Dragonlance Fifth Age Campaign Oracle
Characters and Roles
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Attributes: Agility 6(B), Dexterity 5(C), Endurance 8(A), Strength 8(A), Reason 5(C), Perception 8(B), Spirit 7(C), Presence 7(B)
First weapon: Long sword (+7)
Stahn was born in Solace, Abanasinia, in 9 SC. He was the son of a rich tradesman in Solace, Leon Bryler, and he always had everything he needed to. When he was younger, he intended to study at the Citadel of Light, but he found out he wasn't able to cast mystic magic. As long as he couldn't be a mystic, he started learning how to deal with his father's business - selling and buying goods from distant places. He learned the ropes and started working, but a tragedy changed his whole life... His father was found dead after a travel to Haven. He took a sword and hunted the criminals until he found them - a group of thugs he defeated and took to the Knights of Solamnia. While they were waiting for a judgment, they fled, and Stahn never saw them again. He found out justice is not the way Knights of Solamnia say it is - and he decided to make justice by himself. Since then, he joined some other adventurers and he pledged alliance to the Legion of Steel, fighting for justice and freedom. He has acute eyesight.
Attributes: Agility 4(D), Dexterity 5(D), Endurance 6(D), Strength 5(D), Reason 9(A), Perception 8(C), Spirit 6(C), Presence 6(D)
First weapon: Dagger (+2)
Nortur Janster, born in 12 SC, is a man driven by discoveries. Since he was a boy in Nordmaar, he always wanted to travel and to find new and exciting things. When he became 14, he left his parents' house and decided to seek for magic and wonders in other places beyond Nordmaar. He sailed to Palanthas, headed for Caergoth, Gwynned, Hylo, and finally arrived at Solace in 30 SC, some months after Palin Majere has founded the Academy of Sorcery. He found in magic his only passion, and a way to use his creativity in a useful way. He learned how to cast Geomancy, Pyromancy and Divination, and he loves to create new spells and write them so other spellcasters can use them. Wherever there is adventure, danger and discovery, there is Nortur.
Danalyn the Druid:
Attributes: Agility 7(D), Dexterity 8(A), Endurance 8(D), Strength 4(D), Reason 5(D), Perception 7(A), Spirit 8(A), Presence 8(B)
First weapon: Quarterstaff (+1)
Danalyn was raised by two farmers that lived near Solace. Although none of your parents were elves, she had strange pointed ears and was very thin and short. She found out they weren't her natural parents when she was 16, and she started searching for them. The only thing she discovered until now is that his adoptive father found her in the forest in 16 SC. Living alone since she was 16, Danalyn learned by herself to use the energies inside her heart to heal herself and to handle with animals. She met Stahn and Redstar one year ago, and she joined them to make them help her in her search for her past. She can use the Mystic Spheres of Animism, Healing and Alteration. She has acute smelling and hearing senses.
Attributes: Agility 6(C), Dexterity 5(D), Endurance 8(A), Strength 8(B), Reason 5(D), Perception 7(C), Spirit 6(C), Presence 5(A)
First weapon: Broad axe (+7)
Anton was born in Thorbardin, in 275 PC. He spent the biggest part of his life living in Thorbardin's tunnels, ignoring the outside world. And he would be inside his tunnels if it weren't for the Chaos Was. The panic that ran across Thorbardin during the last moments of the Fourth Age caused him to flee to surface. He spent many time traveling as the Fifth Age started, helping the reconstruction of Thorbardin, and works during Citadel of Light founding. He kept himself away from the battles among dragons, since he was too weak to challenge them, but now he seeks a way to begin adventuring again, as he did in the old times before the Second Cataclysm. He may be not as experienced as a dwarf in his age, but he has enough wisdom and thirst for adventure.
Attributes: Agility 8(D), Dexterity 8(B), Endurance 6(D), Strength 5(C), Reason 5(C), Perception 7(A), Spirit 5(C), Presence 6(D)
First weapon: Hoopak (+4)
Dewin was born in Hylo, in 382 PC. He was raised by an old kender bard named Kail Kiddphew, a great storyteller. When he found his desire for wanderlust, Kail told him his last story: a magical flute the Best Kender Storyteller of All Times used before the First Cataclysm. Dewin searches for it, as well as new opportunities to learn how to use and play musical instruments, his great passion. His curiosity is infinite, and he also thinks sorcery magic very interesting, what has caused many problems to his party. He likes his friends, especially Nortur, but he thinks he's too serious. Dewin is very fond of small animals. He has two acute senses: hearing and eyesight.
