Presenting Our Heroes...

The party has undergone several changes throughout its fifteen-or-so year history (which our characters perceive as six) - details of the main protagonists are listed below.

Click on the name or image of any party member below to find out more (listed in order of joining the party)

Lana - Drewen - Threy - Karnus - Vasily

 Lana  Drewen  Threy  Karnus  Vasily

Or simply scroll down...




LANA BUDANTER
Lawful Magic-User, Eleventh Level

STR 8, INT 18, WIS 10, DEX 11, CON 9, CHA 16

hp 30, AC 7
"Court Lady" of Karameikos
Expert with Dagger

General Skills:
Alertness (11), Healing (18), Magical Engineering (18), Alternate Magics (18), Persuasion (16), Cooking (18), Karameikan Law & Justice (10), Knowledge of Rockhome History (18), Forest Lore (18), Knowledge of Dragons (9 - is currently at half rank having been swapped for Etiquette under our new rules)

Languages:
Thyatian, Alignment (Lawful), Dragon (Gold dialect), Elf (Calarii dialect), Goblin (Dymrak dialect)

Spellbook:
First Level: Read Magic, Magic Missile, Light, Floating Disc, Protection from Evil,
Amber Shards*, Shield, Read Languages, Detect Magic, Fog Cloud, Airy Messenger, Drift
Second Level: Mirror Image, Web, Knock, Wizard Lock, Levitate, Detect Invisible, Phantasmal Force*, Continual Light, Elemental Cleaner
Third Level: Fly, Lightning Bolt, Hold Person, Haste, Budanter's Discontinuable Radiance*, Infravision
Fourth Level: Confusion, Growth of Plants, Polymorph Other, Ice Storm/Wall of Ice, Charm Monster
Fifth Level: Conjure Elemental, Teleport, Hold Monster
Sixth Level: Anti-Magic Shell

Magical Treasures:
Dagger +2, Ring of Protection +2, Ring of Telekinesis, Flying Carpet
Bag of Holding, Blanket of Defence, Crystal Ball, Beady Eye
Wands of Cold and Secret Door Detection, Scroll of Protection from Elementals, Scroll of Read Magic (x2), various potions

Background:

A native Karameikan - her mother a Traladaran healer and her father a Thyatian merchant - Lana grew up in Glaston, a village half-way between Krakatos and Rugalov on the fringes of the Dymrak Forest in south-eastern Karameikos. When her mother died during Lana's teenage years her father placed her into the care of a wizard named Valtanivark in the town of Threshold. Determined to prove her worth and possessing a keen intellect, Lana quickly familiarised herself with the ways of magic and began adventuring with friends to boost her abilities.

Having little magical prowess through her early career and despite her physical weakness, Lana relied on her dagger skills to defend herself. Lana's capabilities have grown since then as she now commands a considerable repertoire of spells and items, including several of her own creation.

When her master was murdered by a former apprentice, Bargle the Infamous who also firebombed the Flying Ferret Inn run by Lana and her companions, Lana vowed revenge and sought support from the Order of Tarastia in Thyatis City. To level the playing field between Lana and the more powerful Bargle, Lana was granted use of the Staff of Lucinius, a magical relic created by the first king of Thyatis. The Staff was confiscated by Empress Eriadna after Lana absentmindedly revealed the Staff's true nature to an Alphatian official. Whether the Order of Tarastia will exact retribution for Lana losing the Staff remains to be seen, however the threat of Bargle still needs to be dealt with.

Lana was awarded the noble title "Court Lady" by Duke Stefan Karameikos after defending the inhabitants of Threshold against Bargle the Infamous and his bugbear minions

After long deliberation Lana has decided to settle outside Glaston where she hopes to defend her fellow villagers against the perils of the Dymrak, the Iron Ring slavers and any invaders from Thyatis. Choosing to anchor herself in her homeland is not without regret, as Lana delights in travelling abroad and enjoying the commodities of more progressive societies such as Glantri and Alphatia.

