TEXT: Yuri Dmitriev
  Russia
  November 12
  1585
  0
  8
  5
  6
  Climbing
  Fighting
  Guts
  Lockpicking
  Notice
  Stealth
  Streetwise
  Taunt
  Curious
  Greedy
  Vow (Holy Order)
  Quick Draw
  First Strike
  Fleet-Footed
  Thief
  Close Fighter
  Dirty Fighter
  +2
  +1
  Dagger (x4) 3/6/12 
  1 
  d6+d4 
  — 
  1
  Short Sword 
  — 
  — 
  d6+d6 
  — 
  4 
  Sabre
  Normal Clothing
  Leather Satchel (waterproof)
  Bedroll
  Lockpicks
  Waterskin
  Crowbar
  Currency: £0.15
  Leather armor
  Leather armor
  Leather armor
  29
  30
  
  Yuri Dmitriev
  Russian Monk with a murderous past
   
   
  Sex: Male 
  Age: 30
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: Russian, English, Dutch
  S a child, Yuri Dmitriev grew up on the cold, forbidding streets of Novgorod.  He 
  survived as a thief and a cutpurse.  He developed a talent for blades and ﬁghting early on.  
  Eventually, his reputation became such that he found work as a professional murderer.  
   
  This all changed when Yuri encountered a somber-clad puritan in 1607.  Beaten by Kane’s 
  blade and faced with death or repentance, Yuri chose the latter.  He enrolled himself in an 
  Orthodox monastery and devoted his life to God.  The other monks welcomed him, and kindled 
  the young man’s religious zeal and desire for atonement for his past sins.
   
  Last year, the nightmares began.  Dreams of darkness and violence haunted the man’s sleep.  
  In the dream, a hunched African man with ageless eyes would beckon to him.  Finally, Dmitriev 
  left the monastery and his brothers to follow the dream where it lead.  Now the man who swore 
  never to shed blood again has donned his blades once more, and in the company of a band with 
  similar callings travels the world on his holy errand.
  Description: Yuri Dmitriev is a lean man of median height.  His head is shaved and his beard cut 
  to a pointed goatee.  He prefers simple clothes.  Dmitriev is a devout and faithful servant of God 
  and prays for the souls he must kill in His name.
  Roleplaying Tips:
  d Be elusive about your past.  It is not something you are proud of.
  d Pray for your victims (before you kill them for added effect).
  d Do not give into temptation.  Be humble and forgiving (especially when it comes to Solana!)
  d Debate religion with Gavrel and Dr. Silva.
  A
  
  Ramsey Mardling
  England
  June 1
  1587
  0
  6
  6
  7
  Boating
  Climbing
  Fighting
  Guts
  Investigation
  Notice
  Riding
  Survival
  Heroic
  Big Mouth
  Jingolistic
  Brawny
  Florentine
  Noble
  Explorer
  Iron Jaw
  0
  +1
  Dagger 
  3/6/12 
  1 
  d6+d4 
  — 
  1
  Short Sword 
  — 
  — 
  d6+d6 
  — 
  4 
  Sabre
  Normal Clothing
  Formal Clothing
  Backpack 
  Bedroll
  Lantern (4” radius)
  Oil (1 pint)
  Waterskin
  Currency: £2.9
  30
  48
  Leather armor
  Leather armor
  Leather armor
  
  Lord Ramsay Mardling
  British Explorer and proud son of Britain
   
   
  Sex: Male 
  Age: 28
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: English, French
  AMSAY Mardling is the son of Lord Richard Mardling, the Earl of Cardiff.  He is the twin 
  brother of Cordelia Mardling.  Their mother died in childbirth, leaving them to be raised by a 
  constant procession of nannies and their somewhat distant and studious father.
   
  Ramsay attended elite boarding and preparatory schools for most of his young life.  A capable but 
  never extraordinary student, he distinguished himself early on in athletics, including riding and fencing.  
  Each summer, at the end of term, Ramsey and his sister would journey to visit their father in whatever 
  corner of the earth he found himself in.  By they time they were of age, they had visited nearly every 
  corner of Europe and a respectable portion of North Africa and the Ottoman Empire.  While none of 
  these distant places ever compared to his native England, Ramsey loved the adventure of it all.
   
