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previously at
DUNGEONS & DRAGONS
a Dragonlance
chronicle

Chapter 13
When last we left our adventures...

With a good time spent in Vingaard, the Companions broaden Appleton's business ventures at the same time
sussing out details of the realm's mock-trial of Sir Loren Knight of the Rose, their friend and Leige Lord of
Knightlund.

Captain Zodeoz, newly inducted Hellknight, discovers the safehouse set for the traitor who has Indicted The
Paladin falsely of the Murder of his first wife and her newborn child - Dagaard Keep's own Priest of Paladine the
once loyal healer, Istvan!

The High Justice of the Rose had conferred with the magic user - Highmage of Vingaard's Doom Spire. The Spire,
Tsandol Shurn, would house the witness until Sir Loren's head would be cut from his neck!

The Minotaur Brogmir the fighting magic user, would see this to an end, reuniting at the Spire with the young Witch
Tasha, returned from her tutelage with The Queen of Many Colors' Temple of Neraka. Climbing the spinning stair
some 600ft upward - the Elven Necromancer Boris noted the Lore-Spire was strangely sparse, unlike when he
attended in Black Robes...

Meanwhile, both Zodeoz and Commander Brightstone held fast within the city below the bright halo of "the
Companion Mishakal's Gift"....
Soon they would be called to the top of the Spire - both by very different means. Zodeoz by the Fizban the
Fabulous was a befuddled old mage who suddenly came to "take the field"... and Brightstone by pact making
Prince of Lords Graz'zt!

Atop the Spire of Lore and Doom, Highmage Andras Rannoch seemingly uncaring about this protected witness -
withdrew called down a curse upon the tower:

"You think you have won! You have nothing! The gates of this Tower will remained closed and its halls empty until
the day comes when the Master of both the Past and the Present returns with power!"

And he lept from a tower window, impaled upon the Tower's gate. With his death, the curse fell upon the Tower and
the beautiful tower became black and twisted. The Companion Halo dimmed for a moment!

And now, unhiding themselves creeping from the last library atop the Spire - a quorum of fiends, directed by a
chain master devil called this and these artifacts theirs! As the devils attack Brogmir, Boris and Tasha - Brightstone
and Zodeoz appear from a hidden Gate with 5 draconic heads from where formerly unseen Lances....
DRAGONLANCES - longbthought never constructed hang!!!

The Devils are winning!

NEXT at DUNGEONS & DRAGONS!


Chapter 14
Saturday, 6:30
KEVIN'S HOUSE

ARE YOU GAME?!??


QUEST CHECKLIST:
- Meet with Reya Mantlemorn and Gideon Lightward, leader of the Hellriders in Elturel. Witness their failed
negotiation with the High Duke Ulder Ravengard.
- Hunt for cultists of the Dead Three in the outskirts of Elturel while the negotiation continues.
- Defeat the cultists.
- Witness the fall of Elturel.
- Jump two tendays later when the characters arrive at Baldur's Gate led by a note they received from Reya
Mantlemorn who says she knows who destroyed Elturel and seeks their help to get revenge.
- Meet Reya and Tarina at the Elfsong Tavern. Learn of the cult of the Dead Three under the bathhouse.
- Go to the bathhouse and hunt the cult of the Dead Three.
- Learn that the Vanthampurs are sheltering Thavius Kreeg, learn of the excavation of the shield of the hidden
lord, learn of Thavius's strange puzzlebox.
- Break into the Vanthampur villa, deal with Thavius, acquire the shield of the hidden lord, and acquire
Thavius's puzzle box.
- Head to Candlekeep and learn the fate of Elturel.
- Travel to Avernus.
Lord Soth’s Thirteen Skeletal Warriors
After Dargaard Keep was burned during the cataclysm, the thirteen knight devoted to Loren Soth became skeletal
warriors.

KNIGHTS OF SOLAMNIA
In the anonymity of the other death knights (their lack of speech, or inability to act on their own accord) is a part of
the tragedy of Soth. Namely that to blindly follow a leader can lead to problems just not for the leader but the
followers as well.
His skeletal warriors are the knights that remained loyal to him after his fall from the knighthood and were cursed to
serve him in undeath.
Interestingly enough, Krynn only ever had one death knight active at a time, so Soth was the only one until he went
to Ravenloft, Lord Krell became the other one after the Chaos War.
The original author of the monster, Nigel Morgan, meant for it to mimic the Ringwraiths.

KNIGHT OF SOLAMNIA
"Est Sularus oth Mithas."
"My honor is my life." -Oath of the Knights of Solamnia
The Knights of Solamnia stand as the greatest order of chivalry in Ansalon. Founded by Vinas Solamnus in 1775
PC, in response to a vision sent by Paladine, Kiri-Jolith, and Habbakuk, the Knights of Solamnia are dedicated to
the protection of Solamnia and Ansalon, service to the gods of Good, and above all to the ideals of honor. While
there have been examples of corruption and disgrace among the Solamnic Knights, they have also given rise to
some of Ansalon's greatest heroes, such as Huma Dragonbane and Sturm Brightblade.
The Measure divides the Knights of Solamnia into three orders--the Knights of the Crown, the Knights of the
Sword, and the Knights of the Rose.
Condidates for Knighthood: http://lexicon.dragonlancenexus.com/index.php/Knights_of_Solamnia

KNIGHT OF THE SWORD


Kiri-Jolith serves as patron to the Knights of the Sword.
The Measure of the Sword teaches the value of Courage, Heroism, and Faith as key components of the honorable
life. To the Sword Knight, life is a continual struggle against Evil, both in the world and within the Knight's own
heart. Courage is necessary to resist the terrors and temptations of darkness, while heroism involves self-sacrifice
and daring effort to force back Evil and aid the innocent and virtuous. It is from Faith, meanwhile, that the Knight's
commitment to what is right springs, as well as the strength that can sustain him when all else seems lost.

KNIGHTS OF THE CROWN & THEIR MEASURE


The Order of the Crown takes Habbakuk as its patron.
The Order of the Crown forms the basis of the Knights of Solamnia, providing the backbone of their armed forces
and the training group for young Knights. The Crowns are led by the High Warrior. The Measure of the Crown
establishes Loyalty and Obedience as the foundation of honor and of the Knighthood. Knights of this Order know
the importance of fealty to the Knighthood and to the ideals of the Gods of Good. True loyalty, the Measure
teaches, is fealty given freely to those worthy of it. Such loyalty forms the backbone of virtue and the bonds that
are the true strength of the Knighthood. Obedience is the brother virtue of loyalty, teaching a Knight to accept the
rightful authority of his superiors. Both virtues reflect discipline of the soul and temperance.
List of Skeletal Warriors

Madam seneschal Karadoc'ia, mistress of Estates.


