ramblings about the Cormyr campaign

Tag Archives: Castles and Crusades

Medals of the Dragon Throne

The troop stood silently in the village square, surrounded by the folk of the village as well as the curious looks of travellers passing through.  Battlelord Nerov commander of the Thunderstone garrison stepped forward and the crowd fell silent as he started to speak.

“Welcome all who have gathered here. Today we recognise and reward a brave soldier who faced down an owlbear alone allowing his fellows to regroup and recover after the beast ambushed them. The bravery of such a soldier is an inspiration to us all!”

After the cheering of the crowd quieted Nerov continued; “Step forward Blade Castleforn”. Gwillon Castleforn duly stepped forward, though somewhat awkwardly given his arm was in a sling and his left knee badly swollen. A massive grin lit up his not too pretty face  as he limped towards his commanding officer. Battlelord Nerov gently lifted a small copper badge and silver pin out of a wooden box being carried by the local Lords Herald. “In honour of your courage and selfless actions I hereby award you a medal of the Dragon Throne” his next words were drowned out by the roars of approval from the rest of the troop, though the Herald heard Nerov whisper to Castleforn “and don’t be so bloody stupid next time and run away like the rest……”

In the ongoing campaign simple medals are given to troops and other agents of the Crown who demonstrate actions for the betterment of the Crown and the Dragon Throne. The medals are more like badges with a silver pin attached, all badges are a stylised dragon and are made from a variety of substances, each of which gives a different benefit.

Wood +1 hitpoint

Copper +1 hitpoint per level

Bronze +1 AC

Silver +1 hitpoint per level and +1 AC bonus

Gold +1 AC and +1 to saving throws

Platinum +1 AC , +1 to saving throws, +1 to hit and +1 to damage

Iron +2 saves

Steel +2 AC

Meteoritic Steel +3 AC

Lead +3 to saves, -1 hitpoint/level

Mithral +2 AC and 1 damage reduction

Adamantite +2 to hit and damage, +1 to AC

It is rumoured that the pins given to officers and more important folk of the realm also have a minor spell ability that can be called upon once a day by the will of the wearer, (spells might include, sleep, detect invisibility, hold person and prayer)


Razenstar’s Spell Storing

Jeoly was carefully looking through the large travel chest the Sentinel of Mystra’s Shrine in Elventree had left her. A gift from her father he had said. The chest was crammed full to the brim with sheafs of parchment,  several  large glass jars filled with little glowing rocks or dozens of eyeballs from  something she did not recognise and one large jar filled with a very bright red liquid she assumed was blood. There are large books in here too she silently said to herself, she could only hope they might be spell tomes. At the  very bottom of the chest, carefully tucked away in one corner  was a small cotton bag holding a rolled up scroll of parchment, an exquistely made braclet made of a very lightweight silvery metal inset with 5 flawless rubies and a note that simply said; “This is perhaps the greatest spell I have ever crafted”. Jeoly recognised her fathers handwriting and sobbed very loudly and for a very long time………

Razenstar’s Spell Storing, Level 7, Wizard

CT  1 round / 1 hour ritual     R touch     D see below    SV  n/a     SR  n/a      Comp V,S,M


This spell allows the caster to make a non permanent item of spell storing (similar to a Ring of Spell Storing). The caster must have an exquisite item of jewellery made (of at least 10,000 gp value) with up to 5 gems embedded into the jewellery (each gem of at least 5,000 gp value).

The caster must prepare the item with a ritual casting of the ‘Enchant an Item’ spell immediately followed by Razenstar’s Spell Storing. This powers up each gem in the item allowing a wizard spell of up to fourth level to be cast into a gem one at a time (to a maximum of 5 spells/gems), the total time for all spells to be cast as part of the ritual cannot exceed 6 turns.

The wizard spells of level 4 and lower that are added as part of the ritual are absorbed by the gems and can be cast later by anyone wearing the spell storing item. The spell storing item created holds the spells indefinately until they are cast (at the level of the wizard who cast them into the item).

To renew/replace spells cast from a spell storing device requires another 6 turn ritual as described above although the caster has the option of leaving uncast spells in the item rather than replacing them with new spells.

The spell storing item is normally a bracelet, pectoral or tiara/head crown to accomodate the required worth of precious metals and gems, and is not destroyed by unleashing the spells from it.

Razenstar’s Anti-magic Ray

Jeoly was settling down to a quiet evening of reading when she noticed a person was stood by her chair, quickly looking up and calling her paralysis spell to mind, she asked quietly who he was and what he was doing in her room.