  After his ﬁrst term at University, Ramsey and his sister learned of their father’s abduction by an 
  Ottoman sheik.  While diplomats endeavored for his release and haggled over ransom, the two siblings 
  set off to rescue their father on their own.  Their hastily conceived plan might have failed disastrously 
  were it not for the intervention of a somber puritan.  
   
  Fate had brought the lean man with a hawkish face to the sheik’s door on an errand of his own.  
  Indeed, the sheik, enamored with the occult, had taken up with demonic forces who demanded sacriﬁces 
  of blood and innocence.  Lord Mardling had stumbled onto the truth of the sheik’s wickedness, and was 
  thrown to the dungeons lest he reveal the truth.
   
  Tragically, Lord Mardling died shortly after his freedom was secured.  His treatment in the sheik’s 
  dungeons had shattered his health and left him a ruin of a man, with only his faculties left intact.
   
  After a brief return to the family estate in Britain, Lord Ramsey and his sister left the kingdom to 
  resume their father’s career of adventure and exploration.  Their subsequent travels led them through 
  the Ottoman Empire and into India.  The two were in Dehli when Ramsey’s sister began to complain 
  of recurring nightmares.  Through some force, whether divine or sinister, she was being called back to 
  England.  To Torkertown.
   
  That was a year ago.  Now the brother and sister ﬁnd themselves in a company of strangers, on what 
  may be the greatest (and last) adventure of their lives. 
  Description: Lord Ramsey is a tall, broad shouldered man with a solid chin and a tangled mop of blonde 
  hair.  His skin is tanned from years under open skies.  He has a boyish smile and a reckless enthusiasm.
  Roleplaying Tips:
  d “For Queen and Country!”
  d Anyone who isn’t English is a Savage. (And that goes doubly for the French!)
  d Be protective of your sister and your family name.
  R
  
  Cordelia Mardling
  England
  June 1
  1587
  4
  6
  5
  5
  Climbing
  Fighting
  Guts
  Notice
  Persuasion
  Riding
  Shooting
  Survival
  Overconfident
  Cautious
  Loyal
  Attractive
  Luck
  Noble
  Explorer
  Charismatic
  +4
  Dagger 
  3/6/12 
  1 
  d6+d4 
  — 
  1
  Short Sword 
  — 
  — 
  d6+d6 
  — 
  3 
  Sabre
  Musket 
  10/20/40 
  1 
  2d8 
  2 
  20 Matchlock; 2 actions to reload; 5 shots
  Tracking
  Normal Clothing
  Formal Clothing
  Backpack 
  Bedroll
  Lantern (4” radius)
  Oil (1 pint)
  Waterskin
  Compass
  Currency: £2.75
  35
  30
  -1
  
  Lady Cordelia Mardling
  British Explorer and lady adventurer
   
   
  Sex: Female 
  Age: 28
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: English, French, Spanish, Egyptian
  ORDELIA Mardling is the daughter of Lord Richard Mardling, the Earl of Cardiff.  She is the 
  twin sister of Ramsey Mardling.  Their mother died in childbirth, leaving them to be raised by a 
  constant procession of nannies and their somewhat distant and studious father.
   
  Cordelia attended elite preparatory schools for most of her young life.  A bright and eager student, 
  she constantly vexed her teachers with her unladylike manners and ribald tales.  Each summer, at the end 
  of term, Cordelia was eager to join her brother on their journey to visit their father in whatever corner 
  of the earth he found himself in.  By they time they were of age, they had visited nearly every corner of 
  Europe and a respectable portion of North Africa and the Ottoman Empire.  As Cordelia blossomed into 
  a beautiful young woman, many suitors attended her, none of whom she felt offered her the freedom she 
  longed for.
   
  When news came of their father’s abduction by an Ottoman sheik, Cordelia threw such nonsense 
  aside.  While diplomats endeavored for his release and haggled over ransom, the two siblings set off to 
  rescue their father on their own.  Their hastily conceived plan might have failed disastrously were it not 
  for the intervention of a somber puritan.
   
