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~ Dun3eonsrLa3ons 2021

by Tra ,',::!

/ #.

~:~,~' . ,,\ ',
\

ta;

i i~ ' , , ~ ''>" "-~~ : : : ' . . " ~"~l:'~g~"~,~.'D':" ~ . ".':~ b~'-,~!

i ' :,"~11} 7~:' source book .
> ~ ,, : tllW,'+ information ne

".t w,Lr--~"::l:~'" ~ campaigning in the w,orld of
the DRAGONLANCE | saga!

Provides all-new information

;~ on the character classes,

races, artifacts, and powers

that are unique to the

fascinating world of Krynn.

9 % 9 .... -~

""~~ . ,~, 1.^tlon, .....

and'~h

Adventures

by Tracy Hickman and Margaret Weis

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

TSR, Inc. ~ T. TSRUK Ltd.
POB 756 ~T" The Mill, RathmoreRoad

Lake Geneva, TSR, Inc. Cambridge CB1 4AD
WI 53147 United Kingdom
,.o ......................

ADVANCED DUNGEONS& DRAGONS, AD&D, DRAGONLANCE, FIEND FOLIO, PRODUCTSOF YOUR IMAGINATION,and the TSR logo are trademarks owned by TSR, Inc.

J .r

OeOtcatton

To Laura Curtis Hickman, my wife, for whom worlds were created.

CRe/)ttS

Continuity & Story: Tracy Hickman and Margaret Weis
Game Systems Design: Tracy Hickman
Editing: Mike Breault, with Jon Pickens
Proofreading: Jon Pickens, Warren Spector, and Margaret Weis
The DRAGONLANCE | Series Design Team: Tracy Hickman (Series Concept), Harold Johnson

(Director of Design), Margaret Weis, Douglas Niles, Jeff Grubb, Larry Elmore, Bruce
Nesmith, Mike Breanlt, Roger Moore, Laura Hickman, Linda Bakk, Michael Dobson, Carl
Smith, Garry Spiegle.
Cover Art: Jeff Easley
Interior Illustrations: George Barr
Cartography: Karen Wynn Fonstad, and Dennis Kauth
Graphic Design: Stephanie Tabat
Typography: Kim Janke and Betty Elmore
Keyline: Stephanie Tabat and Susan Myers

Special -hanks to

Dave Cook for advice on the AD&D| game system revisions and particularly the clerics system.
Jeff Grubb for his spell constructions, long support in the DRAGONLANCE| saga, and the Gods

of Krynn.
Doug Niles for his original compiling of the DRAGONLANCE saga source book and for writing

almost as many DRAGONLANCE modules as I did.
And thanks to all three for bailing me out when times got tough. The work of your hands shows

on every page.

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 UK Ltd.
9 TSR, Inc. All Rights Reserved.
0-88038-452-2

This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork presented herein is prohibited without the express written consent of TSR, Inc.
Printed in the U.S.A.

p c cc

At last...the world of Krynn!

Here you hold as much of Krynn as can be told in one book. The world
of the DRAGONLANCE | saga is a vast and complex one. This book alone
cannot hope to cover all of the wonder and magic of that fabled land. We
have compressed as much information as we could into this volume, but it
still proved to be too large a task.

To fully recreate the world of Krynn, we recommend that you read more

about this world--the DRAGONLANCE modules, the Chronicles trilogy,
the Legends trilogy, and the anthology series of DRAGONLANCE Tales.

These not only give you a comprehensive picture of the world and its
inhabitants, but they also provide rich descriptions with which to color
your campaign. For more detailed maps of Krynn and many of its specific

environments, we direct you to Karen Fonstad's Atlas os

You can certainly enjoy this book without playing the game.., but what
a game it is! Those of you who are playing the DRAGONLANCE series in
the AD&D | game system will, as usual, need those rule books to play the
series as the epic role-playing game that it is. We have tried to avoid
duplicating material that is found in those other works so as to make room
for all the detail of Krynn that we possibly can. This means for y.ou garners
that you will need to refer to other AD&D books from time to time. We

assume that you have the Dungeon Master's Guide and the Player's
Handbook in order to play the game. Other works, however, you may not
have, such as the Dungeoneer's Survival Guide, Wilderness Survival
Guide, and Unearthed Arcana. We have made extensive use of these

reference books in detailing the world of the DRAGONLANCE saga.
However, if you do not happen to have these latter works you should not

worry. The series should play just fine with just your Dungeon Master's
Guide and Player's Handbook.

This book is written in a different format than the other AD&D
hardback books. The material that is specifically related to the AD&D
game system or to running a DRAGONLANCE campaign.is placed in grey
boxes throughout the text. This means that the text is easmr to read and
the game references are readily available.

You, in all your letters, have beckoned us back to the world of Tanis,
Laurana, Kitiara, Raistlin and all the rest. May we now walk that road
together for a time once more, with old friends and new.

BtC of c o n t e n t s

.~.--W~ ~ ,

l~hE I~Ealms ~.BOVE ............................ 7 Holy Orders of the Stars .............................. 41
Clerics of Good .................................. 41
The Universe .......................................... 8 Clerics of Neutrality ................................ 42
Orders of the Universe ................................. 8 Clerics of Evil ..................................... 42
T h e Place o f Mortals . . . . . ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 42
The Law of Consequence ............................... 9 The Gods of Good ................................... 42
Paladine ......................................... 43
Lot in Life ............................................ 11 Majere ........................................... 43
Characters in Krynn .................................. 11 Kiri-Jolith ........................................ 43
Travelers from the Beyond ............................. 12 Mishakal ......................................... 44
Acceptable Character Classes .......................... 12 Habbakuk ........................................ 44
General Limitations in Krynn .......................... 13 Branchala ........................................ 44
What's Your Alignment? ............................ 13 Solinari .......................................... 44
Knights of Solamnia ................................. 14 44
The Origin of the Knights .......................... 14 The Gods of Neutrality ............................... 45
Cataclysm to Present ............................... 14 Gilean ........................................... 45
The Organization of the Knighthood ................. 15 Sirrion ........................................... 45
The Oath and the Measure .......................... 16 Reorx ............................................ 45
Knights of the Crown .............................. 16 Chislev .......................................... 45
Knights of the Sword ............................... 17 Zivilyn ........................................... 46
Knights of the Rose ................................ 19 Shinare .......................................... 46
Knights in Battle .................................. 20 Lunitari .......................................... 46
The Knightly Council .............................. 20 46
Tinkers (Gnomes) ................................... 21 The Gods of Evil .................................... 46
Game Statistics .................................... 21 Takhisis .......................................... 47
Device Creation ................................... 22 Sargonnas ........................................ 47
Device Components and Their Costs ................ 23 Morgion ......................................... 47
Hall of Gnomes Inventions ........................... 25 Chemosh ......................................... 47
Zeboim .......................................... 47
Wizards of High Sorcery ................................ 27 Hiddukel ........................................
The Moons of Magic ................................. 27 Nuitari ..........................................
Locations of the Moons ............................. 27
Moon Tracking Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Heathens .......................................
The Conclave of Wizards ............................. 29
The Spheres of Magic ................................ 29 The Races of Krynn .................................... 49
The Towers of High Sorcery ........................... 29 The Age of Twilight .................................. 49
The Tower of Wayreth .............................. 30 Kender ............................................ 51
The Shoikan Grove of the Tower of Palanthus .......... 31 Kender Pockets ................................... 53
The Tower of High Sorcery at Palanthus ............... 31 Kender Taunt and Fearlessness ....................... 54
Map of the Tower at Palanthus . . . . . . . . . . . . . . . . . . . . . . . 32 Gnomes ........................................... 54
Guardian Groves of the Destroyed Towers .............. 33 Mad Gnomes ..................................... 56
Early Life of a Wizard ................................ 34 Elves .............................................. 57
Student Magic-Users ............................... 34 Silvanesti (High Elves) .............................. 58
Test of High Sorcery .................................. 34 Qualinesti ........................................ 59
Changing Orders After the Test ...................... 34 Kagonesti (Wild Elves) ............................. 60
Wizards of the White Robes ........................... 35 Dargonesti and Dimernesti (Sea Elves) ................ 61
Wizards of the Red Robes ............................. 35 Dark Elves ........................................ 62
Wizards of the Black Robes ............................ 36 Half-Elves ........................................ 63
Renegade Wizards ................................... 36 Dwarves ........................................... 65
Illusion and Krynn ................................... 37 Hill Dwarves ...................................... 66
Spells of High Sorcery ................................ 37 Mountain Dwarves ................................. 66
Kiss of Night's Guardian ............................ 37 Gully Dwarves (Aghar) ............................. 67
Mindspin ........................................ 37 Irda ............................................... 68
Timeheal ......................................... 38 Krynn Minotaurs .................................... 69
Timereaver ....................................... 38
Character Proficiencies .............................. ~... 71
Messengers of the Heavens .............................. 39
Gender and the Gods ................................ 39 Creatures of Krynn ..................................... 73
Obligations of Clerics ................................ 40 Common Creatures of Krynn .......................... 73
Godly Spheres of Influence ............................ 41 Unique Creatures of Krynn ............................ 73
Deity Descriptions ................................... 41 Draconians ....................................... 73
Auraks ......................................... 73
Baaz .......................................... 74
Bozaks ......................................... 74
Kapaks ........................................ 74

4

TaBLeOFcontcn s

Sivaks ......................................... 75 Personalities of the Age of Dragons ...................... 108
Dreamshadows .................................... 75 Takhisis ......................................... 108
Dreamwraiths ..................................... 75 Fizban the Fabulous .............................. 108
Fetch ............................................ 76 Pyrite ........................................... 108
Ice Bears ......................................... 76 Raistlin Majere ................................... 108
Minotaurs (Bloodsea) ............................... 76 Lord Soth ....................................... 108
Shadowpeople .................................... 77 Kitiara .......................................... 109
Spectral Minions .................................. 77 Duncan ......................................... 109
Thanoi (Walrus Men) ............................... 78 Kharas .......................................... 109
Krynn Dragons .................................... 78 Reghar Fireforge .................................. 109
78 Amothus Palanthus ............................... 110
Background and History .......................... 78 Elistan .......................................... 110
The Evil Dragons ................................ 79 Par-Salian ....................................... 110
The Good Dragons .............................. 80 Justarius ........................................ 110
The Gods as Dragons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Ladonna ........................................ 111
Dragon Rules ................................... Maquesta Kar-Thon ............................... 111
Bas-Ohn Koraf ................................... 111
1;he W o R l O 1;hat W a s . . . . . . . . . . . . . . . . . . . . . s2 111
PCs from the DRAGONLANCE | Legends Books ........ 111
Tales of Long Ago ................................... 83 Dalamar ........................................ 112
Crysania ........................................ 112
The Ages of Krynn ................................ 83 Caramon Majere .................................. 113
Tasslehoff Burffoot ................................ 113
Map of Pre-Cataclysm Ansalon .................. 84 & 85 Tika Waylan Majere ............................... 113
Tanis Half-Elven ..................................
Astinus's Scroll (Part I) ............................. 86

NPCs of Long Ago ..................................... 88 ChaRts an6 TaBleS
Huma ........................................... 88
The Silver Dragon ................................. 88 Races of Krynn ....................................... 114
Magius .......................................... 88
Fistandantilus ..................................... 89 Character Alignment Tracking Chart ..................... 114
Astinus of Palanthus ............................... 89
Reorx (Dougan Redhammer) ........................ 89 Unified Ansalon Monster Chart ..................... 115-116
The Kingpriest of Istar ............................. 89
Arack, Master of the Games ......................... 90 Character Class Master Statistics Range Table .............. 117
Raag ............................................ 90
Steeltoe, the Half-Ogre Bandit ....................... 90 Character Racial Minimum & Maximum Table ............. 117

G n o m e Device Complexity Level Table . . . . . . . . . . . . . . . . . . . 118

Gnome Mishap Table .................................. 119

Magical Items of Krynn ................................. 91 Spheres of Influence--The Gods of Good ............. 120-121
91
Potions .......................................... 91 Spheres of Influence--The Gods of Neutrality ......... 122-123
91
Scrolls ........................................... 92 Spheres of Influence--The Gods of Evil . . . . . . . . . . . . . . 124-125
92
Rods, Staves, and Wands ............................ 93 Spell Summary Table (Magical) ...................... 126-127
94
Crystals and Gems ................... . ............. 95 Knights Circle Table .................................. 128

Miscellaneous Magic ............................... Knights Circle Modifiers ............................... 128

Armor and Shields .................................

Weapons .........................................

Special Magical Items of Krynn ......................

WaR o f 1;hc l a n c e . . . . . . . . . . . . . . . . . . . . . . . . . . . 1o0

Astinus's Scroll (Part II) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Map of Post-War Ansalon ........................ 102 & 103

Ansalon After the War ................................. 105
105
Areas of Control ................... : ................ 105
105
Factions ......................................... 105
106
General Conditions ................................. 106
107
Climate ...........................................

Beyond the Map ....................................

The Lands of Ansalon ...............................

Map of Ansalon's Climate--Post-Cataclysm .............

~ ~ii~i~!~i!~!-!Ii.I!I~

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!;~ ~:.~,iii!~i~ ;~.~: .:! ~ i 84 . i ~ ~ ~. ~/- 84

~hc t~calms 3,BOVC

"In the Cradle of the Sky,
On Silken Starshine lay

We who soon upon the Face oFKrynn
would as in(ant mortals play.'"

1;hE u n I v E r s E

From the chaos born you come...the glori- The gods began to quarrel over these spir- l;hc place of mortals
ous brilliance of the heavens surrounds you. its. The Gods of Good wanted to nurture the
And the first glorious being you encounter is a spirits in the paths of righteousness and share Many races came into being from the spirits
wizard fumbling about in his grey cloak. with them dominion over the universe. The that awoke. First were the elves, most favored
Gods of Evil sought to make the spirits their by the Gods of Good. Elves are the Shapers of
"Eh? Well! I don't seem to recall seeing you slaves to do their every bidding. The Gods of the world, possessing good magic to bend nat.
wandering about the realms of the gods Neutrality sought a balance: to give the spirits ure to their will. They have the longest life
before! Never had much of a memory for freedom to choose for themselves whether span of all the spirits; although they change
names. I suppose that it doesn't much matter they would serve Good or Evil. the world, they themselves change very little.
since you don't have one yet. Oh, not to wor-
ry, not to worry, that will come in time. Every- And so the All-SaintsWar raged among the The human race is most favored by the
one gets a name you know. Hard to keep our heavens. The Good and Neutral Gods com- Gods of Neutrality, although the souls of men
records straight here without it! bined forces to keep Evil from a final victory. are coveted by the Gods of both Good and
Then spoke the High God from Beyond, Evil. Men can choose freely between good and
"I'm Fizban, Fizban the Fabulous, but you decreeing the Balance of the World. The Gods evil. Their shorter time in the world is spent in
can call me...er, well, whatever. I guess some of Good, Evil, and Neutrality would each be striving for power and knowledge. They are
would call me the big guy around here, but allowed to bestow one gift upon the spirits. quick to think and to act--often without con-
the truth of it is a bit more complicated than sidering the consequences. Thus men give the
that. Still, I am here to help you get on your The Gods of Good gave the spirits life and world motion.
way into the fabulous world that we have pre- physical form. Thus, the spirits gained control
pared for you. Tragedy and comedy, honor over the material world and became more like The race of ogres is most favored by thei
and mystery await you there! the Gods themselves. The Gods of Good Gods of Evil. In the beginning, the ogres were
hoped the spirits would bring peace and order the most beautiful of the races, but they could
"I suppose you will want to get your bear- to the worlds and lead them along the path tO think only of their hungers. They were easily
ings first, eh? Not easy stepping out of the righteousness. enslaved by their needs, and their beauty van-
chaos and trying to make sense of the new uni- ished as their hungers devoured them. Ogres
verse, is it? Well never you fear, for you have The Gods of Evil decreed that these physi- are selfish and cruel; they delight in inflicting
Fizbur the Feverles...er, Fasbar the cal beings would hunger and thirst and have pain and suffering upon the weak.
Flaver...well, I am at your side every step of to work to satisfy their needs. The Gods of Evil
the way. hoped that through hunger and suffering they The High God created the fourth class of
could subjugate the races. beings: the animals. He created them with a
"So let's...hmmmm. This crazy wizard is balance of Good, Evil, and Neutrality, and
my favorite aspect, but I see that it is a bit dif- The Gods of Neutrality gave the spirits the th.y were born of the world itself. Dragons are
ficult for you just now. Let's try something a gift of free will, to choose freely between the lords of the animal kingdom. They are
bit more like what you would expect." Good and Evil. Thus did they preserve the free to choose among the alignments of the
Balance. gods.
The old man's robes flare suddenly with
striking rays of light. His form rises before you And so the Gods created the world of When the spirits awoke at the sounding of
transformed into the shining brilliance of the Krynn as a dwelling place for the spirits. The Reorx's hammer, many of them found their
greatest of benevolent dragons: Paladine. High God decreed that each spirit could way into the alignments of the gods through
choose his own way through life. Then would their inherent natures. The elves were drawn
I 1c BeGins come death, the passage from Krynn to the naturally toward the Good alignment while
next state of existence. the ogres were drawn to that of Evil. The ani-
O Oc s of the UmvcRsc mals of the world were Neutral in their aspeci
1;hc 3,11cinmcnts of the and came silently under the domain of the
In the beginning were the gods from Neutral gods.
Beyond. CioOs
However, most wondrous were the spirits
There, before the beginning, they dwelt in All of the universe stands upon the Great called the Maran, meaning "Free-willed."
joy in the presence of the High God whose Triangle. This foundation has always existed These were men who possessed the ability to
children they were. It was there decreed that a and will exist down through the ages of time choose their destinies. Not placed at any of
new time and place would come to be. Time and until the end of the world. the three poles of the gods' triangle, humans
would there begin again, spirits would live swing in the middle of the triangle from pole
and, in the course of time, new power would At the apexes of the triangles stand the to pole to pole. This choice and free agency
come to be. three anchors upon which the universe is gives motion to the universe and propels it
built. These are known among men as Good, forward.
Three were the pillars upon which this uni- Evil, and Neutrality. It is into these positions
verse was forged: Good, Evil, and Neutrality. that the gods align themselves in their effort Not only does man give motion to the uni-
This was the great triangle upon which all the to maintain progress in the universe they have verse, but he also inspires the other races to
universe was brought to be. brought into being. action. Thus these are the most prized of all
the souls that awakened.
Reorx, the Forging God, struck his hammer
amidst the Chaos. Chaos slowed and the
sparks from his hammer became the stars.
From their light came diverse spirits of all
types: some disposed to good, some to evil,
and some to neutrality.

