Characters for Book Three

Fabled Lands – Characters for Book Three

If you would like to create your own characters for playing Fabled Lands, just follow the instructions in the books. But if you are impatient to start, you may use any of these individuals.

Note: The attributes  of these characters reflects their experiences at the outset of Book Three. If you want characters to use for other books, please go to those sections of the site.


Jaluda is a ruthlessly clever fighter who believes herself more than a match for any man. Those who have sailed with her describe this fearsome amazon as fiery and proud, not one to forget either a favour or a slight. She bears a mortal grudge against Amcha, the pirate king.

  • Rank: 3rd
  • Profession: Warrior
  • Stamina: 16
  • Defence: 13
  • Money: 40 Shards
  • CHARISMA: 4
  • COMBAT: 7
  • MAGIC: 2
  • SANCTITY: 5
  • SCOUTING: 4
  • THIEVERY: 3
  • Possessions: sword, chain mail (Defence +3), map

Arcadia is a young woman whose purity of spirit enables her to hear the murmuring of the gods in her dreams. Cast out by her family because they disapproved of her unworldly ways, she has dedicated her life to the quest for spiritual enlightenment. She is curious about the gods of Ankon-Konu, of which she knows little, and so plans a visit to Smogmaw in the near future.

  • Rank: 3rd
  • Profession: Priest
  • Stamina: 16
  • Defence: 9
  • Money: 40 Shards
  • CHARISMA: 5
  • COMBAT: 3
  • MAGIC: 4
  • SANCTITY: 7
  • SCOUTING: 5
  • THIEVERY: 2
  • Possessions: sword, chain mail (Defence +3), map

Haunted by memories of a former life in which he wielded great power, Damontir would willingly pledge his lifeblood to the demons of darkness if he stood to gain a snippet of magical lore. Power is his only goal, and so his primary objective is to enrol at one of the sorcerous academies in Dweomer.

  • Rank: 3rd
  • Profession: Mage
  • Stamina: 16
  • Defence: 9
  • Money: 40 Shards
  • CHARISMA: 3
  • COMBAT: 3
  • MAGIC: 7
  • SANCTITY: 1
  • SCOUTING: 6
  • THIEVERY: 4
  • Possessions: sword, chain mail (Defence +3), map

After a short spell in the Yellowport militia (he mistakenly enlisted thinking he was joining a queue for alms), Silas signed on aboard a merchantman bound for Metriciens. He found that the fresh breeze and the open sea inspired his ballads, and resolved not to return to a landlubber’s life until he has learned the song of the mermaids.

  • Rank: 3rd
  • Profession: Troubador
  • Stamina: 16
  • Defence: 10
  • Money: 40 Shards
  • CHARISMA: 7
  • COMBAT: 4
  • MAGIC: 5
  • SANCTITY: 5
  • SCOUTING: 3
  • THIEVERY: 5
  • Possessions: sword, chain mail (Defence +3), map

A dashing scoundrel, Greymalkin lives by his wits and has no care for either the future or the past. Money slips through his fingers as fast as he can earn it, but of late he has begun to be tempted by a story he overheard in a dockside tavern – a story of great riches that lie unguarded on an island in the south seas.

  • Rank: 3rd
  • Profession: Rogue
  • Stamina: 16
  • Defence: 11
  • Money: 40 Shards
  • CHARISMA: 6
  • COMBAT: 5
  • MAGIC: 5
  • SANCTITY: 2
  • SCOUTING: 3
  • THIEVERY: 7
  • Possessions: sword, chain mail (Defence +3), map

Varkung has always been fascinated by the distant places of the world. As a child he would spend hours staring at his father’s maps and day-dreaming of the people and creatures who lived across the sea. Now, as a young man, he has the chance to go exploring. His first wish is to visit Starspike Island and see if, as legends claim, it really does stretch up beyond the sky.

  • Rank: 3rd
  • Profession: Wayfarer
  • Stamina: 16
  • Defence: 12
  • Money: 40 Shards
  • CHARISMA: 3
  • COMBAT: 6
  • MAGIC: 3
  • SANCTITY: 4
  • SCOUTING: 7
  • THIEVERY: 5
  • Possessions: sword, chain mail (Defence +3), map