Adventures
by Tracy Hickman and Margaret Weis
The AD&D game source book for continuing adventures in the world of Krynn.
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ADVANCED DUNGEONS & DRAGONS. AD&D DRAGONLANCE . FIEND FOLIO. PRODUCTS OF 'lOUR IMAGINATION, and ll>e TSR logo are lraoemarks owned by TSR, Inc
beb1cat1on
To Laura Curtis Hickman, my wife, for whom worlds were created.
CR€blt5--------------------------------------------------
Continuity & Story: Tracy Hickman and Margaret Weis
Game Systems Design: Tracy Hickman
Editing: Mike Breault, with Jon Pickens
Proofreading: Jon Pickens, Warren Spector, and Margaret Weis
The DRAGONLANCE® Series Design Team: Tracy Hickman (Series Concept), Harold Johnson
(Director of D esign), Margaret Weis, Douglas Niles, Jeff Grubb, Larry Elmore, Bruce
Nesmith, Mike Breault, Roger Moore, Laura Hickman, Linda Bakk, Michael Dobson, Carl
Smith, Garry Spiegle.
Cover Art: J eff Easley
Interior Illustrations: George Barr
Cartography: Karen Wynn Fonstad, and Dennis Kauth
Graphic Design: Stephanie Tabat
Typography: Kim Janke and Betty Elmore
Keyline: Stephanie Tabat and Susan Myers
SpECial thanks to ---------------------------------------
Dave Cook for advice on the AD&D®game system revisions and particularly the derics system.
J eff Grubb for his spell constructions, long support in the DRAGONLANCE® saga, and the Gods
of Krynn.
Doug Niles for his original compiling of the DRAGONLANCE saga source book and for writing
almost as many DRAGONLANCE modules as I did.
And thanks to all three for bailing me out when times got tough. The work of your hands shows
on every page.
D istributee! to the book trade by Ra ndom House, Inc. , and in Ca nada by Random House: of Canada. Ltd.
D istributed to the toy and hobby trade by regional d istribu tors.
Dimibuted in t he United Kingdom by TSR UK Ltd .
C> I987 TSR. Inc. All Rights Reserved.
0-88038-452·2
This work is protected under t he copyright laws of t he United States of America. Any rcprod union or unauthorized use of the material or
artwork prcscmed herein is prohibited wit hout the express wrinen consem ofTSR, Inc.
Printed in the U.S.A.
PR€{:aC€
At last ...the world of Krynn!
Here you hold as much of Krynn as can be told in one book. The world
of the DRAGONLANCE®saga is a vast and complex one. This book alone
cannot hope to cover all of the wonder and magic of that fabled land. We
have compressed as much information as we could into this volume, but it
still proved to be too large a task.
To fully recreate the world of Krynn, we recommend that you read more
about this world- the DRAGONLANCE modules, the Chronicles trilogy,
the Legends trilogy, and the anthology series of DRAGONLANCE Tales.
These not only give you a comprehensive picture of the world and its
inhabitants, but they also provide rich descriptions with which to color
your campaign. For more detailed maps of Krynn and many of its specific
environments, we direct you to Karen Fonstad's Atlas ofKrynn.
You can certainly enjoy this book without playing the game... but what
a game it is! Those of you who are playing the DRAGONLANCE series in
the AD&D®game system will , as usual , need those rule books to play the
series as the epic role-playing game that it is. We have tried to avoid
duplicating material that is found in those other works so as to make room
for all the detail of Krynn that we possibly can. This means for you garners
that you will need to refer to other AD&D books from time to time. We
assume that you have the Dungeon Master's Guide and the Player's
Handbook in order to play the game. Other works, however, you may not
have , such as the Dungeoneer's Survival Guide, Wilderness Survival
Guide, and Unearthed Arcana. We have made extensive use of these
reference books in detailing the world of the DRAGONLANCE saga.
However, if you do not happen to have these latter works you should not
worry. The series should play just fine with just your Dungeon Master's
Guide and Player's Handbook.
This book is written in a different format than the other AD&D
hardback boo.ks. The material that is specifically related to the AD&D
game system or to running a DRAGONLANCE campaign is placed in grey
boxes throughout the text. This means that the text is easier to read and
the game references are readily available.
You, in all your letters, have beckoned us back to the world of Tanis,
Laurana, Kitiara, Raistlin and all the rest. May we now walk that road
together for a time once more, with old friends and new.
taste o~ contents
-<;::::::::::::::=====~~ I ~ESlE\~======ll
th€ R€alms asov€ ....... .. ..... ..... ......... 1 Holy Orders of the Stars .... . ......... • ... . .. . . . ..... . 4 1
The Universe ..... . .. . ...... .. ...... . . . . . .... . .. . .... . . 8 Clerics of Good ........ . .. . . . . ... . .... . . .. . . .... .. 4 1
Orders of the Universe . .... . . . . . ..... . ... . .... . .. . .... . 8 Clerics of Neutrality .. . .. . .... . . .. . . ..... . .. ........ 42
The Place of Mortals . . ...... . . . . . .. . . . .. . . . . . .. . . . . . . . 8 Clerics of Evil .. . ............ . . . . . . . .. . . • .. . . . ... . . 42
The Law of Consequence ........ . ..... . . ... . ... . ... . ... 9 The Gods of Good . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Paladine .. . .... . ... . ........ . .. . . ..... . .... ..... . 42
Lot in Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Characters in Krynn ... . . . . .. . .... . ... . .. .. . .. . .... . .. II
Travelers from the Beyond .. . ... ... . .. . . . .. . . .. . ....... 12 Kiri -J oli th . . . . .. . . ............ . . . . . . . . ...... 43
Acceptable Character Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 12
General Limitations in Krynn .. .. . .. . .... . .. . . . .. .. .. . . 13 Mishakal ... . .... . ... . .. . ........ . .. . . .•.. ... ... . . 43
What's Your Alignment? ......... . ... .. ........... . . 13
Knights of Solamnia .. . . . . . ....... . ... . . . . • ... . ... . . . 14 Habbakuk . . .... . ........ . . .. . .. ... . . . . . . .. ..... . . 44
The Origin of the Knights .... . ... . ... . ... . ... . .... . 14
Cataclysm to Present ... . . . . . . . ..... . . . .. . .. . . . .. . .. 14 Branchala . . . . .. . . . . ... .. . . ..... . . ....... . ....... . 44
The Organization of the Knighthood . . . . . . . . . . . . . . . . . 15
The Oath and the Measure ....... . ... . ... . .. . . ... . .. 16 Solina ri .. . ...... . ... . .... . ...... . . ... . . . . ... . .... 44
Knights of the Crown .. . ....... . . . . .. . ... . ... . . . . . . 16
Knights of the Sword ..... . .............. . .... . ..... 17 . The Gods of Neutrality .. . ..... . .. . ... . .... . ... •. . . .. . 44
Knights of the Rose . . . . .... . . . .. . ... . ... . .......... 19
Knigh ts in Battle ... . . . ....... . ... . • . .. . ... . . . .. . .. 20 Gilean .... .. ........ . .. . .. ... . . . . •. . .... . . . ...... 44
The Kn ightly Council . . . . . ...... . ... . ... . . ... . .... . 20 Sirrion .. . . • .... . .... . .. . .. . ..................... . 45
Tinkers (Gnomes) ........... . . . .. .. . . . ... . . ... . ... .. 21
Reorx ..... . .... . . ...... . . ... . ... . ... ... .......... 45
Game Statistics . ........... . . ...... . .... . ...... . . . . 2 1
Device Creation . ... .. ............. . ....... . . .... . . 22 Chislev . .. . . . .... . .. . .. . .. . ............. . . . ..... . 45
Device Components and Their Costs . . ... . .... . . ... . 23 Zivilyn . ... . . . ....... . .. . .. . .. . .... . .. ... . . . . . .... 45
Hall of Gnomes Inventions . . . .... . ....... . .... . . . . . . 25
Shinare .. . . . . .. . .... . .. . ..... . ....... .... . . .... . . 45
Lunitari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... 46
The Gods of Evil . . . . . .. . .. . .. . .. . ... . . ... ..... . . . .. . 46
Takhisis .. . ........... . . ... ... . ... . . ....... . . . . .. . 46
Sargonnas .. . ... . .... . .. . .. . .. . ... . . . ...... . . . .... 46
Morgion . . . . . . . . . . . . . . . . . . . . . . .. . . .. . . . . ... 46
Chemosh ...... . .. . . .. . ..... .. .. .... . .......... . .. 47
Zeboim . . . . ... . .. . . . .. . .... . . ........ . . . . . 47
Hiddukel . . .... . . .... . . . . . . .. . ... . . . ....... .. .. . . 47
Wizards of High Sorcery . . . .. . . ...... ... ... . . .. . . . . . . ... 27 Nuitari . . . . . . . . . . . . . . . . . . . . . . . ..... . .. . . . .. 47
The Moons of Magic . . . . . . . . . . . . . . . . . . . . . . . .... . 27 The Heathens . . ..... . ...... . . . . . . . .. .. ·. ......... . .. . 47
Locations of the Moons . . . .. . ......... . .. . . ... . .... . 27 The Races of Krynn . . .. . . . .. . .... .. . . .. . .. . ... . ....... . 49
Moon Tracking Charr . ........ . ..... . ........ .. ..... 28 The Age of Twilight . . ... . .. . .. . .. . ................ . .. 49
The Concla,•e of Wizards . .. . . . . . .. . .. .... . . .... . ... . . 29 Kende r . ... . .. . .. . .. . ... . . .............. 51
The Spheres of Magic . . . . . . . . ... . .... . ....... . . .... . . 29 Kender Pockets . . . . . . . .. ..... . . . . ......... . . 53
The Towers of High Sorcery . . . . .. .. ... . . . ....... . . ... . 29 Kender Taunt and Fearlessness ... . ... . . . . . ....... .. . . 54
The Tower of Wayreth . . .... . . . .. .. .. .. ....... . ..... 30 Gnomes . .......... . ........... . . .. . . • . •. ........ . . 54
The Shoikan Grove of the Tower of Palanthus . . . . .... . . 31 Mad Gnomes ....... . . ... .. . .. .. .... . . .. ........ . . 56
The Tower of High Sorcery at Palanthus ... .. .. ..... ... 31 Elves .......... . ....... . .. . . . ... . ... ... . .. . ........ 57
Map of rhe Tower at Palanthus ........ . .... . ... . . . . . . 32 Silvanesti (High Elves) .. . .... . . . . • . .. . . . ........ .... 58
Guardian Groves of the Destroyed Towers . .. . .. . ... .... 33 Qualinesti ........ . .. . . .. . . . .. . ....... . . . . . ....... 59
Early Life of a Wizard . . . . . . . . . . . . . . . . . . .. . . . ... . .. 34 Kagonesti (Wild Elves) . . ... . .. .... ..... . . . ......... 60
Student Magic-Users . .. . ...................... 34 Dargonesti and Dime rnesti (Sea Elves) .... . . . . . ...... . 61
Test of High Sorcery . . . . . . . . ........ . .. . . ... . .. .... . 34 Dark Elves . .. . . ....... . ........ . ........ . . . . . ... . . 62
Changing Orders After the Test .. . ...... . ... .. ... .. .. 34 Half- Elves .... . ... . .. . ... . .. . . ............... .... . 63
Wizards of the White Robes ...... .... . ... . ......... . . . 35 Dwarves .. . . .. . . ... ..... .. . .. . ........... ... . . . . . . . 65
Wizards of the Red Robes ..... . .. . ... . ...... ... .. . . . .. 35 Hill Dwarves ..................... . ...... . . .. . . • ... 66
W izards of the Black Robes ... . . . .. . ...... . . ... . .... . . . 36 Mountain Dwarves . . ... . . . . . ....... . ........ . . . .... 66
Renegade Wizards . . .. . .... . ............ . .. . . . .. .... . 36 Gul ly Dwarves (Aghar) . . . ........ ..... .... 67
Illusion and Krynn . .. . . .. . . .. . . .. . ...... . ... . ..... . . . 37 lrda . . ....... .. ..... . ..... . . . . . .... . . . . . ....... 68
Spells of High Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Kry nn Minotaurs . . .... . .. . ..... . .... ........ .. . . .. .. 69
Kiss of Night's Guardian . . . .. . . .. . . .. . ... . ....... 37 Chamcter Profic.iencies . . . . . . ................. . .. . . ...... 71
Mindspin . . .. . .. . .. . ..... . ....... . ....... . .... . . . 37 Creatures of Krynn ... . .. . . ... .... . ... . .. . . . . . ... . ... . .. 73
Timeheal . . ......... . .. . ...... . ... . ............... 38 Common Creatures of Krynn . . .. . ... . .... . . . .. . . .. . . .. 73
Timereaver ........ . . .. . . . . ....... . .. . . • .. . . . . . 38 Unique Creatures of Krynn ...... . ... . ... . . . . ..... . . ... 73
Messengers of the Heavens .. . ..... . . . . . ........ . ...... .. 39 Draconians ........... . ... . . .. ....... . . . .. .. .. .... 73
Gender and the Gods .. . .. . .. . .... . .......... . ....... 39
Obligations of Clerics . . ........... . .. . ....... . ....... 40 Auraks ....... . . ... . ..... . . ... . ...... . .. . .. . . .. . 73
Godly Spheres of Influence ..... . .......... . ... . .. . ... . 41
Baaz .. .... . .... . .... . ........ . . . .. . .... . .. 74
Deity Descriptions .... . .... . ...... .... . ... . ... . .. . . . . 41
Bozaks . . . . . .... . ... . . ... . . . . . . ....... 74
Kapaks . .. ... . . ..... . ........ • .... . . . ..... . . . . . 74
4
taste ot= contents
~~==~\93~ ·~~~~~
Sivaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Personalities of the Age of Dragons .. .... . ... . ........ . . . 108
Dreamshadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Takhisis ....................... . .. . ... . . . . . ... . .. 108
Dreamwraiths ..... . . .. . . .... . ....... . .. . . .. .. .. .. . 75 Fizban the Fabulous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Fetch ...... . .. . . . . .. . ...... . ... .. .. . .. . ....... .. . 76 Pyrite . .. . .. .. .. .. ... . ... ... . .. . .. . ... . ... . . . . . .. 108
lee Bears . . . . . . . . . . . . . . . . . . . . . . . . . . . .... .. . . ... . 76 Raistlin Majere ... . ....... . ........... . ... .. .. . . . . 108
Minomurs (Bioodsea) ......... . . . . . . . . . . .. . . .. . ..... 76 Lord Soth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I08
Shadowpeople .. .. . ......... . .... . .. ........ . ... .. 77 Kitiara ... . .. . .. . . ..... . .. .. . . .... . ....... . .. . . . . 109
Spenral Minio ns .. . .. . ...... . .... . .. . .. . .......... 77 Duncan .. . ..... . . ..... . . ... . ..... . ... . ... . ... . . . 109
Thanoi (Walrus Men ) .... . .... . . . . ... ...... . .. . . ... . 78 Kharas . .. .. .. . ... . . ..... . ... . .. . .. . . . . . . . . . . . ... 109
Krynn Dragons ..... . ... . ... .. . . ... . ......... . . .. .. 78 Reghar Fireforge ...................... . . . . . . . . . ... 109
Background and Histo ry ......... . .. . . . ... .. . ..... 78 Amorhus Palamhus . ... . . ........... . . . . . . . ... . . .. 110
The Evil Dragons .... . ..... . . .. . . .. . ............. 78 Elistan ...... . .......... . ......... . ...... . ... . ... 110
The Good Dragons .......... . ....... . .. . .... . .. . 79 Par-Salian .... . .. . . ... . .. . .. . ..... . . ..... . ... . ... 110
The Gods as Dragons . . . . . . . . . . . . . . . .. . . .. . . ... . 80 Justarius . .... . ... . ...... . ... . ....... . .. .. .. .. . . . 110
Dragon Rules . . . ..... . ..... . . .. . .......... . . ... . 80 Ladonna .............. . . . .. . . .. . ....... ... . . . .. . I l l
Maquesta Kar-Thon ........................... . . .. Ill
th€ WORlb that Was ...... ... ... ..... .... 82 Bas-Ohn Koraf ................................... Ill
Tales of Long Ago ............ . ...... . .... . .. ... .. . .. 83 PCs from the DRAGONLANCE® Legends Books ....... . 111
The Ages of Krynn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Map of Pre-Ca raclysm Ansa/on ... .. . . ... .. .. . ... 84 & 85 Dalamar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Astinus's Scroll (Part I) ... .. .... . ....... . .. . .... . ... 86
Crysania ..... . .. .. ..... . ... . . .. . . . ..... . . . . . . . .. 11 2
NPCs of Long Ago ...... . .. . ............. . . .. .. . . . . . ... 88
Huma . . .. ... . ...... .. . . . .... . .. . ... . .. . . .. . ... . . 88 Caramon Majere . ................. . .. .. .. .. ....... 112
The Silver Dragon ..... . • ......... . .. . .. . .... . . . .. . 88
Magius ... . ... . ... .. .... . .. .. . .......... • . ... .... 88 Tasslehoff Burrfoot ......... . ... . . . .... . ..... . . . .. . 113
Fistandant ilus ............ • . . .. . ... . ......... . . ... . 89
Asti nus of Palanrhus .......... .. .. . . .. . . .. . .. . .... . 89 Tika Waylan Majere ....... . ........ . ....... . .. . .. . 113
Rcorx ( Dougan Redhammer) ... . . .. . . . . ... .. . . . .... . 89
T he Kingpri est of !star ......... . . . .. . .. . .. . . ... . ... 89 Tan is Half-Elven . . . . . . . . . . . . . ........ . . . . ... 11 3
Arack, Master of the Ga rnes ... ... . ..... .. .. . .... . . .. 90
Raag ...... . ....... . .... . .......... . . . .... ... . . .. 90 ChaRts anb tastes
Sreelroe , th e Half-Og re Bandit ... . .......... . . . .. . ... 90
Races of Krynn ................ . . . . . .... . . . ... . . . .... . 11 4
Magical h ems of Krynn ... .. ........ . ........... . .. .. . . . 9 1
Potions . . . . ............. . . . ... . ....... . ...... . ... 91 Character Alignment Tracking Chart ..................... 114
Scro lls . ... . ... . ........ .• . . ....... . .. . ...... . .... 91
Rods, Staves, and Wands . ....... . ... . ... . ... . .. . . ... 91 Unified Ansalon Monster Chart .. .. .. .. . . . . ... . ..... 115-116
C rystals and Gems ..... . .. . . . ....... . ....... . .. . ... 92
Miscellaneous Magic .............. . . . . .. ....... . ... 92 Character Class Master Statistics Range Table . ..... . .... ... 117
Armor and Shie lds . . .. . ... . ... . . . .. . ... . ... . ... . ... 93
Weapons .. . ............. .. .. . . ... . ... . ... .. ..... . 94 Character Racial Minimum & Maximum Table ..... . ....... 117
Special Mag ical Item s of Krynn . ...... . . .. .. .. . .. . ... 95
Gnome Device Complexity Level Table . ... .. ..... . . . ..... 118
G nome Mishap Table . . . . . . . .. . . . . . .. . . . . .. . .. 11 9
Spheres of Influence-The Gods of Good .. . ... . . . . . .. 120-121
Spheres of Influence- T he Gods of Neutrality . . . ..... . 122-123
Spheres of Influence- The Gods of Evil . .... . ...... .. 124-125
Spell Summary Table (Magical) . ......... . . . .. .. . .... 126- 127
Knights Circle Table .. . .... . .... . .. . . .. ... . ... . ... .... 128
Knights Circle Modifiers .. . ...... . .. . .. . . . . . . . . . ... . .. . 128
WaR o~ the lance .. ........ ... .............. 1oo
Astinus's Scro ll (Parr II ) ....... . .. . . .... ................ 101
Map o{ Posr-':XfarAnsalon . . . . . . . . . . . . ... . .. . ... 102& 103
Ansalon Afrer the War ................ . ... . . . . . ..... . . . 105
Areas of Control ..... . .. . .. ... . ...... . .. . ... .. .. .... 105
Fanions ............. . . . .. . . ... ...... . .. . . ... . .. . 105
General Co nditions ... . .. . .. . .. . .. . .. . . ...... . ... . .. 105
Climate ............. . ... . .. .. . .. . .. . .......... . . .. 105
Beyond the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
The Lands of Ansalon . ..... ... . ... ... .. .. . .. .. .. . ... 106
Map of Ansa}on's C!imace- Posr-Caraclysm ... . .. . ...... 107
5
the Realms asove
~~===3ZS3~~========~~~~~~~· ~==~~~
"In the Cradle of the Sky,
On Silken Starshine lay
We wbo soon upon tbe Face ofKrynn
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- th€ ptac€ o~ moRtals
ous brilliance of the heavens surrounds you. its. The Gods of Good wanted tO nurtu re the
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
Gods of Evil sought to make the spi rits t hei r by the Gods of Good. Elves are the Shapers of
"Eh? Well! I don't seem to recall seeing you slaves to do thei r every bidding. The Gods of the world, possessing good magic to bend nat-
wandering about the realms of the gods Neutrality sought a balance: to give the spirits ure to their will. They have rhe longest life
before! Never had much of a memory for freedom to choose for themselves whethe r span of all the spirits; although t hey change
names. I suppose that it doesn't much matter they wou ld serve Good or Evil. the world , they themselves change very little .
since you don' r have one yet. Oh, not to wor-
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 ir1 bined forces to keep Evil from a final victo ry. are covered by the Gods of both Good and
Then spoke the High God from Beyond, Evil. Men can choose freely between good and
''I'm Fizban, Fizban the Fabulous, but you decreeing the Balance of the World. The Gods evil. The ir shorter time in the world is spent in
can call me.. .er, well, whatever. I guess some of Good, Evil, and Neutrality would each be striving for power and knowledge. They are
would call me the big guy around here, but allowed to bestow one gift upon the spirirs. quick to think and to acr- ofrcn without con-
the truth of it is a bit mo re complicated than sidering the consequences. Thus men give the
that. Still, I am here to he lp you get on your The Gods of Good gave rhe spirits life and world motion .
way inro the fabu lous world that we have pre- phys ical form. Thus, the spirits gained control
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
hoped the spiritS would bring peace and order the most beautifu.l of the races, bur they could
"I suppose you will want ro get your bear- to the worlds and lead them along the path to think only of their hungers. They were easily
ings first , eh) Not easy stepping out of the righteousness. enslaved by their needs, and their beauty van-
chaos and trying to make sense of the new uni- ished as their hungers devoured them. Ogres
verse, is it) Well neve r you fear, for you have The Gods of Evil decreed that these physi-
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 ofEvil pain and suffering upon the weak.
the way. hoped that th rough hu nger and suffering they
could subjugate the races. The High God created the fourth class of
"So let's... hmmmm. This crazy wiza rd is
m y favorite aspect. bur I see that it is a bit d if- The Gods of Neutrality gave the spirits the beings: the animals. He created them with a
ficult for you just now. Let's try something a gift of free will , to choose freely between balance of Good, Evil, and Neutrality, and
bit more like what you would expect." Good and Evil. Thus did they preserve the th y were born of( he world itself. Dragons are
Balance. the lo rds of the animal kingdom . They arc
The old man's robes flare suddenly with 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
transformed inro the sh ining brilliance of the Krynn as a dwelling place for the spirits. The gods.
greatest of benevolent dragons: Palad ine . High God decreed that each spirit could When the spirits awoke ar the sounding of
choose his own way through life. Then would
th€ tal€ B€qlnS come death, the passage from Krynn to the Reorx 's hammer, many of them found their
next state of existence. way into rhc alignments of the gods through
0Rb€RS o~ t h€ UnJV€RS€ their inbercnt natures. The elves were drawn
th€ atJqnm€nts 0~ th€ naturally toward the Good alignment while
In the beginning were the gods from rhc ogres were drawn to that of Evil. The ani-
Beyond. Gobs mals of the world were Neutral in their aspect
and carr.c silenrly under the domain of the
There , before the beginning , they dwelt in All of the universe sta nds upon the Grear Neutral gods.
joy in the presence of the High God whose Triangle. This foundation has always existed
children they were. It was there decreed that a and wi ll exist down through the ages of time However, most wondrous were the spirits
new time and place would come to be. Time and until the end of the world. called rhc Maran, meaning "Free -wi lled."
wou ld the re begin again , spirits wou ld live
and, in the course of time, new power would At the apexes of the triangles stand the These were men who possessed the ability to
come to be. three anchors upon which the universe is choose their destinies. Nor placed at any of
built. These arc known among men as Good, rhc th ree poles of the gods' triangle , humans
Three were the pillars upon which this uni- Evil, and Neutrality. It is into these positions swing in rhc m idd le of the triangle from pole
verse was forged: Good , Evil, and Neutrality. that the gods align themselves in their effort ro pole ro pole. This choice and free agency
This was the great t riangle upon which all rhe to maintain progress in the universe they have gives motion to t he universe and p ropels it
universe was brought robe. brought imo being . forward.
