IOUS IOUS - SHOKTOL CHASM `Bags' - Goblin Male, Outlaw Leader Thief 10 S:10 I:16 W:13 D:15 C:11 Ch:11; HP:22; Thaco:16; AL:N So called because of the numerous small pouchs and bundles strapped to his person, `Bags' is rather small and scrawny for a goblin, checking in at barely 3 1/2 feet tall. His scrawniness put him near the bottom of the pecking order in his old tribe, so to survive he turned sneaky and developed his mind, eventually becoming a most proficient thief. He was captured along with hundreds of other goblins in another sphere, and like them was sent as slave labor to Ious. It was Bags, not the tribes warleaders, that planned and executed this particular mass escape, and it is Bags cleverness and talent for stealth that keeps the band alive. ------------------------- IOUS - TRU'SESF `Thought Taker' - Mind Flayer, Scout S:11 I:17 W:15 D:13 C:12 Ch:4; HP:56; Thaco:11; AL:LE `Thought Taker' (his true name has no other verbal equivilent) is the second most powerfull mind flayer of Tru'sesf, and aspires to be the communities leader. Fearfull of Thought Takers ambition, the settlements leader, `Thought Master', conspires to have Thought Taker sent out on one patrol after another, officially because Thought Taker has a knack for such tasks, unofficially in the hope that the upstart will get himself killed. Thought Taker probably has a better knowledge of the tunnel system beneath Ious than any other sapient, and a better grasp of Invader society and operations than any other mind flayer. ------------------------ GOLGOTHA TIRREXT - RETIX Nass'ar - Balor Tanar'ri 13 HD; HP:88; Thaco:7; AT:1 or 2; Dmg:2-12 or by Weapon; AL:CE; MR:70% Innate Spells: Detect Invisibility, Detect Magic, Dispel Magic, Fear, Pyrotechnics, Read Magic, Suggestion, Symbol (Any), Telekinesis, Tongues; Darkness 15'r, Infravision, Teleport Without Error; Gate in 1-8 Least, 1-6 Lesser, 1-4 Greater, 1 True Tanar'ri Innate Powers: +3 or better to hit; body flames inflicting 4-24 damage; Immune to Poison, Electricity, Normal Fire; 1/2 Damage from Cold, Magical Fire, Gas Nass'ar represents a Tanar'ri Lord who is contemplating expanding on to the Prime Material Plane in a big way; specifically by turning the the whole of Lostspace into a sort of dimensional stepping stone. Frequently this puts him at odds with Mif'anra's faction. He spends much time overseeing the battle in the Sun. --------------------- Mif'anra - Marilith Tanar'ri 12 HD; 66 HP; Thaco:9; AT:7; Dmg: By Weapon; AL:CE; MR:70% Innate Spells: Animate Dead, Cause Serious Wounds, Cloudkill, Comprehend Languages, Curse, Detect Evil, Detect Magic, Detect Invisibility, Polymorph Self (7/day), Project Image, Pyrotechnics, Telekinesis; Darkness 15'r, Infravision, Teleport Without Error; Gate in 2-20 Least Tanar'ri, 1-6 Lesser Tanar'ri, 1-4 Greater Tanar'ri, 1 True Tanar'ri Innate Powers: +2 or better to hit; 4-24 Constriction Damage; Immune to Poison, Electricity, Normal Fire; 1/2 Damage from Cold, Magical Fire, Gas; Mif'anra represents a group of tanar'ri determined to bring the whole of Lostspace into the Abyss, transforming it into a `new' layer. ------------------------- Ga'ar - Tanar'ri Cambion (Major), Freelance Assassin S:18/50 I:16 W:6 D:17 C:17 Ch:7; HP:33; Thaco:17; AL:CE(CN) Innate Powers: Detect magic, Fear, Levitate, Polymorph Self; Darkness 15'r, Infravision, Teleport Without Error; Immune to Poison, Electricity, Normal Fire; 1/2 damage from Cold, Magical Fire, Gas; 30% Magic Resistance Of uncertain origin, Ga'ar typically affects an all enveloping monks cowl and hood which conceals his features (and a great many weapons). Known among the humans of tirrext as a particularly feared priest of the Flagelants, Ga'ar is often hired by the various Tanar'ri factions of the city to do in various human and Tanar'ri rivals. ----------------------- Bar'dechu - Rutterkin Tanar'ri, scavenger HD:4; HP:22; Thaco:17; AT 1 or 2; Dmg:By Weapon AL:CE; MR:10% Innate Spells: Fear (by touch), Fly, Telekinesis; Darkness 15'R, Infravision, Teleport; 50% chance to gate 1-8 Least Tanar'ri Innate Powers: Immune to Electricity, Normal Fire, Poison; 1/2 Damage from Cold, Magical Fire, Gas; Bar'dechu carrys a flatchet (saw toothed sword) and a pair of snap-tongs with which to trap and injure foes. He leads a tiny band of tanar'ri scavengers roaming the city, hunting down escaped humans. Occasionally he is drafted for minor tasks by this or that higher ranking tanar'ri. --------------------------------- X'awet - Fledgling Nabassu Tanar'ri HD:7+14; HP:58; Thaco:13; AT:3; Dmg:2-8/2-8/3-12+7; AL:CE; MR:50% Innate Spells: Darkness 15'R, Death Gaze (save vs spells or become ghoul/ghast); Infravision, Teleport Without Error Innate Powers: Thief skills, backstab x2; magic or cold wrote iron weapon to hit; X'awet uses Retix as a base of operations, teleporting from there to commit random acts of mayhem elsewhere before vanishing. He greatly enjoys terrorizing others. When not out on a murdering spree, he pokes about various ancient ruins in search of treasure. ---------------------------------- `Iron' Will - Human Male, fugitive Ranger 6 S:17 I:14 W:14 D:14 C:16 Ch:11; HP:40; Thaco:15; AL:LG(N) A former member of the `Reformist' branch of the Tirrextian religion, Will was exposed and handed over to the Tanar'ri by the corrupt priesthood along with his sister Virtue (a level 5 bard). He managed to escape, but will not leave the city without his sibling. Currently he has a unsteady alliance with the half drow Ran'eel. -------------------------------- Ran'eel - Female Half Drow, fugitive Mage 5/Thief 6 S:10 I:16 W:9 D:17 C:13 Ch:13; HP:21; Thaco:18; AL:CN(N) The offspring of a minor drow mage and his long since sacrificed human paramour, Ran'eel was forced out on her own some months ago following the death of her father during one of the cities many factional disputes. As she see's it, her only hope of continued survival is to get out of the city; to do that she needs allies. Currently all she has in that department is Will. -------------------------------- TIRREXT - ITERIX Elder Rightheart - Human Male, Tirrextian Leader ex Priest 5/Bard 11 S:9 I:13 W:16 D:17 C:8 Ch:17; HP:24; Thaco:15; AL:LN Thin and frail with piercing blue eyes, Elder Rightheart is seen among Tirrextia's faithfull as an example well worth emulating for the penaces which he has inflicted upon himself and his constant speeches on the need for perpetual atonement and suffering. Unlike most tirrextians, he knows the full extent to which the tanar'ri influence society; however, he sees their presence not as a threat, but as one more divine punishment to be endured. -------------------------------- `Hope' - Succubi Tanar'ri, spy Innate Spells: Become Ethereal, Charm Person, Clairaudience, ESP, Plane Shift, Shapechange (to humaniod form of same ht/wt), Suggestion; Darkness 15'R, Infravision, Teleport; 40% chance to Gate in 1 Balor 1/day Innate Powers: Energy Drain (via kiss); +2 or better to hit; immune to all fire based attacks; never surprised, immune to Poison and Electricity; 1/2 damage from Cold, Gas `Hope' has assumed the form of an attractive blond (and therefor automatically decadent) tirrextian woman who has become the mistress of a succession of Invader officials. She acts as a spy for this or that tanar'ri faction, as the mood strikes her. ------------------------------- Brother Vigil - Human Male, Tirrextian Cleric Priest 4 S:11 I:11 W:13 D:9 C:11 Ch:12; HP:14; Thaco:18; AL:LN Shaven headed and ever watchfull, Brother Vigil is noted for his strictness. When not at prayers, he roams the streets, giving religious legal advice, asked for or not. At times, he has been known to lead bands of zealots who forcibly `instruct' (beat up) gangs of heathen sailors and other outsiders. Secretly, he has severe doubts about some points of doctrine, but considers these doubts as being demonically inspired - for if they are right, his life is a lie. He is unlikely to ever advance past the lower ranks of the clergy. ---------------------------- `Ray' - Human Male, Innkeeper ex Mage 3/ex Thief 3/Fighter 7 S:17 I:15 W:9 D:14 C:10 Ch:13; HP:31; Thaco:14; AL:N (G) Badly scarred `Ray' - not his real name - is missing his left foot and most of his right hand, the result of years spent helping the Invaders with their `investigations' (looting), which he will sometimes boast about at great length, along with time spent on ships traveling as far away as Illerine. What he does not talk about is his encounters with the tanar'ri of Retix - he holds the distinction of being among the bare handfull of people to ever escape that cursed city. His inn, the `Open Arms', is one of the very few business's in Iterix that will deal with outsiders at all. He keeps his mage ability a complete secret. -------------------------------- Faith - Human Female, Commoner Ranger 3 S:13 I:10 W:14 D:14 C:14 Ch:8; HP:11; Thaco:18; AL:LG (LN) Tough, ugly, and as narrow minded as any other tirrextian, Faith is the matriarch of a farming clan tilling the soil to the north and west of the city, along the broken trail that ultimately goes to Retix. She knows of the odd groups that use that trail, but refuses to speak of them. --------------------------------- TIRREXT - IJAXIT `Brother' Luminous - Human Male, Scholar ex Priest 5/Mage 15 S:9 I:18 W:15 D:11 C:7 Ch:10 Thin and bald with a long beard, grey robed `Brother' Luminous was originally a tirrextian missionary to Bext who gradually abandoned his profession in favor of magery. While he still retains minor clerical skills, he is actually a powerfull magic user, and a closet member of the world spanning Wizards Guild. He is still very much a tirrextian moralist, though; his speeches and letters often seem like religious tracts, with many scriptural quotations. He knows of the tanar'ri, and works quietly against them. ----------------------------------- FJOUL - GROENPAK Jandal - Male Gnome, Invader