  Fate had brought the lean man with a hawkish face to the sheik’s door on an errand of his own.  
  Indeed, the sheik, enamored with the occult, had taken up with demonic forces who demanded sacriﬁces 
  of blood and innocence.  Lord Mardling had stumbled onto the truth of the sheik’s wickedness, and was 
  thrown to the dungeons lest he reveal the truth.
   
  Tragically, Lord Mardling died shortly after his freedom was secured.  His treatment in the sheik’s 
  dungeons had shattered his health and left him a ruin of a man, with only his faculties left intact.
   
  After a brief return to the family estate in Britain, Lady Cordelia and her brother left the kingdom 
  to resume their father’s career of adventure and exploration.  Their subsequent travels led them through 
  the Ottoman Empire and into India.  The two were in Dehli when the nightmares began.  Through some 
  force, whether divine or sinister, Cordelia was being called back to England.  To Torkertown.
   
  That was a year ago.  Now the brother and sister ﬁnd themselves in a company of strangers, on what 
  may be the greatest (and last) adventure of their lives. 
  Description: Lady Cordelia is an attractive woman with an athletic build, blonde hair worn short, and fair 
  skin.  She is tall, like her brother.  She tends to dress in practical clothing, but does clean up nicely.
  Roleplaying Tips:
  d Keep your brother out of trouble.
  d Do not forget you are a lady.
  d There is always time for a good plan.
  C
  
  Dr. Anibal Cavaro Silva
  Portugal
  August 18
  1570
  2
  6
  6
  5
  Fighting
  Healing
  Investigation
  Knowledge: Biology
  Knowledge: Chemistry
  Notice
  Persuasion
  Shooting
  Curious
  Doubting Thomas
  Loyal
  Rich
  Healer
  Charismatic
  Connections
  Scholar
  Level-Headed
  +2
  +1
  Dagger 
  3/6/12 
  1 
  d4+d4 
  — 
  1
  Rapier 
  — 
  — 
  d4+d4 
  — 
  3 
  +1 Parry
  Pistol 
  5/10/20 
  1 
  2d6+1 
  1 
  3 
  Wheellock; 2 actions to reload; 5 shots
  Normal Clothing
  Formal Clothing
  Leather Satchel (waterproof)
  Bedroll
  Waterskin
  Medicine Chest
  Writing Equipment
  Soap
  Currency: £0
  23
  20
  -1
  
  Dr. Anibal Cavaco Silva
  A man of science with heretical beliefs
   
   
  Sex: Male 
  Age: 45
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: English, French, Latin, Spanish, Portuguese
  FOUNDING member of the Accademia dei Lincei (Academy of Lynxes), Dr. Anibal Cavaco 
  Silva is a Portuguese doctor and biologist who relocated to Italy in 1585 after his research drew 
  the attention of the Inquisition.
   
  The son of a surgeon and physician to the royal family of Spain, Silva grew up in a life of luxury 
  where his every want and desire was indulged.  He attended the best schools in the empire.  Even as a 
  youth, Silva chafed against the teachings of the church, much to the consternation of his father, a devout 
  and devoted catholic.  His research and beliefs ran contrary to many of his academic professors, but he 
  prided himself at his ability to lead them into rhetorical and scientiﬁc traps.  When he graduated as a full 
  physician, his skill was only matched by his ego.
   
  When summering in the Spanish countryside, Silva chanced one day to come across a wounded 
  Englishman.  A lean man in somber clothing, he had been wounded in the chest by a musket ball.  Silva 
  wasted no time.  He had the man carried back to his villa where he spent the afternoon operating on 
  the man, patiently cleaning and repairing the wound.  Naturally, the Englishman survived.  Taken by 
  the man’s somber nature and radical religious leanings, Silva invited him to be a guest at his villa until 
  he was well enough to travel.  It was during their conversations that Silva struck upon his most inge-
  nious (and blasphemous) theory.  He published his ﬁndings a year later in Portugal in an article entitled, 
  The Biology of the Soul, a scientiﬁc analysis of the metaphysical.  The article was deemed heresy by the 
  church.  Silva could not have been happier.  That is, until the Inquisition came knocking.
   