1;hc I.aw Of consequence

l;he I~W Of 2. Evil Feeds Upon Itself: Also known as pose. Neutral's objective is unity in diversity.
the Law of the Dark Queen, this reflects evil's 4. The Law of Consequence: This final law
Consequence belief in natural selection through the elimi-
nation of weaker beings. Chaotic Evil's objec- was given by the High God himself to rule
Each of the three alignments in the universe tive in the universe is the supremacy of might over all other laws. For every law and rule that
of Krynn espouses its own philosophy. These without any moral considerations whatsoever. is obeyed there is a reward and blessing; for
philosophies are the roots of all moral action Lawful Evil's objectives are similar, but it seeks every law transgressed there is a punishment.
in the world of Krynn. to attain supremacy through the rigid applica- Blessings and punishments may not come
tion of a morality of strength. about immediately, but they occur eventually.
1. Good Redeems its Own: Also known as
the Law of Paladine, this statement reflects 3. Both Good and Evil Must Exist in Con-
the approach of all the gods of Good in, their trast: This is known as the Law of Gilean or
efforts to advance truth and knowledge in the the Doctrine of Shadow. This is the primary
universe at large. Good seeks to forward its position of the Neutral gods who see the
goals and aims by redeeming and recalling the diversity of both view points as balancing one
lost members of its flock and bring about the another on a universal scale. Should either
advancement of the universe by compassion side dominate, Neutrals maintain, then the
and justice. universe would be either all light or all dark
without any contrasts to bring focus or put-

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oi: kRynn

~'~~;D84

10

Lot L fc

Ch R cl cRs to choose. Of those classesthat are common to tain a variety of orders each. Each has its own
many different universes, the following are power and sphere of influence that deter-
m kRynn possible for you in your sojourn in Krynn. mines the powers that its priests have.
These are types that are truly universal. Also
Those who find their way from the heavens listed are those types that are unique to the Fighters: Those of might and weapons.
to their mortal existences upon the face of realms of Krynn--these appear in italic type. These do battle for others or for their own pur-
Krynn receive their lots in life. This is not to poses.
say that this is all that a soul may become in Clerics (heathen): Clerics who worship
the world--far from it. Because of the gift of gods other than the True Gods are considered Barbarians: Savages of the wilds. Though
the High God to all humanity, free will brings heathen clerics in the world of Krynn. They undisciplinedin the ways of civilized nations,
to the circles of the world an infinite number are powerless and receive no blessings from they are fierce warriors and have empathy with
of people and viewpoints. It is up to you to the gods. This class of characters includes cler- nature. Barbarians in Krynn generally come
determine who you become and what you do. ics from other universes who have somehow from the northern reaches of Ergoth and the
come to Krynn by chance or design from those badlands of Khur.
Yet in the beginningyou start with a certain other realms.
lot in life--a classification as to who you are Rangers: Wilderness masters. These folk
and what you may become. These classifica- Druids (heathen): As with heathen clerics, travel the plains of Krynn far and wide and are
tions have existed since the beginningof time. this refers to that class of druid that has come well versed in wilderness lore. They generally
Some of these character types are universal from beyond Krynn. They also lose their come from Nordmaar regions as well as the
and exist not only in Krynn, but also on other powers upon coming to Krynn. plains areas about Tarsisand Abanasinia.
worlds far from the sight and knowledge of
the True Gods. Still others are unique to this Holy Orders of the Stars: This title refers to Cavaliers: Noble Knights of kingdoms.
world of Krynn and exist nowhere else in all the three general categories of clerics that These are alwaysfound in service of individual
the universes. serve the gods of this universe. These follow kingdoms and may be considered candidates
the lines of Good, Evil, or Neutrality. Within for the Knights of Sotamnia.
S];anOa O Classes these three divisions are found the clerics and
orders of each of the gods individually. Each Paladins: Knights in the cause of good.
While there are many more classes than are order does service to its god and gains its Like cavaliers, these men are in single service
given here, these are the ones you are now free powers dependent upon the spheres of influ- rather than to the greater Knighthood of the
ence which that god holds. As there are six Solamnic Orders. Their obedience and fealty
separate gods in each of these divisions (not is sworn not to a monarch but to a deity of
counting the gods of magic), there are no good.
fewer than 18 separate True Gods who main-
Knights of Solamnia: These are really three
distinct orders grouped into one. The orders
are the Knights of the Crown, Knights of the

11

1;RavctcRsI~Rorn1;hc BcyonO

Sword, and Knights of the Rose. A candidate l;RaveleRs from c]Cleric (Heathen) * i
for the Order of the Sword must first have
attained certain fame as a Knight of the Druid (Heathen)*
Crown in order to be accepted. A candidate
for Knight of the Rose must have done like- Holy Order of the Stars (Krynn Cleri
wise as a Knight of the Sword before being
accepted. These Knights and their Orders of BcyonO Fighter ,]
Honor have been alternately praised and Barbarian
reviled throughout history. They maintained a
steadfast code of honor and enforced it with One of the many wonders in the universe is Ranger
both might and justice throughout their long
history. the question of where the inhabitants of Cavalier * 1
Krynn come from. Are some not of Reork's Paladin *
Magic-Users (renegade): There are those forging at the beginning of time? Many have Knight of Solamnia 1
magic-users who attempt to utilize their
powers outside the moderating influence of been the rumors of travelers who have crossed Magic-User *
the Orders of High Sorcery. Those who do are
called magic-users by the common folk but the void of the night sky or come by hidden Illusionist * '
are referred to as renegade wizards by those of
the Order of High Sorcery. These are earnestly paths from worlds not of Krynn. Wizard of High Sorcery
hunted down by the order to entice them to
join the order or destroy them if they refuse. If you find yourself face to face with one Thief
Renegade wizards have a short life expectancy
on Krynn. who is not of Krynn, be wary! Strangers may Thief/Acrobat

Illusionists (renegade): Renegade illusion- not understand your customs or your think- * These classes have the following speciai
ists are those whose powers lie outside the ing. limitations and rules in Krynn..
spheres of the three moons (see page 27).
They are treated the same way as renegade Those who come to Krynn from other
magic-users.
worlds may find more than they bargained Clerics and Druids: Any cleric 6r druid who
Wizards of High Sorcery: There are three for. The gods of Krynn have secured their
types of High Sorcery Wizards: White Robe world against such incursions for fear of upset- enters Krynn from another world has lost con-i
wizards, Red Robe wizards, and Black Robe ting the balance of the world. There is a 1%
wizards. They control all magic on Krynn. per day cumulative chance that a character vis- tact with his original deity. In so doing, he has~
iting Krynn from other worlds cannot re~'fn
Thieves (Handlers): Here is a fellow who across the void to his home world. This per- become a heathen cleric, i
will steal from anyone. In most Krynn soci- centage is checked any time an attempt is
eties, this type of behavior is not only con- made. Those failing this check remain on Heathen clerics cannot cast spells or acquir~I
demned but punished severely. The only Krynn. This percentage never gets any higher
exceptions to this rule are the kender. These than 98 %. them as they normally might do. The Seekers!
diminutive people, while embodying the
traits and abilities of thieves, call themselves Another problem is that Krynn's systems of in the Haven and Solace regions of Abanasinia!
"handlers" since the term thief denotes one government and finance are different from
who steals for gain. Handlers, on the other most of those in the known universes. What were clerics of this type. i
hand, do not steal for personal gain, but sim- may be great wealth in other worlds is worth
ply out of an outrageous curiosity about every- little here. The gods of Krynn are unlike those Only by finding a True God who is reasona'l
thing and~everyone at all times. Kender
handlers are just as likely to leave something in other realms and do not readily recognize bly compatible with the teachings of his form-]
behind as to take something new. See Kender worshipers from other worlds. Renegade wiz-
(page 51) for a more complete description of ards who demonstrate power without having er deity can a heathen cleric hope to regain hisI
this race. first passed the Test of High Sorcery (see page
34) ate hunted by all members of that order in spell-casting abilities; in effect, he is convert-i
Thief/Acrobats: These characters not only Krynn and brought before the council for jus-
have certain sleight-of-hand skills of thieves tice. ed to one of the Holy Orders of the Stars:~
but also the additional capabilities of acrobat-
ic movement. Thieves who may find easy pickings else- While this may be no problem for him whilei
where discover that law and justice in the cities
of Krynn are swirl and complete. Those few he is still in Krynn (see Messengers from the i
voyagers who have traveled from Krynn into
the worlds beyond report strange things Heavens, page 39, for details on conversion)i
indeed. Gnomes find that there is a 105%
chance of failure for their devices whenever his original deity may be upset at his actions!
the gods of that realm take a dislike to them.
when (and if) he returns to his original uni-i

verse. This will not happen, of course, if the!

Krynn Order he worships is compatible with

his original deity's beliefs, j

Cavaliers/Paladins: These represent!

knights who are operating under the direction I

of an organization other than the Knights ofi

Solamnia. Paladins who do not convert to one i

of the True Gods (as with heathen clerics) lose!

their special abilities and powers until they do

SO. i

One of these characters may wish to join thel

Solamnic Knights while he is in Krynn, but he

is not required to do so. If he joins, he must

first enter the Order of the Crown as if a first, i

level character. He then starts a second record I

AcceptaBle of his experience points for determining his i
level. The cavalier or paladin who joins tbel

Chal ac cR Classes Knights retains his hit points, level, AC, and i
proficiencies at the level he had before joining

The following character classes are accept- the Knighthood, but these stats do n o t
able in a DRAGONLANCE| game campaign. increase until his Solamnic Knight level i
equals his previous ler He then progresses
They are divided into classes and subclasses, normally as a Knight of Solamnia. Note that i t
nCohtaerdacitneritcallaiscsSest.h.a. .t.a. .r.e.un.iq..u..e..t.o Krynn are
......i.s..f.ar easier for such an experienced Knight to i

GeneRa[ limitations In kRynn

gain experience points and go up in levels When a PC's alignment passes from the
grey area into another alignment, shift the
What's your &lqnrnenl:?than it is for those who are truly first level. character's alignment to the midpoint of the
new alignment. (The penalties for being in
If the cavalier or paladin returns to his origi- This question comes up often in AD&D the transition area between alignments go
away, but now the PC is subject to the stric-
nal world, he can assume either his previous games. Alignment in Krynn has important tures of his new alignment.) For example, if a
character's alignment just passed from the
experience points and level or use those he effects that are very different from a standard grey area between good and neutral into the
acquired as a Knight of Solamnia (whichever AD&D campaign. The types of spells availa- area of neutral, mark his alignment in the
middle of the neutral area. This prevents a PC
is higher). ble to a magic-useror cleric and the abilitiesof from bouncing back and forth between align-
ments too easily. It also makes him work hard
Magic-Users/lllusionists: No determina- a Knight of Solamnia are all affected by the if he wants to regain his old alignment. When
a change in alignment occurs, do not inform
tion of which order the magic-user will follow character's alignment. In most AD&D| cam-
is made before he reaches 3d level (see Wiz- paigns, the player chooses the alignment of the player that his PC has just changed align-
ards of High SocceR page 27). The Wizards his PC and then tries to act accordingly. Align-
of High Sorcery make no clear-cut distinction ment in Krynn is handled differently. The ment. Wait until he tries to perform an action
that depends on his alignment, then tell him
between magic-users and illusionists, as alignment of a PC is determined by his it doesn't work. It's up to the player to realize
what happened and how to fix it.
opposed to the situation in many AD&D| actions, not the other way around.
games. What wizards are or believe is pretty Changes of alignment can have drastic con-
Characters in Krynn declare their mora/ sequences for certain character classes. Clerics
who change their alignment are considered
much left up to them prior to 3d level. alignmenrs (good, neutral, or evil) at the losr and immediately lose two levels and all
their spell-casting abilities until they either
Magic-users and illusionists from other beginning of the game, though sometimes repent or find another god to serve. Wizards
campaigns and who are over 3d level are character class determines the starting align- who gain their magic by the grace of the
immediately branded as renegades. The rules ment. For example, Knights of Solamnia who moons of magic and who then become rene-
for renegade wizards are found in the Wizards begin as Knights of the Crown have their mor- gades (see page 36) also lose two levels. In the
of High Sorce~ They must either join the al alignment set for them initiallyas good. case of wizards, however, they revert to the
order or be hunted by them. It is almost robes of their new alignment and do not have
DMs can use the Character Alignment to seek out new powers as do clerics. Knights
always a quick and tragic end for renegades Tracking chart at the back of the book (page of Solamnia lose position and abilities by fall-
unless they join the orders. ing from grace they become fighters until
114) to keep track of each PC's moral align- they redeem themselves.

Characters of other classes revert m their ment as it changes according to the PC's Of course, doing deeds that are in line with
major classes when they enter Krynn, with actions, Each PC's moral alignment starts at their old alignments tend to shift them back.

experience points equal to the mid-point of the midpoint of his chosen alignment on the The special abilities and aids that each of
the Orders of Knights bestows upon its mem-
their current level. Monks, for example, chart. Each time the PC performs an action bers are directly dependent upon how' well
e.ach Knight follows the laws of his organiza-
become heathen clerics of equal level. There f , that the DM decides is outside the bounds of [ion.
are no assassin characters in Krynn. These the PC's current alignment, the DM marks the
_wouldbecome thieves.
PC's new alignment position on the chart

from 1 to 3 points in the direction of the

GeneRal bmmtawons action performed.
As a character shifts alignment, he passes
into a grey area between the alignments. This
m kRynn area warns the PC that his actions are not in
line with the beliefs of his alignment. A char-
Player characters in. other worlds can acter who enters a grey area incurs the follow-
advance to unlimited levels, but not in ing effects:
Krynn. Once a player character advances

beyond 18th level, the gods of Krynn feel that Attack - 1 to hit opponent ~
it is time to reassign him to some other world. Defense + 1 to own armor class
Fortunately for the lovers of Krynn, advance- Wizard Spells
ment beyond 18th level is not mandatory. Cleric Spells 10% fails to recall *
YourPC has the unique ability to refuse such 10% fails to recall

advancement (and thereby stay within the * When a wizard attempts to use any spell
world of Krynn). It is up to you. roll ldlO0. If the result is 10 or less, then the
spell simply cannot be recalled and does not
Those few individuals who remain in the function. Note that the player would not
9world beyond 18th level do so either by special know about this until the PC fails to cast a
permissionof the gods or by unnaturalmeans. spell.
The priviledged few include such beings as
Clerics can also fail to recall a spell in the
the Dragon Highlords of the Queen of Dark- same way. In addition, clerical spells that are
hess or Raistlin. Takhisis is always out to special to the god the cleric serves (e.g., heal-
destroy the balance of the world. This is not to ing spells to Mishakal) have a 20% chance of
say that she grants such boons without great not being acquired for the day. Knights of
reason. The rule is that PCs who wish to Solamnia who have clerical spell-casting abili-
remain in Krynn must forfeit any advance-
ment beyond 18th level regardless of class;if ties are also subject to this penalty.
they advance beyond that, the gods remove

them from Krynn.

