HITEHKEL
HITEHKEL Yet, even in this terrifying and inhospi- raining droplets and blobs of molten
table terrain there is life. Above the fiery stone. From a distance the Cooling Land
In the weeks after leaving the great plain are the great cities of the gnomoi, looks like a smooth plain, but closer up it
mountains of the north, the guides led the the industrious mechanical-minded chil- is rugged and broken. At night it is
way across a land of extreme dryness. In dren of Reorx. From their tower homes strangely lit by fiery cracks where molten
these weeks the mission of Dominus saw they mine and smelt the riches of Hi- lava has cracked through the surface. Like
no living thing save snakes who could puff tehkel, producing ingots of steel for ex- a sheet of ice covering a great lake, the
their bodies to great size and by so doing port throughout the world. Where others
could force open the burrowed holes of see only hellish destruction, the gnomoi Cooling Lands creak and groan, pop and
small creatures. It was upon crossing this find the blessings of their god. grate, as the ground contracts and ex-
land that the mission reached the Moun- pands, slowly hardening, collapsing, and
tains of Towers, known to the inhabitants There are more sinister inhabitants liv- rebuilding.
as Itomyadnali, as itom is their word for ing within the churning pit of fire itself.
pinnacle and nali is their word for moun- No man, not even an inventive gnome or At the very heart of Hitehkel is the
tam. Here the guides would go no farther, a powerful wizard, can survive in this sea third region, the Great Lava Sea. Only
saying they had come to the doorway to of lava for long, but denizens of the great wizards with spells of protection,
the Abyss, and so they deserted the mis- realms of fire prefer it above all other denizens of the flame, and the fire-fleets
sion to go forward on its own. places on Krynn. Here is the intense heat, of the gnomes can venture onto its wa-
soothing lava, and sulphurous fumes so ters. It is a churning cauldron of molten
Determined not to waver in the task set much like their homes on the plane of rock, fluid like water though thicker like
by the High Priest, Dominus and those Fire. Bound in allegiance to Hiteh, who molasses. It is in a state of constant tur-
friars accompanying him set forward in to first brought them to this land, the fire moil. Floating on the surface like icebergs
this land. It was not long before the mis- beings of Hitehkel look to expand their are chunks beginning to cool and harden.
sion made con tact with the people of this realm into the mountain homes of the Geysers hundreds of feet in height can
land, a short race known as the Gnomoi. gnomoi and beyond. erupt at any point as can swelling, surg-
Under their escort, those members of the ing mounds of fresh lava. Whirlpools can
mission were shown about the land. Shaped like a gigantic volcanic cone, form and grow to immense size, sucking
Hitehkel divides into three main regions. all caught within them to the very center
It is a land of many terrible wonders. The outermost is the towering mountains of Krynn (although nothing yet has sur-
The mountains are great square pillars that form the wall separating Hitehkel. vived that long).
and have been cunningly wrought out by Although these mountains look like the
the Gnomoi people. These vast towers caldera caused by the great stone that In such a place, only the most terrify-
stand on the shores of a great sea of fire struck Taladas, the caldera actually col- ing creatures could survive, let alone
and smoke, plied by metal ships and lapsed into the seething turmoil that choose to live here. Terrifying indeed are
filled with the most hideous creatures of spewed out from the center of the earth. the fire minions of Hiteh. -These creatures
flame. So terrifying was this that Friar The walls that now ring the molten sea re- (from the elemental plane of Fire) swim
Jurgen was struck dumb upon sighting it. sulted from the tilting of the old ranges within the molten waters of the Great
This place is surely the doorway to the and the volcanic activity that followed. Lava Sea. These beings, intelligent and
Abyss and Dominus named it Hitehkel. These mountains formed into strange cunning, have entered into Krynn
hexagonal columns and towering narrow through a gate deep within this volcanic
A description of the lands visited by peaks known as the Spires. Mingled crater, a point where the walls dividing
Dominus, priest of Narun, in the 180th among these are massive volcanoes and the plane of Fire from this plane are
year after the Great Destruction, by Friar geyser basins. This is the home of the weak. Still, they could not have entered
gnomoi. without the aid of Hiteh and so are here
Svike of Styrllia by his will. Mindful of their benefactor
Within the ring of the Spires is the sec- and contemptuous of all fleshlings,
It has been called Hell, doorway to the ond region of Hitehkel, the Cooling they serve Hitch loyally, although they
Abyss, the Sea of Fire, or the Wound of Land. This is a broad belt that encircles are headstrong and difficult to command
the Earth, but to most of Taladas it is Hi- the heart of Hitehkel. Here the ground is even then.
tehkel, the Kingdom of Hiteh the Mer- slowly hardening, forming a surface that
chant, evil god of corruption and lies. To can be walked uponperhaps. Travel If the fire minions were content to stay
say that it is a land almost stretches the across the Cooling Land is treacherous, within their fiery realm, it is doubtful
point, for it better resembles a seething especially without an experienced guide. that men would dispute their claims to
cauldron, a giant basin filled with boiling There are many places where the skin is rule over it. However, such is not the case
lava and ringed by a narrow strip of tow- dangerously thin, barely covering the for the gnomoi. Aside from coveting the
ering mountains. boiling earth beneath. Sometimes vol- riches of the earth swept to the surface in
canic fountains burst through the crust, this sea, the gnomoi also believe the re-
cent (since the Cataclysm) legends of
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Grathanich. Lost since the time of its plants that exist are carnivorous, a neces- everyday folk. The minoi are greater in
loosing, tales have often told of its discov- sary adaptation to supplement the mea- number than the gnomoi but the gno-
ery in one place or another. Most of these ger nutrients found in the thin soil. moi, because of their natures, are the
have proven patently false, but some- leaders and commanders of the people.
times there is a suggestion of truth to the Beasts are stranger still, the bulk of
matter. The most recent of these tales them predators since few can survive on In appearance, there is nothing to dis-
makes the claim that the Grathanich is the plants of the mountains. So few are tinguish the two races, even though their
the keystone of the Tower of Flame at the the herbivores that predators are forced to origins are entirely different even unto
very heart of the Burning Sea. Although prey upon each other, While a normal their earliest ancestors. The gnomoi are
told in various guises, the basics of the predator needs strong teeth and claws just the true gnomes of Krynn, supposedly
tale are always the same. to bring down a deer, those of the Spires fashioned by the hand of Reorx himself,
need much more. Their victims are not as his ultimate creations. The minoi are a
During the Gnomoi War, when the defenseless creatures prone to flight, but cursed race, created in Reorxs rage. The
fire-fleets pressed to the very heart of Hi- monsters as fierce as themselves. tale of their creation is known to every
tehs realm and stormed the Tower of gnome child of the mountains.
Flame, one soldier, sometimes gnomish It is in this land that the dragons are
and other times human, the sole survivor dominant of all creatures. None are more According to the story, Reorx, pleased
of a squad, managed to actually reach a powerful or more savage than they. Many with the cleverness of his creations (the
large chamber where a glowing, gray of the othlorx have made their homes in gnomoi) thought to himself, It is not
stone sat on a pedestal. Forced to retreat, the Spires and command vast territories. just that these children of mine should
the soldier barely had time to tell X (usu- Nor are their hunting grounds limited to profit by their cleverness over all my other
ally some kin or friend of a friend of the Hitehkel. They frequently fly out from children in this world. Unto each of my
person telling the tale) what he saw be- their lairs, where few disturb them, into children I shall bestow some art. So he
fore dying of his horrible wounds. Hu- the lands of Neron and Hosk. Here they began teaching the founders of nations
mans dismiss this tale like so many others feed on the riches of the land. Once sati- and the fathers of races his secret skills so
that tell of the lost treasures of Aurim or ated, they return to their lairs to sleep and that they could take their place beside the
abandoned dwarven iron mines. rest until they feel the need to feed again. gnomoi.
For the gnomoi, however, it is a much THE SPIRE MOUNTAIN First he took the fathers of the dwarves
more important matter. The Grathanich and taught them the arts of steel and
is perhaps the most revered artifact of GNOMES magic, so that they became cunning artif-
their race, and its recovery would mean icers of the hard metal. The dwarves grew
more than anything to them. Thus they Unarguably the greatest technological skillful in their arts and it pleased him.
take these tales seriously. Throughout civilization in all of Taladas, perhaps all But as their skill grew so did their pride
their history expeditions have set out on of Krynn, is the gnomish kingdom hid- until they boasted that they above all oth-
one quest after another, searching out the den away in the Spire Mountains of Hi- ers were favored by Reorx. Vexed by their
truth about the Grathanich. None, tehkel. These gnomes, living in cities arrogance, Reorx hid the riches of the
though, has proven more difficult or carved from the bizarre crystalline towers earth deep beneath the ground and the
deadly than this one. As of yet, no expe- that rise in these mountains, are builders dwarves were forced to dig ever deeper to
dition has reached the center of the Burn- on a grand scale. They are no simple find them until they no longer welcomed
ing Sea or penetrated the Tower of Flame workers of stone or carvers of wood; their the light of the surface.
to learn the truth. medium is steel and strange ceramics
poured from the molten rock of Hitehkel Next he took the fathers of the elves
Ecologically, Hitehkel is a barren itself. Where others see only a curse, the and taught them to see the cunning lines
wasteland. Clearly nothing natural and gnomoi of Hitehkel have found a bless- hidden in all things so that they might
even very little unnatural survives on the ing. No longer do they slave in unsafe fashion beauty where others could see
Burning Sea or even the Cooling Land. caves searching for meager veins of iron. nothing. The elves became skilled at this,
What little plant and animal life there is Now all they need do is refine and smelt fashioning wonders from the hidden
concentrates in the barely more hospita- the lava that flows all about them. shapes in stones and Reorx was pleased.
ble mountains of the Spires. Even here, But the elves became haughty, claiming
most of the life forms found are hideous The Gnomes of the Spires are divided they were the finest of Reorxs children
and strange, monsters twisted by the poi- into two groups, the gnomoi and the mi- and Reorx grew displeased. At last he
sonous fumes and acidic rains that blan- noi. (The term gnome is used when refer- cursed them with the fear of stone, so that
ket the lands. Trees and lush green plants ring to the people as a whole.) The no longer would they create anything of
are nonexistent; lichens, mosses, and gnomoi are the leaders, thinkers, and permanence and would only fashion
bloated fungi comprise the bulk of what master craftsmen of the kingdom; the from wood, destined to someday decay
little flora there is. Almost all the larger minoi are workers, artists, soldiers, and and disappear from sight.
Finally, Reorx turned to man, the larg-
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est of his children. So quickly do the hu- the shops grow their beards long and full, breeches. Hard, heavy boots, reinforced
mans multiply that already the fathers of often reaching to their knees. Craftsmen with steel, are worn and the gnomes can
that race had created and populated na- keep theirs short and neatly trimmed often be heard making a wonderful
tions. Unto the founders of the nations, (long beards too easily become tangled in racket clomping about the halls in these.
Reorx gave the arts of building so that gears or are scorched away by the heat of Depending on the workmans duties,
they might make mighty halls and pal- the lava smelters). Warriors grow theirs other special clothing may also be worn.
aces for themselves and all of his children. long but then braid them, sometimes This includes thick leather aprons,
The humans excelled at this art and be- even going so far as to tie these braids to- gloves, asbestos mitts, and masks to pro-
gan to make such monuments as had gether behind the neck. Hair is normally tect from flying sparks. Those working on
never been seen. worn neatly close-cropped for all males, the smelting floors and at the forges often
although nobles may affect elaborate per- wear leather skullcaps to protect their
But one nation among them all was fumed hairdos and patriarchs normally hair. Dirty rags to wipe clean sweat and
perverse and slow-witted. Though they let their wispy white hair grow long as a grease are usually carried.
tried mightily, they could not build great sign of their respected station.
structures to last. All that they built was Nobles and administrators dress en-
crooked and bent, yet they marvelled at Gnomish women differ little in ap- tirely differently, another sign of their po-
their own skill, naming themselves pearance from their men. They are, if sition. The standard court dress is a
greater than Reorx. Nor were they satis- anything, slightly larger- boned and floor-length robe that hangs straight
fied with only perverting. the arts of plumper. Unlike their dwarven cousins, down from the shoulders. The shoulders
building but also sought to steal the arts the women are universally beardless. Ash are built up with padding and stiffeners
of the forge and the machine from the blonde to straw are the most common so that the robe is unnaturally broad and
other races. Finally Reorx could take no hair colors. Unlike the men, the women wide at the top. It is worn unbelted and is
more of their pride and their ineptitude. do not wrinkle quickly. However, they are sometimes pleated on the sides. The
He took from all humans the secret more susceptible to gray hair, often be- cloth is bright but of a solid color, al-
knowledge of his arts, leaving them only coming white-headed before they are 150 though a heraldic symbol may dominate
the memories of what they once knew. As years old, barely out of middle age. the chest and back. A tasselled stole,
for those of that prideful nation, he reaching almost to the floor, is worn over
cursed them to become as small as their Gnomish dress tends to favor practical- the shoulders for official functions. This
small-mindedness. Thus were born the ity, although they certainly have no moral is embroidered and printed with the sym-
minoi. It was only through his mercy that injunctions against finery. The preferred bols of the wearers office and rank.
he let them take the mold of his favored colors for men are reds, blues, and Tight-fitting, brimless caps reminiscent
children, the gnomoi, to serve as a re- browns, while womens dress leans to- of the workers skullcap are sometimes
minder to them of the perils of pride. ward white and red. worn, particularly out-of-doors or when
in the shops.
Today, gnomoi and minoi are indistin- Workingmans dress, the most com-
guishable. Both are a short, somewhat mon seen, typically consists of a tight- Gnomish housewives wear white
squat race (though nothing like the cuffed, long-sleeved pullover shirt made blouses and skirts of starchy linen. The
barrel-built dwarves) about three to of heavy, coarse cloth and a pair of thick
three-and-a-half feet tall. While not
tubby or obese, they tend to have a
plump layer of fat over their bodies.
Their noses are broad and particularly
long and large and their cheeks are
round, while their eyes are recessed and
sad-looking. Their faces glow with a
ruddy sheen. The men wrinkle quickly as
they grow older, giving an impression of
great age and wisdom to even young, rash
males.
Males grow beards and mustaches, but
the length is determined by the gnomes
age and occupation. Youths, apprentices,
and minor clerks are beardless, at most
growing a lush set of muttonchops side-
burns. Administrators and leaders who
are not involved in the day-to-day work of
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top half buttons down the front and is charge. They make the laws and adminis- these leaders were unwilling to trust their
quite loose-fitting (to accommodate the ter justice, shuddering at the thought of fates to a full partnership with the minoi,
layers of undergarments worn). The skirt what minoi justice might be like. They who are less capable in the arts valued by
is floor length. Both are hemmed with set taxes and allocate funds from the trea- the gnomes. In their writings they argued
strips of colorful embroidery made by the sury. (Many centuries ago there was a that the minoi had useful insights to offer
family. Typical designs are geometrics, council that foolishly allowed greater and should not be neglected.
gears, or fantastic animals. The quantity voice to the minoi in the funding of pro-
and skill of the embroidery is a point of jects. The automatic bed-making device To this end, every gnome receives train-
pride for the housewife and nearly all that lashed sleepers to their bunks was the ing in the engineering arts to the best of
fancy clothing will show at least some result.) his ability. There have been rare cases of
sample of her skill. true genius among the minoi, gnomes
The gnomoi design and supervise all whose combination of illogic and desire
GNOMOI AND MINOI public works, although the minoi are for- has succeeded in producing visionary
ever trying to get their pet projects ap- works. However most of the minoi fall far
Although there is no difference in ap- proved (air canals, for one). The gnomoi short of this, ending their education ear-
pearance or dress between the gnomoi design most new machinery. Minoi are al- lier than the gnomoi. Even among the
and the minoi, all gnomes are acutely lowed to undertake original designs, gnomoi only a few are able to complete
aware of the difference between the two since the gnomoi realize that the con- their studies all the way through.
classes. Simply put, the minoi, while they structive urge must be satisfied in all
lack nothing in desire and ingenuity, lack gnomes, but only under close supervi- In keeping with this attitude, the king
the logical minds of the gnomoi. For sion. Testing new minoi devices is always of the gnomes has always espoused a pol-
builders of intricate machinery, archi- done with great care. Where the minoi icy of one people. There are no laws
tects, civil engineers, administrators, inventor would just as soon turn the en-
judges, strategists, and tacticians, this is a gine on right there in his lab, the gnomoi that affect one group over the other une-
fatal flaw. For poets, sculptors, painters, insist all devices be tested in specially pre- qually. Indeed, there are grievous penal-
actors, everyday laborers, clerks, scribes, pared chambersarmor-plated and fit- ties for the crimes judged to be motivated
and soldiers, this lack of logic is insignifi- ted with special observation ports. The by prejudice. If a gnome murders for
cant or even an asset. minoi think the gnomoi are timid money, it is a crime punishable by impris-
milquetoasts who dont appreciate the onment; the gnome who kills another out
The difference between the two types joy of inventing. of prejudicial fear or pride is punished
of gnomes is best seen in the different ap- with death. Still, there are customary
proach each would take to building the Although the gnomoi dominate the prejudices between the two groups. Mar-
same machine. The gnomoi try to be di- minoi, they are not without conscience. riage between gnomoi and minoi is infre-
rect and straight-forward, applying inge- The wise leaders of old were perfectly quent at best. Relationships between the
nious devices to create a workable aware that the society could easily devolve two groups tends to be reservedoften
solution. A minoi builder would create into a master/slave or superior/inferior friendly but never intimate.
the most roundabout device possible, of relationship, something that would be
limited practicality, and one that would bad for all the gnomes. At the same time, Curiously, although the gnomoi pri-
most likely not work or at least not the vately agonize over the correctness of
way its maker intended.
Gnomoi machines tend to do what
they were made to do and nothing more.
Minoi devices tend to bounce about un-
controllably, shoot blasts of scalding
steam, explode, stop unexpectedly, emit
piercing squeals, start when the stop but-
ton is pushed, break things, electrocute,
and generally self-destruct. They are not
the kind of things that make a civilization
advance.
Given this, it is not surprising that the
gnomoi have taken a firm grip on the mi-
noi and paternally guided them over the
eons. Custom, based on practical needs,
has established that the gnomoi are in
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HITEHKEL
their relationship to the minoi, the minoi and modifications to their original plans. Just above these floors is a smaller floor
seem to harbor no apprehensions or com- Still, no gnome looks forward to the day filled with apartments and reception
plaints about their treatment at the when the quality of their work is tested in halls. This is where merchants and other
hands of the gnomoi. They consider the war. foreigners are allowed to stay while they
tasks of ruling and administration unde- transact their business with the gnomes.
sirable. Soldiering is respectable, but All the citadels follow a common de- These rooms are specially prepared as
only for warriors in the front line. Tacti- sign, though this must obviously be al- they are carved to human-size. Most of
cians and strategists who command arm- tered to account for many varying factors. the passages of the citadel, particularly in
ies are less respected than those at the Height and width of the tower, quality of the residential sections, are carved to
forefront. Eccentric inventors who build a the stone, surrounding terrain, and hid- gnomish heights, only four to five feet of
device by trial and error are greater than den faults and fractures within the rock ceiling height. Rooms in houses are corre-
trained engineers who work out designs all affect the overall construction. As spondingly small. Humans in these areas
for others to build. In short, the minoi much as possible, however, the builders have to walk practically doubled over. As
consider praiseworthy those qualities the keep to the planned design. for fitting into most gnome rooms, it can
gnomoi think are detrimental. More than often be a very tight squeeze.
anything else it is this set of contrasting The plans are conceived by gnomoi en-
viewpoints that has ensured harmony be- gineers (to ensure practicality) and then The main floors above the base are
tween the two races. drawn up by minoi draftsmen. These mi- filled with the workshops of the gnomes.
noi naturally add their own improve- The exact size and number of these de-
THE CITADELS ments during the drafting stage. Aware pends on the specialties of the citadel.
of this, the gnomoi double-check all The oldest, Aldinanachru, built on the
Harmony is essential to the gnomes, plans once they are drawn up, removing edge of the Burning Sea, is noted for its
for they are crowded close together. Be- those minoi additions too dangerous or lava-forging, a very heavy industry. In its
fore the Cataclysm, the gnomes lived in impractical to implement. The rest they workshops lava is scooped from the sea,
scattered communities throughout the leave, in part a concession to the minoi purified, and cast into forms. Some of
central mountains of Taladas. Since the but also because the minoi have a better- these are bars of metal to be shipped and
great strike of the Cataclysm, the land developed artistic sense. The draftsmen sold elsewhere, but often the lava-metal
outside has become inhospitable. Many tend to remember things like windows, is fashioned into inventions in the shops
warrens died in the dark years of Hitehs statuary, and park-like areas that the gno- of Aldinanachru. Most noted of these
night, a terrible blow to a race to which moi forget. constructions are the fire-fleets, the
the warrens meant so much. strange ships able to sail on the surface of
With plans in hand, construction be- the Burning Sea.