Puppet Ruler Mage 4/Priest* 10 S:13 I:15 W:11 D:14 C:14 Ch:15; HP:21; Thaco:16; AL:LN White bearded and dignified, Jandal is seniormost of the heriditary priestclan of Groenpak; hence his word carries great weight. Jendal is a `detail man'; as such he has found his various Invader `assistants' to be most usefull. He is not a spellcasting priest (though he does have a few granted powers), but an administrator. ------------------------------------ Janherl - Male Gnome, Mystic and Preacher Priest 9 S:14 I:7 W:17 D:11 C:16 Ch:16; HP:31; Thaco:16; AL:NG A young gnome with a beautific face, Janherl was the lowest ranking gnome of the priestclan - until he had The Vision. The Vision explained all to him; he went out among the gnomes of the mount to explain it to them. For the most part they have been too busy to listen, though some did take note of his healing ability and other spellcasting powers. Still, he is generally dismissed by the populace at large and all but outcast as far as the priestclan proper is concerned - they regard him as an idiot, fit only for menial priestly tasks. The Invaders dismiss him as an idiot madman. ------------------------ Pulonit - Male Gnome, Fixture Thief (Inventor) 14 S:11 I:15 W:11 D:16 C:10 Ch:14; HP:31; Thaco:14; AL:NG This elderly gnome is something of a grandfather figure to the other gnomes of Groenpak, dropping in to offer advice here, and chat with an old buddy there. In his prime, Pulonit was a master inventor in his own right; a massive unfinished contraption he worked on lays deep in the bowels of the mountain, forgotten by all save him and one or two of his oldest cronies. He has little awareness or interest in events beyond the mountain, and treats the Invaders with indifference. ------------------------- `Kair' - Female Gnome, Dissident Fighter 5/Thief (Inventor) 7 S:13 I:15 W:11 D:13 C:16 Ch:14; HP:30; Thaco:16; AL:CG Young, pert, red headed, freckle faced, and hot tempered `Kair' (not her real name) is fed up with Invader interference in Groenpaks affairs - three of her own projects have been shut down because of their influence as `too costly', `ineffective', ect. In addition to running a secret workshop in the mountains depths, Kair's faction has been poking about, seeking allies elsewhere. ------------------------- Lenerfae - Female Gnome, Mage and Inventor Mage 15/Thief (Inventor) 7 S:10 I:18 W:14 D:16 C:10 Ch:13; HP:27; Thaco:16; AL:N By long tradition (and genetics?) only three of Groenpaks hundred odd clans of gnomes are trained in the arts of magic; Lenerfae is almost the last member of one of those three. Old and stooped, this grandmotherly gnome is often consulted for advice on magical matters. Occasionally, she summons this or that younger gnome - usually experts in mathematics, high temperature conditions, and the like - to her chambers, where she will grill them at great length or `ask' (assign) them complex problems. In truth, she is a closet member of the `Lightbringers', the wizardly band that is attempting to reignite the Sun. ------------------------ Vanurd - Male Gnome, Spy Mage 3/Thief 9 S:14 I:15 W:12 D:17 C:10 Ch:11; HP:22; Thaco:16; AL:NE Cheerfull, friendly, and helpfull, the black haired and very pale skinned Vanurd is a member of one of Groenpaks servitor clans, charged with food distribution and keeping things more or less clean. Unhappy with his lowly status (and failing miserably as an inventor), he became a spy for the Invaders, reporting to them what the various clans were up to. He gained his (secret) ability as an mage through sheer stubborness, but is stymied by a lack of talent (he does not hail from one of the three traditional magic using gnome clans). ------------------------ N'jair - Female Half-Drow, Exile and Mercenary Fighter 7/Mage 7/Thief 8 S:13 I:16 W:9 D:15 C:11 Ch:10; HP:39; Thaco:14; AL:N(E) Self centered but not utterly ruthless, dusky skinned N'jair is an escapee from the tanar'ri dominated hold of Retix who came to Groenpak seeking sanctuary more than a human generation ago. At various times she has worked for all the factions in the mountain, including the Invaders. N'jair face is marred by three long scars - a legacy of her escape. -------------------------- Olgar `Buckethead' - Male Dwarf, Security Commander Fighter 13 S:17 I:11 W:14 D:15 C:18 Ch:11; HP:91; Thaco:8; AL:LG With a head shaped like a bucket (and set on a torso that looks like a barrel with arms and legs) it is easy to see how this gruff dwarf comes by his nickname. Olgar is among the last few remaining dwarves of a long since dispersed clan; he spent the better part of a century roaming the Iron Mountains and beyond collecting the last of his kinfolk after their hold was wiped out by gibberlings. Since then, whats left of his clan has settled here. Olgar is a tolorant and friendly enough sort - though he bears gibberlings an undying hatred. He is often found leading patrols about the countryside or overseeing security within the Pipe. ------------------------- Uphard - Male Gnome, Commander at Flyandfloat Fighter 7/Mage 7 S:15 I:15 W:9 D:16 C:11 Ch:13; HP:33; Thaco:14; AL:LN Four foot tall with a bulbious nose and whiskers of imposing length, Uphard was a sometime spelljammer helmsman and sometime leader of the patrols that rousted the gibberlings out of their nearby lairs up until a year ago. Placed in charge at Flyandfloat via bureaucratic accident, he has adopted a `by the book' policy towards running the base. Unfortunately, he uses several books, and none of them agree with each other - on anything, so matters are somewhat chaotic. In his spare time, he is a very good landscape artist. ------------------------------------------------------------ FJOUL - THE HOWLING PLAINS Gleam - Human Male, Outcast Paladin Paladin 11 S:18/09 I:9 W:13 D:11 C:16 Ch:17; HP:88; Thaco:10; AL:LG Tall, good looking, but perpetually brooding, Gleam regards himself as an utter failure - despite slaying several tanar'ri, saving several tirrextian villages, and numerous other good deeds. Yet he failed to save his own family, and violated a multitude of tirrextian religious laws in the process. In despair, he has gone out into the wastes, accompanied only by a few loyal retainers including an aging bard and a piece of half drow scum (whom he regards as a fitting companion in his `fallen' state). It has yet to occur to him that tirrextian law and the law of the Paladin may be two different things. ---------------------------------------------------------- BEXT - THE ALLIANCE THE ALLIANCE - VANMAR Baroness Rena Justice - Human Female, nominal ruler of Vanmar Fighter 3/Thief 4 S:15 I:16 W:14 D:17 C:6 Ch:15; HP:22; Thaco:18; AL:N(G) Physically strong yet subject to severe illnesses, Rena Justice is a bronze skinned red haired beauty. She has something of a scandalous reputation, being married three times (with two surviving offspring); her parties are the topic of much gossip for high and lowborn alike. Politically, she is a realist, knowing for an absolute fact that the Alliance - even if allied with the tirrextians and the Beastlands - is no match for the Invaders in a direct confrontation; hence she cooperates with them while seeking to keep Vanmar and the rest of the Alliance as free as possible. This entails a good deal of sneaking about on her part - hence her thief skills, with the emphasis on Detect Noise, Hide in Shadows, and Move Silently. Her well known bouts of illness make for good cover during more protracted expeditions (officially she's recuperating at some distant estate and cannot be disturbed). ------------------------------ Reacher - Human Male, Wizard Mage 20 S:11 I:18 W:14 D:10 C:10 Ch:11; HP:44; Thaco:14; AL:N A senior member of the Wizards Guild, Reacher is old - centuries old, in fact - and looks it. His long thin face is lost in a tangle of white hair and beard, and his clothes (usually tattered and filthy) are a generation or more outdated, as is his speech. He appears senile, frequently trailing off in midsentence, or seemingly staring blankly into space. In truth, though, he's not nearly as decrepit or senile as he appears: his behaviour is partly an act designed to fool his Invader `advisor' (the Invaders think he is five or six levels lower than he really is), and partly because of growing concern about matters in his `private reality'. Reachers `private reality' is a demi-plane, created by the archmage some decades ago by linking together several varients of the `Estate Transference' spell and a series of elemental pacts. The demiplane takes the form of a hollow sphere with an interior some three miles across, lit by a central glowing gem from the plane of radiance, with gravity away from the spheres center. The demiplane features a lake, a parklike wooded area, several manors and cottages, and a labyrinth, but the only inhabitants to date are a few conjured creatures (including some minotaurs) and a handfull of Reachers closest servants and friends. The Invaders (and the other members of the Wizards Guild) have no idea the demiplane exists, though they are aware that the old mage has a formidable knowledge of dimensional magics. Reachers current problem is that the demiplane is recieving `unauthorized' visitors, which, as he understands things should be impossible (the intruders are actually arriving via a long tunnel that opens onto the fringes of the plane of Earth, and via a erratic `wild' portal to Sigil. --------------------------- Silver Owl - Human Female, Wizard Mage 17 S:14 I:18 W:13 D:13 C:15 Ch:14; HP:29; Thaco:14; AL:N(G) Once, long ago, she was merely Owl, a minor beauty with a piercing gaze and a formidable knack for magic. These days she is a grande dam, frequently hosting wizardly get-togethers at her park like estate. Unknown to all but a few of her oldest collegues and retainers, her oddly shaped `manor' is a rebuilt and still fully functional pyramid ship. ----------------------- Booker - Human Male, Wizard Mage 10 S:14 I:15 W:11 D:11 C:12 Ch:11; HP:17; Thaco:18; AL:N Redfaced, short, and heavyset, Booker pretends to much greater magical ability than what he has. Indeed, many of his apprentices (he is often conducting classes for upwards of half a dozen student mages at a time) are nearly as powerfull as he is, though few of them suspect this. Booker has so many apprentices not so much out of a desire to teach, but a desire to stay out of debt - he gambles a lot (usually loosing), and the students tuition helps cover these debts. He is one of the very few members of the Wizards guild to offer advanced magical instruction. The Invaders often draft his best students for service elsewhere in their empire. ------------------------ `Pinch' - Human Male, `King of Thieves' Thief 13 S:11 I:15 W:11 D:18 C:14 Ch:13; HP:35; Thaco:14; AL:N(E) A short nondescript black haired man with a nasty scar along his right forearm, `Pinch' appears to be nothing more than the owner of a junkshop/pawnshop in the river quarter of Vanmar city (outside the walls). In actuality, all the cities rogues from the bands of beggar children to the most skilled charlatans and housebreakers answer to him. He also holds considerable sway amongst the bandits and scavengers out in the countryside. However, all (?) of these people think him merely a `front' or chief spokesman for the `real' king of thieves. The authorities know him for a power in the underworld, but not how much of a power. ---------------------------- `Captain' Gale Blowhard, fixture ex Fighter 5/Bard 6 S:15 I:13 W:10 D:17 C:8 Ch:17; HP:22; Thaco:16; AL:N(G) Gale Blowhard, it is said, earned his name because he wouldn't shut up - he was always gossiping, singing, or telling stories as he worked his way up from cabin boy to captain, and after being forced to give up the sea following a long (and normally fatal) illness he made a living through his mouth, this time for coins in bars and marketplaces. He possesses a vast stock of sea lore about Golgotha, including treasure maps (though whether or not any are real is another matter). While impoverished, he keeps himself clean and sharp looking (women like his craggy good looks). ----------------------------- Handel - Human Male, Innkeeper and Spy Thief 4 S:10 I:13 W:11 D:11 C:16 Ch:14; HP:11; Thaco:19; AL:NG Slender, dark haired, and seemingly indifferent, Handel runs the `Travellers Rest', one of the five inns in Vanmar city, a solid `middle of the road' place catering to all, locals and strangers alike. While he pretends indifference to the conversations going on in his taproom, he actually pays carefull attention, reporting the more interesting tidbits to his superiors in the Green Legion. ----------------------------- Mia Goldheart - Human Female, Merchant Thief 3 S:10 I:16 W:14 D:11 C:11 Ch:14; HP:10; Thaco:19; AL:N Now in her late forties, Mia Goldheart came to her current wealth and status through marriage and intrigue - something she does not like others remembering now, thirty years later. She rules the remnants of her former husbands clan with an iron fist, and is known as a notorious penny pincher - except when it comes to the endless succession of beauty treatments she indulges herself in. Most of the barges plying the rivers and a fair number of the area's ocean going ships belong to her company (Goldheart and Sons). ------------------------------ `Tally' Human Male, Bandit ex Bard 3/Thief 10 S:16 I:14 W:14 D:17 C:11 Ch:15; HP:36; Thaco:16; AL:NE Charming and well dressed, with golden hair and eyes, `Tally' is a common sight amongst the inns and villages of the Vanmar-Twin Cities Road, on which he passes himself off as a minor minstrel and merchant. The truth is much more sinister; for he is a bandit of the most murderous sort, carefully choosing his victims and leaving no survivors. Prior to becoming a bandit, he was a hanger-on amidst the aristocracy of the Twin Cities. He usually operates alone. ---------------------------- THE ALLIANCE - THE MUSEUM Reader - Human Male, Scholar and Wizard ex Mage 12/Monk 15 S:15 I:18 W:15 D:15 C:13 Ch:13; HP:24; Thaco:16; AL:N(G) Readers features seem strangely elongated, furthermore his skin is much paler than is the norm for Vanmarians. A dedicated scholar, Reader is attempting to compile the definitive history of Golgotha, an effort that now encompasses over one hundred volumes (and is less than half finished). The Invaders are very interested in his research, and do all they can to help him (their `investigator' teams report to him as well as their own superiors, and many teams are dispatched to investigate the tidbits he digs up). Despite his obsession with history, Reader is curiousely vague about his own past; indeed, he seems to have simply `appeared' in the area some forty years back. This is because Reader hails from the very past he now records, being hurled into this time period as the result of a complex magical accident (?) a thousand years before the Final War. Reader is a member of the Wizards Guild. ----------------------------- `Tag' - Human Female, Apprentice Scholar ex Monk 3/Bard 6 S:15 I:13 W:15 D:17 C:11 Ch:17; HP:19; Thaco:18; AL:NG This perky and brash teenager was raised at the Museum (she was found as an infant outside the gate) and trained (partly against her will) as a scholar and petty spellcaster. She finds life at the Museum BORING (in large capitol letters) and would much rather be out wooing the local farmboys, sailing on a ship to Illerine - anywhere but here! ----------------------------- THE ALLIANCE - SLABBO Warren Cantwell - Mayor of Slabbo, Invader Agent Thief 7 S:13 I:13 W:8 D:13 C:11 Ch:11; HP:22; Thaco:17; AL:NE Fat, dark skinned, black haired, and perpetually sweating, Warren Cantwell decided that if he was going to die, he was going to die rich, happy, and comfortable, instead of poor and miserable. Consequently he became a spy for the Invaders, who eventually made him the puppet ruler of Slabbo. It has never occured to him that he can be deposed as easily as he was installed. He makes little actual effort at running Slabo, save to extract money `taxes' from the locals and visiting merchants to support his lifestyle. -------------------------- Valor Masterson (`Dusty') - Human Male, Resistance Leader Paladin 13 S:17 I:14 W:15 D:12 C:17 Ch:18; HP:101; Thaco:7; AL:LG Chisled good looks marred by a scar on his left cheek, blond haired and blue eyed Valor is the disgraced scion of the Masterson family of nobles - and the secret leader of the Green Legion. As far as the Invaders - and nearly everybody else outside the Green Legion - are concerned, Valor Masterson spends most of his time at one or another of the family estates, overseeing this or that obscure business or `taking dares' (he has a carefully cultivated reputation as a gambler). Occasionally, he will adopt the nickname `Dusty' from his youth and hire himself out as a mercenary or caravan guard. Valor Masterson is the fifth to command the Green Legion since its formation. He believes - fervently - that if enough of the evil creatures infesting the planet are disposed of, then the gods will reignite the Sun and restore new life to the planet. --------------------------------- `Bone' - Human Male, Wizard Ex Thief 3/Mage 10 S:11 I:17 W:11 D:15 C:11 Ch:8; HP:24; Thaco:17; AL:NE Very tall and thin, with corpse white skin and no hair, `Bone' very much resembles the corpses he animates - that and a `feign death' spell were the only reasons he was able to escape being killed along with most of the rest of the Black Cauldron a few years ago. Currently he is setting up shop in the outer ruins of Slabbo, passing himself off as a fortune teller and scavenger. He is utterly unaware of Valor Masterson's true identity, and if he finds out, he'll likely leave town - fast (though he might tell the local Invaders on his way out). -------------------------------- THE ALLIANCE - CARTEL Molly - Human Female, Ranger Ranger 9 S:17 I:14 W:15 D:14 C:15 Ch:14; HP:73; Thaco:11; AL:CG Molly, despite being female, has the wedge shaped build of a man; this combined with her small breasts, short hair, and deep voice often result in her being mistaken for a man. Molly is only based at Cartel; she spends much time in the forest or scouting for the merchant trains using the Wild Road. Unknown to any in Cartel, she has recently taken a lover, a elven lord in the heart of the forest. ------------------------------------- THE ALLIANCE - GHARMAK `Scratcher' - Male Orc, Town Leader Fighter 5 S:15 I:11 W:9 D:12 C:14 Ch:9; HP:30; Thaco:16; AL:LN Ugly, whining, and servile, `Scratcher' is a pathetic example of orckind - and all too typical of Gharmaks inhabitants. While he is a competent warrior if pressed, he much prefers farming instead - hence his name (`scratcher in the dirt'). Despite all this, he pretty much runs Gharmak. ----------------------------------- Rathmor - Male Orc, Troublemaker Fighter 3/Thief 4 S:17 I:8 W:8 D:13 C:11 Ch:10; HP:21; Thaco:18; AL:LE A bit of the old bloodthirsty orc spirit lives on in Rathmor, who has rounded up a few like minded companions and goes rampaging about the countryside, robbing travelers and beating up mongrelmen. The other Orcs of Gharmak have `covered' for Rathmor so far, but it is only a matter of time until he gets caught. Likely he will be either executed, or drafted into one of the Invaders `investigating teams'. ------------------------------- Uthmik - Male Orc Mage 3/Thief 10 S:12 I:15 W:12 D:16 C:13 Ch:9; HP:27; Thaco:16; AL:N(E) Uthmik is something of an oddity in Gharmak: while he is an Orc, he does not hail from here, and Gharmak is just about the only place on the planet where orcs are found. He turned up a few years ago, saying he wanted to live among his own kind; but says little about his past. He clearly knows a great deal about the outside world, but does not say how he knows these things, nor does he