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Adventures

by Tracy Hickman and Margaret Weis

The AD&D game source book for continuing adventures in the world of Krynn.

TSR. Inc. TSR UK Lrd.


POBn6 The Mill. Rarhmore Road
Lake Geneva. Cambridge CBI 4AD
Tl"• tnc.
W I 5314 7 PfiiOOUC TS Of' YOUtll I M.AOIM.Anotl • Unired Kingdom
ADVANCED DUNGEONS & DRAGONS. AD&D DRAGONLANCE . FIEND FOLIO. PRODUCTS OF 'lOUR IMAGINATION, and ll>e TSR logo are lraoemarks owned by TSR, Inc
beb1cat1on
To Laura Curtis Hickman, my wife, for whom worlds were created.

CR€blt5--------------------------------------------------
Continuity & Story: Tracy Hickman and Margaret Weis
Game Systems Design: Tracy Hickman
Editing: Mike Breault, with Jon Pickens
Proofreading: Jon Pickens, Warren Spector, and Margaret Weis
The DRAGONLANCE® Series Design Team: Tracy Hickman (Series Concept), Harold Johnson
(Director of D esign), Margaret Weis, Douglas Niles, Jeff Grubb, Larry Elmore, Bruce
Nesmith, Mike Breault, Roger Moore, Laura Hickman, Linda Bakk, Michael Dobson, Carl
Smith, Garry Spiegle.
Cover Art: J eff Easley
Interior Illustrations: George Barr
Cartography: Karen Wynn Fonstad, and Dennis Kauth
Graphic Design: Stephanie Tabat
Typography: Kim Janke and Betty Elmore
Keyline: Stephanie Tabat and Susan Myers

SpECial thanks to ---------------------------------------


Dave Cook for advice on the AD&D® game system revisions and particularly the derics system.
J eff Grubb for his spell constructions, long support in the DRAGONLANCE® saga, and the Gods
of Krynn.
Doug Niles for his original compiling of the DRAGONLANCE saga source book and for writing
almost as many DRAGONLANCE modules as I did.
And thanks to all three for bailing me out when times got tough. The work of your hands shows
on every page.

D istributee! to the book trade by Ra ndom House, Inc. , and in Ca nada by Random House: of Canada. Ltd.
D istributed to the toy and hobby trade by regional d istribu tors.
Dimibuted in t he United Kingdom by TSR UK Ltd .
C> I987 TSR. Inc. All Rights Reserved.
0-88038-452·2
This work is protected under t he copyright laws of t he United States of America. Any rcprod union or unauthorized use of the material or
artwork prcscmed herein is prohibited wit hout the express wrinen consem ofTSR, Inc.

Printed in the U.S.A.


PR€{:aC€
At last ... the world of Krynn!
Here you hold as much of Krynn as can be told in one book. The world
of the DRAGONLANCE® saga is a vast and complex one. This book alone
cannot hope to cover all of the wonder and magic of that fabled land. We
have compressed as much information as we could into this volume, but it
still proved to be too large a task.
To fully recreate the world of Krynn, we recommend that you read more
about this world- the DRAGONLANCE modules, the Chronicles trilogy,
the Legends trilogy, and the anthology series of DRAGONLANCE Tales.
These not only give you a comprehensive picture of the world and its
inhabitants, but they also provide rich descriptions with which to color
your campaign. For more detailed maps of Krynn and many of its specific
environments, we direct you to Karen Fonstad's Atlas ofKrynn.
You can certainly enjoy this book without playing the game ... but what
a game it is! Those of you who are playing the DRAGONLANCE series in
the AD&D® game system will , as usual , need those rule books to play the
series as the epic role-playing game that it is. We have tried to avoid
duplicating material that is found in those other works so as to make room
for all the detail of Krynn that we possibly can. This means for you garners
that you will need to refer to other AD&D books from time to time. We
assume that you have the Dungeon Master's Guide and the Player's
Handbook in order to play the game. Other works, however, you may not
have , such as the Dungeoneer's Survival Guide, Wilderness Survival
Guide, and Unearthed Arcana. We have made extensive use of these
reference books in detailing the world of the DRAGONLANCE saga.
However, if you do not happen to have these latter works you should not
worry. The series should play just fine with just your Dungeon Master's
Guide and Player's Handbook.
This book is written in a different format than the other AD&D
hardback boo.ks. The material that is specifically related to the AD&D
game system or to running a DRAGONLANCE campaign is placed in grey
boxes throughout the text. This means that the text is easier to read and
the game references are readily available.
You, in all your letters, have beckoned us back to the world of Tanis,
Laurana, Kitiara, Raistlin and all the rest. May we now walk that road
together for a time once more, with old friends and new.
taste o~ contents
-<;::::::::::::::=====~~ I ~ESlE\~======ll
Holy Orders of the Stars .... . ......... • ... . .. . . . ..... . 4 1
th€ R€alms asov€ ....... .. ..... ..... ......... 1 Clerics of Good ........ . .. . . . . ... . .... . . .. . . .... .. 4 1
The Universe ..... . .. . ...... .. ...... . . . . . .... . .. . .... . . 8 Clerics of Neutrality .. . .. . .... . . .. . . ..... . .. ........ 42
Orders of the Universe . .... . . . . . ..... . ... . .... . .. . .... . 8 Clerics of Evil .. . ............ . . . . . . . .. . . • .. . . . ... . . 42
The Place of Mortals . . ...... . . . . . .. . . . .. . . . . . .. . . . . . . . 8 The Gods of Good . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2
The Law of Consequence ........ . ..... . . ... . ... . ... . ... 9 Paladine .. . .... . ... . ........ . .. . . ..... . .... ..... . 42
Lot in Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Characters in Krynn ... . . . . .. . .... . ... . .. .. . .. . .... . .. II Kiri-Jolith . . . . .. . . ............ . . . . . . . . ...... 43
Travelers from the Beyond .. . ... ... . .. . . . .. . . .. . ....... 12 Mishakal ... . .... . ... . .. . ........ . .. . . .•.. ... ... . . 43
Acceptable Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Habbakuk . . .... . ........ . . .. . .. ... . . . . . . .. ..... . . 44
General Limitations in Krynn .. .. . .. . .... . .. . . . .. .. .. . . 13 Branchala . . . . .. . . . . ... .. . . ..... . . ....... . ....... . 44
What's Your Alignment? ......... . ... .. ........... . . 13 Solina ri .. . ...... . ... . .... . ...... . . ... . . . . ... . .... 44
Knights of Solamnia .. . . . . . ....... . ... . . . . • ... . ... . . . 14 . The Gods of Neutrality .. . ..... . .. . ... . .... . ... •. . . .. . 44
The Origin of the Knights .... . ... . ... . ... . ... . .... . 14 Gilean .... .. ........ . .. . .. ... . . . . •. . .... . . . ...... 44
Cataclysm to Present ... . . . . . . . ..... . . . .. . .. . . . .. . .. 14 Sirrion .. . . • .... . .... . .. . .. . ..................... . 45
The Organization of the Knighthood . . . . . . . . . . . . . . . . . 15 Reorx ..... . .... . . ...... . . ... . ... . ... ... .......... 45
The Oath and the Measure ....... . ... . ... . .. . . ... . .. 16 Chislev . .. . . . .... . .. . .. . .. . ............. . . . ..... . 45
Knights of the Crown .. . ....... . . . . .. . ... . ... . . . . . . 16 Zivilyn . ... . . . ....... . .. . .. . .. . .... . .. ... . . . . . .... 45
Knights of the Sword ..... . .............. . .... . ..... 17 Shinare .. . . . . .. . .... . .. . ..... . ....... .... . . .... . . 45
Knights of the Rose . . . . .... . . . .. . ... . ... . .......... 19 Lunitari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... 46
Knigh ts in Battle ... . . . ....... . ... . • . .. . ... . . . .. . .. 20 The Gods of Evil . . . . . .. . .. . .. . .. . ... . . ... ..... . . . .. . 46
The Kn ightly Council . . . . . ...... . ... . ... . . ... . .... . 20 Takhisis .. . ........... . . ... ... . ... . . ....... . . . . .. . 46
Tinkers (Gnomes) ........... . . . .. .. . . . ... . . ... . ... .. 21 Sargonnas .. . ... . .... . .. . .. . .. . ... . . . ...... . . . .... 46
Game Statistics . ........... . . ...... . .... . ...... . . . . 21 Morgion . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . ... 46
Device Creation . ... .. ............. . ....... . . .... . . 22 Chemosh ...... . .. . . .. . ..... .. .. .... . .......... . .. 47
Device Components and Their Costs . . ... . .... . . ... . 23 Zeboim . . . . ... . .. . . . .. . .... . . ........ . . . . . 47
Hall of Gnomes Inventions . . . .... . ....... . .... . . . . . . 25 Hiddukel . . .... . . .... . . . . . . .. . ... . . . ....... .. .. . . 47
Nuitari . . . . . . . . . . . . . . . . . . . . . . . ..... . .. . . . .. 47
Wizards of High Sorcery . . . .. . . ...... ... ... . . .. . . . . . . ... 27 The Heathens . . ..... . ...... . . . . . . . .. .. ·. ......... . .. . 47
The Moons of Magic . . . . . . . . . . . . . . . . . . . . . . . .... . 27
Locations of the Moons . . . .. . ......... . .. . . ... . .... . 27 The Races of Krynn . . .. . . . .. . .... .. . . .. . .. . ... . ....... . 49
Moon Tracking Charr . ........ . ..... . ........ .. ..... 28 The Age of Twilight . . ... . .. . .. . .. . ................ . .. 49
The Concla,•e of Wizards . .. . . . . . .. . .. .... . . .... . ... . . 29 Kende r . ... . .. . .. . .. . ... . . .............. 51
The Spheres of Magic . . . . . . . . ... . .... . ....... . . .... . . 29 Kender Pockets . . . . . . . .. ..... . . . . ......... . . 53
The Towers of High Sorcery . . . . .. .. ... . . . ....... . . ... . 29 Kender Taunt and Fearlessness ... . ... . . . . . ....... .. . . 54
The Tower of Wayreth . . .... . . . .. .. .. .. ....... . ..... 30 Gnomes . .......... . ........... . . .. . . • . •. ........ . . 54
The Shoikan Grove of the Tower of Palanthus . . . . .... . . 31 Mad Gnomes ....... . . ... .. . .. .. .... . . .. ........ . . 56
The Tower of High Sorcery at Palanthus ... .. .. ..... ... 31 Elves .......... . ....... . .. . . . ... . ... ... . .. . ........ 57
Map of rhe Tower at Palanthus ........ . .... . ... . . . . . . 32 Silvanesti (High Elves) .. . .... . . . . • . .. . . . ........ .... 58
Guardian Groves of the Destroyed Towers . .. . .. . ... .... 33 Qualinesti ........ . .. . . .. . . . .. . ....... . . . . . ....... 59
Early Life of a Wizard . . . . . . . . . . . . . . . . . . .. . . . ... . .. 34 Kagonesti (Wild Elves) . . ... . .. .... ..... . . . ......... 60
Student Magic-Users . .. . ...................... 34 Dargonesti and Dime rnesti (Sea Elves) .... . . . . . ...... . 61
Test of High Sorcery . . . . . . . . ........ . .. . . ... . .. .... . 34 Dark Elves . .. . . ....... . ........ . ........ . . . . . ... . . 62
Changing Orders After the Test .. . ...... . ... .. ... .. .. 34 Half- Elves .... . ... . .. . ... . .. . . ............... .... . 63
Wizards of the White Robes ...... .... . ... . ......... . . . 35 Dwarves .. . . .. . . ... ..... .. . .. . ........... ... . . . . . . . 65
Wizards of the Red Robes ..... . .. . ... . ...... ... .. . . . .. 35 Hill Dwarves ..................... . ...... . . .. . . • ... 66
W izards of the Black Robes ... . . . .. . ...... . . ... . .... . . . 36 Mountain Dwarves . . ... . . . . . ....... . ........ . . . .... 66
Renegade Wizards . . .. . .... . ............ . .. . . . .. .... . 36 Gul ly Dwarves (Aghar) . . . ........ ..... .... 67
Illusion and Krynn . .. . . .. . . .. . . .. . ...... . ... . ..... . . . 37 lrda . . ....... .. ..... . ..... . . . . . .... . . . . . ....... 68
Spells of High Sorcery . . . . . . . . . . . . . . . . . . . . . . . . .. 37 Kry nn Minotaurs . . .... . .. . ..... . .... ........ .. . . .. .. 69
Kiss of Night's Guardian . . . .. . . .. . . .. . ... . ....... 37 Chamcter Profic.iencies . . . . . . ................. . .. . . ...... 71
Mindspin . . .. . .. . .. . ..... . ....... . ....... . .... . . . 37
Timeheal . . ......... . .. . ...... . ... . ............... 38 Creatures of Krynn ... . .. . . ... .... . ... . .. . . . . . ... . ... . .. 73
Timereaver ........ . . .. . . . . ....... . .. . . • .. . . . . . 38 Common Creatures of Krynn . . .. . ... . .... . . . .. . . .. . . .. 73
Unique Creatures of Krynn ...... . ... . ... . . . . ..... . . ... 73
Messengers of the Heavens .. . ..... . . . . . ........ . ...... .. 39 Draconians ........... . ... . . .. ....... . . . .. .. .. .... 73
Gender and the Gods .. . .. . .. . .... . .......... . ....... 39 Auraks ....... . . ... . ..... . . ... . ...... . .. . .. . . .. . 73
Obligations of Clerics . . ........... . .. . ....... . ....... 40 Baaz .. .... . .... . .... . ........ . . . .. . .... . .. 74
Godly Spheres of Influence ..... . .......... . ... . .. . ... . 41 Bozaks . . . . . .... . ... . . ... . . . . . . ....... 74
Deity Descriptions .... . .... . ...... .... . ... . ... . .. . . . . 41 Kapaks . .. ... . . ..... . ........ • .... . . . ..... . . . . . 74

4
taste ot= contents
~~==~\93~ ·~~~~~

Sivaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 75 Personalities of the Age of Dragons .. .... . ... . ........ . . . 108


Dreamshadows . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 75 Takhisis ....................... . .. . ... . . . . . ... . .. 108
Dreamwraiths ..... . . .. . . .... . ....... . .. . . .. .. .. .. . 75 Fizban the Fabulous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Fetch ...... . .. . . . . .. . ...... . ... .. .. . .. . ....... .. . 76 Pyrite . .. . .. .. .. .. ... . ... ... . .. . .. . ... . ... . . . . . .. 108
lee Bears . . . . . . . . . . . . . . . . . . . . . . . . . . . .... .. . . ... . 76 Raistlin Majere ... . ....... . ........... . ... .. .. . . . . 108
Minomurs (Bioodsea) ......... . . . . . . . . . . .. . . .. . ..... 76 Lord Soth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I 08
Shadowpeople .. .. . ......... . .... . .. ........ . ... .. 77 Kitiara ... . .. . .. . . ..... . .. .. . . .... . ....... . .. . . . . 109
Spenral Minio ns .. . .. . ...... . .... . .. . .. . .......... 77 Duncan .. . ..... . . ..... . . ... . ..... . ... . ... . ... . . . 109
Thanoi (Walrus Men ) .... . .... . . . . ... ...... . .. . . ... . 78 Kharas . .. .. .. . ... . . ..... . ... . .. . .. . . . . . . . . . . . ... 109
Krynn Dragons ..... . ... . ... .. . . ... . ......... . . .. .. 78 Reghar Fireforge ...................... . . . . . . . . . ... 109
Background and Histo ry ......... . .. . . . ... .. . ..... 78 Amorhus Palamhus . ... . . ........... . . . . . . . ... . . .. 110
The Evil Dragons .... . ..... . . .. . . .. . ............. 78 Elistan ...... . .......... . ......... . ...... . ... . ... 110
The Good Dragons .......... . ....... . .. . .... . .. . 79 Par-Salian .... . .. . . ... . .. . .. . ..... . . ..... . ... . ... 110
The Gods as Dragons . . . . . . . . . . . . . . . .. . . .. . . ... . 80 Justarius . .... . ... . ...... . ... . ....... . .. .. .. .. . . . 110
Dragon Rules . . . ..... . ..... . . .. . .......... . . ... . 80 Ladonna .............. . . . .. . . .. . ....... ... . . . .. . Il l
Maquesta Kar-Thon ........................... . . .. Ill
Bas-Ohn Koraf ................................... Ill
th€ WORlb that Was ...... ... ... ..... .... 82 PCs from the DRAGONLANCE® Legends Books ....... . 111
Tales of Long Ago ............ . ...... . .... . .. ... .. . .. 83 Dalamar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
The Ages of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 83 Crysania ..... . .. .. ..... . ... . . .. . . . ..... . . . . . . . .. 11 2
Map of Pre-Ca raclysm Ansa/on ... .. . . ... .. .. . ... 84 & 85 Caramon Majere . ................. . .. .. .. .. ....... 112
Astinus's Scroll (Part I) ... .. .... . ....... . .. . .... . ... 86 Tasslehoff Burrfoot ......... . ... . . . .... . ..... . . . .. . 113
NPCs of Long Ago ...... . .. . ............. . . .. .. . . . . . ... 88 Tika Waylan Majere ....... . ........ . ....... . .. . .. . 113
Huma . . .. ... . ...... .. . . . .... . .. . ... . .. . . .. . ... . . 88 Tan is Half-Elven . . . . . . . . . . . . . ........ . . . . ... 11 3
The Silver Dragon ..... . • ......... . .. . .. . .... . . . .. . 88
Magius ... . ... . ... .. .... . .. .. . .......... • . ... .... 88
Fistandant ilus ............ • . . .. . ... . ......... . . ... . 89
ChaRts anb tastes
Races of Krynn ................ . . . . . .... . . . ... . . . .... . 11 4
Asti n us of Palanrhus .......... .. .. . . .. . . .. . .. . .... . 89
Character Alignment Tracking Chart ..................... 114
Rcorx ( Dougan Redhammer) ... . . .. . . . . ... .. . . . .... . 89
Unified Ansalon Monster Chart .. .. .. .. . . . . ... . ..... 115-116
T he Kingpri est of !star ......... . . . .. . .. . .. . . ... . ... 89
Character Class Master Statistics Range Table . ..... . .... ... 117
Arack, Master of the Ga rnes ... ... . ..... .. .. . .... . . .. 90
Character Racial Minimum & Maximum Table ..... . ....... 117
Raag ...... . ....... . .... . .......... . . . .... ... . . .. 90
Gnome Device Complexity Level Table . ... .. ..... . . . ..... 118
Sreelroe , th e Half-Og re Bandit ... . .......... . . . .. . ... 90
G nome Mishap Table . . . . . . . .. . . . . . .. . . . . .. . .. 11 9
Magical h ems of Krynn ... .. ........ . ........... . .. .. . . . 91 Spheres of Influence-The Gods of Good .. . ... . . . . . .. 120-121
Potions . . . . ............. . . . ... . ....... . ...... . ... 91 Spheres of Influence- T he Gods of Neutrality . . . ..... . 122-123
Scro lls . ... . ... . ........ .• . . ....... . .. . ...... . .... 91 Spheres of Influence- The Gods of Evil . .... . ...... .. 124-125
Rods, Staves, and Wands . ....... . ... . ... . ... . .. . . ... 91 Spell Summary Table (Magical) . ......... . . . .. .. . .... 126- 127
C rystals and Gems ..... . .. . . . ....... . ....... . .. . ... 92 Knights Circle Table .. . .... . .... . .. . . .. ... . ... . ... .... 128
Miscellaneous Magic .............. . . . . .. ....... . ... 92 Knights Circle Modifiers .. . ...... . .. . .. . . . . . . . . . ... . .. . 128
Armor and Shie lds . . .. . ... . ... . . . .. . ... . ... . ... . ... 93
Weapons .. . ............. .. .. . . ... . ... . ... .. ..... . 94
Special Mag ical Item s of Krynn . ...... . . .. .. .. . .. . ... 95

WaR o~ the lance .. ........ ... .............. 1oo


Astinus's Scro ll (Parr II ) ....... . .. . . .... ................ 101
Map o{ Posr-':XfarAnsalon . . . . . . . . . . . . ... . .. . ... 102& 103
Ansalon Afrer the War ................ . ... . . . . . ..... . . . 105
Areas of Control ..... . .. . .. ... . ...... . .. . ... .. .. .... 105
Fanions ............. . . . .. . . ... ...... . .. . . ... . .. . 105
General Co nditions ... . .. . .. . .. . .. . .. . . ...... . ... . .. 105
Climate ............. . ... . .. .. . .. . .. . .......... . . .. 105
Beyond the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
The Lands of Ansalon . ..... ... . ... ... .. .. . .. .. .. . ... 106
Map of Ansa}on's C!imace- Posr-Caraclysm ... . .. . ...... 107

5
the Realms asove
~~===3ZS3~~========~~~~~~~
· ~==~~~
"In the Cradle of the Sky,
On Silken Starshine lay
We wbo soon upon tbe Face of Krynn
would as infam mortals play."

7
th€ UniV€RS€

From the chaos born you come ... the glori- The gods began to quarrel over these spir-
ous brilliance of the heavens surrounds you. its. The Gods of Good wanted tO nurtu re the th€ ptac€ o~ moRtals
And the first glorious being you encounter is a spirits in the paths of righteousness and sha re Many races came into being from the spirits
wizard fumbling about in h is g rey cloak. with them dominion over the universe. The that awoke. First were the elves, most favored
"Eh? Well! I don't seem to recall seeing you Gods of Evil sought to make the spi rits t hei r by the Gods of Good. Elves are the Shapers of
wandering about the rea lms of the gods slaves to do thei r every bidding. The Gods of the world, possessing good magic to bend nat-
before! Never had much of a memory for Neutrality sought a balance: to give the spirits ure to their will. They have rhe longest life
names. I suppose that it doesn't much matter freedom to choose for themselves whethe r span of all the spirits; although t hey change
since you don' r have one yet. Oh, not to wor- they wou ld serve Good or Evil. the world , they themselves change very little .
ry, not to worry, that will come in time. Every- And so the All-Saints Wa r raged among the The human race is most favored by the
one gets a name you know. Hard to keep our heavens. The Good and Neutral Gods com- Gods of Neutrality, although the souls of men
records straight here without ir 1 bined forces to keep Evil from a final victo ry. are covered by the Gods of both Good and
''I'm Fizban, Fizban the Fabulous, but you Then spoke the High God from Beyond, Evil. Men can choose freely between good and
can call me .. . er, well, whatever. I guess some decreeing the Balance of the World. The Gods evil. The ir shorter time in the world is spent in
would call me the big guy around here, but of Good, Evil, and Neutrality would each be striving for power and knowledge. They are
the truth of it is a bit mo re complicated than allowed to bestow one gift upon the spirirs. quick to think and to acr- ofrcn without con-
that. Still, I am here to he lp you get on your The Gods of Good gave rhe spirits life and sidering the consequences. Thus men give the
way inro the fabu lous world that we have pre- phys ical form. Thus, the spirits gained control world motion .
pared for you . Tragedy and co med y, honor over the material world and became more like The race of ogres is most favored by rhc
and m ystery await you there' the Gods themselves. The Gods of Good Gods of Evil. In the beginning, the ogres were
"I suppose you will want ro get your bear- hoped the spiritS would bring peace and order the most beautifu.l of the races, bur they could
ings first , eh) Not easy ste pping out of the to the worlds and lead them along the path to think only of their hungers. They were easily
chaos and trying to make sense of the new uni- righteousness. enslaved by their needs, and their beauty van-
verse, is it) Well neve r you fear, for you have The Gods of Evil decreed that these physi- ished as their hungers devoured them. Ogres
Fizbur the Feverles ... cr. Fasbar the cal beings would hunger and thirst and have arc selfish and cruel: they de light in inflicting
Flaver. .. well, I am at your side every step of to work to satisfy their needs. The Gods of Evil pain and suffering upon the weak.
the way. hoped that th rough hu nger and suffering they The High God created the fourth class of
"So let's ... hmmmm. This crazy wiza rd is could subjugate the races. beings: the animals. He created them with a
m y favorite aspect. bur I see that it is a bit d if- The Gods of Neutrality gave the spirits the balance of Good, Evil, and Neutrality, and
ficult for you just now. Let's try something a gift of free will , to choose freely between th y were born of ( he world itself. Dragons are
bit more like what you would expect." Good and Evil. Thus did they preserve the the lo rds of the animal kingdom . They arc
The old man's robes flare suddenly with Balance. free ro choose among the alignments of the
srriking rays of light. His form ri ses before you And so the Gods created the world of gods.
transformed inro the sh ining brilliance of the Krynn as a dwelling place for the spirits. The When the spirits awoke ar the sounding of
greatest of benevolent dragons: Palad ine . High God decreed that each spirit could Reorx 's hammer, many of them found their
choose his own way through life. Then would way into rhc alignments of the gods through
come death, the passage from Krynn to the their inbercnt natures. The elves were drawn
th€ tal€ B€qlnS next state of existence. naturally toward the Good alignment while
rhc ogres were drawn to that of Evil. The ani-
0Rb€RS o~ t h€ UnJV€RS€ th€ atJqnm€nts 0~ th€ mals of the world were Neutral in their aspect
In the beginning were the gods from and carr.c silenrly under the domain of the
Neutral gods.
Beyond. Gobs However, most wondrous were the spirits
There , before the beginning , they dwe lt in
All of the universe sta nds upon the Grear called rhc Maran, meaning "Free -wi lled."
joy in the presence of the High God whose
Triangle. This foundation has always existed These were men who possessed the ability to
children they were. It was there decreed that a
and wi ll exist down through the ages of time choose their desti nies. Nor placed at any of
new time and place would come to be. Time
and unti l the end of the world. rhc th ree poles of the gods' triangle , humans
wou ld the re begin again , spirits wou ld live
At the apexes of the triangles sta nd the swing in rhc m idd le of the triangle from pole
and, in the course of time, new power would
three anchors upon which the universe is ro pole ro pole. This choice and free agency
come to be.
built. These arc known among men as Good, gives motion to t he universe and p ropels it
Three were the pillars upon which this uni-
Evil, and Neutrality. It is into these positions forward.
verse was forged: Good , Evil, and Neutrality.
that the gods align themselves in their effort Nor only docs man give motion ro the uni-
This was the great t riangle upon which all rhe
to maintain progress in the universe they have verse, bur he also inspires the other races to
universe was brought robe.
brought imo being . action. Thus these arc the most prized of all
Reorx , the Forging God. struck his hammer
amidst the Chaos. Chaos slowed and the rhe souls that awakened.
spa rks from his hammer became the srars.
From their light came d iverse spirits of all
types: some disposed to good, some to evil ,
and some to neutrality.

8
t h€ law or COn S€QU€nC€

2. Evil Feeds Upon Itself: Also known as pose. Neutral's objective is unity in diversity.
th€ law o~ the Law of the Dark Queen. this reflens evil's 4. The Law of Consequence: This final law
belief in natural selection through the elimi- was given by the High God himself to rule
Cons€Qu€nc€ nation of weaker beings. Chaotic Evil's objec- over all other laws. For every law and rule that
Each of the three alignments in the universe tive in the universe is the supremacy of might is obeyed there is a reward and blessing; for
of Krynn espouses its own philosophy. These without any moral considerations whatsoever. every law transgressed there is a punishment.
philosophies arc the roots of all moral action Lawful Evil's objectives arc similar, bur it seeks Blessings and punishments may not come
in the world of Krynn . to attain supremacy through the rigid applica- about immediately, bur they occur eventually.
1. Good Redeems its Own: Also known as tion of a morality of strength.
the Law of Paladine , this statement reflects 3. Both Good and Evil Must Exist in Con-
the approach of all the gods of Good in their trast: This is known as the Law of Gilean or A proper DRAGONLANCF' game bases
efforts to advance truth and knowledge in the the Doctrine of Shadow. This is the primary its campaigns and its morals around these
universe at large. Good seeks to forward irs position of the Neutral gods who sec the principles- promoting the power of truth
goals and aims by redeeming and recalling the diversity of both view points as balancing one over injustice, good over evil, and granting
lost members of its flock and bring about rhe another on a universal scale. Shou ld either good consequences for good acts and bad con-
advancement of the universe by compassion side dominate, Neutrals maintain. then the sequences for evil acts.
and justice. universe would be either all light or all dark
without any contrasts to bring focus or pur-

9
10
lot 1n llf=€
~=====3lS3~~==========~~~~~~·~ ~

to choose. Of those classes that are common to tai n a variety of orders each. Each h as its own
ChaRactERS many d ifferent universes, the following are
possible for you in your sojourn in Krynn.
power and sphere of influence that deter-
mines the powers that its priests have.
These ~re types that are truly uni versal. Also Fighters: Those of might and weapons.
1n kRynn listed are those types that are unique ro the These do battle for others o r for their own pur-
Those who find their way from the heavens realms of Krynn- these appear in italic type. poses.
ro their morral existences upon rhe face of Clerics (heathen): Clerics who worship Barbarians: Savages of the wilds. Though
Krynn receive their lots in life. This is nor ro gods other than the True Gods are considered undisciplined in the ways of civilized nations,
say that this is all that a soul may become in heathen clerics in the world of Krynn. They they are fierce warriors and have empathy with
the world - far from it. Because of the gift of are powerless and receive no blessings from nature. Barbarians in Krynn generally come
the High God to all humanity, free will brings the gods. This class of characters includes cler- from the northern reaches of Ergoth and the
to the circl es of the world an infinite number ics from other universes who have somehow badlands of Khur.
of people and viewpoints. h is up to you to come to Krynn by chance or design from those Rangers: Wilderness masters. These folk
determine who you become and what you do. other realms. travel the plains of Krynn far and wide and are
Yet in the beginning you start with a certain Druids (heathen): As with heathen clerics, well ve rsed in wilderness lore. T h ey generally
lot in life- a classification as to who you are th is refers to that class of druid rhar has come come from Nordmaar regions as well as the
and what you m ay become. These classifica- from beyond Kryn n. They also lose thei r plains areas about Tarsis and Abanasinia.
tions have existed since the beginning of time. powers upon coming to Krynn. Cavaliers: Noble Knights of kingdoms.
Some of these character types are universal Holy Orders of rhe Stars: This t itle refe rs to These are always found in service of individu al
and exist not only in Krynn, but also on other the three general categories of clerics that kingdoms and may be considered candidates
worlds far from the sight and knowledge of serve the gods of this universe. These follow for the Knights of Solamnia.
the True Gods. Still others are unique to this the lines of Good, Evil , or Neutrality. Within Paladins: Knights in the cause of good.
wo rld of Krynn and exist nowhere else in all these three divisions are found the clerics and Like cavaliers, these men are in single service
the universes. orders of each of th e gods individually. Each rathe r than ro t he greater Kn ighthood of the
order does service to its god and gai ns its Solamnic O rders. Their obedience and fealty
powers dependent upon the spheres of infl u- is sworn not to a monarch but to a deity of
StanbaRb Classes ence which that god holds. As there are six good.
While there a re many more classes than are sep arate gods in each of these divisions (nor Knigh rsofSo/amnia: These are really three
given here, these are the ones you are now free counting the gods of magic), there are no distinct orders grouped into one. The orde rs
fewer than 18 separate True Gods who m ain- are the Knights of the Crown , Knights of the

11
tRav€l€RS ~Rom t h € B€yon D

Sword. and Knights of the Rose. A candidate Cleric (Heathen) • ·


fo r the Order of the Sword must first have
attained cenain fame as a Knight of the
tRaVElERS ~ROm Druid (Heathen)*
Holy Order of the Scars (Krynn Clerics)
Crown in order to be accepted. A candidate
for Knight of the Rose must have done like-
the Beyonb Fighter
Barbarian
wise as a Knigh t of the Sword before being One of the many wonders in the universe is Ranger
accepted. These Knights and their Orders of the question of where the inhabitams of Cavalier •
Honor have been alternately p raised and Krynn come from. Are some not of Rcork's Paladin*
reviled throughout history. They maintained a forging at the beginning of time? Many have Knight of So/amnia
steadfast code of honor and enforced it with been the rumors of travelers who have crossed Magic-Use r •
both might and justice throughout thei r long the void of the night sky or come by hidden Illusionist*
histo ry. paths from worlds not of Krynn. \'(lizard of High Sorcery
Magic- Users (renegade): T here are those If you find yourse lf face to face with one Thief
m agic-users who attempt to utilize their who is not of Krynn , be wary! Strangers may Thief! Acrobat
powe rs outside the moderating influence of not understand your customs or your think -
• These classes have the following special
the Orders of High Sorcery. Those who do arc tng.
limitations and rules in Krynn.
called magic-users by the common folk but Those who come to Krynn from other
are referred to as renegade wizards by those of worlds may find more than they bargained
Clerics a nd Druids: Anv cleric or druid who
enters Krynn from anoth~r world has lost con-
the Order of High Sorcery. These arc earnestly for. The gods of Krynn have secured their
hunted down by the order w entice them to world against such incursions for fear of upset·
tact with his original deity. In so doing. he has
join the order or demoy them if they refuse. ting the balance of the world . There is a I%
become a heathen cleric.
Renegade wizards have a short life expectancy per day cumulative chance that a character vis-
Heathen clerics cannot cast spells or acquire
on Krynn. iring Krynn from other worlds cannot return
them as the)' normally might do. The Seekers
ill usionists (renegade): Renegade illusion- across the void to h is home world . This per-
in the Haven and Solace regions of Abanasinia
ists are those whose powers lie outside the centage is checked any time an attempt is
were clerics of this type.
spheres of the three moons (sec page 27). made. Those failing this check remain on
Only by finding a True God who is reasona-
They are treated the same way as renegade Krynn. This percentage never gets any htgher
bly compatible with the teachings of his form·
magic-users. than 98%. cr deity can a heathen cleric hope £O regain his
Wizards of High Sorcery: There a rc three Another problem is that Krynn 's systems of
spell-casting abilities; in effect, he is conven-
types of High Sorcery Wizards: White Robe government and finance arc different from
ed to one of the Holy O rders of the Stars.
wizards, Red Robe wizards, and Black Robe most of those in the known universes. What
While this may be no problem for him while
wizards. They cont rol all magic on Krynn. may be great wealth in other worlds is worth
he is scill in Krynn (sec Messengers from rhe
Th ieves (Handlers): Here is a fellow who little here. The gods of Krynn arc unlike those
Heavens, page 39. for details on conversion)
will steal from anyone. In most Krynn soci- in other realms and do not readily recognize
his original deity may be upset at his actions
eties, this type of behavior is not only con- wo rshipers from other worlds. Renegade wiz-
when (and if) he returns to his original uni -
demned but punished severely. The only ards who demonstrate power without having
verse. This wi ll nor happe n , of cou rse. if the
exceptions tO this rule arc the kendcr. These first passed the Test of High Sorcery (sec page
Kryn n Order he worships is co mpatible with
diminu tive people, while embodying the 34) arc h unted by all members of that order in
his original deity's beliefs.
traits and abilities of thieves, call themselves Krynn and b rought before the council for jus-
Cavaliers I Paladins: These represent
"handlers" since the term thief denotes one nee. knights who arc operating under the direction
who steals for gain. Handlers, on the other Thieves who may find easy pickings else-
of an organization other than the Knig hts of
hand , do not steal for personal gain, but si m- where discover that law and justice in the cities
Solamnia. Paladins who do not convert to one
ply out of an outrageous cu riosit y about every- of Krynn arc swift and <Omplete . Those few
of the True Gods (as with heathen clerics) lose
thing and everyone at all times. Kcn~er voyagers who have traveled from Krynn into
their special abilities and powers until they do
handlers are just as likely to leave somethlllg th~ worlds beyond report strange things
so.
behind as to take something new. Sec Kender indeed. Gnomes find that there is a 10~ %
One of these characters may wish to join the
(page ~ 1) for a more complete description of chance of failure for their devices whenever
Solamnic Knights while he is in Krynn . but he
this race. rhc gods of that realm take a disli ke to them .
is not required to do so. If he joins. he must
Thief/ Acrobats: These characte:s not only first enter rhe Order of the Crown as if a first-
have certain sleight-of-hand skills of thieves level character. He then starts a ~econd record
bur also the add itional capabilities of acrobat- of his experience points for determining his
ic movement. acceptaBlE level. The cavalier or paladin who joins the
Knights retains his hit points. level. A_C: ~nd
ChaRactER Classes proficiencics at the level he had before )Otntng
the Knighthood, but these stats do not
The following character classes are accept· increase until his Solamnic Knight level
able in a DRAGONLANCE game campaign. equals his previous level. He then prog resses
They are divided into classes and su bclasses. normally as a Knight ofSolamnia. Note that it
Character classes rhat are unique to Krynn arc is far easier for such an experienced Knight to
noted in italics.

12
qeneRalltmrtattons m kRynn

gain experience points and go up in levels When a PC's alignment passes from the
than it is for those who are tmly first level. What's youR atJqnment? grey area into another alignment, shift the
If the cavalier or paladin returns to his origi- This question comes up often in AD&D character's alignment to the midpoint of the
nal world, he can assume either his previous games. Alignment in Krynn has important new alignment. (The penalties for being in
experience points and level or usc those he effects that are very different from a standard the transition area between alignments go
acquired as a Knight of Solamnia (whichever AD&D campaign. The types of spells availa- away, but now the PC is su bject to the stric-
is higher). ble tO a magic-user or cleric and the abilities of tures of his new alignment.) For example. if a
Magic-Users/Ul usionists: No determina- a Knight of Solamnia are all affected by the character's alignment just passed from the
cion of which order the magic-user will follow character's alignment. In most AD&D® cam- grey area between good and neutral into the
is made before he reaches 3d level (see Wiz- paigns, the player chooses the alignment of area of neutral, mark his alignment in the
ards of High Sorcery. page 27). The Wizards his PC and chen tries to act accordingly. Align- middle of the neutral area. This prevents a PC
of High Sorcery make no clear-cut distinction ment in Krynn is handled differendy. The from bouncing back and forth between align-
between magic-users and illusionists, as alignment of a PC is determined by his ments coo easilv. It also makes him work hard
opposed to the situation in many AD&D® acrions, not the other way around . if he wants to r~gain his old alignmcm. When
games. What wizards are or believe is pretty Characters in Krynn declare their moral a change in alignment occurs, do not inform
much left up to them prior to 3d level. alignments (good, neutral, or evil) at the the player that his PC has just changed align-
Magic-users and illusionists from other beginning of the game, though sometimes ment. Wait until he tries to perform an action
campaigns and who are over 3d level are character class determines the starting align- that depends on his alignment, then cell him
immediately branded as renegades. The rules ment. For example, Knights of Solamnia who it doesn 't work. It's up to the player to realize
for renegade wizards are found in the Wizards begin as Knights of the Crown have their mor- what happened and how to fix it.
of High Sorcery. They must either join the al alignment set for them initially as good. Changes of alignmem can have drastic con-
order or be hunted by them. It is almost OMs can use the Character Alignment sequences for certain character classes. Clerics
always a quick and tragic end for renegades Tracking chan at the back of the book {page who change their alignment are considered
unless they join the orders. 114) to keep track of each PC's moral align- lost and immediately lose two levels and all
Characters of ocher classes revere to their ment as it changes according to the PC's their spell-casting abilities until they either
major classes when they enter Krynn, with actions. Each PC's moral alignment starts at repent or find another god co serve . Wizards
experience points equal co the mid-point of the midpoint of his chosen alignment on the who gain their magic by the grace of the
their current level. Monks, for example, chart. Each time the PC performs an action moons of magic and who then become rene-
become heathen clerics of equal level. There that the DM decides is outside the bounds of gades (see page 36) also lose two levels. In the
are no assassin characters in Krynn. These the PC's current alignment, the DM marks the case of wizards, however. they revert to the
would become thieves . PC's new alignment position on the chart robes of their new alignment and do not have
from 1 to 3 points in the direction of the to seck out new powers as do clerics. Knights
action performed. of Solamnia lose posicion and abilities by fall-
Cj€n€Ral ltm1tat1ons As a character shifts alignment, he passes ing from grace-they become fighters umil
they redeem themselves.
into a grey area between the alignments. This
1n kRynn area warns the PC that his actions arc not in
line with the beliefs of his alignment. A char-
Of course, doing deeds that are in line with
their old alignments tend to shift them back.
Player characters in ocher worlds can acter who enters a grey area incurs the follow- The special abilities and aids that each of
advance to unlimited levels, but not in ing effects: the Orders of Knights bestows upon its mem-
Krynn. Once a player character advances bers are directly dependent upon how well
beyond 18th level, the gods of Krynn feel that Attack - I to hit opponent e.ach Knight follows the laws of his organiza-
it is time to reassign him ro some other world. Defense +I to own armor class uon.
Fortunately for che lovers of Krynn, advance- Wizard Spells 10% fails to recall*
ment beyond 18th level is not mandatory. Cleric Spells 10% fails to recall
Your PC has the un ique ability co refuse such
advancement (and thereby stay within the *When a wizard attempts to usc any spell,
world of Kry nn). It is up ro you. roll 1d 100. If the result is 10 or less. then the
Those few individuals who remain in the spell simply cannot be recalled and does nor
· world beyond 18th level do so either by special function. Note that the player wou ld not
permission of the gods or by unnatural means. know about this until the PC fails to cast a
The priviledgcd few include such beings as spell.
the Dragon High lords of the Queen of Dark- Clerics can also fail to recall a spell in the
ness or Raisdin. Takhisis is always out to same way. In addition. clerical spells that are
destroy the balance of the world. This is not co special to the god the cleric serves (e.g., heal-
say that she grams such boons without great ing spells co Mishakal) have a 20% chance of
reason. The rule is that PCs who wish to not being acquired for the day. Knights of
remain in Kryn n must forfeit any advance- Solamnia who have clerical spell-casting abili-
ment beyond 18th level regardless of class; if t ies are also subject to this penalty.
they advance beyond char. the gods remove
them from Krynn.

13
kntc;hts o~ solamnta

In the year 1225 PC, following his coronation and the Queen of Darkness is still told, along
kn1qhts o~ as the king of Solamnia, Vinas Solamous was
beseeched by the Lords of the Northern
with the tragic Jove Huma bore for a silver
d ragon .
Solamn1a Reaches. They had recently broken from the
tyranny of Ergoth and now looked to Solam-
Huma managed to slay the evil dragon-
leader with the silver dragon's help, bur in
The Knights of Solamnia were once the nus to unite them. Solamnus could nor sec doing so he sustained a mortal wound. By
greatest order of chivalry in all the history of how this could be done in the ligh t of their some accounts, Huma died on the field of bat-
Krynn. Now their entire way of life shift:s in conflicting ideals and customs. So it was that tle; others, however. say that he lingered for
precarious balance between the Code of Hon- he set off on a quest to find the answer to his days in such pain that the gods themselves suf-
or and the truth of what the world has dilemma. He left the united kingdoms in the fered in sympathy, inflicting terrible thunder-
become. hands of his lieutenants and journeyed into storms upon the land. To this day, you find
the wild. people who claim char lightning and thunder
After many weeks of searching and trial. he strike rhe land in memory of Huma's agony.
th€ ORI(jln came at last ro Sancrist Isle. There in that wild Huma was buried with great reverence, and
o~ th€ kn1qhts place he found a glade and offered supplica-
tion to the gods on a black granite stone in the
for many years th ose who aspired to join the
Knights made pilgrimages to the romb of
The Knights came into being nearly 2,000 center of the clearing. Three of the gods of Huma, which-so legend had it- was carved
years before the War of the Lance, during the good soon came ro him: Paladine. the god of in the shape of a silver dragon. As the world
Age of Dreams, rising like a phoenix from the balance, justice, and defense; Kiri-Jolirh, the descended into evil, the road to Huma's tomb
ashes of the empire of Ergorh. god of just warfare; and Habbakuk, god of became dark and dangerous to travel. Soon,
Vinas Solamnus. commander of the good nature, loyalty, and the elements. people began to question Huma's very exist-
Ergorhian Emperor's Palace Guard , set forth In that glade did they otaline for Vinas the ence; the location of the tomb and his body
from the capital city of Daltigorh to squash a model of a Knighthood rhar wou ld last down were forgotten. During the War of the Lance,
rebellion brewing in the northeastern reaches the centuries. Three separate Orders wou ld the Tomb was again discovered and with it the
of the empire. However. Solamnus, a true and balance one another with high ideals, each source of the special metal used to forge the
honorable man, found that the rebellion was patterned after th e ideals of the gods who fabled Dragonlances. Though the romb was
well justified. Solamnus called his troops came to Vinas's aid that day. Some versions of found , Huma's remains were not discovered.
together and presented the case of the people. the tale say that Vinas was also shown the Through wars with bordering states, the
Any knights who believed in the cause of the downfall of the Knights; orher ve rsions tell of Third Dragon War, and Solamnia's subse-
rebels were entreated to stay. Those who did the Knighthood rising again and again in quent rise to power during the Age of Might,
nor were given leave to return to Daltigorh. time of need . the Knights of So[amnia remained true to the
Even though his men knew that doing so As a final blessing , the gods transformed model established by their great and long-
meant exile and possibly death , most chose to the stone before Solamnus into a pillar of dead king .
stay with Solamnus. trans lucent white crystal. This sanctified the
Thus began the War of Icc Tears. Although glade and sealed the unity of these three gods
Ergorh was in the grip of the most terrible
winter ever chronicled, Solam nus and his ded-
in their commitment to uphold the Knight-
hood so long as the Knights walked in honor
Cataclysm
icated army of knights and frontier nobles
marched on Daltigoth and laid siege ro it.
and worrhiness.
Two other legends relating to Solamnia and to PResent
Solamnus personally led daring raids into the the Knights come from thi.s period of time. The Kingpriest of lstar brought down the
city. Within rwo months. rhc capital fel l as a Bedal Brightbladc was a hero said to have wrath of the gods upon Krynn. and the gods
revolt of the people forced the emperor ro sue fought rhe dcserr nomads ro a standstill, ho ld- punished the people for their pride by casting
for peace. As a result , the nort:heastern p lains ing a pass into Solamnia singlehandcdly until a fiery mountain down on the land. The
of Ergoth, from the Vingaard Mountains to help came . His sword Brightblade was said to destruction and desolation caused by the
the Estwild, gained its independence. The be of dwarven make and never rusted or disaster disrupted the world for months.
grateful people of that region chose Vinas as dulled despite vigorous usc. His tomb is Although their land had been spared the
their king and named their new country somewhere in the far southern mountains in worst of the blow, the people of Solamnia still
Solamnia in his honor. Although it never an unknown location. It is rumored that Bedal suffered greatly during this time. Evil crea-
anained any great power during the rest of will rerurn to aid Solamnia in its time of need. tures, long banished from Krynn. returned to
that Age, Solamnia became synonymous with Sturm Brighrblade, of great renown during the land. Many of the Knighrs perished fight-
honesty, integrity, and fierce determination. the War of the Lance is said to be a distant ing the unknown and unspeakable horrors
Vinas knew that those who followed him as descendant of this legendary figure . that ravaged the countryside.
rulers of Solamnia might nor be as honorable Huma Dragonbanc, known as the most In the end, it was the common people of
as he. Thus he organized the Knights of perfect of the Knigh ts, gathered together a Solamnia who cast the Knights into disgrace.
Solamnia. group of heroes ro destroy the dragons and For centuries, the Knights had kept the peace
The tale of their origins is bound up in the drive them from the lands of Solamnia. and safety of the realm. Now , in rhe hour of
story of the Quest of Hono r that tells of Vinas Huma's legend , compiled by the great elven their most desperate need, it seemed that the
Solamnus's journey in search of true honor. bard Quevalcn Soth. is fragmented now. Knights were powerless. Rumors began to
The story went something along these lines. Many doubt that Huma ever really existed. spread that the Knights had foreseen the com-
Bur the story of the last battle berween Hum a ing of the Cataclysm and had done nothing to

14
knJqhts o~ solamn1a

stop it. Some Knigh ts, it was said, actually


intended to profit by the disaster and increase the Onqan1zat1on Cn~cl€5 o~ knaqhthooO
their land holdings.
Indeed, the re was some truth w these tales
bur it was not the Solamnic Order's doing.
or th€ knlqhthoob Most Knights of Solamnia are required to
forfeit much of their monetary gains to the
Lord Soth. a Knight of the Rose who ruled in The organization of th e Knighthood has greater Knighthood and then draw according
the far northeast reaches of Solamnia at Dar- changed little from the Age of Might. The to their needs from the general coffers of the
gaard Keep had , in fact , been warned by his Great Circle of th e Knighthood has long since Knights of Solamnia. This is done at any of
elven wife of the calamity that was coming. been moved from Vingaard Keep to its cur· the established Circles of Knighthood.
But Soth had dark secrets to keep. He had rent home ar Wh itestone Glade on Sancrisr. This is not to say that such assistance is very
wed the elf woman in secret though he was with Castle Wistan nearby. great. Indeed, in the case of a Circle that is in
already married to a ba rren woman of human The Knighthood is ruled by the Lord of th e stiff grasp of the Dragon Highlords. rhe
royahy. Having fathered a child by the elf Knights. This position. however, has been left Circle may require more ass istance from a vis-
woman. he chen murdered his first wife and vacant since the rime of th e Cataclysm due iting Knight rhan it can offer him in return .
claimed that she died in childbirth . The child primarily to the difficu lties in calling a G rand Whar kind of aid awaits a Knight depends
of the elf woman became his heir and he Circle of Kn ights together in sufficient num- greatly upon the size of the rown that he is vis-
claimed the elf woman as his lawful wife. bers to elec t a Knight from eligible candi- iting and the conditions there. Determine the
When warned of the impending doom of the dates. With the reestablishment of o rder modifiers for size of the town and other condi-
world , Lord Soth rode forth with his loyal th roughout the continent of Ansalon, the day tions using the Knights' Circle Modifiers table
Knights behind him. Yet waiting for him of appointment will soon be at hand . The on page 128. Add these to the ro ll of 1d10.
along the way was a troop of eh·en clerical position must be filled b)• one of the High Then refer to the Knights' C ircle table on
women wh o stopped him. They knew of hts Knights: either the High Wa rri or. the High page 128 to dete rmine rhe amount and type
dark deeds and persuaded Soth to turn back in Clcrist , or the High Justice . At least 75% of of aid rhat is avai lable at that particular Circle
exchange for their silence. th e established Circles of Kn ights must send of Knighthood.
Soth turned back and the Cataclysm took rwo representatives to vote at the Grand Cir- The results of this roll have rhe following
place. The elf woman and his child were con- cle. Once appointed. the Lord of Knights effects.
sumed in a terrible fire before Soth 's very serves for life unl ess he is found guilty of a Coin: This is a mod ifier to the amount of
throne. He returned to the keep tO find the breach of honor by a Kn ightly Council. coinage a Knight is entitled to draw. As a
image of their bodies burned into the stone. The will of the Lord of Knights is ca rried Knight grows in power. he is able to draw
No rug would cover it without being con- out by the High Knights th rough their respec- m o re and more from the coffers of the
sumed . No brush would remove its stain. tive O rders. The High Warrior commands the Knighthood for the purposes of furthering the
Thus did Soth sit on his throne until he, too, Order of the Rose; the High Clcrist com- goals of the Orders. (But using such funds for
died but even then the gods would nor g rant mands the Order of the Sword; and the High purposes counter tO the ideals of honor and
him relief from his torment. His Knights. Guardian commands the Order of t he Crown . the Measure is cause for questioning rhc honor
b lind in th ei r obedience tO his will, remain These arc nominated and elected by members of a knight. )
with him still as skele ton warriors. The clven of their own Orders without influence from Equipment : This gives the types of weap-
clerics reside there as well- banshees who si ng the other two o rders. All Knightly Cou ncils. ons and armor avai lable at that Circle.
each night to the fallen Knight of Solamnia . however. must be led by a contingent of three Healing: There arc three numbers listed.
tell ing of his fa llen and never-e nding punish- ranking kn ights. one from each of the Orders These represent the number of cure lighr
ment. of Knighth ood. wounds, cure serious wounds. and heal spells
The terrible deeds of this Knight did great Individual cells of kn igh ts exist th roughou t that are available as porions. O nce used at a
injustice to the Knighthood as a whole. Before Ansalon . Some of these arc in touch wirh rhc location. they arc gone until replaced . Nor-
long. Knights were jeered in public and open- Grand Circle in Sancrist. but man y still arc mally these a re replaced up tO these maxi-
ly reviled. Darker acts were also committed: nor. These groups of Knights exist perma- mums at the rate of o ne per week, month, and
Knights were foull y murdered . their castles nently in most tOwnships and all cit ies year, respectively.
and homes invaded. and their famil ies slain or throughout the continent. T hey arc t he re to Ranking Authority: This lists the highest·
driven into exile. So it was char the Knights give aid and receive the pledge of any local ranking authority who gove rns that p articular
silently disappeared from the kn owledge of Knights of Solamnia. Some of these Circles Circle. This may be important should a
men . The Kni g hts who remained found exist openly and arc easy to find. Such Circles Knightly Council have to be called.
themselves forced to roam the countryside in are found in Sancrist. Palanthus. and other Note rhar a Kn ightly Council can be held
secret and under fa lse names. lest they be dis- places where the Knighthood has always been anywhere, including the wild . and docs not
covered. Still. they kept their ideals and their welcome. In places where the Knighthood is require a Circle of Knighthood to be binding
honor. and did what they could to fig ht the still viewed suspiciously (s uch as Nordmaar or or official. The Circles of Kn ighthood provide
g rowing evil in t he wo rld. A few Knights wh o Tarsis) or even banned (as in any lands under only an official place for such councils to be
found their loss of status in tolerable left the ir Dragon High lord control). these Circles exist held as well as a place for assistance to Knights
homeland and settled across the waters on clandestinely and th eir meetings arc held in who arc in need.
Sancrist Isle. To this day, a strong group of secret.
Knights exists there, while only covert o rgani -
zations survive within Solamnia .

15
kmqhts o~ solamma

Knight is a.nd docs. loyalty is the unquestion- Knightl y powers for unrighteous reasons.
the Oath anb the ed promise of a Knight co a higher power and
authority. Loyalty is a treasure valued only
masuRe when it is justly given. th€ knaqhts
Those to whom loyalty is due includes the
The organization of the Knights has not following: the just before Habbakuk and all 0~ th€ ROS€
changed substantiall y in the last 1,800 years. that is good, those oppressed by evil, and
The Knights subscribe to two codes: t he Oath those monarchs who by decree and common
anb th€1R ffi €aSUR€
and the Measure. The Oath is simply: "Est consent of the Knightly Councils arc in good The Order of the Rose exemplifies honor
Sularus oth Mithas" (literall y. " My Honor is standing with the Knighth ood and d ese rving guided by wisdom and justice.
My Life"). of its honorable loyalty and protection . Wisdom is the strength of honor and ability
The Measure is an extensive set of laws, Acts befitting a Knight of the Crown app lied in the service of just causes. Justice is
many volumes in length, that d efines what include these: unquestioned o bedience to the h eart of the Measure and the soul of a Rose
honor actually means. The Measure is compli- those whose authority is righteo usly main- Knight.
cated and exacting; only a brief summary of its tai ned in the Knightly Councils, dedication to All beings regardless of their stations, posi-
laws arc given here. It is important to remem- the ideals of the Measure, loyalry to brother tions, or beliefs have equal claim to compas-
ber that exact and unquestioned adherence to Knights of all orders, and all other acts that sion under the Measure. Deeds befitting a
t he law is the goal of the Knight. The g reatest cause the strengthen ing of loyalty among the Knight of the Rose include the following: tak-
problem faci ng the Knights at the time of the Knights. ing compassion on the less fortunate , sacrific-
War of the Lance was that the spirit of the Responsibilities of a Knight of the Crown: ing one's life for r he sake of others, giving no
Oath had left them . Only the rigid. unbend- forfeiture of 10% of all wealth accrued by the thought to one's own safety in defense of the
ing shell of the Measure remained. The Knight, service and aid to any fellow Knight Knighthood. protel'ting the lives of fellow
Knights learned that honor docs not lie in the who is about the business of his order and Knights, seeing that no life is wasted or sacri-
aged and dusty codes of the Measure, but in requires assistance. service to the kingdoms on ficed in vain.
the heart of t he true Knight. Though this les- the List of Loyalty as compiled by the Grand Responsibilities of a Knight of the Rose:
son was hard and costly and learned only slow- Circle of Knights. forfeiture of all wealth accrued as a Knight
ly, it eventually promises to make the save for that needed for the upkeep of a.ny
Knighthood a shining example and power in principalities under the protection of the
the world again. th€ knaqhts Knighthood , to honor the gods of good at all
The Oath and the Measure were compiled times and in all acts. to fight for justice with-
from the writings of Vinas Solamnus and his 0~ th€ SWORb out regard to personal safety or comfort, to
successors. The whole of the Measure eventu- never submit to any evil foe, to sacrifice all in
all y consisted of thirty-seven 300-page vol-
an<) th€1R ffi €aSUR€ the name of honor.
umes. The following arc some excerpts from The Order of the Sword combines the pur-
che Measure. est ideals of hero ism and courage with the
"The Oath governs all a Knight is and does.
It is his life's blood, more sacred to him than
power of the gods of good. Courage is sacrifice
to the ideals of honor; it is the well from which
kn1qhts
life itself."
"The Measure of a Knight is taken by how
true honor draws its life. Heroism includes
acts of migh t in defense of sacrifice and honor.
0~ th€ CROWn
well he upholds the Oath. We judge a Knigh t Those to whom heroism is due include the All those who wish to become Solamnic
against the Measure and by th e Measu re. The following : the weak and the oppressed. the Knights must first enter into the Knighthood
Measure of the Rose deals with holy wisdom enslaved . the poor, the fa lsely imprisoned . as squires of the Knights of the Crown . This is
among the Knights. The Measure of the fellow Kn ights in need. and the defenseless. true regardless of what Knighthood they will
Sword deals with the discipline of Honor Acts befitting a Knight of the Sword: fac· eventuall y serve. All Knights begin here with
among Knights. The Measure of the Crown ing evil without concern for personal suffer- training in the virtue of loyalty.
deals with the disciplines of loyalty and Obe- ing, aw:pting the challenge of combat for the Candidates for the Solamnic Knighthood
dience." honor of the Knighthood, defending the hon- must be presented to a Knightly Council a.nd
"No Knight found wanting in the Measure or of t he Knighthood. defending the honor of be sponsored by a Knight in good standing
of any O rder shall command Knights on the a fellow Kn ight in good standing. protecting from any of the Orders of Knighthood. After
field of battle nor council with them until the defenseless and weak. lhe entire group of candidates is presented ,
repented of his unknightly deeds." Responsibilities of a Knight of the Sword: the group swears an oath to the honor of the
forfeiture to the coffers of the Knighthood of Knighthood and t o the causes of the Crown.
all wealth save that required for upkeep. pay All swear allegia.ncc to the: Order and the
th€ knaqhts homage to the gods each day {though in times ideals of the Knights of Solamnia.
of g reat h ardship, once in a quancrmomh is If the re is no dissent from the Knights, and
0~ th€ CROWn still a seemly practice). never decline combat no question of honor regarding the candidates
with an evil opponent nor flee from such com- is brought forth, the n all are accepted into the
anb th€1R m €aSUR€ bat regardless of the strength of the enemy. Knighthood as squires. Any question of honor
The Order of the Crown exemplifies the protect the weak and the defenseless wherever of an individual requires that the individual
ideals of Loyalty and Obedience in all that a the need arises. abstain foreve r from t he use of be removed from t he group of candidates and

16
kmq ht s o~ sotamm a

be questioned separately after the rest ~f the Crown Knigh t Level Table
candidates are accepted. lf the que~uon ~f
honor is dismissed, then the candtdatc ts Hit knt qht s o~
Experi ence Dice
accepted normally. If the qucstio? is ~ou~d
valid in the Council, chen the candtdate ts dts-
LeveiPoints (d lOs) Tid e th€ SW OR b
I 2,500 2 Squire of Crown Upon completing his squire duties in the
missed umil the question of honor is ~atisficd.
KnightS of the Crown advan~e tn power 2 5,000 3 Defender of Crown Order of the Crown (reaching 2d level). each
3 10.000 4 Knight of Crown Knight candidate has the ol?tio.n of .either
more quickly than the. other ~ntghts, partly
4 18 ,500 5 Scepter Knight cmering that Order and contm utng hts aile·
due tO the fact that thetr order ts less de~and·
ing than the others. While this benefit ts ce ~­ 5 37,000 6 Shic:ld Knight giance to that group and its ideals or of enter·
6 85.000 7 Shield of Crown ing into the Order of .the Sword. The
tainly a good one, i~ is .al~ true that thetr
7 140,000 8 Lord of Shic:lds ambitious Knight who wtshes some day to
special powers are qutte ltmttcd.
8 220,000 9 Lord of Crown enter the Order of the Rose must first rise
Knights of the Crown ar~ sworn to prote~t.
9 300,000 10 Master Warrior through the Order of the Sword before apply-
serve, and give aid to any ktn~dom on the Ltst
of Loyalty. This list is main tamed by ~he .three 10 600.000 10+2 Lord Warrior ing to the Order of the R~se .
11 9<)0,000 10 +4 High Warrior • .
High Knights and is up~ated pcnodtcally. In addition. every candtd ate who wtshes to
12 1,200.000 10+6 join the Order of the Sword must first co~·
The Knights arc not rcqutr cd to follow the
commands or laws of these kingdoms should 13 1,500,000 10+8 plete a quest. According to the Measu re, thts
they be out of harmony with the Code or the 14 1.800,000 10+ 10 test must be a witnessed deed of herOism and
Measure. This rule holds true for members of 15 2,100,000 10+12 valor that uphold s the vinucs of Knightly
16 2,400,000 10 + 14
all the Knighthoods. honor and good.
The Order of the Crown takes its Measure 17 2,700.000 10+ 16 When such a deed is done . the Knight must
18 3.000,000 10 + 18 then be prescm ed before a Knightly Council
from matters of loyalty and obedience to
authority of the greater Knighthood through and there the ralc of his deed is rold. The can-
• There is only one High Warrior in each
its High Councils and commanders. Examples didate is accepted as a Knight of the Order if
Order and he is chosen according to the Mea-
of acts befini ng the Measure of the Crown: the talc and deed arc acceptable to the presid-
sure. All other Knights who have sufficiem
unque stione d obedie nce t? t~ose ~hose ing Lord Knight from the Order of the ~wo rd .
experience pointS to attain this le~el ma~ do so
authority is righteously ~atntaJOed. tn the If no Lord Knight is presen t, then the htghest-
but retain rhe title of Lord Warnor unul such
Knightly Councils, dedicatton ro the tdcals of ranking Knight of the Sword can adjudicate so
time as they are elected to rake the position of
the Measure, loyalty ro brothe r KnightS of all long as it is a lawful council of Knights. If no
Orders. and all other acts that cause the High Warrior. lawful council can be convened. then the mat-
strengthening of loyalty among the Kmghts. ter is to be set aside until such council can be
Proficiencies Weapo n I Non weapo n convened. Any Knight candidate who feels
Initial 3/2 that he has been unjustly found wanting in his
Added 1/1 per 2 levc:ls deed and talc may take the matter up before
kniCjhtS 0~ th€ CRO Wn Special Abilities: Unlike the cavalier. or the presiding counci l of the Knights. .
qam€ Oata While Knights of this order have previOusly
paladin. this character can use weapon spcctal -
learned their skills during their training with
Knights of the Crown are varianrs of cava- ization. the Order of the Crown, they now begin their
liers as described in Uncarchcd Arr:m~ ..Wh•l.e Experience Points: As for all Knig~ts of
Solam nia. experience is not awarded stmply studie s in the basics of heroic honor and wor·
their experience point advancement •s tden~t· ship of the True Gods. The first duties and
cal to that class, there are many import.ant dtf· for killing monsters and taking. treasure.
These KnightS are rewarded accordtng to how tasks of the accepted Knight candidate arc
ferences. Read the following section carefully learning the basic discip lines of the clerics and
to be sure you understand those differences. well their deeds exemplify the creed of the
Knighthood . Any Knight who performs his the requirements of the gods of good. o
Knight who espouses anything but the vir~ucs
Crown Knigh t Minim um Scores duties to the ends defined by the Code and
the Measure will be rewarded with a 10% of good over evil or chaos is ever accepted 11110
Strength 10 experience point bonus above any other these ranks.
Intelligence 7 Although Knights of the Sword do not
bonuses he normally receives.
Wisdom 10 attain power, wealth. or position in the world
Dexterity 8 as quickly as those of the Order of the Crown.
Consti tution 10 they achieve these things faster than the
Charisma None Knights of the Rose. . . . . .
After taking thctr tnmal tratntng and dem·
onsuating abi lities and commitments ro the
gods of good and their ideals, a Knight of the
Sword who is of royal blood may elect to enter
into the Order of the Rose. In later times, the
srricture about royal blood has been generally
ignored (sec Knights of c~c: Rose.>.. .
Knights of the Sword, tn addtuo n to thctr

