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AD&D - Dragonlance Adventures (TSR2021) (1e)

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Published by Capn_Ragnar, 2022-11-18 01:28:06

AD&D - Dragonlance Adventures (TSR2021) (1e)

AD&D - Dragonlance Adventures (TSR2021) (1e)

Keywords: Dungeons & Dragons,AD&D,DnD,Dragonlance,TTRPG

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hung steadily in mid-air. Then the operator technology, a humongous siege engine broken wall.
would climb up the new section and repeat approached, sounding like a hundred ghosts As the gnomes rushed inro the courtyard,
the process. Slowly, the ladder pulled itself up wailing. This one rammed the first siege
into the sky, and eventually reached the red engine and caught fire. It burned to the both sides were amazed co see the grey light
moon. ground and the gnomes recreated with heavy from the tower suddenly fill the area with
losses. unbearable light. When men could see again.
With a magical net given to him by Reorx, the two factions of gnomes were suddenly
the little gnome captured the Greystone. He Nearly a month and a half later, a towering fighting each other. One side was filled with
lowered the ladder back to the ground and colossus of a siege engine roared toward lust for the gem and the other side was filled
went to place the Greystone into the Great
Invenrion. But the momenr he opened the Gargath's battlements. Charging through the with curiosity.
net, the stone leaped inro the air and floated ashes of the first two siege engines, the drive The power of the gem had changed the
quickly off to the west. All the gnomes rushed mechanism broke. The siege engine fell for-
ward a!lld shattered the outer wall of the cas- g nomes. Those who lusted after wealth
to pack up their belongings and follow it. de. Al.though this wasn 't exactly what the became dwarves. Those who were curious
They followed it to the western shores of their gnomes had planned, the result was good
land and quickly built ships. The Greystone enough. The gnomes charged in through the became the first kender. True gnomes yet
floated westward across the waters with the remained in the far-off islands, but dwarves
gnomes in pursuit until the gem finally and kender quickly spread throughout the
reached the shores of Ansalon.

Reorx was deeply disturbed, for the gem
created magical havoc wherever it passed.
Beasts and planrs were reshaped in magical
ways. New races of animals sprang up over-
night and spell castings went wild . Instead of
anchoring neutrality, the gem only made the
pendulum of good and evil swing more rap-
idly than ever before. He then understood
how he had been tricked by Hiddukel and

Chislev.
At that time, there was a great ruler among

men named Gargath. He was a barbarian
prince who well loved the gods of neutrality
and served their purposes.

One spring day, Gargath was in prayerful
communion with Zivilyn . When he looked
up, he saw a grey gemstone floating above t he
altar. Ic pulsed with a steely grey light.
Gargath took this as a gift of the gods and
placed it high in a tower. Here., by various
traps and magic, he secured the stone so that
all could sec its light and yet none could take
it away.

The grey light shone as a beacon for two
armies of gnomes who had been pursuing the
Greystone for many yea rs. One army was
filled with desire for the wealth the gem repre-
senred. The other army was made up of t hose
most curious about the gem and its workings.
The two joined forces to recover the gem and
proceeded to march on the castle.

The gnomes first demanded the stone.
Gargath refused to give it up. They threat-
ened war. He welcomed the fight as the
gnomes were outnumbered. There was only
one thing left to do: they invented some-
thing.

Two weeks later, a gianr siege engine came
thundering coward the gates of the fortress. Ic
broke down just shon of its goal. The gnomes
recreated with heavy losses.

Three weeks after that display of gnomish

50

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

51

kenOeR

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

Kender are sensitive and can be easily hurt
by indifference or intentional cutcing remarks

52

k e n OeR

SOCI € t y k€n0€~ SpcciaJ Abilities: Kcndcrs have infravision
that works out to 30 feet . They also have sev-
The basic unit of kc:ndc:r society is the (jamE StatistiCS eral unique abilities, as well as all standard
immediate family (parents and children ).
Because kc:nder wander so much, extended Geoa2tinS Abilities: The initial ability halfling abilities.
families do not truly exist. A derailed discus- rolls are modified by a - 1 penalty to Suength
sion of kc:ndc:r po litics, government, and soci- and a +2 bonus to Dexterity. The minimum kenO€~ pock€ts
ety is impossible in the short space here and maximum ability scores for kcndcr arc as
follows: Ifthere arc kcndcr in a party ofadventurers,
available. the OM needs to keep track ofthe items in the
Suffice it to say that kendc:r have t he most Kender Abiliry Raoscs kender's pockets. It is not necessary to keep a
separate chan for each kender in a group,
horribly democratic system ever found on the Abiliry Minimum Maximum since two or more kender in a party tend to
face of Krynn - c:vc:ryone is pretty much Strength 6 16. borrow from each other continuously.
allowed to do as they please. Kender do noc Intelligence
see any great need co imp:rc:ss their views on Wisdom 6 18 This chart must have at least 100 spaces for
anyone c:lsc: and are genuinely interested in Dexterity 3 16 entries. The first 92 entries are always filled .
the perspectives ofochers. Thus there seems to 8 19 The fim 82 positions on the chan consist of
be little: need for law or government. Constitution 10 18 relatively harmJess items that a keoder might
Charisma 6 18 pull out of his poclccts (aJthough you never
Kender are naturally helpful and decent know what usc they might have). This is fol-
and thus have no need for a powerful central Kender Clatses: Kender can be of any class lowed by 10 objects that start out as harmless
government. lntc:rc:scingly, when an emer- in the following list. items, but they can be exchanged for more
gency does occur that requires the k~ndc:_r to
cooperate, they do so naturally; wath_lactic: Kender Class Limits Maximum l..eYcl useful objects as the kendcr coiJccts things on
preparation they can become a formadable 5.
unified group. Class 10 •• h is adventures.
Fighter 5. Slots from 93 up arc filled one at a time
This is not to say that the idea of govern-
ment has not impressed the kendc:r. Having Barbarian Unlimited each time the kender goes up a level. These
seen the importance of civilization to all oth~r Ranger Unlimited
societies in Krynn, kendc:r have done thc:ar Thief slots should be fiiJcd according to the foiJow-
ThiefI Acrobat 6 ing table:
best to keep up. They have uic:d every con- Cleric (Heathen) 5.
ceivable type ofgovernmen t (and several types Druid (Heathen) Kender Pockcu Fillins Table
never imagined by nonkc:ndc:r) and are more Holy Order of the Stars 12
than happy to give a new type of government 0100 Filled With
a chance. They will also follow any leader for 1-20 Harmless Item
as long as it seems like fun .. .usually at least 21-60 Basic Equipment (PH 123)
five minutes. 61- 100 Magical Item (DMGpg. 121)

Kender society can also be hard to take . • Kender who somehow gain 17 Strength Harmless Items: These arc the types of
Nonkendc:r visitors rarely stay longer than a can reach 6th level; those who manage to get th ings parents find in kids' pockets all the
week in any major kendc:r town, unless they St.rcngth of 18 can become 7th-lcvc:l fighters.
have a great sense of humor. It is not uncom- time-string, nails, feathers, stones, etc. Take
mon to be rc:lieved of one's possessions at eve- •• Kender who somehow gain 17 Strength
ry turn (occasionally by t he constables can reach 11th level; those who manage to get any item that suits your fancy and place it
themselves). Visitors are pelted by a constant a Strength of 18 can become 12th-level bar-
barrage of questions and told a million lies barians. here. (No items bigger than bread boxes,
and tall tales without rest or lc:rup. Couple please.) Let common sense be your guide.
chis with the constant flux of kendc:r govern- Kender cannot learn to cast magic-user or
ment (the rules change from moment to Basic Equipment: Select an item of basic
moment on a whim) and most civilized men illusionist spells because of their innate magic equipment from the basic equipment lists in
qukkly flee in terror. resistance, a legacy oftheir creation. They can- the Player's Handbook. Be as random as possi-
not become assassins because of their natural ble in this determination with the following
There has never been a standing kender empathy with living things, and they cannot limitations: The object cannot be larger than
army; those few invaders who have taken ken- become monks because, regardless of align- the kendcr could reasonably conceal (this
dec territory have never found the heart to stay ment, they laclt self-discipline. No evil kender could be q uite large if the kender has a bag of
very long. Indeed , most kendc:r communities arc known to exist. holding) and it cannot be magical in nature.
find an occupation by invading forces to be a
tremendous boost to their local economy since Kender who arc not thieves arc allowed a Mapcalltem: Using Treasure Table lll on
invaders always bring such interesting things base 5% chance to perform any thieving skill page 121 of the DMG and all subsequent
for the kender to handle. tables, randomly determine a magical trea-
except reading languages (no chance) and
climbing (base 40% chance); these chances sure. ReroiJ any artifact rcsuJts.
never improve except for Dexterity and racial When in a pinch, kcnder often try to grab

modifiers (treat kender as halflings with someth ing from their pockets. This action
regards to climbing). This also applies to NPC
kcndcr who have no levels (ueatcd as Oth-levcl takes 1d6 segments to perform . When a ken-
der declares that he is reaching into his pock-
characters with 1d6 hp). et, roll percentile d ice against the following

table. For every level of experience the kender
has attained, add 2 to the roll .

53

qnomes

Kender Pocket Gab Table tinkeR Cjnomes motivation for their coming to Ansalon from
across the sea. The history of the gnomes
0100 Description appeaRance before they lived in Ansalon is unavailable
l-3 Bird Feather since the older diaries are much more detailed
4 -10 Purple Stones (2d6) Gnomes average three feet in height and and filled with minutae than those ofpresent-
11-20 Multicolored Marbles (dlOO) weigh about 45-50 Ibs. Females are as large as day gnomes. The ancient history of the
21 -24 String males. All gnomes have rich brown skin, gnomes no doubt existS somewhere in the vast
Arurnal Teeth either stnight or curly white hair, china-blue storage system of the gnomish libraries, but it
25-2 7 Whistle or violet eyes, and surprisingly even, cavity-
28-32 Paper free teeth. Males have soft, curly white beards has been impossible to ferret out. This task is
Chalk and mustaches; females are beardless. Both also complicated by the fact that an early
33-35 Charcoal sexes develop facial wrinkles after age 50. gnomish inventor tried to build a cam and
36-43 Handkerchiefs Gnomes are very shon and stocky, though shaft data storage facility (primitive com-
44-50 Mice (td4) their movementS are quick and their hands are puter) which burned to the ground and took
51-57 Deck of Cards deft and sure. They have rounded ears and many ancient works with it.
58-63 Useless Maps large noses.
64-70 Useful Map What little has been pieced together gives a
71-82 Special Items Gnomes sound much like humans in vocal dim picture of the history of gnomes since the
range and pitch, except for having a more Greystone. On Sancrist Isle, many of the
83-92 nasal voice. They speak very intensely and rap- gnomes who pursued the Greystone gave up
93-100 idly, running their words together in unend- the chase. They settled down rather than risk
ing sentences. Gnomes are capable of another dangerous ocean voyage. The rest of
This table must be maintained by the OM speaking and listening carefully at the same the gnomes built ships and sailed out ofsight,
during the course of the game. Each time a time. When two gnomes meet, each babbles with the best wishes of their fellows. Eventu-
lcender handles an object, that object mUst away at the other until they've both finished ally. many gnomes who had scarrcred across
displace one of the special items. Displaced their say, often answering questions later in Ansalon during the chase migrated west to
objectS are placed carefully out of sight some- their dialogue as part of the same continuous Sancrist; only a few gnomes now remain on
sentence. Gnomes have learned to speak slow- the main continent.
where. ly and distinctly when around other races. If
The kender's regular equipment is not sub- frightened, stanled, or depressed, a gnome Throughout their history, gnomes have
may speak in much shoner sentences than is concentrated on developing scientific and
ject to displacement. His hoopalc or other usual. technological devices, a vocation hampered by
weapon, his food and other essential objectS the predominantly magical essence of this
would not be dropped. Similarly, he would Gnomes involved in major industrial opera- world . They have working steam engines and
not talce essential items from anothercreature. tions may develop industrial diseases from steam-powered ships, clockwork mechanisms
smog and other working hazards. Mild respi- to keep time, ore-refining plants that make
kenOeQ taunt ano ratory and eye infections are fairly common, high-grade steel, and such mundane devices
but clear up quickly once the afflicted gnome as screws, pulleys, drive shafts, toothed gears,
J:eaQL€SSO€SS is put in fresh air for a few days. Industrial coiled springs, music boxes, and mechanical
accidents, noise and visual pollution, and oth-
Kender have two unique special abilities: er problems can temporarily or permanently toys.
t:aunt and fearlessness. disable a gnome , sometimes leading to early Two notable events occurred following the
retirement from active pursuits.
When a kender taunts an intelligent crea- escape of the Greysrone. The first was the
tu re who can understand the kender's speech , hiStORY arrival of the Knights ofSolamnia on Sancrist.
the creature must make a successful saving The first Knight-gnome contact was rather
throw vs. spell (Wisdom bonuses apply). If Gnomish history is the most detailed of any unpleasant. Always suspicious of outSiders,
the creature fails. it attacks the kender wildly of the races of Krynn- it is also the most inex- the gnomes were alarmed to sec ships arriving
for ld 10 rounds, with a - 2 penalty to hit and plicable and boring stuff you could ever be upon their shores, bearing hordes of tall, war-
forced to read . Every gnome, no matter how like humans. Determined to keep their
a + 2 penalty to his Armor Class because of lowly his station , keeps a detailed diary of his mountain paradise secret from the humans,
work and inventions. These diaries form the the gnomes lurched into action. Their first
the affected being's irntionality. official history of the gnomish race. Thus the thought was to hide within their mountain
If a particular victim is assumed to be more historian must wade through tremendous caverns but then, being gnomes, they had a
amounts of tedious notes just to find a refer- better idea.
o r less vulnenble to such abuse, the OM can ence to a significant event in gnomish history.
apply penalties or bonuses to saving throws as Even the most intrepid ofscholars balks at the After several months of unending toil by
desired. (Long-time friends of a kender monumental task. their greatest mechanical geniuses, the
develop a high resistance to this power as they gnomes were prepared. They were going t?
have grown used to the abuse.) Nevenheless, there are enough references make their mountain disappear. The engi-
to the Greystone ofGargath to establish it as a neers set off the device with great pride and
The lcender's fearlessness grantS him immu- major event in gnomish history and the major much fanfare.
nity to natural fear emanating from monsters
such as dragons, androsphinxes, and demons, This day went down in the annals of San-
and to magical fear genented by wands or cre- crist (even when almost everything else was
ated by spells such as cause fear, scare, emo- lost during the Cataclysm) as the Day of Rot-
tion , symbol offear, and fear. ten Eggs. The island was covered in a dense