The gnomes realized they were gins. This, like all building and invention
doomed if they did not find a safer home- work of the gnomes, follows a pattern Other citadels have different special-
land. They could not live on the surface as similar to the plan-making. The gnomoi ties. Higher in the mountains, Nabruta-
they once had and so, under the direction supervise, the minoi cheerfully do the cildiscara, very roots descend into mines
of the gnomoi, they set about creating work, adding in whatever extra details of copper and its shops fashion tools, pip-
the citadels, carved from the sturdiest of they can when the gnomoi arent around. ing, and household goods from the
the massive stone columns. The result may be an unexpected room metal. Yahmetnacharu works in glass and
devoted to the mechanisms of an auto- ceramic materials, using secret processes
Among the looming peaks of the matic door opener or a floor fitted with to purify the hardening lava of the Cool-
Spires, the gnomes undertook the mas- heating pipes. Sometimes these improve- ing Land. Each citadel has workshops
sive project of carving the citadels; ments cause expensive delays, but many humming with activity as the gnome
homes, warrens, cities, factories, and for- others, while somewhat annoying to the craftsmen go about their work.
tresses all in one. Although they are less gnomoi, are left as they are, allowing
than 300 years into their project, the each citadel to be more and more a home Above the factories are the fungus
gnomes have already completed several to the minoi. farms and the residential sections. Al-
of the citadels. The gnomes feel they have though the gnomes have farms on the
made excellent progress, especially con- The standard building practice is to di- land surrounding the citadels, they also
sidering the untimely interruption of a vide the tower into a series of floors. have facilities to grow large quantities of
major war with the fire minions of Hi- While the exact number varies from mushrooms within the tower itself. This
tehkel. Still the war provided the builders tower to tower (as determined by height) is one of the lessons learned from the ter-
with a real test of their handiwork during the pattern of use remains the same. At rible siege of Aldinanachru. Along with
the siege of the Citadel of Aldinanachru. the bottommost level are storerooms and these are numerous granaries, kept fully
Based on this experience, the builders warehouses or (for those towers adjacent stocked.
have incorporated many improvements to the Burning Sea) a shipyard. Large
gates at the base of the tower give easy en- The residential sections form the bulk
trance to merchants and their caravans. of the central levels. These levels are a
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HITEHKEL
maze of small passages. Households are lowed to search any warren, rather like votes much space to government offices.
small, limited to the immediate family staging a raid. Forcing ones way into a Here the workmanship varies between
only. The gnomes, particularly the elders, warren is breaking and entering, even if no bland and purely functional chambers for
are proudly independent. Once married, individual house of the warren is entered. the rows of scribes to the elaborate audi-
a male gnome does his best to support his ence hall of the High Judge. The public
family without outside aid, moving into a Casual contact, business dealings, mar- places are built to be grand and impres-
separate house and going into a trade (if ket shopping, courtships, and investiga- sive, using high ceilings and many win-
he has not already). Families are small, tions are conducted in the large dows (rare commodities elsewhere in the
only two or three children in addition to communal halls that crop up throughout towers) to instill a terrified awe in those
the parents. the residential levels. These can be best who bring their cases before the rulers. In
equated to public parks or taverns in hu- imitation of the great Glass Tower of Al-
While households are small, it is com- man cities. Here old patriarchs sit on dinanachru, the tops of the citadels are
mon for entire communities to be re- stone benches under the cooling air carved into slender spires. Ornamental, it
lated. Sons, fathers, grandfathers, ducts, smoking their pipes and telling also serves as a mooring mast for the hot-
in-laws, brothers, sisters, aunts, uncles, tales of the war. Workmen troop up from air balloons and the highest lookout post
every possible relation lives within a small the shops below to draw a cool draught of of the citadel.
system of warrens. This creates a commu- ale and rest their legs before going home
nal sharing of duties within the warren. to their warrens. Youths scuttle under the THE GOVERNMENT AND ARMY
The homes, even the hallways, all be- tables, up to mischief like tying the whis-
come part of an extended household. The kers of a sleeping graybeard to a table leg. The gnomes are ruled by a hereditary
duties of watching children are shared. Housewives gather to share news of chil- king. The current leader is Telemandar-
Skills are shared. One household bakes dren and husbands, while the heads of klosminarus IV, also known as Teleman-
breads, another hangs and smokes meat households read the days proclamations dar the Stooped. Although he is the final
for the families, while a third may come pasted on the Pronouncement Pillar. authority in the land, he does not become
around to do the small carpentry jobs. In Young lovers try to escape notice in dark involved directly in the administration of
this way the families work to support and corners. Marriage brokers sit at their cus- the citadels. Instead he appoints a High
provide for each other. tomary tables awaiting the timid ap- Judge to each citadel, roughly akin to the
proach of anxious parents. In the darker governor of a province. It is the High
These small households cluster to- halls, drunks fall sloppily to the floor, Judges responsibility to carry out the
gether into small knots and are known by while soldiers boast of their prowess and edicts of the King and, in turn, to rule on
the traditional name of krakchow, or might. Thieves and fences have huddled the grievances of his citizens. To aid him
warrens. A group of homes (all lived in by meetings in dark corners. Most sinister of in this task, each High Judge has three
various family members) share a central all, dark cultists lurk in the shadows, groups of officials: the Judges, the Fore-
plaza/chamber, well, baths, and toilets. whispering the words of their god to the men, and the Captains. These three
Other features include may be included, circle of devotees around them. The com- branches each has responsibility for one
depending on the means of the warren munal rooms are the hearts of the citadel area of the gnomish community.
smokehouses, granaries, icehouses, and community.
laundries are all possibilities. The first branch, the Judges, has au-
Above the residential levels are a vari- thority over all justice within the tower.
Each warren is semi-isolated from all ety of functional constructions. These in- At the lowest level are the arbitrators.
the others. Larger avenues run between clude the massive water cisterns that catch These minor officials are usually re-
the warrens like main streets. Each warren and purify the rains of Hitehkel (al- spected elders of the warrens. Each arbi-
typically has gates at the tunnels that go though the water still has a sulphurous trator has several warrens under his
past it. Although some rely on locks to taste), armories of bizarre machines of jurisdiction. The arbitrators, using cus-
keep their warrens secure, this is not a tre- destruction, barracks, and lookouts pro- tom and common sense, try to settle mi-
mendously effective deterrent in the tow- jecting around the rim of the entire con- nor disputes between neighbors and keep
ers. The mechanical-minded gnomes also struction. A few of the citadels have small the peace. An arbitrators judgment is
make excellent lockpicks and thieves; air fleets of gliders and balloons (taking binding and usually involves some kind
theft is one of the problems of the cita- advantage of the air currents generated of negotiation and settlement.
dels. A more effective deterrent is to have by the Burning Sea) and these are stored
one of the family act as gatekeeper, the in special launch and landing bays at the Typical arbitrator cases are noise,
job typically changing from week to uppermost levels. drukenness, digging too closely to the
wall of another warren, illicit romances,
week. At the very top are the offices of the dumping of garbage, etc. However, if the
By custom, only family members, government and administration. These guard must be called in, if one party chal-
levels tend to be small, although Al- lenges the arbitrators decision, or if the
trusted friends, and specially honored dinanachru, being the kings tower, de-
guests are allowed within the gates of a
warren. Of course, the kings guard is al-
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HITEHKEL
arbitrator chooses, the case is passed on to judgment of the Court is final; there are gnomes and is a source of fierce politick-
go before the Magistrate. no further courts of appeal. The only re- ing. Each Master fights, wheels, and deals
course for those who feel wronged by the to see that his trade is well-represented,
For each residential level there is one judgment is to petition the High Judge or for it is a matter of prestige (and power)
Magistrate. Working in cooperation with the King, but these are not guarantees of not only to the Master but to all the mem-
the Sergeant of the Guard who is assigned hearings. bers of his trade.
to the same level, the Magistrate oversees
all the arbitrators, supervises investiga- Indeed the system throughout is struc- A second function of the Foremen is
tions, and hears all felony cases. In addi- tured so that appeal is discouraged. Ap- the maintenance of the citadels. The
tion, he rules on civil disputes passed on peals are not automatic. The disgruntled Foremen are responsible for inspecting all
to him from the arbitrators. party must petition the higher court, stat- parts of the citadel and preparing recom-
ing cause. If the court decides the peti- mendations for the High Judge. At the
The Magistrates jurisdiction does have tion is frivolous and the judgment just, it same time, additional planning for the
specific limits. His jurisdiction in felony not only throws out the appeal but also growth of the citadel is calculated and
is limited to injury through negligence, fines the party that filed it. It is presumed new constructions are proposed. Funds
theft, rapine, and assault. Capital crimes that the previous court acted correctly are allocated to the task (from the taxes
of murder, arson, abduction, and treason and that the appeal is disruptive and un- collected by the High Judge). Sometimes
are heard by higher courts. Even in those warranted unless substantial evidence special taxes are levied or workers are con-
cases he is allowed to hear, his sentences demonstrates otherwise. scripted for special tasks. Each Master is
must approved by the Court of the Cita- charged with reporting on all construc-
del. For the most part this is a formality, The second branch of the government tions that come under his specialty. Un-
but the higher court occasionally acts as a is the Foremen. These men have identical der corrupt Masters this is an opportunity
court of appeal. duties to the Judges, except that their to overcharge for work, skim funds, and
power is limited to the shop floor. At the bill for non-existent jobs.
In conducting investigations, the Mag- lowest level are the Foremen and over
istrate has the authority to enter warrens, them are the Masters of the Science. Each This is where the third branch of the
seize property, bind gnomes over for trial, specialty has its own Master. Over all is government, the Guard, comes in. The
and conduct interrogations. the Council of Trades. Every Master has a Guard is the army, police, and investiga-
seat on this Council and it is chaired by tors all in one. It is their duty to serve the
The highest levels of justice are admin- the Grandmaster, an appointee chosen other branches of the government, pro-
istered by the Court of the Citadel, a from the Master ranks. viding them with the assistance of au-
court of three judges appointed by the thority when they need it. The bulk of
High Judge and approved by the King. In addition to the duties of judgment the work is done by the common Guards-
These judges hear the most serious cases over the shops and the right to settle all man, the lowest rank of the Guard.
of murder and destruction and occasion- labor disputes, the Council has the addi-
ally pass down rulings on the most diffi- tional task of scheduling production and The Guardsmen are organized into
cult of civil property cases. The Court of allocating resources for the upcoming companies of about 200 warriors. In addi-
the Citadel also hands down edicts gov- year. This is an important decision for the tion to the Guardsmen, a company has a
erning the daily life of the people. The small number of illusionist and scout spe-
cialists. Each company has a specific des-
ignation or title and adopts some type of
distinctive dress or symbol. At least one
company is assigned to every level of a cit-
adel. While it is rare for a shop level to
have more than one company stationed
on it, residential levels often have two or
three companies working in rotation.
A company is commanded by a
Knight-Commandant with the assistance
of two to four Knights-Ordinary and a
number of Squires. On the residential
levels, the Knight-Commandant and the
Magistrate work together to conduct in-
vestigations, make arrests, and keep the
peace. At the same time the Knight-
Commandant is responsible to the
Knight-General, the commander of all
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HITEHKEL
forces in the Citadel. The Knight- The Company of the Dead Their only goal is to kill or injure the en-
General in turn reports to the High Judge emy, no matter what the expense. Any man
and the Knights of the Realm, who sit on The Company of the Dead is the most of the Company who wavers is cut down by
the Kings Council. select force of all the gnomish units. It is a his fellows just as quickly as they would kill
large company of marines, approximately an enemy. They do not take prisoners un-
The Guard is charged with many im- 1,000 strong. Its members are easily iden- less specially ordered to do so. They do not
portant duties. Under the Magistrates tified by their skull-like face paint and retreat unless it is ordered for strategic or
and the Foremen, it acts as a police force. helmets. Their armor is far heavier than tactical necessity. They never question their
Under the direction of the Knight- those of other marines, with elaborate orders or doubt their cause. They do not be-
General it is responsible for the overall se- and supposedly frightening ornamenta- come discouraged or disheartened, for
curity of the citadel. By the commands of tions. They carry a motley assortment of these are emotions of the living. They have
the Knights of the Realm, the Guard pa- weapons, each man choosing those things a passionate love and fanatic obedience to
trols the lands surrounding the citadels that he prefers. Battle axes and jagged- the King, drilled into them from the day of
and reports on all possible threats to the bladed swords are most common, but their rebirth.
kingdom. pole-swords and -axes, double-bladed fist
daggers, and spiked flails are also used. As befits such an extraordinary unit,
These tasks require a great deal of en- They do not use missile weapons, relying the Company of the Dead has a long and
ergy and diligence, so Knight- on other units to provide covering fire. illustrious history. It was formed during
Commandants are chosen carefully. The They are strictly a melee unit whose task is the years of the Gnomoi Wars, originally
High Judge has no say over the selection to close with the enemy and overwhelm as a special command for the final storm-
of a Knight-Commandant. These them quickly and savagely. ing of the Tower of Flame. The gnome
gnomes are appointed by the Knights of and human commanders of the fire-fleet
the Realm with the approval of the King. What makes this company truly re- knew the assault would be difficult and
The Knights of the Realm receive their markable is the soldiers attitudes. Every dangerous since the Tower was the heart
positions from the king and hold them soldier, from the Knight-Commandant of the fire minions realm. Those who at-
for life. Knights are normally only ap- down, has forsaken all his possessions and tacked in the first wave were almost cer-
pointed after performing some heroic all connections to his past life to become tain to die to a man, attempting to clear a
feat or providing years of exceptional and one of the Dead. Upon joining the Com- path for the later waves of the assault.
stout-hearted service. pany, the soldiers family normally holds
a funeral for him (which he may even at- Recognizing this, the commanders
Ranks below that of Knight- took only volunteers for the first wave of
Commandant are appointed by their im- tend!) and divides up all his possessions the assault and only after clearly explain-
mediate superiors, based on a as an inheritance. From that point for- ing there was no chance of survival.
combination of favoritism and occasion- ward he is no longer acknowledged by his Nonetheless, they still had eager volun-
ally skill. Wealthy gnomes can buy com- family, wife, children, or friends. He can- teers. From these they selected the most
missions as Squires but these normally not enter the warren or place any claim on able and set about training them to be
lead to obscure postings until the Squire them even if he should leave the Com- even better. Special effort was made to
proves his ability. Some never do and it is pany at some later time. During the in- make the Company as hard and tough as
not unknown to find 250-year-old duction, the Knight-Commandant it could be. Tearful farewells were made
Squires still in positions they have held anoints the soldier and gives him a name, as the volunteers set sail in the first ships
for decades. to symbolize his birth anew. From this of the great armada bound for the Tower
point on, the only thing the soldier has to of Flame.
The arms and armor of the Guard de- live for is the honor and traditions of the
pend on rank and duties. Common Company. At that great battle (still commemo-
Guardsmen responsible for keeping the rated by the Company every year), the
peace rarely wear armor and carry little The overriding belief of the Company volunteers bid their companions farewell,
more than a large, staff-like truncheon, a is simple and clear-cut, best shown by sang their death songs and then charged
symbol of their office. They rely on the their motto, The dead do not fear. The forward. The defense was fierce and for a
force of authority and reputation instead gnomes of the Company sincerely believe time it looked as though they would fail
of weapons or pure martial spirit. Watch- that having died, death can no longer after all. They died in numbers beyond
men in the lookouts are supposed to wear terrify them. As a result, in battle they all understanding for normal soldiers.
leather armor, but it is not uncommon for fight with savage fury. As a unit they are Still they kept fighting forward, crawling
them to set this aside during the hot days contemptuous of danger, unaffected by over the heaps of their dead companions,
of summer. Marines of the fire-fleet also daunting odds, and oblivious to casual- until at last they broke through the outer
favor light-weight cool armor, although ties. As much as possible they model gates.
they must wear special protections to themselves after the dead creatures of the
withstand the poisonous vapors. earth. Perhaps as many as 95% of them died,
but in doing so they breached the de-
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fenses of the Tower. Their brethren fol- king. It is fortunate for army com- hope that some day they too would be-
lowed in their wake, but the volunteers manders that these grievances are most come one of the chosen to ascend into his
still pressed forward, whipped by the often about the lack of action for the realm. Over the years, the tenets of the
frenzy of battle to exceed their orders and company rather than excessive campaign- faith and the hierarchy were modified.
enter into the corridors and chambers of ing or casualties! Where previously those with exceptional
the tower itself. Here they became sepa- priestly power had been exalted, now the
rated into small groups as they scoured THE PRIESTS OF THE GNOMES greatest priests are also among the most
the structure. Many more died, am- inventive builders and designers of the
bushed and overwhelmed, but none sur- The gnomes, although adept at the art gnomes. After all, Reorx bestowed the
rendered. It was only when ordered to fall of illusions, have never been strongly at- gift of readily available metal on the peo-
back that they finally withdrew, leaving tracted to magic wizardly or clerical. ple, so it is therefore only right for the
behind a charnel house of blood and de- Thus when the gods departed Krynn at priests to excel in its use.
struction. the time of the Cataclysm, the gnomes
ultimately found it made little difference As with most religions, the priests of
In the end only one gnome of every 100 to their lives. They avoided the worst of Reorx have a distinctive dress. Most of
in the Company survived to return home. the plagues that swept the land by isolat- their clothes are common in
Although hailed as heroes, these ing themselves from all others (greatly appearancethe shirt, pants, and boots
gnomes, so committed to dying for their helped by the ruggedness of the terrain of a workman. However, each priest wears
people, were depressed and despondent. between them and all others). True, sick- an apron and towering miter as a sign of
They could not return to their homes ness did kill people who might have been his station.
feeling themselves marked in shame. saved before. Illness, wounds, and inju-
Thus it was by a special petition to the ries had to be healed naturally but, given The apron, modelled after those worn
king that the survivors were allowed to the life span of the average gnome, this in the foundries, is a thick leather piece,
form the core of the Company of Death. was only a minor inconvenience. Thus, hardened like leather armor and em-
the people did not turn away from the bossed with the symbol of their faitha
To this day, the Company has sought to gods, or their god Reorx in particular, in hammer rising from a crescent moon.
maintain the same ideals, the same great numbers as happened in other Those higher in the ranks of the priests
standards, the same fanaticism that drove lands. have more elaborate apronstooling,
those volunteers at the Tower of Flame. gilt edges, and painted designs all indi-
Several of the higher ranking officers Indeed, once the chaos of the Cata-
fought in that battle and in the ones that clysm has been sorted out and the first cit-
followed. Although they have not always adels established, the gnomes discovered
won every battle, they proudly stand by that Reorx had not abandoned them at
the fact that they have never been beaten. all. True, he had taken the greatest of the
They may fail to reach their objective be- gnomish priests, but this was really a
cause the enemy is too great, but they manifestation of his great love for his
have never run from a fight. Although children, since he took the noblest and
the fire minions remain their greatest en- most faithful of his followers to their
emy, the Company has fought in other well-earned reward. This only inspired
campaigns against other foes, so much others to greater devotion in the hope
that their reputation is feared even by that they too would one day be called. He
those who have never encountered them. also withdrew the gifts of spells he had
given to his priests, but he replaced this
Unlike all other commands, the Com- with the greater gift of the lava, which he
pany of the Dead is under the sole control extended to everyone. There was a time
of the King, although it does not perform of trial and hardship, but in general, the
bodyguard duty. Only the King can de- gnomes feel their life is better now than it
cide when and where to use the Com- had ever been before. Thus for them the
pany, usually by assigning all or part of it Cataclysm is know as the time of Reorxs
to a field commander out on campaign. Gift.
Generals are charged with careful instruc-
tions concerning its use; not to waste if Because the people did not become
frivolously, nor hold it back in times of discouraged, neither did the priests and
need. Although subservient to the acting priestess of Reorx. Although bereft of
commander of the army, the Knight- their powers, they continued on with
Commandant retains the right to carry their faith, striving harder than before in
the grievances of his men directly to the
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HITEHKEL
cate the status of the priest. obvious inclinations. Most of those cults among the gnomes willing to listen to the
Each priest also wears a miter-like hat that existed prior to the Cataclysm have seductive promises of power and great-
dwindled or died away in the decades ness that these gods offer. These cultists
that shows his function within the that followed. Furthermore the priests of must meet in secret, lest they be discov-
church. There are hats for daily priests, Reorx have attacked many of these as un- ered and exposed to the public. Followers
teachers of the arts, high priests, and in- scientific and therefore dangerous to the of the evil gods are universally considered
terpreters of the law, the highest rank of morals of the people, particularly the dangerous, often accused of acts of trea-
all. These become more and more ornate young. While there has never been any son against the king, if for no other rea-
until reaching the highest level where the official action on the part of the King or son than that they do worship the gods of
hats are of the utmost simplicity. the High Judges, the priests have success- the enemy.
fully convinced most to heed their words.
