UNSUNG HEROES
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Character Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Credits:
Design: Tim Beach with Jim Atkiss (Nystallina, Tatanya), Rich Baker (Cymbelene, Valdemari),
Wolfgang Baur (Amberstar, Dwyam), Anne Brown (Calandria, Poresche), Tim Brown
(Boinias, Tranea), Dale Donovan (Estheria, Hakan), Jeff Grubb (Teekli, Blaze), Slade Hen-
son (Liliornin, Morrandar), Harold Johnson (Vattaan, Skie), Rob King (Kiiri, Pheragas), Julia
Martin (Lafallot), Colin McComb (The Red Minotaur, Santis), Roger Moore (Dargent, Khi-
santh), Bruce Nesmith (Pal, Shonorr), John Rateliff (Grindlethorpe, Jessie), Thomas Reid
(Alyssa, Grogan), Norm Ritchie (Cyan, Glitarald), David Wise (Hilmar, Aurum), and Bar-
bara Young (Glitterback, Vallo)
Design Coordination: David “Zeb” Cook, Karen Boomgarden, and Tim Beach
Development: Tim Beach Production: Dawn Murin
Editing: Karen Boomgarden Typography: Gaye O’Keefe
Cover Art: Robh Ruppel
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INTRODUCTION
Unsung Heroes is a s o u rc e b o o k fo r the Robes” or “Enchanter of the Red Robes.” Titles
DRAGONLANCE® Campaign Setting. It offers full such as “Black Robe Mage” or “White Robe Di-
descriptions of 48 characters and 10 dragons viner” are acceptable, as are the very rare titles
which have played minor parts in novels or mod- like “White Mage” or “Red Illusionist.” High Sor-
ules, or were briefly described on AD&D™ Trading cerers may not use wizard kits.
Cards. A renegade may be a mage or specialist as well,
Some of the NPCs were heroes of the War of the and is referred to by school if it is known, such as
Lance, while others became heroes afterwards. “renegade mage” or “renegade transmuter;”
There are also villains within, and not everyone “renegade wizard” is used if specifics are un-
who fought on the side of Good during the war known.
will be friendly. Those priests who belong to the Holy Orders of
Unsung Heroes builds on the Tales of the Lance the Stars are usually referred to by their order, as in
boxed set. Unfortunately, Tales of the Lance was so “Priest of the Good Order.” Some refer to their de-
packed with material that a few items were left ity in their title, as in “Priest of Mishakal” or “Pala-
out. Also, much of the previously published mate- dine’s Priest.” Priests of the Holy Orders do not use
rial on Krynn was written for the first edition priest kits.
AD&D® game. When information in this accessory Heathens can be clerics or specialty priests.
disagrees with previously published game materi- Some few receive spells if they worship true gods
al, the information in Unsung Heroes takes prece- (such as druids of Habbakuk), though the Holy Or-
dence. ders and most others do not acknowledge their
abilities. Those who worship false deities (includ-
ing those imported from other worlds) either con-
CHARACTER CLASSES AND vert or lose the ability to cast spells above second
level in power.
KITS Handler and con artist/prestidigitator are kits for
use with the thief class. Only kender may be han-
This is a complete list of character classes of dlers, and this requires a completely different phi-
Krynn: fighter, Knight of Solamnia, paladin, ranger losophy for the character. Kender may also be
(Warrior Group); High Sorcerer, renegade (Wizard thieves with other kits, or with no kit, but this is a
Group); Holy Order Priest, heathen (Priest rare occurrence.
Group); thief, bard (Rogue Group); tinker, com- Tinkers and commoners can become proficient
moner (Normal Group). The Normal Group is de- in any weapon, but generally use basic weapons
scribed in Tales of the Lance. like clubs or swords. If a commoner character
There are no psionicists native to Krynn; what wants to start with proficiency in something odd,
few exist there are visitors from other planets or like a minotaur gladiator’s weapon, there needs to
planes, and if they stay on Krynn more than one be a reasonable explanation. Tinkers and com-
month per level, their psionic abilities disappear- moners can use any armor, but never start with
permanently. better protection than leather or padded armor.
“Knight of Solamnia” is a generic term used There are no kits for tinkers or commoners, but
when a Knight’s order is unknown, or to describe a it may be possible to adapt a very few, such as the
group of Knights of multiple orders. A Knight gen- peasant hero fighter’s kit or the academician wiz-
erally refers to himself by his specific order, like ard kit. In general, a kit implies a level of speciali-
“Knight of the Crown” or “Knight of the Rose.” zation beyond characters who are part of the
Such terms as “Crown Knight” and “Sword normal group.
Knight” are acceptable, but less common.
The barbarian, cavalier, and mariner are kits for
the warrior classes. Paladins, rangers, and fighters C HA RA CTER R A CES
can be barbarians. Only paladins and fighters can
be cavaliers and mariners. Other fighter kits can A wide variety of races are available for player
be used as well, but are rare. Knights of Solamnia characters on Krynn. Details can be found in the
never use kits. DRAGONLANCE® Monstrous Compendium; the
“High Sorcerer” is a generic term, as is the far Tales of the Lance and Time of the Dragon boxed
less common “robed wizard.” A High Sorcerer sets; DLR1, Otherlands; and here in Unsung He-
can be a specialist of any school allowed to the ap- roes.
propriate robe color, and is normally referred to Kender receive the halfling racial adjustments to
by area of specialty, such as “Mage of the White thieving skills. The natural thieving skills possessed
2
by all kender have already been adjusted for this. roes, if an individual has proficiency in a multiple-
Apply Dexterity adjustments normally to their nat- use weapon, individual skills are listed, such as
ural skills. “bollik (as bolas)” or “hoopak (as quarterstaff and
Irda receive the following adjustments to thiev- sling).”
ing skills: OL + 10%; F/RT + 10%; MS + 5%; HS
+ 10%; RL + 5%. Because of prejudices against
them, lrda are seldom professional thieves. They POSSESSIONS
must choose a kit. lrda are generally investigators,
troubleshooters, or scouts, while some are adven- All characters in Unsung Heroes have a list of
turers, swashbucklers, or acrobats, and a few are possessions; please note that these are the items
spies, smugglers, or burglars. most often carried, but not an exhaustive list.
Characters might have other items, and all are as-
sumed to have at least a little money; though none
LANGUAGES is listed.
Most of the intelligent races of Krynn have their
own spoken language. Many of these have region- DRAGONS ON KRYNN
al or subspecies dialects. Player characters on
Krynn receive Common and their local racial dia- Dragons have several attack forms available to
lect automatically, without spending proficiency them. Those dragons described in this sourcebook
slots. have only their commonly used attack forms list-
There are two dwarven languages, Mountain ed. Krynnish dragons are also able to alter their
Dwarf and Hill Dwarf. Each clan has its own dia- size to become half normal size or up to 50% larg-
lect of Hill or Mountain Dwarf, and Aghar speak a er. This allows them to squeeze into small spaces
slang-filled language, Gully Talk. Hammertalk is or to appear even more impressive than normal; it
tapped out in caverns to communicate over long also leads to wildly varying reports of their size.
distances. There has never been a reliable report of a sight-
There are four elven languages: Silvanesti, ing of a baby dragon on Krynn. Sages speculate
Qualinesti, Kagonesti, and Dargoi. The latter is that baby dragons do not look at all like dragons.
spoken by both types of sea elf, as well as mer- Hatchling black dragons might look like tadpoles,
men, sirines, tritons, and many other sea-dwellers. while young green dragons might appear to be
There are many regional human tongues, in- worms of some sort. Some change gradually,
cluding Abanasinian (or Plainsman; Seeker is a growing wings and other distinguishing features,
more formal version), Ergot (or Ergothian), while others enter a pupal stage and metamor-
Estwilde (or Mountain Barbarian), Ice Barbarian, phose into dragons. These theories are uncon-
Kalinese (or Sea Barbarian), Kharolian (used in Tar- firmed, and occasional magical mutations (see the
sis and the Kharolis Mountains), Khur (or Desert entry on Poresche) add to the confusion.
Barbarian), Lemish, Nerakese (spoken in Taman
Busuk and surrounding areas), Nordmaarian,
Saifhum, and Solamnic. T HANK Y OU
There are three special languages. Hand Talk (or
Sign Language) is a silent language used primarily Unsung Heroes was a “jam” project, to which
in Abanasinia. Thieves’ Cant is a collection of idi- almost everyone on staff contributed while work-
om and slang known by all thieves (without the ex- ing on other assignments. The authors would like
penditure of a proficiency slot). Magius is an to thank the following people: Margaret Weis, Tra-
ancient language in which magical research notes cy Hickman, Doug Niles, Mary Kirchoff, and all
are often written; its spoken form no longer exists, the other authors of books in the saga, for writing
but literacy in it is necessary for a wizard who them; Anne Brown, Rick Brown, Rob Nicholls,
wishes to advance very far. Thomas Reid, David Wise, and probably several
others for work on the trading cards; and Wayne
Chandler, Ky Hascall, Harold Johnson, and Sue
WEAPON PROFICIENCIES Weinlein for information and inspiration.
The Tales of the Lance campaign set introduces
many new weapons, some of which have multiple
uses. When a weapon can be used in several ways
(such as a hoopak, which may be used as staff,
sling, or spear), proficiencies must be taken in
each weapon type for effective use. In Unsung He-
3
ALYSSA GLANOWIN
3rd-level Priest of the Good Order
Race: Human
Alignment: Lawful good
Move: 12
AC: 9
THAC0: 20
Hit Points: 14
Strength: 11 Intelligence: 18
Dexterity: 14 Wisdom: 16
Constitution: 9 Charisma: 12
Proficiencies: Staff, sling; etiquette, healing (2 extra
slots), herbalism, musical instrument (mandolin),
reading/writing (Common), religion, singing, spell-
craft
Armor: Ring of protection +1
Weapons: Staff, sling
Equipment: Mishakal’s medallion of faith, pear/ of
wisdom, bag of healing herbs
Description: Alyssa is a diminutive young woman,
and is often mistaken for a child because of her ex-
tremely youthful features. She has curly brown hair
that falls to just below her ears and fair skin. She Because the village had been nearly destroyed, the
wears a simple dress that is white with blue in it, and survivors travelled with the heroes to a nearby town,
a pendant inscribed with the many names of her pa- where Alyssa visited the temple of Mishakal with Eri-
tron deity, Mishakal. ma to learn more about the return of the true gods.
Alyssa’s enthusiasm did not go unnoticed by the
Attitudes: Alyssa is a devout priestess of Mishakal members of the temple, and she was invited to stay
and finds wonder and beauty in everything that she and learn. With her parents’ permission, Alyssa was
discovers about the world. This sometimes is her soon an acolyte devoutly studying Mishakal’s teach-
bane, because she tends to be too trusting of those ings.
she meets. However, true to her deity’s teachings, Now a prominent priestess within the hierarchy of
Alyssa is always more than willing to aid those who the temple, Alyssa has begun to journey forth into the
are ailing or in need. Despite her child-like wonder, surrounding land to spread the word of her faith, and
Alyssa is a studious and devoted disciple, and there is help rebuild the world after the War of the Lance.
a prominent future ahead of her within Mishakal’s or- However, her sheltered life as a child and during her
ders. first years as an acolyte have made her a bit naive and
too trusting.
Background: Alyssa’s village was nearly destroyed by Alyssa now occasionally travels with a pair of
a skirmish between draconians and a party of wan- squires, named Merek and Suthor, who aspire to be-
dering heroes. After the combat, which the heroes come Knights of Solamnia. As part of their training,
won, one of their members, a priestess of Mishakal Merek and Suthor escort her to various villages and
named Erima, began tending to the sick and hurt of towns where she teaches her faith and heals the peo-
the village. Alyssa was so moved by this display of ple. Along the way, they have had an adventure or
caring that she wished to take up the life of a priestess two.
of Mishakal herself.
4
AMBERSTAR
5th-level Fighter
Race: Kender
Alignment: Chaotic neutral
Move: 6
AC: 9
THAC0: 16
Hit Points: 30
Strength: 12 Intelligence: 13
Dexterity: 15 Wisdom: 11
Constitution: 9 Charisma: 16
Proficiencies: Hoopak (as quarterstaff and sling),
knife, bollik (as bolas), whippik (as whip); fire- build-
ing, hunting, swimming
Armor: None
Weapons: Hoopak, knife, bollik
Equipment: Ring of feather falling
Description: Named for her rich yellow hair and the
twinkle in her eyes, Amberstar has wandered from
the kender homelands. She wears warm furs and a
golden necklace that her mother gave her. She goes
through even the rainiest days without looking be-
draggled. Her dark eyes can stare unflinchingly and Lance began, Amberstar wanted to help the kender
unnervingly when something interests her. suffering under the eastern Dragonarmies. She hur-
Amberstar prefers to travel light, so never carries ried east, skirting south to avoid the Dragonarmies.
more than fits in her small pack. Amberstar has a She hoped to see the elves of Silvanost again, but she
fondness for gold earrings and toy figurines of any found that their city had already been sacked and the
kind and has small collections of both. forest perverted. Her hatred of the Dragonarmies be-
gan that day and has only grown stronger since.
Attitudes: Amberstar is carefree and fearless. She of- She hurried on to Kendermore, found her friends,
ten takes care of objects for people who “misplace” and convinced them to go take a look at the dracon-
them and carries a pouch filled with numerous trin- ians. The kender became camp followers, and they
kets. She is very loyal to her friends and will never kept finding interesting maps, keys, orders, signal
desert them in time of need. Amberstar loves adven- flags, and quartermasters’ lists, much to the conster-
turing but plans to settle down one day in her home nation of draconians who kept losing things. Their
village near Hylo. greatest find, however, was a copy of the order of bat-
She is curious about everything and quick to poke tle for the Black Dragonarmy.
her nose in anywhere with gleeful shouts of aban- Amberstar liked the bright blazons and markings in
don. She listens to advice from friends but ignores it the troop list, but she had no idea of its military value
when she knows she is right. Usually her friends are until she showed it to a human soldier. Amberstar en-
just too timid. Amberstar hopes to see a good dragon joyed watching him jump up and down. Ever since
one day. then, Amberstar and company have spied on the
Black Dragonarmy, keeping the armies of good in-
Background: Amberstar first felt kender wanderlust formed on its movements, supplies, troop strength,
during peacetime. She traveled from Kendermore and morale. She likes to see draconians befuddled.
through Silvanost and on to Solamnia, hoping to see Amberstar has typical kender “thieving” skills.
Palanthus. She never made it. When the War of the
5
BOINIAS
7th-level Gladiator Fighter
Race: Gnome
Alignment: Neutral
Move: 6
AC: 7
THAC0: 14
Hit Points: 54
Strength: 14 Intelligence: 12
Dexterity: 15 Wisdom: 12
Constitution: 11 Charisma: 12
Proficiencies: Cestus (specialized), two-weapon style
specialization, punching specialization, bolas, dag-
ger, short sword; gaming, blind-fighting, cha-
rioteering, tumbling, endurance
Armor: Gallic armor
Weapon: Short sword +3, 2 cesti, bolas, dagger
Equipment: Gauntlets of dexterity
Description: Boinias is powerfully built for a gnome,
bearing the scars of dozens of arena battles. He wears
revealing clothing, letting his build speak volumes
among the outlaws with whom he now associates.
Boinias is most often found in a belted toga, with shin derness is one he finds both beautiful and worth pro-
guards and sandals. tecting. Much in the same way as he abhors slavery,
Boinias carries a magical short sword. The sword is Boinias finds no room in his heart for those who wan-
of ancient but uncertain origins. One property is tonly destroy natural wonders such as forests and ani-
apparent-it glows brightly when held by a gnome. mals. More than one hunter has found an angry
Boinias is most often preceded by his own aura. gnome between himself and his prey when Boinias
finds his hunting “excessive.”
Attitudes: Boinias spent his youth as a slave in the
pits of the League of Minotaurs on Taladas. He Background: Boinias was purchased at a young age
worked stone and made mud bricks, toiling for years by a elderly minotaur-his new master died soon af-
in the blistering sun. The whips of the minotaurs ter the purchase. As such, Boinias has no idea where
curbed his rage, but they also hardened his body and he is originally from, though he suspects he is the off-
his resolve. spring of the curious inventer folk of Sancrist island.
Boinias detests the notion of slavery. Having es- Boinias never had the luxury of seeking out his tinker-
caped the arena, he has devoted his life to putting an ing, inventive side, but was instead forced to labor
end to the institution. When in the presence of from his earliest days.
slaves, Boinias seeks ways to free them or to instill In the arena, Boinias won many matches, beyond
within them a sense of self worth and confidence. the expectations of both himself and his owners. His
When in the presence of slave owners, Boinias seeks success won him latitude of movement, which he
to rationally convince them that their actions are quickly took advantage of to escape.
wrong. If he is unsuccessful, he generally resorts to Now Boinias moves through the wilderness with
violence. other escaped slaves, exacting revenge on minotaurs
Secondarily, Boinias has come to appreciate nature and seeking freedom for all. He hopes his friend Tra-
in all its splendor. Having grown up in the lifeless nea will join him one day soon.
mud of the slave pits, his newfound home in the wil-
6
CALANDRIA
14th-level Mage of the Red Robes
Race: Human
Alignment: Neutral
Move: 12
AC: 5
THAC0: 16
Hit Points: 32
Strength: 11 Intelligence: 17
Dexterity: 15 Wisdom: 13
Constitution: 10 Charisma: 14
Proficiencies: Quarterstaff, dagger, dart; dancing,
herbalism, religion, singing, spellcraft, weather
sense, weaving, reading/writing (Common, Magius,
Solamnic), modern languages (Ergot, Plainsman)
Armor: Cloak of protection +4
Weapons: Quarterstaff, dagger +3, 12 darts
Equipment: Clothing, bedroll, wand of conjuration,
staff of command, wand of lightning, amulet of proof
against detection and location
Description: Calandria is a pretty woman with curly
red hair, large brown eyes, and a sad expression.
sessions and as many of her mentor’s magical items as
Attitudes: Calandria loves meeting new people, but she could carry and left for the Tower of Wayreth. She
has a difficult time forging lasting friendships and had attained 4th level as a wizard, and sought to take
stays in one place only as long as she feels comfort- the Test of High Sorcery and gain a new mentor.
able with the people around her. The death of her Calandria traveled with a caravan of bards for a
parents and mentor hurt her deeply, and she is reluc- time, cooking and cleaning in exchange for the safety
tant to become close to anyone for fear of losing of their wagons and for a place to sleep. She learned
them. She shares a strong bond of friendship with her to sing, dance, and repair musical instruments. When
dragon, Poresche, and she protects him fiercely. Ca- she parted their company, she sang and danced for
landria knows that Poresche will be her friend until her supper until she reached Wayreth.
her death. She was nearly turned away by the wizards at Way-
This wizard would like to make a home in a quiet reth. Calandria’s former mentor claimed to have
village, but the turmoil in Ansalon will probably pre- been approved by the Conclave of Wizards, but his
vent her from doing so for a number of years. status was shaky at best. Calandria begged the con-
clave to accept her, and for one year, she stayed at
Background: At the age of 32, Calandria’s difficult life the tower under their watchful eyes, proving herself
is finally turning around. Her parents were killed by to be studious, loyal, and talented during this proba-
draconians when she was 10, and she still tries to tion. The conclave allowed her to take the Test, and
avoid attracting the attention of draconians. She she survived with barely a scratch.
moved in with her mentor, a wizard of the red robes, Calandria stayed at the tower for a number of years
and for the next four years, studied hard and devel- but never became close to anyone there. The cold
oped her talent. Her mentor was killed by an assassin attitudes of the other wizards warmed after her pro-
after selling a faulty magical item he had created. bation, but she could not bring herself to become
At the age of 12, Calandria packed her meager pos- friendly with any of them.
7
CYMBELENE
5th-level Amazon Ranger
Race: Human
Alignment: Chaotic good
Move: 12
AC: 5
THAC0: 16
Hit Points: 35
Strength: 17 Intelligence: 13
Dexterity: 16 Wisdom: 11
Constitution: 12 Charisma: 15
Proficiencies: Long bow (specialized), battle axe,
dagger; land-based riding (horse), animal training
(horse), bowyer/fletcher, artistic ability (woodcarv-
ing)
Armor: Studded leather
Weapons: Long bow +1, 20 arrows +1, 12 silver-
headed arrows, 12 flight arrows, battle axe, boot dag-
ger
Equipment: Quivers, potion of flying, potion of heal-
ing, ring of warmth, fletching feathers and tools
Description: A small but strong woman of about
twenty-five, Cymbelene is graceful and athletic. Her attacked her village and laid waste to her home. Her
hair is a light brown, and her eyes are blue and parents were killed repelling the attack. Cymbelene
bright. The elves gave her the name “Laughing Eyes” was devastated by the loss of her family and retreated
and it is well-deserved. Even in grave danger, she is a deeper and deeper into the forests, living alone and
determined fighter who never shows her fear on her using the skills her mother had taught her.
face. Cymbelene is an accomplished archer and is al- In time, she wandered into the forests of the
most always found with her bow nearby. Qualinesti elves. Normally suspicious of strangers,
Cymbelene’s forest-wise ways and grief touched the
Attitudes: A carefree raider and freebooter, Cymbe- elves, and they took her in. Time passed swiftly, and
lene fights a never-ending war against evil marauders Cymbelene learned to laugh again, and also learned
who threaten the helpless of Krynn. She wanders the much about elves. In time, she was skilled enough to
world looking for people in need of her bow or axe. take the fight back to the raiders who had destroyed
Many would let such a mission make them grim and her home. During the War of the Lance, she fought
silent, but Cymbelene remains friendly and ap- alone or with a few companions against the violent
proachable. She makes a point of living among the bands of marauders who plagued the lands beyond
people she defends and understanding who they are the conquests of the Dragonarmies.
and why they need her help. As a result, she makes Cymbelene has spent the time since the end of the
many friends and can count on help when she needs war hunting evil wherever it lurks. The brigands and
it. bandits who prey on the helpless and innocent are
her sworn enemies, and she battles them continu-
Background: Cymbelene was born in a small matriar- ously in her wanderings. Travellers who encounter
chal village near the town of Goodbay in Abanasinia. Cymbelene will find her to be a pleasant, witty per-
Her mother was a ranger and woodcarver, and she son who is always looking for assistance in her fights
came to love the woods as she grew up. When she against marauders and raiders.
was about ten years old, a group of minotaur raiders
8
DAVITER THE WISE
8th-level Knight of the Rose
Race: Human
Alignment: Lawful good
Move: 12
AC: 1
THAC0: 13
Hit Points: 71
Strength: 18/78 Intelligence: 13
Dexterity: 12 Wisdom: 15
Constitution: 17 Charisma: 14
Proficiencies: Heavy lance, two-handed sword, bat-
tle axe, dagger, javelin, horseman’s mace; land-
based riding (horse), animal handling, healing,
reading/writing (Common), modern languages
(Kharolian, Estwilde, Ergot, Ice Barbarian)
Armor: Banded mail, medium shield +2
Weapons: Battle axe +3, heavy lance +1, two-
handed sword, dagger, javelin
Equipment: Healing herbs, bandages, ring of invisi-
bility
Description: Daviter stands 6’1” tall and weighs
about 250 pounds. His dark hair and beard frame a trying to rebuild the ranks of the Knights and to better
calm face with few wrinkles. The 32-year-old Daviter their tarnished reputation. Realizing that Knights of
carries himself with a proud gait. Though a Knight of Solamnia are disliked by many (and not without rea-
Solamnia, he seldom acts the part, instead wearing son), he maintains a low profile. He travels to isolated
his simple banded mail, wielding a battle axe, and secret cells of Knights, maintaining communications
foregoing the standard drooping mustache in favor of with them, and he has established several small
a full beard. groups of Knights in various towns.