speak of his teacher in the arts magical. Possibly he was once a servant or agent of the Cauldron - in which case he has excellent reason to be in hiding. ------------------------------- Merag - Orc Female, Witchdoctor Priestess 5/Mage 3 S:9 I:14 W:14 D:9 C:11 Ch:8; HP:11; Thaco:18; AL:LE(LN) Old, stooped, filthy, hideous, and superstitious in the extreme, Merag is the chief healer and spellcaster in Gharmak. All the other Orcs (except Uthmik and maybe Rathmor) live in fear of her curses, and go to great efforts to placate her - which, to her way of thinking is as things should be. Lately, she has been getting very alarmed about certain dire omens, though she does not speak of this. ----------------------------- THE ALLIANCE - TWIN CITIES Lord Herric Upton - Human Male, Nominal Ruler of the Twin Cities ex Fighter 5/Mage 7 S:15 I:17 W:10 D:14 C:9 Ch:11; HP:34; Thaco:16; AL:N(E) Slim, tanned, dapper, and black haired, Lord Herric Upton is typical of the bulk of the Twin Cities aristocracy: moderately skilled with a sword, a dabbler in sorcery, witty, well educated, and casually disdainfull of the people he rules (`its a terrible tragedy, but thats the way things are' about sums up his view). He typically has three or four intrigues of various sorts going on at the same time, mostly aimed at keeping rivals for his job in their proper place. He cannot understand why he is not allowed to join the Wizards Guild. --------------------- Browf - Mongrelman Male, Mystic Mage 5/Priest 5 S:13 I:14 W:14 D:13 C:11 Ch:6; HP:13; Thaco:18; AL:LN While discounted as a beggar by much of the cities human populace, Browf is highly regarded by the cities mongrelmen, who come to him in his back alley court for advice, spells, and sermons. Before coming to the Twin Cities, he spent years at Sage Tree. He claims he attained enlightenment there; in truth he simply gave up. --------------------- Prad - Human Male, Overseer Fighter 7 S:17 I:9 W:7 D:11 C:15 Ch:10; HP:50; Thaco:14; AL:LE Broken nosed and one eyed, Prad is a brutal thug who holds the mongrelmen populace in utter contempt, seeing them as `natural slaves', to be used and disposed of as their `betters' (humans) see fit. He oversee's a plantation outside the city, and can often be found getting drunk at one or another of the taverns near the gate after dark. His contempt for the mongrelmen is such that he has secretly murdered several of the creatures, `weeding out the stock' as he thinks of it. --------------------- Urrfrru - Mongelman Male, Thief Thief 10 S:12 I:11 W:10 D:18 C:14 Ch:4; HP:35; Thaco:16; AL:LN (E) Urrfrru's limbs and digits are elastic, almost like tentacles, giving him his high dexterity. While seemingly no different from the other daylaborers infesting the lower city, he is secretly a very skilled thief - so secretly that even the other mongrelmen have no idea as to his identity. He is also more self centered and less communal than the other mongrelmen. --------------------- Roak - Mongrelman Female, Wizard Mage 12 S:8 I:16 W:13 D:7 C:8 Ch:5; HP:17; Thaco:17; AL:LN Vaguely froglike in appearance (and a natural swimmer able to stay submerged for several minutes without effort), ancient Roak (she's past forty) is held in awe by all the other mongrelmen in the city, and is treated with a certain amount of (quiet) respect even by the humans. Her residence (which she rarely leaves anymore) is a lopsided two storey stone tower whose upper floor juts out over a intersection. Most of the local mongrelmen wizards were trained by her. Secretly, she is a member of the planet spanning Wizards Guild. -------------------- Charity - Human Female, Street Preacher Priestess 4 S:10 I:11 W:14 D:10 C:10 Ch:13; HP:14; Thaco:18; AL:LG(N) Originally from Tirrext, Charity was captured by reavers during a coastal raid, and after several adventures wound up here. Appalled at conditions in the Twin Cities, she set about offering what aid and comfort she could manage to the cities mongrelmen and poorer humans. These days, she operates a sort of soup kitchen/flophouse in the middle of the lower city (an establishement only barely tolorated by the aristocracy). She is well liked by the mongrelmen (the exception that proves the rule) and knows most of the current gossip. --------------------- BEXT - BEASTLANDS Ariel Griffonrider - Female Elf, Guardian Ranger 14/Mage 14 S:15 I:17 W:16 D:15 C:14 Ch:15; HP:77; Thaco:7; AL:CG (N) Born before the Final War, Ariel Griffonrider is one of the oldest of the elven guardians, and is the dominant voice among them (the others don't exactly obey her, but will go along with her most of the time and will rarely directly disobey her). While normally at her tower in the ruined elven city of Ashal-ti, she is also fond of riding her griffon, Star. ---------------------- Ralladene - Male Elf, Guardian Mage 14/Thief 16 S:12 I:18 W:11 D:19 C:10 Ch:12; HP:68; Thaco:13; AL:CG (N) Utterly nondescript for an elf, Ralladene is a master of stealth, disguise, and ambush - his stratigems and traps are the stuff of legend within the Beastlands. Unlike the other Guardians, he frequently ventures outside the forest, passing himself off as a human woodsman, merchant, or mercenary. ----------------------- Husk - Male Weretiger Fighter 7/Bard 9 S:17 I:13 W:9 D:15 C:14 Ch:15; HP:38; Thaco:16; AL:N(C) Buff, good looking, and charmingly arrogant, Husk thinks he is the gods gift to members of the opposite sex - an attitude which has gotten him in trouble more than once on his visits outside the forest. Among the villages of the Totem, he acts as a sort of roving herald and arbitrator. ----------------------- Ulla - Female Werewolf, Witch Mage 14/Thief 7 S:14 I:16 W:11 D:17 C:11 Ch:12; HP:31; Thaco:16; AL:N Even in human form, Ulla has a beastal appearance; the short cropped black hair on her head just sort of keeps right on going down her shoulders and arms like fur, plus she has slightly pointed ears (a legacy of an elven ancestor), and teeth that are more canine than human. Ulla is a dedicated packrat as well as spellcaster. She dwells in a elaborate treehouse at the edge of the area claimed by the Totem. Secretly, she is a member of the Wizards Guild. --------------------------- `Grinner' - Male Su-Monster, Ambush Expert Psionist 5/Thief 10 S:17 I:14 W:14 D:16 C:15 Ch:10; HP:40; Thaco:15; AL:CE The real name of this skinny grey furred monster is a unpronouncible combination of grunts and squeaks. He is something of a dark legend in the Last Forest, credited with single handedly wiping out several bands of intruders through a series of cunning traps. He gets his nickname from the continuous `grin' on his face - the result of a savage battle a decade ago. Grinner seems to be something of a loner or outcast among Su-Monsters; he is always encountered alone. --------------------------- `Porky' - Male Su-Monster, Clan Leader Psionist 5/Fighter 7 S:16 I:11 W:12 D:15 C:16 Ch:13; HP:44; Thaco:14; AL:N(C) Fat for one of his kind, `Porky' appears to be one of the major leaders of the Su-Monsters; at least he is the one that does the talking when these creatures do feel the need to negotiate with their neighbors. He comes across as mellow and (almost) reasonable. In the woods, he does little hunting of his own, instead claiming a portion of what the others of his clan bring in. ----------------------- `Thinker' - Female Su-Monster, expert psionist Psionist 10/Thief 5 S:14 I:16 W:15 D:15 C:14 Ch:11; HP:29; Thaco:16; AL:N(E) `Thinker' evidences a deeper curiosity than is normal for those of her race, often closely questioning captives about their backgrounds, how they interact, ect. This curiosity leads her to secretly visit and sometimes trade with the humans and lycanthropes outside the area controlled by the Su-Monsters; Ulla is almost a friend. Unlike virtually all other Su-Monsters, `Thinker' is literate. ---------------------- BEXT - THE IRON MOUNTAINS KHARTUM (THE IRON SANCTUM) `Skit' - Goblin Male, Thief Thief 7 S:9 I:11 W:10 D:13 C:10 Ch:10; HP:19; Thaco:17; AL:NE `Skit' - a derogatory name given him by irate merchants - is one of scores of semi-employed goblins who roam Khartum. While few of the goblins here can be considered honest, Skit is much more thievish than most, and more successfull at it to boot. He has all manner of minor treasures underneath the filthy blankets of his den. --------------------- `Zap' - Gnome Male, Exile Mage 4/Thief (Inventor) 7 S:11 I:15 W:7 D:16 C:11 Ch:7; HP:21; Thaco:17; AL:N(C) Until a few decades ago, `Zap' was merely one of hundreds of gnome inventors in Groenpak; that changed with a devastating explosion that seared his right face and side and left four gnomes dead; as a result the governing clan/committees of the mountain had him exiled. `Zap' drifted south, eventually winding up here, where he is in charge of the water purification system - though he spends much time tinkering on other, private projects as well. Zap is subject to severe destructive fits and depression. ---------------------- `Ironteeth' - Dwarf Male, Scout Fighter 7/Thief 8 S:17 I:14 W:13 D:13 C:15 Ch:9; HP:43; Thaco:14; AL:N `Ironteeth' has been in countless brawls, battles, and skirmishes down through the years; he got his current name after all of his teeth were knocked out as result of a savage brawl and replaced with new ones, made of iron. He is crude, foul mouthed, and direct in speech and action, but also has an encyclopediac knowledge of the regions tunnels through years of scouting and commanding the areas patrols. ----------------------- `Rasper' - Drow Female, Mage Fighter 7/Mage 14/Thief 7 S:13 I:16 W:11 D:15 C:11 Ch:6; HP:31; Thaco:14; AL:CN `Rasper' may have been a beauty once; but that was before her throat and body were half crushed and her face raked by ...something. Potions and spells repaired much of the damage, but not all, and to this day her voice sounds like glass shards rubbing together, hence her name. She