The seminaries of the priests also These fears are not without grounds.
changed. While they had always been in- As a result, only two small cults flour- The two gods are quick to grant their fol-
stitutions of higher learning with empha- ish (if it can be called that). There are a lowers priestly power, both to crush their
sis on engineering, they have since come few followers of Mislaxa who practice enemies and to seduce new followers.
to teach more sciences and fewer applied healing arts. These the priests of Reorx The promises of power all come with one
theological mysteries. Students are still portray as superstitious quacks, pushing condition, the overthrow of the King and
taught the philosophies and rituals as the useless powders and pseudo-rituals. In his supporters. Only in this way can the
most important part of their training, but many ways the priestesses of Mislaxa are cultists come to power. They have no de-
the applied skills that were once necessary treated like gypsy fortune-tellers, consid- sire to work with the government or the
for spellcasting have been discarded. In- ered by most to be fakes but whole- other priests. Their power must be abso-
stead, more and more courses relate to us- heartedly subscribed to by a few. The lute or it fails entirely. To this end, cultists
ing the gift Reorx has given. priestesses have more acceptance among have cooperated with the fire minions,
the lower classes of workers than among sometimes with full knowledge of their
As a result of this shift, even though the better educated upper class. deeds, but more often foolishly believing
Reorx has returned to the gnomes of Tala- that once they attain power they will be
das, he has bestowed priestly powers on The second cult is that of Hiteh and able to deal with their former allies from
only a few of his priests. It is not for lack Erestem (who are always treated as a pair the Burning Sea. This, of course, is not
of faithfulness on their part, but because by the gnomes). This cult needs no what Hiteh or Erestem have in mind at
he finds their new direction and energy branding by the priests of Reorx, for it is all.
pleasing. Always one interested in the universally hated and feared by all good
crafts and building arts, he sees the gnomes. The gnomish citadels have been GNOMISH INVENTIONS
gnomes gradually elevating, these from on the forefront of the wars against the
science to religion, all in his name and for forces of the evil gods too long for them The gnomes of the Spires are far more
his glory. Currently, there is no reason for to believe the pair are anything but ma- than just architects or engineers who
him to interfere. levolent and dangerous. spend their days carving out their cita-
dels. They are passionate inventors and
Other gods and goddesses have never Nonetheless, there are always some builders of wonderful and sometimes ab-
fared well among the gnomes, given their surd devices, large and small. Making
things, particularly things that have
never been made before, is an unquench-
able instinct that has been raised to a re-
spected art in their society. Every gnome,
no matter what his trade, invents; some
just do it better or on a grander scale than
others.
Gnomish inventions fall into two
groups: gnomoi and minoi, practical and
impractical. It is a mistake of many for-
eigners, having a passing familiarity with
gnomish society, to believe that all gno-
moi inventions are practical, while none
of those of the minoi are. The actual situ-
ation is not as clear as this. There are im-
practical gnomoi devices and practical
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HITEHKEL
minoi ones. At best, each group tends to ert have 27 different words to describe all much like cheating. They strive to build
follow certain tendencies. the different types of snow they recog- pure machines without the aid of other-
nize, the gnomes of the Spires have 34 worldly powers.
It is often assumed that the gnomoi different expressions for Look out!
build the most practical designs. In truth, One translates as Fall flat on your belly, Within these limits the gnomes have
the gnomoi are no more apt to be practi- another as Dont step on that, a third created many amazing devices. By far the
cal than their minoi cousins; it is just that as RUN! and so forth. Each defines a two best known to the outside world are
they are likely to build things that work different degree, nature, or direction of the fire-fleets and the windships.
the way they were intended. A gnomoi is danger.
almost as likely as a minoi to build an au- The fire-fleets are iron ships built to
tomatic chicken plucker, the biggest dif- Of course there are limitations to sail without sails or oars upon the very
ference being the gnomoi will build one gnomish technology. They have extraor- surface of the Burning Sea. Somehow the
that plucks the chicken without destroy- dinary skill at mechanical engineering gnomes forged materials that will not
ing dinner. and can do amazing things with cables, melt even at the extreme temperatures of
pulleys, springs, and gears. Likewise, the Burning Sea. Just how they have ac-
The prized logic of the gnomoi enables they are masters at smelting and refining complished this is one of their closest-
them to think through all the steps and various metals, iron and steel by far the kept secrets. Although it is uncertain that
find the best method. Sometimes it en- most important. (They are the largest anyone else could make the metal or what
ables them to see that a design is pointless smelters of iron in all of Taladas.) they would do with it if they could, the
before beginning. (In the case of the gnomes believe there would be disastrous
chicken plucker, a gnomoi might realize In the last few centuries they have been results if their process were known. As a
that hands do the job easier and perhaps experimenting with steam power. They result, the secret of the fire-fleet is one
better.) At the same time, the gnomoi havent gotten it down perfectly, but they that is sought by many of their enemies.
and the minoi both have a love of ma- have built some incredibly (indeed
chines that results in a few extra gears and overly) complex devices that run on The second great invention they are
wheels, turning a simple device into a steam. Still, their primitive steam en- still in the process of perfecting are the
complex one. gines tend to explode and are treated windships. Shortly after settling the
with a great deal of respect. Only recently edges of Hitehkel, the gnomes discovered
Despite their general tendencies, the some of the citadels have begun to experi- that the boiling heat of the lava created
minoi are not entirely impractical. More ment with geothermal energy for heating powerful air currents. It was not long be-
than once a minoi has set out to build and steam. At least once this has led to fore the gnomes began experimenting
something intentionally complicated and lava flooding a section of the lowest level with the principles of soaring. In a short
ultimately impractical, only to create an of a citadel. time, they had working prototypes of the
elegant invention that does something one-man glider and huge battlekites.
else. Of course, the minoi inventer con- On the other hand, gnomes have virtu- Now nearly all the citadels have a small
siders the whole thing a failure since he ally no understanding or use for electric- troop of Guardsmen equipped with
didnt build what he set out to make. It ity. True, they can generate electrical gliders and kites.
takes others, minoi and gnomoi, to see charges of great power, but except as a de-
the usefulness of his device. What started fense (charging the outer gates, etc.) they The gliders are used to scout the en-
as a wringer dryer may end up as a steel have no idea what to do with it. Further- emy, battle flying creatures such as drag-
roller on the foundry floor. more, they do not care to find out. Elec- ons, and make harassing bombing attacks
tricity doesnt have mechanical parts and (usually pinpointing the tents of enemy
Of course, there are minoi inventions simply isnt interesting. Likewise their commanders). The kites, moored to the
that dont work as planned or work all too grasp of chemistry is basic, almost non- top of the citadel, protect the tower from
well. Human visitors to the citadels often existent. They care for physics only as it flying assaults in times of siege. They are
return with alarming reports of explo- applies to machines and do not make reg- also used as stable (well, almost) plat-
sions, holes blown in walls, narrow es- ular studies in it. Botany and zoology are forms for missile fire and observation.
capes from grabbing chicken pluckers, idle curiosities. Geology is taught on the
and polite invitations to test fly the latest purely practical level of mining and exca- Now, however, the gnomes are work-
improved version of the one-man glider. vation. ing on an even larger project, the wind-
(If asked, the previous models were not ships. These vessels, ships slung beneath
entirely successful.) These same occur- Although they enjoy magical devices great gas-filled bags, are seen sometimes
rences are nothing extraordinary or even and certainly are not about to disdain over skies as distant as Kristophan, much
distressing to the gnomes. They expect magical items (particularly weapons and to the consternation of the local citizens.
runaway steam-powered wall scrubbers, armor), the gnomes try not to use magic The gnomes have been working to im-
hiccupping elevators, and wildly slashing in their machines (although some non- prove the range and capacity of these air-
robot warriors. gnomes might say their technological de- ships, both for use as weapons in their war
vices are magical). To their mind, its too against the fire minions and as trading
Just as the Ice People of the Panak Des- vessels. Once they have perfected the de-
109
HITEHKEL
sign to their satisfaction, they will begin a one occasion the calculations erred the of their true realm, and so only those
program of production throughout the other way and the citadel shot into the sky creatures could live within the intense
citadels. Someday they hope to build an as the final bonds were severed. Another heat of the towers walls. But the flame of
armada of windships and fire-fleets pow- sky citadel was destroyed even before the tower is not hot. The walls are warm
erful enough to destroy the Tower of launching when the entire peak erupted perhaps, but not scalding. The air is thick
Flame once and for all. Clearly this is a in volcanic fury. In the end, these set- and sere, but not choking with the poi-
goal the fire minions and their allies do backs combined with the disillusionment sonous gases of the Burning Sea. Some-
not want to see realized. of the people spelled the end of the whole how, through great magic, the Tower of
project. Flame is habitable to men and their kin.
THE SKY CITADELS
Of the seven citadels that were worked On close inspection, the walls of the
Once there was one gnomish invention on, one was destroyed by a volcano, an- tower are seen to be made of thousands of
that did combine the arts of magic and other disappeared into the heavens, one tiny, leaping swirling bands of fire. These
technology, something not done today. In was swept away in a mighty storm (and walls radiate no heat and are not hot to
the earliest years after the Cataclysm, a later appeared in Ansalon), the fourth the gentle touch. They are firm but not
faction of the gnomes decided the only crashed on launching, two were success- solid, yielding to a determined push.
safety for their people lay in leaving fully built (and are still used to this day), Penetrating beyond the surface layer of
Krynn entirely. Try as they might, they and the last was abandoned before com- the wall causes scorches and burns, for
could not design a pure machine that pletion. This last can be seen as the half- whatever magic contains the flame does
would carry them into the supposedly carved peak of Mt. Whiterock, even to not diminish its power.
safer reaches of space. (Little did they this day. Long abandoned by the gnomes,
know what was waiting out there!) Deter- it has become a lair for foul creatures of The floors are equally wonderful and
mined to succeed, this faction did the un- all types. bizarre, like standing on pools of magma.
thinkable and combined magical spells They constantly swirl and bubble as if
and magical items into their design. The THE TOWER OF FLAME they were welling up from below. Like
end result was the giant, floating rocks the walls they radiate no heat, but their
known as the sky citadels. At the very heart of the Burning Sea, at surfaces are as hard as marble. It is a
the center of Hitehkel, stands a singular strange feeling. Although the floors are
Only a few of the sky citadels were ever structure, unique not just to Taladas or solid, reason tells many they are standing
made and fewer still were launched. The even Krynn but perhaps to the very plane on the pit of doom, inducing an uncon-
project and its difficulties were immense, itself. Looking upon it, one is filled with trollable panic. More than one visitor has
even by gnomish standards. In addition wonder and fear. It is the Flaemchaldar of frozen to one spot, terrified to move, con-
to the mechanical controls and devices the gnomes, the Tower of Flame. vinced his next step will be into the fiery
that had to be made and the tremen- cauldron beneath him.
dously powerful magical items and en- Seen at a distance, the Tower of Flame
chantments that were needed, the sky looks not like a building at all but a twist- The wondrous materials of the tower
citadels also demanded that entire moun- ing, leaping column of fire. It seems to are not its only surprise. The instant one
taintops be carved away. The process was roar up out of the sea of lava, sucking its steps within its portals, the air is sweet
painstaking. First a suitable peak was life from the scorching magma. It dances and pure. Outside, billowing clouds of
found and a town built around it. Then in the winds yet stays rooted to one spot. sulphur-laden gas, thick with poisons,
stone workers and engineers would begin See closer up, the walls flicker and writhe, swirl past open windows and doors yet
the process of excavation. The rooms, cor- curling upward with hues of fiery orange, none of this enters the tower. Even when
ridors, and chambers were carved from brilliant yellows, and occasional hints of standing upon balconies and spires one
the rock, machinery was installed, and blue. Millions of flames dance and play can breathe safely. The entire tower seems
the magical items were prepared. At last, within its surfaces. Tiny jets of fire here to be encased in an unbreakable bubble
when everything was installed, the final and there may lash out, tear away, and of air.
quarrying would begin. Slowly the carved spiral quickly upward into nothingness.
peak was undercut and mined out until it Curls of sooty black smoke rise from the No one knows the true history of the
was literally cut away from the rest of the corners. Tower of Flame. Its inaccessibility and
mountain. If all had been done correctly, dark purpose have hidden its past from
the mountain peak, now the sky citadel, Upon reaching its base the most aston- the scholars of the mortal world. The
would hover gently in the air. ishing discovery is made. Clever observers gnomes with their proximity and their
have deduced by this point that the tower devices are the most knowledgeable
It didnt always work that way. If any of is made not of stone or metal but of living about the tower. The first mentions of its
the calculations were in error, the whole fire, magically trapped into the walls of existence come from a gnome scout who
thing might come crashing down. On the spire. Surely they reason, this is the sighted it while soaring over the Burning
work of the fire minions, a manifestation Sea. For many decades after that, it could
only be observed from the air and then
110
HITEHKEL
only by a perilous glider journey. scattered all over, Some appeared on the the towers walls, still surrounded by the
Since its discovery there has been much surface of the Burning Sea and died in- enemy. In desperation they battled to
stantly. Others disappeared without a cling to their prize, but in the end they
speculation as to the nature and builders trace. A few actually arrived in the tower were forced to retreat. For an entire day
of the tower. It is most commonly but were scattered throughout its build- they battled their way backward, feinting
thought to be the center and stronghold ings. Separated from each other, they and thrusting through the trap that had
of the forces of Hiteh. More romantic were easy victims for the guards. Only a closed about them. Finally the few re-
claims, unconfirmed rumors, and the tall few managed to return and tell of the fail- maining ships broke free and put on
tales of the old folk claim that it is the cre- ure. Still, they managed to provide valu- steam for home. Battered though they
ation of the Grathanich. Once loosed able information about what little they were, they left behind an enemy more
from its moorings, the magical stone had seen. bloodied still. It was a victory, but a pyr-
wandered the world until it returned here rhic one at best.
at the time of the Cataclysm. Plunged It was for the assault of the Tower that
into the pit of Hitehkel, it magically the fire-fleets were invented. Before this It was in the assault on the Tower of
raised up the tower. Now somewhere there had never been a need to venture Flame that the gnomes learned the secret
within the Tower of Flame rests the Gra- onto the dangerous surface of the Burn- of who opposed them. Before they had
thanich holding it all together like the ing Sea. It was only through the brilliant always believed they faced some foe from
keystone of an archat least that is how work of the great Maker who invented the the plane of Fire. In their brief time in
the story goes. secret processes to build the ships of the the temple, they learned their real foe.
fire-fleet. Following his processes and de- All throughout were shrines and altars to
Dismissed as fanciful myth by the signs, the Councils of all the citadels be- Hiteh the Merchant, one of the great
practical gnomoi, there is some truth gan a program of building the armada gods of evil. At that point the gnomes re-
to the tale. The tower is a creation of the that would carry the warriors to the Tower alized the scope of the battle they were
Grathanich and a small portion of the of Flame. It took some time before the fighting. Although some quailed at the
stone can be found there. Of course, no program was complete, since the con- thought, many more only strengthened
one knows this. If the gnomes did, each struction was hampered by the war. How- in their resolve. Those cultists among
and every one of them would be trying to ever, the gnomes eventually built enough them, who had previously preached
get the stone back. ships to carry the forces on the dangerous openly, were lynched or driven from the
voyage. citadels. It was remembered as the great
Since its discovery, the tower has been night of the cleansing of the warrens.
scouted and observed (from the air only) And dangerous it was. The trip alone
many times. Fire creatures have been seen to the Tower of Flame was the thing of ep- Other rumors also persist from the as-
assembled outside it. Reports sometimes ics. Geysers of lava, nights lit by the glow sault on the tower. There are of course un-
come in of evil dragons landing on its ter- of molten rock, attacks by creatures that substantiated accounts of great bravery
races. There were even tales of men stand- rose from the magmaone by one ships and heroism on the part of fallen war-
ing on its balconies. These could only fell away. Some had their machinery fail, riors. Whether these are true or not is un-
have been wizards who used their sorcer- others drifted away in the night, and fire important, as they give the people
ous powers to transport themselves there. minions overwhelmed many more, but heroes. Of the other rumors, the two
Clearly these visitors were up to no good the armada pressed on. After many per- most persistent are about the Grathanich
purpose. Even before the wars with the ils, the Tower of Flame was sighted. and the mysterious stranger.
fire minions, the Tower of Flame had an
evil reputation. With the death commandos of the The Grathanich story is simple and
Company of the Dead in the lead, the thrives to this day. Supposedly the stone
As the Gnomoi War got underway, the fire-fleets made the final assault. Their was seen in the tower, usually said to be
gnome generals began considering plans enemies were ready. The foul minions of set in an archway or balanced atop a slen-
to assault the tower. As best they could Hitehs army were arrayed many ranks der pillar. It has been told so many times
tell, it was clearly the center of the fire deep. At full power the ships of the fleet that people assume there must be some
minions domain. If it fell, the war might crashed into their lines, the dead gnomes truth to it. There is no evidence, no one
be ended in one swoop. The problem was of the Company on the prows. Fiery can find an eyewitness, but people simply
how to reach it. Its position in the center hands reached from the flaming morass, point to the existence of the tower as
of a lava sea did not make it easily accessi- grinding the unmeltable metal between proof that the magical stone of Reorx is
ble. Attempts were made to send flights their claws. Flight upon flight of flaming there.
of gliders, but the journey was too long bolts filled the sky. Still, all the might of
for most and the result was disaster. Hitehkels forces could not prevent the The second story is told less frequently,
gnomes from reaching the tower. but has ominous undertones. According
A small team of wizards tried to tele- to some of the soldiers who reached the
port themselves and elite warriors into But neither could the gnomes hold tower, there was a man, a human dressed
the tower. Without accurate information their prize. A few hundred men reached in the robes of Hitehs priests, on one of
on their final destination, the team was
111
HITEHKEL
the uppermost floors of the spire. He was Careful inquiries by wizards using das, others say that he is Hiteh himself
seen directing and commanding all the magical means have sometimes revealed a manifesting his form in the world of the
forces of Hiteh. This has been verified by shadowy form, but the identity of this gnomes. No one knows for sure, but they
several eyewitnesses, although their de- stranger remains unknown. Some claim are convinced he is still alive.
tails sometimes differ. he is the high priest of Hiteh in all of Tala-
112
Official Game Accessory
RULE BOOK OF TALADAS
BY DAVID ZEB COOK
TABLE OF CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
PC Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Character Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Player Character Kits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Languages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Chaasi Mages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
Chaasi Spell Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
The Armies of Taladas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0
The Uigan Horde . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Elf Clans Army. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 0
The Ilquar Goblins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Legions of the League . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
The Thenolite Army. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
The Gods of Taladas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Credits
Editing: Mike Breault, with Jon Pickens Cartography: Diesel
Editorial Coordinator: Karen Boomgarden Graphic Design: Stephanie Tabat
Cover Illustrations: Fred Fields Typography: Gaye OKeefe
Interior Illustrations: Stephen Fabian Keylining: Roy Parker
Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors. Distributed in the United Kingdom by TSR Ltd.
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logo are trademarks owned by TSR, Inc.
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written consent of TSR, Inc.
