The Exile
You were the heir. Then you were the warning. You grew up in a house with seven windows that faced the sea, and on the morning of your seventeenth birthday, all seven were shuttered from the outside by your father's order. The crime was not yours. The crime was being in the room when the wrong person whispered the wrong name into the wrong ear. By noon, you were riding south with two guards who would not meet your eyes and a sealed letter that ordered you to never return. By nightfall, the guards had been paid to leave you in the border forest, and the letter was ashes in your hand. You were a prince in the morning. Among The Exile's signature abilities: Outcast's Welcome; Forest Tongue; Cold Sleep. The fatal flaw: You cannot trust comfort. You will burn down a safe house to sleep in the cold, because the cold has never betrayed you. The signature item: The signet ring of your old house, melted down and reforged into a single crude blade. You have not yet decided whose heart it is meant for. The quest: To return to the shuttered house on the coast, open the seven windows, and learn whether your father was the villain or the victim of the whisper. Allies include The Trickster, The Wanderer, The Mentor; enemies include The Sovereign, The Warlord.