bills herself as a merely a mage; but unknown to the cities other inhabitants she was once an agent for the tanar'ri of Iterex who `went rogue'. These days her behaviour is erratic in the extreme: she turns up unexpectedly, breaks meetings without notice, and makes statements that have nothing to do with the topic at hand. Partly this is because her past experiences have left her somewhat deranged, and partly because of sheer paranoia. Her true dwelling is unknown, though she frequents a two storey tower occupied by a minor witch in the cities common area. ------------------------- `Stone Talker' - Duagar Male, Priest Fighter 7/Priest 11 S:17 I:13 W:17 D:6 C:10 Ch:9; HP:31; Thaco:14; AL:N The other Duagar say that `Stone Talker' was always odd, even back before he lost his left hand and part of his foot in a long ago battle. Back then, `Stone Talker' was a warrior priest in the service of the temple to the God of Earth; these days the priests and warriors are dead and the temple an empty ruin in a deserted cavern - but Stone Talker lives on. The earth tells him its secrets, and he listens. Sometimes he directs others where to mine for this or that ore; at other times he gives long sermons on the sacredness of earth and stone. His current speeches refer to `the great change' and the `approaching menace', though he does not elaborate on these crytpic references. Stone Talker has aquired a mixed bag of near fanatic followers; humans, dwarves, duagar, gnomes, goblins - he accepts them all without rancor (he's even made one goblin an acolyte, one of three total). ------------------------ IRON MOUNTAINS - CITY OF MOVING STONE Noggin - Male Gnome, Researcher Mage 12/Thief (Inventor) 7 S:11 I:18 W:14 D:16 C:11 Ch:11; HP:23; Thaco:16; AL:N(G) Noted for his thoroughness and planning, well dressed and bespectacled Noggin seems a bit out of place in this end-of-nowhere place. Sent here by Lenerfae (he's almost her only surviving relative) he is methodically searching the entire city, looking for... well, he's not quite sure what. But he is sure that its important. ----------------------- Sentinal - Male Minotaur, Former Guardian Fighter 9/Mage 8 S:18/91 I:16 W:11 D:14 C:18 Ch:10; HP:91; Thaco:12; AL:N Sentinal spent a thousand years guarding ...something... out in the wastes, and would be out there yet had not the binding spells keeping him there finally failed. Those spells kept him alive and vital through the horror of the Final War, and eliminated his need for food in the centuries that followed. But they also kept him confined - his world was marked by a crumbling stone wall two hundred paces to a side, with three buildings and a underground labyrinth inside. Sentinal (and three other conjured minotaurs, all of whom are now dead) lived in one. The wizard who conjured them (and vanished in the Final War) lived in the second; it was from his papers that Sentinal was able to teach himself magic (the only one of the minotaurs there who expressed any interest in the subject). The third building, larger than the other two put together and made from black stone was a mystery; the minotaurs never gained entry to it: no matter what combination of brute force, cunning, or spell they used. The compound had forty seven visitors during the millenia the minotaurs stood guard over it; the minotaurs slew or drove off thirty eight of them as a result of the complusion they were under (which was also how two of them died); the others possessed passwords that permitted them passage - not just past the minotaurs, but into the black stone building. Only four of those nine ever came out again, as far as Sentinal knows. Then, nine years ago, the binding spell failed. For the first time in centuries, he felt hunger. Felt himself growing older. Felt himself able to leave. So he did, wandering long years before finding this place. ---------------------- GOLGOTHA - ILLERINE PASSAR `Tracker' - Human Male, Guide Ranger 7 S:14 I:11 W:15 D:14 C:17 Ch:10; HP:50; Thaco:14; AL:NG Brown skin, dirty black hair, teeth blackened from the `coda' (mild narcotic root) he his always chewing, `Tracker' is regarded as being among the best of the guides for hire based in Passar, having been to several of the ruins in the Dark Tangle and returned to tell the tale. While basically decent, he is also unmannered and an utter chauvinist. ----------------------- `Stumpy' - Human Male, Beggar Thief 7 S:12 I:13 W:10 D:12 C:14 Ch:8; HP:19; Thaco:17; AL:N(C) `Stumpy' is missing his left hand, hence his name. He lost the hand during his tenure with the Invaders `investigating teams'. These days he is one of Passars many beggars and scroungers, with an emphasis on rumor gathering. His experiences in the Dark Tangle have left him somewhat unhinged; he is prone to violent fits, nightmares, ect. ----------------------- Gannard Bridgeman - Human Male, Official Fighter 3 S:12 I:14 W:11 D:10 C:13 Ch:12; HP:15; Thaco:18; AL:LN As his name implies, Gannard Bridgeman is the petty official in charge of toll collecting and day to day upkeep of the network of bridges and causeways between Illerine and Bext. Short, dumpy, and balding, Bridgeman always seems to be in his blue and black uniform. Unlike most of his deputies (and his nominal superiors, who are never there), he is very honest. ------------------------- `Mother Catar' - Human Female, Witch ex Thief 3/Mage 7 S:8 I:17 W:9 D:14 C:9 Ch:9; HP:13; Thaco:18; AL:N(C) Old, stooped, and just plain ugly, `Mother Catar' is a leading member of Passars clutch of third rate spell workers. Her curses are taken seriously by all, and she is often consulted for all manner of potions and hexes. ------------------------- THOUSAND SHRINES Olson Watchgod - Human Male, Caretaker Mage 12 S:11 I:16 W:14 D:15 C:11 Ch:11; HP:19; Thaco:17; AL:N Skinny, with a narrow face and goatee, Olson Watchgod is leader of the Caretakers, a group of wizards, warriors, and artisans who keep the several hundred unattended shrines of the city from falling into complete ruin. The Caretakers also act as the bureaucratic/police arm of Thousand Shrines government. The Caretakers can pop up in virtually any of the cities shrines; each is well versed in the tenants of hundreds of gods, though their internal rules require them to avoid worshipping any specific diety. Olson is a secret member of the Lightbringers, scouring the cities shrines and libraries in the hopes of finding someway to reignite the sun. The other Caretakers do not know of this affiliation, though they do wonder at some of their bosses unusual orders and actions. ------------------------- Apollonius - Human Male, Cleric of Apollo ex Bard 7/Cleric 5 S:10 I:13 W:17 D:15 C:11 Ch:15; HP:22; Thaco:17; AL:NG(LG) Golden skinned, with curly brown hair, typically clad in a toga. Apollonius is the priest in charge of the shrine to Apollo; which has one of the largest followings (about two hundred or so) in the city. This is entirely due to the efforts of Apollonius, who arrived here three years ago. Prior to that, he was a member of the priestly clan serving Apollo in Regia (Golotspace) who had the misfortune to be picked up in one of the Invaders periodic crackdowns. Dropped off here because of a colossal bureaucratic screwup (still causing migrane headaches for invader functionaries somewhere), he found Apollo's shrine and experienced a revelation that changed his life, turning him from a mere `Singer' into a out and out spellcasting cleric (something normally almost impossible for a low ranking priest). He see's it as his holy duty to spread the word of Apollo here; once Apollo's worship is firmly established on this world, he feels that the God can easily fix the problem with this spheres sun. ------------------------- Father Bakr - Human Male, Priest of Ptah ex Priest 4/Mage 9 S:14 I:17 W:15 D:10 C:10 Ch:11; HP:17; Thaco:18; AL:N Plump and shaven headed, Father Bakr is almost always clad in his dark brown monks robe. Like Apollonius, he hails from another crystal sphere - this one on the other side of known space. He's not sure why Ptah's church elected to send a mere novice such a distance; he suspects it might have to do with a long ago romantic feud he was embroiled in. Father Bakr makes it his business to personally greet all noninvader spelljammer travelers. Secretly, he lost much of his faith long ago (he's been here nearly thirty years and his congregation has never numbered more than two dozen), as a result his skill as a wizard (begun as a hobby) is much greater than his priestly ability. -------------------------- Vigil - Human Male, Priest Priest 7 S:11 I:11 W:14 D:10 C:10 Ch:13; HP:33; Thaco:16; AL:LN Narrow faced, wide eyed, unkept, and fanatic, Vigil is the senior Tirrextian priest here at Thousand Shrines, watching over a delegation of some four hundred of his countrymen while awaiting `the sign'. He has no idea what `the sign' is or what it will signify, but he spends a great deal of time scouring the city looking for it. He does not get along all that well with the Caretakers and the other clergy, thinking that they will try to steal or alter `the sign'. ----------------------- Remas - Human Male, Champion Paladin 10 S:17 I:11 W:14 D:11 C:16 Ch:17; HP:101; Thaco:11; AL:LG Remas is something of a mystery; he stumbled out of the Dark Tangle three years ago with precious few memories and most of those badly scrambled - he has no real idea as to who he is, where he comes from, or what he was doing in the jungle. These days, he tends the shrine of a protector god in the city, waiting for a vision. Aside from himself, the shrine is tended only by a pair of elderly half blind warriors. ------------------------ Imur - Human Male, Priest and Rogue Priest 4/Thief 7 S:11 I:11 W:13 D:17 C:11 Ch:11; HP:23; Thaco:17; AL:N(E) A bit taller than normal, but otherwise nondescript, Imur runs the `Collectors' - the Thousand Shrines Thieves Guild - a collection of pickpockets