13

kmGhl;s o1:sotamma

knwGhts In the year 1225 PC, following his coronation and the Queen of Darkness is still told, along
as the king of Solamnia, Vinas Solamnus was with the tragic love Huma bore for a silver
Sol rnnla beseeched by the Lords of the Northern dragon.
Reaches. They had recently broken from the
The Knights of Solamnia were once the tyranny of Ergoth and now looked to Solam- Huma managed to slay the evil dragon-
greatest order of chivalry in all the history of nus to unite them. Solamnus could not see leader with the silver dragon's help, but in
Krynn. Now their entire way of life shifts in how this could be done in the light of their doing so he sustained a mortal wound. By
precarious balance between the Code of Hon- conflicting ideals and customs. So it was that some accounts, Huma died on the field of bat-
or and the truth of what the world has he set off on a quest to find the answer to his tle; others, however, say that he lingered for
become. dilemma. He left the united kingdoms in the days in such pain that the gods themselves suf-
hands of his lieutenants and journeyed into fered in sympathy, inflicting terrible thunder-
1;he ORIGin the wild. storms upon th~ land. To this day, you find
people who claim that lightning and thunder
ol; 1;he knIGhl;s After many weeks of searching and trial, he strike the land in memory of Huma's agony.
came at last to Sancrist Isle. There in that wild
The Knights came into being nearly 2,000 place he found a glade and offered supplica- Huma was buried with great reverence, and
years before the War of the Lance, during the tion to the gods on a black granite stone in the for many years those who aspired to join the
Age of Dreams, rising like a phoenix from the center of the clearing. Three of the gods of Knights made pilgrimages to the tomb of
ashes of the empire of Ergoth. good soon came to him: Paladine, the god of Huma, which--so legend had it--was carved
balance, justice, and defense; Kiri~Jolith, the in the shape of a silver dragon. As the world
Vinas Solamnus, commander of the god of just warfare; and Habbakuk, god of descended into evil, the road to Huma's tomb
Ergothian Emperor's Palace Guard, set forth good nature, loyalty, and the elements. became dark and dangerous to travel. Soon,
from the capital city of Daltigoth to squash a people began to question Huma's very exist-
rebellion brewing in the northeastern reaches In that glade did they outline for Vinas the ence; the location of the tomb and his body
of the empire. However, Solamnus, a true and model of a Knighthood that would last down were forgotten. During the War of the Lance,
honorable man, found that the rebellion was the centuries. Three separate Orders would the Tomb was again discovered and with it the
well justified. Solamnus called his troops balance one another with high ideals, each sour- ' of the special metal used to forge the
together and presented the case of the people. patterned after the ideals of the gods who fabled Dragonlances. Though the tomb was
Any knights who believed in the cause of the came to Vinas's aid that day. Some versions of found, Huma's remains were not discovered.
rebels were entreated to stay. Those who did the tale say that Vinas was also shown the
not were given leave to return to Daltigoth. downfall of the Knights; other versions tell of Through wars with bordering states, the
Even though his men knew that doing so the Knighthood rising again and again in Third Dragon War, and Solamnia's subse-
meant exile and possiblydeath, most chose to time of need. quent rise to power during the Age of Might,
stay with Solamnus. the Knights of Solamnia remained tree to the
As a final blessing, the gods transformed model established by their great and long-
Thus began the War of Ice Tears. Although the stone before Solamnus into a pillar of dead king.
Etgoth was in the grip of the most terrible translucent white crystal. This sanctified the
winter ever chronicled, Solamnus and his ded- glade and sealed the unity of these three gods Cataclysm
icated army of knights and frontier nobles in their commitment to uphold the Knight-
marched on Daltigoth and laid siege to it. hood so long as the Knights walked in honor to present
Solamnus personally led daring raids into the and worthiness.
city. Within two months, the capital fell as a The Kingpriest of Istar brought down the
revolt of the people forced the emperor to sue Two other legends relating to Solamnia and wrath of the gods upon Krynn, and the gods
for peace. As a result, the northeastern plains the Knights come from this period of time. punished the people for their pride by casting
of Ergoth, from the Vingaard Mountains to Bedal Brightblade was a hero said to have a fiery mountain down on the land. The
the Estwild, gained its independence. The fought the desert nomads to a standstill, hold- destruction and desolation caused by the
grateful people of that region chose Vinas as ing a pass into Solamnia singlehandedly until disaster disrupted the world for months.
their king and named their new country help came. His sword Brightblade was said to
Solamnia in his honor. Although it never be of dwarven make and never rusted or Although their land had been spared the
attained any great power during the rest of dulled despite vigorous use. His tomb is worst of the blow, the people of Solamnia still
that Age, Solamnia became synonymous with somewhere in the far southern mountains in suffered greatly during this time. Evil crea-
honesty, integrity, and fierce determination. an unknown location. It is rumored that Bedal tures, long banished from Krynn, returned to
will return to aid Solamnia in its time of need. the land. Many of the Knights perished fight-
Vinas knew that those who followed him as Srurm Brightblade, of great renown during ing the unknown and unspeakable horrors
rulers of Solamnia might not be as honorable the War of the Lance is said to be a distant that ravaged the countryside.
as he. Thus he organized the Knights of descendant of this legendary figure.
Solamnia. In the end, it was the common people of
Huma Dragonbane, known as the most Solamnia who cast the Knights into disgrace.
The tale of their origins is bound up in the perfect of the Knights, gathered together a For centuries, the Knights had kept the peace
story of the Quest of Honor that tells of Vinas group of heroes to destroy the dragons and and safety of the realm. Now, in the hour of
Solamnus's journey in search of tree honor. drive them from the lands of Solamnia. their most desperate need, it seemed that the
Huma's legend, compiled by the great elven Knights were powerless. Rumors began to
The story went something along these lines. bard Quevalen Soth, is fragmented now. spread that the Knights had foreseen the com-
Many doubt that Huma ever really existed. ing of the Cataclysm and had done nothing to
But the story of the last battle between Huma

14

S knlohl;s sot mma

stop it. Some Knights, it was said, actually [;he, ORG&nlZ&l;IOn ORc|e.S o1: knlqh hoo(b
intended to profit by!the disaster and increase
their land holdings. o1:1;hekmqh hooO Most Knights of Solamnia are required to
forfeit much of their monetary gains to the
Indeed, there was some truth to these tales The organization of the Knighthood has greater Knighthood and then draw according
but it was not the Solamnic Order's doing. changed little from the Age of Might. The to their needs from the general coffers of the
Lord Soth, a Knight of the Rose who ruled in Great Circle of the Knighthood has long since Knights of Solamnia. This is done at any of
the far northeast reaches of Solamnia at Dar- been moved from Vingaard Keep to its cur- the established Circles of Knighthood.
gaard Keep had, in fact, been warned by his rent'home at Whitestone Glade on Sancrist,
elven wife of the calamity that was coming. with Castle Wistan nearby. This is not to say that such assistance is very
great. Indeed, in the case of a Circle that is in
But Soth had dark secrets to keep. He had The Knighthood is ruled by the Lord of the stiff grasp of the Dragon Highlords, the
wed the elf woman in secret though he was Knights. This position, however, has been left Circle may require more assistance from a vis-
already married to a barren woman of human vacant since the time of the Cataclysm due iting Knight than it can offer him in retum.
royalty. Having fathered a child by the elf primarily to the difficulties in calling a Grand
woman, he then murdered his first wife and Circle of Knights together in sufficient num- What kind of aid awaits a Knight depends
claimed that she died in childbirth. The child bers to elect a Knight from eligible candi- greatly upon the size of the town that he is vis-
of the elf woman became his heir and he dates. With the reestablishment of order iting and the conditions there. Determine the
claimed the elf woman as his lawful wife. throughout the continent of Ansalon, the day modifiers for size of the town and other condi-
When warned of the impending doom of the of appointment will soon be at hand. The tions using the Knights' Circle Modifierstable
world, Lord Soth rode forth with his loyal position must be filled by one of the High on page 128. Add these ~to the roll of ldlO.
Knights behind him. Yet waiting for him Knights: either the High Warrior, the High Then refer to the Knights' Circle table on
along the way was a troop of elven clerical Clerist, or the High Justice. At least 75 % of page 128 to determine the amount and type
women who stopped him. They knew of his the established Circles of Knights must send of aid that is available at that particular Circle
dark deeds and persuaded Soth to turn back in two representatives to vote at the Grand Cir- of Knighthood.
exchange for their silence. cle. Once appointed, the Lord of Knights
serves for life unless he is found guilty of a The results of this roll have the following
Soth turned back and the Cataclysm took breach of honor by a Knightly Council. effects.
place. The elf woman and his child were con-
sumed in a terrible fire before Soth's very The will of the Lord of Knights is carried Coin: This is a modifier to the amount of
throne. He returned to the keep to find the out by the High Knights through their respec- coinage a Knight is entitled to draw. As a
image of their bodies burned into the stone. tive Orders. The High Warrior commands the Knight grows in power, he is able to draw
No rug would cover it without being con- Order of the Rose; the High Clerist com- more and more from the coffers of the
sumed. No brush would remove its stain. mands the Order of the Sword; and the High Knighthood for the purposes of furthering the
Thus did Soth sit on his throne until he, too, Guardian commands the Order of the Crown. goals of the Orders. (But using such funds for
died but even then the gods would not grant These are nominated and elected by members purposes counter to the ideals of honor and
him relief from his torment. His Knights, of their own Orders without influence from the Measure is cause for questioning the honor
blind in their obedience to his will, remain the other two orders. All Knightly Councils,
with him still as skeleton warriors, r'he elven however, must be led by a contingent of three of a knight.)
clericsreside there as well--banshees who sing ranking knights, one from each of the Orders Equipment: This gives the types of weap-
each night to the fallen Knight of Solamnia, of Knighthood.
telling of his fallen and never-ending punish- ons and armor available at that Circle.
ment. Individual cells of knights exist throughout Healing: There are three numbers listed.
Ansalon. Some of these are in touch with the
The terrible deeds of this Knight did great Grand Circle in Sanctist, but many still are These represent the number of cure light
injustice to the Knighthood as a whole. Before not. These groups of Knights exist perma- wounds, cum serious wounds, and heal spells
long, Knights were jeered in public and open- nently in most townships and all cities that are available as potions. Once used at a
ly reviled. Darker acts were also committed: throughout the continent. They are there to location, they are gone until replaced. Nor-
Knights were foully murdered, their castles give aid and receive the pledge of any local mally these are replaced up to these maxi-
and homes invaded, and their families slain or Knights of Solamnia. Some of these Circles mums at the rate of one perweek, month, and
driven into exile. So it was that the Knights exist openly and are easy to find. Such Circles year, respectively.
silently disappeared from the knowledge of are found in Sancrist, Palanthus, and other
men. The Knights who remained found places where the Knighthood has always been Ranking Authority: This lists the highest-
themselves forced to roam the countryside in welcome. In places where the Knighthood is ranking authority who governs that particular
secret and under false na/nes, lest they be dis- still viewed suspiciously (such as Nordmaar or Circle. This may be important should a
covered. Still, they kept their ideals and their Tarsis) or even banned (as in any lands under Knightly Council have to be called.
honor, and did what they could to fight the Dragon Highlord control), these Circles exist
growing evil in the world. A few Knights who clandestinely and their meetings are held in Note that a Knightly Council can be held
found their loss of status intolerable left their secret. anywhere, including the wild, and does not
homeland and settled across the waters on require a Circle of Knighthood to be binding
Sancrist Isle. To this day, a strong group of or official. The Circles of Knighthood provide
Knights exists there, while only covert organi- only an official place for such councils to be
zations survive within Solamnia.

15

kntcjhl;sof sotamnwa

ChE OM;h an0 r,hE Knight is and does. Loyalty is the unquestion- Knightly powers for unrighteous reasons.
ed promise of a Knight to a higher power and
measuRE authority. Loyalty is a treasure valued only 1;he kntqhts
when it is justly given.
The organization of the Knights has not of the l ose
changed substantially in the last 1,800 years. Those to whom loyalty is due includes the
The Knights subscribe to two codes: the Oath following: the just before Habbakuk and all anO l,-hetRm suRe
and the Measure. The Oath is simply: "Est that is good, those oppressed by evil, and
Sularus oth Mithas" (literally, "My Honor is those monarchs who by decree and common The Order of the Rose exemplifies honor
My Life"). consent of the Knightly Councils are in good guided by wisdom and justice.
standing with the Knighthood and deserving
The Measure is an extensive set of laws, of its honorable loyalty and protection. Wisdom is the strength of honor and ability
many volumes in length, that defines what applied in the service of just causes. Justice is
honor actually means. The Measure is compli- Acts befitting a Knight of the Crown the heart of the Measure and the soul of a Rose
cated and exacting; only a brief summary of its include these: unquestioned obedience to Knight.
9laws are given here. It is important to remem- those whose authority is righteously main-
ber that exact and unquestioned adherence to tained in the Knightly Councils, dedication to All beings regardless of their stations, posi-
the law is the goal of the Knight. The greatest the ideals of the Measure, loyalty to brother tions, or beliefs have equal claim to compas-
problem facing the Knights at the time of the Knights of all orders, and all other acts that sion under the Measure. Deeds befitting a
War of the Lance was that the spirit of the cause the strengthening of loyalty among the Knight of the Rose include the following: tak-
Oath had left them. Only the rigid, unbend- Knights. ing comz dssion on the less fortunate, sacrific-
ing shell of the Measure remained. The ing one's life for the sake of others, giving no
Knights learned that honor does not lie in the Responsibilities of a Knight of the Crown: thought to one's own safety in defense of the
aged and dusty codes of the Measure, but in forfeiture of 10% of all wealth accrued by the Knighthood, protecting the lives of fellow
the heart of the true Knight. Though this les- Knight, service and aid to any fellow Knight Knights, seeing that no life is wasted or sacri-
son was hard and costly and learned only slow- who is about the business of his order and ficed in vain.
ly, it eventually promises to make the requires assistance, service to the kingdoms on
Knighthood a shining example and power in the List of Loyalty as compiled by the Grand Responsibilities of a Knight of the Rose:
the world again. Circle of Knights. forfeiture of all wealth accrued as a Knight
save for that needed for the upkeep of any
The Oath and the Measure were compiled l;he kntqhl;s principalities under the protection of the
from the writings of Vinas Solamnus and his Knighthood, to honor the gods of good at all
successors. The whole of the Measure eventu- of the SwoRO times and in all acts, to fight for justice with-
ally consisted of thirty-seven 300-page vol- out regard to personal safety or comfort, to
umes. The following are some excerpts from anO lShctRm suRe never submit to any evil foe, to sacrifice all in
the Measure. the name of honor.
The Order of the Sword combines the pur-
"The Oath governs all a Knight is and does. est ideals of heroism and courage with the knights
It is his life's blood, more sacred to him than power of the gods of good. Courage is sacrifice
life itself." to the,ideals of honor; it is the well from which of the CRown
true honor draws its life. Heroism includes
"The Measure of a Knight is taken by how acts of might in defense of sacrifice and honor. All those who wish to become Solamnic
well he upholds the Oath. We judge a Knight Knights must first enter into the Knighthood
against the Measure and by the Measure. The Those to whom heroism is due include the as squires of the Knights of the Crown. This is
Measure of the Rose deals with holy wisdom following: the weak and the oppressed, the true regardless of what Knighthood they will
among the Knights. The Measure of the enslaved, the poor, the falsely imprisoned, eventually serve. All Knights begin here with
Sword deals with the discipline of Honor fellow Knights in need, and the defenseless. training in the virtue of loyalty.
among Knights. The Measure of the Crown
deals with the disciplines of Loyalty and Obe- Acts befitting a Knight of the Sword: fac- Candidates for the Solamnic Knighthood
dience." ing evil without concern for personal suffer- must be presented to a Knightly Council and
ing, accepting the challenge of combat for the be sponsored by a Knight in good standing
"No Knight found wanting in the Measure honor of the Knighthood, defending the hon- from any of the Orders of Knighthood. After
of any Order shall command Knights on the or of the Knighthood, defending the honor of the entire group of candidates is presented,
field of battle nor council with them until a fellow Knight in good standing, protecting the group swears an oath to the honor of the
repented of his unknightly deeds." the defenseless and weak. Knighthood and to the causes of the Crown.
All swear allegiance to the Order and the
l;hc kntqhl;s Responsibilities of a Knight of the Sword: ideals of the Knights of Solamnia.
forfeiture to the coffers of the Knighthood of
of the CRown all wealth save that required for upkeep, pay If there is no dissent from the Knights, and
homage to the gods each day (though in times no question of honor regarding the candidates
anO I;hctR m e , suRe of great hardship, once in a quartermonth is is brought forth, then all are accepted into the
still a seemly practice), never decline combat Knighthood as squires. Any question of honor
The Order of the Crown exemplifies the with an evil opponent nor flee from such com- of an individual requires that the individual
ideals of Loyalty and Obedience in all that a bat regardless of the strength of the enemy, be removed from the group of candidates and
protect the weak and the defenseless wherever
the need arises, abstain forever from the use of

16

kmcihts of soLamma

be questioned separately after the rest of the Crown Knight Level Table kmcihts of
candidates are accepted. If the question of
honor is dismissed, then the candidate is Hit SwoR(b
accepted normally. If the question is found
valid in the Council, then the candidate is dis- Experience Dice Upon completing his squire duties in the
missed until the question of honor is satisfied. Order of the Crown (reaching 2d level), each
LevelPoints (dl0s] Title Knight candidate has the option of either
Knights of the Crown advance in power entering that Order and continuing his alle-
more quickly than the other Knights, partly 1 2,500 2 Squire of Crown giance to that group and its ideals or of enter-
due to the fact that their order is less demand- ing into the Order of the Sword. The
ing than the others. While this benefit is cer- 2 5,000 3 Defender of Crown ambitious Knight who wishes some day to
tainly a good one, it is also true that their enter the Order of the Rose must first rise
special powers are quite limited 3 10,000 4 Knight of Crown through the Order of the Sword before apply-
ing to the Order of the Rose.
Knights of the Crown are sworn to protect, 4 18,500 5 Scepter Knight
serve, and give aid to any kingdom on the List In addition, every candidate who wishes to
of Loyalty. This list is maintained by the three 5 37,000 6 Shield Knight join the Order of the Sword must first com-
High Knights and is updated periodically. plete a quest. According to the Measure, this
The Knights are not requited to follow the 6 85,000 7 Shield of Crown test must be a witnessed deed of heroism and
commands or laws of these kingdoms should valor that upholds the virtues of Knightly
they be out of harmony with the Code or the 7 140,000 8 Lord of Shields honor and good.
Measure. This rule holds true for members of
all the Knighthoods. 8 220.000 9 Lord of Crown When such a deed is done, the Knight must
then be presented before a Knightly Council
The Order of the Crown takes its Measure 9 300,000 10 Master Warrior and there the tale of his deed is told. The can-
from matters of loyalty and obedience to didate is accepted as a Knight of the Order if
authority of the greater Knighthood through 10 600,000 10+2 Lord Warrior the tale and deed are acceptable to the presid-
its High Councils and commanders. Examples ing Lord Knight from the Order of the Sword.
of acts befitting the Measure of the Crown: 11 900,000 If no Lord Knight is present, then the highest-
unquestioned obedience to those whose ranking Knight of the Sword can adjudicate so
authority is righteously maintained in the 12 1,200.000 long as it is a lawful council of Knights. If no
Knightly Councils. dedication to the ideals of lawful council can be convened, then the mat-
the Measure, loyalty to brother Knights of all 13 1,500,000 10+8 ter is to be set aside until such council can be
Orders, and all other acts that cause the convened. Any Knight candidate who feels
strengthening of loyalty among the Knights. 14 1,800,000 10+10 that he has been unjustly found wanting in his
deed and tale may take the matter up before
15 2,100,000 10+12 the presiding council of the Knights.