©l989 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
ISBN 0-88038-773-4 1050XXX1502
TSR, Inc. TSR Ltd. Permission granted to photocopy or
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Lake Geneva,
WI 53147 USA Cambridge CB1 3LB
United Kingdom
INTRODUCTION
If you have read the Guide Book to Tala- ventures book. It is recommended that and weird magical devices to be found.
das, you will have noticed by now that it DMs have a copy of this last book since it These are left for you to provide, allowing
describes the peoples and cultures of a contains much information about the you to create ruins, magical orbs, long-
world, with descriptions that often go to world of Krynn in general. lost weapons, or whatever is needed for
great length and detail. There are details your adventures. The unique societies
about their dress, their lives, and many Taladas is not a generic place set within and their interactions here will provide
other important factors in their lives. a nondescript world. Krynn, the planet of you with many starting ideas for good ad-
Places, governments, cultures, and be- the DRAGONLANCE saga, is a very par- ventures.
liefs are set out and explained, but there ticular place. If you are unfamiliar with
is no game material. These things are not the conventions and background of PLAYER CHARACTER
mentioned at all in the Guide Book. Krynn, you should take the time to be-
come familiar with this unique world. In- RACES
The Guide Books purpose is not to formation can be found in the
create a set of rules about Taladas or a DRAGONLANCE Adventures book, In Taladas, players have more options
group of little adventures against the The Mists of Krynn, The World of Krynn, for player character races than they have
background of a new setting. It is describ- the module series (DL1-14 and DLE1-3) had before. In addition to the normal as-
ing a complete world or, at least, many of and the novel series. sortment of humans, elves, half-elves,
the more interesting features of it. As dwarves, gnomes, and kender, Taladan
such, Taladas is not a collection of game While these describe events, people, characters can also be minotaurs, goblins,
rules, character statistics, and monsters. and places from the other side of the ogres, and bakali. Furthermore, familiar
It is a land filled with cultures and peo- world, there are many factors that remain races have new and different attitudes,
ples. To give you the materials needed to constant throughout all of Krynn. These and in the case of the gnomes, improved
create complete and unique adventures include ancient history, the origins of dif- abilities. These new choices are best re-
that measure up to the standards of the ferent races, the availability of certain served for experienced players who are
adventures in Ansalon, the Guide Book metals, the effects of the moons on adept at role-playing the existing charac-
describes more detail than may ever have magic, and the attitudes of the gods. In ter races.
been seen in a single role-playing adven- addition, recent events that have oc-
ture. The intention is to provide you, as curred on Ansalon (which is on the other Although characters can choose to be
the DM, with enough background infor- side of the world) have repercussions one of the new races listed in this book,
mation to create your own adventures set throughout the entire planet. Again, it is they are not required to do so. They can
against a well-developed backdrop. strongly recommended that you take the also choose to be one of the player charac-
time to familiarize yourself with all of ter races listed in the DRAGONLANCE®
Of course, there are rules and game in- Krynn before using this set. Adventures book. Of course, many of
formation you do need. These are given these characters are particular to the con-
in this book, separate from the descrip- Taladas, however, is not Ansalon and tinent of Ansalon and so may be less than
tions of countries and people found in the differences are reflected in the Guide common on Taladas. Special consider-
the Guide Book. The material here in- and Rule Books. Events and circum- ations concerning each race are summa-
cludes new player character races, adjust- stances (and thus character options) are rized below.
ments to classes to fit the world of tightly scripted in the continent of Ansa-
Taladas, kits for creating customized lon; the War of the Lance dominates al- FAMILIAR PC RACES
characters from the different peoples of most every aspect of the player characters
the world, BATTLESYSTEM rules ros- lives. This is not the case in Taladas. Here, Humans: Humans have no special
ters and army information, encounter ta- the War has had only an indirect impact. considerations or limitations. They are
bles, and new monsters. Keeping these Some events, such as the Flight of the equally prevalent in both halves of the
separate enables you to show players sec- Gods, were felt throughout the world, world.
tions of the Guide Book (to familiarize but many, many others were of no con-
them with things their characters should cern to the people of Taladas. Just what Dwarves: Player characters can choose
know), although you do not have to do ultimate effect the War of the Lance (and to be Scorned or Fianawar dwarves in ad-
this. its outcome) has on Taladas is left for you dition to the standard choices of moun-
to decide. tain or hill dwarf. These latter two are
In addition to new rules material, there uncommon throughout Taladas, found
is also information on adapting some of Unlike the information published for in small, widely scattered communities or
the existing rules to the special conditions Ansalon, the materials here concentrate in foreigner (Ansalon) quarters in the
of Taladas. These include rules found in on the cultures and societies of Taladas major ports of the League. Gully dwarves
the AD&D® 2nd Edition Players Hand- and less on the fantastic sights and magic. are not native to Taladas and it is doubt-
book, the 2nd Edition Dungeon Masters To be sure, many of the societies de-
Guide, and the DRAGONLANCE® Ad- scribed are fantastic in their own right,
but there are many other wondrous places
2
INTRODUCTION
ful that anyone (certainly not the mino- they keep to themselves and seldom leave kali do not possess infravision. They pos-
taurs) would see any benefit in shipping their own territories. To others they seem sess a special nictating membrane that
them to Taladas to plague the inhabitants savage and bloody-minded, and they are can quickly shield their eyes from harm.
of that continent. usually portrayed as crueler than they re- Thus, they gain a + 1 bonus to all saving
ally are. Although this attitude is too sim- throws that involve blinding or dazzling
Elves: The majority of elves in Taladas ple a stereotype, it is not entirely of the eyes.
are from the Elf Clans and Silvanaes with unwarranted; the bakali, as a race, have
smaller numbers of Hulderfolk and no qualms or particularly strong moral Because of their sturdy and muscular
Chaanii. There are very few elves like compunctions against violence, although frames, all bakali gain a + 1 bonus to
those found in AnsalonSilvanesti, individuals may hold more tolerant or their Strength and Constitution scores.
Qualinesti, or Kagonesti. Those that do peaceful views. However, their lack of education and ap-
appear have all arrived from overseas. pearance give them a -1 penalty to their
The stereotype is reinforced by their Intelligence and Charisma.
Kender: Kender are very rare on Tala- dislike of strangers, humans in particular.
das and the majority of those known are The bakali have had bad relations with Gnomoi
from the Marak region and are thus not a the Swampers for several centuries. Con-
race well-loved by most others. However, sequently they have their own stereotypes The gnomoi are one of the two main
there are small groups of kender who re- about humans-greedy, lying, thieving, branches of gnomes found in Taladas, the
tain attitudes similar to their Ansalon and murderous scoundrels. Few humans other being the minoi. (The abilities and
cousins. In addition, their natural curios- are befriended by the bakali. limitations of the minoi are described in
ity has prompted many of this race to the DRAGONLANCE® Adventures
travel to distant lands, Ansalon included. Although they may be frequently hos- book under the description of tinker
tile to humans, the bakali are not without gnomes.) In appearance, the gnomoi
NEW PC RACES honor. They have long memories, re- (and the minoi) are no different from the
membering both the good and ill done to standard gnome description. What dif-
Bakali them. They treat others as others treat ferences that do exist are variations ac-
them. If a man is fair and honorable, cording to region and clan. Indeed,
The bakali are a race of lizard men even if he is an enemy, the bakali treat gnomoi and minoi are physically identi-
found in the vast expanses of Blackwater him with the same respect. cal.
Glade. Though savage, brutal, and un-
educated, they are not unintelligent. In- They place great store in friendships Mentally it is quite another matter.
deed, they are cunning and quick to and alliances, among their own kind and The gnomoi are true gnomes. Unlike
learn, although they do have their limita- with other races. If an outsider manages the minoi (many of whom became the
tions. Magical arts are beyond them and to befriend a bakali, the bond will last tinker gnomes of Ansalon), the gnomoi
the power of their priests are limited by until the trust is betrayed. are more organized and logical, traits that
their savage lizard godSiarrlas the result in greater success for their inven-
Scaled One (Chislev). Bakali can be fight- The bakali are also courageous, having tions and devices. However, logic and or-
ers or clerics (to Chislev). No other op- no fear of death. Theirs is a courage, how- ganization still do not mean practicality.
tions are available to them. ever, that does not cause them to charge While the gnomoi can build devices that
foolishly forward. They do not fear death function correctly (as opposed to the di-
Bakali range in height from six to eight but they do enjoy life. Although savage, sastrous results of the minoi), they do not
feet and are correspondingly strong and they are not stupid. Indeed, they are par- necessarily build things more useful or
muscular. Their hides range in color from ticularly skilled at war. Using deception, sensible. All gnomes, the gnomoi in-
yellow-green to mottled brown and are ambushes, and even retreats are not cow- cluded, have an inordinate love of devices
heavily plated, much like those of croco- ardly acts if the situation calls for it. Any- and constructions to the point where they
diles. They have long, powerful tails that thing associated with war-in victory or will overbuild a device-simply to make
they can lash about. A dorsal ridge runs defeat-is considered courageous. it better.
the length of the spine, starting at the
back of the skull and finally disappearing The bakali dwell in the warm waters of Gnomoi player characters can choose
about halfway down the tail. Their hands Blackwater Glade. Although they are to be fighters, clerics (or priests), illusion-
and feet have vestigial claws, menacing- warm- blooded, the bakali are vulnerable ists, thieves, and tinkers. In addition,
looking but not effective in combat. The to cold and suffer 1 extra point of damage they can be fighter/illusionists or
hands and feet are webbed and the talons per die of damage caused by cold-based fighter/thieves.
of the hands are used like fingers. attacks. Their tough hides serve as natural
armor, such that an adult has a skin equal Gnomoi have all the powers and abili-
The bakali are distrustful and suspi- to Armor Class 7. Bakali have a basic ties of standard gnomes, including the
cious by nature. More than most races movement rating of 9. Quite naturally, Constitution bonus, infravision, and de-
all bakali are powerful swimmers, able to tection abilities. In addition, the gnomoi
move equally well on land or water. Ba-
3
INTRODUCTION
are more adept as tinkers (described in level. Their saving throws are equal to a Goblins
the DRAGONLANCE® Adventures priests of the same level.
In the words of the theologian and
book). When playing a gnomoi tinker, Gnome Devices: While the strictures scholar Camoen of Kristophan, the gob-
the following modifications should be of size and redundancy still hold true for lins are one of the ...four ill-favored
the gnomoi, that concerning complexity races, created by the gods to teach men
made to the class. is not quite the same. While the gnomoi humility. Where man stands straight,
do build devices more complex than they stand crooked. Where mans voice is
Technologies: Gnomoi technologies needed, their inventions work-though clear, they bark in the tongue of animals.
admittedly in a roundabout and complex While the learned man aspires to clarity
consist of the following: fashion. When determining the com- of thought, the ill-favored are naught but
plexity of an item, halve all complexity beasts. Thus are men raised by the grace
Aerodynamics Mathematics modifiers for those items designed solely of the gods above these kinds. Although
by gnomoi characters. (Unfortunately, a fine moral lesson for mankind, this is
Architecture Mechanics minoi assistance tends to result in unwar- hardly a sentiment the goblins share.
ranted improvements.)
Ceramics Metallurgy Contrary to the low expectations and
When the die is rolled to see if the in- opinions of the civilized races (human,
Chemistry Optics vention is successful, a gnomoi inventor elf, dwarf, kender, and gnome), goblins
adds 1 to the die roll for every point of In- are a fairly advanced and civilized group.
Communication Perpetual Motion telligence he has above 10. Thus, a 14 In- They have recognizable cultures and have
telligence tinker gains a +4 bonus to all learned most, if not all, skills of the
Hydraulics Pneumatics success die rolls. The inventor must be world. However, there is no denying the
the sole builder. If he is not the sole bestial side of their nature and this ham-
Hydrodynamics Sonics builder, but was the head of the project, pers their development and advancement
only half the normal modifier is used in the adventuring classes.
Kinetics Thermodynamics (fractions rounded down).
Goblins can be fighters, rangers,
Magnetics Transportation priests, and thieves. In addition, they can
Master Craftsgnome: Only one master
craftsgnome can be found per profession
instead of just per colony.
Proficiencies: The gnomoi are not as
hapless at the non-weapon proficiencies
they learn, and so do not have any pen-
alty when these are used.
THAC0 and Saving Throws: All tin-
kers fight equal to wizards of the same
4
INTRODUCTION
be multi-class characters, combining the in height, not only do they overawe oth- more difficult for them to master.
thief class with any other allowed. Al- ers with their physical presence, but, ac- Minotaurs of Taladas are commonly
though they tend to excel as thieves and customed to command, they radiate
do well as fighters, they lack the calm pa- auras of leadership and authority. fighters and, somewhat less frequent, are
tience needed to rise to high levels as rangers, wizards, and priests. Rarest of all
rangers or priests. They are supremely confident in their are the minotaur paladins, champions
own abilities and destiny, so much so that who do more than just fight cases, but
Being small of stature, goblins cannot they treat others with arrogance and con- who have taken up the cause of justice
use weapons that are of large or greater tempt. They do not apologize for their and fight only for cause of right and
size. Their eyes are sensitive to bright own greatness and indeed seek to impress good.
sunlight, causing them to have a - 1 pen- it upon all others at any opportunity. This
alty to their attack roll. The same sensitiv- overbearing attitude quickly becomes in- Taladan minotaurs gain a + 1 bonus to
ity gives them infravision, allowing them sufferable to others, but is made worse by all surprise rolls, a product of their natu-
to see 60 feet in total darkness. They can the fact (especially within the lands of the ral cunning and sharp senses. They have
note new construction and large stone- League) that, more often than not, they infravision to a range of 60 feet. They are
work traps on a roll of 1 on 1d4. Possibly are right. They do have more power, both immune to maze spells and have direc-
because they inured themselves to filth physical and political, than most other tion sense (1-4 on 1d6).
and decay by living in it, all goblins gain groups in the world.
a + 1 bonus to their saving throws when Unlike their brutish cousins in Ansa-
resisting any type of disease, normal or Yet their insufferable pride is the also lon, Taladan minotaurs are slightly less
magical. the source of one of their saving graces-a tough and more personable. Their ability
finely-honed sense of nobility. Secure in scores are adjusted with a + 1 bonus for
While not as animalistic or crude as the knowledge that they are superior, Strength and Charisma and a -1 penalty
most other races portray them, goblins minotaurs have developed a strong sense for Wisdom and Intelligence.
are far from saints. Few, if any, of their of correct (not right or wrong) behavior
race are ever good, the majority being un- that only the truly superior can afford. Ogres
concerned about the sufferings and woes They remember their debts and obliga-
of others. They have no love of other hu- tions and understand perfectly their sta- Ogres are the second of Camoen of
manoids, good or evil, although their dis- tus in society. They feel little challenge to Kristophans ill-favored races (the
like becomes most passionate with their position from other races and so can third and fourth being the hobgoblins
gnomes, dwarves, and elves. The power tolerate and even elevate others to high and yaggol). They are a hulking and
humans can wield awes them, but the foi- rank with only a touch of condescension. withdrawn race, near-giants who go to
bles and weaknesses of the race (compas- great efforts to keep to themselves.
sion, kindness, and mercy; traits not Although cunning and clever, mino- Stronger than even the mighty minotaurs
often displayed by the other races) they taurs are trustworthy to those who have and more dull-witted than goblins, ogres
scorn. Ogres, while certainly respected earned their respect. At the same time, are little more than muscle- bound, ill-
for their power, are considered to be dolts they are masters at feigning interest and tempered brutes.
and brutes. Of all the races, minotaurs loyalty to those they are forced to follow
evoke the most respect from goblins, as but hold in low regard. Indeed, they are Standing over nine feet in height,
the bull-men combine power and ruth- more devious and dangerous to their own ogres are ugly by everyones standards but
lessness. To ease their envy, goblins point kind, where the whims of fate can some- their own. Their skins are warty and blot-
out that minotaurs are disfigured by the times overturn the proper order of things, ched with ugly marks. Hair sparsely grows
heads of oxen and cows. Indeed they find than to the members of other races, who on their scalp in long, generally greasy
this a useful insult for irking the elitist only gain respect by earning it. The Em- locks. The nails of their toes are long, al-
minotaurs. peror of the League may be a weakling, most like talons, and are perpetually
but until he is challenged he is still the cracked and filthy.
Small in stature, goblins suffer a -1 Emperor and must be given a show of re-
penalty to their Strength score. At the spect. A brave human warrior, on the Ogres have very limited understand-
same time, they are quick (and habitually other hand, has first to prove himself. ings of things, particularly magic and
larcenous) and so gain a + 1 bonus to faith. Indeed, hunting and fighting are
Dexterity. Minotaurs are scrupulously and cold- the only things they are noticeably skilled
bloodedly just (although they are as sus- at. Thus, ogres can be only fighters, al-
Minotaurs ceptible to corruption as anyone else). By though they can rise to high levels in that
nature, minotaurs are a physical people, class.
Of all the races in Taladas, none are less interested in the pursuits of the mind
more feared and respected than the than those of the sword. Still, they are not Ogres, because of their sheer size and
minotaurs. Standing seven feet or more so foolish as to neglect the awesome mass, gain a + 2 bonus to all damage
powers of magic, although it is somewhat rolls, in addition to all modifications for
Strength and Dexterity. They have infra-
vision to 60 feet and a movement rating
5
INTRODUCTION
Racial Ability Requirements for New Races* rangers. Elves also find themselves lim-
ited in this regard.
Ability Bakali Gnomoi Goblin Minotaur Ogre
Strength 7/18 6/18 3/17 8/18 10/18 Paladins: Since the Flight of the Gods,
paladins are few and far between. For
Dexterity 3/18 3/18 5/18 3/18 3/15 centuries, the few that appeared were fol-
Constitution 8/18 8/18 3/18 8/18 3/15 lowers of Mislaxa. Now, with the gradual
Intelligence 3/17 6/18 3/18 6/18 3/12 return of other gods, there are a few pala-
Wisdom 3/17 3/18 3/17 3/18 3/14 dins of the other good gods.
Charisma 3/15 3/18 3/16 3/18 3/16
Knights of Solamnia: Except for those
* The format is minimum/maximum. rare individuals who crossed the oceans
from Ansalon to Taladas, there are no
Racial Class and Level Limits for Taladas Knights among the people of the land.
Race Bd Pr Class Pal Rng Th Ti Wizards: Virtually all wizards,
Bakali 7 Ftr Mage whether mages or specialists, are rene-
5 12 gades by the standards of Ansalon. Al-
Dwarf, Finawar 7 15 9 12 though Taladas is bound by the phases of
15 9 12 the three moons, its more primitive state
Dwarf, Scorned 12 13 12 15 12 9 6 has prevented the adoption of the con-
15 ventions or restrictions represented by the
Elf, Chaasii 10 10 15 Towers of High Sorcery in Ansalon.
9 11 15 7 12
Elf, Clan (Elf/H-Elf) 9 6 UU 13 U This does not mean that Taladan wiz-
U 9 5 15 ards can do however they please. Each
Elf, Hulderfolk 8 UU 5 U wizard, whether a mage or specialist,
12 15 must choose one of the moons to guide
Gnomoi 6 5 15 his path. Each choice has ethical restric-
Goblin 10 93 5 tions and consequences and is aligned to
6 one of the three gods of alignment
Human U 10 16 12 good, neutrality, or evil.
16
Kender 4 The moon of good (Solinari in Ansa-
lon) is known as Solais to the people of
Kender, Marak the League, but has other names to dif-
Minoi ferent people throughout the world
Minotaur Soranus, Amekht-Mul, Ilman-Solri, and
Ogre Sokilrandimiquarthol (in the language of
the gnomes). From it is believed to come
of 9. They can handle large weapons eas- CHARACTER CLASSES the powers of the good wizards (whether
ily with a single hand. they be lawful, neutral, or chaotic).
For players familiar with the world and
Typically strong and hearty, ogre player characters of Krynn, not every character Lunais (the goddess Lunitari in Ansa-
characters gain a + 2 bonus to their type is found upon the continent of Tala- lon) is the aspect of neutrality, as she is
Strength and Constitution ability scores. das. Some are unique to Ansalon, partic- known in the League. In the other lands
Equally renowned for their dull wits and ularly t h o s e d e s c r i b e d i n the she is Yergas the Goddess of Night, Luita,
clumsiness, ogres suffer a -2 penalty to In- DRAGONLANCE® Adventures book. or Anasjovheerthol. She is the dispenser
telligence and a -1 penalty to Wisdom The place (if any) of each character class of magical skill and might to the wizards
and Dexterity. from that book and the Players Hand- of neutrality.
book is summarized below.
Racial Adjustments for New Races Finally, there is Angomais (Nuitari in
Fighters: Except for the attitudes held Ansalon), the evil god of the Dark Moon.
Race Adjustment by different cultures, this class is un- His names are few in Taladas-Neith,
changed. Indeed, given the wild and war- Malkari, and Kaasromermagastholand
Bakali +l Str, +l Con, like nature of the people, fighters are spoken only in secret whispers. He is the
-1 Int, -1 Cha quite common. master and fountainhead for those wiz-
Gnomoi + 1 Int, -1 Wis ards of evil and dark sorceries.
Goblin + 1 Dex, -1 Str Rangers: Rangers do appear, though
Minotaur + 1 Str, + 1 Cha, not in the numbers found among the Although the wizards are not divided
-1 Wis, -1 Int people of Ansalon. Dwarves, long sepa- into the orders of Ansalon, each is af-
Ogre +2 Str, +2 Con, rated from the stock of Ansalon, have fected, upon attaining 4th level, by the
-2 Int, -1 Wis, -1 Dex never developed the skills needed to be
6
INTRODUCTION
phases of his chosen moon. The phase not be able to cast a 4th-level spell (as a moon, you must note its phase and any
and alignment of the moon can increase 7th-level wizard would) because he has alignment. When the moon is waxing,
or decrease the potency of a wizards not yet learned any 4th-level spells and put a + in the appropriate space. If the
magic. The effects of the different written them in his spell book. moon is waning, put a - (minus sign) in
moons, according to their phases and po- the space. If the moon is full, write a capi-
sitions, are showed by the Moon Phase Ef- The benefits of various lunar align- tal S, L, or A. If it is a new moon, leave
fects and Moon Alignment Effects Tables. ments affect only those wizards who fol- the space blank. To note the alignments
These are reprinted from the low the given moons. Thus, when Solais of the different moons, circle the symbols
DRAGONLANCE® Adventures rule and Lunais align, the beneficial effects (or absence of them) for those moons in
book for your convenience. (High and are felt only by good and neutral wizards. conjunction. The different moons are
Low Sanction are not used in Taladas to The effects of the lunar phase and align- considered to be in conjunction if a line
identify full and new moons.) ment are cumulative. If Solais and Lunais drawn from the center of the wheel passes
align and Lunais happens to be full, the through the spaces they both occupy.
Moon Phase Effects Table neutral wizard would gain a + 2 bonus to
saving throws and level and a + 3 to addi- If it has been some time since you last
Moon Saving Add. Effective tional spells, while the good wizard played (or if the characters have rested a
would gain a + 1 bonus to all three cate- long, undetermined amount of time be-
Phase Throw Spells Level gories. tween adventures), it is not necessary for
you to calculate the exact position of each
New moon -1 0 -1 Determining Lunar Position and moon since the last adventure. You can
Alignment: The relationship of the three simply reset the Lunar Display Wheel by
Waxing 0 +1 0 moons of Krynn is important to the randomly determining the position of
powers of all wizards in your game; there- the moons once again.