Until such time as these Knights can change the
Attitudes: As his nickname suggests, Daviter is quite opinions of locals regarding the Solamnic Knights,
thoughtful, and he is able to tell much about a person they operate largely in secret. Following Daviter’s
from a short meeting. He uses his insight to guide his lead, they perform good deeds and act with honor in
dealings with people and has been very successful. all dealings, revealing their allegiance with the
Because his chosen quest demands secrecy and sub- Knights only after they have gained strong personal
tlety, Daviter often adopts the brusque and boister- reputations which will remove some of the stigma at-
ous exterior of a veteran mercenary, hiding his acute tached to the Knighthood. Though this policy has al-
mental faculties, as well as his pride in being a Knight ready met with some success, Daviter realizes it will
of Solamnia. take a long time to rebuild the Knighthood to its form-
er glory, and he will act in secrecy as long as neces-
Background: Originally from Solamnia, Daviter sary.
joined the Knighthood before the War of the Lance, Daviter himself performs many good deeds on his
and he rose quickly through the ranks during and af- travels, fighting monsters and agents of the Dragonar-
ter the war. He has distinguished himself in several mies, or just offering a helping hand and a bit of his
battles, but not to the extent that he is an often- healing skills. He travels about Ansalon on his heavy
recognized hero. warhorse, Happy, accompanied by two close friends
Daviter has taken on a special duty since the war, from the war, Steveck and Kimmil.
9
DWYAM MARZ
9th-level Wilderness Fighter
Race: Human
Alignment: Neutral good
Move: 12
AC: 7
THAC0: 12
Hit Points: 70
Strength: 17 Intelligence: 8
Dexterity: 17 Wisdom: 12
Constitution: 10 Charisma: I4
Proficiencies: Footman’s mace, heavy crossbow,
dagger, pellet bow, crook blade, warpipe, bear
claws; hunting, mountaineering, survival (moun-
tains), endurance, tracking
Armor: Leather armor +1
Weapons: Footman’s mace, heavy crossbow, 3 dag-
gers
Equipment: Girdle of strength (19), gauntlets of swim-
ming and climbing
Description: Dwyam Marz is a hardened woman
with golden skin, blonde hair so pale it is almost
white, a narrow, mannish face, and lean arms tough- close to no one. Then came the War of the Lance.
ened by a life of combat. Her magical leather armor is Dwyam was leading a squad of guards escorting
often festooned with gems and bangles, and she en- the payroll to Tarsis when the Blue Dragonarmy
joys the dramatic effect of a colorful cloak. She pre- found them. Dwyam escaped and was soon working
fers having too much gear rather than coming up for the Highlords-the pay was good, and she saw no
short with too little, so that she can survive alone in action while the Blue Dragonarmy marched north to
the wild. besiege Palanthus. Her platoon never made it.
They were hunting gnomes in the hills when a talk-
Attitudes: Dwyam prefers to adventure alone rather ing badger surprised them, asking them what they
than with a group. She has trouble taking orders and were looking for. Dwyam wanted to talk to the odd
prefers to make her own decisions. She has always beast, but her human and ogrish troops rebelled.
had faith in the strength of her sword arm and the They baited the animal cruelly, and the enraged beast
speed of her trained reflexes. For years she was true bled from snapping at their weapons. Dwyam want-
neutral, but recently she has converted to the cause ed no part of it and walked off. When she left, there
of Good. was a brief roar. Curious, Dwyam returned to stare in
amazement at the badger’s true form-a good drag-
Background: A mountain barbarian, Dwyam grew on. Nothing remained of her troops. Balagast the
up proud and independent. She abandoned her peo- Bronze looked at her and asked her who she fought
ple after an ice bear killed her mate; she could not for; she swore her allegiance to him on the spot.
bear the memories that haunted her. Dwyam deserted the Blue Dragonarmy. Together
She lived alone for years, adopting city ways and with Balagast she has harried the draconians, and
working for merchants, militias, and bounty hunters they have won the Blue Lady’s special hatred. Dwy-
when she needed money. Dwyam avoided risks and am has a price on her head, but she is slowly learning
helped only those who could help her, befriending to trust the dragon, a friend she can expect not to out-
other warriors to gain allies in battle. She acquired a live.
reputation as an iron leader, driving others hard,
10
ERASTIN RIVENGUARD
3rd-level Knight of the Crown
Race: Human
Alignment: Lawful good
Move: 9
AC: 0
THAC0: 18
Hit Points: 26
Strength: 17 Intelligence: 14
Dexterity: 16 Wisdom: 15
Constitution: 15 Charisma: 12
Proficiencies: Heavy horse lance, two-handed
sword, long sword, dagger, javelin; land-based riding
(horse), heraldry, animal handling, reading/writing
(Common), endurance, religion
Armor: Plate mail, shield
Weapons: Long sword, heavy lance
Equipment: Journal, ink, pen, whetstone
Description: Erastin is 6’ tall and weighs nearly 200
pounds. He is well-proportioned and handsome,
with long dark hair and a drooping mustache worn in
the style of the Knights of Solamnia.
and Galenye Faelern (Erastin’s childhood sweetheart)
Attitudes: Erastin is very serious about his duties to took up arms. In time, they gathered more compan-
the Knights of Solamnia, and one day he plans to be- ions, including Karathos, Jilani, and Siriath Leafwine.
come a Knight of the Rose. His devotion to the All these friends helped Erastin achieve Knighthood,
Knighthood causes some to see him as stodgy, others and he values them all dearly. Some of Erastin’s other
to see him as haughty, but his good heart, quick wit, friends and adventuring companions include Obsidi-
and relaxed manner earn him many friends. an Fireforge, Pentrian the Rabbit, and Selowen.
Mounted on his heavy warhorse and accompanied
Background: Erastin Rivenguard grew up in Witdel in by friends, Erastin travels throughout Ansalon.
a family with a long tradition of providing soldiers to Though he has already performed many outstand-
the Knights of Solamnia. At last, the Knighthood ing deeds, Erastin is currently trying to find a quest for
agreed to honor the family’s contribution by allowing the cause of order, one which will meet the require-
one of their children to try for the Order. From the ments of the Order of the Sword and allow him entry
moment Erastin could speak, they groomed him for into their ranks. He has recently helped return the
the Knighthood. Ever since he learned to read, he Brightblade to the Knights of Solamnia (detailed in
studied the Measure; they made him recite the Oath Knight’s Sword) and find Flint’s legendary battle axe
every night before he slept. His knowledge of the (detailed in Flint’s Axe). He learned that these items
Measure is greater than that of even far more experi- may be part of a prophecy regarding Kiri-Jolith’s sym-
enced Knights. bolic return to Krynn, and he is researching to find
To insure that Erastin was fit in more than just mind, out what else needs to be done to complete the
his family hired Targin Steelaxe to see to his training. prophecy. The wizard Rikar believes retrieval of
Targin made sure that Erastin learned common Huma’s shield to be important, and Erastin is consid-
“dirty” fighting as well as chivalric forms of combat. ering this for his quest.
To prove his worth before seeking entrance to the
Knighthood, Erastin began adventuring. He, Targin,
11
ESTHERIA
7th-level Fighter
Race: Dargonesti Elf
Alignment: Chaotic good
Move: 9, SW 15 (30 as dolphin)
AC: 5
THAC0: 14
Hit Points: 54
Strength: 14 Intelligence: 11
Dexterity: 15 Wisdom: 13
Constitution: 15 Charisma: 12
Proficiencies: Trident (specialized), two-weapon
style specialization (trident and net), blow gun, net,
short sword; set snares, direction sense, animal lore
(dolphins), agriculture (aquatic), animal handling
(dolphins), fishing, swimming
Armor: Sea elf scale mail
Weapons: Trident +2, blow gun, 36 needles, net
Equipment: Knife, needle and thread, rations (1
week), potion of air-breathing (3 doses)
Description: Estheria’s rubbery blue skin, wide pur-
ple eyes with narrow pupils, webbed fingers and
toes, and long seaweed-green hair mark her as a sea surface-world races. Since the war, Estheria has trav-
elf. She is young for an elf, only 122 years old. Esthe- eled Krynn extensively, primarily via the world’s wa-
ria is also large for a member of the dargonesti at 5’9” terways. Estheria does prefer the company of other
and 94 pounds. Her size has served her well in her elves, but has adventured with humans, half-elves,
life as a warrior. kender and dwarves. She is most comfortable near
large bodies of water, but does enjoy exploring sur-
Attitudes: Open-minded and an extrovert by elven face cities.
standards, Estheria is one of the few of her race who As an elf, Estheria has all the special abilities listed
has actively sought contact with other, nonaquatic for elves in the AD&D® 2nd Edition game flayer’s
races. She believes that all elves, especially the aquat- Handbook. In addition, three times per day Estheria
ic dargonesti and their cousins the dimernesti, need can shapechange in one round to a dolphin. As a re-
exposure to other races if the elves are to be success- sult, Estheria gains the movement rate and all special
ful in making Krynn the garden it could become. To abilities of this creature (see the Monstrous Compen-
this end, she is fascinated by peoples and items from dium, volume 1).
the surface world. Estheria lacks much of the typical
elven pride and sense of superiority. Her life as a war-
rior has shown her that the other races of Krynn can
make important contributions and that elves, despite
being “chosen,” are still mortal.
Background: During the War of the Lance, Estheria
acted as an escort and guide for the ships of Silvanesti
elves who were retreating from the dragonarmies ad-
vancing toward Silvanost. She visited both Qualinesti
and Solamnia as a result, and learned much from the
12
FESTER
2nd-level Thief
Race: Aghar (Gully) Dwarf
Alignment: Neutral
Move: 6
AC: 7
THAC0: 20
Hit Points: 13
Strength: 12 Intelligence: 5
Dexterity: 17 Wisdom: 6
Constitution: 9 Charisma: 7
Proficiencies: Club, thrown rock; cooking, local his-
tory, ventriloquism
Armor: None
Weapons: Club +1, sludge bomb (all within 10’ must
make a saving throw vs. spells or suffer the effects of a
stinking cloud spell)
Equipment: Pottery crown, sacks, scepter (see be-
low)
Description: Fester is the epitome of gully dwarven
beauty, with a bulbous nose, ratty brown hair, a
dumpy figure, few teeth, mud-brown eyes, and a
rounded, dirt-smeared face. She wears relatively nice Because of a prophecy, the shaman Nomscul
clothes, usually including a blue robe which indi- named Flint and Perian king and queen. Fester be-
cates her position as Queen of the Gully Dwarves. came Perian’s lady-in-waiting, or “weighty lady.” Af-
Fester’s scepter is actually a wand of wonder. She ter Perian died in the Battle of Hillhome, in which the
does not realize it is magical, but sometimes special gully dwarves fought, the Aghar needed a new
things happen when she waves her scepter around queen. Nomscul named Fester queen and himself
and issues commands or requests to her subjects. king. The two ruled together for more than two years
before Nomscul quit being king to take a new title.
Attitudes: Fester has an air of leadership which is rare During the War of the Lance, Fester did her best to
among gully dwarves. She is usually kind and quiet, help the forces of good, since Flint Fireforge did so.
but is very proud of her gully dwarf followers. She be- She asked the Highbulp to help, but he slept through
comes angry only when gully dwarves are harmed. all the important meetings. Fester also sent out spies,
raiders, and skirmish parties to harass any nearby
Background: Before the War of the Lance, the Aghar forces of evil, helping the war effort in many small
of Thorbardin lived in relative peace, scraping out a ways. Their activities were seldom acknowledged,
living stealing garbage from the other dwarves. Fester but probably helped end the war a little sooner.
was the consort of the local gully dwarf shaman, Fester has been Queen of the Gully Dwarves of
Nomscul. Mudhole longer than anyone else. There are about
When those known later as the Heroes of the 300 gully dwarves in Mudhole, and all love and re-
Lance split up to check on rumors of war, Flint Fire- spect their queen. In return, she rules them with love
forge went to Hillhome, where he had grown up. and kindness, taking much advice from her First Hus-
Captured by Theiwar dwarves, he was thrown into a band, who is more familiar with ruling the Aghar.
pit with Perian, a female Theiwar. The two fought the Fester currently has the following thieving skills: PP
beast in the pit and emerged in Mudhole, home of 45%; OL 30%; F/RT 35%; MS 50%; HS 45%; DN
the gully dwarves. 15%; CW 60%; RL - 5%.
13
GALENYE FAELERN
4th-level Thief
Race: Human
Alignment: Neutral good
Move: 12
AC: 3
THAC0: 19
Hit Points: 18
Strength: 13 Intelligence: 15
Dexterity: 17 Wisdom: 12
Constitution: 12 Charisma: 16
Proficiencies: Wrestling specialization, short sword,
short bow; juggling, tumbling, disguise, lip- reading,
modern languages (Ergot), set snares
Armor: Leather armor +2
Weapons: Short sword +1, short bow, 20 arrows
Equipment: Thieves’ tools, numerous hidden
pouches, three doses of contact sleep poison (save
vs. poison or fall asleep for 1 turn), rope of climbing
Description: The lovely Galenye stands 5’7” tall and
weighs 120 pounds. She has dark eyes and hair. She
prefers to dress in gray and black, but has recently
begun experimenting with a few brighter colors, par- Galenye to join him in adventuring, and the two had
ticularly red. many long talks about the past and the future.
Galenye came to admire Erastin’s sense of honor.
Attitudes: More often than not, Galenye uses her Realizing the fundamental selfishness of her previous
good looks and charming manner to get by. Although life, she has made steps to change, now using her
she is somewhat lazy, she is developing a strong thief’s skills to combat crime rather than commit it.
sense of honor because of her friendship with Erastin Galenye helped Erastin through his trials in becom-
Rivenguard. She is a bit headstrong and she has a ten- ing a Solamnic Knight and accompanied him in the
dency to lose her temper too easily. quest to find Flint Fireforge’s legendary battle axe.
She finally feels she is beginning to repay him for
Background: Galenye grew up in Witdel, the same helping her find the right path, and she is ready to
Solamnic village as Erastin Rivenguard. They were follow him on almost any quest.
childhood sweethearts, and she has never forgotten Along with their other adventuring companions-
the childish love she once felt for him. Targin Steelaxe, Karathos, Jilani, Siriath Leafwine,
For a few years, she traveled away to Gwynnedd in Obsidian Fireforge, Pentrian the Rabbit, and
Ergoth. Here she learned the skills that enabled her to Selowen-Galenye and Erastin have traveled far and
survive in the city, as well as the illegal trade by which encountered much. They stand ready to fight the
she made her living for a time. It was also here that forces of evil which plague the lands of Krynn.
she was captured and thrown in jail. The Ergothians Galenye currently has the following thieving skills:
planned to execute her, but she managed to escape PP 30%; OL 50%; F/RT 40%; MS 40%; HS 40%; DN
before they did so. 15%; CW 80%; RL 0%.
Galenye left Ergoth not long after her escape from
jail, returning to Solamnia. There, she again encoun-
tered Erastin, who was preparing to apply for en-
trance into the Knights of Solamnia. He asked
14
GILIDARIUS
15th-level Necromancer of the Black
Robes
Race: Human
Alignment: Lawful evil
Move: 9
AC: 0
THAC0: 16
Hit Points: 40
Strength: 10 Intelligence: 16
Dexterity: 15 Wisdom: 15
Constitution: 12 Charisma: 6
Proficiencies: Staff, dagger, sling; ancient history,
reading/writing (Common, Magius), spellcraft, reli-
gion, herbalism, astrology, modern languages
(Qualinesti, Ergot, Solamnic), animal training (rats),
agriculture
Armor: Bracers of defense AC 4, cloak of protection
+3
Weapons: Dagger +2, staff, sling, 20 bullets
Equipment: Medallion of ESP, ring of regeneration,
ring of wizardry (see below)
Description: Gilidarius is an old man with long, Background: Gilidarius was old well before the War
white hair. He has unearthly eyes which seem to of the Lance. His early life was harsh, and he faced
glow with unearthly light. His wrinkled skin is gray many hardships in his younger days. Though none
and splotched. He is tall and gaunt, and he typically seem to know for sure, he was supposedly a farmer.
wears the black robes of his wizardly order. He had shown an aptitude for magic, and had even
The mage’s ring of wizardry has been altered trained as a wizard, but gave it up for a settled life-
through arcane means. While his mentor, Raistlin, style.
was away, Gilidarius placed the ring upon a rune of As the stories go, his family was slain by roving ban-
magical absorption on the great stone table in Raist- dits who nearly killed Gilidarius as well. Changed in-
lin’s laboratory. He left it there for a full cycle of the to a bitter man by these events, Gilidarius chose to
moon Nuitari. As a result, the ring not only doubles continue his study of magic so that he might one day
the number of Gilidarius’ 4th-level spells, but also al- exact revenge against those who destroyed his life,
lows him to memorize one extra necromantic spell of and so that he might perhaps even find a way to bring
each level while Nuitari is in its full phase. his wife and children back from the grave.
Gilidarius met Raistlin and quickly apprenticed
Attitudes: Gilidarius is an ambitious and bitter man himself to the younger, but more powerful, mage. He
who will let nothing stand in the way of his plans. A learned much from his master in the short time they
former pupil of Raistlin, Gilidarius picked up many of were together, then continued learning on his own.
his master’s traits. He is often cold and aloof, and he Though he has personal goals to work toward, Gilida-
always seems to have a hidden agenda. rius also seeks his lost master, Raistlin. So far, he has
Gilidarius seldom shares his plans with anyone and not had any luck opening a portal to the Abyss.
will use whatever means are required to reach his Despite his disdain for others, Gilidarius defended
ends. He will attempt to hide his purposes from any- certain areas during the War of the Lance, mainly to
one he meets, while at the same time trying to manip- prevent the Dragonarmies’ interfering with his plans.
ulate them into helping him. Gilidarius has a rat familiar, and he owns several
other rats which he has trained for various tasks.
15
GLITTERBACK
6th-level Fighter
Race: Hylar Dwarf
Alignment: Lawful neutral
Move: 6
AC: 0
THAC0: 15
Hit Points: 51
Strength: 17 Intelligence: 11
Dexterity: 12 Wisdom: 9
Constitution: 17 Charisma: 13
Proficiencies: Warhammer (specialized), light cross-
bow, dagger, hand axe, battle axe; armorer, mining,
blacksmithing
Armor: Gold plate mail +1, gold shield +1
Weapons: Gold warhammer +1, +2 vs. trolls, light
crossbow, dagger
Equipment: Tinder box, 30’ rope, iron rations (2
weeks), large piece of chalk, flask of oil, potion of he-
roism, scroll of protection from fire, rough polished
agate pendant on a gold chain (stone of good luck)
Description: Glitterback acquired his nickname
years before the mining triumph that brought him to Background: Glitterback was born Egan Montanaro,
prominence in his clan. Even as a teenager, the of the most ancient of the mountain dwarven races.
young dwarf was a bit of a fop. While his fellows dis- In a culture in which children learn the virtue of hard
dained all ornamentation except for the occasional work at a young age, Egan was a quick and willing
family heirloom or medal for meritorious service, student. He seemed to have a natural talent for min-
Glitterback believed in ostentation. Now he is a ing, and each small find drove him to work even
wealthy dwarf of middle years, sober and serious- harder. As a boy, he unearthed the large agate he
looking with graying hair and beard. But he still be- wears on a chain around his neck as a symbol of his
lieves in flaunting his triumph with portable wealth: first success. As a young miner in the central Khalkist
the shiny golden armor he wears whenever he is Mountains, he located one of the richest veins of gold
called to protect his home and clan. in his clan’s history. Egan had his share fashioned into
gold armor and weapons which were blessed by the
Attitudes: Glitterback believes that his dogged hard clan priest in the name of the dwarven god Reorx. It
work makes him worthy of a display of riches. He’s would shatter Glitterback’s confidence to learn that
spent the last 80 years working in the clan’s mines his greatest triumph is due more to the luckstone he
when not defending his homeland. A dwarf of few wears than to hard work and determination.
hobbies, Glitterback believes that work is what
brings joy to life, and if hard work brings great
wealth, so much the better. Other than his ostenta-
tious armor and weapons, however, he finds little to
actually do with the treasure he has amassed. Never-
theless, he continues to prospect for precious metal,
hoping to make another strike to rival his youthful tri-
umph. Glitterback’s greatest sorrow is that he has no
wife or children to share his life and his success.
