Finkle of the Green Robes
Once I wore robes of white,
Nature Sense, Resist Nature's Lure, Summon Familiar, Sylvan Rites (Rite of Leaf-Speech, Rite of Life-Speech)
Bluff +5, Concentration +4, Craft (basketweaving) +5, Craft (trapmaking) +5, Handle Animal +7, Heal +5, Knowledge (arcana) +10, Knowledge (nature) +14, Listen +7, Profession (herbalist) +5, Spellcraft +9, Spot +7, Survival +10
Alertness, Lucky, Education, Self-Sufficient, Track
Common, Magius, Sylvan
Sorcerer Spells Known (6/7/7/7/4; spell save DC 13 + spell level).
Staff +7 melee (1d6 + 3/x2)
Bracers of Armor +4, Ring of Animal Friendship, Staff of the Woodlands
Special: Green Robes (with gold and brown oak leaves along the hem). Finkle's robes function as a sylvan cloak (see Dragon Compendium, p. 141 - 142).
Finkle is a strange fellow, looking older than his sixty-odd years. He has long, white hair with a beard, and dry, sun-wrinkled skin. Finkle is always seen in his green robes. Finkle will talk at length to anyone who will listen to his lessons.
He has a unique view of the dragon overlords. He was glad to see Malys perish since he felt she was a plague sent to destroy Krynn. He is sad to see Beryl die, since he felt that she did good by helping to regenerate the wonders of the world.
In the Age of Despair, Finkle was a White Robe of minor distinction from the city of Tarsis. He was known among the trappers and horse merchants as an amiable fellow who used his magic to help those truly in need. He was boisterous and pleasant, and was often found carousing and telling tales at local inns.
Finkle became a shattered man when the gods disappeared after the Chaos War. He was present for one of the random acts of destruction during the war when minions of Chaos caused the ground to open up and swallow a group of mages, including many of his closest friends. He was so taken by surprise that he didn't manage even to begin casting a spell to save them – and then it was over. He blamed himself for their deaths, and when his wizardly powers stopped working, he believed it was punishment for his failure to act, not understanding that Takhisis had stolen the world away from the gods of Krynn.
Finkle was not seen again until 25 years later. Then, in early 408 AC, a merchant driving his wagon across the Plains of Dust came upon a weather-beaten figure seated in the middle of the road, wearing green robes, displaying the power of sorcerous magic. The merchant offered Finkle a ride across the desert.
Finkle would say very little to those who knew him about what happened to him in the past 25 years. He claimed to have been in communion with the gods, particularly Solinari. According to Finkle, Solinari had told him that people had become too wasteful of the gifts the gods had left for them, that the creations of the gods (the world, plants, animals, and even the intelligent races themselves) were vessels which contained everything the people would ever need. It was supposedly Solinari's wish that people use those gifts rather than destroying the world through greed, hatred, and war.
No one believed Finkle until the old man called down a frigid wind and created a sudden snowstorm out of a clear sky. He said that Solinari no longer wanted the people to worship the gods, but Krynn herself, and those who did would find their eyes opened to new powers, wondrous and magical. Many still doubted his story, but no one could deny that he had somehow regained some of his lost magical power.
In fact, Finkle was the first person to use Wild Sorcery publicly. Not even the Palin Majere and his associates at the Academy of Sorcery could understand how Finkle, alone in the desert, had unraveled the secret of the new magic fully three years before the Last Conclave. They didn't believe that Finkle communed with Solinari, but it was obvious that someone or something gave him insight into the magic of Wild Sorcery.
Finkle has wandered the Plains of Dust in the realm of Duntollik for years, doing what he could to help this parched land, and preaching his quasi-religion to anyone he meets. Everyone who spends any length of time with him believes him to be quite mad. From time to time, he has taken on apprentices, teaching them magic, and then telling them to make their way throughout the lands of Krynn..."letting ignorance out and Solinari's word in."
After the return of the gods, Finkle was forced to face his own inner demons. With Solinari's return, he had to decide whether to rejoin the Wizards of High Sorcery, or continue his work as a sorcerer. Finkle decided that he was able to do much more good as a sorcerer than he ever would have as a wizard, opting to keep his green robes over his old white robes. He has come to accept that it was not Solinari who he spoke to, though his memory is a bit hazy on who taught him the wild magic. Some theories suggest that it might be the huldrefolk or the scions, while others suspect that Takhisis had come to him disguised as Solinari. Whatever the case, Finkle stands as a champion of Krynn herself, using his sylvan magic to help in her healing.
In Your Campaign:
Prior to the War of Souls, Finkle may be encountered preaching his quasi-religion. Since the return of the gods, he no longer preaches the "word of Solinari," though he does teach lessons on keeping Krynn green. He could be used as a teacher for a sorcerer. Any sorcerer taught by Finkle should understand that he is quite talented, but he's also quite mad. Finkle typically travels on his own, and rarely in the company of others.
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