Full + 1 + 2 +1 * fore it is necessary for you to track the per-
iods of each on the Lunar Display Wheel Priests: All clerics of Taladas must fol-
Waning 0 0 0 (Note: This wheel replaces the Moon low one (and only one) of the gods of
Tracking Chart found in the Krynn; however, which is the true god (or
* This benefit is gained only by wizards DRAGONLANCE® Adventures rule goddess) and who are the true priests is a
of 6th level or greater who also have an book for purposes of adventures in Tala- very confused and acrimonious subject.
Intelligence of 15 or more. das.) As you track them, you can record Prior to the Flight of the Gods, priests
the important information on the Lunar had open and obvious proofs of the
Moon Alignment Effects Table Cycle Record Sheet. strength of their faith and their worth to
the deities. This all changed when the
Saving Add. Effective To determine the position for each gods left Krynn. Suddenly, anyone could
moon, roll 1d8 and place a marker on claim to be a pipeline to the truth and
Alignment Throw Spells that space of the appropriate track. This is there was no proof that they were not
the beginning position for that moon. what they claimed. Men (and others) of
S w i t h L +l +l + 1 Lunais uses the innermost track, Ango- little faith but much ambition and cha-
mais has the middle track, while Solais risma became priests, preaching the ten-
L w i t h A +l +l + 1 occupies the outer track. After locating ets of a god, o f t e n t w i s t e d a n d
the starting position for each moon, you manipulated to their own ends.
S with A +l 0 0 can either keep the display set up where
you can see it during play or you can re- Ever since the Flight, the gods have
All Three +2 +2 +1 cord the lunar cycles in advance on the been slowly returning to Taladas. Some
Lunar Cycle Record Sheet. To do the lat- have been dismayed and disgusted by the
S = Solais (Solinari), L = Lunais ter, note the appropriate information for actions taken in their name. Other gods
(Lunitari), A = Angomais (Nuitari) alignments and phases in the spaces on have been pleased and delighted, partic-
the form. Set up the Lunar Display ularly those that revel in evil and chaos.
The saving throw category lists the Wheel, record the information for that To right these wrongs, the good gods in
modifier applied to all saving throws day, then advance the tracks one day and particular will bestow powers upon those
rolled by the affected wizard. It has no ef- note the new information. Do this until souls who are deserving by their piety and
fect on the saving throws of spells cast by you have sufficient information for the faith. Often this is can be quite a surprise
the wizard. planned adventure. to the person summoned to the calling!
Additional spells gained by the wizard On the form, each moon has a separate Taladan priests, with their spheres of
can be selected from any level of spell the line and is divided into columns. The spells and granted powers, are described
wizard is allowed to cast. date can be written in the space at the top in the Character Kit section (starting on
of the column. For each day and each page 8. In addition, there are a few clerics
The effective level modifier increases
the affected wizards level only for those
spells he already knows. This applies to
number of spells, range, and effect. It
does not allow the character to cast spells
he does not know (because he has not at-
tained the appropriate level through
earned experience). Thus, a 6th-level
wizard who gained a bonus level would
7
INTRODUCTION
belonging to the Holy Order of the Stars and excitement for your players. The as simple as prejudices or can be more
from Ansalon. While these priests are few player whose character is a Uigan fighter complicated restrictions. Elf Clan war-
and far between, they are most often has a more interesting character than just riors find it difficult to control their sav-
found (when found at all) among the cit- a fighter. The character who is a fighter/ agery, which is both a blessing and a
ies of the Minotaur League. mage jungle elf is much more than an or- curse. Glass Sailors found outside their
dinary fighter/mage. lands are outcasts from their people. The
Thieves: No matter how good their in- Scorned Dwarves suffer in the bright
tentions, it seems that all societies man- Because of the nature of the game, open spaces of the surface world.
age to produce fellows of less- player character classes alone are not
than-honest intent. Thieves are found suited to modeling different cultures. A In the pages that follow, the more
everywhere, but not always with the same Uigan fighter is different from a mino- common character types of the different
range of abilities and skills. Sample taur champion, but both are still basically lands are presented as completely pre-
thieves are described in the Character fighters. However, the skills, attitudes, pared kits. Each is given on a half page as
Kits. choice of weapons, and even fighting a ready-to-use character sheet. You can
styles of the two may be very different. To photocopy those sheets that you need for
Thieves are not all robbers and scoun- make these differences clear, DMs and personal use. Not every possible combi-
drels however. This is particularly true players are strongly urged to use the nation of character class is given and cer-
among the nomadic clans. Among the Character Kits that follow. tainly others are possible, within the
horsemen in particular, they take on the limits of race and ability. However, to get
roles of scouts and spies. Although they The Character Kits are not new charac- the full effect of role-playing in Taladas,
have the full range of thieving abilities, ter classes. At the core of each, the charac- it is strongly recommended that you use
they place greater importance on stealth ter is still basically a fighter, wizard, thief these kits when creating characters from
and observation than on pick-pocketing or whatever. However, the kits allow char- the new continent.
and robbery. Sample scouts are described acters, identical in class but from differ-
in the Character Kits. ent cultures, to have special abilities and Each kit provides space to note your
knowledge appropriate to their back- characters ability scores, saving throws,
Bards: Bards, whether they are singers, ground. Thus, characters from the Uigan and proficiencies. In addition, each kit
musicians, poets, or story- tellers, are people are assumed to be skilled riders, lists the special rules needed to model the
found in almost every culture, except for while those of the Payan Mako can handle culture. Finally, there is a brief descrip-
the most dull-witted and brutish. small boats. The Uigan would favor the tion of the appearance and attitudes of
short bow and lance; the Payan Mako the the people of that culture.
PLAYER CHARACTER spear and club. These are only some of
the minor differences that distinguish Each character type is laid out on half
KITS background. More significant abilities are of a player character record sheet. Placing
also possible. a sheet of paper below the entry for the
One feature of Taladas is the wide variety kit allows you to photocopy a complete
of different customs, beliefs, and atti- Just as characters of particular lands page (with a suitable blank area beneath
tudes of the people. Role-playing these may gain certain advantages, they may the kit). You may photocopy for personal
characters should be part of the newness also acquire disadvantages. These may be use only, however.
8
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Uigan Fighter Alignment Paralyze/
MOVEMENT Poison
Race: Human Sex: Male Homeland: Tamire
Rod, Staff,
Hit ABILITIES Base Rate or Wand
STR Prob Dmg Wgt Max Op B B/ HIT POINTS Petrify/
Adj Allow Press Drs LG Polymorph
Rctn Def ARMOR
Sys Missile Spell Adj Regen Breath
DEX Adj Shk Att Adj Fall Pois Weapon
CON Adj Save Spell
Res Spells/ Immun Spells
No of Sur Level Spell
Immun
INT Lang Spell Lrn Rctn AC
Lv1 Sp Adj Modifier
Mag Def
Bonus
WIS Adjus Spells
Max No Loy Proficiencies/Skills/Languages
Base
CHR Hench
Uigan warriors are accomplished horsemen, relying on speed and the striking power of Animal Handling (-1/Wis) (/ )
their bows instead of the protection of armor and the might of the sword. Uigan fighters (/ )
must have a Strength of 9 or better and a Dexterity of 8 or better. Height is 60 + 1d10 Direction Sense (+1/Wis) (/ )
inches. (/ )
Riding, Horse (+3/Wis) (/ )
All Uigan fighters have tattooed cheeks and foreheads. Traditionally they shave their (/ )
heads, except for a single lock on the left side. Tribal clothing includes woolen tunics, Uigan (0/Int) (/ )
pantaloons, and pointed cap. (/ )
Weather Sense (-1/Wis)
A Uigan fighter begins with the following equipment: padded armor, composite short
bow, quiver of arrows, knife, and horse and saddle. (/)
(/)
Starting cash is limited to 1d6 worth of steel pieces.
Each Uigan is associated with a particular family. Unless he has committed a crime, he (/)
can live with his family and so have his daily needs-food, lodging and clothing-taken
care of.
A Uigan warrior cannot initially choose the following proficiencies: agriculture, car-
pentry, mining, seamanship, stonemasonry, reading/writing, forgery, charioteering, or
mountaineering.
Character Player Level SAVING THROWS
Uigan Jijin Priestess Alignment Paralyze/
MOVEMENT Poison
Race: Human Sex: Female Homeland: Tamire
Rod, Staff,
ABILITIES Base Rate or Wand
STR Hit Dmg Wgt Max Op BB/ HIT POINTS Petrify/
DEX Prob Adj Allow Press Drs LG Polymorph
CON
INT Rctn Missile Spell Def ARMOR Breath
WIS Adj Att Adj Fail Adj Weapon
CHR
HP Sys Res Pois Regen Spells
Adj Shk Sur Save
(/
No of Spell Lrn Spells/ Spell AC
Lang Lv1 Sp Level Immun
Modifier
Mag Def Bonus Spell
Adjus Spells Immun Proficiencies/Skills/Languages
Max No. Loy Rctn Animal Handling (-1/Wis) )
Hench Adj )
Base )
)
The clerics of Jijin (Chislev) are all female. By tradition, they wear white robes and Dancing (0/Dex) (/ )
caps. The caps are topped with black horse-tail plumes. The average height of these Elf, Tamire (0/Int) (/ )
priestesses is 60 + 1d6 inches. Herbalism (-2/Int) (/ )
Local History (/ )
True priestesses (with spell powers) are rare. Characters must have a Wisdom of 12 or Religion, Jijin (0/Cha) (/ )
greater. Those who qualify must be neutral good to receive the blessing of Jijin. Riding, Horse (0/Wis) (/
Singing (+3/Wis) (/
Priestesses of Jijin receive the granted power of animal empathy from their goddess. Uigan (0/Cha) (/
This is identical to the rangers power as explained in the 2nd Edition rules. In addition, (0/Int)
all priestesses are skilled riders, gaining a further + 2 bonus to all riding proficiency
checks. Priestesses of Jijin have major access to the following spheres: All, Animal, Sum-
moning, and Weather. They have minor access to the Divination and Plant spheres. The
priestesses are not warlike and are limited to leather armor. They can use staffs, clubs,
short bows, knives, daggers, and lances.
Priestess cannot initially choose the following proficiencies: carpentry, mining, sea-
manship, engineering, charioteering, and mountaineering.
9
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Uigan Quuan Priest Paralyze/
MOVEMENT Poison
Race: Human Sex: Male Homeland: Tamire
Rod,Staff,
ABILITIES Base Rate or Wand
STR Hit Dmg wgt Max Op BB/ HIT POINTS Petrify/
DEX Prob Adj Allow Press Drs LG Polymorph
CON Def
INT Rctn Missile Spell Adj Regen ARMOR Breath
WIS Adj Att Adj Fail Pois Weapon
CHR Save Spell
HP Sys Res Spells/ Immun
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn Modifier Spells
Lang Lv1 Sp Adj
Mag Def Bonus
Adjus Spells
Max No Loy Proficiencies/Skills/Languages
Hench Base
Quuan priests are all followers of Quuan the Warrior (Kiri-Jolith) who, like the other Astrology (0/Int) (/ )
gods, has only recently returned powers to his faithful. Quuan priests must be both (/ )
strong (9 Strength minimum) and wise (9 Wisdom minimum). The priests must be good Lance (/) (/ )
in alignment. Unlike other warriors of the Uigan, the priests do not shave their heads. (/ )
They wear heavily quilted robes, equivalent of padded armor. They stand 60 + 1d10 Local History (0/Cha) (/ )
inches in height. (/ )
Religion, Qu'uan (0/Wis) (/ )
Quuan priests receive the granted power to bless weapons. The ritual takes an entire (/ )
night and when done, gives the weapon the properties of a + 1 weapon for both attack Riding, Horse (+3/Wis)
and damage rolls. The blessing lasts until sundown of the next day. One weapon (or five
arrows) can be blessed for every level of the priest. Short Bow (/)
Quuan priests have major access to the All, Combat, Divination, Guardian, and Pro- Uigan (O/Wis)
tection spheres. They have minor access to the Creation sphere. They may use only leather
armor but can wield any weapon. (/)
The priests cannot initially choose from the following proficiencies: carpentry, mining,
seamanship, stonemasonry, charioteering, or mountaineering. Quuan priests can choose
proficiencies from the General, Priest, and Warrior groups at no penalty.
Character Player Level SAVING THROWS
Alignment
Elf Clan Fighter or Ranger
MOVEMENT
Race: Elf or Half-elf Sex: Male or Female Paralyze/
Clan: Homeland: Tamire Base Rate Poison
ABILITIES HIT POINTS Rod, Staff,
or Wand
STR Hit Dmg Wgt Max Op BB/
DEX Prob Adj Allow Press Drs LG Petrify/
CON Def Polymorph
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois AC Breath
CHR Save Spell Weapon
HP Sys Res Spells/ Immun
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn Modifier Spells
Lang Lv1 Sp Adj
Mag Def Bonus
Adjus Spells
Max No Loy Proficiencies/Skills/Languages
Hench Base
Animal Handling (-1/Wis) (/ )
(/ )
Warriors of the Elf Clans are a wild and dangerous group. The warriors are expert horse- Elvish, Tamire (0/Int) (/ )
men, even better than the Uigan. Like their neighbors, they are skilled with the bow and (/ )
lance. In addition to the normal elven or half-elven requirements, Elf Clan fighters must Riding, Horse (+4/Wis) (/ )
have a Constitution of 9 or better. Elf warriors are 60 + 1d6 (males) or 1d4 (females) (/ )
inches in height. Warriors do not have any starting money. Uigan (0/Int) (/ )
(/ )
Elf clan warriors (of all types) can attempt to enter a trance-like state of berserk frenzy, (/) (/ )
the saqul idre. The character can attempt to enter this by spending an hour in prepara-
tion, then rolling a successful saving throw vs. death. If connected to an emotional event, (/)
the check is modified by a + 2 bonus. The frenzy lasts for 1d3 hours. During this time the
elf gains a + 2 bonus to attack and damage rolls. However, during this time, all non-elf (/)
(or half-elves) will be attacked, even if known to the character. At the end of the frenzy,
the elf loses 1d4 hit points from exhaustion. (/)
Elf warriors cannot initially chose from the following proficiencies: agriculture, min- (/)
ing, stonemasonry, reading/writing, forgery, charioteering, mountaineering, and gem
cutting. They gain an additional + 1 bonus to all riding checks.
10
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Elf Clan Wizardress Paralyze/
MOVEMENT Poison
Race: Elf or Half-Elf Sex: Female or Male
Clan: Homeland: Tamire Base Rate Rod,Staff,
or Wand
ABILITIES
Petrify/
Hit Dmg Wgt Max Op BB/ HIT POINTS Polymorph
Adj Allow Press Drs LG
STR Prob Def Breath
Missile Spell Adj Regen Weapon
Rctn Att Adj Fail Pois ARMOR
Adj Save Spell
DEX Sys Res Spells/ Immun
CON HP Shk Sur Level Spell
Adj Immun
Rctn
Adj AC Modifier Spells
INT No of Spell Lrn
WIS Lang Lvl Sp
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Ancient History (-1/Int) (/ )
Base (/ )
CHR Hench (/ )
(/ )
The wizardresses of the Elf Clans are almost entirely female, although there are a few Dancing (0/Dex) (/ )
rare males (who are treated as females in all respects, including title). Their only distinc- (/ )
tion from the warriors of the clan is that they do not wear the arms and armor of warriors. Elf, Tamire (0/Int) (/ )
They stand 60 + 1d6 (male) or 1d4 (female) inches in height. (/ )
Elf, Ancient (0/Int)
Wizardresses are invariably specialists, particularly in the fields of transmutation and
enchantment. Transmuters must have at least a 15 Dexterity, while enchanters require a Goblin, Ilquar (0/Int)
16 Charisma. Each wizardress is trained communally by the others of the clan. Thus, no
wizardress has a single mentor. Singing (0/Cha)
Spellcraft (-2/Int)
Uigan (O/Int)
Character Player Level SAVING THROWS
Elf Clan Shaman Alignment Paralyze /
MOVEMENT Poison
Race: Elf Sex: Male
Clan: Homeland: Tamire Rod,Staff,
or Wand
ABILITIES Base Rate
Petrify /
Hit Dmg Wgt Max O p BB/ HIT POINTS Polymorph
Prob Adj Allow Press Drs L G
STR Breath
DEX Rctn Missile Spell Def ARMOR Weapon
Adj Att Adj Fail Adj
Sys Res Pois Regen
Shk Sur Save
CON Adj AC Modifier Spells
INT No of Spell Lrn Spells/ Spell
Lang Lvl Sp Level Immun
Mag Def Bonus Spell Proficiencies/Skills/Languages
Spells Immun
WIS Adjus
Max No Loy Rctn Ancient History (-1/Int) (/ )
Base Adj (/ )
CHR Hench (/ )
(/ )
Elf clan shamans are followers of various animal spirits, known as quoyai. Each shaman Animal Lore (0/Int) (/ )
has a particular animal or creature revered as its spirit guide, seen in a vision. This need (/ )
not be the same as the clan totem. Elf, Tamire (0/Int) (/ )
(/ )
Becoming a shaman requires stamina as well as faith, so all shamans must have Wis- Elf, Ancient (0/Int) (/ )
doms and Constitutions of 12 or better. Shamans must abide by exacting taboos. Each
player should create (subject to the DM’s approval) an appropriate taboo for his character. Goblin, Ilquar (0/Int)
Choice of dress, speech, food, or limits on behavior are all suitable.
Local History (0/Cha)
Shamans can wear leather or padded armor and can wield lances, clubs, and daggers.
They have major access to the following spheres: All, Animal, Charm, Divination, Heal- Singing (0/Cha)
ing, and Plant. They have minor access to the spheres of Combat and Protection. The
granted power of a shaman enables him to assume the form of his spirit guide at will. Uigan (0/Int)
Each use of the power causes 1d6 points of damage due to the strain. Furthermore, the
shaman can project himself astrally once per week. (/)
11
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Goblin Fighter/Thief Alignment Paralyze /
MOVEMENT Poison
Race: Goblin Sex: Male
Homeland: Ilquar Mountains Village: Base Rate Rod, Staff,
or Wand
ABILITIES
Petrify/
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
DEX Prob Adj Allow Press Drs LG
CON Def Breath
INT Rctn Missile Spell Adj Regen ARMOR Weapon
WIS Adj Att Adj Fail Pois
CHR Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Animal Lore (0/Int) (/ )
Hench Base (/ )
(/ )
Short, squat and ugly, the Ilquar goblins are nonetheless intelligent and clever. Nearly Blind-fighting (/) (/ )
all are fighters and many also tend to thievery. To be a fighter/ thief, the character must (/ )
have a 9 or better in Strength and Dexterity. Goblin, Ilquar (0/Int) (/ )
Ilquar thieves are limited in their experience. Initially, characters have no ability to Hunting (-1/Wis)
open locks or find and remove traps. The other skills can be learned once the character
broadens his range of knowledge. They are clumsy climbers (-10% initial adjustment) Mining (-3/Wis)
but good at moving silently (+5%) and hiding in shadows (+5%).
Set Snares (-1/Dex)
Stonemasonry (-2/Str) (/)
Tracking (0/Wis) (/)
Character Player Level SAVING THROWS
Alignment
Goblin Shaman Paralyze/
MOVEMENT Poison
Race: Goblin Sex: Male Homeland: Ilquar Mountains
Rod, Staff,
ABILITIES Base Rate or Wand
STR Hit Dmg wgt Max Op B B/ HIT POINTS Petrify/
DEX Prob Adj Allow Press Drs LG Polymorph
CON Def
INT Rctn Missile Spell Adj Regen ARMOR Breath
WIS Adj Att Adj Fail Pois Weapon
CHR Save Spell
HP Sys Res Spells/ Immun AC
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn Modifier Spells
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Agriculture (0/Int) (/ )
Hench Base (/ )
(/ )
The shamans of the Ilquar Mountains are chosen from the weaklings of the tribes, Alan-Atu (0/Int) (/ )
(/ )
raised by the females and taught the secrets of Hiteh. As such, goblin shamans must have Astrology (0/Int) (/ )
a Wisdom of 9 or greater and cannot have a Strength or Constitution greater than 12. (/ )
Cooking (0/Int) (/ )
Goblin shamans can wear any type of armor and use any nonmissile weapon. They have
major access to the following spheres: All, Combat, Necromantic, and Protection. They Elf, Tamire (0/Int)
have minor access to Divination and Summoning. They also have minor access to Healing
spells, but these are castable only on followers of their faith. Goblin, Ilquar (0/Int)
Goblin shamans gain the granted power of spook up to five times per day. This func-
tions identically to the 1st-level wizard spell of the same name.
