Human sorcerer / warlock. Charming as the larks above the field, and sly as the foxes in it. Striking of looks and smooth of tongue, Chand is used to getting what he wants. Which is power. Preferably lots of it. Quick to see who is a strategic ally and who can prove a useful shield, he reads social situations like others read books. Possessed of powerful magic, he is on all terrains a force to be reckoned with, though he prefers to keep above the fray where possible. His origin in faraway Halruaa gives him an interesting perspective on matters, and makes him a person of interest on most of the realms.
Has a strong interest in lycanthropes, but has not shared why.
Halfling rogue. This stout merchant mariner chose a land-based life for nebulous reasons. Cheerful of disposition and never one to say no to a drink, he provides light-hearted cleverness with a side of acrobatics. Always willing to scout ahead, he saved his comrades from more than one surprise.
In it for the thrill and the adventure.
Gnome druid. Don’t make the mistake of calling Fitzworth an elf – his looks sure are deceiving. He is a man with a passion. A passion for nature, for balance and for never again making the kind of mistake that severely damaged the heart of the gnomish settlement in which he, a foundling, was so lovingly raised. While plagued with self-doubt, he has a fierce temper once roused.
He hopes to find a way to redeem himself for his past mistakes, and regain his confidence.
Dwarven fighter. This formidable fellow and talented weaponsmith has been hunting the evil beings of mists and night since the human village in which he’d set up his anvil was attacked. First, he learned to bait and ambush vampires, then he studied fighting them most efficiently. Once his mentor fell victim to their chosen quarry, he sought out new companions to aid him in fighting that which he despises most.
He is motivated by the thrill of the hunt, the joy of killing evil things and the comradery of a raucous night on the town.
Human ranger. A man of few words, but amazing reflexes. Tracker and wilderness expert extraordinaire. Keeps a journal faithfully, and is quick to help a fellow adventurer in need. Does not sleep easy, but has not chosen to share the reasons for this with those he travels with. Hates all undead things with a passion.
Even his smallest whisper manages to capture everyone’s attention, and his advice almost always rings true.
Human cleric. One favored by the goddess Lliira is expected to be happy and joyous and light of heart. This fledgling cleric tries, and tries again, but commonly fails to conquer her fears. Kind of heart she is, and quick to help, but often self-absorbed to the point of nigh-paralysis.
Her reasons to travel are two-fold: her abbess told her to go (and Sumu is nothing if not obedient), and she is desperate for answers to her own questions, despite already knowing more than she lets on.
This native Barovian decides to throw his lot in with the group of outsiders after they help him bury his father. The taunts leveled against him by some of the locals have made him decide to try for dominion over all Barovia, as long as he can keep his sister safe. He’s got the heart of a lion, and pride enough to not let any insult stand.
Human paladin. Another outsider, captured by the mists. On his trusty steed, the lovely mare named Dusk, he’s ready to fight undead wherever he finds them. Gets surprised by the party on the road, but quickly decides to travel with them as they explain the nature of the conundrum that they face.
Has enough steel in his backbone to put a dwarven clan to shame.
Human fighter. The adopted sister of Ismark took some time to come into her own. Threats to her own life left her unwilling to pick up a weapon in righteous anger, but when one of her erstwhile protectors fell to ancient evil, she felt compelled to set her sights on the cause of all that has befallen her loved ones.
Now that she is here, she is a force to be reckoned with.