Irann grew up in a well-to-do household in the elven town of Woodford. His father was an influential bureaucrat and his youth was spent in relative comfort and privilege. As a teenager, Irann felt the call of military life, and chose to petition to join the Knights of White River. His parents proudly journeyed with him to the fortress town of Starhold, where they left him in the care of an old elven knight named Peren’dar Silverheart.
Eventually proving himself competent, Irann became a squire to Peren’dar; accompanying the knight on his forays into the mountains to fight the ettercap and drow. He began to fear, however, that he would never be promoted to full knighthood and became increasingly impatient with his aging mentor. Thus, when the opportunity arose to pursue a mission independently of old Peren’dar arose, Irann leapt at the opportunity.
Irann would be accompanying a young mixed blood knight by the name of Pieter to the human town of Drakeford, to reestablish a presence for the knights in a town that had once been their headquarters. Peren’dar and other elder knights quietly informed him that his true mission was to keep an eye on the somewhat erratic Pieter, who had an unhealthy devotion to the old human imperial ways (including a preference for the minor god of justice and order, Bahamut). Despite his disdain for humans and mixed bloods, Irann could not pass up the opportunity for advancement, and was promoted to knighthood before he and Pieter began their journey out of the civilized lands.
The two knights were enthusiastically welcomed by the Baron of Drakeford, an elderly mixed blood named Alistair Winterstone. The old man was more than happy to have a pair of knights stationed in his town, and Pieter set to work immediately trying to find local muscle to accompany them on the missions the old baron immediately started brewing up for them.
The first mission, which Irann proudly led himself, was to clear out a nest of bandits which was interrupting trade between Drakeford and Redhill. His support for the expedition were a pair of orcish half-breeds (Ubada and Grai) and a mixed blood drunkard named Vincent. The mixed blood didn’t survive the first ambush by orc bandits. (And a good riddance, whatever else one might say about orcs, they can hold their drink.) The did, however, pick up a replacement; a mixed blood bard named Faral who was traveling the road to Drakeford from Redhill and offered to join their “quest.”
They were in the field for most of a week, but managed to clear out the den of bandits, which was holed up in an old, ruined temple of Bahamut. The bandits were mostly orcs, but they were lead by a Hobgoblin commander and supported by a disgusting and unholy necromancer who had corrupted her sacred eladrin blood with vile rites and disturbing practices too horrible to dwell upon, much less mention.
The bandits had shared their den with a feral minotaur and had a lich-knight of some sort locked in a closet. Either by themselves probably would have been enough to wipe out his team. The lich-knight identified himself as Eronald and insisted that he was the heir of the Kingdom of White River, and that he intended to rebuild it as an undead kingdom. He displayed a sort of court-formality and negotiated with “his fellow knight”, offering that there were places in his kingdom for the living. Irann refused to join his cause, but managed to convince him to demonstrate his prowess by taking on the minotaur. Eronald handily defeated the minotaur, but was sufficiently injured by the encounter that when he laughingly “dueled” Irann and his party, they managed to defeat him. As Eronald (and all his gear) disintegrated into a whirlwind of dust, he merely laughed and promised to see Irann again.
After returning to Drakeford and reporting to Pieter and the baron, Irann took it upon himself to refurbish and rededicate the abandoned temple where the bandits had been staying. He found an unexpected ally in this from the local, mixed blood nobleman Erin Louter, who supplied servants and materials for the effort. This project has been Irann’s primary focus between missions. He really has no interest in getting involved in the tribal human politics the way Pieter seems to be doing.
While Pieter played at his politics, and spend far too much time with the baron’s unpleasant daughter, Irann took his warriors to investigate an unnatural blight on the crops of local villagers. Fighting their way through unusually determined giant rats, they managed to trace the problem back to an insane druid who was directing the rats and apparently causing the blight from his a little hut in the forest. The druid’s magical thorn-shot almost killed the brute Grai, but Ubada’s arrows turned the tide and they managed to overcome him.
Nearby the house, they discovered an unusual crater, in which Grai uncovered a strange green stone that emanated odd, unnatural energies. Irann had them tie a rope to it and drag it back to town, where they locked it in a metal box and asked the Sage of Drakeford to look into it for them. The sage determined that it was a shell, perhaps even an egg, for a far realms being, but wished to study it further.
The next mission, which Irann also lead, was to clear out kobold raiders from a nearby Redhill mine. For this expedition, Irann had the services of Grai (a barbarian whe seems content to follow), Feral (the bard, who finds accompanying a knight exciting fodder for his songs), and a wizard named Braudel (a mixed blood who the baron thought it would be wise to send along). Ubada, whose talents as a ranger were needed elsewhere, was unavailable to join them. It turns out that the kobolds were being led by a young white dragon. It and its priestly servants, however, were no match for Irann and his band.
Upon returning to town, Irann discovered that the Sage had been murdered and the alien stone had been stolen. The baron asked him to investigate, and suggested that the culprits were probably the compatriots of the mad druid they had slain.