54

qnomes

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

soc1al PRaCtiCES

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

Though each gnome can easily remember
his complete name, or at least the first few
thousand letters of it. gnomes have developed
a shortened name for usc when among

55

qnomes

all directions. Called the Undercity. this tun- Engineering Guild , a Weapons Guild, an tinkeR qnomes
nel system is as ancient as the city above and Educat ion Guild , etc. Coverage of the physi-
far more dangerous. Monster lairs and cal and technological sciences is very heavy. qame StatiStiCS
unfriendly subterranean races have been but only two guilds (the Agricultural and
encountered, though gnomish tech nology has Medical Guilds) have anything to do with the Generatin g Abilities: The initial ability
managed to isolate most of these hazards. Sev- life sciences. Scientific guilds without imme- rolls are modified by a - 1 penalty to Suength
eral engineering committees are investigating diate application, such as Astronomy, are usu-
ways to harness geothermal energy from deep ally small and lack a say in the affairs of the and a + 2 bonus to Dexterity. The minimum
in the earth. These committees have set up community. The Acquisitions, Military, and
research stations here and there in the Under- Foreign Relations guilds regularly train and and maximum scores for gnomes are as fol-
city. A number of tunnels also serve as dump- employ gnome th ieves and assassins (and even lows:
ing sites for hazardous wastes; unpleasant gully dwarf assassins on occasion). Clerical
things may be encountered there as well. gnomes (when some existed) belonged to the Tinker Gnomes Ability Scores
Priests Guild. which was the first and only
Each level of the city and Undercity is well guild to become completely extinct. Their Ability Minimum Maximum
separated from all others by a thick expanse of functions were largely absorbed by the Medi- Strength 6 18
rock. The tunneling is superbly engineered cal and Philosophers Guilds. Intelligence 8 18
and reinforced, as insurance against earth- Wisdom
quakes and other disturbances. Some areas of Beyonb the mountain Dexterity 3 12
the city are built with shock-absorbing ceilings Constitution 8 18
reinforced by enormous steel springs. Steel The largest gnomish community away from Charisma
rods are often drilled through the rock to lend Mount Nevermind has onlya thousand inhab- 8 18
additional reinforcement. The possibility of a itants. Most others average 200-400 citizens
second Cataclysm has not been ignored by the and are found in mountainous or rough, hilly 3 18
gnomish engineers. regions. Each of these small towns is orga-
nized similarly to Mount Nevermind, but Gnome Classes: Gnomes in Krynn can
The slopes of Mount Nevermind have been with fewer guilds and some of the guilds per- only be of the tinker class, but their advance-
extensively terraced. The terraces are carefully form multiple functions (e.g., the Medical ment in that class is unlimited.
farmed and tended by the Agricultural Guild, Guild might also take care of agricultural
which also maintains fungi-growth fa rms and needs). Abilities: For details of gnomish technolo-
gy. look under the tinker character class on
herds of cave-dwelling goats and sheep in the Sages arc very common in any gnomish page 21 of this book. Tinker gnomes ofKrynn
Undercity. Additional food is provided by community. Sages compile volumes and vol- also have the special abilities of regular
raising domestic animals in the surrounding umes of information, guesses, facts, figures, gnomes (such as infravision, magic resistance,
countryside and from game caught by the speculations, and philosophical doodles on detect grades, etc.) as listed in the Player's
Hunters Guild. Research is being conducted their guild committee's selected topics. This Handbook .
into creating artificial food, but previous pure research is sometimes (though rarely)
experiments in this area have always resulted helpful to future generations, but all of it is mab qnomes
in poisonous morsels. A committee is still carefully labeled, archived, and cared for by
looking into the matter. the gn omish librarians in their huge book Occasionall y travelers come across mad
rooms. Sage gnomes almost never travel, pre- gnomes. These creatures look like gnomes and
Mount Nevermind is governed by an elect- ferring to devore themselves to lifelong study have many of the same abilities as gnomes,
ed Grand Council of clan leaders and guild of a given subject. but they have no talent for technology. They
masters. These gnome leaders serve in their are almost always from distant lands far from
positions for life. Methods of election vary It is worth saying a few words about Ansalon. Gnomes do their best to help them
from guild to guild and from clan to clan; gnomes' relations with other races. In areas (the Medical Guild has created several ofthem
some use closed ballotS, debates, seniority, where gnomes arc known to exist, they are with a variety of devices of varying effect) but
and contests. while some positions a re actually generally not well liked. Their technological mostly it is for naught. The few mad gnomes
hereditary. bent makes them very alien to people accus- who have learned technological skills just nev-
tomed to magic, and their poor grasp ofsocial er do their work properly as far as the gnomes
Several hundred clans dwell within the relations putS off most potential friends. War are concerned. (Their equipment usually
mountain. There are perhaps 50 major guilds was narrowly averred in one area after a gnom- works roo well.)
and a host of minor ones. The government is ish digging machine plowed through a sacred
so heavily laden with bureaucracy that few e lven grove , and similar episodes have Only off-world gnomes stan ou t as mad
major decisions arc actually rendered in the occurred across Ansalon at regular intervals. gnomes. Non-mad gnomes get a yearly dice
Grand Council. Most of the decisions arc The humans on Sancrist have managed to roll to see if th ey become mad gnomes. Roll
made by guilds and clans who go off on their adjust to the gnomes by avoiding contact with 1d100, if the roll is a 100, roll again. If the sec-
own tangents, regardless of the wishes of the them whenever possible. ond roll is also a 100, then that gnome has
rest of the community. Everyone insists upon now become a mad gnome.
regulation and doing thi ngs by the book, but
this process is so tedious and time-consuming Mad gnomes from off world have a 1%
that even gnomes don't have the patience. chance of learning the technological skills of
the tinker gnomes during any six-month peri-
Each major guild is organized around a par- od spent with them. This roll is not cumula-
ticular area of interest. There is a Mathematics
Guild, a Philosophers Guild, a Mechanical

56

€ lV€S

cive and can only be checked once every six later called Dimernesti and Dargonesti. Both for more than two millennia and are still hon-
game m omhs. If the gnome succeeds then he developed their own cultures independent of ored today in the couns of the Silvanesti elves.
becomes a mad g nome with technological the main elven histories. They lived in distant
skills. Mad gnomes from Krynn sran out with obscuriry and peace, though trade was estab- During the first Dragon War, Silvanos
the gnomish technological skills. lished between elves of the land and those of called the SinthaJ-Elish (Council of the High
the sea. Ones) on a hill named Sol-Fallen. There many
Mad gnomes who can use technology get a households and clans swore their allegiance to
Yet peace was not always possible in Ansa- Silvanos and the fledgling nation of Silvanes-
+ ~ bonus to any success ro ll involved in creat- Jon. The dragons awakened with the world, ti . Balif stayed to help Silvanos run the elven
armies.
ing a device. Also, the device is automatically some to evil and some to good. With the
ld6 sizes smaJler than a regular gnomish advent of the first Dragon War in the Age of Silvanos wed Quinari and raised a family.
device of t his type (with n o increase in Com- Dreams, conflict entered the world of Krynn. Their first son was Sichel . When Silvanos died
plexity Level). in app roximately 25 15 PC (Pre-Cataclysm).
The Ogre Wars were but a precursor to the Sichel assumed the leadership of the elves of
th€ € lV€S or great struggle ofthe first Dragon War. Among Silvancsti. His father was buried in a crystal
the elves of that time was one named Silvanos. tomb. Sithel a lso erected a tower in honor of
ansalon He was a powerful warrior and a great traveler. his mother in the heart of Silvanost.
He visited many of the elves in the deep woods
Of the races that first sprang into being throughout Ansa.lon. Traveling with his com- It was about 2308 PC that twin sons were
from the forging of the universe, the elves born to Sithel. They were named Sithas and
were the embodiment of good. panion , a kender by the name of Balif. he also Kith-Kanan. Sithas was born but minutes
before Kith-Kanan.
All of elvish tradition holds that they were encountered great suffering and death during
the first to be born into the world . When they the Dragon War. When at last he could take it During this same time. the human
first awakened during the Age of Dreams. no more, Silvanos traveled the lands again. Ergothian Empire was spread ing across Ansa-
they were scattered across the land like the but now with a purpose. He rallied the elves of Jon and, inevitably, encroached on the
stars are spread across the sky. The passage of the woods and convinced them to abandon expanding borders of Silvanesti. The
the Greystone left none on the face of Krynn their isolated villages. His vision of a united Wild runner elves ofthe House ProteclOr were ,
untouched. but it seemed to effect the elves elven nation fired the minds of elves across all naturally, at the front of the elven expansion
less than most. The only known change of Ansalon and brought them under his ban- and were the first to make contact with the ris-
caused by that wondrous magical passage was ner. ing human civilization . Kith-Kanan was the
that of those land elves who became Sea Elves, leader of the Wild runner Elves and Sithas was
Thus Silvanos gave direction and a united the heir to the Silvanesti throne.
from to the previously dispersed elves. He
forged a nation whose ideals and order lasted

57

SllVanEStl ElVES

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

58

qualm€stt €lv€s

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

59

kaqon€Stl €lV€S

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

Fighter N/E •

Barbarian

60

OaRqonestl ano 01meRnest1 elves

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

• N/E means not eligible for that class.