Reorx , the Forging God. struck his hammer Nor only docs man give motion ro the uni-
amidst the Chaos. Chaos slowed and the verse, bur he also inspires the other races to
spa rks from his hammer became the srars. action. Thus these arc the most prized of all
From their light came d iverse spirits of all rhe souls that awakened.
types: some disposed to good, some to evil ,
and some to neutrality.
8
ort h € law COn S€QU€nC€
th€ law o~ 2. Evil Feeds Upon Itself: Also known as pose. Neutral's objective is unity in diversity.
the Law of the Dark Queen. this reflens evil's 4. The Law of Consequence: This final law
Cons€Qu€nc€ belief in natural selection through the elimi-
nation of weaker beings. Chaotic Evil's objec- was given by the High God himself to rule
Each of the three alignments in the universe tive in the universe is the supremacy of might over all other laws. For every law and rule that
of Krynn espouses its own philosophy. These without any moral considerations whatsoever. is obeyed there is a reward and blessing; for
philosophies arc the roots of all moral action Lawful Evil's objectives arc similar, bur it seeks every law transgressed there is a punishment.
in the world of Krynn . to attain supremacy through the rigid applica- Blessings and punishments may not come
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- A proper DRAGONLANCF' game bases
the approach of all the gods of Good in their its campaigns and its morals around these
efforts to advance truth and knowledge in the trast: This is known as the Law of Gilean or principles- promoting the power of truth
universe at large. Good seeks to forward irs the Doctrine of Shadow. This is the primary over injustice, good over evil, and granting
goals and aims by redeeming and recalling the good consequences for good acts and bad con-
lost members of its flock and bring about rhe position of the Neutral gods who sec the sequences for evil acts.
advancement of the universe by compassion diversity of both view points as balancing one
and justice. another on a universal scale. Shou ld either
side dominate, Neutrals maintain. then the
universe would be either all light or all dark
without any contrasts to bring focus or pur-
9
10
lot 1n llf=€
~=====3lS3~~==========~~~~~~· ~ ~
ChaRactERS to choose. Ofthose classes that are common to tai n a variety of orders each. Each h as its own
many d ifferent universes, the following are power and sphere of influence that deter-
1n kRynn possible for you in your sojourn in Krynn. mines the powers that its priests have.
These ~re types that are truly uni versal. Also
Those who find their way from the heavens listed are those types that are unique ro the Fighters: Those of might and weapons.
ro their morral existences upon rhe face of realms of Krynn- these appear in italic type. These do battle for others o r for their own pur-
Krynn receive their lots in life. This is nor ro poses.
say that this is all that a soul may become in Clerics (heathen): Clerics who worship
the world- far from it. Because of the gift of gods other than the True Gods are considered Barbarians: Savages of the wilds. Though
the High God to all humanity, free will brings heathen clerics in the world of Krynn. They undisciplined in the ways of civilized nations,
to the circl es of the world an infinite number are powerless and receive no blessings from they are fierce warriors and have empathy with
of people and viewpoints. h is up to you to the gods. This class ofcharacters includes cler- nature. Barbarians in Krynn generally come
determine who you become and what you do. ics from other universes who have somehow from the northern reaches of Ergoth and the
come to Krynn by chance or design from those badlands of Khur.
Yet in the beginning you start with a certain other realms.
lot in life- a classification as to who you are Rangers: Wilderness masters. These folk
and what you m ay become. These classifica- Druids (heathen): As with heathen clerics, travel the plains ofKrynn far and wide and are
tions have existed since the beginning of time. th is refers to that class of druid rhar has come well ve rsed in wilderness lore. T h ey generally
Some of these character types are universal from beyond Kryn n. They also lose thei r come from Nordmaar regions as well as the
and exist not only in Krynn, but also on other powers upon coming to Krynn.
worlds far from the sight and knowledge of plains areas about Tarsis and Abanasinia.
the True Gods. Still others are unique to this Holy Orders ofrhe Stars: This t itle refe rs to Cavaliers: Noble Knights of kingdoms.
wo rld of Krynn and exist nowhere else in all the three general categories of clerics that
the universes. serve the gods of this universe. These follow These are always found in service of individu al
the lines of Good, Evil , or Neutrality. Within kingdoms and may be considered candidates
StanbaRb Classes these three divisions are found the clerics and for the Knights of Solamnia.
orders of each of th e gods individually. Each
While there a re many more classes than are order does service to its god and gai ns its Paladins: Knights in the cause of good.
given here, these are the ones you are now free powers dependent upon the spheres of infl u- Like cavaliers, these men are in single service
ence which that god holds. As there are six rathe r than ro t he greater Kn ighthood of the
sep arate gods in each of these divisions (nor Solamnic O rders. Their obedience and fealty
counting the gods of magic), there are no is sworn not to a monarch but to a deity of
fewer than 18 separate True Gods who m ain- good.
Knigh rsofSo/amnia: These are really three
distinct orders grouped into one. The orde rs
are the Knights of the Crown , Knights of the
11
tRav€l€RS ~Rom t h € B€yon D
Sword. and Knights of the Rose. A candidate tRaVElERS ~ROm Cleric (Heathen) • ·
fo r the Order of the Sword must first have Druid (Heathen)*
attained cenain fame as a Knight of the the Beyonb Holy Order of the Scars (Krynn Clerics)
Crown in order to be accepted. A candidate
for Knight of the Rose must have done like- One of the many wonders in the universe is Fighter
wise as a Knigh t of the Sword before being the question of where the inhabitams of Barbarian
accepted. These Knights and their Orders of Krynn come from. Are some not of Rcork's Ranger
Honor have been alternately p raised and forging at the beginning of time? Many have
reviled throughout history. They maintained a been the rumors of travelers who have crossed Cavalier •
steadfast code of honor and enforced it with the void of the night sky or come by hidden Paladin*
both might and justice throughout thei r long paths from worlds not of Krynn. Knight ofSo/amnia
histo ry.
If you find yourse lf face to face with one Magic-Use r •
Magic- Users (renegade): T here are those who is not of Krynn , be wary! Strangers may Illusi o nis t *
m agic-users who attempt to utilize their not understand your customs or your think - \'(lizard of High Sorcery
powe rs outside the moderating influence of tng.
the Orders of High Sorcery. Those who do arc Thief
called magic-users by the common folk but Those who come to Krynn from other Thief! Acrobat
are referred to as renegade wizards by those of worlds may find more than they bargained
the Order of High Sorcery. These arc earnestly for. The gods of Krynn have secured their • These classes have the following special
world against such incursions for fear of upset· limitations and rules in Krynn.
hunted down by the order w entice them to ting the balance of the world . There is a I%
per day cumulative chance that a character vis- Clerics a nd Druids: Anv cleric or druid who
join the order or demoy them if they refuse. iring Krynn from other worlds cannot return
Renegade wizards have a short life expectancy across the void to h is home world . This per- enters Krynn from anoth~r world has lost con-
on Krynn. centage is checked any time an attempt is
made. Those failing this check remain on tact with his original deity. In so doing. he has
ill usionists (renegade): Renegade illusion- Krynn. This percentage never gets any htgher become a heathen cleric.
ists are those whose powers lie outside the than 98%.
spheres of the three moons (sec page 27). Heathen clerics cannot cast spells or acquire
They are treated the same way as renegade Another problem is that Krynn 's systems of them as the)' normally might do. The Seekers
government and finance arc different from in the Haven and Solace regions of Abanasinia
magic-users. most of those in the known universes. What were clerics of this type.
Wizards of High Sorcery: There a rc three may be great wealth in other worlds is worth
little here. The gods of Krynn arc unlike those Only by finding a True God who is reasona-
types of High Sorcery Wizards: White Robe in other realms and do not readily recognize
wizards, Red Robe wizards, and Black Robe wo rshipers from other worlds. Renegade wiz- bly compatible with the teachings of his form·
wizards. They cont rol all magic on Krynn. ards who demonstrate power without having
first passed the Test of High Sorcery (sec page cr deity can a heathen cleric hope £O regain his
Th ieves (Handlers): Here is a fellow who 34) arc h unted by all members of that order in spell-casting abilities; in effect, he is conven-
will steal from anyone. In most Krynn soci- Krynn and b rought before the council for jus- ed to one of the Holy O rders of the Stars.
eties, this type of behavior is not only con- nee. While this may be no problem for him while
demned but punished severely. The only he is scill in Krynn (sec Messengers from rhe
Thieves who may find easy pickings else- Heavens, page 39. for details on conversion)
exceptions tO this rule arc the kendcr. These where discover that law and justice in the cities his original deity may be upset at his actions
diminutive people, while embodying the of Krynn arc swift and <Omplete . Those few when (and if) he returns to his original uni-
traits and abilities of thieves, call themselves voyagers who have traveled from Krynn into verse. This wi ll nor happe n , of cou rse. if the
"handlers" since the term thief denotes one th~ worlds beyond report strange things Kryn n Order he worships is co mpatible with
who steals for gain. Handlers, on the other indeed. Gnomes find that there is a 10~ % his original deity's beliefs.
hand , do not steal for personal gain, but si m- chance of failure for their devices whenever
ply out ofan outrageous cu riosit y about every- rhc gods of that realm take a disli ke to them . Cavaliers I Paladins: These represent
thing and everyone at all times. Kcn~er knights who arc operating under the direction
handlers are just as likely to leave somethlllg acceptaBlE of an organization other than the Knig hts of
behind as to take something new. Sec Kender Solamnia. Paladins who do not convert to one
(page ~ 1) for a more complete description of ChaRactER Classes of the True Gods (as with heathen clerics) lose
this race. their special abilities and powers until they do
The following character classes are accept· so.
Thief/ Acrobats: These characte:s not only able in a DRAGONLANCE game campaign.
have certain sleight-of-hand skills of thieves They are divided into classes and su bclasses. One of these characters may wish to join the
bur also the add itional capabilities of acrobat- Character classes rhat are unique to Krynn arc Solamnic Knights while he is in Krynn . but he
ic movement. noted in italics. is not required to do so. If he joins. he must
first enter rhe Order of the Crown as if a first-
level character. He then starts a ~econd record
of his experience points for determining his
level. The cavalier or paladin who joins the
Knights retains his hit points. level. A_C: ~nd
proficiencics at the level he had before )Otntng
the Knighthood, but these stats do not
increase until his Solamnic Knight level
equals his previous level. He then prog resses
normally as a Knight ofSolamnia. Note that it
is far easier for such an experienced Knight to
12
qeneRalltmrtattons m kRynn
gain experience points and go up in levels What's youR atJqnment? When a PC's alignment passes from the
than it is for those who are tmly first level. grey area into another alignment, shift the
This question comes up often in AD&D character's alignment to the midpoint of the
Ifthe cavalier or paladin returns to his origi- games. Alignment in Krynn has important new alignment. (The penalties for being in
nal world, he can assume either his previous effects that are very different from a standard the transition area between alignments go
experience points and level or usc those he AD&D campaign. The types of spells availa- away, but now the PC is su bject to the stric-
acquired as a Knight of Solamnia (whichever ble tO a magic-user or cleric and the abilities of tures of his new alignment.) For example. if a
is higher). a Knight of Solamnia are all affected by the character's alignment just passed from the
character's alignment. In most AD&D® cam- grey area between good and neutral into the
Magic-Users/Ul usionists: No determina- paigns, the player chooses the alignment of area of neutral, mark his alignment in the
cion of which order the magic-user will follow his PC and chen tries to act accordingly. Align- middle of the neutral area. This prevents a PC
is made before he reaches 3d level (see Wiz- ment in Krynn is handled differendy. The from bouncing back and forth between align-
ards of High Sorcery. page 27). The Wizards alignment of a PC is determined by his ments coo easilv. It also makes him work hard
of High Sorcery make no clear-cut distinction acrions, not the other way around . if he wants to r~gain his old alignmcm. When
between magic-users and illusionists, as a change in alignment occurs, do not inform
opposed to the situation in many AD&D® Characters in Krynn declare their moral the player that his PC has just changed align-
games. What wizards are or believe is pretty alignments (good, neutral, or evil) at the ment. Wait until he tries to perform an action
much left up to them prior to 3d level. beginning of the game, though sometimes that depends on his alignment, then cell him
character class determines the starting align- it doesn 't work. It's up to the player to realize
Magic-users and illusionists from other ment. For example, Knights of Solamnia who what happened and how to fix it.
campaigns and who are over 3d level are begin as Knights ofthe Crown have their mor-
immediately branded as renegades. The rules Changes of alignmem can have drastic con-
for renegade wizards are found in the Wizards al alignment set for them initially as good. sequences for certain character classes. Clerics
of High Sorcery. They must either join the OMs can use the Character Alignment who change their alignment are considered
order or be hunted by them. It is almost lost and immediately lose two levels and all
always a quick and tragic end for renegades Tracking chan at the back of the book {page
unless they join the orders. 114) to keep track of each PC's moral align- their spell-casting abilities until they either
ment as it changes according to the PC's repent or find another god co serve . Wizards
Characters of ocher classes revere to their actions. Each PC's moral alignment starts at who gain their magic by the grace of the
major classes when they enter Krynn, with the midpoint of his chosen alignment on the moons of magic and who then become rene-
experience points equal co the mid-point of chart. Each time the PC performs an action gades (see page 36) also lose two levels. In the
their current level. Monks, for example, that the DM decides is outside the bounds of case of wizards, however. they revert to the
become heathen clerics of equal level. There the PC's current alignment, the DM marks the robes of their new alignment and do not have
are no assassin characters in Krynn. These PC's new alignment position on the chart to seck out new powers as do clerics. Knights
would become thieves . from 1 to 3 points in the direction of the of Solamnia lose posicion and abilities by fall-
action performed. ing from grace-they become fighters umil
Cj€n€Ral ltm1tat1ons they redeem themselves.
As a character shifts alignment, he passes
1n kRynn into a grey area between the alignments. This Ofcourse, doing deeds that are in line with
area warns the PC that his actions arc not in their old alignments tend to shift them back.
Player characters in ocher worlds can line with the beliefs of his alignment. A char-
advance to unlimited levels, but not in acter who enters a grey area incurs the follow- The special abilities and aids that each of
Krynn. Once a player character advances ing effects: the Orders of Knights bestows upon its mem-
beyond 18th level, the gods of Krynn feel that bers are directly dependent upon how well
it is time to reassign him ro some other world. Attack - I to hit opponent e.ach Knight follows the laws of his organiza-
Fortunately for che lovers of Krynn, advance- Defense uon.
ment beyond 18th level is not mandatory. Wizard Spells + I to own armor class
Your PC has the un ique ability co refuse such Cleric Spells
advancement (and thereby stay within the 10% fails to recall*
world of Kry nn). It is up ro you.
10% fails to recall
Those few individuals who remain in the
· world beyond 18th level do so either by special *When a wizard attempts to usc any spell,
roll 1d 100. If the result is 10 or less. then the
permission of the gods or by unnatural means. spell simply cannot be recalled and does nor
The priviledgcd few include such beings as function. Note that the player wou ld not
the Dragon Highlords of the Queen of Dark- know about this until the PC fails to cast a
ness or Raisdin. Takhisis is always out to spell.
destroy the balance of the world. This is not co
say that she grams such boons without great Clerics can also fail to recall a spell in the
reason. The rule is that PCs who wish to same way. In addition. clerical spells that are
remain in Kryn n must forfeit any advance- special to the god the cleric serves (e.g., heal-
ment beyond 18th level regardless of class; if ing spells co Mishakal) have a 20% chance of
they advance beyond char. the gods remove not being acquired for the day. Knights of
them from Krynn. Solamnia who have clerical spell-casting abili-
t ies are also subject to this penalty.
13
kntc;hts o~ solamnta
kn1qhts o~ In the year 1225 PC, following his coronation and the Queen of Darkness is still told, along
as the king of Solamnia, Vinas Solamous was with the tragic Jove Huma bore for a silver
Solamn1a beseeched by the Lords of the Northern d ragon .
Reaches. They had recently broken from the
The Knights of Solamnia were once the tyranny of Ergoth and now looked to Solam- Huma managed to slay the evil dragon-
greatest order of chivalry in all the history of nus to unite them. Solamnus could nor sec leader with the silver dragon's help, bur in
Krynn. Now their entire way of life shift:s in how this could be done in the ligh t of their doing so he sustained a mortal wound. By
precarious balance between the Code of Hon- conflicting ideals and customs. So it was that some accounts, Huma died on the field of bat-
or and the truth of what the world has tle; others, however. say that he lingered for
become. he set off on a quest to find the answer to his days in such pain that the gods themselves suf-
dilemma. He left the united kingdoms in the fered in sympathy, inflicting terrible thunder-
th€ ORI(jln 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
o~ th€ kn1qhts strike rhe land in memory of Huma's agony.
After many weeks ofsearching and trial. he
The Knights came into being nearly 2,000 came at last ro Sancrist Isle. There in that wild Huma was buried with great reverence, and
years before the War of the Lance, during the place he found a glade and offered supplica- for many years th ose who aspired to join the
Age of Dreams, rising like a phoenix from the tion to the gods on a black granite stone in the Knights made pilgrimages to the romb of
ashes of the empire of Ergorh. center of the clearing. Three of the gods of Huma, which-so legend had it- was carved
good soon came ro him: Paladine. the god of in the shape of a silver dragon. As the world
Vinas Solamnus. commander of the balance, justice, and defense; Kiri-Jolirh, the descended into evil, the road to Huma's tomb
Ergorhian Emperor's Palace Guard , set forth god of just warfare; and Habbakuk, god of became dark and dangerous to travel. Soon,
from the capital city of Daltigorh to squash a good nature, loyalty, and the elements. people began to question Huma's very exist-
rebellion brewing in the northeastern reaches ence; the location of the tomb and his body
of the empire. However. Solamnus, a true and In that glade did they otaline for Vinas the were forgotten. During the War of the Lance,
honorable man, found that the rebellion was model of a Knighthood rhar wou ld last down the Tomb was again discovered and with it the
well justified. Solamnus called his troops the centuries. Three separate Orders wou ld source of the special metal used to forge the
together and presented the case of the people. balance one another with high ideals, each fabled Dragonlances. Though the romb was
Any knights who believed in the cause of the patterned after the ideals of the gods who found , Huma's remains were not discovered.
rebels were entreated to stay. Those who did came to Vinas's aid that day. Some versions of
nor were given leave to return to Daltigorh. Through wars with bordering states, the
Even though his men knew that doing so the tale say that Vinas was also shown the Third Dragon War, and Solamnia's subse-
meant exile and possibly death , most chose to quent rise to power during the Age of Might,
stay with Solamnus. downfall of the Knights; orher ve rsions tell of the Knights of So[amnia remained true to the
the Knighthood rising again and again in model established by their great and long-
Thus began the War of Icc Tears. Although time of need . dead king .
Ergorh was in the grip of the most terrible
winter ever chronicled, Solam nus and his ded- As a final blessing , the gods transformed Cataclysm
icated army of knights and frontier nobles the stone before Solamnus into a pillar of
marched on Daltigoth and laid siege ro it. trans lucent white crystal. This sanctified the to PResent
Solamnus personally led daring raids into the glade and sealed the unity of these three gods
city. Within rwo months. rhc capital fel l as a in their commitment to uphold the Knight- The Kingpriest of lstar brought down the
revolt of the people forced the emperor ro sue hood so long as the Knights walked in honor wrath of the gods upon Krynn. and the gods
for peace. As a result , the nort:heastern p lains and worrhiness. punished the people for their pride by casting
of Ergoth, from the Vingaard Mountains to a fiery mountain down on the land. The
the Estwild, gained its independence. The Two other legends relating to Solamnia and destruction and desolation caused by the
grateful people of that region chose Vinas as the Knights come from thi.s period of time. disaster disrupted the world for months.
their king and named their new country Bedal Brightbladc was a hero said to have
Solamnia in his honor. Although it never fought rhe dcserr nomads ro a standstill, ho ld- Although their land had been spared the
anained any great power during the rest of ing a pass into Solamnia singlehandcdly until worst of the blow, the people of Solamnia still
that Age, Solamnia became synonymous with help came . His sword Brightblade was said to suffered greatly during this time. Evil crea-
honesty, integrity, and fierce determination. be of dwarven make and never rusted or tures, long banished from Krynn. returned to
dulled despite vigorous usc. His tomb is the land. Many of the Knighrs perished fight-
Vinas knew that those who followed him as somewhere in the far southern mountains in ing the unknown and unspeakable horrors
rulers of Solamnia might nor be as honorable an unknown location. It is rumored that Bedal that ravaged the countryside.
as he. Thus he organized the Knights of will rerurn to aid Solamnia in its time of need.
Solamnia. Sturm Brighrblade, of great renown during In the end, it was the common people of
the War of the Lance is said to be a distant Solamnia who cast the Knights into disgrace.
The tale of their origins is bound up in the descendant of this legendary figure . For centuries, the Knights had kept the peace
story of the Quest of Hono r that tells of Vinas and safety of the realm. Now , in rhe hour of
Solamnus's journey in search of true honor. Huma Dragonbanc, known as the most their most desperate need, it seemed that the
perfect of the Knigh ts, gathered together a Knights were powerless. Rumors began to
The story went something along these lines. group of heroes ro destroy the dragons and spread that the Knights had foreseen the com-
drive them from the lands of Solamnia. ing of the Cataclysm and had done nothing to
Huma's legend , compiled by the great elven
bard Quevalcn Soth. is fragmented now.
Many doubt that Huma ever really existed.
Bur the story of the last battle berween Huma
14
knJqhts o ~ solamn1a
stop it. Some Knigh ts, it was said, actually the Onqan1zat1on Cn~cl€5 o~ knaqhthooO
intended to profit by the disaster and increase
their land holdings. or th€ knlqhthoob Most Knights of Solamnia are required to
forfeit much of their monetary gains to the
Indeed, the re was some truth w these tales The organization of the Knighthood has greater Knighthood and then draw according
changed little from the Age of Might. The to their needs from the general coffers of the
bur it was not the Solamnic Order's doing. Great Circle of th e Knighthood has long since Knights of Solamnia. This is done at any of
Lord Soth. a Knight of the Rose who ruled in been moved from Vingaard Keep to its cur· the established Circles of Knighthood.
the far northeast reaches of Solamnia at Dar- rent home ar Whitestone Glade on Sancrisr.
gaard Keep had , in fact , been warned by his with Castle Wistan nearby. This is not to say that such assistance is very
elven wife of the calamity that was coming.