16 2,400,000 10+ 14 While Knights of this order have previously
learned their skills during their training with
17 2,700,000 10+16 the Order of the Crown, they now begin their
studies in the basics of heroic honor and wor-
18 3,000,000 10+18 ship of the True Gods. The first duties and
tasks of the accepted Knight candidate are
* There is only one High Warrior in each learning the basic disciplines of the clerics and
Order and he is chosen according to the Mea- the requirements of the gods of good. No
sure. All other Knights who have sufficient Knight who espouses anything but the virtues
experience points to attain this level may do so of good over evil or chaos is ever accepted into
but retain the title of Lord Warrior until such these ranks.
time as they are elected to take the position of
High Warrior. Although Knights of the Sword do not
attain power, wealth, or position in the world
Proficiencies Weapon/ Nonweapon as quickly as those of the Order of the Crown,
Initial 3/ 2 they achieve these things faster than the
Added 1/ 1 per 2 levels Knights of the Rose.

knights of the CRown Special Abilities: Unlike the cavalier or After taking their initial training and dem-
paladin, this charactercan use weapon special- onstrating abilities and commitments to the
GameOata ization. gods of good and their ideals, a Knight of the
Sword who is of royal blood may elect to enter
Knights of the Crown are variants of cava- Experience Points: As for all Knights of into the Order of the Rose. In later times, the
liersas described in Unea~hed Arcana. While Solamnia, experience is not awarded simply stricture about royal blood has been generally
their experience point advancement is identi- for killing monsters and taking treasure. ignored (see Knights of the Rose).
cal to that class, there are many important dif- These Knights are rewarded according to how
ferences. Read the following section carefully well their deeds exemplify the creed of the Knights of the Sword, in addition to their
to be sure you understand those differences, Knighthood. Any Knight who performs his
duties to the ends defined by the Code and
Crown Knight Minimum Scores the Measure will be rewarded with a 10%
experience point bonus above any other
Strength 10 bonuses he normally receives.
Intelligence 7
Wisdom 10
Dexterity 8
Constitution 10
Charisma Non6

17

kn Gh :s ol; sotamnla

normal duties as warriors in the defense of of acts befitting the Measure of the Sword: ther the cause of evil). The exact form of th~
truth and justice, often represent the power of facing evil without regard to personal suffer- quest is ultimately up to the DM, but it musti
the gods in certain limited ways. The Knights ing, accepting the challenge of combat for the include these elements.
of the Sword acquire some healing powers and honor of the Knighthood. defending the hon-
the abilities of foresight and prophesy. This or of the Knighthood, defending the honor of Sword Knight Advancement Table
was not always tree. During the Cataclysm, a fellow Knight, protecting the defenseless
the Order of the Sword lost its High Clerist and weak. Hit
and with him went the miracles which this
Order once performed. While the Knights Experience Dice
still functioned as limited clerics, their mira-
cles where ascribed to witchcraft and sorcery-- LevelPoints {dl0s) Title
an offense against the people which was
usually punished by death if the Knight was 3 12,000 4 Novice of Swords
caught.
knights of the SwooO 4 24,000 5 Knight of Swords
Unlike clerics, who gain their miraculous
powers on a daily basis, the Knights of the Game Oata 5 45,000 6 Blade Knight
Sword can only acquire their spells on a week-
to-week basis as a result of a day of fasting and Minimum Requirements: No character 6 95,000 7 Knight Clerist
prayer. When a Knight joins this order, he starts out as a Knight of the Sword. Characters
designates a day of worship and meditation can only attempt to enter this class after first 7 175,000 8 Abott of Swords
during which he supplicates the gods of good rising to 2d level as a Knight of the Crown and
for his powers for the following week. These having sufficient experience points to gain 3d 8 350,000 9 Elder of Swords
powers, once gained, remain with the Knight level there. At that point, the character must
until they are expended, regardless of the speak of his intent to become a Knight of the 9 700,000 10 Master of Swords
amount of time that passes between the day of Sword to a Knight of that order who is no less
prayer and their use. However, as with clerics, than 7th level. The candidate must also have 10 1,05•,000 10 + 2 Lord of Swords
the power goes away once used and can only the listed minimums in all the following sta-
be regained through another day of prayer tistics in order to qualify for the Order of the 11 1,400,000 10+4 MasterClerist
and supplication on the appointed day of the Sword.
week. 12 1,750,000 10+6 Lord Clerist

During that day, the Measure decrees that _t.3 2,100,000 10+8 H i g h C l e r i s t *
the Knight cannot take part in combat, reap
financial gain, or utter harsh words to another 14 2,450,000 10 + 10
person. The Knight cannot travel unless it is
done in silence and at least three hours of the 15 2,800,000 10+12
day are spent in solitude for meditation. It is
said that no beast will attack the Knight on his 16 3,150,000 10+14 ,j
day of meditation so long as he remains true to
his vow. Those who break their vows on a day 17 3,500,000 10+16
of fasting, however, have twice the normal
chance for evil encounters on that day. 18 3,850,000 10+ 18

As a general rule, the more powerful the Rose Knight Minimum Scores * The High Clerist is a position that is held
miracle desired, the greater the time that
must be spent in meditation to receive the Strength 12 by only one Knight at a time. When the need
blessing from the gods. Intelligence 9
Wisdom 13 arises to choose a new High Clerist, he must be
The Sword Knight does not have to observe Dexterity 9
each appointed day with a full fast; this is nec- Constitution 10 elected during a proper Knightly Council.
essary only when his need for power is great. Charisma None
On those occasions when the Sword Knight is Should any Knight attain enough experience]
not in need of any great powers, then he is
only required to offer up one hour of medita- points to rise to the level of High Clerist, he t
tion on the appointed day. He can then per-
form all his other duties as on any other day, so may do so but still retains the title of Lord I
long as he performs this ceremony. The knight
who does not meditate for an hour some time Clerist until the High Clerist position is l
between dawn and dusk incurs the same wrath
as those who break their fast when praying for The petitioning knight must then be vacant. ~
great powers. brought before a Knightly Council at which a
Sword Knight of no less than 7th level is one Proficiencies Weapon/Nonweapon 1
The Order of the Sword takes its Measure of tlYethree presiding Knights. The Knight's Initial * " 3/ 2 ~]
from affairs of courage and heroics. Examples name is then brought up before the Knight-
hood. If there is no question of honor brought Added 2/ 1 per 2 levels i
up about the Knight during a Knightly Coun-
cil in which his petition is heard, then the * The initial proficiencies listed here are in~
character is assigned a quest to show his wor- addition to those proficiencies alreadyt
thiness and his dedication to the Order of the obtained. In other words, during the Knight's i
training period in the Order of the Sword, he i
Sword. acquires three additional weapon proficien-il
The quest must include the following ele- cies and two additional non-weapon profi-~

ments: a journey of no less than 500 miles ciencies on t o p o f any already received ~ a i
Knight of the Crown.
and 30 days, three tests of the Knight's wis-
dom, one test of his generosity, one test of his
compassion, the restoration of something that
was lost, and single combat with an evil oppo-
nent of at least the same level as the candi-
date. The candidate must be victorious in this
combat while demonstrating the ideals of
honor and courage (note that this does not
necessarily mean killing the foe). The knight
can enlist the aid of anyone he wishes to com-
plete the quest so long as he maintains the
ideals of the Knighthood (i,e., does not fur-

18

kntc4hl:s oi: sotamma

Sword Knight Spells Table * ments for accepting a house into the Roster of Rose Knight Minimum Scores
Loyalty.
Knight Clerical Spell Level Strength 15
Levd 234 56 Since this stricture of accepting only those Intelligence 10
6 of royal descent was said to have been added Wisdom 13
7 1 .... well after the time of Vinas Solamnus and Dexterity 12
8 was, in some minds, invalid as a part of the Constitution 15
Measure. there has arisen in more recent times Charisma None
9 a more acceptable argument before the
10 2 "- Knightly councils. Rather than represent that
11 the Measure was in error or flawed, the argu-
12 2 .... ment has been made that over the course of The candidate must present his petition to
13 the centuries there have been so many mar- a Rose Knight of no less than 6th level. The
14 2l nages between royal and common houses that candidate must then be presented by that
15 practically everyone is somehow related to roy- Knight to a Knightly Council at which sits a
16 311 -- alty. With the Cataclysm obscuring the genea- Rose Knight of no less than 9th level. If no
t7 logical records of the past, most acceptable quesuon of honor is brought up before the
18 4 I 11 candidates are not denied access to the Order Knighthood at that time, then the Knight is
of the Rose without extraordinary evidence. assigned a quest to prove his worthiness to the
5211 I (Beings from off-world, however, are not Knighthood.
accepted into the order.)
6 32111 The quest must include the following ele-
The details of how a Knight is accepted into ments: a journey of no less than 500 miles
7322 11 the ranks of the Rose, however, has changed and 30 days, one test of the Knight's wisdom,
little. The Knight must be brought before a three tests of the Knight's generosity, three
84 332 1 Knightly Council of the Rose. There he must tests of the Knight's compassion, the restora-
relate the tale of his family and his deeds that tion of something that was lost, and the defeat
9 54 32 1 exemplify the ideals of Knighthood and Hon- of an evil opponent of equal or higher level
or tempered with leniencyand wisdom. Once than the Knight. The candidate must be vic-
* These are the maximum number of spells this tale is told. the council holds a closed ses- torious while demonstratingthe ideals of hon-
that a Knight of the Sword can have at any one sion to discuss the Knight's application in or and courage and without killing the foes.
time. light of his merits and shortcomings. The Knight can enlist the aid of anyone to
complete the quest so long as he maintainsthe
As mentioned earlier, a Sword Knight can The Order of the Rose takes its Measure ideals of the Knighthood and does not further
only acquire his spells during his one appoint- from deeds of wisdom and justice Examples the cause of evil. The exact form of the quest is
ed day of meditation each week. A Knight of deeds befitting the Measure of the Rose: up to the DM. but it must include the preced-
keeps his spells, once learned, until they are taking compassion on the less fortunate, sacn- ing elements.
used. A Sword Knight requires one half hour ricing one's life for the sake of others, giving
per spell level to gain a spell. For instance, a no thought to one's own safety in defense of Rose Knight AdvancementTable
6th-level spell would take three hours of med- the Measure and its Honor. protecting the
itation to gain. A Knight can never meditate lives of fellow Knights, seeing that no life is Hit
more than six hours during this day. wasted or sacrificed in vain.
Experience Dice
The Knights of the Sword use the spells of a kn c4h s oI: R o s e
cleric of Kiri-Jolith even though the most LevelPoints (dlOs) Title
revered of the gods for the Knights is Pala- Game Oata
dine. Thi~ is primarily due to the origins of the
Knightkood. While the Knights of the Sword Minimum Requirements: As with Knights
are followers of Paladine, they do, neverthe- of the Sword, characters do not start out as
less, take their powers from Kiri-Jolith and Knights of the Rose. Characters must first
honor him as well. have gained two levels as Knights of the
Crown, then been accepted as Knights of the
Sword and earned two additional levels before 4 27,000 5 Novice of Roses
they can be considered for the Order of the
Rose. Once a character has earned sufficient 5 60,000 6 Knight of Tears
hit points to become 4th level, he can petition
kmqhts of the Order of the Rose to be accepted into that 6 125,000 7 Knight of Mind
body. In order to be considered for the Order
I ose of the Rose, the Knight must have the follow- 7 200.000 8 Knight of Heart
ing minimum characteristics:
The Knights of the Rose are the epitome of 8 425.000 9 Knight of Roses .
all that is good and honorable in Knighthood.
9 800,000 10 Keeper of Roses
Initially, the Knights of this order were tak-
en only from the royal houses of the land. 10 1,500,000 10+2 Master of Roses
What constituted a royal house was deter-
mined by the ruling council of Knights who 11 2,000,000 10+4 Archknight
would convene and hear the history and lin-
eage of that house. If there was sufficient 12 2,500,000 10+6 Lord of Roses
proof that the house was a ruling house and
that its history was an honorable one. then the 13 3,000,000 10+8 Master of Justice
crest of that house was included in the Mea-
sure and those of that house were accepted. 14 3,500,000 10+ 10 Lord of Justice
This was not something that was done often,
for the Measure was strict about the require- 15 4.000,000 10+12 High Justice *

16 4,500,000 10+14

17 5,000.000 10+16

18 6,000.000 10+18

* There is only one HighJustice at any given
tune. Others may attain 15th level, but their
titles remain Lords of Justice.

19

knIGhl;s Of so[amnla

"-------~. ~ ~

The Knights of the Rose gain special profi- of unknightly conduct, to honor those who breaking the Oath or the Measure. Those
ciencies in weapons and combat. While they have performed valiantly, to settle questions mentioned in the petition and the accused
advance more slowly than other Knights concerning the Measure. and the petitioner is the accuser.
(because of the great amount of training and
skill required by their proficiencies), they also The conduct of a Knightly Council follows All are allowed to speak for and against the
can advance farther than any of the other the pattern set forth by the measure. First the accused. The petitioner must be present in
Knighthoods. Knights of each order enter and take their these cases. Often witnesses from outside the
places in the appointed area. A table with order are brought in to testify. The Knightly
Profidendes Weapon/Nonweapon three chairs is set opposite the entrance. The Council hears all arguments and then dis-
Initial * 3/2 Knights of the Crown take their places to the misses the rest of the Knights as it considers
Added 2/1 per 2 levels right of the entrance, to the left of the ranking arguments. Upon receiving word that the
Knights, so as to signify their position as the Council has completed its deliberations, all
* The Initial Proficiencies listed here are in shield and defender of honor. The Knights of the Knights return to the hall. White roses on
addition to those proficiencies already the Sword take their places to the left of the the table are a symbol of purging of any guilt
obtained. In other words, during the Knight's entrance, to the right of the ranking Knights and thus is the accused released from any
inkial training period in the Order of the and thus signifying their place as the arm of question of their honor. Should black roses be
Rose, he acquires three additional weapons might and mover of the Knighthood. The present on the table upon the return of the
proficiencies and two additional nonweapon Knights of the Rose take their places to either Knights, then the Knight is held guilty and
proficiencies on top of any already received as side of the entrance and opposite the ranking punishable for his acts. The ranking Knights
a Knight of the Crown and as a Knight of the Knights so as to signify that they are the heart in their claliberations will have decided upon
Sword. of the Knighthood, the base upon which all the prol~er action for the Knight to regain his
else is built. honor prior to the others returning.
kn qh s m B&I;1;Ic
Then the three ranking Knights who will Special Honors: An act of exceptional brav-
Knights who take the field in defense of conduct the meeting enter the hall and take ery or exemplary honor is brought to the
honor and the realm follow the order set forth their places opposite the entrance. In the cen- attention of all the Knighthood for recogni-
by the Measure. Armies are made up of three ter of the area is a cleared space where those tion.
brigades, each commanded by a Lord Knight who are brought before the ranking Knights
from one of the three Orders of Knights. All are heard and questioned. Petition for War: This occurs when a gen-
armed persons operating under the protection eral mobilization is called for. The circum-
and command of the Knights are part of one A Knightly Council is Conducted as Follows: stances of the petition are considered and, if
of these three brigades. * The code of the Knights of Solamnia the Knights present give consent, then mes-
sengers are dispatched to the Grand Circle to
The army is commanded by a Warrior Lord, ("Est Sularus oth Mithas") is recited by all notify the greater Knighthood of the situa-
one of the three Lord Knights commanding before any in the hall sit. This phrase is given tion. In the meanwhile, the Knights of that
brigades. The Warrior Lord is chosen by the by the three ranking Knights in unison and council act at once in the defense of honor and
majority vote of the three Lord Knight com- then given in turn by each of the three orders good.
manders; he must exemplify the highest of Knights present and then finally by all in
ideals of the Knighthood. Recognition of the unison. If the occasion is a joyful one, then the Petition for Aid: These are petitions
Warrior Lord is made openly in Knightly Knights' Hymn is sung at this time as well. brought by either Knights or outsiders who
Council. Should a Lord Knight fall in battle, ask aid of the Knights. This does not require a
another must step forward and take his place. * News of the greater Knighthood is often general mobilization of the Knighthood.
Should the Warrior Lord be lost, then each not only of interest but potentially a matter of These range from situations as serious as the
Lord Knight separately commands his own life and death for many whom the Knight- search for a kidnapped heir to a local kingdom
brigade until a Knightly Council can be hood protects. Any dispatches or proclama- to things as mundane as a few extra men to
called. tions regarding the Knights are read at this help clear a road of brush.
time. Should their news warrant a prolonged
gh6 knlqhtly Council and important discussion, then the hearing of * Time permitting, the Knights may
petitions may be waived. engage in discussions of parts of the Measure
Councils shall be convened as required by and its application to their adventures. Ques-
the Measure. They must include three Lord * When the Knighthood finds itself in the tions on points of the Measure are brought up
Knights, one from each of the Orders of throes of battle, they now discuss their orders at this time.
Knights. If any order cannot provide a Lord of battle and all stratagems to be employed.
Knight, then a Knight of that order can stand * When the ranking Knights feel that busi-
in his stead so long as there is at least one Lord * The specific petitions that are to be dis- ness has been finished, the council disbands
Knight presiding. cussed among the Knights at this meeting are until the need for another session arises.
named by cause, those mentioned (if any),
Councils shall convene for the following and petitioner. Petitions can have one of sev-
purposes: to determine strategies of war, to eral purposes:
assign orders for war and battle, to select the
Warrior Lord prior to a battle, to hear charges Acceptance to an Order: Those who wish
to enter into an order of the Knighthood are
brought forward. The candidates' names are
read to the ranking Knights as are the names
of their Knight sponsors.