16
GRINDLETHORPE
15th-level Renegade Illusionist
Race: Gnome
Alignment: Chaotic good
Move: 6
AC: 5
THAC0: 16
Hit Points: 42
Strength: 10 Intelligence: 17
Dexterity: 16 Wisdom: 12
Constitution: 9 Charisma: 14
Proficiencies: Dagger, Gnomish grenade; artistic
ability (sculpture), engineering, blacksmithing, car-
pentry, ancient history (Gnomish), local history
(Mount Nevermind), spellcraft, reading/writing (Ma-
gius, Gnomish, Common), modern languages (So-
lamnic)
Armor: Cloak of protection +3
Weapons: Dagger, Gnomish grenades (3 of each
type)
Equipment: Dust of disappearance, cane (wand) of
frost, award medallion (see below)
Description: Grindlethorpe is a portly, elderly gnome Background: As a young gnome, Grindlethorpe was
with an unusually large nose. He has a full beard and a renegade wizard specializing in illusionist magic.
long hair. He likes to dress all in one color-blue and He was unusually clever at hiding all signs of his
red are his favorites-and will sometimes dye his hair spellcasting, reducing the verbal and somatic compo-
and beard to match. He enjoys the attention his unu- nents of his spells to the smallest, most easily over-
sual attire often attracts and is easily offended by un- looked mutters and gestures.
appreciative comments. About the time of the Cataclysm, Grindlethorpe
Since he is getting on in years, these days publicly abandoned sorcery for technology, a deci-
Grindlethorpe gets around with the help of a cane sion which had a tremendous impact on his fellow
which, should he need them, has the same powers as gnomes, many of whom followed his lead. He quick-
a wand of frost. He is very proud of his medallion and ly became a legend in his own time (among gnomes,
never appears in public without it. at least) as the first gnome in Krynnish history to com-
plete three Lifequests. For this outstanding achieve-
Attitudes: Grindlethorpe is a gnomes’ gnome: he ment, he was given a special medallion making him
loves nothing so much as tinkering with gadgets to an honorary member of every gnomish guild. In fact,
see if he can improve (or even just change) the way he secretly continued to practice his craft; most of his
they work. He has the reputation of being the only accomplishments were the result of well-planned il-
gnome whose inventions always work-at least once, lusions.
anyway. He secretly uses illusions to make it appear Grindlethorpe is a fraud, but a well-meaning one.
that his devices work; a deception he rationalizes as Most of his illusions are designed to boost his own
necessary for inspiring younger inventors. An ardent reputation or encourage other gnomes in their ef-
advocate of gnomish culture, he is the person most forts. In his old age he has taken to making outra-
responsible for the current gnomish enthusiasm for geous boasts, such as one that he once owned the
spelljamming and the spread of tinker gnomes to oth- Staff of Magius but gave it away to “that young Raist-
er worlds. lin fellow,” who needed it, not having been born a
gnome.
17
GROGAN STONETHEWS
8th-level Priest of the Neutral Order
Race: Hylar Dwarf
Alignment: Lawful neutral (good)
Move: 9
AC: 5
THAC0: 16
Hit Points: 40
Strength: 14 Intelligence: 18
Dexterity: 10 Wisdom: 15
Constitution: 13 Charisma: 13
Proficiencies: Warhammer, hand axe, battle axe;
brewing, ancient history, blacksmithing, carpentry,
engineering, healing, leatherworking, reading/
writing (Common, Mountain Dwarf), religion, spell-
craft, stonemasonry
Armor: Chain mail
Weapons: Dwarven warhammer +2, hand axe
Equipment: Reorx’s medallion of faith, phylactery of
long years, staff of curing, tun of purity (see below),
ornamental field plate (gold inlay)
Description: Grogan dresses in chain mail, choosing
to save his ornamental field plate for only the most Background: Grogan is a highly respected priest of
special of occasions and ceremonies. Grogan recent- Reorx who came down from his home in Pax Tharkas
ly gave up his worn suit of leather armor and a cloak when he heard of the rebirth in the beliefs in the gods.
of protection to conform with the requirements for He brought with him the knowledge of generations of
priests of Reorx. He wears a matching set of thick his clan’s faith and study of Reorx’s teaching, and a
boots, gloves, and a lined coat with a small emblem passion for learning the truths of the other gods. This
of Reorx on the breast. Grogan has light brown skin wisdom helped him lead the way in restoring faith
and graying hair. His most notable facial features, among the peoples of the surrounding region.
however, are his coal-black eyes, which twinkle in ei- Soon, though, he felt the desire to travel further
ther great joy or flashing anger, depending upon his afield in order to learn more of the myriad ways of the
overall mood. gods. He both taught and learned as he traveled,
picking up much concerning the ways of Paladine in
Attitudes: Grogan is a constant source of enthusiasm particular. His travels brought him into contact with
and positive thinking. No matter what the situation, many peoples and places, something which he cher-
he seems to come up with some course of action to ishes greatly.
rectify it. This is not to say that he does not display He at last returned to his home in Pax Tharkas,
typical dwarven grumpiness; on the contrary, he has where he was received with great appreciation. He
been known to soundly berate those who have lost spent his days there teaching the faith to his own peo-
hope in their situation and have thus given up on ple, as well as crafting that special artifact that each
their faith in the gods. Grogan is also frequently priest of Reorx must fabricate at the appropriate time.
known to spout clever and very useful proverbs Grogan’s special creation is a tun of purity, with
when he wishes for individuals to stop and think which can be brewed the smoothest and most won-
more carefully about intended actions. derfully flavored ale imaginable. He saves the ale
made from this tun for special of occasions.
18
HAKAN FLOWERHAIR
9th-level Handler Thief
Race: Kender
Alignment: Neutral
Move: 6
AC: 6
THAC0: 16
Hit Points: 38
Strength: 12 Intelligence: 10
Dexterity: 16 Wisdom: 11
Constitution: 13 Charisma: 12
Proficiencies: Hoopak (as quarterstaff and sling),
dagger, dart; set snares, survival (mountains), track-
ing, fire-building, fishing, rope use, weaving
Armor: Furs
Weapons: Hoopak +1, dagger +1, 5 darts
Equipment: Thieves’ tools, marbles, glass cutter, cat-
stink, string, charcoal sticks, buttons, handkerchiefs,
tinderbox, dried fruit, small animal bones, coins, can-
dles, whistles, whittling knife, and an assortment of
whittling in various stages of completion
Description: Hakan Flowerhair is short, even for a
kender. She is 2’11”, although Hakan insists she’s armies struck from the north. Hakan made her way to
well over 3’ tall. At 37 years of age, her deeply tanned Tarsis, only to be followed by the war and the dragon-
face is not yet showing the network of lines and armies. Hakan escaped the city and the draconians
crow’s feet around her eyes. Her eyes are blue and who seemed to be searching for one kender in
her sandy brown hair-always adorned with some particular-as if one kender automatically knows
sort of flower-is tied into a topknot. every other member of her race! She eventually
“handled” her way across Ansalon for the duration
Attitudes: Hakan has been branded as a thief by of the war, her “reputation” preceding her wherever
members of the other races, making it difficult for her she went. She is now quite proficient in her “han-
to get along in society. As a result, she has adopted dling” skills.
the thieving arts to keep herself going. Despite this, Hakan currently has the following thieving skills:
she does not consider herself a thief, but a “handler.” PP 70%; OL 67%; F/RT 60%; MS 70%; HS 56%; DN
She is not cynical (if such is even possible for a ken- 30%; CW 98%; RL 45%. As a kender, Hakan also has
der), and is still reveling in the midst of her wander- infravision, a +1 bonus on saving throws vs. rod/
lust. Hakan does have a particular fascination with staff/wand, and a +4 bonus on saving throws vs. poi-
gems and jewels. This does lead to her “handling” son. She has a +1 attack bonus when using her sling
more than her share of these items. (or hoopak as a sling). Hakan also has a -4 bonus on
any surprise rolls, and she is immune to both mun-
Background: Hakan Flowerhair found herself in trou- dane and magical fear. This rogue is quite talented in
ble in Solace before the war-that ring must have the use of the kender taunting ability as well.
fallen from the Seeker’s finger. She just thought she
would hold onto it for him so no one else would steal
it. She then promptly forgot she had it. Branded a
thief by the Seekers (imagine that, calling an honest
kender a thief), Hakan fled Solace before the dragon-
19
HETHEREN
7th-level Barbarian Ranger
Race: Kagonesti Elf
Alignment: Chaotic good
Move: 12
AC: 2
THAC0: 14
Hit Points: 45
Strength: 17 Intelligence: 14
Dexterity: 18 Wisdom: 12
Constitution: 15 Charisma: 15
Proficiencies: Long bow, sling, warhammer, quarter-
staff, throwing stick, net, spiked bracers; endurance,
animal training (wolf), hunting, weather sense, direc-
tion sense, blind-fighting, set snares
Armor: Ring of protection +4, +2 on saving throws
Weapons: Long bow +1, 2 spiked bracers (treat as
cesti), 2 warhammers, 2 throwing sticks, net
Equipment: Atrakha (animal whistle), soris, green-
mask, knife, fur clothing, choker with silver spikes
and turquoise studs
Description: Hetheren is tall for a Kagonesti, stand-
ing just over 5’ tall. She is good-looking and quite the way of nature, so she took care to insure that it
well-muscled. Her dark brown hair has a reddish cast would have offspring. Hetheren has raised several
to it because of the, amount of time she spends in the generations of cubs since that time, and most of the
sun. She wears the revealing furs common to her wolves of her homeland know and trust her.
people and has a pair of fine tattoos. She decorates Hetheren’s current wolf companion is Walguar, a
her body with paint when hunting or preparing for huge male with a deep gray coat.
battle, leaving her face bare except for stripes on ei- Hetheren and Walguar left their forest home to
ther cheek. travel not long before the War of the Lance. Though
she did not see major action during the war,
Attitudes: Hetheren is tough and honest. Though she Hetheren saw enough of the Draconians’ depreda-
may seem a little cold at first, she is always ready to tions to choose them as her sworn enemies. Though
trust someone who proves to be worthy. She has a normally peaceful and reserved, Hetheren will leap
ready smile among friends. Her dancing eyes reveal immediately into battle against draconians, using her
her good nature, but just as readily illustrate her an- spiked bracers and warhammers to wreak havoc in
ger when it is aroused. Though slow to anger, she is every direction. Walguar also helps, and Hetheren
dangerous when provoked. has trained him in the best methods to attack differ-
ent types of Draconians. Both Hetheren and Walguar
Background: Hetheren grew up in the forests of wear spiked collars to protect their throats in battle.
Southern Ergoth, but has traveled widely since her Hetheren has not returned to Southern Ergoth
youth. She was trained to be a scout and warrior for since the war, but plans to move in that direction to
her tribe and has excelled in most of her endeavors. see for herself what changes have occurred. She
While still a youth in her 50s, Hetheren discovered hopes to have many adventures along the way, and
a wolf cub in the woods. She befriended it and raised looks forward to slaying Draconians and their min-
it, and the she-wolf became her closest companion. ions and allies.
She realized the wolf would eventually die, for that is
20
HILMAR
6th-level Fighter
Race: Human
Alignment: Chaotic neutral
Move: 12
AC: 2
THAC0: 15
Hit Points: 40
Strength: 16 Intelligence: 8
Dexterity: 15 Wisdom: 7
Constitution: 11 Charisma: 9
Proficiencies: Long sword (specialized), dagger,
knife, club, spear; blind-fighting, endurance, set
snares
Armor: Leather armor +1, shield +3, small helm,
leather gauntlets, ring of protection +2 (adds only a
saving throw bonus unless worn without Hilmar’s
magical armor)
Weapon: Long sword +2, 2 daggers
Equipment: Wineskin (filled in the morning, emptied
by night), boots of levitation
Description: Hilmar is six feet tall and weighs 210
pounds. His padded armor with steel shoulder plates boots with a screeching battle whoop-the foe usu-
is his only clothing. He wears a long, drooping mus- ally looks up just in time to receive Hilmar’s full
tache, and his tangled red-brown hair is about collar weight upon his face. Hilmar has practiced a tech-
length. Hilmar is frequently remembered for his per- nique of kicking his feet in opposite directions as he
petual scowl, which he considers to be a smile. lands upon his target, attempting to snap its neck.
Attitudes: Hilmar appears insane to most people he Background: Born in Neraka near the end of the War
meets. He laughs over-loudly and constantly, yet his of the Lance, Hilmar is a son of an abusive father who
fixed frown belies his apparent mood. He is always believed that Hilmar would grow up strong if he had
spoiling for a fight and he frequents the rougher pubs to fight all the way. The father employed corporal
of Sanction, specifically hoping that a brawl will punishment frequently and aggressively, needing no
break out. transgression to prompt it, and even his approbation
in battle he is ferocious if not formidable, often took the form of too-rough slaps on the back and
winning the fight through sheer intimidation. When “playful punches” that left bruises.
wounded, he laughs boisterously and begs for an- When he was twelve years of age, Hilmar discov-
other such attack, seeming to cast caution and strat- ered that his father’s boots were magical boots of levi-
egy aside in favor of a more berserk offense. His long, tation. One day, while he was trying them on and
shrill battle cry can be heard clearly through the din playing with them, his father came home unexpect-
of a major battle, serving all the more to demoralize edly, caught him floating in the air, accused him of
his opponents. thievery, and promised to kill him on the spot. Hilmar
Given the opportunity, Hilmar will employ his leaped out the window, levitated out of his father’s
boots of levitation to “get the jump” on an adversary, murderous reach, and decided that it was time to
as he puts it (and means it). He will levitate up and strike out on his own.
above an unwary enemy, wait until that victim moves
below his position, and then negate the powers of his
21
IAN CHANDLER
3rd-level Priest of the Good Order
Race: Human
Alignment: Lawful good
Move: 12
AC: 8
THAC0: 20
Hit Points: 18
Strength: 10 Intelligence: 14
Dexterity: 14 Wisdom: 16
Constitution: 15 Charisma: 14
Proficiencies: Footman’s mace, staff; candlemaking,
pottery, healing, religion, astrology, modern lan-
guages (Hill Dwarf, Qualinesti)
Armor: Leather armor
Weapons: Footman’s mace
Equipment: Candles, wax, wicks, healing herbs,
mortar and pestle, Mishakal’s medallion of faith,
white robes
Description: Ian is a tall human with a medium build.
He wears his dark hair long and has grown a short
beard to better fit in with the dwarves of his chosen
place of residence. He looks serious most of the time, the battle. Though many dwarves distrusted him at
because he is usually concentrating on the task at first, they developed a deep respect for him and
hand, but he smiles easily when with friends. He al- eventually accepted him as one of their own.
most always dresses in a set of white robes, which he When the gods returned to the world, Ian became
takes pains to keep clean. a priest devoted to Mishakal. Augmenting his healing
skills with spells from Mishakal, Ian became invalu-
Attitudes: Ian is a kind and jovial young man, one of able to the people of Hillhome.
the few humans who lives in the dwarven village of Ian recently became acquainted with a group of
Hillhome. He admires the dwarven lifestyle of hard adventurers, aiding them in their quest to find Flint
work and good fun and seeks to emulate it. He has a Fireforge’s legendary battle axe. He quickly became
quick and sharp wit, but listens well and is always friends with Erastin Rivenguard, Galenye Faelern,
ready to aid someone in need. He usually carries a and Karathos. He has known Obsidian Fireforge and
full complement of healing and defensive spells in Selowen for several years and considers them close
case his help is needed. friends. In addition, Ian has developed a scholarly re-
lationship with the wizard Rikar and his own col-
Background: Raised in the heart of Solamnia, Ian de- league, Pentrian the Rabbit.
cided early that he would travel. He sought to see as Ian longs to go on an adventure with some of his
much of the world as possible, and he arrived in the companions, but feels his duties in Hillhome are too
dwarven village of Hillhome not long after a great demanding. Perhaps, if he can find someone worthy
battle had been fought between its residents and evil to take his place for just a short time, he will allow
Zakhar dwarves. Ian briefly met the great Flint Fire- himself to travel. In the meantime, he stays in Hill-
forge before that dwarf went on to become one of the home, improving his small church and eagerly de-
Heroes of the Lance. vouring all news of the outside world.
Ian stayed in Hillhome and helped rebuild the
town, using his healing skills to aid the survivors of
22
JESSIE
8th-level Mage of the White Robes
Race: Half-elf
Alignment: Neutral good
Move: 12
AC: 10
THAC0: 18
Hit Points: 19
Strength: 11 Intelligence: 16
Dexterity: 13 Wisdom: 12
Constitution: 10 Charisma: 10
Proficiencies: Quarterstaff, sling; animal handling,
animal training, direction sense, herbalism, weather
sense, reading/writing (Common, Magius)
Armor: None
Weapons: Quarterstaff
Equipment: Cloak of blending, boots of varied tracks
Description: Jessie is a petite woman with long
brown hair. She pays very little attention to her ap-
pearance and has the habit of just throwing on what-
ever clothes are handy when she wakes up.
Consequentially, she often wears mis-matched out-
fits. By contrast, she takes great pains to keep each of when invading draconian armies overran her home
her many pets neatly groomed, brushing their fur during the Blue Lady‘s War. She was horrified by the
daily, whereas she often forgets to comb her own hair violence and brutality of the invaders, who killed
for weeks at a time. most of her friends and family, and even more ap-
palled by the cruelty it inspired in the victors once the
Attitudes: Jessie is one of the most gentle people on tide turned and they began hunting down the scat-
all Ansalon. A devoted pacifist, she will not kill an- tered survivors of the Blue Lady’s army.
other person even in self-defense and therefore pre- During the invasion, Jessie had used her magic to
fers spells like web and hold person to help many of her neighbors escape the marauders,
damage-inflicting dweomers (i.e., magic missile, hiding them in the woods north of Palanthus until the
flame arrow, or fireball). She is very fond of animals danger passed. Then at the war’s conclusion she
and children and spends most of her time in the com- helped injured and desperate draconians escape
pany of one or the other. She will not hesitate to their vengeful pursuers in the same way. Tried by the
come to the aid of any creature who appears to be Solamnic Knights for high treason, she was pardoned
injured or in trouble, no matter what its race or when dozens of people came forward to testify that
alignment-an attitude that has in the past gotten her she had earlier saved their lives at the risk of her own.
in trouble with both the Knights of Solamnia and her
fellow White Wizards. She is one of the few people Free once more, Jessie left Palanthus for good and
on Krynn who judges each person she meets on the settled in the woods to live the quiet life of a hermit.
basis of his or her actions, not race. She has tamed most of the animals who live in her
immediate area and is often sought out by farm-folk
Background: Jessie grew up on a farm not far from in need of help for themselves or their animals. She
Palanthus, in an area protected from the chaos pre- has also won the trust of the Irda, who consider her a
ceding the War of the Lance by the presence of the human after their own heart; these wandering exiles
nearby Knights of Solamnia. Her idyllic youth ended occasionally visit her in various disguises.
23
J ILANI
2nd-level Mage
Race: Half-elf
Alignment: Chaotic good
Move: 12
AC: 7
THAC0: 20
Hit Points: 7
Strength: 10 Intelligence: 18
Dexterity: 11 Wisdom: 12
Constitution: 9 Charisma: 13
Proficiencies: Quarterstaff; astrology, reading/writing
(Common), dancing, spellcraft, disguise
Armor: Ring of protection +3
Weapons: Quarterstaff
Equipment: Cream-colored robes, spellbook (holds
detect magic, magic missile, read magic, shield, wall
of fog)
Description: Jilani is an average-looking woman in
her mid-20s. She has long blond hair and light blue
eyes, as well as a clear, if somewhat pale, complex-
ion. She tends to dress in an imitation of the Abanasi-
nian Plainsmen, with fringed buckskin, soft boots, Her lifelong friend Targin dislikes her sorcery, yet
and a headband. She does, however, have a set of seems to accept it as a necessary evil.
off-white robes ready for the time when she will ap- For a time, Jilani and Targin went their separate
ply to take the Test of High Sorcery. ways, choosing to gain more experience in their
fields. A few years passed, during which Jilani trav-
Attitudes: A serious young woman, Jilani neverthe- eled a great deal and learned magic from a variety of
less knows that fun is occasionally necessary for a wizards. As she traveled back to her home to meet
healthy mind. Before she takes the Test of High Sor- again with Targin, she stopped in a tiny hamlet for the
cery, she wants to squeeze in as much living as possi- night.
ble, because she feels the Test will probably change That night, the incredibly superstitious townspeo-
her a great deal. For the present, she is very indepen- ple crept into her room and carried her bound and
dent, wearing what she wants, acting however she gagged to a stake in the center of town where she was
wants, and going on many adventures. to be burned as a witch. As they prepared to torch
the pile of wood, a great horned figure burst from the
Background: Jilani grew up in the small Solamnic vil- forest. The townspeople, having never seen a mino-
lage of Witdel, which was also the home of Erastin taur before, believed this to be a fiend from the
Rivenguard and Galenye Faelern. Though acquaint- Abyss, and soon the whole town was empty.
ed with both and on good terms with them, her inter- Jilani became close friends with the minotaur,
est in magic kept her away from the other youths Karathos. When they reached Witdel, they discov-
while she was growing up. Oddly enough, she be- ered Targin was about to escort Erastin to the High
came close friends with Erastin’s mentor, the moun- Clerist’s Tower for initiation into the Knighthood.
tain dwarf Targin Steelaxe. They happily joined the group, and they have had
Jilani has always been fascinated with magic. Al- several adventures together since then.
though she has not been at it for too long, she has
found that she has a natural aptitude for spellcasting.
24
KARATHOS
3rd-level Fighter
Race: Minotaur
Alignment: Lawful good
Move: 12
AC: 3
THAC0: 18
Hit Points: 32
Strength: 19 Intelligence: 10
Dexterity: 15 Wisdom: 8
Constitution: 17 Charisma: 9
Proficiencies: Battle axe (specialized), two- weapon
style specialization, wrestling specialization, katar
sword; blind-fighting, rope use, ancient history, sea-
manship
Armor: Chain mail +1
Weapons: Battle axe +2 (“Heartcleaver”), battle axe
+1 (“Bonebiter”; see below), katar sword
Equipment: Knife, 50’ silk rope, grappling hook
Description: Karathos is an imposing figure, heavily
muscled and just over 7’ tall. Though certainly not a
fop, Karathos cares about how he looks and always
tries to appear confident and ready. He brushes his pearance. He is no longer welcome in Mithas and
coat daily and takes good care of his horns, which are has encountered more than one minotaur hunting
always polished. He wears gold bands around the ba- party seeking revenge. Though concerned with his
se of each horn, as well as a gold earring in each ear. minotaur friends’ welfare, he has journeyed far away
from Mithas. He still hopes to be reunited with his
Attitudes: Despite his brusque exterior, Karathos friends Thakadil and Caelus one day.
cares deeply about his companions. He has a pro- While in Southlund, he found a group of villagers
found sense of honor and justice and hates oppres- who were about to burn a young girl they suspected
sion and wrongdoing in any form. Indeed, he will go of being a witch. Karathos rescued the girl, Jilani, and
to great lengths to correct any injustice he witnesses. became close friends with her. She introduced him to
others, and he now trusts Erastin, Galenye, and
Background: Karathos speaks rarely about his past, Targin.
saying only that he comes from lands northeast of An- While adventuring with some of his friends, he met
salon. Only his closest friends know the real truth. a minotaur wizard named Rikar, also an exile from
Karathos trained briefly for the gladiatorial arenas Mithas. Rikar has taught Karathos about Ansalon’s
of Taladas, where the great paladin and arena cham- history, and the fighter hopes to learn more.
pion Austan Gavynus taught him of honor. Karathos During the same adventure, Karathos found a mag-
decided to escape the League of Minotaurs rather ical battle axe which he named Bonebiter. This axe
than participate in the brutality of the arenas. He and produces a continual light on command, and stays in
two friends took a small ship and headed southwest. place when released in midair. Karathos uses both
Storms and ill-luck ruined their expedition off the this axe and his family axe, Heartcleaver, at the same
shores of Ansalon, and Karathos washed up alone on time. A savage fighter when enraged, Karathos al-
the shores of Mithas. Setting off to find his compan- ways maintains his code of honor.
ions, he slew several minotaurs who tried to capture
him because they were suspicious of his foreign ap-
25
K IIRI OF THE S IRINES
10th-level Fighter
Race: Sirine
Alignment: Neutral good
Move: 12
AC: 3
THAC0: 11
Hit Points: 65
Strength: 16 Intelligence: 14
Dexterity: 18 Wisdom: 12
Constitution: 13 Charisma: 16
Proficiencies: Dagger, net, harpoon, javelin, short
sword, sling, whip; musical instrument (reed pipes),
singing, swimming, tracking, weather sense
Armor: Scale mail bustenhalt and loin guard, brac-
ers, plate mail knee guards (all minimal AC reduc-
tion; Kiiri’s AC is due to her Dexterity and magical
nature)
Weapons: Dagger, javelin of lightning, short sword
Equipment: Decanter of endless water, reed pipes
(like pan pipes)
Description: Kiiri is very beautiful, with quicksilver
hair, an elegant face, and an athletic figure. The During one such reverie, Kiiri heard the whirring
charm she enacts by singing or playing can little be rush of something massive descending through the
resisted. inky waters overhead. She listened for a moment,
then swam frantically out of the way. With a turbu-
Attitudes: Although originally lighthearted and fun- lent roar, the enormous object dropped onto the
loving, Kiiri has always suffered occasional bouts of stones where she had been sitting. It struck the sea
melancholy. Now that she fights in the minotaur floor like a mallet on a war drum: the sound carried
blood games, she has learned a fierceness and deter- for miles. Fighting her way through the swirling, silty
mination previously unknown to her. water, Kiiri found the wreck of a sunken galleon, The
Peregrine.