The Knighthood is ruled by the Lord of great. Indeed, in the case of a Circle that is in
But Soth had dark secrets to keep. He had Knights. This position. however, has been left
wed the elf woman in secret though he was vacant since the rime of th e Cataclysm due the stiff grasp of the Dragon Highlords. rhe
already married to a barren woman of human primarily to the difficu lties in calling a G rand Circle may require more ass istance from a vis-
royahy. Having fathered a child by the elf Circle of Kn ights together in sufficient num- iting Knight rhan it can offer him in return .
woman. he chen murdered his first wife and bers to elec t a Knight from eligible candi-
claimed that she died in childbirth . The child dates. With the reestablishment of o rder Whar kind of aid awaits a Knight depends
of the elf woman became his heir and he th roughout the continent of Ansalon, the day greatly upon the size of the rown that he is vis-
claimed the elf woman as his lawful wife. of appointment will soon be at hand . The iting and the conditions there. Determine the
When warned of the impending doom of the position must be filled b)• one of the High modifiers for size ofthe town and other condi-
world , Lord Soth rode forth with his loyal Knights: either the High Wa rri or. the High tions using the Knights' Circle Modifiers table
Knights behind him. Yet waiting for him Clcrist , or the High Justice . At least 75% of on page 128. Add these to the ro ll of 1d10.
along the way was a troop of eh·en clerical th e established Circles of Kn ights must send Then refer to the Knights' C ircle table on
women wh o stopped him. They knew of hts rwo representatives to vote at the Grand Cir- page 128 to dete rmine rhe amount and type
dark deeds and persuaded Soth to turn back in cle. Once appointed. the Lord of Knights of aid rhat is avai lable at that particular Circle
exchange for their silence. serves for life unl ess he is found guilty of a of Knighthood.
breach of honor by a Kn ightly Council.
Soth turned back and the Cataclysm took The results of this roll have rhe following
place. The elf woman and his child were con- The will of the Lord of Knights is ca rried effects.
sumed in a terrible fire before Soth's very out by the High Knights th rough their respec-
throne. He returned to the keep tO find the tive O rders. The High Warrior commands the Coin: This is a mod ifier to the amount of
image of their bodies burned into the stone. Order of the Rose; the High Clcrist com- coinage a Knight is entitled to draw. As a
No rug would cover it without being con- mands the Order of the Sword; and the High Knight grows in power. he is able to draw
sumed . No brush would remove its stain. Guardian commands the Order of t he Crown . m o re and more from the coffers of the
Thus did Soth sit on his throne until he, too, These arc nominated and elected by members Knighthood for the purposes of furthering the
died but even then the gods would nor g rant of their own Orders without influence from goals of the Orders. (But using such funds for
him relief from his torment. His Knights. the other two o rders. All Knightly Cou ncils. purposes counter tO the ideals of honor and
b lind in th ei r obedience tO his will, remain however. must be led by a contingent of three the Measure is cause for questioning rhc honor
with him still as skeleton warriors. The clven ranking kn ights. one from each of the Orders of a knight.)
clerics reside there as well- banshees who si ng
each night to the fallen Knight of Solamnia . of Knighthood. Equipment : This gives the types of weap-
tell ing of his fa llen and never-e nding punish- Individual cells of kn igh ts exist th roughou t ons and armor avai lable at that Circle.
ment. Ansalon . Some of these arc in touch wirh rhc Healing: There arc three numbers listed.
The terrible deeds of this Knight did great Grand Circle in Sancrist. but man y still arc
nor. These groups of Knights exist perma- These represent the number of cure lighr
injustice to the Knighthood as a whole. Before nently in most tOwnships and all cit ies wounds, cure serious wounds. and heal spells
long. Knights were jeered in public and open- throughout the continent. T hey arc t he re to
ly reviled. Darker acts were also committed: give aid and receive the pledge of any local that are available as porions. O nce used at a
Knights were foull y murdered . their castles Knights of Solamnia. Some of these Circles location. they arc gone until replaced . Nor-
and homes invaded. and their famil ies slain or exist openly and arc easy to find. Such Circles mally these a re replaced up tO these maxi-
driven into exile. So it was char the Knights are found in Sancrist. Palanthus. and other mums at the rate ofo ne per week, month, and
silently disappeared from the knowledge of places where the Knighthood has always been year, respectively.
men . The Kni g hts who remained found welcome. In places where the Knighthood is
themselves forced to roam the countryside in still viewed suspiciously (s uch as Nordmaar or Ranking Authority: This lists the highest·
secret and under fa lse names. lest they be dis- Tarsis) or even banned (as in any lands under ranking authority who governs that particular
covered. Still. they kept their ideals and their Dragon High lord control). these Circles exist Circle. This may be important should a
honor. and did what they could to fig ht the clandestinely and th eir meetings arc held in Knightly Council have to be called.
g rowing evil in t he wo rld. A few Knights wh o secret.
found their loss of status in tolerable left the ir Note rhar a Kn ightly Council can be held
homeland and settled across the waters on anywhere, including the wild . and docs not
Sancrist Isle. To this day, a strong group of require a Circle of Knighthood to be binding
Knights exists there, while only covert o rgani - or official. The Circles of Kn ighthood provide
zations survive within Solamnia . only an official place for such councils to be
held as well as a place for assistance to Knights
who arc in need.
15
kmqhts o~ solamma
the Oath anb the Knight is a.nd docs. loyalty is the unquestion- Knightl y powers for unrighteous reasons.
ed promise of a Knight co a higher power and
masuRe authority. Loyalty is a treasure valued only th€ knaqhts
when it is justly given.
The organization of the Knights has not 0~ th€ ROS€
changed substantiall y in the last 1,800 years. Those to whom loyalty is due includes the
The Knights subscribe to two codes: t he Oath following: the just before Habbakuk and all anb th€1R ffi €aSUR€
and the Measure. The Oath is simply: "Est that is good, those oppressed by evil, and
Sularus oth Mithas" (literall y. " My Honor is those monarchs who by decree and common The Order of the Rose exemplifies honor
My Life"). consent of the Knightly Councils arc in good guided by wisdom and justice.
standing with the Knighth ood and d ese rving
The Measure is an extensive set of laws, of its honorable loyalty and protection . Wisdom is the strength of honor and ability
many volumes in length, that d efines what app lied in the service of just causes. Justice is
honor actually means. The Measure is compli- Acts befitting a Knight of the Crown the h eart ofthe Measure and the soul ofa Rose
cated and exacting; only a briefsummary of its include these: unquestioned o bedience to Knight.
laws arc given here. It is important to remem- those whose authority is righteo usly main-
ber that exact and unquestioned adherence to tained in the Knightly Councils, dedication to All beings regardless of their stations, posi-
t he law is the goal of the Knight. The g reatest the ideals of the Measure, loyalry to brother tions, or beliefs have equal claim to compas-
problem faci ng the Knights at the time of the Knights of all orders, and all other acts that sion under the Measure. Deeds befitting a
War of the Lance was that the spirit of the cause the strengthen ing of loyalty among the Knight of the Rose include the following: tak-
Oath had left them . Only the rigid. unbend- K n ig h ts. ing compassion on the less fortunate , sacrific-
ing shell of the Measure remained. The ing one's life for r he sake of others, giving no
Knights learned that honor docs not lie in the Responsibilities of a Knight of the Crown: thought to one's own safety in defense of the
aged and dusty codes of the Measure, but in forfeiture of 10% of all wealth accrued by the Knighthood. protel'ting the lives of fellow
the heart of t he true Knight. Though this les- Knight, service and aid to any fellow Knight Knights, seeing that no life is wasted or sacri-
son was hard and costly and learned only slow- who is about the business of his order and ficed in vain.
ly, it eventually promises to make the requires assistance. service to the kingdoms on
Knighthood a shining example and power in the List of Loyalty as compiled by the Grand Responsibilities of a Knight of the Rose:
the world again. Circle of Knights. forfeiture of all wealth accrued as a Knight
save for that needed for the upkeep of a.ny
The Oath and the Measure were compiled th€ knaqhts
from the writings of Vinas Solamnus and his principalities under the protection of the
successors. The whole of the Measure eventu- 0~ th€ SWORb
all y consisted of thirty-seven 300-page vol- Knighthood , to honor the gods of good at all
umes. The following arc some excerpts from an<) th€1R ffi €aSUR€ times and in all acts. to fight for justice with-
che Measure. out regard to personal safety or comfort, to
The Order of the Sword combines the pur- never submit to any evil foe, to sacrifice all in
"The Oath governs all a Knight is and does. est ideals of hero ism and courage with the the name of honor.
It is his life's blood, more sacred to him than power of the gods of good. Courage is sacrifice
life itself." to the ideals of honor; it is the well from which kn1qhts
true honor draws its life. Heroism includes
"The Measure of a Knight is taken by how acts of migh t in defense ofsacrifice and honor. 0~ th€ CROWn
well he upholds the Oath. We judge a Knigh t
against the Measure and by th e Measu re. The Those to whom heroism is due include the All those who wish to become Solamnic
Measure of the Rose deals with holy wisdom following : the weak and the oppressed. the Knights must first enter into the Knighthood
among the Knights. The Measure of the enslaved . the poor, the fa lsely imprisoned . as squires of the Knights of the Crown . This is
Sword deals with the discipline of Honor fellow Kn ights in need. and the defenseless. true regardless of what Knighthood they will
among Knights. The Measure of the Crown eventuall y serve. All Knights begin here with
deals with the disciplines of loyalty and Obe- Acts befitting a Knight of the Sword: fac· training in the virtue of loyalty.
dience." ing evil without concern for personal suffer-
ing, aw:pting the challenge ofcombat for the Candidates for the Solamnic Knighthood
"No Knight found wanting in the Measure honor of the Knighthood, defending the hon- must be presented to a Knightly Council a.nd
of any O rder shall command Knights on the or ofthe Knighthood. defending the honor of be sponsored by a Knight in good standing
field of battle nor council with them until a fellow Kn ight in good standing. protecting from any of the Orders of Knighthood. After
repented of his unknightly deeds." the defenseless and weak. lhe entire group of candidates is presented ,
the group swears an oath to the honor of the
th€ knaqhts Responsibilities of a Knight of the Sword: Knighthood and t o the causes of the Crown.
forfeiture to the coffers of the Knighthood of All swear allegia.ncc to the: Order and the
0~ th€ CROWn all wealth save that required for upkeep. pay ideals of the Knights of Solamnia.
homage to the gods each day {though in times
anb th€1R m €aSUR€ of g reat h ardship, once in a quancrmomh is If the re is no dissent from the Knights, and
still a seemly practice). never decline combat no question ofhonor regarding the candidates
The Order of the Crown exemplifies the with an evil opponent nor flee from such com- is brought forth, the n all are accepted into the
ideals of Loyalty and Obedience in all that a bat regardless of the strength of the enemy. Knighthood as squires. Any question ofhonor
protect the weak and the defenseless wherever of an individual requires that the individual
the need arises. abstain foreve r from t he use of be removed from t he group of candidates and
16
kmqht s o~ sotamma
be questioned se parately alfftetrhtehequrees~tu~ofn th~ef Crown Knight Level Table kntqhts o~
candidates are accepted.
honor is dismissed, then the candtdatc ts Hit
accepted normally. If the qucstio? is ~ou~d Experience Dice th€ SWORb
valid in the Council, chen the candtdate ts dts- LeveiPoints (d lOs) Tid e
missed umil the question of honor is ~atisficd. I 2,500 2 Squire of Crown Upon completing his squire duties in the
KnightS of the Crown advan~e tn power 2 5,000 3 Defender of Crown Order of the Crown (reaching 2d level). each
Knight of Crown
more quickly than the. other ~ntghts, partly 3 10.000 4 cKmneigrihntgctahnadtidOartdeerhaasndthceonotlm?tiuo.tnngohf t.seiatihlee·r
Scepter Knight
due tO the fact that thetr order ts less de~and· 4 18 ,500 5
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·
tainly a good one, i~ is .al~ true that thetr
6 85.000 7 Shield of Crown ing into the Order of .the Sword. The
special powers are qutte ltmttcd. 7 140,000 8 Lord of Shic:lds ambitious Knight who wtshes some day to
enter the Order of the Rose must first rise
Knights of the Crown ar~ sworn to prote~t. 8 220,000 9 Lord of Crown
serve, and give aid to any ktn~dom on the Ltst 9 300,000 10 Master Warrior through the Order of the Sword before apply-
of Loyalty. This list is maintamed 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 candtdate who wtshes to
The Knights arc not rcqutrcd to follow the 12 1,200.000 10+6 join the Order of the Sword must first co~·
commands or laws of these kingdoms should
13 1,500,000 10+8 plete a quest. According to the Measure, 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 upholds the vinucs of Knightly
16 2,400,000 10 + 14
all the Knighthoods. honor and good.
17 2,700.000 10+ 16 When such a deed is done . the Knight must
The Order of the Crown takes its Measure 18 3.000,000 10 + 18
from matters of loyalty and obedience to then be prescmed before a Knightly Council
authority of the greater Knighthood through and there the ralc of his deed is rold. The can-
its High Councils • There is only one High Warrior in each didate is accepted as a Knight of the Order if
of acts befining and commanders. Examples Order and he is chosen according to the Mea- the talc and deed arc acceptable to the presid-
the Measure of the Crown: sure. All other Knights who have sufficiem
experience pointS to attain this le~el ma~ do so ing Lord Knight from the Order of the ~wo rd .
unquestioned obedience t? t~ose ~hose but retain rhe title of Lord Warnor unul such If no Lord Knight is present, then the htghest-
authority is righteously ~atntaJOed. tn the time as they are elected to rake the position of
Knightly Councils, dedicatton ro the tdcals of High Warrior. ranking Knight of the Sword can adjudicate so
the Measure, loyalty ro brother KnightS of all long as it is a lawful council of Knights. If no
Orders. and all other lawful council can be convened. then the mat -
strengthening of loyalty acts that cause the ter is to be set aside until such council can be
among the Kmghts. Proficiencies Weapon I Nonweapon
Initial 3/2 convened. Any Knight candidate who feels
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€ CROWn
Special Abilities: Unlike the cavalier. or the presiding council of the Knights. .
qam€ Oata paladin. this character can use weapon spcctal- While Knights of this order have previOusly
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 As for all Knig~ts of
their experience point advancement •s tden~t· Experience Points: is not awarded stmply studies in the basics of heroic honor and wor·
cal to that class, there are many import.ant dtf· Solamnia. experience ship of the True Gods. The first duties and
ferences. Read the following section carefully
to be sure you understand those differences. for killing monsters and taking. treasure. tasks of the accepted Knight candidate arc
These KnightS are rewarded accordtng to how learning the basic disciplines of the clerics and
well their deeds exemplify the creed of the
Knighthood . Any Knight who performs his the requirements of the gods of good. o
det hxueptieeMrsieetnaoscutehreepweoniinldlts bdbeeofnrienuwesdaradbbeyodvtheweiatChnoyadeo1ta0hn%edr Knight who espouses anything but the vir~ucs
Crown Knight Minimum Scores of good over evil or chaos is ever accepted 11110
Strength 10 these ranks.
Intelligence Although Knights of the Sword do not
Wisdom 7 bonuses he normally receives. attain power, wealth. or position in the world
Dexterity 10
Constit ution 8 as quickly as those of the Order of the Crown.
10 they achieve these things faster than the
Charisma None
Knights of the Rose. . . . ..
After taking thctr tnmal tratntng and dem·
gSoowndsousrdaotfwinghgoooadibs iaolnfitdiroetsyhaaelnibrdliodcoeodamlsm,maaiytKme nleeicngtthsttorooefnttthheeer
into the Order of the Rose. In later times, the
srricture about royal blood has been generally
ignored (sec Knights ofc~c:
Knights of the Sword, tn Rose.>.. to .
addtuon th ctr
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 ofcombat for the include these elements.
ofthe Sword acquire some healing powers and honor ofthe 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
the Order of the Sword lost its High Clerist and weak. H it
and with him went the miracles which this
Order once performed. While the Knights Experience Dice
still functioned as limited clerics, their mira-
cles where ascribed to witchcraft and sorcery- Level Poin ts (dlOs) Title
an offense against the people which was
usually punished by death if the Knight was 3 12.000 4 Novice of Swords
caught.
kniGhts 0~ th€ SWORO 4 24,000 5 Knight of Swords
Unlike clerics, who gain their miraculous
powers on a dai ly basis, the Knights of the yam€ Oata 5 45.000 6 Blade Knight
Sword can only acquire their spells on a week-
co-week basis as a result ofa day of fasting and Mi nim um Req u iremen ts: No character 6 95.000 7 Knight Clerist
prayer. When a Knight joins this orde r, he starts out as a Knight of the Sword. Characters
designates a day of worship and meditation can only attempt to enter this class after first 7 175.000 8 Abott of Swords
during which he supplicates the gods of good rising to 2d level as a Knight of the Crown and
for his powers for the following week. These having sufficient experience points to gain 3d 8 350,000 9 Elder of Swords
powers, once gained, remain with the Knight level there. At that poim, the character must
umil they arc expended. regardless of the speak of his intent to become a Knight of the 9 700,000 10 Master of Swords
amount oftime that passes between the day of Sword to a Knight of that order who is no less
prayer and their use. However, as with clerics. than 7th level. The candidate must also have I0 1,050,000 I 0 + 2 Lord of Swords
the power goes away on(e used and can only the listed minimums in all the following sta-
be regained through another day of prayer tistics in order to qualify for the Order of the 11 1,400,000 10 + 4 Master Clerist
and supplication on the appointed day of the Sword.
week. 12 1.750.000 10 + 6 Lord Clerist
During that day. the Measure decrees that 13 2,100,000 10 + 8 High Clerist *
the Knight cannot take part in combat. reap
financia l gain, or uuer harsh words to another 14 2,450,000 10 + 10
person. The Kn ight can not travel unless it is
done in silence and at least three hours of the 15 2.800.000 10 + 12
day are spent in solitude for meditation. It is
said that no beast will auack the Knight on his 16 3,150.000 10 + 14
day of meditation so long as he remains true to
his vow. Those who break their vows on a day 17 3.500,000 10 + 16
of fasting . however. have twice the normal
chance for evil encounters on that day. 18 3.850.000 10 + 18
As a general rule. the more powerful the Rose Knigh t Minimum Scores * The High Clerist is a position that is held
miracle desi red. the greater the time that by only one Knight at a time. Whe n the need
must be spent in meditation to receive the Strength 12 arises to choose a new High Clerist, he must be
blessing from the gods. lmellige nce 9 elected during a proper Knightly Cou ncil.
Wisdom 13 Should any Knight attain enough experience
The Sword Knight docs not have to observe Dexterity 9 points to rise to the level of High Clcrisr, he
each appoimed day with a fu 11 fast; this is nec- Constitution 10 may do so but still retains the tide of Lord
essary only when his need for power is great. Charisma None Clerist until the High Clerist position is
On those occasions when the Sword Knight is
not in need of any great powers. then he is The petitioning knight must then be vacant.
only required to offer up one hour of medita- brought before a Knightly Council at which a
tion on the appointed day. He can then per- Sword Knight of no less than 7th level is one P roficie n cies Weapon I Nonweapon
form all his other duties as on any other day. so of the three presiding Knights. The Knight's Initial* 3/2
long as he performs this ceremony. The knight name is then brought up before the Knight- Added 2/1 per 2 levels
wh o does not meditate for an hour some time hood. If there is no question of honor brought
between dawn and dusk incurs the same wrath up about the Knight during a Knightly Coun- * The initial proficicncies listed here arc in
as those who break their fast when praying for cil in which his petition is heard, then the addition to those proficicncies already
great powers. character is assigned a quest to show his wor- obtained . In other words, during the Knight's
thiness and his dedication to the O rder of the training period in the Order of the Sword. he
The Order of the Sword takes its Measu re Sword. acquires three additional weapon proficien-
from affairs of courage and heroils. Examples cics and two additional non-weapon profi-
The quest must include the following ele- ciencies on top of any already received as a
ments: a journey of no less than 500 miles Knight of the Crown.
and 30 days. three tests of the Knight's wis-
dom, one test of his generosity. one test of his
compassion, the restoration of something that
was lost, and single combat with an evil oppo-
nent of at least the same level as the candi-
date. The candidate must be victorious in this
combat while demonstrating the ideals of
honor and courage (note that this does not
necessarily mean killing the foe) . The knight
can enlist the aid of anyone he wishes to com-
plete the quest so long as he maintains the
ideals of the Knighthood (i.e., does not fur-
18
kn1qhts o~ solamma
Swo rd Kni~ht ~pells Ta,.,le * mcnts for accepting a house into the Roster of Rose Knight Minimum Scores
Loyalt y.
Knight C lc:ri ro l ~pell Levc:l 6 7 Strength 15
Level Since this stricture of accepting only those Intelligence 10
12 i 45 2 o f royal descent was said to have been added Wisdom 13
6 2 well after the time of Vinas Solamnus and Dexterity 12
I was. in some minds, invalid as a pan of the Constitution 15
7 Measure, there has arisen in more rece nt times Charisma None
2 a more acceptable argument before the
8 Knightly councils. Rather than represent that The candidate must present his petition to
2I the Measure was in error or flawed . th e a rgu- a Rose Knight of no less than 6th level. The
<) ment has been made that over the course of can_didate must_ then be presented by that
32 the cc muri es the re have been so many mar- Kn tght to a Kntghrly Council at which sits a
10 42 riages bcrwecn royal and common houses that
II practic~ll y everyone is somehow related to roy- Rose Knight of no less than 9th level. If no
1:! 42 alty. Wnh the Cataclysm obscuring the genea-
13 logical records of the past , most acceptable qu~tion of honor is brought up before the
14 53 I candidates arc not denied access to the Order
15 64 I of the Rose without extraordinary evidence. Kn..ghthood at that time. then the Knight is
16 (Beings from off-world. however. arc not ass•gned a quest to prove his worthi ness to the
17 7) 2I accepted into the order.)
IR 86 32 Knighthood.
97322 The details of how a Knight is accepted into The qu~st must include the following ele-
the ranks of th e Rose, however, has changed
984 ; ~ little. The Knight must be brought before a ments: a JOurney of no less than 500 miles
99~4 3 Knightl y Council of the Rose. There he must and 30 days, one test of the Knight's wisdom,
relate the tale of his family and his deeds that three tests of the Knight's generosity, three
*These arc the ma"<imum number ,f ~pells exemplify the ideals of Knighthood and Hon- teSLS of the Knight's compassion, the reswra-
rhat a Knight of the Sword \311 have at :~ny one or tempered with leniency and wisdom. O nce tion ofsomething that was lost. and the defeat
this talc is told . the council holds a closed ses- of an evil opponent of equal or higher level
rime. sion to discuss the Knight 's application in than the Knight. The candidate must be vic-
light of his merits and shortcomings. torious while demonstrating the ideals of hon-
A~ mem ir>ned rarltc•r " Sword Knight can
o nly acquire his spell~ durmg ht• one appoint· The Order of the Rose takes its Measure To rh ea nKd ncioguhrtagcaena nedn l iws ti t hthoeu ta ikdilloinf ga nr hyco nfeoe~s~
ed day _of meditation cac h wr·ek A Knight from deed s of wisdo m and justice. Exa mples
keeps hts spell<. once lcarnc·d. until rher arc of deeds befitting rhe Measure of the Rose: complete the quest so long as he maintains the
used. A Sword Knight requires one half hour taking compassion on the less fortunate . sacri- ideals of the Knighthood and docs not further
per spell level to gain a <pelt. For imtance, a ficing one's life for the sa ke of others. giving rhe cause ofevil. The exact form of the quest is
no thoug ht to one's own safety in defense of up to the OM. bur it must include the preced-
6th-level spell would take three houl'i of med- t!1c Measure and irs Honor, protecting rhc
ltves of fellow Knights, seei ng that no life is ing elements.
itation to gain . A Knight ran never meditate wasted o r sacrificed in vain.
more than six hours during this day. Rose Kn ight Advancem ent Table
kn1qhts o~ the Rose
The Knights of the Sword use the spells ofa Hit
cleric of Kiri-Jolirh even though the most (Jame Oata
revered of the gods for the Knights is Pala- Experience D ice
dinc. Thi is primarily due to th(' origim of the Minimum RequirementS: As with Knights
Knighthood . While the Kn ighrs of the Sword of the Sword , characters do not starr o ut as Levei Poinrs (d 10s) Ti tle
arc followers of Paladin~:, t hq do. neverthe- Knights of the Rose. Characters must first
less. rake their powers from Kiri -Joltth and h ave gained two levels as Knights of the
Crown, then been accepted as Knights of the
honor him as well. Sword and earned two additional levels before
they can be considered for the Order of the
Rose. Once a character has earned sufficient 4 27,000 5 Novice of Roses
hit poims to become 4th level, he can petition
kn tqhts o~ the Order of the Rose to be accepted inro that 5 60,000 6 Knight of Tears
body. In order to be considered for the Order 6 125 ,000 7 Knight of Mind
t h€ ROSE of the Rose, the Knight must have the follow- 7 200,000 8 Knight of Heart
ing minimum characteristics: 8 425.000 9 Knig ht of Roses
The Knights of the Rose nrc the epitome of
all tha~ ts good and honorable in Knig hthood . 9 800,000 10 Keeper of Roses
lm11all y. the Kmght s of th is order w~:re tak- 10 1.500.000 10 + 2 Master of Roses
en onl y from the royal houses of the land . II 2.000.000 10 + 4 Archknight
What co nstituted a royal house was deter- 12 2.500,000 10+6 Lord of Roses
mined by the ruling cou nci l of Knights who
would convene and hear the hiswrv and lin- 13 3.000,000 10+8 Maste rofjustice
cage of that house . If there was 'sufficient 14 3,500,000 10+ 10 Lord of justice
proof chat the house was a ruling house and 15 4.000.000 10+ 12 Highjustice *
that its histo ry was an honorable o ne. then the
crest of that house was induded in th e Mea- 16 4,500.000 10 + 14
sure and those of that hou se were accepted.
