Dragonlance Adventures PDF
Dragonlance Adventures PDF
Dragonlance Adventures PDF
The AD&D game source book for continuing adventures in the world of Krynn.
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
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.
4
taste ot= contents
~~==~\93~ ·~~~~~
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
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
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
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
Gnomeflinger
Type Effect Complex. Modif. ToraJ
Move Vertical 800' 12 12
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.
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
29
the toWERS 0~ h lqh SORCERY
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-~ :::>
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
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
46
the qoOs o~ ev1t
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
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
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.
62
hal~-€LV€ S
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
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
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.
71
Q8or r
CR€atUR€S Oj: kRynn
~~===3l83~E===========~~~~~·~~~~~~~
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
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
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
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)
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.
91
maqtcaltt€mS or kRynn
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.
93
maqJcalJtems o~ kRynn
94
maqJcalJtEms o~ kRynn
95
ma(jtcalttems o~ kRynn
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.
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€
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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
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
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
110
P €RSOnallt i€S 0 ~ th€ a G€ 0~ bRayon s
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
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
kaGOn€Stl
114
~ \~
·~ ~
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}
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-~ -;:;-
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
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
120
&: l6}3;;iV ~~ ~
Healing Prorection
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
....:::::
~ ~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~ ~~ ::;:::....
Healing Protection
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
&= ~~ ~ ~
Healing Protection
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
...::::--
~~ ~ ~
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.
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
• 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).
128