61

House Mariner is now a lost guild among the O•meRnestJ Elves creatures, but they lose any spell-castifll abili-
Silvanesti. ties they might normally have.
(jam£ StatiStiCS
Throughout history, wondrous ta les of OaRk €lves
these elves helping mariners in distress have Gaaeratiol Abilicia: The initial ability
been told in aJI seapons. However, these tales roUs are modified by a - I penalty to Sumgth The outcasts of elven society, these are elves
are almost always reponed third or fourth and a + 2 bonus to Dexterity. The minimum without a country and without a people:. They
hand and are undoubtedly greatly exagger- and maximum ability scores for Dimemesti arc: alon e: and beyond the: society of all elves
ated. elves are as follows : regardless of race:. Only through the: forgive-
ness of their own people can they again come
PhilosophiES Dimemesti El•es Ability Scores back into the realms of the elvish people.

Shoal Elves take little interest in what hap- Ability Minimum Maximum OaRk Elves
pens above the watery surface of their Strength 3 18
domain. The few who have appeared on land Intelligence 8 18 (jam€ StatistiCS
did so only on a mission of importance or Wisdom 8 18
under the direction of the Speaker of the Sea, Dexterity 10 19 The character cbss of Dark Elves cannoc be
the leader of the Dimemesti . Dargonesti have Constitution 3 18 chosen when a player creates a chancter. Char-
rarely been seen by humans or any of their Charisma 8 18 acters enter this class when their actions cause
land-based kin. them to be outlawed from eJven society.
Dimemesci aa. Limits
SOCIEty An elf who flagrantly violates his people's
Class Maximum I.nei laws of conduct becomes a Dark Elf. The
The Dimernesti follow the Speaker of the Cavalier 10/Unlim • crime must be very serious and an offense
Sea, a hereditary position much like the 10/ Unlim • against the ideals of the society. However, the
Speaker of Stars. While there are many guilds Paladin N/E •• most common way in which an elf becomes a
that mirror those of Silvanesti, there is no Knight of the Crown N/E •• Dark Elf is when his alignment shifu outside
caste system and the boundaries between Knight of the Sword N/E •• the range of those acceptable for his ~ .
guilds are not as rigid as for the Silvanesri. Knight of the Rose 16/ Unlim •
Fighter N/E .. Redemption can only occur after some
The Dimernesti have recently taken to liv- Barbarian N tE•• demonstration of repentance by the Dad: Elf.
ing in the sunken cities of the Cataclysm. Ranger N/E •• This should be treared in much the same way
They find them romantic and intriguing. The Magic-User (Renegade) N tE•• as with clerics who fall from grace with their
Dimernesti are not builders but they seem to Illusionist (Ren~e) 10/ Unlim • deity. More spccif~eally, the character's align-
enjoy living in buildings. Wizard of High Sorcery N/E .. ment must be brought back into line with
Thief those acceptable to his race and class.
Most Dimernesti live in schools rhat are ThiefI Acrobat N/E ••
clan-oriented groups. There are no families as Cleric (Heathen) N /E u
all of those in the group care for the young of Druid (Heathen) N /E u
the school. They are nomadic in nature and Holy Orders of the Stars
rarely stay in the same place for long. Unlim

• The level listed before the slash is the

maximum allowable to the character while on
land. The Dimemesti are unlimited while
they are in the environs of the sea. Should a
Dimemesti elf of a level higher than that liSt-
ed leave the environment of the water, his hit
dice, hit points, and all other related adjUSt-
ments muse be made to temporarily reduce
the character to the maximum listed. This
reduction goes away once the character rerums

to the water.

• • N / E means not eligible for that class.

Special Abilities: The Dimernesti and
Dargonesti elves have the ability to slupc-
change at will into the form of a sea otter or a
dolphin respectively. This can take place up to

three times per day and the transformation
takes five segments. The elves take on all the
movement rates and special abilities of these

62

hal~-€LV€S

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

app€anan c€ The half-elf is an outcast from the societies Class Maximum Level
of both his parents. There is no society that Cavalier N/E •
Half-elves strongly rcscmlblc the racial stock consists solely of ha.lf-elves as they are primari- N/E •
of their elvcn parcm, but they generally have ly loners. If there is a home for a half-elf, it is Paladin 10
facia.! hair (missing on all other elves) and a in Qualinesti, where they are treated coldly Knight of the Crown 10
hair color that is not consistent with their but at least they have a place in the society. Knight of the Sword 10
elven heritage. They arc ge n erally more stocky Knight of the Rose
than most elves and, while almost universall y Fighter 9
handsome or beautiful, lack the grace of their N/E •
elven parentage. Barbarian
11
hiStORY Ranger 7
Magic-User (Renegade) N/E •
The half-elves are considered " untrue
elves" by all the other clven societies. They Illusionist (Renegade) 10
have no true history of their own but borrow it Wizard of High Sorce ry Unlim
from their parcmagc. Thief Unlim
Thief/ Acrobat
The Kinslaycr Wars were brought about, in Cleric (Heathen) 5
part, due to the intermarriage of elves and
humans in that region . During that time, Druid (Heathen) Unlim
half-elves in human society were considered a Holy Orders of the Stars Unlim
great blessing and brought honor to the
human household. The elves. panicular.ly the • N / E means not eligible for that class.
race-conscious Silvancsti. were revolted by
these interracial marriages. half-€lV€S

Mrer rhe Cataclysm. the re came a rime of (jam€ StatiStiCS
barbarism during which many elven towns
were plundered and ransacked by human Generating Abilities: The initial abi.lity
hordes. Many half-elves were engendered dur-
ing this period of rapine and violence. The rolls are modified by a +2 bonus to Dexterity.
Silvancsti elves cast them from society as they
wou ld Dark Elves. Only the Qualinesti took The minimum and maximum scores for half-
them in and gave them a home, although dves are as follows:
even they were cold and sometimes cruel to
these unfortunates. Half-Elves Ability Scores

It was, interestingly enou gh, one of these Ability Minimum Maximum
bastard half-elves who was partly responsible Strength 3 18
for the ult imate victory of the Whitestone Intelligence 4 18
Forces over the Dragonarmies. Tanis of 3 18
Qualinost, who later married the Princess Wisdom 6 18
Laurana of Qualinesti. proved the worth of his Dexterity 6 18
un1quc race. Coostirution 3 18
Charisma
Ph•LosophJ €5

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

63



owaRves

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

These dwarven kingdoms were generally

65

hill OWaRV€5

h1U bwaRV€S hill 0waRV€S hiStORY

Hill dwarves have deep tan to light brown (jam€ StatistiCS The history of the mountain dwarves is
skin and ruddy cheeks and bright eyes. Their recounted at the beginning of this section . In
hair is brown black or gray. They favor earth Gencratm, Abilicia: The initial ability recent yea.rs, some outsiders have gained
tones in their clothing although they will entrance to the mountain kingdoms. At least
occasionally wear something bright. Hill rolls are modified by a -1 penalty to Cha- one entire nation of refugees was allowed to
dwarves have deep voices and actually sing risma and a + 1 bonus to Constitution. The move through the southern gate ofThorbard-
quite well, but getting one to do so requires minimum and maximum ability !Cores for in after the group's extraordinary needs were
exceptional skill in diplomacy. Hill Dwarves ~ as follows: presented to the ruling Council of Thanes.

h i S tORY Hill Dwarf Ability Scora p h a l os o p h i €S

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

Since mountain dwarves have a wide vocal
range, communities often form choruses of
dwarves that sing the traditional songs of the
mountain dwarves. These songs can some-
times be heard echoing through the moun-
tains where the dwarves live.

66

4Ully bWaRV€S

many important leaders have come from their mountain OwaRves tied and splotched skin is not uncommon,
midst. The Daewar are great fighters and were and a few have a dirty gray-brown skin rone.
in the forefront of the Dwarfgate War at Thor- (jam€ StatiStiCS Male gully dwarves wear long, scruffy beards;
hardin. Now they defer leadership to the females have cheek hair but no beards. Hair
Hylar but take an active interest in public Generating Abilities: The initial ability color is usually dirty blond , brown, rust , gray,
rolls are modified by a - 1 penalty to Cha- or dull black. Eye color can be watery blue,
safety and public works. dull green, brown, or hazel.
Daergar: These are dark dwarves who split risma and a + 1 bonus to Constitution. The
Gully dwarves don't appear to be as heavy
off from the Theiwar many hundreds of years minimum and maximum ability scores for and stocky as other sorts of dwarves. They also
ago. Their culture flourished and is now wide- mountain dwarves are as follows: have narrower fingers and limbs. Pot bellies
spread and powerful. They are, if possible, are very common among both sexes, and gully
even more dangerous than their Theiwar cous- Mountain Dwarf Ability Scores dwarves develop wrinkles quickly after age 25.
ins, favoring murder, tonure, and thievery to
get their way. Their leader is always the most Ability Minimum Maximum hiStORY
powerful warrior of the Daergar kingdom, Strength
elected in a bloody combat to the death. Intelligence 8 18 Gully dwarves have an extensive oral tradi-
Wisdom tion of their origins and history. Unfortu-
Neidar: The Neidar are hill dwarves who Dexterity 3 18 nately, no two gully dwarf clans agree on any
lived outside Thorbardin at the time of the Constitution 3 18 relevant details. The stories are very colorful
Cataclysm. They arc no longer represented in Charisma 3 17 and entertaining to others, though gully
the Council of Thanes-a situation many hill 12 19 dwarves take them very seriously.
3 16
dwarves would like to remedy. For our purposes, we turn to other sources.
Klar: The Klar are hill dwarves who lived Mountain Dwarf Class Limits The tale of the Greystone of Gargath tells of
how the dwarves and kender came into being.
inside Thorbardin at the time of the Dwarfga- Class Maximum Level In the years that followed, a few intermar-
te War. Following the war, the Klar were Cavalier riages between gnomes and dwarves occurred
deprived of propeny and persecuted terribly 8 in isolated communities across Ansalon. Sur-
for their supposed sympathy for the Ncidar Paladin prisingly, the children of such marriages
(in fact , many Klar fought with bravery on the Knight of the Crown 8 proved to be ofan entirely new race, with their
Hylar side). Now, they serve the wealthy N/E* own particular characteristics. The members
dwarves of Thorbardin in menial roles. After Knight of the Sword of this new race lacked all the better qualities
Knight of the Rose N/E * of their parents.
centuries ofsuffering, they look for a leader to
deliver them from their plight. Fighter N/E * Further intermarriages were banned by
Barbarian dwarven and gnomish societies. Members of
Aghar: These are gully dwarves. Sec that Ranger Unlim this new race were driven out of their own
section for a description of this race. In the clans, particularly by the dwarves, who regard-
dwarven kingdoms they work in menial, dirty Magic-User (Renegade) N/E* ed them as a blight. This new dwarven race
tasks, but that is all they are qualified to do. lllusionist (Renegade) became known as the Aghar ("the
They have a seat on the council but the gully Wizard of High Sorcery N/E * anguished "). Humans later christened them
dwarf representative soon learns to just sit in gully dwarves, noting the race's low status and
his chair and not say or do anything. They N/E* poor living conditions.
generally sleep through such meetings, much
to everyone's relief. N/E * The Cataclysm was at once the curse of the
world and the salvation of the gully dwarves.
Kingdom of the Dead: The dwarves vener- N/E* The destruction of civilization in Ansalon
opened up dozens ofdeserted, ruined cities to
ate their dead and consider the Kingdom of Thief 8 habitation by wandering gully dwarf tribes.
the Dead to be the 8th Kingdom. This has lit- ThiefI Acrobat Soon once-mighty towns like Xak Tsaroth
de practical effect on polilics but has a pro- 10 became havens for the Aghar. Undisturbed by
found effect on dwarven thinking about the Cleric (Heathen) the rest of the world , the gully dwarves were
afterlife. Dwarves use a variety of divination Druid (Heathen) N/E * free to establish their own cultures-such as
methods-some real, others only they were.
superstition- to contact their ancestors. Holy Orders of the Stars N/E *
PhiLosophies
The High King: The High King is chosen 10
by acclamation of the Council of Thanes and The most important facets ofa gully dwarfs
must be ordained by the people. The king can * N /E means not eligible for that class. personality are generally agreed to be survival
be from any clans, but he rules all of the clans. instinct, pride, endurance, and stupidity.
Cjully bwaRv€s Though derided by other intelligent races of
Ansalon , gully dwarves continue to thrive
(aqhaR)

appeaRance

Gully dwarves a re short, squat demi-
humans, averaging four feet in height ; they
have an average weight of 100 lbs. , give or
take about 10 lbs. Females tend to be slightly
smaller than males. Aghar are physically
much like other dwarves, except that they are
often covered with scars, boils, sores, and filth
due to their living conditions.