Background: Like most sirines, Kiiri lived a solitary She swam to the surface, and there saw the depart-
life in the deeps of Ansalon’s great seas. Unlike most ing pirate ship that had sunk The Peregrine. When
of her kind, however, Kiiri had chosen the choppy she swam up to the ship, one of the crewmen spotted
waters just beyond the whirling maelstrom of the her and snagged her with a net. Onboard the pirate
Blood Sea. She spent many days just below the sur- ship, Kiiri met another captive: Pheragas. Kiiri knew
face of the water, swimming with dolphins or, some- the tale of how her namesake ancestor had met a hu-
times, with swarms of sharks. She also enjoyed man of the same name not long before the Cata-
drafting the galleons that sailed the periphery of the clysm, and she resigned herself to the fate which
Blood Sea. seemed predestined for her. Now both she and
Occasionally, however, a peculiar melancholy Pheragas fight as gladiators in the so-called “Games
would lay hold of her, and she would descend to the of Old Istar,” held by the minotaurs of Mithas in their
frigid, sunless depths of the Sea. Chilled to the bone capital Nethosak. Together, Pheragas and Kiiri seek a
and unable to see, Kiiri would allow herself to drop chance to escape.
until her feet struck stone. There, amongst pillars of Kiiri has spell-like powers usable once each per
rock on the sea floor, she would sit, musing sullenly day: charm person, fog cloud, invisibility, polymorph
about the past, fantasizing about her namesake an- self.
cestor who had lived in lstar before the Cataclysm.
26
KIMMIL
9th-level Barbarian Paladin
Race: Human
Alignment: Lawful good
Move: 12
AC: 2
THAC0: 12
Hit Points: 61
Strength: 17 Intelligence: 13
Dexterity: 18 Wisdom: 14
Constitution: 15 Charisma: 17
Proficiencies: Bastard sword (specialized), battle
axe, light crossbow, ambidextry, weapon and shield
style specialization (two slots); endurance, survival
(arctic), blind-fighting, weather sense, tracking, hunt-
ing, set snares, land-based riding (horse), modern
languages (Solamnic)
Armor: Ring of protection +3, shield
Weapons: Bastard sword +3 (frost brand), battle axe,
light crossbow
Equipment: Boots of the south, scale mail bustenhalt
(minimal protective value), loin cloth, knife
Description: Kimmil is a lovely young woman in her in the finer points of wielding a bastard sword. Deela
mid-20s. She has long blond hair and is slender and also spoke at length about her family back in Solam-
well-built. Because she is from the far south, Kimmil nia.
has a high resistance to cold, so tends to wear very By the time Kimmil was in her late teens, her moth-
little clothing in the warmer northern regions. er had died, and Kimmil decided to travel to her
mother’s former home in Solamnia to find the rest of
Attitudes: Kimmil is proud to call herself an Ice Bar- her family. With her father’s blessings and directions,
barian. Though willing and able to enter combat, she she set out for Solanthus. Unfortunately, Kimmil left
usually tries talking first. Once she has detected evil lcereach at about the time the War of the Lance was
in an opponent, however, she grants no further de- starting. She reached Solanthus after the Blue Drag-
bate. Kimmil is firm in her worship for Paladine and onarmy had taken over. She aided in efforts to oust
does her best to spread the faith of the Great Dragon. the Blue Dragonarmy, earning the enmity of those
Kimmil is also a romantic, and she hopes to find forces. During battles in the area, she met Daviter the
love one day on her travels, just as her father did. Wise, as well as her cousin Steveck.
Besides her cousin, Kimmil has no living relatives,
Background: Kimmil is the daughter of Garad, an Ice because all those in Solanthus were slain by the Drag-
Barbarian. When he was young, Garad traveled onarmy. She and Steveck have agreed to travel to-
north to Solamnia, where he met and fell in love with gether, doing what they can to combat evil.
a warrior-woman named Deela. Deela loved Garad They often travel with Daviter the Wise on his visits
as well, and he brought her back to Icereach. Kimmil to groups of Solamnic Knights, Kimmil often scouting
was raised in her father’s tribe, which accepted both ahead on her light warhorse, Snowfall. Kimmil secret-
her and her mother without prejudice. ly loves the kind Daviter, but so far has not had the
Deela influenced her daughter in several signifi- courage to give him any indication of her true feel-
cant ways, encouraging her to worship Paladine, ings.
teaching her to speak Solamnic, and instructing her
27
KLANK
3rd-level Barbarian Fighter
Race: Minotaur
Alignment: Chaotic neutral
Move: 12
AC: 6
THAC0: 18
Hit Points: 39
Strength: 19 Intelligence: 9
Dexterity: 12 Wisdom: 9
Constitution: 19 Charisma: 13
Proficiencies: Tessto, battle axe, mandoll, ambidex-
try, two-weapon style specialization; endurance, sur-
vival (arctic), tumbling, seamanship, modern
languages (Ogre, Ansalonian Minotaur)
Armor: Leather armor, shield +1
Weapons: Battle axe +1, tessto, lajang, 2 mandolls
Equipment: Knife, 50’ rope, grappling hook
Description: Klank is a huge minotaur, almost 7’6”
tall. His scarred, medium brown fur covers rippling
muscles which tend to intimidate his foes. Klank
wears gold rings around the base of each horn, but
otherwise pays little attention to his appearance. arena combatant, the gladiator “raised by ogres.”
They even gave him the arena name “Klank,” which
Attitudes: Klank has always been unruly, even for a sounded more ogrish. Klank learned more about
minotaur, but he has a soft spot for children and fighting.
pretty women (of any race). He is ambitious and While being trained as a gladiator, Caelus met
loves to have fun. He considers himself neutral “with Karathos, another trainee who longed to be free. A
a touch of happiness,” and enjoys a carefree lifestyle third friend, Thakadil, was from Kothas, and taught
of adventure. the Ansalonian dialect to Caelus. Together, these
three planned an escape, eventually stealing a small
Background: Klank’s father, Vargus, was a trader for boat and sailing for Ansalon.
the Minotaur League of Taladas. Vargus had a special The boat crashed off Mithas, and the three friends
trade arrangement with a tribe of ogres in the Ring were separated. Despite a slight accent, Caelus knew
Mountains of Taladas. He took his son, then called the local dialect, and he chose to introduce himself
Caelus, on many of his trips, and both became ac- by his arena name. He became Klank of Kothas to his
quainted with the Abaqua ogres. On one trip, Vargus new acquaintances.
was slain, and the Black Peak tribe adopted Caelus, Through sheer chance, Klank heard rumors of a
raising him as one of their own. foreign minotaur washed ashore by the same storm.
Years later, Caelus was discovered by a small group This one slew several minotaurs and then escaped.
of minotaurs who convinced him to join them for a Klank is positive this was Karathos, and he joined the
while. The minotaurs taught Caelus how to use a bat- crew of a ship called the Constitution, hoping to have
tle axe, but the young minotaur left their company the chance to sail in search of Karathos. He is rising in
when they chose to work with a medusa, helping rank and hopes to be first mate some day.
guard her lair in return for food. Klank has made subtle inquiries, but has heard
Not long afterward, Caelus was captured by nothing about Thakadil, so assumes him to be dead.
League minotaurs who planned to feature him as an
28
LAFALLOT REYELHART
14th-level Renegade Mage
Race: Qualinesti Elf
Alignment: Chaotic good
Move: 12
AC: +2
THAC0: 16
Hit Points: 40
Strength: 10 Intelligence: 17
Dexterity: 16 Wisdom: 10
Constitution: 15 Charisma: 14
Proficiencies: Land-based riding (horse), artistic abili-
ty (painting), ancient history, astrology, herbalism, re-
ligion, spellcraft, swimming, rope use, tumbling,
ventriloquism, reading/writing (Common, Qualines-
ti), modern languages (Gnomish, Qualinesti)
Armor: Bracers of defense AC 2, ring of protection +2
Weapons: Two daggers +1, quarterstaff +4, sling, 40
sling bullets
Equipment: Ring of shocking grasp, hat of disguise,
dust of illusion, boots of varied tracks, philter of glib-
ness, oil of slipperiness, sovereign glue, Branchala's
paints, wand of wonder, firebane cloak, paint brush,
spell book with most conjuration/summoning, Background: Some people dispute whether Lafallot
illusion/phantasm, and invocation/evocation spells. is really Lafallot’s given name, or a descriptive nick-
name that he took as his own. The elf just grins if
Description: To a human, Lafallot looks to be in his asked.
late twenties, but he is actually 275. He has long, Lafallot was expelled from his apprenticeship for
brown hair which has a tendency to fall into his eyes switching his master’s dust of disappearance with
when he forgets to tie it back. Lafallot normally wears itching powder. He wandered Ansalon for several
a midnight blue tunic speckled with stars, gray suede decades as an acrobat, carnival performer, and rene-
leggings, and black boots. He also wears soft, black gade mage. He eventually returned and apologized
leather gloves over his hands and bracers of defense. to his old master by presenting him with a “lost” spell
Lafallot owns a set of white robes which he wears the aged wizard had long sought, explaining that he
sometimes to hide the fact that he is a renegade. traded a kender a truly brilliant limerick for it.
Lafallot’s eyes are deep emerald and have smile Lafallot passed his Test of High Sorcery at the Tower
crinkles around them. An impish grin always seems of Wayreth after further study and chose white robes.
to curl one side of his mouth when he talks. Mention of the test is one of the few things which
causes Lafallot’s smile to fade, and he changes the
Attitudes: Lafallot is fair to all, but cannot abide subject quickly when it is mentioned. Lafallot will not
pompousness or self-importance. He plays practical discuss his test, but he has shown a hatred for un-
jokes on everyone, using his magical items and spells dead. Soon after the test, Lafallot grew weary of his
to good effect. The more serious and self-important fellow wizards and declared himself a renegade once
someone is, the more likely Lafallot is to do some- again.
thing to make him look foolish. Dwarves and Lafallot served proudly under Laurana in the War
Silvanesti elves are often the butt of his jokes. As La- of the Lance as a messenger, scout, and battle mage.
fallot has gotten older, his jokes have gotten more
elaborate.
29
LILIORNIN
8th-level Mage of the White Robes
Race: Silvanesti Elf
Alignment: Lawful good
Move: 12
AC: 6
THAC0: 18
Hit Points: 25
Strength: 12 Intelligence: 17
Dexterity: 18 Wisdom: 12
Constitution: 14 Charisma: 15
Proficiencies: Dagger, quarterstaff; brewing, cook-
ing, fire building, fishing, herbalism, spellcraft, swim-
ming, modern languages (Satyr, Treant),
reading/writing (Common, Silvanesti)
Armor: None
Weapons: Dagger +2, quarterstaff
Equipment: Boots of varied tracks, gem of brightness,
ring of water walking
Description: Liliornin is a highly attractive young
woman of 85. Her blonde hair is kept long in the
back, yet hewn in front to keep it out of her eyes.
She wears distressed-leather clothing with fur sewn at conians attacked Varus. The evil horde was after the
the hems for a comfortable and snug fit. Her piercing wealth of a merchant band who made their annual
grey eyes are her most striking attribute, but her most stop at Varus on their way to winter housing in Palan-
commanding quality is her excellence in spell thus. The city just got in the way. The massacre that
casting. occurred that day was unknown for weeks until the
merchant band was reported missing and a search
Attitudes: Liliornin is a talented and cautious wizard party from Palanthus found their decaying bodies in
dedicated to eliminating evil on Krynn. She has no the burned-out remains of Varus.
patience for those who cannot abide by the simple Not everyone was killed that day. Several of those
rules and laws instituted by the gods. Together with living on the outskirts of town escaped into the
Morrandar, she strives for peace and law at all times. mountains to the west. Liliornin was one such per-
son, and she vowed to remove the evil infesting
Background: Liliornin was born south of Palanthus in Krynn. She hid in the mountains for several weeks,
Varus. Her parents were Lalena and Hawkwood, rare drinking from the springs and eating whatever food
Silvanesti who felt an urge to wander in their youth. was available.
When they returned to Silvanost after several years of After her time in hiding, she walked to Palanthus
adventures, they met with disdain from the other and presented herself to the Wizards of the White
elves, who regarded them as uncouth barbarians. Robes, demonstrating the skills her mother had
The couple relocated to Varus, where they had sev- taught her and asking to learn more in order to de-
eral friends. stroy evil.
The ranger Hawkwood helped protect the town, During her first adventures-fighting against a
while his wife, a White Robe Mage, advised the town death knight and a circle of Black Robe Wizards-she
council. Both were highly respected, and Liliornin met a ranger named Morrandar who soon became
was given the privileges of nobility. her best friend. The two are now inseparable and
Both of Liliornin’s parents were in the council they have been adventuring together for nearly five
chambers when a black dragon and a legion of dra- years.
30
MORRANDAR
9th-level Ranger
Race: Human
Alignment: Lawful good
Move: 12
AC: 6
THAC0: 12
Hit Points: 76
Strength: 17 Intelligence: 16
Dexterity: 18 Wisdom: 15
Constitution: 15 Charisma: 13
Proficiencies: Long sword, short sword, long bow,
short bow, light crossbow, dagger, quarterstaff; agri-
culture, fishing, blacksmithing, fire building, bowyer/
fletcher, heraldry, hunting, running, set snares,
survival (woodlands)
Armor: None
Weapons: Long bow +1, short sword of quickness,
20 flight arrows, 30 sheaf arrows
Equipment: Quiver, several belt pouches
Description: Morrandar is a man in his late thirties.
His brown hair is well kept, and cut above his brow.
His love for loose-fitting clothes hides his well- de- Tracer, for apprenticeship. Morrandar stayed with
fined and muscular body. Morrandar prefers to dress Massinion for 15 years before the old elf considered
in browns, tans, and other natural colors, allowing him well-trained enough to walk in the forest alone.
him to better camouflage himself in the terrain he After being released from his tutelage, Morrandar
loves. hired himself out for tracking and scouting through-
out Abanasinia for more than a decade.
Attitudes: Morrandar seeks to destroy the evil per- Throughout his life, Morrandar heard stories of Pa-
vading Krynn. He is consumed with bringing peace lanthus, and the great wars fought against evil. Many
to the world and especially to the forests and their of the stories spoke of the victories of Good, but most
creatures. When confronted with evil he attempts to addressed the success of Evil. To aid the forces of
extinguish it with kindness and example; however, if Good, Morrandar set out on a long pilgrimage-over
provoked, Morrandar assails evil with incredible fe- 400 miles of walking through the roughest terrain.
rocity. He always puts the safety of his companions During this sojourn Morrandar met an elven wom-
and the innocent ahead of his own. He is a loyal com- an named Liliornin. She was new to adventuring and
panion and friend to both humans and animals. was fighting an evil enclave. After the two (and Li-
liornin’s companions) routed the draconians and
Background: Morrandar was born to druidic parents their minions, the two became close, inseparable
in the forest south of Xak Tsaroth. His parents and friends. The two now have been adventuring togeth-
their companions, also worshippers of Habbakuk, in- er for nearly five years, and Morrandar is secretly in
stilled a deep love for the wilderness and the out- love with Liliornin.
doors in Morrandar, but they could not convince him Despite Morrandar’s discovery of the refined wor-
to adopt their “neutrality” toward right and wrong. ship of Habbakuk after the return of the true gods, he
He felt he had to take a stand. still cannot view his parents as heathens, though he
After years of trying, his parents finally gave up, and does hope to speak to them again about Good and
sent Morrandar to an aged Qualinesti, Massinion the Evil.
31
NERRINTH YD
5th-level Investigator Thief
Race: Irda
Alignment: Neutral good
Move: 12
AC: 6
THAC0: 18
Hit Points: 21
Strength: 12 Intelligence: 17
Dexterity: 18 Wisdom: 14
Constitution: 12 Charisma: 17
Proficiencies: Sabre, bolas, powder bomb, dagger;
information gathering, observation, alertness, trail-
ing, modern languages (Qualinesti, Hill Dwarf, So-
lamnic), reading/writing (Common, Irda), singing,
ancient history
Armor: None
Weapons: Sabre +1, bolas, powder bombs (two
each of sleep, paralysis, and blind), dagger
Equipment: Medallion of ESP, wrist sheath
Description: In his natural form, Nerrinth has mid-
night blue skin, silver hair, and silver eyes. He is tall
and slender, always ready with a smile and a laugh. and to recover irda artifacts; he considers both tasks
Nerrinth has practiced for several years to achieve very important, and pursues them with great determi-
the irda shapechanging skill. He has perfected three nation.
forms and identities: Halinath, a Qualinesti scholar;
Voda, a Neidar rogue; and Timmik, a Solamnic hu- Background: Nerrinth grew up in an irda community
man fighter. Halinath is exceptionally handsome, far from human (and other) civilization. He was train-
with blue eyes and long blonde hair. Voda is a bit on ed as a retriever of knowledge, one who would go
the ugly side for a dwarf, his graying brown hair and out into the world and return with information and
beard framing brown eyes and a scarred face. Tim- lost items of historical importance. He is very curious
mik is average in looks, with light brown hair and about the world and wishes to see as much of it as
green eyes. possible. About once a year, he meets a courier who
Though he has practiced these three forms the transports his information and material goods back to
most, Nerrinth is quite skilled and has practiced sev- his home.
eral other forms to a lesser extent, including a mino- Nerrinth makes a living as a bounty hunter from
taur. He changes as needed, but tends to have light time to time, allowing others to hire him to find
colored hair and eyes when it fits the race he is emu- thieves or stolen goods. He also acts sometimes as a
lating. vigilante, using his skills to help battle corruption and
thievery as he sees fit. He seldom fights and rarely
Attitudes: Nerrinth is usually very quiet, cautious, kills, instead using his skills and his many guises to
and reserved, but he does enjoy good humor. Each of find information and turn it over to the proper au-
his main identities also has a personality: Halinath is thorities. It is only when officials do not exist (or
quiet and serious, Voda is a relaxed joker, and Tim- refuse to act) that he takes matters into his own
mik is almost surly. Nerrinth reveals his true race only hands.
to those he has come to know and trust, and he re- Nerrinth has the following thieving skills while not
laxes quickly around those few. He uses his thieving wearing armor: PP 25%; OL 35%; F/RT 25%; MS
skills and shapechanging ability to thwart evildoers 70%; HS 70%; DN 30%; CW 85%; RL 50%.
32
NOMSCUL
3rd-level Priest of the Neutral Order
Race: Aghar (Gully) Dwarf
Alignment: Neutral
Move: 6
AC: 8
THAC0: 20
Hit Points: 13
Strength: 11 Intelligence: 6
Dexterity: 14 Wisdom: 8
Constitution: 11 Charisma: 9
Proficiencies: Warhammer, thrown rock; cooking,
healing, herbalism, rope use
Armor: Ring of protection +2
Weapons: Warhammer, rusted dagger (“Happy-
dance”)
Equipment: Ratty wool vest with many pockets,
moldy pendant, wooden whistle, red bag of “magic”
dust, Reorx’s medallion of faith
Description: Nomscul is a dirt-encrusted, potbellied
Aghar. He has a wispy mustache and a scruffy chin,
as well as stringy hair, large ears, and bags under his
eyes. He still has several of his teeth. All in all, he is ons to the growing Dragonarmies. Nomscul led
considered quite virile among the other gully “Agharpulters” who hurled themselves into the
dwarves. Theiwar ranks with damaging effects.
Perian was killed in the battle. Since Flint could not
Attitudes: Nomscul has been a leader in the Aghar be king without a queen, Nomscul took the job him-
community of Mudhole for many years, and he is self, naming Fester (his long-time consort) his new
used to having his orders followed. He is a brave queen. He also took back a dagger he had given
leader who takes care of his people. Nomscul is Flint, and which that dwarf had called “Happen-
crafty and probably knows more than he shows. stance.”
Fester and Nomscul ruled together for more than
Background: Before the War of the Lance, Nomscul two years before Nomscul took a new title, “Best
was the shaman, healer, wise man, best cook, and Cook, Chief Shaman, and Queen’s First Husband” (a
leader for the gully dwarves of Mudhole in Thorbard- much more impressive title than the much shorter
in. “King”).
When Flint Fireforge and Perian Cyprium arrived in During the War of the Lance, Nomscul took part in
Mudhole, Nomscul remembered an ancient proph- some of the fighting, leading small skirmish parties to
ecy which proclaimed that a king and queen would harass the forces of Evil. This made Nomscul even
“descend from mud.,’ Since Flint and Perian fulfilled more beloved to his Aghar followers, and he helps
the prophecy, Nomscul and the other gully dwarves Fester to lead the Aghar of Mudhole. Some say he
crowned them “King Flunk and Queen Furryend” may even be in line to become Highbulp.