Religion (0/Wis)
Spellcraft (-2/Int)
12
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alan-Atu Warrior Alignment Paralyze/
MOVEMENT Poison
Class: Fighter or Ranger Race: Human
Sex: Male or Female Homeland: Western Ilquars Base Rate Rod, Staff,
or Wand
ABILITIES HIT POINTS
Petrify /
Hit Dmg wgt Max Op B B/ ARMOR Polymorph
Adj Allow Press DB LG
S T R Prob Def Breath
Missile Spell Adj Regen Weapon
Rctn Att Adj Fail Pois
Save Spell
DEX Adj Sys Res Spells/ Immun AC Modifier Spells
Shk Sur Level Spell
HP Immun
Spell Lrn Rctn
CON Adj Lv1 Sp Adj
No of Bonus Proficiencies/Skills/Languages
Spells
I N T Lang
Loy Alan-Atu (0/Int) (/ )
Mag Def Base (/ )
(/ )
W I S Adjus (/ )
(/ )
Max No (/ )
)
C H R Hench
The Alan-Atu are a tough, hardy folk, the warriors even more so. All Alan-Atu warriors Animal Handling (-1/Wis)
thus gain a + 1 bonus to Constitution. A high proportion are also rangers.
Fishing (-1/Wis)
They are naturally suspicious and fatalistic, and most find it hard to disguise their basic
distrust of strangers. This is easily noted by others, giving the player character a -3 penalty Goblin, Ilquar (0/Int)
to all NPC reaction rolls.
Herbalism (-2/Int)
Alan-Atu warriors begin play with a suit of leather armor, medium shield (possibly
adorned with trophies), and a shildor (Wgt 8, Sz M, Type S, Speed Factor 6, Dmg 2-4 vs. Survival, Mountain (0/Int)
medium or 1d8 vs. large).
Tracking (0/Wis) (/
Character Player Level SAVING THROWS
Alan-Atu Bard Alignment Paralyze/
MOVEMENT Poison
Class: Bard Race: Human
Sex: Male or Female Homeland: Western Ilquars Base Rate Rod, Staff,
or Wand
Hit ABILITIES ARMOR
Petrify/
STR Prob Dmg wgt Max Op B B/ Polymorph
Adj Allow Press Drs LG
Rctn Def Breath
Missile Spell Adj Regen Weapon
DEX Adj Att Adj Fail Pois
Save Spell
HP Sys Res Spells/ lmmun AC Modifier Spells
Shk Sur Level Spell
CON Adj Immun
Spell Lrn Rctn
No of Lv1 Sp Adj
INT Lang Bonus Proficiencies/Skills/Languages
Spells
Mag Def
Loy Alan-Atu (0/Int) Singing (0/Cha)
WIS Adjus Base (0/Int)
Max No (/)
(/)
CHR Hench (/)
(/)
Ancient History (-1/Int) Uigan (/)
(/)
The bards of the Alan-Atu are more than just entertainers. The bards serve the moun- Artistic Ability (0/Wis)
tain shepherds as advisors, filling the role normally occupied by priests. Because of this,
Alan-Atu bards must have a Wisdom of 12 or greater, in addition to the other bard pre- Dancing (0/Dex)
requisites.
Elf, Tamire (0/Int)
Alan-Atu bards learn the songs of their people, sung to the accompaniment of the
drum. Although not specialists in magic, they can learn only those spells from the schools Etiquette (0/Cha)
of abjuration, enchantment/charm, greater divination, and illusion /phantasm. With
these they advise chieftains and entertain merrymakers. Goblin, Ilquar (0/Int)
Compared to normal Alan-Atu, bards deal more with outsiders, so they have no reac- Heraldry, Alan-Atu (0/Int)
tion penalty when dealing with strangers. Like warriors, they begin play with a medium
shield, leather armor, and shildor.
Local History (0/Cha) (/)
13
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Ice People Warrior Alignment Paralyze/
MOVEMENT Poison
Class: Fighter or Ranger Race: Human Rod, Staff,
Sex: Male Homeland: Upper Panak Desert or Wand
Petrify/
ABILITIES Base Rate Polymorph
Breath
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Weapon
DEX Prob Adj Allow Press Drs LG
CON Def ARMOR Spells
INT Rctn SYS Missile Spell Adj Regen
WIS Adj Shk Att Adj Fail Pois A C Modifier (/
CHR Save Spell (/
HP Res Spells/ Immun (/
Adj Sur Level Spell (/
Immun (/
No of Spell Lrn Rctn (/
Lang Lv1 Sp Adj (/
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Animal Handling (-1/Wis) )
Hench Base )
)
The Ice People are a nation of primitive warriors who live in the frozen wastes of the Direction Sense (+1/Wis) )
)
Upper Panak, moving north and south with the seasons. Ice People warriors are most Fishing (-1/Wis) )
commonly fighters, but a few excel at hunting to become rangers. All Ice People warriors )
gain a + 1 bonus to Constitution. Hunting (-1/Wis) )
Living in a land of ice and snow, Ice People warriors are proficient at navigation, gain- Navigation (-2/Int)
ing a bonus of 1 to all navigation checks. Every warrior begins play with a harpoon, hand-
axe, and compound short bow. Panak (0/Int)
Initially no warrior can choose the read/write proficiency. None of the Ice People can Sledge Handling ( + 2/Dex)
choose the agriculture proficiency. Those who select proficiencies dealing with animals are
limited to dogs and nasif (reindeer).
Survival, Arctic (0/Int) (/
Character Player Level SAVING THROWS
Alignment
Makou Paralyze/
MOVEMENT Poison
Class: Wizard Race: Human
Sex: Male or Female Homeland: Upper Panak Desert Base Rate Rod, Staff,
Hit ABILITIES HIT POINTS or Wand
STR Prob Dmg Wgt Max Op B B/ Petrify/
Adj Allow Press Drs LG
Rctn Def Polymorph
Missile Spell Adj Regen ARMOR
DEX Adj Att Adj Fail Pois Breath
Save Spell Weapon
HP Spells/ Immun
Sys Res Level Spell AC Modifier Spells
CON Adj Shk Sur lmmun
Rctn
No of Spell Lrn Adj
Lv1 Sp
INT Lang
Bonus Proficiencies/Skills/Languages
Mag Def Spells
WIS Adjus Loy Ancient History (-1/Int) (/ )
Base (/ )
Max No (/ )
(/ )
CHR Hench (/ )
(/ )
Among the Ice People of the far north, the makou are important advisors and de- Auric (0/Int) (/ )
fenders of the tribe. Although wizards, the makou act as tribal shamans and have bor- (/ )
rowed many of the rituals of the old tribal shamans, who were driven out long ago. With Fishing (-1/Wis)
their limited ability, they act as healers and seers for the community.
Panak (0/Int)
Unlike other wizards, makou can use spears, although they are still restricted in armor
selection. They cannot be specialists and must add 2 to the casting time of all spells, since Singing (0/Cha)
their shamanistic trappings have added many unnecessary steps to the casting process. Survival, Arctic (0/Int)
Makou cannot initially learn agriculture, blacksmithing, mining, or herbalism profi-
ciencies.
14
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Nylgai Hadirnoe Soldier Paralyze/
MOVEMENT Poison
Class: Fighter Race: Dwarf Sex: Male Rod, Staff,
Clan: War Clan or Wand
Homeland: The OdderRhing Base Rate Petrify/
Polymorph
ABILITIES HIT POINTS Breath
Weapon
Hit Dmg Wgt Max Op B B1 ARMOR
Adj Allow Press Drs LG Modifier Spells
STR P r o b Def
Spell Adj Regen
DEX Rctn Missile Fail Pois
CON Adj Att Adj Save Spell
HP Spells/ Immun
Sys Res Level Spell AC
Adj Shk Sur Immun
Rctn
No of Spell Lrn Adj
Lv1 Sp
INT Lang
Mag Def Bonus Proficiencies/Skills/Languages
Spells
WIS Adjus
Max No Loy Blind-fighting (/) (/ )
Base (/ )
CHR Hench (/ )
(/ )
The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that Dwarven (0/Int) (/ )
(/ )
has shunned the surface world since the days of the Cataclysm. They are large-boned but Mining (-3/Wis)
lean, and their skins are paler than those of their surface kin.
Scorned dwarves are particularly adapted to underground life. They have infravision to
90 feet, but suffer a - 1 penalty to all actions involving sight when in full sunlight. They
are expert smiths, stonecarvers, and brewmasters, but cannot initially begin with the pro-
ficiencies of seamanship, navigation, astrology, agriculture, riding (any mount), or any
one dealing with animals.
All warriors begin with a suit of chain mail and a sharp sword or spear.
Character Player Level SAVING THROWS
Alignment
Nyglai Hadirnoe Storysmith Paralyze/
MOVEMENT Poison
Class: Bard Race: Dwarf Sex: Male
Clan: Base Rate Rod, Staff,
Homeland: The Odder Rhing or Wand
HIT POINTS
ABILITIES Petrify/
Polymorph
Hit Dmg Wgt Max Op B B/ ARMOR
Adj Allow Press Drs LG AC Modifier Breath
STR Prob Def Weapon
Missile Spell Adj Regen
Rctn Att Adj Fail Pois Spells
Save Spell
DEX Adj Sys Res Spells/ Immun
Shk Sur Level Spell
HP Immun
Spell Lrn Rctn
CON Adj Lv1 Sp Adj
No of Bonus Proficiencies/Skills/Languages
Spells
INT Lang
Loy Ancient History (-1/Int) (/ )
Mag Def Base (/ )
WIS Adjus (/ )
(/ )
Max No (/ )
(/ )
CHR Hench (/ )
(/ )
Artistic Ability (0/Wis) (/ )
The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that Dwarven (0/Int) (/ )
has shunned the surface world since the days of the Cataclysm. They are large-boned but (/ )
lean, and their skins are paler than those of their surface kin. They have infravision that Etiquette (0/Cha)
extends to 90 feet, but suffer a -1 penalty to all rolls in bright sunlight.
Gaming (0/Cha)
The Storysmiths are the keepers of history and tradition for their people, filling the
roles normally taken by priests and shamans. The storysmiths are the only dwarves al- Gnomish (0/Int)
lowed to be bards. As such they have certain changes and limitations to their abilities.
Due to the nonmagical nature of dwarves, they can neither learn nor cast magical spells. Heraldry (Dwarven) (0/Int)
They have a vast knowledge and understanding of magical constructions, particularly Mining (-3/ Wis)
weapons. They have a 7 % chance per experience level to know some facts about a magical
item. Furthermore, when examining an item of dwarven make, they can roll a second Local History (0/Cha)
check (providing the first succeeds) to name the specific powers and properties of the
item. Read/Write Dwarven (+1/Int)
Due to their understanding of their own kind, they gain a + 2 bonus to all encounter Stonemasonry (-2/Str)
reactions with dwarves and gnomes. They cannot initially begin with the proficiencies of
seamanship, navigation, astrology, agriculture, riding (any mount), or any one dealing
with animals.
15
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Nyglai Hadirnoe Scout Alignment Paralyze/
MOVEMENT Poison
Class: Thief Race: Dwarf Sex: Male or Female Rod, Staff,
Clan: Warclan or Wand
Homeland: The Odder Rhing Petrify/
Polymorph
ABILITIES Base Rate Breath
Weapon
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Spells
DEX Prob Adj Allow Press Drs LG
CON Missile Def ARMOR (/
Rctn Sys Att Adj Spell Adj Regen (/
INT Adj Shk Fail Pois A C Modifier (/
WIS HP Res Save Spell (/
CHR Adj Sur Spells/ Immun (/
Level Spell (/
No of Spell Lrn Immun
Lang Lv1 Sp Rctn
Mag Def Adj
Adjus Bonus Proficiencies/Skills/Languages
Spells
Max No
Hench Loy
Base
Blind-fighting (/) )
)
The Nylgai Hadirnoe, or Scorned Dwarves, are a race of deep-dwelling dwarves that Dwarven (0/Int) )
has shunned the surface world since the days of the Cataclysm. They are large-boned but )
lean, and their skins are paler than those of their surface kin. They have infravision that Mining (3/Wis) )
extends to 90 feet, but suffer a -1 penalty to all rolls in bright sunlight. )
Set Snares (-1/Dex)
Scouts are thieves who specialize in stealth. They serve the army, reconnoitering the en-
emy. It can be grueling work, so in addition to the normal thief requirements, a scout Stonemasonry (-2/Str)
must have a Constitution of 12 or greater.
Initially scouts cannot add points to the pick pockets or the read languages skills. They
cannot initially begin with the proficiencies of seamanship, navigation, astrology, agricul-
ture, riding (any mount), or any one dealing with animals.
Character Player Level SAVING THROWS
Minotaur Champion Alignment Paralyze/
MOVEMENT Poison
Class: Fighter Race: Minotaur Homeland: Minotaur League
City /Town: Petrify/
Sex: Male Province: Polymorph
Breath
ABILITIES Base Rate Weapon
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Spells
DEX Prob Adj Allow Press Drs LG
CON Def (/
INT Rctn Missile Spell Adj Regen ARMOR (/
WIS Adj Att Adj Fail Pois (/
CHR Save Spell (/
HP Sys Res Spells/ Immun AC Modifier (/
Adj Shk Sur Level Spell (/
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adi
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Endurance (0/Con) )
Hench Base )
)
Minotaurs stand approximately seven feet or more in height and are a heavily muscled Kothian (0/Int) )
people. The champions are professional gladiators, hired to represent one side or the )
other in a lawsuit fought in the arena. It is the skill of the champion that determines the )
guilt or innocence of the accused.
Minotaur champions must specialize in a weapon (of their choice). Their reputations
are formidable, so they gain a + 1 bonus to combat encounter reactions when they iden-
tify themselves. They do not attract followers at higher levels.
(/)
(/)
(/)
16
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Upright Man Paralyze/
MOVEMENT Poison
Class: Thief Race: Human, Elf, or Dwarf Sex: Male or Female
Base Rate Rod, Staff,
Homeland: Minotaur League Province: or Wand
City/Town: Petrify/
Polymorph
ABILITIES
WBreeaapthon
Hit Dmg Wgt Max Op B B/ HIT POINTS
Prob Adj Allow Press Drs LG
STR Def ARMOR
DEX Rctn Missile Spell Adj Regen
CON Adj Att Adj Fail Pois
INT Save Spell
WIS HP Sys Res Spells/ Immun AC Modifier Spells
CHR Adj Shk Sur Level Spell
Lrn Immun
No of Spell Sp Rctn
Lang Lv1 Adj
Proficiencies/Skills/Languages
Mag Def Bonus
Adjus Spells
Max No Loy Gaming (0/Cha) (/ )
Hench Base (/ )
(/ )
Upright men (or women) are the scalawags and scoundrels of the empire. Beginning as Kothian (0/Int) (/ )
(/ )
small-time thieves, many aspire to reach the ranks of the upright men, leaders of gangs or Local History (0/Cha) (/ )
families.
Upright men are noted throughout the empire for both their skill and ruthlessness. As
such, they gain a + 1 encounter reaction with all other thieves who have heard of them. In
addition, each upright man can call upon 1d3 companions (of equal level but perhaps
different talents) once per level. They will join him for one specific task and may require
services of him at some later date.
Character Player Level SAVING THROWS
Alignment
Silvanaes Qualith Paralyze/
MOVEMENT Poison
Class: Fighter/Mage Race: Elf or Half-elf
Sex: Male or Female Homeland: Armach-nesti Base Rate Rod, Staff,
or Wand
ABILITIES HIT POINTS
Petrify/
STR Hit Dmg wgt Max Op B B/ ARMOR Polymorph
DEX Prob Adj Allow Press Drs LG
CON Def Breath
INT Rctn Missile Spell Adj Regen Weapon
WIS Adj Att Adj Fail Pois
CHR Save Spell
HP Sys Res Spells/ Immun A C Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Agriculture (0Int) (/ )
Hench Base (/ )
(/ )
The Silvanaes are a band of lost elves, blown across the ocean from the lands of Ancient History (-1/Int) (/ )
Silvanesti in Ansalon. They have struggled to make a home for themselves and keep alive (/ )
their old traditions. Animal Lore (0/Int) (/ )
)
Qualith is their term for a fighter/mage. While they do not have any particular extraor- Etiquette (0/Cha) )
dinary abilities (as do some of the inhabitants of Taladas) the Silvanaes are generally bet- )
ter educated and bred than their neighbors. All qualith begin with a sword and leather Hoor (0/Int)
armor.
Read/Write Silvanesti (+1/Int)
Silvanesti (0/Int) (/
(/
(/
17
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Thenolian Nobleman Alignment Paralyze/
MOVEMENT Poison
Class: Fighter or Ranger Race: Human
Sex: Male or Female Homeland: Thenol Rod, Staff
ABILITIES Base Rate or Wand
STR Hit Dmg wgt Max Op B B/ HIT POINTS Petrify/
DEX Prob Adj Allow Press Drs LG Polymorph
CON Def
INT Rctn Missile Spell Adj Regen ARMOR Breath
WIS Adj Att Adj Fail Pois Weapon
CHR Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Etiguette (0/Cha) (/ )
Hench Base
(/ )
The Thenolian noblemen are descendants of the powerful ruling families of ancient Heraldry, Thenolite (0/Int) (/ )
(/ )
Aurim, an empire that existed before the Cataclysm. They have lost much of their power Hunting (-1/Wis) (/ )
(/ )
to the evil priests of Hiteh, who have come to control Thenol. Thus, there is little love lost (/ )
between the noblemen and the priests. Riding, Horse (+3/Wis)
Player character noblemen are assumed to be the children of one of the Lords of the
Senate, once the ruling body of Thenol. Roll 1d4 to determine the status of the family es- Thenolian (0/Int)
tates on the following table:
1 Dispossessed by priests of Hiteh 3 Disinherited by father
2 Penurious due to bad management 4 Banished as heretic
In any case, the family property will not automatically fall into the hands of the player
character. Through adventures, he may be able to restore all or part of his familys honor
and properties. He will not attract followers until he has regained his properties. How-
ever, he does begin with a small amount of property: a horse, chain mail armor, shield,
lance and sword.
Character Player Level SAVING THROWS
Bakali Warrior Alignment Paralyze /
MOVEMENT Poison
Class: Fighter Race: Bakali
Homeland: Blackwater Glade Rod, Staff,
Sex: Male Tribe: Base Rate or Wand
ABILITIES HIT POINTS Petrify/
Polymorph
STR Hit Dmg Wgt Max Op B B/
DEX Prob Adj Allow Press Drs LG Breath
CON Def Weapon
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois
CHR Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Animal Lore (0/Int) (/ )
Hench Base (/ )
(/ )
The bakali are a race of lizard men who, while powerful and brutish, are not entirely Bakali (0/Int) (/ )
savage and unintelligent. They keep to themselves, mistrustful of all others-humans, (/ )
demihumans, and humanoids alike. Some do venture outside their lands, often serving Fishing (-1/Wis) (/ )
in the armies of Thenol. (/ )
Hunting (-1/Wis) (/ )
Bakali warriors, while often seen as blood-thirsty, are bound by a specific code of honor. (/ )
Bakali live by their word and do not give it lightly. Once given, the character must honor Set Snares (-1/Int)
it (or try his best) or suffer an alignment change, regardless of the characters alignment.
They have long memories for friends and enemies and particularly hate the Swampers. Survival, Swamp (0/Int)
Because of their primitive natures, bakali cannot initially learn technological proficien- Swimming (0/Str)
cies, such as blacksmithing, engineering, or stonemasonry.
Tracking (0/Wis)
18
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Swamper Alignment Paralyze/
MOVEMENT Poison
Class: Ranger Race: Human Rod, Staff,
Sex: Male or Female Homeland: Blackwater Glade or Wand
Petrify
Hit ABILITIES Base Rate Polymorph
Breath
STR Prob Dmg wgt Max Op B B/ HIT POINTS Weapon
Adj Allow Press Drs LG
Rctn Def Spells
Missile Spell Adj Regen ARMOR
DEX Adj Att Adj Fail Pois (+1/Dex)
Save Spell (0/Str)
HP Sys Res Spells/ Immun AC Modifier (0/Int)
Shk Sur Level Spell (0/Wis)
CON Adj lmmun
Spell Lrn Rctn Proficiencies/Skills/Languages (/)
No of Lv1 Sp Adj (/)
(/)
INT Lang Bonus
spells
Mag Def
Loy Animal Lore (0/Int) Seamanship
WIS Adjus Base
Max No
CHR Hench
Bakali (0/Int) Swimming
The swampers are a group of independent-minded frontiersmen who live on the Carpentry (0/Str) Thenolian
fringes of Blackwater Glade. Although properly citizens of Thenol, the Swampers pay lit-
tle mind to the rules and edicts of the government. Living off the swamp, they are expert Direction Sense (+1/Wis) Tracking
hunters and trappers. Sometimes they serve in an army (mostly of Thenol) as guides and
scouts, although this creates problems because of their alignment. There is no love lost Fishing (-1/Wis)
between the Swampers and the Bakali from the depths of the glade. As such, rangers of
this people must choose the Bakali as their species enemy. Herbalism (-2/Int)
All Swampers begin with a small amount of equipment. This includes a sturdy sword, Hunting (-1/Wis)
leather armor (homemade), and a small flat-bottomed boat or a canoe.