Attributes: Agility 8(C), Dexterity 9(A), Endurance 8(C), Strength 7(B), Reason 5(D), Perception 7(A), Spirit 6(B), Presence 5(D)
First weapon: Great bow (+8)
Redstar was the first boy to be born in the Fifth Age in the Qué-Shu tribe. As the new star shined in the sky, the boy was blessed by an old wanderer who rested in his tribe. That man told Redstar's father that the boy would ever be like the new Red star: a sign of hope and a wish for a better tomorrow. He grew up and, when he was just a 5-year-old boy, his parents died when a dragon destroyed the Inn of the Last Home in Solace. He asked someone if Goldmoon could save them, but it was too late. He was raised by the elders in his tribe, and grew in age and in power. He became a barbarian warrior, able to use Mysticism as learned in the Citadel of Light, and devoted to an objective: avoid that other people like him suffer because of the Great Dragons and their insane fights. He joined Stahn Bryler and his companions after a battle against Dreselenimus. He can use the Mystic Sphere of Animism and has two acute senses: sight and hearing.
Sir Juner Starield:
Attributes: Agility 7(B), Dexterity 6(C), Endurance 8(A), Strength 8(A), Reason 6(C), Perception 6(C), Spirit 7(A), Presence 8(B)
First weapon: Long sword (+7)
Sir Juner is the only son of a well-known Knight of Solamnia, Sir Thaddeus Starield, a valiant knight that fought in the War of the Lance and died defending Palanthas from the invasion in 383 PC. Juner's mother, Lady Mayin Starield, pregnant of her only son, fled when the Knights of Takhisis razed the city. Juner was born two months after, and he was named after his grandfather, the man who saved his mother from being slain by the Knights of Takhisis. He learned the ways of the knighthood since his early childhood in Solanthus, and when he reached the age of 17 he started studying in Sancrist isle. He is a honorable Knight of the Rose, always trying to help people and protect the innocents. He hates Knights of Takhisis, and he desires to destroy their knighthood as a gift to the world. He is able to cast the spheres of Channeling, Healing and Sensitivity.
Attributes: Agility 6(C), Dexterity 7(A), Endurance 9(X), Strength 9(B), Reason 5(D), Perception 7(A), Spirit 6(C), Presence 4(D)
First weapon: Eukar's Spiked Club (+10 - see description on the Magical Items section)
Nightwalker received his name because of his habit of wandering the plains of Duntollik at night. He didn't approve the reception to the group of heroes led by Stahn Bryler, and he decided to follow them on a quest for Elkar's spiked club. He suffered a deadly wound during the quest, and Danalyn healed him. Due to a debt of honor, he put himself as a servant to Danalyn, and his debt will only be repaid when he saves her life from a mortal threat. Danalyn tried to free him from his debt, but he refuses to leave the group before he repays his debt of honor. Stahn welcomed Nightwalker to the group, and he now bears Eukar's spiked club as his first weapon. He still doesn't trust Stahn or Nortur, but he's learning to respect them at least as fellows in combat. He has acute sight and hearing.
Attributes: Agility 8(X), Dexterity 9(C), Endurance 5(C), Strength 6(C), Reason 7(C), Perception 6(A), Spirit 8(B), Presence 7(C)
First weapon: Scimitar (+5)
Celeste was born to the hard streets of Relgoth, the corrupted city located within the Blue Wastes. Her parents she never knew as her father and mother were slew by Dark Knights soon after the Blue found out of this Solamnic Knight spy amidst his territory.
However, the child that resulted from Sir Owen, Knight of the Rose and the fair elven beauty, Raellaenia, lived on. She was taken by the Dark Knights after the murder of her parents and brought up to become part of that dark army. For all these years, she has been one to believe the lies that the Knights of Takhisis have fed her, she has believed that it was Solamnics that killed her parents instead of the "proud" and "honorable" Knights of Takhisis. She was a mere squire for a time, but soon enough her other skills began to show through. She was assigned to a man known only as 'Blackblade', through him she was to learn the subtle ways of a spy and would soon become what the Dark Knights had seen in her.
She stayed with him for six years, up until the age of fifteen. Looking back on it now, he seemed to be the only father figure in her life and although he was often-times strict with her, it seemed as though he treated her as though she were a daughter to him. He really didn't share the views that she had seen instilled in other dark knights either, he seemed almost to despise the knights as they had "fallen from grace" as Blackblade once put it. Soon came the time for her training period to end and his final gift to the one that he called 'daughter' was a silver medallion with an onyx gem in the middle. She left the next day, back to Relgoth and those that she hadn't seen for so long.