An accomplished cook, Lana intends to found a fine-dining restaurant in Glaston in the hopes that travellers from other civilised lands might visit Karameikos. Besides gastronomy Lana has interests in fashion, monster lore, all dragon-related matters and her elderly pet giant ferret named Whiskers. She also has a pet black bear named Grunt.


DREWEN "the Mighty" GOLDENHAMMER
Lawful Dwarf, Ninth Level

STR 14, INT 9, WIS 9, DEX 11, CON 15, CHA 14

hp 58, AC -1 ?
Expert with Warhammer

Magical Treasures:
magical dwarven platemail "Drewen's Armour" +2 ?, magical warhammer +2, ring of fire resistance,
jade ring of Controlling Statues (very limited power), potion of Heroism

Background:

Drewen began play as an easy-going, placid young dwarf, a happy exception to the typical stereotype of the grumpy and angry dwarf. He shares the dwarven love of gold, warm fires and drinking - until recently, all of these pastimes could have been indulged in Drewen's role as barkeep of the Flying Ferret Inn in Specularum. Over time, however, Drewen's laidback attitude has been stretched due to the often rash and unorganised nature of his human companions.

Drewen's clan was scattered to the four winds a generation ago when a red dragon invaded their ancestral home, intent on stealing the dwarves' riches to expand its hoard. Drewen's father singlehandedly slew the beast but died of the wounds he sustained. The clan subsequently fell apart - now residing in parts of Karameikos, Darokin, Rockhome and even further afield. Who knows whether the clan will ever find a means to reform and achieve its former glory.

Drewen has found himself adopting a paternal role in the party - the mediator, the voice of reason and most notably the one who can repeatedly hit things until they stop moving. Drewen has on many occasions bailed his companions out of trouble - against ghouls and mummies in particular, in addition to many other generally unpleasant and dangerous foes. Having said this, Drewen gets offended by the mistaken belief that he is invulnerable to harm and the continuing assertion that should some fell monster rear its head, the first course of action should be to throw Drewen in its direction!

Beneath the hardened exterior still lies a warm-hearted and kind young dwarf, as experienced in battle as any other dwarf of the Realm, whose personal gold reserves would surely now rival that of any other dwarven kingdom in the Known World. In recent adventures, Drewen has laid claim to a sceptre, an orb and a golden throne worth thousands of gold pieces - only a crown is missing.

Long may the reign of "King Drewen" continue!

Update:
Drewen recently uncovered the remnants of his clan, spread across much of Darokin, Karameikos and Rockhome, and rescued this last group from the clutches of a sadistic red dragon. The two-hundred-strong clan is currently encamped around the city of Kelvin, awaiting the construction of Drewen's stronghold in the northern Altan Tepe mountains.




THREY
Cleric of Neutrality, Eighth Level

Threy recently underwent a crisis of faith after being abandoned by his Immortal patrons in a time of need. After roaming the wilds of Karameikos, Threy has been taken in a by a new Neutral faith whose identity remains vague

STR 9, INT 14, WIS 16, DEX 6, CON 14, CHA 6

hp 30-something, AC not sure
Skilled with Mace

Languages:
Thyatian, Alignment (Neutral), Hogboblin, Orc

Magical Treasures:
Mace +1, Platemail +2, Shield +2, Elwyn's Mace of Life-Draining, Rod of Cancellation, Scarab of Protection, Ring of Weakness, clerical spell scroll and several potions

Background:

Threy began play as a surly and unlikeable individual, happy to lead his fellow adventurers into grave danger at any prospect of personal gain. Despite a clash of personalities in the group, Threy found direction alongside his lawful companions and stuck by Drewen and Lana through the early levels of their adventuring careers. Threy was not destined to follow a Chaotic faith as his abilities often were often used for healing and restoration, effects which most advocates of Chaos would have loathed to invoke as frequently as Threy did.