1. Sir Wersten Kern, Knight of the Rose.
2. Sir Colm Farold, Knight of the Sword.
3. Sir Darin Valcic, Knight of the Sword.
4. Sir Derik Grimscribe, Knight of the Sword.
5. Sir Zander Vingus, Knight of the Sword.
6. Sir Kris Krejlgaard, Knight of the Crown.
7. Sir Meyer Seril, Knight of the Crown.
8. Sir Mikel Weiss, Knight of the Rose.
9. Warlord Khara Warbringer.
10. Duke Instan Westmeier.

The seneschal Caradoc


(commoner) the eager assistant and sychophant steward and clerk for Sir Loren's estates, his most devious,
cunning, corrupt and ambitious servant - everready to improve Loren's position and therefor his own - through
rumors, deception, slander and false witness to boost reputations. Not above blackmail of his own master. Very
obsessive with his looks, and only wore clothing of the best quality. He had short black hair

Sir Wersten Kern, Knight of the Rose


The second to join up under Loren in Fierswelt of 4 PC and became one of his most loyal and trusted knights.
Westen, a young warrior had the honor and privilege of riding with Sir Loren to assist in stopping the Kingpriest of
Istar from causing the Cataclysm.

Sir Colm Farold, Knight of the Sword


Very distinguished for his honor and bravery. He swears loyalty to Sir Loren in Fierswelt, 4 PC and became one of
his most loyal and trusted knights. Colm had the honor and prividge of riding with Sir Loren to assist in stopping the
Kingpriest of Istar from causing the Cataclysm.

Sir Darin Valcic, Knight of the Sword


Swore to serve the great Sir Loren. He journied on many adventures with the great Paladin, before the ultimate
betrayal. Following Loren's conviction, when Darin saw that his lord wasn't returning to Dargaard Keep in glory, but
was fleeing other Knights of Solamnia, he gave the order for the keep to prepare for battle. He then rode out on
horseback by himself, to try and stop the Knights that were chasing his lord. This slowed down the knigths from
catching Soth and allowing him to slip into Dargaard Keep, even though the knights didn't attack Darin.

Sir Derik Grimscribe, Knight of the Sword


Originally sponsored by Sir Loren to enter into the Knights of Solamnia. He hailed from a small village (Nolzar) in
the area of Dargaard Keep. He was only average in fighting skill, but he made up for that at being a good diplomat
and being a master at story telling. When his lord was condemned by the Knights of Solamnia, he along with the
other knights loyal, broke him free and ran back to Dargaard Keep.

Sir Zander Vingus, Knight of the Sword


Sworn to Sir Loren. He followed even when his lord turned from the teachings of the Knighthood and branded a
rogue knight by the Knights of Solamnia.

Sir Kris Krejlgaard, Knight of the Crown


Swore to serve Loren Soth. Even when Lord Soth was branded a traitor, he still assisted in freeing him from the
Knights of Solamnia and running him back to Dargaard Keep. Lord Soth has saved Kris a number of times,
including one instance where he was crossing the mighty Vingaard River, he fell from his horse and was only
saved when Lord Soth pulled him from the river.
Sir Meyer Seril, Knight of the Crown
From Caergoth, in Southlund, he swore loyalty to Sir Loren in Fierswelt, 4 PC and became one of his lord's most
loyal and trusted knights. One of the many reasons he followed was that he provided food to his family when
locusts descended upon their crops, destroying everything.

Sir Mikel Weiss, Knight of the Rose.


It was said that no man could best Mikel in a test of wits. Noted in Ravenloft novel - knight of the black rose. Isolde
falls in love with one of Soth's knights, a Sir Mikel. Sir Mikel is the most capable of Soth's knights and Soth
regarded Sir Mikel as a rival.

Warlord Khara Warbringer


A warlord that founded Throt shortly after the Cataclysm. He is known to have a bad temper. Throt is a Hobgoblin
and Human land that is located east of Lemish, south of Knightlund, and west of Estwilde.

Duke Instan Westmier


A minor Duke that lived outside of Throt. He got tired of being invaded by Throt raiders, so he gathered together
men and mercenaries to invade Throt. He disposes of the bandit rulers there and sets himself up as ruler of all of
Throt.

11. ?

12. ?

13. Sir Grayspawn, Knight of the Heart..


Isolde falls in love with one of Soth's knights, the most capable of Soth's knights and Soth regarded Sir Grayspawn
as a rival.
The backstory to the Dargaard Keep adventure in the Mists of Krynn, it says that Soth was tricked into thinking that
Isolde was having an affair with one of his knights who is named Grayspawn, Knight of Heart. Grayspawn was
very handsome and a massive flirt towards Isolde, so maybe he was a Sir Gawaine type knight who really loved
the ladies. (Him being known as the Knight of Heart sort of suggests that as well.)
Lady Korinne Gladria
1st wife, became pregnant through magical means. Loren murdered Korinne and the boy-child claiming they had
both died in childbirth.

*son*
child born of Korinne through magical means, it was deformed by magic.

Isolde Denissa-Soth
Silvanesti elf, follower of Mishakal - pledged to the service of Paladine, became pregnant just one month before
Korinne's child was born. Loren and Isolde were married six month's after the death of Korinne. During the
Cataclysm that Soth could have prevented had struck Krynn, causing a chandelier to fall from the ceiling, crushing
Isolde and Peradur. Trapped and dying underneath the chandelier, Isolde had managed to save their son and tried
to give him to Soth. The proud Soth refused however, condemning them both to death. With her dying breath,
Isolde called down a terrible curse on Soth, declaring that he would "live one life for every life lost" as a result of
the Cataclysm.

Peradur Soth
Infant half-elven son of Isolde, born two months after Loren and Isolde married.

Sir Peradur Soth


Loren Soth's great-great-grandfather.

High Justice of Palanthas


Loren Soth is summoned to Palanthas where a panel of Knights charge and find him guilty of the murder of
Korinne. Sentenced to death, rescued from public beheading by a group of his loyal knights who fled to Dargaard
Keep where he was then banished.

Mishakal: At Isolde's prayer, the goddess charged Isolde to tell her husband about the coming cataclysm and to tell
Soth to travel to Istar to prevent the Kingpriest from calling down the gods' wrath.

Elven Maidens
Takhisis's Silvanesti Elf minions who would talk poison into Sir Loren's ear - encountering this same group of elves
that had been traveling with Isolde when he first met her. The elven maidens told Soth that Isolde had been
unfaithful, and that their child was not his. Furious, Soth killed the elves and deserted his quest, riding back to
Dargaard Keep with murder in his heart.
The elven clerics became the banshees.

