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Level
7
Experience
68 XP
Gold:
381.6
Treasure Points:
1
Bastion Orders:
1
Syndicate Tokens:
1
Lifestyle purchasing token:
1
Bank:
1
Starting Class:
Cleric (2024)
Race/Species:
Human
Background:
Custom Background
Background Variant / Flavor (if applicable):
Grifter
Soul Directive:
Revive me, please.
Dark Vision:
0 ft
Alignment :
Lawful Neutral
Place of origin :
Baldur's Gate
Age:
26
Pronouns:
He/ him
(IC) Why did you join The Glassfang Syndicate?:
Money, of course.
Completed:
9
Upcoming:
2
Most recent:
8 days ago
Jax was born.. well, not as Jax. But as Jareth Dalmor. Born to a well-off trading family in Baldur's gate-- ledger folk, people who uttered prayers to Waukeen for consistent margins, not wild profit. Something he always found.. unambitious. Jareth was clever with numbers, and even quicker with people. At first, the family prized him, proud of how "the boy could talk anyone into anything."
That pride withered and died the day that he scammed the wrong man. A minor noble with major criminal connections, selling him a "Secured Stake" in a warehouse he had already leveraged twice over. When the scam was discovered, the noble family didn't go to the city watch, but instead straight to the Dalmor doorstep.
The family desperately bought their way out of the situation-- but not without selling most everything they own and then some. Favors, reputation, futures-- all gone in the blink of an eye. When the shouting was over, his father’s voice was flat as copper on stone. “You are no son of mine. Whatever name you ruin next, it won’t be Dalmor.” Jareth didn’t argue.
On his way out of the upper markets, he paused beneath a tarnished shrine to Waukeen. One he'd seen hundreds of times before, passing by and offering quiet prayers. He chuckled, holding a hand over the pouch of coin he'd manage to sneak out. "New deal, new name," he thought, and disappeared into the crowd as Jax Waures.
He didn't immediately leave Baldur's Gate, instead lingering around and multiplying his remaining coin through a mix of scams and real trades. But one night, a group of the noble house's enforcers found him, and beat him near to death. They left him on the street, warning him that if they saw him again he wouldn't make it out alive. After he recovered, he left town. Having heard of the Glassfang Syndicate, he figured that was worth a try...
| Item | Qty | Type | Sell Value |
|---|---|---|---|
Amulet Holy Symbol | 1 | 2.5 Gold | |
Amulet of the Devout This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. | 1 | — | |
Backpack A leather pack with one large compartment that holds roughly 1 cubic foot | 1 | 1 Gold | |
Candle For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. | 1 | Consumable | 0.01 Gold |
Dagger Finesse, Light, Thrown (Range 20/60) | 1 | 1 Gold | |
Fine Clothes Some events and locations admit only people wearing these clothes. | 1 | 7.5 Gold | |
Flask A Flask holds up to 1 pint. | 1 | 0.01 Gold | |
Forgery Kit Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20) | 1 | 7.5 Gold | |
Gem of Brightness Wondrous Item, Uncommon | 1 | — | |
Half Plate Armor | 2 | 375 Gold | |
Immovable Rod This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check. | 1 | — | |
Lantern, Hooded A lantern with shuttered sides that burns oil for 6 hours on 1 pint of oil | 1 | 2.5 Gold | |
Orb of Time Wondrous Item, Common. | 1 | — | |
Rations (1 day) Dry foods suitable for extended travel, including jerky, dried fruit, hardtack | 1 | Consumable | 0.25 Gold |
Rope, Hempen (50 feet) Strong rope made from hemp fibers, essential for climbing and securing items | 1 | 1 Gold | |
Shield | 1 | 5 Gold | |
Stone of Halfling Luck While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. You also have advantage on charisma checks against halflings. | 1 | — | |
Traveler's Clothes Resilient garments designed for travel in various environments. | 1 | 1 Gold | |
Wand of Enemy Detection | 1 | — | |
Waterskin A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration. | 1 | 0.1 Gold |