“Greetings Jeoly Silverwands, I am the Sentinal of Mystra’s Temple in Elventree and I bring you a gift”

” A gift?” Jeoly asked, sitting unmoved in her chair, the weight of the Sentinal’s eyes stopping her from standing up.

“Yes a gift from your Father, a promise made between us when he gifted spell scrolls to the temple”. Jeoly was chilled to the bone, her father was riven from her on another plane of existence, maybe even in another time stream. She sat there trembling and mutely nodded. The Sentinal smiled and left the gift…..

Razenstar’s Anti-magic Ray, Level 5 wizard

CT 1     R 120 feet     D 1round/3 caster levels    SV  n/a     SR  n/a      Comp V,S,M

This spell is a variant of dipel magic. It creates a small eye which appears on the casters hand, this eye can fire a beam at one target per round, the beam acts like a targetted dispel magic. The caster can perform other actions in any round they do not fire the beam (except cast another spell). The spell lasts 1 round for every 3 levels the caster possesses. The material componenet for this spell is a small vial of beholder blood


Liongrym Sansilver was slowly making his way up the Thunder Way with the beautiful lands of Cormyr behind him. It was time for him to leave his home and his responsibilities and deal with the enemies of Cormyr decisively and violently once and for all. Politics stopped him from acting against them officially and he was sick to his back teeth with politics. As he rounded the bluff that held the abandoned brigand keep of Arrowspoint he heard voices above him, it seemed that the bandits were back. He smiled to himself and slowly drew his sword out of its scabbard. Silently he climbed the steps cut into the rock wall that led up the bluff and he carefully peered over the edge of the bluff into the shattered hall of Arrowspoint Keep.

“About bloody time Leo” said a famliar voice as Lancelord Black pulled Liongrym up and over the lip of the rockface and not-so-gently shoved him into the ruined main hall. Opposite Liongrym stood Swordlord Culthbert who quickly stepped towards him. Leo felt a thundering crunch on his left cheek and was felled by one punch from the Purple Dragon officier. Leo lay on the floor swallowing his own blood and trying not to choke on the broken tooth that was in his throat. Black gently pulled him up and presented him to Dowager Queen Filfaeril who held a scabbarded sword in her hands, Liongrym looked into her eyes and knew true fear……



‘The Blade of the Lion’ is a Cormyrian steel bastard sword made at the request of Dowager Queen Fifaeril for Lord Liongrym Sansilver, Warden of the East, Lord of Thunderstone. Made in the Royal Armouries in 1385DR the sword’s blade is etched with a stylised Purple Dragon on both sides of the blade. The etchings have been treated with blueshine, making them stand out when the blade is drawn and ensuring it stay free of rust. The pommel is made of magically treated and shaped gold and appears as a roaring lions head with a full mane.

Game Stats:

+ 3 sword, Lions Roar (Great Shout) once a day deals 3d6 damage (save v magic for half damage) in a 60 foot cone as directed by the wielder. The Roar also causes deafness which lasts 1d4+1 rounds if the save is failed, 1 round if the save is made.


In the hands of a Knight (C&C) the sword becomes more powerful.

+3 Commanders Sword, when drawn and shown the Knight can command the loyalty of people nearby who would be normally friendly to the Knight (local peasants etc). This allows the Knight to command them to do a specific task (put that fire out), or calm down a frightened mob etc. If Purple Dragon soldiers are present they will obey the Knights command without question even unto death if the ‘Safety of the Realm is in Peril’.

The sword boosts the Knights abilities by 1 level i.e. the number of rounds embolden et al lasts, all skill checks and saving throws and the effective level the Knight is for the number of people his abilities influence. Hit points and base to hit bonus are not increased by this ability.

The sword bestows a +1 charisma bonus whilst the Knight is in possesion of the sword.

The sword bestows a +1 bonus to saving throws against acid when wielded by a Knight.

The Lions Roar does not allow a saving throw and the deafness last one round per Knight level (minimum 5 rounds).

Liongrym has dubbed this sword ‘The Traitors Blade’ as a reminder of how he was gifted it. In Leo’s hands there have been occasions when his voice has become squeaky, normally when he is hiding his true intentions and thoughts regarding the Realm whilst speaking politics (untruths) with others.