  The young doctor ﬂed to Italy where he took up with an assembly of like-minded intellectual radi-
  cals, Galleleo among them.  Silva relished the delicious irony that they did so in the shadow of the 
  Mother Church.
   
  When the dreams began, Silva dismissed them as the result of a bad bottle of port.  Eventually, when 
  he could not explain their recurrence or their meaning, he decided that he would follow their instruction 
  as an exercise in indulging his self-conscious.  Perhaps, he thought, he was smarter than he gave himself 
  credit for, and some revelation would await him in Torkertown, England.
   
  Silva still awaits this revelation.  But he has taken up with a fascinatingly opaque group of fellows, a 
  Jewish Rabbi among them.  While he is dismissive of the hard concepts of good and evil, he cannot deny 
  that strange forces are at work.
  Description:  Dr. Silva is a short, rotund man far more at home in a comfortable study than out on the 
  open countryside.  His head is balding, with puffs of salt and pepper hair above his ears.  He is clean-
  shaven and makes a point to do so every day, regardless of the circumstances.  He prefers a hot bath and a 
  warm brandy when he can have them.
  Roleplaying Tips:
  d Everything has a logical and scientiﬁc explanation.
  d “Where does the soul live?”
  d Debate religion with Dmitriev and Gavrel.
  d Your theories are widely published.  Your name is well known in scientiﬁc circles.
  A
  
  Solana Navarro
  Spain
  June 1
  1582
  1
  6
  7
  5
  Climbing
  Fighting
  Guts
  Intimidation
  Notice
  Taunt
  Throwing
  Arrogant
  One Eye
  Vengeful
  Attractive
  Quick
  Florentine
  Iron Will
  Lunge
  No Mercy
  +1
  +1
  Dagger 
  3/6/12 
  1 
  d6+d4 
  — 
  1
  Rapier 
  — 
  — 
  d6+d4 
  — 
  3 
  +1 Parry
  Normal Clothing
  Bedroll
  Waterskin
  Bottle of Wine (Cheap)
  Currency: £0
  20
  30
  
  Solana Navarro 
  Spanish Swordswoman
   
   
  Sex: Female 
  Age: 33
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: Spanish, English
  ORN in the Year of Our Lord, 1582, Solana Navarro was born to a family of lesser 
  nobility.  When she was nine, the Spanish Inquisition, who suspected her parents of 
  heresy and promoting radical religious views, kidnapped her.  She was interrogated, tortured, 
  and ultimately forced to testify against her parents who were subsequently executed.
   
  Sent to live with a distant aunt, Navarro’s hatred for the church and its authority only grew 
  with time.  She disdained the rules society placed on women, devoting herself to athletics and 
  swordsmanship much to her aunt’s chagrin.  At ﬁfteen, she was arranged to marry to a local 
  lord.  But when he sought her affections by force, she drove a blade into his heart.  Her family 
  renounced her, and she has since made a life for herself as a bravo and a rake.  
   
  Her hot temper and contempt for the church eventually lead Navarro to a violent encounter 
  with a puritan swordsman.  They battled to a draw, neither being able to claim an advantage.  
  They separated on respectful terms.  She has never forgotten the meeting, for the puritan is the 
  only man who has not submitted to her blade.
   
  Last year, the nightmares began.  Dreams of darkness and violence haunted the man’s sleep.  
  In the dream, a hunched African man with ageless eyes would beckon to her.  Impulsively, she 
  followed her dreams to the British village of Torkertown.  Now she ﬁnds herself in the company 
  of other explorers and vagabonds traveling the world to bring justice to the wronged, and 
  vengeance on those who do evil to the innocent.
  Description: Solana Navarro is dark skinned and raven-haired, beautiful except for her missing 
  eye, cut from the socket by the Inquisition so many years ago.  Though capable of a woman’s 
  charm, she prefers to dress like a man.
  Roleplaying Tips:
  d Be rash and impulsive; your blade will always protect you.
  d You can do anything a man can do and will not hear otherwise.
  d Be suspicious of Dmitriev.  You are all too familiar with his “religion.”
  d You owe Gavrel your life.  He is the only man you trust implicitly.
  B
  