Gully dwarves have skin tones ranging from
olive brown to a light parchment color. Mot-

67

IRba

under conditions that would have broken (jully OwaRves
many others.
(jam€ StatiStiCS The Irda are tall, slender creatu res, averag-
Gully dwarves are born to survive; they ing six feet in height. The females tend to be
skillfully avoid exposing themselves to harm Generating Abilities: The initial abilities as tall as the males. Although slender, their
and regard cowardice as a vinue. G roveling for a guJiy dwarf are generated using special strength is readily apparent in their strong
has been raised to the level of an an form in dice rolls, to reflect their unique nature. The musculature. Their skin tones range from
their society. foiJowing table shows maximum and mini- midnight blue to a deep sea green. Their hair
mum ability scores well as the dice to roll: is often black but sometimes silver or white; it
The stupidity ofgully dwarves is legendary. is always carefully combed and kept. Their
They can grasp the concept of a single item Golly Dwarf Ability Scores drawn faces and drooping eyelids give the
and of a group of items, but they cannot dis- impression that they are bored or uncaring.
tinguish between large groups and small Ability Minimum Maximum Their eyes are almost always silver-colored.
groups. Most Aghar don· t recognize numbers RoU
greater t han one, which may derive from the 6 18 The Irda move with a fluid motion so grace-
fact that they do not recognize the needs of Strength 39 ful that it is a joy to watch. Their voices are the
anyone other than themselves. Any number 39 most extraordinary in Krynn, rivaled only by
greater than one is called " two," which simply 4d4 +2 those of the sirens.
means "more than one." 6 18
Intelligence 3 12 The Irda have innate shapcchanging abili-
Although considered foolish by all other 2d4+1 39 ties and can disguise their size and true nature
races, gully dwarves are a proud folk and act Wisdom in many ways. They can change their height
with great seriousness. They te nd to have 2d4 + 1 by as much as two feet and can attain the fea-
inflated ideas of their own places in the g rand tures of any humanoid race (particularly elves,
scheme of things: puncturing their egos is an Dexterity half-elves, and humans). This shapechanging
almost impossible task. 4d4+2 ability requires several years of practice to per-
fect . Usually Irda learn to shapechange into
SOCI€ty Constitution one form perfectly and then use that form
3d4 over and over.
Gully dwarf communities are usually quite Charisma
2d4+1 hiStORY
sma.ll. Aghar prefer to live in extended family
Gully Dwarf Class Limits During the Age of Dreams, the newly cre-
units, called clans. which have 2-20 members. ated beings of Krynn awoke to the first dawn
Some very large clans can have up to 60 mem- Class Maximum I.nel of the world. Legends from that time (mostly
bers. Most live in villages abandoned by pre- passed down through elven bards) say the
vious owners or in the wilderness in old mines Cavalier NIE • elves were the first to awaken. This was not so:
and caves. Small clans may live in the slums the ogres were the first.
and refuse dumps oflarge cities; several major Paladin NIE •
cities in Ansalon have gully dwarves living in In the dawn ofthe world, the ogres were the
their sewer systems. The leader of a clan is Knight of the Crown N IE • fairest of the races and were truly immortal.
responsible for keeping the family together Their dark grace and cold beauty was unsur-
and is the sole voice of authority (although his Knight of the Sword NIE • passed by any of the races that arose. Yet their
authority is frequently questioned). Knight of the R~ NIE • hearts were cold and bent toward evil.

Occasionally, severa l clans live together, Fighter 6 The Irdanaiacb , a book unknown among
usually in a ruined or abandoned city. Major men of Ansalon, tells a tale of the most
Aghar communities hold between 40 and 400 Barbarian 7 ancient days. When ogres walked the world in
adult dwarves and a similar amount of chil- beauty and power, men awoke and had deal-
dren. At least two clans are present and some- lUnger N IE • ings with this evil race. In this exchange, the
times as many as five. humans unwittingly gifted Igrane, a great and
Magic-User (Renegade) NIE • powerful ogre d anleader, with free will. For
Each clan has a chieftain a nd the strongest. this Igrane both cursed and blessed men, for
cleverest, and most charismatic of these chief- Illusionist (Renegade) NIE • he looked upon the world with new eyes.
tains becomes the local king . Kings are served
by bodyguards and by a completely chaotic Wizard of High Sorcery NIE • The gift spread among his clansmen until
hierarchy of lesser functionaries with no clear- they all saw the curse of evil and the future of
ly deftned roles or duties. Thief 8

Because of gully d warves' egotism and ThiefI Acrobat 8
inability to count, it is not unusual to find a
succession of kings with the same name, each
calling himself "the First."

Cleric (Heathen) NIE •

Druid (Heathen) NIE •

Holy Orders of the Stars ~

• NIE means not eligible for that class.

68

kRynn mmotauRs

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

69

kRynn mmotauRs

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

Ph•losophi€S

Minotaurs firmly believe in the superiority
of their race and in their ultimate place as the
rulers of the world. It is their destiny to bring
the rest of Krynn under their rule.

They wilJ go to any lengths to achieve domi-
nation over others. They are ruthless in battle
and cold in their justice. They believe that the
weak should perish and that might proves
right. It is, to them , the natural process oflife.

From their youth, minotaurs are trained for
strength, cunning, and intelligence. The goal
of this training is combat in the Circus, an
annual contest that acts as a minotaur's rite of
passage into adult society.

SOCI€ty k~n ffilnOtaURS

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

70

chaRacteR PROf:1Cl€0Cl€S

~=====3\ES~~~==========~~~~~~·~~~~~=~

nonweapon subsequent Proficiency Checks for that profi- • These require a Proficiency Check each
ciency. A roll of 19 or 20 still means failure, time they are used.
PRO~ICI€0CI€S however.
Books in Table:
Choosing Skills: The selection of non- If the player desires further improvement,
weapon proficiencies for a character is basi- additional die-roll modifiers of -2 arc DSG = Dungeoneer's Survival Guide
cally up to the player. However, in the interest applied for every additional proficiency slot WSG = Wilderness Survival Guide
of faithfu l and accurate role playing. it is rec- dedicated to this proficiency. DLA = DRAGONLANCE Adventures

omme nded t hat the player take into account The proficiencies that can be used in Krynn The airborne riding proficiency covers rid-
the background of his character. This should arc as follows: ing creatures such as griffins, pegasi, and the
eliminate ini tial nonweapon proficiencies that like, but not dragons. Dragon riding is treated
are illogical for that character. DRAGONLANCE® Saga Proficiencies as a separate proficiency.

The player should also be careful when select- Slots Approp. Found n ew pno~•c•enc•es
ing proficiencics as his character gains experience
levels and becomes eligible for more proficien- P rofi cie ncy Req. Ability in Book Astrology: This proficiency enables a char-
cies. Unless a character has spent a lot of time acter to read the stars for information concern-
with dragons, for example, he should not Alert ness 1 Wis WSG ing his future. The Proficiency Check is made
acquire proficiency in dragon riding. by the OM. If successful, the character sees a
Animal Handling 1 Wis WSG general condition that he is likely to encount-
Ultimately. all proficiency selections are er within the next 30 days. This may be a great
subject to the approval of t he Dungeon Mas- Animal Lore lnt WSG battle. an enemy who will become a friend, an
ter. If he feels that a player character's profi- imponant encounter, etc. If unsuccessful,
ciency selection is illogical, then he is Animal Noise Wis DSG then the anempt gives similar information
obligated to refuse to allow that selection. but it is inaccurate.
Animal Trainer 1* Wis DSG
Success and Failure: Having a nonweapon Dragon Riding: This is identical w air-
proficiency does not mean that the character Armorer 2* Int DSG borne riding except it deals exclusively with
automatically succeeds in actions governed by dragons. A character needs to check this skill
that proficiency. Depending upon the panic- Astrology 2 lnt DLA when attempting combat on dragon back with
a mounted lance or when he is attempting
ular proficiency or the circumstances sur- Blacksmith Su DSG special maneuvers (such as a loop) with his
rounding the use of the proficiency, it is dragon.
sometimes necessary for a character to make a Blind-fighting DSG
successful Proficiency Check to use the skill.
Boating Wis DSG
A Proficiency Check is accomplished in the
same way as an Ability Check. The player rolls Boarwright Int DSG
1d20, applies any modifiers, and compares
the result to t he character's ability score that BowyerI Fletcher 1* Dex DSG
relates to the proficiency being used. If the
mod ified die ro ll resu lt is less than or equal to Carpenter 1 Str DSG
the score of the appropriate ability, the Profi-
ciency Check is successful. ( In cenain circum- Charioteering 1 Dex WSG
stances, the Dungeon Master rolls the
Proficiency Check and he may or may not Direction Sense I Wis DSG
reveal the result to the player.)
Endurance 2 DSG
Any die roll of 19 or 20 on a Proficiency
Check indicates automatic failure, even if Fire-build ing Wis DSG
modifiers would bring the result down into
the range needed for success. Also. for the Fishing 1* Wis DSG
purpose of a Proficiency Check, any abiliry
score greater than 18 is treated as an 18. This Foraging 1 Int WSG
means that a character with an ability score of
18 or greater always has at least a 10% chance Fungus Identif. 1 Int DSG
(2 in 20) of failing a Proficiency Check.
Gem Cutter 2 Dex DSG
Improving Proficiencies: When a character
gains an additional nonwcapon proficiency Healing 2* Wis DSG
slot at 3d and higher levels. the player can
improve the character's ability in an existing Hunting 1 Wis WSG
proficiency rather than acquire a new profi.
ciency. If a proficiency slot is used to improve Lea th e rwo rke r Int DSG
an existing proficiency, the character receives
an automatic die-roll modifier of - 2 on all Miner 2* Wis DSG