Anshaelon’s Choker

Jeoly Silverwands carefully put her hand into the phase spider silk bag she had been given for her first birthday and gently pulled forth a simple silver choker inset with a small red ruby that was warm to touch and blazed bright from a shimmering flame held within. She carefully offered it to Tamasham the Bard who quietly took it from her. Tamasham was a very wise and a very old Elf and as he mentally called upon his vast knowledge of magical lore the name Anshaelon came into his mind……

“Anshaelon was a sorceress of the Lythlorn Woods when Suzail was barely more than a few wooden huts clustered around a few muddy fields. She was skilled in battle magics and protected the eastern Wolf Woods from the everlasting ones that raided every spring from the swamps of Orva. Legends say that her spirit was of fire and when she realised that her fire was about to burn out, she breathed out her last spark of life as a living flame that cooled and coalesced into a small red ruby. Her apprentices crafted a silver choker and placed Anshaelon’s last breath at its centre, as they did so it flared brightly and the heat fused the ruby to the choker making an unbreakable bond. For many years it served the guardians of the east in repelling the annual troll raids but was lost in the swamp in 420 Dale Reckoning The Year of the Last Breath”


Anshaelons Choker is a very thin, exquisitely made elven silver choker set with a small ruby. The flame can be called forth once per day (once every 144 turns) and creates a one foot thick wall of fire that can be shaped by the wearer of the choker as they wish e.g. it can be shaped to form a box or shaped around objects or people as the caster determines making multiple turns and changes of direction to a maximum length of 240 feet. It functions as if cast by a 12th level caster for area of effect and damage dealt. The firewall always does maximum damage (24 points) and cannot be brought down by cold magics although it can be dispelled. It bypasses all magic/spell resistance and can even burn creatures that are immune to fire attacks albeit for 12 points of damage, (sages thoerize that the fire is actually the life force of Anshaelon rather than magical flame hence why it is so powerful).

Elyn of Wheloon

Elyn of Wheloon (Born ?? 1357/1358DR probably so currently 24/25)

Elyn is an unusual addition to the Bright Blades. Of common stock she was encountered in the lands south east of Wheloon that run down to the sea. Known as the Wyvern Downs, this land is a series of rolling hills, windswept and bare and offers little except sheep farming and beet growing.

Elyn is a local lass who made her living from hunting rabbits and graywings (herring gulls), selling carcasses, fur, eggs and feathers to taverns and passing caravans in Wheloon. Known as the ‘Silent Lady’, by the common folk whose land she worked, she speaks little and has an uncanny ability to move silently in the wilds appearing ‘out of nowhere’ when she wants.

Elyn has no formal training but has the skills of a ranger. She loves to be out and about and grew quietly dismayed by the ‘civilisation’ of Wheloon and the coast lands as people flock to the growing town. They have started to sprawl down the Way of the Manticore and along the banks of the Wyvernflow. The bleak windswept land she loves started to become a little too crowded for her.

She was approached by a local trader in Wheloon to guide some nobles to Machon Blackbarrow, a sheep farmer and breeder of wirehairs (terriers) who lives close by the sea some 10 miles southeast of Wheloon. The Nobles explained about where they came from and how the land was full of trees and moors and windswept mountains, Elyn was intrigued but said nothing else, she could not imagine ever leaving the Wyvern Downs and moving elsewhere. A deal was struck between the Nobles and Machon and he agreed to send a full hand count of dogs to Thunderstone. Elyn was paid by the Nobles to help transport them there and when she arrived she decided to stay on for a little while, to explore the southern edges of the Hullack, a wild wood unlike any she had ever seen before.

She has no battle skill (the most dangerous things she has fought are graywings protecting their eggs) and only uses her club, sling and dagger to hunt, kill and skin small animals and birds. Lora-Ella Warden of Thunderstone is trying to teach her to use a bow (this is proving slow work), but the Warden has been impressed with how quickly Elyn has picked up woodlore from her. Elyn is never without her own wirehair and has proved very useful in netting rabbits, rats and other vermin that plague Thunderstone. She guides patrols of the Purple Dragon Blades into the Hullack and is developing her tracking skills quickly. She has encountered goblins, (but did not fight them) and boar which she tried to net and snare, however this did not prove successful, so she is sticking to smaller game.

Elyn is amazed that she finds herself here and keeps thinking she is in a dream, she has become a friend with Lora-Ella (Warden of Thunderstone and Lords Ranger) and looks up to her a role model, as someone that she can become, to be better skilled and liked and loved and needed as Lora is.

Dutiful and quiet, Elyn does not seek glory, coin or battle like the other Bright Blades. She does feel proud that they need her and that they ask her advice and guidance in matters of the wild. Some of them have also taking a keen interest in her hunting forays and they have acquired wirehairs of their own and go out with Elyn into the fields for a ‘day out with the dogs’, where they get to dash around, hollering and shouting and gambling with each other on whose dog will catch the most vermin. Elyn is amused by their antics, and she gets to keep all the kills made as payment for her time.

