Oh yeah... forgot the age thing. Let me move things all around a little:
Name: Miraln Easthearth
Race: Human
Gender: Male
Alignment: CN
Class: Cleric 2
Age: 44(middle-age)
Ability:
STR 15 (14, +2)
DEX 11 (10, +0)
CON 14 (13, +1)
INT 11 (12, +1)
WIS 15 (16, +3)
CHA 13 (14, +2)
HD: 2d8+2 (16)
AC: 14 (Base 10, Armor 4)
Init: +4 (Base 0, Improved Initiative +4)
Saves:
Fort +4 (+3 Class, +1 Con)
Ref +0
Will +5 (+3 Class, +3 Wis, -1 Madness Domain)
BAB: +1
Grapple: +3
SR: -
Skills:
Concentration: 5 +1 Con
Diplomacy: 5 +2 Cha
Knowledge(Religion): 5 +1 Int
Knowledge(Arcana): 1+1 Int
Knowledge(the Planes):1 +1 Int
Use Magical Device: 1/2 + 2 Cha
Spellcraft: 2 +1 Int
Psicraft: 1/2 +1 Int
Languages:
Common
Elven
Feats:
Power Attack
Improved Initiative
Domains:
Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.
Spells/day:
4/3+1
Spells Memorized:
lvl 0: Create Water, Detect Magic, Light, Read Magic
lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain)
Misc:
+2 to Turn Undead checks (syn).
Possessions:
Mace, heavy
Dagger
Crossbow, light
Bolts (50)
Chain Shirt
Backpack
Pouch, belt
Holy symbol, wooden x2
Spell components pouch
Trail rations (2 days)
65 gp
I don't see Miraln sympathising with either side, really: if there is a cabal of psions trying to control the city, Miraln will probably do nothing about it, so long as it doesn't affect him personally. Miraln isn't really an anarchist - he has no problems with whoever rules the city, long as they don't do anything to him personally. To him it is a pointless and slightly sad affair at any rate, trying to assert some sort of order, trying to be important, to *matter* in the face of the infinite void. Of course, if the cabal makes the city unlivable (eg. if they raise taxes to 100%, or if they want to turn everybody into elan by force, or something drastic like that), he would probably want to do something about it.
Reasons for sticking with the party... how about this: Miraln owes Ralan (human) his life. As a condition to saving him, Ralan made Miraln swear to serve him for one year and a day. Miraln had no intention of keeping this promise (being CN and all), and he held no high opinion of Ralan as a person, but now it amuses him that Ralan is tearing down all the things he tried to build in the past. So he chose to keep his word.
Hmm... too Planescape: Torment?