Flint, in turn, named Nomscul “Mudhole’s Best Cook After the war, a priest of Reorx initiated Nomscul
and Chief Shaman.” Since this was the longest title, into the Holy Order of Stars. Though this means that
Nomscul was very important. Nomscul can now cast real spells, he still relies pri-
Nomscul helped Flint lead the Aghar into the Battle marily on his bag of dust, which he waves in the air or
of Hillhome, in which they and the Neidar of Hill- hits to cause “magical effects,” like getting the other
home defeated Theiwar, who were supplying weap- Aghar to stay still and listen.
33
NYSTALLINA DALENDRA
3rd-level Bandit Thief
Race: Silvanesti Elf
Alignment: Neutral (good)
Move: 12
AC: 4
THAC0: 19
Hit Points: 13
Strength: 14 Intelligence: 17
Dexterity: 19 Wisdom: 15
Constitution: 13 Charisma: 16
Proficiencies: Long sword, long bow; survival (for-
est), animal handling, animal noise, alertness, set
snares
Armor: Leather armor
Weapons: Long sword, long bow, dagger
Equipment: Cloak of elvenkind, boots of elvenkind
Description: Nystallina is 5’ tall and is lithe and quick
on her feet. She keeps her long blond hair in a pony-
tail. Because of her tragic past and several years of
solitude, she rarely speaks. Nystallina is frequently
with a large mountain lion, Kai-She.
Nystallina was trained to fight by Bannor, and she
Attitudes: Unlike most of her people, Nystallina ac- developed the same views as her father regarding the
cepts and even admires other races. She has devel- Silvanesti isolationism. She joined the House Protec-
oped a close relationship with the kender because of tor in 345. Four years later, during the War of the
their openness and curiosity, attributes her own peo- Lance, her entire village was destroyed, including her
ple lack. She is known as a friend in Kenderhome, parents. Nystallina was among the few to escape.
though she watches her property closely while visit- Seeing the size of the Dragonarmy, she fled
ing. Silvanesti, but formed other fleeing elves into a band
Nystallina has not come to terms with the fragmen- of freedom fighters which raided Dragonarmy supply
tation of her homeland and will not set foot in any caravans, hoping to save their homeland. When it
Silvanesti settlement or in the lands of Silvanesti. Nys- became known that Silvanesti was a nightmare
tallina still retains the pride of her race and would realm, her band retreated into the mountains. They
rather remember her people as they were. continued to harry the Dragonarmy for the rest of the
While Nystallina blames her peoples’ isolationism war.
and arrogance for their unfortunate circumstances, When the war was over her band split up, most re-
she has not forgotten the role of the Dragonarmies. turning to Silvanesti settlements to try to rebuild their
She takes every opportunity to make them pay for the culture. Nystallina, angered at the Silvanesti for not
death and destruction they caused in Silvanesti lands. opening to the other races until it was to late, turned
her back on her people and continued to rob, spy,
Background: Nystallina was born in 265 AC to a and guide adventurers in the lands controlled by dra-
wildrunner in the House Protector, Bannor Dalen- conians and ogres. She travels extensively but spends
dra, and his wife Thalisha. Because Bannor lobbied most of her time on the Goodlund Peninsula protect-
for opening trade and communication with “inferi- ing the kender with her mountain lion Kai- She.
or” races, he was never promoted beyond unit com- Nystallina currently has the following thieving
mander. skills: PP 35%; OL 40%; F/RT 60%; MS 50%; HS 50%;
DN 25%; CW 90%; RL -5%.
34
OBSIDIAN FIREFORGE
3rd-level Fighter
Race: Neidar Dwarf
Alignment: Chaotic good
Move: 6
AC: 3
THAC0: 18
Hit Points: 20
Strength: 17 Intelligence: 12
Dexterity: 14 Wisdom: 13
Constitution: 13 Charisma: 14
Proficiencies: Club, light crossbow, javelin, hand
axe, thrown hand axe; blind-fighting, hunting, artistic
ability (woodworking), reading/writing (Ancient
Dwarven Runes, Common), modern languages
(Qualinesti)
Armor: Chain mail, shield +1
Weapons: Javelin, 3 hand axes, light crossbow, 20
quarrels
Equipment: Ring of swimming, wooden carving of
Perian Cyprium (made by Flint Fireforge), woodcarv-
ing tools, several carvings in progress
Description: Obsidian is a nice-looking, dark- haired eral adventures over the past few years. Basalt and
frawl (female dwarf). Her face would be squarish and his wife Hildy recently became parents, however,
somewhat pudgy by human standards, but is quite and he is less willing to take chances now. Fortu-
lovely by dwarven standards. She has light fuzz on nately for Obsidian, she has a number of other
her cheeks, and her hair is pulled back into braids on friends who share her wanderlust.
either side. Her large, dark eyes usually twinkle mis- Recently, a rumor circulated through Hillhome that
chievously, and she often wears a slight smirk. Flint’s axe had been seen. Since the axe had been in
the family off and on for a long time (it originally be-
Attitudes: Obsidian idolized her uncle, Flint Fire- longed to her great-grandfather Reghar just before
forge, and has always craved a more adventuresome the Dwarfgate War), she volunteered to help search.
life than that lived by a typical hill dwarf. She is gre- When her family reluctantly agreed to let her search
garious and has a good sense of humor. Her person- for the axe, she sent a message to an old friend, Targin
ality and looks make her one of the most sought-after Steelaxe. Targin sent his trusted friends, Erastin, Gale-
frawls in Hillhome, but she has turned down all seri- nye, and Karathos, and Obsidian recruited local
ous suitors, wanting to have a lot of fun and adven- friends, Selowen and Pentrian. The group found the
ture before settling down. remnants of the famous axe and became acquainted
with the minotaur wizard, Rikar.
Background: Obsidian is the younger daughter of The search for the axe served to whet Obsidian’s
Bernhard Fireforge, deceased younger brother of appetite for excitement, and she hopes to travel far
Flint. She lives in Hillhome with her sister Garnet, and wide, perhaps to fulfill the quest which might in-
in the woodworking shop started by their father sev- volve her family’s axe. Obsidian longs to be a hero,
eral years ago. Garnet is a carpenter specializing in just like her uncle Flint and several other family mem-
furniture, which Obsidian decorates with intricate bers have been. With her several adventuresome
carvings. friends, perhaps she can do so.
With her cousin Basalt, Obsidian has gone on sev-
35
P A L I N T H U S I A N (P A L ) C H A I N E
5th-level Ranger
Race: Half-elf
Alignment: Lawful good
Move: 12
AC: 4
THAC0: 16
Hit Points: 34
Strength: 16 Intelligence: 9
Dexterity: 14 Wisdom: 15
Constitution: 16 Charisma: 9
Proficiencies: Broad sword, dagger, long bow, spear,
hand axe; set snares, blind-fighting, bowyer/fletcher,
leatherworking
Armor: Leather armor +3
Weapons: Broad sword, dagger, hand axe, long bow,
20 flight arrows, 20 sheaf arrows
Equipment: Gauntlets of ogre power
Description: The first thing one sees when Pal comes
into view are his shoulders. Extremely broad, they fill
doorways and burst the seams on normal clothing.
He is in general a big man, standing 6'1". He prefers
simple clothing, usually a tunic with minimal frills. Background: He was born to Curathas and Elinaeri
He always travels well armed. Chaine in the city of Silvanost. His mother, a full-
His skin is darker than that of a full-blooded blooded Silvanesti, was a wealthy member of the
Silvanesti elf. He has grown a conspicuous mustache House of Gardener guild. His father, in name if not by
to defiantly emphasize his human heritage. He has a blood, was an officer in the Silvanesti army. Years
‘horrible singing voice at best, but is quite skillful with ago, Pal’s mother was kidnapped by highwaymen.
a harp. Pal can sometimes be found sitting by a lonely Curathas led a bold assault upon their crude hide-
brook, strumming a beautiful tune, and ruining away and rescued her, and won her heart. Sadly, the
everything by singing along. ruffians had treated her badly and she bore a son, Pa-
linthusian, as a result. The noble Curathas married
Attitudes: Pal is a simple man. He views the world in Elinaeri despite this stain upon her honor.
black and white. Either “ye are with him or ye are To be of mixed blood is to be inferior, at least in
agin him.” In his eyes his friends are all completely the eyes of the Silvanesti. Pal did not have an easy
loyal and trustworthy and his enemies are all black- childhood. Fortunately, his parents always loved
hearted scoundrels to be watched at every moment. him and never blamed him for his heritage. He
Pal learned this attitude from his father, who has a spent much of his time among the trees and animals.
soldier’s view of the world. Nature never judged him as harshly as his fellow
Although he does not avoid the company of men, elves did. Finally, Pal left to find adventure on the
Pal has a tendency to wander into the forest when road, away from the scorn and ridicule of the
things get dull in town. Once out there, he might not Silvanesti. Some day he hopes to find a swarthy,
be seen again for a year or more. Pal completely loses broad-shouldered highwayman and repay the vil-
track of time when among the trees and animals he lain for what he did to his mother.
so loves. The only sorrow in his life is that he was not
born a full-blooded Silvanesti elf so that he could
have a closer rapport with nature.
36
PENTRIAN THE RABBIT
4th-level Priest of the Good Order
Race: Kender
Alignment: Lawful good
Move: 6
AC: 1
THAC0: 18
Hit Points: 23
Strength: 11 Intelligence: 11
Dexterity: 18 Wisdom: 16
Constitution: 14 Charisma: 13
Proficiencies: Hoopak (as quarterstaff and sling), bol-
lik (as bolas); healing, herbalism, reading/writing
(Common)
Armor: Chain mail
Weapons: Hoopak, bollik
Equipment: Bag of holding, Mishakal’s medallion of
faith, bag of healing herbs, mortar and pestle, numer-
ous souvenirs and keepsakes
Description: Pentrian is an older kender in his mid-
40s. He pulls his graying black hair back into a pony-
tail. He can almost always be found wearing white
robes, and his somewhat wrinkled face often bears a regularly when he was young. When he was in his
serious expression. His brown eyes show his inner early teens, he was on a ship with his parents when it
sadness when he lets his guard down. was attacked and looted by minotaurs.
Pentrian managed to elude the minotaurs, but his
Attitudes: Pentrian has allowed the tragic events of parents were killed. The ship sank, and Pentrian
his life to erase much of his childlike innocence, and wound up on a small island where he had to fend for
he is very serious-for a kender. This means he is himself and hide from various predators for more
about as serious as an adult human with a good sense than three years before he was rescued.
of humor, a bit of wanderlust, and a craving for ex- These experiences made Pentrian shy and serious.
citement. He still fears minotaurs, but is willing to give them a
As one of the few members of his race to belong to chance if they seem worthy, and he now has two
the Holy Order of the Stars, Pentrian takes his clerical minotaur friends, Karathos and Rikar.
duties very seriously. He always aids injured compan- Pentrian became a priest of Mishakal after the War
ions, even at the risk of his own safety. of the Lance. After traveling extensively, he settled for
Pentrian is not as curious as most kender, but likes a time in Hillhome, where he became friends with
to collect reminders of the people he has met and the Ian Chandler, the Fireforge family, Selowen, and
places he has been, so sometimes still takes items. As many others. Though happy in Hillhome-the happi-
he will explain to anyone he accidentally offends, he est he has ever been-Pentrian again feels the urge to
borrows things only to get a closer look or to keep travel.
them safe. In a way, he considers it his right to look at Pentrian has the typical kender “thieving” abilities,
the items owned by his companions, because he is but seldom uses them because he prefers the protec-
willing to risk his life to save theirs. tion of his chain mail, which interferes with those
skills. He generally uses them as necessary to help his
Background: Pentrian’s nickname comes from his companions and rarely to pick their pockets.
speed when being chased, something that happened
37
PHERAGAS OF NORTHERN ERGOTH
10th-level Fighter
Race: Human
Alignment: Neutral good
Move: 12
AC: 3
THAC0: 11
Hit Points: 79
Strength: 12 Intelligence: 16
Dexterity: 18 Wisdom: 10
Constitution: 15 Charisma: 12
Proficiencies: Trident, net, short sword, long sword,
club, javelin, quarterstaff; charioteering, navigation,
seamanship, tumbling, survival (sea and sea coast)
Armor: Breast plate (always worn; -3 bonus to AC),
loin guard, large shield (sometimes used; additional
-3 to AC when used), helmet (worn occasionally)
Weapons: Club, short sword, long sword, weighted
net
Equipment: Long black robe, bracers, cleated san-
dals, scarves, whetstone, 50’ rope
Description: Pheragas is a large, black-skinned hu-
man with rippling muscles, a shaved head, a black celebration his father arranged for him aboard ship, a
mustache, goatee, and a braided tail of hair. He is band of ogres set upon Gulfport where The Peregrine
handsome and daunting, with gleaming eyes. was docked. Noticing the attack, Pheragas ordered
the crew to gather the fireworks his father had stock-
Attitudes: A hearty soul, Pheragas has endured much piled for the celebration. Rushing into town, Phera-
hardship, but retains his confidence, wit, and honor. gas and the crew set off rockets in the face of the
Through skill, determination, and cunning, he has ogres, routing them, and sending them to the hills.
risen to champion status in the circus at Nethosak, From that day, the townsfolk dubbed him “Pheragas
Mithas. But he longs for the sea, hoping to escape the of Northern Ergoth.”
arena and steal a pirate ship to avenge his father’s When Pheragas was eighteen, his father’s ship was
death. attacked in the Blood Sea by two minotaur pirate
ships. Noragas led the brigands into the heart of the
Background: Some say that history repeats itself. On storm, taking them to the lip of the maelstrom. There,
Krynn, this certainly seems to be true, for Pheragas is he allowed the first ship to draw close enough to
the namesake and descendant of a famed gladiator grapple The Peregrine, then turned his ship hard to
who fought by Caramon’s side before the Cataclysm. starboard, dipping out of the tightening ring. The Per-
Son of Noragas, a mariner from Saifhum, Pheragas egrine cut back through the waves, slinging the pirate
accompanied his father on many voyages around the ship about into the maelstrom. Pheragas then cut the
Blood Sea of lstar and to the far points of Ansalon. grapples and watched the ship swirl into the whirl-
Noragas owned a great galleon called The Peregrine pool.
and used it in trade with Ergoth, where he bought The other pirate ship, however, sank The Peregrine
copper, brass, and steel tools, relics, and cut stones. and captured Pheragas. Since that time, he has
He took these to Port Balifor and traded with Khurian fought in the so-called “Games of Old Istar,” in the
roughnecks for horses, harnesses, diamonds, and circus at Nethosak, capital of Mithas. Along with his
glass. gladiatorial partner, Kiiri of the Sirines, Pheragas
On one trip to Northern Ergoth, Pheragas came of seeks escape.
age, reaching his twelfth birthday. During the grand
38
THE RED MINOTAUR
13th-level Gladiator Fighter
Race: Minotaur
Alignment: Neutral good
Move: 12
AC: 4
THAC0: 8
Hit Points: 102
Strength: 19 Intelligence: 14
Dexterity: 17 Wisdom: 13
Constitution: 17 Charisma: 16
Proficiencies: Trident (specialized), short sword, net,
ambidextry, mandoll, katar, lajang, sanguine; sea-
manship, navigation, swimming, rope use, blind-
fighting, endurance, ancient history, herbalism
Armor: Breastplate, metal greaves, leather jerkin
Weapons: Forpann +2, 2 mandolls, 2 katars, san-
guine
Equipment: Net, a wide assortment of poisons, a
small private sailboat (used occasionally to escape
from the rigors of life on the Minotaur Isles)
Description: The position of Red Minotaur is a covet-
ed one among the minotaurs of the Blood Sea, and a as the Red Minotaur. He has therefore taught himself
tradition dating back to the time of Istar’s reign. Only to identify and create many different poisons, which
the most powerful, cunning, and intelligent of mino- he invariably applies to his weapons before any bout
taurs can even enter the tryouts. They compete in which he must fight. He does not regard this as
against one another to determine who will gain the evil, but merely expedient. After all, how can his
honor of fighting the current Red Minotaur. This final goals be achieved if he is dead?
fight is always to the death, for the Red Minotaur can-
not retire. The winning minotaur takes the position Background: The current Red Minotaur has held his
and loses any personal name and family affiliation. position for over 20 years. During this time he has
The Red Minotaur is, as his name implies, a deep cultivated his friendships with those on the mainland,
red color. This is accomplished through a non- while striving to demonstrate to his countrymen that
washable red dye that is toxic (save vs. poison or suf- friendship with these other races is a sign of strength,
fer 10 points of damage) to any without significant rather than weakness.
body hair, such as that of a minotaur. He is also partially responsible for the minimal
The Red Minotaur is about 7’6” tall, and is power- minotaur involvement in the War of the Lance. Since
fully muscled. his countrymen look up to him, he is very nearly as
influential as his king in that land. His exhortations
Attitudes: This Red Minotaur fancies himself some- and demands that his folk remain, for the most part,
what of an amateur historian. As such, he realizes neutral were no doubt responsible for the continued
that evil will always turn in on itself, and he wishes to lives of many on the side of good.
save his race from destroying itself. His mission in life,
as he sees it, is to redeem his people, and to help
them to unite with the other races of Krynn.
To this end, he has decided that he is indispensa-
ble. He will go to any end to ensure that he continues
39
RIKAR
6th-level Mage of the Red Robes
Race: Minotaur
Alignment: Neutral
Move: 12
AC: 3
THAC0: 19
Hit Points: 18
Strength: 17 Intelligence: 16
Dexterity: 14 Wisdom: 12
Constitution: 9 Charisma: 10
Proficiencies: Dagger, quarterstaff; ancient history,
local history (Kharolis Mountains), reading/writing
(Common, Minotaur, Irda, Magius, Ancient Dwarven
Runes, Qualinesti), modern languages (Qualinesti,
Hill Dwarf, Kharolian)
Armor: Bracers of defense AC 3
Weapons: Silver dagger, quarterstaff
Equipment: Ring of fire resistance, wand of paralyza-
tion (9 charges), spellbook, numerous books and
scrolls (most are histories), red robes
Description: Rikar stands almost 8’ tall and is muscu-
lar, if a bit skinny. He often decorates his horns and has a chance among dwarves, elves, and humans.
sometimes wears a large pair of spectacles which al- He has traveled and adventured extensively in the
low him to see fine details. He takes care of his dark Kharolis range, collecting knowledge. He settled for
brown fur, but his red robe is often dirty and shabby. a time near Hillhome to find the legendary Tharkan
Axe owned by various members of the Fireforge fami-
Attitudes: Rikar is a scholar of the first order, enjoy- ly. He eventually found it, and with the help of the
ing nothing so much as solving a mystery or reading a Fireforges, is now writing its history.
book. Around others, he is very rough and blustery, He was aided in negotiations concerning the axe
quite pleased with his ability to intimidate others with by a group of adventurers: Karathos, Erastin, Gale-
his physique. Though generally peaceful, he fights nye, Selowen, Pentrian, and Obsidian. He is now on
back viciously if attacked. He is very tolerant of oth- friendly terms with several of them, as well as with
ers. many Hillhome residents, such as Ian Chandler. He
hopes that some of them will take part in the quest to
Background: Rikar was born in Mithas. Somewhat fulfill a prophecy regarding Kiri-Jolith’s symbolic re-
sickly as a child, he was rescued from certain death turn. To this end, he has begun teaching history to
by an old wizard who taught him spells. Rikar Karathos and helping him search for his friend
showed an amazing aptitude for magic. After he stud- Caelus. He has also taken Selowen as an apprentice
ied for a few years, he struck off on his own and trav- and entered into a scholarly relationship with Pentr-
eled to the Tower of High Sorcery in Wayreth to take ian and Ian.
his test. He passed easily, one of the few minotaurs to Rikar has been unusually nice to Obsidian, Erastin,
do so. and Galenye as well, teaching them much and an-
Rather than return to Mithas, where he was alter- swering hour of tedious questions. He has another
nately feared and reviled, Rikar chose to remain in potential quest for these folks: gathering components
the area around the Kharolis Mountains. He still gains and materials needed to restore the Tharkan Axe of
little acceptance from others, but he feels he at least Flint Fireforge to its former glory.
40
SANTIS
3rd-level Mage
Race: Human
Alignment: Lawful good
Move: 12
AC: 10
THAC0: 20
Hit Points: 9
Strength: 8 Intelligence: 17
Dexterity: 13 Wisdom: 14
Constitution: 11 Charisma: 15
Proficiencies: Dagger; ancient history, spellcraft,
navigation, astrology, reading/writing (Common, Ma-
gius), herbalism
Armor: None
Weapons: Dagger
Equipment: Boots of elvenkind, ring of warmth,
spellbook containing the following spells:
detect magic, read magic, magic missile, jump, can-
trip, wall of fog, taunt; alter se/f, web, misdirection
Description: Santis is a rather short young man, bare-
ly clearing 5’ in height. He is slim, with dark brown
hair and large green eyes. He is just past his 18th year, Background: Santis was born as the only child of
but his attitude indicates that he has knowledge and peasant parents. As seems to be the case with most
power beyond his meager years. powerful wizards, Santis exhibited magical talent at a
very early age, and his parents apprenticed him to a
Attitudes: Despite his relative youth, Santis has dis- Wizard of the White Robes.
covered that vengeance and punishment for evil- do- His time with the elderly wizard was one of the best
ers are the two driving forces in his life. He believes in his life. Alas, it was all too brief, for the old man
firmly in stern justice for those who transgress the was brutally murdered by a rival wizard. Santis, away
boundaries of the law. drawing water, returned in time to see the murderer
Santis seems not to believe in humor. His life is de- escape with the spellbooks of his mentor.
voted to study, and he looks down on those who Vowing revenge, Santis now travels across Krynn,
waste their time on fun and games. Life, he feels, is accumulating the magic necessary to destroy the
too short to waste on such frivolity. murderer of his teacher. He is delaying the confronta-
Along with this attitude comes the belief that tion until he has enough power to be certain of win-
friends are, for the most part, a waste of time. He has ning.
a few close companions, but does not devote as He is not yet robed, and is not certain that he will
much time to them as he might. He knows they will seek the Towers of High Sorcery once he has
understand. achieved the requisite power. He does not approve
Santis seeks power only so he can further the cause of those allied with the side of Good working so
of good. Although most people search for magic for closely with the side of evil. On the other hand, nei-
their own aggrandizement, Santis is one of the few ther does he wish to be considered a renegade.
who truly has an altruistic motive in his quest for His familiar is a small flying lizard named Zeke (AC
might. 7, AL LG, MV Fl 18 (B), HD 1 + 1, 6 hp, 1 att/round,
Dmg 1-4, SA bite, save vs poison at +4 or be para-
lyzed for 1-8 rounds).