Elyn is careful and likes to plan days in advance, but is wistful and wanders off for days at a time on occasion. She is dependable and likeable, but not reliable (as in she is not guaranteed to be around. She is very reliable when she is around and does her best at all times), she has hidden talents and could do a lot more if properly trained and supported.

She looks barely older than 17 or 18 and is innocent and not worldly wise at all, speaking quietly and without knowledge of things beyond hunting, skinning and being out in the wilds, feeling the wind blowing against her and the warmth of the sun on her face.

For C&C
CG HF Ranger 2
S 14; I 11; W 14; C 11; D 10; Ch 11 (her primes are Str, Wis and Con)

She is not battle trained and her BtH advances as a rogue. She does not have combat marauder or poison lore but does gain a +4 bonus to conceal and move silently. She also gets a +4 bonus to hunting prey she knows (see below).

She uses her club, dagger and sling for hunting only, not in combat and she has a padded quilt leather for protection (no shied).

For 3.X
Consider her an Expert not a Ranger, with appropriate skills as described above and feats in Skill Focus Profession Hunter and Toughness. Under her tutelage with Lora-Ella she will start to develop Ranger Skills (track, hit points, woodlore/survival) but without becoming a ranger, continuing to advance as an Expert. She is an exceptional hunter of certain prey (see below) and she automatically succeeds her skill check to successfully hunt if they are plentiful in the area she is in.

For 1E/2E
Consider her a ranger with the To Hit/THACO of a rogue, with weapon proficiencies as above, (and appropriate woodman/scout kit is there is one?)

Elyn is actually a ‘facetwist’ as doppelgangers/mirrorkin are known in Cormyr. She is alone and has no idea what she really is, how she came here or who her real ‘parents’ are, though she is acutely aware she is very different from the rest of the people she exists with. She was raised by a local farming familyin Wheloon who found her abandoned after the great storm that swept Cormyr during the Fall of the Gods on the night they fell to Faerûn (the Time of Troubles) and raised her as their own. They have since died of ‘white cough’ (tuberculosis) contracted during the Death Dragon affair. She has mastered the ability to change shape and form and does so every few weeks, to let out the rage that is inside of her (which is why she goes missing). Her facetwist personality and alignment is hidden from scrying and detect thoughts (ESP) when she is ‘Elyn’. It is unknown how she would appear if more powerful divination spells were used.

When she changes into a Facetwist her stats are:
S 14; I 11; W 17; C 15; D 17; Ch 6 and becomes Chaotic Neutral retaining her two levels of Ranger/Expert. She gains a +2 bonus to hit and damage on top of her normal BTH as well as 2 extra HD. Her body and mind rage uncontrollably for several minutes when she first shifts and she is aware of this rage building up for a few days or so beforehand and makes sure she is away in the wilds before she rages. After raging she has no choice but to keep her facetwist shape for several hours before she finally gains control over it and can shape back into Elyn. She is very vulnerable for the few minutes she rages and all her mental defences fall away, allowing her to be scryed and mind read successfully (of course all mind reading does is show uncontrolled chaos and rage!).

She has not slain any humanoid as a facetwist, but has killed animals and birds and this gives her the ability to take their form for a limited amount of time (about an hour a day) if she chooses to and explains her excellent knowledge of their lifestyle and habits and her success in hunting them. She rarely changes form voluntarily, (animals include rabbits, rats, graywings, mice, various field birds, wildcat and stoat, feel free to add a few more, but they will tend to be small, so no wolves or bears)

Her constant flow from Elyn to Facetwist keeps her healthy and young looking and her appearance is of a girl of 17/18 not 24. She has no blemishes or scars on her skin as shifting ‘heals’ her and rejuvenates her skin. More than one man in Thunderstone has noticed how ‘smooth’ she looks (and for one of the Blades how silky her skin actually feels), however certain ladies of Thunderstone have been known to say more spiteful things about her ‘perfect’ complexion……

She is not evil or malicious or uncaring as a Facetwist, neither is she loyal or loving or sharing, she just is as she is and knows that others would find her ‘wrong’ and a ‘threat’ if they saw her when she rages, so she makes sure they don’t.