Petition for a Question o f Honor: This hap-
pens when a Knight is called into question for

20

tinkers (Gnomes)

1;inkeRs(Gnomes) attaining that total knowledge of their gains a 10% bonus to all experience points
devices. earned.
Tinkers are gnomes and gnomes are tinkers. It
is their gift and curse to be the masters or pawns Gnomish inventions are almost exclusively ** This is a maximum score--the character
of technology (depending upon whom you ask) driven by basic mechanical devices: gears, cannot have a Wisdom higher than 12.
in a world where magic is the ruling force. windmills, waterwheels, pulleys, and screws.
Gnomes have done elementary work in steam Gnome Advancement Table
You will find their story and how they came and chemical combustion (usually with cata-
into being under the race descriptions later in strophic results), but know next to nothing Experience Hit Dice
this book. Here we wilt address ourselves to about electricity. Clockwork mechanisms are a
the profession of tinker. relatively recent development of gnomish Level Points (d4s) Title
society.
Tinkers are the engineers of Krynn. That 1 1,250 2 Aide 5th
which has not been built, tinkers build. That Moreover, their sheer love for technology
which has been built, tinkers improve. They often does them a disservice, for they improve 2 2,500 3 Aide 4th
are constantly designing, building, and test- technological devices to death. Simple mecha-
ir~g devices for a variety of applications. nisms are scoffed at by tinkers ("Nothing so 3 5,000 4 Aide 3d
simple could possibly work! ") and redundan-
Each gnome belongs to a guild that perpet- cy is the tinker watchword ("...and here we 4 10,000 5 Aide 2d
uates its own peculiar branch of technology. see the bell that informs us that the alarm sys-
These guilds include, but are not limited to, tem trouble gong has just gone off...."). 5 20.000 6 Aide 1st
the following:
6 40,000 7 Mate 2d

7 60,000 8 Mate 1st

8 100,000 9 Tinker

9 140.000 10 Master Tinker

10 270,000 10+2 Craftsgnome

11 450.000 10+4 Craft Master

12 600,000 10 + 6 Head Tinker

Hydraulics Hydrodynamics 13 800,000 10+8
Aerodynamics Thermodynamics
Chemistry Transportation nkcR Class .... 14 1,000,000 10+10
Communication Appliances
Kinetics Architecture GAm~S~gIS~lCS 15 1,500,000 I 0 + 1 2 Master

Craftsgnome *

Minimum Requirements: Only gnome char- 16 2,500,000 10+14
acters may be of the tinker class. The minimum
statistics for the gnome tinker are as follows: 17 4,000,000 10+ 16

All gnomes belong to a guild. Each guild 18 10,000,000 10+18
has innumerable committees that oversee
individual accomplishments (seldom) and Tinker Minimum Scores * There can be only one Master Crafts-
seek to discover the cause of a system failure gnome in any colony of gnomes at a given
(often). These committees also oversee the Strength 10/ 15 * time. In a colony that already has a Master
required duties of a gnome within the struc- Intelligence (12) ** Crafts gnome, any gnome who has the experi-
ture of gnomish society. Wisdom 12 ence points to become 15th level may do so,
Dexterity but he does not gain the title of~Master
In addition to any regular duties that a Constitution Craftsgnome.
gnome ,has to his guild or committee, each Charisma
gnome has a Lifequest. This Lifequest is to
attain perfect understanding of one device. Profidendes Weapon / Nonwcapon
Few gnomes l~ve ever attained this goal. Thus
tinkers are the perpetually unfulfilled, never * The number after the slash indicates that Initial
a gnome with an Intelligence of 15 or higher Added

F ............

21

tlnkeos (Gnomes)

Spedal Abilities: While gnomes invariably 1. DETERMINE DEVICE COMPLEXITY L~
have an abundance of nonweapon proficien. (SIZE): To create a technological device, you
cies, they are abnormally poor at using them. must first determine its level of complexity. Modifiers chart to determine vertical move~
Subtract 5 from a gnome's nonweapon profi, On page 118 is the Gnome Device Complex-
ciency when making a Proficiency Check. ity Level table that shows the various complex- ment complexity modifiers for the desired
ity values for many of the effects that gnomes
Gnome Devices: Many referees view the commonly like to see on their devices. (The duration.
introduction of technology into their fantasy complexity rating also gives the size of the
campaigns with great misgivings. The technol- device.) Add all the complexities for all the Duration Modifiers Chart *
ogy of the gnomes, however, has little overall device's effects to get the total complexity of
effect upon the cultures of Krynn. Dwarves care the device. D~d
little for such innovation; elves are repelled by
technology; kender cannot appreciate its use The DM of the game, as in all things, is the Duration Drag Vert. Horiz. Environ.
beyond their thrill of seeing it work; goblins final arbiter of just which effects are needed to
and gully dwarves are too stupid to use it con- make a device function. Momentary N/A N/A N/A N/A ~j~
sistently. Gnomes have technology--but they
are so incompetent that anything their technol, Ask all of the following questions when 1-3Rounds +1 +1 N/A N/A
ogy. can do, magic can usually do cheaper, designing a gnomish device:
faster, and more efficiently. 4-6 Rounds +2 +3 0 +1 ....
9 Will it do damage, protect from damage
When a gnome sets out to invent some- or restrain another being? 7-9 Rounds +4 + 5 - 1 + 2
thing, it's a good bet that the invention will (If the answer is "no" go to the next question.)
initially be at least 30 times larger than neces- 1-3 Turns +6 +7 - 2 +3
sary, will make 10 times the noise it should, Determine if it does damage or protects
will have many totally redundant features, from damage. Refer to the Gnome Device 4-5 Turns +8 +I1 - 3 +4
and wilt fail miserably (if not disastrously). Complexity Level table to determine Combat
Some tinkering will gradually reduce the less Complexity from the amount of damage or 1-2 Hours +10 +13 - 4 +6
favorable aspects of the device. protection desired.
3-6Hours +11 +15 -5 +8
The gnomes are a race of cursed engineers. If the device is designed to restrain another
They have all of the tools to create wonderful being, then determine the complexity/size of 1 Day N / A +16 - 6 .i-,-12
technological devices but all they turn out are the object by the HD of the creature being
impractical and dangerous mechanisms. restrained. Count it as one complexity level 1Week N/A N/A -7 +14 !<i
for every two hit dice or levels of the target
Players who run tinker PCs will no doubt creature. Restraining an 8-hit die creature is a Permanent +15 +20 N/A +20 '
wish to create any number of technological Complexity 4 task.
marvels with which to aid their party. This is 9 These modifiers affect only the complex~!
the major reason to join this class and the play- 9 Does it move something or itself?. itY of the device, not its size.
ers' creative thoughts should be allowed to (If the answer is "no" go to the next question.)
run free.... 9 Does it move something or itselfany dis
Determine if it moves another object tance along the ground?
But .... (throws victim) or moves itself (flying (If the answer is "no:' go to the next question.)
It is important to remember that a PC of machine). If the device throws things, then
this class is, after all, a gnome with an inher- consult the column labeled "Move Vertical" Determine if it moves another object
ent character flaw. You must remember that on the Gnome Device Complexity Level table. (shoves a victim) or moves itself (mobile
while the player may be able to describe just If the device moves objects and itself (flies), machine). If the device merely shoves or, in
how to build a simple, effective telegraph sys- then check the column labeled "Move Hori- the c~e of a catapult, throws the victim over a
tem, for example, his gnome player character zontal." Note that this vertical movement is distance, then consult the column under
would not build it the same way. Thus even straight up unless some horizontal movement "Move Vertical." If the device moves with the
though a player could describe with the effect is also included. (The numbers given in victim, then check the column under "Move
utmost precision how to make a telegraph these movement columns can be either a total Horizontal:'
with some thinly wound wire and rudimenta- distance or distance per round, whichever is
ry batteries, his PC gnome would make it most appropriate.) Minimum size: The same restrictions on
steam driven, operating on the basic principle minimum size for vertical movement apply
of a pile driver. Size modifier: This assumes that the object here except that the difference must be twice
Whenever a player wishes to create a tech- being moved is size I or smaller (roughly the or less~
nological device, he is required to design it size of a small sack).
himself with the following procedure. The Duration: Use the Duration Modifiers!
DM is, of course, free to check the work and Minimum Size: Compare the size of the chart to determine ground movement com-
make any modifications he deems necessary. object to be moved with the size of the device. plexity modifiers for duration.
To create a gnomish device, follow these steps: If the device is less than three sizes larger than
the object, then the size and complexity of the 9 Does it alter the environment or have a n
device equal the size of the object plus 3. If area of effect?
the device merely moves itself across the (If the answer is "no" go to next question.)
ground, then no modifier is needed.
The amount of material altered and whetb~
Duration: Use the following Duration er the affected region is inside the device also
factor into the equation. If altering material
inside the device, add 1 to Complexity per
1,000 cubic feet altered after the first 100
cubic feet. If altering an external environ-
ment, add 4 to Complexity per 1,000 cubic
feet altered including the first 1,000 cubic
feet.

Note that gnomish devices are often larger
than the environments they alter. . . .

22

linkers (Gnomes)

9 Does it alter an existing object? Subtract 1 from the complexity for each size 1. It must have a number of components
(If the answer is " n o " go to next question.) larger the object is built. Add 1 to the com- equal to its complexity. If the device has a final
plexity for each size smaller the object is built. complexity of 15, then it must have 15 sepa-
Gnomes commonly build devices to help Note that a gnome who attempts to build a rate parts.
them build devices (a frightening thought to large device must also pay for the materials
those familiar with gnomes). If the device with which to build that device. 2. There must be a balance in the number
takes an unfinished or partially finished object of parts from the three part groups. A device
and changes it into a more finished object, II. DETERMINE FINAL MODIFIERS: may have, for example, two parts from group
then the device has this effect. How well a device is made depends largely on #1 and group #2 and three parts from group
who made it. Just as magical swords have plus #3 but may never have three parts from group
Determine the complexity difference modifiers and cursed swords have minus mod- #1 and only one part from groups #2 and #3.
between the original object and its final state. ifiers, so too do gnomish devices. Add a + 1
This is done by subtracting the complexity of modifier to the device for every level of com- The components used are determined by
the finished object from the complexity of the plexity the device is below the level of the the desires of the gnome designer. The DM
original object. A machine to craft raw quartz gnome who made it. Give it a - 1 modifier for must then determine if the items mentioned
into finished lenses takes an object of com- every complexity level of the device higher are obtainable in the quantities required. The
plexl'ty 20 and makes it into an object of com- size of the device also affects availability. Mul-
plexity 1, a difference of 19. This means that than its gnome maker. Thus a 12th-level tiply the total costs of all components by the
the machine has a complexity of 19. A gnome who makes a level 15 netflinger would size of the device to determine the cost of
machine that takes glass (complexity 8) and make a netflinger -3. If the same gnome building the mechanism. Gnomes often think
makes it into finished lenses (complexity 1) made a rockpitcher with a complexity of 8, it up items that are far too expensive to build, so
has a complexity of 7. would be a rockpitcher +4. do not lose heart if your first few designs are
beyond your means.
Take the size of the object being refined (from Gnomes love committees. They often work
the first column in the complexity table) and on devices in groups when there are enough Also it must be noted that a gnome can con-
add that to the device's complexity raging. gnomes about. This is often as harmful as it is struct any of these items from elementary
helpful. materials (cut wood from trees for frames, cut
9 Final design modifiers gears from sheets of metal, etc.), but this dou-
Each effect has a complexity rating. Often a For every new gnome working on the device, bles the construction time of the device.
gnome will build a device with several effects. roll 3d6 and consult the following table. Find
For example: a machine to move along the the result of the dice roll (a number between 3 C) vJcc Components
ground and fire flaming metallic rocks has and 18) on the tow corresponding to the num- anO l;hem Costs
complexities and size ratings for both horizon- ber of gnomes present. The column that this
tal movement and damage. To determine the result falls into gives the complexity modifier (Cost is per size, in stl)
final complexity rating for a device, first find (see the column heading).
the highest complexity rating among the
effects listed. Add 1 to that complexity for each Gnome Crew Modifiers Part Group # 1: Mechanical Transmissions
effect beyond the one listed. In the case of the
vehicle mentioneA above, that is one addition- Pulleys 5
al effect so i is added to its complexity.
The size of the device greatly affects its com- Number of Shafts 10
plexity and determines whether sufficient mate- Gnomes"
rials are available to build it. The base size of any 1 +2 +1 Even - 1 - 2 Gears 20
device is equal to its unmodified complexity rat- 2 3 4-7 8-17 18 N / A
hag. This means that a complexity level 20 device 3-6 3 4-7 8-16 17-18 N / A Belts 100
always starts as a size 20 device. This is not neces- 7-14 3 4-8 9-16 17-18 N/A
sarily how large the device must be. The gnome 15-45 3-4 5-8 %15 16-18 N/A Screws 500
may elect to make the device smaller, but this 46-144 3-5 6-9 10-15 16-17 18"
increases the complexity of the device. On the 144+ 3-6 7-10 11-14 15-16 17-18" Blades 1,000
other hand, the gnome may elect to make a 3-8 %12 13-14 15 16-18 **
device bigger and thereby reduce the final com- Part Group #2: Other Transmissions
plexity of the device.
Generally speaking, the larger the device, Fins (Vanes) 10
the less complicated it is (i.e., it has a better
chance of working), while the smaller the Rods (Steel) 20
device, the more complicated it is (i.e., it has a
worse chance of working). This reflects the * At least one gnome of a level equal to the Glass Rods & Panes 40
9gnomish philosophy of engineering. Remem- device must be present in this group in order
ber, however, larger devices require more to obtain this result. If no such gnome is Bellows 200
materials to build (more expensive) and are present in the group, then treat the result as a
harder to move. - 1 to the complexity of the device. Pumps 1,000
The size of the design can now be altered:
** At least one gnome whose level is no less Tuning Forks 2,000
than five below the device must be present in
order to obtain this result. If no such gnome is Part Group #3: Drive Sources 30
present in the group then treat the result as a Counterweights 60
- 1 to the complexity of the device. Coiled or Wound Springs 100
Waterwheel 200
Windmill/Coal Fire 1,000
Steam Pipes & Boiler 2,000
Sun Mirror

lB. DETERMINE AVAILABILITYOF MATE- Group #4: Basic Frames 5
RIALS: Every gnomish device must include at Stonework 10
least one selection from the five following com- Wood Frames 20
ponent groups in order to function. It must also Iron Frames
fit the following basic criteria:

23

ttnk s (qnomCs)

~._.~,~

C,,mup #5: Mechanical Components Mass Production: Gnomes never under- 12 18 + 6-17 5 or less
stood the human drive for producing things in 13 19 + 6-18 5 or less
Clockworks * 50 vast quantities. They believe that one learns 14 19 + 5-18 4 or less
from previous mistakes and that these lessons 15 19+ 4-18 3 or less
9 A clockwork is required for any device should be incorporated into design immedi- 16 19+ 3-18 2 or less
that has a delayed action, an automatic ately. Thus gnomish devices are always 17 20+ 3-19 2 or less
sequence, or has anything to do with informa- unique. They never produce a device the same 18 20+ 3-19 2 or less
tion storage or communication. way twice and thus they cannot duplicate pre-
vious work. They may attempt a "new and
IV. BUILD THE DEVICE: The time improved" version of an old design, but there Success: This means that the device works
required to build the device depends upon its is no guarantee that it will work as well as it as intended. It will move, inflict damage,
size and complexity, according to the follow- did before. send messages, heat food. make light, ot
ing table. Multiple the size of the device by its whatever it was created to do. Each time the
complexity and then refer to the following Using Gnome Devices: Every time a gnom- device works, a + 1 modifier is added to the
chart. ish device is used, roll ld20, add or subtract device for its next roll on this table. (If it work-
any modifiers listed for the device, and con- ed once, it has a better chance, of working
Gnomish Device Construction Times suit the following table. again!)