This was not omething th a t was done: ofte n . 17 5.000,000 10+ 16
for the Measure was strict abou t the require-
18 6,000.000 10+ 18
. *There is only one High Justice at any given
nme. Others may attain 15th level but their
'
titles remain Lords ofJustice.
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
skill required by their proficiencies). they also The conduct of a Knightly Council follows All are allowed to speak for and against the
can advance farther than any of the other the panern set forth by the measure. First the accused. The petitioner must be present in
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-
Proficie n cies Weapon I Nonweapon 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
2/1 per 2 levels Knights, so as to sig nify their position as the Council has completed its deliberations, all
Added shield and defender of honor. The Knights of the Knights return to the hall. White roses o n
the Sword take their places to the left of the the table arc a symbol of purging of any guilt
*The Initial Proficiencies listed here are in entrance, to the right of the ranking Knights and thus is the accused released from any
addition to those proficiencies already and thus signifying their place as the arm of question of their honor. Should black roses be
obtained. In other words, during the Knight's might and mover of the Knighthood. The present on the table upon the return of the
initial training period in the Order of the Knights of the Rose take their places to either Knights, then the Knight is held guilty and
Rose, he acquires three additional weapons side of the entrance and opposite the ranking punishable for his acts. The ranking Knights
proficiencies and two additional nonweapon Knights so as to signify that they arc the heart in their deliberations wi ll have decided upon
proficiencies on top of any already received as of the Knighthood , the base upon which all the proper action for the Knight to regai n his
a Knight of the Crown and as a Knight of the honor prior ro the others returning .
else is built.
Sword. Then the three ranking Knights who will Special Honors: An act of exceptional brav-
ery or exemplary honor is brought to the
kn1qhts 1n Battl€ conduct the meeting enter the hall and take attention of all the Knighthood for rccogni-
their p laces opposite the entrance. In the cen-
Knights who take the field in defense of ter of the area is a cleared space where those uon.
honor and the realm follow the order set forth who are brought before the rank ing K:-tights Pecirion for War: This occurs when a gen-
by the Measure. Armies arc made up of three arc heard and questioned.
brigades, each commanded by a Lord Knight eral mobili zation is called for. The ci rcum-
from one of the three Orders of Knights. All A Knightly Council is Conducted as Follows:
armed persons operating under the protection stances of the petition arc considered and. if
and command of the Knights are part of one * The code of the Knights of Solamnia the Knights present give consent , then mes-
of these three brigades. sengers are dispatched ro the Grand Circle to
("Est Sularus oth Mithas") is recited by all notify the g reater Knighthood of the situa-
The army is commanded by a Warrior Lord. before any in the hall sit. This phrase is given tion. In the meanwhile, the Knights of that
one of the three Lord Knights commanding council act at once in the defense of honor and
brigades. The Warrior Lord is chosen by the by the three ranking Knights in unison and
majority vote of the three Lord Knight com- then given in turn by each of the three orders good.
manders; he must exemplify the highest of Kn ights present and then fina lly by all in Petition for Aid: These are petitions
ideals of the Knighthood. Recognition of the unison . If the occasion is a joyful one, then the
Warrior Lord is made openly in Knightly Knights' Hymn is sung at this time as well. brought by either Knights or outsiders who
Council. Should a Lord Knight fall in battle. ask aid of the Kni ghts. This docs not require a
another must step forward and take his place. * News of the greater Knighthood is often general mobilization of the Knighthood .
Should the Warrior Lord be lost, then each These range from situations as serious as the
Lord Knight separately commands his own not only of interest but potentially a matter of search for a kidnapped hei r ro a local kingdom
brigade until a Knightly Council can be life and death for many whom the Knight- to things as mundane as a few extra men to
hood protects. Any dispatches or proclama-
called. tions regarding the Knights are read at this help clear a road of brush .
time. Should their news warrant a prolonged
th€ kn1qhtly CounCil and important discussion, then the hearing of * Time permitting , the Knights may
Councils shall be convened as required by petitions may be waived. engage in discussions of pares of the Measure
the Measure. They must include three Lord and its application to the ir adventures. Ques-
Knights, one from each of the Orders of * When the Knighthood finds itself in the tions on points of the Measu re arc brought up
Knights. If any order cannot provide a Lord
Knight, then a Knight of that order can stand throes of battle, they now discuss their orders at this time.
in his stead so long as there is at least one Lord of batrle and all stratagems to be employed.
Knight presiding. * When the ranking Knights feel that busi-
* The specific petitions that arc to be dis-
Councils shall convene for the following ness has been finished , the council disbands
purposes: to determine strategies of war, to cussed among the Knights at this meeting arc umi l the need For another session arises.
assign orders for war and battle, to select the named by cause, those mentioned (if any),
Warrior Lord prior to a battle, to hear charges and petitioner. Petitions can have one of sev-
eral purposes:
Acccprance ro an Order: Those who wish
to enter inro an order of the Knighthood are
brought forward . The candidates' names arc
read to the ranking Knights as arc the names
of their Knight sponsors.
Peririon for a Question ofHonor: This hap-
pens when a Knight is called into question for
20
t inkERS (Cjn Om€S)
tinkERS (GnomEs) attaining that total knowledge of their gains a 10% bonus w all experience points
devi ces . earned.
Tinkers arc gnomes and gnomes are tinkers. It
is their gift and curse to be the masters or pawns Gnomish inventions are almost exclusively • • This is a maximum score- the character
of technology (depending upon whom you ask) driven by basic mechanical devices: gears. cannot have a Wisdom higher than 12.
in a world where magic is the ruling force. windmills. waterwheels, pulleys. and screws.
Gnomes have done elementary work in steam Gnome Advancement Table
You will find their story and how they came and chemical combustion (usually with cata-
into being under the race descriptions later in strophic results). but know next t~ nothing Experience Hit Dice
this book. Here we will address ourselves to about electricity. Clockwork mechanrsms are a
the profession of tinker. relatively recent development of gnomish Level Points (d4s) Title
SOC iety.
Tinkers arc the engineers of Krynn. That I 1,250 2 Aide 5th
which has not been built, tinkers build. That Moreover, their sheer love fo r technology
often docs them a disservice, for they improve 2 2,500 3 Aide 4th
which has been bu ilt , tinkers improve. They technological devices to death. Simple mecha-
arc constantly designing. bui lding , and test- nisms arc scoffed at by tinkers ("Nothing so 3 5,000 4 Aide 3d
ing devices for a variety of applications. simple could possibly work!" ) and redundan-
cy is the tin ker watchword (" ...and here we 4 10,000 5 Aide 2d
Each gnome belongs to a guild chat perpet- sec the bell that informs us that the alarm sys-
uates its own peculiar branch of technology. tem trouble gong has just gone off...."). 5 20,000 6 Aide 1st
These guilds include. but arc not limited to.
the following: 6 40.000 7 Mate 2d
7 60,000 8 Mate lsc
8 100,000 9 Tinker
9 140.000 10 Maste r Tinker
10 270.000 10 + 2 Crafrsgnome
II 450.000 10 + 4 Craft Master
12 600,000 10 + 6 Head Tinker
Hydraulics Hyd rody namics 13 800,000 10 + 8
Aerodynamics Thermod ynamics
Chemist ry Trans portation tinkeR Class 14 1,000.000 10 + 10
Communication Appliances
Kinetics Archit ecture (jam€ StatiStiCS 15 1,500,000 10 + 12 Master
Minimum Requirements: Only gnome char- Crafcsgnome •
acters may be of the tinker class. The minimum
Stlcistics for the gnome tinker are as follows: 16 2,500.000 10+ 14
17 4.000.000 10 + 16
All gnomes belong to a guild. Each guild 18 10,000.000 10 + 18
has innumerable committees chat oversee • There can be only one Master Crafts-
gnome in any colony of gnomes at a given
individual accompli hmcnts (seldom) _and Tinker Minimum Scores time. In a colony that al ready has a Master
Crafts gnome, any gnome who has the experi-
seck to discover the cause of a system failure ence points to become 15th level may do so.
but he does not gain the tide of Master
(often ). These committees al_so _oversee the Strength 10/15. Craftsgnome.
Intelligence ( 12) ••
required duties of a gnome wnhrn the struc- Wisdom
Dexterity 12
ture of gnomish society. . Constitution
Charisma
In addition to an y regular duues that a
gnome has to his guild or committee , each
gnome has a Lifequcst. ~his Lifcqucsc i~ ro Proficiencies Weapon I Nonweapon
Initial 1/5
attain perfect undcrstand rng of one dcvrcc. Added 1/3 per two levels
Few gnomes have ever attained this goal. Thus *The number after the slash indicates that
a gnome with an Intelligence of 15 or higher
tinkers arc the perpetually unfulfilled . never
.... 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 ·
ity values for man y of the <·ffecrs thar gnome~
Gnome Devices: Many referees view t he commonly like to see on their devices. (The Desired nmg ~rt . Horiz. Environ.
introduction of technology into their fantasy complexity rating also gives the <izc of the Duration N/A
campaigns with great mi~givings. The technol- device. ) Add all the complcxities for all the Momenrarv +I N/A N/A N/A
ogy of the gnomes, however, has little overall device's effects to get the rot31 complexity of +2 +! N/ A N/A
effect upon the cultures ofKrynn. Dwarves care the device. 1-3 Round~ +4 +3 0 +1
little for such innovation; elves are repelled by 4-6 Rounds +6 +5 -I +2
technology; kender cannot appreciate irs use The OM of the game, as in :1ll things. is the 7-9 Round~ +7 -2 +3
beyond their thrill of seeing it work; goblins final arbiter ofjust which effects are needed to 1-3 Turns +8 +11 -3 +4
and gully dwarves are too stupid to use it con- make a device function. 4-5 Turns +!O + 13 -4 +6
sistently. Gnomes have technology-but they 1-2 Hou rs +ll + 15 -5 +s
are so incompetent that anything their technol- Ask all of the following que~rion s when 3-6 Hours N/A +!6
designing a gnomish device: N/A N/A ·- 6 +!2
ogy can do, magic can usually do cheaper, l Day + 15 +20 - 7 +14
faster, and more efficiently. • Will it do damage. prQtect from damage 1 Week NIA +20
or restrain another ~ing ? Permanent
When a gnome sets out to invent some-
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-
sary, will make 10 time~ the noise it should , Determine if it docs damage or protects ity of the device, not irs size.
will have many totally redunrlant features, from damage. Refer to the Gnome Device
and will fail misemhly (if not disastrously). Complexity Level tabk to determine Combat • Does it move something or itself any dis-
Some tinkering will gradually reduce the less Complexity from the amount of damage or tance along the ground?
favorable aspects of the device. protection desired. (If the answer is "no:· go to the next question.)
The gnomes are a race o(cursed engineers. If the device is designed to restrain another Determine if it moves another object
being, then determine the complexityI 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
creature. Restraini ng an 8-hit die creature is a "Move Vertical." If the device moves with the
Players who run rin"er PCs will no doubt Complexity 4 task. victim, then check the column under "Move
wish to create any m• mber of technological Horizontal."
marvels with which to aid t heir party. This is • Does it move something or itself?
the major reason to joi n this cla~s and the play- (If the answer is "no;· go to the next question.) Minimum size: The same restrictions on
ers' creative though~s should he allowed to minimum size for vertical movement apply
run free... . Determine if it m oves another object here except that the difference must be twice
(throws victim) or moves itself (flying or lc:ss.
But... . machine). If the device throws things, then
It is important to remerrher t hat a PC of consult the column la~led "Move Vertical" Duration: Use the Duration Modifiers
this class is, after all, a gno-ne with an inher- on the Gnome Device Complexity Level table. chart to determine ground movement com-
ent character flaw. You must remember that If the device moves objects and itself (flies), plexity modifiers for duration.
while the player may be able ro describe just then check the column labeled " Move Hori-
how to build a simple, effective telegraph sys- zontaL" Note that this vertical movement is • Does it alter the environment or have an
tem, for example, his gnome player character straight up unless some horizontal movemenr area of effect?
would not build it the same way. Thus even effect is also included. (The numbers given in
though a player could describe with the these movement columns can be either a total (If the answer is "no;· go to next question.)
utmost precision how to make a telegraph distance or distance per round, whichever is
with some thinly wound wire ~od rudimenta- most appropriate.) The amount of material altered and wheth-
ry batteries, his PC gnome would make it er the affected region is inside the device also
steam driven, operating on the basic principle Size modifier: This assumes that the object factor into the equation. If altering material
of a pile driver. being moved is size I or smaller (roughly the inside the device, add l to Complexity per
Whenever a player wishes to create a tech- size of a small sack). 1,000 cubic feet altered after the first 100
nological device, he is required to design it cubic feet. If altering an external environ-
himself with the following procedure. The Minimum Size: Compare the size of the ment, add 4 to Complexity per 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 altered including the first 1,000 cubic
make any modifications he deems necessary. If the device is less than three sizes larger than feet.
To create a gnomish device, follow these steps: the object, then the size and complexity of the
device equal the size of the object plus 3. If Note that gnomish devices arc often larger
the device merely moves itself across the than the environments they alter.
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
those familiar with gnomes). If the device with which to build that device. 2. There must be a balance in the number
takes an unfinished or panially finished object of pans from the three pan groups. A device
and changes it into a more finished object, II. D ETERMI N E FI N AL MODIFIERS: may have. for example. two parrs from group
then the device has this effect. How well a device is made depends largely on NI and group #2 and three partS from group
who made it.Just as magical swords have plus # 3 but may never have three parts fro m group
Determine the complexity difference modifiers and cursed swords have minus mod- NI and only one part from groups 12 and # 3.
berween the original object and its final state. ifiers, so too do gnomish devices. Add a + I
This is done by subtracting the complexity of modifier to the device for every level of com- The components used are determined by
the finished object from the complexity of the plexity the device is below the level of the rhe desires of rhe gnome designer. The OM
original object. A machine to craft raw quam gnome who made it. Give it a - I m.odifi~r for
into finished lenses takes an object of com· every complexity level of the dev1ce htgher must then determine if the items mentioned
plexity 20 and makes it into an object of com- than its gnome maker. Th us a 12th-level are obtainable in the quantities required. The
plexity 1, a difference of 19. This means that gnome who makes a level I~ netflinger would size of rhe device also affects availability. Mul-
the machine has a complexity of 19. A make a netflinger -3. If the same gnome tiply the total costS of aJI components by rhe
machine that takes glass (complexity 8) and made a rockpitcher with a complexity of 8, it
makes ir into finished lenses (complexity 1) size of the device to determine the cost of
has a complexity of 7. would be a rockpitcher + 4. building the mechanism. Gnomes often think
Gnomes love commiuees. They often work up items that are far too expensive to build , so
Take the size ofthe object being refined (from do not lose hean if your first few designs are
the first column in the complexity table) and on devices in groups when there are enough beyond your means.
add that to the device's comp lexity rating. gnomes about. This is often as ha rmful as it is
Also it must be noted that a gnome can con-
• Final desig n modi fiers helpful. struct any of these items from elementary
Each effect has a complexity rating. Often a For every new gnome working on the device, materials (cut wood from trees fo r frames, cut
gnome will build a device with several effeClS. gears from sheers of metal , etc.), bur this dou -
For example: a machine lO move along the roll 3d6 and consult the following table. Find bles the construction time of the d evice.
ground and fire flami~g metallic roc~ has the result of the dice roll (a number between 3
complexities and size raungs for both honzon- and 18) on the row corresponding to the num- b ev1ce Components
taJ movement and damage. To determine the ber of gnomes present. The column that th is ano then~ Costs
final complexity rating for a device. first find
the hi ghest complexity rating a~ong the result falls into gives the complexiry modifier (Cosr is per size, in stl)
effects listed. Add I to thar complexity for each (see the column heading).
effect beyond the one listed . In the case of the
vehicle men tioned above, that is one addition- Gn ome Crew Moclifiers Part Group # I: Mechan ical Transm issions
al effect so I is added to irs complexity.
The size of the device greatly affects its com- Pulleys 5
plexity and determines whether sufficient mate·
rials are available to build it. The base size ofany N umber of Shafts 10
device is equal to irs unmodified complexity rat- G nomes·
ing. This means that a complexity level 20 device +2 + ! Even - 1 - 2 Gears 20
always startS as a size 20 device. This is not neces- I
sarily how large the device must be. The gnome 3 4-7 8- 17 18 N/A Bclrs 100
may elect to make the device smaller. bur this 2 3 4-7 8- 16 17- 18 N /A
increases the complexity of rhc device. On the 3-6 3 4-8 9- 16 17- 18 N/A Screws ~00
other hand, the gnome ma.y el<..-ct to make a 7-14 3-4 5-8 9- 1~ 16-18 N/A
device bigger and thereby reduce the final com- 3-~ 6-9 10-15 16-17 18. Blades 1,000
plexity of the device. 1~-4~
Generally speaking. the larger the device. 3-6 7- 10 11-14 1~-16 17-18. Part Group 12: O ther Transmissions
the less complicated it is (i.e.. it has a better 46-144 3-8 9- 12 13-14 15 16-18 • •
chance of wo rking), while the smaller the 144+ Fins (Vanes) 10
device, the more complicated it is (i.e.. it has a
worse chance of working). This reflects the Rods (Steel) 20
gnomish philosophy of engineering. Remem-
ber, however. larger devices requ ire more • At least one gnome of a level equal to the G lass Rods & Panes 40
materials to build (more expensive) and arc device must be presc:m in this group in order
harder to move. to obtain this result. If no such gnome is Bellows 200
The size of the design can now be altered: present in the group. then treat the: result as a
- 1 to the complexity of the device. Pumps 1,000
•• Ar least one gnome whose: level is no less Tuning Fo rks 2,000
than five bc:low the device must be present in
Part G rou p /13: D rive Sources 30
order to obtain this result. If no such gnome is Counterweights 60
present in the group then treat the result as a Coiled o r Wound Springs 100
- 1 to the complexity of the device. Waterwheel 200
Windmill/Coal Fire 1,000
Steam Pipes & Boiler 2,000
Sun Mirror
ID. DETERMINE AVAILABiliTY OF MATE- Group 14: Basic Fram es ~
RIALS: Every gnomish device must include at Sronework
least one selection from the: five following com- Wood Frames 10
ponent groups in order to function. lr must also 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
stood the human d rive for producing things in 6- 18 5 or less
Clockworks • :50 vast quantities. They believe that one learns 13 19+ 5-18 4 or less
from previous mistakes and that these lessons 14 19+ 4-18 3 or less
• A clockwork is required for any device should be incorporated into design immedi- 15 19+
that h as a delayed action. an automatic at~ly. Thus gnomish devices are always 16 19+ 3- 18 2 or less
sequence, or has anything to do with informa- umque. They never produce a device the same 17 20+ 3- 19 2 or less
tion storage or com munication . way twice and thus they cannot duplicate pre- 18 20+ 3-19 2 or less
vious work. They may attempt a "new and
IV. BUILD THE D EVICE: The time !mproved" version of an old design. but there Success: This means that the device works
required to build the device depends upon its ts no guarantee that it will work as well as it as intended. It will move, inflict damage,
size and complexity, according to the follow- d id before. send messages, heat food, make light, or
ing table. Multiple the size of th e device by irs whatever it was created to do. Each time the
complexity and then refer to the following Using Gnome D evices: Every t ime a gnom- device works, a + I modifier is added to the
chart. ish device is used , roll ld20, add or subtract devir.e for its next roll on this table. (If it work-
any modifiers listed for the device, and con- ed once. it has a better chance of working
Gnomish Device Construction Times sult the following table. again!)
Size x Unp redictable: The device works. but not
the way the designer originally intended. The
Com p lex. Time to Const ruct Gnomish Invention Results Table precise effects vary, but generally consu lt the
Gnome Mishap table on page 119. Roll 1d20
1-3 1d10 turns on the table and interpret the results as
humorously as the situation allov.'S.
4-10 2d20 turns Complex Success Un~ictable Failure
Failure: The device tOtally fails to func-
11-2:5 2d20 hours 1 16+ 1:5 14 or less tion. It can be repaired by any gnome whose
2 16+ 14-1:5 13 o r less level is equal to or greater than the complexity
26-:50 2d6 days 16+ of the device. The repair time is two hours
3 17 + 13- 1:5 12 or less times the complexity of the device. Also, each
:51-100 ld4 weeks 4 17+ 13-16 12 or less time a device fails, a -I modifier is subtract-
5 17+ 12-16 11 or less ed from subsequent rolls on the preceding
101-400 2d20 months 6 17+ 12-16 II or less table.
18+ 11-1 6 10 or less
401 + 4dl2 months 7 18+ 10-17 9 or less
8 18+ 9-17 8 or less
Having additional gnomes does not 18+ 8-17 7 or less
decrease the construction time (if you have 9 7-17 6 or less
worked with gnomes. you know why). 10
11
At the end of this time, the device is fin-
ished. Note its statistics for future use.
YEDPLE. TD \)d N'f'"
CR~NI<. TO CAANI< l)o(.J.JN 1..c» To ?REV~Nr
C ATAf>\>1...1 ARM t=R()M.
~Lf N KC?f", C.PITh?OL.: I C... OI"Jilt-lVIN(s-J CA V~l~
~RINer EJ"e<:.TtoN
Cf¥JS.it-l <.r c...A1"t-.-pvw LON<:> CAJRVt'O LOO
1\R~ -ro -pe-c..etvD ~ VA'P,.IOU~ c El lS A.NO
u~vc;P., R>R W1Nl>C,HIME.5 1"()
'RELEASi tJ(r- ~l-ARM OF VP-CO t'O\IN&
Vlc,Ti M o F CA"TA9Vc.T.
CAI~PliLI
24
h all o~ qnomes mvent tons
h all o~ Gnomes Invent ions ~tap estRy
These devices are a sampling of typical gnomish inventions. We do Flapemy (short for Flying Tapestry) was originalJy designed to send
not recommend that they be built by anyone except qualified gnomes; moving paintings and sound over tremendous distances.
even then it is advised that all bystanders stand well clear of the device
whenever it is either used or tested. Flapestry
This gnomish invention was the end result of a long-term arms Type Effect Complex. Modif. Total
research project funded by the Knights of Solamnia. The weapon was Sound Talking 4
supposed to render an opponent temporarily immobilized from a dis- Light Candlelight 4 4
tance and thus allow the auacker ro possibly capture the opponent Communicate Direct Picture 4 16
unharmed. Unfortunately the ultimate effect was all too often felt by 16
the user of the device rather than the foe. FinaJ Modifiers Number Size Complex.