If she was discovered (by a nosy adventuring party for instance) and confronted with the ‘truth’ her emotions would be calm and she would deny understanding what they are saying, “Sorry goodsirs, I am but a simple huntress, I do not understand what you mean”. She does not need to put on an act of a local girl who knows little, she is a local girl that knows little and any scrying, mind reading or truth magic’s cast by Wizards or Priests would confirm what she is saying is the truth. Which might make said adventuring group look very stupid and would no doubt make the local Lord Elyn has been dragged in front of for questioning most angry at having these fools waste the Lords time and make said Lord lookequally foolish in front of the local folk…….. (I am sure that creative DM’s can come up with an ongoing series of adventures for their players to ‘prove’ their claims )

Escaner Battlehawk

Escaner Battlehawk born 1359DR (currently 23)

Escaner grew up around wealth, privilege, nobles and knights and aspired for the same lifestyle. His father was the farm manager and his mother a personal maid both in service to the Battelbar noble family, the fourth generation of ‘Hawks to serve the ‘Bars. This ongoing loyalty does not go unnoticed by Nobles and when the young Escaner showed an interest in swordcraft and horses, Lord Battlebar agreed to sponsor the young man. 

He became a Purple Dragon, training at the Academy of Valiant Arms near Jesters Green. Escaner was an average student overall but excelled in fitness and physical tasks/training and was posted to the Espar garrison, as Firstsword. It became obvious to both him and his commanding officer that he was never going to be a full officer. Though strong and a good fighter he lacked the ongoing discipline, leadership qualities and tactical ‘nouse’ required to become a Swordcaptain or better. Neither of them wished to cause the Battlebar family any embarrassment, so a deal was struck and Escaner left the army as soon as he was legally allowed to. Rather then return home a failure, a letter was sent to his parents saying that he was to be posted to Gnoll Pass to guard the coal mines and trade roads from the goblins of the Stonelands. 

Escaner set off east to Sembia, when asked about this by the Lords of Thunderstone, he said he went ‘merchanting’ to the Kingdom of Coin. In reality he was a paid caravan guard, though he did have enough ‘savvy’ to do some small scale trading himself buying and selling low value items, to earn a few extra silvers for luxuries. His dislike of Sembian ways forced a return back to Cormyr for this restless youth, still needing to do something and hoping that Cormyr would offer better opportunities than Sembia had. 

He briefly became a bodyguard for a merchant and her family in Wheloon, but found the restriction of being ‘on call’ every moment of every day too much and left after a few months service. He did manage to make some contacts during that time and began working for a small trading coster, based out of Dawngleam, (Haerdruths Spices and Perfumery), that delivered small and portable high coin goods imported from the south (mainly perfumes, incense, cosmetics and jewellery), to various noble ladies around the Eastern Marches. Escaner thoroughly enjoyed the freedom this gave him, to ride ‘swift delivery’ around Cormyr and effectively be his own boss. He picked up an excellent knowledge of where places are and how to get to them quickly and has a wild talent in Direction Sense. 

Fortunately for him he was elsewhere when Haerdruth was killed and his business burnt out by unknown outlanders who did the deed and left by a waiting ship very quickly. Once again at a loose end, he tried his hand at setting up a similar business but found that the logistics of, and coins needed for setting up such an operation were beyond him. Running out of coin and trying to find ‘proper’ work in Wheloon, he heard that there was money to be made for good folk who could ride and were handy with a blade in the growing community of Thunderstone. Escaner saw this as one last chance to ride out and make coin and quickly ‘joined up’. There he found similar ‘young blades’ with the same desires as him and this companionship has been a boon, he finally feels part of something and can see there is a future for him.

Escaner is quite plain, normal and ordinary, not ‘standing out’ from the crowd and is somewhat ‘lost’ within the group as their more forceful personalities overshadow his quieter demeanour (especially Dryn and Pedrol). However he is proving that he is competent on horseback and dependable in a fight. From his ‘merchanting days’ he faced bandits and goblins and is more ‘seasoned’ than the rest (excluding Brester). He does not ‘flap’ before or during combat remaining calm and quiet. This has helped the younger blades to panic less when battle is joined. He is seen as ‘dependable’ by the other blades and they all like him, he has enough ‘honest charm’ (charisma) that it is very hard for anyone to dislike him. 

However, the Lords are not so sure about him or his dedication to the ‘cause’. In conversation with him about his past they have realised that he has a lack of focus and are wondering if his wanderlust will take him elsewhere again? (The Lords’ Steward shrewdly described him as “the nice boy from around the corner, the type that causes no trouble, but not one who will make much of himself. The boy that a mother would like her daughter to marry, to settle down with and raise a family, to have a good, safe but ordinary life”). 

He rarely gets into an argument, holds no radical views and does not put himself forward. His speech sums up his personality: “I would hope we could do that”; “I would like to think that I could help”; “I am not sure but am willing to try my best”. 

He is coin poor, and compared to the others this shows. His equipment and clothes are standard, normal and every day, the type that guards and low level adventurers have, they are adequate and do the job, but are missing that grandeur that good quality clothes and masterwork weapons have. 