41
SELOWEN
2nd-level Mage
Race: Qualinesti Elf
Alignment: Neutral good
Move: 12
AC: 5
THAC0: 20
Hit Points: 7
Strength: 9 Intelligence: 18
Dexterity: 11 Wisdom: 13
Constitution: 16 Charisma: 16
Proficiencies: Quarterstaff; astrology, spellcraft,
reading/writing (Common, Qualinesti, Magius), mod-
ern languages (Hill Dwarf, Kharolian), local history
(Dwarven)
Armor: Bracers of defense AC 5
Weapons: Quarterstaff
Equipment: Spellbook, pen and ink, leather head-
band with wooden deer carved by Obsidian Fire-
forge
Description: Selowen is a beautiful young elven
maiden with shoulder length brown hair, bright
green eyes, and an almost shy smile. She is slender but knows they died for a noble cause and that her
and graceful and tends to dress in fine clothing. She life must continue.
enjoys wearing green and peach in particular. Not long ago, Selowen’s friend Obsidian asked her
to come along on a search for Flint Fireforge’s legend-
Attitudes: Selowen is a good-natured elf who has ary battle axe. Selowen remembered well the story of
learned to fit in relatively well among the dwarves of how “Uncle Flint” saved the town in the Battle of
Hillhome. Her somewhat cool elven manner belies Hillhome, and she jumped at the chance to help re-
her underlying warmth and generosity. Though usu- cover a bit of history. Selowen made several new
ally quiet and reserved, she has a bubbling laugh and friends on the adventure, and she met an amazing
is a fine conversationalist. minotaur wizard named Rikar.
Selowen had studied magic for several years, learn-
Background: Selowen was raised in Qualinost, ing her first spells from her father. She knows the
where she became acquainted with Flint Fireforge, dwarves of Hillhome do not like magic, so tries to
who would hand out toys he had made to all the el- stay out of their way with it. She hopes to travel to
ven children. When the War of the Lance came, Selo- Wayreth one day soon to take the Test of High Sor-
wen and her family moved to Hillhome so they might cery. Rikar has taken over her training, giving her the
work more closely with the hill dwarves and gather first formal instruction she has had for many years,
information to send back to Qualinost. In Hillhome, and he says she is almost ready to take the Test.
Selowen and her family became fast friends with the Before she goes to claim her white robes, Selowen
rest of the Fireforge family. hopes to see a few more adventures with her friends.
Selowen’s parents left one day on a scouting expe- She also hopes they will accompany her to the Tower
dition, accompanied by several dwarves. The party at Wayreth, but has not yet said anything, knowing
did not return, and searchers eventually found their that magic makes most of them uneasy.
bodies, all bearing the marks of an encounter with
draconians. Selowen mourns the loss of her parents,
42
SIRIATH LEAFWINE
3rd-level Priest of the Good Order
Race: Silvanesti Elf
Alignment: Lawful good
Move: 1 2
AC: 2
THAC0: 20
Hit Points: 21
Strength: 14 Intelligence: 13
Dexterity: 16 Wisdom: 17
Constitution: 15 Charisma: 12
Proficiencies: Morning star, sling; healing, herbalism,
reading/writing (Silvanesti, Common), ancient histo-
ry, religion
Armor: Chain mail, shield
Weapons: Morning star, sling, 30 sling bullets
Equipment: Paladine’s medallion of faith, healing
herbs, mortar and pestle, bandages
Description: The graceful Siriath is of average height
and build for an elf. He has long, light brown hair
which he wears in a ponytail which is usually tossed
over one shoulder. His hazel eyes seem to stare off in
the distance most of the time, and he usually bears an to increase Siriath’s pride even more.
expression of calm superiority. He dresses in tan col- Soon after the war, he encountered a true priest of
ored robes with dark green hood, cuffs, and hem. E’li (or Paladine, as some call him). He converted, be-
coming a priest himself, but did not lose his racial in-
Attitudes: Siriath is a proud Silvanesti with little toler- tolerance. His stiff-necked pride alienated many
ance for members of other races. Since his hubris was priests of other races whom he encountered.
noticed recently, he has become a little more open- Siriath began having dreams of a huge gold dragon.
minded. Though he remains haughty, he has become It would turn its head sorrowfully toward him and
impressed with his traveling companions. Their short gaze at him with reproach in its eyes. The dream be-
lives are incredibly rich and full, and they have devel- came ever more realistic, until one night when the
oped an appreciation for beauty rivalling that of the dragon spoke. “Go,” it said. “Leave this land and
elves. Much to his chagrin, he has discovered that journey with those you would brand impure. Do not
even minotaurs can be civilized. return until you have learned the true value of hu-
manity.” When Siriath awoke, he found himself in a
Background: Siriath is a descendant of Silvanos, the strange place and heard a group approach. This is
founder of Silvanesti. Though Siriath’s lineage is not how he met Erastin, Galenye, Targin, Jilani, and
quite direct, he still enjoys mentioning his ancestor to Karathos.
others. After helping Erastin join the Knights of Solamnia,
With the outbreak of the War of the Lance, Siriath Siriath developed respect and even fondness for his
perceived that the “cursed humans” were bringing companions. While he still has occasional lapses of
the Queen of Darkness back to Krynn, and he longed arrogance, these occur less as time passes, and his
for a way to combat this. During the war, he com- associates are beginning to think of him as a pleasant
manded a troop of elven warriors, leading them in traveling companion.
raids along the Dragonarmies’ flanks. He and his
troop did rather well for themselves, and this served
43
STEVECK UTH DRASTIN
7th-level Cavalier Fighter
Race: Human
Alignment: Lawful good
Move: 12
AC: 0
THAC0: 14
Hit Points: 63
Strength: 17 Intelligence: 12
Dexterity: 16 Wisdom: 13
Constitution: 18 Charisma: 11
Proficiencies: Long sword, medium lance, javelin,
dagger, horseman’s mace, horseman’s flail; etiquette,
land-based riding (horse), animal handling, animal
training (horses), heraldry, dancing
Armor: Gold-plated scale mail +3 (a family heir-
loom), medium shield
Weapons: Long sword +2, medium lance +2, dag-
ger, horseman’s mace
Equipment: Periapt of health, pearl of the sirines
(worn as an earring in left ear)
Description: Steveck is 6' tall and weighs almost 200
pounds. He has a medium build but is well-muscled. have no lasting effects.
His short blond hair frames a handsome face, and he The other Knights were mistaken, however, and
wears a mustache. Steveck usually appears very seri- Drastin’s Order of the Gold Lance grew. All family
ous, seldom smiling. members were raised as part of the Order, which ac-
cepted a few other members as well. The Order of
Attitudes: Steveck is from a noble family, and he sel- the Gold Lance never grew to more than a dozen
dom lets anyone forget it. Like many cavaliers, he cavaliers, however, and eventually shrank to just a
tends toward arrogance, but is chivalrous and honor- few members of the family.
able in the extreme. He follows the cavalier’s code of Steveck is the last Gold Lancer. The rest of his fami-
behavior rigorously, helping the deserving and ex- ly was slain at Solanthus, except for a cousin he met
pecting obedience from those of low station. during the fighting. His cousin, Kimmil, had been
raised by Ice Barbarians, but was able to give proof of
Background: Before the Cataclysm, Steveck's ances- her heritage. She and Steveck agreed to travel togeth-
tors regularly joined the Knights of Solamnia. One an- er to combat evil wherever they found it.
cestor, Drastin, grew dissatisfied with the Knighthood They often travel with Daviter the Wise, a Knight of
and quit, vowing to do a better job of training knights the Rose who is trying to rebuild his Knighthood and
than the Knighthood had. He raised his children and improve its reputation. Steveck has a grudging re-
grandchildren with a slightly modified version of the spect for Daviter and has come to be a supporter of
Oath and the Measure, training the women of the the Knights of Solamnia. He is known as an opponent
family as well as the men. The other Knights of So- of the Knights, however, which sometimes provides
lamnia let Drastin be for several reasons: because he Daviter with a better cover when recruiting in an area
was still a force for good and right, because he could where the Knighthood is held in low regard.
raise a strong force which would lead to heavy casu-
alties on both sides, and, most of all, because they
saw his efforts as a harmless aberration which would
44
TARGIN STEELAXE
4th-level Fighter
Race: Daewar Dwarf
Alignment: Chaotic good
Move: 6
AC: 1
THAC0: 17
Hit Points: 37
Strength: 17 Intelligence: 10
Dexterity: 17 Wisdom: 9
Constitution: 16 Charisma: 15
Proficiencies: Battle axe (specialized), short bow,
dagger, footman’s mace; endurance, mountaineer-
ing, stonemasonry, blacksmithing, land- based riding
(pony)
Armor: Chain mail +1
Weapons: Battle axe, short bow, dagger, 18 arrows
+1
Equipment: Pitons, harness, 100’ rope
Description: Targin has light brown skin with a few
premature wrinkles. His straight, black hair hangs to
his shoulders, and his beard (also straight and black)
reaches his belt. He has a hook nose and tends to Targin traveled next to Garnet in Kaolyn, to try to
squint as if irritated or dissatisfied. re-enter mountain dwarven society. Though he failed
again, he did meet a Solamnic Knight, Grendelor. He
Attitudes: Targin has an image of being grumpy, accompanied the knight for a time and learned much
dour, and stern. This is an image he enjoys and pro- of the ways of true honor.
tects, so he rarely shows his deep, underlying love for Grendelor recommended Targin for a job teaching
all that is good. He will attempt to destroy anything young Erastin Rivenguard about honor and arms.
that taints Good, and he has a special hatred of dra- Targin readily accepted and became good friends
conians. with Erastin, as well as with a neighbor girl named
Targin is claustrophobic and avoids going under- Jilani. Targin’s efforts came to fruition recently, when
ground or entering tight spaces. he escorted Erastin to the High Clerist’s Tower and
saw him accepted into the Knighthood. Targin invited
Background: Targin Steelaxe has always been some- Jilani on the trip, and she brought a minotaur friend,
thing of a loner. His childhood in Thorbardin affected Karathos. The minotaur understands and practices
him strangely, somehow driving him into the open air honor, so he has become a good friend to Targin.
which frightens so many dwarves. He left Thorbardin Not long after the trip to the Tower, Targin received
when he was a youth of only 53. messages from Obsidian and Grendelor; both re-
Targin spent some time among the hill dwarves of quested his assistance. Though he longed to see Ob-
the Kharolis Mountains, learning the use of many of sidian and perhaps rekindle an old flame, he owed
their favored weapons. Targin became especially well much to Grendelor, so went to him instead. Targin
acquainted with the Fireforge family of Hillhome and sent Erastin, Galenye, and Karathos in his stead.
developed a crush on the lovely and vivacious Ob- Targin and Grendelor defeated a nest of dracon-
sidian Fireforge. She treated Targin as a dear friend, ians. Now, he hopes to be reunited with his friends,
but seemed to have no romantic interest in him, so both new and old, to see what they have accom-
he eventually left Hillhome. plished and to plan new adventures with them.
45
TATANYA ELNOHAR
6th-level Bounty Hunter Thief
Race: Human
Alignment: Chaotic evil
Move: 12
AC: 4
THAC0: 18
Hit Points: 26
Strength: 15 Intelligence: 16
Dexterity: 18 Wisdom: 12
Constitution: 14 Charisma: 17
Proficiencies: Long sword, khopesh sword, thrown
dagger, whip; tracking, trailing, information gather-
ing, intimidation, set snares
Armor: Leather armor
Weapons: Long sword +2, throwing dagger +2,
whip, khopesh sword, caltrops
Equipment: Lockpicks, dark suit, dog pepper, blind-
ing powder, wrist sheath, blade boots, potion of
sleep breathing, rope of entanglement, ring of human
control
Description: Tatanya is extremely beautiful, with
long brown hair and violet eyes. She is 6’ tall and streets of Sanction.
weighs 129 pounds. Despite her height, Tatanya is In 337, when the Dragonarmies blockaded Sanc-
nimble and graceful. In fact, she frequently travels tion, Stephen and Tatanya tried to escape the city. As
with entertainers under the guise of a dancer. Tatanya they fled, they ran into a patrol of draconians and
is captivating and rarely has problems manipulating were captured. A group of ogres came along, and
the “weaker” sex. fighting between the two patrols ensued. During the
confusion, Tatanya slipped away, but Stephen was
Attitudes: On the surface Tatanya appears friendly, caught.
open, and helpful. She seems happy and often flirta- Tatanya spent the next year trying to infiltrate the
tious. Underneath this facade, however, Tatanya is ranks of the Dragonarmy by selling her skills as a
cold, calculating and manipulative. She uses her guide and bounty hunter. She discreetly questioned
looks and false attitudes to take others off guard. This many soldiers regarding her brother’s whereabouts,
ability to fool others is extremely useful when Tatanya but every lead turned into a dead end. Eventually Ta-
is working as a bounty hunter. She has often enticed tanya gave up her futile efforts and faced the reality
her prey to secluded places and turned them over or that her brother was lost. From that day forward, Ta-
extracted information, frequently without her vic- tanya did nothing that didn’t benefit Tatanya. To this
tims’ knowledge. Tatanya is greedy and selfish; she day she sells her skills to any who can afford them,
cares for no one but herself and her long lost brother. including agents of the Dragonarmy. Many groups of
fugitives attempting to find safety have hired Tatanya
Background: Tatanya was born in Sanction in 322 AC only to be turned over to those they were trying to
to lvor and Shandrah Elnohar. Shandrah developed escape. Tatanya misses her brother Stephen and
complications during labor and died, a loss for which would do nearly anything to find him.
lvor blamed Tatanya. lvor spent his days and nights in Tatanya currently has the following thieving skills:
a drunken stupor, leaving Tatanya and her older PP 35%; OL 55%; F/RT 45%; MS 50%; HS 45%; DN
brother, Stephen, to fend for themselves on the 45%; CW 85%; RL 20%.
46
TEEKLI QUICKSTEP
5th-level Swashbuckler Thief
Race: Kender
Alignment: Chaotic good
Move: 12
AC: 6
THAC0: 18 (16 with rapier)
Hit Points: 31
Strength: 15 Intelligence: 13
Dexterity: 16 Wisdom: 15
Constitution: 17 Charisma: 14
Proficiencies: Rapier, stiletto, sabre, bollik (as bolas);
etiquette, tumbling, blind-fighting, disguise, jumping
Armor: Leather armor
Weapons: Rapier +1, 3 stilettoes (one of which is sil-
vered)
Equipment: Kite, 4 map cases, 4 maps, string, draw-
ing equipment, locket (with Telsa’s picture), spyglass,
periapt of stamina (see below)
Description: Teekli is a stylish young kender, who
prefers the latest human styles to traditional kender
garments. His coat and trousers are usually of ribbed
red velvet, with a matching maroon hat topped by a Goodlund area, but his clan and family were wiped
white plume. In adopting such foppish urban tastes, out in a draconian raid when he was but 4 years old.
he is similar to the great dwarven hero Flint Fireforge, Both Teekli and his sister Telsa survived the raid, but
who is a personal hero to the kender. were separated, and Teekli has no idea as to his sis-
Teekli’s nickname is a result of his habit of moving ter’s location. Teekli was rescued from the wilderness
very fast, at what would be a jogging pace for other and adopted by a human swashbuckler named
kender. This is allowed by his periapt of stamina, d’Avenell. He spent his formative years under that in-
which doubles Teekli’s base movement rate and dividual’s tutelage in the city of Balifor. Under
grants him a Constitution and Strength of 20 with re- d’Avenell, Teekli has seen the best and the worst that
gards to jogging and running checks. The periapt is humanity has to offer, and he has picked up a num-
an engraved turquoise. Teekli wears it on a silver ber of human traits over the years. He still desires to
chain, almost always keeping the gem tucked safely find his sister and has mounted several expeditions
under his shirt. through the kender and goblin territories to locate
her.
Attitudes: Teekli was raised by a human since he was In addition to searching for his sister, Teekli uses
four, and as a result his personality is a mixture of these opportunities to map out new areas, as well as
kender and human traits. He has the curiosity of the conduct research in wind patterns. He has picked up
kender, marked by a civilized veneer of a city gentry. a scientific curiosity regarding air movement from the
His taunting is as a result particularly cultured and ef- scholars in Balifor, and carries a kite with him to
fective against humans, and Teekli has become an ex- gauge the strength and direction of the wind. He has
pert swordskender to defend himself. Yet the kender a theory that air movements have an effect on the
retains a strong longing to again be among his peo- ground features on his map.
ple, in particular to reunite with his lost sister, Telsa. Teekli currently has the following thieving skills: PP
55%; OL 25%; F/RT 25%; MS 60%; HS 60%; DN
Background: Teekli was originally a native of the 35%; CW 75%; RL 25%.
47
TRANEA
7th-level Gladiator Fighter
Race: Human
Alignment: Neutral
Move: 12, Fl 18 (MC: B)
AC: 3
THAC0: 14
Hit Points: 40
Strength: 16 Intelligence: 12
Dexterity: 16 Wisdom: 8
Constitution: 10 Charisma: 12
Proficiencies: Mancatcher (specialized), lasso, dru-
sus, trident, net, sanguine; charioteering, tumbling,
endurance, set snares, blind-fighting
Armor: Samnite
Weapons: Drusus, lasso, mancatcher
Equipment: Rope of entanglement, winged boots
Description: Tranea displays the rugged features of
her hard-working ancestors. While quite beautiful for
a human female of her years, Tranea’s face is deeply
etched, the callouses of her hands are thick, and her
skin is the brown skin of a laborer.
Pride shines in her steel-blue eyes, a pride that that she would willingly lay down her own life to save
comes from within, but one that must also be nur- a friend, but this notion has never actually been put
tured through years of hard work without complaint. to the test. In all her time in the arena, she has never
Tranea’s profession keeps her in top physical condi- been called upon to sacrifice herself in favor of
tion. The ripples of her muscled limbs are never cov- Boinias, her greatest friend.
ered. In training, she wears a simple tunic and
restrains her hair with a headband or ponytail. When Background: A native of Taladas, Tranea is the
in the arena, Tranea wears leather shoes with leg- product of minotaur brutality, forcing her parents to
gings, a knee-length bodysuit, and a Samnite breast- have offspring to increase their stable of human
plate. slaves. Tranea knew her parents by sight, but never
knew the love of a regular household. Until her com-
Attitudes: Tranea was raised in Taladas by her wicked ing of age she was raised by her competent but un-
grandmother, who never gave her the attention and loving grandmother.
encouragement she needed as a child. As a result, After coming to the arenas, Tranea quickly became
Tranea developed a low opinion of herself and her a favorite of the minotaur mob. There she met the
abilities. To prove herself, she willingly entered the gnome Boinias, with whom she developed a deep
arena in Kristophan to exercise the one talent she friendship. Those who know Tranea know that she is
knew she possessed-combat. Tranea refuses to ac- fiercely devoted to Boinias.
cept failure and can become violent when confront- Recently, Boinias escaped, and he leads a band of
ed with someone whom she perceives as “giving up” rebel slaves in the wilderness. Tranea is torn between
easily. her obligations to Boinias and her love of the arena
Tranea appreciates devotion to duty and the devo- and the popularity she has there. She is slowly com-
tion between friends. Though not willing to give her ing to the realization that with the escaped slaves,
friendship easily, once she does she never breaks that perhaps she can find a true home.
friendship if it can be avoided. Tranea is convinced
48
VALLO DOWNYHEELS
6th-Level Scout Thief
Race: Kender
Alignment: Chaotic good
Move: 6
AC: 6
THAC0: 18
Hit Points: 27
Strength: 9 Intelligence: 10
Dexterity: 16 Wisdom: 8
Constitution: 15 Charisma: 11
Proficiencies: Dagger, hoopak (as quarterstaff and
sling); tracking, alertness, direction sense, observa-
tion, modern languages (Goblin)
Armor: Leather armor
Weapons: Hoopak, dagger +2
Equipment: Thieves’ tools, lump of beeswax
wrapped in a bright red bandanna, pouch containing
a jumble of wires and files, 3 rusty keys, flint and
steel, 20’ rope, small wooden drum painted with
nymphs and satyrs, small silk bag containing dust of
tracelessness (15 pinches), ring of swimming
Background: After two days in a military stockade,
Description: Vallo is tall for a kender, standing 4’3” Vallo Downyheels was ready to die of boredom. The
tall. His dark brown hair is tied into an topknot that charge was 312 counts of theft, but honestly, Vallo
adds another 4” to his stature. He prefers soft woven had just been poking around through all the interest-
clothing in woodland colors that help him avoid de- ing tents and provision stores. There was nothing to
tection on scouting missions (and complement his do in jail, so Vallo sang the songs he loved: rousing
hazel eyes and tanned skin). goblin war songs-in several dialects.
After listening to Vallo’s “concert” for three straight
Attitudes: Vallo is absolutely fascinated by goblins. hours, the jailer marched into the kender’s cell,
He finds their ugliness beautiful, and he has devel- grabbed him by one pointy ear, and marched him out
oped a habit of singing goblin war songs accompa- the door and into the custody of a group of adventur-
nied by the thumping rhythm of his wooden drum ers bound for draconian territory. “Here’s your
(much to the distress of any companions in his pres- scout,” the jailer said as he hustled back into the
ence). Given any chance at all, Vallo will wander off stockade and slammed and barred the gate behind
to poke around in the wilderness, looking for a new him. Now Vallo can poke around as much as he likes,
tribe of goblins on which to eavesdrop. as long as he does so outside of camp and brings the
Vallo hates the idea of steady employment, as he is information he gathers back to his companions.
still in the grip of the wanderlust that affects kender Vallo does not know that the small bag of dust he
upon reaching adulthood. He can, however, put his carries is magical. He got it from a wizard “by acci-
curiosity to good use as a freelance scout, although dent” and is very likely to acquire other such items
he needs to be constantly reminded of his from anyone he meets.
information- gathering missions or he will find some- Vallo currently has the following thieving skills: PP
thing even more interesting to distract his attention. 30%; OL 40%; F/RT 50%; MS 75%; HS 75%; DN
45%; CW 50%; RL -5%.