17
kmqhts o ~ solamma

normal duties as warriors in the defense of of acrs befitting the Measure of the Sword : thcr the cause of evil). The exact form of the
truth and justice, often represent the power of facing evil without regard to personal suffer- quest is ultimately up to the O M, but it must
the gods in certain limited ways. The Knights ing, accepting the challenge of combat for the include these elements.
of the Sword acquire some healing powers and honor of the Knighthood, defending the hon -
the abilities of foresight and prophesy. This or of the Knighthood, defending the honor of Sword Knight Advancement Thble
was not always uue. During the Cataclysm. a fellow Knight , protecting the defenseless
H it
the Order of the Sword lost its High Clerist and weak. Experience Dice
and with him went the miracles which this Level Poin ts (dlOs) Title
Order once performed. While the Knights 3 12.000 4 Novice of Swords
still functioned as limited clerics, their mira-
cles where ascribed to witchcraft and sorcery- kniGhts 0~ th€ SWORO 4 24,000
5 45.000
5
6
Knight of Swords
Blade Knight
an offense against the people which was yam€ Oata 6 95.000 7 Knight Clerist
usually punished by death if the Knight was 7 175.000 8 Abott of Swords
Mi nim um Req u iremen ts: No character
caught. 8 350,000 9 Elder of Swords
Unlike clerics, who gain their miraculous starts out as a Knight of the Sword. Characters
can only attempt to enter this class after first 9 700,000 10 Master of Swords
powers on a dai ly basis, the Knights of the I 0 1,050,000 I 0 + 2 Lord of Swords
rising to 2d level as a Knight of the Crown and
Sword can only acquire their spells on a week- 11 1,400,000 10 + 4 Master Clerist
co-week basis as a result of a day of fasting and having sufficient experience points to gain 3d
level there. At that poim, the character must 12 1.750.000 10 + 6 Lord Clerist
prayer. When a Knight joins this orde r, he 13 2,100,000 10 + 8 High Clerist *
speak of his intent to become a Knight of the
designates a day of worship and meditation 14 2,450,000 10 + 10
Sword to a Knight of that order who is no less
during which he supplicates the gods of good 15 2.800.000 10 + 12
than 7th level. The candidate must also have
for his powers for the following week. These 16 3,150.000 10 + 14
the listed minimums in all the following sta-
powers, once gained, remain with the Knight 17 3.500,000 10 + 16
tistics in order to qualify for the Order of the
umil they arc expended. regardless of the 18 3.850.000 10 + 18
amount of time that passes between the day of Sword.
prayer and their use. However, as with clerics. * The High Clerist is a position that is held
Rose Knigh t Minimum Scores
the power goes away on(e used and can only by only one Knight at a time. Whe n the need
be regained through another day of prayer Strength 12 arises to choose a new High Clerist, he must be
and supplication on the appointed day of the lmellige nce 9 elected during a proper Knightly Cou ncil.
week. Wisdom 13 Should any Kn ight attain enough experience
During that day. the Measure decrees that Dexterity 9 points to rise to the level of High Clcrisr, he
the Knight cannot take part in combat. reap Constitution 10 may do so but still retains the tide of Lord
financia l gain, or uuer harsh words to another Charisma None Clerist until the High Clerist position is
person. The Kn ight can not travel unless it is vacant.
done in silence and at least three hours of the The petitioning knight must then be
day are spent in solitude for meditation. It is brought before a Knightly Council at which a Proficiencies Weapon I Non weapon
said that no beast will auack the Knight on his Sword Knight of no less than 7th level is one Initial* 3/2
day of meditation so long as he remains true to of the three presiding Knights. The Knight's Added 2/1 per 2 levels
his vow. Those who break their vows on a day name is then brought up before the Knight-
of fasting . however. have twice the normal hood. If there is no question of honor brought * The initial proficicncies listed here arc in
chance for evil encounters on that day. up about the Knight during a Knightly Coun- addition to those proficicncies already
As a general rule. the more powerful the cil in which his petition is heard, then the obtained . In other words, during the Knight's
miracle desi red. the greater the time that character is assigned a quest to show his wor- training period in the Order of the Sword. he
must be spent in meditation to receive the thiness and his dedication to the O rder of the acquires three additional weapon proficien-
blessing from the gods. Sword. cics and two additional non-weapon profi-
The Sword Knight docs not have to observe The quest must include the following ele- ciencies on top of any already received as a
each appoimed day with a fu 11 fast; this is nec- ments: a journey of no less than 500 miles Knight of the Crown.
essary only when his need for power is great. and 30 days. three tests of the Knight's wis-
On those occasions when the Sword Knight is dom, one test of his generosity. one test of his
not in need of any great powers. then he is compassion, the restoration of something that
only required to offer up one hour of medita- was lost, and single combat with an evil oppo-
tion on the appointed day. He can then per- nent of at least the same level as the candi-
form all his other duties as on any other day. so date. The candidate must be victorious in this
long as he performs this ceremony. The knight combat while demonstrating the ideals of
wh o does not meditate for an hour some time honor and courage (note that this does not
between dawn and dusk incurs the same wrath necessarily mean killing the foe) . The knight
as those who break their fast when praying for can enlist the aid of anyone he wishes to com-
great powers. plete the quest so long as he maintains the
The Order of the Sword takes its Measu re ideals of the Knighthood (i.e., does not fur-
from affairs of courage and heroils. Examples

18
kn1qhts o~ solamma

Sword Kni~ht ~pells Ta,.,le * mcnts for accepting a house into the Roster of Rose Knight Minimum Scores
Loyalt y. 15
Strength
Knight Clc:ri ro l ~pell Levc:l Since this stricture of accepting only those 10
Intelligen ce
Level 1 2 i 4 5 6 7 o f royal descent was said to have been added Wisdom 13
6 I well after the time of Vinas Solamnus and Dexterity 12
7 2 was. in some minds, invalid as a pan of the Constitut ion 15
8 2 I Measure, there has arisen in more rece nt times Charisma None
<) 3 2 a more acceptabl e argument before the
10 4 2 Knightly councils. Rather than represent that
The candidate must present his petition to
II 4 2 the Measure was in error or flawed . th e a rgu-
a Rose Knight of no less than 6th level. The
1:! 5 3 I ment has been made that over the course of
can_didate must_ then be presented by that
13 6 4 I the cc muri es the re have been so many mar-
Kn tght to a Kntghrly Council at which sits a
14 7 ) 2 I riages bcrwecn royal and common houses that
Rose Knight of no less than 9th level. If no
15 8 6 3 2 practic~ll y everyone is somehow related to roy-
qu~tion of honor is brought up before the
16 9 7 3 2 2 alty. Wnh the Cataclysm obscuring the genea-
Kn..ghthood at that time. then the Knight is
17 9 8 4 ; ~ 2 logical records of the past , most acceptabl e
ass•gned a quest to prove his worthi ness to the
IR 9 9 ~ 4 3 2 candidates arc not denied access to the Order Knightho od.
of the Rose without extraordin ary evidence.
The qu~st must include the following ele-
*These arc the ma"<imum number ,f ~pells (Beings from off-world. however. arc not
ments: a JOurney of no less than 500 miles
rhat a Knight of the Sword \311 have at :~ny one accepted into the order.)
and 30 days , one test of the Knight's wisdom,
rime. The details of how a Knight is accepted into
three tests of the Knight's generosity , three
the ranks of th e Rose, however, has changed
A~ mem ir>ned rarltc•r " Sword Knight can teSLS of the Knight's compassio n, the reswra-
little. The Knight must be brought before a
o nly acquire his spell~ durmg ht• one appoint· tion of somethin g that was lost. and the defeat
Knightl y Council of the Rose. There he must
ed day _o f meditatio n cac h wr·ek A Knight of an evil opponent of equal or higher level
relate the tale of his family and his deeds that
keeps hts spell<. once lcarnc·d. until rher arc than the Knight. The candidate must be vic-
exemplify the ideals of Knightho od and Hon-
used. A Sword Knight requires one half hour torious while demonstr ating the ideals of hon-
or tempered with leniency and wisdom. O nce
per spell level to gain a <pelt. For imtance, a or and courage and without killing rhc foes
this talc is told . the council holds a closed ses-
6th-level spell would take three houl'i of med- The Knight can enlist the aid of anyone ~~
sion to discuss the Knight 's applicatio n in
itation to gain . A Knight ran never meditate complete the quest so long as he maintains the
light of his merits and short comings.
more than six hours during this day. ideals of the Knightho od and docs not further
The Order of the Rose takes its Measure
The Knights of the Sword use the spells of a rhe cause of evil. The exact form of the quest is
from deed s of wisdo m and justice. Exa mples
cleric of Kiri-Jolirh even though the most up to the OM. bur it must include the preced-
of deeds befitting rhe Measure of the Rose: ing elements.
revered of the gods for the Knights is Pala- taking compassio n on the less fortunate . sacri-
dinc. Thi is primarily due to th(' origim of the ficing one's life for the sa ke of others. giving
Knightho od . While the Kn ighrs of the Sword Rose Kn ight Advancem ent Table
no thoug ht to one's own safety in defense of
arc followers of Paladin~:, t hq do. neverthe-
t!1c Measure and irs Honor, protecting rhc Hit
less. rake their powers from Kiri -Joltth and ltves of fellow Knights, seei ng that no life is Experience D ice
honor him as well. wasted o r sacrificed in vain. Levei Poinrs (d 10s) Ti tle
4 27,000 5 Novice of Roses
5 60,000 6 Knight of Tears

kn tqhts o~ 6 125 ,000 7 Knight of Mind


kn1qhts o~ the Rose 7 200,000 8 Knight of Heart
8 425.000 9 Knig ht of Roses
t h€ ROSE (Jame Oata 9 800,000 10 Keeper of Roses
Minimum Requirem entS: As with Knights 10 1.500.000 10 + 2 Master of Roses
The Knights of the Rose nrc the epitome of II 2.000.000 10 + 4 Archknig ht
of the Sword , characters do not starr o ut as
all tha~ ts good and honorable in Knig hthood . 12 2.500,000 10+6 Lord of Roses
Knights of the Rose. Character s must first
lm11all y. the Kmght s of th is order w~:re tak-
h ave gained two levels as Knights of the 13 3.000,000 10+8 Maste rofjustic e
en onl y from the royal houses of the land .
Crown, then been accepted as Knights of the 14 3,500,000 10+ 10 Lord of justice
What co nstituted a royal house was deter- 15 4.000.000 10+ 12 Highjusti ce *
Sword and earned two additiona l levels before
mined by the ruling cou nci l of Knights who 16 4,500.000 10 + 14
they can be considere d for the Order of the
would convene and hear the hiswrv and lin- 17 5.000,000 10+ 16
Rose. Once a character has earned sufficient
cage of that house . If there was 'sufficient 18 6,000.000 10+ 18
hit poims to become 4th level, he can petition
proof chat the house was a ruling house and
the Order of the Rose to be accepted inro that
that its histo ry was an honorable o ne. then the
body. In order to be considere d for the Order . *There is only one High Justice at any given
crest of that house was induded in th e Mea-
of the Rose , the Knight must have the follow- nme. Others may attain 15th level but their
sure and those of that hou se were accepted. titles remain Lords ofJustice. '
ing minimum characteri stics:
This was not omething th a t was done: ofte n .
for the Measure was strict abou t the require-

19
kmqhts o~ solamma

The Knights of the Rose gain special profi- of unknightly conduct, to honor those who breaking the Oath or the Measure. Those
ciencies in weapons and combat. While they have performed valiantly. to settle questions mentioned in the petition and the accused
advance more slowly than other Knights concerning the Measure . and the petitioner is the accuser.
(because of the great amount of trai ning and The conduct of a Knightly Council follows All are allowed to speak for and against the
skill required by their proficiencies). they also the panern set forth by the measure. First the accused. The petitioner must be present in
can advance farther than any of the other Knights of each order enter and take their these cases. Often witnesses from outside the
Knighthoods. places in the appointed area. A table with order are brought in to testify. The Knightly
th ree chairs is set opposite the entrance. The Council hears all arguments and then d is-
Proficiencies Weapon I Non weapon Knights of the Crown take their places to the misses the res t of the Knights as it considers
Initial * 3/2 right of the entrance, to the left of the ranking arguments. Upon receiving word that the
Added 2/1 per 2 levels Knights, so as to signify their position as the Council has completed its deliberations, all
shield and defender of honor. The Knights of the Knights return to the hall. White roses o n
*The Initial Proficiencies listed here are in the Sword take their places to the left of the the table arc a symbol of purging of any guilt
addition to those proficiencies already entrance, to the right of the ranking Knights and thus is the accused released from any
obtained. In other words, during the Knight's and thus signifying their place as the arm of question of their honor. Should black roses be
initial training period in the Order of the might and mover of the Knighthood. The present on the table upon the return of the
Rose, h e acquires three additional weapons Knights of the Rose take their places to either Knights, then the Knight is held guilty and
proficiencies and two additional nonweapon side of the entrance and opposite the ranking punishable for his acts. The ranking Knights
proficiencies on top of any already received as Knights so as to signify that they arc the heart in their deliberations wi ll have decided upon
a Knight of the Crown and as a Knight of the of the Knighthood , the base upon which all the proper action for the Knight to regai n his
Sword. else is built. honor prior ro the others returning .
Then the three ranking Knights who will Special Honors: An act of exceptional brav-
conduct the meeting enter the hall and take ery or exemplary honor is brought to the
kn1qhts 1n Battl€ their p laces opposite the entrance. In the cen- attention of all the Knighthood for rccogni-
ter of the area is a cleared space where those uon.
Knights who take the field in defense of
who are brought before the rank ing K:-tights Pecirion for War: This occurs when a gen-
honor and the realm follow the order set forth
arc heard and questioned. eral mobili zation is called for. The ci rcum-
by the Measure. Armies arc made up of three
stances of the petition arc considered and. if
brigades, each commanded by a Lord Knight
A Knightly Council is Conducted as Follows: the Knights present give consent , then mes-
from one of the three Orders of Knights. All
armed persons operating under the protection * The code of t he Knights of Solamnia sengers are dispatched ro the Grand Circle to
("Est Sularus oth Mithas") is recited by all notify the g reater Knighthood of the situa-
and command of the Knights are part of one
before any in the hall sit. This phrase is given tion. In the meanwhile, the Knights of t hat
of these three brigades.
by the three ranking Knights in unison and council act at once in the defense of honor and
The army is commanded by a Warrior Lord.
then given in turn by each of the three orders good.
one of the three Lord Knights commanding
of Kn ights present and then fina lly by all in Petition for Aid: These are petitions
brigades. The Warrior Lord is chosen by the
unison . If the occasion is a joyful one, then the brought by either Knights or outsiders who
majority vote of the three Lord Knight com-
Knights' Hymn is sung at this time as well. ask aid of the Kni ghts. This docs not require a
manders; he must exemplify the highest
ideals of the Knighthood. Recognition of the * News of the greater Knighthood is often general mobilizatio n of the Knighthood .
not only of interest but potentially a matter of These range from situations as serious as the
Warrior Lord is made openly in Knightly
life and death for many whom the Knight- search for a kidnapped hei r ro a local kingdom
Council. Should a Lord Knight fall in battle.
hood protects. Any dispatches or proclama- to things as mundane as a few extra men to
another must step forward and take his place.
tions regarding the Knights are read at this help clear a road of brush .
Should the Warrior Lord be lost, then each
Lord Knight separately commands his own time. Should their news warrant a prolonged * Time permitting , the Knights ma y
and important discussion, then the hearing of engage in discussions of pares of the Measure
brigade until a Knightly Council can be
petitions may be waived. and its application to the ir adventures. Ques-
called.
* When the Knighthood finds itself in the tions on points of the Measu re arc brought up
throes of battle, they now discuss their orders at this time.
th€ kn1qhtly CounCil of batrle and all stratagems to be employed. * When the ranking Knights feel that busi-
ness has been finished , the council disbands
* The specific petitions that arc to be dis-
Councils shall be convened as required by cussed among the Knights at this meeting arc umi l the need For another session arises.
the Measure. They must include three Lord named by cause, those mentioned (if any),
Knights, one from each of the Orders of and petitioner. Petitions can have one of sev-
Knights. If any order cannot provide a Lord eral purposes:
Knight, then a Knight of that order can stand Acccprance ro an Order: Those who wish
in his stead so long as there is at least one Lord to enter inro an order of the Knighthood are
Knight presiding. brought forward . The candidates' names arc
Councils shall convene for the following read to the ranking Knights as arc the names
purposes: to determine strategies of war, to of their Knight sponsors.
assign orders for war and battle, to select the Peririon for a Question of Honor: This hap-
Warrior Lord prior to a battle, to hear charges pens when a Knight is called into question for

20
t inkERS (Cjn Om€S)

attaining that total knowledge of their gains a 10% bonus w all experience points
tinkERS (GnomEs) devices.
Gnomish inventions are almost exclusively
earned.
• • This is a maximum score- the character
Tinkers arc gnomes and gnomes are tinkers. It driven by basic mechanical devices: gears. cannot have a Wisdom higher than 12.
is their gift and curse to be the masters or pawns windmills. waterwheels, pulleys. and screws.
of technology (depending upon whom you ask) Gnomes have done elementary work in steam Gnome Advancement Table
in a world where magic is the ruling force. and chemical combustion (usually with cata-
You will find their story and how they came Experience Hit Dice
strophic results). but know next t~ nothing
into being under the race descriptions later in Level Points (d4s) Title
about electricity. Clockwork mechanrsms are a
this book. Here we will address ourselves to I 1,250 2 Aide 5th
relatively recent development of gnomish
the profession of tinker. 2 2,500 3 Aide 4th
SOCiety.
Tinkers arc the engineers of Krynn. That Moreover, their sheer love fo r technology 3 5,000 4 Aide 3d
which has not been built, tinkers build. That 4 10,000 5 Aide 2d
often docs them a disservice, for they improve
which has been bu ilt , tinkers improve. They 5 20,000 6 Aide 1st
technological devices to death. Simple mecha-
arc constantly designing. bui lding , and test- nisms arc scoffed at by tinkers ("Nothing so 6 40.000 7 Mate 2d
ing devices for a variety of applications. 7 60,000 8 Mate lsc
simple could possibly work!" ) and redundan-
Each gnome belongs to a guild chat perpet- 8 100,000 9 Tinker
cy is the tin ker watchword (" ... and here we
uates its own peculiar branch of technology. 9 140.000 10 Maste r Tinker
sec the bell that informs us that the alarm sys-
These guilds include. but arc not limited to. 10 270.000 10 + 2 Crafrsgnome
tem trouble gong has just gone off....").
the following: II 450.000 10 + 4 Craft Master
12 600,000 10 + 6 Head Tinker
Hydraulics Hydrodynamics 13 800,000 10 + 8
Aerodynamics Thermodynamics tinkeR Class 14 1,000.000
15 1,500,000
10 + 10
Chemistry Trans portation 10 + 12 Master
Communication Appliances (jam€ StatiStiCS Crafcsgnome •
Kinetics Architecture 16 2,500.000 10+ 14
Minimum Requirements: Only gnome char- 17 4.000.000 10 + 16
acters may be of the tinker class. The minimum 18 10,000.000 10 + 18
All gnomes belong to a guild. Each guild Stlcistics for the gnome tinker are as follows:
has innumerable committees chat oversee
individual accompli hmcnts (seldom) _and • There can be only one Master Crafts-
Tinker Minimum Scores gnome in any colony of gnomes at a given
seck to discover the cause of a system failure
(often ). These committees al_so _oversee the Strength time. In a colony that al ready has a Master
required duties of a gnome wnhrn the struc- Intelligence 10/15. Crafts gnome, any gnome who has the experi-
ture of gnomish society. . Wisdom ( 12) •• ence points to become 15th level may do so.
In addition to an y regular duues that a Dexterity 12 but he does not gain the tide of Master
gnome has to his guild or committee , each Constitution Craftsgnome.
gnome has a Lifequcst. ~his Lifcqucsc i~ ro Charisma
attain perfect undcrstand rng of one dcvrcc. Proficiencies Weapon I Nonweapon
Few gnomes have ever attained this goal. Thus *The number after the slash indicates that Initial 1/5
tinkers arc the perpetually unfulfilled . never a gnome with an Intelligence of 15 or higher Added 1/3 per two levels

.... I I

21
ttnk€RS (qnom€s)

Special Abilities: While gnomes invariably 1. DETERMINE DEVICE COMPLEXITY Modifiers chart to determine vertical move-
have an abundance of nonweapon proficien- (SIZE): To create a technological device. you ment complexity modifiers for the desired
cies, they are abnormally poor at using them. must first determine its level of complexity. duration .
Subtract 5 from a gnome's nonweapon profi- On page 118 is the Gnome Device Complex-
ciency when making a Proficiency Check. ity Level table that shows rhc various ::omplex- D u ration Modifiers Chan ·
Gnome Devices: Many referees view t he ity values for man y of the <·ffecrs thar gnome~
Desired
introduction of technology into their fantasy commonly like to see on their devices. (The
Duration nmg ~rt . Horiz. Environ.
campaigns with great mi~givings. The technol- complexity rating also gives the <izc of the
Momenrarv N/ A N/A N/A N/A
ogy of the gnomes, however, has little overall device. ) Add all the complcxities for all the
effect upon the cultures ofKrynn. Dwarves care
1-3 Round~ +I +! N/ A N/A
device's effects to get the rot31 complexity of
4-6 Rounds +2 +3 0 +1
little for such innovation; elves are repelled by the device.
7-9 Round~ +4 +5 -I +2
technology; kender cannot appreciate irs use The OM of the game, as in :1ll things. is the
1-3 Turns +6 +7 -2 +3
beyond their thrill of seeing it work; goblins final arbiter of just which effects are needed to
4-5 Turns +8 +11 -3 +4
and gully dwarves are too stupid to use it con- make a device function.
1-2 Hou rs +!O + 13 -4 +6
sistently. Gnomes have technology-but they Ask all of the following que~rion s when
3-6 Hours +ll + 15 -5 +s
are so incompetent that anything their technol- designing a gnomish device:
l Day N/A +!6 ·- 6 +!2
ogy can do, magic can usually do cheaper,
1 Week N/A N/A -7 +14
faster, and more efficiently. • Will it do damage. prQtect from damage
Permanent + 15 +20 NIA +20
When a gnome sets out to invent some- or restrain another ~ing ?
thing, it's a good bet that the invention will (If the answer is "no:· go to the next question.) * These modifiers affect only the complex-
initially 'be at least 3~ rimes larger than neces- ity of the device, not irs size.
Determine if it docs damage or protects
sary, will make 10 time~ the noise it should ,
from damage. Refer to the Gnome Device
will have many totally redunrlant features, • Does it move something or itself any dis-
Complexity Level tabk to determine Combat
and will fail misemhly (if not disastrously). tance along the ground?
Complexity from the amount of damage or
Some tinkering will gradually reduce the less (If the answer is "no:· go to the next question.)
protection desired.
favorable aspects of the device.
If the device is designed to restrain another Determine if it moves another object
The gnomes are a race o( cursed engineers.
being, then determine the complexity I size of (shoves a victim) o r moves itself (mobile
They have all of the tools to crrate wonderful
the object by the HD of the creature being machine). If the device merely shoves or, in
technological deviccs hut all they turn out are
restrained . Count it as one complexity level the case of a catapult, throws the victim over a
impractical and dangerous mccl-tani~m~.
for every two hit dice or levels of the target distance, then consult the column under
Players who run rin"er PCs will no doubt
creature. Restraini ng an 8-hit die creature is a "Move Vertical." If the device moves with the
wish to create any m• mber of technological
Complexity 4 task. victim, then check the column under "Move
marvels with which to aid t heir party. This is
Horizontal."
the major reason to join this cla~s and the play-
• Does it move something or itself? Minimum size: The same restrictions on
ers' creative though~s should he allowed to
(If the answer is "no;· go to the next question.) minimum size for vertical movement apply
run free ... .
here except that the difference must be twice
But ... . Determine if it m oves another object
or lc:ss.
It is important to remerrher t hat a PC of (throws victim) or moves itself (flying
Duration: Use the Duration Modifiers
this class is, after all, a gno-ne with an inher- machine). If the device throws things, then
chart to determine ground movement com-
ent character flaw. You must remember that consult the column la~led "Move Vertical"
plexity modifiers for duration.
while the player may be able ro describe just on the Gnome Device Complexity Level table.
how to build a simple, effective telegraph sys- If the device moves objects and itself (flies),
• Does it alter the environment or have an
tem, for example, his gnome player character then check the column labeled " Move Hori-
area of effect?
would not build it the same way. Thus even zontaL" Note that this vertical movement is
(If the answer is "no;· go to next question.)
though a player could describe with the straight up unless some horizontal movemenr
utmost precision how to make a telegraph effect is also included. (The numbers given in The amount of material altered and wheth-
with some thinly wound wire ~od rudimenta- these movement columns can be either a total er the affected region is inside the device also
ry batteries, his PC gnome would make it distance or distance per round, whichever is factor into the equation. If altering material
steam driven, operating on the basic principle most appropriate.) inside the device, add l to Complexity per
of a pile driver. Size modifier: This assumes that the object 1,000 cubic feet altered after the first 100
Whenever a player wishes to create a tech- being moved is size I or smaller (roughly the cubic feet. If altering an external environ-
nological device, he is required to design it size of a small sack). ment, add 4 to Complexity per 1,000 cubic
himself with the following procedure. The Minimum Size: Compare the size of the feet altered including the first 1,000 cubic
OM is, of course, free to check the work and object tt:o be moved with the size of the device. feet.
make any modifications he deems necessary. If the device is less than three sizes larger than Note that gnomish devices arc often larger
To create a gnomish device, follow these steps: the object, then the size and complexity of the than the environments they alter.
device equal the size of the object plus 3. If
the device merely moves itself across the
ground, then no modifier is needed.
Duration: Use the following Duration

22
t inkERS (Cjn Om €S)

• Does it alter an existing object ? Subtract I from the complexity for each size I . It must have a number of components
(If the answer is "no;· go t o next question.) larger the object is built. Add I to the com- equal to its complexity. If the device has a final
plexity for each size smaller the object is built. complexit y of 1~. then it must have I~ sepa-
Gnomes commonly build devices to help Note that a gnome who attemptS to build a rate pans.
them build devices (a frightening thought to large device must also pay for the materials 2. There must be a balance in the number
those familiar with gnomes). If the device with which to build that device. of pans from the three pan groups. A device
takes an unfinished or panially finished object may have. for example. two parrs from group
and changes it into a more finished object, II. D ETERMI N E FI N AL MODIFIERS: NI and group #2 and three partS from group
then the device has this effect. How well a device is made depends largely on # 3 but may never have three parts fro m group
Determine the complexity difference who made it. Just as magical swords have plus NI and only one part from groups 12 and # 3.
berween the original object and its final state. modifiers and cursed swords have minus mod- The components used are determined by
This is done by subtracting the complexity of ifiers, so too do gnomish devices. Add a + I rhe desires of rhe gnome designer. The OM
the finished object from the complexity of the modifier to the device for every level of com- must then determine if the items mentioned
original object. A machine to craft raw quam plexity the device is below the level of the are obtainable in the quantities required. The
into finished lenses takes an object of com· gnome who made it. Give it a - I m.odifi~r for size of rhe device also affects availability. Mul-
plexity 20 and makes it into an object of com- every complexity level of the dev1ce htgher tiply the total costS of aJI components by rhe
plexity 1, a difference of 19. This means that than its gnome maker. Th us a 12th-level size of the device to determine the cost of
the machine has a complexity of 19. A gnome who makes a level I~ netflinger would building the mechanism. Gnomes often think
machine that takes glass (complexity 8) and make a netflinger -3. If the same gnome u p items that are far too expensive to build , so
makes ir into finished lenses (complexity 1) made a rockpitcher with a complexity of 8, it do not lose hean if your first few designs are
has a complexity of 7. would be a rockpitcher + 4. beyond your means.
Take the size of the object being refined (from Gnomes love commiuees. They often work Also it must be noted that a gnome can con-
the first column in the complexity table) and on devices in groups when there are enough struct any of these items from elementary
add that to the device's comp lexity rating. gnomes about. This is often as ha rmful as it is materials (cut wood from trees fo r frames, cut
helpful. gears from sheers of metal , etc.), bur this dou -
• Final desig n modi fiers For every new gnome working on the device, bles the construction time of the d evice.
Each effect has a complexity rating. Often a roll 3d6 and consult the following table. Find
gnome will build a device with several effeClS. the result of the dice roll (a number between 3
For example: a machine lO move along the and 18) on the row corresponding to the num- b ev1ce Components
ground and fire flami~g metallic roc~ has ber of gnomes present. The column that th is
complexities and size raungs for both honzon- result falls into gives the complexiry modifier
ano then~ Costs
taJ movement and damage. To determine the (see the column heading). (Cosr is per size, in stl)
final complexity rating for a device. first find
the highest complexity rating a~ong the Gn ome Crew Moclifiers
Part Group # I: Mechan ical Transm issions
effects listed. Add I to thar complexity for each Pulleys 5
effect beyond the one listed . In the case of the N umber of Shafts 10
vehicle men tioned above, that is one addition- G nomes· +2 +! Even - 1 - 2 Gears 20
al effect so I is added to irs complexity. I 3 4-7 8- 1718 N/A Bclrs 100
The size of the device greatly affects its com- 2 3 4-7 8- 1617- 18 N /A Screws ~00
plexity and determines whether sufficient mate· 3-6 3 4-8 9- 1617- 18 N/A Blades 1,000
rials are available to build it. The base size of any 7-14 3-4 5-8 9- 1~ 16-18 N/A
device is equal to irs unmodified complexity rat- 1~-4~ 3-~ 6-9 10-15 16-17 18. Part Group 12: O ther Transmissions
ing. This means that a complexity level 20 device 46-144 3-6 7- 10 11-14 1~-16 17-18. Fins (Vanes) 10
always startS as a size 20 device. This is not neces- 144+ 3-8 9- 12 13-14 15 16-18 • • Rods (Steel) 20
sarily how large the device must be. The gnome G lass Rods & Panes 40
• At least one gnome of a level equal to the Bellows 200
may elect to make the device smaller. bur this device must be presc:m in this group in order
increases the complexity of rhc device. On the Pumps 1,000
to obtain this result. If no such gnome is Tuning Fo rks 2,000
other hand, the gnome ma.y el<..-ct to make a present in the group. then treat the: result as a
device bigger and thereby reduce the final com - - 1 to the complexity of the device. Part G rou p /13: D rive Sources
plexity of the device. •• Ar least one gnome whose: level is no less Counterweights 30
Generally speaking. the larger the device. than five bc:low the device must be present in Coiled o r Wound Springs 60
the less complicated it is (i.e .. it has a better Waterwheel 100
order to obtain this result. If no such gnome is
chance of wo rking), while the smaller the Windmill/Coal Fire 200
present in the group then treat the result as a
device, the more complicated it is (i.e.. it has a - 1 to the complexity of the device. Steam Pipes & Boiler 1,000
worse chance of working). This reflects the Sun Mirror 2,000
gnomish philosophy of engineering. Remem- ID. DETERMINE AVAILABiliTY OF MATE-
ber, however. larger devices requ ire more Group 14: Basic Fram es
RIALS: Every gnomish device must include at
materials to build (more expensive) and arc Sronework ~
least one selection from the: five following com-
harder to move. Wood Frames 10
ponent groups in order to function. lr must also
The size of the design can now be altered: Iron Frames 20
fit the following basic criteria:

23
t tnkeRs (qnomes)

~\
~
Group #5: Medwtical Com ponents Mass Production: Gnomes never under- 12 18+ 6-17 5 or less
Clockworks • :50 stood the human d rive for producing things in 13 19+ 6- 18 5 or less
vast quantities. They believe that one learns 14 19+ 5-18 4 or less
• A clockwork is required for any device
from previous mistakes and that these lessons 15 19+ 4-18 3 or less
that h as a delayed action. an automatic
should be incorporated into design immedi- 16 19+ 3- 18 2 or less
sequence, or has anything to do with informa-
at~ly. Thus gnomish devices are always 17 20+ 3- 19 2 or less
tion storage or com munication . 18 20+ 2 or less
umque. They never produce a device the same 3-19
way twice and thus they cannot duplicate pre-
IV. BUILD THE D EVICE: The time
vious work. They may attempt a "new and Success: This means that the device works
required to build the device depends upon its
!mproved" version of an old design. but there as intended. It will move, inflict damage,
size and complexity, according to th e follow- send messages, heat food, make light, or
ts no guarantee that it will work as well as it
ing table. Multiple the size of th e device by irs whatever it was created to do. Each time the
d id before.
complexity and then refer to the following device works, a + I modifier is added to the
Using Gnome D evices: Every t ime a gnom-
chart. devir.e for its next roll on this table. (If it work-
ish device is used , roll ld20, add or subtract
any modifiers listed for the device, and con- ed once. it has a better chance of working
Gnomish Device Construction Times again!)
sult the following table.
Size x Unp redictable: The device works. but not
Com p lex. Time to Const ruct the way the designer originally intended. The
Gnomish Invention Results Table
1-3 1d10 turns precise effects vary, but generally consu lt the
4-10 2d20 turns Complex Success Un~ictable Failure
Gnome Mishap table on page 119. Roll 1d20
11-2:5 2d20 hours 1 16+ 1:5 14 or less
on the table and interpret the results as
26-:50 2d6 days 2 16+ 14-1:5 13 o r less
humorously as the situation allov.'S.
:51-100 ld4 weeks 3 16+ 13- 1:5 12 or less
Failure: The device tOtally fails to func-
101-400 2d20 months 4 17 + 13-16 12 or less
tion. It can be repaired by any gnome whose
401 + 4dl2 months 5 17+ 12-16 11 or less
level is equal to or greater than the complexity
6 17+ 12-16 II or less
of the device. The repair time is two hours
Having additional gnomes does not 7 17+ 11-1 6 10 or less
times the complexity of the device. Also, each
decrease the construction time (if you have 8 18+ 10-17 9 or less
time a device fails, a - I modifier is subtract-
worked with gnomes. you know why). 9 18+ 9-17 8 or less
ed from subsequent rolls on the preceding
At the end of this time, the device is fin- 10 18+ 8-17 7 or less
table.
ished. Note its statistics for future use. 11 18+ 7-17 6 or less

\)d N'f'"
YEDPLE. TD 1..c» To ?REV~Nr
CAANI< l)o(.J.JN C ATAf>\>1...1 ARM t=R()M.
CR~NI<. TO
C.PITh?OL.:I C... OI"Jilt-lVIN(s-J CA V~l~
~Lf N KC?f",
~RINer EJ"e<:.TtoN
Cf¥JS.i t-l <.r c...A1"t-.-pvw ~ VA'P,.IOU~ c EllS A.NO
1\R~ -ro -pe-c..etvD LON<:> CAJRVt'O LOO W1Nl>C,HIME.5 1"()
u~v c;P., R>R ~l-ARM OF VP-CO t'O\IN&
'RELEASi tJ(r- Vlc,Ti M o F CA"TA9Vc..T
CAI~PliLI

24
h all o~ qnomes mvent tons

h all o~ Gnomes Invent ions ~tapestRy


Flapemy (short for Flying Tapestry) was originalJy designed to send
These devices are a sampling of typical gnomish inventions. We do moving paintings and sound over tremendous distances.
not recommend that they be built by anyone except qualified gnomes;
even then it is advised that all bystanders stand well clear of the device
whenever it is either used or tested. Flapestry
Type Effect Complex. Modif. Total
Sound Talking 4 4
This gnomish invention was the end result of a long-term arms Light Candlelight 4 4
research project funded by the Knights of Solamnia. The weapon was Communicate Direct Picture 16 16
supposed to render an opponent temporarily immobilized from a dis-
tance and thus allow the auacker ro possibly capture the opponent FinaJ Modifiers Number Size Complex.
unharmed. Unfortunately the ultimate effect was all too often felt by Highest Complexity 9 16 16
the user of the device rather than the foe. Additional effects 2 +2
Resizing -2 +2
Totals 9 I4 20
Netflinger Needless to say, flapesuy design is in its infancy on Krynn. A fla-
Type Effect Complex. Modi£. Total pestry is a device the size of a three-story tower with the complexity of a
Damage Restrain (HOB) 4 +I 5 time machine. Its cost is enormous, especially considering the lack of
Move Horiz 32' 4 4 any real talented gnomes to be portrayed on the device.

Final Modifiers Number Size Complex.


Highest Complexity 5 5 5 IRonqnome
Additional Effects +I
Resizing -I +2 This was originally designed as a device in which a gnome could sit
Totals 6 4 8 and move about while deflwing any damage coming in his direction.
Thus the necflinger is a size 4 device (roughly the size of a crossbow)
with a complexity of 8. It costs 3I2 stl. lrongnome
The nedlinger, when it operates successfully, emangles any creature
with 8 or less Hit Dice for a period of three melee rounds. It can do this Type Effect Complex. Modif. Total
from a distance of 32 feet. It hits automatically if it is successful, but it Protection ACO 9 9
has various results when an unpredictable effect is rolled. Move Horiz 400' 9 -2 7

Final Modifiers Number Size Complex.


Highest Complexity 9 9 9
qnome~ltnqeR Additional effects I +I
This is the gnomish answer to stai rs: an automated way w get from Resizing
one place to another quickly and with relative safety. The device uses a 1btals 10 9 10
combination of catapu lts of various sizes and principles as well as nets. The irongnome is a moderately complex device that is barely large
The double-emergency backup sponge landing system is an extra enough to carry its gnome driver. It is slow but has a very fine armor
option not included in the base price of the system, of course. class rating for the protection of its occupant.

Gnomeflinger
Type Effect Complex. Modif. ToraJ
Move Vertical 800' 12 12

Final Modifiers Number Size Complex.


Highest Complexity 12 12 12
Resizing
Totals 12 12
This device will toss a man-sized or smaller individual 800 feet into
the air. It is size 12 (about the size of a large cocrage).

25
hall o~ qnomes mventtons

Blamslow€R Cjnom€thJnk-klack€Rabb
This was designed as a portable device that does damage to foes at a O riginal conce pt: a device tO solve mathematical p roblems.
distance.

Gnomethink- Klackeradd
Blamblower
Type Effect Complex. Modif. Total
Type Effect Complex. Modif . Total Communicate Calculator 12 12
Damage 2d8 7 +2 9
Final Modifiers Number Size Complex.
Move Horiz 400' 9 9 Highest Complexity 12 12 12
Final Modifiers Number Size
Resizing +6 -6
Complex.
Highest Complexity
Totals 12 18 6
9 9 9
Additional effects +1 This huge calculator has a computing power much lower than its size
Resizing -4 +4 would indicate. lr can add, subtract. multiply, and divide.
Totals 10 5 14
This complex weapon is worn as a backpack and can throw a keg of
volatile oil up to 400 feet away, causing 1d20 points of damage. It has
six such charges before it must be rebuilt.
Bl1nbqu1b€
Original concept: a directional device when user cannot sec.

Whooshwaqon Blindguide
Original concept: a device to transport a family of gnomes over a Type Effect Complex. Modif. Total
distance. Information Compass 3 3
Information Pressure 6 6
Information Clockwork 7 7
Whooshwagon
Final Modifiers Number Size Complex.
T ype Effect Complex. Modif. Total Highest Complexity 7 7 7
Move Horiz 20 miles 16 -) 11 Resizing -2 +2
Totals 7 5 9
Final Modifiers Number Size Complex.
This clockwork maps the pressure changes and magnetic changes as
Highest Complexity II I1 ll
-1
the user travels. The clockwork keeps track of the differences and can
Resizing +l
orient the user on an x, y, z axis- assuming that everything works just
Totals 11 10 12
right.
This large wagon device is self propelled but only goes 20 miles in
the course of a three-hour period.

St€wmatJC
O riginal co ncept: a device to p repare meals.

Original concept: a devi ce to e nable communication over vast dis-


tances. Stewmatic
Type Effect Comp lex. Modif. Total
Temperawre 300 deg 9 +6 15
Fargab
Alter Objects Raw to cooked 5 5
Type Effect Com plex. Modif. Total Info rmation Clockwo rk 7 7
Sound Low voices 3 3 Final Modifiers Number Size Complex.
Communicate Direct sound 13 13 Highest Complexity 15 15 15
Final Modifiers Number Size Complex.
Resizing -3 +3
Totals 15 12 18
Highest Complexity 13 13 13
Resizing -3 +3 This labo r-saving device wens perfectly good raw vegetables and
Tomls 13 10 16 meat into an amorphous mass of steaming glop.
This is essentially a telephone the size of a large wagon .

26
WJZaRbS or hJqh SORCERY
~=====388~ ·~~ ~

Of the all the o rders of the world of Krynn , magic. This is the primary reason that magic this reason that the tests for wizards occur at
none are as old, as feared. or as respected as has remained in the world, despite many 3d level or above as this is the point at which
the Orders of High Sorcery. They came imo efforts to eliminate it. wizards are considered to "come of age."
being almost at the beginning of the world; A wizard of the Black Robes and a wizard of •• Only a wizard of 6th level o r higher who
their tale is that of the three Gods of Magic. the White fighting on opposing sides of a war also has an lr!telitgcnce of 15 o r above gains
The gods of magic, Solinari, Lunitari, and (such as the War of the Lance) would not hesi- this benefit fwm the n.\)()ns.
Nuitari, walked the face of -creation before the tate to destroy each other. When these wizards t The additional spells can be of any level
stars settled in their places. Though they had a meet on neutral ground (such as a Tower of the wizard can Col.)t.
common love of magic. each had aspects that High Sorcery), they are likely to enter into an If two or u1(Jrt. of the moons are aligned,
differed greatl y from those of the others. Each eager discussion of magic. If at tacked by an there art bvr•"~<:~ to the moon phase effects
also chose a different path in the universe. outside force seen as a threat to their magic (a give n earlier. ~M c.ons arc aligned if the boxes
They saw the other gods wheeling through renegade wizard , for example), both would they OClUH on tlae Moo.. Tracking chart (page
the heavens and aligning themselves against join together to fight in defense of the magic. 28] art in a >t ....aght lint from the center of t he
one another according to thei r goals and phi- chart. f ur cx ••m ple Lu n itari o n day 3 of its
losophies. The All-Saints War was coming, as orbital period •~ .. hgncd with Nuitari on days
their vision and foresight had warned. The A wealth of information on wizards, magi- 6 and 7 of it.> jJlflvd and with Solinari on days
t hree gods feared that they too must choose. cal lore , the Towers, and the Tower guardians 5 and 6 of it.> p-.riod . J
Bound by the common bond of magic, these exists in the DRAGONLANCE~ novels.
three looked about the face of Krynn and Those interested in acquiring more detailed Moon A.iignn.::u Hf..a, fabk •
loved it greatly. information than is provided here should
.)ann~ Adduional Effective
Thus they did not join their fellow gods in draw from those works.
Alignn.ent fbrov. SpeUs Level
the heavens, but stayed close to the world. Sol. with Lua. +, +t +t
They revolved about it, grant ing their powers Nuit. ~ith Lur.
to those who would follow their ways. Each
god was granted a time to walk the face of
th€ moons of Sol. with Nun
+i
i I
+I
0
+I
Normal
Alllluec Mwr.., +2 +2 +t
Krynn and seek out a follower. Each found an
apprentice and to each did they give the keys
maGIC • Note tha, .Lit plu,.sc:s on this table are
to the Lost Citadel- a fabulous place of wiz- Since the creation of the world, the three cumulative with rnodifiers fro m other effects.
ardry that stood beyond the circles of the uni- moons of magic have circled the globe of If all the rn<>vn.> wert to align at the time of
verse itself. H ere the gods taught them the Krynn , bringing with them the waxing and H igh Sandion tht.n all wizards would have a
Foundations of Wizardry. the waning of their followers' magical powers. + 3 saving th.v.\ +4 o~ddition al spells and
Each of the three Orders of High Sorcery + 2 effutivt It. d . to their >pell casting. This
1. All wizards are brothers in their order.
receives its powers from one of the moons of i~ known .lS t he Nigh t vf t he Eye since the
All orders are brothers in the power. magic. Wizards of the White Robes get their moons mo~c th rvugh the sky with a terrible
2. The places of High Wizardry are held in powers from Solinari, Black Robe wizards get aspect and cau, ... 1uagic to be at its peak.
common among all orders and no sorcery is to their power from Nuitari, and neu tra l Wiz-
be used there in anger agai nst fe llow wizards. ards get theirs from the red moon , Lunitari . It
is by the position and aspect of its moon that locat10r1 o~ th€ moons
3. The world beyond the walls of the towers each order gains its enhanced powers. The
may bring brother against brother and order The initial lc~.Hiou of the moons is d eter-
aspect of Nuitari has no effect on the powers mined by rolling ld8 fo1 each moon and plac-
against order, but such is the way of the uni- of t he White Robed wizards, for example.
verse. ing it in the indicattd box along its orbit.
Only the moon Solinari has an effect on the If you arc playing a DRAGO NLANCE cam-
wizards of the White Ro bes. The precise paign game, t htn th-..>t. .uc the starting loca-
The Orders of Sorcery began as loosely orga- effects of the positions of the moons o n the
nized groups of wizards. It was not umil much tions for th.: .11v01.s 111 you r cam paign.
magic of Krynn is shown by the following Hereafter. ad\ .mt.t. tht m\)()nS one box per
later that the o rders became formalized and tables. Each phase of a moon has an effect on
structured. During the Age of Dreams at the game day to keep tr.tck of their positions du r-
rhe magic of rhar class of wiurds. ing the campaign. This allows your players to
onset of the First Dragonwar, the masters of
each of the orders came together at the Lost plan for regular changes in the lunar cycles.
Moon Ptuse Effeas Table •
Citadel and proclaimed t he unity of the
o rders. Moon Saving Additional Effective
The Lost Citadel was a wondrous place from Phase: Throw SpelJs t Level
whence the master wizards ruled their o rders Low Sanction -1 0 - 1
in peace and harmony, far removed from the Waning Normal 0 Even
world of Krynn . Both palace and fortress. it Waxing (fb... L.. ~ormal +I Even
provided a place where the powers of magic H igh Sanction + 1 +2 + 1 ••
could be tempered by the wisdom of the Con-
clave of Wizards (see page 29). • A wizard of 1st through 3d level is unaf-
It is important for any magic-user in Krynn fected by phases of the moons because of d' e
to remember that a wizard's only loyalty is to low power levels involved in his spells. It is for