Size x Unpredictable: The device works, but not
the way the designejriginally intended. The
Complex. Time m Construct Gnomish Invention Results Table precise effects vary, but generally consult the
Gnome Mishap table on page 119. Roll Id20
1-3 ld10 turns on the table and interpret the results as
humorously as the situation allows.
4-10 2d20 turns Complex Success UnpredictableFailure
1 16 + 15 14 or less Failure: The device totally fails to func-
11-25 2d20 hours 2 16 + 14-15 13 or less tion. It can be repaired by any gnome whose
-3 16+ 13-15 12 or less level is equal to or greater than the complexity
26-50 2d6 days 4 17 + 13-16 12 or less of the device. The repair time is two hours
5 17 + 12-16 11 or less times the complexity of the device. Also, each
51-100 ld4 weeks 6 17+ 12-16 11 or less time a device fails, a - 1 modifier is subtract-
7 17 + 11-16 10 or less ed from subsequent rolls on the preceding
101.400 2d20 months 8 18+ 10-17 9 or less table:
9 18+ 9-17 8 or less
401 + 4dl 2 months 10 18+ 8-17 7 or less
11 18 + 7-17 6 or less
Having additional gnomes does not
decrease the construction time (if you have
worked with gnomes, you know why).

At the end of this time. the device is fin-
ished. Note its statistics for future use.

-PEDDL& Tb L.oe To ~eveN_..r _

C~,I~NI<. TO CATAI~X-'FA R M ~ K ~

"9,E~C.~J "R,C>P~', ~ 0f,.n"tk)Utki(.=r.~ CAu.~I.~(F
Cf~aSl,P o- C.~,TP,PU~T ,.,,~p~tu(.~- E,.Te:CTION

L_evc=-P- FoR LONG C.~JRV~'DLOG ~~ VAI~,IC)u.5 '~LI.5 AND
"RE'L.EAS~NC,-- ~ W~NX>C_,HIM~15"o
c/~T~#O L'f-" "I~OTATIONAL- ArD I~ LI~Di:>E~ ~l..~RIVI OF UP-Co~M6
V=C.TiM OF CA'TA~ULT
C,P.~NK..5 I X
iNVENTORS

ALSo ART,ST~ ~OCK
~ic.N/cru1~

24

hMt of Gnomes mvenuons

hMl o1: Gnomes I n v e n t i o n s [~[~pcstRy

These devices are a sampling of typical gnomish inventions. We do Flapestry (short for Flying Tapestry) was originally designed to send
not recommend that they be built by anyone except qualified gnomes; moving paintings and sound over tremendous distances.
even then it is advised that all bystanders stand well clear of the device
whenever it is either used or tested. Flapestry Effect Compl~t.
Talking
netflmGeR Type Candlelight 4
Sound Direct Picture
This gnomish invention was the end result of a long-term arms Light 16
research proiect funded by the Knights of Solamnia. The weapon was Communicate
supposed to render an opponent temporarily immobilized from a dis-
tance and thus allow the attacker to possibly capture the opponent Final Modifiers Number Size Com#-;-
unharmed. Unfortunately the ultimate effect was all too often felt by Highest Complexity 9 16 . .~ 16
the user of the device rather than the foe. Additional effects 2
Resizing -- +2
Totals 9 - 2 +2
14 20

Netflinger Needless to say, flapestry design is in its infancy on Krynn. A fla-

Type Effect pestry is a device the sizc ,fa
Damage Restrain (HD8)
Move Horiz 32' time machine. Its cost i of

4 any real talented gnomes to be portrayed on the device.

Final Modifiers Number Size Complex, IRonqnomc
5
Highest Complexity 1 :5 This was originally designed as a device in which a gnome could sit
Additional Effects -- + 1 and move about while deflecting any damage coming in his direction.
Resizing 6 - 1 +2
Totals 48

Thus the netflinger is a size 4 device {roughly the size of a crossbow) Irongnome
with a complexity of 8. It costs 312 stl.
Type Effect Complex. Modif. Total;~:
The netflinger, when it operates successfully, entangles any creature
with 8 or less Hit Dice for a period of three melee rounds. It can do this Protection ~ AC0 :i~ 9 9
from a distance of 32 feet. It hits automatically if it is successful, but it
has various results~en an unpredictable effect is rolled. Move Horiz 400' 9 -2 Z

Gnomeflmqeo Final Modifiers ~N u m b e r Size Complex,~ :~:~
Highest Complexity - 9 99
This is the gnomish answer to stairs: an automated way to get from Additional effects " 1 -- +I
one place to another quickly and with relative safety. The device uses a Resizing
combination of catapults of various sizes and principles as well as nets. Totals 10 - - ~~'
The double-emergency backup sponge landing system is an extra 9 10
option not included in the base price of the system, of course.
The irongnome is a moderately complex device that is barely large

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

Final Modifiers Number Size Complex.
Highest Complexity 12 12 12
Resizing
Totals 12 12
into

~th

25

hALLolEGnomes invcn[ions

Bi,xmBIOWCR Gnomcl:hJnk--kl ckeR O0

This was designed as a portable device that does damage to foes at a Original concept: a device to solve mathematical problems.
distance.

Gnomethink---Klackeradd '

Blamblower Type Effect Complex. Modif.
12 - -
Type : Complex, Modif. Total: Communicate ~ Calculator 12
. : . 7 . + .2 9
Damage 2d8 -. 9 Finat Modifiers Number Size Complex,
9 -- Highest Complexity 12 12 12
Move Horiz Resizing +6
Totals " .... - - 18 " -6
Final Modifiers ........ Number Size Complex( 12 6

Highest Complexity : . : 9 9 9

Additional e f f e c t s ' : ..... 1 +1 .This huge calculator has a computing power much lower than its si~
would indicate~ It can addi mbtnct, multiply, and digide
Resizing -- -4 +4

Tot 5

This complex weapon is worn as a backpack and can throw a keg o f BlmOGutO(;
volatile oil up to 400 feet away, causing !d20 points o f d a m a g e . I t has
Original concept: a directional device when u s e r ~ n n o t see.

WhooshwAGon Blindguide

Original concept: a device to transport a family of gnomes over a Type Effect Complex. Modif. Total
distance. Information Compass 3
Information , Pressure 3~ 6
information Clockwork
:6 --

7 --

Whoos.hwagon .... :. . . . . Final Size
Highest Complexity _7 7 7
Type Effect Complex, Modif. Total: Resizing
Move Horiz ~ 20miles Totals -- -2 " +2
16 - 5 11 7 59

Highest Complexit~ 1I Size Comple i This clockwork maps the pressure changes and magnetic changes
--
Re,sizing .... 11 11 11 the user travels. The clockwork keeps track of the differences and ca~
"1 + 1
TotalS ': 10 12 orient the user on an x, y, z axis--assuming that everything works just

right. ......

- RQaB S cwmAttc

Original concept: a device to enable communication over vast dis- Original concept: a device to prepare meals.
tances.
Stewmatic

Type Effect ~ . Complex. Modif, Total ;;
Temperature 15
Fargab Alter Objects 300 deg .9 +6 5
Information
Type Raw to cooked i 5
Sound
Co~unicate Effect ~ Complex. Modifi Total Clockwork 7 --
3~ 3
Low voices 13 ~ 13 Final Size

Direct sound Highest Complexity 15 15 15
Resizing -- - 3 + 3
Final Modifiers Number : Size Complex. Totals 15 12 18
Highest Complexity 13 13 ~:: 13
Resizing -- This labor-saving device turns perfectly good raw ~ e t a b l e s a n d
Totals -3 +3 meat into an ~o~hous mass of steaming g!op.
..... 13 10 16

This is essentially a telephone the size of a large wagon.

26

wtza Os of hwGhso cc y

Of the all the orders of the world of Krynn, magic. This is the primary reason that magic this reason that the tests for wizards occur at
none are as old, as feared, or as respected as has remained in the world, despite many 3d level or above as this is the point at which
the Orders of High Sorcery. They came into efforts to eliminate it. wizards are considered to "come of age."
being almost at the beginning of the world;
their tale is that of the three Gods of Magic. A wizard of the Black Robes and a wizard of ** Only a wizard of 6th level or higher who
The gods of magic, Solinari, Lunitari, and the White fighting on opposing sides of a war also has an Intelligence of 15 or above gains
Nuitari, walked the face of creation before the (such as the War of the Lance) would not hesi- this benefit from the moons.
stars settled in their places. Though they had a tate to destroy each other. When these wizards
common love of magic, each had aspects that meet on neutral ground (such as a Tower of t The additional spells can be of any level
differed greatly from those of the others. Each High Sorcery), they are likely to enter into an the wizard can cast.
also chose a different path in the universe. eager discussion of magic. If attacked by an
outside force seen as a threat to their magic (a If two or more of the moons are aligned,
They saw the other gods wheeling through renegade wizard, for example), both would there are bonuses to the moon phase effects
the heavens and aligning themselves against join together to fight in defense of the magic. given earlier. (Moons are aligned if the boxes
one another according to their goals and phi- they occupy on the Moon Tracking chart [page
losophies. The All-Saints War was coming, as A wealth of information on wizards, magi- 28] are in a straight line from the center of the
their vision and foresight had warned. The cal lore, the Towers, and the Tower guardians chart. For example. Lunitari on day 3 of its
three gods feared that they too must choose. exists in the DRAGONLANCE| novels. orbital period is aligned with Nuitari on days
Bound by the common bond of magic, these Those interested in acquiring more detailed 6 and 7 of its period and with Solinari on days
three looked about the face of Krynn and information than is provided here should 5 and 6 of its period.)
loved it greatly. draw from those works.
Moon Alignment Effects Table *
Thus they did not join their fellow gods in moons of
the heavens, but stayed close to the world. Saving Additional Effective
They revolved about it, granting their powers maqwr Level
to those who would follow their ways. Each Alignment Throw Spells +1
god was granted a time to walk the face of Since the creation of the world, the three * +1
Krynn and seek out a follower. Each found an moons of magic have circled the globe of Sol. with Lun. + 1 +1
apprentice and to each did they give the keys Krynn, bringing with them the waxing and Normal
to the Lost Citadel--a fabulous place of wiz- the waning of their followers' magical powers. Nuit. with Lun. + 1 +1 +1
ardry that stood beyond the circles of the uni-
verse itself. Here the gods taught them the Each of the three Orders of High Sorcery Sol. with Nuit. + 1 0
Foundations of Wizardry. receives its powers from one of the moons of
magic. Wizards of the White Robes get their All Three Moons + 2 +2
1. All wizards are brothers in their order. powers from Solinari, Black Robe wizards get
All orders are brothers in the power. their power from Nuitari, and neutral Wiz- * Note that all plusses on this table are
ards get theirs from the red moon, Lunitari. It cumulative with modifiers from other effects.
2. The places of High Wizardry are held in is by the position and aspect of its moon that If all the moons were to align at the time of
common among all orders and no sorcery is to each order gains its enhanced powers. The High Sanction, then all wizards would have a
be used there in anger against fellow wizards. aspect of Nuitari has no effect on the powers +3 saving throw, +4 additional spells and
of the White Robed wizards, for example. + 2 effective levels to their spell casting. This
3. The world beyond the walls of the towers Only the moon Solinari has an effect on the is known as the Night of the Eye since the
may bring brother against brother and order wizards of the White Robes. The precise moons move through the sky with a terrible
against order, but such is the way of the uni- effects of the positions of the moons on the aspect and cause magic to be at its peak.
verse. magic of Krynn is shown by the following
tables. Each phase of a moon has an effect on l.oc,al;lon oi; 1;he m o o n s
The Orders of Sorcery began as looselyorga- the magic of that class of wizards,
nized groups of wizards. It was not until much The initial location of the moons is deter-
later that the orders became formalized and Moon Phase Effects Table * mined by rolling 1d8 for each moon and plac-
structured. During the Age of Dreams at the ing it in the indicated box along its orbit.
onset of the First Dragonwar, the masters of
each of the orders came together at the Lost If you are playing a DRAGONLANCE cam-
Citadel and proclaimed the unity of the paign game, then these are the starting loca-
orders. tions for the moons in your campaign.
Hereafter, advance the moons one box per
The Lost Citadel was a wondrous place from game day to keep track of their positions dur-
whence the master wizards ruled their orders ing the campaign. This allows your players to
in peace and harmony, far removed from the
world of Krynn. Both palace and fortress, it plan for regular changes in the lunar cycles.
provided a place where the powers of magic
could be tempered by the wisdom of the Con- Moon Saving Additional Effective:
clave of Wizards (see page 29).
Phase Throw Spells ? Level
It is important for any magic-user in Krynn
to remember that a wizard's only loyalty is to Low Sanction - 1 0 -1

Waning Normal 0 Even

Waxing Normal + 1 Even

High Sanction + 1 + 2 + 1 **

9 A wizard of 1st through 3d level is unaf-

fected by phases of the moons because of the
.........................................

27

m o o n 1;~ackmG C h a ~

. . . . . . ~. -.~Z~

r h~qh Sancuon
%*,.-,

::i:i:!:!..7..i!:i:!:i:

Wanmq Waxmq

iiiiiiiiiii!i!i!i!i!i.!

low Sancl;Jon

,...:.:.:.:.:.'.:-:.'..

===================::=::=:=::=::=::=::=::=::=:=::::::::::::::::::::::::::::::::".:.:.:.:-:.:.:,:.:.:.:." ".:.:.:.:.:.:.:.:.-.................:.:.:.:.:.:.:.:.:.:.:.:~:.:.:.:.:.:.:.

5

So[inaRl: pCR~OOOIE36 s12~nOaROOays Wll;h 9 C)ayspc~ qu&~cR.
n u l l ; a ~ l : p c ~ o 0 of 28 s~anOa~0 bays w~th 7 0ays pc~ qua~cR.

pc~loC) oI~ 8 s~anSaR~)Oays w~th 2 Oays pc~ qua~1;c~.

28

t h e conctave of w zaR0s

g

the Conclave cast by those of another order. Black Robes.
The Spheres of Magic have been defined as Evocation and invocations both channel
of WtzaR0s
follows: magical energy, using that energy to create
The Conclave of Wizards is convened on set Abjuration magics are primarily concerned specific effects and types of matter. These
dates and times as dictated by the moons. The effects include permanent features such as the
Conclave meets regularly once each Foutweek with the prevention and exclusion of particu- wall spells, forces such as the Bigby's hand
on the first day of High Sanction for the Rul- lar magical and nonmagical effects, situa- family of spells, and temporary effects such as
ing Order. The Night of the Eye is a special tions, or individuals, and include most spells lighming bolt or t~reball. Invocations are ded-
time when all of the orders gather together. of protection, avoidance, and repellence. icated to a particular powerful extradimen-
Conclaves can also be called by the Head of Examples include protection from evil spells, sional being and are usually confined to
the Conclave during times of grave crises that spells that dispel magic, and the anti-magic clerics, while evocations involve utilizing
affect all orders. The Conclave does not meet shell spells, among others. This magic is usa- ambient magical energy. These spheres of
when the Test is given as this is a normal func- ble by those of the White Robes only. magic can be used by the Orders of the Red
tion of the tower and is handled on a routine Robes and the White Robes.
basis. Alteration spells modify existing conditions
or individuals through the infusion of magical Illusion/phantasm spellscreate a false reali-
The Conclave of Wizards consists of three energy. Spellsthat give the recipient enhanced ty. This sphere includes the bulk of the spells
factions with seven representatives from each. Strength or the ability to fly, those that trans- listed in the illusionist sub-class. Illusions
Each of the Orders of High Sorcery is equally form substances (polymorph self or others) alone create the apparent existence of items in
represented at the Conclave and each is led by and spells that have general effects (move the minds of the viewers, while phantasms
asingle individual selected by each order. The earth or lower water) are all alterations. This create a shadow reality that gives these illu-
chosen wizard is the Master of that order. The magic is the province of the Order of the Red sions the power to affect the viewer as if real.
selectionprocess is left to each order and varies These are the province of the Red Robes and
from order to order. Th~ Black Robe repre- Robes alone. the Black Robes.
sentative is usually the most powerful wizard Conjuration/Summoning spells are a com-
of that order. This has from time to time Necromantic spells involve the health, hit
resulted in some rather fabulous contests of bination of two separate magics in variable points, or normal functioning of a living or
wizardryas two sorcerers vie to establish who is quantities: The conjuration part brings addi- once-living target. Spells that increase or
fit to rule their order. Such contests are invari- tional matter from elsewhere, while the sum- decrease hit points, cause or cure disease, or
ably held beyond the boundaries of the tow- moning portion creates a duct between the restore lost souls to their bodies all are necro-
ers. In the case of the White Robes, elections caster and some greater magical power. Spells mantic spells. These are the province of the
are held to determine the master of their that summon existing animals or monsters in Black Robes.
order. The Red Robes draw lots from among an area, bring into being on this plane extra-
the seven members of the Conclave. dimensional creatures (such as elementals, for A summary of magical spells divided:
example), or use such creatures' power (such according to level and spell type can be found
The Master of the Conclave is determined as a wish or power word) are conjuration and on pages 126 and 127. Use this list m deter-
by consensus, a spell that instantaneously summoning magics. Both conjuration and mine which spells are usable by the different
determines the combined will of all the wiz- summoning are usable by the Order of the orders of wizardry.
ards of Krynn in a single matter. While not Red Robes. Conjuring may be used by the
always infallible in its ability to benefit the White Robes as well, while summoning may t;he T,owcRs of high
Conclave as a whole, it still remains the meth-
od of selection for the Master of all Sorceries. be used by the Black Robes. SORCeRy
The law of the Conclave is largely determined Divination spells are those that uncover
in everyday matters by the head of the Con- Originally there were five Towers of High
clave and his law is final. If, however, a deci- information that is otherwise hidden under Sorcery. Built by the ancient wizards as centers
sion is made which is against the will of the normal circumstances and include spells that for their crafts and learning, they were located
Conclave, then a mandate may be called for in detect magical effects, invisibility, and the in the ancient cities that later came to he
which case a consensus is taken of the general like, those spells that predict hidden or future called Palanthus, Wayreth, Istar, Daltigoth,
wizardry and a new Master of the Conclave is events, and those that place the caster in con- and the Ruins.
then determined. tact with powerful extradimensional creatures
but do not involve direct action by those crea- The towers were all alike and yet all differ-
l;hc SpheRes tures. This sphere is the common ground of all ent. The general outline of the towers was
Krynn magic and all wizards can use divina- determined by a central committee of mem-
of maGm tion spells regardless of their order. bers of all three orders (since all orders use the
towers), but the supervision of the construc-
Magic operates within spheres in Krynn. Enchantment/charm spells place a tion work was done by wizards who happened
Only certain spheres are usable by the differ- dweomer on the target individual or item that to live in the area. This resulted in the same
ent Orders of High Sorcery; spells castable by radiates a magical aura. On physical items it is general structure for all towers, but widely
wizards of one order may not necessarily be normally used to invest an item with magical varying details and specific layouts.
powers (such as deeppockets or bind), but is
more commonly used to induce particular The general arrangement of the towers con-
emotional or mental states in living targets
(such as animal friendship, forget, and Otto's
irresistable dance). The magic jar spell, which
was originally listed as a possession spell, is
really an enchantment/charm spell. These
spells can be used by wizards of the White and

29

the TOWERS high SORCeRy

sisted of a central complex surrounded by a

field or garden. This field was different for

each of the five towers. The Tower at Wayreth

was surrounded by a transdimensional field

that allowed it to appear anywhere within 500

miles of its usual place in Wayreth Forest. The

Tower in Palanthus was surrounded by the

Shoikan Grove that emanated a continuous

and very powerful s These are the two

towers that are most commonly known today.