16 16
Highest Complexity 9
Additional effects +2
Resizing 2 -2 +2
Totals I4 20
9
Netflinger Effect Complex. Modi£. Total Needless to say, flapesuy design is in its infancy on Krynn. A fla-
Restrain (HOB) 4 +I pestry is a device the size ofa three-story tower with the complexity ofa
Type 32' 4 5 time machine. Its cost is enormous, especially considering the lack of
Damage 4
Move Horiz any real talented gnomes to be portrayed on the device.
Final Modifiers Number Size Complex. IRon qn o m e
Highest Complexity 5 55
Additional Effects +I This was originally designed as a device in which a gnome could sit
Resizing 6 -I +2 and move about while deflwing any damage coming in his direction.
Totals
48
Thus the necflinger is a size 4 device (roughly the size of a crossbow) lrongnome Effect Complex. Modif. Total
A CO
with a complexity of 8. It costs 3I2 stl. Type 400' 9 9
The nedlinger, when it operates successfully, emangles any creature Protection 9 -2 7
Move Horiz
with 8 or less Hit Dice for a period of three melee rounds. It can do this
from a distance of 32 feet. It hits automatically if it is successful, but it
has various results when an unpredictable effect is rolled.
qnom e~ltn qe R Final Modifiers Number Size Complex.
Highest Complexity 9 99
This is the gnomish answer to stai rs: an automated way w get from Additional effects I +I
one place to another quickly and with relative safety. The device uses a Resizing
combination of catapu lts of various sizes and principles as well as nets. 1btals 10 9 10
The double-emergency backup sponge landing system is an extra
option not included in the base price of the system, of course. The irongnome is a moderately complex device that is barely large
enough to carry its gnome driver. It is slow but has a very fine armor
class rating for the protection of its occupant.
Gnomeflinger Effect Complex. Modif. ToraJ
800' 12 12
Type
Move Vertical
Final Modifiers Number Size Complex.
Highest Complexity 12 12 12
Resizing 12 12
Totals
This device will toss a man-sized or smaller individual 800 feet into
the air. It is size 12 (about the size of a large cocrage).
25
hall o~ qnomes mventtons
Blamslow€R Cjnom€thJnk-klack€Rabb
This was designed as a portable device that does damage to foes at a O riginal conce pt: a device tO solve mathematical p roblems.
d ist a n ce .
Gnomethink- Klackeradd
Blamblower Effect Complex. Modif . Total Type Effect Complex. Modif. Total
2d8 7 +2 9 Communicate Calculator 12 12
Type 400'
Damage 9 9 Final Modifiers Number Size Complex.
Move Horiz Highest Complexity 12
Resizi ng 12 12
Final Modifiers Number Size Complex. Totals 12
Highest Complexity 9 +6 - 6
Additional effects 99 18 6
Resizing 10 +1
Totals This huge calculator has a computing power much lower than its size
-4 +4 would indicate. lr can add, subtract. multiply, and divide.
5 14
This complex weapon is worn as a backpack and can throw a keg of Bl1nbqu1b€
volatile oil up to 400 feet away, causing 1d20 points of damage. It has
six such charges before it must be rebuilt. 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. I n fo r m a t i o n Compass 3 3
Information Pressure 6 6
Information Clockwork 7 7
Whooshwagon Effect Complex. Modif. Total Final Modifiers Number Size Complex.
20 miles Highest Complexity 7
T ype 16 -) 11 Resizing 77
Move Horiz Totals 7 -2 + 2
59
Final Modifiers Number Size Complex. This clockwork maps the pressure changes and magnetic changes as
Highest Complexity II I1 ll the user travels. The clockwork keeps track of the differences and can
Resizing -1 +l orient the user on an x, y, z axis- assuming that everything works just
Totals 11 right.
10 12
This large wagon device is self propelled but only goes 20 miles in
the course of a three-hour period.
St€wmatJC
O riginal co ncept: a device to p repare meals.
Original concept: a devi ce to e nable communication over vast dis- Stewmatic
tances.
Fargab Effect Com plex. Modif. Total Type Effect Comp lex. Modif. Total
Low voices Temperawre 300 deg 15
Type Direct sound 3 3 Alter Objects Raw to cooked 9 +6 5
Sound 13 13 Info rmation Clockwo rk 5 7
Communicate
7
Final Modifiers Number Size Complex. Final Modifiers Number Size Complex.
Highest Complexity 13 Highest Complexity 15 15 15
Resizing 13 13 Resizing
Tomls 13 Totals 15 -3 + 3
-3 + 3
10 16 12 18
This labo r-saving device wens perfectly good raw vegetables and
meat into an amorphous mass of steaming glop.
This is essentially a telephone the size of a large wagon .
26
orWJZaRbS 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
has remained in the world, despite many
none are as old, as feared. or as respected as 3d level or above as this is the point at which
efforts to eliminate it.
the Orders of High Sorcery. They came imo A wizard of the Black Robes and a wizard of wizards are considered to "come of age."
being almost at the beginning of the world;
their tale is that of the three Gods of Magic. the White fighting on opposing sides of a war •• Only a wizard of 6th level o r higher who
The gods of magic, Solinari, Lunitari, and (such as the War of the Lance) would not hesi-
Nuitari, walked the face of-creation before the tate to destroy each other. When these wizards also has an lr!telitgcnce of 15 o r above gains
stars settled in their places. Though they had a meet on neutral ground (such as a Tower of this benefit fwm the n.\)()ns.
common love of magic. each had aspects that High Sorcery), they are likely to enter into an
differed greatl y from those of the others. Each eager discussion of magic. If at tacked by an t The additional spells can be of any level
also chose a different path in the universe. outside force seen as a threat to their magic (a the wizard can Col.)t.
renegade wizard , for example), both would
They saw the other gods wheeling through join together to fight in defense of the magic. If two or u1(Jrt. of the moons are aligned,
the heavens and aligning themselves against there art bvr•"~<:~ to the moon phase effects
one another according to thei r goals and phi- A wealth of information on wizards, magi- give n earlier. ~M c.ons arc aligned if the boxes
losophies. The All-Saints War was coming, as they OClUH on tlae Moo.. Tracking chart (page
their vision and foresight had warned. The cal lore , the Towers, and the Tower guardians 28] art in a >t....aght lint from the center of t he
t hree gods feared that they too must choose. exists in th e DRAGONLANCE~ novels. chart. f ur cx••m ple Lu n itari o n day 3 of its
Bound by the common bond of magic, these Those interested in acquiring more detailed orbital period •~ ..hgncd with Nuitari on days
three looked about the face of Krynn and information than is provided here should
loved it greatly. draw from those works. 6 and 7 of it.> jJlflvd and with Solinari on days
5 and 6 of it.> p-.riod .J
Thus they did not join their fellow gods in
the heavens, but stayed close to the world. Moon A.iignn.::u Hf..a, fabk •
They revolved about it, grant ing their powers
to those who would follow their ways. Each .)ann~ Adduional Effective
god was granted a time to walk the face of Level
Krynn and seek out a follower. Each found an Alignn.ent fbrov. SpeUs +t
apprentice and to each did they give the keys
to the Lost Citadel- a fabulous place of wiz- Sol. with Lua. +, +t +I
ardry that stood beyond the circles of the uni- Normal
verse itself. H ere the gods taught them the th€ moons of Nuit. ~ith Lur. +i +I
Foundations of Wizardry. +t
Sol. with Nun i I 0
1. All wizards are brothers in their order.
All orders are brothers in the power. maGIC Alllluec Mwr.., +2 +2
2. The places of High Wizardry are held in Since the creation of the world, the three • Note tha, .Lit plu,.sc:s on this table are
common among all orders and no sorcery is to moons of magic have circled the globe of
be used there in anger agai nst fe llow wizards. Krynn , bringing with them the waxing and cumulative with rnodifiers fro m other effects.
the waning oftheir followers' magical powers.
3. The world beyond the walls of the towers If all the rn<>vn.> wert to align at the time of
may bring brother against brother and order Each of the three Orders of High Sorcery
against order, but such is the way of the uni- receives its powers from one of the moons of H igh Sandion tht.n all wizards would have a
verse . magic. Wizards of the White Robes get their + 3 saving th.v.\ +4 o~ddition al spells and
powers from Solinari, Black Robe wizards get + 2 effutivt It. d . to their >pell casting. This
The Orders of Sorcery began as loosely orga- their power from Nuitari, and neu tra l Wiz- i~ known .lS t he Nigh t vf t he Eye since the
nized groups ofwizards. It was not umil much ards get theirs from the red moon , Lunitari . It moons mo~c th rvugh the sky with a terrible
later that the o rders became formalized and is by the position and aspect of its moon that
structured. During the Age of Dreams at the each order gains its enhanced powers. The aspect and cau,... 1uagic to be at its peak.
onset of the First Dragonwar, the masters of aspect of Nuitari has no effect on the powers
each of the orders came together at the Lost of t he White Robed wizards, for example. locat10r1 o~ th€ moons
Citadel and proclaimed t he unity of the Only the moon Solinari has an effect on the
o rders. wizards of the White Ro bes. The precise The initial lc~.Hiou of the moons is d eter-
effects of the positions of the moons o n the mined by rolling ld8 fo1 each moon and plac-
The Lost Citadel was a wondrous place from magic of Krynn is shown by the following ing it in the indicattd box along its orbit.
whence the master wizards ruled their o rders tables. Each phase of a moon has an effect on
in peace and harmony, far removed from the rhe magic of rhar class of wiurds. If you arc playing a DRAGO NLANCE cam-
world of Krynn . Both palace and fortress. it paign game, t htn th-..>t. .uc the starting loca-
provided a place where the powers of magic Moon Ptuse Effeas Table • tions for th.: .11v01.s 111 you r cam paign.
could be tempered by the wisdom of the Con- Hereafter. ad\ .mt.t. tht m\)()nS one box per
clave of Wizards (see page 29). game day to keep tr.tck of their positions du r-
ing the campaign. This allows your players to
It is important for any magic-user in Krynn plan for regular changes in the lunar cycles.
to remember that a wizard's only loyalty is to
Moon Saving Additional Effective
SpelJs t Level
Phase: Throw 0 -1
Low Sanction -1 0 Even
+I
Waning Normal +2 Even
+ 1 ••
Waxing (fb...L.. ~ormal
High Sanction + 1
• A wizard of 1st through 3d level is unaf-
fected by phases of the moons because of d' e
low power levels involved in his spells. It is for
27
moon tRackJnq Cham
~~~==~~~~·~·~~~~~==========~ES~I====~~
hKjh Sanction
low Sanction
SOllnaQJ: P €Rroo o~ 36 stanOaRO Oays wrth 9 oays P€R quaRt€R.
nultaQJ : P €RI00 0~ 28 stanOaRO Oays With 7 Oays P€R QU3Rt€R.
lunJtaQ I: P€Rroo o~ 8 stanOaRO oays w1th 2 oays peR quaRt€R.
28
t he conclave o~ w tzaROs
thE ConclavE cast by those of another order. Black Robes.
The Spheres of Magic have been defined as Evoca tion and invocations both channel
0~ WtzaRbS
fo llows: magical energy, using that energy to create
The Conclave ofWizards is convened on set Abjuration magics arc primarily co nce rned specific effects and types of matter. These
dates and rimes as dictated by the moons. The effects include permanent features such as the
Conclave meets regularly once each Fourweek with the prevention and exclusion of particu- wall spells, forces such as the Bigby's hand
on the first day of High Sanction for the Rul- lar magical and nonmagical effects. situa - family of spells, and temporary effects such as
ing Order. The Night of the Eye is a special tions, or individuals, and include most spells lightning bolt or fireball. Invocations arc ded-
rime when all of the orders gather together. of protection , avoidance, and rcpellence. icated to a particular powerful extradimen·
Conclaves can a lso be called by the Head of Examples include prorecrion from evil spells. sional being and are usuall y confined to
the Conclave during times of grave crises that spells that dispel magic, and the anti-magic clerics, whi le evocations involve utilizing
affect all o rders. The Conclave does not meet she// spells, among others. This magic is usa- ambient magical energy. These spheres of
when the Test is given as this is a normal func- ble by those of the White Robes only. magic can be used by the Orders of the Red
tion of the rower and is handled on a routine Robes and the White Robes.
basis. Alteration spells modify existing conditions
or individuals through the infusion of magical IUusion/phantasm spells create a false reali-
The Co nclave of Wi za rds consists of three energy. Spells that give the recipient enhanced ty. This sphere includes the bulk of the spells
factions with seve n representatives from each. Strength or the ability tO fly, those that trans- listed in the illusionist sub-class. Illusions
form substances (polymorph self or ochers) alone create the apparent existence of items in
Each of the Orders o f High Sorcery is equally and spells that have general effects (m ove the minds of the viewers. while phantasms
earrh o r lower water) arc all alterations. This create a shadow reality that gives these illu-
represented at the Conclave and each is led by magic is the province of the Order of the Red sions the power to affect the viewer as if real.
a single individual selected by each order. The Robes alone. These arc the province of the Red Robes and
chosen wizard is the Master of that order. The the Black Robes.
selection process is left to each o rder and varies Conjuration I Summon ing spells arc a com -
from order to o rder. The Black Robe repre- bination of two separate mag ics in variable Necromantic spells involve t he health. hit
sentative is usually the most powerful wizard quantities: The conjurat ion pan brings addi- points. or normal functioning of a livi ng or
of t hat o rder. This h as from time to rime tional matter from elsewhere. while the sum- once- li ving target. Spells that increase o r
resulted in some rather fabulous contests of moning ponion creates a du ct between the decrease hit points, cause o r cure disease, o r
wi zard ry as rwo sorcerers vic ro establish who is caster and some greater magical power. Spells restore lost souls to their bodies all arc necro-
fir to rule their order. Such contests are invari- that summon existing animals or monsters in mantic spells. These arc the province of the
ably held beyond the boundaries of the row- an area. bring imo being o n this plane ext ra- Black Robes.
ers. In the case of the White Robes, elections dimensional creatures (such as clcmemals. for
arc held to d etermin e the master of their example). or usc such creatures' power (such A summary of magical spells divided
o rder. The Red Ro bes draw lots from among as a wish or power word) arc conjuration and according to level and spell type can be found
the seve n members of the Conclave. summoning magics. Both conjuration and on pages 126 and 127. Usc: this list to deter-
summoning arc usable by the Order of the mine which spells are usable by the different
The Master of rhe Co nclave is determined Red Robes. Conjuring may be used by the orders of wizardry.
by consensus, a spell that instantaneously White Robes as well , while summoning may
determines th e combined will of all rhc wiz- thE toWERS 0~ htqh
ards of Krynn in a sing le maucr. While not be used by the Black Robes.
always infallible in its ability to benefit the Divination spells arc those that uncover SORCERY
Conclave as a who le. it still remains rhe meth-
od of selection for the Maste r of all Sorceries. information that is otherwise hidden under O riginally there were five Towers of High
The law of the Conclave is largel y determined normal circumstances and include spells that Sorcery. Built by the ancient wizards as centers
in everyday matters by rhe head of the Con- detect magical effects. invisibility, and the for their crafts and learning. they were located
clave and his law is final. If, however, a deci- like. those spells that predict hidden or future in the ancient cities that later came to be
sion is made whi ch is agai nst the will of the events, and those that place the caster in con - called Palanthus. Wayreth . !star. Daltigoth.
Conclave, then a mandate may be called for in tact with powerful extradimcnsional creatures and the Ruins.
which case a consensus is taken of the general but do not involve direct action by those crea -
wizardry and a new Master of the Conclave is tures. This sphere is the common ground ofall The rowe rs were all alike and ye t all differ-
then determined. Krynn magic and all wizards can use d ivina- em. The general outline of the towers was
tion spells regardless of their order. dete rmined by a central committee of mem-
thE SphERES bers ofall three o rders (since all orders use the
Enchantmcn!lcharm spells place a towers). but the supervision of the construc-
o~ maqtc dwcomer on the target individual or item that tion work was done by wizards who happened
radiates a magical aura. On physical items it is to live in the area. This resulted in the same
Magic operates within sp heres in Krynn . normally used to invest an item with m agical general strucrurc for aJJ rowers, but widel y
powers (such as deeppockets or bind), but is varying details and specific layouts.
Only certain sph eres arc \lsablc by \he differ- more commonly used to induce panicular
emotional or mental states in living targets The general arrangement of the tOwers co n-
ent Orders of High Sorce ry: spells castablc by (such as animal friendship. forget. and Otco 's
wizards of o ne order may not necessa ril y be irresisrable dance). The magic jar spell . which
was originally listed as a possession spell . is
really an enchantment /charm spell. These
spells can be used by wizards of the White and
29
the toWERS 0~ h lqh SORCERY . . ·' ,.
sisted of a central complex surrounded by a /" . • ,f , .t
field or garden. This field was different for
each of the five towers. The Tower at Wayreth 30 f .J ,
was surrounded by a transdimensional field
that allowed it to appear anywhere within 500 !
miles of its usual place in Wayreth Forest. The
Tower in Palanthus was surrounded by the ~
Shoikan Grove that emanated a continuous
and very powerful fear spell. These are the cwo ..L
towers that are most commonly known today.
Knowledge of the other three towers is hard to
come by. but the properties historically
ascribed to these rowers' gardens were sleep
(Daltigoth). forget ( lstar). and passion (the
Ruins). While each of these gardens held
many other formidable obstacles, these were
their principal attributes and defenses.
All tOwers are neutral zones. Fighting
among the wizards is not permitted and is
punishable by immediate death.
th€ toWER 0~ WayR€th
The Wayreth Tower's defense is the most
unusual, for one does not seek out the tOwer.
it finds you . The garden about Wayreth 'sTow-
er has differem dimensions at differenr times
and the Tower itself is said to exist without
dimension. always existing where it is not.
The result is that one could be walking in a
forest and suddenly be trespassing within the
domains ofthe wizards ofWayreth ..Just where
this tower's garden touches the world of men
and elves is controlled by the wizards them-
selves. In this way they protect the tower from
enemies of their order whi le still enabling wiz-
ards tO enter the tower.
Access to the Wayrcth Tower is the most
restricted of all the Towers since the Masters of
High Sorcery decide who may enter. The row·
er is never where it is looked for and can only
be found when the wizards wish it to be so . It
is impossible for a character to enter the rower
though astral travel or the outer planes of
existence as the tower is not connected to
those planes. (Only the Tower Ponals can
touch on the other planes; otherwise . Raistlin
would have had little difficulty in reaching
the domain of the Queen of Darkness).
If the wizards want a person to enter the
Wayreth Forest. he has little choice in the mat·
ter. He may wake to find himself surro unded
by trees. He may try to walk away. o nly to find
himself inexplicably walking into it. Or he
may be lured inside by the magical singing of
birds promising him his heart's desires. Any·
one attempting to enter the forest without
invitation can do so, but he betrer be prepared
to give a good explanation of himself tO the
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.
gant quarters at the top of the tower. There arc
Even those invited into the forest (such as no locks on any doors as all wizards respect the In the time following Raistlin's death,
mages traveling tO take the Test) arc accosted sanctity of others' possessions. Dalamar, the successor to Raistlin as the Mas-
by the feeling ofoverwhelming magic. It takes 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 anifacts Passage through the Shoikan G rove with-
and scrolls) or studied (in the case of spell out a talisman requires a saving throw vs. spell
The Tower ofWayreth differs from the oth- books) with the permission of the Conclave. with a - 10 penalty, to the die roll (a difficult
er wwcrs in that it contains a g reat central hall roll at best). A character failing th is check
where rhe Conclave meers. This hall is huge. Purchase prices for items would most likely (which must be made every five rounds the
so large that the ceiling is lost in shadows. It is be in terms of similar items rather than character remajns in the grove) succumbs to
round, made of stone. and there arc no deco- money. A wizard desiring to purchase a scroll irrational fear and blind panic, fleeing the
rations or enhancements of any kind. Stone would offer another scroll in exchange or some grove in the direction from which h e came.
chairs. created by magic. stand in a semi·circlc other magical object of comparable value.
at one side of the hall. There is light without a Thus a White Robe wizard who comes across a The talismans that arc given out for passage
source in the hall; it is brightest upon the scroll of evil magic would not destroy i1. but through the grove negate the pcnalry, but the
semi-circle ofchairs. The entrances to this hall rather take it to the tower to trade for a sc roll character must still successfully malce the sav-
are magical. No o ne is permitted inside unless he can usc. ing throw or flee in uncontrolled panic. (Sec
the wizards transpon him here. Anyone wan-
dering about the wwcr would never encounter Wizards can choose to be buried within the page 98 for the talismans that enable safe pas-
wmbs of the wwer, ahhough this is not man-
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
even after their death by performing such th€ tow€R o~ htqh
ofWayreth were built by magic and are pan of tasks as guarding the dungeons or aiding in
the tower's defenses. No weapon exists that the Testing of young wizards. At the time of a SORC€RY at pal.anthus
can even mar the surface of these walls. Thus wizard's death , all possessions and spell books
the Tower ofWayreth remained standing rela- are either bequeathed to an apprentice. a fel - The Tower of High Sorcery at Palanthus
tively untouched when the rest of the world low wizard, or sent to the tower. Thus there changes in aspect depending on when in its
was destroyed in Raistlin's attempt to over- arc no magical artifacts buried in the tombs of history it is visited.
throw the gods. There arc no guards at the the wwer.
gate of the tower; there is no need . Once PR€-CURS€
inside the gates, th e adventurer passes Adventuring in the tower can be fascinating
through a huge co unyard paved with g ray because the OM is relatively free to do with it Originally one of the most beautiful of the
flagstone . The courtyard appears em pry at as he chooses. See the map of the tower (page towers, the Tower at Palanthus was also con-
first glance. but anyone walking across will 32) for dcrajled information. sidered one of the most powerful. Here it was
suddenl y realize that it is filled with people ! that the wizards of all the orders came togeth-
They cannot be seen directly. only out of the th€ ShoJkan CjROV€ er to create the dragon orbs that were responsi-
corner of the eye. These arc mages traveling to ble for helping ro defeat rhe Dark Queen.
and from the tower. mages taking the Test. O~t h €
Any entering the tower at this time would
mages experimenting. etc. tow€R o~ pal.ant hus find it similar to the description of the Tower
An adventurer in the courtya rd-if invited ofWayrcth. except that this tower is equipped
The fear generated by the Palan thus Tower with a laboratory instead of a great hall. (Sec
to the tower- is transponed magicall y tO one is one ofthe most respected visible defenses of the description of the laboratory.)
of the tower's many sumptuous guest rooms. the five . This permanent spell is ofsuch power
These are like the most luxurious rooms of the that only one uninvited guest has ever reached th€ CURS€
best inns in Krynn . Uninvited guests {those the tower-Tasslchoff Burrfoot managed to
who make it this far!) are either taken imme- penetrate the Shoikan Grove while pilo ting a During the Age of Might, the wizards grew
diately to stand before the Conclave o r to the flying citadel over Palanthus. Wizards are so powerful that many people feared they
dungeons. The dungeons o f the towers arc so generally of the opinion that the penetration might take over the world. Among these was
dreadful that no repo rt of them has reached was due to the fact that the citadel was a the Kingpriest of !star, the powerful cleric of
the outside world- no one who ever went in device of magic it~elf and the pilot of the cita- good. He turned the people against the wiz-
came back alive to report on it.
ards. Mobs rose up and attacked the towers.
A wizard entering the tower receives his
own private quarters, the placement and
decor of which depend on the wizard's level.
Student magic-users and apprentice wizards
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 . Characters looking into the Portal when it is
Rather than do this, they chose to sacrifice Despite the fact that he is a dark elf, his quar· not activated sec only a dark void. Those look-
their own power in the wor ld. They destroyed ters are very elven in design, being decorated ing into it when it is activated sec a swirl of
two of the Towers of High Sorcery-those at with rugs and furniture that celebrate the brilliant, blinding color, then whatever the
DaJtigoth and the Ruins. They turned the beauty of nature. There are also many inter- DM wants them to see.
Tower at Istar over to the Kingpriesr and were esting and curious objects in these rooms, plus
intending to give him the Tower at Palanthus many magical ones and Dalamar's spell t he ChamBeR o~ Seemq
but for the terrible event that was to befall it. books.