27
moon tRackJnq Cham
~~~==~~~~·~·~~~~~==========~ES~I====~~

hKjh Sanction

low Sanction

SOllnaQJ: P €Rroo o~ 36 stanOaRO Oays wrth 9 oays P€R quaRt€R.

nultaQJ : P €RI00 0~ 28 stanOaRO Oays With 7 Oays P€R QU3Rt€R.

lunJtaQI: P€Rroo o~ 8 stanOaRO oays w1th 2 oays peR quaRt€R.


28
t he conclave o~ w tzaROs

cast by those of another order. Black Robes.


thE ConclavE The Spheres of Magic have been defined as
follows:
Evoca tion and invocations both channel
magical energy, using that energy to create
0~ WtzaRbS Abjuration magics arc primarily co nce rned
with the prevention and exclusion of particu-
specific effects and types of matter. These
effects include permanent features such as the
The Conclave of Wizards is convened on set lar magical and nonmagical effects. situa - wall spells, forces such as the Bigby's hand
dates and rimes as dictated by the moons. The tions, or individuals, and include most spells family of spells, and temporary effects such as
Conclave meets regularly once each Fourweek of protection , avoidance, and rcpellen ce. lightning bolt or fireball. Invocations arc ded -
on the first day of High Sanction for the Rul- Examples include prorecrion from evil spells. icated to a particular powerful extradimen·
ing Order. The Night of the Eye is a special spells that dispel magic, and the anti-magic sional being and are usuall y confined to
rime when all of the orders gather together. she// spells, among others. This magic is usa- clerics, whi le evocations involve utilizing
Conclaves can a lso be called by the Head of ble by those of the White Robes only. ambient magical energy. These spheres of
the Conclave during times of grave crises that Alteration spells modify existing conditi ons magic can be used by the Orders of the Red
affect all o rders. The Conclave does not meet or individuals through the infusion of magical Robes and the White Robes.
when the Test is given as this is a normal func- energy. Spells that give the recipient enhanced IUusion/phantasm spells create a false reali-
tion of the rower and is handled on a routine Strength or the ability tO fly, those that trans- ty. This sphere includes the bulk of the spells
basis. form substances (polymorph self or ochers) listed in the illusionist sub-class. Illusions
The Co nclave of Wi za rds consists of three and spells that have general effects (m ove alone create the apparent existence of items in
factions with seve n representatives from each. earrh o r lower water) arc all alterations. This the minds of the viewers. while phantasms
Each of the Orders o f High Sorcery is equally magic is the province of the Order of the Red create a shadow reality that gives these illu-
represented at the Conclave and each is led by Robes alone. sions the power to affect the viewer as if real.
a single individual selected by each order. The Conjuration I Summon ing spells arc a com - These arc the province of the Red Robes and
chosen wizard is the Master of that order. The bination of two separate mag ics in variable the Black Robes.
selection process is left to each o rder and varies quantities: The conjurat ion pan brings addi- Necromantic spells involve t he health. hit
from order to o rder. The Black Robe repre- tional matter from elsewhere. while the sum - points. or normal functioning of a livi ng or
sentative is usually the most powerful wizard moning ponion creates a du ct between the once- li ving target. Spells that increase o r
of t hat o rder. This h as from time to rime caster and some greater magical power. Spells decrease hit points, cause o r cure disease, o r
resulted in some rather fabulous contests of that summon existing animals or monsters in restore lost souls to their bodies all arc necro-
wi zard ry as rwo sorcerers vic ro establish who is an area. bring imo being o n this plane ext ra- mantic spells. These arc the province of the
fir to rule their order. Such contests are invari- dimensional creatures (such as clcmemals. for Black Robes.
ably held beyond the boundaries of the row- example). or usc such creatures' power (such
ers. In the case of the White Robes, elections as a wish or power word) arc conjuration and
arc held to d etermin e the master of their summoning magics. Both conjuration and A summary of magical spells divided
o rder. The Red Ro bes draw lots from among summoning arc usable by the Order of the according to level and spell type can be found
the seve n members of the Conclave. Red Robes. Conjuring may be used by the on pages 126 and 127. Usc: this list to deter-
The Master of rhe Co nclave is determined White Robes as well , while summoning may mine which spells are usable by the different
by consensus, a spell that instantaneously be used by the Black Robes. orders of wizardry.
determines th e combined will of all rhc wiz- Divination spells arc those that uncover
ards of Krynn in a sing le maucr. While not information that is otherwise hidden under
always infallible in its ability to benefit the normal circumstances and include spells that
Conclave as a who le. it still remains rhe meth-
od of selection for the Maste r of all Sorceries.
detect magical effects. invisibility, and the
like. those spells that predict hidden or future
thE toWERS 0~ htqh
The law of the Conclave is largel y determined
in everyday matters by rhe head of the Con-
events, and those that place the caster in con -
tact with powerful extradimcnsional creat ures
SORCERY
clave and his law is final. If, however, a deci- but do not involve direct action by those crea - O riginally there were five Towers of High
sion is made whi ch is agai nst the will of the tures. This sphere is the common ground of all Sorcery. Built by the ancient wizards as centers
Conclave, then a mandate may be called for in Krynn magic and all wizards can use d ivina- for their crafts and learning. they were located
which case a consensus is taken of the general tion spells regardless of their order. in the ancient cities that later came to be
wizardry and a new Master of the Conclave is Enchantmcn!lcharm spells place a called Palanthus. Wayreth . !star. Daltigoth.
then determined . dwcomer on the target individual or item that and the Ruins.
radiates a magical aura. On physical items it is The rowe rs were all alike and ye t all differ-
normall y used to invest an item with m agica l em. The general outline of the towers was
thE SphERES powers (such as deeppockets or bind), but is
more commonly used to induce panicular
dete rmined by a central committee of mem-
bers of all three o rders (since all orders use the
o~ maqtc emotional or mental states in living targets
(such as animal friendship. forget. and Otco 's
towers). but the supervision of the construc-
tion work was done by wizards who happened
Magic operates within sp heres in Krynn . irresisrable dance). The magic jar spell . which to live in the area. This resulted in the same
Only certain sph eres arc \lsablc by \he differ- was originally listed as a possession spell . is general strucrurc for aJJ rowers, but widel y
ent Orders of High Sorce ry: spells castablc by really an enchantment / charm spell. These varying details and specific layouts.
wizards of o ne order may not necessa ril y be spells can be used by wizards of the White and The general arrangement of the tOwers co n-

29
the toWERS 0~ h lqh SORCERY

sisted of a central complex surrounded by a


field or garden. This field was different for
each of the five towers. The Tower at Wayreth
was surrounded by a transdimensional field
that allowed it to appear anywhere within 500
miles of its usual place in Wayreth Forest. The
Tower in Palanthus was surrounded by the
Shoikan Grove that emanated a continuous
and very powerful fear spell. These are the cwo
towers that are most commonly known today.
Knowledge of the other three towers is hard to
come by. but the properties historically
ascribed to these rowers' gardens were sleep
(Daltigoth). forget ( lstar). and passion (the
Ruins). While each of these gardens held
many other formidable obstacles, these were
their principal attributes and defenses.
All tOwers are neutral zones. Fighting
among the wizards is not permitted and is
punishable by immediate death.

th€ toWER 0~ WayR€th


The Wayreth Tower's defense is the most
unusual, for one does not seek out the tOwer.
it finds you . The garden about Wayreth 'sTow-
er has differem dimensions at differenr times
and the Tower itself is said to exist without
dimension. always existing where it is not.
The result is that one could be walking in a
forest and suddenly be trespassing within the
..
/" . • ,f
·'

domains of the wizards ofWayreth . .Just where


this tower's garden touches the world of men
and elves is controlled by the wizards them-
selves. In this way they protect the tower from
enemies of their order whi le still enabling wiz-
ards tO enter the tower.
Access to the Wayrcth Tower is the most
restricted of all the Towers since the Masters of
High Sorcery decide who may enter. The row· ,.
er is never where it is looked for and can only
be found when the wizards wish it to be so . It
is impossible for a character to enter the rower
, .t
though astral travel or the outer planes of
existence as the tower is not connected to f
!
those planes. (Only the Tower Ponals can .J ,
touch on the other planes; otherwise . Raistlin ~

would have had little difficulty in reaching


..L
the domain of the Queen of Darkness).
If the wizards want a person to enter the
Wayreth Forest. he has little choice in the mat·
ter. He may wake to find himself surro unded
by trees. He may try to walk away. o nly to find
himself inexplicably walking into it. Or he
may be lured inside by the magical singing of
birds promising him his heart's desires. Any·
one attempting to enter the forest without
invitation can do so, but he betrer be prepared
to give a good explanation of himself tO the

30
th€ tOW€RS 0~ hl q h SORC€Ry

wizards quickly. Otherwise he is anacked by have their rooms on the same level as the guest del was. at the rime of the penetration.
the trees. chambers. High-level mages have more ele- encased in a magical field.
Even those invited into the forest (such as gant quarters at the top of the tower. There arc In the time following Raistlin's death,
mages traveling tO take the Test) arc accosted no locks on any doors as all wizards respect the Dalamar, the successor to Raistlin as the Mas-
by the feeling of overwhelming magic. It takes sanctity of others' possessions. ter of that Tower, laid further enchantments
every bit of courage and will they possess to There arc libraries of spell books wiuhin the on the garden to extend its effects and powers
make their way to the tower itself. Wizards tower, plus libraries of magical scrolls and into a dome that encased the tower as well as
generally travel to the rower via magical magical paraphernalia. These are under the shic:lding it physically from any assauh . Pro-
means and do not bother tO go through the control of the Conclave and can be given as jectiles now deflect harmlessly (as would fly-
forest. The exception to this would be a rene- gifts to magic-use rs (almost all young wizards ing citadels) and the fear that emanates from
gade wizard , who would not be pcrmincd to who pass the Test are given some powerful the grove is unchallengeable.
teleport or otherwise enter the tower without artifact to aid them in their profession). These
permission. may also be purchased (in the case of ani facts
The Tower ofWayreth differs from the oth- and scrolls) or studied (in the case of spell Passage through the Shoikan G rove with-
er wwcrs in that it contains a g reat central hall books) with the permission of the Conclave. out a talisman requires a saving throw vs. spell
where rhe Conclave meers. This hall is huge. Purchase prices for items would most likely with a - 10 penalty, to the die roll (a difficult
so large that the ceiling is lost in shadows. It is be in terms of similar items rather than roll at best). A character failing th is check
round, made of stone. and there arc no deco- money. A wizard desiring to purchase a scroll (which must be made every five rounds the
rations or enhancements of any kind. Stone would offer another scroll in exchange or some character remajns in the grove) succumbs to
chairs. created by magic. stand in a semi·circlc other magical object of comparable value. irrational fear and blind panic, fleeing the
at one side of the hall. There is light without a Thus a White Robe wizard who comes across a grove in the direction from which h e came.
source in the hall; it is brightest upon the scroll of evil magic would not destroy i1. but The talismans that arc given out for passage
semi-circle of chairs. The entrances to this hall rather take it to the tower to trade for a scroll through the grove negate the pcnalry, but the
are magical. No o ne is permitted inside unless he can usc. character must still successfully malce the sav-
the wizards transpon him here. Anyone wan- Wizards can choose to be buried within the ing throw or flee in uncontrolled panic. (Sec
dering about the wwcr would never encounter wmbs of the wwer, ahhough this is not man- page 98 for the talismans that enable safe pas-
the hall. datory. It is rumored that those who ch oose to sage through Shoikan Grove.)
The black , rune-covered walls of the Tower rest within the tOwer's walls serve their art
ofWayreth were built by magic and are pan of even after their death by performing such
the tower's defenses. No weapon exists that tasks as guarding the dungeons or aiding in
can even mar the surface of these walls. Thus the Testing of young wizards. At the time of a th€ tow€R o~ htqh
the Tower ofWayreth remained standing rela- wizard's death , all possessions and spell books
tively untouched when the rest of the world are either bequeathed to an apprentice. a fel - SORC€RY at pal.anthus
was destroyed in Raistlin's attempt to over- low wizard, or sent to the tower. Thus there The Tower of High Sorcery at Palanthus
throw the gods. There arc no guards at the arc no magical artifacts buried in the tombs of changes in aspect depending on when in its
gate of the tower; there is no need . Once the wwer. history it is visited.
inside the gates, th e adventurer passes
through a huge co unyard paved with g ray
PR€-CURS€
flagstone . The courtyard appears em pry at Adventuring in the tower can be fascinating
first glance. but anyone walking across will because the OM is relatively free to do with it Originally one of the most beautiful of the
suddenl y realize that it is filled with people ! as he chooses. See the map of the tower (page towers, the Tower at Palanthus was also con-
They cannot be seen directly. only out of the 32) for dcrajled information. sidered one of the most powerful. Here it was
corner of the eye. These arc mages traveling to that the wizards of all the orders came togeth-
and from the tower. mages taking the Test. er to create the dragon orbs that were responsi -
mages experimenting. etc. ble for helping ro defeat rhe Dark Queen.
An adventurer in the courtya rd-if invited th€ ShoJkan CjROV€ Any entering the tower at this time would
to the tower- is transponed magicall y tO one find it similar to the description of the Tower
of the tower's many sumptuous guest rooms. O~th€ ofWayrcth. except that this tower is equipped
These are like the most luxurious rooms of the tow€R o~ pal.ant hus with a laboratory instead of a great hall. (Sec
the description of the laboratory.)
best inns in Krynn . Uninvited guests {those
who make it this far!) are either taken imme- The fear generated by the Palan thus Tower
diately to stand before the Conclave o r to the is one of the most respected visible defenses of th€ CURS€
dungeons. The dungeons o f the towers arc so the five . This permanent spell is of such power
dreadful that no repo rt of them has reached that only one uninvited guest has ever reached During the Age of Might, the wizards grew
the outside world- no one who ever went in the tower-Tasslchoff Burrfoot managed to so powerful that many people feared they
came back alive to report on it. penetrate the Shoikan Grove while pilo ting a might take over the world. Among these was
A wizard entering the tower receives his flying citadel over Palanthus. Wizards are the Kingpriest of !star, the powerful cleric of
own private quarters, the placement and generally of the opinion that the penetration good. He turned the people against the wiz-
decor of which depend on the wizard's level. was due to the fact that the citadel was a ards. Mobs rose up and attacked the towers.
Student magic-users and apprentice wizards device of magic it~elf and the pilot of the cita-

31
32
t h E tOWERS 0 ~ hlq h SORCERY

It would have been easy for the wizards to b atamaR's QuaRteRs their Dark Queen .
have destroyed the people, but they knew that
in so doing they would destroy the world. Dalamar is Raistlin 's only apprentice .
Rather than do this, they chose to sacrifice Despite the fact that he is a dark elf, his quar· Characters looking into the Portal when it is
their own power in the wor ld. They destroyed ters are very elven in design, being decorated not activated sec only a dark void. Those look-
two of the Towers of High Sorcery-those at with rugs and furniture that celebrate the ing into it when it is activated sec a swirl of
DaJtigoth and the Ruins. They turned the beauty of nature. There are also many inter- brilliant, blinding color, then whatever the
Tower at Istar over to the Kingpriesr and were esting and curious objects in these rooms, plus DM wants them to see.
intending to give him the Tower at Palanthus many magical ones and Dalamar's spell
but for the terrible event that was to befall it. books.
In return , they were allowed to retain the Tow· t he ChamBeR o~ Seemq
er at Wayreth, and it was here that they the l.asoRatoRy
brought as much of their libraries and as many Here dwell the Live Ones, Raistlin 's fai led
of their magical artifacts as was possible. The laboratory is located in t he top of the experiments in creating life . He is unwilling
At the beginning of the ceremony to tu rn Tower and can be reached only after climbing to show them to anyone with the exception of
over the Tower ofPalanthas to the Kingpriest's a narrow stone stairway that spirals up the Dalamar. Their task is to watch the pool that is
representative, an evil wizard- driven insane inner wall of the tower. Since the center of this Raistlin's window on the world. Looking into
by the downfall of his an- leaped from an pan of the tower is hollow, one misstep on it, he can see anything that is currentl y hap·
upper window and impaled himself upon the those stairs means that the person falls to his pening anywhere in Krynn and can, co a cer-
spikes of the tower's gate. As his blood flowed death . tain degree, affect the actions of those he sees.
to the ground, he cast a curse upon the tower, Upon entering the laboratory, adventurers He can only view the present in the pool , he
saying that no living being would inhabit it note that it is much larger than it could possi· cannot sec either the future or the past.
until the Master of Past and Present rerumed bly be, given the size of the tower. The pri- The pool is quite similar in nature to the
with power. mary object in the room is the great stone crystal he (as Fisrandantilus) presented tO
It is unlikely that any would be able to enter table. Dragged from the bottom of the sea by Astinus the Historian.
the Tower during the period the curse is in magic, it is so large that a minotaur can lay
effect. The only ones known to have done so down full length upon it. It is covered with
were Raistlin, Caramon, and Crysania, who runes to ward off any outside influences that The Live Ones :uc quite harmless, but so
came here long after the Cataclysm (Raistlin might affect the mage's work. gruesome looking and foul smelling that any
mistakenly believed a Ponal exjsted in the Also present in this room are shelves of spell character not of evil alignment must success-
tower at this rime). books. These include the night-blue bound fully roU a Constitution Check or become vio-
The tower is guarded by undead of all sorts spell books of Fistandantilus, plus Raistlin 's lently ill. This has the effect of lowering the
that permit an adventuring party in the tower own black-bound spell books. Here also are character's arrack roll by - 3 and penalizing
only if Raistlin (whom they would recognize) books on herbal lore and anatomy, many of his AC by + 3 while he is in the Chamber of
is present. them in Raistlin's own handwriting. Various Seeing.
magical items and artifacts are also here .
Raistlin is an expert in alchemy, so bottles
the toweR b umnq and beakers of various chemicals arc found
Ra1stlm 's Rule both on the srone table and in other parts of a~t€R Ralstlm 's b eath
the laboratory. He has also delved into the art When Dalamar became Master of the Tow-
Those who enter the tower during this rime
of vivisection, and various animals and parts er, he instituted many changes. Among these
are undoubtedly here by invitation and are, in
of animals (including humans) can be seen in are opening up living quarters for additional
any case, completely under Raistlin's control.
jars and beakers. Several complete skeletons of apprentices. His most important act , however.
They therefore see only what Raistlin wants
animals and humans stand in the corners. was to shut the laboratory and seal it with a
them ro sec. This might include Raistlin's
Parts of skeletal remains lie about. Some of powerful curse. A lich guards the door and
study, a luxuriously appointed room filled
Raistlin 's experimental creations live in jars or suffers none ro pass.
with books, comfortable furniture , and
objects of interest from all over Krynn. A fire cages and take an avid interest in any new·
comer who enters the lab.
in the heanh dispells the chill of the tower.
At the far end, almost obscured by CjuaRblan CjROV€S 0~
The books in this room are no t spell books;
shadows, hangs the purple velvet curtain that
those arc in the laboratory. These books are
works of poetry and prose, books on herbal hides the Ponal. If these cunains arc drawn, the OestRoyeb toweRs
lore and anatomy, books on philosoph y, and the character sees an oval doorway standing on The following arc suggestions for those
a golden dais. It is surrounded by the dragon wishing to set a campaign in pre-Cataclysm
treatises on magic. The objects decorating the
heads of Thkhisis, the Queen of Darkness. Kryn n before the other three Towers of High
room are also nonmagical, being beautiful or
When not activated , these heads appear to be Sorcery were destroyed .
hideous bur all curious. These are mementoes
Raistlin has acquired in his travels. plain gold metal, although the character may The towers arc similar in construction to
have the uncanny feeling that the eyes of the those in Palanthas and Wayrcth with the
heads are watching his every move. When exceptions noted on page 29. Each tower's
activated, the heads glow blue, red , black, guardian grove had different characteristics.
green, and white and scream the praises of D alt igot h (sleep): All living beings enter-

33
ing this forest must make a successful saving Wizard Minimum Scores life to the magic. He must prove to the satis-
l£hrow vs. spell with a - 7 penalty every five faction of his fellow wizards that he takes
Strength
rounds they are in the forest. Those who fail magic seriously and that he will devote his life
Intelligence
fall into an enchanted sleep. The sleeping to magic.
Wisdom
!being is then transponed by the wizards either
Dexterity 6
into their tower or out of the forest , d epend-
Constitution
ing on whether or not they wish to have deal- As each Test of H igh Sorcery is designed for
Charisma
ings with him. the individual, there is no specific Test
lstar (forget): Those entering this forest must detailed here-only guidelines as to how such
• A wizard with an Intelligence of 15 or
roll a successful saving throw vs. spell with a -5 a Test must be conducted and what the Test
more gains an additional 10% to all experi-
penalty every five rounds they are in the forest. should include. It is up to you to design the
ence points earned.
Failure temporarily negates all short-term mem- details of the specific Test for the wizards in
ory, thus making it impossible for a person to your campaign.
St udent Wizatd Advancement Table
remember from moment to moment what it is There should be at least three tests of the
they are doing here. This effect passes once the Hit wizard's knowledge of magic and its use; the
characters leave the forest. Experience Dice Test should require the casting of all of the
Ruins (passion): The character finds his Level Points (d4s) Tide spells known to the initiate; at least three tests
own passions overwhelming him . These may 1 2,500 1 Student that cannot be solved by magic alone; at least
be of love, hate, vengeance. etc. A saving 2 5,000 2 Novice one combat against a character known to the
t hrow vs. spell must be successfully rolled eve- 3 10,000 3 Initiate • initiate as an ally; at least one solo combat
ry five rounds to avoid this effect. against an opponent who is two levels higher
• W izards cannot advance higher than this than the initiate.
without either becoming renegades or joining Those attempting the Test can bring com-
one of the Orders of High Sorcery. panions along, but no one who comes is guar-
€ aRly l1~€ W izard Spells Usable by Level
anteed of returning alive.
One such Test offered by Dalamar allowed
o~ a W JzaRb Level 123456789
the initiate and his party to enter the tower
freely-getting out, however, was another
1 1
All those who wish to join one or another of matter.
2 2 -
the Orders of Wizardry begin their training as
children studying magic under a Master Mage
3 2
(one approved by the Conclave for the teaching
of young magic-users.) Mag ic-users can rise to
Proficiencies Weapon/Nonweapon Cha nq 1nq 0Rb€RS
Initial 113
the level of Initiate without formally declaring
their alignment and without declaring loyalty to
Added 1/2 per 5 levels a~t€R t h € t€st
the Conclave. Thus a magic-user could remain From time to time, a wizard 's actions will
an Initiate all his life. practicing only minor indicate that he is no longer a follower of the
spells, without having to take the Test.
Those seeking greate r power must travel to test o~ tenets of his originally chosen order. Raistlin
Majere, for example, won his Red Robes in his
the Tower of Wayreth for the Test. Here they Test but thereafter events and his own decisions
declare their alignment and are assigned to a h1qh SORCERY brought him to the way of the Black Robes. Such
higher level mage to serve time as apprentice changes are not without hardship.
The Test of High Sorcery is more than just a
wizards.
trial of a person 's magical abilities, it also tests
An apprentice is generall y assigned to a
how that person will use the abilities he has
wizard of his declared alignment , although in A wizard who changes orders suffers the loss
and those he will gain. Magic is powerful in
later days, Dalamar, wizard of the Black of two experience levels. This may make the
the world of Krynn and, to the wizards, the
Robes, was known to accept Red Robes as wizard's spell book unusable in some
distinctions between the three different fac-
apprentices. So also a White Robe wizard instances (since the types of spells a wizard
tions of wizardry are most important.
might accept a Red Robe as apprentice. receives depend on his order, the spells in his
Each initiate's test is a different one ,
old book may no longer be usable when he
designed especially for his needs and weak-
nesses. Failure means death. Because magic is changes orders).
Also, the wizard's abilities are not affected
StU0€nt ffiaqJC-US€RS such a powerful force in the world, the wizards
are extremely careful about who is allowed to by any moons until one game month has
Game Oata wield this power. They are not interested in
passed after his change (then the moon of his
whether the power is used for good or for evil new order affects his abilities).
Minimum Requirements: Those who wish
to enter into the life of wizardry in Krynn so much as they are concerned with irresponsi-
must have the following minimum game sta- ble use of the power (one reason there are no
tistics: kender magic-users!). A wizard who agrees to
take the Test, therefore, literally pledges his

34
WtzaRbS 0~ t h € W h it€ ROBES

· e-~ :::>

Abjuration Charm Conjuration Red Robe AdYaOc:anent Table


WtzaRbS 0~ D ivination Enchantment Evocation
Experience H it Dice
Lnel Points (d4s) Tide
White Robe Spells Usable by Level
th€ Whtt€ ROB€S 4
~
18,000 4 9th Order
Level 1 2 3 4 5 6 7 8 9 36,000 5 8th Order
Wizards of the White Robes generally gain
levels slower than their brothers, yet they ulti-
4 3 2 - 6 ~o .ooo 6 7th Order
~ 4 2 1 7 90.000 7 6th Order
mately attain higher levels than any of the 6 4 2 - 2 8 180,000 8 ~th O rder
other magical orders. 7 4 3 1 2 9 350,000 9 4th Order
A White Robe wizard must follow the ways 8 4 3 2 10 ~00.000 10 3d Order
3
of good and keep this goal in his mind in all 4 3 2 1 11 700.000 11 2d Order
9 3
that he does. Acts contrary to the mandate of 10 4 4 2 3 2 1 12 900.000 11 + 1 1st Order
good can eventually result in the downfall of
the wizard. One of the first indications that a
11 4 4 3 4 3 2 1 - - 13 1,100,000 11 +2

wizard has lost sight of his order's goals is that


12 4 4 4 4 4 3 2 1 - 14 1,300,000 11 +3

his order's moon no longer affects his abilities.


13 ~ ~ ~ 4 4 3 2 1 - 1~ 1,500,000 11 +4

Also, certain spells may not work for him any


14 5 5 5 4 4 3 2 1 - 16 1,750 ,000 11 +~ Master •
more.
u 5 ~ ~ ~ ~ 3 2 2 1 17 2,000,000 11 +6
16 5 ~ ~ 5 5 4 2 2 1 18 2,250,000 11 + 7
17 5 ~ 5 ~ ~ 4 3 3 2
18 ~ ~ ~ ~ 5 4 3 3 3 • Only one Red Robe wizard can be of Mas-
Whit€ ROB€ WlzaROS ter level or above (see The Conclave of Wiz-
ards for the selection p rocess for the Red Robe
(fame b ata Master).
Minimum Requirements: Any who wish to W tzaRbS 0~ Spheres of Magic Usable: A wizard of the
join the O rder of the White Robes must meet
all of the minimum statistics standards
required of srudent wizards. They m ust also
th€ REb ROBES Red Robes can use the following Spheres of
Magic:
have passed the Test of High Sorcery without A wizard of the Red Robes gains levels
having committed an act contrary to the laws faster than his White-Robed brothers, but Alteration Conjuration Divination
of good. slower than his Black-Robed counterparts. Of llJusion Invocation Phantasm
all the wizardries, the Red Robes have the Summoning
White Robe AdYaOcanent Table widest range of spells available.
Red Robe Spells Usable by Lnel
Experience Hit Dice
I.em Points (cWs) Title Lnel 1 2 3 4 5 6 7 8 9
4 20,000 4 9th O rder ReO ROB€ W1za~Os 4 3 1
2
~ 38,000 ~ 8th Order
(fame bata 5 4 1
3 -
6 ~~.000 6 7th Order 6 4 2
3
7 100,000 7 6th Order Minimum Requiremen ts: Any who wish to 7 4 2
3 1 - - - - -
8 200,000 8 ~th Order join the Order of the Red Robes must meet all 8 4 3
3 2 - - - - -
9 400,000 9 4th Order of the minimum statistics standards required 9 4 3
3 2 1 - - - -
10 600,000 10 3d O rder of student wizards. They must also have 10 ~ 4 3 2 2 1 -
11 800,000 11 2d Order passed the Test of High Sorcery without hav- 11 ~ 4 4 2
3 3 -
12 1,000,000 11 + 1 1st O rder ing committed an act contrary to the laws of 12 5 4 4 2
4 4 1
13 1 . 2~0.000 l l +2 chaos. 13 ~ ~ 5 4
2 4 1 1 -
14 1 , ~00.000 11 +3 14 5 5 ~ 4
2 4 2 1 -
u 1,750,000 11+4 u ~ ~ ~ ~ 2
5 2 1 1
16
17
2 ,000,000
2,250,000
11 +'
11 +6
16
17
6 ) ) ) 5 3
6 5 5 5 ) 3
2 1 1
3 2 1
18 2.~00.000 11 +7 Master • 18 6 6 5 5 ) 3 3 2 2

• Only one White Robe wizard can be of


Master level (see The Conclave of Wizards for
the selection process for the White Robe Mas-
ter).

Spheres of Magic Usable: A wizard of the


White Robes can use the following Spheres of
Magic:

35
WIZaRbS 0~ th€ Black ROB€ S

WJzaRbS or
Black Robe Spells Usable by Level however, that the standard tables are far less
favorable for a wizard than those for the orders
Level 1 2 3 4 5 6 7 8 9
ofKrynn.
4 3 2 - A character who stans in Krynn can opt to
th€ Black ROBES 5 4 2 I
become a renegade after he reaches 3d level.
Black Robe wizards gain levels faster than
6 4 2 2 - - Alternatively, a character can leave an order
either of the other two orders, yet it is in their
7 4 3 2 1 - after having joined and become a renegade by
nature to top out in levels sooner than either
8 4 3 3 2 - not joining another order. Note that any wiz-
9 4 3 3 2 1
of the other orders. ard character leaving the Orders of High Sor-
10 4 4 3 2 2
cery is subject to the two-level loss penalty
11 4 4 4 3 2
required of anyone who leaves an order. At
12 4 4 4 4 2 1 1 - - that point he begins to use the magic-user
Black ROB€ WlzaROS 13
14
5
5
5 5
5 5
4
4
3 2 1
4 2 1 1
tables in the Player's Handbook. H is experi-
c;ame bata ence point total is altered so that he h as only 1
15 5 5 5 5 5 2 1 1 point more than is necessary to reach h is cur-
Minimum Requirements: Any who wish to 16 5 5 5 5 5 3 2 1 rent level {after the two-level drop).
join the Order of the Black Robes must meet 17 5 5 5 5 5 4 3 2
Players who run their characters as rene-
all of the minimum statistics standards 18 5 5 5 5 5 4 3 2 gades from the beginning also use the
required of student wizards. They must also AD&D® game system chans for magic-users,
have p assed the Test of High Sorcery without but they are not subject to any level penalties.
having committed an act contrary to the laws An additional problem with being a renegade
of evil. wizard is that there is a 50% chance that any
Wizards who attempt to live outside the other wizard encountered will recognize a ren -
Black Robe Wi zards Advancement Table egade wizard. This chance is decreased by
law of the Towers of Sorcery arc known as rene-
Experience Hit Dice gade wizards. Wizards from other campaigns 20% if the renegade is disguised as a wizard
Level Points (d4s) Tide who do not quickly contact the heads of an from an order other than that of the identify-
4 17,000 4 9th Order order they wish to join will find themselves in ing wizard.
:; 3:>,000 5 8th Order the position of being considered a renegade Renegade wizards who are recognized by a
6 45,000 6 7th Ord er wizard. wizard of anoth er order are dealt with in ways
7 80,000 7 6th Order Renegade wizards are considered by all that depend on the order of the wizard. A wiz-
8 135,000 8 5th Order orders to be a menace to the balance of magic ard of the White Robes will try to capture the
290,000 9 4th Order in the world . It was only by the barest of mar- renegade by any m eans at his d isposal while
9
10 37:>.000 10 Trim one gins that Raistlin , a magic-user of extraordi- doing the least harm. Should he fail, h e will
11 500,000 11 Brother to nary powers, retained his station in the Order repon the renegade to the nearest tower,
D arkness of Black Robes since he was obviously intent keeping close watch on him meanwhile. He
12 650,000 ll + 1 Blackm age upon defying them by entering the Abyss and would destroy the renegade only as a last
13 800,000 11 + 2 Master* challenging the gods. Why the Conclave did reson and then only if the renegad e threat-
14 1,000,000 11 + 2 not order his destruction is unknown. (Most ened either the balance of magic or the lives of
15 1,200,000 11 + 3 believe that it was because they feared they others.
16 1,400,000 11 +4 would not be able to stop him.) Thus they A wizard of the Red Robes will try to cap-
17 1,650 ,000 11 + 5 sent the dark elf apprentice wizard , Dalamar, ture the renegade and bring him before the
18 1,900.000 11 + 6 to spy on him and eventually attempt to
Conclave, if possible. If this is not possible, he
destroy him . would not hesitate to destroy the renegade.
* O nly one Black Robe wizard can be of A renegade wizard who has come to the A Black Robe wizard will at first attempt to
Master level or higher (see The Conclave of attention of the orders is invariably seen as a win the wizard over to his side of the struggle
Wizards for the selection process for the Black threat that must be either neutralized or elim- before destroying him.
Robe Master). inated. Each of the orders has its own way of Renegade wizards who are brought before
dealing with a renegade-some orders are the Conclave are given a ch ance to join one of
Spheres of Ma~c Usable: A wizard of the more benevolent than others, but all are the Orders of High Sorcery and to abide by its
Black Robes can use the following Spheres of equally effective in their methods. laws. Those who refuse are cast out from the
Magic: realms of Krynn and the circles of the world.
Those who join the O rders of High Sorcery are
Charm D ivination Enchantment Wizards who enter Krynn from other cam- entitled to use the better advancement tables
Illusion Necromantic Phantasm paigns are considered renegade wizards until and all of the benefits of the towers.
Summoning such time as they declare their alignment to an
order.
Such wizards use the standard wizard tables
found in the DMG and the Player's Hand-
book. It should be explained to the player,

36
IllUSIOn anb kRynn

each individual monster. A successful disbe- of the spell at once. A charmed person is not
lief of a group of monsters would te~l w~ich entitled to a saving throw. Otherwise. a suc-
tllus1on ano k~nn were real and which were not should illustons
be interspersed with real ones. Characters who
cessful saving throw by the victim can negate
the spell.
If from time ro time, a character comes successfully disbelieve cannot be harmed by The d ream as woven by the spell invokes
ac~ something that is too hard for him to illusions. three separate layers of reality. These are
believe (even in Krynn!), then the cha~ter referred to here as levels of the dream.
may have cause to question whether th~ thmg The firsr level of the dream alters the char-
is real or merely the strange concoctton of
some illusionist wizard.
Spells of acter's perceptions of space, time, and reality
around the character's group. The terrain that
Disbelieving an illusion requires a peri~ of
concentration. If a character wants to diSbe- h1qh SORC€~ is described to the PC during this section of
the adventure is not the actual terrain of the
lieve an illusion, follow these steps: area but the terrain as the PC perceives it. The
1) Ask the player how long his character will kiSS 0~ niGht's GuaROian PC can actually travel many miles in the real
concentrate on the suspected illusion. This world, yet only perceive himself moving a
(Evocation)
should be given as a number of melee r?un~s. shon distance in the dream state.
2) Determine the modifier for the d!Sbe~tef Level: 9 Components: V, S The PC's perception of time is equally dis-
check. Compare the duration of concenu~uon Range: Touch Casting Time: 1 scg. toned . He may believe that only minutes have
rime to the following table to determme a Duration: 1 Passage Saving Throw: None passed when, in reality. it has been days.
concentration modifier for the rolJ. Area of Effect: 1 Person Dreamwraiths and drearoshadows will appear
among those things that are real, forcing the
Coocenrratioo Modifiers for Wusion Disbelief The Master of the Tower of High Sorcery at PC to determine which is reality and which is
Palanthus has the power to grant protection to not. Saving throws in this level of the dream
Tune Modifier
anyone entering the Sboiltan Grove. TheM~­ are normal and all magic works as it should.
1 Round +1 ter confers this protection by means of a kiss
2 Rounds +2 The second level of the dream distorts the
upon the subject's forehead. To those of good PC's sense of reality even funher, for he no
3 Rounds +3
or neutral alignment, the kiss seems to burn lo nger knows which of his companions are ~eal
4-6 Rounds +4 inro their flesh . To those of evil alignment, the
7-9 Rounds +~ and which are not. Note that dreamwraJths
kiss will confer a pleasant, warm sensation. It and dreamshadows have special magical resist·
1-3 Tums +6 leaves a scar that is visible only to the undead
4-6 Turns +7 ances of 10% at this level of the dream.
of the Shoiltan Grove. The Kiss acts the same The third level of the dream (the core of the
1 + Hours +8
as the Nightj~el in alleviating fear and also dream) distorts even the PC's perceptions of
prevents all undead in the grove from attack- himself. In addition to all the other effects of
During this period of concenu~tion, ~e
ing the p rotected person. No weapons or the previous two levels, at this level of the
charact er can perform no other acuons. I~ IS
spells can be used while under the lGss's influ- dream. all the character's strengths turn to
the uninterrupted period of concentrauon
ence. To do so negates the spell. The Kiss's weaknesses. Characters in melee are forced to
that determines the modifier. Note that the
power works only for one passage through the use the attack and saving throw tables of ot her
available concentrat ion time of any character
grove. classes, as follows.
will be very limited if the illusion attacks the
character.
Clerics usc thief tables.
A character who has taken damage from an
illusion docs not get a chance to disbelieve it.
ffi1nOsp1n Fighters usc magic-user tables.
3) Determine the I:?isbelief ~umber by (Illusion/Phantasm) Magic-users use fighter tables.
adding the concentrauon modifier to the Thieves usc cleric tables.
Level: 7 Components: V. S
character's Intelligence. You may also add 1 Range: Special Casting Time: 3 hours
for each other character who has successfully In addition, due to the magical nature o f
Duration: Special Saving Throw: Neg. the dream area, each of the following classes
disbelieved during any previous round. Area of Effect: One Person
4) The referee secretly ~lls ~d20. If the must take the following adjustments:
result is higher than the O!Sbehef Num~r. Oerics: Subtract their Wisdom from 20.
Mindspin takes the innermost nightmares
then the object in question looks r~ . and tts Compare the result against the Adjustments
of the subject and makes them real in a star- for Clerics 12ble on page 11 of the Player's
effects are as if it is real. If the number IS equal tlingly vivid illusion. These illusions most
to or lower, then the illusion is disbelieved. Handbook and usc the corresponding Chance
often take the form of dreamwraiths and of Spell Failure for the character. On any roll
A disbelief check can be made only once per dreamshadows as described in the Crearures
hour by a character against any one illusion requiring reference to the Matrix for Clerics
section. Affecting Undead 12ble (page n. Dung~n
(but the character can chcclt again whenever The spell has an exceedingly long casti~g
another character in the group makes a suc- Master's Guide) usc the table on the foUowmg
time. This is primarily due to the need to sift page:
cessful check). The illusion is either discovered through the victim 's .mind and di~ti ll h!s
by the character or else is believed. If an ill~­ nightmares into a tangtble form . Dunng t~ts
sioo is a group of monsters, then the.che~k IS time, the victim and the caster must remam
made for the entire group, not to d!Sbeheve undisturbed. A disturbance negates the effect

37
spells 0~ hlq h SORCERY

ltiadspiJJ Cleria 'lbmiaa Table upon the Intelligence of the character on minutes for his level) further than he could
Type whom the spell was cast. The fust level can guarantee success, so he would have a SS4111
Skeleton
Zombie
2 3
"' 6 7 8 9-131-'+

20
extend to a muimum of 20 miles times the
character's lntellicaxc. The second level is up
chance ( 11 x 5 4111) that the spell fails.
Multiple rimebeals cannot be cut to
Ghoul 20 19 to one mile times the character's Intelligence. increase the time the victim can be brought
Shadow - 20 19 13 The onent of the third or core level of the back with guaranteed spell success. Thus the
Wight 20 19 16 10 dream is 20 feet times the character's Intelli- 9th-level wizard cannot cast three successive
Ghast - 20 19 16 13 7 gence. Slightly shoner distances can be used if timehealsto bring his patient back 27 minutes
Wraith 20 19 16 13 10 4 this best fits the existing terrain. and thus guarantee success (since none of the
Mummy - 2019 16 13 10 7
Spectre 20 1916 13 10 7 4
spells alone exceeded his guaranteed limit of
Vampi~
nine minutes).
Ghost
20
20 19
19
16
16
13
13
10
10
7 4
7 4
t t
t
d
t1meheal Timeheal will not recall a spirit from death
Lich 19 16 13 10 7 t t t d d (Evocation) and therefore is useful only if the character has
Special 16 13 10 7 t t t d d d at least 1 hit point remaining. A dead charac-
Level: 5 Components: V, M ter who has a timeheal placed upon him will
Thina: On any roll requiring the use of Range : Touch Casting Time: 3 seg. be healed of the appropriate damage, but will
the Thieves Function Table, aJI successes are Duration: Permanent Saving Throw: Special nevenheless be dead as his spirit has fled into
counted as failures and all failures are success- Area of Effect: One creature the heavens.
es. Otherwise, adjust the rolls nonnaUy. Sim-
ple locks are now tough opponents. This spell takes the creature it is cast upon
Mapc-U~m: Magic-users now cast spells ar and slips its body backward in time to a point tlm£REaV£R
one level higher than normal. This is due to where it was in better health, thus simulating
(Evocation)
the magical nature of the mindspin spell. If a healing ability without using clerical powers.
this enables a magic-user to cast a spell higher Time is of the essence in the timdleaJ spell as Level: 9 Components: V, S, M
than those he currently knows, he can choose the greater the amount of time, the greater Range: 1~ Casting Time: 3 Turns
any one spell from the higher level. The magic the chance of failure . Duration : Permanent Saving Throw: None
automatically gi-les the magic-user the illusion Each level of the c:uting wizard guaranteed Area of Effect: 1" radius
that he knows it . This spell has only illusion- healing of the character's wounds for one min-
ary effects, unlike the other spells the magic- ute previous to the casting. For example: a The cimereaver spell sends those within its
user casu during the dream. 9th-level wizard c:uting this spell is guaran- area of effect backward or forward along the
All of the effects from each level of the teed to be able to take the wounded character timestream ofKryno, into either Krynn's past
dream disappear if the dreamer is awakened back in time nine minutes to the chatacter's or future . It is the spell that was used by Par-
from his sleep. It is a propeny of the magic condition at that time. For every minute earli- Salian to send Caramon and Tasslehoff into
that the dreamer is always present and a cen- er that the character must be taken back to be the past. It is also the spell that the Scepter of
tral fagure in the dream. Mindspin expands healed. there is a S4111 cumulative chance of Time utilized to transpon Caramon and Tas-
at a rate of one mile per hour with a maximum spell failure. Thus if the 9th-level wizard tried slehoff throughout the Legends tales.
range that depends on the level of the dream. to use this spell to heal an adventurer wound-
The maximum distance that can be covered by ed 20 minutes before the spell was cast, that
the mindspin and its various levels depends would be 11 minutes (20 minutes minus 9

38
messenqeRs ot= the heavens
~=====3~9S~E=========~~~~~~·~~~~==~~~

Since the earliest days of Krynn, the wisdom and tragic tales told of his existence before the the highest orders of the Knights of Solamnia ,
of the gods has been brought to all races creation of the world . gave the fullest measure of any Knight in ban-
through the efforts of the clerics, the mortal The third family, the family of Evil, is that ishing the Queen of Darkness from the world
messengers of the will of heaven. of Takhisis. Her consort is Sargonnas. Zeboim for a time. lr is still said today that the place of
Many have been the faces and names of is the daughter of these two and Nuitari is her Godshome, should anyone find it, is one of
these gods over the centuries. Their precise twin brother. Morgion. Chemosh, and Hid- great promise and power.
names, appearances, and demeanors have var- duke! have been adopted into this family and
The Night of Doom: No records have ever
ied from land to land and people to people. were called imo this universe from Beyond by
been found concerning this night , for all who
Some nations have worshiped many gods and Thkhisis.
participated in it are now far removed from
some have recognized only a few. While these gods are not alone in the heav-
the knowledge of mortal man. On this night,
Yet while the names and faces of the gods ens, they are the only ones who are involved in
the lives of the peoples of Krynn. Even though thirteen days prior to the Cataclysm that end-
may have been perceived differently from
time to time and place to place, their general the gods take an active and impassioned inter-
ed the Age of Might, the true clerics of the
land all disappeared. Legends have it, how-
philosophies, laws, and powers have remained est in Krynn, they mainly allow the course of
ever, that they were taken up by the gods to
constant and recognizable. What one clan man's destiny to be shaped by the free will of
protect them from the calamity that was to
may call Thak another may call E' li, yet both mankind. The gods prefer to let their will and
come.
were names by which Paladine was known and strength be felt through their agents rather
than through direct imervention. This is not to say that all clerics were taken
both peoples were equally wonhy in his eyes
There are, however, several notable occa- up- far from it. Only clerics of pure faith and
as true worshipers.
sions in which the gods took a direct hand in good heart were taken . There were few who
So it is that the history of the gods, or that
qualified .
part of the gods' h istory that is known to men. the course of the world of Krynn .
depends greatly upon the culture in which the Mishakal's Return: In the year 351 AC, a
Origins of Faith: Each religion on the face
deity is recognized. With so many different princess of the Abanasinian Plains was given a
of Krynn has its own version of the origins of
cultures on Krynn, the task of sorting the glorious gift. Mishakal appeared to her and
their faith and their god. Generally speaking,
truth from human fabrication and exaggera- gave her the Disks of Mishakal on which are
however, all of them agree that this universe
tion is a difficult one. Suffice it to say that wriuen the true words of the gods and their
was created by the gods out of chaos. Once it
while not all worship the gods in the same power. It was the first manifestation of the
formed and creatures began to walk the face of
way, their faith and dedication to the basic true gods in over three centuries. From these
Krynn, the gods instituted their faiths among
principles of their creators is accepted by the beginnings. the message of the gods went out
their creations. Thus all learned the ways of
gods. across the land and re-established the people 's
faith in the unknowable.
For purposes of our discourse here, how- faith in the true gods.
Three of the gods, Solinari, Nuitari and
ever. we will be setting forth the gods as they
Lunitari, forsook their former positions and , The War of the Lance: Takhisis, the Queen
are known among the Knights of Solamnia
circling close above the world , brought magic of Darkness, started the War of the Lance part-
and as revealed by Paladine to Elistan . The
in all its forms to Krynn. Their history is ly as a diversion from her true intent: to find
basic facts seem to be confirmed by many
related with that of the wizards. the Everman. Once the temple at Neraka was
annotated historical works compiled by
Astin us of Palanthus. The Whitestone Glade: It was here that complete, then her way into the world from
There are 2 1 gods who are the masters of the Abyss would be open and she would be
Paladine, Kiri-Jolith, and Habbakuk all
free to rule the world.
Krynn's universe. They are allied seven on appeared to Vinas Solamnus. They gave him
each side of the triangle of good, evil, and the orders of the Knighthood that he would Opposing her, however. were the gods of
neutrality. They are presented as three sepa- good and neutrality. Paladine appeared on the
build. They left a sign as a remembrance of
rate families of gods. their visit-a great pillar of crystal. face of Krynn for a time in disguise. In this
The first family, the family of Good. is that Huma and the Lance: This legend tells of way he influenced men to choose the path of
of Paladine. Mishakal is his companion and great deeds done with the gods themselves. good to fight the evil. All the while, Paladine
tried to maintain the balance of the world and
advisor. Their twin sons, Kiri-Jolith and Hab- Takhisis was determined to impose her will
bakuk, administer to their own orders of the limit the gods' interference in irs workings.
upon the lands of Krynn by direct action .
world . Their third son was Solinari who left While she dwelt upon Krynn. she wreaked
the circle of the family as keeper of the magic. havoc with her dragons and other minions.
Two other gods of good, Majere and Brancha- The forces of the Knights stood in her way, bur C}enb€R anb
la, were adopted into the family from t here were none among them who had the
Beyond .
The second family, the family of Neutrality,
heart of a true Knight nor the courage
required to stop the Queen of Darkness.
the Gobs
is that of Gilean . He holds a patriarchal posi- None save Huma. While male and female genders are applied
tion in the family; he has no known compan- Huma undertook the long . dangerous jour- to the gods of Krynn, no mortal has ever been
ion. Zivilyn and Chislev are companions, as ney to Godshome, high in the Khalkisr able to ascertain whether the gods have gen-
are Sirrion and Shinare. Both were paired Mountains to the east ofSolamnia. lr was here der. Any determination of their gender is
before the coming from Beyond. Lunitari is that his dragonlancc, forged in the mountains impossible as legends often speak about them
the daughter of Zivilyn and Chislev. Reonc of Ergoth by silver dragons, was purified and appearing in either form ar rheir convenience.
came alone from Beyond to be adopted into Paladine himself. however, seems to have
endowed with special power over the Dark
the family of neutrals; many are the fanciful affirmed the relationships as described in this
Queen. Huma, a knight who was barred from

39
oslJqatlons o~ cl eRICS

section as being "as good a card wss into the acts of obedience from his clerics. These must and hit dice of a high priestess (and incu rs the
hat as I have ever seen." No one is exactly sure be performed in accordance with the precepts wrath ofTak.hisis).
what that means. of the religion. The following pages describe In all cases, any further advancement and
Thus there are occasional gender confusions those things the known gods of Krynn require ability improvements occur on the table for
and contradictions among different legends of of their followers. the order the cleric currently follows. For
the gods. Wizards, for example, revere the The Fallen: Occasionally a cleric falls from example. the cleric mentioned above would
"Three Brothers" of magic (Solinari, Lunitari, the grace of his deity. He immediately finds now use the Clerics of Good table to deter-
and Nuitari), but the revelations of Paladine his powers diminished and abilities impaired. mine all advances in level and abilities.
to his servant Elistan seem to indicate that
Lunitari is the daughter ofGilean, not his son.
The true facts of the matter are of little impor- Clerics who perform an act contrary to the Repentance: Clerics who have fallen from
tance to the everyday lives of mortals on tenants of their alignment have their align- the grace of their church lose their ability to
Krynn. ment shifted (on the Character Alignment call down miracles in the name of their gods.
Tracking chart on page 114) by up to 3 points It is a sad fact that often through misjudg-
toward the alignment of t he action per- ment or mortal frailty. a cleric performs some
OslJqatJons formed. Clerics can fall from grace without
changing the god they worship. Clerics whose
act contrary to the desires of his or her deity.
W hen this happens. repemance is the only
o~ CleRICS alignments move away from that of their god
can repent (see below) and regain their status.
recourse open to the cleric.
Repentance requires acknowledgement of
Call to the Service of the (;Qds: A Krynn Clerics who have fallen out of their god's the wro ngdoing, a sincere statement of
character who wishes to enter into the service alignment can not cast any spells whatsoever repentance and restitution (when possible) or
of a god must first be accepted by the god as a and gain no experience while they are in this penance (whe n not).
devotee. The character must seek the help of a state.
cleric who is a follower of the god. If the cleric
is convinced of the character's sincerity, he will Actions that are in accordance with the
teach the character the beliefs of the god and former alignment of the character will natu-
the dictates of his religion. There is occasion- Clerics who change from one religion of rally move that character's alignment back to
ally a test if the cleric is not convinced of the worship to another of the same alignment lose where it belongs. So it is that characters who
character's sincerity in joining the clerical one level. Those who choose to worship repent are eventually forgiven and have their
order of this god. Once the character is accept- another god of a different alignment lose two spells and special abili ties restored to them.
ed, he is now a cleric of the god. His teacher levels.
gives the new cleric a Medallion of Faith (see The player must declare that this is taking
page 92) and sends him off to preach and grow place. In addition, the cleric must have Railing against the Gods: Rare ly does a
in the power of his religion. already proven himself worthy of this change mortal challenge the mighty gods of Krynn.
by sh ifting his alignment into the appropriate First of all, mortal characters in this world
alignment area through his previous actions. rarely attain the power necessary to engage in
All clerics created in Krynn start their game At what level the novitiate is taken in by the such combat. Secondly, the gods (wirh the
life possessing a Medallion of Faith. Encour- new god depends upon the god. A cleric who exception of the gods of evil) rarely involve
age your players to create a story telling how has previously served another god retains his themselves directly in the affai rs of mortals.
they came to obtain their Medallions of Faith. previous hit points, Hit Dice. and Armor Directly interfering in the affairs of Krynn is
Clerics who come to Krynn from other Class. A cleric who converts from one god to seen as meddling with an experiment in prog-
worlds lose all powers until they join the order another typically finds himself with two sets of ress and thus biasing the outcome. Free will
of a god as given above. Once they have joined levels: forme r levd and current level. The was given to men and mortals on the world so
an order, they are restored to their proper former level is the level he was at prior to con- that they alone would make the world move-
levels and powers. version to the new god, minus any modifica- the meddling of the gods is viewed as rea r-
tions for alignment change. The current level ranging the gears in a working clock.
refers to the level dictated by the god at the Thus it is only on the most rare of occasions
The St raight and Narrow: Clerics of the time of the conversion . In most cases, the cur- that the gods have direct contact with mortals
DRAGONLANCE® game world enjoy many rent level is substantially lower than the form- other than through clerics or other intermedi-
privileges bestowed on them by their gods, er level. Where the former level of the cleric is aries. Even then, these visitations usually
often more than those given clerics in other lower than the entry level of the new religion, involve only a spiritual manifestation of the
universes. However, to maintain the blessings the cleric enters at the lower level. god to the morral.
of these privileges, each cleric of Krynn must When converting to a new god, the experi- For all of these reasons, mortals who wish to
walk the straight path as dictated by his deity. ence poinrs of the character are set to the low- follow in the dark paths of Raisdin 's footsteps
It is true that some paths are wider than others est number for the current level (or former find their task one of the most impossible in
(depending upon which deity is being level if lower than current level). For example, all of Krynn. Raistlin learned but one Jesson:
served), but all gods agree that the penalties a high priestess of Takhisis who converts to That selfish victories are hollow when all you
for not following the precepts of one's religion Paladine would become a priestess of that wished to gain is laid waste in your attempt to
are great indeed. order :and have current experience points of attain it.
Acts Required: Each god requires different 12,501. Note that she retains the hit points If one of the gods is encountered on the face

40
holy 0Qb€QS 0~ t h € StaQS

of Krynn and conflict ensues, remember that powers are not counted against the normal three orders are as follows :
when a god of Krynn reaches 0 hit poinrs he spells acquired for the day and can be cast
does not die but is cast in suffering back into even if the cleric is not yet of sufficient level to
his own plane of existence to rest and heal. cast the spell normall y. Clen•cs o~ (joob
While this may rid the world of the god's pres- Additionals: These arc spells that , while Gam€ b ata
ence for a time, you can be sure that he will outside the deity's spheres of influence, are
rerurn with a vengeance. still pan of the powers the god grants to his Experience Hit D ice
clerics. Level Points (d8s) Title
When a character becomes a cleri c, he must 1 2.000 2 Acolyte
(lobly Sph€R€S select which god he will follow . When he 2 4,000 3 Deacon
selects his spells, he can only choose those 3 7,500 4 Adept
o~ ln~luence spells offered by his deity (he also gai ns the 4 15,250 5 Priest
The universe of the ORAGONLANCE® benefit of the specials). 5 25,000 6 Curate
saga contains a pantheon of deities that over- 6 40,000 7 Prefect
sees the world and spirits t herein . 7 90,000 8 Canon
It should be no surprise that, considering
the many deities in charge of the
holy 0Rb€RS 8
9
160,000
250,000
9
9 +1
Elder
Patriarch
10 500.000 9+2 High Priest
DRAGONLANCE campaign world , each god
has his own area of expertise. And since every
o~ th€ StaRs 11 750,000 9+3
cleric obtains his powers from a single deiry. 12 1,000,000 9+4 Apostle
the powers available to the cleric depend upon 13 1.250.000 9 +5
the specialty of his deity. (lame Oata 14 1,500.000 9+6
The listings of the gods in this section con- 15 1,750,000 9+7 Prophet •
All clerics of the DRAGONLANCE saga 16 2,000,000 9 +8
tain familiar game data, but also give three must meet the same minimum requirements
new categories of godly statistics: Spheres of 17 2,250.000 9 +9
regardless of their alignment or the religion 18 2,500,000 9 + 10
Influence, Specials. and Additionals. These Chosen
they espouse.
groupings define the range of spells that can Prophet ••
Minimum Requirements: Clerics may be
be obtained through worship of each deiry. of any of Krynn 's races except gnomes (who,
On pages 120- 125 of this book, there is a • There is only one Prophet for each god of
whik they revere Reorx, see no need for a for- good. Should more than one cleric of a god
listing of clerical spells. The spells listed there malized religion other than their work).
are grouped into categories that reflect their reach this level, the OM should choose one of
narure. These categories include All , Animal, them for the title, the other remains an apostle.
H oly O rders of Stars Minimum Scores ** There is only one Chosen Prophet for all
Astral , Charm. Combat, Creation , Divina-
tion, Elemental , Gua rdianship , Healing. Strength the gods of good at any given time. This char-
Necromancy, Plants, Protection, Stellar, Sum- Intelligence acter must be the Prophet of Paladine. No
moning , and Weather. Wisdom 9/15 • other character can reach this level.
Spells in the Sphere of "All " can be cast by Dexterity
any cleric regardless of whom he worships. Note, Constitution Clerics of Good- Base Spells Table
however, that there may be cenain restrictions Charisma Spell Level
on the way that some clerics can cast these spells. Cleric
For example, clerics of good can cast only the • The number after the slash indica(es that Level 2 3 4 5 6 7
true form of the light spell and cannot cast its if the cleric has a Wisdom of 15 or higher, he 1 I
reverse, darkness. On the other hand, clerics of gains a 10% bonus to all experience points 2 2
evil can cast only darkness. earned. 1
3 2
4 2 2
Proficiencies:
5 3 3
b eJty b escR1pt 1ons Proficiencies Weapon I Nonwopon 6 3 3 2
Special Bonuses: These are bonus abilities Initial 3/4 7 3 3 2 1
the god's clerics gain for following the god . Added 1/2 per 3 levels 8 3 3 3 2
Spheres: gives the ge neral categories of 9 4 4 3 2
speHs that clerics of that deity can learn and Even though all clerics are governed by the 10 4 4 3 3 2
cast each day. above rules, each god has his own spheres of 11 5 4 4 3 2 1*
The names of the gods are listed with nota· power so each religion is unique. All of the 12 6 5 5 3 2 2
tions under them concerning the abilities and gods and their religions follow one of the three 13 6 6 6 4 2 2
spells they grant to their clerics. These nota· basic alignments in the DRAGONLANCE 14 6 6 6 5 3 2
tions are interpreted as follows: game world: Good, Neutral. or Evil. Clerics 15 7 7 7 5 4 2
Specials: These are the spells the deity who follow a god of good alignment are in the 16 7 7 7 6 5 3 J••
grants his foll owers in addition to any other Order of Good; neutrals are in the Order of 17 8 8 8 6 5 3 I
spells they normally obtain. These special Neutral, etc. The differences be(Ween these 18 8 8 8 7 6 4 2

41
th€ qobs or qoob

~' ~
*Usable on ly by clerics with Wisdoms of 17 Clerics ofNeurraliry-Base Spells Table evil gods. This character must be a Nightmas-
or greater. ter of Takhisis. No other cleric can be level 14
** Usable only by clerics with Wisdom s of Spell Level
Cleric or above.
18 or greater.
Level 1 2 3 4 5 6 7
l Clerics of Evil-Base Spells Table
2
Cl€RICS or n €utRalJty 3
2 2
3 2
1
Cleric
Spell Level
Gam€ bata 4 4 2 2 Level 1 2 3 4 5 6 7
Experience Hit Dice 5 4 3 2 1 1
Level Points (d8s) Title 6 4 3 2 I 2 2
1 1,500 I .Aspirant 7 4 4 3 1 3 2 I
2 3,000 2 Ovate 8 4 4 3 2 4 2 2
3
4
6,000
13,000
3
4
Initiate
Discip le
9
10
5
5
4
4
3 2 1
2
5 3 3 I -
3 3 6 3 3 2 -
5 27,500 5 Master of Earth II 5 5 3 3 2 1* 7 3 3 2 I
6 55,000 6 Master of Fire 12 5 5 4 4 3 2 1** 8 3 3 3 2
7 110,000 7 Master of Water B 6 5 5 4 3 2 1 9 4 4 3 2 I
8 225,000 8 Master of 14 6 6 6 6 4 2 I 10 4 4 3 3 2
Winds 15 6 6 6 6 4 3 1 11 5 4 4 3 2 I*
9 4 50,000 9 Master of Mys- 16 6 6 6 6 5 4 1 I2 6 5 5 3 2 1
tery 17 7 6 6 6 5 4 2 13 6 6 6 4 2 2
10 675.000 9+1 Master of Light 18. 7 6 6 6 5 4 3 14 6 6 6 4 3 2 1**
11 900,000 9+2 Master of Time 15 6 6 6 5 3 2 1
12 1,125,000 9+3 Master of Ele- *Usable only by clerics with Wisdoms of 17 16 6 6 6 5 4 2 I
mems or grea.ter. 17 6 6 6 6 4 3 2
13 1,350,000 9+4 Master of the ** Usable only by clerics with Wisdoms of 18 6 6 6 6 5 4 3
Book 18 or g reater.
14 1,575,000 9+5 .Archm aster * * Usable only by clerics with Wisdoms of 17
15
16
1,800,000
2,025,000
9+6
9+7 Starmaster ** Cl€RICS or €VIl or greater.
** Usable only by clerics with Wisdoms of
17 2,250 ,000 9+8 Gam€ Oata 18 or greater.
18 2,4n.ooo 9+9
Experience Hit Dice
*There is only one .Arch master for each god
of neu trality. Should more than one cleric of a
Level Points
1 1,500
(d8s)
I
Title
.Acolyte the (jobs o~ (joob
2 3.000 2 Deacon
god reach th is level, the O M should choose
one of them for th e title; the other remains a 3 6,000 3 .Adept palabJn€
Master of the Book. 4 12,500 4 Priest
.As the Father of Good and Master of the
5 20 ,000 5 Curate
** There is o nly one Starmaster for all th e 6 35,000 6 Prefect
Law, Paladine is the spokesman for the gods of
gods of neutrality at an y given t ime. This good . .A supreme leader, he does not interfere
7 60,000 7 Canon
character must be the .Archmaster of Gilean. with the affairs of his fellow beings as long as
No other character can reach t h is level or 8 90,000 8 Spiritor
their doings do not counter the law of good. It
above. 9 200,000 9 was Paladine , during the .Age of Twilight, who
10 400,000 9+1
led the gods of good from Beyond at the direc-
II 650,000 9+2 High Priest
tion of the Highgod , to create this place and
12 1,000,000 9+3 Nightmaster *
time. He led the gods of good in the .All-
13 1,350,000 9+4
Saints War and represented his order to the
14 1,700,000 9+5 Nightlord **
other orders of the gods.
I5 2,050,000 9 +6
He knew better than his brothers the need
16 2,400,000 9+7
for balance and the interdependence of the
I7 2,750,000 9+8
three major orders of gods. His vision saw the
18 3,100,000 9+9 need for balance and conflict as the catalyst for
learning and progress.
* There is on ly one Nighunaster for each
Many believe that Paladine assumed mortal
evil god. Sh ould more t han one cleric of a god
form as the ancient hero Huma to drive the
reach this level, the O M should choose one of
dragons from the land during the .Age of
them for the title; the other remains a high
Dreams. This was not so, but Paladine's hand
priest.
is evident in the history of that time. There are
** There is only one Nightlord for all the
many tales of Paladine's presence in that time

42
th€ (jOOS 0~ GOOO

and this may account for the belief that he was followas' Abilicies: lished around one of these three gods.
Huma. Clerics of Kiri·Jolith are powerful in battJe
Sphaa: but must use these formidable powers careful.
Paladine's constellation traditionally Astral, Owm, Guardianship, Protection,
guards the G2te of Souls, keeping the dragons ly, for they can lose their powers if Kiri·Jolith
SteUar feels they have violated the principles ofgood.
from returning to Krynn. his of no small his· Specials:
torical interest that his constellation disap· Dnrcr s.Jmce, Relkctint Pool
peared at the time of the Cataelysm and that Additioaala:
dragons reentered the world soon afterward. I: Bless, Cu~ IJpr \lbuods IoRI-]ollth
Now that his constellation is once again in the V: Flame Strike
night sky, d ragons still remain in the world of FiahteriOeric ( 29th lm:l in each)
Krynn, but no visitations from Paladine have Alignment: Lawful Good
occurred since then. Movement: 12• 129"
Armor Oass: -8
The G2te ofSouls no longer holds what Pal· rna) eRe Hit Points: ~00
adine himself described as the Balance of the
World. During the time of the Cataelysm, he Majere IS the favored god of monks. He is Hit Dice: 29
and his fellows withd rew their direct influence said to give his followers symbols that, when lof Amds: 6
from the world and caused the Cataclysm. cast upon the ground, become insecu that Damage/ Attack: Jd201Jd2012d20/2d201
Asunus records that for 60 days after the Cata· fight for their owner. One of the gods who 1d10/ 1d10
clysm, PaJarune's tears filled the night sky came from Beyond, he followed his friend
with their brilliance. Paladine into this great advenrure ofcreation. Followea' Abilities:
When the time came tO reclaim Krynn in Special BoaUICI:
the name of good, Paladine took the form of a + 1 on all anacb if in good standing
rather befuddled old wizard named Fizban llla)ER£ Spbaa:
the Fabulous, who wandered the world to Asual, Combat, Guardianship, Healing
Monk (Hd level)
prod those who could change the destiny of (R~)
Alignment: Neutral Good
the world. It is most imponant to note that Specials:
while Paladine often Intervened in seemingly Movement: 18" / 24"
Armor Oass: - ~ I : Dnecr M.,ic
minor matters, he never directly used his vast Ill: Cmlre Food 4t WS.rer
powers in affairs of great consequence. Pala· Hit Points: HO
Hit Dice: H Additioaall:
dine worked through men and their free agen· I: Dnrct Stwes It Pia, ~nerrare Dis·
cy to accomplish his desires. He would offer I of Anacb: ~
Damaae / Attack: 1d8/ 1d8/ 2d 1012d 101 fUM· Pmlicr Wbrher
what guidance he couJd, but it was up to men U: Find 'Iiaps, Hear/ Chill mnal
2d20
to save their world. III: Ckarh i Door, M.,;c.J Vestment
Paladine rules the Dome of Creation that IV: Clod of hu/Bra~ty
Followcn' Abilities:
surrounds all that is. h is an ethereal land of V: Quesr, Slay Livin1
perfect beaury. These lands are vast indeed Spbaes: VI: Heroes' Insr
and those who have walked them yearn to Astral, Owm. Divination, Summoning VII: Fin1er of ~arh, Wither, Ener~r
return. Specials: Drain. Destruction
Chum Animals, Summoo Insects, Silence
U ' nJ
Palab•oo Additioaals:
IV: R~llru«ts m1shakal
Oeric/ Magic User (40th level in each) V: /IJS«( PI~
Alianment: Lawful Good The fabled goddess of healing IS known in
VII: ~Pint Doom nearly every culture and country on the face of
Movement: 12" / 29"
Krynn. In ancient times, she was the most
Armor Class: - 10 revered of the ministering gods and in her
Hit Points: 999
Hit Dice: 40 k iRI-]Ollt h name many temples were built for the teach·
I o( Anacb: ~ ing of the healmg artS.
Kiri·Jolith is the war god of good. He IS the In more recent times, MIShakaJ IS known as
DamageI Attad:: 1· 1000 • f2vorite god of paladins and good·aligned the Beuer or Light Bringer as it was through
fighters. His constellation seems to threaten her that the knowledge of the true gods was
• The damage done by this attack is 1d10 that of the Queen of Darkness in the night restored to the world. Mishakal's gift of the
times a number between 1 and 100, inclusive
(PaJadine gets to pick this number!). For
sky. Disks ofMishakaJ again brought knowledge to
Kiri·Jolith is the son of Paladine a.nd Misha· men of healing power and true clerics.
example, PaJadine may choose a multiplier of kaJ. but he is their peer in ability. His rwin Mi.shaltal is Paladine's companJon and advi·
20. In this case. the dama&e per attack is 1d 10 brother is Habbakuk. These rwins, w1th PaJa.
x 20. If Paladioe rolls a 6 for dama&e. the
soc. Tiley have rwin sons and a thud son in
dine, form an alliance that suppons the Solitu.ri, the god of good ffi28K.
result is 6 x 20 or 120 points of c~ama&e. Knights ofSolamnia in all their works. Each of In post·Catadysmic AnsaJon after the WM of
the three Orders of the Knights was estab· the l.ance, clerics of Mishakal's order were the

43
the qoos o~ neumatrty

most numerous of all clerics. Nearly every com- FoUowers' Abilities:


munity on the face of Ansalon had a cleric of this Sol1naR1
Spheres:
order to minister to the needs of the people. This son of Paladine is the master of good
Animal, Elemental
These clerics were especially sought after by magic. He spins through the sky over the
Specials:
adventuring parries for their curative abilities. world and keeps his watchful eye on all magic.
1: Loare Anim:Us
II: Spiricu:Al H:Ammer, Derecr life The tale of Solinari is given in more detail in
the section on the Wizards of High Sorcery.
ffiJShakal Additionals:
Cleric {2~th Level) Ill: C~re Food & Water
Alignment: Lawful Good V: Commune with Narure SollnaQJ
Movement: 24" 148" VI: Heroes' Feasr, Speak with Monsters,
Forbiddance, Conjure Animal Wizard of the White Robes (40th level)
Armor Class: - 3 Alignment: Lawful Good
Hit Points: 3~0 Movement: 12" / 48w
Hit Dice: 25 Armor Class: - ~
I of Attacks: 2
Damage / Attack: 3d8 /3d8
BRanchata Hit Points: 930
Hit Dice: 40
Before the world was created, Branch ala was I of Attacks: 4
FoUowers' Abilities: a companion to Habbakuk. Branchala fol- Damage/ Attack: 2d20/2d 20/2d10/2d 10
lowed his friend so that he too could help
Special Bonuses: forge worlds.
+ 1 die on all healing spells FoUowers' Abilities:
His music is that of the souls of all who live.
Spheres: Spheres:
No one who has heard his melodies can ever
Astral , Charm. Creation, Divination, Heal- remember the depths of feeling they brought All spheres of White Robe sorcery {see Wiz-
ing, Necromancy, Stellar ards of High Sorcery)
into mind. his said that his music resides in us
Specials:
all and that all hearts beat to its unknown mel-
111: Prayer, Rcmovt:llkscow Curse ody.
Additionals :
1: Anim:AI Friendship , Bless/Curse,
Endure Cold/He:Ac. Resist Cold
th€ qoos
U: Ch:Anc, Silence 15' rad 8Qanchata
Ill : Scone Sh:Ape, Wacer Walk Fighter/ Bard {35th level in each)
o~ nEutQ alJty
VII: Holy Word Alignment: Neutral Good
Movement: 15" /33" G•LEan
Armor Class: - 7 Gilean is the patriarch of the neutral family
hassakuk H it Points: ~90
H it Dice: 3~
of gods. He holds a book, the Tobril, that con-
rains a.ll the knowledge possessed by all the
The god of animal life and the sea. Habba- I of Attacks: 2 gods. All truth is contained in that single
kuk holds a special place in the heartS ofsailors Dam2ge/ Attack: 2d 20 /2d20 tome, but portions of it are sealed. Gilean
and rangers. His skills of the wild and belief in resides in the night sky between the constella-
the harmony with nature constitute a peaceful FoUowers' Abilities: tions of Paladine and the Queen of Darkness,
teaching. He is seen as a symbol of eternal life Special Bonuses: as if to hold them in their places and keep
beyond the world and a strong enforcer of nat- them from destroying each other. His real
+ 2 on any artistic proficiency
ural justice. He is the twin brother of Kiri- Spheres: abode is believed to be the Hidden Vale, a
Jolith. With his brother and father, he helped perfect valley of nature that exists everywhere
Plants, Stellar, Weather
form the Knights of Solamnia. and yet nowhere. The ways to the vale are
Specials:
II: Detect Life, Loc:Are Planes sometimes opened to those who follow the
Additionals: wisdom of Gilean.
hassaku k I: Dececr Sn:u es & Pies
Druid {27th Level) II: Slow Poison
Alignment: Neuual Good III: Creare Food & Water, Neutralize Poi- (jJlean
Movement: 18" /38 " son
V: Quesr Cleric/Red Robed Wizard {40th level in each)
Armor Class: - 3 Alignment: Neutral
Hit Points: 490 VI: Aerial ~rvwr, Heroes' Feast
Movement: 1r /29"
Hit Dice: 27 Armor Class: - 1()
I of Attacks: 2 H it Points: 980
Damage/ Attack: 3d8/3d8 Hit Dice: 40
I of Attach: 2
Damage/ Attack: 1-1000 */ 1-1000 •

44
the qoos o~ neutRaltty

• The damage done by this anack is ld 10 hold him as the highest of the gods. Reorx also
times a number between 1 and 100, inclusive forged the Greystone of Gargath and is thus the Z IVIly n
(Gilean gets to pick the number! ). See the p ri- father of gnomes, dwarves, and kender. For Zivilyn is said ro exist in all times and in all
or entry for Paladine for more information. greater background on this god, see the section lands and to possess all the wisdom of all the
on the races of Kryn n. planes of existence. He is the advisor to Gilean,
Followen' Abilities: the god of knowledge. Zivilyn's companion is
Special Bonutes: Chislev; their relationship is seen as the ideal
+ 1 on an y nonweapon p roficiency roll R €0RX blend of harmony and understanding.
Spheres: Fighter/ Cleric (37th level in each)
Astral, C reation , D ivination, Protection Alignment: Neutral
Specials: Movement: 9" /18" Z IVIlyn
None Armor Class: - 6 Cleric/ Monk (3)th level in each )
Additionals: Hit Points: 840 Align ment: Neu tral
1: Spcalc with A nimals H it Dice: 37
II: Messenger Movement: 16" / 48"
I of Attacks: 2 Armor Class: -6
Damage/ Attack: 1d100/ 1d100 Hit Points: 890
H it Dice: 3)
FoUowers' Abilities: I of Anacks: 3
S IRRIOO
Special Bonuses: Damage/ Attack : 2d1 0 / 2d 10 / 1d 20
The god of flame and natural power, Sinion is
+ 2 on any craft p roficiency
the guard of the neutral way and the bringer into FoUowers' Abilities:
Spheres:
being of narure. His companion is Shinare, the
Combat, Creation, Elementals, Stellar Spheres:
goddess of industry and creation from narure.
Specials: Astral, Divination, Necromancy
They are traditionally seen as a quarrelsome coup·
Je and their disputes are of COQTlic proportions.
None Specials:
Additionals: None
None Additionals:
None
S IRRIOn
Fighter/ Cle ric (3)th level in each )
Alignment: Neutral
Ch1Sl€V
Movement: 18" /38" Companion to Zivilyn, Chislc:v is narure incar-
S hlnaR€
Armor Class: - 8 nate. She is served by large numbers of animated Shinare is the goddess of wealth , money, and
H it Points: HO wooden creatures who carry out her wishes. industry. She is the favorite god of the dwarves
H it D ice: 3) Both she and her companion are said to (although she is male in their tales) and is the
I of Attacks: 4 dwell in Zhan, the grandest of forests . It is patron god of merchan ts and commerce. Her
Damage/ Attack: 2dl0/2d l 0 /2d 20 /2d20 said that wonhy elves come here when th ey companion is Sirrion whose fondness for nature
leave Krynn for the next worl d. often runs against Shinare's desire for p rogress.
FoUowers' Abilities:
Special Bonutes:
+ 1 d ie damage o n fire-based spells Ch1slev Sh marre
Spbera: Druid (34th level) Cleric/Fighter (25th level in each)
Combat, G u ard ianship, H ealing , Sum- Al ignment: Neut ral Alignment: Neutral
m oning Movement: 16" / 24" Movement: 18" / 38"
Spec:ials: Annor Class: -6 Armor Class: - 5
None Hit Points: 780 H it Po ints: 370
Additioruals: Hit Dice: 34 Hit Dice: 25
None I of Attacks: 3 I of Attacks: 3
D amage/ Attac.k : 3d20 /3d 20 /2d1 00 Dam age/ Attack: 2d 10/ 2d1 0 / 1d20
FoUowers' Abilities:
R €0RX, t h € ~ORG€ Followers' Abilities:
Spheres: Spheres:
Reorx was the hand by which all of chaos Charm, Creation, Guardianship, Protc:ction
Animal, Healing , Plants, Weather
was brought u nder the direction of the gods in Specials:
this place and tim e. He commands creation
Specials:
None Ill: Loace! Obscure Object