Leige Lord, Sir Holger Windsound, Knight of the Crown.

Lady Wandra
Sir Loren defended her honor when a former suitor cast doubt on her chastity.

Emirikol the Chaotic


One time adventure companion to Sir Loren.
THAVIUS KREEG
A priest of Torm, Thavius Kreeg is the High Observer of Elturel. Thavius is a hero to the people of Elturel having
saved them all when 50 years previous the land fell under the sway of a powerful vampire.
Through devout act and prayer, a magnificent orb of sunlight appeared about the city and bathed the land in its
rays vanquishing the undead.
Thavius recently invited Grand Duke Ulder Ravengard and High Priest Xavier to Elturel for the purposes of a
discussion around the tension between Baldurs Gate and Elturel.
The key events in this part are:
- There is a corrupt leader trying to doom baldur's gate just as elturel, stop her.
- (Reveal) Elturel is not destroyed it is in avernus.
- (Reveal) Elturel souls are Zariel's due to Thavius Kreeg’s betrayal.
- Get lulu and go to avernus.

GRAND DUKE ULDER RAVENGARD


SUPREME MARSHAL OF THE FLAMING FIST
Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme
marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four.
Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament
of Peers to back his election to grand duke. Upon ascending to the highest position in the city government,
Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by
far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only
concerns are the stability and prosperity of Baldur’s Gate, and he doesn’t trust any of the other dukes or anyone in
the Parliament of Peers to put the city’s interests before their own.

CAPTAIN ZODGE
The ‘rule with an iron fist’ kind of commander that’s focused on the crisis at hand, while trying to work it to his
advantage up the ranks, which tracks with the book.
Zodge was still sergeant meets macho man randy savage that elbow dropped old ladies and would throw civilians
money to them. Gave them a bag full of wedding rings when they left that he said to open up when they got to
candlekeep.
They loved him. There's something beautiful about an unrepentant POS. he even let a single tear roll down his
cheek as they left the city.

COMMANDER LIARA PORTYR


https://forgottenrealms.fandom.com/wiki/Liara_Portyr
Liara Portyr was the commander of Fort Beluarian (Chult) and the highest-ranking member of the Flaming Fist in
Chult in the late 15th century DR. She answered only to Duke Ulder Ravengard of Baldur's Gate. 000returing to
Baldur's Gate when Ravegard disappears.
To keep the party on their side though, when I introduced commander Portyr, I made her the competent conquering
hero type that calls him on his bullshit.
It's meant to push home the corruption that Thamrala is fostering in Baldur's Gate, the growing influence of
Gargauth from the shield and the crisis of the fall of Elturel and the loss of the leader of the Flaming Fist creating a
storm of confusion and greed.
When Porter returns to Baldur's Gate at the end of the story part there, the Flaming Fist is given a leader that can
reign in the violence and the players have helped with curbing some of the issues, meaning that the party helps
with saving Baldur's Gate from its fate.
You can have the players know the Flaming Fist usually isn't this aggressive, if you want, but the crisis and the fact
they are struggling without a leader with the murders and all, is resulting in this issue.
THE DIVINE HAMMER
Kingpriest Beldinas founded a new knighthood, the Divine Hammer, to do his will, taking the place of the
Solamnics. The Hammer wiped out the last, hidden temples of evil, then began persecuting the neutral faiths as
well. They also fought several battles against the Orders of High Sorcery, which led to the destruction of the
Towers in Daltigoth and Losarcum in the Lost Battles, and the abandonment of the Towers of Palanthas and Istar.
Beldinas pressed his campaign against evil to the utmost. He brought back slavery as a punishment for the
church’s enemies.
EDICT OF THOUGHT CONTROL "Araifas"
The Kingpriest asserts that evil thoughts constitute evil acts, and declares that his clerics are to employ ESP spells
in an increased effort to rid the world of evil. Priests use renegade mages to read people’s minds.
He issues the Edict of Thought Control, empowering spies called the ARAIFAS search the minds of his subjects
for dark thoughts. He even turned the HAMMER on followers of the other good gods. In the end, he thought
himself wiser than Paladine himself, and decided to force the god to rid the world of evil.
This was beginning of the end. There were chances to turn things back, but none bore fruit

THE VANTHAMPUR FAMILY


I imagined it like Tyrion and Cersei Lannister. A family so hostile that conspiracy and backstabbing are second
nature. In fact, I picture Thalamra a lot like Tywin. It sets up how dysfunctional the family is. Thurstwell is filled with
jealousy for his brothers, amrik for being the favored son, and mortlock gets to run the whole cult thing despite
being the village idiot. Is it really farfetched to believe that he would have mortlock killed so that his mother would
have to let him run the show instead?
That kind of makes sense. The justification in the book is that they think he's a simpleton and an abomination. But I
think that's pretty weak. Also, being stuck in a dungeon with murderous cultists surrounded by sewer water doesn't
sound particularly fun. I'm guessing that's why Mortlock was given that job in the first place. True but thurstwell is
stuck in the mansion. He doesnt know about how grimey the sewers is, he just wants to prove himself better than
amrik. From thurstwell's point of view, he is the devil summoner with his imp army, yet Mortlock was chosen to run
the operations, and Amrik gets all the love. It must be maddening. The brothers have no love for each other and
this is the starting point to clue the players in on that so that they might use the sibling rivalry to gain access to the
vanthumpar villa.
“Boy, it sure is quite the coincidence that the elder brothers’ attempt to off Mortlock just *happens* to come as the
party is in the dungeon.” I don’t like coincidences in my story, so I dug from there. What it came down to for me
was, the elder two were planning to frame Mortlock for the Dead Three activity; make it look like he was the one
who set up their operations in a plot against his mother.
So Thurstwell was behind Tarina getting the bathhouse info; he knew she was indebted to Zodge, and expected
her to turn it over to him right away. When she didn’t, they discovered her connection to the Uncivil Serpent, and
waited to set things in motion until that ship came to dock. The plot was to have Vaaz and his four lieutenants
kidnap Morty and leave his unconscious body where the Fist could find it. Amrik would then hide some cooked
books in Morty’s room showing how he was embezzling the funds. (Vaaz goes along with it because he believes
the Dead Three leadership are too complacent and wants them to be at all-out war with the city.) But Mortlock is
tougher than they expected, which is why he’s still up and fighting, with 4 of 5 cultists dead at his feet, when the
party finds him.