  Gavrel
  Jerusalim
  March 24
  1560
  0
  6
  5
  5
  Arcane: Sorcery
  Fighting
  Guts
  Investigation
  Knowledge: Occult
  Knowledge: Religion
  Notice
  Persuasion
  Code of Honor
  Bad Eyes (wears spectacles)
  Pascifist
  Arcane Background: Sorcery
  Scholar
  New Power: Light
  New Power: Undead Ward
  Knife 
  3/6/12 
  1 
  d6+d4 
  — 
  1
  Boost/Lower Trait -2 
  Smarts 
  Trait +/-d 
  2 minutes
  Smite 
  -1 
  Touch 
  +2/+4 dmg 
  2 minutes
  Spirit Ward 
  -4 
  Smarts 
  md burst 
  4 hours
  Light 
  0 
  Touch 
  lrg burst 
  4 hours
  Undead Ward 
  -4 
  Smarts 
  md burst 
  4 hours
  Normal Clothing
  Leather Satchel (waterproof)
  Bedroll
  Waterskin
  Writing Equipment
  Currency: £3.05
  7
  30
  
  Gavrel 
  Hebrew scholar and sorcerer of the mystic Kabbalah
   
   
  Sex: Male 
  Age: 55
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: English, Spanish, Hebrew, Egyptian
  ORN in 1560, Gavrel’s long life has been a search for meaning and 
  his place in history.  A Sefardi Jew, his ancestors were expelled from 
  Spain in 1492, to resettle in the Ottoman Empire.  He was raised 
  in a strictly orthodox home and, at his father’s insistence, he was sent to 
  Tzfat to attend the yeshiva at the proper age to devote his life to the study 
  of Jewish law.
   
  While Gavrel excelled at his studies, he was always pushing the limits 
  of the orthodoxy.  It was at Tzfat where he, and many other Sefardi Jews, 
  began the study of Kabbalah.  He became one of many admirers of the 
  Jewish scholar Josef Karo.  Gavrel’s interests did not sit well with his father, 
  who adhered to the common belief that Kabbalah was forbidden knowl-
  edge.  After this falling out with his family, Gavrel was forced to leave the 
  yeshiva.  He settled for a while in Morocco before setting off to discover his 
  roots in Spain.
   
  In 1591, Gavrel was captured and held by the Spanish Inquisition.  
  During his imprisonment, he sought to lend comfort to a young Spanish 
  girl, Solona Navarro, who was being held and tortured to give testimony 
  against her family.  Likewise among the imprisoned was a lean, hawk-faced 
  Englishman, a Puritan, captured while ﬁghting the Spanish under Sir 
  Richard Greenville.  Together, the three and a handful of other prisoners, 
  launched a successful escape attempt.
   
  After his ordeal, Gavrel settled in Italy and began writing.  He pub-
  lished a number of volumes on Jewish Law and the philosophies behind 
  Kabbalah.  Then, a year ago, he was visited by the most vivid of mystical 
  visions: a stooped African beckoning him to journey forth and have his 
  destiny revealed in the English village of Torkertown.  Gavrel’s destiny, 
  as it turns out, is nothing like the man expected.  Reunited with Solona 
  Navarro, now a grown woman, and a cadre of mismatched explorers and 
  adventurers, Gavrel has been exposed to the darker side of reality, and is 
  slowly coming to grips with his fate as a soldier of God.
  Description: Gavrel is an older man with the beginnings of a slight stoop.  
  He is far-sighted and wears spectacles for reading and delicate procedures 
  that require his complete attention.  His hair is a silvery gray, which he 
  wears in traditional orthodox fashion, along with a long, properly groomed, 
  beard.  He has a kind face and a warm smile.
  Roleplaying Tips:
  d You are wise and patient, even in the face of hatred and ignorance.
  d A soft word can be deadlier than the hardest blow.
  d God reveals Himself in His own time.
  d Debate religion with Yuri and Dr. Silva.
  B
  TRAPPINGS
  As an adept of Kabbalah, 
  Gavrel’s Powers have the follow-
  ing trappings:
  Boost/Lower Trait
  Invoking and writing the name 
  of Ein Soph to help friends or 
  Qliphoth to punish the enemies. 
  There is no visible effect, but 
  the target has it`s Trait either 
  boosted or lowered, by the Will 
  of God.
  Smite
  Writing and invoking the name 
  of Gevurah on a blade or over 
  the projectiles. The name is vis-
  ible for the duration of the spell.
  Spirit Ward
  Invoking the tetragrammaton. 
  Painting the Tree of Life on 
  ground.
  Light
  Writing the name of Chesed 
  (Chesed deals with the level of 
  visible). Burning incense, which 
  starts to give a very bright light 
  over some place.
  Undead Ward
  Invoking the tetragrammaton. 
  Painting the Tree of Life on 
  ground.
  