49
V ARGALASTINESSERVALDERKATZMINOVILBERGAPOLNIKKOFFEL
5th-level Tinker
Race: Gnome
Alignment: Neutral
Move: 6
AC: 7 or 5
THAC0: 19
Hit Points: 21
Strength: 9 Intelligence: 17
Dexterity: 13 Wisdom: 12
Constitution: 10 Charisma: 11
Proficiencies: Quarterstaff; weaponsmithing, armor-
er, blacksmithing, engineering, carpentry, reading/
writing (Common, Gnomish)
Armor: Gnomish workman’s leather or goblin- beat-
er (see below; protects as chain mail)
Weapons: Quarterstaff, goblin beater
Equipment: Longrabber (see below), a wide variety
of tools, bits of metal, various fasteners
Description: Varga (as he is known to the impatient)
is a typical gnome, with a large nose, blue eyes, white
hair, and a white beard and mustache. He alternately
squints and smiles, depending on whether he is which is turned by a chain driven by a pair of hand
thinking about a problem or believes he has solved it. cranks. The device is strapped to one’s chest so that
the hand cranks protrude to the left and right, where
Attitudes: Varga is intensely curious and is devoted they can be gripped. When the cranks are rotated,
to the idea that technology can solve all problems. the clubs rotate. The device takes a full round to start
He himself is working on the “goblin problem,” not up, but allows four attacks in each subsequent round
because of any personal animosity, but purely from until Varga is too tired to turn the cranks anymore.
scientific interest in the conundrum. While the device is in operation, it produces sparks
Varga is a likable fellow, but seems a bit dense. He and a shrill whistle (which one of Varga’s friends
tends to talk very fast about things that nobody else promised was at just the right frequency to frighten
finds remotely interesting. goblins-and animals, small children, elves, and nu-
merous others).
Background: Born in Mount Nevermind, Varga is the After spending years working on his inventions in
youngest of a long line of mechanical engineers spe- the lab, Varga has taken them outside for “field test-
cializing in weaponry. Varga has chosen non- explo- ing.” He has joined several groups of intrepid adven-
sive weapons as a sub-specialty. turers and left all of them a little less concerned about
Varga has two prize inventions, the goblin-beater getting enough excitement in their lives.
and the Iongrabber. The Iongrabber is a fairly simple Varga is always very helpful to his companions, of-
device which can grip something from up to 10’ fering to “improve” their maces or swords, try a new
away, as long as there is clearance (at least 2’) for the “protective” varnish on their backpacks, or build
device, and the item to be gripped is not too small them a “labor saving” device of some kind. He is cur-
(less than 6” in diameter). rently working on an invention with the ominous
The goblin-beater is a more complicated device name “high-speed dagger dispenser.”
which resembles an egg beater in some ways. It con-
sists of four small clubs attached to a central hub
50
VATTAAN OF THE LIGHT (ALSO CALLED THE HEALER)
15th-level Priest of the Good Order
Race: Human
Alignment: Lawful good
Move: 12
Armor Class: 2
THAC0: 12
Hit Points: 63
Strength: 12 Intelligence: 15
Dexterity: 9 Wisdom: 16
Constitution: 10 Charisma: 15
Proficiencies: Club, footman’s mace, sling, quarter-
staff, rod; astrology, healing, herbalism, reading/
writing (Common, Solamnic), religion, spellcraft,
modern languages (Mountain Dwarf)
Armor: Bracers of defense AC 2
Weapons: Rod of smiting, sling, quarterstaff
Equipment: Paladine’s medallion of faith, staff of cur-
ing, gem of brightness, robe of scintillating colors
Description: Vattaan is 6’ tall with silver hair, bronze
skin, and a commanding but gentle presence. He has
dark brown eyes and always wears a slight smile. A
magical glowing light always surrounds him, growing him, unlike the pale new gods the castle cleric taught
brighter in the presence of evil or when Vattaan him to worship. Vattaan took the sage to his parents,
heals. but Heltann rejected the tales and turned the old fool
out. The departing sage told the heartbroken Vattaan
Attitudes: Vattaan is said to be truly god-touched, that one day his faith would be rewarded.
and always seems vaguely distant. He is always calm Two years later, the War of the Lance came to Au-
and kind, somehow knowing when to heal or offer a churan Keep. Brave Vattaan helped feed the de-
comforting word. Vattaan speaks rarely, letting lesser fenders and care for the injured until one day when a
priests interpret his actions and speak for him. When goblin broke dealt the boy’s head a severe blow. Vat-
he does speak, his messages are simple, yet pro- taan lay close to death for weeks. At last, his desper-
found. ate parents abandoned the new gods and prayed for
Despite his caring nature, Vattaan will not stand Paladine’s help. The child soon awakened, a simple
idly by when lives are threatened. The smile never medallion with a silver triangle around his neck.
leaving his lips, he will set upon the foe, inflicting Since that day, Vattaan has never been quite right,
enough damage to drive back or defeat the foe, but for his injuries damaged his mind. Vattaan cannot see
no more. things as bad or without value, and simple dangers fas-
cinate him with their beauty. While he cannot com-
Background: Vattaan was born in 347 AC in prehend danger, he is a very gifted healer. His own
Heartlund in Solamnia, the youngest son of Lord ailment is not known, for his reactions meet the expec-
Heltann and Lady Erissa Auchuran, of a family of So- tations the common folk have for healing clerics.
lamnic Knights. Vattaan soon met the priest Elistan and became an
When Vattaan was 5, as the War of the Lance was official follower of Paladine, and now, at age 35, he is
beginning, a befuddled old wizard visited Auchuran a top-ranking priest, The Great Dragon has possessed
Keep and told tales of the days before the Cataclysm, Vattaan from time to time, since Vattaan’s altered
tales of bravery and of the old gods. Vattaan learned mind can cope better with the grandeur of a god.
especially of Paladine. The old gods became real to
51
AURUM
Venerable Gold Dragon (935 years old)
Alignment: Lawful good
Move: 12, Fl 40(C), Jp 3, SW 12
AC: -10
THAC0: -6
# of Attacks: 3 (claw/claw/bite)
Damage: 1-10/1-10/6-36
Hit Points: 125(22 HD)
Breath Weapon: Cone of fire or cloud of chlorine gas
(20d12 + 10).
Spells: 2/2/2/2/2/2 (wizard); 2/2 (priest).
Save Modifier: - 2 Magic Resistance: 60%
Special Attacks/Defenses: Ability to detect invisible
or hidden objects and creatures in a 100-foot radius.
Natural clairaudience, 200-foot radius. Fear aura, 40-
yard radius. Natural water breathing and speak with
animals abilities, immunity to fire and gas, ability to
polymorph self, bless, detect lie, and detect gems,
each three times per day. Able to use animal sum-
moning, luck bonus, and quest, each once per day.
Description: At his age, Aurum prefers to sleep more
than anything else, so he is rarely found outside his rum will often heal his enemies and censure them to
lair, and then usually in the shape of a powerful white rehabilitate themselves. This humiliates and infuri-
horse. In dragon form his body length is 121 feet and ates his adversaries more than anything else.
his tail is 110 feet long. His scales are small and
smooth fitting, making him appear glossy and scale- Background: As the events that led to the War of the
less. He has grown numerous tiny horns on his head, Lance occurred, Aurum steadfastly argued for non-
along with the larger, more conspicuous ones, but all intervention on the part of the good dragons. His
of Aurum’s horns are rubbery and velvety to the concern for the missing dragon eggs was as great as
touch. any, yet Aurum remained faithful in the absolute
power and inevitable triumph of Good. No matter
Attitudes: Aurum has little or no interest in the affairs how terrible the world grew, Aurum continued to
of men or other humanoids-he finds the politics of perceive evil as nothing more than an agent of
nature much more honest and interesting. Hence, he change that would eventually turn upon and devour
never takes the form of any humanoid, but frequently itself, leaving a new and better world in which crea-
assumes those of various animals: the horse, eagle, tures of light would flourish.
shark, or the badger, among many others. In his Later, when it was discovered exactly what had be-
youth, he often held court among the beasts of the come of the dragon eggs, Aurum grieved and then
forest, but he has largely abandoned such practices reluctantly agreed to take part in the wars, but only
now, preferring solitude and sleep. until the eggs were recovered. After that, no matter
Aurum is extremely slow to anger. A direct provo- what the state of Krynn, Aurum would return to his
cation of almost any sort will result in pity rather than lair and sleep away the Age. Though he has not yet
anger. This infuriates his adversaries, particularly the begun his long sleep, Aurum has prepared a lair and
chromatic dragons, who fail to learn anything about is ready to enter the realm of dreams.
his strengths and weaknesses until they attack him,
always to their woe. Even after being attacked, Au-
52
BLAZE
Wyrm Red Dragon (1135 years old)
Alignment: Chaotic evil
Move: 9, Fl 30, (C), Jp 3
AC: -10
THAC0: -4
# of Attacks: 3 (claw/claw/bite)
Damage: 1d10+11/1d10+11/3d10+11
Hit Points: 120 (20 HD)
Breath Weapon: Cone of fire, 90’ long, 5’ wide at
Blaze’s mouth and 30’ at the base; 22d10 + 11 dam-
age.
Spells: Blaze can memorize wizard spells, two each
of first, second, third, and fourth level, as well as two
first level priest spells.
Save Modifier: -3 Magic Resistance: 60%
Special Attacks/Defenses: Dragon fear, 45 yard radi-
us; snatch, wing buffet; immune to normal missiles;
detect invisible, 110’ radius; speaks Common, Red
Dragon, and Evil Dragon Common and can commu-
nicate telepathically with any intelligent creature; im-
mune to fire; affect normal fires, pyrotechnics, and
detect gems, kind and number, each three times per Blaze is a rarity within the Dragonarmies: a power-
day; heat metal, suggestion, and hypnotism each ful, ancient wyrm who currently lacks a rider. Pre-
once per day. vious riders have been assigned to the dragon, but
tend to have “mishaps” which, while not always crit-
Description: A gigantic creature over three hundred ical, do tend to keep the humans away and allow
feet from nose to tail (172’ body length, 160’ tail), Blaze to have his own way.
Blaze is a fearsome opponent on any battlefield. He Blaze sees himself as a loyal member of the Drag-
keeps his flesh immaculate, and his scales shine like onarmies, but prefers to operate as a freelance heavy
burning blood. support unit, flying onto the battlefield to unload a
cargo of flaming death twice, then withdrawing in
Attitudes: Blaze’s number one priority is to live case the forces of Evil cannot carry the day with his
through the current unpleasantness and settle down, help. He will not fight another dragonrider unless he
preferably in a large, warm cave lined with gems and has no choice, and sees dragon-to-dragon combat as
with a nearby population of worshipful humans who a fruitless situation which other, more loyal and fool-
raise fat cattle. In the meantime, he is a (mostly) loyal ish dragons may engage in.
follower of the dragon Highlords, and will enter the Because of his attitudes, Blaze is often shifted from
fray in order to aid their armies. However, Blaze one theater to another within the war, as no highlord
hates acting under any master, particularly one who wishes to hold onto the powerful and strong-willed
will put him (and his beautiful scales) at risk. dragon for long.
Background: As with many other evil dragons, Blaze
spent a significant portion of his life in the nether
realms with Takhisis. Now that he has come to Krynn,
he plans to stay, and he will do all within his power to
stay alive and find a lasting home.
53
CYAN BLOODBANE
Very Old Green Dragon (657 years old)
Alignment: Lawful evil
Move: 9, Fl 30 (C), SW 9
AC: -5
THAC0: -2
# of Attacks: 3 (claw/claw/bite)
Damage: 1d8+9/1d8+9/2d10+9
Hit Points: 97 (18 HD)
Breath Weapon: A cloud of chlorine gas 50’ long, 40’
wide, and 30’ wide. This inflicts 18d6+9 points of
damage (save for half).
Spells: Four first level and two second level wizard
spells. These are cast at the 15th level of ability.
Save Modifier: -1 Magic Resistance: 40%
Special Attacks/Defenses: Cyan is immune to all gas-
ses, and can use the following special abilities: water
breathing, suggestion, plant growth, entangle, each
once per day; warp wood three times per day.
Description: While only average size for his species,
Cyan Bloodbane projects a dark, sinister presence
that makes him seem larger than he is. His blood red
eyes and evil features make him truly frightening to those of weaker will to fight for him. He also learned
behold. He is fairly old for a green dragon, and this that when you have to fight, a demoralized opponent
shows in the dullness of the scales and the looseness is less of a threat. Honing his skills on all who op-
of the flesh around his face and jaws. posed him, he quickly rose in power among his kind.
When Takhisis rose again in the world, Cyan was
Attitudes: Cyan Bloodbane is a thoroughly evil crea- reluctant to serve her at first. He saw all too much
ture. He loves nothing in creation, even himself. He danger in her service. Soon, however, he realized the
is arrogant, manipulative, and devious. Cyan is also a opportunity for even greater power in her plans of
coward, he will never willingly face direct combat. conquest. She, in turn, recognized Cyan’s talents for
He prefers to let others do his fighting for him or to subversion and made plans to utilize them to the ut-
destroy his enemies by turning their own fears against most.
them. During his long life, he has become an expert When King Lorac, in his arrogance and despera-
at discovering the fears and weaknesses of others and tion, tried to use the Dragon Orb, Takhisis sent Cyan
turning those weaknesses against them. The only oth- to whisper to him of his fears. Soon, all of Lorac’s
er creature he has any respect for is Takhisis. He nightmares had come to pass, and the terrors that
obeys her out of fear and because her orders almost lived in the dark places of his heart had blanketed the
always allow him to indulge in the emotional manip- lands of the Silvanesti. The lands were transformed
ulation and torture that he craves. into a place of evil where your own nightmares could
rise up against you. The Silvanesti were forced to flee
Background: Cyan was the runt of a large clutch of their homeland, and the loss which Lorac had at-
eggs. He survived, and even prospered, by playing tempted to prevent were brought about by his own
his clutchmates against each other. He learned, very actions.
quickly, just how deadly physical combat can be for Cyan has never revealed his true name.
victor and vanquished alike. He decided his scales
were too precious to risk in combat when there were
54
D A R G E N T (S I L V A R A , S I L V A R T )
Old Silver Dragon (525 years old)
Alignment: Lawful good
Move: 9, Fl 30 (C), Jp 3
AC: -7
THAC0: -3
# of Attacks: 3 (claw/claw/bite)
Damage: 1d8+8/1d8+8/5d6+8
Hit Points: 113 (19 HD)
Breath Weapon: Cone of cold 80’ long, 5’ wide at
mouth and 30’ wide at terminus, or paralysis gas
cloud 50 long, 40 wide, and 20 high (paralysis lasts
8 + 1d8 rounds); each usable for a total of 3x/day, 1x/
three rounds.
Spells: Wizard- read magic, sleep; invisibility, wizard
lock; dispel magic, protection from normal missiles;
minor globe of invulnerability. Priest- detect magic,
protection from evil. All spells cast at 14th level of
ability.
Save Modifier: +1 Magic Resistance: 40%
Special Attacks/Defenses: Use claws or bite (not
both) while flying; stall (bite and four claw attacks,
plus blindness from dust for one round); +2 to hit Description: Dargent is an enormous dragon with an
while diving; snatch (can grab two victims, size L or 87’ body and a 40’ tail. Her tiny scales are bright sil-
smaller, with 50% chance that arms are pinned; vic- ver, so fine that her skin seems foil-smooth. Her
tim can be dropped, squeezed automatically, or bit- horns, claws, and eyes are pale gold.
ten); kick (one leg to rear; victim takes 1d8 + 8 hp Dargent’s “Silvara” form is that of a beautiful 5’4”
damage, plus dexterity check on 1d20 or knocked female elf with silvery hair, pale skin, and a dirty bar-
back 1d8+8 feet; if knocked back, victim saves vs. baric outfit using facial paint, hair feathers, boots,
petrification or falls flat); wing buffet (two wings for and leather armor. She has a medicine bag with cura-
1d8 +8 hp damage each; victims make dexterity tive herbs (she has a reputation among the Kagonesti
check on 1d20 or fall flat); tail slap (roll attack vs. up as being a “wise woman”) and travels with a white
to eight victims within range (40) for 2d8 + 16 hp cooshee (elven dog) named Dargo. She did not as-
damage each; each saves vs. petrification or is sume her draconic form before the quest in Sanction
stunned for 1d4 + 1 rounds); plummet and crush up was completed (see “Background”).
to eight victims (5d6+8 hp damage each, save vs.
petrification at -8 or be pinned for 5d6+8 hp more Attitudes: A particularly courageous being, Dargent
damage; victims save vs. petrification at -8 to get (like most of Krynn’s silver dragons) is devoted to pre-
free); saves as 18th-level fighter; dragon fear aura (25 serving life, justice, and goodness, and is willing to
yards); detect invisibility 80 radius; clairaudience risk her life to combat evil. She enjoys taking on her
160’ in lair; immune to cold and normal missiles; elven form (see “Background”) and particularly
cloud walk and speak with any intelligent creature at loves being with elves and humans. She will serve as
will; innate powers at 14th level of ability: polymorph a mount for a particularly powerful hero in wartime.
self and control winds each 3x/day, feather fall 2x/day, In combat, Dargent does everything possible to
wall of fog, control weather, and reverse gravity each pretend to be an elf (Silvara), using her spells and wits
1x/day. to manipulate groups of adventurers to fulfill her
55
good- aligned plots. She is not above spying, lying, because she came so close to violating the Oath of
and other acts of mild duplicity, which she learned in noninterference, she nonetheless then led the heroes
the assumed form of Silvara (spying on the Silvanesti to the evil city of Sanction, where it was discovered
elves for the wild Kagonesti), and is extremely intelli- that the evil dragons had been hatching draconians
gent and wise (I 16, W 18) as well as charismatic. She from the eggs of the good dragons. This caused the
knows much about forest lore, pathfinding, and her- good dragons of Krynn to join the War of the Lance.
balism. Dargent, better known as Silvara to humans and
elves regardless of her form, served as the mount of
Background: When the good dragons took the Oath the elven general Laurana during the latter part of the
to leave the affairs of humans in the War of the Lance, war.
Dargent was placed in charge of Foghaven Vale, in Having fallen in love with the Qualinesti elf lord
which lay Huma’s Tomb. She drove away all comers Gilthanas, who could not accept her true draconic
until the War of the Lance, when her concern over form, Dargent vanished with her lover after the war
the victories of the Dark Queen’s forces led her to as- and has not been seen since. She once claimed that it
sume the polymorphed guise of a Kagonesti elven was her sister who loved the hero Huma. Nonethe-
woman, Silvart (also known as Silvara), then rescue less, as Silvara she is now the most famous of all silver
and lead some adventurers to the Vale, where the dragons of Krynn.
Dragonlances were discovered. Warned by Paladine
56
GLITARALD
Very Old Gold Dragon (724 Years old)
Alignment: Lawful Good
Move: 12, Fl 30 (C), Jp 3, Sw 12
AC: -9
THAC0: -4
# of Attack s: 3 (claw/claw/bite)
Damage: 1d10+9/1d10+9,/ 6 d 6 + 9
Hit Points: 137(21 HD)
Breath Weapon: A cloud of chlorine gas 50’ long, 40’
wide, and 30’ wide, and a cone of fire 90’long, 5’
wide to start and 30’ wide at the end. These each in-
flict 18d12 +9 points of damage (save for half).
Spells: Wizard spells: 2/2/2/2/2. Priest spells: 2 first
level. All spells are cast at the 20th level of ability.
Save Modifier: -1 Magic Resistance: 55%
Special Attacks/Defenses: Glitarald is immune to fire
and gasses and can use the following special abilities:
water breathing, speak with animals, polymorph self
3/day, bless 3/day, detect Lie 3/day, animal summon-
ing 1/day, luck bonus 1/day, quest 1/day, and detect
gems 3/day.
was a small price to pay for the exile of the evil drag-
Description: In dragon form, Glitarald is a rich gold- ons. He was content to study his magic, converse
en color and projects an aura of calmness and wis- with his peers, and grow old in a graceful fashion. He
dom (unless faced with evil, which causes him to was completely unprepared for the anger which
project a palpable rage which all around him can stirred in him when the evil dragons were awakened
feel). Glitarald’s other forms are usually rather unob- by Takhisis. He yearned to fight on the side of good
trusive and unremarkable in appearance. Though but was restrained by his fear for the eggs which
rather old, even for a Gold Dragon, Glitarald in no Takhisis had stolen. When the corruption of the eggs
way shows his age. He is as fit and strong as ever and was revealed, he was one of the first to enter into the
appears in the prime of life. battle against the forces of evil. From the day they
met, he found a kindred spirit in Lord Gunther Uth
Attitudes: Normally, Glitarald shows a serene and Wistan and chose to be his mount in battle. Together,
gentle nature. However, this quickly goes by the they helped to blast the evil dragons from the skies of
wayside when evil forces threaten. Glitarald bears a Krynn.
true hatred for all things evil and will allow nothing to Glitarald was a bit surprised to find such a strong joy
stand in the way of its destruction. This dedication is for battle in himself, but he serves as more than just a
matched only by his undying loyalty to Lord Gunther mount and warrior. Polymorphed into human form,
Uth Wistan. He has chosen to be Lord Gunther’s he goes out among the populace of Krynn to root out
mount in combat against the forces of the Dark evil plots before they can become a threat. With his
Queen. magical abilities, he is usually able to pass unnoticed
among plotters, and if he is found out, he can use his
Background: Glitarald was content with his life un- innate abilities to easily escape. All thing considered,
der the exile of the dragons from the land of Krynn. Glitarald finds his new life quite amusing.
He agreed that it was best to leave Krynn to the gods’
children and felt that the exile of the good dragons
57
K H E L L E N D R O S (S K I E )
Mature Adult Blue Dragon (278 years old)
Alignment: Lawful Evil
Move: 9, Flight 30 (C), Burrow 4
AC: -3
THAC0: 5
# of Attacks: 3 (claw/claw/bite)
Damage: 1d8+7/1d8+73d8+7
Hit Points: 89 (17 Hit Dice
Str 21 (12); Dex 10; Con 19; Int 13; Wis 15; Chr 14.
LANGUAGES: Common, Draconian, Dragon,
Silvanesti, Solamnic
Breath Weapon: Lightning, 100’ line for 14d8 + 7
damage.
Spells: Three first level wizard spells, one second
level wizard spell; Skie prefers illusion/phantasm
spells.