DUKE THALAMRA VANTHAMPUR


A member of the Baldurs Gate Council of Four Duke Thalamra Vanthampur is known for her acid-tongued, shrewd,
and aggressive behavior.
Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years
wallowing in obscurity, repairing and renovating the city’s ancient sewer system. One promotion after another
followed until she was named Master of Drains and Underways. By then, she had been married three times and
given birth to three sons (Amrik, Mortlock and Thurstwell).
Her lifelong goal has been to lift herself and her family out of the sewers and into high society.
Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four.
Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most
politically savvy council member.

When you encountered Mortlock Vanthampur in the dungeon beneath the bathhouse you learned that the Cultists
of Bane, Myrkul & Bhaal are in the temporary employ of his mother, the Duke. To pay for the services large sums of
money stolen are being delivered to cultists.
Information from Tommy the Imp suggests that the Duke and Thurstwell are Devil worshippers.
For reasons unknown the Duke is seeking the shield that is contained within the family crypt of Klim Thione-Hhune.

AMRIK VANTHAMPUR
Second son of Duke Thalamra Vanthampur a money lender known to work out of the Low Lantern Tavern.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/amrik-vanthampur

MORTLOCK VANTHAMPUR
The hulking brute Mortlock is one of three sons that belong to Duke Thalamra Vanthampur half of Mortlock’s face is
heavily scarred and his disfigurement gives him a fearsome countenance.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/mortlock-vanthampur

THURSTWELL VANTHAMPUR
Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his family and his
enemies.
https://baldursgatedescentintoavernus-2.obsidianportal.com/characters/thurstwell-vanthampurr

THE OATH AND THE MEASURE

"Est Sularus oth Mithas." ("My honor is my life.") Oath of the Knights of Solamnia.

THE OATH is the code by which all Solamnic Knights must live.
THE MEASURE is the set of rules by which a knight lives his life, giving instruction on how to live the Oath.
thirty-seven 300-page volumes. The Measure spoke of faith, but did not mention the gods or any god by name.
- justice be sought in peace before using the sword.
- "In war, the spirit weighs three times heavily as the body."
- no knight should purposely insult another knight.
- a knight should support a superior in word and deed. Also, that it was inexcusable to refuse an order from a
superior.
- a knight should not kill an opponent unawares.
- a leader never shouts, never loses temper, never wavers or doubts, and never shows fear.
- a knight cannot retreat from battle no matter what the cost.
- not take life needlessly and to fight only in defense.
- According to volume 16 page 45, article 1, that trial by combat is the preferable recourse for matters between
individual knights.
- is unfair to battle another un-mounted opponent from a horse.
- No knight should interfere in a contest between two combatants.

- During a siege, a ritual declamation, demanding the surrender of the besieged forces, including any crimes
against them, must be observed daily. The ritual states that the commander of the force opposed to the besieged
to hold out his hands, and ask the leader of those besieged to surrender peacefully

The Knights of Solamnia stand as the greatest order of chivalry in Ansalon. Dedicated to the protection of
Solamnia and Ansalon, service to the gods of Good, and above all to the ideals of honor.

The Measure divides the Knights of Solamnia into three orders:


- THE KNIGHTS OF THE CROWN: loyalty and obedience. Loyalty should go to one's family, those opposed to
evil, just rulers in good standing with the knighthood, the Gods of Good (especially the patrons deities), and the
new patron goddess Shinare - of interaction, and goddess of wealth, industry, and commerce. She governs
negotiations, contracts, enterprise and partnerships.
- THE KNIGHTS OF THE SWORD: courage and spirituality. They are to act in the cause of good no matter
what the personal cost. Knights of the Sword should pay homage to their patron god, Kiri-Jolith - of honor, war,
glory, justice and courage. Some Minotaurs worship him.
- THE KNIGHTS OF THE ROSE: wisdom and justice. The most prestigious branch of the Knights of Solamnia -
providing leaders, lawgivers, and exemplars to the Solamnic Knights and the world, guiding others on the path of
honor by word and deed alike.
Paladine is the patron deity, the Platinum Dragon, the Valiant Warrior, and Draco Paladin, represents the godly
force of majesty and is the leader god of good in the world of Krynn. He sponsors the soul's aspirations to rise to
greater heights and to improve itself by following the example of others. He grants divine right to kings and rulers.

Military Units

Army

Company

8. GRAND MASTER OF THE ROSE Leopold Gwyn Davis.


8th rank [+13th lvl]
(c. 4 PC - c. 1 PC)
The Grand Master who put Loren Soth on trial for his crimes. Sir Leopold's fate after the Cataclysm is unknown,
but he was the last Grand Master until Gunthar rose to power over 300 years later. Following the Cataclysm, there
was no longer a Grand Master.

THE JURY:
The Lord High Justice and 6 other [10th lvl] Marshals Warrior Lord Officers in command of a Shield.

7. LORD HIGH JUSTICE OF THE ROSE Adam Caladen.


7th rank [13th lvl]
(4 PC - 1 PC) The High Justice during the time of Loren Soth's trial, and is unknown how long he held the
position. Second only to the Grand Master of the Knights of Solamnia, and serves as the head of the Knights of the
Rose.
The High Justice also has the knowledge how to stay in contact with the silver dragons that were living on Sancrist
Isle, via a small silver bell that needs to be rang and that no human can hear ring.
At full strength, this position would have command of:
THE ARMY:
45,000 men = 6 Quadrons.
[ 30_10th, 150_7th, 750_5th, 3750_3rd, 3750_2nd, 37500_1st ]
6 QUADRONS: 7,500 men = 5 Shields.
[ 5_10th, 25_7th, 125_5th, 625_3rd, 625_2nd, 6250_1st ]

HIGH CLERIST,
LORD YARUS DONNER OF THE SWORD
male Solamnic Knight of Solamnia, a member of the Order of the Sword, member of the Order of Clerists, and the
last High Clerist before the Cataclysm.
He was tall and had red curly hair and mustaches. The Donner family could trace its roots back to the founding of
the Knights of Solamnia and many were members of the Order of Clerists.
Yarus was a fan of khas and had The Khas Room constructed in the High Clerist's Tower early in his career.
High Clerist
Yarus was a powerful cleric and only cared about the good things he could do as High Clerist and not the power
that position gave him. It was because of Yarus, that Solamnia did what it could to stay out of Istar's laws without
opposing the Kingpriest.
Yarus was in Istar when the Lost Battles started. He was also in Palanthas during one of the last parts of the war
when Andras Rannoch cursed the Tower of High Sorcery in Palanthas, known then as the Lore-Spire.
The High Clerist eventually realized that not openly opposing the Kingpriest was a mistake, but it was too late. He
felt so guilty that on the Night of Doom when a divine messenger came for him he decided to remained on Krynn.
After that night he stayed in the High Clerist's Tower and only games of khas eased his troubled mind. He was
playing khas in the Khas Room when the Cataclysm struck. Yarus was killed by a pillar in the room falling on him.
Some knights believe there is a legend that Yarus will return when the knights have great need.