In return , they were allowed to retain the Tow· Here dwell the Live Ones, Raistlin 's fai led
er at Wayreth, and it was here that they the l.asoRatoRy experiments in creating life . He is unwilling
brought as much of their libraries and as many to show them to anyone with the exception of
of their magical artifacts as was possible. The laboratory is located in t he top of the Dalamar. Their task is to watch the pool that is
Tower and can be reached only after climbing Raistlin's window on the world. Looking into
At the beginning of the ceremony to tu rn a narrow stone stairway that spirals up the it, he can see anything that is currentl y hap·
over the Tower ofPalanthas to the Kingpriest's inner wall of the tower. Since the center of this pening anywhere in Krynn and can, co a cer-
representative, an evil wizard- driven insane pan of the tower is hollow, one misstep on tain degree, affect the actions of those he sees.
by the downfall of his an- leaped from an those stairs means that the person falls to his He can only view the present in the pool , he
upper window and impaled himself upon the death . cannot sec either the future or the past.
spikes ofthe tower's gate. As his blood flowed
to the ground, he cast a curse upon the tower, Upon entering the laboratory, adventurers The pool is quite similar in nature to the
saying that no living being would inhabit it note that it is much larger than it could possi· crystal he (as Fisrandantilus) presented tO
until the Master of Past and Present rerumed bly be, given the size of the tower. The pri- Astinus the Historian.
with power. mary object in the room is the great stone
table. Dragged from the bottom of the sea by The Live Ones :uc quite harmless, but so
It is unlikely that any would be able to enter magic, it is so large that a minotaur can lay gruesome looking and foul smelling that any
the Tower during the period the curse is in down full length upon it. It is covered with character not of evil alignment must success-
effect. The only ones known to have done so runes to ward off any outside influences that fully roU a Constitution Check or become vio-
were Raistlin, Caramon, and Crysania, who might affect the mage's work. lently ill. This has the effect of lowering the
came here long after the Cataclysm (Raistlin character's arrack roll by - 3 and penalizing
mistakenly believed a Ponal exjsted in the Also present in this room are shelves ofspell
tower at this rime). books. These include the night-blue bound his AC by + 3 while he is in the Chamber of
spell books of Fistandantilus, plus Raistlin 's
The tower is guarded by undead of all sorts own black-bound spell books. Here also are Seei ng.
that permit an adventuring party in the tower books on herbal lore and anatomy, many of
only if Raistlin (whom they would recognize) them in Raistlin's own handwriting. Various a~t€R Ralstlm's b eath
is present. magical items and artifacts are also here .
When Dalamar became Master of the Tow-
the toweR b umnq Raistlin is an expert in alchemy, so bottles er, he instituted many changes. Among these
and beakers of various chemicals arc found are opening up living quarters for additional
Ra1stlm 's Rule both on the srone table and in other parts of apprentices. His most important act , however.
the laboratory. He has also delved into the art was to shut the laboratory and seal it with a
Those who enter the tower during this rime of vivisection, and various animals and parts powerful curse. A lich guards the door and
are undoubtedly here by invitation and are, in of animals (including humans) can be seen in suffers none ro pass.
any case, completely under Raistlin's control. jars and beakers. Several complete skeletons of
They therefore see only what Raistlin wants animals and humans stand in the corners. CjuaRblan CjROV€S 0~
them ro sec. This might include Raistlin's Parts of skeletal remains lie about. Some of
study, a luxuriously appointed room filled Raistlin 's experimental creations live in jars or the OestRoyeb toweRs
with books, comfortable furniture , and cages and take an avid interest in any new·
objects of interest from all over Krynn. A fire comer who enters the lab. The following arc suggestions for those
in the heanh dispells the chill of the tower. wishing to set a campaign in pre-Cataclysm
At the far end, almost obscured by Kryn n before the other three Towers of High
The books in this room are no t spell books; shadows, hangs the purple velvet curtain that Sorcery were destroyed .
those arc in the laboratory. These books are hides the Ponal. If these cunains arc drawn,
works of poetry and prose, books on herbal the character sees an oval doorway standing on The towers arc similar in construction to
lore and anatomy, books on philosoph y, and a golden dais. It is surrounded by the dragon those in Palanthas and Wayrcth with the
treatises on magic. The objects decorating the heads of Thkhisis, the Queen of Darkness. exceptions noted on page 29. Each tower's
room are also nonmagical, being beautiful or When not activated , these heads appear to be guardian grove had different characteristics.
hideous bur all curious. These are mementoes plain gold metal, although the character may
Raistlin has acquired in his travels. have the uncanny feeling that the eyes of the D alt igot h (sleep): All living beings enter-
heads are watching his every move. When
activated, the heads glow blue, red , black,
green, and white and scream the praises of
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
rounds they are in the forest. Those who fail Strength 6 magic seriously and that he will devote his life
fall into an enchanted sleep. The sleeping I n t e ll ige n ce to magic.
!being is then transponed by the wizards either Wisdom
into their tower or out of the forest , d epend- Dexterity As each Test of H igh Sorcery is designed for
ing on whether or not they wish to have deal- Constitution the individual, there is no specific Test
ings with him. Charisma detailed here-only guidelines as to how such
a Test must be conducted and what the Test
lstar (forget): Those entering this forest must • A wizard with an Intelligence of 15 or should include. It is up to you to design the
roll a successful saving throw vs. spell with a -5 more gains an additional 10% to all experi- details of the specific Test for the wizards in
penalty every five rounds they are in the forest. ence points earned. your campaign.
Failure temporarily negates all short-term mem-
ory, thus making it impossible for a person to St udent Wizatd Advancement Table There should be at least three tests of the
remember from moment to moment what it is wizard's knowledge of magic and its use; the
they are doing here. This effect passes once the Level Experience Hit Test should require the casting of all of the
characters leave the forest. 1 Points Dice spells known to the initiate; at least three tests
2 (d4s) Tide that cannot be solved by magic alone; at least
Ruins (passion): The character finds his 3 2,500 1 Student one combat against a character known to the
own passions overwhelming him . These may 5,000 2 Novice initiate as an ally; at least one solo combat
be of love, hate, vengeance. etc. A saving 10,000 against an opponent who is two levels higher
t hrow vs. spell must be successfully rolled eve- 3 Initiate • than the initiate.
ry five rounds to avoid this effect.
• W izards cannot advance higher than this Those attempting the Test can bring com-
€ aRly l1~€ without either becoming renegades or joining panions along, but no one who comes is guar-
one of the Orders of High Sorcery. anteed of returning alive.
o~ a W JzaRb
W izard Spells Usable by Level One such Test offered by Dalamar allowed
All those who wish to join one or another of the initiate and his party to enter the tower
the Orders of Wizardry begin their training as Level 123456789 freely-getting out, however, was another
children studying magic under a Master Mage 1 1 matter.
(one approved by the Conclave for the teaching
of young magic-users.) Mag ic-users can rise to 2 2- Cha nq 1nq 0Rb€RS
the level of Initiate without formally declaring 2
their alignment and without declaring loyalty to 3 a~t€R t h € t€st
the Conclave. Thus a magic-user could remain
an Initiate all his life. practicing only minor Proficiencies Weapon/Nonweapon From time to time, a wizard 's actions will
spells, without having to take the Test. Initial 113 indicate that he is no longer a follower of the
Added tenets of his originally chosen order. Raistlin
Those seeking greater power must travel to 1/2 per 5 levels 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 test o~ brought him to the way of the Black Robes. Such
higher level mage to serve time as apprentice changes are not without hardship.
wizards. h1qh SORCERY
A wizard who changes orders suffers the loss
An apprentice is generall y assigned to a The Test of High Sorcery is more than just a of two experience levels. This may make the
wizard of his declared alignment , although in trial of a person 's magical abilities, it also tests wizard's spell book unusable in some
later days, Dalamar, wizard of the Black how that person will use the abilities he has instances (since the types of spells a wizard
Robes, was known to accept Red Robes as and those he will gain. Magic is powerful in receives depend on his order, the spells in his
apprentices. So also a White Robe wizard the world of Krynn and, to the wizards, the old book may no longer be usable when he
might accept a Red Robe as apprentice. distinctions between the three different fac- changes orders).
tions of wizardry are most important.
StU0€nt ffiaqJC-US€RS Also, the wizard's abilities are not affected
Each initiate's test is a different one , by any moons until one game month has
Game Oata designed especially for his needs and weak- passed after his change (then the moon of his
nesses. Failure means death. Because magic is new order affects his abilities).
Minimum Requirements: Those who wish such a powerful force in the world, the wizards
to enter into the life of wizardry in Krynn are extremely careful about who is allowed to
must have the following minimum game sta- wield this power. They are not interested in
tistics: whether the power is used for good or for evil
so much as they are concerned with irresponsi-
ble use of the power (one reason there are no
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-~ :::>
WtzaRbS 0~ Abjuration Charm Conjuration Red Robe AdYaOc:anent Table
th€ Whtt€ ROB€S D ivination Enchantment Evocation Experience Hit Dice
Points (d4s) Tide
Wizards of the White Robes generally gain White Robe Spells Usable by Level Lnel 4 9th Order
levels slower than their brothers, yet they ulti- 4 18,000 5 8th Order
mately attain higher levels than any of the Level 123456 789 6 7th Order
other magical orders. 4 ~ 3 6 ,0 0 0 7 6th Order
32 - 8 ~th O rder
A White Robe wizard must follow the ways ~ 6 ~o .ooo
of good and keep this goal in his mind in all 421 7 9 4th Order
that he does. Acts contrary to the mandate of 6 8 9 0 .0 0 0
good can eventually result in the downfall of 4 22 - 180,000 10 3d Order
the wizard. One of the first indications that a 7 9 350,000 11 2d Order
wizard has lost sight of his order's goals is that 8 4321 11 + 1 1st Order
his order's moon no longer affects his abilities. 4332 10 ~00.000 11 +2
Also, certain spells may not work for him any 9 43321 11 11 +3
10 443221 12 700.000 11 +4
more. 900.000
11 -4 4 4 3 3 2 1 - 13 1,100,000 11 +~ Master •
-4 4 4 4 4 3 2 1 14 1,300,000 11 +6
12 1,500,000 11 + 7
~ ~ ~44321- 1~ 1,750 ,000
13 55544 32 1 -
14 16 2,000,000
5~~~~3221 2,250,000
u 5 ~ ~ 5 54 2 2 1 17
5~ 5~ ~4 33 2 18
16 ~ ~ ~ ~ 54 3 3 3
17 • Only one Red Robe wizard can be ofMas-
ter level or above (see The Conclave of Wiz-
18 ards for the selection p rocess for the Red Robe
Master).
Whit€ ROB€ WlzaROS W tzaRbS 0~
Spheres of Magic Usable: A wizard of the
(fame b ata th€ REb ROBES Red Robes can use the following Spheres of
Minimum Requirements: Any who wish to A wizard of the Red Robes gains levels Magic:
join the O rder of the White Robes must meet faster than his White-Robed brothers, but
all of the minimum statistics standards slower than his Black-Robed counterparts. Of Alteration Conjuration Divination
all the wizardries, the Red Robes have the llJusion Invocation Phantasm
required of srudent wizards. They m ust also widest range of spells available. Summoning
have passed the Test of High Sorcery without
having committed an act contrary to the laws
of good.
White Robe AdYaOcanent Table Red Robe Spells Usable by Lnel
I.em Experience Hit Dice Re O ROB€ W1za~Os Lnel 123456 789
Points (cWs) Title 4
4 (fame bata 321
20,000 4 9th O rder 5
~ Minimum Requiremen ts: Any who wish to 6 431-
38,000 ~ 8th Order join the Order ofthe Red Robes must meet all 7 432
6 6 7th Order of the minimum statistics standards required 8 -- - -- - --
7 ~~.000 7 6th Order 4 3 2 1 -
8 8 ~th Order of student wizards. They must also have 9 4 3 3 2 -
100,000 4 332 1 ----
9 200,000 9 4th Order passed the Test of High Sorcery without hav- 10 -~ 4 3 2 2 1
400,000 ing committed an act contrary to the laws of 11 ~443 32 -
10 6 0 0 ,0 0 0 10 3d O rder chaos. 12
800,000 54444 2 1
11 1,000,000 11 2d Order 13
11 + 1 1st O rder 14 -~ ~ 5 4 4 2 1 1
12 1 . 2~0.000 -5 5 ~ 4 4 2 2 1
1 , ~00.000 ll +2 u ~ ~ ~ 5~ 2211
13
14 1,750,000 11 +3 16 6) ) ) 532 11
2 ,000,000 17
u 2,250,000 +'11+4 18 6555) 3321
16 2.~00.000 1111 +6 6655) 3322
17
18 11 +7 Master •
• Only one White Robe wizard can be of
Master level (see The Conclave of Wizards for
the selection process for the White Robe Mas-
ter).
Spheres of Magic Usable: A wizard of the
White Robes can use the following Spheres of
Magic:
35
WIZaRbS 0~ th€ Black ROB€ S
orWJzaRbS Black Robe Spells Usable by Level however, that the standard tables are far less
favorable for a wizard than those for the orders
th€ Black ROBES Level 12 3 456 78 9
4 ofKrynn.
Black Robe wizards gain levels faster than 5 32 - A character who stans in Krynn can opt to
either of the other two orders, yet it is in their 6
nature to top out in levels sooner than either 7 42I become a renegade after he reaches 3d level.
of the other orders. 8 Alternatively, a character can leave an order
9 422-- after having joined and become a renegade by
10 not joining another order. Note that any wiz-
11 -4 3 2 1 ard character leaving the Orders of High Sor-
12 -4 3 3 2 cery is subject to the two-level loss penalty
13 4332 1 required of anyone who leaves an order. At
14 that point he begins to use the magic-user
15 44 322 tables in the Player's Handbook. H is experi-
16 ence point total is altered so that he h as only 1
17 -4 4 4 3 2 - point more than is necessary to reach h is cur-
18
Black ROB€ WlzaROS 44442 11 rent level {after the two-level drop).
5554 321 Players who run their characters as rene-
c;ame bata
55 54 4 2 1 1 gades from the beginning also use the
Minimum Requirements: Any who wish to AD&D® game system chans for magic-users,
join the Order of the Black Robes must meet 5 5 5 552 1 1 but they are not subject to any level penalties.
all of the minimum statistics standards An additional problem with being a renegade
required of student wizards. They must also 55 5 5 53 2 1 wizard is that there is a 50% chance that any
have p assed the Test of High Sorcery without other wizard encountered will recognize a ren -
having committed an act contrary to the laws 555 5 54 3 2 egade wizard. This chance is decreased by
of evil. 20% if the renegade is disguised as a wizard
555554 32 from an order other than that of the identify-
ing wizard.
Black Robe Wi zards Advancement Table Wizards who attempt to live outside the
law ofthe Towers of Sorcery arc known as rene- Renegade wizards who are recognized by a
Level Experience Hit Dice gade wizards. Wizards from other campaigns wizard of anoth er order are dealt with in ways
4 Points (d4s) Tide who do not quickly contact the heads of an that depend on the order ofthe wizard. A wiz-
:; 4 9th Order order they wish to join will find themselves in ard of the White Robes will try to capture the
6 17,000 5 8th Order the position of being considered a renegade renegade by any m eans at his d isposal while
7 3:>,000 6 7th Ord er wizard. doing the least harm. Should he fail, h e will
8 45,000 7 6th Order repon the renegade to the nearest tower,
9 80,000 8 5th Order Renegade wizards are considered by all keeping close watch on him meanwhile. He
10 135,000 9 4th Order orders to be a menace to the balance of magic would destroy the renegade only as a last
11 290,000 10 Trimone in the world . It was only by the barest of mar- reson and then only if the renegad e threat-
37:>.000 11 Brother to gins that Raistlin , a magic-user of extraordi- ened either the balance ofmagic or the lives of
12 500,000 nary powers, retained his station in the Order
13 D arkness of Black Robes since he was obviously intent others.
14 650,000 ll + 1 Blackm age upon defying them by entering the Abyss and A wizard of the Red Robes will try to cap-
15 800,000 11 + 2 Master* challenging the gods. Why the Conclave did
16 1,000,000 not order his destruction is unknown. (Most ture the renegade and bring him before the
17 1,200,000 11 + 2 believe that it was because they feared they Conclave, ifpossible. If this is not possible, he
18 1,400,000 would not be able to stop him.) Thus they would not hesitate to destroy the renegade.
1,650 ,000 11 + 3 sent the dark elf apprentice wizard , Dalamar,
1,900.000 to spy on him and eventually attempt to A Black Robe wizard will at first attempt to
11 +4 destroy him . win the wizard over to his side of the struggle
11 + 5 A renegade wizard who has come to the before destroying him.
11 + 6 attention of the orders is invariably seen as a Renegade wizards who are brought before
threat that must be either neutralized or elim-
* O nly one Black Robe wizard can be of inated. Each of the orders has its own way of the Conclave are given a ch ance to join one of
Master level or higher (see The Conclave of dealing with a renegade-some orders are the Orders of High Sorcery and to abide by its
Wizards for the selection process for the Black more benevolent than others, but all are laws. Those who refuse are cast out from the
equally effective in their methods. realms of Krynn and the circles of the world.
Robe Master). Those who join the O rders ofHigh Sorcery are
Wizards who enter Krynn from other cam- entitled to use the better advancement tables
Spheres of Ma~c Usable: A wizard of the paigns are considered renegade wizards until and all of the benefits of the towers.
Black Robes can use the following Spheres of such time as they declare their alignment to an
order.
Magic:
Such wizards use the standard wizard tables
Charm D ivination Enchantment found in the DMG and the Player's Hand-
P ha n ta s m book. It should be explained to the player,
Illusion Necromantic
Summoning
36
IllUSIOn anb kRynn
tllus1on ano k~nn 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-
acIf~ from time ro time, a character comes were real and which were not should illustons cessful saving throw by the victim can negate
something that is too hard for him to be interspersed with real ones. Characters who the spell.
successfully disbelieve cannot be harmed by
believe (even in Krynn!), then the cha~ter The d ream as woven by the spell invokes
illusions. three separate layers of reality. These are
referred to here as levels of the dream.
may have cause to question whether th~ thmg Spells of
The firsr level of the dream alters the char-
is real or merely the strange concoctton of h1qh SORC€~ acter's perceptions of space, time, and reality
around the character's group. The terrain that
some illusionist wizard. is described to the PC during this section of
Disbelieving an illusion requires a peri~ of the adventure is not the actual terrain of the
area but the terrain as the PC perceives it. The
concentration. If a character wants to diSbe- PC can actually travel many miles in the real
world, yet only perceive himself moving a
lieve an illusion, follow these steps: kiSS 0~ niGht's GuaROian shon distance in the dream state.
1) Ask the player how long his character will The PC's perception of time is equally dis-
toned . He may believe that only minutes have
concentrate on the suspected illusion. This (Evocation) passed when, in reality. it has been days.
Dreamwraiths and drearoshadows will appear
should be given as a number of melee r?un~s. Level: 9 Components: V, S among those things that are real, forcing the
2) Determine the modifier for the d!Sbe~tef PC to determine which is reality and which is
Range: Touch Casting Time: 1 scg. not. Saving throws in this level of the dream
check. Compare the duration of concenu~uon are normal and all magic works as it should.
rime to the following table to determme a Duration: 1 Passage Saving Throw: None The second level of the dream distorts the
PC's sense of reality even funher, for he no
concentration modifier for the rolJ. Area of Effect: 1 Person lo nger knows which ofhis companions are ~eal
and which are not. Note that dreamwraJths
Coocenrratioo Modifiers for Wusion Disbelief The Master of the Tower of High Sorcery at
Palanthus has the power to grant protection to and dreamshadows have special magical resist·
Tune Modifier anyone entering the Sboiltan Grove. TheM~
1 Round ter confers this protection by means of a kiss ances of 10% at this level of the dream.
+1 upon the subject's forehead. To those ofgood The third level of the dream (the core ofthe
2 Rounds
3 Rounds +2 or neutral alignment, the kiss seems to burn dream) distorts even the PC's perceptions of
4-6 Rounds inro their flesh . To those ofevil alignment, the himself. In addition to all the other effects of
7-9 Rounds +3 kiss will confer a pleasant, warm sensation. It the previous two levels, at this level of the
dream. all the character's strengths turn to
1-3 Tums +4 leaves a scar that is visible only to the undead weaknesses. Characters in melee are forced to
4-6 Turns +~ of the Shoiltan Grove. The Kiss acts the same use the attack and saving throw tables ofot her
+6 as the Nightj~el in alleviating fear and also classes, as follows.
1 + Hours prevents all undead in the grove from attack-
+7 ing the p rotected person. No weapons or Clerics usc thief tables.
spells can be used while under the lGss's influ- Fighters usc magic-user tables.
+8 Magic-users use fighter tables.
ence. To do so negates the spell. The Kiss's Thieves usc cleric tables.
During this period of concenu~tion, ~e power works only for one passage through the
charact er can perform no other acuons. I~ IS In addition, due to the magical nature of
the uninterrupted period of concentrauon grove. the dream area, each of the following classes
must take the following adjustments:
that determines the modifier. Note that the ffi1nOsp1n
Oerics: Subtract their Wisdom from 20.
available concentrat ion time of any character (Illusion/Phantasm) Compare the result against the Adjustments
will be very limited if the illusion attacks the for Clerics 12ble on page 11 of the Player's
Level: 7 Components: V. S Handbook and usc the corresponding Chance
character. of Spell Failure for the character. On any roll
A character who has taken damage from an Range: Special Casting Time: 3 hours requiring reference to the Matrix for Clerics
illusion docs not get a chance to disbelieve it. Duration: Special Saving Throw: Neg. n.Affecting Undead 12ble (page Dung~n
3) Determine the I:?isbelief ~umber by
Area of Effect: One Person Master's Guide) usc the table on the foUowmg
adding the concentrauon modifier to the page:
character's Intelligence. You may also add 1 Mindspin takes the innermost nightmares
for each other character who has successfully of the subject and makes them real in a star-
tlingly vivid illusion. These illusions most
disbelieved during any previous round.
4) The referee secretly ~lls ~d20. If the often take the form of dreamwraiths and
dreamshadows as described in the Crearures
result is higher than the O!Sbehef Num~r. section.
then the object in question looks r~ .and tts
effects are as if it is real. If the number IS equal The spell has an exceedingly long casti~g
to or lower, then the illusion is disbelieved. time. This is primarily due to the need to sift
A disbeliefcheck can be made only once per
through the victim 's .mind and di~ti ll h!s
hour by a character against any one illusion nightmares into a tangtble form . Dunng t~ts
time, the victim and the caster must remam
(but the character can chcclt again whenever undisturbed. A disturbance negates the effect
another character in the group makes a suc-
cessful check). The illusion is either discovered
by the character or else is believed. If an ill~
sioo is a group of monsters, then the.che~k IS
made for the entire group, not to d!Sbeheve
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
whom the spell was cast. The fust level can
Type " '2 3 6 7 8 9-131-'+ extend to a muimum of 20 miles times the guarantee success, so he would have a SS4111
Skeleton 20
Zombie character's lntellicaxc. The second level is up chance (11 x 54111) that the spell fails.
Ghoul 20 19 to one mile times the character's Intelligence.
Shadow Multiple rimebeals cannot be cut to
Wight - 20 19 13 The onent of the third or core level of the
dream is 20 feet times the character's Intelli- increase the time the victim can be brought
Ghast 20 19 16 10 gence. Slightly shoner distances can be used if back with guaranteed spell success. Thus the
Wraith this best fits the existing terrain. 9th-level wizard cannot cast three successive
- 20 19 16 13 7 timehealsto bring his patient back 27 minutes
Mummy 20 19 16 13 10 4
and thus guarantee success (since none of the
Spectre - 20 19 16 13 10 7
spells alone exceeded his guaranteed limit of
Vampi~ 20 19 16 13 10 7 4 nine minutes).