Mountaineering 1 DSG

Plant Lore 1 Int WSG

Potter 1 Dex DSG

Rid ing, Airborne 2 Wis WSG

Riding, Dragons 2 Dex DLA

Riding. Land-based Wis DSG

Rope Use 1 Dex DSG

Running 2 Con WSG

Slow Respiration DSG

Smelter Int DSG

Sound Analysis 1 Wis DSG

Stonemason 1 Str DSG

Survival, Cold 1 WSG

Survival, Desen 2 WSG

Survival, Heat WSG

Swimming 1 Su DSG

Tracking 1 WSG

Weaponsmith 3* lnt DSG

Weather Sense 1 Wis WSG

71

Q8or r

CR€atUR€S Oj: kRynn

~~===3l83~E===========~~~~~·~~~~~~~

Common swords. Baaz are the common soldiers. the aw~aks
bulk of the troops. They are often used as
CQ€atUQ€S 0~ scouts since they can disguise themselves in Auraks arc the special agents of the Dragon
robes. The Auraks are rare and special gen- Highlords. They are the most powerful of all
ansalon erals of the draconian armies. They arc also draconians and the most devious. In natural
used as special agents who can pass undetect- form, Auraks appear to be 7-foot-tall. sinewy
Much has already been said about the ori- ed among humans. draconians with short tails and no wings.
gins of the unusual races ofKrynn. Many crea-
tures that arc common ro other worlds arc also Draconians arc created by corrupting good Auraks cannot fly, but they move as fast as
found in Ansalon. These creatures arc best dragon eggs. Baaz arc derived from brass eggs, other draconians on the ground. Auraks pos-
described in ocher books. However, the statis- Bozaks from bronze eggs, Kapaks from copper sess a limited ability to dimension door three
tics for most creatures of Krynn can be found eggs. Sivaks from silver eggs. and Auraks from times per day at will. Their most feared form
on page 115 and 116. gold eggs. These arc the eggs that the Queen of attack is their mind control (sec page 74).
of Darkness swore to protect in return for the
UnJQU€ CQ€atUQ€S good dragons' pledge not to interfere in her aUI~aks
war against the peoples of Krynn.
o~ ansalon FREQUENCY: Rare
The corruption of the eggs is the work of an I APPEARING: 1-2
While most creatures encountered on ARMOR CLASS: 0
Krynn arc commonly found in many uni- evil triad, Wyrllish the cleric, Dracart the MOVE: 15"
verses, there are also many that arc special to mage, and the ancient red dragon Harkiel, H ITDICE: 8
this universe alone. Such special creatures are the Bender. Through arcane spells they cause % IN L\IR: 10%
presented here in greater d!ctail. the eggs ro grow and their occupants to multi- TREASURE TYPE: K . L, N, V
ply. Then Wyrllish opens the gate co the Abyss I ATTACKS: 2 or 1
Onacon1ans and the abishai. the Dark Queen's minions, DAMAGE: IdS+ 2 (x2) or spell
rush forth to inhabit the new bodies. Dracon- SPECIAL ATTACKS: Spells & Breath
Draconians, or Dragonmc:n, arc the special ians arc creatures of magical origin and when SPECIAL DEFENSES: Save at + 4
troops of the Dragon Highlords. They arc they arc slain. the odd enchantments that MAGIC RESISTANCE: 30%
more predictable than human forces and more formed them create spectacular death scenes INTEWGENCE: Exceptional
apt to follow orders than the ogres and goblins (see the draconian descriptions). AUGNMENT: Lawful Evil
that make up the bulk of the army. Dracon- SIZE: M (7ft.}
ians arc not frightened by dragon awe, rather While units of draconians arc often found XP VALUE: 1,800 + lOihp
in evil human armies, they remain aloof from
they seem co rally around the evil dragons. other races. They answer directly to the Queen Auraks can dimension door up to 6" away,
of Darkness despite the command structure of three times per day at will.
There arc five types of Draconians: the stony the army they are in .
Baaz, the magic-wielding Bozaks, the poison- The senses of Auraks arc heigh tened so that
tongued Kapaks, the shape-shifting Sivaks. they have infravision good to 60 feet, and can
and the mind-bending Auraks. detect hidden and invisible creatures within
4". They can also see through all ill usions.
The first four rypes of draconians have Auraks have several natural defenses that they
wings. but of these only the Sivaks can truly can invoke at will. They can turn invisible
fly. They move either by walking upright. gli- once each turn until they attack . They can
ding down from heights, or running on all polymorph selfinto the shape of any animal
fours while flapping their wings. This Iauer their size, three times per day. But the most
form of movement enables them to move very diabolical ability is to change selfthree times
fast along the ground (sec the bracketed per day to resemble any human or humanoid
movement rates under " Move" in the listings and to perfectly imitate its voice. This effect
of draconians' statistics) and the dust cloud only lasts for 2d6 + 6 rounds.
kicked up by their wings makes them a very
intimidating sight in battle. The fifth type of Auraks have three modes of attack. They
(jraconian, Auraks, have no wings but possess can generate blasts of energy from each of
a limited dimension door ability. their hands ( ld8 + 2 points of damage with
each), Striking targets up to 6" away. When
Draconians serve many roles for the Dragon using change self, they appear to be using an
Highlords. Kapaks, wielding poison blade appropri2tc weapon, but arc really attacking
and arrow, arc used as assassins and archers. with energy blasts. They can also attack with
The magic-using Bozaks are used as special claws and fangs ( ld41ld41ld6). Three times
forces and as commanders of squads of Baaz. per day they can breathe a noxious cloud (five-
Sivaks form the elite forces, wearing heavy foot range). Victims caughr in the cloud must
armor and easily swinging two-handed roll a successful saving throw vs. breath weap-
o n (for half damage) or suffer 20 points of

73

ORacomans

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

kapaks

Kapaks are distinguished by their venom-
ous saliva. They often lick their weapons
before attacking.

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

Baaz

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

74

bReamshabows

AUGNMENT: Nc:utn.l Evil
SIZE: L (9 ft .)

XP VALUE: 350 + 6/hp

Sivalts who arc: killed by crc:atuCC$ larger
than thc:msc:lvC$ will burst into flamC$, caus-
ing 2d4 poin ts of damage to all within 10 feet
(no saving throw), rather than change form .

Kapaks robed Baaz. Sivalts normall y attack with two Oneamshabows
wicked-edged swords, but arc: just as danger-
FREQUEN CY: Uncommon ous with their claws. In addition, they attack Drc:arnshadows arc: the creations of a mind-
with long, armored tails. They can only use spin spell. Drc:amshadows take the shape and
I APPEARING: 2d t 0 this attack when in draconian form. appearance of any real person or creature
~nown to the dreamer or ro anyone expc:ric:nc·
ARMOR CLASS: 4 Sivaks arc: shapeshiftc:rs. capable of chang- tng the dream . These incarnations are quite
MOVE: 6~/ (l ~~ ) / 1 8H ing their form under two specific conditions. believable and in all ways appear to be the real
HITDICE: 3 When a Sivak slays a humanoid of its size or pe~n. Dreamshadows are. however, only
smaller, it may take the form of its victim . The tllusJOnary and cause only illusionary damage.
% IN LAIR: 1~% Sivak does not gain the: memories, experi-
TREASURE TYPE: K , L, M ences, or spell usc: of the victim and, like all Drc:arnshadows can be of any alignment
I ATTACKS: 1 draconians, radiates magic, but its appearance and can be either harmful or helpful to those
and voice: are exact matches to those of its vic· who experience them.
DAMAG E: 1d4 tim. The Sivak can change back to its normal
SPEOAL ATIACKS: Poison form , hut after doing so cannot polymorph OQEaJllshabows
SPEOAL DEFENSES: Acid Pool again until it kills another humanoid. A Sivak
MAGIC RESISTANCE: 20% will also change shape when it is slain-it % IN LAIR: 100%
INTElliGENCE: Average: assumes the form ofthe creature that killed it. TREASURE TYPE: As for person mimicked
ALIGNMENT: Lawful Evil This death-shape lasts for three days, then the
SIZE: M (6ft.) entire body decomposes into black soot. but illusio nary.

XP VALUE: 1 0~ + 3/ hp Sivab DAM AGE: As for person mimicked but illu-

The: paralysis induced by a Kapalt 's poison FREQUENCY: Uncommon sionary.
lasts for 2d6 turns if the victim fails his saving I APPEARING: 2d 10 MAGIC RESISTANCE : By d ream level of the
throw vs. poison . Weapons licked with poison ARMO R CLASS: 1
remain poisoned for only three: rounds. m indspin: Normalll0%/20%
MOVE: 6" / ( u~ ]/ 1 8~ INTEWGENCE: As the: dreamer
W h en a Kapak reaches 0 h it points, its body
instand y d issolves into a 10-foot-widc: pool of HITDICE: 6 XP VALUE: As creature: mimicked + 10%
acid . All within the acid pool take 1d8 points % IN LAIR: 10%
ofdamage: each round th ey remain there:. The: TREASURE TYPE: Q All other statistics for this creature arc the
acid evaporate$ in 1d6 rounds. All items pos- I ATTACKS: 3 same as those of the person or creature being
sessed by the: Kapalt arc useless thereafter. DAMAGE: 1d6/ 1d6/2d6 m imicked .
SPECIAL ATTACKS: N one
S1vaks Oneamw naJths
SPECIAL DEFENSES: +2 on Saves
Sivaks arc: some of the most powerful dra- Drearnwraiths are the violent creations of
conians, second only ro the· Auraks. They are MAGIC RESISTAN CE: 20% ~he subconscious. These creatures can appear
useful both on the battlefield and as advance INTEWGENCE: High tn many forms. almost always horrible and
infiluarors in areas such as Ergoth or western frighten ing. Freed through the evil influences
Solarnnia where people: arc: suspicious of the of a mindspin spell , they attack the minds of
their victims through illusion.

Drc:arnwraiths attack with terrible swiftness
and with the fury of a berserk fanatic.

Dreamwraiths are not undead and there-
fore cannot be rurned by clerics. They are illu-
sionary, however. and if their illusion is
discovered, their blows do no harm to the
nonbeliever. Because the mindspin spell
weaves real people into its illusion, maintain·
ing disbelief in these: creatures is nearly impos-
sible ( - ~ penalty to the check).

75

bR€amwRalths

b~mw~aJths ~=Etch If no new snow has fallen since a track was
made, an ice bear has a 100% chance to follow
FREQUENCY: Very Rare FREQUENCY: Very Rare a trail one day old or less. For each day since
I APPEARING: 1-400 I APPEARING: 1 the trail was made, subtract 10%. Subtract
ARMOR CLASS: 3 ARMOR CLASS: 4 10% for every inch of snow that has fallen. A
MOVE: Variable MOVE: 6" 1d100 roll must be made once per day-ifsuc-
HITDICE: 8 HIT DICE: 9 cessful the ice bear can follow the trail for the
% IN LAIR: 100% % IN LAIR: 100% entire day, otherwise the trail is lost forever.
TREASURE TYPE: Nil TREASURE TYPE: Nil
I ATTACKS: 1 I ATTACKS: 2 BlooOsEa ffiJnotauRs
DAMAGE: ld10 (illusionary) DAMAGE: Special
SPECIAL ATTACKS: Illusionary Weapons SPECIAL ATTACKS: Drains 2 levels per hit Minotaurs on Krynn are a highly organized
SPECIAL DEFENSES: Nil SPECIAL DEFENSES: Invisible except to victim warrior race that operates from bases on the
MAGIC RESISTANCE: By dream level of MAGIC RESISTANCE: Normal islands of Mithas and Kothas on the eastern
INTELLIGENCE: High borders of the Bloodsea. The minotaurs
mind spin: Normal/10% /20% ALIGNMENT: Chaotic Evil believe themselves to be superior to the other
INTELLIGENCE: Of the person dreaming SIZE: M races of Krynn-it is their destiny to conquer
ALIGNMENT: Chaotic Evil XP VALUE: 650 + 10/hp and enslave the world. Minotaurs of Krynn
SIZE: Variable will ally with adventurers if they can be con-
XP VALUE: Variable A fetch attacks twice per melee round. The vinced that this serves their own purposes. See
victim can only see the fetch by looking into the the section on minotaurs (page 69) under
Dreamwraiths gain a + 1 bonus to every ini- reflective surface. Thus the victim suffers a pen- Races ofKrynn for more details.
tiative check. Checks for disbelief must be alty of - 2 to hit and + 2 to their AC. All others
made separately for each group of suffer a -4 penalty to hit the invisible fetch. BlooOsea mmotau~s
dreamwraiths encountered.
IC€ B€aRS FREQUENCY: Rare
Fetch are the harbingers of death. Existing I APPEARING: 1d8
on the fringes ofthe Abyss, these creatures can These great white bears are carnivores whose ARMOR CLASS: 4
only reach into our world through reflective diet consists mainly of fish. Any other prey that MOVE: 12"
surfaces (mirrors, calm pools, etc.). stumbles into an ice bear's path is likely to be HIT DICE: 8 +4
consumed as well, however. While their color is % IN LAIR: 10% (80% on home isles)
A fetch appears to be a haggard and deathly that ofa polar bear, ice bears more closely resem- TREASURE TYPE: C
pale imitation of the person gazing into the ble cave bears in size and ferocity. I A1TACKS: 2
surface. To the person gazing at their reflec- DAMAGE: 2d4 or by weapon type
tion, the fetch appears to be standing imme- Ice bears have an uncanny ability to track SPECIAL A1TACKS: Nil
diately behind them. A fetch attacks with prey over snow and icc, and the thanoi use SPECIAL DEFENSES: Surprised only on a 1
stunning speed, using an exact replica of the them for this purpose, sharing the reward, if MAGIC RESISTANCE: Standard
weapon of its victim (this replica disappears if any, with the bears. INTElliGENCE: High
the fetch is killed). ALIGNMENT: Lawful Evil
IC€ Beans SIZE: L
Fetch are always invisible, even while XP VALUE: 600 + 12/hp
attacking, to all but their victim. The victim FREQUENCY: Uncommon
can only see the fetch by looking in the reflec- I APPEARING: 1d4
tive surface. ARMOR CLASS: 6
MOVE: 12"
The chilling touch of a fetch drains the HITDICE: 6 + 2
essence of life from the victim with horrific % IN LAIR: Nil
speed. TREASURE TYPE: Nil
N ATTACKS: 3 (claw/claw/bite)
DAMAGE: 1d8/1d8/2d8
SPECIAL ATTACKS: Hugs for 2d6 if both

claws hit
SPECIAL DEFENSES: Immune to cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-intelligent
ALIGNMENT: Neutral
SIZE: L (12 + feet)
XP VALUE: 475 + 8/hp