LORD LOREN SOTH


6. MARSHAL OF THE ROSE, WARRIOR LORD OFFICER
6th rank [10th lvl] in charge of
SHIELD: 1500 men = 5 Compgroups.
[ 5_7th, 25_5th, 125_3rd, 125_2nd, 1250_1st ]

5 KNIGHTS + Madam Karadoc'ia.


5. WARDEN OF THE ROSE, COMMANDER
5th rank [7th lvl] in command of a
COMPGROUP: 300 men = 5 Regiment-Wings.
[ 5_5th, 25_3rd, 25_2nd, 250_1st ]

5 KNIGHTS
4. CAPTAIN OF THE ROSE
4th rank [5th lvl] in command of a
REGIMENT WING: 60 men = 5, twelve men Companies.
[ 5_3rd, 5_2nd, 50_1st lvl ]

3 KNIGHTS (+ two 3rds)


3. STEWARD OF THE ROSE, SUBCAPTAIN
3rd rank, [3rd lvl] in command of a
COMPANY: 12 men = 2 knights- Steward & Sergent
[ a 2nd, a 3rd lvl, and 10 men-at-arms [1st lvl].
2. SERGEANT OF THE ROSE
2nd rank, [2nd lvl] the second-in-command of a company = (12 men).

1. a KNIGHT OF THE ROSE: man-at-arms [1st lvl].


LORD LOREN SOTH, THE KNIGHT OF THE BLACK ROSE.
(c. 50 PC - Frostkolt, 1 PC, also 421 AC).
Son of Aynkell Soth and an unknown woman. One dalliance with a human resulted in Argol Birdsong, and an affair
with an elf resulted in his daughter Alsin Felgaard. Aynkell had Argol and Alsin assassinated in Newkolt of 4 PC so
his son Loren wouldn't have competition for Knightlund.

Half-brother, Argol Birdsong. Argol Birdsong (? - Newkolt, 4 PC) was born through an affair between Aynkell Soth
and his mother who was unknown. He also had an unknown half-brother in Loren Soth. Argol was a bard with a
melodic voice who tended to sing in Kalaman at The Rose and Thistle. His love was Aristal.
His own father, Aynkell, ordered his assassination for being connected to the Soth family though Argol never knew
his family ties. Caradoc killed him with a dwarven hammer to make it look like dwarves killed him.

Half-sister, Alsin Felgaard. was a very beautiful half-elf born through an affair between Aynkell Soth and her
unknown elven mother. She did not know her half-brother, Loren Soth. She was a milkmaid on a farm near the
town of Villand, near Kalaman.
Her own father, Aynkell, ordered her assassination for being connected to the Soth family, though Alsin never knew
about her family ties. Caradoc killed her with a dwarven axe to make it look like dwarves killed her.

Fathered in Aynkell's various affairs, but they were both killed to prevent them from attempting to claim any of the
Soth family's holdings. The House of Soth was one of the ruling houses of Solamnia since the nation's founding.
After contemplating Mishakal's message, Soth agreed to the quest. With three of his most loyal knights, Wersten
Kern, Caradoc, and Colm Farold, as escorts, Soth set off for Istar to stop the Kingpriest. However, while on the
road he encountered the same group of elves that had been traveling with Isolde years before. The elven maidens
told Soth that Isolde had been unfaithful and that her child wasn't his. Enraged, Soth killed the elves, and rode
back to Dargaard Keep with murder in his heart.

SQUIRES OF THE CROWN


All those who would wish to join the ranks of the Knights of Solamnia must enter the knighthood as Squires of
Crown. All knights begin their training in the virtue of Loyalty. The candidate must be presented to a Knightly
Council and be sponsored by a knight in good standing of any of the three orders. The candidate swears an oath of
allegiance and to the honor and causes of the knighthood.
If there is no dissent amongst the council, the candidate is accepted as a squire. Questions regarding the
candidate's honor require interrogation of the candidate. If the question of honor is dismissed, the candidate is
accepted as a squire normally. If the question of honor is valid, the candidate is dismissed until the matter of honor
can be satisfied.

Candidates for Knighthood


To become a candidate for Knighthood, the man must,
1. Be from Solamnia
2. Must serve as a squire to a Knight
3. Must be presented by a Knight in good standing
4. Must face any challenge put forth by any Knight
Fizban the Fabulous was a befuddled old mage who suddenly showed up on Krynn during the War of the Lance.
Along with Tas, Fizban inadvertently triggered a defense mechanism that blocked the majority of the Red
Dragonarmy outside the fortress of Pax Tharkas, allowing the Refugees of Pax Tharkas to escape into the Kharolis
Mountains.
It was later discovered that Fizban was an avatar of the god Paladine. Through his friendship with the Kender.
Tasslehoff Burrfoot, other kender started to refer to the god of light as Fizban.

Fizban "The Fabulous" is a wizard. He is secretly the mortal avatar of the god Paladine. Though he is wise and
powerful he diguises his true purpose in the form of a clumsy and absent minded wizard.
During the Chronicles Trilogy Paladine helped the Heroes of the Lance indirectly through Fizban. The kender
Tasslehoff Burrfoot, one of the heroes, also became a close friend of Fizban.
Weis and Hickman later created a similar character in the Death gate cycle named Zifnab, although they assure
that he is completely different from the Fizban character that TSR owns the copyrights to.

Paladine is the Father of Good and Master of the Law, overseeing all things that are good. He is the leader of the
gods of good, as well as being the creator of elves. Paladine is the older brother to Takhisis and Gilean. He and
Mishakal are the parents of the gods Kiri-Jolith, Habbakuk, and Solinari. Paladine sacrificed his godhood during the
War of Souls and is now an elf who goes by the name Valthonis. He is the patron and creator of the good dragons.
Before losing his godhood, he was the patron of the Knights of the Rose, and though they do not worship him, they
still revere him.

==========

IGGWILV, THE MOTHER OF WITCHES


TASHA (Natasha)
Characterized as a selfish, evil-aligned magic user with much power and a penchant for sexual manipulation. She
is the creator of the fictional demonomicons.

She has many alternate names. On Oerth she has been called the Witch Queen of Perrenland and the Mother of
Witches. She is known as Louhi on one alternate Prime Material Plane world, and as Ychbilch on another. Those
close to her sometimes address her as Wilva.

