Cast Of Characters


150 points

Gilwyn is the daughter of Duncan, the captain of the town watch in Mosport.  She is the only daughter, her mother having died years ago.  Duncan and Gilwyn have a great relationship.  He has spent time teaching her the art of fighting, so that she may better protect herself against the dangers of the world.  Achilles is Gilwyn’s faithful companion, a dog.  Supposedly Gilwyn has no sense of humor, but that is debatable.  After all, I’ve been told she can occasionally be heard saying, “Achilles, heel!”

Attributes: ST 13; DX 13; IQ 10; HT 11.

Secondary Characteristics: Damage 1d+1/2d+1; BL 34 lbs.; HP 13; Will 10; Per 11; FP 11; Basic Speed 6; Basic Move 6.

Advantages: Acute Hearing 1, Acute Vision 2, Ally (Hound) (25% of starting points; constant), Appearance (Beautiful), Fit, Striking ST 2, Honest Face.

Disadvantages: No Sense of Humor, Overconfidence (12 or less), Sense of Duty (Adventuring Companions), Habit (Flipping a coin), Nosy, Vow (Never drink alcohol).

Skills: Armoury/TL3 (Missile Weapons)-10; Bow-15; Brawling-15; Fast-Draw (Arrow)-14; First Aid/TL3 (Human)-14; Hiking-13; Observation-13; Shortsword-13; Stealth-13.


37 points

Gilwin’s dog.

Attributes: ST 9; DX 14; IQ 5; HT 14.

Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9; Will 11; Per 13; FP 14; Basic Speed 7; Basic Move 10.

Advantages: Acute Taste and Smell 1, Damage Resistance (Fur) 1, Discriminatory Smell, Extra Legs (4 Legs), Striking ST 1 (Bite Only), Teeth (Sharp Teeth), Ultrahearing.

Disadvantages: Chummy, Horizontal, No Fine Manipulators, Cannot Speak, Hidebound, Social Stigma (Valuable Property), Taboo Trait (Fixed IQ).

Skills: Brawling-14, Stealth-14, Swimming-14, Tracking-14.


150 points

Camelia is from a small farming community about half a day’s walk from the town of Mosport.  She has three younger brothers who have turned old enough to start helping out on the farm.  Her family has never been wealthy, and she has recently left home to see the world beyond what she knows, and maybe gain some wealth.  While she knows how to defend herself, she will not start a fight, and will only fight back to defend herself or her friends.  She’s quite skilled in the outdoors, and has an affinity with animals, even being able to occasionally speak with them.  This is a skill her family has never understood where it comes from.

Attributes: ST 12; DX 12; IQ 11; HT 12.

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12; Will 11; Per 12; FP 12; Basic Speed 6; Basic Move 6.

Advantages: Animal Empathy, Animal Friend 2, Combat Reflexes, Fit, High Pain Threshold, Rapid Healing, Speak With Animals (All Land Animals).

Disadvantages: Chummy, Clueless, Pacifism (Self-Defense Only), Phobia (Herpetophobia: Reptiles) (12 or less), Sense of Duty (Adventuring Companions), Sense of Duty (Village) (Small Group), Vow (Vegetarianism), Wealth (Struggling).

Skills: Boating/TL3 (Unpowered)-12, Brawling-14, Camouflage-12, Climbing-12, Fishing-12, Hiking-12, Knife-14, Lockpicking/TL3-11, Naturalist (Earth)-10, Observation-12, Riding (Equines)-13, Scrounging-12, Sling-12, Staff-14, Stealth-12, Survival (Woodlands)-12, Swimming-12, Tracking-12, Veterinary/TL3-11, Weather Sense-11.


150 points

Sylvie is a young wood elf, a mere 167 years old.  She has a love for the forest and the healing arts.  Like most elves, she has an inborn ability to use magic.  She prefers not to fight, but like Camelia, will defend herself and her friends.  She is very shy around those she does not know.  She usually speaks in riddles or allusions, making it difficult for others to understand what she is talking about.

Attributes: ST 9; DX 11; IQ 13; HT 10.

Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP 9; Will 13; Per 13; FP 10; Basic Speed 5.25; Basic Move 6.

Advantages: Absolute Direction, Animal Empathy, Appearance (Attractive), Extended Lifespan (x8), Forest Guardian 1, Healer 2, Magery 2, Photographic Memory, Plant Empathy, Elven Gear.

Disadvantages: Odious Personal Habit (Talks in riddles or allusions), Pacifism (Self-Defense Only), Selfless (12 or less), Sense of Duty (Nature), Sense of Duty (Village) (Small Group), Shyness (Severe), Wealth (Struggling).

Skills: Brawling-12, Climbing-11, Diagnosis/TL3-13, Esoteric Medicine-13, Expert (Xenology)-11, First Aid/TL3-15, Herb Lore/TL3-11, Naturalist (Earth)-12, Observation-13, Pharmacy/TL3 (Herbal)-15, Stealth-12, Surgery/TL3-12, Survival (Woodlands)-14, Veterinary/TL3-13.

Spells: Awaken-13, Body-Reading-13, Cure Disease-13, Daze-13, Decay-13, Foolishness-13, Illusion Disguise-13, Instant Neutralize Poison-12, Lend Energy-13, Lend Vitality-13, Major Healing-13, Minor Healing-13, Neutralize Poison-13, Purify Food-13, Purify Water-13, Recover Energy-13, Relieve Sickness-13, Seek Food-13, Seek Water-13, Share Energy-13, Share Vitality-13, Simple Illusion-13, Sleep-13, Stop Bleeding-13, Test Food-13.


150 points

Merral, a battle wizard, comes from a city which employs both soldiers and wizards in the militia.  He chose the latter profession.  He is very curious and impulsive, often living on the edge, while at the same time selfless and charitable.  But Merral has an enemy.  Someone is after him, but he does not know who it is.  This unknown enemy somehow managed to get Merral fired from his position in the city militia, so Merral ran.  He is now far from home, seeking answers and trying to understand who is after him.

Attributes: ST 10; DX 10; IQ 14; HT 12.

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 14; Per 14; FP 12; Basic Speed 5.5; Basic Move 5.

Advantages: Combat Reflexes, Daredevil, Magery 3, Single-Minded, Versatile, Very Rapid Healing.

Disadvantages: Charitable (12 or less), Curious (12 or less), Enemy (Unknown; Equal in power; 9 or less), Impulsiveness (12 or less), On the Edge (12 or less), Selfless (12 or less), Sense of Duty (Lawful Citizen) (Large Group).

Skills: Armoury/TL3 (Melee Weapons)-13, Brawling-11, Crossbow-10, First Aid/TL3 (Human)-14, Innate Attack (Projectile)-11, Knife-11, Observation-14, Shield-11, Shortword-12, Tactics-13.

Spells: Armor-15, Continual Light-15, Create Fire-15, Explosive Fireball-15, Fireball-15, Ignite Fire-15, Lend Energy-15, Light-15, Recover Energy-15, Sense Foes-15, Shape Fire-15, Shield-15.

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