Born to a Bedaine tribeswoman and an ifrit, Adir started his adventure in the great dunes of Ugini. Despite his father’s absence during his entire childhood he grew up in comfort. The flametouched are prominent members of the tribes and had many friends and retainers. While he was still a boy he was adventuring with some friends in the great desert. They uncovered a forgotten tomb from one of the long lost cultures of Ugini. Entering was strictly forbidden but the young nobleman pushed the expedition forward anyway. Some of his friends died to ancient undead in the tomb and by his reckless actions he ended up in disgrace with his Bedaine tribesmen. This resulted in his exile from the great desert and he wandered to the free-port of Qar’qathir. His only remaining possession was the jewel he got from his mysteriously absent father and mother.
To survive in Qar’qathir, Adir joined a troupe of acrobats and troubadours. He learned most of his rogue skills and talents from the eccentric lot. After some time, the troupe got themselves in trouble with one of the rich merchant houses of Qar’qathir. The group disbanded and Adir fled on a ship across the sea. He ended up in Rowendia.
His fortunes did not improve in the elven empire. He struggled to survive. On his own and lacking any real trade skills, he resorted to thievery and occasionally worse. Eventually he found himself in the dungeons of Rowendia and under the watch of some secretive Imperial organizations. As a bid for his freedom he offered his services (the only thing he had left).
He now finds himself in the employ of an organization he doesn’t really know. But the last vestiges of his Bedaine ethics demand that he honor his vow to assist his former captors.