Ghost 20 19 16 13 10 7 4 t t1meheal Timeheal will not recall a spirit from death
and therefore is useful only ifthe character has
Lich 20 19 16 13 10 7 4 t t d at least 1 hit point remaining. A dead charac-
Special ter who has a timeheal placed upon him will
19 16 13 10 7 t t t d d (Evocation)
be healed ofthe appropriate damage, but will
16 13 10 7 t t t d d d Level: 5 Components: V, M nevenheless be dead as his spirit has fled into
the heavens.
Thina: On any roll requiring the use of Range : Touch Casting Time: 3 seg.
the Thieves Function Table, aJI successes are Duration: Permanent Saving Throw: Special
counted as failures and all failures are success-
es. Otherwise, adjust the rolls nonnaUy. Sim- Area of Effect: One creature
ple locks are now tough opponents.
This spell takes the creature it is cast upon t l m £R E aV £R
Mapc-U~m: Magic-users now cast spells ar and slips its body backward in time to a point
(Evocation)
one level higher than normal. This is due to where it was in better health, thus simulating
Level: 9 Components: V, S, M
the magical nature of the mindspin spell. If a healing ability without using clerical powers.
Time is of the essence in the timdleaJ spell as Range: 1~ Casting Time: 3 Turns
this enables a magic-user to cast a spell higher the greater the amount of time, the greater
the chance of failure . Duration : Permanent Saving Throw: None
than those he currently knows, he can choose
any one spell from the higher level. The magic Each level of the c:uting wizard guaranteed Area of Effect: 1" radius
automatically gi-les the magic-user the illusion healing ofthecharacter's wounds for one min-
that he knows it . This spell has only illusion- The cimereaver spell sends those within its
ute previous to the casting. For example: a
ary effects, unlike the other spells the magic- 9th-level wizard c:uting this spell is guaran- area of effect backward or forward along the
teed to be able to take the wounded character
user casu during the dream. back in time nine minutes to the chatacter's timestream ofKryno, into either Krynn's past
or future . It is the spell that was used by Par-
All of the effects from each level of the condition at that time. For every minute earli- Salian to send Caramon and Tasslehoff into
dream disappear if the dreamer is awakened the past. It is also the spell that the Scepter of
from his sleep. It is a propeny of the magic er that the character must be taken back to be
Time utilized to transpon Caramon and Tas-
that the dreamer is always present and a cen- healed. there is a S4111 cumulative chance of slehoff throughout the Legends tales.
spell failure. Thus if the 9th-level wizard tried
tral fagure in the dream. Mindspin expands
at a rate ofone mile per hour with a maximum to use this spell to heal an adventurer wound-
range that depends on the level of the dream.
ed 20 minutes before the spell was cast, that
The maximum distance that can be covered by
would be 11 minutes (20 minutes minus 9
the mindspin and its various levels depends
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 ishing the Queen of Darkness from the world
messengers of the will of heaven. The third family, the family of Evil, is that for a time. lr is still said today that the place of
Godshome, should anyone find it, is one of
Many have been the faces and names of of Takhisis. Her consort is Sargonnas. Zeboim great promise and power.
is the daughter of these two and Nuitari is her
these gods over the centuries. Their precise twin brother. Morgion. Chemosh, and Hid- The Night of Doom: No records have ever
duke! have been adopted into this family and been found concerning this night , for all who
names, appearances, and demeanors have var- were called imo this universe from Beyond by participated in it are now far removed from
ied from land to land and people to people. Thkhisis. the knowledge of mortal man. On this night,
Some nations have worshiped many gods and thirteen days prior to the Cataclysm that end-
some have recognized only a few. While these gods are not alone in the heav- ed the Age of Might, the true clerics of the
ens, they are the only ones who are involved in land all disappeared. Legends have it, how-
Yet while the names and faces of the gods the lives of the peoples of Krynn. Even though ever, that they were taken up by the gods to
may have been perceived differently from protect them from the calamity that was to
time to time and place to place, their general the gods take an active and impassioned inter- co m e .
philosophies, laws, and powers have remained est in Krynn, they mainly allow the course of
constant and recognizable. What one clan man's destiny to be shaped by the free will of This is not to say that all clerics were taken
may call Thak another may call E' li, yet both mankind. The gods prefer to let their will and up- far from it. Only clerics of pure faith and
were names by which Paladine was known and good heart were taken . There were few who
both peoples were equally wonhy in his eyes strength be felt through their agents rather qualified .
as true worshipers. than through direct imervention.
Mishakal's Return: In the year 351 AC, a
So it is that the history of the gods, or that There are, however, several notable occa- princess of the Abanasinian Plains was given a
part of the gods' h istory that is known to men. sions in which the gods took a direct hand in glorious gift. Mishakal appeared to her and
depends greatly upon the culture in which the the course of the world of Krynn . gave her the Disks of Mishakal on which are
deity is recognized. With so many different wriuen the true words of the gods and their
cultures on Krynn, the task of sorting the Origins of Faith: Each religion on the face power. It was the first manifestation of the
truth from human fabrication and exaggera- of Krynn has its own version of the origins of true gods in over three centuries. From these
tion is a difficult one. Suffice it to say that their faith and their god. Generally speaking, beginnings. the message of the gods went out
while not all worship the gods in the same however, all of them agree that this universe across the land and re-established the people 's
way, their faith and dedication to the basic was created by the gods out of chaos. Once it faith in the true gods.
principles of their creators is accepted by the formed and creatures began to walk the face of
gods. Krynn, the gods instituted their faiths among The War of the Lance: Takhisis, the Queen
their creations. Thus all learned the ways of ofDarkness, started the War of the Lance part-
For purposes of our discourse here, how- faith in the unknowable. ly as a diversion from her true intent: to find
ever. we will be setting forth the gods as they the Everman. Once the temple at Neraka was
are known among the Knights of Solamnia Three of the gods, Solinari, Nuitari and complete, then her way into the world from
and as revealed by Paladine to Elistan . The Lunitari, forsook their former positions and , the Abyss would be open and she would be
basic facts seem to be confirmed by many free to rule the world.
annotated historical works compiled by circling close above the world , brought magic
Astin us of Palanthus. in all its forms to Krynn. Their history is Opposing her, however. were the gods of
related with that of the wizards. good and neutrality. Paladine appeared on the
There are 2 1 gods who are the masters of face of Krynn for a time in disguise. In this
Krynn's universe. They are allied seven on The Whitestone Glade: It was here that way he influenced men to choose the path of
each side of the triangle of good, evil, and Paladine, Kiri-Jolith, and Habbakuk all good to fight the evil. All the while, Paladine
neutrality. They are presented as three sepa- appeared to Vinas Solamnus. They gave him tried to maintain the balance of the world and
rate families of gods. the orders of the Knighthood that he would limit the gods' interference in irs workings.
build. They left a sign as a remembrance of
The first family, the family of Good. is that their visit-a great pillar of crystal. C}enb€R anb
of Paladine. Mishakal is his companion and
advisor. Their twin sons, Kiri-Jolith and Hab- Huma and the Lance: This legend tells of the Gobs
bakuk, administer to their own orders of the great deeds done with the gods themselves.
world . Their third son was Solinari who left While male and female genders are applied
the circle of the family as keeper of the magic. Takhisis was determined to impose her will to the gods of Krynn, no mortal has ever been
Two other gods of good, Majere and Brancha- upon the lands of Krynn by direct action . able to ascertain whether the gods have gen-
la, were adopted into the family from While she dwelt upon Krynn. she wreaked der. Any determination of their gender is
Beyond . havoc with her dragons and other minions. impossible as legends often speak about them
The forces of the Knights stood in her way, bur
The second family, the family of Neutrality, t here were none among them who had the appearing in either form ar rheir convenience.
is that of Gilean . He holds a patriarchal posi- heart of a true Knight nor the courage
tion in the family; he has no known compan- required to stop the Queen of Darkness. Paladine himself. however, seems to have
ion. Zivilyn and Chislev are companions, as affirmed the relationships as described in this
are Sirrion and Shinare. Both were paired None save Huma.
before the coming from Beyond. Lunitari is Huma undertook the long . dangerous jour-
the daughter of Zivilyn and Chislev. Reonc ney to Godshome, high in the Khalkisr
came alone from Beyond to be adopted into Mountains to the east ofSolamnia. lr was here
the family of neutrals; many are the fanciful that his dragonlancc, forged in the mountains
of Ergoth by silver dragons, was purified and
endowed with special power over the Dark
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
those things the known gods of Krynn require In all cases, any further advancement and
Thus there are occasional gender confusions of their followers. ability improvements occur on the table for
and contradictionsamong different legends of 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" ofmagic (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. Clerics who perform an act contrary to the Repentance: Clerics who have fallen from
The true facts of the matter are of little impor- tenants of their alignment have their align- the grace of their church lose their ability to
tance to the everyday lives of mortals on ment shifted (on the Character Alignment call down miracles in the name of their gods.
Krynn. Tracking chart on page 114) by up to 3 points It is a sad fact that often through misjudg-
toward the alignment of the action per- ment or mortal frailty. a cleric performs some
OslJqatJons formed. Clerics can fall from grace without act contrary to the desires of his or her deity.
changing the god they worship. Clerics whose W hen this happens. repemance is the only
o~ CleRICS alignments move away from that of their god recourse open to the cleric.
can repent (see below) and regain their status.
Call to the Service of the (;Qds: A Krynn Repentance requires acknowledgement of
character who wishes to enter into the service Clerics who have fallen out of their god's the wro ngdoing, a sincere statement of
of a god must first be accepted by the god as a alignment can not cast any spells whatsoever repentance and restitution (when possible) or
devotee. The character must seek the help of a and gain no experience while they are in this penance (when not).
cleric who is a follower of the god. If the cleric state.
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 Clerics who change from one religion of former alignment of the character will natu-
the dictates of his religion. There is occasion- worship to another of the same alignment lose rally move that character's alignment back to
ally a test if the cleric is not convinced of the one level. Those who choose to worship where it belongs. So it is that characters who
character's sincerity in joining the clerical another god of a different alignment lose two repent are eventually forgiven and have their
order of this god. Once the character is accept- levels. spells and special abili ties restored to them.
ed, he is now a cleric of the god. His teacher
gives the new cleric a Medallion of Faith (see The player must declare that this is taking Railing against the Gods: Rare ly does a
page 92) and sends him off to preach and grow place. In addition, the cleric must have mortal challenge the mighty gods of Krynn.
in the power of his religion. already proven himself worthy of this change First of all, mortal characters in this world
by sh ifting his alignment into the appropriate rarely attain the power necessary to engage in
All clerics created in Krynn start their game alignment area through his previous actions. such combat. Secondly, the gods (wirh the
life possessing a Medallion of Faith. Encour- exception of the gods of evil) rarely involve
age your players to create a story telling how At what level the novitiate is taken in by the themselves directly in the affai rs of mortals.
they came to obtain their Medallions of Faith. new god depends upon the god. A cleric who Directly interfering in the affairs of Krynn is
has previously served another god retains his seen as meddling with an experiment in prog-
Clerics who come to Krynn from other previous hit points, Hit Dice. and Armor ress and thus biasing the outcome. Free will
worlds lose all powers until they join the order Class. A cleric who converts from one god to was given to men and mortals on the world so
ofa god as given above. Once they have joined another typically finds himself with two sets of that they alone would make the world move-
an order, they are restored to their proper levels: forme r levd and current level. The the meddling of the gods is viewed as rea r-
levels and powers. former level is the level he was at prior to con- ranging the gears in a working clock.
version to the new god, minus any modifica-
The St raight and Narrow: Clerics of the tions for alignment change. The current level Thus it is only on the most rare of occasions
DRAGONLANCE® game world enjoy many refers to the level dictated by the god at the that the gods have direct contact with mortals
privileges bestowed on them by their gods, time of the conversion . In most cases, the cur- other than through clerics or other intermedi-
often more than those given clerics in other rent level is substantially lower than the form- aries. Even then, these visitations usually
universes. However, to maintain the blessings er level. Where the former level of the cleric is involve only a spiritual manifestation of the
of these privileges, each cleric of Krynn must lower than the entry level of the new religion, god to the morral.
walk the straight path as dictated by his deity. the cleric enters at the lower level.
It is true that some paths are wider than others For all of these reasons, mortals who wish to
(depending upon which deity is being When converting to a new god, the experi- follow in the dark paths of Raisdin's footsteps
served), but all gods agree that the penalties ence poinrs of the character are set to the low- find their task one of the most impossible in
for not following the precepts of one's religion est number for the current level (or former all of Krynn. Raistlin learned but one Jesson:
are great indeed. level if lower than current level). For example, That selfish victories are hollow when all you
a high priestess of Takhisis who converts to wished to gain is laid waste in your attempt to
Acts Required: Each god requires different Paladine would become a priestess of that attain it.
order :and have current experience points of
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 ofsufficient level to Clen•cs o~ (joob
his own plane of existence to rest and heal. cast the spell normall y.
While this may rid the world ofthe god's pres- Gam€ b ata
ence for a time, you can be sure that he will Additionals: These arc spells that , while
rerurn with a vengeance. outside the deity's spheres of influence, are Level Experience Hit D ice
still pan of the powers the god grants to his 1 Points (d8s) Title
(lobly Sph€R€S clerics. 2 2 Acolyte
2.000 3 Deacon
o~ ln~luence When a character becomes a cleri c, he must 3 4,000 4 Adept
select which god he will follow . When he 4 5 Priest
The universe of the ORAGONLANCE® selects his spells, he can only choose those 7,500 6 Curate
saga contains a pantheon of deities that over- spells offered by his deity (he also gai ns the 5 15,250 7 Prefect
sees the world and spirits t herein . benefit of the specials). 6 25,000 8 Canon
7 40,000 9 Elder
It should be no surprise that, considering holy 0Rb€RS 8 9 +1 Patriarch
the many deities in charge of the 90,000 9 + 2 High Priest
DRAGONLANCE campaign world , each god o~ th€ StaRs 9 160,000 9+3
has his own area of expertise. And since every 10 250,000 9 + 4 Apostle
cleric obtains his powers from a single deiry. (lame Oata 11 9 +5
the powers available to the cleric depend upon 12 500.000
the specialty of his deity. All clerics of the DRAGONLANCE saga 750,000 9+6
must meet the same minimum requirements 13 1,000,000 9 + 7 Prophet •
The listings of the gods in this section con- regardless of their alignment or the religion 14 9 +8
tain familiar game data, but also give three they espouse. 15 1.250.000
new categories of godly statistics: Spheres of 16 1,500.000 9 +9
Influence, Specials. and Additionals. These Minimum Requirements: Clerics may be 17 1,750,000 9 + 10 Chosen
groupings define the range of spells that can of any of Krynn 's races except gnomes (who, 18 2,000,000
be obtained through worship of each deiry. whik they revere Reorx, see no need for a for- 2,250.000 Prophet ••
malized religion other than their work). 2,500,000
On pages 120- 125 of this book, there is a
listing of clerical spells. The spells listed there H oly O rders of Stars Minimum Scores • There is only one Prophet for each god of
are grouped into categories that reflect their good. Should more than one cleric of a god
narure. These categories include All , Animal, Strength 9/15 • reach this level, the OM should choose one of
Astral , Charm. Combat, Creation , Divina- Intelligence them for the title, the other remains an apostle.
tion, Elemental, Guardianship , Healing. Wisdom
Necromancy, Plants, Protection, Stellar, Sum- Dexterity ** There is only one Chosen Prophet for all
moning , and Weather. Constitution
Charisma the gods of good at any given time. This char-
Spells in the Sphere of "All " can be cast by acter must be the Prophet of Paladine. No
any cleric regardless ofwhom he worships. Note, other character can reach this level.
however, that there may be cenain restrictions
on the way that some clerics can cast these spells. Clerics of Good- Base Spells Table
For example, clerics of good can cast only the
true form of the light spell and cannot cast its • The number after the slash indica(es that Cleric Spell Level
reverse, darkness. On the other hand, clerics of if the cleric has a Wisdom of 15 or higher, he Level
evil can cast only darkness. gains a 10% bonus to all experience points 2 34567
earned. 1
b eJty b escR1pt 1ons 2 I
Proficiencies: Weapon I Nonwopon
Special Bonuses: These are bonus abilities 3/4 3 2
the god's clerics gain for following the god . Proficiencies 1/2 per 3 levels 4 21
Initial 5 22
Spheres: gives the ge neral categories of Added 6
speHs that clerics of that deity can learn and 7 33
cast each day. Even though all clerics are governed by the 8 3 32
9 332 1
The names of the gods are listed with nota· above rules, each god has his own spheres of 10 3332
tions under them concerning the abilities and power so each religion is unique. All of the 11 4432
spells they grant to their clerics. These nota· gods and their religions follow one of the three 12 44332
tions are interpreted as follows: basic alignments in the DRAGONLANCE 5 4 4 3 2 1*
13 6 55322
Specials: These are the spells the deity game world: Good, Neutral. or Evil. Clerics 14 6664 22
grants his foll owers in addition to any other who follow a god of good alignment are in the 15 666532
spells they normally obtain. These special Order of Good; neutrals are in the Order of 16 77754 2
Neutral, etc. The differences be(Ween these 17
18 7 7 7 6 5 3 J••
888653 I
888 764 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
Cleric Spell Level or above.
** Usable only by clerics with Wisdom s of Level
18 or greater. 12 34 56 7
l 2
orCl€RICS n €utRalJty 21 Clerics of Evil-Base Spells Table
2 32
Gam€ bata 422 Cleric Spell Level 5 67
3 432 Level
Experience Hit Dice 4 432 I 1 2 34 I I*
4431 1 1 2 1
Level Points (d8s) Title 5 4432 2 2 2 2
6 54 321 2I 2 2 1**
1 1,500 I .Aspirant 7 54 3 32 3 22 2 21
8 5 5 3 3 2 1* 4 3 2I
2 3,000 2 Ovate 5 5 4 4 3 2 1** 3 3 I- 3 32
9 6 55432 1 5 4 43
3 6,000 3 Initiate 10 666642 I 6 3 3 2- 4
II 66664 3 1 7 3 3 2I 5
4 13,000 4 Discip le 12 6666 54 1 8 3 3 32
B 76 66 54 2 4 4 32
5 27,500 5 Master of Earth 14 76 66 54 3 9 4 4 33
10 5 4 43
6 55,000 6 Master of Fire 15 11 6 5 53
16 I2 6 6 64
7 110,000 7 Master of Water 17 6 6 64
18. 13 6 6 65
8 225,000 8 Master of 14 6 6 65
15 6 6 66
Winds 16 6 6 66
17
9 450,000 9 Master of Mys- 18
tery
10 675.000 9+1 Master of Light
11 900,000 9 + 2 Master of Time
12 1,125,000 9 + 3 Master of Ele- *Usable only by clerics with Wisdoms of 17
or grea.ter.
mems
** Usable only by clerics with Wisdoms of
13 1,350,000 9+4 Master of the 18 or g reater.
Book
14 1,575,000 9 + 5 .Archm aster * orCl€RICS €VIl * Usable only by clerics with Wisdoms of 17
15 1,800,000 9 + 6 Gam€ Oata or greater.
16 2,025,000 9 + 7 Starmaster ** ** Usable only by clerics with Wisdoms of
17 2,250 ,000 9 + 8 18 or greater.
18 2,4n.ooo 9 + 9 Experience Hit Dice
*There is only one .Archmaster for each god Level Points (d8s) Title the (jobs o~ (joob
of neu trality. Should more than one cleric ofa
1 1,500 I .Acolyte palabJn€
god reach th is level, the O M should choose
2 3.000 2 Deacon .As the Father of Good and Master of the
one of them for th e title; the other remains a Law, Paladine is the spokesman for the gods of
Master of the Book. 3 6,000 3 .Adept good. .A supreme leader, he does not interfere
with the affairs of his fellow beings as long as
** There is o nly one Starmaster for all th e 4 12,500 4 Priest their doings do not counter the law ofgood. It
was Paladine , during the .Age ofTwilight, who
gods of neutrality at an y given time. This 5 20 ,000 5 Curate led the gods ofgood from Beyond at the direc-
character must be the .Archmaster of Gilean. tion of the Highgod , to create this place and
No other character can reach t h is level or 6 35,000 6 Prefect time. He led the gods of good in the .All-
above. Saints War and represented his order to the
7 60,000 7 Canon other orders of the gods.
8 90,000 8 Spiritor He knew better than his brothers the need
for balance and the interdependence of the
9 200,000 9 three major orders ofgods. His vision saw the
need for balance and conflict as the catalyst for
10 400,000 9 + 1 learning and progress.
II 650,000 9+2 High Priest Many believe that Paladine assumed mortal
form as the ancient hero Huma to drive the
12 1,000,000 9 + 3 Nightmaster * dragons from the land during the .Age of
Dreams. This was not so, but Paladine's hand
13 1,350,000 9+4 is evident in the history ofthat time. There are
many tales of Paladine's presence in that time
14 1,700,000 9+5 Nightlord **
I5 2,050,000 9 +6
16 2,400,000 9+7
I7 2,750,000 9+8
18 3,100,000 9+9
* There is on ly one Nighunaster for each
evil god. Sh ould more t han one cleric of a god
reach this level, the O M should choose one of
them for the title; the other remains a high
priest.
** There is only one Nightlord for all the
42
th€ (jOOS 0~ GOOO
and this may account for the beliefthat he was followas' Abilicies: lished around one of these three gods.
Huma. Clerics of Kiri·Jolith are powerful in battJe
Sphaa:
Paladine's constellation traditionally Astral, Owm, Guardianship, Protection, but must use these formidable powers careful.
guards the G2te of Souls, keeping the dragons SteUar ly, for they can lose their powers if Kiri·Jolith
from returning to Krynn. his ofno small his· feels they have violated the principles ofgood.
torical interest that his constellation disap· Specials:
peared at the time of the Cataelysm and that Dnrcr s.Jmce, Relkctint Pool IoRI-]ollth
dragons reentered the world soon afterward.
Now that his constellation is once again in the Additioaala: FiahteriOeric (29th lm:l in each)
night sky, d ragons still remain in the world of I: Bless, Cu~ IJpr \lbuods Alignment: Lawful Good
Krynn, but no visitations from Paladine have V: Flame Strike Movement: 12• 129"
occurred since then. Armor Oass: -8
rna)eRe Hit Points: ~00
The G2te ofSouls no longer holds what Pal· Hit Dice: 29
adine himself described as the Balance of the Majere IS the favored god of monks. He is lof Amds: 6
World. During the time of the Cataelysm, he said to give his followers symbols that, when Damage/ Attack: Jd201Jd2012d20/2d201
and his fellows withd rew their direct influence cast upon the ground, become insecu that 1d10/ 1d10
from the world and caused the Cataclysm. fight for their owner. One of the gods who
Asunus records that for 60 days after the Cata· came from Beyond, he followed his friend Followea' Abilities:
clysm, PaJarune's tears filled the night sky Paladine into this great advenrure ofcreation.
with their brilliance. Special BoaUICI:
llla)ER£
When the time came tO reclaim Krynn in + 1 on all anacb if in good standing
the name ofgood, Paladine took the form ofa Monk (Hd level)
rather befuddled old wizard named Fizban Alignment: Neutral Good Spbaa:
the Fabulous, who wandered the world to Movement: 18" / 24" Asual, Combat, Guardianship, Healing
prod those who could change the destiny of Armor Oass: - ~
the world. It is most imponant to note that Hit Points: HO (R~)
while Paladine often Intervened in seemingly Hit Dice: H
minor matters, he never directly used his vast I of Anacb: ~ Specials:
powers in affairs of great consequence. Pala· Damaae / Attack: 1d8/ 1d8/ 2d 1012d 101 I : Dnecr M.,ic
dine worked through men and their free agen· 2d20 Ill: Cmlre Food 4t WS.rer
cy to accomplish his desires. He would offer
what guidance he couJd, but it was up to men Followcn' Abilities: Additioaall:
to save their world.