She came back to Relgoth, seemingly with much more guile and cunning, but also with the confidence in herself that she had a decision in what she would do with her life. She was ready to continue the last of her training to become a true Knight of Takhisis, which was still a few years off. However, within days, her world was shattered and that around her was broken.
She got word of the execution of Blackblade from Neraka. This shook the very foundations of that which she knew, such as it was that he was the one who shaped her beliefs and strong will.
She was deemed unfit for duty for the few days afterward and soon began having these strange dreams. She dreamt of a noble knight from the lands of Solamnia and an elven woman that must have come from the green forests of Qualinesti. She does not remember what she saw exactly in those dreams, but suddenly it seemed that the veil of lies that the dark knights had draped upon her had been torn from her and allowed her to see the light of truth.
Within that week, the Heroes of the Heart soon arrived to save those that were doomed to become dragonspawn. They shattered the fortress known as the Bastion of Darkness and with that Celeste saw that her place was not among these foul knights, so she left. Fleeing to the south over the sands of the wastes, she arrived in Solamnia with the help of the desert barbarians that she had encountered.
At the age of seventeen, she stayed in Solanthus with Sir Arkhel, an aged Knight of the Rose. He took her in after hearing of her story and has been thus far hoping to convince her to start on the road to becoming a Solamnic Knight. She is truly grateful for the generosity that he has shown her, and hopes to repay him someday, but the life of a knight is not what she wishes for.
She went south into Abanasinia and joined with the Legion of Steel, apprenticing to Lady Azshara Kiljaril of the Citadel of Light. These two may commonly be found on the Citadel grounds, or in the town of Schallsea. At the Citadel they stay usually, Lady Azshara stays has decided to take Celeste here so that she may learn of the art of mysticism in a better learning environment, also because it isn't such a bad place to stay at either!
Celeste has a quarter of elven blood in her and thus has slightly pointed ears, not very, but they are noticeable. She has long red hair, usually keeping it up on all but formal occasions and stands at 5". Celeste's facial features are considered quite attractive by most, with a small pert nose and large blue eyes. She tends to keep herself in fit condition, never forgetting the training that she had through the dark knights, and looks to be around 19. She has two acute senses: sight and hearing.
Attributes: Agility 7(D), Dexterity 8(C), Endurance 6(D), Strength 5(C), Reason 6(B), Perception 7(A), Spirit 7(B), Presence 5(B)
First weapon: Soris (+3)
Tearfire was born in Kendermore in the few years before the Chaos War, and if having been born into such a chaotic was wasn't bad enough, by the time that he was but seven years old, the Great Dragon Malystryx unleashed her might upon the poor residents of Kendermore. As the kender soon took flight from their homeland, many of them managed to live through the efforts of Hero of the Lance, Riverwind of Que-Shu. His parents however, didn't live. His mother and father killed in the battle with the ogres, Tearfire was taken by relatives on the long road to Hylo. It was in Hylo that he lived mainly, but as he turned seventeen in the autumn of 14sc, he felt a strange calling to him. He wondered if this was that wanderlust that his other kender friends experience, but he knew that he was different in certain ways from other kender. Soon enough though, he took off from Hylo and ventured south, onto the isle of Southern Ergoth. He was able to sneak onto a ship and soon enough found himself on the sea. After a slight argument with the captain and a bluffed blackmail, Tearfire soon enough found himself on that icy island. Soon enough, he wondered what in Krynn he was doing, traveling through a rugged landscape such as Frost's newfound realm. Knowing that he may as well try and get out of the frigid lands, he decided upon traveling south, in a hurry. That didn't save him however, unused to the temperatures and not that strong in the first place, he fell to the cold and battering winds.
He found himself to be alive however, days later it seemed as he was in a small cave with a Kagonesti bundled in furs by his side. Still weak from the cold, Tear didn't have the chance to speak much, but even if he did, he wasn't too sure on communications though. He was carried from the glacial area soon enough by the wilf elf and found himself within the woodlands of Southern Ergoth. The name of the wilder elf he was Laughing Gale, this he was able to discern through speaking goblin with him. As time went on in the forestlands of Ergoth, he learned the language of the Kagonesti and was able to join with the wild elves there. He learned the ways of living in the wild and became a ranger under Laughing Gale's tutelage and was the only kender ranger on the whole isle. They've been friends since then and still are, even with the threat of Frost attacking the forestland and the Solamnics and wild elves preparing to battle him.