76

shabOWP€0 Pl€

ShabowpEoplE creature .
In combat each shadow warrior emp loys a
The shadowpeople are a race of mammals
that has dwelled in Saoccioo since the city was wickedly curved hook to both attack and
founded . centuries before the Cataclysm. ~estrain opponents. Once an enemy has been
Their existence has always been rumored , but tmpaled by th e hook of a shadow warrior, the
never proven to the satisfaction of scholars.
enemy's anacks arc: hampered and he con-
Shadowpeople dwell almost exclusively tinues to take damage from the hook.
underground and suffer greatly in the light of
the sun. Un der an overcast sky (the usual Shaoowpropl€
weather conditions in Sanction). they can
operate b ut do so in great pain. This pai n is FREQUENCY: Rare
even more extrem e when in direct sun light. I APPEARING: 2d20

The shadowpeople's bod ies are covered ARMOR CLASS: 2
with d ark , smooth fur. A long, stretchable MOVE: 12" 118"
membrane connects thei r arms co their flanks .
The membrane enables the Shadowpeo ple to HIT DICE: 3 + I
glide through the air, covering 10 feet of
ground for every foot they drop. Under cer- % IN LAIR: 100%
tain thermal air conditions, this allows them TREASURE TYPE:' Nil
to soar and gain heigh t as they fly. I ATTACKS: 1
DAMAGE: IdS
Shadowpeople have a close, clannish cul- SPECIAL AlTACKS: See Below
ture. The you ng are cared for by whatever SPECIAL DEFENSES: See Below
adul ts h appen to be nearby. T he adu lts are MAGIC RESISTANCE: Standard
d ivided into two classes: warriors and coun- INTElliGENCE: Very
cilors. The wa rriors pauol the race's under- AUGNMENT: Neutral (good)
ground tunnel network and defend the clan
aga inst intrusion . The councilors meet reg u- SIZE: M
larly to educate the you ng and make decisions XP VALUE: 85 + 4 / hp
about the survival of the race.
Shadowpeople suffer a - 2 pe nalty to all to SpECtRal mtnlons
Shadowpeople can communicate via a set of ~it rolls under overcast skies. The penaJry is
squeaks and growls that forms a primitive lan- rn~rea.sed .co -4 in bright sunlight. They can Spect.ral mi n ions are the spirits of humans
glide 10 umes the d istance they launch them- or dem thumans who died before they could
guage, but they arc much more li kely to usc fulfi ll powerful vows or quests. Even in death .
their advanced ESP abilities to send and selves from . Any character who is successfully spectral minions are bound to the vows or
receive messages. This ESP accounts for the q~ests placed upon them when they were
Shadowpeople's low Armor Class: In combat struck by the hook of a shadow warrior will altve. Every day, they must relive the events
they are ab le to anticipate th e actions of the ir leading to their deaths. trying co fulfill their
~ncmies and take measu res to defend against suffer a - 2 penalty on all to hit rolls aod sus- vows or quests.
tt. They cannot be surp rised by any sentient tains an ~dditional IdS of damage every
. Outdoors, spectral minions must stay with-
round unul one or the: ocher combatants is In 1,000 yards of where they died. Ind oors.
dead or the fight ends. they must stay in the corrido r or room where
they met death. On very rare occasions where
the quest was to perform an act over an area.
they are free to roam within t he area.

Spectral m inions can only inflict damage if
they died holdi ng weapons. Such weapons
becomes a part of them . The weapons and the
spectral minions disappear forever if the min-
ions' vows or quests are fulfilled or if a spell is
cast to remove their curse.

Spectral minions appear as they were in life .
but they are almoSt transparent. While spec-
tral mi.nions.are hard tO tell apart . they seem
to fall IntO SLX general categories:

Berserkers: Some agems of evil are driven

77

thanot

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

78

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

79

ORaqons

always made of solid stone- be it cave or castle. sacrifice of Huma, Takhisis never ceases her Flying dragons can swoop down and either
They have the ability to polymorph themselves attempts to reenter Krynn. Her constellation claw or bite, but not both. Diving dragons
and can appear in the guise of humans or ani- in the night sky always appears directly oppo- inflict double damage with their claws if they
mals. This they do only rarely, believing it site that of Paladine, symbolizing the rwo dive. Dragons cannot cast spells while fl ying,
d emeaning to take on such puny bodies. gods' continual opposition . but can cast spells on the ground or while gli-
ding.
Gold dragons attack with teeth and claws or patabme, the ptatmum 0Raqon
with their breath weapons. They can breath Most dragons tend to use their breath weap-
fire or chlorine gas upon their victims. Gold Paladine, the God of Good, has many ons twice and then wait for a strategic moment
dragons are also extremely skilled in magic- names among the different races of the world to use their third breath attack.
even the very young ones. Highly intelligent, (one of his best-known incarnations is Fizban
gold dragons rarely make use of spell books. the Fabulous). In his dragon form, Paladine is Dragons are haughty creatures and may
truly impressive. (The same cannot be said , refuse to fight except as it suits their own pur-
Pyrite , the most ancient gold dragon living unfortunately, for Fizban.) Over 72 feet long, poses. When using spells, they often cast
upon Krynn, was the companion of the the Platinum Dragon can attack with teeth them before melee to avoid the conflict,
renowned wizard, Fizban the Fabulous. and claws or with one of his breath weapons. weaken their opponents, or gain the upper
These include a blast of cold that can freeze hand. O nce in melee, dragons cast spells only
SILVER 0Raqons any victims, a cloud ofvapor that turns victims if losing.
into gaseous form, or a sonic vibration that
Certainly the dragons most beloved by disintegrates solid rock. Dragons do not knowingly place themselves
mankind are the silver dragons. These dragons in a position to be subdued, although they are
mingled the most with the races of Krynn. Pa.ladine is highly skilled in magic and can clever enough to pretend to be subdued to
Forty-eight feet long, silver dragons can poly- also cast clerica.l spells. Pa.ladine's favorite lure u nwary adventurers into a trap.
morph into human or elven form. Unlike gold form is that of the befuddled old wizard, Fiz-
dragons, silver dragons sometimes seem to ban (ofttimes seen with his senile gold dragon Dragons are very clever opponents. They
prefer this form to their own. They enjoy companion, Pyrite). have been known to feign death , unconscious-
being around humans and elves and helping ness, sleep, or subdual to trap opponents.
them if they can. Silver dragons attack with 0Raqon RUl€S They can see, hear, and smell much better
daws and teeth or use either of two breath than most creatures and automatically detect
weapons- a cone of frost or a cone of paralyz- The dragons of Krynn are power incarnate hidden and invisible beings at a range of 1"
ing gas. They speak many languages, but usu- and they know it. The OM has the responsibil- per age level. They are rarely surprised.
aJly prefer human or elven tongues. Silver ity ofplaying these magnificent beasts proper-
dragons are excellent magic-users. ly. There should be nothing so terrifying to Dragons adapt their tactics to the situation.
as is appropriate for very clever creatures. The
The most famous of the silver dragons is PCs as dragons on the wing. When in flight at followi ng tactics are frequently used.
Dargent, who met the Companions in the
form of the Kagonesti elf maid Silvart. Sister full speed , dragons rush across the world like a 1. Dragons stay in the air as much as possi-
to the silver dragon who fell in love with gaJe, but their ability to turn is greatly ble during melee to cause awe (see below) and
Huma, Dargent was also destined to fall in impaired (Maneuverability Class E). stay out of hand-held weapon range.
love with a mortal- Gilthanas, a lord of the
Qualinesti elves. Their love affair was a tragic When engaging earth-bound creatures in 2. If the combat area is dusty, they beat
one, however, for Gilthanas could never bring combat, dragons slow to haJf-speed , improv- their wings, stirring up clouds to blind fight-
himself to accept Dargent's true form. ing their maneuverability to Class D . At less ers and disturb spell casters.
than half speed, the creatures stall and lose
the (jobs as 0Raqons altitude. They can climb at half speed or dive 3. They use clever conversation and prom-
at double their listed speeds. Dragons can ises to talk their way out of bad situations.
takhlSJS, Queen o~ OaRkness glide but they lose 1,000 feet of altitude per
round. Dragons can perform a wingover if The power to cause awe and fear is one of
Although Thkhisis can take any form from they staJl while climbing. This enables them dragons' most potent we:~pons. Flying or
that of the most beautiful and alluring ofwom- to turn 120 degrees as they dive to regain charging dr:~gons cause awe under rhe follow-
en to the powerful and loathsome Dark Warrior, speed. ing conditions:
her favorite form is that ofthe five-headed chro-
matic dragon. In this form, she is over 60 feet Very young and young adult dragons have I. Watchers with less than I hit die auto-
long and has five heads. Each head has a differ- maneuverability ratings one better than older matically panic and flee for 4d8 turns.
em color (white, green , blue, red, and black), as dragons (Class D at full speed, Class Cat half
wdl as a different power and personality. speed). Dragons cannot fly higher than 2 . Watchers with 1 to 3 hit dice must roll a
10,000 feet because the air becomes too rare- successful saving throw vs. spell or be para-
She can attack with all five heads at once, as fied to breathe at that a.ltitude. lyzed with fear (50% ch:~nce) or flee as above
each head has its own breath weapon-frost, (50% chance).
poison gas, lightning, flame, and acid, accord- When attacking from the air, dragons
ing to the color of the head. Each head is also employ their breath weapons and awe ability 3. All others must roll 2 successful saving
capable ofcasting its own magical spells, regard- while swooping down low over their oppo- throw vs. spell or suffer a - 1 penalty to hit.
less of what the other heads are doing. nents and then climbing back into the sky.
Even the draconians are subject to these
Confined to the Abyss by the bravery and effects from good dragons. If the draconians
are withi n 12" of the evil dragon they serve.

however, they have a + I bonus to hit.

D ragons you nger than :~dult c:~nnot inspire
awe.

80



th€ WoRlb that Was

~~~~~~~~·~~~~~~========~ES~\====~~

((Th eir world was folly and ours the price,
but oh h ow brightly shines
the glory of their folly.

82

tales ot= lonq aqo

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

mented with great reliabiliiCy.

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

86

astlnUS's SCROll: th€ RIV€R 0~ tJm€

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

87

npcs o~ lonq aqo

~~~==~~~~·~~~~~~====~====~ES~~=====~

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

STR INT WIS DEX CON CHR A powerful wi zard of the Red Robes, THACO: 16
18/56 8 14 16 15 13 Magius was a childhood friend of Huma's. AL: Neutral Good
Their friendship was very unusual since mosr HP: 38
THACO: 14 Knights disliked and distrusted magic-users. AC: 2
AL: Lawful Good It was also unusual because the two men were
HP: 56 so different: Huma was noble and self-
AC: 0 sacrific ing, while Magius seemed to be self-
centered and cynical. In appea rance, Magius is
There arc many ways in which a player char- a ve ry lnandsome 30-year-old man, well-built,
acter could meet Huma. His spirit could with long blonde hair and a blonde beard and
appear to a Knight fighting during the War of moustache. His eyes are blue and piercing. He
the Lance, for example. The DM can devise a is sarcastic and even irreverent, often making
campaign based on the early Dragon Wars, in jokes about the Knights that they don't usu-
which players can might fight beside Huma.

