Prev   Next   Contents

Prologue

"Victory rarely comes without a considerable cost," the mariner said, finally breaking the silence.... "I'm going to honor Shaon and Dhamon - by continuing the struggle - whatever the cost."

- Rig's reflections on loss,
The Dawning of a New Age

In the Fifth Age of Krynn, Fate calls to the Heroes of the Heart: The mariner Rig Mer-Krel, afraid of nothing - except his true feelings; Ferilleeagh Dawnsprinter, Kagonesti elf and foe of all Great Dragons; Dhamon Grimwulf, a warrior trying in vain to put his past behind him.

These are only a few of the figures featured in The Rising Storm, the precursor to this adventure. In that scenario, which paralleled Jean Rabe's novel The Dawning of a New Age, each hero found himself tested in ways he'd never expected.

Heroes Old and New

In the course of their fight against the Blue Dragon, the Heroes of the Heart may see new companions take the place of old. This Prologue describes not only the familiar Rig, Peril, and Jasper, it also introduces two new heroes: the Silvanesti elf Ladine and the afflicted kender Pax. Of course, players may continue with the other heroes from The Rising Storm, such as Dhamon, Blister, Raph, and Shaon of Istar, if the story permits.

Rig Mer-Krel

Description    Human male (barbarian), mariner role
Demeanor Roguish (7 )
Nature Clever (3 )
Reputation Adventurer (Quests 5, Hand 4)
Social Status Guildsman (Wealth 5)
 
Agility    8C
Dexterity    5A
Endurance    9C
Strength    7C
Reason    5D
Perception    5A
Spirit    4C
Presence    4B
 
Melee weapon Sabre of renown (+9)
Missile weapon Fang (+2)
Armor Padded silk (-1)
Shield None

"Rig is just a nickname, but it suits me. I picked it up as a kid doing odd jobs on the docks in Sea Reach. I've been a sailor - ever since I celebrated my twelfth birthday by stowing away on a ship. The home I left was not a happy one, but I joined a much larger family - the brotherhood of sailors. Now I'm in my mid-twenties and the helmsman on the Wind Chaser, which runs between New Ports in Abanasinia and the island of Schallsea.

"Steering this overgrown ferry in the relatively calm waters of the New Sea doesn't entirely suit my tastes - I'd much rather sail the open sea - but at least it's a job that involves seamanship. I'm at my best when I have salt water in sight.

"About two years ago, I was second mate on a pirate ship. We'd board other ships, steal them, and put the crews ashore. It was a lucrative business until our captain became overcautious. He began avoiding vessels that might be armed, and he started limiting our stays in port because he was afraid the authorities would recognize us. The lack of action and the lack of loot made the crew restless.

"I should have quit then, but I agreed to be part of a mutiny. I was to be first mate after we had seized the ship and beached the captain. I liked the captain, but I, too, was bored, and I didn't see much difference between stealing the captain's ship and what we'd been doing all along.

"The mutiny was bloodless, but when we rowed the captain ashore, the crew killed him - on orders from the new captain, they said. I never got over seeing a man I had once admired lying dead in the sand; it made me wonder what had happened to all those other sailors we had 'put ashore.'

"I jumped ship at the first opportunity. Shaon, a bright-eyed lass I had taken under my wing, tagged along. I'll go back to the sea some day, but not as a pirate. Perhaps I'll become a smuggler - I wouldn't mind depriving a dragon overlord of a few steel in taxes."

Game Information

As a mariner, Rig (7 ) enjoys a trump bonus for any action he attempts involving combat at sea or an act of seamanship. When engaged in land combat, however, he suffers a -3 action penalty.

Rig is always ready for a fight. Beside his two primary weapons, he wears several concealed weapons: a weighted sash that looks like normal clothing, two daggers in his boots, and two more hidden under his shirt. He wears a fancy hat with a garrote tucked into the headband and conceals razor-sharp blades in the soles of his boots. He even wears a dagger-shaped earring that doubles as a lockpick.

Rig enjoys acute eyesight and taste - no one will ever get a poisoned meal past him.

Appearance

Tall and muscular Rig has brown skin and short, dark hair that mark him as an Ergothian. He favors bright, flashy clothes.

Jasper Fireforge

Description    Male Neidar dwarf
Demeanor Decisive (3 )
Nature Honest (2 )
Reputation Champion (Quests 7, Hand 5)
Social Status Gentry (Wealth 6)
 
Agility    6B
Dexterity    5C
Endurance    7B
Strength    7A
Reason    6D
Perception    5B
Spirit    8A (64)
Presence    7B
 
Melee weapon Battle axe of fame (+12)
Missile weapon Crossbow (+5)
Armor Scale armor of renown (-8)
Shield Horse shield of distinction (-6)

"I'm Flint Fireforge's nephew. That's right: Flint Fireforge, Hero of the Lance, was my uncle. It seems that fate has cast the Fireforges as saviors of Krynn, or at least of Ansalon. Now it's my time to be a hero, and I'll do my best to fill the role Fate has cast for me.