and techn ology. Additionals:
Additionals:
H umans tend to ponray this god as a paunchy None
None
squ ire to Kiri-Jolith , but dwarves and gnomes

45
th€ qoOs 0~ €VIl

her to the Abyss. Dragons of all kinds were


lunrtaRI banished deep into the ground from whence SaRqonnas
Lunitari is the god of neutral magic. She is the they came and soon passed into legend. Little is known of the consort to the Queen
sole daughter of Gilean, but her mother is not Then the pride of the Kingpriest provided of Darkness. He is the god of vengeance and
known. See the history of the Wizards of High Takhisis with new opportunities for her ambi- often participates in plots for and against his
Sorcery for more background on this goddess. tions. She had been brooding for nearly a mil- Queen.
lennium over her plans of conquest and now
they were about to come to fruition . As the
Kingpriest and his nation fell into pride and
lumtaRI boasting, the way was open for her cunning S~nnas
Red Robe Wizard (40th level) suggestions. The Cataclysm was the result. Cleric (30th level)
Alignment: Neutral The Cataelysm caused g.reat destruction in the Alignment: Lawful Evil
Movement: 12" / 18" world of Krynn, but it did not destroy the Tem- Movement: 14" /24"
Armor Oass: - ~ ple of the Kiogpriest as many had thought. Armor Class: -7
Hit Points: 970 Instead, the temple was sent to the Abyss and Hit Points: 666
Hit Dice: 40 was soon discovered by the Queen of Darkness. Hit Dice: 30
I of Attacks: 3 Using its presence and the great magics that she I of Attacks: 4
Damage/ Attack: 1d10/1d10/1d10 commanded, she was able to force a portal Damage/ Attack: 2d20/2d20/2d20/2d10
through Huma's banishment and again make
Followea' Abilities: her way into the world. That story and the tale of Followers' Abilities:
the Dragonlance Wars is told in more detail in
Spheres: the historical sections of this text. Spheres:
All spheres of Red Robe sorcery Takhisis can appear in any form she wishes Astral, Charm, Combat , Healing, Sum-
and often takes on a disguise. She is most moning
often seen as either a five-headed chromatic Speci2ls:
dragon or as a beautiful temptress. She is II: Resist Fire
th€ Gobs or €VIl equally deadly in either form . III: Know/Obscure Alignment
Addiriooals:
III: Protection from Fire
takhiSIS VI: Animace Objecc
Thkhisis, the Queen of Darkness, Dragon- takhiSIS
queen, She of Many Faces-in all lands and cul- Cleric/Black Robe Wizard (40th level each)
tures, her countenance has been the visage of Alignment: Lawful Evil
evil. Her name is the call of darkness. Thkhisis Movement: 18" /48"
moRqaon
Jed the shadows from Beyond and brought them Armor Class: - 10 Morgion is the god of disease, decay, and
to aid in the creation of this cosmos. Her deeds Hit Points: 999 plague. Always the lone warrior, he does not
have ever since been a constant struggle to assert Hit Dice: 40 act with the other gods nor does he often dis-
her rule over all creation. It is, in her view, only I of Attacks: 4 cuss plans with them. Instead he broods in his
right and just that this be so. Damage/ Attack: 1-1000 */1-1000 */1-1000 Bronze Tower that stands on the far borders of
Sargonnas is her consort and has been since */ 1-1000* the Abyss and keeps his thoughts secret from
before the beginning of all things known to all save his minions. Worshipers of Morgion
Krynn. They have but one offspring, that • The damage done by this attack is 1d 10 meet in secret and dark places to do their foul
being Nuitari, their dark son of black magic. times a number from 1 to 100, inclusive deeds. Their priestcrafts are secret as well and
There is a respectful peace between Takhisis (Talthisis gets to pick this number!). Sec the none outside of their orders know their works
and Sargonnas, yet they do not hesitate to use prior entry for Paladine for more information fully.
their power to better their relative positions. on this attack.
The Dark Queen instigated the All-Saints
War before the beginning of Krynn and was Followers' Abilities:
primarily responsible for the separation of the
moR(410n
gods at that time. She saw the prized spirits of Spheres: Druid (37th level)
mortals that fell to Krynn as her key to final Astral , Guardianship, Protection, Sum-
Alignment: Neutral Evil
triumph over all the other gods. To this end, moning
Movement: 24" /48"
has she moved throughout the centuries to Specials:
Armor Class: - ~
take control of the world through the force of VI: Animare Object Hit Points: 730
her will and the power of her minions. Additiooals:
Hit Dice: 37
All three of the Dragon Wars were insti- II: Spirirual Hammer
I of Attacks: 1
gated at her behest and for her betterment. Ill: Create Food 8t Water Damage/ Attack: Special •
This continued until Huma, using a power- V: Flame Strike
fully endowed dragonlance, drove the Dark VII: Unholy Word • Morgion always attacks through pesti-
Queen from the face of Krynn and banished lence and disease rather than by direct means.

46
the qoOs o~ ev1t

His power is such that these attaeks occur at a


much-accelerated rate. Generally, his attacks Z€BOJm hlb0Uk€l
inflict 5d20 points of damage on the round of Also known as the Sea Queen, Zeboim is
the attack and 1d 20 points of damage on each the daughter of Takhisis. Impetuous, manic- Cleric/Black Robe Wizard (25th level in each)
su bsequent day until the malad y either kills Alignment: Chaotic Evil
depressive , and constantly swinging to the
the victim or he is treated with a heal spell. Movement: 12" / 18"
edges of the emotional spectrum, she is the
Even then the heal spell docs not recover the Armor Class: - 4
most temperamental of the gods and by far
previously lost points-it only stops the loss of Hit Points: 450
the most dangerous to deal with. She is the
points. Subsequent spells and the passage of Hit Dice: 25
queen of tempests and weather. Those seamen
time will recover the lost hit points. I of Attacks: 3
who attempt to placate her may occasionally
avoid her rage, but as often as not they man- Damage/Attack: 1d10 /1d10 /2d10
Followers' Abilities: age to displease her in some way. Many have
Followers' Abilities:
Spheres: been the tales of those seamen wrno have
Astral, Heali ng, Plants somehow mistakenly offended Zcboim and Spheres:
Specia ls: were brought to their tragic ends by her. Divination , Guard ianship, Summoning
None Specials:
Additionals: None
Ill: Creare Food & Wacer Z€BOJm Additionals:
None
Druid/Cleric (30th level in each)
Alignment: Chaotic Evil
Ch€mosh Movement: 16" 148"
Armor Class: -4 nu1taR1
As the Lord of the Undead , Chemosh was Hit Points: 680
called here to serve after being cast out from Twin brother to Zeboim and son ofTakhisis
Hit Dice: 30
the Beyond by the High God . Takhisis saw his and Sargonnas, Nuitari left the ranks of evil to
I of Attacks: 4
usefulness in her scheme and rescued him Damage/ Attack: 1d20 each join with the other two gods of magic. Nuitari
from the Void of Chaos. is the god of Black or Evil Magic.
Chemosh is the lord of false redemption; he Followers' Abilities:
offers immortality at the price of exaltation .
Those who follow his ways hope to live forever Spheres: lunrtaRI
but will do so in bodies that are eternally cor- Animal, Elemental, Weather
rupted . Nearly all of the evil undead have at Specials: Black Robed Wizard (40th Level)
one time or another made a pact with Che- None Alignment: Lawful Evil
mosh or one of his servants. Additionals: Movement: 12"/18"
Worshipers of Chemosh generally wear III : Creace Food & Wacer Armor Class: - 10
white skull masks and black robes. VI: Animate Object Hit Points: 780
Hit Dice:: 40
I of Attacks: 4
Damage:/ Attack: 2d 20 each
Chemosh h1bbUk€l
Cleric/Black Robe Wizard (29th level in each) Followers' Abilities:
Hiddukel is a deal maker who trades in
Alignment: Lawful Evil souls. It is said that he is the only being who Spheres:
Movement: 9" 148" can barter with the Queen of Darkness and All spheres of Black Robe sorcery
Armor Class: -9 come out ahead. He controls all ill-gotten
Hit Points: 580 wealth in the world. which he uses to corrupt
Hit Dice: 29 greedy men. He is the patron of evil business-
#of Attacks: 2
Damage/Attack: 1d100/ 1d100 + 2 levels
men.
Hiddukel is seen as grossly fat with cold eyes
the heathens
drained and a oily smile. He is also something of a mis- Clerics who come from worlds far removed
chief maker as his role in the making of the from the DRAGONLANCE® saga world are
Followers' Abilities: Greystone so well shows (see page 49). heathens. They immediately lose all of their
Spheres: spell-cascing abilities until they find a god of
Astral, Combat , Necromancy Krynn to worship. (The gods of Krynn are the
Specials: only ones who have powers in this world.)
None
Additionals:
VI: Animate Object

47
the Races o~ kRynn
~~==~~S3~E=======~~~~~~~·~~~~~==~~

All of the creatures on the face of Krynn conquest-oriented). In time, free-willed ogres It was also during this time that the single
sprang from one of five sources: dragons, calling themselves the Irda broke away from greatest event in the history of Krynn took
ogres, animals, humans, or elves. Dragons ogre-kind and the world in general. This place. While the tale is most fanciful, it is a
were born from the world itself and are part sparked the Ogre Wars during the Age of fact that some fabulous event took place at
and spirit with it, while the remaining four Dreams; during these wars the Irda were lost about this time that brought about tremen-
races were brought in as spirits from the to the knowledge of men. dous diversity in the creatures of Krynn.
realms of the gods. The elves then awoke in the world. Elven The legends of that time are clear. Hiddu-
Originally Krynn had but a few distinct tradition holds that the elves were the first kel saw the creation of the gnomes and
rypes of creatures (though there was great vari- beings to awaken in the world. This somewhat smiled. Reorx had worked long and hard to
ety within these broad classes). It was only narrow view was generally accepted as the forge order out of chaos. Yet now, Reorx saw
after a period of time (and some rather elves were the only chroniclers of the Age of that the balance of neutrality was not main-
extraordinary assistance) that the current Dreams and it was their version of history that tained. Hiddukel knew that Chislev also felt
diversity of creatures was achieved. was handed down from that time. In truth , this swing in the balance. Herein was the
the ogres were the first to awaken. The fact foundation for mischief.
that the ogres and elves awoke in areas quite Hiddukel went to Chislev. With cunning
The following races arc common in the far apart and that it was many years before the words, he convinced Chislev that the forces of
DRAGONLANCE® saga and are described in rwo groups ran into each other has added fuel evil were losing ground. Their only hope, he
either this book (DL Adv.) or in the Player's to the historical debate. said, was for neutrality to take ultimate con-
Handbook (PH). The elves of those days were highly individ- trol. Chislev agreed and, at Hiddukel's insis-
ualistic and most peaceful. Though not truly tence, asked Reorx to forge the Greystone.
Human PH immortal as were the ogres, they were quite The Greystone was a marvelous artifact. A
Kender DL Adv. long lived. Spread over a great area and with- large clear grey stone of many facets, it was
Gnomes out any centralized authority, however, the designed to hold and radiate the essence of
Mad PH elves had no true civilization until the time of Lunitari, the red moon of neutral magic. Hid-
Tinker Gnomes DL Adv. Silvanos. duke! convinced Chislev that this stone would
Elves The animals awoke next. They were of anchor neutrality to the world of Krynn and
Dark PH many types and vast numbers. Thoroughly solidify the neutral position on the planet.
Qualinesti DLAdv. neutral, they represent the ba.lance of all na- Chislev convinced Reorx of the same thing
Silvanesti Dl Adv. rure. and thus the stone was created. It was placed
Kagonesti DL Adv. Last of all came man. Quevalin Soth said in Lunitari and magic swelled within it.
Dimernesti DLAdv. that man "fell with blind vision to cause red Reorx, although still angered at the
Half elves PH dusk and dawn." His free will brought choice gnomes, had never forsaken them. He loved
Dwarves to the world and set all history in motion. It them and now could see how they might yet
Fatherless? PH was during this time that, as legend has it, the serve him. He appeared to their priest and
Hill Dwarves DLAdv. gnomes were created as told in the Tale of the presented a plan for a Great Invention he
Mountain Dwarves DLAdv. Greystone of Gargath. wished the gnomes to construct. It would be
Gully Dwarves DL Adv. When Reorx created the world, he needed powered by a magical stone that Reorx would
Irda DL Adv. the assistance of men to help him with the provide. The gnomes, as was their wont, built
Minotaurs DLAdv. work. To this end, one-eighth of all men and the machine 30 times the required size and
their families followed Reorx across the sea in with mechanisms that never served any pur-
Those entries in italics are cort~mon to hopes of learning his crafts. pose. Their general consensus was that it
worlds other than Krynn, but have special For many years, men worked happily under would work once the stone was in place.
clarifications in this book when they are the guidance of Reorx. Inevitably (humans Reorx now finalized his plan. Among his
encountered in Krynn. being human), the men became proud of servants he found a lowly gnome who truly
There are no hal flings or !half-orcs in Krynn . their skills and used them for their own ends. worshiped his ans. In a vision, the little
Halflings who enter this world are considered Reorx was angered. In his wrath, he remade gnome saw the Greystone and wanted it more
kender and gain the spe<:ial abilities (and these men into a new race. As they had than anything. He approached the problem of
obnoxious personalities) of kender in this become tin kerers, so they would remain for all getting it like a good gnome ... he invented
world. Half-orcs would be considered magical time. He took from them the crafts he had something.
freaks or aberrations as there are no orcs in taught, leaving only their burning desire to His invention was truly worthy of the
Krynn. tinker and build, invent and construct. He gnomes-a mechanical ladder that lifted itself
made them into a small people-they became into the sky. The strange device had pulkys
the gnomes. and counterweights and wheels and cogs. It
Apart from the spirits the gods brought to made a terrific racket when it worked. Reorx
the world, the dragons sprang from Krynn smiled upon that gnome and gave him a secret
itself. Their natures reflected a refinement of device. The gnome's ladder worked. One
The ogres, the most beautiful of races, fos- the good and the evil that made up the world . could set it upright on the ground, winch up
tered four subclasses of creatures: true ogres, The metallic dragons followed the path of the top section and then climb up to the top.
goblins (smaller creatures) giants (larger crea- good, while the chromatic dragons trod the From there, the bottom part could be
tures) and minotaurs (exploration- and course of evil. winched up off the ground so that the ladder

49
aq€ o~ twtltqht

hung steadily in mid-air. Then the operator technology, a h umongous siege engine broken wall.
would climb up the new section and repeat approached, sounding like a hundred ghosts As the gnomes rushed inro the courtyard,
the process. Slowly, the ladder pulled itself up wailing. This one rammed the first siege both sides were amazed co see the grey light
into the sky, and eventually reached the red engine and caught fire. It burned to the from the tower suddenly fill the area with
moon. ground and the gnomes recreated with heavy unbearable light. When men could see again.
With a magical net given to him by Reorx, losses. the two factions of gnomes were suddenly
the little gnome captured the Greystone. He Nearly a month and a half later, a towering fighting each other. One side was filled with
lowered the ladder back to the ground and colossus of a siege engine roared toward lust for the gem and the other side was filled
went to place the Greystone into the Great Gargath's battlements. Charging through the with curiosity.
Invenrion. But the momenr he opened the ashes of the first two siege engines, the drive The power of the gem had changed the
net, the stone leaped inro the air and floated mechanism broke. The siege engine fell for- g nomes. Those who lusted after wealth
quickly off to the west. All the gnomes rushed ward a!lld shattered the outer wall of the cas- became dwarves. Those who were curious
to pack up their belongings and follow it. de. Al.though this wasn 't exactly what the became the first kender. True gnomes yet
They followed it to the western shores of their gnomes had planned, the result was good remained in the far-off islands, but dwarves
land and quickly built ships. The Greystone enough. The gnomes charged in through the and kender quickly spread throughout the
floated westward across the waters with the
gnomes in pursuit until the gem finally
reached the shores of Ansalon.
Reorx was deeply disturbed, for the gem
created magical havoc wherever it passed.
Beasts and planrs were reshaped in magical
ways. New races of animals sprang up over-
night and spell castings went wild . Instead of
anchoring neutrality, the gem only made the
pendulum of good and evil swing more rap-
idly than ever before. He then understood
how he had been tricked by Hiddukel and
Chislev.
At that time, there was a great ruler among
men named Gargath. He was a barbarian
prince who well loved the gods of neutrality
and served their purposes.
One spring day, Gargath was in prayerful
communion with Zivilyn . When he looked
up, he saw a grey gemstone floating above t he
altar. Ic pulsed with a steely grey light.
Gargath took this as a gift of the gods and
placed it high in a tower. Here., by various
traps and magic, he secured the stone so that
all could sec its light and yet none could take
it away.
The grey light shone as a beacon for two
armies of gnomes who had been pursuing the
Greystone for many yea rs. One army was
filled with desire for the wealth the gem repre-
senred. The other army was made up of t hose
most curious about the gem and its workings.
The two joined forces to recover the gem and
proceeded to march on the castle.
The gnomes first demanded the stone.
Gargath refused to give it up. They threat-
ened war. He welcomed the fight as the
gnomes were outnumbered. There was only
one thing left to do: they invented some-
thing.
Two weeks later, a gianr siege engine came
thundering coward the gates of the fortress. Ic
broke down just shon of its goal. The gnomes
recreated with heavy losses.
Three weeks after that display of gnomish

50
continent of Ansalon. kles give the kender a curious appearance dent , and will pick up anything that is not
Of the Greystone of Gargath, none knew when seen close up, though such lines are con- nailed down (though kender with claw ham-
where it had gone. That some gnomes fol- sidered attractive by kender of all clans. mers will get those things as well).
lowed it to the western shores of Ansalon is Kender have a wide vocal range, from deep The fearlessness that all kender possess gives
known, since to this day a great colony of and husky to high-pitched and squeaky. Older them a strong sense of confidence. They arc
them still survives on Sancrist. The rest of the kender tend to have deeper voices, but they quite carefree or matter-of-fact about a situa-
gnomes, they say, followed the stone in ships still maintain wide pitch ranges and can often tion , even if things look hopeless and grim
to the west. The gnomes believe to this day perform remarkable sound imitations. When ("No sense in running away now. There's 500
that the stone will return some day with their excited, kender tend to speak very quickly and goblins surrounding us !"). Kender react
kin still in pursuit. (Thjs event is not pleasur- ramble at the same time, making it hard to effectively to dangerous situations, fighting
ably anticipated by any in Krynn.) follow what they're trying to say. hard and fearlessly. They sometimes come up
Thus were the races changed during the with some bizarre tactics that may carry the
Age of Twilight. They have changed little day in battle. But even kender don ' t let their
since that time. hiStORY fearlessness get in the way of self-
Kender spread throughout Ansalon during preservation- most of the time.
the Age of Dreams, though little is said of Kender appreciate the need for caution ,
Some of the information given here is from them in official histories. The earliest known but their uncontrollable curiosity gets them
anicles appearing in The Leaves from the Inn kender hero was Bali£, a close friend of the into trouble on adventures. T hey forever have
of the Last Home, a book compiled by Tika elven lord Silvanos. Bali£ established the king- to check out unexplored places and peek into
and Caramon Majere and edited by Margaret dom of kender that came to be called Balifor. dark corners. They have no desire ro be the
Weis and Thlcy Hicltman. There are many (Bali£ died in the year 250 during the Age of second or third person to enter the Caverns of
anicles in that work about various races of Dreams). Unspeakable Doom ; they want to be first.
Krynn, not all of which can be repeated here A second kender kingdom was established Pointing out that no one ever returns from the
for space considerations. in northwestern Ansalon in the year 400 of the Caverns of Unspeakable Doom has no effect.
Age of Dreams. Known as Hilo (because of In fact, describing what makes the caverns so
the towering mountains and low plains), this unspeakable might even excite the kender fur-
second kingdom was brought into the empire ther and make him or her determined to go to
of Ergoth in the year 800. Following the Rose the caverns at once. ("An evil arch mage and
Rebellion of Vinas Solamnus (also known as an army of ogres? Wow! Let's go see 'em! ")
the War oflce Tears, see Knights ofSolamnia), Some kcndcr might allow their curiosity to
Hilo again gained its independence and has overcome their common sense when facing
Kender are small enough to resemble
kept it to this date. unusual opponents, such as dragons, though
human children, though they are more heavi- they eventually learn to run when running is
ly muscled. Males are typically 3'7" tall and Tragically, BaJifor was destroyed during the
Cataclysm. The few kender survivors wander- best.
weigh 75 lbs; females are slightly smaller. A kender's fellow adventurers often have to
Adult kender are rarely more than four feet ed north and eventually established a city at
Kendermore, renaming the area around it teach him that certain things have big, nasty
tall and seldom weigh more than 100 lbs.
Goodlund. Kendermore is only a short dis- teeth and that avoiding these things is often in
Kender typically have sandy blond, light or the kender's best interests, regardless of what
dark brown, copper-red or even red-orange tance from the remains of an old human city-
state called The Ruins by the kender who the kender's opinions are in the matter.
hair colors. Hair styles are usually long, with
explore it in droves. It is said that finding arti- Whenever a kender displays an inordinately
many varieties of braids and ponytails being
facts in The Ruins is easy, but leaving with sensible attitude about danger, it is probably
popular. Often bits of colorful material such
them is practically impossible because of the because the kender realizes that continued
as bird feathers , ribbons, or flowers are cz.re-
local kender. curiosity will ruin any further chances of doing
fully woven into their hair as well. Kende: are
Many of the kender in Goodlund never exciting things ever again.
fair-skinned but tan quickly, becoming nut- Kender arc intensely curious about every-
brown by midsummer. Their eyes are various- returned to civilization , however, and
remained in a state of semi-barbarism for cen- thing unusual. Magic awes and fascinates
ly pale blue, sea green, olive, light brown, and them , as do large, unusual , or dramatic crea-
hazel. turies. One of these tribal kender, an unusu-
ally powerful and charismatic leader named tures like chimeras, centaurs, unicorns and , of
Kender are distinctive for their pointed ears
Kronin, organized all the local kender to com- course, dragons. Kender are drawn to beauti-
that give them a faintly elv·e n look. They are ful things, but things that others find disgust-
bright-eyed, and their facial expressions are bat the draconians and Dragonarmies sweep-
ing the area. Kronin is unusually antagonistic ing are often seen by kender as intriguing or
quite intense. No one seem:s to look as happy
for a kender. humorous in some way (even gully dwarves).
as a joyful kender or as miserable as a crying
Though strong-willed , kender are not
one. Angry kender using taunts and insults
prone to consider all the possible results of
can be shockingly vulgar, and can look quite
devilish for a few moments. This intensity of Phtlosophtes their behavior. A kender may quickly and
impulsively paint himself into a corner, then
emotion can be infectious. Four things make a kender's personality
wait for someone else co come along and get
Kender have been called wizened because drastically different from that of a typical him out of the jam . Sometimes this means
of the fine network of lines that appears on human. Kender are utterly fearless , insatiably that the kender's fellow adventurers arc paint-
their faces about age 40. These minute wrin- curious, unstoppably mobile and indepen- ed into the same corner (" I guess I shouldn ' t

51
kenOeR

have opened that locked door with the warn- (triggering their taunting talents almost to look at. Thieving comes naturally to
ing signs on it, huh?"). Experienced adven- immediately). them- so naturally that they do not see it as
turers quickly come to dread that most awful Kender treasure their friends; if a kender's thieving.
of kender sayings: " Oops! " friends are injured or slain, the kender may Kender do not steal for the sake of profit.
Another important point is that kender become very depressed and upset. Death only First of all , they have little concept of value.
need action-and they need it now! They seems to affect a kender when it comes ro one Faced with a choice berween a 2,000 steel
thrive on excitement and yearn for new adven- that the kender knows and loves, or when it is piece diamond and a huge, glittering chunk
tures. ''I'm just along for the fun " is a com- meted out by disaster or warfare to innocent of purple glass. 90 kender out of 100 will take
mon saying among wandering kender. lr has beings (including any kender). In such cases, the glass. (The rest will take both but will get
been suggested that the worst torture that the distress that the usually cheerful kender rid of the diamond first.) They pick things up
could be inflicted on a kender would be to feels is terrible to behold. A story is told of a out of curiosity and wander off with them.
lock him up and give him nothing new to do human ranger during in the Age of Dreams Sometimes the owner of an item leaves before
or look at. (Conversely, it has been said that who wounded a deer that was the pet of a ken- the kender can give the item back, or else the
the worst torture one can visit on any nonken- der community. The sight of the entire village kender becomes enchanted with the item and
der would be to lock him up in a bare cell with of small kender crying their hearts out was so forgets to return it. While adventuring, a ken-
a bored kender.) Some kender believe that evil upsetting to the ranger that he quested until dec regards anything found in an enemy
creatures are condemned to an afterlife where he found a druid who could heal the animal , suonghold as fair game for picking up, as such
they will be eternally bored. then retired and took up fishing. items are marvelous curios and might prove
Most kender are encountered during wan- Kender are masters of taunting. sarcasm. useful later on.
derlust, a particular phase in a kender's life and outright rudeness when they are riled. Even if caught red-handed while taking an
that occurs for most kender during their early Their intense curiosity gives them shocking item, the range of excuses a kender will offer is
20s. Apparently the kender's natural curiosity insights into the characters and natures of oth- amazing:
and desire for action suddenly go into over- er people, though such an awareness is gener- " Guess I found it somewhere."
drive at this time, and kender are driven to ally shallow. It is acute enough, however, for a "I forgot that I had it."
wander the land as far as they can go. Wander- kender to forge an idea of another person's "You walked off before I could give it
lust may last for many years, and some kender character flaws, giving the kender the ability back."
have a habit of making maps of their travels to create the most stinging insults that can be "I was afraid someone else would take it."
during this time. Sadly, most kender are poor imagined. Full-scale riots have been started by "You must hav·e dropped it."
map makers, lacking the patience and skills to irritated kender who opened up on someone "You put it down and I didn 't think you
chart their travels accurately. Kender may col- with their verbal guns. wanted it anymore."
lect other maps during this time to satisfy Taunting is one of the few defenses that "Maybe it fell into my pocket."
their curiosity about other places. This wan- kender have. Being smaller than most other All of these lines are delivered with an inno-
derlust is responsible for spreading kender beings , kender resent anyone who takes cent sincerity that is all the more maddening
communities across the continent of Ansalon. advantage of them. A kender could not imag- because the kender really is sincere! A kender
Risky deeds draw kender like gold draws ine taunting a fellow kender; after all , they're might not necessarily remember where he
dragons, but risk must be combined with in this together. Taunting is especially effec- found something, even if he picked it up half
action or else they lose interest. Gambling tive if a kender has others to back him up or a minute before, and such responses are often
with cards won't hold a kender's attention for some trap that a maddened attacker can be delivered as part of a subconscious defense
long, but seeing if one can outrun a mad lured into with little cost ro the kender. mechanism . Intense curiosity is a trait
owl bear is another thing. Bravery is easily con- Though not very effective against the largest ingrained in their souls and minds from their
fused with recklessness where kender are con- creatures (who will not have the ir combat racial creation by the Greystone of Gargath.
cerned. effectiveness reduced greatly). taunting can They cannot be other than what they are-
Kender are natural extrovens and enjoy still give a hard-pressed kender an edge in a natural thieves.
making new friends and seeing new places. fight. It is best used against those who are On the other hand , kender, like everyone
Most kender are very personable and either attacking or arc about to attack; there's else, do not like the idea of someone deliber-
friendly--too friendly for some people, who no sense in angering a potential friend . ately taking an item from someone else with-
dislike their nosiness, their extreme talkative- out the latter's permission. To be called a thief
ness (which grows worse when they get is sti ll considered a base insult. This assertion
excited), and their habit of pocketing every- the~t vs. hanbllnq sounds remarkable in view of the fact that
thing that interests them. The kender concept of personal property kender constantly borrow things from each
Kender also resent being given orders; they and theft deserves special attention . Because other and from visitors (without asking) in
want to do what they want to do when they many kender develop thieving talents, most their communities. Kender don't regard their
want to do it. Telling them to do otherwise is people assume they are merely innocent- idea of borrowing as stealing. however. If they
worse than useless, as they will complain loud- looking but sneaky burglars. This is just not need something, they'll take it. If they see
ly and disrespectfully, taunting if they're mad so. The intense curiosity that kender feel feeds something interesting, they'll pick it up and
enough. The best way to handle kender, say their desire to know how locks can be opened, pocket it. A popular proverb defines a kender
old adventurers, is not to give them orders, how to approach people unseen and listen in heirloom as anything that remains for more
but to get them to volunteer. on their conversations, and how to reach into than three weeks inside a kender's home.
Kender are sensitive and can be easily hurt pockets or pouches to find interesting things
by indifference or intentional cutcing remarks

52
kenOeR

SpcciaJ Abilities: Kcndcrs have infravision


SOCI €ty that works out to 30 feet . They also have sev-
The basic unit of kc:ndc:r society is the
k€n0€~ eral unique abilities, as well as all standard
immediate family (parents and children ). (jamE StatistiCS halfling abilities.
Because kc:nder wander so much, extended Geoa2tinS Abilities: The initial ability
families do not truly exist. A derailed discus-
sion of kc:ndc:r po litics, government, and soci-
rolls are modified by a - 1 penalty to Suength kenO€~ pock€ts
and a + 2 bonus to Dexterity. The minimum
ety is impossible in the short space here and maximum ability scores for kcndcr arc as If there arc kcndcr in a party of adventurers,
available. follows: the OM needs to keep track of the items in the
Suffice it to say that kendc:r have t he most kender's pockets. It is not necessary to keep a
horribly democratic system ever found on the Kender Abiliry Raoscs separate chan for each kender in a group,
face of Krynn - c:vc:ryone is pretty much since two or more kender in a party tend to
allowed to do as they please. Kender do noc Abiliry Minimum Maximum borrow from each other continuously.
see any great need co imp:rc:ss their views on Strength 6 16. This chart must have at least 100 spaces for
anyone c:lsc: and are genuinely interested in Intelligence 6 18 entries. The first 92 entries are always filled .
the perspectives of ochers. Thus there seems to Wisdom 3 16 The fim 82 positions on the chan consist of
be little: need for law or government. Dexterity 8 19 relatively harmJess items that a keoder might
Kender are naturally helpful and decent Constitution 10 18 pull out of his poclccts (aJthough you never
and thus have no need for a powerful central Charisma 6 18 know what usc they might have). This is fol-
government. lntc:rc:scingly, when an emer- lowed by 10 objects that start out as harmless
gency does occur that requires the k~ndc:_r to Kender Clatses: Kender can be of any class items, but they can be exchanged for more
cooperate, they do so naturally; wath_ lactic: in the following list. useful objects as the kendcr coiJccts things on
preparation they can become a formadable h is adventures.
unified group. Kender Class Limits Slots from 93 up arc filled one at a time
This is not to say that the idea of govern- Class Maximum l..eYcl each time the kender goes up a level. These
ment has not impressed the kendc:r. Having Fighter 5. slots should be fiiJcd according to the foiJow-
seen the importance of civilization to all oth~r Barbarian 10 •• ing table:
societies in Krynn, kendc:r have done thc:ar Ranger 5.
best to keep up. They have uic:d every con- Thief Unlimited Kender Pockcu Fillins Table
ceivable type of governmen t (and several types ThiefI Acrobat Unlimited 0100 Filled With
never imagined by nonkc:ndc:r) and are more Cleric (Heathen) 6 1-20 Harmless Item
than happy to give a new type of government Druid (Heathen) 5. 21-60 Basic Equipment (PH 123)
a chance. They will also follow any leader for Holy Order of the Stars 12 61- 100 Magical Item (DMGpg. 121)
as long as it seems like fun .. . usually at least
five minutes. • Kender who somehow gain 17 Strength Harmless Items: These arc the types of
Kender society can also be hard to take . can reach 6th level; those who manage to get th ings parents find in kids' pockets all the
Nonkendc:r visitors rarely stay longer than a St.rcngth of 18 can become 7th-lcvc:l fighters. time-string, nails, feathers, stones, etc. Take
week in any major kendc:r town, unless they •• Kender who somehow gain 17 Strength any item that suits your fancy and place it
have a great sense of humor. It is not uncom- can reach 11th level; those who manage to get here. (No items bigger than bread boxes,
mon to be rc:lieved of one's possessions at eve- a Strength of 18 can become 12th-level bar- please.) Let common sense be your guide.
ry turn (occasionally by t he constables barians. Basic Equipment: Select an item of basic
themselves). Visitors are pelted by a constant equipment from the basic equipment lists in
barrage of questions and told a million lies Kender cannot learn to cast magic-user or the Player's Handbook. Be as random as possi-
and tall tales without rest or lc:rup. Couple illusionist spells because of their innate magic ble in this determination with the following
chis with the constant flux of kendc:r govern- resistance, a legacy of their creation. They can- limitations: The object cannot be larger than
ment (the rules change from moment to not become assassins because of their natural the kendcr could reasonably conceal (this
moment on a whim) and most civilized men empathy with living things, and they cannot could be q uite large if the kender has a bag of
qukkly flee in terror. become monks because, regardless of align- holding) and it cannot be magical in nature.
There has never been a standing kender ment, they laclt self-discipline. No evil kender Mapcalltem: Using Treasure Table lll on
army; those few invaders who have taken ken- arc known to exist. page 121 of the DMG and all subsequent
dec territory have never found the heart to stay Kender who arc not thieves arc allowed a tables, randomly determine a magical trea-
very long. Indeed , most kendc:r communities base 5% chance to perform any thieving skill sure. ReroiJ any artifact rcsuJts.
find an occupation by invading forces to be a except reading languages (no chance) and When in a pinch, kcnder often try to grab
tremendous boost to their local economy since climbing (base 40% chance); these chances someth ing from their pockets. This action
invaders always bring such interesting things never improve except for Dexterity and racial takes 1d6 segments to perform . When a ken-
for the kender to handle. modifiers (treat kender as halflings with der declares that he is reaching into his pock-
regards to climbing). This also applies to NPC et, roll percentile d ice against the following
kcndcr who have no levels (ueatcd as Oth-levcl table. For every level of experience the kender
characters with 1d6 hp). has attained, add 2 to the roll .

53
qnomes

Kender Pocket Gab Table motivation for their coming to Ansalon from
0100 Description tinkeR Cjnomes across the sea. The history of the gnomes
before they lived in Ansalon is unavailable
l-3
4 -10
Bird Feather
Purple Stones (2d6)
appeaRance since the older diaries are much more detailed
and filled with minutae than those of present-
11-20 Multicolored Marbles (dlOO) Gnomes average three feet in height and day gnomes. The ancient history of the
21-24 String weigh about 45-50 Ibs. Females are as large as gnomes no doubt existS somewhere in the vast
25-27 Arurnal Teeth males. All gnomes have rich brown skin, storage system of the gnomish libraries, but it
28-32 Whistle either stnight or curly white hair, china-blue
has been impossible to ferret out. This task is
33-35 Paper or violet eyes, and surprisingly even, cavity- also complicated by the fact that an early
36-43 Chalk free teeth. Males have soft, curly white beards gnomish inventor tried to build a cam and
44-50 Charcoal and mustaches; females are beardless. Both shaft data storage facility (primitive com-
51-57 Handkerchiefs sexes develop facial wrinkles after age 50. puter) which burned to the ground and took
58-63 Mice (td4) Gnomes are very shon and stocky, though many ancient works with it.
64-70 Deck of Cards their movementS are quick and their hands are What little has been pieced together gives a
71-82 Useless Maps deft and sure. They have rounded ears and dim picture of the history of gnomes since the
83-92 Useful Map large noses. Greystone. On Sancrist Isle, many of the
93-100 Special Items Gnomes sound much like humans in vocal gnomes who pursued the Greystone gave up
range and pitch, except for having a more the chase. They settled down rather than risk
This table must be maintained by the OM nasal voice. They speak very intensely and rap- another dangerous ocean voyage. The rest of
during the course of the game. Each time a idly, running their words together in unend- the gnomes built ships and sailed out of sight,
lcender handles an object, that object mUst ing sentences. Gnomes are capable of with the best wishes of their fellows. Eventu-
displace one of the special items. Displaced speaking and listening carefully at the same ally. many gnomes who had scarrcred across
objectS are placed carefully out of sight some- time. When two gnomes meet, each babbles Ansalon during the chase migrated west to
where. away at the other until they've both finished Sancrist; only a few gnomes now remain on
The kender's regular equipment is not sub- their say, often answering questions later in the main continent.
ject to displacement. His hoopalc or other their dialogue as part of the same continuous Throughout their history, gnomes have
weapon, his food and other essential objectS sentence. Gnomes have learned to speak slow- concentrated on developing scientific and
would not be dropped. Similarly, he would ly and distinctly when around other races. If technological devices, a vocation hampered by
not talce essential items from another creature. frightened, stanled, or depressed, a gnome the predominantly magical essence of this
may speak in much shoner sentences than is world . They have working steam engines and
usual.
kenOeQ taunt ano Gnomes involved in major industrial opera-
steam-powered ships, clockwork mechanisms
to keep time, ore-refining plants that make
tions may develop industrial diseases from high-grade steel, and such mundane devices
J:eaQL€SSO€SS smog and other working hazards. Mild respi- as screws, pulleys, drive shafts, toothed gears,
Kender have two unique special abilities: ratory and eye infections are fairly common, coiled springs, music boxes, and mechanical
t:aunt and fearlessness. but clear up quickly once the afflicted gnome toys.
When a kender taunts an intelligent crea- is put in fresh air for a few days. Industrial Two notable events occurred following the
tu re who can understand the kender's speech , accidents, noise and visual pollution, and oth- escape of the Greysrone. The first was the
the creature must make a successful saving er problems can temporarily or permanently arrival of the Knights of Solamnia on Sancrist.
throw vs. spell (Wisdom bonuses apply). If disable a gnome , sometimes leading to early The first Knight-gnome contact was rather
the creature fails. it attacks the kender wildly retirement from active pursuits. unpleasant. Always suspicious of outSiders,
for ld 10 rounds, with a - 2 penalty to hit and the gnomes were alarmed to sec ships arriving
a + 2 penalty to his Armor Class because of upon their shores, bearing hordes of tall, war-
the affected being's irntionality. hiStORY like humans. Determined to keep their
If a particular victim is assumed to be more Gnomish history is the most detailed of any mountain paradise secret from the humans,
o r less vulnenble to such abuse, the OM can of the races of Krynn- it is also the most inex- the gnomes lurched into action. Their first
apply penalties or bonuses to saving throws as plicable and boring stuff you could ever be thought was to hide within their mountain
desired. (Long-time friends of a kender forced to read . Every gnome, no matter how caverns but then, being gnomes, they had a
develop a high resistance to this power as they lowly his station , keeps a detailed diary of his better idea.
have grown used to the abuse.) work and inventions. These diaries form the After several months of unending toil by
The lcender's fearlessness grantS him immu- official history of the gnomish race. Thus the their greatest mechanical geniuses, the
nity to natural fear emanating from monsters historian must wade through tremendous gnomes were prepared. They were going t?
such as dragons, androsphinxes, and demons, amounts of tedious notes just to find a refer- make their mountain disappear. The engi-
and to magical fear genented by wands or cre- ence to a significant event in gnomish history. neers set off the device with great pride and
ated by spells such as cause fear, scare, emo- Even the most intrepid of scholars balks at the much fanfare.
tion , symbol of fear, and fear. monumental task. This day went down in the annals of San-
Nevenheless, there are enough references crist (even when almost everything else was
to the Greystone of Gargath to establish it as a lost during the Cataclysm) as the Day of Rot-
major event in gnomish history and the major ten Eggs. The island was covered in a dense

54
qnomes

cloud of thick yc:llow smoke, redolent of eggs gnomes. This name takes merely half a min- ly 400 yards. This smooth area came to be
that had been sitting in the sun for a week. ute to recite and is simply a listing of the high- called the Inner Hall. A horizontal shaft (the
Within hours everyone in the human colo- lights of the gnome's ancestry. Humans and Outer Hall) runs from the Inner Hall through
ny was deathly sick from the smell. Packing up other races who deal with gnomes have devel- the mountain to the outside world.
blankets and clothes, they headed for the oped even shorter names for them . These con- The central shaft is over 1,050 yards high
beaches. Gratefully breathing the fresh salt sist of the first one or rwo syllables of gnomish and 800 yards across at its top. Illumination
breezes, they wondered if they would ever be names. Gnomes find these abbreviated names from thousands of lanterns, fires, candles,
able to return to their homes. While waiting to be very undignified, but they have learned mirrors, and old glass globes with continual
anxiously for the vile yellow cloud to dissi- to live with them. lighc spells brightens the In ner Hall.
pate, the colonists were considerably startled Mount Ncvermind is a scene of frantic ,
to sec an army of short, brown creatures stag- nonstop activity an d noise. Everywhere one
ger out of t he smoke and fa ll almost lifeless at SOCIEty looks are gnomes h urryi ng from place tO
the humans' feet. The largest settlement of gnomes exists in place, whistles b lowing, gears turning, steam
The kindly people of Solamnia immedi- the immense tun nel complexes beneath blasting. horns sounding, lights flashing.
ately went to the aid of the poor gnomes. Th us Mou nt Neve rm ind, an extinct volcano (and mechanical cans roll ing, etc. The gnomes
did the rwo races of Sancrist meet. tallest mountain) on Sancrist Isle. A recent have developed catapults (gnomcflingcrs) for
As a result of this experiment, the gnomes census of the community indicates that rapid transportation from the Inner Hall to
now possess a formula for a poison gas that 59,000 gnomes live the re , give or take the few the various levels of the city (35 levels in all).
incapacitates its victims. More importantly, hundred who arc coming or going at any one Hundreds of staircases, ramps. pulley eleva-
the gnomes have allied themselves with time. The Mount Nevermind community is tors, ladders, and the like also cross from level
Solamnia's government an d arc now impor- thousands of years old and is the most highly to level. Steam-powered carts mounted on
tant trading partners of this kingdom. The developed of all gnome cities on Krynn . rails encircle the city on many levels, provid-
Knights, ever suspicious of magical forces, arc The city of Mount Nevcrmind is built into ing fast (but rather undependable) travel
relieved to be dealing with a race that carries the rock surrounding the central shaft of the around a single level. In an emergency.
the banner of technology; Solamnia has prof- volcano. The volcano's caldera holds a small gnomes can move through the huge ventila-
ited greatly from this contact. central lake that freezes over in the winter. tion shaftS cut into the mountain , though the
The second major post-Grcystonc event was Gnome engineers long ago excavated the ash steam-driven fans would make the going diffi-
the Cataclysm . This world-rending catastro- and rock from the volcano's throat and cult.
phe produced tremendous upheavals that smoothed out the floor of the crater for rough- Beneath the main city is an enormous net-
enlarged the size of Sancrist's mountainous work of tunnels and mines that spreads out in
northern half, where the gnomes lived. A
number of gnomes were killed by landslides
and tunnel collapses, but overall, the seismic
activity was welcome. With vastly increased
living space, the gnomes were little inclined to
travel elsewhere. Many small grou ps of
gnomes now make their homes in the north-
ern Sancrist mountains, spending their days
mining and gem-hunting.

soc1al PRaCtiCES
Every gnome has three different names.
One is the gnome's true name, which is actu-
ally an extensive history of the gnome's entire
family tree. extending back to the race's crea-
tion by Rcorx. This history i.s compacted into a
single, enormous word that can easily fill a
large book. In fact . the complete names of
every gnome born on Sancrist are kept by the
Genealogy Guild in the main library at Mount
Ncvcrmi nd . Interestingly, this record forms
the only continuous history of the world since
the Age of Dreams, though it says little about
any race other than the gnomes.
Though each gnome can easily remember
his complete name, or at least the first few
thousand letters of it. gnomes have developed
a shortened name for usc when among

55
qnomes

all directions. Called the Undercity. this tun- Engineering Guild , a Weapons Guild, an
nel system is as ancient as the city above and Educat ion Guild , etc. Coverage of the physi-
far more dangerous. Monster lairs and cal and technological sciences is very heavy. tinkeR qnomes
unfriendly subterranean races have been but only two guilds (the Agricultural and qame StatiStiCS
encountered, though gnomish tech nology has Medical Guilds) have anything to do with the
managed to isolate most of these hazards. Sev- life sciences. Scientific guilds without imme- Generatin g Abilities: The initial ability
eral engineering committees are investigating diate application, such as Astronomy, are usu- rolls are modified by a - 1 penalty to Suength
ways to harness geothermal energy from deep ally small and lack a say in the affairs of the and a + 2 bonus to Dexterity. The minimum
in the earth. These committees have set up community. The Acquisitions, Military, and and maximum scores for gnomes are as fol-
research stations here and there in the Under- Foreign Relations guilds regularly train and lows:
city. A number of tunnels also serve as dump- employ gnome th ieves and assassins (and even
ing sites for hazardous wastes; unpleasant gully dwarf assassins on occasion). Clerical Tinker Gnomes Ability Scores
things may be encountered there as well. gnomes (when some existed) belonged to the
Each level of the city and Undercity is well Priests Guild. which was the first and only Ability Minimum Maximum
separated from all others by a thick expanse of guild to become completely extinct. Their Strength 6 18
rock. The tunneling is superbly engineered functions were largely absorbed by the Medi- Intelligence 8 18
and reinforced, as insurance against earth- cal and Philosophers Guilds. Wisdom 3 12
quakes and other disturbances. Some areas of Dexterity 8 18
the city are built with shock-absorbing ceilings Constitution 8 18
reinforced by enormous steel springs. Steel Beyonb the mountain Charisma 3 18
rods are often drilled through the rock to lend The largest gnomish community away from
additional reinforcement. The possibility of a Gnome Classes: Gnomes in Krynn can
Moun t Nevermind has only a thousand inhab- only be of the tinker class, but their advance-
second Cataclysm has not been ignored by the itants. Most others average 200-400 citizens
gnomish engineers. ment in that class is unlimited.
and are found in mountainous or rough, hilly Abilities: For details of gnomish technolo-
The slopes of Mount Nevermind have been regions. Each of these small towns is orga-
extensively terraced. The terraces are carefully gy. look under the tinker character class on
nized similarly to Mount Nevermind, but page 21 of this book. Tinker gnomes of Krynn
farmed and tended by the Agricultural Guild, with fewer guilds and some of the guilds per-
which also maintains fungi-growth fa rms and also have the special abilities of regular
form multiple functions (e.g., the Medical gnomes (such as infravision, magic resistance,
herds of cave-dwelling goats and sheep in the Guild might also take care of agricultural
Undercity. Additional food is provided by detect grades, etc.) as listed in the Player's
needs). Handbook .
raising domestic animals in the surrounding Sages arc very common in any gnomish
countryside and from game caught by the community. Sages compile volumes and vol-
Hunters Guild. Research is being conducted umes of information, guesses, facts, figures,
into creating artificial food, but previous
experiments in this area have always resulted
speculations, and philosophical doodles on mab qnomes
their guild committee's selected topics. This
in poisonous morsels. A committee is still pure research is sometimes (though rarely) Occasionall y travelers come across mad
looking into the matter. helpful to future generations, but all of it is gnomes. These creatures look like gnomes and
Mount Nevermind is governed by an elect- carefully labeled, archived, and cared for by have many of the same abilities as gnomes,
ed Grand Council of clan leaders and guild the gn omish librarians in their huge book but they have no talent for technology. They
masters. These gnome leaders serve in their rooms. Sage gnomes almost never travel, pre- are almost always from distant lands far from
positions for life. Methods of election vary ferring to devore themselves to lifelong study Ansalon. Gnomes do their best to help them
from guild to guild and from clan to clan; of a given subject. (the Medical Guild has created several of them
some use closed ballotS, debates, seniority, It is worth saying a few words about with a variety of devices of varying effect) but
and contests. while some positions a re actually gnomes' relations with other races. In areas mostly it is for naught. The few mad gnomes
hereditary. where gnomes arc known to exist, they are who have learned technological skills just nev-
Several hundred clans dwell within the generally not well liked. Their technological er do their work properly as far as the gnomes
mountain. There are perhaps 50 major guilds bent makes them very alien to people accus- are concerned. (Their equipment usually
and a host of minor ones. The government is tomed to magic, and their poor grasp of social works roo well.)
so heavily laden with bureaucracy that few relations putS off most potential friends. War
major decisions arc actually rendered in the was narrowly averred in one area after a gnom-
Grand Council. Most of the decisions arc ish digging machine plowed through a sacred Only off-world gnomes stan ou t as mad
made by guilds and clans who go off on their e lven grove , and similar episodes have gnomes. Non-mad gnomes get a yearly dice
own tangents, regardless of the wishes of the occurred across Ansalon at regular intervals. roll to see if th ey become mad gnomes. Roll
rest of the community. Everyone insists upon The humans on Sancrist have managed to 1d 100, if the roll is a 100, roll again. If the sec-
regulation and doing thi ngs by the book, but adjust to the gnomes by avoiding contact with ond roll is also a 100, then that gnome has
this process is so tedious and time-consuming them whenever possible. now become a mad gnome.
that even gnomes don't have the patience. Mad gnomes from off world have a 1%
Each major guild is organized around a par- chance of learning the technological skills of
ticular area of interest. There is a Mathematics the tinker gnomes during any six-month peri-
Guild, a Philosophers Guild, a Mechanical od spent with them. This roll is not cumula-

56
€ lV€S

cive and can only be checked once every six later called Dimernesti and Dargonesti. Both for more than two millennia and are still hon-
game m omhs. If the gnome succeeds then he developed their own cultures independent of ored today in the couns of the Silvanesti elves.
becomes a mad g nome with technological the main elven histories. They lived in distant During the first Dragon War, Silvanos
skills. Mad gnomes from Krynn sran out with obscuriry and peace, though trade was estab- called the SinthaJ-Elish (Council of the High
the gnomish technological skills. lished between elves of the land and those of Ones) on a hill named Sol-Fallen. There many
Mad gnomes who can use technology get a the sea. households and clans swore their allegiance to
+ ~ bonus to any success ro ll involved in creat- Yet peace was not always possible in Ansa- Silvanos and the fledgling nation of Silvanes-
ing a device. Also, the device is automatically Jon. The dragons awakened with the world, ti . Balif stayed to help Silvanos run the elven
ld6 sizes smaJler than a regular gnomish some to evil and some to good. With the armies.
device of t his type (with n o increase in Com- advent of the first Dragon War in the Age of Silvanos wed Quinari and raised a family.
plexity Level). Dreams, conflict entered the world of Krynn. Their first son was Sichel . When Silvanos died
The Ogre Wars were but a precursor to the in app roximately 25 15 PC (Pre-Cataclysm).

th€ € lV€S or
great struggle of the first Dragon War. Among Sichel assumed the leadership of the elves of
the elves of that time was one named Silvanos. Silvancsti. His father was buried in a crystal
He was a powerful warrior and a great traveler. tomb. Sithel a lso erected a tower in honor of
an salon He visited many of the elves in the deep woods
throughout Ansa.lon. Traveling with his com-
his mother in the heart of Silvanost.
It was about 2308 PC that twin sons were
Of the races that first sprang into being panion , a kender by the name of Bali f. he also born to Sithel. They were named Sithas and
from the forging of the universe, the elves encountered great suffering and death during Kith-Kanan. Sithas was born but minutes
were the embodiment of good. the Dragon War. When at last he could take it before Kith-Kanan.
All of elvish tradition holds that they were no more, Silvanos traveled the lands again. During this same time. the human
the first to be born into the world . When they but now with a purpose. He rallied the elves of Ergothian Empire was spread ing across Ansa-
first awakened during the Age of Dreams. the woods and convinced them to abandon Jon and, inevitably, encroached on the
they were scattered across the land like the their isolated villages. His vision of a united expanding borders of Silvanesti. The
stars are spread across the sky. The passage of elven nation fired the minds of elves across all Wild runner elves of the House ProteclOr were ,
the Greystone left none on the face of Krynn of Ansalon and brought them under his ban- naturally, at the front of the elven expansion
untouched. but it seemed to effect the elves ner. and were the first to make contact with the ris-
less than most. The only known change Thus Silvanos gave direction and a united ing human civilization . Kith-Kanan was the
caused by that wondrous magical passage was from to the previously dispersed elves. He leader of the Wild runner Elves and Sit has was
that of those land elves who became Sea Elves, forged a nation whose ideals and order lasted the heir to the Silvanesti throne.

57
SllVanEStl ElVES

The sympathies of Kith-Kanan were with island of Ergoth. Since the end of the war, the
these Wildrunner elves who were more free of
the constraints of their Houses and more open
S1lvan€st1 Silvancsti government has been located in
Qualinost under the direction of Alhana Star-
and friendly than the elves of the other
Houses. Trade was soon eSLablished between
(hiCjh €lV€S) breeze, daughter of King Lorac. Her marriage
to Porthios. Speaker of Suns ofQualincsti, tS a
the Wildrunner elves and the human settle- app€aRanC€ symbolic union of their rwo peoples.
ments on their borders and, in the course of The Silvancsti elves are trying to reclaim
time, several marriages berween Wildrunner The Silvanesti arc a fair-skinned race with their homeland from their base in Qualincsti.
elves and humans occurred. While this made eyes of blue or brown and hair ranging from While the orb is n o longer causing the night-
sense to the elves of House Protector, Sichel light brown to blonde-white. Hazel eyes arc a mares to continue in Silvancsti, the effects of
looked on this with great suspicion. On Kith- symbol of the line of Silvanos. The Silvanesti that magic still remain and make once-great
Kanan 's advice, he journeyed to the western prefer loose garments, flowing robes, and Silvanesti a place of horror and twisted agony.
reaches of the kingdom to judge for himself capes. The elves have a aong and hard task ahead to
the results of Kith-Kanan's diplomacy. reclaim their homeland.
The journey proved to be a terrible disaster.
Sithel was killed while hunting for sport in the hiStORY
borderlands. Some say that the arrow that The history of the Silvanesti is largely the PhilosophiES
slew him was a stray that found its mark by history of elves on Ansalon. Qucvalin Soth, The Silvanesti elves arc a prejudiced peo-
accident. Others say that the humans assassi- the great bard of the Silvanesti elves, was the ple. intOlerant of other races and customs.
nated him in order 10 remove any barriers to first popular elvish historian. His writings which arc seen by the Silvancsti as being high-
their expansion . There was also a tale that the form the basis of most commonly known his- ly inferior to their own. Their views arc obvi-
killing was done at the order of Sit has in order tory to this day. Thus the history of elves at the ously the only co rrect ones. Racial purity is
to discredit his brother and place himself on beginning of this section really details the his- also a large part of the Silvancsti mindset.
the throne all at the same time. tory of Silvanesti in its early stages.
The final result was the Kinslayer War that After the formation of Qualincsti, the
lasted until 2100 PC. in which the Si lvanesti Silvanesti elves remained isolated from the SOCIEty
elves tried to drive the humans from the land. world until the time of King Lorac Caladon.
Silvanesci attimdes differ greatly from those
The elves of that region who had married Under his direction, Silvanesti established a of their Qualinesti brethren. Long years with-
humans sided with the Ergothians in what flourishing trade with !star, the great empire in a safe, settled empire have stratified the
they perceived as an unjust war brought on by to the nonh. Then the Cataclysm closed the various crafts and tasks into a rigid system of
their own country. Kith-Kanan led the army borders of Silvanesti and the elves withdrew castes, o r Houses_ At the top of the system is
of the western forces in Silvancsti in a terrible from the rest of the world. Their borders were House Royal. the descendants of Silva nos who
war against his own kin. Ultimately the war feared for few who crossed them ever rule the land . Next is House Cleric , once a
ended with a rruce between the Ergoth returned. religious order, bur now mainl y conce rned
Empire and Kith-Kanan. The Oragonarmics did not fear the borders with keeping records and lore.
By now, however, the western elves were of Silvancsti. During the War of the Lance,
Beneath these two houses are rhose of the
tired of being subject to the rigid caste system the Dragon High lords decided to dca.l with craftsmen and guilds: House Mystic. House
of the Silvanesti. They sued for social change. Silvanesti before venturing in10 the fertile Gardener, and House Mason , to name a few .
The first civil war of the elves threatened. In Solamnic lands to the west. The House Protector (the Wildrunncrs) serves
sec ret negotiations with Ergoth. Sithas solved So it was that dragons came at last to as the army of the Silvancsti. Years of contin-
several of his problems. Silvanesti 10 spread terror. For some time the ual peace have stratified the guilds into rigid
The Swordsheath Scroll was sig ned and the armies of the Wildrunncr elves made the social institutions. No one marries outside his
nation of Qualinesti was formed-a place advancing Dragonarmics pay dearly for every guild without permission, and permission is
where the Wildrunner elves of western step they took into the elves' land. This gave rarely granted.
Silvanesti could establish their own nati on . the Silvancsti nation time to board the ships The: lowest guild is House Servitor, which
Kith-Kanan saw this for what it was-exile. prepared by King Lorac and flee to the west. includes apprentices, foreign traders, inden-
Yet it seemed to be the only hope for his peo- Lorac remained behind. saying he had the tured servants, and slaves (the Silvanesti
ple. Thus was the kingdom of Qualinesti born power to defeat the Dragonarmy. It was not enslave races that lose wars with them).
out of sorrow and hope. Kith-Kanan estab- known until much later that King Lorac had The Silvanesti survived the Cataclysm and
lished his kingdom of elves in Qualinesti and secretly used a dragon orb in a vain attempt w bolted their doors against the outside: world .
never returned to Silvanesti. destroy the oncoming dragons. His hope turn- During the War of the Lance. the Silvancsti
ed against him and his own worst nightmares fled west through the Plains of Oust. crossed
were given substance and created a horrible the straits to Southern Ergoth and settled on
Special Abilities of all Elves oo Krynn: All of alternate reality over the entire kingdom . the western shores of Harkun Bay. There they
the elves on Krynn have the special abilities of Through his tortured mind, the once- founded Silvamori, the Hidden Realm.
elves listed in the Player's Handbook. Unless beautiful forest ofSilvanesti was reshaped into
otherwise noted in the race descriptions for a par- a nightmare.
ticular clvcn race, use the special abilities as spec- During the rest of the War of the Lance, the
i£ied in the Player's Handbook. Silvanesti kingdom -in-exile was based on the

58
qualm€stt €lv€s

tions were generally good. However the elves' in-exile and the Kagonesti nation to whom
dislike of interracial marriages was a continual the land originally belonged. All th ree
S1lvanest1 €lves barrier to improved relations with the other nations began bickering with one another and
(iamE StatistiCS races in the area. could only agree that the Dragonarmies had
The situation deteriorated drastically with to be stopped.
Generatina Abilities: The initial ability the Cataclysm. The elves were able to retain After the War of the Lance, the Qualinesti
rolls a1e modified by a - 1 penalty to Consti- their civilization and society despite the terri- mounted an expedition to reclaim their
tution and a + 1 bonus to Dexterity. The min- ble destruction of their land. The neighboring homeland. This they did with little difficulty
imum and maximum scores for Silvanesti humans and dwarves were not so fortunate. and set about repairing their capital city.
elves a1e as foUows: Their societies were destroyed; the starving Porthios became the Speaker of Suns after the
survivors heard rumors that the Qualinesti death of his father Solostaran. Porthios mar-
Si1ftiiCSti El•cs Ability Scma had treasures and food worthy of plunder. The ried Alhana Starbreeze in a political marriage
Ability Miaimum Muimum subsequent raids destroyed the small outlying intended to reforge the bonds between the
Strength ~ 18 elven communities and earned the hatred of elves of Qualinesti and those of Silvanesti.
Intelligence 10 18 those elves that survived. Qualinesti closed its While the two nations remain sundered in
Wisdom 6 18 borders to the other races until the nation was many ways, this has taken the hostile edge off
Dexterity 7 19 forced to abandon its homeland and flee west their relations.
Constitution 6 18 before the Dragonarmies in the War of the The Qualinesti are now helping the
Charisma 12 18 Lance. Silvanesri elves to reclaim ancient Silvanost.
After the War of the Lance, the Qualinesti This is not to say that all past injustices have
SilftOCSti Class limits elves returned from exile in Ergoth to reclaim been forgiven. The Qualinesti aid seems more
their homeland. Despite the fact that they in the way of ''the sooner your house is ready,
Class Muimum Level had fought with the Knights of Solamnia the sooner you'll be out of mine."
Cavalier NIE against the Dark Queen, they still harbored
Paladin 12 deep resentments against the other r;>.ces of
Knight of the Crown NIE • the world. But they are the most willing of the SOCI€ty
Knight of the Sword NIE* elven nations to treat with other races. They
Knight of the Rose NIE • The Qualinesti society is far less structured
are capable of the same snobbery shown by than that of their Silvanesti cousins.
Fighter 10 their Silvanesti cousins, but any snobbery they
NIE* The Qualinesti are ruled by a Speaker of
Barbarian display is far more subtle than that of the
Ranger Unlim Suns who must be a blood descendant of
High Elves. Kith-Kanan and thus of Silvanos. The Speak-
Magic-User (Renegade) NIE*
Illusionist (Renegade) NIE • er serves primarily as a guiding and directing
force in a government made up of a senate
Wizard of High Sorcery Unlim htstoRy called the Thalas-Enchia. This group is
Thief NIE*
NIE* The tragedy of the Kinslayer Wars marked appointed to represent the various guilds and
ThiefI Acrobat
NIE* the beginning of the Qualinesti race of elves. communities of the elves. The recommenda-
Cleric (Heathen)
Druid (Heathen) NIE* With Kith-Kanan leading them, the Qualines- tions of this group are then brought to the
Holy Orders of the Stars Unlim ti vowed to forge a more tolerant society. In the Speaker who makes the final determination
days prior to the Cataclysm, the Qualinesti on the matter.
• N IE means not eligible for that class. elves founded many smaller communities in Only one large city exists in all of
the hope that they would grow in trade and cul- Qualinesti-Qualinost, the capital. This city
ture as had Qualinost. is a magnificent blending of elven architecture
This hope was dashed by the Cataclysm, and natural features. The marvels of this city
Qualtn€stt which not only greatly damaged all the cities
of Qualinesti, but caused the terrible period
are many and are described more appropri-
ately in the ArlasofKrynn. The Tower of Suns
appeaRance of terror and barbarism that followed. The overlooks Qualinost, the city built in harmony
The Qualinesti are slightly smaller and elves were seen as easy prey by the other peo- with nature.
darker than the Silvanesti. Their hair ranges ples who were struggling £O survive in the The Qualincsti dreams of fostering many
from honey-brown to blond, and their eyes shattered lands. Many terrible raids devas- sister elvcn cities died with the Cataclysm.
are blue or brown. They prefer woven slacks tated the Qualinesti communities. (Many of There are many communities that still exist in
and jerkins for men, long d!resses for women. Krynn's half-elves came from this time when the forests west of the Kharolis Mountains,
humans raided the elven cities.) but these are small, isolated farming com-
In their flight from the advancing Dragon- munities with no desires for becoming any-
Phtlosopht€s armies during the War of the Lance, the
Qualinesti fled across the Straits of Algoni to
thing more.
The Qualine.sti are more friendly than the southern Ergoth and founded the city of
Silvanesti. They have traded more openly with Qualimori on the eastern shores of Harkun
other races and built Pax Tharkas as a joint Bay. Here they almost immediately ran afoul
venture with the dwatve$of 1'hotbardin. Dur- of the already established Silvanesti kingdom-
ing the Age of Might, Qualinesti-human rela-

59
kaqon€Stl €lV€S

Ranger Unlim
Magic-User (Renegade) 11 hiStORY
Qualln€Stl €lV€S Illusionist (Renegade) NIE • The Kagonesti elves, also called Wild Elves,
Gam€ StatiStiCS Wizard of High Sorcery Unlim are distantly related to all other elves,
Thief Unlim although their history as a separate people
Generating Abilities: The initial ability ThiefI Acrobat Unlim startS at the very beginning of the world. Their
rolls are modified by a - I penalty to Consti- Cleric (Heathen) NIE
tution and a + I bonus to Dexterity. The min- tales of the creation are much more fanciful
Druid (Heathen) NIE than those of their cousins. This is primarily
imum and maximum ability scores for Holy Orders of the Stars Unlim due to the fact that their history is handed
Qualinesti elves are as follows:
• N IE means not eligible for that class. down verbally from generation to generation.
Qualinesti Elves Ability Scores According to the Kagonesti version of the
early days of Krynn, the elves were the first to
Ability Minimum Maximum walk the lands and taste the waters. They
Strength
Intelligence
7
8
18
18 kaqon€stJ found the land good and the waters pure and
knew that this would not always be so. Some
Wisdom 6 18 elves went east and gathered together under
Dexterity 7 19 (Wilb €lV€S) great chiefs to wage war upon other nations.
Constitution 7 18 Yet the Kagonesti did not follow this path.
Charisma 8 18 appeaRance They wished only that which the gods had
The Kagonesti elves are about the same size granted them. So the Kagonesti lived in har-
Qualinesti Class Limits as Silvanesti and Qualinesti, but they are mony with the land, the gods, and the other
Class Maximum Level much more muscular. They are very tan and peoples of Krynn. Though they did not war
Cavalier 10 draw designs on their faces and exposed flesh against other nations, their warriors were
Paladin N/E • with clay and paints. Their hair is dark, rang- strong and protected the lands that were given
Knight of the Crown NIE • ing from black to light brown, with a rare to the Kagonesti by the gods.
Knight of the Sword N/E • throwback to the silvery white of their ances- Some Kagonesti are the descendants of
Knight of the Rose N/E* tors. Their eyes are hazel. Silvanesti and Qualinesti elves who left those
Fighter 14 nations centuries ago to live in harmony with
Barbarian N/E • the wild.

60
OaRqonestl ano 01meRnest1 elves

The troubles and wars of the world hardly made.


affec ted these simple elves. They remained in The Kagonesti have a more animistic view
of the cosmos than their elvcn brothers. They
OaRqonestJ anb
the forests of western Ergoth and eventually
became part of the Empire of Ergoth (or so
Ergoth said). It mattered little to the
see the great spirits of the stars in everything .
Inanimate objects are believed to be filled
O•meRnestJ
Kagonesti . They were left alone and contin- with the spirits of their Kagonesti ancestors. (Sea Elves)
ued to live as they had for millennia. Ergoth The wild nature of the Kagonesti and their
waxed and waned and was soon forgotten unorthodox customs (they send their dead appeaRance
under the glaring brilliance of !star. but the down the ri ver to the sea rather than build The Dimernesti and Dargonesti are races of
elves of the wilds remained unchanged . tombs of stone) have led other elven races to Sea Elves, groups that separated radically from
Eventually time caugh t up with the regard them as savages and lesser beings. The the elven land races during the Age of
Kagonesti. They saw the Cataclysm as a sign Silvanesti declared them House Servitor and Dreams-partly as a result of the G reystone
from the gods, but they could not agree on enslaved them to build Silvamori . The passage at that time. (The Dimernesti arc also
what the sign meant. The War of the Lance Qualinesti have indentured them as well. called Shoal Elves as they inhabit the shallows
shattered their peace as their land was invaded thinking that the Kagonesti arc some part· of many of Ansalon's coastlines.) They have
by the refugee Silvancsti elves fleeing west clven lesser race. been few in number ever since the devastation
from the horrors of their own land . The of the Cataclysm in which many of their cita-
Silvancsti subjugated the Kagoncsti as slaves dels and homes were destroyed. They breathe
to their nation in exile. They claimed that both air and water and have light bluish skin
their purpose was to educate their lost broth- kaGOO€Stl €lV€S and webbed fingers. They wear their silver
ers in the ways of civilization, but the (jam€ StatiStiCS hair long , braided with shells. The Dargones-
Kagoncsti knew slavery for what it was. The ti. or Deep-Elves. are the ta llest elven race. a
Gcneratin3 Abilities: The initial ability
coming of the Qualincsti helped the situation slender people with large eyes, extended fin-
rolls are modified by a + 1 bonus to Strength gers, and deep blue skin.
somewhat (at least the Silvanesti had someone
and Constitution and a + 2 bonus to Dexteri-
else to bother). but the Kagoncsti mourned The most interesting aspect of the sea elves is
ty. The Intelligence roll is subject to a - 3 pen-
the further destruction of their once-pristine their unique ability to shapechangc into the
alty. The m inimum and maximum ability
land. form of a sea otter (DimerneSli) or dolphin
scores for Kagonesti elves arc as follows:
Yet the wheels of time still turned and soon (Dargonesti). This comes naturally to them and
the War of the Lance was over. The Qualincsti greatly aids them in moving about their under-
Kagonesti Elves Ability Scores
left and took the Silvanesti with them. This water kingdoms. There arc differences between
was not without its price, however, for many Ability Minimum Maximum actual dolphins and whales and their elven sha-
of the Kagoncsti were taken as servants to the Strength 8 18 pcchangcd counterparts but those differences
great houses of the Silvancsti. Many families Intelligence 3 12 are so minor as to be only distingu ishable to
were sundered in that leave-taking; there arc Wisdom 8 18 another Dimerncsti or Dargonesti .
still many Kagonesti who roam the lands look- Dexterity 8 19
ing for their loved ones. Constitution 8 18
Charisma 8 18 hiStORY
The sea elves were created during the pas-
Ph•LosophJes Kagonesti Elves Class Limits sage of the Greystone of Gargath. Originally
The Kagonesti believe that harmony with Class Maximum Level elven mariners with a great love for the sea.
na£Urc is the key to a full and happy life. Cavalier N /E • their race became dwellers of the oceans and
While they respect nature in all its forms, they Paladin N /E • its main civilizing force.
also feel it can be used to further the purposes Knight of th e Crown N/E • Practically nothing of their history has been
and well-being of the tribe. Knight of the Sword N/E • transmitted to the cars of surface dwellers.
While the Kagonesti do not start wars of Knight of the Rose N /E • Those contacts that have been made indicate
aggression , this does not mean that they are Figh ter Unlim that the sea elves' history is as full and colorful
pacifists. The Kagonesti are fierce and deter- Barbarian Unlim as those of the land-dwelling elves. What is
mined warriors when che need arises. They Ranger Unlim known is that great battles were waged during
hunt game and enemies with equal deadli-. Magic-User (Renegade) N/E • the War of the Lance by the Dimcrnesti and
ness. They are fiercely proud of their heritage Illusionist (Renegade) N /E • Dargonesti against the forces of the Queen of
and generally rather hot-tempered , in con- Wizard of High Sorcery N /E • Darkness under the waters. The Shoal Elves
trast to the reserved and swic Silvancsti. Thief Unlim seem to have the same stand-offish relation-
Thief/ Acrobat Unlim ship with the Deep Elves as the Qualinesti do
Cleric (Heathen) N /E • with the Silvanesti .
SOCI€ty Druid (Heathen) N/E • Long ago, the Dimcrnesti had a partnership
The basic unit of the Kagonesti is the tribe. Holy O rders of the Stars 7 with the Silvanest i, allowing elvish mariners
centered around a chief and his family. The to explore distam lands. Quarrels with the
• N/E means not eligible for that class. stiff-necked Silvancsti led to a break in all
Kagonesti tribe lives in structures that arc easi-
ly portable. Permanent settlements arc never communication with the land elves; the

61
House Mariner is now a lost guild among the creatures, but they lose any spell-castifll abili-
Silvanesti. ties they might normally have.
Throughout history, wondrous ta les of O•meRnestJ Elves
these elves helping mariners in distress have (jam£ StatiStiCS
been told in aJI seapons. However, these tales
are almost always reponed third or fourth
hand and are undoubtedly greatly exagger-
Gaaeratiol Abilicia: The initial ability
roUs are modified by a - I penalty to Sumgth OaRk €lves
ated. and a + 2 bonus to Dexterity. The minimum The outcasts of elven society, these are elves