Spbaes: I: Dnrct Stwes It Pia, ~nerrare Dis·
Paladine rules the Dome of Creation that Astral, Owm. Divination, Summoning
surrounds all that is. h is an ethereal land of fUM· Pmlicr Wbrher
perfect beaury. These lands are vast indeed Specials:
and those who have walked them yearn to Chum Animals, Summoo Insects, Silence U: Find 'Iiaps, Hear/ Chill mnal
return. U ' nJ III: Ckarhi Door, M.,;c.J Vestment
IV: Clod ofhu/Bra~ty
Palab•oo Additioaals: V: Quesr, Slay Livin1
IV: R~llru«ts VI: Heroes' Insr
Oeric/ Magic User (40th level in each) V: /IJS«( PI~ VII: Fin1er of ~arh, Wither, Ener~r
Alianment: Lawful Good VII: ~Pint Doom
Movement: 12" / 29" Drain. Destruction
Armor Class: - 10 k iRI-]Ollt h
Hit Points: 999 m1 s h a k al
Hit Dice: 40 Kiri·Jolith is the war god ofgood. He IS the
I o( Anacb: ~ f2vorite god of paladins and good·aligned The fabled goddess of healing IS known in
DamageI Attad:: 1· 1000 • fighters. His constellation seems to threaten nearlyevery culture and country on the face of
that of the Queen of Darkness in the night Krynn. In ancient times, she was the most
• The damage done by this attack is 1d10 sky. revered of the ministering gods and in her
times a number between 1 and 100, inclusive name many temples were built for the teach·
(PaJadine gets to pick this number!). For Kiri·Jolith is the son of Paladine a.nd Misha· ing of the healmg artS.
example, PaJadine maychoose a multiplier of kaJ. but he is their peer in ability. His rwin
20. In this case. the dama&e per attack is 1d10 brother is Habbakuk. These rwins, w1th PaJa. In more recent times, MIShakaJ IS known as
dine, form an alliance that suppons the the Beuer or Light Bringer as it was through
x 20. If Paladioe rolls a 6 for dama&e. the Knights ofSolamnia in all theirworks. Each of her that the knowledge of the true gods was
the three Orders of the Knights was estab· restored to the world. Mishakal's gift of the
result is 6 x 20 or 120 points of c~ama&e. Disks ofMishakaJ again brought knowledge to
men of healing power and true clerics.
Mi.shaltal is Paladine's companJon and advi·
soc. Tiley have rwin sons and a thud son in
Solitu.ri, the god of good ffi28K.
In post·Catadysmic AnsaJon after the WM of
the l.ance, clerics of Mishakal's order were the
43
the qoos o~ neumatrty
most numerous of all clerics. Nearly every com- FoUowers' Abilities: Sol1naR1
munity on the face of Ansalon had a cleric ofthis
order to minister to the needs of the people. Spheres: This son of Paladine is the master of good
These clerics were especially sought after by Animal, Elemental magic. He spins through the sky over the
adventuring parries for their curative abilities. world and keeps his watchful eye on all magic.
Specials: The tale of Solinari is given in more detail in
ffiJShakal 1: Loare Anim:Us the section on the Wizards of High Sorcery.
II: Spiricu:Al H:Ammer, Derecr life
Cleric {2~th Level) SollnaQJ
Alignment: Lawful Good Additionals:
Movement: 24" 148" Ill: C~re Food & Water Wizard of the White Robes (40th level)
Armor Class: - 3 V: Commune with Narure Alignment: Lawful Good
Hit Points: 3~0 VI: Heroes' Feasr, Speak with Monsters, Movement: 12" / 48w
Hit Dice: 25 Forbiddance, Conjure Animal Armor Class: - ~
I of Attacks: 2 Hit Points: 930
Damage / Attack: 3d8 /3d8 BRanchata Hit Dice: 40
I of Attacks: 4
FoUowers' Abilities: Before the world was created, Branchala was Damage/Attack: 2d20/2d20/2d10/2d10
a companion to Habbakuk. Branchala fol-
Special Bonuses: lowed his friend so that he too could help FoUowers' Abilities:
forge worlds.
+ 1 die on all healing spells Spheres:
His music is that of the souls of all who live. All spheres ofWhite Robe sorcery {see Wiz-
Spheres: No one who has heard his melodies can ever ards ofHigh Sorcery)
Astral , Charm. Creation, Divination, Heal- remember the depths of feeling they brought
ing, Necromancy, Stellar into mind. his said that his music resides in us th€ qoos
all and that all hearts beat to its unknown mel-
Specials: ody. o~ nEutQalJty
111: Prayer, Rcmovt:llkscow Curse 8Qanchata G•LEan
Additionals: Fighter/ Bard {35th level in each) Gilean is the patriarch of the neutral family
1: Anim:AI Friendship, Bless/Curse, Alignment: Neutral Good ofgods. He holds a book, the Tobril, that con-
Endure Cold/He:Ac. Resist Cold Movement: 15" /33" rains a.ll the knowledge possessed by all the
U: Ch:Anc, Silence 15' rad Armor Class: - 7 gods. All truth is contained in that single
Ill : Scone Sh:Ape, Wacer Walk H it Points: ~90 tome, but portions of it are sealed. Gilean
VII: Holy Word H it Dice: 3~ resides in the night sky between the constella-
I of Attacks: 2 tions of Paladine and the Queen of Darkness,
hassakuk Dam2ge/ Attack: 2d 20 /2d20 as if to hold them in their places and keep
them from destroying each other. His real
The god of animal life and the sea. Habba- FoUowers' Abilities: abode is believed to be the Hidden Vale, a
kuk holds a special place in the heartS ofsailors perfect valley of nature that exists everywhere
and rangers. His skills ofthe wild and belief in Special Bonuses: and yet nowhere. The ways to the vale are
the harmony with nature constitute a peaceful sometimes opened to those who follow the
teaching. He is seen as a symbol of eternal life + 2 on any artistic proficiency wisdom of Gilean.
beyond the world and a strong enforcer of nat-
ural justice. He is the twin brother of Kiri- Spheres: (jJlean
Jolith. With his brother and father, he helped Plants, Stellar, Weather
form the Knights of Solamnia. Cleric/Red Robed Wizard {40th level in each)
Specials: Alignment: Neutral
hassakuk II: Detect Life, Loc:Are Planes Movement: 1r /29"
Armor Class: - 1()
Druid {27th Level) Additionals: Hit Points: 980
Alignment: Neuual Good I: Dececr Sn:u es & Pies Hit Dice: 40
Movement: 18" /38 " II: Slow Poison I of Attach: 2
Armor Class: - 3 III: Creare Food & Water, Neutralize Poi- Damage/ Attack: 1-1000 */ 1-1000 •
Hit Points: 490 son
Hit Dice: 27 V: Quesr
I of Attacks: 2 VI: Aerial ~rvwr, H eroes' Feast
Damage/ Attack: 3d8/3d8
44
the qoos o~ neutRaltty
• The damage done by th is anack is ld 10 hold him as the highest of the gods. Reorx also Z IVIly n
times a number between 1 and 100, inclusive forged the Greystone ofGargath and is thus the
father of gnomes, dwarves, and kender. For Zivilyn is said ro exist in all times and in all
(Gilean gets to pick the number! ). See the p ri- 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 ofexistence. He is the advisor to Gilean,
or entry for Paladine for more information. the god of knowledge. Zivilyn's companion is
R €0RX Chislev; their relationship is seen as the ideal
Followen' Abilities: blend of harmony and understanding.
Fighter/ Cleric (37th level in each)
Special Bonutes: Alignment: Neutral Z IVIlyn
Movement: 9" /18"
+ 1 on an y nonweapon p roficiency roll Armor Class: - 6 Cleric/ Monk (3)th level in each )
Hit Points: 840 Align ment: Neu tral
Spheres: H it Dice: 37 Movement: 16" / 48"
Astral, C reation , D ivination, Protection Armor Class: -6
I of Attacks: 2 Hit Points: 890
Specials: H it Dice: 3)
None Damage/ Attack: 1d100/ 1d100 I of Anacks: 3
Damage/ Attack : 2d1 0 / 2d 10 / 1d 20
Additionals: FoUowers' Abilities:
1: Spcalc with A nimals FoUowers' Abilities:
Special Bonuses:
II: Messenger + 2 on any craft p roficiency Spheres:
Astral, Divination, Necromancy
S IRRIOO Spheres:
Combat, Creation, Elementals, Stellar Specials:
The god of flame and natural power, Sinion is None
the guard of the neutral way and the bringer into Specials:
being of narure. His companion is Shinare, the None Additionals:
goddess of industry and creation from narure. None
They are traditionally seen as a quarrelsome coup· Additionals:
Je and their disputes are ofCOQTlic proportions. None S hlnaR€
S IRRIOn Ch1 Sl €V Shinare is the goddess of wealth , money, and
industry. She is the favorite god of the dwarves
Fighter/ Cle ric (3)th level in each ) Companion to Zivilyn, Chislc:v is narure incar- (although she is male in their tales) and is the
Alignment: Neutral nate. She is served by large numbers of animated patron god of merchan ts and commerce. Her
Movement: 18" /38" wooden creatures who carry out her wishes. companion is Sirrion whose fondness for nature
Armor Class: - 8 often runs against Shinare's desire for p rogress.
Both she and her companion are said to
H it Points: HO dwell in Zhan, the grandest of forests . It is Sh marre
said that wonhy elves come here when th ey
H it D ice: 3) leave Krynn for the next worl d. Cleric/Fighter (25th level in each)
I of Attacks: 4 Alignment: Neutral
Damage/ Attack: 2dl0/2d l 0 /2d 20 /2d20 Ch1slev Movement: 18" / 38"
Armor Class: - 5
FoUowers' Abilities: Druid (34th level) H it Po ints: 370
Al ignment: Neut ral Hit Dice: 25
Special Bonutes: Movement: 16" / 24" I of Attacks: 3
+ 1 d ie damage o n fire-based spells Annor Class: -6 Dam age/ Attack: 2d 10/ 2d1 0 / 1d20
Hit Points: 780
Spbera: Hit Dice: 34 FoUowers' Abilities:
Combat, G u ard ianship, H ealing , Sum- I of Attacks: 3
D amage/ Attac.k: 3d20 /3d 20 /2d1 00 Spheres:
m o ning Charm, Creation, Guardianship, Protc:ction
Spec:ials: Followers' Abilities:
Specials:
None Spheres: Ill: Loace! Obscure Object
Additioruals: Animal, Healing , Plants, Weather
Additionals:
None Specials: None
None
R€0RX, t h € ~ORG€
Additionals:
Reorx was the hand by which all of chaos None
was brought u nder the direction ofthe gods in
this place and tim e. He commands creation
and techn ology.
H umans tend to ponray this god as a paunchy
squ ire to Kiri-Jolith , but dwarves and gnomes
45
th€ qoOs 0~ €VIl
lunrtaRI her to the Abyss. Dragons of all kinds were SaRqonnas
banished deep into the ground from whence
Lunitari is the god of neutral magic. She is the they came and soon passed into legend. Little is known of the consort to the Queen
sole daughter of Gilean, but her mother is not of Darkness. He is the god of vengeance and
known. See the history of the Wizards of High Then the pride of the Kingpriest provided often participates in plots for and against his
Sorcery for more background on this goddess. Takhisis with new opportunities for her ambi- Queen.
tions. She had been brooding for nearly a mil-
lumtaRI lennium over her plans of conquest and now S~nnas
they were about to come to fruition . As the
Red Robe Wizard (40th level) Kingpriest and his nation fell into pride and Cleric (30th level)
Alignment: Neutral boasting, the way was open for her cunning Alignment: Lawful Evil
Movement: 12" / 18" suggestions. The Cataclysm was the result. Movement: 14" /24"
Armor Oass: - ~ Armor Class: -7
Hit Points: 970 The Cataelysm caused g.reat destruction in the Hit Points: 666
Hit Dice: 40 world of Krynn, but it did not destroy the Tem- Hit Dice: 30
I of Attacks: 3 ple of the Kiogpriest as many had thought. I of Attacks: 4
Damage/ Attack: 1d10/1d10/1d10 Instead, the temple was sent to the Abyss and Damage/Attack: 2d20/2d20/2d20/2d10
was soon discovered by the Queen of Darkness.
Followea' Abilities: Using its presence and the great magics that she Followers' Abilities:
commanded, she was able to force a portal
Spheres: through Huma's banishment and again make Spheres:
All spheres of Red Robe sorcery her way into the world. That story and the tale of Astral, Charm, Combat , Healing, Sum-
the Dragonlance Wars is told in more detail in moning
th€ Gobs or €VIl the historical sections of this text.
Speci2ls:
takhiSIS Takhisis can appear in any form she wishes
and often takes on a disguise. She is most II: Resist Fire
Thkhisis, the Queen of Darkness, Dragon- often seen as either a five-headed chromatic III: Know/Obscure Alignment
queen, She of Many Faces-in all lands and cul- dragon or as a beautiful temptress. She is
tures, her countenance has been the visage of equally deadly in either form. Addiriooals:
evil. Her name is the call of darkness. Thkhisis
Jed the shadows from Beyond and brought them takhiSIS III: Protection from Fire
to aid in the creation of this cosmos. Her deeds VI: Animace Objecc
have ever since been a constant struggle to assert Cleric/Black Robe Wizard (40th level each)
her rule over all creation. It is, in her view, only Alignment: Lawful Evil moRqaon
right and just that this be so. Movement: 18" /48"
Armor Class: - 10 Morgion is the god of disease, decay, and
Sargonnas is her consort and has been since plague. Always the lone warrior, he does not
before the beginning of all things known to Hit Points: 999 act with the other gods nor does he often dis-
Krynn. They have but one offspring, that cuss plans with them. Instead he broods in his
being Nuitari, their dark son of black magic. Hit Dice: 40 Bronze Tower that stands on the far borders of
There is a respectful peace between Takhisis I of Attacks: 4 the Abyss and keeps his thoughts secret from
and Sargonnas, yet they do not hesitate to use Damage/ Attack: 1-1000 */1-1000 */1-1000 all save his minions. Worshipers of Morgion
their power to better their relative positions. meet in secret and dark places to do their foul
*/ 1-1000* deeds. Their priestcrafts are secret as well and
The Dark Queen instigated the All-Saints none outside of their orders know their works
War before the beginning of Krynn and was • The damage done by this attack is 1d10 fully.
primarily responsible for the separation of the times a number from 1 to 100, inclusive
gods at that time. She saw the prized spirits of moR(410n
mortals that fell to Krynn as her key to final (Talthisis gets to pick this number!). Sec the
triumph over all the other gods. To this end, Druid (37th level)
has she moved throughout the centuries to prior entry for Paladine for more information Alignment: Neutral Evil
take control of the world through the force of on this attack. Movement: 24" /48"
her will and the power of her minions. Armor Class: - ~
Followers' Abilities: Hit Points: 730
All three of the Dragon Wars were insti- Hit Dice: 37
gated at her behest and for her betterment. Spheres: I of Attacks: 1
This continued until Huma, using a power- Astral , Guardianship, Protection, Sum- Damage/Attack: Special •
moning
fully endowed dragonlance, drove the Dark • Morgion always attacks through pesti-
Queen from the face of Krynn and banished Specials: lence and disease rather than by direct means.
VI: Animare Object
Additiooals:
II: Spirirual Hammer
Ill: Create Food 8t Water
V: Flame Strike
VII: Unholy Word
46
the qoOs o~ ev1t
His power is such that these attaeks occur at a Z€BOJm hlb0Uk€l
much-accelerated rate. Generally, his attacks Also known as the Sea Queen, Zeboim is Cleric/Black Robe Wizard (25th level in each)
inflict 5d20 points of damage on the round of the daughter of Takhisis. Impetuous, manic- Alignment: Chaotic Evil
the attack and 1d 20 points of damage on each depressive , and constantly swinging to the Movement: 12" / 18"
su bsequent day until the malad y either kills edges of the emotional spectrum, she is the Armor Class: - 4
the victim or he is treated with a heal spell. most temperamental of the gods and by far Hit Points: 450
Even then the heal spell docs not recover the the most dangerous to deal with. She is the Hit Dice: 25
previously lost points-it onlystops the loss of queen oftempests and weather. Those seamen I of Attacks: 3
points. Subsequent spells and the passage of who attempt to placate her may occasionally Damage/Attack: 1d10 /1d10 /2d10
time will recover the lost hit points. avoid her rage, but as often as not they man-
age to displease her in some way. Many have Followers' Abilities:
Followers' Abilities: been the tales of those seamen wrno have
somehow mistakenly offended Zcboim and Spheres:
Spheres: were brought to their tragic ends by her. Divination , Guard ianship, Summoning
Astral, Heali ng, Plants
Z€BOJm Specials:
Specia ls: None
None Druid/Cleric (30th level in each)
Alignment: Chaotic Evil Additionals:
Additionals: Movement: 16" 148" N one
Ill: Creare Food & Wacer Armor Class: -4
Hit Points: 680 nu1taR1
Ch€mosh Hit Dice: 30
I of Attacks: 4 Twin brother to Zeboim and son ofTakhisis
As the Lord of the Undead , Chemosh was Damage/ Attack: 1d20 each and Sargonnas, Nuitari left the ranks of evil to
called here to serve after being cast out from join with the other two gods of magic. Nuitari
the Beyond by the High God . Takhisis saw his Followers' Abilities: is the god of Black or Evil Magic.
usefulness in her scheme and rescued him
from the Void of Chaos. Spheres: lunrtaRI
Animal, Elemental, Weather
Chemosh is the lord of false redemption; he Black Robed Wizard (40th Level)
offers immortality at the price of exaltation . Specials: Alignment: Lawful Evil
None Movement: 12"/18"
Those who follow his ways hope to live forever Armor Class: - 10
Additionals: Hit Points: 780
but will do so in bodies that are eternally cor- III: Creace Food & Wacer Hit Dice:: 40
rupted . Nearly all of the evil undead have at VI: Animate Object I of Attacks: 4
one time or another made a pact with Che- Damage:/ Attack: 2d 20 each
mosh or one of his servants. h1bbUk€l
Followers' Abilities:
Worshipers of Chemosh generally wear Hiddukel is a deal maker who trades in
white skull masks and black robes. souls. It is said that he is the only being who Spheres:
can barter with the Queen of Darkness and All spheres of Black Robe sorcery
Chemosh come out ahead. He controls all ill-gotten
wealth in the world. which he uses to corrupt the heathens
Cleric/Black Robe Wizard (29th level in each) greedy men. He is the patron of evil business-
Alignment: Lawful Evil men. Clerics who come from worlds far removed
Movement: 9" 148" from the DRAGONLANCE® saga world are
Armor Class: -9 Hiddukel is seen as grossly fat with cold eyes heathens. They immediately lose all of their
Hit Points: 580 and a oily smile. He is also something ofa mis- spell-cascing abilities until they find a god of
Hit Dice: 29 chief maker as his role in the making of the Krynn to worship. (The gods of Krynn are the
#of Attacks: 2 Greystone so well shows (see page 49). only ones who have powers in this world.)
Damage/Attack: 1d100/ 1d100 + 2 levels
drained
Followers' Abilities:
Spheres:
Astral, Combat , Necromancy
Specials:
None
Additionals:
VI: Animate Object
47
the Races o~ kRynn
~~==~~S3~E=======~~~~~~~·~~~~~==~~
All of the creatures on the face of Krynn conquest-oriented). In time, free-willed ogres It was also during this time that the single
sprang from one of five sources: dragons, calling themselves the Irda broke away from greatest event in the history of Krynn took
ogres, animals, humans, or elves. Dragons ogre-kind and the world in general. This place. While the tale is most fanciful, it is a
were born from the world itself and are part sparked the Ogre Wars during the Age of fact that some fabulous event took place at
and spirit with it, while the remaining four Dreams; during these wars the Irda were lost about this time that brought about tremen-
races were brought in as spirits from the to the knowledge of men. dous diversity in the creatures of Krynn.
realms of the gods.
The elves then awoke in the world. Elven The legends of that time are clear. Hiddu-
Originally Krynn had but a few distinct tradition holds that the elves were the first kel saw the creation of the gnomes and
rypes ofcreatures (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.
The following races arc common in the that the ogres and elves awoke in areas quite
far apart and that it was many years before the Hiddukel went to Chislev. With cunning
DRAGONLANCE® saga and are described in rwo groups ran into each other has added fuel words, he convinced Chislev that the forces of
either this book (DL Adv.) or in the Player's to the historical debate. evil were losing ground. Their only hope, he
Handbook (PH). said, was for neutrality to take ultimate con-
The elves of those days were highly individ- trol. Chislev agreed and, at Hiddukel's insis-
Human PH ualistic and most peaceful. Though not truly tence, asked Reorx to forge the Greystone.
Kender DL Adv. immortal as were the ogres, they were quite
Gnomes long lived. Spread over a great area and with- The Greystone was a marvelous artifact. A
PH out any centralized authority, however, the large clear grey stone of many facets, it was
Mad DL Adv. elves had no true civilization until the time of designed to hold and radiate the essence of
Tinker Gnomes Silvanos. Lunitari, the red moon of neutral magic. Hid-
Elves PH
Dark DLAdv. The animals awoke next. They were of duke! convinced Chislev that this stone would
Qualinesti Dl Adv. many types and vast numbers. Thoroughly anchor neutrality to the world of Krynn and
DL Adv. neutral, they represent the ba.lance of all na- solidify the neutral position on the planet.
Silvanesti DLAdv. Chislev convinced Reorx of the same thing
Kagonesti PH rure.
Dimernesti and thus the stone was created. It was placed
Half elves PH Last of all came man. Quevalin Soth said
Dwarves DLAdv. that man "fell with blind vision to cause red in Lunitari and magic swelled within it.
Fatherless? DLAdv. dusk and dawn." His free will brought choice Reorx, although still angered at the
Hill Dwarves DL Adv. to the world and set all history in motion. It
Mountain Dwarves DL Adv. was during this time that, as legend has it, the gnomes, had never forsaken them. He loved
Gully Dwarves DLAdv. gnomes were created as told in the Tale of the
Irda Greystone of Gargath. them and now could see how they might yet
Minotaurs serve him. He appeared to their priest and
When Reorx created the world, he needed presented a plan for a Great Invention he
Those entries in italics are cort~mon to the assistance of men to help him with the wished the gnomes to construct. It would be
worlds other than Krynn, but have special work. To this end, one-eighth of all men and powered by a magical stone that Reorx would
clarifications in this book when they are their families followed Reorx across the sea in provide. The gnomes, as was their wont, built
encountered in Krynn. hopes of learning his crafts. the machine 30 times the required size and
with mechanisms that never served any pur-
There are no halflings or !half-orcs in Krynn . For many years, men worked happily under pose. Their general consensus was that it
Halflings who enter this world are considered the guidance of Reorx. Inevitably (humans would work once the stone was in place.
kender and gain the spe<:ial abilities (and being human), the men became proud of
obnoxious personalities) of kender in this their skills and used them for their own ends. Reorx now finalized his plan. Among his
world. Half-orcs would be considered magical servants he found a lowly gnome who truly
freaks or aberrations as there are no orcs in Reorx was angered. In his wrath, he remade worshiped his ans. In a vision, the little
Krynn. these men into a new race. As they had gnome saw the Greystone and wanted it more
become tin kerers, so they would remain for all than anything. He approached the problem of
The ogres, the most beautiful of races, fos- time. He took from them the crafts he had getting it like a good gnome... he invented
tered four subclasses of creatures: true ogres, taught, leaving only their burning desire to som e t h i n g .
goblins (smaller creatures) giants (larger crea- tinker and build, invent and construct. He
tures) and minotaurs (exploration- and made them into a small people-they became His invention was truly worthy of the
the gnomes. gnomes-a mechanical ladder that lifted itself
into the sky. The strange device had pulkys
Apart from the spirits the gods brought to and counterweights and wheels and cogs. It
the world, the dragons sprang from Krynn made a terrific racket when it worked. Reorx
itself. Their natures reflected a refinement of smiled upon that gnome and gave him a secret
the good and the evil that made up the world . device. The gnome's ladder worked. One
The metallic dragons followed the path of could set it upright on the ground, winch up
good, while the chromatic dragons trod the the top section and then climb up to the top.
course of evil. From there, the bottom part could be
winched up off the ground so that the ladder
49