Swampers also begin with knowledge of Blackwater Glade and the hidden paths and
channels that cross through it. In the Glade, they reduce the chance of getting lost just as
a skilled guide would.
Character Player Level SAVING THROWS
Hulderfolk Alignment Paralyze/
MOVEMENT Poison
Class: Fighter/Mage Race: Elf
Sex: Male or Female Homeland: Okami or the Hulder Wood Base Rate Rod, Staff,
or Wand
ABILITIES ARMOR
Petrify/
STR Hit Dmg Wgt Max Op B B/ Polymorph
DEX Prob Adj Allow Press Drs LG
CON Def Breath
INT Rctn Sys Missile Spell Adj Regen Weapon
WIS Adj Shk Att Adj Fail Pois
CHR HP Save Spell AC
Adj Res spells/ Immun
Sur Level Spell
No of Immun
Lang Spell Lrn Rctn Modifier Spells
Lv1 Sp Adj
Mag Def
Adjus Bonus Proficiencies/Skills/Languages
Spells
Max No
Hench Loy Ancient History (-1/Int) (/ )
Base (/ )
(/ )
The hulderfolk (Hidden People) are an ancient race of elves that has kept to the old tra- Animal Lore (0/Int)
ditions. In appearance they look much like normal elves, although they dress in clothes of (/ )
green leaves, bark, spider silk, and flowers. Artistic Ability (0/Wis) (/ )
(/ )
The hulderfolk avoid all contact with humans, hiding from them whenever possible, Dancing (0/Dex)
but they have no strong animosities toward the other races. They can hide in shadows and (/ )
move silently as a ranger of the same level. They must specialize in spells of enchantment Elf, Ancient (0/Int) (/ )
or illusion. (/ )
Etiquette (0/Cha)
The hulderfolk have many restrictions on their behavior. They cannot break their word.
Cold steel (an extremely rare and special metal) automatically negates their magic and the Herbalism (-2/Wis)
mere touch of it causes 1 point of damage. They do not voluntarily enter places of worship
and their magic does not function there. Finally, each has a secret name and anyone who Spellcraft (-2/Int)
knows it is immune to that hulders magical spells.
19
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Marak Kender Warrior Paralyze/
MOVEMENT Poison
Class: Fighter/Thief Race: Kender
Sex: Male or Female Homeland: Marak Valleys Rod, Staff,
or Wand
ABILITIES Base Rate
Petrify/
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
DEX Prob Adj Allow Press Drs LG
CON Def Breath
INT Rctn Missile Spell Adj Regen ARMOR Weapon
WIS Adj Att Adj Fail Pois
CHR Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy
Hench Base
Agriculture (0/Int) (/ )
(/ )
The Marak kender are a special branch of the kender race, differentiated by their atti- Auric (0/Int) (/ )
tude toward life. Similar in appearance to other kender, they favor more somber colors for (/ )
their dress. This, however is only a minor outward manifestation of their difference. Local History (0/Cha) (/ )
(/ )
While still a curious race, they are suspicious, distrustful, even paranoid of others. Set Snares (-1/Dex) (/ )
Their curiosity drives them to check everything and everyone out-just for safetys
sake. They take things not because they are thieves, but to make sure the odds are always
in their favor.
Marak kender use the hoopaui, a stonebow (range 4/8/12, Dmg 1d4 +1/1d6) and
each character begins with one, along with a bag of bullets. Beyond this, they have the
abilities of kender as described in the DRAGONLANCE® Adventures book.
Character Player Level SAVING THROWS
Alignment
Fianawar Paralyze/
MOVEMENT Poison
Class: Fighter Race: Dwarf Sex: Male
Clan: Fianawar Base Rate Rod, Staff,
Homeland: The Steamwall or Wand
HIT POINTS
ABILITIES Petrify
Polymorph
STR Hit Dmg Wgt Max Op B B/
DEX Prob Adj Allow Press Drs LG Breath
CON Def Weapon
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois AC
CHR Save Spell
HP Sys Res Spells/ Immun Modifier Spells
Shk Sur Level Spell
Adj Immun
Spell Lrn Rctn
No of Lv1 Sp Adj
Lang
Bonus Proficiencies/Skills/Languages
Mag Def Spells
Adjus Loy Appraising (0/Int)
Base
Max No
Hench
As a group, the Fianawar are a dour and unhappy people and an anomaly among Armorer (-2/Int) (/ )
dwarves. Unlike their brethren who dwell underground, the Fianawar live on the surface (/ )
and virtually never go beneath the ground. Centuries of earthquakes and volcanic up- Blacksmithing (0/Str) (/ )
heavals have left them with a dread fear of life beneath the surface. (/ )
Dwarven (0/Int) (/ )
Fianawar dwarves gain a +1 bonus to Strength (up to their racial maximum). However, (/ )
they must roll a successful saving throw vs. death in order to overcome their fear of the un- Stonemasonry (-2/Str)
derground before they can enter such places as dungeons, caves, and tombs. If the check
fails, they will not enter. They must also make a check once a day when underground. If Weaponsmithing (-3/Int)
failed they will want only to leave by the most direct route.
20
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Abaqua Hunter Alignment Paralyze/
MOVEMENT Poison
Class: Fighter Race: Ogre Sex: Male
Tribe: Rod, Staff,
Homeland: Western Ring Mountains or Wand
ABILITIES Base Rate Petrify/
Polymorph
STR Hit Dmg Wgt Max Op B B/ HIT POINTS
DEX Prob Adj Allow Press Drs LG Breath
CON Def Weapon
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois
CHR Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy (/ )
Hench Base (/ )
(/ )
Abaquan (0/Int) (/ )
(/ )
The ogres of the Ring Mountains are a primitive and brutish race, yet they are not to- Endurance (O/Con) (/ )
tally beyond redemption. For the most part, they prefer to keep to themselves, driving off (/ )
intruders. Fire-building (-1/Wis)
The Abaqua (as the ogres call themselves) are excellent hunters and woodsmen, al- Hunting (-1/Wis)
though they lack the aptitude and wisdom to be rangers. They lead simple lives as hunters
and gatherers. They make little use of metal tools or complex skills. Survival, Forest (0/Int)
Initially, an Abaqua warrior cannot learn the following proficiencies: agriculture, Tracking (0/Wis)
blacksmithing, cobbling, mining, pottery, riding (any mount), seamanship, stonema-
sonry, weaving, engineering, musical instrument, reading/ writing, armorer, bowyer/ Weather Sense (-1/Wis)
fletcher, charioteering, gaming, gem cutting, or weaponsmithing. All warriors begin
with a wooden club, several throwing rocks, and a wooden spear.
Character Player Level SAVING THROWS
Glass Sailor Alignment Paralyze /
MOVEMENT Poison
Class: Fighter Race: Human
Sex: Male or Female Homeland: The Shining Lands Rod, Staff,
or Wand
ABILITIES Base Rate
Petrify/
Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
Adj Allow Press Drs LG
STR Prob Def Breath
Missile Spell Adj Regen ARMOR Weapon
Rctn Att Adj Fall Pois
DEX Save Spell
CON Adj Sys Res Spells/ Immun AC Modifier Spells
Shk Sur Level Spell
HP Immun
Adj Spell Lrn Rctn
Lv1 Sp Adi
No of
Bonus
INT Lang Spells
Mag Def Proficiencies/Skills/Languages
WIS Adjus
Max No Loy Auric (0/Int)
Base
CHR Hench
(/ )
The Glass Sailors are a tall, slender race, one of the tallest people in all Taladas. Born Direction Sense (+1/Wis) (/ )
and raised in the dangerous plains of glass, they are fiercely independent and unflinch- (/ )
ing. Glass Sailor characters gain a +1 saving throw bonus to resist all types of fear, magical Navigation (if male) (-2/Int) (/ )
or otherwise. (/ )
Singing (if female) (0/Cha) (/ )
Player character Glass Sailors are outcasts or exiles from their own people and can return (/ )
to their lands only by risking death. Survival, Desert (0/Int)
All Glass Sailor characters begin with a complete set of underground and above-ground
clothing and one set of beetle carapace armor, in addition to an assortment of darts and a
glass-bladed sword.
21
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Payan Mako Tribesman Alignment Paralyze/
MOVEMENT Poison
Class: Fighter Race: Human
Sex: Male Homeland: Syldar of the Fisheries Rod, Staff,
or Wand
Base Rate
Petrify/
ABILITIES Polymorph
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Breath
DEX Prob Adj Allow Press Drs LG Weapon
CON
INT Rctn Missile Spell Def Regen ARMOR
WIS Adj Att Adj Fail Adj Spell
CHR HP Immun
Adj Sys Res Pois AC
Shk Sur Save
No of
Lang Spell Lrn Spells/ Modifier Spells
Mag Def Lv1 Sp
Adjus Level Proficiencies/Skills/Languages
Max No
Bonus Spell
Hench Spells
Immun
Loy Rctn Direction sense (+1/Wis) (/ )
Adj )
Base )
)
Fire-building (-1/Wis) (/ )
)
The Payan Mako are a short, bronze-skinned race of fishermen that lives among the Fishing (-1/Wis) (/ )
subtropical islands of the Fisheries. Here they try to lead quiet and peaceful lives fishing )
in the rich waters and living off the fruits of the land. Men dress in simple loin cloths and Navigation (-2/Int) (/ )
shave their heads. Their main enemies are the demon-men (hobgoblins) and Shark Men,
a secret cult bent on conquering all the Fisheries. Payan (0/Int) (/
Although warriors, the Payan Mako are not particularly skilled at combat (since they Seamanship (+1/Dex) (/
fight so seldom). Thus, their THAC0s are always 1 higher than those of normal fighters of
the same level, and they cannot specialize in any weapon. However, they are extremely Survival, Tropical (0/Int) (/
tough and so begin play with 1d10 +4 hit points. Every warrior begins play with a shark-
tooth spear and dagger.
Swimming (0/Str) (/
Weather Sense (-1/Wis) (/
Character Player Level SAVING THROWS
Chaasii Alignment Paralyze
MOVEMENT Poison
Class: Fighter or Fighter/Mage Race: Elf
Sex: Male or Female Homeland: Neron Rod, Staff,
ABILITIES Base Rate or Wand
STR Hit Dmg wgt Max Op B B/ HIT POINTS Petrify/
DEX Prob Adj Allow Press Drs LG Polymorph
CON Def ARMOR
INT Rctn Sys Missile Spell Adj Regen Breath
WIS Adj Shk Att Adj Fail Pois Weapon
CHR Save Spell
HP Res Spells/ Immun AC Modifier
Adj Sur Level Spell
Immun
No of Spell Lrn Rctn Spells
Lang Lv1 Sp Adj
Proficiencies/Skills/Languages
Mag Def Bonus
Adjus Spells Ancient History (-1/Int) Spellcraft (-2/Int)
(0/Int)
Max No Loy Animal Lore (0/Int) Survival, Jungle /)
Hench Base /)
/)
The chaasii or wild elves are a distinctly different branch of the elvish race, easily iden- Artistic Ability (0/Wis) ( /)
tified from all others. Over the centuries, the chaasii have adapted to life in the thick for-
ests of Neron. Average height is only 4' 9" and almost none reach five feet in height. Skin Carpentry (0/Str) ( /)
tone ranges from wood-brown to yellow-green. Hair colors vary similarly from brown to /)
green-black. Chaasii (0/Int) (
Chaasii warriors make use of many sleeping potions and strange compounds and Herbalism (-2/Int) (
Hunting (-1/Wis)
player characters will know how to brew these, given the materials from the forest. They Singing (0/Cha) (
do not make or use poisons. (
Mages specialize in a forgotten form of the lore known as nature magic (see the
Chaasii Mages section, page 28-29, for an explanation of this branch of magic and the
list of allowed spells). Chaasii have no written language and do not know how to read or
write (but they can learn).
22
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Recorder Alignment Paralyze/
MOVEMENT Poison
Class: Mage Race: Human or Half-elf
Sex: Male or Female Homeland: Baltch Base Rate Rod, Staff,
or Wand
Hit ABILITIES HIT POINTS
Petrify/
STR Prob Dmg Wgt Max Op B B/ Polymorph
Adj Allow Press Drs LG
Rctn Def Breath
Missile Spell Adj Regen ARMOR Weapon
DEX Adj Att Adj Fail Pois
Save Spell
HP Sys Res Spells/ Immun AC Modifier Spells
Shk Sur Level Spell
CON Adj Immun
Spell Lrn Rctn
No of Lv1 Sp Adj
INT Lang Bonus Proficiencies/Skills/Languages
Spells
Mag Def
Loy
W I S Adjus Base
Max No Baltch (0/Int) (/ )
(/ )
CHR Hench (/ )
(/ )
The Recorders of Baltch are wizards in the service of the government. They are much Engineering (-3/Int) (/ )
like wizards everywhere, but they tend to specialize in greater divination and alteration. (/ )
Baltch is protected from the ocean by a series of dikes and seawalls that require constant Read/Write Baltch (+1/Int) (/ )
vigilance and repair. The Recorders assist the Engineers (the rulers of Baltch) somewhat in
making repairs, but mostly by tracking and organizing the population into the necessary Seamanship (+1/Dex)
work teams.
Spellcraft (-2/Int)
Since the Recorders are part of the government, they (including player characters) must
follow the orders of the Engineers, should such orders be given. Thus, characters may find Stonemasonry (-2/Str)
times when they are ordered to undertake particular missions. As compensation, the Re-
corders have the status of privileged public servants on Baltch and are treated accordingly.
Weather Sense (-1/Wis)
Character Player Level SAVING THROWS
Class: Any Islander Alignment Paralyze/
Sex: Male or Female MOVEMENT Poison
Race: Human, Kender, or Dwarf Rod, Staff,
Homeland: Rainward Isles Base Rate or Wand
Petrify/
ABILITIES Polymorph
Breath
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Weapon
DEX Prob Adj Allow Press Drs LG
CON Def Spells
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois A C Modifier (/
CHR Save Spell (/
HP Sys Res Spells/ Immun (/
Adj Shk Sur Level Spell (/
Immun (/
No of Spell Lrn Rctn (/
Lang Lv1 Sp Adj (/
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Hunting (-1/Wis) )
Hench Base )
)
The people of the Rainward Isles are among some of the most blessed of all in Taladas, Fishing (-1/Wis) )
for somehow they have survived the worst ravages of the Cataclysm and its aftereffects to Auric (0/Int) )
emerge stronger and more unified than ever before. Local History )
(0/Cha) )
Unlike most other lands, where race is an important issue, the People (as they call
themselves) have learned to live in peace with each other-dwarves, kender and humans
view each other as equals, each contributing to society. This mingling of societies has
broadened the outlook and training of all the Islanders. The People all gain a + 1 bonus
to encounter reactions when dealing with foreigners not of their race, because they lack
the racial prejudices of others.
Communities of the People are strong and supportive. Every person is a part of the mi-
litia, serving to the best of his capacity. Thus, while at home, characters may be called out
to deal with some danger. They can also call upon their neighbors in turn for support and
aid in times of trouble.
23
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Hitehkel Engineer Paralyze/
MOVEMENT Poison
Class: Tinker Race: Gnome, Gnomoi, or Minoi
Sex: Male Rod, Staff,
Homeland: Hitehkel Citadel: or Wand
ABILITIES Base Rate Petrify/
Polymorph
STR Hit Dmg Wgt Max Op B B/ HIT POINTS
DEX Prob Adj Allow Press Drs LG Breath
CON Weapon
INT Rctn Missile Spell Def ARMOR
WIS Adj Att Adj Fail Adj
CHR
HP Sys Res Pois Regen
Adj Shk Sur Save
AC
No of Spell Lrn Spells/ Spell Modifier Spells
Lang Lv1 Sp Level Immun
Mag Def Bonus Spell
Adjus Spells Immun
Max No Loy Rctn Proficiencies/Skills/Languages
Hench Base Adj
Blacksmithing (0/Str) (/ )
(/ )
The engineers of Hitehkel (most of whom are gnomoi) are an industrious and creative Carpentry (0/Str) (/ )
lot. From their plans and designs have come such things as the fire-fleets, the wind-riders, (/ )
elevator systems, and more. Unlike their Boli brothers (who specialize in small and intri- Engineering (-3/Int)
cate mechanisms), the Hitehkel tinkers think big. They are responsible for most of the (/ )
large machines and devices (the ones that work, that is) found throughout Krynn today. Gnomish (0/Int)
(/ )
Hitehkel gnomes can choose virtually any field of study. The majority study aerody- Read/Write Gnomish (+1/Int)
namics, architecture, mechanics, metallurgy, pneumatics, thermodynamics, and trans- Stonemasonrv (-2/Str)
portation. They are not particularly skilled at making small things, and so the cost in
complexity is doubled if an invention needs to be reduced in size.
Character Player Level SAVING THROWS
Ilmaskhod Alignment Paralyze/
MOVEMENT Poison
Class: Thief Race: Gnome (Gnomoi)
Sex: Male or Female Homeland: Hitehkel Citadel: Rod, Staff,
or Wand
Base Rate
Petrify/
ABILITIES Polymorph
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Breath
DEX Prob Adj Allow Press Drs LG Weapon
CON Def ARMOR
INT Rctn Sys Missile Spell Adj Regen
WIS Adj Shk Att Adj Fail Pois AC Modifier Spells
CHR Spell Save Spell
HP Lv1 Res Spells! lmmun
Adj Sur Level Spell
lmmun
No of Lrn Rctn
Lang Adj
Sp
Mag Def
Adjus Bonus Proficiencies/Skills/Languages
Spells
Max No
Hench Loy Appraising (0/Int)
Base
Not all the gnomes of Hitehkel are tinkers, obsessed with building strange new inven- Engineering (-3/Int) (/ )
tions. Quite a few are thieves, raised in trained in one of the most challenging environs a (/ )
thief could ever learn in-the strange, device-packed citadels of the gnomes. Here thieves Gnomish (0/Int) (/ )
have had to practice their skills not only against ordinary challenges but also against ever- (/ )
improving security inventions designed by irate tinkers. Read/Write Gnomish (0/Int) (/ )
(/ )
Because of this, an ilmaskhod (as a gnomoi thief is called) is more skilled at opening
locks and finding and removing traps than most thieves. When dealing with gnomish de-
vices, the normal scores for the character are used. When dealing with devices made by
others, the thief gains an additional 10% to his chance of success. In short, he finds the
locks and traps of non-gnomes simple compared to the cunning devices designed by his
brethren. However, ilmaskhod disdain killing and so can never gain more than a x3
backstab bonus.
24
PLAYER CHARACTER KITS
Character Player Level SAVING THROWS
Alignment
Companion of the Dead Paralyze/
MOVEMENT Poison
Class: Fighter Race: Gnome
Sex: Male Homeland: Hitehkel Citadel: Base Rate Rod, Staff,
or Wand
ABILITIES
Petrify/
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Polymorph
DEX Prob Adj Allow Press Drs LG
CON Def ARMOR Breath
INT Rctn Sys Missile Spell Adj Regen Weapon
WIS Adj Shk Att Adj Fail Pois
CHR Save Spell AC Modifier Spells
HP Res Spells/ lmmun
Adj Sur Level Spell
lmmun
No of Spell Lrn Rctn
Lang Lv1 Sp Adj
Mag Def Bonus Proficiencies/Skills/Languages
Adjus Spells
Max No Loy Endurance (0/Con)
Hench Base
The Company of the Dead (to which the Companions belong) is an elite fighting force Gnomish (0/Int) (/ )
of the gnomish army. They are easily identified by the skull-white face paint and skeletal (/ )
helmets they wear into battle.
(/ )
When they have taken time to prepare themselves (don their warpaint, etc.), the Com- (/ )
panions gain a + 1 bonus to their attack and damage rolls, in melee combat only. This (/ )
(/ )
frenzy lasts until the course of the battle is finished; during this time they take no pris- (/ )
oners. Preparation takes 30 minutes and when it is finished, the character must enter im-
mediately into combat.
The Companions have earned their title by giving up all connections to their past life.
They are dead to the rest of the world. They no longer have family or old friends. Fur-
thermore, they will not make new friends, except within the Company, since they con-
sider themselves dead to the world. This attitude makes them difficult to get along with.
Character Player Level SAVING THROWS
Alignment
Boli Tinker Paralyze/
MOVEMENT Poison
Class: Tinker (see DRAGONLANCE® Adventures book)
Base Rate Rod, Staff,
Race: Gnome (Minoi or Gnomoi) Sex: Male or Wand
Citadel: Homeland: The Land of Columns Petrify/
Polymorph
ABILITIES
Breath
STR Hit Dmg Wgt Max Op B B/ HIT POINTS Weapon
DEX Prob Adj Allow Press Drs LG
CON Def
INT Rctn Missile Spell Adj Regen ARMOR
WIS Adj Att Adj Fail Pois AC
CHR Save Spell
HP Sys Res Spells/ Immun Modifier Spells
Adj Shk Sur Level Spell
Immun
No of Spell Lrn Rctn
Lang Adj
LV1 Sp
Mag Def
Adjus Bonus Proficiencies/Skills/Languages
Spells
Max No
Hench Loy Appraising (0/Int) (/ )
Base (/ )
(/ )
The Boli gnomes, like all of their race, are a small but ingenious people, given to a love Auric (0/Int) (/ )
of devices, mechanical ones in particular. The Boli gnomes are incredibly skilled in the (/ )
construction of small devices. especially clockwork. Engineering (-3/Int) (/ )
Boli tinkers specialize in the study of mechanics, optics, clockwork, metallurgy, and Gem Cutting (-2/Dex)
glass-making. Furthermore, they are skilled in the jewelers arts.
