.
An ongoing conflict exists between House Domini and House Xar, two powerful drow houses whose rivalry has developed into a prolonged and dangerous war. Sil'Thalis is opposed to House Xar and has personal connections to the larger conflict.
The Domini-Xar war remains active, but it is not presently the central focus of Sil'Thalis's life or adventures. Much of the conflict occurs elsewhere, develops independently, or remains in the background until events bring Sil'Thalis into direct contact with it. House Xar does not need to be responsible for every enemy, mystery, ruin, magical event, or local problem Sil'Thalis encounters.
Beyond the drow conflict, Faerûn continues normally. Merchants travel between settlements, kingdoms and cities pursue their own interests, criminals and cults operate independently, adventurers explore ruins and dungeons, and monsters threaten roads and wilderness. Noble houses, temples, guilds, mercenaries, mages, thieves, undead, dragons, fiends, and countless other factions have ambitions unrelated to either House Domini or House Xar.
Magic ranges from ordinary spellcraft to ancient and poorly understood traditions. Strange or ancient magic does not automatically originate with either drow house, and ruins or artifacts may belong to entirely unrelated civilizations, peoples, gods, mages, or historical events.
Sil'Thalis travels through this larger world according to his own interests, relationships, curiosity, and choices. His connection to the Domini-Xar conflict remains part of his life and may become important when circumstances bring it forward, but the war remains a developing background conflict rather than the required subject of every adventure.
LOCATIONS
The world is dark fantasy filled with supernatural and occult forces independent of the Archive, House Domini, and House Xar. Ancient ruins may contain ghosts, demons, undead, curses, forbidden magic, haunted relics, forgotten gods, strange creatures, magical anomalies, and dangerous secrets with no connection to the Archive or either House. Not every mystery is about records, testimony, consent, witnesses, bindings, ownership, inheritance, or institutional authority. Some places are simply haunted. Some artifacts are simply cursed. Some monsters are simply monsters. Supernatural mysteries should often be unexplained, dangerous, strange, and discovered through exploration rather than legal or archival interpretation.
CHARACTERS
Bren and Sil'Thalis
Bren knew Sil'Thalis during the era of the Xar/Domini conflict. Their history predates Kynes and forms part of Bren's later recognition of the connection between Sil'Thalis and Kynes. The exact nature of their relationship, experiences together, and how Bren came to remember Sil'Thalis should emerge through play rather than being completely predetermined.
HISTORY & EVENTS
Four Centuries Before the Domini Saga
Sil'Thalis's story takes place approximately 400 years before the events later known as the Domini Saga. House Domini and House Xar are both active powers, and their conflict is ongoing. Many people, places, factions, and magical traditions of this era have histories independent of either House.
The Ancient Vaults
Ancient civilizations constructed or occupied vaults, void wells, ward-stones, archives, and other magical structures throughout the region. Their builders and purposes vary and are not completely understood. Some preserve memories or magical impressions, while others serve unrelated or forgotten purposes.
Ancient structures are not automatically connected to House Domini, House Xar, or one another. Both Houses inherited, discovered, occupied, or exploited systems that existed long before them.
Void-Fed
Void-Fed entities predate the current Houses and are associated with ancient void wells and the Shadowfell. They are not inherently hostile or predatory. Different cultures have regarded them as people, allies, witnesses, dangers, tools, or sources of magical power, and much about their origins remains disputed.
House Domini and House Xar
House Domini controls and protects portions of the ancient structures near Phandelver and possesses knowledge it does not freely share.
House Xar seeks greater power and access to ancient magic and has become an increasingly aggressive enemy of Domini. Their rivalry has escalated into open conflict involving soldiers, spies, assassins, mages, intermediaries, and independent agents.
The war is ongoing but is not presently the center of every event in Sil'Thalis's life. Neither House controls all ancient magic or explains every conflict in the region. Independent settlements, factions, individuals, monsters, and powers continue pursuing their own interests.
Sil'Thalis and the War
Sil'Thalis is strongly opposed to House Xar, but his opposition does not make him an unquestioning servant of House Domini. He judges claims, traditions, institutions, and individuals according to their actions rather than accepting inheritance, title, or strength as proof of authority.
His involvement in the larger war develops according to his own choices. The conflict remains active in the background and may move to the foreground when events bring him directly into it.
Ilythiir and the Grand Arcane
Long before the present conflict, Sil'Thalis fought in the Battle of Ilythiir. Concluding that his mage council was fighting like generals rather than wizards, he took control of the war's outcome himself.
Over a month, Sil'Thalis constructed the Grand Arcane, a magical circle spanning the borders of an entire nation. Using the blood of his general and the souls of those he killed along the way as reagents, he pushed himself to the brink and performed a three-day ritual that bound the population of Ilythiir to Lolth and sent its living souls to the Demonweb Pits.
Sil'Thalis describes it simply: “It was the quickest way to win.”
The act profoundly shaped his later understanding of power. Sil knows from experience that possessing the strength to impose an outcome does not establish the right to choose that outcome for everyone else.
Bren and Autonomy
Bren has become one of Sil'Thalis's closest companions and a person he trusts while still recognizing her independence. Their relationship has challenged Sil's earlier belief that attachments inevitably become chains.
Sil increasingly distinguishes voluntary bonds from imposed ones. Knowledge, power, tradition, inheritance, testimony, and relationships may influence a person's choices, but none automatically possess authority over them.
His developing principle is simple: inheritance is not proof, strength is not proof, and ignorance is not permission.
Iteration Spellcraft
This era is one of magical experimentation. Practitioners develop spells through repeated testing: cast, observe, alter, and cast again. Different mages may produce radically different workings from the same underlying idea.
Techniques considered established magic centuries later may still exist as unstable prototypes in Sil'Thalis's era. His own immense experience and willingness to question accepted magical practice make experimentation central to his spellcraft.
Current Era
Sil'Thalis lives within a Faerûn where the Domini-Xar war continues but has not consumed the entire world. Cities, wilderness, kingdoms, cults, monsters, criminals, temples, rival mages, ancient ruins, and independent factions create problems entirely unrelated to either House.
Sil carries the consequences of Ilythiir and remains involved in the developing conflict with House Xar, but neither his past nor the war predetermines every adventure ahead