and swindlers that operates mostly in the cities market area, with the more bolder members sometimes breaking into an untenated shrine or dwelling. Imur, of course, resides in a shrine dedicated to a god of thieves (located in the basement of a temple to a god of commerce). Some Collectors have infiltrated the Caretakers. ---------------------------- ITHQUIL `Far Traveler' - Mind Flayer, Spelljammer Captain S:11 I:17 W:16 D:14 C:10 Ch:8; HP:41; Thaco:11; AL:LE `Far Traveler' is a visitor from another crystal sphere; he commands one of several courier vessels that travel back and forth between mind flayer outposts. He has been in Ithquil for about a month now, enjoying what passes for priviledged treatment here. ---------------------------- ESAMA Mary `the Moralist' - human female, activist Bard 8 S:10 I:14 W:13 D:14 C:8 Ch:15; HP:21; Thaco:17; AL:LN Mary is a tirrextian, captured in a pirate raid more than a decade ago, winding up here after several adventures. A stern moralist - hence her nickname - she finds Esama alternately intriguing and repelling. While she spends much time in mostly futile preaching, trying to get the cities inhabitants to mend their ways, the bulk of her income comes from music lessens (she is an excellent vocalist) and from acting as a witness in disputes - her testimony is regarded as absolutely accurate. Mostly, though, she is dismissed by Esama's pleasure loving inhabitants. ------------------------- Ardala - Human Female, Priestess/Leader of Esama Priestess 10 S:9 I:13 W:15 D:16 C:11 C:17; HP:29; Thaco:16; AL:CG(CN) Attractive, dark skinned, brunette, and usually wearing next to nothing, Ardala is the hereditary priestess leader of Esama - when she can be troubled with things like mere administration. She cultivates the image of the brainless beauty to make others underrate her. While often at the temple/civic hall, she can turn up at virtually any spot in the city. -------------------------- Yn'denia - Half Drow Female, Refugee Fighter 4/Mage 4/Thief 5 S:14 I:14 W:11 D:16 C:9 Ch:13; HP:16; Thaco:17; AL:CN An escapee from a dying drow settlement beneath the Iron Mountains of Bext, Yn'denia spent several years as a expendible member of the Invaders `investigating teams' attempting to penetrate the Dark Tangle before contracting a normally fatal illness and being left for dead. Three years ago, she stumbled out of the jungle and into Esama, ranting and delerious, bearing a small statue of unknown origin and a tattoo on her arm she did not have when she went in. Ardala, for reasons of her own, healed the half drow, and Yn'denia has been Ardala's chief agent ever since - though she also hires out to other or investigates the odd matter herself. She has a near pathological fear of the jungle, yet is curious about the origin of the small statue and tattoo - she has no memory of how she came to have them. She finds the people of Esama to be naive pleasure lovers, pleasant enough, but doomed. ------------------------------ WINDWARD ISLANDS SHOAL Captain Spar - Human Male, Pirate Captain Fighter 11 S:18/03 I:13 W:9 D:9 C:14 Ch:13; HP:86; Thaco:10; AL:LE His face dominated by bushy black hair and beard, with a fearsome scar splitting an eyebrow and his nose, wearing a battered tricap and filthy red greatcoat over stained noble garb, Captain Spar is an imposing site. Utterly ruthless, he is typical of the pirate captains infesting Shoal. He lost his left hand long ago, replacing it with a hook. ----------------------------- Barr (The Fixer) - Human Male, fixture Thief 8 S:11 I:15 W:14 D:14 C:14 Ch:11; HP:22; Thaco:16; AL:LE(LN) Tall, thin, bald save for a thick black braid down his back, and grey of skin, Barr is the man to see to get anything done - and done quick - in Shoal. Need to find a crew? Hire an assassin? Negotiate a ransom? Find a buyer for unusual cargo? Barr is the one to see. ------------------------------ GALLOWS ISLAND Lieutenant Nigel Hastings - Human Male, Officer ex Bard 3/Fighter 5 S:17 I:13 W:10 D:15 C:11 Ch:15; HP:21; Thaco:16; AL:N Like most of the other officers posted here, Lieutenant Nigel Hastings offended one petty aristocrat to many back on the mainland. He dreams of the day when he can return and `even things up'. -------------------------- TRIBULATION ISLAND Fast - Human Male, Hermit Priest 10 S:10 I:9 W:14 D:9 C:9 Ch:15; HP:41; Thaco:14; AL:LN(G) Thin, hatchet faced, clad in tattered fur robes. Up until a decade ago, Fast was a priest of some influence in Tirrext, until he tried to initiate some rituals and practices the tanar'ri did not care for. Barely surviving no less than three assassination attempts, he fled here. Despite much pondering, he has never quite figured out just what he did that landed him in so much trouble (among other things, he never did learn that the tanar'ri actually existed, let alone ran things behind the scenes). -------------------------------- AHKEER ARABAR Makal - Undead Human Male, Emperor of Khabull Mage (Lich) 18 S:16 I:18 W:8 D:5 C:6 Ch:9; HP:44; Thaco:9; AL:LE(NE) Makal, despite being undead, can still be mistaken for a living human, thanks to layer upon layer of cosmetics and petty spells. Unlike most liches, his clothes are not collapsing into rot; instead they are clean and well kept. This cleanliness - part personality quirk, part arrogance - carries over into other aspects of Emperor Makals life; he keeps hundreds of skeletons busy with brooms and tools, keeping Arabar in general and the old imperial palace in particular clean and well maintained. Emperor Makal, however, is driven by his past, trying to conquor the enemies of a millenia ago instead of dealing with the ones that have turned up since then (like the Invaders). ---------------------- HAMAS `Hakim' - Undead Human Male, Vampire Governor ex Fighter 10/Mage 16 S:18/76 I:17 W:15 D:17 C:15 Ch:16; HP:50; Thaco:11; AL:LE A millenia ago, `Hakim' was a minor courtier; that was before he became `blessed' with vampirism in the Final Wars last decade. Afterwards, as one of the few `surviving' nobles of any sort left, he was granted governorship of this province by Makal. At various times, he `dies' (leaves the province for a century or so to assume other posts elsewhere), only to return as a `grandson' or `great grandson'. `Hakim' understands that the living need at least the semblance of normality; to maintain this semblance he rules the other vampires of this province with the proverbial `rod of iron', strictly limiting on whom and when and where they may slake their unholy thirst. Currently he is very concerned with events in Raydama, to the point of not paying full attention to whats going on here. Hakim appears as a slender, attractive, elegantly dressed noble, favoring colors of red and purple. So deeply ingrained is his vampiric strength that he can actually tolorate being outdoors on cloudy days for as much as a half hour or so with no apparent affect. --------------------------- Jaleela - Undead Female Human, Vampire Thief 14 S:18/76 I:15 W:10 D:18 C:11 Ch:18; HP:43; Thaco:11; AL:CE Beautifull and vain, Jaleela has two overiding passions: blood and fine art, in that order. Over the course of her three hundred year existence, she has scoured not just Hamas, but the neighboring provinces as well in search of both, going so far as to defy `Hakim' when she thinks she can get away with it. Jaleela resides in ancient manor packed almost to the rafters with fine paintings, statues, and the like. --------------------------- Borody - Human Male, Merchant Mage 3/Thief 4 S:10 I:15 W:9 D:17 C:9 Ch:11; HP:11; Thaco:19; AL:N Dour, depressed, and middle aged, Borody can often be found behind the reigns of one of his three wagons on the highways and byways of Hamas, peddling everything from plows to frying pans. Once, he aspired to more, going so far as to study magic with one of the areas few living wizards, but he is now a perpetual cynic, seeing little good in anything anymore. Borody has a large `general store' in Hamas proper, and a dozen-odd employees. He has a lackluster marriage, and three children. -------------------------- Vanek - Human Male, Outlaw Fighter 7/Thief 10 S:17 I:14 W:11 D:17 C:17 Ch:9; HP:74; Thaco:14; AL:CN(G) Wild eyed, with bushy black hair and beard, Vanek was until recently merely one of several bandits in the rural regions of Hamas; prior to that he was a mercenary and farmer. That changed some months ago when he permanently killed one of Hamas's more detested vampire aristocrats; an act that has made him something of a rebel hero to the common folk and a menace in need of eradication to the other members of the nobility. Actually, the only reason he is still at large is because `Hakim' is more concerned with events in Raydama than here. -------------------------- Jamal al Ghoda - Human Male, Official and Scholar Mage 10 S:9 I:17 W:13 D:8 C:8 Ch:11; HP:19; Thaco:17; AL:LN Officially little more than a village tallykeeper, Jamal al Ghoda is actually a formidable scholar, the result of decades spent pouring over records forgotten by everybody. He is one of the few living denizens of Hamas who knows the true nature of this lands rulers; further, he is well versed in mathematics, herb lore, and astronomy. He is secretly a member of the planet spanning Wizards Guild. --------------------------- RAYDAMA Vlad Tolenkov - Undead Human Male, Vampire Aristocrat Mage 15 S:18/76 I:17 W:10 D:14 C:14 Ch:16; HP:67; Thaco:11; AL:CE Vlad Tolenkov's small fief is the only part of Raydama that retains a semblance of normality; this is because he held back when the other vampires of this province invaded New Iordia. These days he is gathering the regions undead; not to assault the New Iordia, but to pass through a tanar'ri controlled Gate (Q1 - Against the Spider Queen) and invade other worlds. Vlad is a longtime rival of `Hakim'. -------------------------- Katrina - Undead Human Female, Vampire ex Thief 8/Mage 8 S:18/76 I:17 