He lacks some of the social graces that the others have (small talk and knowledge skills) and becomes quite self conscious at formal sit down meals as he can’t talk politics or tactics or horse breeding or the more ‘noble arts’ of poetry, song and dance. He wants to be like the others, but doesn’t quite seem to be able to take that extra leap of confidence and actually do it. Time will tell if he manages to acquire these traits or whether he gets suffocated by the others. This is what he wants, to belong and be ‘successful’ .

For’ succesful’ read: money, privilege, to be liked and consulted on matters, to have land and horses and knights working for him and further note: not to be good or brave or do something really heroic, he believes that adventurers can do that ongoing heroic stuff, he just wants to do some heroic stuff, enough to get a name and coins and then live a pleasant successful life as a landowner and he wants to do it as quickly and painlessly and as easily as possible, but to do it properly, not by murder or theft as he is not like that, he wont take advantage of people or take things that aren’t his, though he might share in their glory if he can? But deep down he knows that he must earn it and that others have to see him earning it, but he prefers to earn it easily if at all possible).

For C&C
CG HM Fighter 2
S 16; I 12; W 11; C 15; D 13, Ch 13 (primes are Str, Con and Dex)
Specialised in longsword, he has a chain shirt and small steel shield. His light warhorse is average and getting somewhat long in the tooth. 

For 3.x
Fighter 2: weapon focus longsword, skill focus ride, iron will, improved toughness. Given his nature in later levels he will not stick to a focussed tree of feats (power attack, cleave, great cleave etc) but pick uncoordinated feats ‘as and when’. This makes him less effective at defining his role within the group. 

Knowledge geography is a class skill for him and he tends to be average at most skills (i.e. he spreads his skill points out), rather than maximising in one or two skills, though ride is far his best skill.

For 1E/2E
Fighter specialised in longsword, (no fighter kit). NWP in ride, direction sense and geography 

Direction sense: he has the ability to judge where north is (outdoors only) and is also an excellent judge of distance and position in areas he knows (i.e. Hultail is over there in that direction, less than a mornings ride away and the Ghars road is to the southwest from here by Thundshold hamlet). Consider him to have a +4 bonus to any check that involves not getting lost/finding the right path/knowing where the nearest village is etc

Pedrolynth Glimmergold

Pedrolynth Glimmergold Born 1364 (currently 18)

Second son of a successful merchant of Wheloon, Pedrol learnt a lot about Cormyr by travelling around with his parents. Able to provide him with a personal tutor, his family ensured their son had a good and decent upbringing, because of this Pedrol has developed an interest in History, Nobles, Geography, Riding and Trading (especially horses, pottery, glassware and jewellery). 

Physically large and tough he is quick with his hands and feet, and when angered is handy with his fists. Pedrol has a sharp business mind and is always looking for the business angle in any opportunities that present themselves to him. 

Aged 14 his family moved to Espar as his father decided to trade in horseflesh. In Espar he met his best friend Forlyth Dauntinghorn, a groom to the aging Lord Hezom. He liked the older boy who was learning his riding and knightly skills and they discussed nobility and history. They struck up an immediate friendship and Pedrol became his unofficial squire learning riding and horse care from him whilst Pedrol showed him how to play chess and how to speak to girls. 

When Pedrol became of age they decided to leave to leave Espar and find their ‘fortune’ in Cormyr. Their journey was blessed by a Priest of Helm (who was visiting the Sentinel Stone) and they swore a blood oath and became brothers. Pedrol has since become the ‘master’ in their relationship and Forlyth the ‘squire’. Fortunately Pedrol is not malicious and does not take advantage of his friends’ lack of wit and unquestioned trust and loyalty in him.

Money is not a problem for him, but he has learnt that money can’t buy respect or nobility, the two things he craves the most. Pedrol is ‘mildly jealous’ of his friend and his family name and wants to achieve nobility himself, (or at least enough coin so that he can buy a title!). Rarely separated from each other, Pedrol lets Forlyth do the initial talking when they meet new people giving him time to judge and assess them before he steps in and takes over. He has a ‘nose’ for sensing trouble and also for being in the right place at the right time. A War Wizard and Local Watch commander both noticed this when the two uncovered a smuggling operation in Wheloon, after careful scrying and prying to ascertain their true motives the Wizard suggested to them both that their fortune might be made further to the east and north serving the Lords of Thunderstone and quelling the evils of the Hullack. 