"I've inherited my uncle's tolerance for other races, particularly elves and kender. Don't laugh - Uncle Flint's best friends were Tanis Half-Elven and Tasslehoff Burrfoot. I know elves are a bit full of themselves, so I just let them walk around with their noses in the air. Why should I let myself be offended by their behavior? I also don't understand why other people get so upset when kender are around - can't they appreciate a kender's quick wit? I'll admit that I seem to 'lose' things more often when there's a kender nearby, but that's never a problem, because the kender always find my things for me. It would be rude to call a kender a thief or demand my property back: Harsh words are for enemies, not friends.

"That's a truth I learned from Goldmoon, First Master of Mysticism. I'm a student of hers at the Citadel of Light on Schallsea. Not only is she my spiritual instructor, she's a personal friend of mine. She even saved my life once, back during the Dragon Purge, before anyone even knew what mysticism was. I just might be the first person in Ansalon ever to benefit from mystic healing.

"The world is lucky to have Goldmoon around - she's brought the gift of healing back to a world that has lost it twice now. The power of her spirit has made her an ageless beauty, at least to my eyes (I understand that less enlightened folk see her differently). Goldmoon is a wonderful teacher, and I never tire of working under her guidance. I could happily spend all my days studying with her, but, she has reminded me that I have more important work to do and ought not spend all my time at the Citadel."

Game Information

As a dwarf, Jasper (2 ) enjoys resistance to poisons and sorcery in the form of a trump bonus to any actions to counter a poison or block a sorcerous attack.

Jasper can employ three spheres of mysticism: healing, mentalism, and sensitivity. In addition, he has an acute sense of smell.

Appearance

Though well into his middle age, Jasper has a jovial nature that makes him seem much younger. He keeps his reddish-brown hair and beard neatly trimmed, as befits a dwarf of his station.

Ferilleeagh Dawnsprinter

Description    Female Kagonesti elf
Demeanor Curious (2 )
Nature Wild (1 )
Reputation Adventurer (Quests 6, Hand 4)
Social Status Commoner (Wealth 3)
 
Agility    6D
Dexterity    6B
Endurance    4D
Strength    7B
Reason    7A (49)
Perception    5A
Spirit    6A (36)
Presence    6C
 
Melee weapon Broad sword (+6)
Missile weapon Long bow (+6)
Armor Leather (-2)
Shield Kite (-2)

"I'm usually not one to take sides in an argument. Even among my own people, the wild and independent Kagonesti, I've always been a loner. I enjoy solitude, and I admire - even envy - wild creatures. They live free of the constraints of society. Animals have pure motives: They are never treacherous and kill only for food, taking just what they need. And, for all their purity, animals also know how to enjoy simple pleasures. Overall, I would prefer a solitary life in the wilderness with them to just about anything else.

"Now, however, I've gotten myself involved with one of the greatest struggles ever to face Krynn: the battle between mortals and the Great Dragons. I know how to pick enemies, don't I?

"I love the wilderness and would sacrifice anything to save it - even my life, fighting those affronts to nature, the Great Dragons. The White Dragon, Gellidus, has transformed my home isle of Southern Ergoth into a vast glacier: All it took was the touch of Frost to turn a land of temperate plains and forests into a polar desert. I have nothing against polar deserts, but I want them to stay where they belong: at the poles!

"Other colored dragons have wreaked similar havoc in the territories they have claimed. Where are the metallic dragons? Why aren't they playing their role in maintaining the balance on Krynn? Everyone in Ansalon wants these questions answered. I have made it my job to seek those answers - and a way to thwart the chromatic dragons' schemes.

"I try not to let my grim task keep me from enjoying the wonders I see around me, however. There is beauty almost everywhere you look, from the simple grace of a butterfly to the crisp geometry of a dwarven building. Whenever I find myself somewhere I haven't been before, I can't help stopping to drink in all the sights, sounds, and smells."

Game Information

As an elf, Feril (6 ) is skilled with a sword and perceptive in woodland settings. Any card she plays to resolve an attack with a sword or to resolve a Perception action in a forest environment becomes automatic trump. However, like others of her race, Feril can seem haughty to non-elves. Therefore, she never enjoys a trump bonus to resolve a Presence action involving a non-elf. (Cards played to resist magic are an exception.)

As a Kagonesti shaman, Feril can employ three schools of sorcery: pyromancy, geomancy, and aeromancy. She also can cast spells from three mystic spheres: animism, alteration, and healing. Her two acute senses are sight and hearing.

Appearance

Feril is beautiful, tanned, and wildly exotic. Her brown hair falls in waves to her shoulders, like a lion's mane. Even though she has not recently been among her people, the Kagonesti, she proudly wears the strange and colorful tattoos of this race of wild elves. Feril bears a tattoo of an orange and yellow oak leaf on one cheek and another of a red lightning bolt across her forehead.