Iggwilv is the adopted daughter of Baba Yaga.[1]

She imprisoned and seduced the demon lord Graz'zt, who sired her a son, Iuz.[1]

She is also the mother of the destroyed vampiress Drelzna.[17]

She is notorious for dealing with demons from the Abyss.[18][19][20][21][22]

She was at one time the apprentice of Zagig Yragerne,[1][23] and a member of the Company of Seven (as
Tasha).[1][24]

Iggwilv is a fierce enemy of the Circle of Eight.

Iggwilv is said to have once been named Natasha,[25][1] and it is under this name that she was "adopted" as a
child by the witch Baba Yaga. Under Baba Yaga's tutelage, Natasha grew into a talented spellcaster, and soon
became known as "Natasha the Dark,"[1] perhaps in contrast to another adopted daughter of Baba Yaga, Iggwilv's
"sister," Elena the Fair.
Tasha also served as a member of the Company of Seven, Zagig's adventuring band,[1][6][26] and developed the
spell Tasha's Uncontrollable Hideous Laughter.[1][25] Zagig and Tasha's relationship culminated in the
imprisonment the demon lord Fraz-Urb'luu. When Zagig was unaware, Tasha spoke to the imprisoned demon lord,
and learned many secrets. Shortly thereafter, Iggwilv absconded with many of Zagig's magical tomes, including the
Tome of Zyx, which she would later make additions to and rename The Demonomicon.

Iggwilv summoned and imprisoned the demon lord Graz'zt. She managed to seduce the demon lord into helping
her with her plans of conquest and went on to bear him a son, Iuz. At some point during or prior to this period of
conquest, Graz'zt gifted Iggwilv with a magical cloak of pit fiend hide known as Fiend's Embrace.

she assembled an army and attacked Perrenland from her base in the Yatils known as the Lost Caverns.

when Graz'zt escaped her control.[1] Graz'zt had suggested, maliciously, that Iggwilv bind Tsojcanth to use as a
living seal against the alarmingly spreading rift to the Abyss beneath Iggwilv's Horn. Iggwilv was caught off guard
when Tsojcanth fought back for the first time in years. Weakened by the battle, she was doubly unable to resist
Graz'zt's subsequent attack of his own. Iggwilv herself was forced to battle Graz'zt, just barely managing to slay his
earthly form, banishing him to the Abyss. As a consequence of this battle, Iggwilv's beautiful form was wracked by
magic and split into two hideous manifestations. Iggwilv was left shattered and powerless, enabling the native
Perrenlanders to defeat her forces and regain their nation. After the loss of Perrenland, little was heard from
Iggwilv for decades, and for a short while, she was presumed dead.[1][9]
In the 570's, Iggwilv had two prominent clashes with the Circle of Eight, who had sent adventurers to thwart her
plans. The first took place in the fabled Lost Caverns of Tsojcanth and ended with the destruction of her daughter,
the vampiress Drelzna. The second regarded her plans to bring a large number of fiends to Oerth, which was
thwarted by a band of adventurers (Warnes Starcoat, Agath of Thrunch, Franz Torkeep, Rowena of the Silverbrow,
Reynard Yargrove, and Rakehell Chert) who recovered the Crook of Rao from a magical demiplane known as the
Isle of the Ape.[23]
She last clashed with agents of the Circle of Eight in 585 CY when Warnes Starcoat employed a band of
adventurers to recover Tenser's clone from Luna. Iggwilv currently resides in a manor in the Gray Waste of
Hades.[29] Her current plans, if any, are unknown.

THE GRAY WASTE OF HADES


Abaddon, Hades, The Three Glooms, Hope's Loss or The Nadir.
Strongly neutral evil aligned plane of existence. It is one of a number of alignment-based Outer Planes of the
Planescape. Hades is the plane of origin of the yugoloth daemons. One symptom of this is the place's ability to
fade the colour from a character's clothes!
BAULDERS GATE story... [N]
Foggy, rainy, with clever water systems of subterrainian aquaducts undercity, musty milldew with sawdust and
gravel. Many interesting races. All faiths accepted and tolerated. Priates and Merchants of Waterdeep have
threatened...
Large crowded city state on continent, on coast. Crowded city of commerce and opportunity. Crime and shady
businesses.
Illithids attempted takeover as mastermind slavers prior...

UPPER CITY: Walled city in North.


LOWER CITY: Southern between wall and river.
OUTER CITY: Shanty Town outside city wall, little watched.

LORDS ALLIANCE, leaders - the COUNCIL OF LORDS a partnership of powers in west merchant cities formed to
oppose the:
- Black Network, mercenary band.
- Shadow Theives of Am, a seperative theives guild.
THE WATCH: Upper wealthy city watch, civil constables.
FLAMING FIST: mercenary band across other provinces.

FLAMING FIST- colder start


Duke Ulder Ravengard
When the Flaming Fist mercenaries recruit the characters to clear out the Cult of the Dead Three. Without their
leader, High Duke Ulder Ravengard, the Flaming Fists are nearly out of control. They're brutal, threatening,
unforgiving, and inconsequential to the plot.

HELLRIDERS - hot start,


REYA MANTLEMORN
The history of the HELLRIDER knighthood and the charge would be known to those families, but after the failed
retreat the shame lead most knighthoods families to not advertise it. Leaving out Zariel's name, saying it's been
lost to the ages (or perhaps purged after her fall became known) to play up the revelation that the archduke of
Avernus is the same being that the Hellriders betrayed solong ago... they would probably hail the Hellriders as
heroes from an ancient time, almost like a myth from a story book. Of course, Hellriders still exist and they take the
namesake much more seriously, but the common folk would look at them like Templars; valiant knights that struck
down evil and defended Elturel. Children would idolize them, but adults would look at it like a child's story
NINE-FINGERS KEENE
an NPC from Balders Gate (Murder?)... feel like so much potential here. My group is still in Baldur's Gate. They just
finished the dungeon of the Dead Three. We played LMoP before this, and a couple PCs have interesting
backstories that connect them with similarly shady figures and thieves' guilds. One or both could easily be wanted.
I'm toying the idea of Keene having a word with the party. She could have plausibly found out about them from
Tarina, who they helped, and could have heard through her contacts to be on the lookout for a certain tabaxi rogue
and a tiefling bard. Maybe she'd ask them for a favor, and offer protection in return.
I was desperate to have her hang as a sinister shadow when I ran Murder in Baldurs Gate, and to really make
Fruward the Nail into a thing, but then the only character with ties to the guild got written out and I had to let it go.
Unfortunately it didn't make sense that either of those characters would ever deal with the other PCs.
Maybe When they were looking for information about the dukes I had her as a "waitress" in the undercellar that
dropped information but then they could't pick her out of the crowd later. When they failed at apprehending Amrik
and became wanted, Nine-Fingers worked out some deals with the noble (Patriar) in the group to get some better
Guild access in upper city in exchange for a couple rings of disguise to help the people in the group that were on
wanted posters get around easier.

