1. Characters

Nar'l Xibrindas

Drow Informant, Double Agent, Liaison of Bregan D'aerthe

Drow Informant, Double Agent, and Liaison of Bregan D’aerthe

“I told you I was harmless. You didn’t believe me. That’s on you.”
— Nar’l, smiling, after slipping out of his own bindings

There are few things more dangerous than a drow with a good memory and an open smile. Nar’l Xibrindas, unlike many of his kin, does not command attention through menace or reputation—but through a deeply cultivated skill in remaining underestimated.

He is the younger of the Xibrindas brothers, born in the unlit corridors of the Underdark and tempered in the quiet paranoia of drow society. When their family was culled in one of the all-too-frequent blood feuds of Menzoberranzan, the brothers fled their doomed noble ties and instead pledged themselves to Bregan D'aerthe, the mercenary company under the famously unpredictable Jarlaxle Baerne. Where his brother, Soluun Xibrindas, grew obsessed with vengeance and purity of purpose, Nar’l gravitated toward the game—the web of misdirection, half-truths, and layered alliances that define surface intrigue.

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Agent in the Shadows

Nar’l’s official assignment placed him within The Xanathar Guild, embedded deep as an informant. He operated under several aliases, carefully maintaining his cover by playing the role of a cautious middleman and minor functionary—one of many in the Xanathar’s vast underworld bureaucracy.

Behind the scenes, Nar’l was more than just a pair of ears for Jarlaxle. He kept tabs on the Xanathar’s acquisition of dangerous relics—including the Stone of Golorr and its Eyes—and tracked fluctuations in guild power across Skullport and the Dock Ward. However, the most fateful intersection of Nar’l’s covert work came not from his enemies, but from his own blood.

Incident with Soluun

His brother, Soluun Xibrindas, had risen to become one of Jarlaxle’s more violent lieutenants, notable for his unrestrained hatred of surface elves and his tendency to act without orders. When Soluun orchestrated a poorly conceived terrorist strike against a neighbor of Calista Maidel, an act that endangered civilian lives and drew the ire of the Hype Squad, events unraveled swiftly.

Nar’l, still operating undercover within the Xanathar Guild, was discovered by the Hype Squad during their investigation. Taken hostage and subjected to interrogation by Callista herself (a process both professional and curiously charged, according to some reports), Nar’l made the pragmatic decision to offer assistance in exchange for leniency. It is uncertain whether he ever feared death—but he clearly feared irrelevance.

The Hype Squad, recognizing his usefulness and the greater common enemy, leveraged Nar’l’s knowledge to great effect. When they staged their bold strike against the Xanathar Guild hideout, Nar’l played the role of embedded saboteur. However, during the operation, his cover was fully compromised. Pursued by the Guild, Nar’l escaped into the deeper tunnels and eventually returned to Bregan D’aerthe’s fold—though not before earning both the admiration and suspicion of his peers.

Current Role and Affiliation

Since the raid, Nar’l has remained at Jarlaxle’s side but maintains a strong connection to Callista and the broader Hype Squad. His romantic involvement with Callista has remained discreet (at least by drow standards), but his fascination with the surface world—and the chaos of the Grand Game—appears genuine.

While not a public figure, Nar’l serves an increasingly pivotal role in Bregan D’aerthe’s diplomatic ventures. He was one of the facilitators of the Manshoon Spellbook exchange, and many believe he is the bridge through which Jarlaxle hopes to bring Luskan into The Lords' Alliance, leveraging his goodwill with the so-called “heroes” of Waterdeep.

Whether Nar’l Xibrindas is a loyal agent, a reformed schemer, or simply an opportunist playing the longest game—only time will tell. 

The Conclusion of the Grand Game

“They played the Grand Game to its end—
and discovered that the final move was never theirs alone.”

—The Librarian

N'arl’s role in the Grand Game concluded in a night of masks, broken pacts, and unanswered questions. What transpired beneath Waterdeep reshaped the city’s balance of power, scattered its conspirators, and left scars that have yet to heal.

Much remains obscured—by design, by magic, and by those who survived.

For a full accounting of the events that ended the Grand Game, see the primary article: The Grand Game.

“History will name winners and losers.
The truth is less orderly.”

—The Librarian

Closing Remarks

“Sometimes the quietest knives cut the deepest.”