Pedrol is half Turmish (from his father’s side) with a tan complexion and dark black curly hair which he cuts short. He keeps a short beard in honour of his father and has green/hazel eyes. He is gregarious and friendly and can chat for hours about not much. He is sharp as a pin when it comes to money and has secreted funds in various places across eastern Cormyr to fall back upon if needed. He keeps no map but has a rhyme to remind him when things are. His easy charm and conversation makes him a favourite with ladies, (and he manages to find a lady for Forlyth as well). He speaks many languages and endeavours to learn more on his travels. Though not lawful, he adheres to the oath that he and Forlyth swore and considers Forlyth his true brother.

For C&C
NG HM Fighter 1
S 17; I 16; W 12; C 12; D11; Ch 17 (primes are Str, Int and Cha)
Specialised in Broadsword, he has masterwork chain armour and steel shield. His wealth is that of a Knight and comes outfitted with a superb light warhorse of maximum hit points. An accomplished rider he has the ability to leap and charge like a Knight does.

For 3.x
Appraise, Bluff, Sense Motive and Diplomacy are class skills for him (he loses swimming, jump & climbing), as well as points in ride and languages. His feats are improved unarmed combat, mounted combat and Skill focus Profession Trader. 

For 1E/2E
Fighter class with specialisation in broadsword, NWP in trading and riding, plus languages

Forlyth Dauntinghorn

Forlyth Dauntinghorn born 1361 (currently 21)

A knightly noble type, his father is cousin to Hector head of the family. Forlyth is loyal to the Crown and Cormyr and he has surprised many in his family and at Court by actually doing something and ‘riding out for Cormyr’.

The reason for this surprise is that from an early age it became apparent that Forlyth was somewhat dull-witted and as he entered his teens it was obvious that he was not the ‘sharpest blade in the scabbard’ as the Purple Dragon veteran assigned to the Dauntinghorns as weapons tutor/head of security told Lord Dauntinghorn after a fruitless summer of trying to teach the boy fighting techniques, military tactics and military history. When finally allowed at Court his lack of wit did not gain him many friends in the competitive environment. Through family connections they got him as job as apprentice ostler to the ‘Horse Master of the Court’ and Forlyth found something he could do, ride. A serving Purple Dragon Knight took a shine to the young enthusiastic boy and taught him further riding skills. An observant War Wizard noticed then when he spoke to the Knight about his loyalty to Cormyr and the Crown he spoke truth, so he was sent to the Royal Stables in Espar where his slow witted persona would not hinder him as much as it did in Suzail. 

In Espar he fell in with a young lad 3 years his junior (Pedrolynth Glimmergold), whose father was a successful merchant who had spread his wings to buying and selling horseflesh. The two hit it off straight away and became good friends. Pedrol looked up to Forlyth and became his ‘squire’ learning riding and the caring of horses from him. When Pedrol became of age he convinced Forlyth that they should seek their fortunes in the service of the Crown and became sword brothers blessed by a Priest of Helm (who was visiting the Sentinel Rock) and swearing upon a bloodied blade, to stand ever vigilant against the evils that beset Cormyr, to guard the weak and oppressed and be ever watchful of corruption.

Forlyth has a child-like innocent charm about him; many are taken aback by his honesty, but are equally impressed by his forthright belief in ‘doing the right thing’. He is tall, just over 6’ with a large round face. He is surprising quick on his feet for such a big man. His lack of wits makes him easily led, especially for the ‘right cause’ (Pedrol keeps a sharp eye out in case the good cause happens to be a bad one).

Forlyth has taken the ‘squire’ role to his younger friend and relies on Pedrol to do the planning for both of them. He is a good honest knight who believes that all good Cormyrian folk should do their duty for the Crown. He will offer his sword to any who need it and upholds all the good virtues of a knight. He reveres Helm and Tyr.

For C&C
LG HM Knight 1
S 15; I 10; W 8; C14; D 17; Ch 13 (primes are Con and Dex and Cha)

Wields a lance and horseman’s sabre (+1 to hit with sabre whilst mounted) and uses a heavy crossbow at times. Excellent rider (consider giving him a +1 bonus per level)

For 3.x
Fighter 1 with horse feats, will take all horse feats first including mounted archery (special: even if he doesn’t qualify due to stats/other feats required), has no skills apart from ride and handle animal horse, (he effectively loses any spare skill points).

For 1E/2E
Cavalier or appropriate knight kit (Fighter), weapon specialisation in horse sabre, NWP’s in ride and handle animal horse

Brieanna Tolon

Brieanna Tolon born 1362 DR (current age 20)

Brieanna was left fatherless when her father, Lord Steelmar Tolon died defending Azoun from the Death Dragon (see DoTD page 270). At a memorial ceremony to remember the dead she met Ardryn Braerwinter whose father, Lord Edryn Braerwinter died at the same time. Because of their mutual loss, their respective mothers became friends and the families became close spending several summers together at each others estates. 

