Character: Cherubael Dayne
Birth and early days
He never knew his family. Whoever his mortal parents were, they abandoned him on a small corn field, in a wilderness area close to Trinity's farmland. He was found by ascetic monks of Torm, who brought him back to the temple where the priests recognized his celestial heritage, named him Light of Dawn, and raised him with a clerical career in mind. The boy was surely gifted, with a magnetic personality, a quick mind and a natural attunement with a blade. Tall, with a penetrating, purple eyed stare and long, silver hair, he was a natural born leader even if only 15 years old. Light of Dawn, however, was far from perfect...he was righteous, and naturally good inclined, but overzealous and rash, and constantly restless for a chance to prove his superiority over the others. His sermons and chiding (of adults and children alike) often ended up in broken bones (that he called "justice"), and the adventures he was seeking were putting at risk the lives of all his friends, who saw him like a paragon and worshipped him like a god, following him everywhere. At 16, and totally out of control, the monks were forced to provide him with goods and put him on the road to Trinity city, only a few days of travel far, so that he could find his way...
Not much is known about his stay in the city itself, but Dayne (that's the name he began to go by, for practical reasons) was less than well accepted there. His "black and white" vision of the world brought him more enemies than friends, and he barely escaped a knife through his ribs more often than not, due to his inflexibility bordering into outright hostility towards anyone straying from his very own vision of "law", "justice" and what is "right". A turning point came at the age of 17, when a caravan he was traveling with, directed north on the main road, fell under attack by a combined humanoid force. Right past the first week's travel, caravan workers and guards alike began disappearing at night, shadows edging the torchlights' edges everywhere. With the tension rising, shortly after the full scale attack came: a band of hobgoblin started to rain fire arrows to pin the few defenders down to their scanty means of cover, while groups of bugbears were sneaking from the nearest treeline behind the convoy, assassinating easy targets (military and civilians alike) and stretching the scanty means of defense ever so thin. In this already difficult situation, a horde of trolls, probably attracted by the noise, swarmed out of a complex of concealed caves, opening a new attack front and threatening to end the resistance immediately. In the darkest hour, when all seemed lost, Dayne rallied some friends and a few adventurers who were happening to travel north with the merchants, and took up a fortified position between the caves and the wagons in an attempt to stem the tide . He held the position for six days, day and night fighting to stop the onslaught, showing strategic wisdom and tactical awareness as well as competence with a sword. He fought his battle, allowing the militia to fight their own against hobgoblins and bugbears. The stalemate was broken by the arrival of a mighty cleric of Tyr and his retinue of knights, whose charge annihilated the hobgoblins and gave the militia the chance to fight back and repel the invaders. When the Cleric rescued Dayne and (supposedly) his party, they found he was the only one alive, and even he would not have survived the day without the cleric's healing powers. The next day and night, Dayne and the Cleric discussed. No one knows what was said, but at dawn of the second day, The holy priest announced that he was going back to the Order of The Merciful Sword's stronghold in Waterdeep, and Lightbringer was coming with him to be ordained officially as a Paladin of Tyr.
Sir Cherubael Dayne, Paladin of Tyr
When the vigil was concluded, the sun dawned on Cherubael Dayne, Paladin of The Order of The Merciful Sword. They say Cherubael was one of his best friends, that sacrificed his life to protect him during the battle. Whatever the reasons behind his name, it is said that Light of Dawn had developed a dislike for humanoid monsters bordering in prejudice, and outright hatred. They say in the following years, he kept riding out in the night, visiting known caves infested with Orcs, goblins, gnolls and the like as near to the the City of Splendors as possible, and slaying countless numbers of them, not to bring justice and smite evil in all its forms, but out of pure desire for vengeance.At the age of 19, now being a knight errant for the temple, he was assigned to Daggerford, and in particular to help defeat a group of cuttroaths formed by ex adventurers and deserters from several militias who banded together and were preying on travelers. On his way to the city, it is said he found a Half-Orc bent on a human child, on the side of the road. Without a second thought, he quickly dispatched the halfblood only to find out too late he was just trying to use his clerical powers to heal the mortally wounded child, now as well beyond salvation. This occurrence had a deep impact on Dayne, and possibly it is one of the most important milestones in his life: The young adventurer, rash, impulsive, full of prejudices and with a black and white vision of good and evil died with that child. A new Cherubael Dayne was born: his judgement was now based on actions, no longer race nor prejudice of any kind. He now started to perceive good and evil as aspect of every living being, and therefore the righteous' duty to be vigil and aware that he himself is not immune to the taint. Conversely, not all evil is beyond redemption, although justice and law must be defended and enforced at all costs regardless of a villain's chance for salvation. Once he guided the local forces to a decisive victory against the bandits, he went back to Waterdeep and spoke to the Cleric who brought him into the order, explaining what happened to him and his ideas. After reflecting a few days, the priest claimed he had a vision from Tyr, and that Cherubael's destiny would unfold in his homeland, Trinity. More he could not say, but he arranged the travel immediately, giving the Paladin full powers from the Order to bring hope and justice wherever his quest to fulfill his own destiny brought him.
"Know me and fear me. My embrace is for all and is patient but sure. The dead can always find you. My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me."