Knowledge of the other three towers is hard to

come by, hut the properties historically

ascribed to these towers' gardens were sleep

(Daltigoth), forget (Istar), and passion (the

Ruins). While each of these gardens held

9many other formidable obstacles, these were

their principal attributes and defenses.

All towers are neutral zones. Fighting

among the wizards is not permitted and is

punishable by immediate death.

1;he 1;owe of WayRe l f

The Wayreth Tower's defense is the most .> - D,>~:<;9 .t l+s , ( ,g <S "
unusual, for one does not seek out the tower,
it finds you. The garden about Wayreth's Tow- / p~
er has different dimensions at different times
and the Tower itself is said to exist without .....
dimension, always existing where it is not.
The result is that one could be walking in a o.
forest and suddenly be trespassing within the 3
domains of the wizards of Wayreth. Just where
this tower's garden touches the world of men /*
and elves is controlled by the wizards them-
selves. In this way they protect the tower from i~~ ,~ ' ~;/i!~7~
enemies of their order while still enabling wiz-
ards to enter the tower.

Access to the Wayreth Tower is the most
restricted of all the Towers since the Masters of
High Sorcery decide who may enter. The tow-
er is never where it is looked for and can only
be found when the wizards wish it to be so. It
is impossible for a character to enter the tower
though astral travel or the outer planes of
existence as the tower is not connected to
those planes. (Only the Tower Portals can
touch on the other planes; otherwise, Raistlin
would have had little difficulty in reaching
the domain of the Queen of Darkness).

If the wizards want a person to enter the
Wayreth Forest, he has little choice in the mat-
ter. He may wake to find himself surrounded
by trees. He may try to walk away, only to find
himself inexplicably walking into it. Or he
may be lured inside by the magical singing of
birds promising him his heart's desires. Any-
one attempting to enter the forest without
invitationcan do so, but he better be prepared
to give a good explanation of himself to the

30

[he 1;oweRsOf htGh SORCeRy

wizards quickly. Otherwise he is attacked by have their rooms on the same level as the guest del was, at the time of the penetration,
the trees. chambers. High-level mages have more ele- encased in a magical field.
gant quarters at the top of the tower. There are
Even those invited into the forest (such as no locks on any doors as all wizards respect the In the time following Raistlin's death,
mages traveling to take the Test) are accosted sanctity of others' possessions. Dalamar, the successor to Raistlin as the Mas-
by the feeling of overwhelming magic. It takes ter of that Tower, laid further enchantments
every bit of courage and will they possess to There are libraries of spell books within the on the garden to extend its effects and powers
make their way to the tower itself. Wizards tower, plus libraries of magical scrolls and into a dome that encased the tower as well as
generally travel to the tower via magical magical paraphernalia. These are under the shielding it physically from any assault. Pro-
means and do not bother to go through the control of the Conclave and can be given as jectiles now deflect harmlessly (as would fly-
forest. The exception to this would be a rene- gifts to magic-users (almost all young wizards ing citadels) and the fear that emanates from
gade wizard, who would not be permitted to who pass the Test are given some powerful the grove is unchallengeable.
teleport or otherwise enter the tower without artifact to aid them in their profession). These
permission. may also be purchased (in the case of artifacts Passage through the Shoikan Grove with~-
and scrolls) or studied (in the case of spell
The Tower of Wayreth differs from the oth- books) with the permission of the Conclave. out a talisman requires a saving throw vs. spell
er towers in that it contains a great central hall
where the Conclave meets. This hall is huge, Purchase prices for items would most likely with a - 10 pe0alty, to the die roll (a difficult
so large that the ceiling is lost in shadows. It is be in terms of similar items rather than
round, made of stone, and there are no deco- money. A wizard desiring to purchase a scroll roll at best). A character failing this check
rations or enhancements of any kind. Stone would offer another scroll in exchange or some
chairs, created by magic, stand in a semi-circle other magical object of comparable value. (which must be made every five rounds the
at one side of the hall. There is light without a Thus a White Robe wizard who comes across a
source in the hall; it is brightest upon the scroll of evil magic would not destroy it, but character remains in the grove) succumbs to
semi-circle of chairs. The entrances to this hall rather take it to the tower to trade for a scroll
are magical. No one is permitted inside unless he can use. irrational fear and blind panic, fleeing the
the wizards transport him here. Anyone wan-
dering about the tower would never encounter Wizards can choose to be buried within the grove in the direction from which he came.
the hall. tombs of the tower, although this is not man-
datory. It is rumored that those who choose to The talismans that are given out for passage
The black, rune-covered walls of the Tower rest within the tower's walls serve their art
ofWayreth were built by magic and are part of even after their death by performing such through the grove negate the penalty, but the
the tower's defenses. No weapon exists that tasks as guarding the dungeons or aiding in
can even mar the surface of these walls. Thus the Testing of young wizards. At the time of a character must still successfully make the sav-
the Tower of Wayreth remained standing rela- wizard's death, all possessions and spell books
tively untouched when the rest of the world are either bequeathed to an apprentice, a fel- ing throw or flee in uncontrolled panic: (See
was destroyed in Raistlin's attempt to over- low wizard, or sent to the tower. Thus there
throw the gods. There are no guards at the are no magical artifacts buried in the tombs of page 98 for the talismans that enable safe pas-
gate of the tower; there is no need. Once the tower.
inside the gates, the adventurer passes sage through Shoikan Grove.) i
through a huge courtyard paved with gray Adventuring in the tower can be fascinating
flagstone. The courtyard appears empty at because the DM is relatively free to do with it l;he TOWERof hmoh
first glance, but anyone walking across will as he chooses. See the map of the tower (page
suddenly realize that it is filled with people! 32) for detailed information. SORCERyat palanthus
They cannot be seen directly, only out of the
corner of the eye. These are mages traveling to I he Shotkan GRove The Tower of High Sorcery at Palanthus
and from the tower, mages taking the Test, changes in aspect depending on when in its
mages experimenting, etc. of the history it is visited.
TOWERof palanthus
An adventurer in the courtyard--if invited pRE-CuRsE
to the tower--is transported magically to one The fear generated by the Palanthus Tower
of the tower's many sumptuous guest rooms. is one of the most respected visible defenses of Originally oneof the mostbeautifulofthe
These are like the most luxurious rooms of the the five. This permanent spell is of such power towers, the Tower at Palanthus was also con-
best inns in Krynn. Uninvited guests (those that only one uninvited guest has ever reached sidered one of the most powerful. Here it was
who make it this far!) are either taken imme- the tower--Tasslehoff Burrfoot managed to that the wizards of all the orders came togeth-
diately to stand before the Conclave or to the penetrate the Shoikan Grove while piloting a er to create the dragonorbsthat were responsi-
dungeons. The dungeons of the towers are so flying citadel over Palanthus. Wizards are ble for helping to defeat the Dark Queen.
dreadful that no report of them has reached generally of the opinion that the penetration
the outside world--no one who ever went in was due to the fact that the citadel was a Any entering the tower at this time would
came back alive to report on it. device of magic itself and the pilot of the cita- find it similar to the description of the Tower
ofWayreth, except that this tower is equipped
A wizard entering the tower receives his with a laboratory instead of a great hall. (See
own private quarters, the placement and the description of the laboratory.)
decor of which depend on the wizard's level.
Student magic-users and apprentice wizards l~hc CURSe

During the Age of Might, the wizards grew
so powerful that many people feared they
might take over the world. Among these was
the Kingpriest of Istar, the powerful cleric of
good. He turned the people against the wiz-
ards. Mobs rose up and attacked the towers.

31

32

the Xow r s of h Gh sor c oy

It would have been easy for the wizards to Oalamao'squautr their Dark Queen.
have destroyed the people, but they knew that
in so doing they would destroy the world. Dalamar is Raistlin's only apprentice. Characters looking into the Portal when it ~:
Rather than do this, they chose to sacrifice Despite the fact that he is a dark elf, his quar- not activated see only a dark void. Those l~ki:
their own power in the world. They destroyed ters are very elven in design, being decorated
two of the Towers of High Sorcery--those at with rugs and furniture that celebrate the DM ~ m them t o sr
Daltigoth and the Ruins. They turned the beauty of nature. There are also many inter-
Tower at Istar over to the Kingpriest and were esting and curious objects in these rooms, plus 1~h~,ChamBeR OlES6ctnq
intending to give him the Tower at Palanthus many magical ones and Dalamar's spell
but for the terrible event that was to befall it. books. Here dwell the Live Ones, Raistlin's failed
In return, they were allowed to retain the Tow- experiments in creating life. He is unwilling
er at Wayreth, and it was here that they ~e I~BOUatORy to show them to anyone with the exception of
brought as much of their libraries and as many Dalamar. Their task is to watch the pool that is
of their magical artifacts as was possible. The laboratory is located in the top of the Raistlin's window on the world. Looking into
Tower and can be reached only after climbing it, he can see anything that is currently hap-
At the beginning of the ceremony to turn a narrow stone stairway that spirals up the pening anywhere in Krynn and can, to a cer-
over the Tower of Palanthas to the Kingpriest's inner wall of the tower. Since the center of this tain degree, affect the actions of those he sees.
representative, an evil wizard--driven insane part of the tower is hollow, one misstep on He can only view the present in the pool, he
by the downfall of his art--leaped from an those stairs means that the person falls to his cannot see either the future or the past.
upper window and impaled himself upon the death.
spikes of the tower's gate. As his blood flowed The pool is quite similar in nature to the
to the ground, he cast a curse upon the tower, Upon entering the laboratory, adventurers crystal he (as Fistandantilus) presented to
saying that no living being would inhabit it note that it is much larger than it could possi- Astinus the Historian.
until the Master of Past and Present returned bly be, given the size of the tower. The pri-
with power. mary object in the room is the great stone The Live Ones are quite harmless, but ~;~
table. Dragged from the bottom of the sea by gruesome looking and foul smelling that any
It i~sunlikely that any would be able to enter magic, it is so large that a minotaur can lay character not of evil alignment must succes~
the Tower during the period the curse is in down full length upon it. It is covered with fully roll a Constitution Check or become rio
effect. The only ones known to have done so runes to ward off any outside influences that lendy ill. This has the effect of lowering the
were Raistlin, Caramon, and Crysania, who might affect the mage's work. characterls attack roll b y ~ 3 and penalizinG
came here long after the Cataclysm (Raistlin
mistakenly believed a Portal existed in the Also present in this room are shelves of spell i iiii! ii Liii ! !!i!ii!ii!i iiiiiiiii iiiiii!!i!iiiiiiiiiiiiii!iiiiii!ii iiii!!i!!iiii!iii! iii iiiiiii2iiiiiiiiiiiii ii!i iiii!ii!i!ii!
tower at this time). books. These include the night-blue bound
spell books of Fistandantilus, plus Raistlin's A I ; t e o I ~ a t s t l m ' s Or
The tower is guarded by undead of all sorts own black-bound spell books. Here also are
that permit an adventuring party in the tower books on herbal lore and anatomy, many of When Dalamar became Master of the %w-
only if Raistlin (whom they would recognize) them in Raistlin's own handwriting. Various er, he instituted many changes. Among these
is present. magical items and artifacts are also here. are opening up living quarters for additional
apprentices. His most important act, however,
L'he T,o w e r ~ OumnG Raistlin is an expert in alchemy, so bottles was to shut the laboratory and seal it with a
and beakers of various chemicals are found powerful curse. A lich guards the door and
Ratstltn's Rule both on the stone table and in other parts of suffers none to pass.
the laboratory. He has also delved into the art
Those who enter the tower during this time of vivisection, and various animals and parts GuaRO,anGRoves
are undoubtedly here by invitation and are, in of animals (including humans) can be seen in the OesRoyeo
any case, completely under Raistlin's control. jars and beakers. Severalcomplete skeletons of
They therefore see only what Raistlin wants animals and humans stand in the corners. Krynn before the other three Towers o f H i g ~
them to see. This might include Raistlin's Parts of skeletal remains lie about. Some of Sorcery were destroyed:
study, a luxuriously appointed room filled Raistlin's experimental creations live in jars or
with books, comfortable furniture, and cages and take an avid interest in any new- The towers are similar in construction t o
objects of interest from all over Krynn. A fire comer who enters the lab. those in Palanthas and Wayreth with
in the hearth dispells the chill of the tower. exceptions noted on page 29. Each t o r t e s
At the far end, almost obscured by guardian grove had different charac~ristic~
The books in this room are not spell books; shadows, hangs the purple velvet curtain that : Daltigoth (sle~i! A!I living ~in~ enter
those are in the laboratory. These books are hides the Portal. If these curtains are drawn,
works of poetry and prose, books on herbal the character sees an oval doorway standing on
lore and anatomy, books on philosophy, and a golden dais. It is surrounded by the dragon
treatises on magic. The objects decorating the heads of Takhisis, the Queen of Darkness.
room are also nonmagical, being beautiful or When not activated, these heads appear to be
hideous but all curious. These are mementoes plain gold metal, although the character may
Raistlin has acquired in his travels. have the uncanny feeling that the eyes of the
heads are watching his every move. When
activated, the heads glow blue, red, black,
green, and white and scream the praises of

33

eaRty t, fe of a wlzaR0

ing this forest must make a successful saving Wizard Minimum Scores life to the magic. He must prove to the satis-
throw vs. spell with a - 7 penalty every five faction of his fellow wizards that he takes
rounds they are in the forest. Those who fail Strength 9 / 15* magic seriously and that he will devote his life
fall into an enchanted sleep. The sleeping Intelligence 6 to magic.
being is then transported by the wizards either Wisdom
into their tower or out of the forest, depend- Dexterity 1
ing on whether or not they wish to have deal- Constitution
ings with him. Charisma As each Test of High Sorcery is designed foal
the individual, there is no specific Test
Istar (forget}: Those entering this forest must * A wizard with an Intelligence of 15 or detailed here only guidelines as to how such
roll a successful saving throw vs. spell with a - 5 more gains an additional 10% to all experi- a Test must be conducted and what the Test
penalty every five rounds they are in the forest. ence points earned. should include. It is up to you to design the
Failure temporarily negates all short-term mem- details of the specific Test for the wizards in
ory, thus making k Impossible for a person to Student Wizard Advancement Table your campaign.
remember from moment to moment what it is
9they are doing here. This effect passes once the Level Experience Hit There should be at least three tests of the
characters leave the forest. 1 Points Dice wizard's knowledge of magic and its use; the
2 (d4s) Title Test should require the casting of all of the
Ruins (passion): The character finds his 3 2,500 1 Student spells known to the initiate; at least three tests
own passions overwhelming him. These may 5,000 2 Novice that cannot be solved by magic alone; at least
be of love, hate, vengeance, etc. A saving 10,000 3 Initiate * one combat against a character known to the
throw vs. spell must be successfully rolled eve- initiate as an ally; at least one solo combat
ry five rounds to avoid this effect. * Wizards cannot advance higher than this against an opponent who is two levels higher
without either becoming renegades or joining than the initiate.
curly L,fe one of the Orders of High Sorcery.
Those attempting the Test can bring com-~i
of a W zaRO Wizard Spells Usable by Level panions along, but no one who comes is guar-
anteed of returning alive.
All those who wish m join one or another of Level 12 34 567 89
the Orders of Wizardry begin thek training as 1 1 ........ One such Test offered by Dalamar allowed i
children studying magic under a Master Mage 2 2 ........ the initiate and his parry to enter the tower
(one approved by the Conclave for the teaching 3 2 1 ....... freely--getting out, however, was another
of young magic-users.) Magic-users can rise to ~:~arter.
the level of Initiate without formally declaring
their alignment and without declaring loyalty to Proficiencies Weapon INonweapon Ch nqwnq OROERS
the Conclave. Thus a magic-user could remain Initial 1/ 3
an Initiate all his life, practicing only minor Added al:[cR [hc
spells, without having to take the Test. 1/2 per 5 levels
From time to time, a wizard's actions will
Those seeking greater power must travel to test of indicate that he is no longer a follower of the
the Tower of Wayreth for the Test. Here they tenets of his originally chosen order. Raisdin
declare their alignment and are assigned to a hwqhSORCeRy Majere, for example, won his Red Robes in his
higher level mage to serve time as apprentice Test but thereafter events and his own decisions
wizards. The Test of High Sorcery is more than just a brought him to the way of the Black Robes. Such
trial of a person's magical abilities, it also tests changes are not without hardship.
An apprentice is generally assigned to a how that person will use the abilities he has
wizard of his declared alignment, although in and those he will gain. Magic is powerful in A wizard who changes orders suffers the los,,
later days, Dalamar, wizard of the Black the world of Krynn and, to the wizards, the of two experience levels. This may make the~
Robes, was known to accept Red Robes as distinctions between the three different fac- wizard's spell book unusable in some
apprentices. So also a White Robe wizard tions of wizardry are most important. instances (since the types of spells a wizard
might accept a Red Robe as apprentice. receives depend on his order, the spells in his:
Each initiate's test is a different one, old book may no longer be usable when he;
7", designed especially for his needs and weak- changes orders).
nesses. Failure means death. Because magic is
stuocn, muG,c-useRs such a powerful force in the world, the wizards Also, the wizard's abilities are not affected
are extremely careful about who is allowed to by any moons until one game month has
Game Oata wield this power. They are not interested in passed after his change (then the moon of his
whether the power is used for good or for evil new order affects his abilities)i
Minimum Requirements: Those who wish so much as they are concerned with irresponsi-
to enter into the life of wizardry in Krynn ble use of the power (one reason there are no
must have the following minimum game sta- kender magic-users!). A wizard who agrees to
take the Test, therefore, literally pledges his
..