88

npcs of lonq aqo

rlstanbant llUS ast1nus o~ palanthus Unfortunately, Dougan's luck at cards or
dice or betting is very bad. He always loses
The appearance of this great, evil wizard Rumors abound that Astinus of Palanthus whatever money and equipment he has.
depends on when the characters meet him. If is actually the god Gilean. Astinus is popu- Worse, he invariably drags his companions
the characters meet him prior to his battle larly known as the Ageless O ne , for legend has into trouble by offering their money or their
with Raistlin , he is an extremely frail old man it that he has been on Krynn forever. Those equipment (often without their permission)
with wrinkled hands and face and long white fortunate enough to receive admittance to the as stakes in his games. (''I'm sorry I lost yer
hair and beard. A tremendous feeling of Great Library and an aud ience with Astinus magic sword in that card game , lad , but it was
power and of evil radiates from this old man. find themselves in the presence of a man a sure thing!")
whose face is handsome and ageless. The eyes
He takes an interest in any adventuring par- of the man arc intense-dark, aware, con- Since Dougan is a god, there is usually an
ty, particularly if there is a young Black Robe stantly moving, seeing everything. Astinus ulterior motive to all he does. He does not
or Red Robe male magic-user present. Fistan- speaks politely yet is always somewhat distant. interfere in anyone's free will to make a deci-
dantilus will either attempt to lure the young Ifdisturbed at his studies, he may be annoyed sion, however. He has a special interest in
mage away from his companions or will at the interruption . He will probably continue dwarves. It is rumored that Dougan is on
abduct the mage. Once he has the young to write even as the player characters are talk- Krynn searching for the Greystone of
mage, Fistandantilus will attempt to wrest his ing to him. Gargath.
life from him by using the bloodscone pen-
dane. Astin us is neutral in all things. He generally See page 45 for the statistics of Reorx /
refuses to give advice; when he is willing to Dougan.
~•stanOant•tus (npc) offer council, he often restates the obvious,
letting the players draw their own conclusions. th€ kln(jpRI €St 0~ )StaR
(17th-Level Human Black lR.obe Wizard) Astinus cannot see into the future . He knows,
however, everything that is happening in the Few who come into the presence of the
STR INT WIS DEX CON CHR present and everything that has happened in Kingpriest ever see what he truly looks like.
12 17 12 18 13 Var* the past. Getting him to part with this infor- Most characters of good alignment feel that
mation , however, is a major undertaking, t hey are in the presence of someone very beau-
THACO: 13 since he refuses to do or say anything that tifu l and truly good. They experience a tre-
AL: Chaotic Evil might affect the future. mendous sense of peace and well-being. The
HP: Variable * thought of leaving this man's presence fills
AC: Variable* astmus o~ patanthus them with sadness. They would not think of
doing or saying anything that might upset or
* Fistandantilus maintained his existence THACO: 2 disturb this truly good and wonderful man.
throughout the ages by the use of the Blood- AL: Neutral They want only to stay and bask in his light.
stone of Fistandanrilus (page 97), which HP: 980
allowed him to steal the life essences ofothers. AC: -10 Those of evil alignment arc hardly able to
When Fistandantilus takes the essence of look into the blinding light surrounding the
another, he assumes that victim's hit points Players can also meet Astinus during war Kingpriest. Only those evil beings of
and Armor Class. See Bloodsconc in the Magi- councils or other important meetings that take extremely strong will can remain long in his
cal Items section for more d etails. place in Palanthus. presence.

Kender, who hold no one and nothing in
awe, see the Kingpriest in his true aspect-a
middle-aged , balding human with pale blue
eyes that have a hunted look co them.

R€ORX (Oouqan the kmGPRI€St 0~ IStaR

R€b h a m m €R) (15th-Level Human Cleric of Paladine)

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

89

aRac k, A gigantic and not overly bright ogre, Raag St€€ltO€,
is Arack's devoted bodyguard and the dwarfs th€ hal~-OGR€ Banbtt
mast ER o~ t h € qam€s only friend . Raag is exuemely fond of Arac.k
and would unhesitantly lay down his life for The product of a loathsome alliance
Arack's past is unknown. Once a gladiator the dwarf. Arack is also fond ofRaag-the two between an ogre and a wretched human wom-
i n the Games when they were real. Arack now have been together a long, long time. an, Steeltoe was abandoned by his mother at
runs the fake Games for the vicarious delight birth . A nobleman of Solamnia fou nd the
of the wealthy of !star. The dwarf is one of the Raac; child, took pity o n him , and gave him a
strongest of his race and extremely ugly. A home. The half-ogre p roved un usually intelli-
long scar that runs vertically across his face (Ogre) gent. Th e nobleman provided for his ed uca-
gives him a perpetual scowl that appears espe- tion and made Steeltoe master of his estates
ciall y sinister when he is smiling. STR INT WIS OEX CON CHR when the half-ogre reached maturity. Stedtoe
18 / 79 5 6 12 15 6 repaid his master's kind ness by murdering the
Arack has two major interests: money and nobleman and stealing his money.
r he Games. He is a born showman and knows TIIACO: 15
exactly what will please an audience. He takes Crimes of this sort were not unusual in the
great pride in his Games and works extremely AL: Chaotic Evil bitter days following the Cataclysm. The half-
h ard to make them a success. He hires the best ogre escaped easily into the wilderness of
trainers in all areas of fighting and takes excel- HP: 33 Solam:1ia, gathering around him other men
lent care of his athletes, despite the fact that AC: 2 living outside the law. Because of his educa-
they are slaves. No slave is ever tortUred . They tion, Steeltoe found it easy to anract many
are well fed and their quarters are comfortable disillusioned young men, particularly reviled
if not luxurious. Knjghts of Solamnia, who otherwise would
have had nothing to do with bandits. Steeltoe
But Arack is a political realist. He knows is a clever speech maker, continually remind-
that the Games have become a means of set- ing his men that the world owes them a living
tling accounts among the wealthy and he sees and it is their right to take what they want.
o o reason why he shouldn ' t make a profit out
of it. Large sums of money are wagered on the The half-ogre is about seven feet tall, pow·
athletes and the nobleman who owns a popu- erfully built , with a steel peg leg in place of his
lar fighter generally makes a considerable for- missing lower left leg (lost in a battle with a
rune. griffon). Attached at the knee, the peg leg has
a round toe and is a formidable weapon.
The only person Arack is truly loyal to (and
will not betray) is his bodyguard, Raag the The half-ogre is skilled in wrestling tech-
ogre. niques and swordsmanship. He is a brutish-
looking man with a yellowish cast to his
aQack, masteQo~ the Games complexion and a large, flat nose. He ap pears
human in all other asp ects.
( 13th -Level Dwarf Figh ter)
St€€lto€
STR INT WIS DEX CO N CHR
18/53 13 9 15 14 8 (9/9-Level H alf.Ogre Fighter/ Thief)

THACO: 8 STR INT W IS D EX CON CHR
16 9 7 12 17 8
AL: Chaotic Evil
HP: 73 TIIACO: 12
AC: 2 AL: Chaotic Evil
HP: 50
AC: 3

90

maqJcalJtems o~ kRynn

~======~,s~~~~============~~~~~~·~ ~

In the early days of K.rynn, magic was a victim is aiJowed a saving throw with a -5 pcn- Robs, StavEs,
powerful force and many fabulous items were aJry to the die roll. If the save is made, then the
crafted. But those days were short lived , for anb Wanbs
near the end of the Age of Might, magic came potion simply makes the victim sleepy but does
under the displeasure of the church of !star not cause him to lose control ofhis will. The vic- Sta~~ o~ StRiklnq/CURJnq
and was persecuted relentlessly. Many of the tiro can then give false answers.
centers for magical research were sealed or Common among the clerics of the Age of
destroyed and wizards disappeared from the The length ofthe answer to a question is up Might, these devices were most often used as
general knowledge of men. With them went to the victim so long as it is absolutely truthful both protection for the cleric on journeys and
their wondrous devices. and answers aJl the stated parts of the ques- as a means of furthering the wills of their dei-
tion. The DM can use this opportunity to ties.
We list here many of those items for your impart important information to the PCs. The
consideration, as well as a few items that come formula for this potion is known to any good This staff combines the functions of a staff
cleric in Istar of at least 5th level. The formula ofscriking and a staffofcuring, with the fol-
from the Age of Dragons. This is but a sam- is lost in post-Cataclysm Ansalon . lowing limitations. It recharges itself at a rate
pling of the magical items that can be found of five charges per day when in sunlight, to a
on Krynn. Many magical items on K.rynn also SCROllS maximum of 50 charges.
exist in other planes of existence, but the
devices described here are unique to Krynn. SCROll 0~ th€ As a sraff of scriking, it suikes as a + 3

StellaR pat h weapon. It inflicts 4-9 points of damage with
each blow without draining a charge. It
A powerful magic on the scroll of the Stellar inflictS double this damage if two charges are
Path confers the favor of the gods of magic used, but it cannot be used for curing until an
upon the user. Since the magical powers of the hour has passed for each double-damage blow
wizards of K.rynn wax and wane depending struck.
upon the position of the moons in the sky.
only rearrangement of the cosmos can bring As a scaff of curing, the staff drains two
additional power to a wizard during a time of charges for each cure. It can only perform this
disadvantage. This is the purpose of this pow- function six times in a single 24-hour period
erful scroll. and no more than once per day on a given
individual.

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

91

maqtcaltt€mS or kRynn

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

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

After two rounds of playing, the user can This item appears to be a hollow statue of
create a zephyr, after three rounds, a gust of beaten gold, formed in the shape of Mishakal
wind can be summoned. If an entire turn is the Healer. If water is poured into the hole at
spent playing the flute, a dust devil can be cre- the top, the statue begins to hum a varied,
ated in a 30" area, blowing up dust and leaves peaceful tune. The srarue has the following

92

maqJCal Jt€mS or kRynn

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

W€Bn€t Dragonarmor is custom fitted and does not /
encumber the person for whom it was intend-
The webnets are spun by wizards of the ed. Others may find that it fits too loosely or /
Dimernesti. As delicate and beautiful hair too tightly; they suffer a - 1 penalty on all
ornaments, they are most sought after by attacks while wearing the ill-fitting armor. Shtelb o~ huma
human women on land , but their true powers
are known only tO wizards. Dragonarmor is equivalent m scale +2. Huma is most famed for his use of the origi-
nal dragonlanccs to banish the Queen of
This item is only useful to a magic-user, Additionally, those who wear the padded Darkness back to her own domain. His shield,
though any character can wear it as an attrac- tunic and leggings subuact 1d6 points from however, figures quite prominently in many
tive hair ornament. any cold-based attacks or damage. of his lesser tales. It was said that it never
failed him and that it often saved his life dur-
When worn by a mage who knows the com- the Plate o~ Solamnus ing battles against dragons before the
mand word , the webnee can be cast to the dragon lance was employed.
ground before a foe, or directly at Q foe. It There were several Knights whose armor
i.nstantly grows to a 10-foot-diameter nee of was designed specifically for them when the The shield appears to be a medium shield
eauapmenc. Knighthood was formed . These suits were the carved with intricate symbols of the Knights
finest in all the land and the deeds of their of the Crown.
Alternatively, the net can be spun in a glit- wearets are legendary.
tering circle, affecting up to 12 Hit Dice of Huma's shield is considered a medium
creatures as if a hypnocize spell had been cast Huma had one such suit even though he shield + 31 + 5 vs. d1'2gons. Its shielding mag-
upon them , although the targeted creatures was not accepted as a Knight ofthe Rose. Oth- ically protects its wielder against breath weap-
get saving throws vs. spell . er suits, including the one worn by Vinas on attaclcs so that a successful saving throw vs.
Solamnus, have disappeared into legend. Folk breath weapon causes no damage and a failed
aRmoR anb ShJElbs tales about the locations of these s uits of save results in only half damage.
armor abound throughout Solamnia and
0RaqonaRmoR Ergoth. SolamnJC aRmOR

This armor has been used by the forces of The plate of Solamnus consists of plate The traditional armor of the Knights of
the Queen of Darkness throughout the many breastplate, shoulder guards, arm fittings. Solamnia is granted to a Knight when he first
ages of Krynn . leggings, and helm. All are beautifully tooled attains the title of Lord.
with the markings of all three Solamnic
It consists of a padded tunic and leggings orders. The Order of the Rose is prominent on The armor consists of breastplate , shoulder
with a plate mail breastplate and shoulder the breastplate.

These suits are rare, and the OM is advised
to take great care wirh them in his campaign .
One such suit could be the goal ofa prolonged
quest.

The armor is equivalent of place +5. There

is an important catch: the user must be of
unbesmirched good alignment to get this full
benefit. Consult the character's alignment
chan (see page 114). Subtract one bonus
point for every point the character's alignment
is away from the left edge of the good align-
ment section. lf the character is far enough
away, the armor's bonus may become a penal-
ty (maximum of - 5), actually making the
character's Armor Class worse!