Since Threy did not adhere to the path precribed by his Patrons, for a short time he was denied use of spells. However, his Patrons saw fit to spare the cleric's life in his fight against the black dragon Falaryx - Threy felt the words of a healing spell come to his lips, which when uttered with his dying breath prevented an unpleasant demise.

Threy was reminded of his mortality in the Lost Valley of Hutaaka by the ancient fiend Kartoeba, when his powers abandoned him. Threy died in the maw of the beast, and the faith of his companion Vasily was needed to return him to life. Following this episode Threy aimlessly wandered the wilderness of Karameikos seeking a new direction, a purpose to which he might pledge himself, but alone in the emptiness nothing came.

Threy returned to Specularum and began drowning his sorrows each night in the Flying Ferret Inn. No solution seemed accessible - were his clerical abilities lost forever? At last the answer came when Threy rediscovered a sense of belonging by his companions' sides, fighting in a ruined hutaakan dungeon outside Threshold. He found purpose in the company of others, knowing that he could lend his individual abilities to those of a group to achieve a shared goal. His powers soon returned to him. Threy has re-emerged as a cleric of Neutrality. His new Immortal patron, whichever that might be, has not yet identified itself. Threy has spells and turning ability once more, but at what personal cost remains unclear.

Threy won acclaim during the party's travels through the Five Shires, when the unpredicable cleric took it upon himself to slay the chieftain of the Broken Toe orc tribe at the Siege of Ringrise in Highshire, in addition to rescuing a number of hin from burning buildings and marauding orcs. For his valiant efforts the cleric was proclaimed a hero of the Shires.

Update:
More recently Threy discovered the truth behind his origins, when he met his long-lost twin brother. That story can be read here. Also during this quest Threy consumed a potion of longevity, reducing his age to 21 and healing some of the horrific scarring which he had sustained from his many near-death encounters.

Further Update:
Shortly after meeting his brother Threy disappeared from the Known World - unknown to the rest of the party he was transported by the Powers of Neutrality to a mini-plane known as "The Observatory". There, the mysterious Olmundvar groomed Threy to replace him as overseer of the Observatory. Ultimately however Threy was found lacking and was returned to Mystara, though far from his homeland in the great western wasteland of Sind. There, he was apprehended by the forces of the Master of Desert Nomads but managed to escape. He now wanders the wilderness alone, evading his pursuers and hoping to rejoin civilisation.


KARNUS PERDISSIUM
Neutral Mage, Tenth Level
Wizard of Glantri

 the blue-robed mage - with Staff of Hutaaka

STR 10, INT 16, WIS 10, DEX 13, CON 10, CHA 10

hp 25, AC 7
Expert with Quarterstaff

Magical Treasures:
Crystal Ball with Clairaudience, Ring of Survival, Jade Ring of Controlling Hutaakan Statues, Elven Cloak, Ring of Protection +1, Stone of Commanding Earth Elementals, Staff of Hutaaka (unique magical treasure), Staff of Commanding, Wand of Secret Door Detection, Wand of Metal Detection

General Skills:
Alchemy, Sleight of Hand, Escapology, Magical Engineering, Riding: Griffon, Quick Casting, Prestidigitation, Premonition (plus Hypnotism - might be an innate ability rather than a skill)

Languages:
Thyatian, Alignment (Neutral), Traladaran, Hobgoblin

Spellbook:
First Class: Read Magic, Charm Person, Hold Portal, Magic Missile, Read Languages, Shield, Detect Magic
Second Class: Invisibility, ESP, Phantasmal Force, Perdissium's Perpetual Agitator*, Mirror Image, Knock, Wizard Lock, Continual Light, Levitate, Mana Shield, Rainbow Strike
Third Class: Dispel Magic, Fly, Fireball, Clairvoyance, Invisibility 10', Haste
Fourth Class: Charm Monster, Wall of Fire, Hallucinatory Terrain
Fifth Class: Cloudkill, Wall of Stone, Spell Turning

Background:

Born to an impoverished family and raised in the crowded streets of Specularum, Karnus developed talents such as escapology and sleight of hand before his magical aptitude was identified and he enrolled at the Wizards' Guild as a pupil of Master Teldon. As his magical career has progressed, Karnus has displayed particular affinity for magics which affect the mind, such as charm and illusion, in addition to a possessing a natural flair for alchemy.