and maximum ability scores for Dimemesti without a country and without a people:. They
elves are as follows : arc: alon e: and beyond the: society of all elves
PhilosophiES regardless of race:. Only through the: forgive-
Dimemesti El•es Ability Scores ness of their own people can they again come
Shoal Elves take little interest in what hap-
Ability Minimum Maximum back into the realms of the elvish people.
pens above the watery surface of their
domain. The few who have appeared on land Strength 3 18
did so only on a mission of importance or Intelligence 8 18
under the direction of the Speaker of the Sea,
the leader of the Dimemesti . Dargonesti have
Wisdom
Dexterity
8
10
18
19
OaRk Elves
rarely been seen by humans or any of their Constitution 3 18 (jam€ StatistiCS
land-based kin. Charisma 8 18 The character cbss of Dark Elves cannoc be
chosen when a player creates a chancter. Char-
Dimemesci aa. Limits acters enter this class when their actions cause
SOCIEty them to be outlawed from eJven society.
Class Maximum I.nei
The Dimernesti follow the Speaker of the Cavalier 10/Unlim • An elf who flagrantly violates his people's
Sea, a hereditary position much like the Paladin 10/ Unlim • laws of conduct becomes a Dark Elf. The
Speaker of Stars. While there are many guilds Knight of the Crown N / E •• crime must be very serious and an offense
that mirror those of Silvanesti, there is no Knight of the Sword N / E •• against the ideals of the society. However, the
caste system and the boundaries between Knight of the Rose N / E •• most common way in which an elf becomes a
guilds are not as rigid as for the Silvanesri. Fighter 16/ Unlim • Dark Elf is when his alignment shifu outside
The Dimernesti have recently taken to liv- Barbarian N / E .. the range of those acceptable for his ~ .
ing in the sunken cities of the Cataclysm. Ranger N tE•• Redemption can only occur after some
They find them romantic and intriguing. The Magic-User (Renegade) N / E •• demonstration of repentance by the Dad: Elf.
Dimernesti are not builders but they seem to Illusionist (Ren~e) N tE•• This should be treared in much the same way
enjoy living in buildings. Wizard of High Sorcery 10/ Unlim • as with clerics who fall from grace with their
Most Dimernesti live in schools rhat are Thief N/E .. deity. More spccif~eally, the character's align-
clan-oriented groups. There are no families as ThiefI Acrobat N/E •• ment must be brought back into line with
all of those in the group care for the young of Cleric (Heathen) N /E u those acceptable to his race and class.
the school. They are nomadic in nature and Druid (Heathen) N /E u
rarely stay in the same place for long. Holy Orders of the Stars Unlim
• The level listed before the slash is the
maximum allowable to the character while on
land. The Dimemesti are unlimited while
they are in the environs of the sea. Should a
Dimemesti elf of a level higher than that liSt-
ed leave the environment of the water, his hit
dice, hit points, and all other related adjUSt-
ments muse be made to temporarily reduce
the character to the maximum listed. This
reduction goes away once the character rerums
to the water.
• • N / E means not eligible for that class.

Special Abilities: The Dimernesti and


Dargonesti elves have the ability to slupc-
change at will into the form of a sea otter or a
dolphin respectively. This can take place up to
three times per day and the transformation
takes five segments. The elves take on all the
movement rates and special abilities of these

62
hal~-€LV€ S

hal~-€lV€S SOCI€ty Half-Elf Class Limits


The half-elf is an outcast from the societies Class Maximum Level
app€ananc€ of both his parents. There is no society that Cavalier N/E •
Half-elves strongly rcscmlblc the racial stock consists solely of ha.lf-elves as they are primari- Paladin N/E •
of their elvcn parcm, but they generally have ly loners. If there is a home for a half-elf, it is Knight of the Crown 10
facia.! hair (missing on all other elves) and a in Qualinesti, where they are treated coldly Knight of the Sword 10
hair color that is not consistent with their but at least they have a place in the society. Knight of the Rose 10
elven heritage. They arc ge n erally more stocky Fighter 9
than most elves and, while almost universall y Barbarian N/E •
handsome or beautiful, lack the grace of their Ranger 11
elven parentage. Magic-User (Renegade) 7
Illusionist (Renegade) N/E •
Wizard of High Sorce ry 10
hiStORY Thief Unlim
Thief/ Acrobat Unlim
The half-elves are considered " un t rue Cleric (Heathen) 5
elves" by all the other clven societies. They
Druid (Heathen) Unlim
have no true history of their own but borrow it
Holy Orders of the Stars Unlim
from their parcmagc.
The Kinslaycr Wars were brought about, in • N / E means not eligible for that class.
part, due to the intermarriage of elves and
humans in that region . During that time,
half-elves in human society were considered a
great blessing and brought honor to the
human household. The elves. panicular.ly the
race-conscious Silvancsti. were revolted by
these interracial marriages.
Mrer rhe Cataclysm. the re came a rime of
barbarism during which many elven towns half-€lV€S
were plundered and ransacked by human (jam€ StatiStiCS
hordes. Many half-elves were engendered dur-
ing this period of rapine and violence. The Generating Abilities: The initial abi.lity
Silvancsti elves cast them from society as they rolls are modified by a + 2 bonus to Dexterity.
wou ld Dark Elves. Only the Qualinesti took The minimum and maximum scores for half-
them in and gave them a home, although dves are as follows:
even they were cold and sometimes cruel to
these unfortunates. Half-Elves Ability Scores
It was, interestingly enou gh, one of these Ability Minimum Maximum
bastard half-elves who was partly responsible Strength 3 18
for the ult imate victory of the Whitestone Intelligence 4 18
Forces over the Dragonarmi es. Tanis of Wisdom 3 18
Qualinost, who later married the Princess Dexterity 6 18
Laurana of Qualinesti. proved the worth of his Coostirution 6 18
un1quc race. Charisma 3 18

Ph•Loso phJ €5
As most half-elves arc ra ised in an atmo-
sphere o f shame and scorn, it is litde wonder
that they generally display tendencies toward
rebellion and anti-social activities. They arc
usually very insecure and seldom travel with
others unless they feel accepted. They often
overcompens ate for this insecurity by per-
forming acts of death-defyin g bravado.

63
owaRves

ciful tales from t hat period. disinterested in the doings of the other races,
as they were preoccupied with their own diffi-
()waRV€S Indeed , the reported remarks of Quevalin
Soth may have been only a folk tale that was culties. This brought on great sufferings in
attributed to him. The talc continues to say dwarven nations at the rime of the Cataclysm .
that the kingdom vanished without a trace While the full effects of this disaster on
approximately 2800 PC and has passed Kaolyn and Zhaman are not known , its effects
beyond the knowledge of all Krynn. Their at Thorbardin are well documented .
fate has long been the subject of speculation. Thorbardin had become heavily dependent
Causes voiced range from the plague to being upon trade for her food supplies. These were
taken into the heavens by the gods. Astinus, received primarily from the Abanasinian
the great historian of Krynn, remains oddly Plains north of Pax Tharkas and from the elves
silent on t his issue and refuses to confirm or of Qualinesti. Xak Tsaroth was a central city of
deny the kingdom 's existence. trade for the southern plains and food was
Whatever the fate of this supposed king- easy to purchase there. By this time, the
dom , there were small colonies of dwarves dwarves not only had their great underground
that established underground residences in city but also many settlements above ground
nearly every mountainous region on Ansalon. outside the gates of the mountain .
According ro the most reliable sources on Construction in Thorbardin began in about Having refused to become involved in the
the o rig ins of Krynn's inhabitants , the 2692 PC. This great dwarvcn kingdom was politics of the age, the dwarves were caught
dwarves of Krynn arc descendants of the completed in 93 years. It soon began to spread unaware by the Cataclysm. The extent of the
gnomes, created from that original stock ~y its influence northward and ran into the dwarves' problem became quickly apparent to
the magic of the Greysronc of Gargath. Thts Ergoth expansion in 2189 PC. The borders Duncan , king of the Thorbardin dwarves. His
story is told in the beginning of this section that were established between them held until nation had only a small food reserve and he
(page 49). the Ergoth expansion eastward ran into the couldn't hope to feed both those inside the
The dwarves themselves, however, stub- Silvanesti borders. With nowhere else to mountain and those in the fields beyond. !He
bornly cling to another view of their genesis. establish new colonies, tensions between the reasoned that the dwarves in the fields at least
They believe that they were the last beings cre- dwarves and Ergoth began to heat up. The sit- had a chance of surviving but that those inside
ated by Reorx and that th ey were made in his uation became uncontrollable in approxi- had none if the food supply had to be divided
image. Reorx, they say, learned from each of mately 2142 PC when Ergoth began mining among the entire nation. So he reluctantly
his creations until he knew the perfect form to operations in the Kharolis mountains. Border ordered that the gates to the outside world be
make his own people- the dwarves, of course, clashes between the dwarves and the humans closed, leaving those dwarves who were ou t-
represent this perfect form. While the rest of became more frequent. side the mountain to fend for themselves.
the continent accepts the Greysronc theory In an effort to avoid another p rolonged war The hill dwarves , for that is what t he
over this tale, all know better than try to prove (Ergoth had just fought the Kinslayer War), dwarves who lived outside had come to be
this point to a dwarf. The idea that dwarves the Swordsheath Scroll was signed . This cre- called, fled back toward the safety of thei r
are related ro kender and gnomes is one that ated a new state (Qualinesti) for the disaffect- ancient capital only to find the gates shu t to
can cause a full-scale war with a dwarven ed Silvanesti elves. Qualinesti was placed them and no answer to their pleas. The hill
nation. between the Thorbardin dwarves and t he men dwarves of that region call this deed the Great
T here are other mysteries in the dwarvcn of Ergoth to ease the friction between the two Betrayal , an act that sparked the still-
past as well. Long before the Empire of !star nations. smoldering hatred between the hill dwarves
blossomed, a g reat kingdom of dwarves Much to everyone's surprise, the Qualinesti and the mountain dwarves of Thorbard.in.
known as the Kai-Thax existed that extended elves (who were more friendly to the dwarves The Dwarfgare Wars were an attempt by the
from Karrhay into the very plains of !star. than others had been) became fast allies of hill dwarves and their human allies to retake
Quevalin Soth allegedly visited this realm Thorbardin . As a symbol of the unity between Thorbardin.
in his travels and he supposedly wrote: "The the elves and dwarves, they jointly constructed To this day, most extant dwarf kingdoms
kingdom left the ground above to its natural Pax Tharkas in the pass between their nations. remain shut against the outside world. Most
and pasroral state while below its surface was Other dwarven kingdoms were also rising at dwarves that are commonly met are of hill
the greatest civilization my eyes have yet this time . The kingdoms of Zhakar in the dwarf descent. The hatred between these two
beheld. Unmeasured were its caverns, their Khalkist Mountains and Kaoly n in the groups still remains high.
depths untold and their beauty beyond Darkenwal south of Solamnia both waxed in
description. And in all its splendor and won- power as Thorbardin was completed. (Though
der, never once was the nature of the gods Kaolyn suffered greatly from oppressive Special Abilities of Krynn Dwarves: The
tampered with. Millions upon millions of Ergothian rule and did not grow as quickly as dwarves of Krynn have the special abilities
dwarves labored here in unity and peace ; their the other kingdoms.) The dwarves ofZhaman granted dwarves as given in the Player's Hand-
works were beyond any to be found in all the saw the surface of Ansalon being claimed and book. This includes saving throw bonuses
realms of the sky!" fought over by many nations and did what against m agic and poisons, infravision , m in-
Similar tales from the Age of Might echo dwarves do best-they took their kingdom ing informat ion skills, and com bat bonuses
t hese remarks, although there still remains underground where no nation would bother against certain monsters.
some question as to whether the kingdom them.
actually existed or was simply a product of fan- These dwarven kingdoms were generally

65
hill OWaRV€5

h1U bwaRV€S hiStORY


hill 0waRV€S The history of the mountain dwarves is
(jam€ StatistiCS recounted at the beginning of this section . In
recent yea.rs, some outsiders have gained
Hill dwarves have deep tan to light brown Gencratm, Abilicia: The initial ability entrance to the mountain kingdoms. At least
skin and ruddy cheeks and bright eyes. Their rolls are modified by a -1 penalty to Cha- one entire nation of refugees was allowed to
hair is brown black or gray. They favor earth risma and a + 1 bonus to Constitution. The move through the southern gate ofThorbard-
tones in their clothing although they will minimum and maximum ability !Cores for in after the group's extraordinary needs were
occasionally wear something bright. Hill Hill Dwarves ~ as follows: presented to the ruling Council of Thanes.
dwarves have deep voices and actually sing
quite well, but getting one to do so requires Hill Dwarf Ability Scora
exceptional skill in diplomacy.
Ability Minimum Maximum
phalosophi€S
Strength 9 18 Communities of mountain dwarves have
hiStORY Intelligence 3 18 enough problems to keep them occupied
Wisdom 3 18 without looking for more trouble in the out-
Hill dwarves were a pan of the mainstream Dexterity 3 17 side world. With the number of classes and
dwarven society until the Cataclysm. At that Constitution 14 19 clans that exist within a community, there is
time, they were not permitted to rerurn to Charisma 3 12 continuous political friction between the vari-
their former homes and were forced to Live ous factions in the mountain. This keeps the
permanently above g round. They have
remained here more out of obstinacy than for
Hill Dwarf aa. limits dwarves too busy to pay much attention to the
matters of the outside world. They are not
lack of suitable mountains to delve. a.. lluimiUil Lne1 interested in helping others or even in listen-
Hill dwarves are considered Neidar dwarves Cavalier NJE• ing to their troubles unless they can be shown
by the mountain dwarves. This refers to their Paladin N/E • that the maner affeccs them somehow.
former clan status before being exiled from Knight of the Crown N/E •
the mountain (see mountain dwarves below Knight of tbe Sword N/E•
for further descriptions). Knig ht of the Rose NtE• SOCI€ty
Fighter Unlim
Barbarian Unlim The dwarves of the mountains have tradi-
Phlloso p ht €S Ranger 8 tionally been organized into clans. Each clan
Magic-User (Renegade) N/E• is led by a thane who acts as its representative
Hill dwarves are as srubborn as their under- NtE• to the Council of Thanes. The council consists
Illusionist (Renegade)
ground cousins {though each group claims to of nine members. These nine chairs represent
Wizard of High Sorcery N/E •
be more stubborn than the other). They tend the following groups, each of which is
Thief 10
to be rough and coarse and lack some of the thought of as a separate race.
refinement of their underground fellows.
Thief/ Acrobat 15
Cleric (Heathen) NtE• Hylar: This is the oldest and most noble of
They complain often but usually do so to hide the dwarven races. Most of the great dwarven
Druid (Heathen) N/E •
the fact that they have a rather pleasant and kings have been Hylar. The Hylar traditionally
gentle nature. Holy Orders of tbc Stars 10
live in the best accommodations that the
• N / E means not eligible for that class. nation can provide and are great craftsmen.
SOCI€ty
HiJI dwarves have small communities that mountain bwaRves PC mountain dwarves ~ always of the
Hylar clan.
live in above-ground villages. Unmarried hill
dwarves often set out on their own, only occa- app€aRan C€
sionally rerurning to their original clan. The
hill dwarves have maintained the clan system Mountain dwarves have light brown skin Theiwar: These are a strange and degener-
that dates from times long before the Cata- and smooth cheeks and bright eyes. Their hair ate race of dwarves. They bate light and
clysm. They do not, however, come together is brown, black. gray, or occasionally white. indeed suffer from nausea in sunlight. Never-
in groups larger than their local clans as the They favor earth tones in their clothing. theless. their dreams are of world conquest
clans tend to be suspicious, if not hostile to Since mountain dwarves have a wide vocal and domination. Of the dwarven races, they
other clans. range, communities often form choruses of are the most concerned with spells and magic;
dwarves that sing the traditional songs of the most of their leaders have spell-casting abili-
mountain dwarves. These songs can some- ties. The Theiwar consider themselves the
times be heard echoing through the moun- highest of the dwa.rven races and seek to wrest
tains where the dwarves live. leadership away from the controlling council.
They want to take control by whatever means
are necessary-including civil war.
Daewar: This clan is justly respected and

66
4Ully bWaRV€S

many important leaders have come from their tied and splotched skin is not uncommon,
midst. The Daewar are great fighters and were and a few have a dirty gray-brown skin rone.
in the forefront of the Dwarfgate War at Thor- mountain OwaRves Male gully dwarves wear long, scruffy beards;
hardin. Now they defer leadership to the females have cheek hair but no beards. Hair
Hylar but take an active interest in public (jam€ StatiStiCS color is usually dirty blond , brown, rust , gray,
safety and public works. Generating Abilities: The initial ability or dull black. Eye color can be watery blue,
Daergar: These are dark dwarves who split rolls are modified by a - 1 penalty to Cha- dull green, brown, or hazel.
off from the Theiwar many hundreds of years risma and a + 1 bonus to Constitution. The Gully dwarves don't appear to be as heavy
ago. Their culture flourished and is now wide- minimum and maximum ability scores for and stocky as other sorts of dwarves. They also
spread and powerful. They are, if possible, mountain dwarves are as follows: have narrower fingers and limbs. Pot bellies
even more dangerous than their Theiwar cous- are very common among both sexes, and gully
ins, favoring murder, tonure, and thievery to Mountain Dwarf Ability Scores dwarves develop wrinkles quickly after age 2 5.
get their way. Their leader is always the most
powerful warrior of the Daergar kingdom, Ability Minimum Maximum
elected in a bloody combat to the death. Strength 8 18 hiStORY
Neidar: The Neidar are hill dwarves who Intelligence 3 18
Wisdom 18 Gully dwarves have an extensive oral tradi-
lived outside Thorbardin at the time of the 3
Dexterity 3 17 tion of their origins and history. Unfortu-
Cataclysm. They arc no longer represented in nately, no two gully dwarf clans agree on any
the Council of Thanes-a situation many hill Constitution 12 19
Charisma 3 16 relevant details. The stories are very colorful
dwarves would like to remedy. and entertaining to others, though gully
Klar: The Klar are hill dwarves who lived dwarves take them very seriously.
inside Thorbardin at the time of the Dwarfga- Mountain Dwarf Class Limits
For our purposes, we turn to other sources.
te War. Following the war, the Klar were Class Maximum Level The tale of the Greystone of Gargath tells of
deprived of propeny and persecuted terribly Cavalier 8 how the dwarves and kender came into being.
for their supposed sympathy for the Ncidar Paladin 8 In the years that followed, a few intermar-
(in fact , many Klar fought with bravery on the Knight of the Crown N/E* riages between gnomes and dwarves occurred
Hylar side). Now, they serve the wealthy Knight of the Sword N/E * in isolated communities across Ansalon. Sur-
dwarves of Thorbardin in menial roles. After Knight of the Rose N/E * prisingly, the children of such marriages
centuries of suffering, they look for a leader to Fighter Unlim proved to be of an entirely new race, with their
deliver them from thei r plight. Barbarian N/E* own particular characteristics. The members
Aghar: These are gully dwarves. Sec that Ranger N/E * of this new race lacked all the better qualities
section for a description of this race. In the Magic-User (Renegade) N/E* of their parents.
dwarven kingdoms they work in menial, dirty lllusionist (Renegade) N/E * Further intermarriages were banned by
tasks, but that is all they are qualified to do. Wizard of High Sorcery N/E* dwarven and gnomish societies. Members of
They have a seat on the council but the gully Thief 8 this new race were driven out of their own
dwarf representative soon learns to just sit in ThiefI Acrobat 10 clans, particularly by the dwarves, who regard-
his chair and not say or do anything. They Cleric (Heathen) N/E * ed them as a blight. This new dwarven race
generally sleep through such meetings, much Druid (Heathen) N/E * became known as the A ghar ("the
to everyone's relief. Holy Orders of the Stars 10 anguished "). Humans later christened them
Kingdom of the Dead: The dwarves vener- gully dwarves, noting the race's low status and
ate their dead and consider the Kingdom of * N /E means not eligible for that class.
poor living conditions.
the Dead to be the 8th Kingdom. This has lit- The Cataclysm was at once the curse of the
de practical effect on polilics but has a pro- world and the salvation of the gully dwarves.
found effect on dwarven thinking about the
afterlife. Dwarves use a variety of divination Cjully bwaRv€s The destruction of civilization in Ansalon
opened up dozens of deserted, ruined cities to
methods-some real, others only habitation by wandering gully dwarf tribes.
superstition- to contact their ancestors.
The High King: The High King is chosen
(aqhaR) Soon once-mighty towns like Xak Tsaroth
became havens for the Aghar. Undisturbed by
by acclamation of the Council of Thanes and appeaRance the rest of the world , the gully dwarves were
must be ordained by the people. The king can free to establish their own cultures-such as
be from any clans, but he rules all of the clans. Gully dwarves a re short, squat demi- they were.
humans, averaging four feet in height ; they
have an average weight of 100 lbs. , give or
take about 10 lbs. Females tend to be slightly PhiLosophies
smaller than males. Aghar are physically
much like other dwarves, except that they are The most important facets of a gully dwarfs
often covered with scars, boils, sores, and filth personality are generally agreed to be survival
due to their living conditions. instinct, pride, endurance, and stupidity.
Gully dwarves have skin tones ranging from Though derided by other intelligent races of
olive brown to a light parchment color. Mot- Ansalon , gully dwarves continue to thrive

67
IRba

under conditions that would have broken


man y others.
(jully OwaRves
Gully dwarves are born to survive; they
skillfully avoid exposing themselves to harm
and regard cowardice as a vinue. G roveling The Irda are tall, slender creatu res, averag-
has been raised to the level of an an form in ing six feet in height. The females tend to be
their society. as tall as the males. Although slender, their
The stupidity of gully dwarves is legendary. strength is readily apparent in their strong
They can grasp the concept of a single item musculature. Their skin tones range from
and of a group of items, but they cannot dis- midnight blue to a deep sea green. Their hair
tinguish between large groups and small is often black but sometimes silver or white; it
groups. Most Aghar don· t recognize numbers is always carefully combed and kept. Their
greater t han one, which may derive from the drawn faces and drooping eyelids give the
fact that they do not recognize the needs of impression that they are bored or uncaring.
anyone other than themselves. Any number Their eyes are almost always silver-colored.
greater than one is called " two," which simply The Irda move with a fluid motion so grace-
means "more than one." (jam€ StatiStiCS ful that it is a joy to watch. Their voices are the
Although considered foolish by all other most extraordinary in Krynn, rivaled only by
races, gully dwarves are a proud folk and act Generating Abilities: The initial abilities
those of the sirens.
with great seriousness. They te nd to have for a guJiy dwarf are generated using special The Irda have innate shapcchanging abili-
inflated ideas of their own places in the g rand dice rolls, to reflect their unique nature. The ties and can disguise their size and true nature
scheme of things: puncturing their egos is an foiJowing table shows maximum and mini- in many ways. They can change their height
almost impossible task. mum ability scores well as the dice to roll:
by as much as two feet and can attain the fea-
tures of any humanoid race (particularly elves,
Golly Dwarf Ability Scores half-elves, and humans). This shapechanging
SOCI€ty Ability Minimum Maximum ability requires several years of practice to per-
Gully dwarf communities are usually quite RoU fect . Usually Irda learn to shapechange into
sma.ll. Aghar prefer to live in extended family Strength 6 18 one form perfectly and then use that form
units, called clans. which have 2-20 members. 4d4 +2 over and over.
Some very large clans can have up to 60 mem- Intelligence 3 9
bers. Most live in villages abandoned by pre- 2d4+1
vious owners or in the wilderness in old mines Wisdom 3 9 hiStORY
and caves. Small clans may live in the slums 2d4 + 1 During the Age of Dreams, the newly cre-
and refuse dumps oflarge cities; several major Dexterity 6 18 ated beings of Krynn awoke to the first dawn
cities in Ansalon have gully dwarves living in 4d4+2 of the world. Legends from that time (mostly
their sewer systems. The leader of a clan is Constitution 3 12 passed down through elven bards) say the
responsible for keeping the family together 3d4 elves were the first to awaken. This was not so:
and is the sole voice of authority (although his Charisma 3 9 the ogres were the first.
authority is frequently questioned). 2d4+1 In the dawn of the world, the ogres were the
Occasionally, severa l clans live together, fairest of the races and were truly immortal.
usually in a ruined or abandoned city. Major Gully Dwarf Class Limits Their dark grace and cold beauty was unsur-
Aghar communities hold between 40 and 400 passed by any of the races that arose. Yet their
Class Maximum I.nel
adult dwarves and a similar amount of chil- hearts were cold and bent toward evil.
Cavalier N IE •
dren. At least two clans are present and some- The Irdanaiacb , a book unknown among
Paladin N IE •
times as many as five. men of Ansalon, tells a tale of the most
Knight of the Crown N IE •
Each clan has a chieftain a nd the strongest. ancient days. When ogres walked the world in
cleverest, and most charismatic of these chief- Knight of the Sword N IE •
Knight of the R~ NIE • beauty and power, men awoke and had deal-
tains becomes the local king . Kings are served ings with this evil race. In this exchange, the
Fighter 6
by bodyguards and by a completely chaotic humans unwittingly gifted Igrane, a great and
hierarchy of lesser functionaries with no clear- Barbarian 7
lUnger N IE • powerful ogre d anleader, with free will. For
ly deftned roles or duties. this Igrane both cursed and blessed men, for
Because of gully d warves' egotism and Magic-User (Renegade) NIE •
Illusionist (Renegade) NIE • he looked upon the world with new eyes.
inability to count, it is not unusual to find a The gift spread among his clansmen until
Wizard of High Sorcery NIE •
succession of kings with the same name, each they all saw the curse of evil and the future of
calling himself "the First." Thief 8
ThiefI Acrobat 8
Cleric (Heathen) NIE •
Druid (Heathen) NIE •
Holy Orders of the Stars ~
• NIE means not eligible for that class.

68
kRynn mmotauRs

destruction and debasement that it held for ning of the world. She now sought to destroy Barbarian N/E •
them . They tried to convince other ogre clans them. The battle was fought by titanic magi- Ranger Unlim
of their folly but kindled anger. Civil war cal forces and the Dark Queen's anack was M2gic-User (Renegade) N/E •
erupted among the ogres. The Ogre Wars of eventually repelled , but not before many Jrda Illusionist (Renegade) N/E•
the Age of Dreams were fought in places hid- were captured and taken to Ansalon. Wizard of High Sorcery Unlim
den from the eyes of men . When the War of the Lance ended, many of Thief Unlim
So it came to be that the Irda, as the the surviving captives were freed . Those Irda Thief/ Acrobat Unlim
enlightened ogres called themselves, removed now wander the land in disguise trying to find Cleric (Heathen) N/E •
themsc:lves from contact with the rest of the their way back to their homeland . They are Druid (Heathen) N/E •
world. The Irda found a haven on a distant isle usually alone, but occasionally small groups of Holy Orders of the Stars Unlim
and confused the way behind them so that two to 10 Irda arc found traveling the lands of
• N/E means not eligible for that class.
they might live undisturbed. The ogres who Ansalon . Families are sometimes encoun-
did not fo resee their debasement eventuall y tered; the parents' fondest wish is to find a
way to their island home, if not for them- Special Abilities: The Irda are the only race
fulfilled the Irda's vision and became uglier
t hat can learn shapccha.nging as a proficiency.
and more misshapen until their appearance selves, then at least for their children.
In addition, due to their special knowledge of
marched the evil in their hearts. The relative security of their island enabled
magic and its workings, each cleric or wiza.rd
With the coming of the Cataclysm and the the Irda to hone their magical skills to a fine
gains one additional spell of the highest level
War of the Lance, the Irda were forced to art. Combat skills, however, are uncommon
he can cast.
recant their policy of total isolation. Now they among them.
have begun to send their people into the A variety of magics protect their island from
world to establish a tentative contact with oth- being found, but the wandering Irda can hear
er nations of the world. the telepathic call of their homeland during
High Sanction for Solinari. During these knynn ffi1notauns
times they can find their way across the sea to
Phtlosophtes their home (but only if they have the means to appeaQanc€
The Irda are a peaceful race who mean no cross the sea). Unfortunately the journey lasts
far longer than the duncion of High Sanction Krynn minotauiS arc gargantuan brutes
harm to the world at large. They only wish to over seven feet in height. They have short fur
gather their lost children (those Irda captured and few lost Irda ever return to their home-
covering their massive muscles; the fur ranges
by the Dragonarmies during the War of the land on their own.
from a red brown to almost black. Their faces
Lance-see below) back to the hidden isle of are brutish and ugly by human standards,
the Irda. reminiscent of those of bulls. They have short
The Irda's biggest difficulty is the supersti- horns that grow from their edges of their fore-
tions that men have developed about them heads to a length of six to 12 inches for the
over the years. Tales are told of the terrible, (jame StatiStiCS females and one to two feet for the males.
ancient ogres who would return one day to Minotaurs wear clothing , usually a harness
bring death and destruction. Jrda who have Generating Abilities: The initial ability and leather skirt. The harness carries weapons
been discovered are almost always hunted by rolls are modified by a - 2 penalty to Consti- in convenient locations as well as decorations
the populace. Evil beings wlho try to ally with tution and a + 2 bonus to Dexterity, Intelli-
from previous battles and victories. The mino-
the Irda soon find out that the Irda are good gence, and Charisma. The minimum and raurs' favorite weapon is a double-edged axe,
and try to destroy them as well. maximum scores for Irda arc as follows: although many minotaurs have been known
to usc a broad sword in each hand .
lrda Ability Scores Minotaurs were created during the Grey-
SOCIEty Ability Minimum Maximum Stone's passage through Ansalon and arc
The Irda have been ruled by an unbroken Suength 12 18 descended from the original ogres. Suggesting
chain of royal lineage since the beginning of Intelligence ) 20 w a minotaur that he is descended from a cow
the world . Except for the lrdanaiach , they Wisdom 10 18 (a common mistake for humans) is the dead-
keep no historical records. The balance of Dexterity 8 20 liest insult one can offer a minotaur.
their writings contains reflections on their Constitution 12 16
conditions and general observations on natu- Charisma 1) 20
ral sciences and the arts. The lrda live on an htstoQy
island some distance north of Ansalon . lr is lrda Class Limits The minotaur race has been oppressed
here that they have sheltered from a barbaric through most of its history. The legends of the
and unsympathetic world . Class Maximum Level
Cavalier Unlim minotaurs speak of the time during the Age of
Their life of pastoral bliss was, however, Twilight when their nation was enslaved by
Paladin Unlim
upset by the Cataclysm. With the reappear- the Kal-Thax dwarves. The legends say that
ance of dragons in Krynn , the lrda's home was Knight of the Crown N/E •
Knight of the Sword N/E • the minotaurs destroyed that dwarvcn nation.
soon discovered by the servants of the Queen but most scholars tend to dismiss this claim.
Knight of the Rose N/E •
of Darkness. The Queen had been much The minotaurs dwelt in scattered groups
Fighter Unlim
aggrieved by the loss of the lrda in the begin- without a nation or identity until late in the

69
kRynn mmotauRs

Age of Twilight when they began to gather in Families are the foundation of minotaur Krynn Minotaur Class Limits
the eastern regions of !star. There they estab- society; the honor of one's family is held Maximum Level
Class
lished the first minotaur kingdoms of Mithas supreme above all other considerations. Mino- N/E •
Cavalier
and Kothas. Two kingdoms seemed a better taur clerics invariably worship only one god: N/E*
Paladin
idea to the competitive minotaurs. They soon Sargas. This god is known as Sargonnas to the
Knight of the Crown N/E •
developed shipbuilding to a fine an and their Solamnics. N/E*
Knight of the: Sword
navigational skills remain some of the finest in Knight of the: Rose: N/E •
the world. Fighter Unlim
This time of power was soon to end. With Barbarian Unlim
the advent of the Istar Empire, once again the Ranger 8
minotaurs were brought into slavery, though Magic-User (Renegade) N/E •
at a great price to both armies. This continued Illusionist (Renegade) N/E •
until the Cataclysm, which the minotaurs saw Wizard of High Sorcery 14
as divine intervention on their b.ehalf. The Thief N/E •
minotaurs soon afterward set sail for the newly Thief / Acrobat N/E •
created islands that were all that was left of Cleric (Heathen) N/E •
Mithas and Kothas. With their nations now Druid (Heathen) N/E •
separated from the land by the Bloodsea, they Holy Orders of the Stars 10
could attain the true power they always knew
they deserved. • N / E means not eligible for that class.

Ph•losophi€S
Minotaurs firmly believe in the superiority
of their race and in their ultimate place as the
rulers of the world. It is their destiny to bring
the rest of Krynn under their rule.
They wilJ go to any lengths to achieve domi-
nation over others. They are ruthless in battle
and cold in their justice. They believe that the
weak should perish and that might proves
right. It is, to them , the natural process of life.
From their youth, minotaurs are trained for
strength, cunning, and intelligence. The goal
of this training is combat in the Circus, an
annual contest that acts as a minotaur's rite of
passage into adult society.

SOCI€ty
Minotaur society is built upon the principle
that might makes right and that no consider- k~n ffilnOtaURS
ation of justice is necessary. The minotaurs are Gam£ StatiStiCS
lead by an emperor who resides in the city of
Nethosak on Mithas. Under the emperor is a Generating Abilities: The initial ability
Supreme Circle of eight minotaurs. The rolls are modified by a - 2 penalty to Wisdom
Supreme Circle deals with the day-to-day and Charisma and a + 2 bonus to Strength
administration of the government. All posts and Constitution. The minimum and maxi-
are won by the strongest and cleverest mino- mum scores for minotaurs are as follows:
taurs as proved by combat in the Circus. (All
determinations of rank and justice take place Krynn Minot2ur Ability Scores
in the Circus.) Ability Minimum Maximum
Minotaurs claim to have the only truly class- Strength 12 20
less society. Anyone can become the Intelligence ~ 18
emperor-all he has to do is defeat the current Wisdom 3 16
emperor in single combat in the Circus. Mino- Dexterity 8 18
taurs are trained from youth for specialized Constitution 12 20
roles to which they seem most suited. This Charisma 3 16
most often involves seamanship.

70
chaRacteR PROf:1Cl€0Cl€S
~=====3\E
S~~~==========~~~~~~·~~~~~=~

subsequent Proficiency Checks for that profi- • These require a Proficiency Check each
nonweapon ciency. A roll of 19 or 20 still means failure,
however.
time they are used.

PRO~ICI€0CI€S If the player desires further improvement, Books in Table:


additional die-roll modifiers of -2 arc DSG = Dungeoneer's Survival Guide
Choosing Skills: The selection of non- applied for every additional proficiency slot WSG = Wilderness Survival Guide
weapon proficiencies for a character is basi- dedicated to this proficiency. DLA = DRAGONLANCE Adventures
cally up to the player. However, in the interest The proficiencies that can be used in Krynn
of faithfu l and accurate role playing. it is rec- arc as follows: The airborne riding proficiency covers rid-
omme nded t hat the player take into account ing creatures such as griffins, pegasi, and the
the background of his character. This should DRAGONLANCE® Saga Proficiencies like, but not dragons. Dragon riding is treated
eliminate ini tial non weapon proficiencies that as a separate proficiency.
Slots Approp. Found
are illogical for that character. Proficiency Req. Ability in Book
The player should also be careful when select-
ing proficiencics as his character gains experience
Alert ness
Animal Handling
1
1
Wis
Wis
WSG
WSG
n ew pno~•c•enc•es
levels and becomes eligible for more proficien- Animal Lore lnt WSG Astrology: This proficiency enables a char-
cies. Unless a character has spent a lot of time Animal Noise Wis DSG acter to read the stars for information concern-
with dragons, for example, he should not Animal Trainer 1* Wis DSG ing his future. The Proficiency Check is made
acquire proficiency in dragon riding. Armorer 2* Int DSG by the OM. If successful, the character sees a
Ultimately. all proficiency selections are Astrology 2 lnt DLA general condition that he is likely to encount-
subject to the approval of t he Dungeon Mas- er within the next 30 days. This may be a great
Blacksmith Su DSG
ter. If he feels that a player character's profi- Blind-fighting DSG battle. an enemy who will become a friend, an
ciency selection is illogical, then he is Boating Wis DSG imponant encounter, etc. If unsuccessful,
obligated to refuse to allow that selection. Boarwright Int DSG then the anempt gives similar information
Success and Failure: Having a nonweapon Bowyer I Fletcher 1* Dex but it is inaccurate.
DSG
proficiency does not mean that the character Dragon Riding: This is identical w air-
Carpenter 1 Str DSG
automatically succeeds in actions governed by Charioteering 1 Dex WSG borne riding except it deals exclusively with
that proficiency. Depending upon the panic- dragons. A character needs to check this skill
Direction Sense I Wis DSG
ular proficiency or the circumstances sur- when attempting combat on dragon back with
Endurance 2 DSG
rounding the use of the proficiency, it is a mounted lance or when he is attempting
Fire-build ing Wis DSG
sometimes necessary for a character to make a Fishing 1* Wis special maneuvers (such as a loop) with his
DSG
successful Proficiency Check to use the skill. Foraging 1 Int WSG dragon.
A Proficiency Check is accomplished in the
Fungus Identif. 1 Int DSG
same way as an Ability Check. The player rolls
Gem Cutter 2 Dex DSG
1d20, applies any modifiers, and compares Healing 2* Wis DSG
the result to t he character's ability score that
Hunting 1 Wis WSG
relates to the proficiency being used. If the
Leatherworker Int DSG
mod ified die ro ll resu lt is less than or equal to Miner 2* Wis DSG
the score of the appropriate ability, the Profi- Mountaineering 1 DSG
ciency Check is successful. ( In cenain circum-
Plant Lore 1 Int WSG
stances, the Dungeon Master rolls the
Potter 1 Dex DSG
Proficiency Check and he may or may not Rid ing, Airborne 2 Wis WSG
reveal the result to the player.) Riding, Dragons 2 Dex DLA
Any die roll of 19 or 20 on a Proficiency
Riding. Land-based Wis DSG
Check indicates automatic failure, even if
Rope Use 1 Dex DSG
modifiers would bring the result down into
Running 2 Con WSG
the range needed for success. Also. for the Slow Respiration DSG
purpose of a Proficiency Check, any abiliry
Smelter Int DSG
score greater than 18 is treated as an 18. This
Sound Analysis 1 Wis DSG
means that a character with an ability score of
18 or greater always has at least a 10% chance
Stonemason 1 Str DSG
Survival, Cold 1 WSG
(2 in 20) of failing a Proficiency Check. Survival, Desen 2 WSG
Improving Proficiencies: When a character
Survival, Heat WSG
gains an additional nonwcapon proficiency Swimming 1 Su DSG
slot at 3d and higher levels. the player can Tracking 1 WSG
improve the character's ability in an existing
Weaponsmith 3* lnt DSG
proficiency rather than acquire a new profi.
Weather Sense 1 Wis WSG
ciency. If a proficiency slot is used to improve
an existing proficiency, the character receives
an automatic die-roll modifier of - 2 on all

71
Q8or r
CR€atUR€S Oj: kRynn
~~===3l83~E===========~~~~~·~~~~~~~

swords. Baaz are the common soldiers. the aw~aks


Common bulk of the troops. They are often used as
scouts since they can disguise themselves in Auraks arc the special agents of the Dragon
Highlords. They are the most powerful of all
CQ€atUQ€S 0~ robes. The Auraks are rare and special gen-
erals of the draconian armies. They arc also draconians and the most devious. In natural
used as special agents who can pass undetect- form, Auraks appear to be 7-foot-tall. sinewy
an salon ed among humans. draconians with short tails and no wings.
Draconians arc created by corrupting good Auraks cannot fly, but they move as fast as
Much has already been said about the ori-
dragon eggs. Baaz arc derived from brass eggs, other draconians on the ground. Auraks pos-
gins of the unusual races ofKrynn. Many crea-
Bozaks from bronze eggs, Kapaks from copper sess a limited ability to dimension door three
tures that arc common ro other worlds arc also
eggs. Sivaks from silver eggs. and Auraks from times per day at will. Their most feared form
found in Ansalon. These creatures arc best
gold eggs. These arc the eggs that the Queen of attack is their mind control (sec page 74).
described in ocher books. However, the statis-
tics for most creatures of Krynn can be found of Darkness swore to protect in return for the
on page 115 and 116. good dragons' pledge not to interfere in her
war against the peoples of Krynn. aUI~aks
The corruption of the eggs is the work of an
evil triad, Wyrllish the cleric, Dracart the FREQUENCY: Rare
UnJQU€ CQ€atUQ€S mage, and the ancient red dragon Harkiel, I APPEARING: 1-2
the Bender. Through arcane spells they cause ARMOR CLASS: 0
o~ ansalon the eggs ro grow and their occupants to multi- MOVE: 15"
ply. Then Wyrllish opens the gate co the Abyss H ITDICE: 8
While most creatures encountered on % IN L\IR: 10%
Krynn arc commonly found in many uni- and the abishai. the Dark Queen's minions,
rush forth to inhabit the new bodies. Dracon- TREASURE TYPE: K . L, N, V
verses, there are also many that arc special to I ATTACKS: 2 or 1
this universe alone. Such sp ecial creatures are ians arc creatures of magical origin and when
they arc slain. the odd enchantments that DAMAGE: IdS+ 2 (x2) or spell
presented here in greater d!ctail. SPECIAL ATTACKS: Spells & Breath
formed them create spectacular death scenes
(see the draconian descriptions). SPECIAL DEFENSES: Save at + 4
MAGIC RESISTANCE: 30%
Onacon1ans While units of draconians arc often found
INTEWGENCE: Exceptional
in evil human armies, they remain aloof from
Draconians, or Dragonmc:n, arc the special other races. They answer directly to the Queen AUGNMENT: Lawful Evil
troops of the Dragon Highlords. They arc of Darkness despite the command structure of SIZE: M (7ft.}
more predictable than human forces and more the army they are in . XP VALUE: 1,800 + lOihp
apt to follow orders than the ogres and goblins
that make up the bulk of the army. Dracon- Auraks can dimension door up to 6" away,
ians arc not frightened by dragon awe, rather three times per day at will.
they seem co rally around the evil dragons. The senses of Auraks arc heigh tened so that
There arc five types of Draconians: the stony they have infravision good to 60 feet, and can
Baaz, the magic-wielding Bozaks, the poison- detect hidden and invisible creatures within
tongued Kapaks, the shape-shifting Sivaks. 4". They can also see through all ill usions.
and the mind-bending Auraks. Auraks have several natural defenses that they
The first four rypes of draconians have can invoke at will. They can turn invisible
wings. but of these only the Sivaks can truly once each turn until they attack . They can
fly. They move either by walking upright. gli- polymorph self into the shape of any animal
ding down from heights, or running on all their size, three times per day. But the most
fours while flapping their wings. This Iauer diabolical ability is to change self three times
form of movement enables them to move very per day to resemble any human or humanoid
fast along the ground (sec the bracketed and to perfectly imitate its voice. This effect
movement rates under " Move" in the listings only lasts for 2d6 + 6 rounds.
of draconians' statistics) and the dust cloud Auraks have three modes of attack. They
kicked up by their wings makes them a very can generate blasts of energy from each of
intimidating sight in battle. The fifth type of their hands ( l d8 + 2 points of damage with
(jraconian, Auraks, have no wings but possess each), Striking targets up to 6" away. When
a limited dimension door ability. using change self, they appear to be using an
Draconians serve many roles for the Dragon appropri2tc weapon, but arc really attacking
Highlords. Kapaks, wielding poison blade with energy blasts. They can also attack with
and arrow, arc used as assassins and archers. claws and fangs ( ld41ld41ld6). Three times
The magic-using Bozaks are used as special per day they can breathe a noxious cloud (five-
forces and as commanders of squads of Baaz. foot range). Victims caughr in the cloud must
Sivaks form the elite forces, wearing heavy roll a successful saving throw vs. breath weap-
armor and easily swinging two-handed o n (for half damage) or suffer 20 points of

73
ORacomans

damage and be blinded for 1d4 rounds. when they can get away with it. Baaz are often Bozaks
Auraks can also cast two 1st- to 4th-level encountered in disguise. They conceal their
magic-user spells. Their preferred spells wings under robes and, wearing large hoods Bozaks are magic wielders and can cast
include these: enlarge, shocking g12Sp, ESP, and masks, pass through civilized lands as spells as 4th-level magic users. They are cruel
srinking cloud, blink, lightning bole, fire spies. and very cunning warriors, sparing a life only
shield, and wall of fire. if it benefits them. Their favored spells: burn-
The Auraks' most insidious power is mind ing hands, enlarge, magic missile, shocking
control. They can use suggestion once per tum Baaz grasp, invisibility. levicace, stinking cloud,
at will, but they must concentrate. And once and web.
FREQUENCY: Uncommon
per day they can mind control one creature of
I APPEARING: 2d 10
equal or fewer hit dice for 2d6 rounds through
unbroken concentration. Mind control lets .ARMOR CLASS: 4 Bozaks
MOVE: 6" /(l~w)/ 18"
the caster control the actions of the target as if FREQUENCY: Uncommon
HIT DICE: 2
it were his own body. The target must roll a I APPEARING: 2d10
%IN LAIR: ~%
successful saving throw vs. breath weapon to
avoid the effect. TREASURE TYPE: J, K, L, U ARMOR CLASS: 2
I ATTACKS: 2 or 1 MOVE: 6" / (1~" ) /1 8"
When an Aurak reaches 0 hit points, it does HITDICE: 4
DAMAGE: 1d4/1d4 or by weapon
not die, but immolates itself with eerie green %IN LAIR: 15%
SPECIAL A'ITACKS: None
flames and enters a fighting frenzy ( + 2 to hit TREASURE TYPE: U
SPECIAL DEFENSES: None
and damage). Anyone attacking it suffers 1d6 I ATTACKS: 2 or 1
MAGIC RESISTANCE: 20%
points of damage each round from the flames, DAMAGE: 1d4/ 1d4 or by weapon
INTELLIGENCE: Average
unless a successful saving throw vs. petrifica- SPECIAL ATTACKS: Spells
ALIGNMENT: Lawful Evil (Chaotic)
tion is rolled. Six rounds later, or when the SPECIAL DEFENSES: Saves at + 2
SIZE: M (5 112 ft.)
creature reaches - 20 hit points, it transforms MAGIC RESISTANCE: 20%
XP VALUE: 81 + 1/ hp
into a whizzing ball of lightning, striking as a INTELLIGENCE: High
13-HD moosrer and causing 2d6 points of ALIGNMENT: Lawful Evil
When a Baaz reaches 0 hit points, it turns
damage to th* struck. Three rounds later it SIZE: M (6ft. +)
into a stone statue. The person who struck the
explodes with a thunderous boom, stunning XP VALUE: 175 + 4/hp
death blow must make a successful Dexterity
all within 10 feet for 1d4 rounds (2d4 if
Check with a - 3 penalty or his weapon is
undetwater) and causing 3d6 points of dam- When a Bozak reaches 0 hit points, its scaly
stuck in the statue. The statue crumbles to
age to all within 10 feet (no saving throw flesh shrivels and crumbles from its bones in a
dust within 1d4 rounds, freeing the weapon.
allowed). Any items within range must save cloud of dust. Then the bones explode, caus-
Its armor and weapons remain.
vs. crushing blow or be destroyed. ing 1d6 points of damage to all within 10 feet
(no saving throw) .

kapaks
Kapaks are distinguished by their venom-
ous saliva. They often lick their weapons
before attacking.
Kapaks are larger than Baaz and often bully
and abuse their smaller cousins. Because of
the Kapak's venomous nature, the Dragon
Highlords employ these draconians as assas-
sins as well as warriors. Kapaks are sly and con-
niving , seeking to lure prey into traps and
tripping foes to gain an advantage.

Baaz
Baaz are the smallest and most plentiful of
draconians. They are the Dragon Highlords'
common ground troops. At the bottom of the
draconian social order, these draconians often
tend to be chaotic in nature and self-serving

74
bReamshabows

AUGNMENT: Nc:utn.l Evil


SIZE: L (9 ft .)
XP VALUE: 350 + 6/hp
Sivalts who arc: killed by crc:atuCC$ larger
than thc:msc:lvC$ will burst into flamC$, caus-
ing 2d4 poin ts of damage to all within 10 feet
(no saving throw), rather than change form .

Oneamshabow s
Drc:arnshadows arc: the creations of a mind-
spin spell. Drc:amshadows take the shape and
appearance of any real person or creature
~nown to the dreamer or ro anyone expc:ric:nc·
tng the dream . These incarnations are quite
believable and in all ways appear to be the real
pe~n. Dreamshadows are. however, only
tllusJOnary and cause only illusionary damage.
Drc:arnshadows can be of any alignment
and can be either harmful or helpful to those
who experience them.
Kapaks
FREQUEN CY: Uncommon robed Baaz. Sivalts normall y attack with two
I APPEARING: 2d t 0 wicked-edged swords, but arc: just as danger- OQEaJllshabows
ARMOR CLASS: 4 ous with their claws. In addition, they attack
MOVE: 6~/ (l ~~ ) / 1 8H with long, armored tails. They can only use % IN LAIR: 100%
HITDICE: 3 this attack when in draconian form. TREASURE TYPE: As for person mimicked
% IN LAIR: 1~% Sivaks arc: shapeshiftc:rs. capable of chang- but illusio nary.
TREASURE TYPE: K , L, M ing their form under two specific conditions. DAM AGE: As for person mimicked but illu-
I ATTACKS: 1 When a Sivak slays a humanoid of its size or sionary.
DAMAG E: 1d4 smaller, it may take the form of its victim . The MAGIC RESISTANCE : By d ream level of the
SPEOAL ATIACKS: Poison Sivak does not gain the: memories, experi- mindspin: Normalll0%/20%
SPEOAL DEFENSES: Acid Pool ences, or spell usc: of the victim and, like all INTEWGENCE: As the: dreamer
MAGIC RESISTANCE: 20% draconians, radiates magic, but its appearance XP VALUE: As creature: mimicked + 10%
INTElliGENCE: Average: and voice: are exact matches to those of its vic· All other statistics for this creature arc the
ALIGNMENT: Lawful Evil tim. The Sivak can change back to its normal same as those of the person or creature being
SIZE: M (6ft.) form , hut after doing so cannot polymorph m imicked .
XP VALUE: 1 0~ + 3/ hp again until it kills another humanoid. A Sivak
will also change shape when it is slain-it
The: paralysis induced by a Kapalt 's poison assumes the form of the creature that killed it.
lasts for 2d6 turns if the victim fails his saving This death-shape lasts for three days, then the OneamwnaJth s
throw vs. poison . Weapons licked with poison entire body decomposes into black soot.
Drearnwraiths are the violent creations of
remain poisoned for only three: rounds.
~he subconscious. These creatures can appear
W h en a Kapak reaches 0 h it points, its body Sivab tn many forms. almost always horrible and
instand y d issolves into a 10-foot-widc: pool of
frighten ing. Freed through the evil influences
acid . All within the acid pool take 1d8 points FREQUENCY: Uncommon
of a mindspin spell , they attack the minds of
of damage: each round th ey remain there:. The: I APPEARING: 2d 10
their victims through illusion.
acid evaporate$ in 1d6 rounds. All items pos- ARMO R CLASS: 1
MOVE: 6" / ( u~ ]/ 1 8~ Drc:arnwraiths attack with terrible swiftness
sessed by the: Kapalt arc useless thereafter. and with the fury of a berserk fanatic.
HITDICE: 6
Dreamwraiths are not undead and there-
% IN LAIR: 10%
fore cannot be rurned by clerics. They are illu-
S1vaks TREASURE TYPE: Q
I ATTACKS: 3 sionary, however. and if their illusion is
Sivaks arc: some of the most powerful dra- discovered, their blows do no harm to the
DAMAGE: 1d6/ 1d6/2d6
conians, second only ro the· Auraks. They are SPECIAL ATTACKS: N one nonbeliever. Because the mindspin spell
weaves real people into its illusion, maintain·
useful both on the battlefield and as advance SPECIAL DEFENSES: + 2 on Saves
infiluarors in areas such as Ergoth or western ing disbelief in these: creatures is nearly impos-
MAGIC RESISTAN CE: 20%
Solarnnia where people: arc: suspicious of the sible ( - ~ penalty to the check).
INTEWGENCE: High

75
bR€amwRalths

If no new snow has fallen since a track was


made, an ice bear has a 100% chance to follow
b~mw~aJths ~=Etch
a trail one day old or less. For each day since
FREQUENCY: Very Rare FREQUENCY: Very Rare the trail was made, subtract 10%. Subtract
I APPEARING: 1-400 I APPEARING: 1 10% for every inch of snow that has fallen. A
ARMOR CLASS: 3 ARMOR CLASS: 4 1d 100 roll must be made once per day-if suc-
MOVE: Variable MOVE: 6" cessful the ice bear can follow the trail for the
HITDICE: 8 HIT DICE: 9 entire day, otherwise the trail is lost forever.
% IN LAIR: 100% % IN LAIR: 100%
TREASURE TYPE: Nil TREASURE TYPE: Nil
I ATTACKS: 1 I ATTACKS: 2
DAMAGE: ld10 (illusionary) DAMAGE: Special BlooOsEa ffiJnotauRs
SPECIAL ATTACKS: Illusionary Weapons SPECIAL ATTACKS: Drains 2 levels per hit Minotaurs on Krynn are a highly organized
SPECIAL DEFENSES: Nil SPECIAL DEFENSES: Invisible except to victim warrior race that operates from bases on the
MAGIC RESISTANCE: By dream level of MAGIC RESISTANCE: Normal islands of Mithas and Kothas on the eastern
mind spin: Normal/10% /20% INTELLIGENCE: High borders of the Bloodsea. The minotaurs
INTELLIGENCE: Of the person dreaming ALIGNMENT: Chaotic Evil believe themselves to be superior to the other
ALIGNMENT: Chaotic Evil SIZE: M races of Krynn-it is their destiny to conquer
SIZE: Variable XP VALUE: 650 + 10/hp and enslave the world. Minotaurs of Krynn
XP VALUE: Variable will ally with adventurers if they can be con-
A fetch attacks twice per melee round. The vinced that this serves their own purposes. See
Dreamwraiths gain a + 1 bonus to every ini- victim can only see the fetch by looking into the the section on minotaurs (page 69) under
tiative check. Checks for disbelief must be reflective surface. Thus the victim suffers a pen- Races of Krynn for more details.
made separately for each g roup of alty of - 2 to hit and + 2 to their AC. All others
dreamwraiths encountered. suffer a -4 penalty to hit the invisible fetch.
BlooOsea mmotau~s
FREQUENCY: Rare
IC€ B€aRS I APPEARING: 1d8
Fetch are the harbingers of death. Existing These great white bears are carnivores whose ARMOR CLASS: 4
on the fringes of the Abyss, these creatures can diet consists mainly of fish. Any other prey that MOVE: 12"
only reach into our world through reflective stumbles into an ice bear's path is likely to be HIT DICE: 8 +4
surfaces (mirrors, calm pools, etc.). consumed as well, however. While their color is % IN LAIR: 10% (80% on home isles)
A fetch appears to be a haggard and deathly that of a polar bear, ice bears more closely resem- TREASURE TYPE: C
pale imitation of the person gazing into the ble cave bears in size and ferocity. I A1TACKS: 2
surface. To the person gazing at their reflec- Ice bears have an uncanny ability to track DAMAGE: 2d4 or by weapon type
tion, the fetch appears to be standing imme- prey over snow and icc, and the thanoi use SPECIAL A1TACKS: Nil
diately behind them. A fetch attacks with them for this purpose, sharing the reward, if SPECIAL DEFENSES: Surprised only on a 1
stunning speed, using an exact replica of the any, with the bears. MAGIC RESISTANCE: Standard
weapon of its victim (this replica disappears if INTElliGENCE: High
the fetch is killed). ALIGNMENT: Lawful Evil
Fetch are always invisible, even while SIZE: L
IC€ Beans
attacking, to all but their victim. The victim XP VALUE: 600 + 12/hp
can only see the fetch by looking in the reflec- FREQUENCY: Uncommon
tive surface. I APPEARING: 1d4
The chilling touch of a fetch drains the ARMOR CLASS: 6
essence of life from the victim with horrific MOVE: 12"
speed. HITDICE: 6 + 2
% IN LAIR: Nil
TREASURE TYPE: Nil
N ATTACKS: 3 (claw/claw/bite)
DAMAGE: 1d8/1d8/2d8
SPECIAL ATTACKS: Hugs for 2d6 if both
claws hit
SPECIAL DEFENSES: Immune to cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-intelligent
ALIGNMENT: Neutral
SIZE: L (12 + feet)
XP VALUE: 475 + 8/hp

76
shabOWP€0 Pl€

creature .
ShabowpEoplE In combat each shadow warrior emp loys a
The shadowpeople are a race of mammals wickedly curved hook to both attack and
that has dwelled in Saoccioo since the city was ~estrain opponents. Once an enemy has been
founded . centuries before the Cataclysm. tmpaled by th e hook of a shadow warrior, the
Their existence has always been rumored , but enemy's anacks arc: hampered and he con-
never proven to the satisfaction of scholars. tinues to take damage from the hook.
Shadowpeople dwell almost exclusively
underground and suffer greatly in the light of
the sun. Un der an overcast sky (the usual Shaoowpropl€
weather conditions in Sanction). they can
operate b ut do so in great pain. This pai n is FREQUENCY: Rare
even more extrem e when in direct sun light.
I APPEARING: 2d20
The shadowpeople's bod ies are covered ARMOR CLASS: 2
with d ark , smooth fur. A long, stretchable MOVE: 12" 118"
membrane connects thei r arms co their flanks . HIT DICE: 3 + I
The membrane enables the Shadowpeo ple to % IN LAIR: 100%
glide through the air, covering 10 feet of TREASURE TYPE:' Nil
ground for every foot they drop. Under cer- I ATTACKS: 1
tain thermal air conditions, this allows them DAMAGE: IdS
to soar and gain heigh t as they fly. SPECIAL AlTACKS: See Below
Shadowpeople have a close, clannish cul- SPECIAL DEFENSES: See Below
ture. The you ng are cared for by whatever MAGIC RESISTANCE: Standard
adul ts h appen to be nearby. T he adu lts are INTElliGENCE: Very
d ivided into two classes: warriors and coun- AUGNMENT: Neutral (good)
cilors. The wa rriors pauol the race's under- SIZE: M
ground tunnel network and defend the clan XP VALUE: 85 + 4 / hp
aga inst intrusion . The councilors meet reg u-
larly to educate the you ng and make decisions Shadowpeople suffer a - 2 pe nalty to all to
about the survival of the race. ~it rolls under overcast skies. The penaJry is
Shadowpeople can communicate via a set of rn~rea.sed .co -4 in bright sunlight. They can
squeaks and growls that forms a primitive lan- glide 10 umes the d istance they launch them-
guage, but they arc much more li kely to usc selves from . Any character who is successfully
struck by the hook of a shadow warrior will
their advanced ESP abilities to send and
suffer a - 2 penalty on all to hit rolls aod sus-
SpECtRal mtnlons
receive messages. This ESP accounts for the
Shadowpeople's low Armor Class: In combat tains an ~dditional IdS of damage every Spect.ral mi n ions are the spirits of humans
they are ab le to anticipate th e actions of the ir round unul one or the: ocher combatants is or dem thumans who died before they could
~ncmies and take measu res to defend against
dead or the fight ends. fulfi ll powerful vows or quests. Even in death .
tt. They cannot be surp rised by any sentient spectral minions are bound to the vows or
q~ests placed upon them when they were
altve. Every day, they must relive the events
leading to their deaths. trying co fulfill their
vows or quests.
. Outdoors, spectral minions must stay with-
In 1,000 yards of where they died. Ind oors.
they must stay in the corrido r or room where
they met death. On very rare occasions where
the quest was to perform an act over an area.
they are free to roam within t he area.
Spectral m inions can only inflict damage if
they died holdi ng weapons. Such weapons
becomes a part of them . The weapons and the
spectral minions disappear forever if the min-
ions' vows or quests are fulfilled or if a spell is
cast to remove their curse.
Spectral minions appear as they were in life .
but they are almoSt transparent. While spec-
tral mi.nions.are hard tO tell apart . they seem
to fall IntO SLX general categories:
Berserkers: Some agems of evil are driven

77
thanot

into a berserking frenzy when they become SPECIAL DEFENSES: + 1 or better to hit %IN LAIR: 25%
minions. This happened in many cases during MAGIC RESISTANCE: 20% TREASURE TYPE: Individuals M; in lair C
the Cataclysm. These beings have rebelled INTElliGENCE: Standard I AITACKS: 1 or 2
against their quests and have no hope of ever ALIGNMENT: Varies DAMAGE: By weapon or rusk ( IdS)
being freed from their charges. SIZE: M SPECIAL AITACKS: None
G uardians: These minions were quested to XPVALUE: SPECIAL DEFENSES: Immune to cold
guard some passage or object. Usually they Philosopher: 525 + 8/hp MAGIC RESISTANCE: Standard
require only a password or signal to allow a Reveler: 525 + 8/hp INTELLIGENCE: Below Average
person to pass safely. Unfortunately, everyone Searcher: 525 + 8/hp ALIGNMENT: Lawful Evil
who knew the password is usually long since Guardian: 900 + 14/hp SIZE: L (S ft.)
dead. Guardians are always honest and good Warrior: 900 + 14 / hp XP VALUE: 85 + 4/hp
spiritS endeavoring to complete their assigned Berserker: 900 + 14/ hp
task. Once the password is correctly given, Any weapon used by a thanoi does 2 more
they are freed of their responsibilities. points of damage than usual.
Philosophers: Philosophers love libraries The leader of a group of rhanoi always has
and books and can spend decades studying thano1 (Walnus ffi€n) at least five hit dice.
the nuances of a single book. They usually The thanoi are a bizarre blend of the Thanoi that are exposed ro above-freezi ng
attack an intruder only if their honesty is ques- human and walrus races. T he creatures have climates lose one hit die per week of exposure.
tioned. Philosophers can be of any alignment. huge, padded feet, stocky arms with fingers In addition. they suffer an extra point of dam-
Often they are found in groups of two or more capable of holding a weapon or casting a age per die from any fire-based attacks,
engaged in heated debates. spear, and faces much like walruses. whether magical or nonmagical.
Revelers: These minions revel through the Two huge tusks grow from a thanoi 's
halls and places to which they are tied. They mouth, jutting wickedly downward. The
are often found dancing madly or laughing in beast can use these to attack or it can usc a
groups while drinking spectral ale. They dine
gluttonously and play parlor games. Their
weapon. gaining the benefit of its tremendous
strength.
knynn bnaqons
frolicking has a dangerous, h ypnotic effect on
mortals who see them . Often adventurers are
A group of thanoi always has a leader. This
leader is usually the meanest and most aggres-
BackqRounb anb
drawn into these revels. These unfortunate sive thanoi of the band. The walrus men are a hiStORY
mortals dance uncontrollably, losing Strength vicious race, enjoying the torment of other
and will power, and become spectral minions creatures; often thanoi kill for the sheer joy of Dragons a re the true children of Krynn,
unless someone rescues them. embodying t he elemental forces themselves.
it. Their primary food source is the fish that
Searchers: These armed minions of evil The dragons of Krynn are power incarnate and
are trapped in the ice-covered lakes on lcewall
stalk their haunts, forever searching to fulfill know it. They are-or at least they should
Glacier. They are not above eating carrion,
thei r quests. These minions are very danger- be- the most fearsome of opponents, capable
bear meat, or any other protein that fate sends
ous, for they will destroy anything that stands in their direction. of inspiring awe and fear in all who behold
between them and their unreachable goals. them.
Thanoi are protected by a tough leathery
Warriors: These groups of m inions are the skin and a thick layer of fat . They can swim in In the ancient days of Huma, the dragons
spirits of mortals who were locked in mortal were driven from the world that gave them
arctic waters without suffering from the cold.
combat at the time of death. In all such cases, birth. Since then, trapped on a far-off plane,
In fact, thanoi are immune to all forms of
the minion-versus-minion combat produces the d ragons of evil have conspired to return .
cold , both natural and magical. This immu-
no lasting damage and the net effect is an eter- The dragons of good, also exiled, resolved to
nity has its disadvantages: Thanoi suffer dam-
nal conflict between the groups. Only leave the light of Krynn ro the children of the
age if exposed to a environment whose
through the intervention of mortals can the temperature is above freezing . They suffer gods.
tide of the battle be turned in the favor of one extra damage from heat- and fire-based
side or the other. attacks.
Although large and clumsy-looking, a tha-
th€ €v1l Onaqons
noi can maneuver its bulk surprisingly well. Black b~aqon s
SpectRal mmaons Their clawed feet enable them ro maintain a
Black dragons are typically fou nd in
good pace over ice or snow.
FREQUENCY: Very Rare swamps or marshes, although the y also
I APPEARING: ld40 or more inhabit subterranean lairs. Some scholars con-
ARMOR CLASS: 2 jecture that this preference for da rk lairs indi-
MOVE: 30• thanot (Wal~us ffi€n} cates a sensitivity to light. Over 30 feet long ,
HIT DICE: Varies FREQUENCY: Uncommon black dragons attack with sharp claws and
% IN LAIR: 100% I APPEARING: 1d20 teeth. They can also spew a stream of deadly
TREASURE TYPE: Nil ARMOR CLASS: 4 acid upon their victims.
I AITACKS: 0, 1 or 2 MOVE: 9" // 15" Black dragons are capable of speech , in
DAMAGE: Varies HITDICE: 4 both the secret language of d ragons and in
SPECIAL AITACKS: See below other languages they find useful, including

78
the language of magic. A favorite spell of
black dragons is darkness, which they invari- th€ qoob 0Raqons
ably usc to cover their movements during
BQass OQaqons
attacks.
Since they arc extremely independent and Brass dragons inhabit arid, sandy regions.
obey commands only if it serves their pur- Only about 30 feet long, brass dragons are
poses, black dragons were rarely used by the boisterous and loud, with a tendency to self-
Dragon Highlords in direct assault on cities ishness. Brass dragons' one great weakness is
during the War of the Lance. These dragons their fondness for small talk. They will con-
were more highly valued as guards for valued verse about nothing for hours on end and will
artifacts and spies. trail along after panics of adventurers just for
This is why the Companions found the the pleasure of hearing themselves talk.
black dragon Onyx guarding the Disks of Mis- Brass dragons prefer to attack with claws
hakal in the ruins of Xak 'fsaroth. and teeth, but they have rwo formidable
breath weapons they can use if the need arises.
Blue OQaqons Their sleep gas causes victims to slumber
Reb OQaqons peacefully during the wildest battle; their fear
Although blue dragons live in caves, like With their flaming breath and exceptional gas sends enemies fleeing in panic. Brass
others of their kind , they prefer to dwell in intelligences, the red dragons were the dragons speak a wide variety of languages
desertS and arid lands. They are large favored airborne assault force of the Dragon (mainly so they'll have someone to talk to).
dragons-over 42 feet long. They fight with Highlords. The most ferocious and deadly of
teeth and claws, but their most deadly attack all dragonkind, save only for the Queen her-
is their lightning breath. Blue dragons were
BQonze OQaqons
self, red dragons are over 48 feet in length.
used to overcome fortified fortresses and tow- Not usually inclined to obeying orders, red Fond of war and fighting, bronze dragons
ers during the War of the Lance. dragons enjoy nothing more than setting cities are large, nearly 42 feet in length. They prefer
Blue dragons are more gregarious than ablaze, destroying, and looting. They quickly to live near large bodies of water, such as lakes
many of their cousins. They obey orders and learned how to work together in flights to or oceans. They are extremely interested in the
can act and fight together as a cohesive unit. both attack and defend themselves against affairs of mankind. In ancient times, it was
Thus they proved loyal allies of the Dragon their enemies. The red dragons were loyal to believed that they often took the form of
High lords. They have their own language and their Dark Queen above all thi ngs, serving her domestic animals simply to observe men.
several others. Blue dragons are highly adept first and the Dragon Highlords second. It was Bronze dragons attack with teeth and claws or
spell casters. the primary responsibility of the red dragons either of two breath weapons-a bolt of lighc-
Kitiara's blue dragon, Skie, was renowned to search for Berem Everman, the one person ningor a repulsion gas cloud to keep victims at a
among his kind for his remarkable loyalty to who could permanently block the Dark distance. They speak a variety of languages.
his rider. Queen's reentry into Krynn. The bronze dragon Khirsah, who later
Ember, Lord Verminaard's red dragon, was became known as "Tasslehoffs Dragoo," is
CjQ€€n OQaqons responsible for the downfall of Pax Tharkas, the only dragon ever known to allow a dwarf
the burning of Solace, and other acts of devas- or a kender to ride upon his back. (Tas often
Notorious even among evil dragons for claims that Khirsah has accompanied him on
tation in the lands of Abanasinia.
their cruel natures and vicious tempers, green certain adventures following the war. If so,
dragons are generally found living in wild, that would certainly be remarkable for the
forested areas. They will obey orders, but only Whit€ OQaqons usually serious-minded dragons.)
from leaders whom they respect. A master Unusual among dragonkind , these reptiles
who falls low in the esteem of a green dragon have not only adapted to cold climates, they
had best beware. Over 36 feet long, green CoppeQ OQaqons
actually prefer these over warm climes. Small
dragons attack with teeth and claws and can in size-only 24 feet long-and not as intelli- Copper dragons make their homes in rocky,
breathe a cloud of poisonous chlorine gas gent as their cousins, white dragons were used mountainous regions. Although basically
upon their victims. mainly as scouts during the War of the Lance. good in nature, they are extremely fond of
Clever and subtle, green dragons prefer to usc They were also detailed to defend the Icc wealth and almost always ask "what's in it for
trickery and magic on an enemy rather than all- Wall, a relatively unimportant region in me?" when invited to aid others. Thirty-six
out assault. For this reason, they were rarely used southern Ansalon. feet in length, copper dragons attack with
in major offensive engagements, but often were White dragons attack with teeth and claws teeth and claws or their rwo breath weapons:
called on for more sinister purposes. and can breathe a cone of frost upon their acid and a slow gas. They speak a variety of
Cyan Blood bane, a green dragon, was respon- foes. Because of their low intelligence, few languages.
sible for breathing nightmares into the cars of white dragons can cast magical spells.
the Silvanesti king, Lorac's. These nightmares Sleet was the white dragon who served the qolb OQaqons
caused the terrible transformation of the ancient evil wizard Feai-Thas and helped guard Icc
dvcn homeland. h was abo known that Cyan Wall Castle. The mosr majestic (in their minds at least) of
Bloodbane served the great archmagc, Raistlin, the dragons, gold dragons are over 50 feet long.
for a rime following the war. They can dwell in any climate, but their lairs are

79
ORaqons

always made of solid stone- be it cave or castle. sacrifice of Huma, Takhisis never ceases her Flying dragons can swoop down and either
They have the ability to polymorph themselves attempts to reenter Krynn. Her constellation claw or bite, but not both. Diving dragons
and can appear in the guise of humans or ani- in the night sky always appears directly oppo- inflict double damage with their claws if they
mals. This they do only rarely, believing it site that of Paladine, symbolizing the rwo dive. Dragons cannot cast spells while fl ying,
d emeaning to take on such puny bodies. gods' continual opposition . but can cast spells on the ground or while gli-
Gold dragons attack with teeth and claws or ding.
with their breath weapons. They can breath patabme, the ptatmum 0Raqon Most dragons tend to use their breath weap-
fire or chlorine gas upon their victims. Gold ons twice and then wait for a strategic moment
dragons are also extremely skilled in magic- Paladine, the God of Good, has many to use their third breath attack.
even the very young ones. Highly intelligent, names among the different races of the world Dragons are haughty creatures and may
gold dragons rarely make use of spell books. (one of his best-known incarnations is Fizban refuse to fight except as it suits their own pur-
Pyrite , the most ancient gold dragon living the Fabulous). In his dragon form, Paladine is poses. When using spells, they often cast
upon Krynn, was the companion of the truly impressive. (The same cannot be said , them before melee to avoid the conflict,
renowned wizard, Fizban the Fabulous. unfortunately, for Fizban.) Over 72 feet long, weaken their opponents, or gain the upper
the Platinum Dragon can attack with teeth hand. O nce in melee, dragons cast spells only
and claws or with one of his breath weapons. if losing.
SILVER 0Raqons
These include a blast of cold that can freeze Dragons do not knowingly place themselves
Certainly the dragons most beloved by any victims, a cloud of vapor that turns victims in a position to be subdued, although they are
mankind are the silver dragons. These dragons into gaseous form, or a sonic vibration that clever enough to pretend to be subdued to
mingled the most with the races of Krynn. disintegrates solid rock. lure u nwary adventurers into a trap.
Forty-eight feet long, silver dragons can poly- Pa.ladine is highly skilled in magic and can Dragons are very clever opponents. They
morph into human or elven form. Unlike gold also cast clerica.l spells. Pa.ladine's favorite have been known to feign death , unconscious-
dragons, silver dragons sometimes seem to form is that of the befuddled old wizard, Fiz- ness, sleep, or subdual to trap opponents.
prefer this form to their own. They enjoy ban (ofttimes seen with his senile gold dragon They can see, hear, and smell much better
being around humans and elves and helping companion, Pyrite). than most creatures and automatically detect
them if they can. Silver dragons attack with hidden and invisible beings at a range of 1"
daws and teeth or use either of two breath per age level. They are rarely surprised.
weapons- a cone of frost or a cone of paralyz- Dragons adapt their tactics to the situation.
ing gas. They speak many languages, but usu- as is appropriate for very clever creatures. The
aJly prefer human or elven tongues. Silver
dragons are excellent magic-users.
0Raqon RUl€S followi ng tactics are frequently used.

The most famous of the silver dragons is The dragons of Krynn are power incarnate 1. Dragons stay in the air as much as possi-
Dargent, who met the Companions in the and they know it. The OM has the responsibil- ble during melee to cause awe (see below) and
form of the Kagonesti elf maid Silvart. Sister ity of playing these magnificent beasts proper- stay out of hand-held weapon range.
to the silver dragon who fell in love with ly. There should be nothing so terrifying to 2. If the combat area is dusty, they beat
Huma, Dargent was also destined to fall in PCs as dragons on the wing. When in flight at their wings, stirring up clouds to blind fight-
love with a mortal- Gilthanas, a lord of the full speed , dragons rush across the world like a ers and disturb spell casters.
Qualinesti elves. Their love affair was a tragic gaJe, but their ability to turn is greatly 3. They use clever conversation and prom-
one, however, for Gilthanas could never bring impaired (Maneuverability Class E). ises to talk their way out of bad situations.
himself to accept Dargent's true form. When engaging earth-bound creatures in
combat, dragons slow to haJf-speed , improv- The power to cause awe and fear is one of
ing their maneuverability to Class D . At less dragons' most potent we:~pons. Flying or
the (jobs as 0Raqons than half speed, the creatures stall and lose charging dr:~gons cause awe under rhe follow-
ing conditions:
altitude. They can climb at half speed or dive
takhlSJS, Queen o~ OaRkness at double their listed speeds. Dragons can I. Watchers with less than I hit die auto-
Although Thkhisis can take any form from glide but they lose 1,000 feet of altitude per matically panic and flee for 4d8 turns.
that of the most beautiful and alluring of wom- round. Dragons can perform a wingover if 2 . Watchers with 1 to 3 hit dice must roll a
en to the powerful and loathsome Dark Warrior, they staJl while climbing. This enables them successful saving throw vs. spell or be para-
her favorite form is that of the five-headed chro- to turn 120 degrees as they dive to regain lyzed with fear (50% ch:~nce) or flee as above
matic dragon. In this form, she is over 60 feet speed. (50% chance).
long and has five heads. Each head has a differ- Very young and young adult dragons have 3. All others must roll 2 successful saving
em color (white, green , blue, red, and black), as maneuverability ratings one better than older throw vs. spell or suffer a - 1 penalty to hit.
wdl as a different power and personality. dragons (Class D at full speed, Class Cat half
She can attack with all five heads at once, as speed). Dragons cannot fly higher than Even the draconians are subject to these
each head has its own breath weapon-frost, 10,000 feet because the air becomes too rare- effects from good dragons. If the draconians
poison gas, lightning, flame, and acid, accord- fied to breathe at that a.ltitude. are withi n 12" of the evil dragon they serve.
ing to the color of the head. Each head is also When attacking from the air, dragons however, they have a + I bonus to hit.
capable of casting its own magical spells, regard- employ their breath weapons and awe ability D ragons you nger than :~dult c:~nnot inspire
less of what the other heads are doing. while swooping down low over their oppo- awe.
Confined to the Abyss by the bravery and nents and then climbing back into the sky.

80
th€ WoRlb that Was
~~~~~~~~·~~~~~~========~ES~\====~~
((Th eir world was folly and ours the price,
but oh h ow brightly shines
the glory of their folly.