Evil or neutral characters suffer ld 10 addi-
tional points of damage from any damage

93

maqJcalJtems o~ kRynn

plating, helmet, and spurs. Each is engraved damage to man-sized foes and 1d8 against ~ROStREaV€R
with t he symbols of the Knight's order and, in larger-than-man-sized targets. Against any
the case of Sword and Rose Knights, any dragon it inflicts damage equal to th e hit A frosrreaver is a heavy battle axe made out
Knighthoods held previously by the Knight. points of the wielder (e.g ., a 14-hit point of ice. This ice can only be gathered from a
fighter causes 14 points of damage). The secret location on lcewall Glacier where tre-
Solamnic umor is equal to AC 0 (plate + 1 weapon is always + 1 to hit unless thrown , in mendous pressure:, exerted for centuries, has
and shield + 1). It is only granted to those which case it suffers a - 2 penalty ro hit. created icc of extraordinary density.

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

A dragonlance forged with only one of the This potent sword looks to be an ordinary
two artifacts mentioned above (either the Sil- lo ng sword . It is also known by the: names
ver Ann or the fhmmer of Kharas) receives Spellclcavcr, Darkstar, and Magcfool. Its abili-
only a + 2 bonus to hit and damage. A lance ties are primarily directed at countering mag-
forged by both artifacts has a +4 bonus to hit ic. Its history is unknown, although it has
and damage. These bonuses are in addition to been among the Silvanesti elves for ages
any other bonuses listed for the weapon.
END SCREEN untold.

~ootman 's bRac,onlance

The footman's lance is eight feet long. It
can be cast as a spear with some difficulty- it
is most effective as a hand-held weapon.

A footman 's lance causes 1d6 points of

94

maqJcalJtEms o~ kRynn

Mantooth is a long sword + J I +2 vs. fies . location and cannot be moved about. Any
m2gic-users and enchanted c"'rures. The Wynnsbane can also locate objects three magic-useror clerical PC who touches the Icon
instantly knows how to activate this function .
sword might be able to sever a magical times per day. If the user desires to fiod some- To cast the spell, the PC mwt present the /con
barrier-it h as a 1% chance for every point of thing that he knows well, and the object is in a forceful manner and speak the word
damage inflicted (cumulative). Finally, it can within 18~, the OM should steer him in the "Tobril" fmnly. The person who carries this
be used to turn a spell cast acainst the wielder. right direction. object suffers no negative adjustments for dis-
To activate the latter ability, which causes the believing illwions.
spell to rebound against the caster, the wielder This mighty blade was the weapon of the
ofthe sword must successfully roll to hit AC 0, ancient elven hero, Kith-Kanan. It was forged Three of these powerful anifacts are known
with no bonuses applied to the roll. in Silvanesti during the second Dragon War to exist upon Krynn . They contain the
and remained in the royal house until Kith- essences of evil dragons and are magical items
n 1 q h tBR IOG€ R Kanan led his people to Qualinesti . He is said of vast and dangerous power.
to have been buried with the sword.
Not just good wizards built weapons. The The Orbs of Dragonkind (also called
evil ones knew far better the need for a strong This weapon looks very much lilce Wyrms- Dragon Orbs) are fragile , etched crystal globes
arm and exercised that might more quickly bane, except that it is a little larger. It normal- that are 20 inches in diameter when in usc.
than their good brethren. When not in use, the orbs shrink to 10 inches
ly functions as a two-handed sword + 3. ulte in diameter. They expand if the command
So it was that Nighcbringer was created in Wynnsbane, Wynnslayer is immune to the words, carved into the surfaces of the orbs, are
the Tower of Ergoth . Ic was here that the spoken .
power of the Black Robe wizards forged many imprisoning effect ofa dying Baaz draconian.
evil weapons in the days when their kind were The sword does double the usual damace The orbs were employed long before the
hunted by the church. against any dragon or draconian. Cataclysm for the purpose of destroying evil
dragons-according to the legends, at least.
After the Cataclysm. Nighcbringerfell into In addition, a character holding Wyrmslay- These legends are common throughout the
the possession ofVerminaard, who received it civilized lands of Krynn. What is not known,
from other evil clerics. er by tbe hilt gains a +3 bonw to all saves unless characters have learned by experience,
is that the orbs' actual purpose is to summon
Nighcbringer is a foocman 's mace +3. It is acaiost dragon breath attacks and spells cast evil dragons. Powerful mages of old would
by dragons or draconians. summon the dragons with the orbs, and then
a powerful tool ofevil. When the m ace strikes destroy them with powerful magic.
a victim and the command word is uttered, Wynnslayer does have the d isconcening
the victim must make successful a saving tendency to buzz acgressively whenever it is
throw vs. spell or become blind for 2d6 turns. brought within 3~ ofa true dragon (not a dra-
The m ace also inflicts its normal damage. If a conian). This buzzing is loud enough to be
character of good alignment n ics to pick up heard dearly and always awakens a sleeping
Nighrbringer, that character must roll a suc- dragon.
cessful saving throw vs. spell with a - 2 penal-
ty to the roll. Failu re means that the character Sp€clal maq1cal
is blinded permanently. or until a cure blind-
lt€ms o~ kRynn
ness spell is cast on him.
Icon o~ tRuth
WyRmssan€
The Icon is a white marble rectangle carved
An artifact from the third Dragon War. this into the shape of a book. It is jewel encrusted
sword was forged during the Age of Might and and has a magica.l aura. The Icon measures 6"
then lost later in that age. When dragons x 4" x I". It is the book held by the god
arose after the Cataclysm. the need for this Gilean that symbolizes all the knowledge of
potent weapon was great. the gods.

Wynnsbane is a cwo-handed sword +2 Once per day, the Icon ofTruth can be used
to cast a dispel illusion at 21st-level in a 30-
against most creatures. When used acainst foot radiw. Within this area, dream creatures
dragons and draconians, however, it inflicts (such as those created by the mindweb spell)
double damace. Against black dragons and and illwions cannot exist.
sea dragons, it inflicts triple its usual damage.
The sword does not become stuck in the statue This dispel illusion must be cast on a ftxed
created when a Baaz draconian dies and petri-

95

ma(jtcalttems o~ kRynn

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

things. the using character must make the sav-
ing throw to avoid being charmed. If the save
is successful, the check must be made to sec if

any evil dragons arrive.
Deet:cc magic and detect evil spells will

show a positive result if cast upon the orb or a
character charmed by the orb. For purposes of
dispelling, treat the charm effect as if it was
cast by an lith-level magic-user.

96

maqJcalJtems o~ kQynn

Sta~~ o~ maq1us ed in a search of the mage's person. the wizard is strong enough to retain his own
identity.
Magius was a wizard of legend who aided Bupu's €m€Ralb
Huma in his quests. His staff was one of the The use of this device requires a 10-block
most revered anifans, not for its powers, but This emerald was given to Raistlin by the shift in the direction of evil on the character's
in honor of the mage who used it. Indeed, gully dwarf, Bupu , in the ruins of Xak alignment tracking chan.
compared to other devices, it seems to be of Tsaroth. Whether or not the emerald had any
little use. But many have suspected that there magical properties before Raistlin acquired it When this device is used. both victim and
was more magic to the staff than met the eye. is unknown. Following the archmage's death, wielder must roll a saving throw vs. spell with
however, a legend sprang up that the emerald the following results:
In later years, the staffwas given to Raistlin appeared in the pocket of a gully dwarf about
l fajerc at the completion of his tests. Whether to be killed by draconians. The gully dwarf • If Boch Fail: Each loses ldlO + 5 hit
i :portended the power that he would attain or gave the emerald to the draconians in an effort
t 1e tragedy that would befall him matters lit· to purchase his life. The emerald killed the points. The victim can make one attack. The
t e now. The staff remains sealed the Tower of draconians and the gully dwarf escaped. wizard can elect to stop and deal with the vic-
High Sorcery in Palanthus- entombed in tim in another way, or he can try again (both
Raistlin's laboratory as a monument to his fol - Bupu 's emerald can be used only by a gully roll another saving throw).
ly. Certain reports of Raistlin's nephew, how- dwarf, gnome, or kender. When used as a
ever, seem to indicate that the staff is free defense in a life-threatening situation, it • If Both Save: Both are locked in mental
again in the world. causes the attacker to be instantly overcome by combat and must roll their saving throws
its beauty to the exclusion of all else. The again.
The Scaff of Magius can only be used by emerald kills the attacker on contact. It can be
magic-users. The abilities in the following retrieved by its original owner. • If Vicrim Saves and Wizard Fails: The
paragraph are immediately known to the
wielder, while those in the second paragraph In the hands of those of any other race, the wizard takes ldlO + 5 points of damage and
can be discovered when casting cenain spells. emerald has only the standard value of that
type of gem on Krynn . loses initiative in the following round. The
The Scaff of Magius functions as a ring of victim can take a free action this round.
When the victim touches the gem . he gets a
proceccion +3. It strikes as a + 2 magical saving throw vs. death. If successful, then he • If Wizard Sa ves and Vicrim Fails: The
receives 2d20 points of damage. The victim victim 's soul departs to the gods. His body is
weapon and causes ld8 points of damage. dies if the saving throw is failed. Treat the inhabited by the wizard's soul; the wizard's
Once per day it can perform a feather fall and obsession with the gem as a 15th-level charm old body disintegrates. If the victim had a
a continual light spell. spell . higher score for any of his abilities (Strength ,
Intelligence, Wisdom, etc.), this score replac-
In the hands of a mage of 6th level or high- th€ Bloobston€ es the wizard's score in that category. The wiz-
er, the staff can enhance spell casting. It dou- ard retains any of his scores that are higher
bles the duration ofspells that influence light, o~ ~1stanbant1lus than those of his victim. If the victim was of
air, and minds. It maintains spells that require higher level than the wizard, the wizard
concentration for one round after wizard stops This powerful gem came into Raistlin's pos- attains that higher level, gai ni ng the necessary
concentrating. It also adds 2 points ofdamage session after he defeated the evil wizard in experience points and powers ofhis new level.
to every die of damage done by a spell cast by mortal contest.
the holder of the staff. Absorbing another character's life force is
A powerful artifact from the early days of an extremely evil act . The wizard's alignment
th€ baGGER o~ maq1us magic , the bloodstone is of evil alignment. should shift at least 10 blocks toward evil (on
About three inches in diameter, it is a green the alignment tracking chan) each time he
Raistlin Majere purchased the dagger from gem flecked with red. It is set in a plain silver uses the bloodsrone for this purpose.
the Tower of High Sorcery, giving in exchange setting and worn about the neck on a silver
a valuable magical item he found in his early chain. It can be used to cure wounds inflicted b€VIC€ 0~
days of mercenary service. He carried chc dag- upon the body by weapons (but it would have
ger on his right forearm by means of a cun- no effect on poison damage, for instance). tJm€ ]ouRn€yJnq
ningly designed leather thong of his own
making. This allowed the dagger to slip into Its primary use, however, is to suck the life Made during the Age of Dreams, this
his hand with a simple movement of his wrist. out of a victim and transfer that life force to device was given to Caramon by Par-Salian.
the wielder of the gem, extending the life of DMs should be aware that the device will have
Six inches long, this silver dagger is carved the wizard. It also provides him with all the different properties depending upon when
in the shape of a dragon with the tail as the wisdom, memories, etc. of the person whose the player character encounters it. Originally,
blade. It is slender and lightweight and can life he takes. While this can be beneficial (giv- the device's use was restricted to the major
easily be hidden upon the person of the mage. ing the wizard additional knowledge), it can races-huma.ns, elves, and ogres-since all
also cause confusion and disorientation unless other races are prohibited from traveling in
The dagger has a + 3 bonus to hit and dam- time. It was also originally designed to be used
age. It also has the ability to remain undetect· by one person only.

This jeweled scepter can fold down into a
nondescript-looking pendant. Since the
device was essential to the return of the person
using it, it had several safeguards. Anyone

97

maqJCalJt€mSor kRynn

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

98

maqJcalJtems of kQynn

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

the axe o~ RaBBitslayeR,

BROtheRhoob tassleho~rs kn•~e

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

99


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