Ladine Dralathalas

Description    Female Silvanesti elf, displaced noble role
Demeanor Bigoted (7 )
Nature Reserved (1 )
Reputation Adventurer (Quests 4, Hand 4)
Social Status Commoner (Wealth 3)
Aristocracy* (Wealth 7)
 
Agility    7C
Dexterity    9A
Endurance    8C
Strength    6B
Reason    8B (64)
Perception    7B
Spirit    5C
Presence    7C
 
Melee weapon Long sword (+7)
Missile weapon Arbalet (+9)
Armor Leather (-2)
Shield None

* The social status and wealth score in italics are Ladine's standing in Silvanesti.

"I come from the long line of diplomats in House Advocate. Immediately after the War of the Lance I served my queen, Speaker of the Stars Alhana Starbreeze, in negotiations with the Qualinesti and Kagonesti to ensure fair treatment of Silvanesti refugees on Southern Ergoth. Later I worked long and hard to clear up the misunderstanding that led to my liege becoming a dark elf - in vain, of course.

"It was a long and distinguished service to the Tower of Stars, and it came to an end twenty years ago when I discovered that I could not return to my beloved Silvanesti, recently restored through the efforts of Porthios of Qualinesti and Speaker Alhana.

"Somehow, someone has encased my homeland in a magical shield that nothing can penetrate. Even my teleportation powers prove useless against the Silvanesti Shield.

"I have spent the past twenty years trying to unlock this mystery. Some of my brothers and sisters have sought aid from humans, which I refuse to do. My years among humans and the Kagonesti savages have granted me an appreciation for these races, but I refuse to show weakness before them. I will stand by them in their struggles against the dragon overlords and even aid them on their personal quests. But my isolation from my beloved land is my plight alone."

Game Information

Ladine has an elf's skill with a sword, which offers her a trump bonus for attacks with that weapon. Likewise, her excellent elven perception in the forest gives her a similar bonus to woodland Perception actions. She remains aloof toward other races, which means she never receives a trump bonus in Presence actions involving non-elves. (Cards played to resist magic are an exception.)

Her role as a displaced noble allows Ladine a trump bonus to imitate her former rank. She has contact with various Silvanesti elves also trapped outside their homeland, who can lend her aid. However, other such exiles know of her loyalty to Alhana Starbreeze and seek her death (once per quest).

Ladine can employ spells from the sorcerous school of summoning and has an acute sense of eyesight.

Appearance

Ladine carries herself with an icy formality, accentuated by her pale gray eyes set within a white, expressionless face. She wears her long, silvery tresses in a series of complex braids, a typical fashion among Silvanesti nobles.

Par Killburn

Description    Male afflicted kender
Demeanor Domineering (9 )
Nature Realistic (7 )
Reputation Adventurer (Quests 4, Hand 4)
Social Status Commoner (Wealth 3)
 
Agility    9D
Dexterity    7B
Endurance    5C
Strength    5C
Reason    7D
Perception    8B
Spirit    3X
Presence    7B
 
Melee weapon Hoopak (+4)*
Second weapon Stiletto of distinction (+3)
Armor Leather (-2)
Shield None

* Weapon introduced in Heroes of Steel.

"You know, I get really tired of the way some people treat kender. But my mother did warn me. She told me that the world outside Hylo was a rough place and that I would spend half my time out here running from stupid humans who consider kender thieves and fair game from their nasty bigotry. Well, in the few short years I've been away from Hylo, I've realized how right she was. I've also decided I'm not going to take it anymore.

"The Great Dragons drove her and my father away from Kenderhome when I was still just a baby. Sometimes when I lay awake at night, I think I can hear the roar of the dragon who destroyed our home. Someday, I'm going to kill that dragon - that's why I took the name 'Killburn.'

"I want to explore the world and I want the Great Dragons gone, and no human, elf, or anything else I meet is going to tell me I can't. I know I'm not going to change the world, but at least I can make things a little easier for any kender who might follow in my footsteps, as my reputation grows.

"Don't get me wrong. I like other people. I really do. Sometimes I get lonely and bored and just want to talk to someone. I try to be friendly, but more often than not they just treat me like garbage - telling me to get lost, calling me a thief, or even trying to run me out of town.

"But I've taught more than one human to have more respect for kender. And I'll teach the same lesson to all the others who get in my face. If only more people could be like Jasper, we could all band together and fight the dragons instead of each other."

Game Information

As a kender, Pax enjoys a trump bonus for covert actions such as hiding, climbing, and moving noiselessly. He has acute eyesight and a short concentration span, like others of his kind.

Not surprisingly. Pax carries with him a collection of pouches stuffed with the odds and ends he's picked up. Unlike his fellow kender, he does not typically feel a need to check out someone else's pouches and pockets. However, when he does wish to make use of the infamous kender handling ability, any card played for him is trump.

Appearance

Pax favors dark clothing and wears his blond hair cropped close to his head. His face, though as expressive as any kender's, generally stays set in a dour or defiant expression.

Prev   Next   Up