82
tales ot= lonq aqo
$:~~=3\99~~==========~~~~~·~ ~

Astinus of Palanthus, the renowned histo- sury. During this period, the young Astinus
rian, has worked for centuries to chronicle and
order the history of Krynn. His set of scrolls,
the aqes 0~ knynn journeyed from the Library at Palamhus to
!scar and spent three decades copying these
the Iconochronos. is certainly the definitive The Age of Dreams is a span of uncertain plates omo scrolls for cransport to the Library.
work on the topic- almost all other histories years, mostly chronicled by the folk songs and The Age of Might lasted for many cemu-
are drawn from the lconochronos. ballads of the Age of Light chat followed . ries. Finally, the energy and arrogance of man
The scrolls now fill a huge library, and the These ballads were compiled on the Lifescroll resulted in the Cataclysm. In a single hour,
Lorekeeper continually adds co their number. of Song by the Silvanesti bard, Quevalin Soth. the world of Krynn passed from the Age of
One scroll,longer than the rest and scill unfin- A copy of that scroll was presented to Asci nus Might imo the Age of Darkness. As Palanthus
ished, depicts the history ofKrynn as a contin- near che end of the Age of Light, and it is from was one of the few cities spared by the Cata-
ually unfolding series of events along a this work that our knowledge of the Age of clysm, the recording of history cominued
cimeline. Much of this line is recorded in pic- Dreams is derived. unimerrupted. The black years of the Age of
cures of exquisite beauty and detail. The ori- The Age of Light was a period of peace and Darkness are described thoroughly, and make
gin of the artwork is shrouded in mystery, learning, during which the elven culture of for very grim reading.
although the accompanying text is certainly Silvanesti shone as a beacon of civilization Finally, the arrival of the Queen of Darkness
the work of Ascinus. throughout the world. The history of the Age through the gate she had partially opened
A reader of this scroll quickly notes chat of Light was chronicled in the songs and art- from the Abyss allowed her minions. the evil
Ascinus has divided the history of his world work of the elves. Thus, the members of that dragons, to return to the world. Gradually, as
into five ages: the Age of Dreams, the Age of long-lived race have provided beautiful and the world fell under the reign of Darkness, the
Light, the Age of Might, the Age of Darkness, fanciful, if not entirely accurate, records of the shadow of the Queen's monstrous evil began
and the Age of Dragons. age. to spread across the lands.Thus began the
The latter two are of most concern to the The Age of Might signaled the rise of newest age, which is still in its infancy-the
modern reader, as they include the history of humanity on Krynn. Humans spread across Age of Dragons.
Krynn following the Cataclysm-the AC (Ait- che world, bringing their frantic energy and
Cataclius) period. The prior ages lead into the aggressive confidence to all corners of Krynn.
mists of antiquity, and are recorded as the PC The initiation of the Age of Might is tied to
(Pre-Cataclius) years. Exact dating in the PC the rulership ofKarthay Pah in !star. It was he
period is difficult, whereas AC history is docu- who first ordered the keeping of a chronicle.
mented with great reliabiliiCy. Scribes carved his deeds upon plates of gold
and silver, storing them on rings in his trea-

83
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ast1nus 's ScRoll: the RIVER o~ t1me

the ac;e o~ Oneams cal essences of t he grey moon , Lunitari. the ac;e o~ m •c;ht
Elves Triumph: The dragons are driv-
The cvcncs ofchc Age ofDreams arc noc dared en from Silvanesti. Elven clans again 2500 to 2200 Ergoch Dominant: The
to a specific year, or even century. Ir is proba- swear a llegiance to the house of expanding nation of Ergoth reaches the
ble chat chc measuring of time during this Silvanos. The Kingdom of Silvanesti is northern border of Thorbardin to the
period occurred at a scale incomprehensible ro decreed. Lands arc granted immedi- south. Skirmishes between dwarves and
man. ately to the major families of the men eventually lead to an uneasy truce.
-Astin us Synthai-Elish. A central government The humans also expand eastward and
overlooks independent states. establish outposts on the edge of the
The Gods Awaken: From swirling chaos Silvanesti forest. The western elves
emerge the gods. Taking realms of chaos unto circa 3100 Greysrone Released: The gnomes begin to trade with humans; some elves
themselves, they establish the Balance. Chaos pull the Greygem from the skies, and it and humans intermarry.
slows and is subdued by the triumvirate of floats across the face of Krynn, leaving
disruption and chaos in its wake. 2308 Sithas and Kith-Kanan Born: Twin
Good, Evil, and Neutrality.
Through the gem, magic is brought to sons are born to Sithel. Sithas is born
The Scars are Born: The universe is forged
the world . Some gnomes are changed minutes before Kith-Kanan .
from chaos. Sparks fly from the anvil, creating
stars in the sky. Worlds are wrought by the by the gem, creating the kender and 2192 Sichel Slain: Sithel leads a hunting
hammer strokes and left to cool. The spirits of dwarven races. expedition into the western reaches of
the races dance among the stars. circa 2800 Kal-Thax Closed: The region of Silvanesti. His parry accidentally meets
The All-Sain ts War Begins: The three Ansalon inhabited by the dwarves is a human hunti ng parry that is stalking
realms of the gods vie for control of the senti- scaled aga.inst all intrusion. Rumors of prey. The df is concealed by thick brush
ent spirits. The gods of good press to give the dark horror emerge from the land , but and a human hunter shoots him by
spirits power in physical worlds, nurturing messengers are forbidden entry. mistake. The Kinslayer War begins.
them toward the greater good. The evil gods
2692 Second Dragon War of Silvanesti 2192 to 2140 Kinslayer War: The elves
desire to subjugate the spirits as servile beings.
Begins: Dragons again strike south- attempt to drive the human outposts
The gods of neutrality wish to free the spirits
ward from central Ansalon, this time from Silvanesti, while the humans
to their own desires.
aided by potent magic. The elves rally defend fiercely. Many more humans
End of che All-Saints War: The war ends
and resist. Elves from the western prov- arrive to aid their side in the war. The
with an alliance between the good and neutral
inces save the capital from destruction, elves who married into human society
gods, in which the spirits gain power in the
forcing the dragons onto the defensive. arc forced to fight against their human
physical world, yet retain the freedom to
Construction of Thorbardin Begins: kin in a wa.r of great savagery.
choose good or evil.
The dwarves of Kal-Tha.x commence Kith- Kanan skillfully leads the west-
Krynn is Populated: Gnomes, elves, ogres,
the building of their mighty fortress as ern elves in war, while Sithas solidifies
dragons, and humans arc given the world of
a defense against the world. his hold upon the the throne. The war
Krynn as their domain. The races quickly
finally ends with a truce .
spread across the world, claiming regions as 2645 Second Dragon War Ends: The elves
their own. The other races force the humans of the west drive the dragons from 2140 to 2100 Sundering of Silvanesci: The
into small, desolate corners of the world, and Silvancsti, and are held as heroes of the western elves arc again the heroes of the
then ignore them. land. Humans join in the war to banish land . They, however, are ashamed of
dragons from the face of Krynn. A the bloodshed wrought by the Kinslay-
the ac;e o ~ l1c;ht mighty hero, Huma of the Lance, dis- er War. The philosophies of the western
covers the Dragonlance and uses it to elves have strayed from the rigidly
circa 4000 PC Rise of rhc House of Silvanos: structured order determined by the
The first Synthai-Elish (Council of the drive the dragons to a negative plane,
where they are ordered to sleep for the high elven caste system. With their
High Ones) is formed by Silvanos, on army still intact, the western elves sue
the hill called Sol-Fallan. The many rest of eternity.
for freedom of self-determination.
households of the elves swear allegiance 2600 Thorbardin Completed: The dwarves Ergoth!Thorbardin Clash: A series
to each other through Silvanos. Balif, withdraw into their fortress . turning of disputes over borders and mineral
the general, becomes Silvanos's lieu- their backs upon the rest of the world. claims leads to renewed skirmishing
tenant. Now united, the elves look to Rise of Ergoth: The humans of between dwarves and humans. The
the menace of dragons encroaching Ergoth exert their influence beyond the threat of all-out war looms.
into eastern Silvanesti. borders of their land. Ergoth expands
Birth of the Gnomes: Reorx, who rapidly to the east and south. 2073 Swordsheach Scroll Signed: A pact of
forged the world. becomes displeased peace is signed by the emperor of
with a group of his human worshipers. 25 15 Death of Silva nos: The venerable Ergoth, the elves of Silvanesti, and the
He turns them into gnomes. leader of the elven nation dies and is dwarves of Thorbardin. The Sword-
buried in the Crystal Tomb. His son, sheath Scroll solves the most pressing
circa 3500 Greystone Created: Magic is Sithel, assumes the leadership of problems of the age.
unknown upon Krynn. Reorx, the god Silvanesti . Sithel orders construction of
of the forge, creates the Greystone of a tower in honor of his father, to be
Gargath. In it is concentrated the magi- called the Palace of Quinari.

86
astlnUS 's SCROll: th€ RIV€R 0~ tJm€
$======~\93~~1==============~~~~·~~~~~~~

The elves of western Silvanesti are Patiently, Solamnus trains a mighty army. Ki ngpriest solidifies the bond between
granted a huge tract of enchanted wood- the military might of Solamnia and the
1241 Fall ofErgoth: Solamnus and his army
land nonh ofThorbardin, where they can spiritual guidance of lstar.
march west. The general outmaneuvers
live as they wish. This land, caHed the Ergothian army and lays siege to the 260 Consrruccion of the Temple of che
Qualinesti, also serves as a buffer between capital. Solamnus accepts the emper- Kingpriest Commences: The finest
the dwarves of Thorbardin and the or's surrender in the spring of 1240. anisans of Krynn are brought to lstar to
humans of Ergoth. Ergoth agrees to Stop The surrender terms require the build a temple that will procla.im to the
mining the Kharolis Mountains, and the emperor to grant each of his subject world and the gods alike the glory of
dwarves agree co relax trading restrictions states the right of self-determination . the nation of lstar.
between their peoples and the humans. Although the nations of Ergoth remain
All hostilities cease. 212 Temple Completed: Widely proclaimed
loyal to the crown, outlying states
as the fmest example of architecture ever,
2050 to 2030 The Grear March : The elves of become indep endent or join the new
the temple is blessed by the lGngpriest.
western Silvanesci, under their leader nation of Solamnia. who immediately takes up residence.
Kith-Kanan. migrate to Qualinesti and Solamnus assures the elves and
begin to colonize their homeland. dwarves that he will abide by the terms 250 to 100 Elves Shun Other Races: Increas-
of the Swordsheath Scroll. ingly disgusted by the frantic pace of
2000 to 1400 Pc:1ce: Krynn prospers. lGth- 1225 Knights of So/amnia Formed: An order human life and the arrogance of man
Kanan strengthens the bonds of peace of knights, dedicated to the causes of about his own a.:complishments, the
between the elves of Qualinesti and the goodness and freedom , is formed by Silvanesti elves withdraw into their for-
dwarves of Thorbardin. Together, the Vinas Solamnus. Solamnia prospers, as ests . They bar commerce with the outside
races erect the fortress of Pax Tharkas as a the states of Palanthus, Lemish, and world. and visitors are prohibited from
monument to their lasting peace. Ergoth Caergoth join the new nation voluntarily. entering.
passes through a succession of emperors
of the Quevalin line, the majority of 1100 to 800 Foundation of!scar: The tribes 118 Proclamation of Manifest Virtue: The
whom rule with just and benign hands. of far eastern Ansalon , until now a Kingpriest declares that evil upon
bickering collection of barbarians , Krynn is an affront to the existence of
1400 to 1250 Rebellions in the Ease: Grad- gradually unite. The Council of lstar the gods and men. A rigidly defined set
ually th e Ergothian rulers begin to establishes a unified government. lstar of evil acts are listed; those found guilty
abuse and exploit their subjects. After begins to trade with Solamnia. of committing any of these acts are to
much repression and heavy taxation, So/amnia Prospers: The dynasty be put to death. Clerics of good ,
the provinces in the eastern corners of founded by Vinas Solamnus is extended appoi nted by the Kingpriest, journe y
the empire begin to revolt. These wars by his descendants. Ergoth depends on throughout Krynn , seeking to find and
are usually brief, but very violent. The Solarnnia for protection and trade. report any evil acts or individuals.
emperors are forced to use their troops
regularly, and each rebellion is larger 773 to 760 /star and Silvanesti Clash: A 94 Extermination of Evil Races Sanctioned:
tha n the last one. series of border skirmishes between the The Ki ngpriest, not satisfied with the
expanding lstarian nation and Silvanes- Proclamation of Manifest Virtue, adds
1262 Vinas Solamnus Commands Imperial ti again threaten the elven homeland. a clause stating that certain races-
Guard: This skilled commander, who With the aid of Solamnia, the elves goblins, ogres, etc.-are inherently evil
has been instrumental in crushing sev- persuade lstar to add its signature to and must be exterminated. High boun-
eral rebellio ns, is appointed to the the Swordsheath Scroll. ties are offered , and bounty hunters
highest military post in the empire. immediately set about to eliminate
700 to 600 Ogre Wars: Pillaging armies of
1251 Great Rising in Vinga:ud: The largest these creatures.
ogres emerge from the Khalkhist
rebellion yet shakes the plains of Vin- Mountains of central Ansalon, raiding 80-20 Rise of Clerical Power: With the full
gaard and Solanthus. Solamnus marc?- across the plains of Solamnia and the approval of the Kingpriest, lstarian life
es east with a huge a.r my to once agatn fenile fields of !star. Solamnia and Istar falls increasingly under the influence of
crush the rebellion . unite, eventually driving the ogres back the clergy. Clerical approval is required
1250 YearofWaiting: Solamnus studies the into the mountains. for marriage, business contracts, and
g rievan ces of the eastern peoples, military expeditions.
6oo to 280 Union of Solamniallstar Solidi- The rise of the clerics is accompanied
determined to end the rebellion with- fied: The two great human nations grow
out a massacre. Gradually he comes to by a corresponding loss of magic-user
more and more interdependent. The
realize that the empire has incited the influence. Hounded as an unrepentant
Knights of Solamnia become the military
rebellions through vile and repressive source of evil , mages are driven fanher
suength of both nations, while the artistic
treatment of its citizens. Solamnus, and fa rther underground .
and educational talents of lstar are sprc:1d
and most of his army, join the rebel 6 Edict of Thought Concrol: The Kingpriesc
throughout the continent. lstar gradually
cause at the end of the year. becomes the dominant partner. assens that evil thoughts constirute evil
1249 to 1242 Union of the Plains St:ues: The aces. and declares that his clerics are to
280 First Kingpriest Declared: The capital employ ESP spells in an increased effon
nations of c:lStem Ergoth tally to Solam- city of !star is proclaimed the center of
nus, achieving quasi-independence. to rid the world of evil.
the world. The anointment of the first

87
npcs o~ lonq aqo
~~~==~~~~·~~~~~~====~====~ES~~=====~
The best part of role playing the ally find amusing.
DRAGONLANC£® saga is in meeting and Most Kn ights do not like Magius, believing
interacting with the people and creatures of Huma fell in love with the Silver Dragon he should take himself and life more seriously,
this fantasy realm. A good DM can make the when she was in the form of a woman. She and they cannot understand Hum a's affection
NPC characters come alive for his players. To loved the Knight and prayed to Paladine ro for the mage. Magi us does not hesitate to criti-
help the OM, the following are capsule sum- allow lner ro become a morral woman so that cize Huma and often teases him, treating him
maries of various NPCs the player characters she could remain with Huma. Paladine disrespectfully as far as the other Knights are
might meet, plus information to help role showed them the future. If she remained a concerned . But the practical Magi us is Huma's
play them effectively. dragon, she and Huma would be given the best counselor and advisor, bringing the over-
dragonlanct: and the power of defeating the ly romantic Knight back to harsh reality.
During Huma's time, wizards were not
huma, kn1qht o~ evil dragons. If she became morral woman,
she and Huma could find happiness for a allowed to carry any weapons other than their
magic. A wizard was expected ro be protected
Solamn1a time, !but the evil dragons would remain in
the world. She and Huma both chose to fight by warriors and to get out of any battle if he
Huma is a tall, well-built man of approxi- the evil, even though it meant sacrificing their felt himself becoming weak.
mately thirty years, although he looks older. love. Because of this stricture, Magius always
He has long, chestnut brown hair, streaked The spirit of the Silver Dragon might well fought side-by-side with Huma. During one
with gray. He wears the traditional long mous- appear with Huma to help a true Knight bat- of the battles near the end of the war, how-
tache of the knights, also streaked with gray. tle his enemies. Those campaigning with ever, the two were separated. Although he
His eyes are deep brown and appear to be able Huma would certainly know her. In woman had a chance to escape, Magius stayed and
to see a man's strengths and weaknesses. form, she is extraordinarily beautiful, with sil- fought until his magic gave our. Having no
Hum a's face is weary and sorrowful, for he has ver hair and silvery grey eyes. In battle, she ocher weapon , the weakened mage was quick-
seen the evil in the world and grieves over it. wears silver armor that appears ro be made of ly overwhelmed and captured. Carried back to
His rare smiles are warm and caring . dragonscales. The sight of her fills all who sec the Dark Queen as a prize, Magius was tOrtur-
Although only a Knight of the Crown (Huma her with awe and reverence. She and Huma ed and died after days of tormem. The Dark
did not have the requisite pure blood line to are devoted to each other. Queen sent the mage's battered body back ro
become a Knight of the Rose), he is a natural Besides appearing to any true Knight in Huma, hoping to demoralize the Knight.
leader and even higher ranking Knights follow much the same way as Huma, the spirit of the Huma grieved deeply over his friend and
him willingly. His men love him and would Silver Dragon might fight at the side of any prayed to Paladine that Magius's sacrifice be
gladly lay down their lives for him. Huma is a woman battling the forces of evil. remembered. Paladine answered his prayers
devout Knight and a faithful follower of Pala- and, from that day, all wizards have been
dine. He is the soul of honor and chivalry. allowed to carry daggers in remembrance of
If his spirit is met after his death , the down- Magi us.
fall of the Knights will grieve Huma deeply, the SilveR 0RaGOn (npc)
though he is wise enough to admit that the THACO: 10
Knighthood has problems that must be reme- AL: Lawful Good maq1us (npc)
died or it will be lost forever. His spirit will HP: 70
fight beside any true Knight, particularly if AC: -1 (14th-Level Human Red Robe Wizard)
that Knight calls upon Paladine ro aid him.
Other statistics are as a very old silver STR INT WIS DEX CON CHR
dragon in the MorJSCer Manual. 9 18 15 17 10 9
huma(npc) Abilities: Change shape to human form.
THACO: 16
(8th-Level Human Knight of the Crown) AL: Neutral Good
HP: 38
STR INT WIS DEX CON CHR ffia(jiUS AC: 2
18/56 8 14 16 15 13 A powerful wi zard of the Red Robes,
Magius was a childhood friend of Huma's.
THACO: 14
Their friendship was very unusual since mosr
AL: Lawful Good
Knights disliked and distrusted magic-users.
HP: 56
AC: 0 It was also unusual because the two men were
so different: Huma was noble and self-
sacrific ing, while Magius seemed to be self-
There arc many ways in which a player char-
centered and cynical. In appea rance, Magius is
acter could meet Huma. His spirit could
a ve ry lnandsome 30-year-old man, well-built,
appear to a Knight fighting during the War of
with long blonde hair and a blonde beard and
the Lance, for example. The DM can devise a
moustache. His eyes are blue and piercing. He
campaign based on the early Dragon Wars, in
is sarcastic and even irreverent, often making
which players can might fight beside Huma.
jokes about the Knights that they don't usu-

88
npcs of lonq aqo

Unfortunately, Dougan's luck at cards or


rlstanbant llUS ast1nus o~ palanthus dice or betting is very bad. He always loses
The appearance of this great, evil wizard Rumors abound that Astinus of Palanthus whatever money and equipment he has.
depends on when the characters meet h im. If is actually the god Gilean. Astinus is popu- Worse, he invariably drags his companions
the characters meet him prior to his battle larly known as the Ageless O ne , for legend has into trouble by offering their money or their
with Raistlin , he is an extremely frail old man it that he has been on Krynn forever. Those equipment (often without their permission)
with wrinkled hands and face and long white fortunate enough to receive admittance to the as stakes in his games. (''I'm sorry I lost yer
hair and beard. A tremendous feeling of Great Library and an aud ience with Astinus magic sword in that card game , lad , but it was
power and of evil radiates from this old man. find themselves in the presence of a man a sure thing!")
He takes an interest in any adventuring par- whose face is handsome and ageless. The eyes Since Dougan is a god, there is usually an
ty, particularly if there is a young Black Robe of the man arc intense-dark, aware, con- ulterior motive to all he does. He does not
or Red Robe male magic-user present. Fistan- stantly moving, seeing everything. Astinus interfere in anyone's free will to make a deci-
dantilus will either attempt to lure the young speaks politely yet is always somewhat distant. sion, however. He has a special interest in
mage away from his companions or will If disturbed at his studies, he may be annoyed dwarves. It is rumored that Dougan is on
abduct the mage. Once he has the young at the interruption . He will probably continue Krynn searching for the Greystone of
mage, Fistandantilus will attempt to wrest his to write even as the player characters are talk- Gargath.
life from him by using the bloodscone pen- ing to him. See page 45 for the statistics of Reorx /
dane. Astin us is neutral in all things. He generally Dougan.
refuses to give advice; when he is willing to
offer council, he often restates the obvious,
letting the players draw their own conclusions.
th€ kln(jpRI €St 0~ )StaR
~•stanOant•tus (npc) Astinus cannot see into the future . He knows, Few who come into the presence of the
(17th-Level Human Black lR.obe Wizard) however, everything that is happening in the Kingpriest ever see what he truly looks like.
present and everything that has happened in Most characters of good alignment feel that
STR INT WIS DEX CON CHR the past. Getting him to part with this infor- t hey are in the presence of someone very beau-
12 17 12 18 13 Var* mation , however, is a major undertaking, tifu l and truly good. They experience a tre-
since he refuses to do or say anything that mendous sense of peace and well-being. The
THACO: 13 might affect the future. thought of leaving this man's presence fills
AL: Chaotic Evil them with sadness. They would not think of
HP: Variable * doing or saying anything that might upset or
AC: Variable* astmus o~ patanthus disturb this truly good and wonderful man.
They want only to stay and bask in his light.
* Fistandantilus maintained his existence THACO: 2 Those of evil alignment arc hardly able to
throughout the ages by the use of the Blood- AL: Neutral look into the blinding light surrounding the
stone of Fistandanrilus (page 97), which HP: 980 Kingpriest. Only t hose evil beings of
allowed him to steal the life essences of others. AC: -10 extremely strong will can remain long in his
When Fistandantilus takes the essence of presence.
another, he assumes that victim's hit points Players can also meet Astinus during war Kender, who hold no one and nothing in
and Armor Class. See Bloodsconc in the Magi- councils or other important meetings that take awe, see the Kingpriest in his true aspect-a
cal Items section for more d etails. place in Palanthus. middle-aged , balding human with pale blue
eyes that have a hunted look co them.

R€ORX (Oouqan
the kmGPRI€St 0~ IStaR
R€bhamm€R) (15th-Level Human Cleric of Paladine)
When this neutral god comes to Krynn , it is
in the form of a huge, black-bearded dwarf STR INT WIS DEX CON CHR
who has a taste for dwarven drink and a weak- 12 13 12 17 9 18
ness for gambling. The dwarf can drink
anyone- man or minotaur-under the table. THACO: 12
His gambling skills are not as refined , how- AL: Lawful Good
ever. Impetuous and quick-tempered , HP: 75
Reorx- or Dougan Redhammer, the name he AC: -3
uses in his dwarf form-will stop whatever
he's doing (including fighting) to bet on any-
thing, from which paw a cat will lick next to
which house a dragon is most likely to burn
down.

89
a Rac k, St€€ltO€,
mast ER o~ t h € qam€s A gigantic and not overly bright ogre, Raag
is Arack's devoted bodyguard and the dwarfs
th€ hal~-OGR€ Banbtt
Arack's past is unknown. Once a gladiator only friend . Raag is exuemely fond of Arac.k The product of a loath some alliance
i n the Games when they were real. A rack now and would unhesitantly lay down his life for between an ogre and a wretched human wom-
runs the fake Games for the vicarious delight the dwarf. Arack is also fond ofRaag-the two an, Steeltoe was abandoned by his mother at
of the wealthy of !star. The dwarf is one of the have been together a long, long time. birth . A nobleman of Solamnia fou nd the
strongest of his race and extremely ugly. A child, took pity o n him , and gave him a
long scar that runs vertically across his face home. The half-ogre p roved un usually intelli-
gives him a perpetual scowl that appears espe- gent. Th e nobleman provided for his ed uca-
ciall y sinister when he is smiling.
Raac; tion and made Steeltoe master of his estates
Arack has two major interests: money and (Ogre) when the half-ogre reached maturity. Stedtoe
r he Games. He is a born showman and knows repaid his master's kind ness by murdering the
exactly what will please an audience. He takes STR INT WIS OEX CON CHR nobleman and stealing his money.
great pride in his Games and works extremely 18 / 79 5 6 12 15 6 Crimes of this sort were not unusual in the
h ard to make them a success. He hires the best bitter days following the Cataclysm. The half-
trainers in all areas of fighting and takes excel- TIIACO: 15 ogre escaped easily into the wilderness of
lent care of his athletes, despite the fact that AL: Chaotic Evil Solam:1ia, gathering around him other men
they are slaves. No slave is ever tortUred . They HP: 33 living outside the law. Because of his educa-
are well fed and their quarters are comfortable AC: 2 tion, Steeltoe found it easy to anract many
if not luxurious. disillusioned young men, particularly reviled
But Arack is a political realist. He knows Knjgh ts of Solamnia, who otherwise would
that the Games have become a means of set- have had nothing to do with bandits. Steeltoe
tling accounts among the wealthy and he sees is a clever speech maker, continually remind-
o o reason why he shouldn ' t make a profit out ing his men that the world owes them a living
of it. Large sums of money are wagered on the and it is their right to take what they want.
athletes and the nobleman who owns a popu- The half-ogre is about seven feet tall, pow·
lar fighter generally makes a considerable for- erfully built , with a steel peg leg in place of his
rune. missing lower left leg (lost in a battle with a
The only person Arack is truly loyal to (and griffon). Attached at the knee, the peg leg has
will not betray) is his bodyguard, Raag the a round toe and is a formidable weapon.
ogre. The half-ogre is skilled in wrestling tech-
niques and swordsmanship. He is a brutish-
looking man with a yellowish cast to his
aQack, masteQ o~ the Games complexion and a large, flat nose. He ap pears
human in all other asp ects.
( 13th -Level Dwarf Figh ter)

STR INT WIS DEX CO N CHR


18/53 13 9 15 14 8
St€€lto€
(9/9-Level H alf.Ogre Fighter/ Thief)
THACO: 8
AL: Chaotic Evil STR INT W IS D EX CON CHR
HP: 73 16 9 7 12 17 8
AC : 2
TIIACO: 12
AL: Chaotic Evil
HP: 50
AC: 3

90
maqJcalJtems o~ kRynn
~======~,s~~~~============~~~~~~
·~ ~

In the early days of K.rynn, magic was a victim is aiJowed a saving throw with a -5 pcn-
powerful force and many fabulous items were
crafted. But those days were short lived , for
aJry to the die roll. If the save is made, then the
potion simply makes the victim sleepy but does
Robs, StavEs,
near the end of the Age of Might, magic came
under the displeasure of the church of !star
not cause him to lose control of his will. The vic-
tiro can then give false answers.
anb Wanbs
and was persecuted relentlessly. Many of the The length of the answer to a question is up
centers for magical research were sealed or to the victim so long as it is absolutely truthful
Sta~~ o~ StRiklnq/CURJnq
destroyed and wizards disappeared from the and answers aJl the stated parts of the ques-
general knowledge of men. With them went tion. The DM can use this opportunity to Common among the clerics of the Age of
their wondrous devices. impart important information to the PCs. The Might, these devices were most often used as
We list here many of those items for your formula for this potion is known to any good both protection for the cleric on journeys and
consideration, as well as a few items that come cleric in Istar of at least 5th level. The formula as a means of furthering the wills of their dei-
from the Age of Dragons. This is but a sam- is lost in post-Cataclysm Ansalon . ties.
pling of the magical items that can be found
on Krynn. Many magical items on K.rynn also
exist in other planes of existence, but the This staff combines the functions of a staff
devices described here are unique to Krynn. SCROllS of scriking and a staff of curing, with the fol-
lowing limitations. It recharges itself at a rate
of five charges per day when in sunlight, to a
SCROll 0~ th€ maximum of 50 charges.
As a sraff of scriking, it suikes as a + 3
StellaR pat h weapon. It inflicts 4-9 points of damage with
each blow without draining a charge. It
A powerful magic on the scroll of the Stellar
inflictS double this damage if two charges are
Path confers the favor of the gods of magic
used, but it cannot be used for curing until an
upon the user. Since the magical powers of the
hour has passed for each double-damage blow
wizards of K.rynn wax and wane depending
struck.
upon the position of the moons in the sky.
only rearrangement of the cosmos can bring
As a scaff of curing, the staff drains two
additional power to a wizard during a time of charges for each cure. It can only perform this
function six times in a single 24-hour period
disadvantage. This is the purpose of this pow-
and no more than once per day on a given
erful scroll.
individual.

Reading the scroll makes the moon of the


wizard's order appear at its most advantageous
position in the sky, regardless of that moon's
0JVJn€R 0~ lJ~€
natural position. This does not actually Often called a baron, the diviner oflife was
change the position of the moon in the sky, used during the Age of Might by commanders
but rather creates a magical condition in who wished to determine the general condi-
which the wizard's powers are as if the moon is tion of their troops. After first finding his
at its most advantageous position. troop 's top condition during a long rest, the
How advantageous this position is will general could get a good view of his troop 's
depend upon the natural locations of the degree of readiness by referring to this baton .
potaons moons of other orders. If reading this scroll
causes a conjunction of one or more of the
moons, that conjunction has its usual effect This magical object is a four-foot-long rod.
)StaR's tRUth upon the wizard's powers (see The Moons of Each end is capped by a six-inch-wide band of
Magic, page 27). gold and steel. The rod has a three-foot-long
This is a polion used in the courts of lstar to
Once the scroll is read, it disintegrates in section of what appears to be clear crystal in
ascertain the truth in matters brought before
the hands of the reader. The runes of the spell the mjddle (it withstands 20 points of damage
the Kingpriest or his appointed ministers.
can be copied down into spell books for safe before breaking). If the glass breaks, the staff
transport, but the spell can only be cast from is useless.
the scroll itself, which is the physicaJ compo- There seems to be a swirling white fog with-
This potion forces itS recipient to truthfully
nent of the spelL in the glass section. When the keyword is spo-
answer a number of questions. The pe1SOn who
The enhancement of the wizard's powers ken, this fog clears completely. If the staff
administers this potion can ask the victim 2d4
lasts for 48 hours and then his powers are back then touches any living being, the life force
questions requiring yes or no a.nsweJS and ld4
to the level dictated by the true positions of (hit points) of that being registers as a bright
questions requiring longer responses. (An exam-
the moons. green line, one inch long per 10 hit points.
ple of a question requiring a longer response:
"What happened to you three days ago?") The

91
maqtcaltt€mS or kRynn

and acting as an obscure spell. The dust devil


CRystals anb 4Ems will dissipate gas and mist in the area of effect.
The winds created start at the player and move
This thin gold band, when worn on the
head of a cleric of good alignment, grants two
at the player's will up to 6" away. The winds magical abilities. Once per turn, the wearer
BROOCh 0~ lmoq die down as soon as he stops playing the flute. can command up to 8 Hit Dice of creatures.
Also once per turn, as long as the user concen-
This traditional reward is given w mages
trates, one creature of up to 4 Hit Dice can be
who serve t he elven realms. It can grant the
controlled by the circlet's wearer. The creature
blessing of magical pro tection to the owner.
is not charmed, however, and cannot be
None have been forged since the Cataclysm.
forced to hurt itself.

This beautiful piece of jewelry is made of


gold leaf and shaped like a circlet of mistletoe.
When worn by a magic-user who knows the
brooch's command word, it can be used once Created for the royal family of Silvanost,
per day to create a minor globe ofinvulnera- these ancient keys provided the only known
bility. The globe lasts for IO rounds. way to enter the tower at the center of the city.
Each of the members of that household had a
key. At the time of the Cataclysm, several
members of the royal household disappeared.
th€ m€ballJOn 0~ ~aJth Their fates, and those of their keys, arc
unknown.
Since the rerum of the gods during the War of
the Lance, all true clerics have received medal-
lions offaith as outward signs of their inner com-
These are clven keys, magically linked to
mitmem. These medallions can create other
the life forces of their designated users.
m edaJ/ions offaith for clerics who profess faith in
Each key appears to be an ordinary key with
the true gods. (The new medallion bears the
extraordinarily delicate workmanship. It is
symbol of the new cleric's god, regardless of the
made of fine crystal twined with strands of
symbol on the original m edallion. ) platinum. It is about 6 inches long and the
The medallions of faith have no powers
handle is I inch wide extending down to a I/
other than creating more medallions. All cler-
4-inch-wide shaft.
ics of the true gods wear their medallions at all (jlaSS€S 0~ aRcanJSt These keys can be reset to another person if
nmes.
These magical lenses are set in solid plati- the current owner wills it reassigned. The orig-
num frames. The frames are so narrow that inal owner must still be alive, however, to do
the glasses will only fit on a kender or an elf. th is. Keys whose owners have died cannot be
ffiiSC€llan€OUS The Glasses of Arcanist were designed by reset and will not open the tower doors. How-
the mage Arcanist several centuries before the ever, these artifacts are highly prized by the
maqtc Cataclysm. The glasses enable their wearer to royal family (mainly to prove the end of a lost
relative) and those who return a key of
read all writings, rendering a perfect transla-
tion of any topic in any language. Magical Quinarosr will earn a rich reward.
scrolls and spell books can also be read using
Constructed by sirens in t he depths of the these g[asses.
sea, these flutes were given long ago to The g lasses do not enable a non-spell caster
favored mariners who had performed some w cast spells. However, they do enable a low- S1nq1nq Statu€
great service for the siren kingdoms below the level caster to cast higher level spells from Created during the most powerful days of
seas. Much prized, t he flutes often found scrolls with no chance of failure. !star's priests, these relics of Mishakal were
their way into the royal courts of the land . often used to protect temple complexes. Not
only did they open doors that we re magically
(Jolb€n CtRCl€t locked aga.inst unbelievers. but they also had
This flute can only be used by a character The golden circlets were created in !star additional powers to aid the clerics of the
who knows how to play a flute or other wind wward the end of t he Age of Might. They Healer.
instrument. While playing this flute, the user were designed to guide t he people into aiding
can summon and control small breezes. the church. Their use, however, tended more
After two rounds of playing, the user can toward slavery than service. Even so. they This item appears to be a hollow statue of
create a zephyr, after three rounds, a gust of could only be used by one of good desires and beaten gold, formed in the shape of Mishakal
wind can be summoned. If an entire turn is so their abuse was somewhat limited . Many of the Healer. If water is poured into the hole at
spent playing the flute, a dust devil can be cre- these survived the Cataclysm though they are the top, the statue begins to hum a varied,
ated in a 30" area, blowing up dust and leaves guarded most carefully. peaceful tune. The srarue has the following

92
maqJCal Jt€mS or kRynn

propenies when singing: it acts as a chime of plates. Additional plates for the thighs and received while wearing this armor. It is impor-
opening against any locked or held door; it shins are attached separately. The helm is a tant to note that this is not the armor that is
prevents undead from approaching within 20 two-piece affair that protects the back of the worn by Lord Soth.
feet of its wielder; it heals 1d6 points of dam- neck as well as the face . The design allows
age to any person within 10 feet (this property freedom of movement, protection in combat ,
only worlcs once per day). and warmth while riding dragons at high alti-
tudes.

W€Bn€t Dragonarmor is custom fitted and does not


The webnets are spun by wizards of the encumber the person for whom it was intend-
Dimernesti. As delicate and beautiful hair ed. Others may find that it fits too loosely or
ornaments, they are most sought after by too tightly; they suffer a - 1 penalty on all
human women on land , but their true powers
are known only tO wizards.
attacks while wearing the ill-fitting armor.
Dragonarmor is equivalent m scale + 2. /
/
Additionally, those who wear the padded
tunic and leggings subuact 1d6 points from
This item is only useful to a magic-user, any cold-based attacks or damage.
though any character can wear it as an attrac-
tive hair ornament.
When worn by a mage who knows the com-
mand word , the webnee can be cast to the
the Plate o~ Solamnus
ground before a foe, or directly at Q foe. It There were several Knights whose armor
i.nstantly grows to a 10-foot-diameter nee of was designed specifically for them when the
eauapmenc. Knighthood was formed . These suits were the
Alternatively, the net can be spun in a glit- finest in all the land and the deeds of their
tering circle, affecting up to 12 Hit Dice of wearets are legendary.
creatures as if a hypnocize spell had been cast Huma had one such suit even though he
upon them , although the targeted creatures was not accepted as a Knight of the Rose. Oth-
get saving throws vs. spell . er suits, including the one worn by Vinas
Solamnus, have disappeared into legend. Folk
tales about the locations of these s uits of Shtelb o~ huma
armor abound throughout Solamnia and Hum a is most famed for his use of the origi-
aRmoR anb ShJElbs Ergoth.
The plate of Solamnus consists of plate
nal dragonlanccs to banish the Queen of
Darkness back to her own domain. His shield,
breastplate, shoulder guards, arm fittings. however, figures quite prominently in many
leggings, and helm. All are beautifully tooled of his lesser tales. It was said that it never
with the markings of all three Solamnic failed him and that it often saved his life dur-
orders. The Order of the Rose is prominent on ing battles agai nst dragons before the
the breastplate.
dragon lance was employed.
The shield appears to be a medium shield
carved with intricate symbols of the Knights
These suits are rare, and the OM is advised of the Crown.
to take great care wirh them in his campaign .
One such suit could be the goal of a prolonged
quest. Huma's shield is considered a medium
The armor is equivalent of place + 5. There shield + 31 + 5 vs. d1'2gons. Its shielding mag-
is an important catch: the user must be of ically protects its wielder against breath weap-
unbesmirched good alignment to get this full
on attaclcs so that a successful saving throw vs.
benefit. Consult the character's alignment breath weapon causes no damage and a failed
chan (see page 114). Subtract one bonus save results in only half damage.
point for every point the character's alignment
is away from the left edge of the good align-
0RaqonaRmoR ment section. lf the character is far enough
This armor has been used by the forces of
away, the armor's bonus may become a penal- SolamnJC aRmOR
ty (maximum of - 5), actually making the
the Queen of Darkness throughout the many character's Armor Class worse! The traditional armor of the Knights of
ages of Krynn . Solamnia is granted to a Knight when he first
Evil or neutral characters suffer ld 10 addi-
It consists of a padded tunic and leggings attains the title of Lord.
tional points of damage from any damage
with a plate mail breastplate and shoulder The armor consists of breastplate , shoulder

93
maqJcalJtems o~ kRynn

damage to man-sized foes and 1d8 against


plating, helmet, and spurs. Each is engraved
with t he symbols of the Knight's order and, in larger-than-man-sized targets. Against any ~ROStREaV€R
the case of Sword and Rose Knights, any dragon it inflicts damage equal to th e hit A frosrreaver is a heavy battle axe made out
Knighthoods held previously by the Knight. points of the wielder (e.g ., a 14-hit point of ice. This ice can only be gathered from a
fighter causes 14 points of damage). The secret location on lcewall Glacier where tre-
weapon is always + 1 to hit unless thrown , in mendous pressure:, exerted for centuries, has
Solamnic umor is equal to AC 0 (plate + 1 which case it suffers a - 2 penalty ro hit. created icc of extraordinary density.
and shield + 1). It is only granted to those The knowledge needed to make a frosc-
Knights who have demonsuated the finest reaver is held only by the Revered Clerics of
qualities of Knighthood . m ounteb bRac,ontance the Ice Folk- the barbarian tribes competing
These suits are only available at a Circle of with the thanoi for control of lcewall Glacier.
Knights whose 1d6 roll plus modifiers is The mounted lance is 16 feet long and is The blades are formed by using the oil of the
greater than 15 (see page 128). most often wielded while mounted on a thanoi and other ingredients to hone and flat-
dragon. It is buttressed by a harness mount ten a sheet of the compressed ice. The cleric
that enables swift turning of the lance around must work an entire month to create a frosc-
its balance point. The mounted dragonlance reaver, and even the n the chance for a working
Weapons is ineffective on mounts smaller than dragons
because of the heaviness of the lance. The
axe is only 33%.
The weakness of the blade is its nature ,
mounted dragon lance acts as a norma.! lance if since temperatures above freezing cause the
Onaqonlanc€ it is not mounted on a dragon. ice to melt and the axe to become worthless.
One day of above-freezing temperatures will
Dragon lances are artifacts first created at cause a froscreaver to become useless as a
the end of the early Dragon Wars and used w The mounted lance does 2d4 + 1 points of weapon. In a warm environment, the decay
defeat the evil dragons. There were 20 surviv- damage versus mao-sized foes and 3d6 points requires only 1d6 hours.
ing dragonlances hidden inside the Swne of damage against larger-than-man-sized tar-
Dragon ofErgoth, 10 each of the two types. ln gets. Against a dragon it inflicts damage equal
addition, more dragonlances were forged for to the h it points of the wielder plus those of A frosrreaver is the equivalent of a heavy
the War of the Lance. There are two types of his mount. A 15-hit point fighter on a 40-hit barrie axe + 4. Because of the weight and size:
dragonlances: mounted and footman 's. Each point dragon inflictS 55 points of damage of a froscreaver, the axe: can only be wielded by
type is made of the same silvery metal that when the dragonlancc striltes another dragon. a character with a Strength of 13 or greater.
gives off a healthy silver glow. The head is If not mounted on a dragon, the lance causes
sharpened to a fine edge, and sm all barbs pro- normal lance damage. This weapon always has
trude from the sides. an add itional + 2 bonus to hit when mounted
How well the lance was made and under on a dngon .
what conditions determines how the lance
performs in battle. The ideal conditions for
forging a lance require that it be forged by a
man with the Silver Arm of Ergoth and the
Hammer of Kharas. Legend says that only
lances forged by these two artifacts can work
properly.

A dragon lance forged with only one of the


two artifacts mentioned above (either the Sil-
ver Ann or the fhmmer of Kharas) receives
only a + 2 bonus to hit and damage. A lance
forged by both artifacts has a +4 bonus to hit
and damage. These bonuses are in addition to
any other bonuses listed for the weapon.
END SCREEN

~ootman 's bRac,onlance This potent sword looks to be an ordinary


The footman's lance is eight feet long. It lo ng sword . It is also known by the: names
can be cast as a spear with some difficulty- it Spellclcavcr, Darkstar, and Magcfool. Its abili-
is most effective as a hand-held weapon. ties are primarily directed at countering mag-
ic. Its history is unknown, although it has
been among the Silvanesti elves for ages
A footman 's lance causes 1d6 points of untold.

94
maqJcalJtEms o~ kRynn

fies . location and cannot be moved about. Any


Mantooth is a long sword + J I + 2 vs. Wynnsbane can also locate objects three magic-user or clerical PC who touches the Icon
m2gic-users and enchanted c"'rures. The times per day. If the user desires to fiod some- instantly knows how to activate this function .
sword might be able to sever a magical thing that he knows well, and the object is To cast the spell, the PC mwt present the /con
barrier-it h as a 1% chance for every point of within 18~, the OM should steer him in the in a forceful manner and speak the word
damage inflicted (cumulative). Finally, it can right direction. "Tobril" fmnly. The person who carries this
be used to turn a spell cast acainst the wielder. object suffers no negative adjustments for dis-
To activate the latter ability, which causes the believing illwions.
spell to rebound against the caster, the wielder
of the sword must successfully roll to hit AC 0,
with no bonuses applied to the roll. This mighty blade was the weapon of the
ancient elven hero, Kith-Kanan. It was forged
in Silvanesti during the second Dragon War
and remained in the royal house until Kith-
n1qhtBRIOG€R Kanan led his people to Qualinesti . He is said
Not just good wizards built weapons. The to have been buried with the sword.
evil ones knew far better the need for a strong
arm and exercised that might more quickly
than their good brethren. This weapon looks very much lilce Wyrms-
So it was that Nighcbringer was created in bane, except that it is a little larger. It normal-
the Tower of Ergoth . Ic was here that the ly functions as a two-handed sword + 3. ulte
power of the Black Robe wizards forged many Wynnsbane, Wynnslayer is immune to the
evil weapons in the days when their kind were imprisoning effect of a dying Baaz draconian.
hunted by the church. The sword does double the usual damace
After the Cataclysm. Nighcbringerfell into against any dragon or draconian.
the possession ofVerminaard, who received it In addition, a character holding Wyrmslay-
from other evil clerics. er by tbe hilt gains a + 3 bonw to all saves
acaiost dragon breath attacks and spells cast
by dragons or draconians.
Nighcbringer is a foocman 's mace + 3. It is Wynnslayer does have the d isconcening
a powerful tool of evil. When the m ace strikes tendency to buzz acgressively whenever it is
a victim and the command word is uttered, brought within 3~ of a true dragon (not a dra-
the victim must make successful a saving conian). This buzzing is loud enough to be
throw vs. spell or become blind for 2d6 turns. heard dearly and always awakens a sleeping
The m ace also inflicts its normal damage. If a dragon.
character of good alignment n ics to pick up Three of these powerful anifacts are known
Nighrbringer, that character must roll a suc- to exist upon Krynn . They contain the
cessful saving throw vs. spell with a - 2 penal- essences of evil dragons and are magical items
ty to the roll. Failu re means that the character
is blinded permanently. or until a cure blind-
Sp€clal maq1cal of vast and dangerous power.
The Orbs of Dragonkind (also called
ness spell is cast on him. lt€ms o~ kRynn Dragon Orbs) are fragile , etched crystal globes
that are 20 inches in diameter when in usc.
When not in use, the orbs shrink to 10 inches

WyRmssan€ Icon o~ tRuth in diameter. They expand if the command


words, carved into the surfaces of the orbs, are
The Icon is a white marble rectangle carved spoken.
An artifact from the third Dragon War. this
into the shape of a book. It is jewel encrusted The orbs were employed long before the
sword was forged during the Age of Might and
and has a magica.l aura. The Icon measures 6" Cataclysm for the purpose of destroying evil
then lost later in that age. When dragons
x 4" x I". It is the book held by the god dragons-according to the legends, at least.
arose after the Cataclysm. the need for this
Gilean that symbolizes all the knowledge of These legends are common throughout the
potent weapon was great.
the gods. civilized lands of Krynn. What is not known,
unless characters have learned by experience,
Wynnsbane is a cwo-handed sword + 2 is that the orbs' actual purpose is to summon
Once per day, the Icon ofTruth can be used evil dragons. Powerful mages of old would
against most creatures. When used acainst
to cast a dispel illusion at 21st-level in a 30- summon the dragons with the orbs, and then
dragons and draconians, however, it inflicts
foot radiw. Within this area, dream creatures destroy them with powerful magic.
double damace. Against black dragons and
(such as those created by the mindweb spell)
sea dragons, it inflicts triple its usual damage.
and illwions cannot exist.
The sword does not become stuck in the statue
This dispel illusion must be cast on a ftxed
created when a Baaz draconian dies and petri-

95
ma(jtcalttems o~ kRynn

• Casts prayer once per day


A chanctcr attempting to use an orb must • Provides protection from normal missiles
gaze into it and speak the command words. once per day
This character must then make a successful • Acts as a potion oftuc giant strength once
saving throw vs. spell o r he is charmed by the per day
dragon within the orb. The OM should secret- • Cures serious wounds once per day
ly roll this saving throw, not infonning the • Inspires magical awe in all dwarves and
players of the roll or the result . derro (see Legends and Lore, page 7. for a full
lf the character saves against the charm, any explanation of this effect)
evil dragons within ld4 x 10 miles hasten to
the orb. These dragons automatically attack The hammer chooses when to activate any
any non-evil creatures they find near the orb. of its abilities.
If the current gaming situation does not speci-
fy the location of nearby dragons, roll ld6. On
a 1 or 2, an evil dragon of randomly deter-
mined age, size, and color shows up.
If the character fails the saving throw, no The Silver Arm ofErgoch was created by the
dragons are summoned, but the character is good dragons, men, elves, and dwarves dur-
charmed by the evil dragon within the orb. ing the First Dragon War. It was used to create
Inform the player, when you can speak to him the original dragonlances, and was used again
alone without being obvious, that his charac- hammER o~ khaRas during the recent war against the Dragon
ter has been charmed. He must act nonnally The Hammer of Kharas is a mighty artifact. Empire.
unless told otherwise. According to legend, it is the only hammer
The controlling d ragon will steer the that can forge a dragonl:mce.
charmed character so as to further the cause of The hammer is twice the size of a normal The arm must be anached to a human of at
evil. This is done as subtly as possible. so that war hammer. Its name comes from the great least 17 Strength who does not have a right
the controlled character's companions should dwarven hero Kharas who fought in the arm . The human must be of good alignment.
suspect nothing u ntil a cri tical point is Owarfgate Wars after the Cataclysm. Kharas is W hen a proper wearer places the silver arm to
reached. For example, if the PCs arc engaged most remembered , however, for the heroic his right shoulder, the arm grafts itself to the
in a desperate battle with an evenly matched deeds he performed prior to that time. The character and becomes a normal arm for all
group of evil characters. the charmed charac- hammer was given to him by the Kaolyn common rasks.
ter might suddenly throw in with the evil dwarves in recogni tion of his deeds on their When used with the Hammer of Kharas,
characters to swing the balance in their favor. behalf. however, the silver arm has the power to prop-
Each orb has the secondary abilities of cure The Hammer of Kharas is needed to prop· erl y forge dragonlances from d ragonmetal.
serious wounds three times per day, cast con- erly forge dragonlances. Only with the Hammer, the Arm, and pure
tinual lighc at will, and detect magic at will. dragonmetal can perfect lances be crafted.
Any character who gazes into an orb and The Silver Arm acts as a ringofregeneracion
speaks the command word knows of these The Hammer of Kharas is + 2 to hit. It for the character wearing it.
functions. Whenever it is used for any of these inflicts 2d4 + 2 poinrs of damage on a normal
things. the using character must make the sav- hit. It cannot be lifted by a character with a
ing throw to avoid being charmed. If the save Strength of less that 12 , and anyone with a
is successful, the check must be made to sec if Strength of less than 18/50 suffers a -2 pen-
any evil dragons arrive. airy to hit with it (cancels out the + 2 bonus).
Deet:cc magic and detect evil spells will The hammer acts as a mace of disruption
show a positive result if cast upon the orb or a against undead and creatures from t he Abyss.
character charmed by the orb. For purposes of It rums undead as a 12th-level cleric.
dispelling, treat the charm effect as if it was This artifact is intelligent (lot 11. Ego II)
cast by an lith-level magic-user. and can control anyone who touches it if the
character's Intelligence and Wisdom scores do
not total 22 or more. The hammer's motiva-
tions are to preserve the security of the dwar-
ven race and to funher the cause of good. The
Hammer of Kharas has the following special
abilities, at the 20th level of magic use:
• Detects evil as a paladin
• Gives wielder immunity to fear, both nor-
mal and magical
• Wielder cannot be affected by 1st - 4th
levels of magic

96
maqJcalJtems o~ kQynn

ed in a search of the mage's person. the wizard is strong enough to retain his own
Sta~~ o~ maq1us identity.
Magius was a wizard of legend who aided
Huma in his quests. His staff was one of the
most revered anifans, not for its powers, but
Bupu's €m€Ralb The use of this device requires a 10-block
in honor of the mage who used it. Indeed, This emerald was given to Raistlin by the shift in the direction of evil on the character's
compared to other devices, it seems to be of gully dwarf, Bupu , in the ruins of Xak alignment tracking chan.
little use. But many have suspected that there Tsaroth. Whether or not the emerald had any When this device is used. both victim and
was more magic to the staff than met the eye. magical properties before Raistlin acquired it wielder must roll a saving throw vs. spell with
In later years, the staff was given to Raistlin is unknown. Following the archmage's death, the following results:
l fajerc at the completion of his tests. Whether however, a legend sprang up that the emerald • If Boch Fail: Each loses ldlO + 5 hit
i : portended the power that he would attain or appeared in the pocket of a gully dwarf about points. The victim can make one attack. The
t 1e tragedy that would befall him matters lit· to be killed by draconians. The gully dwarf wizard can elect to stop and deal with the vic-
t e now. The staff remains sealed the Tower of gave the emerald to the draconians in an effort tim in another way, or he can try again (both
High Sorcery in Palanthus- entombed in to purchase his life. The emerald killed the roll another saving throw).
Raistlin's laboratory as a monument to his fol - draconians and the gully dwarf escaped. • If Both Save: Both are locked in mental
ly. Certain reports of Raistlin's nephew, how- Bupu 's emerald can be used only by a gully combat and must roll their saving throws
ever, seem to indicate that the staff is free dwarf, gnome, or kender. When used as a again.
again in the world. defense in a life-threatening situation, it • If Vicrim Saves and Wizard Fails: The
causes the attacker to be instantly overcome by wizard takes ldlO + 5 points of damage and
its beauty to the exclusion of all else. The loses initiative in the following round. The
The Scaff of Magius can only be used by emerald kills the attacker on contact. It can be victim can take a free action this round.
magic-users. The abilities in the following retrieved by its original owner. • If Wizard Sa ves and Vicrim Fails: The
paragraph are immediately known to the In the hands of those of any other race, the victim 's soul departs to the gods. His body is
wielder, while those in the second paragraph emerald has only the standard value of that inhabited by the wizard's soul; the wizard's
can be discovered when casting cenain spells. type of gem on Krynn . old body disintegrates. If the victim had a
The Scaff of Magius functions as a ring of higher score for any of his abilities (Strength ,
proceccion + 3. It strikes as a + 2 magical Intelligence, Wisdom, etc.), this score replac-
weapon and causes ld8 points of damage. When the victim touches the gem . he gets a es the wizard's score in that category. The wiz-
Once per day it can perform a feather fall and saving throw vs. death. If successful, then he ard retains any of his scores that are higher
a continual light spell. receives 2d20 points of damage. The victim than those of his victim. If the victim was of
In the hands of a mage of 6th level or high- dies if the saving throw is failed. Treat the higher level than the wizard, the wizard
er, the staff can enhance spell casting. It dou- obsession with the gem as a 15th-level charm attains that higher level, gai ni ng the necessary
bles the duration ofspells that influence light, spell. experience points and powers of his new level.
air, and minds. It maintains spells that require Absorbing another character's life force is
concentration for one round after wizard stops an extremely evil act . The wizard's alignment
concentrating. It also adds 2 points of damage should shift at least 10 blocks toward evil (on
to every die of damage done by a spell cast by th€ Bloobston€ the alignment tracking chan) each time he
the holder of the staff.
o~ ~1stanbant1lus uses the bloodsrone for this purpose.

This powerful gem came into Raistlin's pos-


session after he defeated the evil wizard in
th€ baGGER o~ maq1us mortal contest. b€VIC€ 0~
Raistlin Majere purchased the dagger from A powerful artifact from the early days of
the Tower of High Sorcery, giving in exchange magic , the bloodstone is of evil alignment. tJm€ ]ouRn€yJnq
a valuable magical item he found in his early About three inches in diameter, it is a green Made during the Age of Dreams, this
days of mercenary service. He carried chc dag- gem flecked with red. It is set in a plain silver device was given to Caramon by Par-Salian.
ger on his right forearm by means of a cun- setting and worn about the neck on a silver DMs should be aware that the device will have
ningly designed leather thong of his own chain. It can be used to cure wounds inflicted different properties depending upon when
making. This allowed the dagger to slip into upon the body by weapons (but it would have the player character encounters it. Originally,
his hand with a simple movement of his wrist. no effect on poison damage, for instance). the device's use was restricted to the major
Six inches long, this silver dagger is carved Its primary use, however, is to suck the life races-huma.ns, elves, and ogres-since all
in the shape of a dragon with the tail as the out of a victim and transfer that life force to other races are prohibited from traveling in
blade. It is slender and lightweight and can the wielder of the gem, extending the life of time. It was also originally designed to be used
easily be hidden upon the person of the mage. the wizard. It also provides him with all the by one person only.
wisdom, memories, etc. of the person whose This jeweled scepter can fold down into a
life he takes. While this can be beneficial (giv- nondescript-looking pendant. Since the
The dagger has a + 3 bonus to hit and dam- ing the wizard additional knowledge), it can device was essential to the return of the person
age. It also has the ability to remain undetect· also cause confusion and disorientation unless using it, it had several safeguards. Anyone

97
maqJCalJt€mS or kRynn

attempting to steal it (even a kender) immedi- p layers where you want them when they want
ately feels a strong revulsion to it and puts it to be there or when you want them in a p lace This device works only for magic-users. The
back instantly. If lost, the device makes its way they want to be. wand casts lightning boles at 15th-level power.
back to its owner through whatever means It normally carries seven charges and recharges
necessary. itself at the rate of one charge for every week
An example of this occurred in the novels in which there is a local thunderstorm.
when Tasslehoff gave the device to Raistlin in bataman 's BRacelet Each time the character uses the device,
the dwarven prison and was then discovered in there is a 5% chance that his location is noted
possession of the device once more. It auto· of maqtc Resistance by Lord Soth, who comes to take the wand to
matically returned to the kender. No force An ancient artifact kept in the Tower of his mistress, Kitiara. The death knight
exists that can keep this artifact from finding High Sorcery in Palanthas, the bracelet was appears in ld 10 rounds to claim the prize.
its owner. given to Tanis by Dalamar to protect him from
The properties of the device changed some- the magic of the death knight, Lord Soth.
what after Gnimsh-the only known gnome
in the history of Krynn whose inventions tasstehoff's
worked-altered it. From that point on , the
device transported more than one person and
The bracelet is of evil alignment and can
only be worn by those of either evil or neu tral
maqtc mouse Rmq
it also transported those of the minor races- alignment. Those of good alignment who This ring is made of white ivory with two
kender, gnomes, and dwarves. touch it receive a jolt of electricity causing red jewels that resemble the eyes of a mouse.
The correct version of the chant and insttuc· 3dl0 points of damage. Magical rings of this type are generally
tions goes as follows: Holding the pendant in The bracelet can be worn by characters of designed by apprentice wizards learning how
your hand , repeat the first verse, turning the any class. h can protect against powerful mag· to create magical objects. Thus th ey are rela-
face up toward you. At the second verse, move ic, but its du rat ion is lim ited. h offers 10% tively common (at least among mages) and of
the face plate from the right to the left. At the magic resistance against 3d- to 5th-level little practical value.
recitation of the third verse, the back plate spells, 20% against 6th- to 7th-level spells, Undoubtedly designed by some apprentice
drops to form two spheres connected by rods. and 30% against 8th - tO 9th-level spells. It in order to help him escape observation (and
At the fourth verse, twist the top clockwise- impans this magic resistance three times per possibly eavesdrop on conversations) , t he
a chain will drop down. The ftfth verse warns ~ay against each of these three groups of mag- magic is activated by placing the ring on the
to make certain the chain is clear of the mech- Jc. finger. The wearer instantly becomes a white
anism. As the sixth verse instructs, hold the mouse. In order to return to his proper shape,
device by each sphere and , while reciting the the wearer merely wills it so.
seventh verse, rotate them forward . The chain
will wind itself into the body. Hold the device balaman 's Rtnq
over your head , repeating the final verse, and
of healtnq the ntqht]ewet
summon a clear vision of where you want to go
Black as an evil dragon 's blood , the jewel
and what time period you want to be there. These rings were often used throughout the protects any who enter Shoikan Grove as long
Thy time is thy own, ages as wizards' last defenses against death. as they have the courage and will to use it. The
Though across it you travel. Nighcjewel helps to alleviate th e fear gener-
Its expanses you sec, ated by the Grove, though it docs not cancel it
Whirling across forever. This ring works only for magic-users and completely. The Nighrjewel can be used in
Obstruct not its flow. must be worn upon the right hand. h can cure defense against the undead who stalk the
Grasp firmly the end and the beginning, a light wound (less than 6 points of damage) Grove, but the person using it must have the
Turn them forward upon themselves. completely and can heal a mortal wound suffi- courage to touch the undead with the jewel if
All that is loose shall be secure. ciently to prevent death (it brings t he charac- the undead attack. No other weapon can be
Destiny be over your own head. ter up to 1 h it poinr). h is activated by touch. used with the Nightjcwc/.
Once used, the ring cannot be used again by The Nighrjcwel is black, unlovely to look
that ch aracter. at, and cold to the touch. It can be worn about
W hen the device is used, player characters the neck on a silver chain , but must be held in
with in 10 feet of th e device move to either the the hand, high in the air, when entering the
desired time (the place is up to the DM) or to Grove. The character who uses the jewel must
the desired place (the time is up to the D M).
bataman's Wanb remove helm and hood so that the light of the
Unfortuna tely for the p layers, they cannot
have it both ways. Moving to the location of
of l1qhtn1nq jewel shines on his face and in his eyes. This
light can be seen only by the undead. To all
the treasure in a tower may seem like a good Though there have been many wands of others, the jewel looks as black and ugly as a
idea until you arrive t here before the tower lightning, this particular wand carries its own lump of coaL
was built (and fi nd a long drop to the curse. Because the wand was used by Dalamar
ground). Moving to a certain time in history to kill Kitiara, the dead Dragon Highlord
can be fun until you materialize in the middle unceasingly hunts for the wand and its current
of an arena. Use this little loophole to get your owner.

98
maqJcalJtems o f kQynn

The Nighcjewel can be used by anyone. The Axe of Brotherhood has a + 2 bonus to the h elm o~
When a pany of adventurers enters the Grove, hit and damage; the Sword ofFriendship has a
the Nighcjcwel must be held high by the lead- + 3 bonus to hit and damage. CjRI~~on mane
er of the party. It modifies the fear roll for Discovered in the ruins ofXak Tsaroth, the
everyone in the group so long as no weapon is helm was given to Flint Fireforge by his friend
drawn or spell is cast. Once a weapon is drawn Tasslehoff. The helm is of dwarven make an d
or a spell is cast, the Nighcjcwel instantly loses Ra1stlln 's CuRseb money is decorated with a horse's mane. Having
all power, leaving the adventuring parry ar the During the Dwarfgate Wars, Raistlin (or always claimed he was allergic to horses, Flint
mercy of the Shoikan Grove. Fistandantilus) made a deal with the dark refused to admit that the long white tassel had
Those properly presenting the Nightjewcl dwarves to betray their king and leave the ever belonged to a horse. He insisted-to his
may ignore the - 10 penalty to saving throws gates of the fortress of Pax Tharkas open when dying day-that it was from the mane of a
while in the grove but must still roll their sav- Raistlin's army attacked. Thus victory for the griffon and thus the helm acquired its name.
ing throws. If a character fails, he loses the wizard was assured. Raistlin paid the dark The helm fits only dwarves.
benefit of the Nightjcwel until he succeeds in dwarves with a coffer of 100,000 steel coins.
a subsequent saving throw. These coins were cursed, however, to pre-
vent th e dark d warves from double-crossing This helm subtracts 1 from the AC of an y
the wizard. If the owner of one of these coins dwarf who wears it.
goes back on his spoken word, the flesh of
WaRBRinqeR hands begins to turn black and rot away. This
This gigantic two-handed sword, forged dur- dread curse spreads slowly and inexorably to
ing the Age of Might. was in the possession of the rest of the body until the victim dies.
the half-()gre bandit, Steeltoe. The fmc qualiry
and workmanship of this sword mean that it
once musr have belonged to a nobleman, possi- The legendary effect of this money oecurs
bly a Knight of Solamnia. Caramon won the only when the money is actually part of a
sword when he slew the half-()gre. Caramon promise. (Ifa character promised to guard you
brought the sword forward into the furure with in exchange for this money and then fled with
him. It remains in his family, having been passed it, then the curse would claim him.) A person
on to his eldest son. under the curse suffers ld4 points of damage
from coning each day until he either makes
good on his promise, receives a remove curse,
The sword has a + 3 bonus to hit and does or dies.
IdS + 3 points of damage.

RaBBits layeR,
the axe o~
tassleho~rs kn•~e
BROtheRhoob Whether this was really one knife Tas man-
anb aged to keep with him or simply a series of
knives the kender picked up is not known for
the SWORb 0~ certain. Th.sslehoff always claimed it was the
dagger he discovered in the ruins of Xak
fRienbShlp Tsaroth. He called it Rabbitslayer because
During the Dwarfgate Wars. Caramon used Caramon once told him it would be of use
a contest to being the two quarreling factions only if they were attacked by ferocious rabbitS.
of hill dwarves and plainsmen together. Caca- Actually the dagger, blessed by clerics of the
mon raised a tall wooden post in a sea of mud, ancient days, has far more power than Tassle-
placing an axe and a sword of care and magical hoff ever guessed.
value at the top. Whoever climbed the post
could claim these as prizes. There was a catch
of course. Not only was the post greased. but This dagger inflictS ld4 + 4 points of dam-
Caramon had the contest rigged so that the age and strikes with a +4 bonus to hit. It
dwarves and men had to work together to always returns to the kender within ld20
reach the prizes. hours after it is lost or stolen. The only way it
can go from one person to another is if the
owner gives it away of his own volition.

99
the WaR o~ the lance
~~~==~~~~·~~~~~========~~E8~\=====:ij
"H ear tbe sage as his song descends
like heaven 's cain or tears,
and washes the years and dust of many stories
£com the High Tale of the DRAGONLANCE."