W:8 D:17 C:11 Ch:16; HP:51; Thaco:11; AL:CE At one time, Katrina was an attractive scheming courtesan, mistress to one of the vampiric aristocrats of Khabull. That was over two hundred years ago. These days, she is one of several powerfull beings - including two other vampires, a semi-bound true tanar'ri, a powerfull Invader wizard, and a lich - who hunt and stalk each other through the dusty halls and cursed chambers of the huge `Palace of the Sun', the former ruling fortress of the province. She has a dwindling number of captive humans imprisioned at various points within this fortress as her food supply. -------------------------- Roland of the Ax - Human Male, Champion Paladin 10 S:17 I:13 W:15 D:13 C:13 Ch:18; HP:86; Thaco:11; AL:LG Roland of the Ax is leading a group of the `Bringers of Rest' from New Iordia. Currently they are trying to eradicate the undead lurking in the `Palace of the Sun'; but its hard going - four of the teams seven members have been slain, including both clerics. --------------------------- Erica - Human Female, escapee ex Mage 3/Thief 4 S:9 I:15 W:11 D:17 C:10 Ch:12; HP:17; Thaco:19; AL:N Back when Raydama still had a semblance of normality, Erica was apprenticed to a minor village witch - and it was the spells she learned back then that have helped keep her alive and escape from the improvised cell Katrina stuck her in here, in the `Palace of the Sun'. Now she roams these decaying halls with two others - former cell mates of hers. Erica and Katrina resemble each other. ---------------------------- GHUMAN Lord Bahkr - Undead Human Male, Deathknight former Paladin 10 S:18/00 I:11 W:14 D:9 C:16 Ch:18; HP:99; Thaco:11; AL:CE Once, long ago, Lord Bahkr was a member of a proud knightly order that warned Khabull's leaders against participating in the series of events that led to the Final War. Lord Bahkr, driven by ambition and duty, was the only dissenter - and after Emperor Kartos finished his purges - the orders only survivor as well. Bahkr served the mad emperor loyally throughout the course of the war, becoming more and more accursed with each new act of evil he performed; it was no great surprise that the dark gods `rewarded' him with his current status at the conflicts end. These days, Bahkr is the less than fully loyal governor of Ghuman, a ticking time bomb of a city with a hundred or more vampires in stasis in the catacombs below and increasingly unhappy human populace above. --------------------------- NEW IORDIA Carl Bradford - Human Male, Settler Fighter 5 S:15 I:11 W:12 D:14 C:14 Ch:13; HP:33; Thaco:16; AL:LG Broadfaced and big of body, genial Carl Bradford see's New Iordia as the promised land, and is stubbornly clearing out the bramble and rocks from his chosen farmstead. He is a local milita captain and pillar of the community. ---------------------------- Lou Sterrik - Human Male, Opportunist ex Fighter 3/Thief 5 S:15 I:13 W:10 D:17 C:12 Ch:13; HP:21; Thaco:18; AL:N (E) Tall and skinny, with black hair and a face composed of sharp angles, Lou Sterrik is a former member of the militia who decided it was easier and much more profitable to live off of incoming settlers from old Iordia than hack out an estate of his own. He and his cronies swindle new arrivals, loan money and other goods at extortionate rates, and `disappear' the odd crate or trunk. Were it not for payoffs and close friends on the ruling council, he would have been hanged long ago. ---------------------------- Justine Barret - Human Female, Councilor Bard 5 S:11 I:14 W:13 D:17 C:13 Ch:15; HP:19; Thaco:18; AL:NG Unusually pale skinned and black haired, Justine can turn up almost anywhere in New Iordia, bringing news to distant steadings and listening to complaints. She has a tendency to cite snatches of songs and old parables in solving problems. She wants to act against Lou Sterrick, but cannot; he is blackmailing her over her shady past in Old Iordia. -------------------------------- Derrik Knowls (Grandfather) - Human Male, Sage ex Fighter 7/Mage 15 S:14 I:18 W:13 D:9 C:9 Ch:14; HP:40; Thaco:14; AL:N(G) Short, squat, white haired, and clad in dun colored robes, Derrik Knowles dwells in a three storey tower a days walk down the coast from the settlement proper, where he trains most of New Iordias few wizards. He was quite the wild adventurer in his youth, being one of the original founders of the Bringers of Rest. He is a member of the planet spanning Wizards Guild. --------------------------- CHIAN CLUSTER - CHUAN SHANG-TI Liu-Chan - Human Male, Shukenja Leader Priest 9 S:9 I:15 W:15 D:11 C:13 Ch:14; HP:33; Thaco:18; AL:LN(G) Skinny as a stick, with a braid of long white hair, and long white mustaches that blend into a long white beard, clad in simple patterned robes. Liu-Chan appears to be an affable sort, often found tending to this or that isolated corner of the gardens at the great temple in Shang-ti, or offering instruction in the form of parables to small groups of youngsters. In truth, though, these are but masks he wears; for Liu-Chan is a highly bigoted and lustfull for power. Currently he ranks third in authority among the priests at Shang-ti. -------------------------------- Soon-Li - Human Female, Wu-Jen ex Monk 4/Mage 15 S:13 I:18 W:16 D:13 C:9 Ch:11; HP:26; Thaco:16; AL:N Nobody knows for certain just how old Soon-Li is; it seems she has dwelled in her small hut just outside the temple proper for generations, though she does make the occasional reference to a youth spent in a monastery. She is something of an object of fear and awe to the locals, who are absolutely convinced she knows all that transpires in the area. She is frequently consulted for advice, spells, and information about anything unusual by priests and commoners alike. Secretly, she is in touch with the `foriegn' wizards of Golgotha. --------------------------- `Peng' - Human Male, Sohei (Warrior-Priest) Sohei 9 S:17 I:9 W:11 D:16 C:15 Ch:11; HP:39; Thaco:11; AL:LN The great stoneface. It is said that `Peng' (an old word for `soldier') has not laughed, cried, or shown any other sort of expression for decades. He appears to be utterly emotionless, and is so completely brainwashed by the Shukenja he is almost an automotian. Normally, he commands the bodyguard details at the temple; occasionally he is sent out on missions where skill with a sword and complete obedience are required. ----------------------------- CHIN-NII Kuan-Yu - Human Female, Shukenja Shukenja (Priest) 5 S:11 I:14 W:14 D:11 C:15 Ch:14; HP:17; Thaco:18; AL:LN(G) Pretty, polite, charismatic Kuan-Yu is fed up with Samurai control of Chin-Nii; going so far as to begin secretly forming a conspiracy to depose the Samurai leaders and institute shukenja control. One of her biggest problems is her own superior in the local temple, a samurai puppet if ever there was one. ----------------------------- LEI-KUNG Ko Chan - Human Male, Official Samurai 14 S:18/77 I:15 W:15 D:15 C:18 Ch:13; HP:112; Thaco:7; AL:LE Utterly hairless, with a nasty scar crossing his nose, and a powerfull bear like body, Ko Chan proclaims - loudly and with little artistry - that he is the mightiest warrior in the whole of the Chian Cluster. He is properly deferential to the elderly and mostly bedridden warlord of the city, but treats all others with varying degrees of cruelty, depending on their social status. He effectively runs Lei-Kung on a day to day basis, and soon he will be the ruler in name as well as in fact. ------------------------------ Hai Soo - Female Lycanthrope (werefox), mistress Mage 4/Thief 8 S:13 I:13 W:13 D:16 C:13 Ch:17; HP:41; Thaco:13; AL:CE Originally an outcast from the Bisan forest, this cunning and utterly ruthless woman has used her charm, magic, and skill at intrigue to become the mistress of Ko Chan, a position which she has used to gather great personal wealth. Some - but by no means most - of Ko Chans cruelty is a result of her influence. ------------------------------- PAN-LUNG Makow Tsung - Human Male, Official Samurai 4 S:14 I:15 W:14 D:14 C:14 Ch:13; HP:30; Thaco:17; AL:LN(G) Short, heavy set, moon faced, and (almost) easy natured, Makow Tsung is the nominal Samurai ruler of this city. He is more bureaucrat than warlord, and in truth is little more than a puppet for the mercentile interests that really drive the city. He lacks the usual xenophobia of the humans in this cluster. -------------------------------- `Chan' - Human Male, Merchant and Underworld Leader Yakuza (Thief) 12 S:12 I:16 W:13 D:15 C:10 Ch:16; HP:22; Thaco:15; AL:LN(G) "A prosperous city is a happy city." Ancient `Chan', the Yakuza `godfather', has worked hard to keep Pan-Lung very happy indeed. Though bedridden much of the time, he still maintains a watchfull eye on the towns trade; very little changes hands here that he is not aware of. ---------------------------------- Kai Quan - Human Female, Merchant Wu-Jen 5/Ninja 5 S:9 I:16 W:11 D:15 C:10 Ch:14; HP:21; Thaco:18; AL:N Officially Kai Quan's family is merely one mercentile family among many, with clan and business links amongst all seven of Chuans towns. In actuality, they are Ninja, and Pan-Lung is their prime base of operations. Currently she is involved in a complex intrigue that has arisen because of `Chans' bedridden condition and a shuffling of functionaries at the Invader `trade embassy'. ---------------------------------- YEN-WANG Notia Tong - Undead Human Male (Oriental Vampire) former Samurai 8 S:18/99 I:16 W:14 D:14 C:14 Ch:15; HP:66; Thaco 11; AL:LE Save for the slight greyish tone to his skin, there is nothing particularly remarkable about Notia Tong's appearance. He plays the part of a local Samurai, dwelling in a fine house attended by a handfull of emotionless human servants (and small band of ghouls in the basement). His true nature is something of an `open secret' among the shukenja, who offer him a `blood tithe' of condemed criminals every few months. Prior to becoming undead, Notia