Fluent in both Thyatian and Traladaran, it was Karnus who acted as translator go-between during the party's exploration of the Lost Valley of Hutaaka. When the party discovered that nation's foremost treasure, a unique and semi-intelligent magical item known as the Staff of Hutaaka, the Staff attuned itself to Karnus' will, forming a bond which will last the duration of the wizard's life. Since unlocking the Staff's power Karnus has uncovered numerous Hutaakan settlements and might one day return to claim the Lost Valley as his own.

Rationalising that Karameikos had little more to offer him in the way of magical instruction, Karnus took leave of his countrymen and embarked on foot to the mountainous wizard nation of Glantri where he enrolled as a student at the Great School of Magic. There, after not long, he submitted to a perilous graduation test. Details of what the test involved remain shrouded in secrecy, however Karnus appears to have emerged victorious over whatever obstacles stood in his way. The accolade of becoming a wizard of Glantri exacted a price however, as to Lana's eye Karnus appears to have aged over a decade in no more than several months. Karnus seems to be in no doubt that the price was worth paying, as he now has increased abilities such as swifter spellcasting and a strange new ability to entrance others into following his will.

Karnus has established strong connections in Glantri, and has identified with the philosophy of Rad in particular - a path of contemplation which is said to lead to spiritual enlightenment. He considers his loyalty to the Wizard Princes to be of greater significance to the connection he retains with the land of his birth. That said, Karnus was instrumental alongside Teldon and Lana in the negotiations which led to the treaty between Alphatia and Karameikos which established the latter's position of independence in the war known as "Wrath of the Immortals". After the treaty was concluded, Karnus lingered in Sundsvall for a short while but could not set aside his longing to return home to Glantri City. Once returned, he found to his shocked dismay that a clutch of vampires had moved into his abode.

Karnus' ward and companion in Glantri City is the half-dryad Betula; he was also responsible for tutoring a traladaran apprentice named Ireshka who chose not to accompany Karnus to Glantri and has instead returned to lessons at the Wizards' Guild in Specularum.



VASILY BONDARENKO
Lawful Cleric of Halav (Church of Traladara), Eighth Level

STR 10, INT 11, WIS 16, DEX 12, CON 12, CHA 15


Skilled with Warhammer

Magical Treasures:
Holy Warhammer +1, Staff of Healing, Magical Platemail +2, Bag of Devouring,
clerical spell scroll, possibly a potion.

Background:

Having begun play as a mildmannered young Traladaran undergoing the "Shearing" phase, Vasily has undeniably become the child prodigy of the Church of Halav. Born into the slums of Karameikos, his family thought best to place the young male into the care of the Church for his teen years, during which time the young acolyte was granted a vision by the traladaran Immortal Halav himself! This vision led Vasily on a quest northward, where he was told he would find companions worthy enough of accompanying him on his holy mission, and who would be prominent in the young cleric's later destiny... Thus it was that Vasily met the 4 other party members, with whom he has stayed close friends throughout the duration of the past 2 years.
In little more than a year, the cleric has risen from the lowly ranks of acolyte to the grand prestige of becoming a Bishop of the Church of Traladara ... by the age of 19 years old!

