Entry archive
Backstory
📖 BACKSTORY
In the long, forgotten ages beyond Earth and Karthaheim, there was no figure whispered as Theodine Sharaiya.
There was only a child of the Abyzzari, born beneath the bruised skies of Noxarium, a realm that existed outside mercy and outside time. Noxarium was not evil by design; it became so through endless wars waged by demon kings who mistook domination for destiny. Cities burned not for conquest, but for convenience. Lives were erased not for hatred, but because they were in the way.
Theodine was born into that chaos, and she learned loss early. Too early. When the wars reached her home, her parents and kin were torn apart as collateral, their deaths unrecorded and unmourned by the powers that caused them. She survived only because her brother Emil held her hand and ran. She was old enough to understand what had been taken from her, and young enough to believe it might still be replaced.
When the Abyzzari began to flee Noxarium through unstable portals, they were not searching for conquest, only refuge. One such rupture opened into Karthaheim, spilling displaced souls into a world that did not know their names. Theodine and Emil emerged into the human kingdom of Allenmoras as refugees, frightened and horned, carrying grief they could not yet speak.
Against expectation, they were taken in.
An aging human couple, childless and gentle, chose them not out of heroism, but kindness. They gave them food, shelter, and something rarer than safety—belonging. For a time, Theodine learned what it meant to sleep without fear. To be scolded, hugged, taught. To call someone mother again.
Life was not kind, but it was steady. They endured suspicion, cruelty, and whispered slurs for their Abyzzari blood, but the world was quiet enough to survive.
Then war returned.
When Zachriel rose under the name Nhafadi and set Allenmoras ablaze, the illusion of safety collapsed. In the chaos, the only parents Theodine had left were murdered without meaning or memory. Once more, she and Emil fled, becoming refugees again, this time into the mountains, where camps of the displaced clung to cold stone and fragile hope.
And then the Calamity came.
Reality fractured. The world shifted. Sky and ground betrayed one another. In that moment of absolute upheaval, Theodine lost Emil. Not to death—but to separation. She searched until her voice failed and her legs gave out, until Earth-born rescuers pulled her from the wreckage and promised sanctuary.
She believed them.
The convoy never arrived.
Raiders struck before safety could be reached. Theodine was captured, sold, traded between syndicates and nations that pretended ignorance. Years passed in chains and silence. Abuse became routine. Survival narrowed to endurance. The only thing that kept her alive was a single thought: Emil must still be alive somewhere.
It was during this captivity that a human showed her kindness again—and for the last time. He spoke to her as a person, not property. He remembered her name. He loved her quietly, dangerously. Together, they planned an escape.
They succeeded.
The Hellions came for them.
She lived. He did not.
As she held him while his life faded, something ancient awakened in her blood. Theodine was not merely Abyzzari—she was heir to a forgotten lineage. Dreamwalkers. Minds capable of stepping sideways into sleep, where defenses dissolve and fear tells the truth.
She did not take revenge in the waking world.
She hunted in dreams.
Her captors began to die in their sleep, screaming at shadows only she could shape. Warden. Buyer. Hellion. One by one, they never woke. She walked free through corridors of unmarked corpses, carrying grief like a second heart.
But Emil was still missing.
Elsewhere, the cult known as The Reminisce of the Black Sun had already found him. They traced the bloodline and understood the threat it posed. Emil became leverage, a living key meant to bind Theodine to their will.
When she finally reached them, the reunion lasted moments.
During the clash, Emil was slain. Not by her. Not even directly.
But dead all the same.
His last word was her name.
That night, the sky wept over Karthaheim.
Something ended in Theodine then.
Not her rage.
Her hope.
In that silence, she chose her final truth.
The world had never learned. It only repeated itself under new banners. Every home she had known had burned. Every kindness had been temporary. Every love had been punished.
So Theodine Sharaiya chose mercy where the universe had offered none. And the daughter of two worlds, last of the Dreamwalkers, broke for the final time.
She no longer weeps. She no longer dreams.
She simply walks.
Her goal is no longer vengeance.
It is mercy.
She would put the world to sleep.
No more wars. No more refugees. No more children watching families die in fires they did not start. Earth and Karthaheim alike would be stilled—gently, finally. Only forests would remain. Only wind. Only quiet.
And when the last mind closed its eyes, she will lay beside her brother, and follow him.
Thus, the child of Noxarium became a figure history would call monstrous.
Not because she hated life.
But because she had loved it too much—and watched it suffer for too long.
🧩 ROLE IN THE CAMPAIGN
Narrative Function: A moral fulcrum. She tests the players’ convictions: Is putting her down an act of mercy… or cruelty? She offers peace in a way that feels almost kind—until they realize it means the end of all. She is also a mirror: what happens when grief festers without healing?
Major Appearances:
Begins as a name whispered in dreams.
Players may unknowingly enter her dreamscape.
A full confrontation happens only when the party chooses to stop her or follow her.
Her death can occur in a dream—if they choose to kill her gently.
Player Ties:
Any PC with lost family, trauma, or dreams may connect with her.
If a PC is a war orphan, Theodine may appear in their dreams like a protective specter.
If a PC is a dreamwalker, she will test them—perhaps even mentor them.
Growth Arc: She begins as myth, becomes a woman, then finally a choice. Her arc is about whether her grief can be healed—or whether her mercy becomes the final curtain of the world. If spared, she may vanish into sleep… and one day return.