Tong was a samurai warlord of note, a supporter of the Shukenja during their days of domination. He became a leading force among the spirits and undead through sheer determination (and with no little support from the shukenja). ---------------------------------- ONI Sakya Tsung - Human Male, Official Samurai 7 S:17 I:14 W:14 D:14 C:14 Ch:13; HP:50; Thaco:14; AL:LE A bit on the stout side, Sakya Tsung is driven by hate. He hates the shukenja for denying his rightfull authority. He hates the townsfolk for their lazyness - no doubt a major reason why things are so bad here. He hates his predecessor for tricking him (as he thinks of it) into taking the vow that binds him to this end of nowhere dump. ----------------------------------- Sun-Tzu - Human Male, Official Shukenja (Priest) 8 S:11 I:13 W:15 D:9 C:17 Ch:13; HP:41; Thaco:16; AL:LN Except for his eyes, which burn with a fierce intensity, Sun-Tzu is utterly nondescript. He is utterly convinced that the reason for Oni's decline has to do with some ancient pact violated by the towns samurai, something his speeches touch on repeatedly. That the shukenja might also be at fault is, of course, utterly unthinkable. ----------------------------- Kiyoyasu - Human Male, Wanderer ex Bushi (fighter) 5/Wu-jen 7 S:15 I:17 W:9 D:9 C:11 C:9; HP:33; Thaco:16; AL:N Short, with a barrel like body and an impressive collection of scars, Kiyoyasu's origins are most unclear. He first turned up as a mercenary and bodyguard for hire in the Pan-Lung region about fifteen years ago; some eight or nine years later he vanished. About a year ago, he turned up again, sporting magical abilities, and began wandering about. Some six or seven weeks ago, he turned up in Oni, and has been quietly asking questions about the towns various mishaps ever since. Naturally, the towns faction leaders are all gravely suspicious of him. ----------------------------- Cho Kung - Bakemono (Goblin) Male, Bandit Bushi (Fighter) 7 S:17 I:14 W:13 D:10 C:16 Ch:10; HP:44; Thaco:14; AL:LE Squat, with a powerfull build and an orange hide covered with large greeenish patches, Cho Kung is a powerfull, cruel Bakemono, an outcast from the Bisan Forest. He is directly responsible (via assassinations, kidnappings, diverting a neighboring river, ect) for some (but not all) of Oni's more recent misfortunes (those within the past decade). None of the townsfolk have any real idea he exists, though a few may have vague suspicions. ------------------------------ Isi-ri - Kenku Male, Troublemaker Thief 4/Mage 3 S:14 I:12 W:9 D:16 C:11 Ch:9; HP:21; Thaco:15; AL:N Isi-ri is the leader of a small band of Kenku thieves, smugglers, and scavengers operating in the area. Long ago they cooperated with Oni's rulers, but were eventually `betrayed' (as they see it) by a extremely bigoted priest and corrupt Samurai. Since then, they have quietly worked `behind the scenes' to make life as miserable as possible for those dwelling here. Isi-ri has a shaky alliance with Cho Kung. --------------------------- HSING-TI (strange) Huan Chang - Human Female, Official ex Wu-jen 4/Samurai 5 S:17 I:17 W:15 D:8 C:17 Ch:10; HP:17 Thaco:16; AL:LG Short, wide of build, and by no means a beauty, Huan Chang inherited the leadership of this province following the death of her husband some five years ago. She took up samurai training as a means of cementing her authority; prior to that she was a minor witch (wu-jen), a situation that the other town leaders consider to be both a scandal and something appropriate to this strange town. While Huan Chang gets along well enough with many of the shapechangers, spirit folk, and other non humans in the area, she has also killed or evicted the more nasty ones. ---------------------------- Tshal - Male Cat Hengeyokai (Shapechanger), Hermit Kensai (Warrior) 7 S:12 I:15 W:15 D:15 C:11 Ch:10; HP:31; Thaco:13; AL:N Officially, the Kensai are extinct on Chuan; Ko-Chan, the master samurai and self proclaimed `supreme warrior' of Lei-Kung loudly claims to have killed the last such over a decade ago. However, the notion that a mere `beastman' might be able to master the Kensai's craft never really occured to Chuans rulers, as they were thought incapable of learning such a art by definition. Locally Tshal is known as a gifted warrior; few have any idea he is Kensai. He is thinking of taking on an apprentice or three, provided he can find any who are both able to learn and capable of keeping their mouths shut. --------------------------- CHIAN CLUSTER - TAOS Gedun - Human Male, Exiled Shukenja Shukenja (Priest) 6 S:14 I:10 W:14 D:10 C:12 Ch:10; HP:21; Thaco:18; AL:N Unpreposing in appearance, Gedun performs his priestly duties in a mechanical, uninterested fashion. He spends much of his time brooding about the events that led to his exile from Pan-Lung; the only time he shows any life at all is when he is questioning new arrivals about events `back home'. He is utterly uninterested in matters on Taos, not even making the most basic of preliminary inspections. -------------------------------- Jutzuka - Human Male, Mystic ex Monk 11/Wu-Jen 13 S:14 I:18 W:16 D:14 C:10 Ch:11; HP:31; Thaco:14; AL:LG Old, nondescript, likeable. Jutzuka was a senior member of the monastery here who became fascinated with matters magical, eventually abandoning his station to pursue them more fully. These days he wanders all about Taos, using his spells and skills to help its various inhabitants - human and nonhuman alike. Many here think him a future `great sage'. -------------------------------- Ko Hung Quan - Human Male Kensai 10/Ninja 4 S:15 I:15 W:15 D:15 C:15 Ch:14; HP:56; Thaco:10; AL:N A distant relative of Kai Quan, Ko Hung Quan manages that families interests - legitimate and otherwise - on Taos, operating a sort of refuge for Ninja who need to `hide out' for a while. His skill as a Kensai is a secret, known only to those within the Ninja clan. -------------------------------- RIME BARTER POINT Treydas - Human Male, Scholar and Merchant ex Thief 3/Mage 7 S:9 I:17 W:11 D:15 C:9 Ch:11; HP:13; Thaco:18; AL:N(C) Skinny as a stick, with a shock of white hair and piercing gold eyes, Treydas is clad in layer upon layer of thin, ragged fur robes. A drifter from another sphere, Treydas operates Barter Points chief trading post, a longhouse piled high with all manner of trinkets. He collects odd bits of lore as ardently as he collects money. ------------------------------- Neb Quickrunner - Halfling Male, Scout Ranger 5 S:14 I:14 W:14 D:14 C:14 Ch:13; HP:31; Thaco:16; AL:NG At one time Neb Quickrunners tribe numbered several score; after the night of the White Death two years ago only he and five others remained alive. They have since relocated here, with Neb hiring himself out as a guide from time to time. ------------------------------- Birin Trundel - Gnome Male, Wanderer Fighter 7/Mage 4 S:16 I:16 W:11 D:16 C:11 Ch:10; HP:28; Thaco:14; AL:N Originally from Groenpak, Birin Trundel was sent here along with several other gnomes to try to locate the lost city of Hardion. His companions have long since gotten themselves killed or moved on, but Birin remains, more from inertia than ought else. He tries to keep his magical ability a secret. ------------------------------- GIRRU Alcog - Gnome Male, Engineer Mage 7/Thief (Inventor) 9 S:11 I:16 W:9 D:17 C:11 Ch:10; HP:22; Thaco:16; AL:N Alcog works for the Invaders, trying to restore Girru to an operational condition - a long, frustating task if ever there was one. However, he has no concept of security or secrecy whatsoever; given the opportunity he will rattle on and on (and on some more) about stress points, conduits, ect. He is not really aware of the real reason the Invaders want Girru finished - to him its a mere engineering challenge. ------------------------------------- Soam - Human Male, Escapee Thief 5 S:12 I:13 W:12 D:14 C:11 Ch:11; HP:16; Thaco:18; AL:N Thin, pale, and filthy, Soam was brought here by the Invaders as part of a work detail. He escaped some months ago, and has since been living `between the cracks', stealing food, equipment, ect. ------------------------------------- RAINBOW SERENITY Wu-Han - Human Male, Monk Monk 10 S:15 I:14 W:16 D:15 C:12 Ch:10; HP:26; Thaco:14; AL:LG Short, shaven headed, and even tempered, Wu-Han is among the eight or ten seniormost monks at Serenity. He is unlikely to rise any further, though this is due more to philosophical differences than any lack of ability on his part (most of the other monks are lawfull neutral). For the past year he has been contemplating leaving Serenity for a hermits life elsewhere. --------------------------------------- PANDOMAR Pandomar - Human (?) Male, Wizard Mage 20 S:10 I:18 W:16 D:15 C:10 Ch:13; HP:33; Thaco:14; AL:N The Pandomar affects an all enveloping hooded robe; no part of his body is visible save for a pair of greenish eyes. Nobody knows just how old the Pandomar is, either; at times he claims to have been apprentice to one of the mages who first reshaped Rainbow. The Pandomars magical lore is vast; some of his few apprentices have learned spells thought lost since before the Final War. Much of the Pandomars time seems taken up with esoteric philosophy and extremely complex conjuration/summoning spell research - the goals of which are unknown. At times, he has been known to recruit adventurers - not just from Rainbow but from Gologotha and elsewhere - to track down items and spells he needs for his research. The Pandomar seems to know some members of Gologotha's Wizard Guild, but is not a member himself. --------------------------------- Kya - Half Elf Female, Cursed Wanderer Ranger 5/Mage 6 S:15 I:15 W:13 D:14 C:14 Ch:12; HP:30; Thaco:16; AL:CN Young and impetuous, Kya dared something that no one else had done in centuries - entering the black tower at Charen. She emerged changed, subject to violent fits of temper, almost like she's occasionally `possessed' by something...