Before Tearfire came to Southern Ergoth and the green lands of the Kagonesti, he had another name obviously. He was given the name 'Tearfire' by the wild elves for what had happened to him, the shedding of tears in the raging fires of Malystryx. 'Starglow' was of his own imagination, he decided that he starting a new life, like the birth of a star and so now goes by this name. Tearfire has traveled through the lands of Abanasinia and through Solamnia a bit, but never has he returned to Hylo or any other area of kender. He feels that most of them are too different from him and thus has been staying mostly with the Kagonesti throughout his life. Currently he lives in the wilds of the woods with the elves that saved his life and seemed to give it a new meaning.
Tearfire has access to the school of geomancy and sphere of animism, these he learned from the Kagonesti Shamans on Southern Ergoth. Tearfire also gains a trump bonus to all Pe actions that involve sight or hearing. As a kender ranger he gets a trump bonus to gain surprise while outdoors, but different from the yeoman role, he never gets a trump bonus for avoiding surprise. He isn't subject to the -3 penalty to being indoors, but when underground it he is penalized.
Tearfire is a slender kender who's tall for his race. Standing at four feet and weighing slightly over seventy-five pounds, one might mistake him for a short elf. Tear's iris are colored a strange red and he has golden-brown hair, which hangs down to the tips of his pointed ears as he doesn't wear it in a topknot. He has burn scars along his back and some on his chest, but they don't seem to be too noticeable when in the winter as he bundles up a little more. Tearfire keeps with him a black wolf named Leifien, this noble animal has been with him for the last few years and is ever loyal to him and those that he calls friends.
In former ages, people used to call "Druids" both Nature deities priests or heathen priests, false gods' believers or druids from other AD&D worlds. Now, while the power of the heart is been spread through all Ansalon, thanks to the Citadel of Light and other enlightened hearts, the druids are back to Ansalon, fighting for nature and living in peace in Krynn's forests. Druids dress in a very distinctive way, looking very rustic in their brown or green robes. They usually have long beards (men) or hair (women). They are men and women that live apart from the world, using their gifts in Balance's sake.
A Druid is, actually, a mystic gifted with Animism and/or Alteration. Just a handful mystics from the Citadel of Light choose to follow the druid way, therefore many druids discovered their abilities by chance. A Druid is a calm, attentive and healthy person, so he/she must have at least 6 in Spirit, Perception and Endurance. It is required some special abilities to be a druid - good senses and inner peace are carved in a druid soul, so his/her codes must reflect this, having at least B in Perception and Spirit. Druids have very good health, but they can't either wear heavy armor, or wield any Sorcery school, so C is their maximum ability code in Endurance and Reason. A druid must have Animism or Alteration Spheres, while the other Spheres are chosen by the player. Dwarves, Elves, Half-elves, Humans and Kender can be Druids, but humans, elves and half-elves are more suited for this role.
A druid receives trump bonus while using Animism or Alteration Spheres, in actions with animals or searching for rare herbs or vegetables. It counts as Herbalist skill, in case of Skills usage featured in "A Saga Companion". It reflects, in game terms, druid affinities with nature.
On the other hand, druids can never get trump bonuses for Necromancy or Spiritualism Spheres, because they are connected to life itself, and these Spheres reflect death aspects. Druids never receive trump bonus while trying Presence actions in the city, or with those not accustomed with natural environments. They are also responsible by all living things near their havens - all plants and animals should receive attention and protection. Druids living near desolated regions, as Malys' Desolation or Gellidus' domains, must fight the Great Dragons and try to restore the former natural balance.
The Specialist Sorcerer
In the Fourth Age, there were three magical orders - each one ruled by a god of Magic. The Order of the White Robes was guided by Solinari's good magic; the Order of the Red Robes was commanded by Lunitari's neutral magic; and the Order of the Black Robes was ruled by Nuitari's evil magic. These three order, although sisters in magic, had no other connection among themselves. They used to keep the Towers of High Sorcery and to protect magic, hunting those who didn't join any order, the rogue wizards (or mages). Among these men and women, there were the specialist wizards, users of forbidden techniques to master one School of magic instead of that schools chosen by a certain Order.
In the Fifth Age, the specialist sorcerers reappeared after the discovery of Krynn's new magic, the Sorcery. They are men and women able to wield a certain school with mastery, but they gain some penalties while dealing with other schools and/or mysticism. A specialist sorcerer is a devoted and intelligent person, therefore having at least 7 in Reason. They seldom can practice physical tasks and weapon training besides their diligent studies, so their Strength is limited to a maximum of 5. While they must cast sorcery spells to be a sorcerer, a specialist sorcerer needs at least a B code in Reason, while their lack of training causes them to have a maximum code of C in Strength. Gnomes and Humans can be specialists.