Gnomish (0/Int)
Tinker gnomes begin the campaign with a small collection of tools (enough to fill a
small pack) suitable for work on finely detailed items and also useful as thieves tools.
25
LANGUAGES
Although the Guide Book to Taladas de- pantomime is helpful, even vital. pantomime and occasional long-winded
scribes many things about the people of To determine how similar different explanations using simple concepts.
the continent, no mention is made of the Speakers with a 30% fluency (a Marak
languages used by the different people. languages are, all the basic language kender talking with a citizen of Kris-
This is intentional because the ability to groups of Taladas (and a few of Ansalon) tophan) can get across basic concepts but
communicate is vital to your role-playing have been placed on the Taladan Lan- have to use gestures to help even with
game. Information about languages has guage Chart. The languages have been these. Characters with 10% fluency (a
been extracted, both so you can find the arranged to show their relationships. In- Payan Islander relying on his few elvish
terrelated languages (either by family or words to talk to one of the Hulderfolk)
information quickly and so you can make borrowings) are connected by lines. The are limited to a word here and there com-
whatever changes you need to adapt to number of dots on these lines is an indica- bined with a lot of hand-waving and bad
your campaign and your player charac- tion of the closeness of the two languages. mime.
ters. The information here can be used as
rules or as a guideline, a starting point for Of course, each character is assumed to When using the Taladan Language
changes that work best for your cam- speak his native tongue with 100% flu- Chart, it is important to remember that it
paign. ency. To determine how well he speaks (and all languages) are only a tool for your
and understands a related tongue, trace a role-playing game. You may find times
On Taladas, there is no common path from his native language to the when you need to bend the rules some-
speech that is universally known by every other language. Each dot and box crossed what. Consider first the effect not know-
character and monster the players (including the box enclosing the other ing (or knowing) a language will have on
encounter. Instead, there are a number of languages name, but not that enclosing play. If the player characters have to waste
language families that form the roots for the characters native language, on the a lot of time trying to communicate with
nearly all the spoken languages of Tala- chart) reduces comprehension by 10%. an NPC, then its better to have the NPC
das. The languages within each family For example, a Uigan fighter would have conveniently know the PCs language. If
share many common features-so many a 70% comprehension of Tamire elven the situation would be made more inter-
that speakers of different tongues within (the path connecting the languages esting by a lack of communication, then
the same family can make themselves un- crosses two dots and the Tamire box, so the NPC doesnt know the language
derstood to each other. In addition some 30% is subtracted from 100%). unless, of course, that would be ridicu-
languages of different families share lous.
common features based on geography. You should use the final percentage as
Thus, elves of the Tamire borrow words a guide to role-playing. A speaker with In all cases, player characters should
and phrases from the tongues of the 80% fluency (such as a Hitehkel gnome have a common language. There is noth-
Uigan and Ilquar goblins. Even with all talking to a Boli gnome) hesitates from ing more frustrating than a party of
these similarities, communication is not time to time, trying to think of the right player characters who cannot even com-
without some difficulty and there are mo- word. Characters with 50% fluency (a municate with each other.
ments when resorting to gestures and man from the Rainward Isles talking to a
warrior of the Ice People) have to resort to
26
CHAASI MAGES
Chaasi mages are practitioners of an an- the item will do by what they put into it. form of a stone contains more potential
cient and nearly forgotten type of magic, Chaasi believe that all things power than just an ordinary rock.
one that defies the accepted under-
standing of schools of magic. According mineral, plant, or animal-contain mag- There must also be some connection
to the writings of all the known theorists, ical power. Sometimes the power is great, between the item and the power desired.
chaasi magic should be impossible. The sometimes it is negligible. The power Thus, a lightning-struck branch might be
chaasi have never delved greatly into may have a useful, constructive effect or suitable for a wand of lightning bolts, but
theory and so have no clue that what they may possess an odd and pointless effect. would be unsuitable for a wand of flame
are doing is impossible. Oddly enough, it It is not their business to choose the extinguishing. It takes skill and wisdom
seems to work for them perfectly well. power-that is determined by the nature to select the proper raw materials for a de-
of the thing. Generally, the magical sired item. A check against artistic ability
Chaasi magic is built on an intuitive power of a thing reflects its nature. Thus, must be made secretly by the DM when
understanding of nature. The wizards are a stone may have some power associated selecting the piece to be used for a magi-
specialists and gain the benefits accord- with strength, hardness, or force; a me- cal item. If the check is failed, the magi-
ingly. But their spell selection does not dicinal herb may relate to healing; a cal item is flawed.
follow the normal arrangement of water-smoothed stone may give speed or
schools. Instead, they specialize in spells slipperiness. Although the mage may Finally, the wizard does not cast spells
that affect nature and sometimes the ele- have some general idea of the power, he into the item. Instead he must use the en-
ments. They can learn some spells outside can never be certain until it manifests it- chant an item spell to bring out its power.
of this area, but certain spells-especially self. If this is successful, the DM determines
ones that create mechanical and unnatu- what the item becomes, based on the suc-
ral results-are denied to them. The Chaasi mages produce magical items cess of the saving throw for the item. The
spells in their school and those disallowed by drawing the innate power out of an greater the difference between the num-
are given on the Chaasi Spell Table. item. Thus the Chaasi way of creating ber needed to save and the actual saving
magical items is slightly different. First, throw, the better or more powerful the
Aside from their spell selection, chaasi chaasi attempt to use items in as natural item. If the saving throw is successful, the
mages also have a distinctly different ap- a state as possible. The less carving, whit- character has 24 hours to determine just
proach to magical item creation. Most tling, and shaping that is done, the bet- what magical power is manifested in the
mages fashion an item and then imbue it ter. Second, the item must be as item, either by trial and error or magical
with some chosen power, defining what artistically pure as possible. The perfect spells.
28
CHAASI SPELL LISTS
NATURAL SCHOOL Sixth Level Fourth Level
Chain Lightning Contagion
SPELLS Conjure Animals Leomund's Secure Shelter
Control Weather Minor Creation
First Level Death Fog Minor Globe of Invulnerability
Affect Normal Fires Lower Water
Burning Hands Move Earth Fifth Level
Change Self Part Water Fabricate
Dancing Lights Transmute Water to Dust Leomunds Secret Chest
Find Familiar Major Creation
Light Seventh Level
Mending Charm Plants Sixth Level
Spider Climb Reverse Gravity Anti-Magic Shell
Wall of Fog Shadow Walk Contingency
Guards and Wards
Second Level Eighth Level Programmed Illusion
Alter Self Incendiary Cloud
Continual Light Mass Charm Seventh Level Mansion
Darkness, 15 Radius Polymorph Any Object Control Undead
Fog Cloud Forcecage
Fools Gold Ninth Level Mordenkainens Magnificent
Glitterdust Crystalbrittle Mordenkainen's Sword
Summon Swarm Shape Change Simulacrum
Whispering Wind Statue
SPELLS NOT AVAILABLE
Third Level Eighth Level
Gust of Wind TO CHAASI WIZARDS Clone
Protection from Normal Missiles Symbol
Water Breathing First Level Trap the Soul
Wind Wall Alarm
Armor Ninth Level Disjunction
Fourth Level Erase Imprisonment
Fire Charm Nystuls Magic Aura Mordenkainen's
Fire Shield Tensers Floating Disc Succor
Hallucinatory Terrain Wizard Mark
Massmorph
Plant Growth Second Level
Polymorph Other Deeppockets
Polymorph Self Knock
Solid Fog Magic Mouth
Wall of Fire Melfs Acid Arrow
Wizard Lock
Fifth Level
Airy Water Third Level
Animal Growth Explosive Run es
Cone of Cold Illusionary Script
Distance Distortion Item
Hold Monster Leomund's Tiny Hut
Stone Shape Non-Detection
Transmute Rock to Mud Sepia Snake Sigil
Wall of Stone Vampiric Touch
29
THE ARMIES OF TALADAS
THE ARMIES OF Each side is commanded by a tegin of the Snake Clan. One War Speaker is
boyla (a prince from one of the boyla chosen from the war chiefs of the differ-
TALADAS families). The size of a side depends on ent clans.
the number of ordus attached to it. An
Taladas, like Ansalon, is a region wracked ordu is the basic building block of the Although it is extremely rare, there
by warfare. Dragonarmies, Imperial le- army, approximately 2,000 men. It is have been occasions when the entire Elf
gions, Thenolite companies, Uigan commanded by a tegin (prince), elected Clan nation has united against a single
hordes, and goblin raiding parties are by the family clans that form the ordu. threat. In this case, the different clans
locked in combat, to-and-fro. Role- There are three to four regiments to an form into the larger units described above
playing in such a world means the charac- ordu (500 to 650 men each) and these and the War Speakers elect a Great Leader
ters will, from time to time, interact with regiments are divided into family clans. from their ranks. This elf's job is often
troops, wander through battlefields, and A single clan may send 50 to 500 men, less military than political, for not only
even play the roles of commanders. But depending on its size. Clans always serve must he lead the army in battle, but he
to do this, you need game information in the same groups. Over the years the must also control his hot-tempered kins-
that describes the organization and struc- different ordu have developed long- men, suppressing feuds and disagree-
ture of the different forces. standing rivalries and friendships based ments.
on clan relationships.
This section is intended for use with the The composition of an Elf Clan army is
AD&D® 2nd Edition BATTLESYSTEM In addition to these forces, the Uigan similar to that of the Uigan. However, the
rules. While much of this is useful for role- have a small number of specialist troops. elves favor more light cavalry than heavy
playing situations, particularly the chains of These include auxiliary infantry (most of- armored troops and they do not make use
command and the composition of units, ten Alan-Atu mercenaries) and two regi- of auxiliary mercenaries. Because they are
most of the information is written with the ments of artillerists and engineers for more magically inclined, they can field
BATTLESYSTEM rules in mind, particu- complicated siege work. These men come special units of fighter/ mages. Due to
larly the specific unit rosters. from any clan. the peculiarities of their culture, these
units are almost entirely female.
The BATTLESYSTEM rules are for The Uigan do not use much magic in
fighting large battles within the AD&D battle. There are no separate units of wiz- Light elf cavalry 60%
game. These battles use miniature fig- ards and priests. Instead, these men are
ures, often painted, that are organized personal advisors to the boyla and tegin, Light elf female
into army units. The information in this and are under their direct command.
book describes how the units of the major (fighter/mage) cavalry 10%
land armies of Taladas are organized and The composition of a typical side is as
gives the relevant information for differ- follows: Scouts (rangers) 5%
ent units. The color plates that come with
this box set show examples of uniforms, Medium elf cavalry 15%
arms, and armor for typical soldiers of the
different armies. These plates can be used Heavy elf cavalry 10%
as guides for painting your own Taladan
armies. Auxiliary light infantry 10% THE ILQUAR GOBLINS
Uigan light cavalry 40%
THE UIGAN HORDE Uigan medium cavalry 30% Although violent, aggressive, and bru-
Uigan noble cavalry 20% tal, the goblins have never fielded or
The largest force in Northern Hosk, raised a substantial army, as the organiza-
the Uigan horde is organized around a THE ELF CLANS ARMY tion and cooperation needed are rare
single arm-the cavalry. Contrary to their among their kind. This has resulted in
image as simple barbarians, the Uigan In general, the Elf Clans have no over- most of their attacks being made by small
have a highly organized army chain of all organization or army. Each clan fields raiding parties. Organized forces are typi-
command. The diagram on page 33 its own unit, the size of the unit depend- cally intended for defense-garrisons,
shows the structure. ing on the size of the clan. Average clan militia, and bodyguards. They mostly
size ranges from 50 to 200 warriors, led by rely on walls, missile weapons, and dirty
The supreme commander of the army a war chief, elected by the elders of the tricks to ensure their safety.
is the boyla of the Uigan. He has a private clan.
bodyguard of 2,000 men, all elite troops. The goblins have never yet massed into
He commands the army, which is divided When faced by a threat larger than can a large army, although it might be possi-
into three sides: a right, center, and left. be dealt with individually, different clans ble under a ruthless and cunning leader,
band together, always along the lines of goblin or otherwise. The largest forces
ancient loyalties. Thus, the Tiger Clan they have fielded are the garrisons drawn
and Bear Clan may join together as a sin- from several towns that fall under the rule
gle unit, but a warrior of the Tiger Clan of a single chieftain. Average force sizes
would never serve in the same unit as one range from 100 to 300 warriors per vil-
30
THE ARMIES OF TALADAS
lage. While these forces are not large, the maintains forces few other countries way to protect themselves from treachery.
goblins know their local territory and use provide-specialized siege engineers, a The League Command Chart (on page
this knowledge to make effective use of quartermaster corps, and medical troops.
ambushes and traps. 33) shows the different levels and rela-
The minotaurs have divided the com- tionships of the two types of command in
The goblin forces are oriented toward mand structure into political and military the army. At the apex is the Emperor,
defense and their composition reflects commands. The political command has who naturally has military and political
this. Given their nature, they do not overall control of the army in both peace authority. The Empress has varying de-
make use of mercenaries. Their shamans, and war. It is through the political com- grees of influence over her husband, de-
jealous of their power, will aid only those mand that funds are allocated, high-level pending on the situation, her
commanders who can offer them some- promotions occur, and strategic decisions connections, and her charms. The Em-
thing in return. are made. Most high-rank military com- peror appoints military governors, minis-
manders are also involved (to one extent ters, the General of the Army, and the
Goblin light infantry 50% or the other) in the political command commander of his bodyguard. He also
structure. presides over the Senate.
Goblin archers 20%
The military command mostly affects The military governors rule in those
Goblin heavy infantry 1 0 % the handling of the army in the field territories at war or in revolt. They exer-
when it is actually on campaign and sees cise martial law and can command any
Goblin medium infantry 20% to training and readiness when it is not. armies that operate within their borders.
Military commanders include the gen- Not surprisingly, there is little love lost
THE LEGIONS OF THE erals of the army and the commanders of between the military governors and the
the legions. These men make the actual provincial governors they often supplant.
LEAGUE tactical decisions in the field and are ulti-
mately held responsible for the success or The Minister of State coordinates the
No army in all of Taladas is more orga- failure of any battle or campaign. It is diplomatic efforts of the Empire and sup-
nized or disciplined than that of the common for military commanders to posedly sees to the welfare of the people.
Minotaur League, and no army has a hold, or to aspire to, some level of politi- Good ministers keep the populace con-
larger bureaucratic structure. In addition cal command, since this is often the only tented. Bad ones rouse the people to re-
to the standard forces, the Imperial army bellion.
31
THE ARMIES OF TALADAS
The Senate is supposed to govern the A typical vexillatione has the following few as 50 to thousands. They follow the
people in peacetime, but for the most types of riders: urgings of the prophets, but are virtually
part it rubber-stamps the Emperors leaderless once committed to battle. The
edicts. It also coordinates the activities of Light cavalry 50% fanatics are always light infantry and
the different ministries. Political maneu- Medium cavalry 30% completely lack the discipline needed to
vering can result in more or less funding Heavy cavalry 20% use missile weapons. The fanatics, how-
for a favored general, a desirable promo- ever, pay little heed to losses, convinced
tion, or banishment to a distant post. The League army makes some use of that their cause is just.
auxiliary troops, barbarians recruited into
The Minister of Finance collects the service. These are formed into auxilia of The Companies of the Lords form the
taxes and allocates the funds of the Em- about 500 men. These are built solely backbone of the army. These units range
pire. He can easily make money appear or from centuriae of 100 men each. in quality. There are common militia
disappear for his favorite soldiers. called up to serve in the feudal levy, ex-
The auxilia are organized as follows: pensive and arrogant knights, and sea-
The General of the Army commands soned and tough experienced
all the troops of the Empire, regardless of Light archers or slingers 60% campaigners. The type of troops and
their location. He battles with the Senate their quality vary according to the means
(and the Emperor), prepares plans to Light infantry 40% and inclination of the lord providing the
carry out the Emperors orders, and ap- troops. The size of units varies also, but
proves high-level promotions. Some auxilium are composed entirely the average is 150 to 300 infantrymen or
of missile troops, however. 100 to 200 cavalrymen.
The commander of the bodyguard (the
Black Cloaks) answers only to the Em- Finally, the army also maintains two le- In the field, the army is formed by an
peror and receives his funds from the Em- gions ballistariorum, specialized troops amalgamation of units. There is seldom a
perors private treasury. The Black Cloaks equipped with catapults and siege weap- supreme commander. Instead, the com-
are in every respect a private army. ons. These legions have 1,000 men and mand is handled by a council composed
approximately 50 pieces of artillery each. of the leading priest (in charge of the un-
The General Quartermaster is respon- Most of these are ballistae, supplemented dead), one or more of the prophets (de-
sible for all funds issued to the army, a by light catapults. In addition, each pending on their persuasiveness), and
post that gives him great power. Com- walled city has a separate unit of artil- one or more lords (depending on how
manders who get on his bad side find lerists (and equipment) for the defense of many factions are present). Each of these
their troops ill-supplied and starving in the city. functions as an independent command,
the field. sometimes working in harmony but more
THE THENOLITE ARMY often not.
The most commonly used unit in the
League army is the legion. The standard The main adversary of the League is the The typical Thenolian field army has
legion contains about 1,200 men but can Kingdom of Thenol. While nominally the following breakdown of troops:
be swelled up to as many as 5,000. A le- under the control of the King, the army
gion is divided into ordines, each of actually follows the commands of Bishop Undead light infantry 10%
which has 500 men, further divided into Trandamere, the leader of the Temple of Undead archers 5%
five units called centuria. Hith. Fanatic light infantry
Militia 10%
A legion typically has the following Under the direct command of the Light crossbowmen 10%
types of soldiers: Bishop are the undead. These are orga- Light archers
nized into units of 250 each, all skeletons Heavy infantry 5%
Medium infantry 30% and zombies. They are led by priests of Light cavalry 5%
Light archers or slingers 25% Hith. The priests do not tend to be skill- Medium cavalry 20%
Heavy infantry 20% ful commanders nor do the undead deal Heavy cavalry 10%
Light infantry 25% well with complex maneuvers. The ma- 20%
jority of undead forces are light infantry. 5%
Supplementing the legions are special- Only a few units (led by skillful com-
ized troops of cavalry and auxiliaries. manders) are able to use missile weapons.
While these are sometimes attached to What the undead lack in finesse, how-
the legion, they are more often treated as ever, they make up for in mass and utter
separate units. The cavalry are organized mindless fearlessness.
into vexillationes of about 500 to 600
men. Like the infantry, the vexillatione is The fanatics are an ill-organized mob.
divided into ordines, although these are The size of any group can range from as
only 200 men strong. Each ordine has two
centuria of 100 men.
32
UIGAN/ELF HORDES
UIGAN AUXILIARIES ELF CLAN WARRIORS
Irregular Light Infantry Irregular Light Cavalry
AR 8 Notes Lone sword 6/8 AR 9 Notes Lt. lance [8]
Hits 1 Long sword, leather Hits 2 Increase all AD by Long sword 8/10
MV 12 & shield. Range MV 24 one when berserk.
ML 11 ML 14 Short bow 6*
//
Range
5/10/15
UIGAN WARRIORS FEMALE WARBAND
Regular Light Cavalry Irregular Light Elf Cavalry
AR 9 Lt. lance [8] AR 9 Notes Lt. lance [8]
Hits 2 Long sword 8/ 10 Hits 2 Increase all AD by Long sword 8/ 10
MV 24 MV 24 one when berserk.
ML 14 Short bow 6* ML 15 Able to cast one 1st Short bow 6*
level wizard spell.
Range Range
5/10/15 5/10/15
UIGAN KNIGHTS ELF CLAN NOBLES
Regular Medium Cavalry Regular Medium Cavalry
AR 8 Med. lance [10] AR 8 Notes Med. lance [10]
Hits 2 Long sword 10 Hits 2 Increase all AD by Long sword 10
MV 18 Short bow 6* MV 18 one when berserk. Short bow 6*
ML 14 ML 15
Range Range
5/10/15 5/10/15
UIGAN NOBLES TIGER CLAN ELVES
Elite Heavy Cavalry Elite Heavy Cavalry
AR 7 Med. lance [10/12] AR 6 Notes Hvy. lance [10/12]
Hits 2 Long; sword 10 Hits 2 Increase all AD by Long sword 10
MV 15 Short bow 6 MV 15 one when berserk. Short bow 6*
ML 15 ML 16
Range Range
5/10/15 5/10/15
34