100
asttnus 's ScRoll: the RIV€R 0~ ttm€
$:====~\93~~1==========~~~~~·~~ ~

Krynn, she awakens her evil dragons a4€ o~ 0Ra(jon5


hiStORY and prepares them for the work she has
in mind. She then returns through the 332 Dragons Appear: The savage and war-
The years following the Cataclysm were portal to gather her forces on the Abyss· like humans of Sanction , Neraka, and
filled with horror and despair for several cen- al Plane. Estwilde are allowed to discover the evil
turies. Battles for lost glories were a token of dragons. From among the most evil of
the age. Yet all races of Krynn managed to 157 Berem Finds the Stone: A young man these men arc recruited the Dragon
find the courage to fight the darkness. and his sister discover the Foundation Highlords and their officers. These
Though the full tale of those days is known Stone. The man pries a gemstone loose, men set about gathering armies under
only to Astin us, the following events lend per- against the advice of his siste.r. They the watchful eyes of the evil dragons.
spective to that time. struggle, and the sister is accidentally
killed. Her spirit, imbued with good- 340 Humanoids Recruited: The ogres and
ness, inhabits the Foundation Stone. hobgoblins are gathered into the evil
a4€ o ~ OaRkn€55 The man, Bcrem Everman, is cursed fold and trained as troops in t he Drag-
0 Cataclysm: The wrath of the gods with the stone he has stolen, as it onarmies.
descends upon Krynn. The Thirteen becomes embedded in his chest. He 342 Draconians Created: Takhisis instructs
Warnings strike, one per day, preceding cannot gain the peace of death until his the Highlords in the corrupting process
the end of the year. Trees weep blood, sister's soul is released from imprison- whereby draconians are created from
fires die or rage uncontrolled, and ment in the stone. the eggs of the good dragons. The gen-
cyclones suike the Temple of the eration of draconians in the fiery under-
210 Takhisis Returns: The Queen of Dark-
Kingpriest. On t he thirteenth day, ground regions around Sanction begins
ness aucmpts again to enter Krynn
mountains of fire fall from the skies, in earnest. The first draconians, Baaz,
through the portal opened by the
ravaging the landscape. are created from brass dragon eggs.
stone. To her great frustration, she dis-
!star is immediately destroyed, its Soon, copper dragon eggs are used to
covers that the portal is closed by the
remnants sinking far below the surface create Kapak draconians.
presence of the sister's spirit. Enraged ,
of the newly formed Bloodsea. Ergoth
she casts about for a solution. 343 to 347 Evil Armies Marshall: Dracon-
is sundered from the majnland to form
two great islands. Waters pour into cen- 287 Dragon Eggs Stolen: The evil dragons, ian creation continues, with Bozak
tral Ansalon, forming the New Sea and awakened by Takhisis, keep their pres- (bronze), Sivak (silver) and finally
shrinking the formerly vast plains of ence in the world a secret. They raid the Aurak (gold) draconians. The dracon-
Ansalon. To the south, the land rises Isle of Dragons, where the good ians are formed into military units and
and the water recedes. The port city of dragons lair, and steal the good trained for combat, while the training
Tarsis is unscathed, but now lies far dragons' eggs. Fleeing with the eggs to of human, hobgoblin , and ogre forces
from the sea. T he Temple of the the Lords of Doom , the evil dragons continues. Periodic outbreaks of vio-
Kingpriest is shattered with the hide their cache in the bowels of the lence occur among the Dragonarmies
destruction of !star, its pieces scattered volcanoes. themselves; the Highlords encourage
throughout the planes of the universe. this aggressive behavior. Near the end
296 The Oath: Acting upon the orders of of 347, Takhisis judges that her forces
1 to 100 AC Chaos and Pestilence: The sur· their Queen, the evil dragons exact the arc ready. The opening campaign of the
vivors of the Cataclysm struggle desper- Oath of Neutrality from the good war is planned for the following spring.
ately to stay alive. Famine spreads dragons. The oath binds the good
across the world and plague follows. dragons to noninvolvement in the com- 348 War of che Lance Begins: With the
1rue clerics are unknown. The Knights ing war. In return, the evil dragons melting of the snows in the high passes
of Sol amnia are persecuted throughout promise to return the eggs, unharmed, around Neraka , the Dragonarmies
the land, as people find them a handy at the conclusion of the war. pour eastward upon the unsuspecting
target for blame. Many villages and peoples of Krynn. The lands of Nord-
300 to 320 Agents of Evil: Takhisis sends maar and Goodlund are swiftly over-
towns, initially untouched by the Cata·
her agents through the world , seeking run, while the humans of Khur ally
clysm, soon vanish because of disease or
the man with the green gemstone themselves with the evil forces to avoid
war. Sometime during this period, the
embedded in his chest. She knows that conquest. Little resistance is met by the
Foundation Stone of the Temple comes
this man is the key to opening her por- massed armies. What few baules are
to rest in the Abyss, and is discovered
tal once again. She grows increasingly fought are decided swiftly by the awe-
by Takhisis, the Queen of Darkness.
frustrated at Berem's apparent disap- some power of the dragons. By the end
141 Stone Planted in Neraka: Thkhisis plac- pearance. Eventually, she decides to of the year, the hold of the evil forces
es the Foundation Stone on the barren put her plans into operation . over their occupied territories is uncon-
plain of Neraka, far from any center of tested.
population. The stone begins to grow
into a twisted and perverted form of the
Temple. The Datk Queen enters the
world th rough the portal opened by the
stone. Walking among the creatures of

101
II 12 II
post-~ ansaton

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asttnus 's ScRoll: the RtV€R o~ ttme

349 Talchisis Turns to Silvanesti: The Drag- A huge force, spearheaded by the Shortly after the battle, a small band
onarmies commence a three-pronged Blue Army, strikes across the Plains of of heroes penetrates the deepest tem-
attack into Silvanesti, utilizing their Solamnia, overrunning Kalaman, Vin- ples of the Highlords in Sanction and
effective air and land combination. The gaard, and much of Solanthus. Disor- discovers the treachery being wrought
elves, however, resist much more effec- ganized and bickering, the Knights of on the good dragons' eggs. News is
tively than the humans and kender to Solamnia are slow to respond to the swiftly returned to the Isle of Dragons,
the north. Losses are heavy on both threat. Lemish sides with the evil and the good dragons join the war
sides, but the Dragonarmies make little forces , but the dwarves of Kaolyn pro- against evil with savage intensity.
progress into the dense forest. Using vide a strong linchpin on the right flank With the aid of the good dragons,
magic, discipline, and intimate knowl- of the defenders. the Whitestone forces are at last able to
edge of the terrain, the elves lure the Meanwhile, the Red Army leads an take the offensive. Surging eastward
Dragonarmies into a series of am bushes amphibious attack across the New Sea with violence and purpose , the armies
that seriously deplete the evil forces. to the Plain of Abanasinia. The barbar- of good reclaim the entire northern
Takhisis sends her two remaining ian tribes of the plain are swiftly Solamnic Plain during the rest of the
Dragonarmies to reinforce the attack, absorbed by the onslaught, which soon year. Gunthar Uth Wistan and Laurana
laying waste to the once-beautiful for- brings the Dragonarmies to the borders of Qualinesti lead armies of men, elves,
est and slowly advancing toward of Qualinesti. Knowing that they can- and dwarves against the evil Dragonar-
Silvanost. Although they fight coura- not withstand the might arrayed mies. Carrying mounted dragonlances
geously, the elves are decimated by the against them, the elves evacuate their on the backs of the good dragons, the
war, and the dragons set about system- homeland, fleeing westward to join Whitestone forces emerge victorious
atically destroying the elven food stock- their cousins on Southern Ergoth . from every engagement they fight dur-
piles. In autumn , the capital is Finally, the Dragonarmy rolls against ing the long summer.
evacuated with many refugees. The the dwarven fortress of Thorbard in . As The recapture of Kalaman spells the
elven fleet sets out on the dangerous winter sets in, the army is still laying beginning of the end for the Dragonar-
journey to Southern Ergoth , while siege to the dwarven stronghold. mies, but the Queen of Darkness is
many fighters remain behind . Additional evil troops strike across determined to pass through the portal
On the last day of the year, the Drag- the Tarsian Plain from Silvanesti. They of the Foundation Swne, with the
onarmies close upon Silvanost, and the reach and occupy Tarsis by rhe end of legions of the Abyss behind her. Des-
elves realize that the war is lost . In a the year. All of Ansalon, except for the perately, her minions seek the man with
desperate effort to turn the tide, King western coastline and western islands, the green gemstone.
Lorac attempts to use an Orb of Dca- now lies under the heels of the Yet the armies of Whitestone close
gonkind to work the destruction of the Highlords. upon Neraka, and the Queen is foiled
evil armies. The perfidious orb seizes in her attempt. Evil turns upon itself,
352 Whitestone Council: Early in the year,
control of Lorac instead, plunging the and the Dragonarmy alliance collapses.
representatives of the surviving good The War of the Lance Ends.
land into a living nightmare and dis-
nations meet at the Whitestone, on
persing the remaining elven fighters in
Sancrist Isle, for the Council of White-
chaos.
stone. Here an uneasy alliance is forged
350 Rearming Evil: Seriously weakened by between the elves and humans, and
the costly invasion of Silvanesti, the they agree to save their fighting for the
Dragonarmies spend a year rebuilding forces of evil. The council is decided by
and retraining. Takhisis's troops now the arrival of Theros Ironfeld , who
control all of eastern Ansalon . wears the Silver Ann of Ergoth and
The minotaurs of Mithas and Kothas bears a dcagonlance.
are recruited to the evil cause and belat- With the coming of spring, the Blue
edly attempt to intercept the elven fleet Dragonarmy hurls itself against the
sailing to the west. Although a series of High Clerist Tower that blocks the
sharp skirmishes cost each side some mountain pass leading into Palanthus.
ships, the fleet sails through, reaching Rallying at last, the Knights of Solam-
Southern Ergoth near the end of the nia make a heroic stand and, for the
year. first time, a Dragonarm y retreats from a
field of battle. The battle marks the
351 Evil Turns West: Again starting the
first modern use of dcagonlanccs.
campaign with the coming of spring,
the Dragonarmies surge westward in a
massive offensive. The scope of these
attacks is far beyond anything that
Takhisis's forces have yet attempted.

104
ansalon at=teR the waR
(r~==~/83~~========~~~~~~·~~~~~~~

neutral territory currently contested by several toward each other are continuously patrolled,
factions. The factions are listed below. and intruders are accosted for questioning, or
Faction Align .
Allies worse. Members of all factions worry about
The map of postwar Krynn displays the areas spi~ and do not hesitate to use persuasive
that are controlled by the various factions left at Red Dragonarmy CE Black Army
Blue Dragonarmy LE Green Army methods to determine whether a traveler is
the conclusion of the War of the Lance. The areas who he claims to be.
shown as controlled by a faction are contrOlled White Dragonarmy CE None
Black Dragonarmy CE Red Army, Many of the cities of Ansalon have been
solidly. There are no wars in these areas, unless devastated by the war. Only Palanthus, of all
your campaign considerations dictate otherwise. Minotaurs
Green Dragonarmy LE Blue Army the great cities, escaped damage. Because of
Isolated guerilla or bandit activity is possible, this good fortune, Palanthus is now the center
but these occur only rarely. Minotaurs LE Black Army
Knights of Solamnia LG Elves, Dwarves of civilization upon Krynn. The Knights of
Each of the factions includes a veteran force Solamnia have set up their central headquar-
of troops. These troops quickly quash any Elves CG Knights
ters there, and the Port of Palanthus still
uprisings and maintain order. They may be Dwarves LG Knights
receives ships from all corners of Ansalon.
occupied in fighting border wars or in garrison
duties throughout the controlled territory. In Wherever factions of good and evil align-
ments control adjacent areas, border skirmishes
areas where no controlling power is shown,
the area is in a dangerous state of anarchy. are frequent. 'froop movements and battles are Cl1mat€
Bandits are common there, and small cities also common here. No trade occurs through
are struggling to gain control of their immedi- these areas. Some information on climate is necessary if
ate environs. Armed forces from nearby areas Wherever factions of the same alignment you intend to run an extended campaign in
of control are often encountered here, as each that are not allies control adjacent areas, bor- the world of Krynn. The information given
faction attempts to expand its influence and der guards are common. There is a 10% here should be considered a rough guideline;
combat the influence of its rivals. chance per month that the border erupts into DMs who want a more exact procedure for
skirmishing, although such fighting usually determining weather are referred to the Wil-
stays well below the level of all-out war. derness Survival Guide hardback.
If your campaign has created conditions Allies actively cooperate with each other in
that are not consistent with the setting pre- the pursuit of their objectives. If two allies
sented here, by all means change the informa- share a border with a common enemy, troops Ansalon is a continent in the southern hemi-
tion to create the reality of your campaign. of those allies fight side by side against that sphere of Krynn. Consequently, its coldest
For example, if you played the Battle ofNera- enemy. Even among allies, however, troops of region lies to the south. Icewall Glacier is a
ka in the campaign and the Blue Dragonarmy one faction are never commanded by a leader region of constantly freezing temperatures and
was completely destroyed and Kitiara killed, from another faction. frequent snowfall. During winter, the sun illu-
the area of Blue Army control does not exist. minates this area for only a few short hours every
Instead , the regions controlled by the Red and day, and blizzards roar across the ice fields.
Green Armies and the Knights of Solamnia Cj€n€Qal Conb1t1ons The region ranging from Qualinesti to
expand to fill the void. Very possibly, much of As with any world that has just emerged from Silvanesti (including 'Thesis) suffers severe winters
the area is under no faction's control. that begin early in autumn and continue far into
an all-consuming war, conditions on Krynn are
spring. The elven forests receive plenty of rain
far from idyllic. The remnants of the evil forces
still control much of the landscape. These forces during spring and summer, while the 'Thrsian
All of the factions have achieved some degree Plain is relatively dry most of the year.
fight each other as readily as they battle the
of law and order within their !borders. Entry into forces of good. With the defeat of the Dark The western islands of Sancrist, Southern
towns and cities, and perhaps even villages, is Ergoth, and Northern Ergoth, are treated to rel-
Queen, most of the troops in the Whitestone
observed by guards of the appropriate faction. armies returned home to plant crops or tend atively mild winters because of warm ocean cur-
Strangers are viewed suspiciously. their shops and stores. Thus there is no concen- rents that keep the temperatures not too far
Conversely, war heroes are recognized read- tration of good forces to systematically regain the below freezing. These areas receive much snow
ily by comrades in arms. Characters who have in winter and suffer very rainy springs. They are
lands held by the Dragonarmies. Wars fought in
led units in combat are almost always recog- subject to flooding several times a year.
this period are small-scale, but may be very vio-
nized by troops from the same army, and The lands of Solamnia, as well as the Lun-
lent. Mercenaries are readily available to work for
heroes of note stand a 50% chance of being dian peninsula of Eastern Ansalon, are the
anyone who can pay. Many have spent most of
recognized by troops of their alignment. most pleasantly temperate on the continent.
their adult lives waging war and have no other
skills or interests. Winters are snowy, but not very long. Plenti-
ful rainfall allows for a long growing season ,
ractJons Communications between areas of control are
primitive to nonexistent. Factions that are and these regions consequently produce most
Control of Ansalon following the War of of Ansalon's food.
friendly to each other may send occasional (heav-
the Lance has fallen to nine powerful factions , ily guarded) caravans back and forth. Roads are The central plains, including Estwilde ,
each of which controls one or more tracts of watched by bandits, however, and accommoda- Neraka, Kern, and the surrounding areas, is a
territory. Areas outside the control of these dry and desolate region. Severe winter storms
tions for travelers are few and far between.
factions are either independent city-states or The borders of factions that are unfriendly sweep across the area, yet little rain falls dur-
ing the growing season.

105
an salon a~teR the waR

The northern tip of the continent is the If your characters desire to travel beyond in this direction that the fabled and much feared
land of Nordmaar, which swelters through the boundaries of the maps. then you need to land of the lrda is said to exist.
long and humid summers and rarely receives a design the lands and locales that await them. Ease Hes an ocean of unspeakable vastness.
snowfall in winter. Certain crops can be grown Brief introductory descriptions are provided Strong winds aid sailors who wish to travel in this
during the long summer season. but the tem- for the start of the journey: direction, but a voyage of many months is
perature is often too hot for more temperate Souch lies the icy vastnessoflcewall Glacier. required before reaching land. The peoples and
crops. The islands ofMithas and Kothas share The glacier covers the south polar region for crearures of the lands to the east are very differ-
this type of climate. several hundred miles in all directions. ent from those encountered upon Ansalon.
Wesr, out to sea, lies a huge region of tem-
pests and typhoons. Winds blow from the
Beyonb the map west with steady intensity, carrying one storm
after another into the western shores of Ansa-
the lanbs
What lies beyond the horizons shown on the
map? Sooner or later characters in an extended
Ion. Travel by sailing ship in this direction is
nearly impossible, since it involves moving
o~ ansalon
campaign will begin to wonder about this. into the teeth of these savage winds. The racial makeup of each nation's popula-
The answer is up to you. Nonh lie the tropics. A scattering of pleasant tion, the primary resources produced by that
The continent of Ansalon is only one of sev- islands can be encountered after many weeks of nation , and any special notes required to run
eral land masses on the surface of Krynn . As sailing time. These tropical islands include the that nation in a campaign comext are present-
the setting for the War of the Lance. Ansalon Isle of Dragons, where the good dragons ed on the following table.
was the location for all of the adventures in the remained unci! freed from their Oath, as well as
D RAGONLANC.E® saga. many other idyllic and enchanted setcings. It is

The Nations of Ansalon

Name Pop. I AI Products Notes


.Abanasinia H /N Fur, Com Many tribes of barbarians, stone buildings
Blode 0/CE Nil Raid caravans and commerce
Caergoth H / LG Ships, Timber Deep pon, Knight Stronghold
Estwilde H / N(E) Goats Barren, dry
Good lund K / N(G) Maps, Coral Vast forest, small villages
Hylo K/N(G) Carved wooden objects Pon city Hylo, largest kend er community
Ice reach Thanoi(LE), H(LG) Nil Iceriggers for travel
Kalaman H / N(G) Ships, Navigators Ravaged by war
Kaolyn D/LG Gems, Iron , Steel Very loyal to Knights
Kern OICE Nil Mercenaries and bandits
Khur H /N(E) Horses Warlike nomads
Kothas MILE Ships Pirates, stone castles
Lcmish H /N(E) Timber, Small ships Hunters and sailors
Mithas MI LE Ships Pirates, Stone castles
Neraka H /N(E) Sheep, Wool Small bands of nomads
Nord mar H / N(G) Horses, Chariots Small tribes, central king
N . Ergoth H /N(G) Copper, Brass Many ruins of ancient Ergoth
Palanthus H /N Ships, Books Largest city on Ansalon. center of good religions
Qualinesti E/ CG Fruits, Leather Devastated in war-slowly rebuilding
Sancrist H/LG Gold, Silver, Platinum Largest gnome community, traditional home of Knights
Sanction H /N Ships, Pirates City rapidly eroding from lava flow
Silvanesti E/CG Nil Forest twisted by king's nightmares during war-slowly recovering
Solanthus H / LG Grain, Cattle Occupied during war- towns burned, people slowly returning
S. Ergoth E/CG Nil Different elven cultures slowly melding
Tars is H /N Furs, Horses, Wagons Road to coast started
Thorbardin D / N(G) Steel, Gems, Weapons Beginning to trade w/humans and elves
T hrotyl Hob/ LE Nil HobgobHn race retreated here and is entrenched
Vingaard HILG Horses, Cattle Reclaimed from evil. prospers
Zhakar D/L(E) Gems, Armor Mysterious race of evil dwarves

Abbreviations:
AI = Alignment ; D = Dwarf; E = Elf; Hob = Hobgoblin
H = Human; K = Kender; M = Minotaur; 0 = Ogre

106
P€RSOnallti€S 0~ th€ aqe 0~ 0Raqons

takhiSIS P YRit€ Ra1st tm


th€ Qu€€n o~ Oankn€ss Fizban often has an ancient gold dragon {20th-Level Hum~ Black Robe Wizard)
known as Pyrite as his companion. Deaf, half-
The Dark Queen can take any form -male. blind, irascible, and senile, the golden dragon STR INT WIS DEX CON CHR
female. or dragon-depending upo n her spends most of his time sleeping in the sun. 10 17 14 16 10 1)
needs. She can appear as the Dark Temptress, The dragon's great days were during the time
the most beautiful, desirable woman a man of Huma (which he remembers much more THACO: 9
has ever seen in his life. She can appear as the clea.rly than recent times). Consequently he AL: Chaotic Evil
Dark Warrior, a fearsome warrior in black will fight when called upon, but only if he can HP: 44
armor with eyes of fire and a sword of Aame or be convinced he is going to Huma's rescue. AC: -2
she can transform into her favored shape, t hat Pyrite has all the spell-casting powers of an
of the five-headed dragon. ancient gold dragon and on a good day can O Ms who are running campaigns based on
No matter what form the Dark Queen remember most of them . the DRAGONLANC£® Legends books need
takes. all those in her presence (including to make Raistlin an NPC character since he has
those of good alignment) feel her power and gone beyond 18th level. Raisdio is a complex
experience a sense of awe and reverence. Even Pyrite is an ancient huge gold dragon. Use character and this information should help
though she is evil, she is one of the three crea- the statistics for such creatures from the Man- you play him effectively.
tors of the world. seer M;.nual.

Game statistics for Takhisis can be found in lonb Soth


the section on Krynn 's gods (page 46). Ra1stl1n m aJ€R€ (Knight of the Black Rose)
Raistlin seems frail , but one is never really
Though a death knight (see the FIEND
certain whether this frai lty is real or feigned to
FOLI~ tome), Lord Soth wears the armor of
lull his enemies into a false sense of security.
r •zsan t h € ras ulo us He still speaks in a whispering voice, having
a Knight of the Rose. This armor is blackened
and charred as if it had been in a fire. He wears
Fizban appears as a gray-bearded old wizard discovered that this gets people's attention. the helm of a Knight as well. All that can be
in mouse-colored robes with a beat-up. point- Raisdin has one consuming ambition- he seen of his face is two Aaming orange eyes. He
ed wizard 's hat that is off his head more than wants to become a god. He will use any means is a frightening apparition who can even make
it is on it. He carries a plain wooden staff that to gain this goal; he will let nothing and no
the fearless kendcr "feel a bit queer" when
appears to do nothing whatsoever, plus a one stand in his way. they are in his presence. Soth's voice is deep.
shabby spell book in which he can never find Raistlin does not love Crysania. He desires
seeming to come from far underground.
the spell he is searching for (generally to every- her and feels natural feelings of protectiveness Although thoroughly evil, he is proud and
one's relief!). Pouches hang from his belt. but toward her but that is all. Raistlin has deep will fight an enem y honorably. His admiration
these are just as likely to contain his dirty socks feelings for only one person on this world and and respect for Kitiara becomes, eventuall y, a
as spell components. that is his twin brother, Caramon. Any feel - dark passion that will lead him into plotting
ings of affection for Caramon are all tangled
her death .
up with hatred and jealousy, but real love for Lord Soth's tragic history is told in part in
Descriptions of Paladine and his statistics his twin lives beneath. Raistlin is cunning the history of the Knights of Solamnia.
can be found in the section on Krynn's gods. enough and strong enough. however, to use
The beloved. befuddled old wizard is a his feelings and those of others to his advan-
wonderful character who can have players tage by manipulating his twin and Crysania.
gasping with laughter even while they're Raistlin has a charisma that is very power- l onb Soth
ready to wring his neck. Since he is a god (Pal- ful. Thus Dalamar stays with him , even at the (Solamnic Dearhknight)
adine), Fizban is interested in people learning peril of his own life . Crysania is drawn to him ,
about themselves and developing their true though she can't explain why. He can be very STR INT WIS DEX CON CHR
potential. When Fizban tries to help charac- charming. when it suits his purpose. 18/99 10 9 14 17 17
ters out of a C..x , it often seems as if he is simply Raistlin will not. under any circumstances.
making the situation worse instead of better. return to the Red Robes. much less the White. THACO: 12
Fizban always allows others freedom of cho ice Raistlin is truly evil. He chose to be evil, and it AL: Chaotic Evil
and does not interfere with their decisions. is only because of his final sacrifice that he is HP: 59
Fizban's purpose is to restore the balance of rewarded by the salvation of peace in death . AC: 0
good and evil to the world , not to make one
triumph over the other. O Ms should keep this
in mind when playing this character.

108
p eQsonalJtJ€S o~ t he aqe o~ bQaqons

he knew that he could not open the gates of field and wiped out both dwarven armies. He
Thorbardin to the hill dwarves and plainsmen returned to King Duncan. who-shock ed and
or all would perish of famine . He had not ~orr_ified by Kharas's report-shu t himself up
Since her dreams of conquering the world
foreseen the terrible loss of life that would tn hiS home and refused to eat or drink, weak-
under the banner of the Dark Queen have
been crushed, Kiciara is frustrated and raging occur when Fistandantil us's magic wiped out ening and evenrually dying in Kha.ras's arms.
beneath her calm exterior. She has never almost all members of both armies. Duncan's The ~anes all fought to gain the kingship ,
admitted defeat and, in fact, has managed to sons died in this battle and their father did not each see_kmg out Kharas and vying for his sup-
make Sanction a haven that not even the long outlive them, dying of a broken heart in port. S1ckened by the greed and political
the arms of his young friend. Kharas. back-stabbing of his people , Kharas took the
Knights with their good dragons feel ready to
attack. body of his king and his magical hammer and
She hopes Raistlin will help her gain her carried them to a secret burial grou nd , where
he died. Before he left, he foretold that the
ambition ; his plans to challenge the Dark buncan
Queen anger and scare Kitiara. Kitiara has a dwarves would never be united until one arose
(lOth-Level Mountain Dwarf Fighter) brave enough to seek out the Hammer and
respect for the Queen born of fea.r and she is
return it to the dwarves of Thorbardin .
terrified that, if Raistlin fails, he will drag her STR INT WIS DEX CON CHR
down with him as well. Kitiara also has 17 10 13 10 15 10
become enamored of the dark elf, Dalamar.
Her plans to rule the world include the dark THACO: 12
khaRas
elf ruling at her side. AL: Chaotic Good (14th-Level Mountain Dwarf Fighter)
Kitiara is a gambler with fate. Having con- HP: 48
sidered the odds, she has decided to put her AC: - I STR INT WIS DEX CON CHR
money on the Dark Queen instead of her half- 18/56 12 17 14 16 10
brother, Raistlin. It is a pretty good bet, since
she undoubtedl y believes she could worm her THACO: 7
way back into Raistlin 's favor should he suc- AL: Lawful Good
ceed. What she has not counted upon is Lord (Dwarven Hero) HP: 78
Soth. AC: 2
Taller than average for a dwarf, Kharas was a
handsome dwarf of serious, solemn mein. He
had dark hair and a luxurious beard worn in
k1t1aRa long curls according to the style of his people , R € CjhaR ~IR€fOR(j€
the mountain dwarves. When Kharas was
(15th-Level Human Fighter) Reghar was the elderl y hill dwarf (Flint 's
young, in the days before the Cataclysm, he
grandfather ) who led his people during the
STR INT WIS DEX CON CHR fought with the Knights of Solamnia in the
Dwarfgate Wars. Hale and hearty. Reghar was
14 13 7 18 14 14 Goblin Wars. The Knights were impressed
stubborn and fiercely proud . He had gray hair
with Kharas's skill and valor as well as his
and a gray beard that he wore plaited and
T HACO: 6 nobility and honor. They named him
tucked into his belt in the fashion of the hill
AL: Lawful Evil "Kharas" which means knight in Solamnic.
dwarves. He went to war against his cousins
HP: 68 This is one of the highest honors the Knights
because he· was convinced that the mountain
AC: -3 can bestow on a member of another race.
dwarves had great wea.l th and stores of food
Kharas wielded a huge hammer that he
hidden beneath the mountain that they
made himself, some say with the help of the
re~us~d to share with those in need. Although
god Reorx. (see page 96 for more info on the
Ouncan this IS not true, nothing anyone said con-
hammer). If the players meet Kharas during
vinced Reghar otherwise. He believed in this
(King of the Dwarves of Thorbardin) the time of the Dwarfgate Wars, he will have
for too long and, besides. it was the hill
shaved his beard-a shocking act for a dwarf.
dwarves' only hope for survival.
Approxima tely two hundred years old Such a thing is done only to those dwarves
Reghar had one son who lived to adulrhood
when he died. Duncan was still in the prime who have performed a disgraceful act. Since
(Flint 's father). His other son died of heart
of life for a dwarf. He was stoutly built with he was opposed to warring against his kins-
disease (the same affliction that killed Flint).
iron grey hair and a grey beard that he wore in men, the idealistic Kharas shaved his beard as
Reghar himself died in the Owarfgate Wars,
long, flowing curls according to the fashion of a sign that he fought this war only because his
killed in the blast of magic that destroyed
the mountain dwarves. Quick- tempered, king ordered him to do so and that he went
nearly everyone in both dwarven armies.
blunt, and gruff. Duncan was a shrewd old forward to kill his fellow dwarves in bitter
shame.
dwarf who held his position as king tenacious-
ly despite the various dwarven factions that Kharas fled the final battle when he saw his
wanted to overthrow him. He accomplished kinsmen slaughtering each other for no pur-
this with wisdom, diplomacy, and common pose except hatred. With him he carried the
sense. bodies of the king's sons. Thus Kharas escaped
Duncan waged the Dwarfgate Wars because the devastating blast that leveled the battle-

109
P€RSOnalJti€S 0~ th€ aqe 0~ 0Raqons

Elistan's greatest concern is for the church threat to the world exists. Under no circum-
and for Crysania. He has been given knowl- stances will Par-Salian leave the Tower ofWay-
ReqhaR ~~R€~RG€ edge from Paladine that if Crysania succeeds reth.
(9th-Level Hill Dwarf Fighter) in her quest, she will be a great leader-a
STR INT WIS D EX CON CHR powerful cleric , ruling over the church with
17 10 8 12 14 12 wisdom and compassion. Thus Elistan will do PaR-Sallan
what he can to counsel Crysania, but will not
attempt to dissuade her (or any other player (18th-Level Human White Robe Wizard)
THACO: 12
AL: Chaotic Good character) from seeking her own destiny. STR INT W IS DEX CON CHR
HP: 52 10 18 15 17 9 12
AC: 4
€ l1stan T HACO: 13
AL: Lawful Good
(18th-Level Human Cleric of PaJadine)
HP: 47
amothus patanthus STR INT WIS DEX CON CHR AC: 0
(Lord of PaJanthus) 13 14 17 12 12 16

As his name implies, the family of Arne- THACO: 10


thus Palanthus has ruled the city of Palanthus AL: Lawful Good )UStaRIUS
for hundreds of years. Rulership of Palanthus HP: 61 (Head of the Order of Red Robes)
was always passed on to the eldest son, while AC: -1
the younger sons generally served in the A human male in his late 40s, Justarius is
Knights of Solamnia. Amothus is an only The character of Elistan before and during considered by many to be next in line as Head
child, however, and is unmarried-a situation the War of the Lance has been described in the of the Conclave when Par-Salian retires. A
that many mothers of daughters in Palanthus modules. Those who meet Elistan after the big. robust man with an open. honest face,
hope to remedy. In his early forties, Amothus war find the cleric dying of a wasting illness. Justa rius walks with a pronounced limp. His
is much like t he people of Palanrhus left leg was crippled during the magical Test.
themselves-appearing weak, shallow, and How or why no one knows, but it is rumored
foppish , but with a core of steel beneath. that Justarius was exceptionally proud of his
paR-SalJan physical prowess when young and that his Test
(Head of the Conclave) forced him to choose between physical
amothus patanthus suengrh or his magic.
A powerful wizard of the White Robes, Par- Justarius likes and admires Par-Salian. He
(7th-Level Human Fighter) Salian is an elderly human male, probably in respects Ladonna , his nearest competitor for
STR INT WIS DEX CON CHR his early 70s at the end of the War of the the Head of the Conclave. The Red-Robed
11 14 12 16 11 15 Lance. The arc hmage has long white hair and wizard is ambitious, but he knows that he can
his white beard is straight and inclined to be bide his time. He is in no hurry to take over
THACO: 14 wispy. His robes arc snow white and are not the responsibilities as Head of the Conclave.
AL: Lawful Good adorned with runes of any type. He appears Justarius enjoys adventure and might be per-
HP: 41 frail , but his eyes are a bright, glittering blue. suaded by an adventuring party to accompany
AC: 6 His face is like that of a fierce old eagle. them on a quest-particularly if they can
Par-Salian is not a wizard of action, prefer- make it worth his while by offering the possi-
ring to spend his time in study. It was primari- bility of a magical artifact, spell book, or other
ly because of his vast knowledge of magic that unusual item.
€llstan he obtained his high rank. It was he who made Although an honest man, Justarius is neu-
the important decision to allow the young tral in all things and is not overly compassion-
(Cleric of Paladine) mage , Raisdin Majcrc, to take the Test at an ate. He is secretive and not inclined to trust
age earlier than most. Some wizards believed anyone. He has many magical means of com-
Elistan is the prophet of Paladinc on that it was because of this decision that Fistan- pensating for his handicap, some of which can
Krynn. During the Dragonlancc Wars he dantilus was able to seal a bargain with the be extremely startling and surprising. His red
brought the knowledge of the true gods back young mage and thus lead him into paths of robes are made of plain material decorated
to the greater world. Now, however, he is evil. with runes of warding and protection.
gravely ill. Elistan refuses to allow any to pray Par-Salian is aware , however, that without
to Paladine in an attempt to heal him, saying Raisdin 's skill and power, the War of the Lance
that the god had granted him life once and his would never have been won. He knows that
work here is complete. He has brought back Raistlin chose for himself the path he walks.
knowledge of the true gods and built a beauti- At this point in his life, Par-Salian would like
ful Temple in Palanthus. He now wants only very much to give up the burden of heading
to die in peace. the Conclave, but he cannot while Raistlin's

110
P €RSOnallt i€S 0 ~ th€ a G€ 0~ bRayon s

and he saw escape as the only ahcrnative.


)USURIUS
maqu€sta kaR-thon Koraf met Maquesta in prison . She was
(Pirate) scheduled to die after having seen most of the
(17th-Level Human Red Robe Wizard) rest of her crew being tortured to death. He
STR !NT WI$ DEX CON CHR A very attractive black woman in her late helped her escape, she saved his life. and the
14 17 14 16 13 12 20s, Maquesta has short curly hair and the rwo became fast friends. Despite the fact that
lithe, strong body of an athlete. Owner of the Koraf at first thought Maq one of the ugliest
THACO: 12 doomed ship Perechon, Maquesta comes from females he had ever seen (minotaurs feel that
AL: Lawful Neutral the seafaring race of humans in Northern way about all humans), he has lived among
HP : 48 Ergoth. Her father, a sailor, left Maquesta the humans long enough to believe that she is
AC: -2 Perechon and a pile of debts. He had trusted beautiful and that he himself is hideous. A
in a friend who betrayed him. Before he died, tru ly noble being, if somewhat quick-
Maq's father enjoined her never to trust any- te!fl pered and savage, Koraf is deeply in love
one and to do whatever she had to in order to wtth Maqucsta, but believes that his love is
labonna make money-wealth being the only thing hopeless since he is so ugly.
(Head of the Order of Black Robes) worthwhile in this world.
Bitter at the betrayal of her father, Maq fol-
An extraordin arily beautiful human female lows his instructions to the letter. The only Bas-Ohn koRat:
in her 60s, Ladonna is a powerful wizardress person she even considers trusting is Koraf.
her minotaur first mate. Maq and Koraf met (lOth-Level Minotaur Fighter)
who rules over the Black Robes only because
Raistlin has never challenged her. Just why he on the Isle of Mithas, where Maq was being STR INT WIS DEX CON CHR
has not done so is uncertain; possibly because held prisoner by the minotaurs for en croach- 18/90 8 6 10 14 6
he considers it beneath him. l.adonna is well ing on their territory. Koraf was also a pris-
aware that if Raistlin did chaJienge her to the oner, under a sentence of death. He saved THACO: 10
ritual magical contest to gain control of the Maq 's life and helped her escape. Maq still has AL: Neutral (Evil)
Order, he would not hesitate to kill her. nightmares about what she saw in the mino- HP: 55
Because of this, Ladonna hates and fears Raist- taur prison. AC: 6
lin more than any other member of the Con- Maq is fond of men, but loves them and
clave. She will do everything in her power, leaves them. She prefers handsome men with
sacrifice anyone or anything, to stop him-as few brains; she has a guy in every port. But,
long as she herself is protected. She will not dee~ in her. hean, Maq truly loves the ugly,
besual-lookmg Koraf, although it takes a lot
playeR ChaRacteRs
anack him directly.
Despite her age-which she scorns to hide
by means of magical ans- Ladonna is still a
for her to admit this even to herself.
rRom th€
woman of striking appearance. She has iron
gray hair that she wears woven in the most maquesta kaR-thon bRaqontance®
intricate designs upon her head. Her black
robes arc rich and luxurious, glittering with
(8th-Level Half-Elf Fighter-Th ief) l€q€nbs Books
runes of protection stitched in silver. She STR JNT WI$ DEX CON CHR The Lcg~nds series are stories about people
wears many jewels. some of which are magical 15 11 13 18 16 13 who are bemg tested. Some arc being tested in
and others not, for Ladonna has a weakness for the1r love, some in their faith. Each has a Jes-
fine jewelry. In their youth, Ladonna and Par- THACO: 14 ~n to learn in life and sometimes the learning
Salian were lovers and there is still a kind of AL: Neutral IS very .d ifficult and dangerous. OMs devising
affection and understanding bcrwccn them. HP: 58 campatgns based on the Legends series should
AC: 4 keep this in mind . Once again, we urge OMs
and players to read the novels for ideas and
laoonna descriptions of places and people.

( 17th-Level Human Black Robe Wizardress)


Bas-Ohn koRa~
(Minotaur First Mate to Maquesta)
STR INT WI$ DEX CON CHR
9 18 16 18 12 18 (Dark Elf Wizard)
Although his face is bestial and ugly. the
tall Koraf has the superb, muscular body of a At the beginning of the Legends books.
THACO: 12
human in his late 20s. Koraf was sentenced to Dalamar is a young dark elf of 90 years, which
AL: Lawful Evil
d~ath in ~is homeland for killing another figures out to about 25 in human years. Dala-
HP: 49
m•notaur In a fit of rage. (Killing . another mar is a very handsome elf with long, flowing
AC: -3
minotaur is sanctioned only in the Games. brown. hair, brown .eyes, and an extremely
which are held to determine superiority.) charmmg and wmnmg personality. He is in
Korafs death would not have been pleasant

111
P €Rsonallt i€S 0~ t h€ ac;e 0~ 0Ra4()nS

excellent health and condition, well-built and ability to sacrifice worldly ambition and per-
muscular. haps even his life for it.
C~zysama
A skilled young wizard, Dalamar has just
completed his Test. His first task as an appren- (14th-Level Human Cleric of Paladine)
tice is to serve Raistlin, the Master of the Tower
OalamaR STR INT WIS DEX CON CHR
of High Sorcery in Palanthus.
10 13 12 11 16 16
The Conclave of Wizards fears Raistlin (13th-Level Dark-Elf Black Robe Wizard)
more than any other threat in the history of
STR INT W IS DEX CON CHR 1HACO: 14
their Orders. In a secret meeting, they asked
16 17 16 16 12 14 AL: Lawful Good
for a volunteer to serve as Raistlin 's apprentice
HP: 63
and to spy on him for the Conclave. Dalamar
1HACO: 16 AC: 2
volunteered without hesitation.
AL: Chaotic Evil
The dark elf was originally from Silvanesti.
HP: 41
A member of a low caste, he would have been AC: 0
allowed to proceed only so far in his magical
arts and then forbidden by law to gain further
Canamon maJ€R€
power. Ambitious, hungering for knowledge Twenry-eight years old and 50 pounds over-
weight at the beginning of the Legends series,
and the power that magic conferred, Dalamar Cnysan1a Caramon is in terrible physical condition and
rurned from the White Robes that all elves
wear and chose to wear the Black. He contin- (Cleric of Paladine) an alcoholic. He is a sodden wreck of a man ,
ued his studies in secret, hiding himself away fluctuating between self-pity and self-
from his people. But eventually he was discov- An attractive young woman in her late 20s. indulgence. Caram on's testing is the most
ered and was cast out of his race by Porthios, Crysania has black hair, white skin. and grey demanding of all the characters, since it is
then the new Speaker of the Sun and Stars. eyes. Her face, in fact, appears colorless and physical, mental , and spiritual. The trials Car-
Thus Dalamar became a dark elf, one who is cold to those who first meet her. She is a amon undergoes are meant to teach him that
cast out of the light. Revered Daughter of Paladine, a dedicated he has value as a person and that he must live
Bound hand and foot and b lind-folded cleric. Her first and only love is her church. his own life.
Dalamar was driven in a cart to the borders of The daughter of an ancient. noble family of Following the War of the Lance, Caramon
Silvanesti and there thrown out. This was Palanthus, Crysania is cultured and extremely came home a hero. He married Tika and
about one year after the end of the War of the well-educated. She could have had her choice should have lived happily ever after. Unfortu-
Lance. Dalamar made his way to the Tower of of husbands, not only because of her manners nately, once the war had ended and life for
High Sorcery at Wayrcth, where he took the and attractiveness, but also because of her people was returning to normal, no one need-
Test and completed it successfully. The Test for family's wea.lth, to which Crysania is the only ed Cararnon. Even Tika had developed her
Dalamar involved his lingering love and long- heir. The young woman wants something own life, managing the Inn of the Last Home.
ing for his elven homeland and people- a more from life, however, than settling down Caramon had devoted his life solely to his
matter he had co resolve within himself before and raising children. She knows that she has brother, appearing noble and self-sacrificing
he could be free to devote himself to magic. been destined for greatness and in her early in giving way to his twin's every whim. The
Dalamar's first love and loyalty is to his youth was frustrated and unable to find her truth was, of course. that Caramon didn' t
magic and to the Conclave. He admires Raist- calling in life. When she met Elistan, she dis- view himself as a person of worth. He needed
lin . however, and is fascinated by the power of covered her destiny. One of t he cleric's earliest Raisdin to feel needed himself. Caramon has
the archmage . Thus he willingly risks his life convertS, Crysania left home and wealth and so little self-esteem that he doesn't really
to study with him and serve as his apprentice. dedicated her life to her faith. know how to love anyone.
But Dalamar is smart enough to know that Crysania is devout, but she is also ambi- Caramon's learning experience should
man was not meant to challenge the gods and tious. She knows that she has within her the involve three goals: he must free himself of his
that only destruction can result from such vast strength and the abiliry to lead the church addiction to dwarven spirits and get himself in
ambition . when Elistan is gone. What she does not yet physical shape once more; he must learn that
The dark elf has a high Wisdom , which understand is that she must also have compas- he is intelligent, a leader of men , and has
gives him the understanding that balance and sion, humility. and tolerance or she will follow ideas that are of value and worth ; he must
order must be maintained in the wvrld . Thus in the footsteps of the Kingpriest. accept the fact that his twin is truly evil, that
he respects Elistan as a cleric of Paladine. He In much the same way as magic- users must Raistlin chose to be evil. and that Caramon
fears Raistlin as a renegade who would topple pass a Test in their arcane arrs, so clerics are cannot change him.
balance and order and throw the world into tested by their gods. These are tesrs of life,
chaos. Dalamar's admiration and fascination however. and may come at any time. even
with his dark master, however, have led him when the cleric appears to be well-established.
more than once to seriously question whether (The Kingpriest, for example. was tested and
he could truly destroy Raistlin if he had to do failed. thus precipitating the Cataclysm.) Cry-
so. sania's journey through time and entering the
Like so many other men before him. Dala- Abyss with Raistlin is a test of her faith .
mar is highl y attracted to Kitiara. Dalamar is
being tested in his devotion to his art and his

112
P ERsonallttes o~ the .lc;€ o~ 0RaGQns

although generally he: doesn't know what to


do with it. t11<a WAylan lllaJER€
CaQamon maJER€ Primarily, the thoughtless, heedless kender
(12th-level Human Fighter) must learn to accept responsibility for his ( lOth-level Human Fighter)
actions. He: needs to learn that there is a seri- STR INT WIS DEX CON CHR
STR INT WIS DEX CON CHR
ous side: to life: that must (on occasion) be: 14 9 12 16 13 14
18/63 12 10 11 17 15
faced. Finally, he should learn that evil isn't
exciting and interesting. It is often ugly, hurt· THACO: 12
THACO: 10
ful, and destructive. AL: Neutral Good
AL: Lawful Good Tas is an interesting character, however, in
HP: 95 HP: 60
that he teaches as well as learns. His natural AC: 0
AC: -1
buoyancy and good humor carry him through
many predicaments, as does h is caring, com -
Car:unon 's problem is one of will power and
passion, and loyalty for his friends. Tasslc:-
self-esteem, coupled with th e disease of alco-
holism. It will take a great deal to get him out
hoffs sheer joy and pleasure in living from day tan•s hatr-etvEn
to day, in viewing each day as an exciting new
of this slump. Although Thnis remains in the: present in
adventure:, make: him a fun companion.
Caramon has a Willpower statistic in addi- the: Legends novels, he: may rc:rurn to the:
tion to his other statistics. This stans at 1. Each past-either with Caramon or on his own. He
time Car:unon passes a bar or any location at might also accompany Tika in a search for Car-
which drink is offered, he must roll ldlO. If tasslehoU SURR,:OOt amon and Lady Crysania.
the result is greater than his willpower he will (12th-level Kender Thief... er... Handler) Tanis is married to Laurana and is basically
stop and get drunlc. If it is equal to or less than living happi.Jy ever after. Their love grows
his willpower, then he steels himself and STR INT WIS DEX CON CHR daily. Both arc: c:xuemely busy- Laurana serv-
passes by the bar. When drunk, he suffers a 13 9 12 16 14 11 ing as a diplomat for the Knights ofSolamnia,
- 10 penalty to hit and has an AC of 8 regard- Thnis accompanying her as advisor, guide, and
less of his armor or other protections. THACO: 16 bodyguard. Both arc: highly respected and
As long as Caramon gets drunk at least once AL: Neutral admired throughout Ansalon .
in three days, he suffers a - 5 penalty to hit HP: 44 If there: is any hint of dissatisfaction in
and a - 5 penalty to his Armor Class. He is AC: 1 Tanis's life, it is that the: demands of being
either noisy and rude or sulky and blubbery. famous have: forced him to give: up much of
He cannot travel farther than two miles in a his beloved privacy and independence:. Laue-
day before collapsing.
Should he go more than three days without t1ka Waylan ma]€R€ ana, being the daughter of royalty, is accus·
tomed to life: in the public eye:. Tanis isn't,
getting drunk, things get worse for him. He Tika is a lovely young woman in her early and he resents the loss of his freedom . There: is
becomes violently ill and attacks anyone who 20s. A heroine: celebrated in legend and song also a great deal of pressure on Tanis to try to
stands between him and getting drunk. He is throughout Krynn, Tika could have: had her " put the: world back together." He doesn ' t
unable to travel more than one mile and is choice of men . She: has loved Caramon since really feel adequate: for the task, but he is
incapable of defending himself or engaging in she was a girl and her love for him grew deeper doing the best he: can.
any combat whatsoever. This condition lasts during their adventures and perils together. There is always in the: back of Thnis's mind
for one day. Unfortunately, Tika never fully understood the fantasy of Kitiara-just as Kit knew there:
After this period, he returns to his - 5 pen - Caramon's relationship with his twin and his would be when she: aided his escape: from the
alty to hit and - 5 penalty co his Armor Class. dependency on Raistlin . Tika hurried Cara- Temple at Neraka. Much as Crysania is in love
For every week the reafter that he remains mon into marriage following the war, assum- with an ideal of Raisdin that can never possi-
sober, his penalties to hit and Armor Class ing that she could take Raistlin 's place: in bly be:, so Tanis is in love: with an ideal of Kiti-
drop by one and his Willpower increases by Caramon's heart. ara. He still doesn 't truly know her.
one. His Willpower will eventually reach 10, But, though Tika loves Cararnon dearly, the:
but if he ever rakes another drink it will imme- independent, strong·willc:d young woman
diately drop by three. can never need Car:unon the: way Raistlin
needed him. Although she can't express it,
tams
Tika is wise enough to know that th is type of (12th-Level Half.Elf Fighter)
relationship is poison anyway. Tika blames
tasslEhorr BuRRroot herself, however, for Caramon's slow descent
STR INT WIS DEX CON CHR
16 12 13 16 12 15
Even the: merry-hearted kendc:r is tested in into the bottle:. She: is ashamed of h im and of
the: Legends books. Due: to his experiences in herself and tries to hide: his worsening condi- THACO: 10
the War, particularly in losing two people: he: tion from their friends. Tika realizes, finally, AL: Neutral Good
truly loved-Flint and Sturm- Tasslc:hoff is that Caramon will die unless he: changes and HP: 79
probably a bit mote scti<lus-minded than therefore: she: throws him out, telli ng him not AC: -3
most kc:ndc:r (which isn't saying a lot). Cer- to return to her as husband or friend until he
tainly Tas has great insigh t into character, knows himself.

