Miir

Miir is a hermit human witch who lives on an iceberg in the ocean.

While she introduces herself as Miir, few people know her by that name. To kings and nobles of her native land, she was known as the Spectre, an elusive entity whose aid was invaluable in winning wars. To her victims, she was known as the Frost, a vicious killer whose methods were as mysterious as her affiliations. However, since her arrival on Rathnir, she has taken a new moniker: the Sea Witch.

Early Life
Miir's origins are cloudy, as she is not forthcoming with information about herself. However, it is clear that she is not native to Rathnir. Based on accounts from various nobles (who were usually in the process of getting smooth-talked), it appears that Miir's parents died when she was at an early age. It's unknown how they died, but Miir seems to be sensitive about the topic. After they died, Miir wandered her homeland, swindling grocers for food, and sleeping in whatever dingy corner she could find.

Eventually, her efforts went noticed by a local lord, who requested her services as a royal thief, interrogating those who the lord found unsavory, and generally doing the dirty work that a royal could not be seen doing. While Miir was distrustful of authority, her other option was death, so she obliged. Over the next year, Miir perfected her methods of charm, deception, and murder. She was an expert at making her victims' deaths look like accidents through elaborate and even convoluted traps. After a year of being the lord's personal pet, however, Miir had had enough. Conveniently, a tragic fire in the lord's personal residence meant that the only person who knew of her crimes was dead. However, Miir had grown used to the admittedly high pay and good food of the lord's court-- and she had found that proximity to power came with benefits of its own. She immediately sought out a noble in the next town over, easily won over by the promise of elimination of his political rivals.

Arrival at Rathnir
Dealing in the workings of politicians is a dangerous game, and eventually, Miir ended up under the gaze of someone a little too powerful. Exposed, on the run, and with a bounty on her head, she left everything she had, built a crude rowboat out of some wooden planks, and, one moonless night, dodging patrols, watchdogs, and nosy townspeople, she abandoned her home and rowed out to sea. With rations for several weeks, she was planning to be gone a while. Eventually, after rowing for days, she spotted land-- the orange shores of Kaahiru. Upon investigation of the local political landscape, Miir decided that the war-torn land of Rathnir and its many, many royals would be a ripe target for one such as herself. Now, Miir lives the life of a hermit, plotting her infiltration of Rathnir's most exclusive and powerful circles...