In his relatively short (so far) adventuring career, Vasily has seen more combat and warfare than perhaps any other cleric of his age to be found in Specularum, Karameikos or perhaps the Known World?? He has helped felled vast tribes of goblinoids such as goblins, orcs and gnolls, all the bane enemies of his Church. Most recently it was Vasily who entered singlehanded combat and slew the evil hobgoblin warchief Vlakk of the Dymrak Forest. Thus the young cleric's warhammer has had little rest from its service in the name of King Halav, ancestor of the Traladaran people.

Despite regular absence from the party through the demands of his Church, Vasily remains on excellent terms with his fellow party members. Most notably with Lana and Drewen, one might say, since all 3 members of the party share a overly enthusiastic preoccupation for the thrills of hand-to-hand combat!

Vasily hopes in the near future to found his own branch of the church, a monastery perhaps where he can school eager young novices (like himself only a couple of years ago!) in the ways of combat, prayer, and how best to uphold the glory of Halav. Vasily might place this church somewhere close to Lana's tower, both bordering on the perilous Dymrak Forest, where young clerical novices and apprentice magic-users might accompany one another on early quests.

Update:

Vasily is currently somewhere within the Principalities of Glantri, having undertaken a potentially dire mission of faith on behalf of his Church. Around a year ago the sage Aurellian bestowed an ancient map upon Vasily, purporting to show the resting place of an ancient traladaran artefact, a paladin's holy sceptre with tremendous power over the forces of the Undead. Its resting place? Within Boldavia, the northernmost and deepest part of Glantri, the land of wizards where clericism is forbidden on pain of death. Still, on the instruction of his Church's Patriarch Vasily ventured forth, appearing in Selenica via teleport and thereafter setting forth on foot through Darokin and into the Principalities. We can only hope for the cleric's safe return home.


Other noteworthy/one-time members of the Party

Canerzon
(Human fighter, Male, Neutral alignment, ring of invisibility)
Original member of the party, and now second in command of the Threshold Town Guard. This fearless (if mildly dimwitted) fighter saved Lana's skin in particular on numerous occasions (amid Rezgale's Ruins and the toppled remains of the Church of the Blue Star among others) but given his commitment to defending the people of Threshold was unable to accompany his friends on their quests to further afield.

Otto
(Human thief, Male, alignment unknown)
The party's thief, native of Threshold, staunchly traladaran and hell-bent on one day becoming the personal cause of Duke Stefan's eventual downfall. Journeyed with the party on only a few occasions. Current whereabouts unknown.

Scaramon (RIP)
(Human fighter, Male, alignment unknown)
An immensely musclebound fighter hired by the party to accompany them on a dangerous mission into the lair of the Bonebreaker Orc clan. Scaramon lost his life defending the party from the clan's ogre. Both man and ogre exchanged simultaneous deathblows and fell together from a bridge into a subterranean river.

Betula
(Half-human, half-dryad, Female, alignment unknown)
'Rescued' by Karnus from a mysterious island situated between mainland Thyatis and the Isle of Dawn, Betula's mother gifted her the power to ensorcel men's minds and hold sway over plantlife. Being only young at present (scarcely yet out of her teens) and under Karnus' tutelage the dryad's powers will surely only grow over time.

(NOTE: Karnus has one other apprentice - the traladaran maiden Ireshka)

Whiskers and Denkris
Lana's and Drewen's pet giant ferrets respectively. While Whiskers has now grown old (since being found four years ago in the basement of a chaotic temple on the party's second ever quest) and a law unto himself, his son Denkris has been painstakingly trained by Drewen and is a paragon of obedience. Denkris came about when Whiskers vanished from the Flying Ferret Inn one night, made his way to a dock-side warehouse and encountered a female ferret who had escaped from a travelling animal show.

Grunt
The party's newest addition - a baby black bear cub rescued from evil forest imps during Lana's 'clearout' of part of the Dymrak. Grunt is currently accompanying the party during their travels through Alfheim, and is receiving training from the traladaran Dmitriov.


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perilous quests and fearsome foes,
dashing dwarves and the treasures of long-forgotten kingdoms?


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