During character creation, the player names a sorcery School. From that point on, that is the School the hero mastered, and it can't be changed. A specialist sorcerer receives a bonus of -2 in all difficulties and magic costs while trying to cast or resist a spell from the School he mastered, because of his/her familiarity with that kind of magic. He/she also considers all cards (except Dragons) to be trump when casting spell from that School.
But a specialist sorcerer receives two penalties: all spells he/she casts but those from his specialized School receive a penalty of +2 to all difficulties and costs. When trying to resist a spell that is not from his/her favorite School, a specialist sorcerer receives a +2 penalty to difficulty. Also, no card he/she plays while casting other spells beyond those he/she is a specialist with is ever trump.
The Dwarven Tunnel Builder
During the Fifth Age, Thorbardin, even closed to strangers, is helping the Qualinesti elves in their fight against Beryl and the Knights of Takhisis by digging tunnels connecting their realms. To build reliable tunnels, the High Thane summons the tunnel builders, dwarven architects especialized in making safe ways and terrain identification.
To be a Tunnel Builder, a hero must be a dwarf. No other races have the required talents to identify soil types and possible cave-ins as the mountain dwarves. Hill dwarves are not so able to plan and build reliable tunnels, and therefore they may not be allowed to take this Role, unless they receive a special training to do so. Endurance, Strength and Perception must be at least 6 each, and Agility and Dexterity may have 8 as their maximum values. The maximum code allowed in Reason is B, and a Perception code of C or better is also necessary for a dwarf who intends to be a Tunnel Builder.
A Tunnel Builder receives a +2 bonus on all underground actions, even in combat. This reflects his/her ability in explore the environment resources at his/her will. Tunnel Builders consider all cards in actions as detecting secret or concealed doors, locating underground rifts, possible cave-ins or water sources, finding the directions in a tunnel and other actions related with the undergrounds as trump. However, no cards played in water situations as sailing or swimming are considered trump, and Tunnel Builders receive a penalty of -2 in open field actions.
The Centaur Wrestler
The centaurs value their skilled warriors. Mastering the use of bows and the arts of fighting are essential attributes to a young male centaur, especially during the Age of Mortals. But the traditional ways of fighting are still considered important, and the centaur wrestlers are the masters of these combat arts.
To be a Centaur Wrestler, a hero must be a Centaur. No other races have the strength and the speed to execute the complex fighting maneuvers and techniques a centaur wrestler uses. Endurance and Strength must be at least 8 each, Perception should be at least 7, and Reason must have 6 as its maximum value. The maximum code allowed in Reason is C, and a Dexterity code of A is also necessary. As all centaurs, the code for Endurance must be X.
Centaur wrestlers receive a trump bonus when attacking with bows; they also receive trump bonuses to soothe horses and to fight on unarmed combat. They never receive trump bonuses for spellcasting or other missile weapons that are not bows. They can use special fighting maneuvers to drag a foe to the ground or to knock out a target by making a Challenging (12) Strength action, resisted by the foe's Endurance. Charging attacks are always trump for Centaur Wrestlers.
The Desolation Scout
It is needed more than only luck to survive the harsh environments of the Desolation. Kender and humans alike learned that lesson as their lands were corrupted by Malystryx in the dawn of the Age of Mortals. Now, living in a place which the closest comparation would be the Abyss, the wandering tribes of kender and humans rely on their scouts to keep them alive.
A Desolation Scout is a man or woman trained in the arts of finding water and safe shelter in the arid lands, how to treat the most common diseases in the area, the beasts that inhabit the terrain and how to destroy them. They have high endurance to the hard conditions of the land and they are capable experts in survival tactics.
To be a Desolation Scout, a hero must have an Endurance and Perception value of 6 or higher, and Agility must be at least 8. The maximum code allowed in Endurance is C, and a Perception code of B is also necessary. The Desolation requires agility to overcome obstacles, and armors are a setback in such warm and mountainous environment. Keeping an eye open for every detail is also important, and that is why a high Perception is important.
Desolation Scouts receive a Trump bonus for any card played in actions to follow tracks and survival actions in the Desolation, such as looking for safe shelter, food and water. Tests to identify animal tracks and poisonous plants are also always trump for Desolation Scouts. However, Desolation Scouts are very afraid of dragons and their fearsome powers, because they have seen the terrible things Malys caused to their homeland: no card played while resisting Dragonawe is ever Trump. Desolation Scouts also were raised to resist the heat of the Desolation and therefore they are very vulnerable to cold weather: no card played in cold environments or even in temperate winters is Trump for Desolation Scouts. This can be a problem in places like the Icewall or even during Solace's mild winter.
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