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Siege of Darkness characters

By R.A. Salvatore

Every entry below is hidden until you open it, and each names the chapter the character first appears in.

Drizzt Do'Urden (Protagonist)

Appears from the start

A dark elf ranger who has returned from Menzoberranzan with warning that its ruling houses intend to invade Mithral Hall. He knows the enemy's methods better than any of the hall's defenders and is determined that his birthplace will not take another member of his adopted family.

Catti-brie (Supporting)

Appears from the start

Bruenor's adopted daughter and a master archer who followed Drizzt into Menzoberranzan and returned with him. She still mourns Wulfgar, but she will not let that grief deny either her growing love for Drizzt or her place in the defense of her home.

Bruenor Battlehammer (Supporting)

Appears from the start

The king who reclaimed Mithral Hall for Clan Battlehammer. He responds to the promised invasion with a ruler's practical work: strengthening tunnels, calling on old allies and making clear that the drow will find dwarves defending their own ground.

Regis (Supporting)

Appears from the start

A halfling companion of Bruenor and Drizzt who has settled comfortably into Mithral Hall. His enchanted ruby pendant and talent for reading self-interest give him ways to influence a war that do not depend on matching a drow warrior with a blade.

Guenhwyvar (Supporting)

Appears from the start

Drizzt's great black panther companion, summoned through an onyx figurine. Guenhwyvar can scout dark tunnels, carry messages and wounded allies, and strike enemies who assume the ranger is fighting alone.

Matron Baenre (Antagonist)

Appears from the start

The ancient ruler of House Baenre and the dominant matron of Menzoberranzan. She has secured religious support for an invasion of Mithral Hall and must keep the city's ambitious houses aligned long enough to carry it out.

Triel Baenre (Antagonist)

Appears from the start

The eldest daughter of Matron Baenre and a powerful priestess. She helps administer her mother's campaign while remaining alert to the succession struggle that any sign of weakness could trigger within the house.

Gromph Baenre (Supporting)

Appears from the start

The archmage of Menzoberranzan and Matron Baenre's son. His position stands partly outside the priestess hierarchy, making his response to the disruption of divine and arcane magic important to the balance among the city's houses.

K'yorl Odran (Antagonist)

Appears from the start

The matron of House Oblodra and Matron Baenre's most dangerous internal rival. Her family's psionic powers do not depend on the forms of magic failing across the realms, giving her leverage while other drow houses are suddenly weakened.

Jarlaxle (Antagonist)

Appears from the start

The calculating leader of Bregan D'aerthe. He provides scouts and fighters to the Baenre campaign while continuing to treat information and an intact mercenary company as more valuable than any single victory.

Thibbledorf Pwent (Supporting)

First appears in chapter 3

A dwarf battlerager whose fierce loyalty to Bruenor is expressed through spiked armor and direct charges. Pwent gathers similarly reckless warriors into a unit well suited to breaking crowded formations in the hall's narrow approaches.

Berkthgar (Supporting)

First appears in chapter 3

A young barbarian leader among the people settled near Mithral Hall. He admires Wulfgar's strength and legacy, and the absent hero's warhammer has become a symbol of the authority and identity Berkthgar wants for his tribe.

Alustriel Silverhand (Supporting)

First appears in chapter 8

The ruler of Silverymoon, a powerful wizard and an old friend of Drizzt and Bruenor. She understands that the fall of Mithral Hall would threaten every northern realm and helps turn personal friendship into a broader alliance.

Dagna (Supporting)

First appears in chapter 8

A senior dwarf commander from Citadel Adbar who brings trained soldiers and long military experience to the defense of Mithral Hall. He respects Bruenor's claim and treats the invasion as a threat to the northern dwarven kingdoms together.

Harkle Harpell (Supporting)

First appears in chapter 8

An inventive and unpredictable wizard of the Harpell family, long friendly with the companions. His magic can be extremely useful when it works as intended, though a widespread magical crisis makes experimentation even less reliable than usual.

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