At 14 Brie was sent to the House of Grace School in Suzail, to ‘finish’ and prepare her for life at court. She learnt much in her time there excelling at poetry, embroidery, dancing, singing, etiquette and heraldry. However after 4 years she was claustrophobic and felt hemmed in by constant classes in deportment and the History of the Realm so when she was finally presented at court and ‘graduated’ she knew that her scholarly life was over and she would be able to have fun for a change. However, court life did not prove exciting or fun and she quickly grew bored of the constant gossiping, one-upmanship and backbiting she encountered and found she spent more and more time out in Suzail on the Promenade and in the country outside of the walls atop horseback, (often being pursued by young noble lads’ intent on wooing her with poor poetry and cruder talk).

Her salvation came during the Spring Revel of 1382 DR (the first great social event of the year held by the Court). Her childhood friend Ardryn (Dryn as she calls him) appeared at court as the new head of his family to present himself to the Steel Regent, Dowager Queen, and Crown Prince Azoun, with him was an up and coming noble Brester Orthwood. The two had become friends at the Wheloon Horse Fair in autumn 1381 DR and Dryn had wintered on the Orthwood estate, where they had both planned and plotted to break away from traditional family life and do something ‘important’. Brie and Dryn took off just where they had left each other 6 years ago and when she heard of their dreams and schemes she at last found something she wanted to do. Leaving her position at Court, she followed the two ‘boys’ as she calls them east and north to Thunderstone where Dryn had heard that a great summer hunt was to take place. 

Brie found that she enjoyed spending times with the two bladeknights and discovered a love of the ‘wild lands’ of eastern Cormyr. She is becoming an accomplished rider and is developing her innate wild talent for tracking and basic ‘wilderness lore’, (in other words weather conditions, places to rest, where to find water etc, not hunting or shelter building or herb lore). 

Brie has become the rock to which her two knights stand against, her natural intelligence and wit has helped them to get along with a wide variety of folks and also to get out of one or two tricky situations they have found themselves in. She tends to let them two get on with it and just follows enjoying the fun. Normally last to speak of the three, she rarely disagrees with either of them in public, but quietly pushes them to a better solution if they are going down the wrong path (in confidence and not in front of people). Those who know her realise that she is the glue that is keeping the three together and makes them a more formidable group (the ‘Triswords’) than they are as individuals. 

Her friendship with Dryn has grown to love and she is bright enough to realise that Brester is slowly falling in love with her also. She cares not a jot that Dryn has sold his lands and is a coinpoor Knight, only that she wants to be with him. She is hoping that Dryn makes his feelings known very soon, before the burgeoning feelings that Brester has for her makes life difficult for the ‘Triswords’, to whit she is constantly looking out for a good lady for Brester to meet and court and if no good ladies are available, a local lass that will take his mind off her for awhile will do (this is not something he unduly minds!). She is careful to make sure that no one apart from the three know of Dryn’s financial state and no talk of her and Brest providing for him is ever mentioned between them.

‘Fair of face and full of grace’ appropriately sums up Brieanna. Her finishing in Suzail has given her the life skills she needs to talk to people and enjoy entertainment with them in song and dance, and her ‘adventures’ on the roads of Cormyr has grounded her in much needed commonsense and sparked a true love for the land in which she dwells.

Her riding and tracking skills make her a perfect horse scout and she is starting to learn to use a short bow to provide artillery support for the ‘boys’ as they go charging off after whatever has come out of the Hullack to threaten the local populace. She is not one to get herself into combat, but will do so if Dryn or Bres are in serious trouble. She has a masterwork dagger for such occasions

For C&C
NG HF Horse Scout 1 (similar to the Horse Rider from Netbook of Classes)
S 12; I 16; W 16; C 13; D 17; Ch 15 (her primes are Int, Wis and Dex)

She has a wild talent giving her +2 to any tracking/wilderness lore roll (at DM’s discretion increase to +3 at 3rd level, +4 at 5th etc)
She is a good rider and can adequately use a short bow and dagger.

For 3.x 
Consider her an expert, not a ranger, with the appropriate skill choices and feats (Skill focus Ride, Track). She does not have the temperament or training to be a ranger and although she likes the wilderness, she prefers civilisation just a little more.

For 1E/2E
Choose fighter but without specialisation and an emphasis on NWP’s in Ride, Endurance, Singing/Dancing, Tracking (or appropriate ‘Kit’ from a splat book if there is one?).