DROP FLAMING FIST ANGLE ??


Consider skipping the entire Flaming Fist angle to this chapter and instead have Reya Mantlemorn, the young
refugee captain of the Hellriders, ask the characters to hunt down the Cult of the Dead Three. Reya is currently in
hiding in the Elfsong Tavern since the disappearance of Elturel.
You can begin the first chapter with the characters meeting Reya Mantlemorn at the Elfsong Tavern along with her
seedy contact, Tarina, who knows the hidden location of the Cult of the Dead Three.
Reya believes the Cult of the Dead Three is responsible for the destruction of Elturel and wants revenge. She's
only partially right. The cult did help the Vanthampur family dig up the Shield of the Hidden Lord and hide Thavius
Kreeg who gave up Elturel to Zariel. But Eltrurel isn't destroyed and the cult wasn't directly responsible, Kreeg was.
The characters can learn of these things as they hunt down the cult underneath the bathhouse. They can learn that
Duke Thalamra Vanthampur herself has hidden Kreeg and is using him to perform a ritual using the Shield of the
Hidden Lord to do the same thing to Baldur's Gate, giving her full power over the city until it too descends into hell.

SKIPPING THE LOW LANTERN AND OTHER SIDE TREKS


If you want to move the story forward, you can skip the section on the Low Lantern and any other side treks in
Baldur's Gate. If, however, you enjoyed spending time in Baldur's Gate,
Otherwise we can skip a lot of what's going on in the rest of Baldur's Gate and head straight to Vanthampur Villa.

I recommend moving quickly through the events of Baldur's Gate so you can get to the fun meat of this adventure
in Avernus. Still, the story of this ancient shield is a fun one to weave into their exploration. Here are some secrets
and clues you can weave into the adventure as the characters hunt down the cult of the dead three:

- The Cult of the Dead Three excavated the Shield of the Hidden Lord six months ago by the Cult of the Dead
Three under orders of Thalamra Vanthampur. Since then Baldur's Gate has fallen into blood and deception.
- The Knights of the Shield were supposedly an honorable order of knights but actually committed terrible
atrocities under the guidance of the entity within the shield.
- The shield gave the knights information about future tyrants and threats years before they came into power.
The knights would murder children and destroy villages because the shield told them they were preventing much
greater evils.
- The shield had been entombed with the last of the line of Hhune in a sarcophagus lined with a metal that
burned when touched. Such metal prevents telepathic invasion.
- Thalamra Vanthampur gave the shield to Thavius Kreeg and both are sequestered away in Vanthampur's
vaults beneath her manor.
- These secrets are enough to keep the story moving towards the Vanthampur villa.

LORE OF THE SHIELD OF THE HIDDEN LORD


One fun story to weave into this section is the excavation of the Shield of the Hidden Lord from the Hhune crypts
beneath Baldur's Gate. As the characters question NPCs and cult members, they can learn that the Vanthampur
family hired the cult of the dead three to break into the cavernous tombs of the Hhune family, the family that formed
the backbone of the Knights of the Hidden Lord, and recovered the shield. Baldur's Gate's crimes and murders
grew exponentially when the shield was lifted from the strange sarcophagus from which it was lifted. The
sarcophagus, the characters may learn, was lined with some sort of strange warm metal that burned those who
touched it and prevented the entity within the shield from telepathically reaching out. Now that it is free, the shield
is like a poisoned seed in Baldur's Gate.
This whole story can be given out in a series of secrets and clues the characters discover during their investigation
of the cults under the bathhouse.

THE SHIELD, THE PUZZLEBOX, AND KREEG


Once the cult of the dead three has been dealt with, the characters should have three main leads to follow, all of
which point towards Vanthampur villa. They should learn that Thavius Kreeg, the engineer of the fall of Eltruel, is
sequestered away underneath Vanthampur villa along with a strange puzzlebox he brought with him and the Shield
of the Hidden Lord excavated from the Hhune crypt beneath Baldur's Gate.
With Reya Mantlemourn as their primary quest giver, the young Hellrider will send the characters to the villa with
the intent to kill Kreeg (whom she believes betrayed and destroyed Elturel), acquiring this strange puzzlebox, and
recovering the Shield of the Hidden Lord to remove it from Baldur's Gate. She tells the characters that she has a
friend in Candlekeep, a sage of the occult, who can tell them more of the shield and the puzzlebox once they
acquire it.
Laying out this primary quest so clearly helps move the whole story forward to chapter 2 but still gives the players
some agency by deciding how they want to infiltrate Vanthampur Villa.
VANTHAMPUR VILLA
Running infiltrations of villas is a great way to enjoy the bounded sandbox playstyle of D&D. The motivations are
clear: find Kreeg, find the Shield of the Hidden Lord, and find Kreeg's puzzlebox. If they saved Mortlock
Vanthampur in the dungeon of the Dead Three, the estranged son of the Vanthampurs can give the characters a
map of the upper villa to help them plan their caper. How the characters go about infiltrating the villa and
accomplishing these goals is up to them.
Good manor heists are awesome to run. We DMs don't know what's going to happen. We set up the situation and
help the characters accomplish their goals. Manor staff walk in at just the wrong time. Brothers betray brothers. All
sorts of fun things can happen.
The characters will end up in the sewers and chambers below the villa and face Kreeg, Thalamra Vanthampur, or
both. It's imperative that the characters deal with Kreeg, get the shield, and get the puzzlebox.

TO CANDLEKEEP AND HELL


With the puzzlebox and shield in hand, the characters and Reya Mantlemorn make their way to Candlekeep.
Candlekeep is a truly unique location in the Forgotten Realms and worth the time to describe to your players.

Sylvira's opening of the puzzlebox can be a bit passive when it comes to the characters. From the time they leave
Baldur's Gate to the time they show up in Elturel in Avernus, the players don't really have many choices or many
actions to take.

One way to give them something to do is to have some demonic ichor drip from the cube and cause spined devils
to burst fourth and attack while the cube is opening. They demand Kreeg and, when they do not get him, they
attack.

Before they leave Candlekeep, it's likely time for a quick shopping expedition. Give the characters the opportunity
to explore Candlekeep, look up lore, and shop for whatever they think they'll need in Avernus. Scented soaps,
clean handkerchiefs, chocolate, fine wine; things people in Avernus are going to love.

Convincing the wonderfully strange Traxigor to teleport them into Avernus could also be a fun roleplay scene, even
if the foregone conclusion is that he does it. Once he teleports the characters to Elturel and Avernus, he teleports
right back out again.