113
ChaRaCtER aLJqnment tRaCkinG ChaRt
CjOOb tJ~ansltlon n eutRal tRansition €VIl

lilllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
DMs should use this chart to keep track of each player character's alignment as determined by his actions.
A player character's initial position on this chart is the· midpoint of his professed alignment.
Actions that are contrary to the character's professed alignment shift the character's position on this chart in the appropriate direction (toward
good, evil, or neutrality). Most shifts involve moves of one to four boxes. The DM must determine the number of boxes to shift in each case.
The grey areas labeled "Transition" are passed through when a character's actions dictate a change in alignment. The penalties the character suffers
while his alignment is in a grey area are given on page 13.

0Racoma n s

hal~-€lV€S

__ _,~---1 Sllvan€Stl l - - - - - - - i Qualln€Stl

kaGOn€Stl

114
~ \~
·~ ~

Unt~J €b ansalon monstER Cham


Nam e AC MV HD hp KAT Dmg SA so AL THACO Book

Bat 8 1"/24" 1/ 4 2 1 1 yes no N 20 M2-n


Carrion Cnwler 3/7 12" 3+ 1 18 8 PanJyze yes no N 16 M-13
Centaur 5(4) 18" 4 21 2 1d6/ 1d6 no no CG 1) dl l-3 1
Centipede, Giant 9 1)" 1/4 1 1 poison( -4) yes no N 20 dl2-30
Crayfish. Giant 4 6"//12" 4 +4 24 2 1d12/1d12 no no N 15 M-15
Crocodile, Giant 4 6"//12" 7 35 2 3d6/2d10 or 2d20 no no N 15 M-1 5
Draconian:
Aurak 0 15" 8 42 2 {1d8 + 2)x2 yes yes LE 12 DL-73
Baaz 4 6" /1)" / 18" 2 12 1 1d8 no yes LE(C) 16 DL-74
Bozalt 2 6" / !)" / 18" 4 22 1d8 yes yes LE 1) DL-74
Kapak 4 6"/ 1)"/ 18" 3 17 1 1d4 yes yes LE 16 DL-74
SiV2lt 16" / 15" / 18" 6 31 3 1d6/ 1d6/ 2d 6 no yes NE 13 D L-75
Dragon (hatchling):
Black 3 12"/24" 6 6 3 1d4/ l d4/3d6 yes no CE 16 dl 1-31
Dragon
(average adult):
Blaclt 3 12"/24" 7 35 3 1d4/ 1d4 / 3d 6 yes no CE 12 M-31
Blue 2 9"/24" 9 45 3 1d6/ 1d6/3d 8 yes no LE 10 M-3 1
Grttn 29"/24 " 8 40 3 1d6 / 1d6/2d10 yes no LE 12 M-33
Red -1 9" /24 " 10 50 3 1d8/ 1d8/3d 1 0 yes no CE 9 M-33
White 3 12" /30" 6 30 3 1d4/1d4/2d 8 yes no CE 13 M-34
Dragon
(huge ancient):
Black (Khisanth) 3 12" /24" 8 64 3 1d4/1d4 /3 d6 yes yes CE 8 dll-26
Red -1 9"/24 " 11 88 3 1d8/ 1d8/3d1 0 yes no CE 7 M-33
Dryad 9 12" 2 9 1 1d4 yes yes N 16 dll-9
Dog, Wild 7 n" 1+ 1 8 1 1d4 no no N 18 dl2-30
Elk 8 18" 3 n 1 1d4 no no N 16 dl2-30
Elf. Qualinesti
Border Patrol 5 12" 2+ 2 17 1d8+1 or ld6 no no LG 19 d l1-8
Fighter 4 12" 3 20 1d8+2or1d6+1 no no LG 17 dl2-12
Magic-User 8 12" 5 13 1d4 yes no LG 20 dl2-12
Warriors ) 12" 1 +1 7 1d8+ 1 or 1d6 no no LG 19 d l2-12
Frog, Giant 7 3" //9" 3 16 1 2d 4 yes no N 16 M-4 1
Froghem oth 2/ 4 /6 2" //8" 1 69 ) nd1 o yes yes N 7 M2-67
Fungus, Violet 7 1" 3 17 12d4 Rot yes no N 16 M-42
Gelatinous Cube 8 6" 4 21 1 2d4 yes no N 15 M-43
Ghast 4 15" 4 22 3 1d4/1d4 / 1d8 yes yes CE 15 M-43
G houl 6 9" 2 11 3 1d3/Id3/1d6 yes yes CE 16 M-43
Giant, Hill 4 12" 8+2 45 2d8 yes no CE 12 M-45
Goblin 6 6" 1-1 3 ld6 no no LE 20 dl2-30

Book Notes:
M-X = Monsrer Manual, page X
M2-X = Monscer Manual l/, page X
fF.X = FIEN D FOUO®tome, page X
DL-X = DRAGONLANC£<b Advcnrurcs. page X
diY-X = DRAGONLANCE Module KY. page X

115
<:::
~· ~\ :l}

Un1~1eb ansalon monsteR ChaRt


Name AC MV HD hp #AT Dmg SA SD AL THACO Book

Gorzaug
(Type V Demon) -7/-5 12" 7+ 7 41 7 IdS yes yes CE 12 M-19
Green Slime 9 0" 2 10 0 Rot yes yes N 16 M-49
G roaning Spirit 0 15" 7 36 1 IdS yes yes CE 13 M-50
Gully Dwarf s 12" 4 14 Id6 no yes N 15 DL-67
Hobgoblin 5 9" 1+ 1 5 IdS no no LE 1S dll-4
Leech , Giant 9 3" 4 IS id4 yes no N 15 M-60
Kender 5 9" 3 12 ld4 yes no CG 20 DL-51
Man
Freedom Fighter 7 12" 3 IS 1 1dS no no NG 1S dl-14
Gladiator 4 9" 2 11 3 1d3/ld3/ld6 yes yes CE 16?? dl-14
Guard , City 8 12" 2 8 id6 no no var 20 dll-10
Guard, Holy 4 12" 4 25 idS no no CG 18 dll-7
Laborer 9 12" 1 4 1d6 no no N 20 dl-14
Mercenary 6 9" 2 10 IdS no no NE 20 dl-14
Merchant 10 12" 1 5 1d4 no no N 20 dl -14
Officer 3 9" 7 37 1dS + 2 no no LE 12 dl-14
Refugees 8-10 12" 0-3 var ld4 no no var var dll-7
Slave 10 12" 1 3 Id4 no no N 20 dl-14
Townsperson 10 12" 1 5 ld4 no no var 20 dll-5
'llollop 9 12" 1 4 ld6 no no N 20 dl-14
Minotaur 6 12" 6+3 33 1d10 DO yes CE 13 DL-69
Mobat 7 3" /15" 4 19 1 2d4 yes yes NE 15 M2-15
Mold, Brown 9 0" na na 0 0 yes yes N na M-71
Mold, Yellow 9 0" n.a na 1 IdS yes yes N Spc M-71
Ogre 5 9" 4 +1 26 1 ldlO DO no CE 15 M-75
Pedipalp, Huge 4 9" 2+2 14 3 ld6/Id6/ldS yes no N 16 M2-100
Pegasus 6 24"/48" 4 IS 3 ldS/ldS/1-3 no no CG 16 dll-9
Rat, Giant 7 12"//6" 112 3 1 Id3 yes no N 20 M-81
Skeleton 7 12" 1 5 Id6 no yes N 19 M-87
Slug, Giant 8 6" 12 58 id!2 yes no N 9 dl2-20
Snake
Giant Constrictor 5 9" 6+1 31 2 ld4/2d4 yes no N 13 M-SS
Poisonous 6 15" 2 +1 10 1 + poison (3d4) yes no N 16 M2-lll
Spectral Minion
Reveler 2 30" 5 22 1d4 + revel yes yes CE 15 DL-70
Guardian 2 30" 10 46 1 Id!O no yes LG 10 DL-70
Warrior 2 30" 9 40 1 ld10 no yes var 12 DL-70
Berserker 2 30" 10 4S 2 ldlO/ldlO no yes CE 10 DL-70
Philosopher 2 30" 17 4 na na no yes var na DL-70
Searcher 2 30" 6 30 na na no yes LE na DL-70
Spider, Huge 6 18" 2+2 II 1 ld6 +poison yes no N 16 M-90
Stag, White -5 24" 10 77 3 ld12/id6/ld6 no yes LG 10 dll-6
Troll 4 12" 6+6 37 3 5-S/5-S/2d6 yes yes CE 13 M-97
Unicorn (Forestmaster) 2 24" 10 60 3 ld8/ldS/ld20 no no CG 10 dll-9
Vampire 1 12" /18" S+3 42 1d6+4 yes yes CE 12 M-99
Wight 5 12" 4+3 27 1 1d4 yes yes LE 15 M-100
Witherweed 8 0" 3 16 ldl2 + 12 Spc yes yes N 16 FF-95
Wraith 4 12"/24" 5+3 26 1 Id6 yes yes LE 15 M-102
Wyvern 3 6"/24" 7+7 43 2 2dS/ld6 + poison yes no NE 12 d l2-30
Yellow Musk Creeper 7 0" 3 15 2d6 Spc yes yes N 16 FF-97
Zombie s 6" 2 11 IdS no no N 16 M-103

116
(t ~ · e-~ -;:;-

ChaRacteR Class masteR StatiStics Ranqe taste


Proficiencies
Character Class STR LNT WIS DEX CON CHA Initial Added Book

CAVALIER (CV) 15 I- 101 - 101- 15 I- 151- -I- 312 Ill per 2 Unearthed Arcana
Paladin (P) 151- 101- 131- 15 I- 15 I- 17 I- 312 Ill per 2 Unearthed Arcana
Knights of the Crown (KC) 101- 7 I- 101- 81- 101- -I- 312 1I I per 2 DL Adventures
Knights of the Sword (KS) 121- 91- 13/- 91- 10/- -I- 3/2* 1/1 per 2 DL Adventures
Knights of the Rose (KR) 15/- 10/- 13/- 12/- 15/- -1- 312* 21 1 per 2 DL Adventures
FIGHTER (F) 9/15 -I- -1- -I- 71- -I- 4/2 1 I 1 per 3 Player's Handbook
Barbarian (B) 15 I- - 1- ( 16)/- 141- 151- -I- 613 111 per 2 Unearthed Arcana
Ranger(R) 13115 13/15 14115 -1- 14 I- -1- 312 1 I I per 3 Player's Handbook
MAGIC-USER (RENEGADE) (MU) -I- 91 16 -I- 61- -I- -I- 113 1 I 2 per 6 Player's Handbook
Illusionist (Renegade) (I) -1- 151- -I- 16/- -I- -I- 1/3 1/2 per 6 Player's Handbook
Wizard of High Sorcery (W) -1- 9/16 -I- 61- -I- -I- 113t 112 per 5 DL Adventures
THIEF(T) -I- -I. -I- 9/15 -I- -I- 213 1I I per 4 Player's Handbook
Thief/ Acrobat (A) 15/ 16 -I- -1- 16/- -1- -1- 213 Ill per 4 Unearthed Arcana
CLERIC (HEATHEN) (CL) -I- -I- 9/15 -1- -I- -I- 2/3 1/1 per 4 Player's Handbook
Druid (Heathen) (D) -1- -I- 12/16 - 1- -I- 15116 213 1/ 1 per 5 Player's Handbook
Holy Orders of the Stars (H) -I- -1- 9/15 -1- -I- -I- 3/4 l/2 per 5 DL Adventures
TINKER GNOMES (TG) 61. 10115 (12)/- 12/- 81- -I- 213 1/2 per 3 DL Adventures

ChaRacteR Racial ffi1n1mum & max1mum taste


Character Race STR LNT W IS DEX CON CHA Accepted Classes Book

Human -I- -I- . I. . I. -I- -I- Any* Player's Handbook


Kender 61 16 61 - 3116 81- 101. 61. F,B,R, T,A ,H DL Adventures
Gnomes (Mad) 61. 7 I- -I- -1- 81. -I- CL,FJ.T,A Player's Handbook
Tinker Gnomes 61. 81. -I 12 81. 81. -I- TG DL Adventures
Elves (Dark) -1- -I- -I- 71- 61- 81. CL,D,F,R,MU, W,T.A Player's Handbook
Qualinesti 71- 8/- 61. 71- 71- 81- C ,F,W,T,A,H R DL Adventures
Silvanesti -I- I 01 · 61. 7 I- 61 - 12 I- P,M,W,H,F DL Adventures
Kagonesti 81- -/ 12 81. 81- 81. 81. F,B,R,T,A,H DL Adventures
Dimernesri -I- 81- 81 - 10/- -I- 81- C,P,F,W,H DL Adventures
Half Elves -I- 41- -1- 61. 61- -I- C,P,KC,KS,F,R,W,T,A,H DL Adventures
Dwarves (Fatherless) 81. -I- -I- -/17 12/- -116 F,B,R,T,A,H Plaver's Handbook
Hill Dwarves 91. -I- -1- -I 17 141. -116 F,B,R,T, A,H DL. Adventures
Mountain Dwarves 81- -I- -I- -I 17 121- -I 16 C ,P,F,T,A ,H DL Adventures
Gully Dwarves 61 - -19 -19 61- -I 12 -19 F,B,T,A ,H DL Adventures
Irda 121- 5 I 15 101. 81. 15 I- 151- C,P,F, R,W,T,A,H DL Adventures
Minotaurs 12/- 51- -I 12 81- 12/- -I 12 F, B,R,W,H DL Adventures
* Except tinkers-only gnomes can become tinkers.

117
Cjnome b ev1ce ComplexitY level
A B c D E F G
Damage / Move Move Environment Communication Alter
Complexity Size Protection Vertical' Horitontal' Sound Temperaturet Atmosphere! Light Information Object''

1 Small Sack 1hp/AC 10 4' 8' Silence +10 Normal Air Darkness Cams/Ruler Perfect Optics
2 Knife ld4/AC 9 8' 16' Whisper +50 Slight Odor Starlight Protractor Pipes& Wire
3 Sword/Pouch ld6/AC 8 12' 24' Low Voices +100 Tainted I Odor Moonlight Compass/ Magnetic Measure Springs & Gears
4 Crossbow ld8/AC 7 16' 32' Talking + 20° Stin k Candlelight Abacus Tools
5 Backpack ldi0/AC6 20' 40' Shouting Freeze Water/
.- - - + 30° Stench Lamplight Theodolite Steel
6 Chest 2d6/AC 5 24' 48' - Ydling + 50° 5,000' aid Daylight Air Pressure Measure Steel/ Processed Food
7 Couch 2d8 or 40' 80' Noisy + 100° 10,000' alt.: Desert Sun Clockwork Sequencer Iron
~
1d20/AC4 - - -
8 Small Cabinet/Man 2di0/AC 3 120' 160' Loud +200° - Lighming Inertial Measure Glass
9 Large Cabinet 2d20/AC 2 160' 400' Roar + 300° Tear Gas Blinding Flash Sound Recording Polished Wood/
- - Cooked Food
10 Large Wagon 3di0/AC1 200' 800' Deafening - /Burning Wood - - Programmable Sequencer Refined Ore
11 Small Cottage 3d20/ACO 600' 1,600' - Liquid to Gas Sickening - Picture Recording Tooled Wood
12 Large Cottage 1d100/ AC -I 800' 2,400' - Solid to Liquid Vacuum! - Automated Calculator Cut Wood Pieces
13 Mansion 2diOO/AC-2 1,000' 3,200' - Liquid to Solid Poisonous - Light Measure Plowed Field
..... 14 Tower (3 Stories) 3dl00/ AC -3 2,000' I mile - Solid to Gas - - Direct Sound Raw Ore/Raw Food
..... 15 Tower (6 Stories) - 5,000' 5 miles - Gas to Liquid - - Direct Wire Control Broken Ground
00
16 Tower (I 0 Stories) - 5 miles 20 miles - Gas to Solid - - Direct Picture Broken or Cut Trees
17 Small Keep - 20 miles 100 miles - - - - Indirect Sound Transmission Cleared Raw Ground
18 Castle ___ ...,.,...___._..._~-~ space 500 miles Indirect Remote Control Raw Wooded Ground
- - - -
19 Township - - Forward in Time - - - - Indirect Picture Transmission Broken Stone
20 Mountain - - Back in Time - Transmutation - - - Raw Stone

* This represents the distance an object is moved in one round. For increased duration of ! Not only does this column deal with the state of the atmosphere, but with differences in
such a flight , use the duration modifiers chart for increasing the le ngth of the effect over air pressure as well. Note that hypoxia (drunken condition due to lack of sufficient oxy-
a period of time. This also assumes that the object being moved is size 1 (equal to com- gen) occurs at altitudes over 10,000 feet.
plexity 1). If the object being moved is larger than size 1, add I for every 2 sizes larger to
the size and complexi ty of the machine. **This column is used somewhat differently than other columns: to determine the size/
complexity number of the end state of the device. First, find both the initial scare of the
t The degrees are degrees of change from its present state to its new state. If two entries are object being modified and the end state desired. Second, subtract the complexity of the
separated by a slash, the first indicates temperature shifts toward cold, while the second end state from that of the initial state. The result is the size/complexity number
indicates shifts toward hot. The changing of elements from one state to another is not required. If you are trying to take a more finely crafted object and make it rougher (e.g.,
permanent, except as modified by duration factors. Transmutation is always permanent reduce a polished table to the state of broken wood) then subtract the lower number
and deals with changing the basic properties of an item (lead to gold for example). Note from the higher number and subtract an additional4. It is always easier to make some-
also that this column does not take into account any secondary effects as a result of the thing less finished than to take something raw and make it beamiful.
heat or cold involved. For example, the heating of sand to melt it into glass is figured on
the Alter Object column rather than this one.
qnome ffiJshap taste
0 20 RoU Description of Occurrence
state of the surrounding atmosphere, it will have the reverse effect
1-8 Needs Another Pan (machines to clear air will pollute it, machines co obscure air will cleanse
9 Communication Glitch it). lf not so designed, it will create a complexity 9 rear gas effect in a
10-11 Improper Alteration number of 10-foot cubic areas equal to its size. All in the area must
12 Unexpected Glow make. a successful Constitution Check or flee the area at once. Any who
13 Olfactory Malfunction rem am suffer a - 5 artack penalty and a + 5 Armor Class penalty until
14 Unbearable Temperature Change the a~ea is cleared. Any Dexterity Checks arc at a + 3 penalty. The gas
15 Horrendous Sound remams as long as the machine continues to function + ld6 rounds
16 Moves Uncontrollably Downward thereafter.
17 Moves Uncontrollably Upward
18 Reversed Direction, with Damage 14 Un bearable Temperat ure Changes: If designed ro create a certain
19 Machine Pursuit temperature the machine will have the opposite effect (ovens will refrig-
20 Explosion! erate, for example). If not, then the device will get hot {50%) or cold
(50% )to a degree equal to its complexity. This may result in the destruc-
Note: The effect level or damage caused by a device is often equated tion of the machine itself should the temperature reach the point to
with its complexity. To find the magnitude of the specific effect burn it or even change the state of its components (solid 10 liquid).
involved, look on the Gnome Device Complexity Level Table. Exam-
ples: Complexity 5 damage is ld 10. If a complexity 8 temperature 15. Horrcod~us ~und : The device makes a horrible complexity 10
(200°) may be reduced by ld6, and the die roll result is 3. then it would no1se (deafenmg) 1n a number of 10-foot cubic areas equal to its size.
become a complexity 5 temperature (or + 30°). All in the area must make a successful Constitution Check or flee the
area at once. Any who remain suffer a - 5 attack penalty and a + 5
1-8 Needs Another Pan: The device requires another device to be Armor Class penalty until the area is cleared. Any Dexterity Checks arc
built before it can function properly. The new part must be a useful at a + 3 penalty. The noise continues as long as the machine continues to
device on its own and have a demonstrated use other than in conjunc- function + ld6 rounds thereafter.
tion with fiXing this device. Example: a gnome who gets this result while
attempting to construct a catapult now may declare that he must first 16 Moves Uncontrollably Downward: Regardless of the intentions for
build an automated can opener before he can finish the catapult. This the device, it suddenly takes off on its own. If the device was designed to
second device must be built using the same rules as any other device. Of move downward, then substitute result 11 7 below for this result. Other-
course, if a mishap occurs while building the can opener that requires wise, the device digs (orsubmerges)maight down a distance equal to its
yet another device be built .... complexity. It does so in one turn . The device continues to move down
as it is running. No directional control is possible.
9 Communication Glitch : If the device was designed to communi-
cate, it will function in unexpected ways at the discretion of the O M. If 17 Moves Uncontrollably Upward : Regardless of the intentions for the
the device was not meant to communicate. it will do so in one of the fol - device, it heads for the sky. If the device was designed to fly. substitute
lowing bad ways at a level 1d4 below its current complexity. Options result 1116 for this result. The device flies upward a distance equal to its
include: sends message directly to foes and enemies with perfect clarity; complexity rating and remains there until turned off. Turning the
randomly changes messages in such a way that their true intent is never device off results in a fall from that height.
trusrwonhy; only sends every second or third word.
18. Reverse £?irecrion, wit h _Damage: The device inflicts damage equal
10-11 Improper Alteration: If designed to alter an object, the to Its complexity and then fatls . The machine must be repaired before it
machine will do it improperly. If it is not designed to alter an object, it can be used again.
will do so badly at a level ld4 below its current complexity. Options
include: does the reverse of its intention (takes knitted sweaters and 19 Machine Pursuit : The device attacks its operator for damage equal
turns them into yarn); creates something absolutely useless in the cur- to its complexity and unerringly chases the operator for five + ld6
rent situation; reduces finished goods to their base elements. melee rounds or until it is shut off. whichever comes first. The operator
of the device must make a Dexterity Check to turn off the device. The
12. Unexpected Glow: The machine suddenly begins to glow so machine rolls to hit as though it were a monster with hit dice equal to its
bnghdy that the operator and anyone within 10' times the size of the complexity.
machine is blinded for 10 rounds. No other functions occur.
20 Explosion !: The machine explodes, doing damage equal tO its
13 Olfaetory MalfunCti on: If the device was designed to change the comp!exi~y over a
number of I 0-foot cubes equal to its complexity. The
machme IS then broken and must be fixed before it can be used again.

119
.....:::::::::
~ ~\ :l)
Sph€R€S or lnP.uence-the (jobs or Cjoob
SPHERE/SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran SPHERE/SPELL BOOK lvl Pal Maj Ki-Jo Mi.sh Habb Bran

All Divination

A10nemem PH A A A A A A Augury PH 2 Add A A


~remony *UA A A A A A A Commune PH 6 A A
Combine UA I A A A A A A Commune with Nature *PH ~ A A Add
Holy Symbol UA 2 A A A A A A Detect Balance *UA I Spc A A
Purify Food and Water PH IR 1iue True True True True True Detect/Obscure Charm PH IR A A
Detect Evil/Good PH IR A A
Animal Detect/Undetectable Lie PH IR True True
Detect Life UA 2 A A Spc Spc
Animal Friendship *PH I Add A Detect Magic *PH A Spc A
Animal Growth *PH ~R A Detect Poison *UA A A
Anim2.l Summoning I *PH 4 A Detect Snares and Pits *PH I A Add A Add
Animal Summoning II *PH ~ A Divin:uion PH 4 A A
Animal Summoning lli *PH 6 A Find/Obscure the Path PH 6R A A
Anti-Animal Shell *PH 6 A Find Traps PH 2 A Add A
Call Woodland Beings *PH 4 A Know/Obscure Alignment *UA 3R A A
Charm Person or Mammal *PH Spc A A Locate Animal *PH I A A Spc
Creeping Doom *PH 7 Add A Locate/Obscure Object PH 3R A A
Giam Insect UA 4R A Locate Plants *PH 2 A A Spc
Hold Animal *PH 3 A MagicFom UA ~ A A
lnvis. to Animals *PH I A Penetrate Disguise UA I A Add A
Messenger UA 2 A Port em UA I A A
Repel Insects *PH 4 Add A Reflecting Pool *UA 2 Spc A A
R~inca.m:ue *PH A Speak with Monsters PH 6 A A Add
Snake Charm PH A Tongues /Confuse Tongues PH 4R A A
Speak with Animals *PH A True I False Seeing PH ~R True True
Summon Insects *PH Spc A
Elemental
Astral
Air Walk UA ~ A
Astral Spell PH A A A A Animate Rock *PH 7 A
Plane Shift PH A A A A Chariot of Sustarre *PH 7 A
Conjure/Dis. Earth Elem. *PH 7R A
Charm A
Conjure/Dis. Fire Elem *PH 6R
Create I Destroy Water *PH li2R A
Charm Person or Mammal *PH 2 A A A Dust Devil UA 2 A
Cloak of Fear/ Bravery UA 4R A A Add A Earthquake PH 7 A
Command PH I A A A Fire Storm / Quench *PH 7R A
Confusion *PH 7 A A A Fire Trop *PH 2 A
Enthrall UA 2 A A A Flame Blade *UA 2 A
Feeblemir.d *PH 6 A A A Heat /Chill Metal *PH 2R Add A
Hold Person PH 2 A A A l ower/Raise Water PH 4R A
Imbue with Spell Ability UA 4 A A A Meld into Stone UA 3 A
Quest PH ~ A A Add A Add Pan Water PH 6 A
Remove I Cause Fear PH IR A A True Produce Fire *PH 4 A
Produce Flame *PH 2 A
Combat
Purify/ Contaminate Water *PH IR True
Pyrotechnics *PH 3 A
Bless/ Curse PH IR Add A Add Spike Stones *UA ~ A
Cham- PH 2 A Add Stone Shape *PH 3 Add A
Flame Strike PH ~ Add A S10ne Tell PH 6 A
Holy/Unholy Word PH 7R True True True Transmute Metal to Wood *PH 7 A
Insect Plague *PH ~ Add A Transmute Rock to Mud *PH ~ A
Magic Stone UA I A Transmute Water to Dust *UA 6R A
?royer PH 3 A Spc Wall of Fire *PH ~ A
SpirituaJ Hammer PH 2 A Spc Water Breathing *PH 3 A
Create WatcrWalk UA 3 Add A
Wind Walk PH 7 A
Animate Object PH 6 A Guardian
Create Food and Water PH 3 Spc A Add Add
Heroes' Feast UA 6 Add A Add Add Blade Barrier PH 6 A A
Glyph of Warding PH 3 A A
Abbreviations: Silence I~ · r. PH 2 A Spc A Add
R: (after spell level#) a reversible; • a druidical; A a castable in any form; Add a addi- Symbol PH 6/7 A A
tiona! spell cleric can cast even though it is out of his deity's spheres of influence: Spc a spe· Wyvem Watch UA 2 A A
cia! power, a spell the deity grams in addition to the cleric's no rmal allotment of spells; X •
excluded , clerics of this god cannot usc this spell; True • reverse of spell cannot be cast ; Rev
• only reversed spell can be cast.

120
&: l6}3;;iV ~~ ~

SpheRes 0~ Influence-the Gobs 0~ qoob


SPHERE/SPELL BOOK L¥1 P:ol Maj Ki:Jo Mish Habb Btan SPHERE/SPEU BOOK bl Pal Maj Ki:Jo Mish Habb Brm

Healing Prorection

Cure/Cause Blindness PH 3R Rev A Dispel Magic • PH 314 A


Curd Cause Crirical Wnds • PHI H6R Rev A Endure/Dispel Cold/Hear UA IR A Add
Cure/Cause Disease • PH. 3R Rev A Flame Walk UA 3 A
Cure/ Couse ughr Wnds • PH. IR True Rev A Forbiddance UA 6 A Add
Cure/Couse Serious Wnds • PH. 4R Rev A Magical Vesrmcnr UA 3 A Add
Heal/Harm PH 6R Rev A Negarive Plane Proreerion UA 3 A
Neutralize/ Poison •PHI 4/3R X True Add Proreerion from Evil/ Good PH IR True True True True True True
Remove/Cause Paralysis UA 3R Rev A Pror. from Evil/Good 10' r. PH 4R True True True True True True
Slow Poison • PH 2 X A Add Pro1ee1ion from Fire •PH 3 A
Prorecrion from lighrning • PH 4 A
Necrom2nric Remove /Bestow Curse PH 3R A Spc
Resist Cold PH A Add
Aid UA 2 A Resisr Fire PH A
Animare Dead PH 3 A Sancruacy PH I A
Animate Dead Monsters UA ) A Spell lmmuniry UA 4 A
Dcarh 's Door UA 3 Add A Withdraw UA A
Feign Death •PH 3/2 A
Finger of Dearh "PH 7 Add A Srdbt
Jnvis 10 Undead UA I A
Raise Dead / Slay uving PH )R Rev A Continual ughr / Dark PH 3R A Add Add True Add Add
Regeneration / Wirher PH 7R Rev A ughr/Datkncs.s PH IR A Add Add True Add Add
Restoruion I Energy Drain PH 7R Rev A Moonbeam • uA ) A A A
Resurrtt~ion / Destrucrion PH 7R Rev A Starshine • uA 3 A A A
Speak wirh Dead PH 3 A Sunray •uA A A A
Pbnr Summoning
Abjure/Implore UA 4R A
Anti-Pianr Shdl 10' r. "PH A Aeriol Scrvanr PH 6 A Add
Barkskin • PH 2 A Conjure Animals PH 6 A Add
ChangCSiaff •uA 7 A Dispel Evil/Good PH )R True
Entangle • PH I A Exaclion UA 7 A
Fire Seeds "PH 6 A Exorcise PH 4 A
Goodbercy/Badberry •uA 2R A Gate PH 7 A
Hallucinatory Foren • PH 4R A Golcm UA ) A
Hold Plant "PH 4 A Succor PH 6 A
liveoak • uA 6 A Word of Rrcall PH 6 A
Pass Pion! • PH ) A Wearher
Pass Wirhour Trace • PH I A Call ughrning • PH 3 A
Planr Door • PH 4 A Cloudbursr • uA 3 A
Planr Growrh • PH 3 A Control Temperarure • PH 4 A
Shilldagh • PH I Add Control Weather • PH A
Snare • PH 3 A Control Winds • PH A
Speak with Plants • PH 4 A Faerie Fire • PH A
Spike Growth •uA 4 A Obscurement • PH A
Sticks 10 Snakes • PH 4/)R A Prrcipirarion · uA A
Transpon via Planrs • PH 4 A PrediCI Wearher • PH I Add A
Tree • PH 3 A Rainbow UA ) A
Trip • PH 2 A We21her Summoning • PH 6 A
Tum Wood •PH 6 A
Wall of Thoms • PH 6 A
Warp Wood • PH A

Abbreviations:
R (after spell lcvd I ) • reversible; • • druidical; A • castable in any form; Add • addi-
tional spell cleric can caS! even rhough iris our of his deiry'sspheres of influence; Spc • spe·
cial power. aspell me dehy grants in addirion rome cleric's normal allounen1 of spells; X •
exduded.clericsofrhisgodcannor usethisspell ; True • reverseofspell canno1 becasr; Rev
• only reversed spell can be cas1.

121
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~ ~I :@
Sph €R€S or lnJlu€nC€-th€ (jobs or 0 €Ut RalJty
SPHERE /SPELL BOOK Lvl Gil Sirr Rrorx Chis lev Zivil Shin SPHERE/SPFLL BOOK l vl Gil Sirr Rcorx Chisle? Zi..it Shin

All Divination

Atonement PH A A A A A A Augury PH 2 A A
~remuny "UA A A A A A A Commune PH 6 A A
Combine UA I A A A A A A Commune with Nature "PH A A
Holy Symbol UA 2 A A A A A A Dete<t Balance • uA I A A
Purify Food and Water PH IR True True True True True True Dete<t /Obscure Charm PH IR A A
Dete<t Evii!Good PH IR A A
Animal Dete<t/Undete<table Lie PH IR A A
Detect Life UA 2 A A
Animal Friendship "P~I I A Dcte<t Magic •PH A A
Animal Growth "PII ~R A Detect Poison •uA A A
Animal Summoning I "PII 4 A Dcte<t Snares and Piu • PH I A A
Animal Summoningll •PH ~ A Divination PH 4 A A
Anim:<l Summoning Ill "PH (\ A Find/Obscure the Puh PH 6R A A
Anti-Anim:tl Shell "Pit 6 A Find Tr:aps PH 2 A A
Call Wood land lkmgs •PH 4 A Know/Obscure Alignment • uA 3R A A
Charm Person or t.bmmal "PH A locate Anim:tl "PH A A
Creepmg Doom "PH 7 A locate/Obscure Obje<t PH 3::\ A A Spc
Gimt lnS«t UA 4R A locate Plmu •PH 2 A
Hold Animal •Ptl 3 A Magic Font UA ~ A A
lnvis. 10 Ammals •PH A Penetr:ate Disguise UA A A
Messenger UA 2 Add A Portent UA I A A
Repel lnse<1s "Pit 4 A Reflecting Pool •uA 2 A A
Reincarnate "PH A Speak with Monsters PH 6 A A
Snake Charm Pit A Tongues/Confuse Tongues PH 4R A A
pc•k with Amm•l• "PH Add A True I False Seeing PH ~R A A
Summon Insects "PH A
Element• I
A>rr:al
Air Walk UA A
Astr:al Spell Pll A A Anim>te Rock "PH A
Plane Shift PH A A Chariot of Sustarre • PH 7 A
ConjurdDis. Earth Elem. "PH 7R A
Ch2rm Conjure/Dis. Fire Elem •pH 6R A
Create I Destroy Water •PH 112R A
Dust Devil UA 2 A
Charm Person or Mammal "PH 2 A
Earthquake PH 7 A
Cloak of Fear/812very UA 4R A
Fire Storm/Quench "PH 7R A
Command Pit I A •PH
Fire Trap 2 A
Confusion " I'll 7 Add A
Flame Blade •uA 2 A
Enthr:all UA 2 A
Heat/Chill Metal "PH 2R A
Feeblemind "I'll 6 Add A A
lower/Roise Water PH 4R
Hold Person I'll 2 A
Meld into Stone UA 3 A
Imbue with Spell Abtlity UA 4 A
Part Water Pll 6 A
Quest PH ~ A •PH A
Produce Fire 4
Remove / Cause Fe21 Pll IR A
Produce Fla.me "PH 2 A
Purify/Contaminate Water "PH IR A
Cnmb:u
Pyrote<hnics "PH 3 A
Spike Stones "UA ~ A
Bless/ Curse Pll IR A A Stone Shape "PH 3 A
Cham- PH 2 Add A A Stone Tell PH 6 A
Fla.mc Stnke PH ~ A A Tr:ansmute Metal to Wood "PH 7 A
Holy/ Unholy Word PH 7R A A Transmute Rock to Mud • PH ~ A
IRS«~ Plague •PH ~ A A Transmute Water to Oust "UA 6R A
Magic Stone UA I A A Wall of Fire • PH ~ A
Pr:ayer PII 3 Add A A W>ter B<e2thing "PH 3 A
Spmtual H2mmer Pll 2 A A W>terWalk UA 3 A
Wind Walk PH 7 A
Cre:ue
Gu2rdian
Ant mate Object PH 6 A A A
Create Food and Water PH 3 A A A Bl2de Barrier PH 6 A A
Heroe1' Feast UA 6 A A A Glyph of Warding PH 3 A A
Stlence I~· r. PH 2 A A
Abbrevi21ions: Symbol PH 617 A
Wyvern Watch UA 2 A A
R (after spell level l ) • reversible : • • druidical: A • castable in any form: Add • addi-
tiona! spel l cleric can cut even though it is out of his deity'sspheresofinfluence: Spc a spe·
cial power. a spell the deity gr:ants in addition to the cleric's normal allotment of spells: X •
excluded. clerics of this god cannot use rhisspell: True • reverse of spell cannot be cur: Rev
~ only reversed spell can be cast.
122
$: l~ ~~ ::;:::....

Sph€R€S or lnP.uence-the (jobs or neutRality


SPHERE /SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin SPHERE /SPELL BOOK Lvl Gil Sirr Reorx Chis lev Zi•il Shin

Healing Protection

Cure/Cause Blindness PH 3R A A Dispel Magic *PH 3/4 A A


Cu re/Cause Critical Wnds *PH ~/6R A A EndureiDispel Cold/Heat UA IR A A
Cure / Cause Disease *PH 3R A A Flame Walk UA 3 A A
Cure/Cause Light Wnds *PH IR Add A A Forbiddance UA 6 A A
Cure/Cause Serious Wnds *PH 4R Add A A Magical Vestment UA 3 A A
Heal/Harm PH 6R A A Negative Plane Protection UA 3 A A
Neutralize/ Poison *PH 4/3R A A Protection from Evil/Good PH IR A A A A A A
Remove/Cause Paralysis UA 3R A A Prot. from Evil/Good 10' r. PH 4R A A A A A A
Slow Poison *PH 2 A A Protection from Fire *PH 3 A A
Protection from Lightning *PH 4 A A
Necromantic Remove I Bestow Curse PH 3R A A
Aid UA 2 A Resist Cold PH A A
Animate Dead PH 3 A Resist Fire PH A A
Animate Dead Monsters UA ~ A Sanctuary PH I A A
Death 's Door UA 3 A Spell Immunity UA 4 A A
Feign Death *PH 31 2 A Withdraw UA A A
Finger of Death *PH 7 A
lnvis to Undead UA I A Stellar
Raise Dead /Slay Living PH ~R A
Regeneration/ Wither PH 7R A Continual Light / Dark PH 3R A A A A A A
Restorat ion/Energy Drain PH 7R A Light / Darkness PH IR A A A A A A
Resurrection I Destruction PH 7R A Moonbeam *UA ~ A
Speak with Dead PH 3 A Starshine *UA 3 A
Sunray *UA 7 A
Plant
Summoning
Anti-Plant Shell 10' r. *PH ~ A Abjure/Implore UA 4R A
Barkskin *PH 2 A A Aerial Servant PH 6 A
Changestaff *UA 7 A Conjure Animals PH 6 A
Entangle *PH I A Dispd Evil/Good PH ~R A
Fire Seeds *PH 6 A Exaction UA 7 A
Good berry I Bad berry *UA 2R A Exorcise PH 4 A
Hallucinatory Forest *PH 4R A Gate PH 7 A
Hold Plant *PH 4 A Golem UA 5 A
Liveoak *UA 6 A Succor PH 6 A
Pass Plant *PH 5 A Word of Recall PH 6 A
Pass Without Trace *PH I A
Plant Door *PH 4 A Weather
Plant Growth *PH 3 A Call Lightn ing *PH 3 A
Shillelagh *PH I A Cloudburst *UA 3 A
Snare *PH 3 A Control Temperature *PH 4 A
Speak with Plants *PH 4 A Control Weather *PH A
Spike Growth *UA 4 A Control Winds *PH A
Sticks to Snakes *PH 4/5R A Faerie Fire *PH A
Transpon via Plants *PH 4 A Obscurement *PH A
Tree *PH 3 A Precipitation *UA I A
Trip *PH 2 A Predict Weather *PH I A
Turn Wood *PH 6 A Rainbow UA 5 A
Wall of Thorns *PH 6 A Weather Summoning *PH 6 A
Warp Wood *PH A

Abbreviations:
R (after spell Ieveii) ~ reversible; • a druidical ; A • castable in any form; Add ~ addi-
tional spell cleric can cast even though it is out of his deity 's spheres of influence; Spc = spe-
cial power. a spell the deity grants in addition to the cleric's normal allotment of spells; X ~
excluded. clerics of this god can not use this spell; True • reverse of spell cannot be cast; Rev
• only reversed spell can be cast.

123
..c:::
~ ()siE! 1)
Sph€R€S 0~ lnP.uEnc€-th€ Gobs 0~ €V1l
SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chern Zcb Hidd SPHERE/SPELL BOOK lvl Tak Sarg Morg Chern Zcb Hidd

AU Divination

Atonement PH A A A A A A Augury PH A
Ceremony *UA A A A A A A Commune PH 6 A
Combine UA I A A A A A A Commune with Nature *PH 5 A
Holy Symbol UA 2 A A A A A A Detect Balance *UA I A
Purify Food and Water PH IR A A A A A A Detect I Obscure Charm PH IR A
Detect Evil/Good PH IR A
Animal Detect / Undetectable lie PH IR A
Detect Life UA A
Animal Frienruhip •PH I A Detect Magic *PH A
Animal Growth • PH 5R A Detect Poison *UA I A
Animal Summoning I *PH 4 A Detect Snares and Pits *PH I A
Anima.! Summoning II •PH 5 A Divination PH 4 A
Animal Summoning lll *PH 6 A Find/Obscure the Path PH 6R A
Anti-Animal Shell •PH 6 A Find Traps PH 2 A
Call Woodland Beings •PH 4 A Know/ Obscure Alignment •uA 3R Spc A
Charm Person or Mammal *PH 2 A Locate Animal *PH I A
Creeping Doom *PH 7 A Locate/Obscure Object PH 3R A
Giant Insect UA 4R A Locate Plants *PH A
Hold Animal •PH A Magic Font UA A
3
lnvis. tO Animals *PH I A Penetrate Disguise UA A
Messenger UA 2 A Portent UA I A
Repel Insects *PH 4 A Reflecting Pool •uA 2 A
Reincarnate *PH 7 A Speak with Monsters PH 6 A
Snake Charm PH 2 A Tongues/ Confuse Tongues PH 4R A
Speak with Animals *PH A True/false Seeing PH 5R A
Summon Insects •PH A
Elemental
Astral
Air Walk UA A
Amal Spell PH A A A A Animate Rock *PH 7 A
Plane Shift PH A A A A Chariot of Sustarre • PH 7 A
Conjure/ Dis. Earth Elem . •PH 7R A
Conjure/ Dis. Fire Elem •pH 6R A
Charm
Create I Destroy Watrr *PH 112R A
Dust Devil UA 2 A
Charm Person or Mammal •PH 2 A PH 7 A
Earthquake
Cloa k of Fear/ Bravery UA 4R True Fire Storm / Quench •PH 7R A
Command PH I A Fire Trap •PH 2 A
Confusion •PH 7 A *UA 2 A
Flame Blade
Enthrall UA 2 A Heat / Chill Metal *PH 2R A
Feeblemind •PH 6 A PH 4R A
Lower I Raise Water
Hold Person PH 2 A Meld into Stone UA A
3
Imbue with Spell Ability UA 4 A A
Part Water PH 6
Quest PH 5 A *PH 4 A
Produce Fire
RemoveI Cause Fear PH IR Rev *PH A
Produce Flo.me 2
Purify / Contaminate Water *PH IR A
Combat Pyrot<ehnics *PH 3 A
Spike Stones *UA 5 A
Bloss/ Curse PH IR Rev Rev Stone Shape *PH 3 A
Chant PH 2 A A Stone Tell PH 6 A
Flame Strike PH 5 Add A A Transmute Metal to Wood *PH 7 A
Holy/ Unholy Word PH 7R Rev Rev Rev Transmute Rock to Mud •PH 5 A
Insect Plague • PH 5 A A Transmute Water to Dust •uA 6R A
Magic Stone UA I A A W•ll of Fire •PH 5 A
Prayer PH 3 A A Water Breathing *PH 3 A
Spirirua( Hammer PH 2 Add A A Water Walk UA 3 A
Wind Walk PH 7 A
Cre:ue
Guardian
Animate Object PH 6 SIX Add Add Add
Cre>te food and Water PH 3 Add Add Add
Horocs Feast UA 6
Blade B•rrier
Glyph of Wording
PH
PH
PH
6
3
A
A "AA
Abbreviations:
Silence 15' r.
Symbol
Wyvern Watch
PH
UA
617
2
""
A
A
II
R (after spell level I ) a reversible: • = druidical : II a castable in any form: Add = addi·
tiona! spell cleric can cast even though it is out of his deity's spheres of influence: SIX = spe·
cial power. a spell the deity grants in addit ion to the drric's normal allotment of spells: X =
excluded. clerics of this god cannot use rhisspdl; True • reverse of spell cannot be cast : Rev
= only reversed spell can be casr.
124
&= ~~ ~ ~

Sph€Q€S or lnf1uence-the (jobs or €VIl


SPHERE/ SPEU BOOK Lvl Ta.k S.rg Morg Chern Zeb Hidd SPH ERE/SPEll BOOK Lvl Tak Sarg Morg Chern Zcb Hidd

Healing Protection

Cure/Cause Blindness PH 3R A A Dispd Magic "PH 3/4 A


Cure/Cause Critical Wnds •PH H6R R~ Rev Endure/Dispd Cold /Heat UA IR A
Cure/Cause Disease • PH 3R Rev Rev Flame Walk UA 3 A
Cure/Cause Light Wnds • PH IR A A Forbiddance UA 6 A
Cu rei Cause Serious W nds •PH 4R Rev Rev Magical Vestment UA 3 A
Heal/Harm PH 6R A A Negative Plane Protection UA 3 A
Neutralite/Poison *PH 4/3R A A Protect ion from Evil/Good PH IR Rev
Remove/ Cause Paralysis UA 3R Rev Rev Prot. from Evil/ Good I0' r. PH 4R Rev
Slow Poison •PH 2 A A Protection from Fire *PH 3 A Add
Protection from Lightning •PH 4 A
Necromantic Remove I Bestow Curse PH 3R Rev
Aid UA 2 A Resist Cold PH A
Animate Dead PH 3 A Resist Fire PH A Spc
Animate Dead Monsters UA ) A Sanctuary PH I A
Death 's Door UA 3 A Spell Immunity UA 4 A
Feign Death •PH j/2 A Withdraw UA A
Finger of Death •PH 7 A
lnvis co Undead UA I A Stellar
Raise Dead/Slay Living PH )R Rev
Regeneration/ Wither PH 7R Rev Continual Lighc / Dork PH 3R Rev Rev Rev Rev R~ Rev
Restoration/ Energy Dra10 PH 7R Rev Light / Darkness Pll IR R~ Rev R~ Rev R~ Rc-·
Resurrection I Ocsc rucc ion PH 7R R~ Moonbeam •u- )
Speak with Dead PH 3 A Scarshine •u - 3
Sunray ·u- 7
Plant
Summoning
Ami-Plane Shell 10' r. •PH A Abjure/Implore UA 4R A A A
Barks kin • PH A Aerial Servant PH 6 A A A
ChangcstafT •uA 7 A Conjure Animals PH 6 A A A
Entangle "PH I A Dispel Evil/Good PH )R A A A
Fire Seeds •PH 6 A Etaction UA 7 A A A
Goodberry/Badberry *UA 2R A Exorcise PH 4 A A A
Hallucinatory Forest *PH 4R A Gate PH 7 A A A
Hold Plane *PH 4 A Golem UA ) A A A
Livcoak *UA 6 A Succor PH 6 A A A
Pass Plane *PH ) A Word of Recall PH 6 A A A
Pass Withou t 'lhce *Pii I A
Plane Door *PH 4 A We-Ather
Plane Growth •PH 3 A Call lightning •PH 3 A
Shillelagh *PH I A Cloudburst •UA 3 A
Snare •PH 3 A Control Temperature *PH 4 A
Speak with Plants 0
PH 4 A Control Weather •PH A
Spike Growth *UA 4 A Control Winds "PH A
Sticks to Snakes • PH 4/)R A Faerie Fire • PH A
Transpon via Pl:a.ncs • PI! 4 A Obscurement • PH A
lice *PI! 3 A Precipuation "UA A
Trip *PH 2 A Predict Weather "PH I A
Turn Wood "PH 6 A Rainbow UA ) A
Wall of Thorns *PH 6 A Weather Summoning "PH 6 A
Warp Wood "PH 2 A

Abbreviations:
R {after spell Ieveii) • reversible: • • druidic:a.l : A • cascable in any form : Add • :a.ddi-
tionalspellclericcan cast ~en though it isouc ofhisdeity 'ssphercsofinOu.-nce: Spc ~ spe-
cial po..-er. a spell the deity grants in addition to the cleric's normal allotment ofspells; X a
excluded. clerics of chis god c:a.nnoc usc this spell: True ; r~ersc ofspell cannot be cast: R~
• only reversed spell can be cas1.

125
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~~ ~ ~
Spell SummaRy
In the following spell lists, the first entry is a somewhat abbreviated version of the spell name, the second entry is the level and magical type of the
spell (C = Cleric, D = Druid, I = Illusionist, M = Magic-User). Combination spells have parenthetical third entries that list the other spell type
involved, as follows: A = Alteration; Ab = Abjuration; C = Conjuration, Ch = Charm; D = Divination; E = Evocation; En = Enchantment; I
= Invocation; II = Illusion; N = Necromantic; P = Phantasm ; S = Summoning.

Conjuration I Summoning Salt uc Weird 71 (Il / P) Knot RC


Ike PC (S only) Scratch PA Mute LC
Bluelight PC (Conly) Sour RC Enchantment I Charm Polish uc
Bug PC (S only) Sneeze PA Creak HC Pr=nt LC
Gnats PC (S only) Spice uc Curdle RC Ravel RC
Mouse PC (S only) Sweeten uc Distract LC Shine uc
Spider PC (S only) Twitch PA
uc
Flavor uc Spill RC
uc
Tweak
Unlock
PC
PC
(Conly)
(Conly)
Warm
Yawn PA
Freshen uc Sprout
Stitch uc
Smokepuff PC
Armor 1M (Conly) Alarm 1M Tap HC Tangle RC
Bed on 5M (RevAvoidancc) Astral Spell 9M Whistle HC 1iunish RC
Cacodcmon 7M Banishment 7M (Ab) Wilt RC Tic uc
Conjure Elcm )M Bigby's Clench Fist 8M Wink PAC Untie RC
Death Spell 6M Bigby's Crush Hand 9M Anti/S)mpathy 8M Wrap uc
Drawmij's Ins Sum 7M Bigby's Force Hand 6M Bind 2M (En & A) Aff Norm Fires 1M
Enchant An Item 6M Bigby's Grspg Hand 7M Binding 8M (En &E) Airy Water )M
Ensnaremcnt 6M Bigby's Inter Hand 5M Charm Monster 4M Animal Growth )M
Evard 's Sick Tent 4M Binding SM (En) Charm Person 1M Avoidance 5M (Ab)
Find Familiar 1M Chain Lightning 6M Charm Plants 7M Bind 2M (En)
Flame Arrow 3M Cloudkill 5M Confusion 4M Blink 3M
Gate 9M Cone of Cold 5M Decppockcts 2M (En& A) Burning Hands 1M
lnvis Stalker 6M Contingency 6M Demand 8M (En/Ch & E) Cloudburst 3M
Lcomund 's Chest ~M (A b) Delay Blast Fball 7M Dolor 4M Comp Languages IM
Limited Wish 7M Demand 8M (En/charm) Eycbitc 5M (En/Charm & II / Cont Light 2M
Magic Jar 5M Dig 4M Fabricate 5M (En& A) Control Weather 6M
Material 3M (C&E) Energy Drain 9M Fecblcmind 5M Crystalbrinle 9M
Mate 8M Fireball 3M Fire Charm 4M · Dancing Lights 1M
Monster Sum I 3M Fire Shield 4M (A) Forget 2M Darkness 15' r 2M
Monster Sum II 4M Fire Trap 4M Friends 1M Deeppockets 2M (En)
Monster Sum III 5M Flaming Sphere 2M Fumble 4M Dimension Door 4M
Monster Sum IV 6M Force Cage 7M Gcas 5M Disintegrate 6M
MonSter Sum V 7M Grease 1M Guards & Wards 5M (En / Ch & A. E) Distance Diston 5M
Monster Sum VI 8M Guards & Wards 6M (A & En /Ch) Hold Monster 5M Duo-Dimension 7M
Monster Sum VII 9M Icc Storm 4M Hold Person 3M Enchanted Weapon 4M
Mord 's Hound 5M Incendiary Cloud 8M (A) Lcomund's Bclab 5M Enlarge 1M
Mord's Mansion 7M Lcomund 's Belab 5M (En) Lcomund's Shelt<r 4M Erase 1M
Mount 1M Lighming Bolt 3M Magic Mirror 4M Explosive Runes 3M
Power Wd Blind 8M Magic Missile 1M Mass Charm 8M Extension I 4M
Powcr Wd Kill 9M Matorial 3M (C) Mord 's Disjunct 9M (En & A) Extension II 5M
Power Wd Stun 7M Mclfs Acid Arrow 2M Otilukc's lrr Dance SM Extension Ill 6M
Prismatic Sphere 9M {Ab) Meteor Swarm 9M Ray of Enfccb 2M Fabricate 5M (En)
Push 1M Morden's Sword 7M Run IM {En only) Feather Fall IM
Sepia Snake Symb 3M Ot ilukc's Frzg Sph 6M (A) Scare 2M Fire Shield 4M (E)
Symbol SM Otilukc's Res Sphere 4M (A) Sink 8M (En & A) Firew2ter IM
Trap the Soul 8M Otiluke's Telc Sph SM (A) Sleep IM Flaming Sphere 2M (E)
Unseen Servant IM Sending 5M Succor 9M (En& A) Fly 3M
Wish 9M Shield 1M Suggestion 3M Fools Gold 2M
Alter Reality 71 (11 / P) Shout 4M Taunt 1M (En only) Glassee 6M
Conjure Animals 61 Spiritwrack 6M (A b) Trucname 7M (En & A) Glassteel SM
Mate 51 Stinking Cloud 2M Chaos 51 Guards & Wards 6M (E & En /Ch)
Prismatic Spray 71 (A b) Tasha's U.ughter 2M Confusion 41 Gusr of Wind 3M
Prismatic Wall 71 (Ab) 1enscr's uansf 6M (A) Emotion 41 Haste 3M
Summon Shadow 51 Torment 7M (A) Hypnotism II Hold Portal 1M
Wall of Fire 4M Magic Mirror 51 (En & D) Incendiary Cloud 8M (E)
Invocation I Evocation Wall of Force 5M Mass Suggestion 61 1nfravision 3M
Belch PA Wall of lee 4M Shadow Walk 71 (En & II) Irrit2tion 2M
Blink PA Wall of Iron 5M Suggestion 31 Item 3M
Chill uc Wall of Stone 5M Jump IM
Color uc Web 2M Alteration Knock 2M
Cough PA Whip 2M Change LC Lcomund's Chest 5M (CIS)
Dampen uc Write IM Fire Finger PC Lcomund's Hut 3M
Dirty
Dusty
RC
RC
Zephyr
Chromatic Orb
2M
II (A)
Gather uc Lcomund's Shelter
Lt-vitate
4M
2M
(En)
Hairy RC
Nod PA Death Fog 61 (A) Light IM

126
~ l~ ~~ :::;:::>

Spe ll SummaRy
lower Water 6M Colored Ligh1s MIC Phantasmagoria 61
- Magic Mou1h 2M Dim MIC Illusion I Phan tasms Phantasmal Force II
- Melfs Me1eors 3M (E) Hue MIC Footfall HC (II only) Phantasmal Killer 41
Mel I IM Rainbow MIC Groan HC (II only) Phantom Armor II (II on ly& A)
- Mending IM Chroma1ic Orb II (E) Hide LC (II only) Phantom Steed 31 (P& C)
IM Color Spray II Moan HC (II only) Phantom Wind }I (P& A)
- Mess2gr
Mord 's Disjunct 9M (En) Com Darkness 31 Palm LC (II only) Programmed lllusn 61
Mord 's Mansion 7M (C) Com ugh• }I Raule HC (II only) Project Image )I (A)
Move Earth 6M Dancing Lighu II Thump HC (II only) Rainbow Paurm 41 (P& A)
Olilu ke's Frzg Sph 6M (E) Darkness II Audible Glamrr 2M Shades 61
Oliluke's Rrs Sph 4M (E) Dea1h Fog 61 (E) Eyrbi1r 6M (En/Ch) Shadow Door )I
Odlukc's Telr Sph SM (E) Delude 31 Fear 4M Shadow Magic )I
Pan Wa~rr 6M Drram )I (11/P) Halluc Terrain 4M Shadow Monsrrrs 41
Passwall )M Fog Cloud 21 lnvisibili1y 2M Shadow Walk 71 (II. & En)
Permanrncy SM G:ue ReOection II lnvis 10' r 3M Speerral Forcr 31
Plant Growth 4M ugh• II Leomund's Trap 2M Spook II
Phase Door 7M Magi< Mou1h 21 Moss lnvis 7M Tempus Fugit )I
~lymorph Any Obj SM Major Crca1ion )I Massmorph 4M Vacancy 41 (P& A)
Polymorph Othrr 4M Minor Crea1ion 41 Mirror Image 2M Veil 61
Polymorph Self 4M Phantom Armor II (II) Nystul's Mag Aura IM Ventriloquism 21
Project Imagr 6M (11 / P) Phantom Wind }I (P) Phantasmal Forcr 3M Weird 71 (E)
•• Precipi1a1ion IM Projec1 Image )I (11/P) Proje<1 Image 6M (A) Whispering Wind 21 (P& A)
- Pyrotechnics 2M Rainbow Paucrn 41 (P) Seques1er 7M (A b) Wrai1hform }I (II&A)
R:a.ry's Mnem Enhan 4M Rope Trick 31 Simulacrum 7M
Reverse Gravity 7M Solid Fog 41 Ven~riloquism IM Abjurations
Rope Trick 2M Ultra vision 21 Mask MIC (II only) Oe:.n uc
Serten's Sp lmmun SM Vu:.ncy 41 (P) Mirage MIC (II only) Dry uc
Secret Page 3M Wall of Fog II Noise MIC (II only) Dus1 uc
Shape Change 9M Wrai1hform 31 (II) Two-D lllusn MIC (II only) Exterminate uc
Shaner 2M Whispering Wind 21 (P) Advanced lllusn )I Ami-Magic Shell 6M
Shocking Grasp IM Aher Realty 71 (CIS) Avoidance )M (A)
Sink SM (En) Necromantic Aher Self 21 (II only& A) Banishmen1 7M (E)
Slow 3M Anima1e Dead )M Audible Glamer II Dismissal )M
Spider Climb 1M Clone SM Blindness 21 Dispel Illusion 4M
S1atue 7M Feign Dea1h 3M Blur 21 Dispel Magic 3M
S1one Shape )M R~inc2rn2tt 6M Change Self II Globe of lnvuln 6M
S1one to Flesh 6M Deafness 21 Imprisonment 9M
S1oneskin 4M Divinarion Dcmi-Shadow Mon )I Mind Blank SM
Strength 2M Clairaud~rnce 3M Dcmi-Shadow Magic 61 Minor Globe lnvuln 4M
Succor 9M (En) Oairvoyance 3M Dispel Exhaust 41 Prc:scrvc 2M
Telekinesis )M Com Other Planr )M F'-Sein:ut 21 Prismadc Sphere 9M
Teleport )M Dc1cc1 Evil 2M Fear 31 ProiiCanrrips 2M
Temporal S1asis 9M DeiCCt Illusion 3M Halluc Terrain 31 ProiiEvil IM
Tenser's Trans£ 6M (E) De1ec1 lnvis 2M Hypn01ic Pauern 21 Proll Evil I0' r 3M
Time S1op 9M Dc1en Magic IM Illusion Scrip1 31 Prot / Normal Miss 3M
Tongues 3M ESP 2M Improved lnvis 41 Remove Curse 4M
Trans Rock/ Mud )M ldemify IM lmpr Phan Force 21 Repulsion 6M
Trans Water I Dust 6M Know Ahgnmem 2M lnvis 10' r 31 Spuuwruk 6M (E)
True name 7M (En) Legend lore 6M Drc:>m )I (A) ScqueSier 7M (11 / P)
Uhravision 4M locale Objcn 2M Invisible 21 Volley 7M
Vanish 7M Read Magic IM Massmorph 41 Dispel Illusion 31
Vocaliu 2M De1ec1 Illusion II Mirage Arcane 61 Dispel Magic 41
Wa~er Brea1hing 3M DetCCI lnvis II Mirror Image 21 Non-De1ect ion 31
Wind Walk 3M Dc1cc1 Magic 21 Misdircc1ion 21 Prisma1ic Spray 71 (CIS)
Wizard Eye 4M Read lllus Magic II Mislead 61 Prisma1ic Wall 71 (CIS)
Wizard Mark tM True Sigh1 61 Paralyu1ion 31
Wiurd Lock 2M Vision 71 Permancm lllusn 61

127
-== ~~ · ~' j]l

kn 1qhts Cn~cle taste


ld6 + modifier Coin· Equipment Healing Ranking Authority

1 or less n/ a n /a n/a No Circle Present


2 ld4 scl dagger I none n/a Krllght of the Crown (Crown 3rd)
3 ld6 scl spear/none n/a Knight of the Crown (Crown 3rd)
4 1d8 scl quaner sraff/ none 11-1- Knight of the Crown (Crown 3rd)
~ 2d4 scl shon sword/leather 2/-/- Knight of the Sword (Sword 4th)
6 ld10 scl morning star / leather & shield 3/ 1/- Knight of the Crown (Crown 3rd)
7 ld 12 stl battle axe/ring 4 /11- Knight of the Sword (Sword 4th)
8 ld20 stl short bow I ring & shield 5121- Knight of the Heart (Rose 5th )
9 2dl0 stl long bow Ichain 6/2/1 Shic:ld Knight (Crown 5th)
10 2d20 stl long sword /chain & shic:ld 7/3/ 1 Bladeknight (Sword 5th)
11 ld100 scl crossbow I banded 8/3/1 Knight of the Rose (Rose 6th)
12 3d20 sd halberd / banded & shield 9/4/1 Lord of Shic:lds (Crown 7th)
13 4d20 stl lance (light)/ plate 10/4/2 Elder of Sword (Sword 8th)
14 5d20 stl lance (heavy)/ plate & shield 11/5/2 Keeper of the Rose (Rose 9th)
15 2dl00 stl sword + I/Solamnic armor 12/5/3 Lord Warrior (Crown lOth)
16 3d100 scl sword + 2/Solamnic armor 1315/ 3 Master Clerist (Sword 11th)
17 4d100 scl sword + J/Solamnic armor 14/6/3 Lord of Roses (Rose 12th)
18 5d100 stl single anifutt I place + 1 15 /6/ 4 Lord Warrior (Crown lOth)
19 6d100 stl Dragonlance! Iplace + 2 1717/5 Lord Clerist (Sword 12th)
20 or above lOdlOO stl Dragon lance/ plate + 3 18 1816 Lord ofjustice (Rose 14th}

• This represents the amount of coin available to the Knight from that location on a given day. It does not represent how much money the Knight
may draw from the Circle. Knights may draw from any Circle no more than the amount listed for their level. For example: a lOth-level Knight of
Solamnia could draw no more than 20 sd from a given Circle on a given day. If that same Knight is going to a Circle that can only pay 2d4 stl
because of its small size, then 2d4 stl is all he will receive. If he is attending a Ja.rge Circle (with modifiers the Circle rums out to be an 18} then he
would still only be able to draw 20 stl from the Circle even though the amount listed is 5d I 00 stl. Stl stands for steel pieces, the universal equivalent
of gold pieces in Krynn.

t This anifact is a weapon or magical device of combat value found either in the Dungeon Masters Guide or in this DRAGONLANC~ Adventures
book. The exact device is up to the OM, who should exercise discretion .

l The type of lance is determined by a roll of ld6. It wo-uld be a footman's lance ( 1-4) or a mounted lance (5-6). The quality of the lance is deter-
mined by a roll of ldl2. This could be made without th·e use of either the HammerofKharasonhe Silver Arm ( 1-9); made with one of t he artifacts
(10-11) or with both from ancient times {12).

kn1qhts C IRCl € ffiOt)Jri€RS


Description Modifier Modifier
OCJety
Community Size +2
Capital of Region
Village, Small -2
- 1
Major Constructions
Village, Medium +I
Small Keep present
Village, Large none +2
Large Keep present
Town, Small +1 +2
Small Castle present
Town, Medium +2 +3
Large Castle present
Town, Large +3 +1
Major Fortifications
City, Small +4 +4
Inside traditional Solamnia borders•
City, Medium +5 Inside areas conuolled by Dragon Highlords! -10
City, Large +6
• This would include mainland Solamnia and Sancrist.
! Circles in these areas, when they are present, are maintained and operated clandestinely by the Knights. Merely finding and getting in touch with
such Circles can often be difficult or impossible.

128

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