  Karonak
  Iroquois Nation
  August 3
  1595
  0
  6
  7
  5
  Climbing
  Fighting
  Guts
  Notice
  Stealth
  Survival
  Throwing
  Tracking
  Heroic
  Illiterate
  Loyal
  Two Fisted
  First Strike
  Close Fighting
  Quick
  Block
  Woodsman
  +1
  Throwing Axe 3/6/12 
  1 
  d6+d6 
  — 
  2 
  Tomahawk
  Knife 
  3/6/12 
  1 
  d6+d4 
  — 
  1
  Normal Clothing
  Waterskin
  Currency: £3.55
  4
  30
  
  Karonak
  Iroquois Indian scout far from home
   
   
  Sex: Male 
  Age: 20
   
   
  Rank: Seasoned 
  Exp: 25
  Languages: French, Iroquois
  ARONAK is an Iroquois Indian and a member of the Onondaga tribe.  His mother 
  was killed by a Mohawk incursion when he was an infant, and he was left to be raised 
  by the women of the tribe.  As a youth, he aspired to be a brave like his father, though the tribe 
  shaman took an early interest in him and tutored him in many rudimentary skills.
   
  It was at the insistence of the shaman that Karonak undertook a vision quest when he came 
  of age.  The boy had been alone in the woods for several days, cold and hungry, when he was 
  visited by a vision of a stooped man with skin as black as midnight, and eyes like a serpent.  
  The old man spoke as a shaman and told him that his destiny lay not here among his people, 
  but across the great ocean in the land of the white man.  Karonak was familiar with the French 
  explorers who occasionally traded with his tribe.  The vision told him that when the traders 
  returned on his 17th year, that he must leave with them.
   
  And so, four years later when the snows thawed and the white men returned, Karonak set 
  off with them.  During his travels, he frequently dreamed of the raven-skinned shaman and took 
  comfort from his words.  As he traveled with the French, he endeavored to learn their language 
  and something of their ways.  
   
  When the ship arrived, Karonak was amazed at the cities of the white men, and was tempted 
  to believe they might well be gods as some of the stories of his own people suggested.  But the 
  old shaman of his dreams counseled against such foolishness.  They are men, he insisted, as ﬂesh 
  and blood as yourself, and just as capable of kindness and wickedness.
   
  Karonak followed the guidance of the shaman, that led him north to the land of the English, 
  and a village called Torkertown.  There he has come to associate with a group of explorers.  In 
  particular, he has stricken a close kinship with Dr. Anibal Cavaco Silva, a healer who reminds 
  him much of the tribal shaman who taught him as a boy.
  Description: Karonak is a man of modest height with bronze skin and raven black hair, worn long.  
  Among polite company, he has adopted European dress.  But when working in the wild, he pre-
  fers his traditional buckskins.
  Roleplaying Tips:
  d Be plainspoken.  You are not one to waste words.
  d You are a stranger in this land, but not a stranger to the world around you.
  d These Europeans are ignorant of the “old ways.”  You are not.
  K
  
SOURCE: textdata/thevault/Solomon Kane/Solomon Kane Characters Pack.pdf