INTRODUCING GARGAUTH
One big question to consider is how to introduce the true voice in the Shield of the Hidden Lord, the demon lord /
demigod Gargauth. You could have Sylvira herself note the fiendish nature of the shield or you could let this burn
out slowly, giving the characters useful information and useful help enough so that they continue to stay with the
shield. A fiendish nature to the shield can offer some foreshadowing though. Once they learn the true nature of the
shield is the time when it should become indispensable to them. That's one of the first times the characters have to
make bad choices for a greater good and it won't be the last.
THE GODS OF DRAGONLANCE
Each have a constellation in the night sky or one of the three moons. When a god walks in the world among
mortals, that constellation is absent from the sky, which is a dead giveaway to the other gods.

GODS OF GOOD
1. Branchala (the harp), music, inspiration, bards.
2. Habbakuk (the phoenix), persistence, animals, rangers.
3. Kiri-Jolith (the bison's head), unity, strength, fighters.
4. Majere (the rose), discipline, dreams, monks.
5. Mishakal (the figure-eight), restoration, motherhood, healers.
6. Paladine (the platinum dragon), majesty, aspirations, leaders.
7. Solinari (the silver moon), magic used for good, wizards.

GODS OF NEUTRALITY
1. Chislev (wandering star/planet), instinct, natural world.
2. Gilean (the book), knowledge, librarians, scholars.
3. Reorx (a red star), creation, craftsmen, dwarves and gnomes.
4. Shinare (wandering star/planet), interaction, agreements, merchants.
5. Sirrion (wandering star/planet), transform, fire, artists & alchemists.
6. Zivilyn (wandering star/planet), wisdom, awareness, completely impartial.
7. Lunitari (the red moon), magic used for neutrality, wizards.

GODS OF EVIL
1. Chemosh (the goat skull), god of the undead [LE, Death], fatalism, despair, undead.
2. Hiddukel (the broken scale), god of god of lies and greed, exploitation, selfishness, thieves.
3. Morgion (the diseased hood), god of disease and secrecy, decay, disease, suffering.
4. Sargonnas (the condor), god of vengeance and fire [LE, War], wrath, revenge, minotaurs.
5. Takhisis (the five-headed dragon), goddess of night and hatred [LE, Death], control, conquest, tyrants.
6. Zeboim (the dragon-turtle), goddess of the sea and storms, strife, mood-swings, bane of sailors.
7. Nuitari (the black (invisible) moon), god of evil magic, magic used for evil, wizards.

==================
CULT OF THE ABSOLUTE
known as True Souls. Those of the cult appeared to have been branded. Several groups of goblinoids pledged
allegiance to the Absolute, to the point where they even abandoned worship of the chief of their godly pantheon,
Maglubiyet.
The DEAD THREE Bane, Bal, Mercal - may be joining together to unite and become a single morenpowerful
god??

THE DEAD THREE


The Dead Three, also known as the Dark Gods, was a collective of three, death-themed deities:
Bane, the tyrant - the Lord of Darkness,
Bhaal, the assassin - the Lord of Murder
Myrkul, the necromancer - the Lord of Bones.
The three forged a pact to achieve godhood or die trying. Originally, they were powerful mortal adventurers who
sought the path to godhood, known at first as the Dark Three. They found it in the form of Jergal, who acquiesced
to their demands as he was tiring of his life as god of the dead. He gave up his portfolios to the three of them,
apotheosizing them in the process. Bane ruled tyranny and strife, Bhaal became the god of murder & Myrkul, the
dead.
They earned their name of the Dead Three when they all perished during the Time of Troubles. Bane and Torm
killed each other in 1358 DR, Myrkul was killed by the mortal mage Midnight while Bhaal was slain by Cyric, using
the sword Godsbane, an avatar of Mask

BALDURS GATE COUNCIL OF FOUR


Comprised of four dukes, the Council of Four presides over the government of Baldur’s Gate. Though the
Parliament of Peers and the patriars hold a great deal of power, the Council of Four is the ultimate authority. It
convenes in High Hall, a fortress in the middle of the Upper City, and controls the Flaming Fist, the navy, the tax
collectors, and all public utilities, among other things.
The current Dukes are Duke Belynne Stelmane, Duke Dillard Portyr & Duke Thalamra Vanthampur. The Council is
led by Grand Duke Ulder Ravengard

FORGOTTEN REALMS:
THE DEAD THREE
Stole the tablets of fate from Krynn. Made ripples in the River of Time - a Times of Troubles, as The Dead 3 walked
Ansalon, and were slain. Invested in mortal worlds. Paladine and the Six Gods of Good took the immortality of the
3 and forced them to walk as mortals with godlike powers, their power and legend as Krynn "heroes" formed the
Cult of Dead 3.

Upon Nuitari-Jergal's suggestion, the three divided his power, deciding how to divide it based on the outcome of a
game. The three played in games of chance KNUCKLEBONES determined the winner's choice of power... and

- Takhisis-Bane emerged as the victor. He claimed the domains of hatred, strife and tyranny as his own.
- Chemosh-Myrkul, coming second, chose rule over the dead, the ultimate fate for all of Bane's minions. Finally,
- Sargonnas-Bhaal chose the divine province of death. As he said:

"I am Sargonnas-Bhaal and I choose death...I can destroy your kingdom Takhisis-Bane, by murdering your
subjects. And I can starve your kingdom, Chemosh-Myrkul by staying my hand."
Nuitari
(the black (invisible) moon), god of evil magic, magic used for evil, wizards. And Nuitari whispered:

"This has happened before and it will happen again...."

Takhisis the Tyrant (aka. BANE)


LE Leader, thugs with high opinion., tactics. Black right hand.
(Takhisis) God of Tyranny - leader, plot, scheme, black hand (fighters); Takhisis (the five-headed dragon), control,
conquest, tyrants. Large theone, with 2 smaller....

Chemosh the Necromancer (aka. MERKAL)


NE Necromancers, followers - skeletons and zombies!.
(Chemosh) God of Death - lord of bones, fear and death (Necromancers, skeletons); Chemosh (the goat skull),
fatalism, despair, undead.

Sargonnas the Assassin (aka. BHAAL)


CE Blood assassins. Lord of Murder, feared everywhere, blood dripping flamesd skull, paint streets in blood 3
avatars:
- Kazgaroth, shapeshifting monsteocity
- Slayer, corpselike malhumanoid.
- the Ravenger, gargantuan beast.
Symbols of bhaal mean city is in peril.
(Sargonnas) God of Murder - (bloody assassins); Sargonnas (the condor), wrath, revenge, minotaurs.

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