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.

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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...