Save Modifier: +1 Magic Resistance: 30%
Special Attacks/Defenses: Snatch, kick, wing buffet,
tail slap; detect hidden and invisible at 140’; dragon
fear; sound imitation; create/destroy water three
times per day; dust devil once per day. Originally, Skie rose to the ranks of mount of the
General of the second Blue Wing with his rider Karti-
Description: Khellendros-called “Skie” in the man lann of Khur. Many attribute Kartilann’s advance-
tongue-is a sleek; powerful champion of his kind. At ment to the machinations of Skie to eliminate
full natural size he measures 150’ from nose to tail opposition. Skie would hotly deny this himself, be-
tip, his wingspan stretching 92’ fully extended. Skie’s cause his pledged loyalty is without question until he
hide is comprised of scales a handspan wide, ranging himself is betrayed by an ally.
from a dark indigo on his back to a pale azure on his During the Invasion of the New Sea region and
belly. This coloration provides camouflage from be- Schallsea, when Kartilann was slain by a lucky arrow
low, fading into the sky. A mane and long cheek from ground snipers, Skie quickly shifted his alliance
whiskers, nearly blue black, frame his terrifying head. to Kartilann’s first lieutenant, Kitiara, who was paired
Wickedly slanted eyes combined with the perpetual with Skie’s own daughter, Zephyr. When Zephyr suf-
toothy grin gives him a look of calculating evil. fered a mortal wound protecting her sire, Kitiara and
Skie renewed their dragon/human pact with each
Attitudes: Skie is a mature adult dragon, having gone other and led their forces to victory.
to sleep over a thousand years ago at the end of the Kitiara and Skie have struck a pact to mutually as-
Third Dragon War as a result of Takhisis’ pact with the sist and protect each other. Through well planned
Knight Huma. He awakened shortly after the Cata- victories, and careful manipulations turning rival
clysm in 147 AC and is thought to be about 350 years against rival, these two rose through the ranks until
old. they gained the enviable post of General of the entire
Skie is lawful evil in alignment, loyal and fair to his Blue Dragonarmy, Blue Dragon Highlord, second on-
allies, but conniving and cruel when the need arises ly to lord Ariakus of the Reds. Skie is a dragon of his
to impose his order on the disorganized forces of Evil word and is not only loyal to Kitiara, but views her as
and Good alike. He is known among his kind for his the daughter he lost, and will do whatever it takes to
loyalty to his Dragon Highlord partner. protect her and keep her safe.
58
Ruthless in battle, Skie is a skilled and clever fight- After the Dragonarmies had annexed the eastern
er, knowing when to make a calculated retreat and countries and defeated the insidious elves to the
when to charge. Skie is very cunning and considers a south, they turned westward to Solamnia and the
problem from all angles before making a decision. New Sea area. The invasion did not go well. The
He can be diabolical in his plans and knows how to farmers and hunters did not fight like a decent army,
play on his foe’s strengths and weaknesses. but hid from the invaders, sniping from cover or lur-
ing unwary dragons and riders into ambush. Too, the
Background: Historians are in dispute, but prisoners humans had allied with the treacherous female half-
from the Blue Dragonarmy are very proud of their irda, half-human shaman, Shirlinn, who could sum-
Highlord and her mount and have related many mon the very elements to defend hers with
grand tales of the great and feared dragon, Skie. destructive fury.
Tales tell that Skie’s grand-dam was the legendary During the final sweep of Schallsea, Skie and Karti-
Tempest, who figured prominently in the Khur folk- lann led a charge, and a lucky sniper’s arrow killed
tale of one of their greatest warrior kings. Together Kartilann. The ogress Shirlinn then summoned a
with Tempest, this peasant rose to overthrow the ban- creature of wind to batter the disoriented Skie, and
dit kingdoms and to unite all of Khur into a glorious only Zephyr’s quick action saved her sire. Sadly,
age of battle and conquest. In the end, the sultan was Zephyr was then struck a fatal blow by the ogress.
betrayed by a conniving elven princess and her de- When a dragon loses his rider or a Highlord his
spicable wizard and slain. Tempest returned to mount, the remaining partner is dishonored and falls
avenge her master and lay waste to the bountiful out of favor with the Dark Queen and her minions.
kingdom before retreating into the desert wastes. However, Skie quickly made a pact with Kitiara, and
Skie was different from other blue dragons from the rose to replace his general and lead the Blue Army to
start. It is said that he declined tradition and instead their victory. They have been a pair ever since.
of gathering a harem of mates, was true to but one Skie and his Blue Lady’s exploits during the war are
other, the female, Nadir. His love died during the told and retold: the invasion of Tarsis, Kharolis, and
Third Dragon War, but not before laying her only the Plains of Ash; the invasion of Solamnia and their
clutch of eggs. Skie retired from battle in order to pro- many victories over Hinterlund and Gaardlund. They
tect them, hiding the eggs away deep beneath the were stymied by the Golden General, Laurana of the
sands. forces of Whitestone, in a lucky ploy at the Tower of
After the Cataclysm, several of the eggs survived the High Clerist. When at last the Dark Queen fell in
the reawakening and grew into young dragons in the defeat, Skie and his lady led the only dragon force to
isolated wastes of Khur. The eldest was a daughter retain its sovereignty, due to quick thinking, the loyal-
whose man-name was Zephyr. She matured into a ty of their troops and an unspoken agreement with
bright young dragon and joined her father in service one of the warriors of Whitestone and his comrades.
to the Dark Queen. However, growing up in hiding, Years later, Skie returned with his Blue Lady and the
she never quite developed the survival instincts and death knight, Lord Soth, to stop the dark mage Raist-
wit of her sire. Zephyr proved too impractical and lin from challenging the Dark Queen’s reign. In the
awkward in her plottings, despite her father’s coun- resulting defeat, the Highlord is said to have fallen in
cil. battle, but no body was found. Some reports say that
Then Skie noticed a young human female rising Kitiara’s body was claimed by the fell Lord Soth, but
through the ranks of the Blue Dragonarmy. This Kiti- when these reports led Skie to Soth’s castle, he found
ara exhibited all the traits a blue dragon needed to only a hollow haunted hall abandoned by the death
know. Skie arranged for his daughter to be paired knight-and no sign of Kitiara.
with this warrior woman, going against his queen’s Skie has pledged not to rest until he finds his mate
tradition that dragons pair with humans of the oppo- and restores her. Even if he must journey beyond
site sex. Under Kitiara’s guidance, Zephyr learned death and into the realms of the gods, he will do even
loyalty, cunning, and finesse in manipulating the that to protect one who is more dear to him than his
lesser creatures, and they rose to become first lieu- own daughter, so that he may fulfill his pact to protect
tenants to Skie and his mate, the woman warrior Kar- her.
tilann of Khur.
59
KHISANTH (ONYX)
Mature Adult Black Dragon (322 Years
Old)
Alignment: Chaotic evil
Move: 12, Fl 30 (C), SW 12
AC: -2
THAC0: 0
# of Attacks: 3 (claw/claw/bite)
Damage: 1d6+7/1d6+7/3d6+7
Hit Points: 82(15 HD)
Breath Weapon: Stream of acid 5’ wide and 60’ long,
usable 3x/day, 1x/three rounds
Spells: Wizard: magic missile (x2), sleep (x2). All
spells cast at the 12th level of ability
Save Modifier: +2 Magic Resistance: 20%
Special Attacks/Defenses: Use claws or bite (not
both) while flying; stall (bite and four claw attacks,
plus blindness from dust for one round); +2 to hit
while diving; snatch (can grab one victim, size L or
smaller, with 50% chance that arms are pinned; vic-
tim can be dropped, squeezed automatically, or bit-
ten); kick (one leg to rear; victim takes 1d6 +7 hp
damage, plus dexterity check on 1d20 or knocked Attitudes: Onyx is quite talkative, though arrogant. A
back 1d6 +7 feet; if knocked back, victim saves vs. temperamental and impulsive dragon, Onyx is also
petrification or falls flat); wing buffet (two wings for ruthless and selfish, like others of her kind. Highly in-
1d6 + 7 hp damage each; victims make dexterity dependent, Onyx works with others only on her
check on 1d20 or fall flat); tail slap (roll attack vs. up terms. She is of average intelligence (9), though very
to seven victims within range (45’) for 2d6 + 14 hp cunning in matters of personal combat. She attacks
damage each; each saves vs. petrification or is using magical darkness and her fear aura first, then
stunned for 1d4 + 1 rounds); plummet and crush up her spells and breath weapon (while gliding), then
to seven victims (3d6 + 7 hp damage each, save vs. her teeth and claws. She bargains to delay combat,
petrification at -7 or be pinned for 3d6 + 7 hp more but never keeps her word to enemies.
damage; victims save vs. petrification at -7 to get
free); saves as 15th-level fighter; dragon fear aura (20 Background: Onyx was the common name of a
yards) at +1 on saves; wears ring of darkness (pro- black dragon named Khisanth, who established a lair
jects darkness in a sphere of variable diameter, up to deep in the underground ruins of Xak Tsaroth before
100’ in radius, at will); can maneuver in total dark- the War of the Lance. There, she amassed a fortune in
ness with ease in her lair; detect invisibility 70’ radius; gems (26,000 stl worth), platinum (1,000 coins), steel
clairaudience 140’ in lair; breathes water or air natu- weapons, and magical items, including the sought-
rally; immune to all acids; cast darkness 70’ radius 3x/ after disks of Mishakal, a cloak of invisibility, and the
day at 12th level of ability; corrupt water (70 cubic spell book of the ancient mage Fistandantilus. Her
feet) 1x/day. servants consisted of numerous low- grade dracon-
ians and uncountable gully dwarves, which Onyx de-
Description: Onyx is a huge dragon with a 54’ body spised though her draconians made use of them as
and a 45’ tail. Thin and snakelike, with great leathery slaves. Onyx took orders (reluctantly) only from the
wings, she is gloss black except for her white horns cleric Verminaard. She was slain by Goldmoon and
and claws, red eyes, and mud-yellow belly. other adventurers during the war.
60
PORESCHE
Very Young Red Dragon Sport (3 years
old)
Alignment: Neutral
Move: 9, Fl 36 (B), Jp 3
AC: 0
JHAC0: 8
# of Attacks: 3 (claw/claw/bite)
Damage: 1d10+2/1d10+2/3d10+2
Hit Points: 49 (9 HD)
Breath Weapon: Cone of fire (4d10 + 2 damage).
Spells: None.
Save Modifier: None Magic Resistance: None
Special Attacks/Defenses: Immune to fire.
Description: Poresche is fierce-looking despite his
small size. His teeth and claws are razor sharp. Any-
one who considers attacking his mistress thinks twice
once they see this tough little dragonet.
Attitudes: At the tender age of 3 years old, Poresche
has not had time to develop the fierce evil tendencies
of true red dragons. The lust for battle runs in his Calandria plans to search for a good dragon who
veins, however, and he is unstoppable in combat will be willing to teach Poresche more about the
(morale 18). When defending his mistress, his morale habits of dragons and the language of dragons. Pores-
is 19. che was a natural flyer and needed no instruction.
This creature will undoubtedly grow up to be un- Because of his altered genetic pattern, he is, in fact,
like true dragons. His mistress is caring and thought- faster and more agile in flight than most dragons.
ful, and is raising Poresche with love and affection. Calandria is currently teaching Poresche how to
control his breath weapon to achieve specific effects.
Background: While still in the egg, Poresche was He is practicing short flame bursts and narrow
stolen from his parents’ lair by a human wizard. The streams of fire.
Black Mage, one Fortalia, sought to use spells similar Even at his young age, Poresche has well devel-
to those used to create draconians, creating a oped senses. He can detect invisible objects and
draconian-like being totally loyal to herself. Fortalia creatures within a ten-foot radius, and has superior
died horribly when the red dragon parents caught up sight, hearing, and sense of smell. This guarantees
to her, but the egg was not recovered. that he and Calandria are almost never ambushed.
Eventually, Fortalia’s secondary lair was thoroughly Poresche faces some difficult decisions in his fu-
ransacked by a group of adventurers. The egg was ture. As he grows larger, he will be forced to decide
given to Calandria as her split of the treasure follow- whether to wander with his mistress or to try to take
ing the adventure. What her double-crossing com- on the more conventional life of a dragon. He will
panions thought to be a worthless leather sphere need to learn more about the typical lifestyle of drag-
turned out to be a valuable companion. Altered by ons if he is to survive among his own kind.
powerful magic, the sphere hatched into a fully- Poresche is aging faster than normal, though he has
formed miniature dragon, and Calandria and Pores- reached his full size; determine age categories as if
che have become inseparable friends. Poresche were twice as old. His powers will never in-
crease beyond those of an adult red dragon.
61
SHONORR
Mature Adult Bronze Dragon (340 years
old)
Alignment: Lawful good
Move: 9, Fl 30 (C), SW 12
AC: -5
THAC0: 1
# of Attacks: 3 (claw/claw/bite)
Damage: 1d8/1d8/4d4
Hit Points: 72(17 HD)
Breath Weapon: Lightning (14d8 + 7) or cloud of re-
pulsion gas 20’ long, 30’ wide, and 30’ high (save vs.
breath weapon or move away from Shonorr for
1d6+14 minutes.
Spells: Two first level wizard spells and two second
level wizard spells. His spells include phantasmal
force, message, unseen servant, affect normal fires,
whispering wind, misdirection, fool’s gold.
Save Modifier: +1 Magic Resistance: 30%
Special Attacks/Defenses: Dragon fear; immune to
electricity; water breathing, speak with animals; cre-
ate food and water, polymorph self, ESP, airy water,
each three times per day; wall of fog once per day. sea, such as dolphins or seals. However, he has been
known to rescue sailors and request their best tales
Description: Shonorr is a fairly typical bronze dragon before putting them ashore.
by appearance. He is slightly small for his age, but
well within the norm. During a battle with a blue Background: Shonorr is a veteran of the War of the
dragon of considerable age, he was marked with a Lance. Although he never saw any of the events of
wizard mark spell. On his chest is the personal sigil of spoken of by bards and recounted in the histories, he
that dragon, and the word “fool.” All of the spines on contributed none-the-less.
the left side of his head were clawed off in the same Shonorr makes his home in a cave by the straits off
fight. He has a nervous tick in his left eye from that of Cape Caergoth, in the west. The only entrance is
near mortal blow. many fathoms underwater, but the bulk of the cave
itself is dry. During the war, the bronze dragon raided
Attitudes: Shonorr is a highly moral and ethical drag- and harassed enemy ships and smaller dragons in
on. He always keeps his word. He has a passionate that region.
hatred of blue dragons, having nearly died under the In one particular battle with a blue dragon that was
claws of one. At the time, his pride drove him to older and larger, Shonorr was defeated. Rather than
make a foolish attack and he nearly paid for it with his kill his hated enemy, the blue dragon marked him
life. Shonorr has gone to great lengths to reinforce the both physically and magically and left. Fortunately
wizard mark on his chest. It reminds him to be hum- for Shonorr the blue dragon was in rather a hurry. At
ble and always recognize his limits. No matter how a later time, Shonorr ambushed the very same drag-
powerful a dragon is, there is always someone or on, and killed him. The bronze dragon now keeps
something more powerful out there. the blue dragon’s skull in his cave as a trophy. The
Shonorr avoids contact with most humans and trophy is not a source of vanity, but rather a reminder
demihumans. However, he has a great love of sea that even the mighty can be brought low.
tales. He usually gets these from the animals of the
62
VALDEMARI
Young Adult Bronze Dragon (57 years old)
Alignment: Lawful good
Move: 9, Fl 30 (C), SW 12
AC: -3
THAC0: 3
# of Attacks: 3 (claws/claw/bite)
Damage: 1d8+5/1d8+5/4d6+5
Hit Points: 83(15 HD)
Breath Weapon: Lightning (10d8 + 5) or cloud of re-
pulsion gas 20’ long, 30’ wide, and 30’ high (save vs.
breath weapon or move away from Valdemari for
1d6+10 minutes).
Spells: One first level wizard spell and one second
level wizard spell
Save Modifier: +4 Magic Resistance: 20%
Special Attacks/Defenses: Dragon fear; snatch and
carry off size L target, kick for 1d8 + 5 damage and
knock back 1d6 + 5 feet, wing buffet for 1d8 +5 dam-
age and knock prone; immune to electricity; water
breathing, speak with animals; create food and water,
polymorph self, each three times per day; wall of fog
once per day. Takhisis’ servants. As a young dragon, she eagerly
took up the fight against evil in the War of the Lance,
Description: Valdemari is a lean, sinuous dragon 43’ and nearly lost her life as a result. Valdemari fought at
in length. Her scales are fine and small, and she pos- the siege of Estwilde and later in the valley of Neraka,
sesses an exceptional serpentine grace. Valdemari the stronghold of Takhisis’ might. It was during the
bears the scar of an old injury across her back and the battle at Neraka that Valdemari was burned by an
upper surfaces of her wings where she was badly older and stronger red dragon.
burned by a red dragon’s fiery breath. The scales in Since the War of the Lance, Valdemari has retired
this area are blackened. In animal form, Valdemari to her lair by a cool mountain lake in a remote area of
prefers the shape of a powerful golden eagle. Solamnia. She is considering whether she wants to
answer the call to arms again, and in the meantime
Attitudes: A curious and inquisitive dragon, Valde- she defends the lands around her home against any
mari has a very blunt and direct manner to her. She is evil intrusion. Valdemari is very active and aggressive
absolutely fascinated by human behavior and only in her crusade, feeling that it is her duty and responsi-
the most disrespectful of humans could manage to bility to protect those who cannot protect them-
get her angry. Valdemari is fond of taking on an ani- selves.
mal form to observe humans more closely. Travellers who are respectful of the land and ani-
Valdemari is considered somewhat rash and impul- mals around them will probably never even know
sive by dragon standards. Her curiosity and emotion- they are in a dragon’s domain. Valdemari will watch
al attitudes have often gotten her into serious trouble. them as an animal to satisfy her own curiosity and to
She is learning to temper her words and actions with ensure that they are not up to any evil within her
a reason as she grows older. lands.
Background: Valdemari hatched 57 years ago from
one of the few eggs that escaped the attention of
63
CHARACTER INDEX
Name Race Level and Class Source Page
Alyssa Glanowin Human 3rd-level Priest of the Good Order 91/45 4
Amberstar Kender 5th-level Fighter 91/68 5
Boinias Gnome 7th-level Gladiator Fighter 92/298 6
Calandria Human 14th-level Mage of the Red Robes 91/369 7
Cymbelene Human 5th-level Amazon Ranger 92/58 8
Daviter the Wise Human 8th-level Knight of the Rose new 9
Dwyam Marz Human 9th-level Wilderness Fighter 91/36 10
Erastin Rivenguard Human 3rd-level Knight of the Crown DLQ1, DLQ2 11
Estheria Dargonesti Elf 7th-level Fighter 92/181 12
Fester Aghar (Gully) Dwarf 2nd-level Thief Flint the King 13
Galenye Faelern Human 4th-level Thief DLQ1, DLQ2 14
Gilidarius Human 15th-level Necromancer of the 92/267,309 15
Black Robes
Glitterback Hylar Dwarf 6th-level Fighter 92/669 16
Grindlethorpe Gnome 15th-level Renegade Illusionist 92/575 17
Grogan Stonethews Hylar Dwarf 8th-level Priest of the Neutral Order 91/699 18
Hakan Flowerhair Kender 9th-level Handler Thief 92/196 19
Hetheren Kagonesti Elf 7th-level Barbarian Ranger new 20
Hilmar Human 6th-level Fighter 91/331 21
Ian Chandler Human 3rd-Ieve! Priest of the Good Order DLQ2, 93/45 22
Jessie Half-elf 8th-level Mage of the White Robes 92/551 23
Jilani Half-elf 2nd-level Mage DLQ1 24
Karathos Minotaur 3rd-level Fighter DLQ1, DLQ2 25
Kiiri Sirine 10th-level Fighter 91/720 26
Kimmil Human 9th-level Barbarian Paladin new 27
Klank Minotaur 3rd-level Barbarian Fighter GR2, 93/468 28
Lafallot Reyelhart Qualinesti Elf 14th-level Renegade Mage 92/305 29
Liliornin Silvanesti Elf 8th-level Mage of the White Robes 91/66 30
Morrandar Human 9th-level Ranger 91/67 31
Nerrinth Yd lrda 5th-level Investigator Thief new 32
Nomscul Aghar (Gully) Dwarf 3rd-level Priest of the Neutral Order Flint the King 33
Nystallina Dalendra Silvanesti Elf 3rd-level Bandit Thief 92/78 34
Obsidian Fireforge Neidar Dwarf 3rd-level Fighter DLQ2 35
Palinthusian Chaine Half-elf 5th-level Ranger 92/216 36
Pentrian the Rabbit Kender 4th-level Priest of the Good Order DLQ2 37
Pheragas Human 10th-level Fighter 91/719 38
The Red Minotaur Minotaur 13th-level Gladiator Fighter 91/721 39
Rikar Minotaur 6th-level Mage of the Red Robes DLQ2 40
Santis Human 3rd-level Mage 91/43 41
Selowen Qualinesti Elf 2nd-level Mage DLQ2, 93/Rare 43 42
Siriath Leafwine Silvanesti Elf 3rd-level Priest of the Good Order DLQ1 43
Steveck Uth Drastin Human 7th-level Cavalier Fighter new 44
Targin Steelaxe Daewar Dwarf 4th-level Fighter DLQ1 45
Tatanya Elnohar Human 6th-level Bounty Hunter Thief 92/67 46
Teekli Quickstep Kender 5th-level Swashbuckler Thief 92/110 47
Tranea Human 7th-level Gladiator Fighter 92/299 48
Vallo Downyheels Kender 6th-level Scout Thief 92/685 49
Vargalastin . . . Gnome 5th-level Tinker new 50
Vattaan Human 15th-level Priest of the Good Order 91/448 51
Sources:
DLQ1 : Knight’s Sword
DLQ2: Flint’s Axe
GR2: Dungeons of Mystery
Flint the King: DRAGONLANCE® novel
##/##: AD&D™ Trading Card (year)/(card number)
64
Caramon, Raistlin, Tika, Laurana, gnome to complete three Lifequests;
Tanis, Sturm, Flint, Tasselhoff . . Fester, Queen of the Gully
heroes all, their names are known by D w arves of Mu dhole, w ifr to N om -
everyone familiar with scul, Best Cook, Chief
their saga. But there are Shaman, and Queens
others as well: veterans First Husband (a much
of the War of the Lance, more distinguished little
players behind the than King);
scenes, and even those Liliornin, an elven
who had no involve- wizard whose first ad-
ment with the War venture pitted her
whatsoever who are still against a death knight
heroes in their own and an enclave of Wiz-
right. Many are present- ards of the Black Robe
ed here for the first time. Among (and introduced her to her longtime
them: adventuring companion);
Grindlethorpe, the first Krynnish and many, many others.
Each entry is presented in a format akin to the Monstrous Compendium pages,
with statistics, proficiencies and other pertinent information, a de-
scription, and background material, among other things. Many entries first ap-
peared in the ADVANCED DUNGEONS & DRAGONS Trading Cards, and
have been expanded for inclusion in this product.
Add new life to your DRAGONLANCE® campaign with these new characters,
the Unsung Heroes!