34

WIZAROs 01: 1;he whll;e ROBES

( EeO

wtza Os og Abjuration Charm Conjurationiii(~(~il!! Red Robe Advancement Table

Divination Enchantment Evocation!i~!~ii!ili!iii!!!!!iiiill Experience Hit Dice

thF White Robe Spells Usable by Level Level Points (d4s) Title

ROBES 4 18,000 4 9th Order

Wizards of the White Robes generally gain Level 1 2 3 4 5 6 7 8 9 5 36,000 5 8th Order
levelsslower than their brothers, yet they ulti-
mately attain higher levels than any of the 4 32 . . . . . ' :'::il):!ii;il;i!i!iiii.ii!i!il;i:: 6 50,000 6 7th Order
other magical orders. 7 90,000 7 6th Order
Z5 4 2 1 - - 8 180,{)00 8 5th Order
A White Robe wizard must follow the ways
of good and keep this goal in his mind in all 6 422- -
that he does. Acts contrary to the mandate of
good can eventually result in the downfall of 7 4 3 2 1 - - - ,~iiiiiiii!i:iiiii!ii!!!i!!!i!~!ii!iii!~i 9 350,000 9 4th Order
the wizard. One of the first indications that a
wizard has lost sight of his order's goals is that 8 4332 : - - - 10 500,000 10 3d Order
his order's moon no longer affects his abilities.
Also, certain spells may not work for him any 9 4 3 32 1 - - - 11 700,000 11 2d Order
more.
10 4 4 3 2 2 1 - , ~!i!:iiiiiiiiii!i!!iiiiiiiiiiiiii 12 900.000 11 + 1 1st Order

13 1,100,000 11 +2

12 4 4 4 4 4 3 2 t ~!~!ii!iiiiii!iiiiiiii!!i!i!iiiiiii!ili 14 1,300,000 11 +3

~i!33!ili!i!~i!ili~ili~iii!iiii!iill
13 5 5 5 4 4 3 2 1 '~7~i~ii!i!!ili!ili!i!!!~i!ii!~'~ 15 1,500,000 11 +4

14 5 5 5 4 4 3 2 1 -:~!!iii~i~!i~i!~:~!i!:il 16 1,750,000 t l + 5 Master *

15 5 5 5 5 5 3 2 2 17 2,000,000 11+6

16 5 5 5 5 5 4 2 2 1 18 2,250.000 11+7

~: 17 5 5 5 5 5 4 3 3 2

5 555 4 3 3 * Only one Red Robe wizard can be of Mas'

w,=oo ter level or above (see The Conclave o f Wiz.

c~ameOaza ardsfor the selection process for the Red Robe

Minimum Requirements: Any who wish to w,zaROs of Master).
join the Order of the White Robes must meet Spheres of Magic Usable: A wizard of the
all of the minimum statistics standards
required of student wizards. They must also ~b6 !~6~) I~OB6g Red Robes can use the following Spheres of
have passed the Test of High Sorcery without Magic:
having committed an act contrary to the laws
of good. A wizard of the Red Robes gains levels

faster than his White-Robed brothers, but Alteration Conjuration Divination

slower than his Black-Robed counterparts. Of Illusion Invocation Phantasm

all the wizardries, the Red Robes have the Summoning

White Robe Advancement Table widest range of spells available.

Experience Hit Dice : Red Robe Spells Usable by Level

Level Points (d4s) Title Level 1 2 3 4 5 6 7 8 9

4 20,000 4 9th Order ReO ROBCWIZal~OS 4 321 . . . . .

5 9 38,000 5 8th Order Game Oat 5 431 . . . . . .

6 55,000 6 7th Order Minimum Requirements: Any who wish to 6 432 . . . . . .
join the Order of the Red Robesmust meet all
7 100,000 7 6th Order of the minimum statisticsstandards required 7 4321 .....
of student wizards. They must also have::
8 200,000 8 5th Order passed the Test of High Sorcerywithout h a y 8 4332 .....
ing committed an act contrary to the lawsof
9 400,000 9 4th Order 9 4332 1 ....
~aosl
10 600,000 10 3d Order 10 5 4 3 2 2 1 - - -

11 800,000 11 2d Order 11 5 4 4 3 3 2 - - -

12 1,000,000 11 + 1 1st Order 12 5 4 4 4 4 2 1 - -

13 1,250,000 11 +2 13 5 5 5 4 4 2 1 1

14 1,500,000 11 +3 14 5 5 5 4 4 2 2 1 -

15 1,750,000 11 +4 . 15 5 5 5 5 5 2 2 1 1

16 2,000,000 11 + 5 16 6 5 5 5 5 3 2 1 1

17 2,250,000 11 +6 17 6 5 5 5 5 3 3 2 1

18 2,500,000 11 + 7 Master * .... 18 6 6 5 5 5 3 3 2 2

* Only one White Robe wizard can be of

Master level (see The Conclave os for

the selection process for the White Robe Mas-

ter).

Spheres of Magic Usable: A wizard of t h e
White Robes can use the following Spheres of
Magic:

35

wtzAoOs o[ l:h~, BtaCk OOBCS

WizaR0s o1: B ~ Robe S ~ Umble by Level -~-~ however, that the standard tables are far less
favorable for a wizard than those for the orders
t h e Black I OBeS ~vel 1234 56 789 of Krynn.
4
Black Robe wizards gain levels faster than 5 32 . . . . . . . . A character who starts in IC,ynn can opt to
either of the other two orders, yet it is in their 6 become a renegade after he reaches 3d level.
nature to top out in levels sooner than either 7 421 . . . . . . Alternatively, a character can leave an order
of the other orders. 8 after having joined and become a renegade by
9 422 . . . . . . not joining another order, Note that any wiz-
10 ard character leaving the Orders of High Sor-
11 4321 ..... cery is subject to the two-level loss penalty
12 required of anyone who leaves an order. At
13 4332 ..... that point he begins to use the magic-user
14 tables in the Player'sHandbook. His experi-
15 43321 -- ence point total is altered so that he has only 1
16 point more than is necessary to reach his cur-
17 443221 - - - rent level (after the two-level drop).

;~:,~8 444321 - - - Players who run their characters as rene-
gades from the beginning also use the
4444211-- AD&D| game system charts for magic-users,
but they are not subject to any level penalties.
BlAck ROBC WIZAROS ~:~ 555432111 An additional problem with being a renegade
wizard is that there is a 50% chance that any
GAm~ Oata 555442111 other wizard encountered will recognize a ren-
egade wizard. This chance is decreased by
Minimum Requirements: Any who wish to 555552111 20% if the renegade is disguised as a wizard
join the Order of the Black Robes must meet from an order other than that of the identify-
all of the minimum statistics standards 555553211 ing wizard.
required of student wizards. They must also
have passed the Test of High Sorcery without 55 55~4 32 1 Renegade wizards who are recognized by a
having committed an act contrary to the laws wizard of another order are dealt with in ways
of evil. 555554 32 1 that depend on the order of the wizard. A wiz-
ard of the White Robes will try to capture the
Black Robe Wizards Advancement Table I eneciaOe WIZaR0S renegade by any means at his disposal while
doing the least harm. Should he fail, he will
Level Experience Hit Dice Wizards who attempt to live outside the report the renegade to the nearest tower,
4 Points (d4s) Title law of the Towersof Sorcery are known as rene- keeping close watch on him meanwhile. He
5 4 9th Order gade wizards. Wizards from other campaigns would destroy the renegade only as a last
6 17,000 5 8th Order who do not quickly contact the heads of an resort and then only if the renegade threat-
7 35,000 6 7th Order order they wish to join will find themselves in ened either the balance of magic or the livesof
8 45,000 7 6th Order the position of being considered a renegade others.
9 80,000 8 ~ 5th Order wizard.
10 135,000 9 4th Order A wizard of the Red Robes will try to cap-
11 290,000 10 Trimorte Renegade wizards are considered by all ture the renegade and bring him before the
375,000 11 Brother to orders to be a menace to the balance of magic Conclave, if possible. If this is not possible, he
12 500,000 in the world. It was only by the barest of mar- would not hesitate to destroy the renegade.
13 Darkness gins that Raistlin. a magic-user of extraordi-
14 650,000 11 + 1 Blackmage nary powers, retained his station in the Order A Black Robe wizard will at first attempt to
': 15 800,000 11 + 2 Master * of Black Robes since he was obviously intent win the wizard over to his side of the struggle
16 1,000,000 11 +2 upon defying them by entering the Abyss and before destroying him.
17 1,200,000 11+3 challenging the gods. Why the Conclave did
18 1,400,000 11+4 not order his destruction is unknown. (Most Renegade wizards who are brought before
1,650,000 11 +5 believe that it was because they feared they the Conclave are given a chance to join one of
1,900,000 11 +6 would not be able to stop him.) Thus they the Orders of High Sorcery and to abide by its
sent the dark elf apprentice wizard. Dalamar, laws. Those who refuse are cast out from the
* Only one Black Robe wizard can be of to spy on him and eventually attempt to realms of Krynn and the circles of the world.
Master level or higher (see The Conclave of destroy him. Those who join the Orders of High Sorcery ate
Wizards for the selection process for the Black entitled to use the better advancement tables
A renegade wizard who has come to the . ~ d all of the benefits of the towers.
Robe Master). attention of the orders is invariably seen as a
threat that must be either neutralized or elim-
Spheres of Magic Usable: A wizard of the inated. Each of the orders has its own way of
Black Robes can use the following Spheres of dealing with a renegade some orders are
Magic: more benevolent than others, but all are
equally effective in their methods.
Charm Divination Enchantment
Illusion Necromantic Phantasm Wizards who enter Krynn from other cam,
paigns are considered renegade wizards u n t i l
such time as they declare their alignmentto a n
order.

Such wizards use the standard wizard tables
found in the DMG and the Player's Hand-
book. It should be explained to the player,

36

wttuslon anO k ynn

lUuslon anb kRynn each individual monster. A successful disbe- of the spell at once. A charmed person is not
lief of a group of monsters would tell which entitled to a saving throw. Otherwise, a suc-
If, from time to time, a character comes were real and which were not should illusions cessful saving throw by the victim can negate
across something that is too hard for him to be interspersed with real ones. Characters who the spell.
believe (even in Krynn!), then the character successfully disbelieve cannot be harmed by
may have cause to question whether the thing illusions. The dream as woven by the spell invokes
is real or merely the strange concoction of three separate layers of reality. These are
some illusionistwizard. Spdls ol; referred to here as levels of the dream.
hlqh SORCeRy
Disbelievingan illusionrequires a period of The tTrsrlevel of the dream alters the char-
concentration. If a character wants to disbe- k=ss of nlqht'S quaROwan acter's perceptions of space, time, and reality
lieve an illusion, follow these steps: around the character's group. The terrain that
(Evocation) is described to the PC during this section of
I) Ask the player how long his character will the adventure is not the actual terrain of the
concentrate on the suspected illusion. This Level: 9 Components: V, S area but the terrain as the PC perceives it. The
should be given as a number of melee rounds. PC can actually travel many miles in the real
Range: Touch Casting Time: 1 seg. world, yet only perceive himself moving a
2) Determine the modifier for the disbelief short distance in the dream state.
check. Compare the duration of concentration Duration: 1 Passage Saving Throw: None
time to the following table to determine a The PC's perception of time is equally dis-
concentration modifier for the roll. Area of Effect: 1 Person totted. He may believe that only minutes have
passed when, in reality, it has been days.
Concentration Modifiers for IllusionDisbelief The Master of the Tower of High Sorcery at Dreamwraiths and dreamshadows will appear
Palanthus has the power to grant protection to among those things that are real, forcing the
Time Modifier ; anyone entering the Shoikan Grove. The Mas- PC to determine which is reality and which is
1Round +1 ter confers this protection by means of a kiss not. Saving throws in this level of the dream
2 Rounds +2 upon the subject's forehead. To those of good are normal and all magic works as it should.
3 Rounds or neutral alignment, the kiss seems to burn
4-6 Rounds +3 into their flesh. To those of evil alignment, the The second level of the dream distorts the
7-9 Rounds +4 kiss will confer a pleasant, warm sensation. It PC's sense of reality even further, for he no
1-3 Turns leaves a scar that is visible only to the undead longer knows which of his companionsate teal
4-6 Turns +5 of the Shoikan Grove. The Kiss acts the same and which are not. Note that dreamwraiths
1+ Hours +6 as the Nighrjewel in alleviating fear and also and dreamshadows have special magical resist-
prevents all undead in the grove from attack- ances of 10% at this level of the dream.
+7 ing the protected person. No weapons or
+8 spells can be used while under the Kiss's influ- The thi'Mlevelofthe dream (the core of the
ence. To do so negates the spell. The Kiss's dream) distorts even the PC's percepuons of
During this period of concentration, the power works only for one passage through the himself. In addition to all the other effects of
character can perform no other actions. It is grove. the previous two levels, at this level of the
the uninterrupted period of concentration dream, all the character's strengths turn to
that determines the modifier. Note that the weaknesses. Characters in melee are forced to
available concentration time of any character use the attack and saving throw tables of other
will be very limited if the illusion attacks the classes, as follows.
character.
mmbspm Clerics use thief tables.
A character who has taken damage from an Fighters use magic-user tables.
illusiondoes not get a chance to disbelieve it. (Illusion/ Phantasm) Magic-users use fighter tables.
Thieves use cleric tables.
3) Determine the Disbelief Number by Level: 7 Components: V, S
adding the concentration modifier to the In addition, due to the magical nature of
character's Intelligence. You may also add 1 Range: Special Casting Time: 3 hours the dream area, each of the following classes
for each other character who has successfully must take the following adjustments:
disbelieved during any previous round. Duration: Special Saving Throw: Neg.
Clerics: Subtract their Wisdom from 20.
4) The referee secretly rolls ld20. If the Area of Effect: One Person Compare the result against the Adjustments
result is higher than the Disbelief Number, for Clerics Table on page t l of the Player's
then the object in question looks real and its Mindspin takes the innermost nightmares Handbook and use the corresponding Chance
effects are as if it is real. If the number is equal of the subject and makes them real in a star- of Spell Failure for the character. On any roll
to or lower, then the illusion is disbelieved. tlingly vivid illusion. These illusions most requinng reference to the Matrix for Clerics
often take the form of dreamwraiths and Affecting Undead Table (page 75, Dungeon
A disbeliefcheck can be made only once per dteamshadows as described in the Creatures Master's Guide) use the table on the following
hour by a character against any one illusion section. page:
(but the character can check again whenever
another character in the group makes a suc- The spell has an exceedingly long casting
cessfulcheck). The illusionis either discovered time. This is primarily due to the need to sift
by the character or else is believed. If an illu- through the victim's mind and distill his
sion is a group of monsters, then the check is nightmares into a tangible form. During this
made for the entire group, not to disbelieve time, the victim and the caster must remain
undisturbed. A disturbance negates the effect

37

spells 01~ high SORC6Ry

,

Mindspin Clerics Turning Table upon the Intelligence of the character on minutes for his level) further than he could
whom the spell was cast. The first level can guarantee success, so he would have a 55 %
Type 1 2 3 4 5 6 7 8 9-1314+ extend to a maximum of 20 miles times the chance (11 x 5%)that the spell fails.
Skeleton character's Intelligence. The second level is up
Zombie .......... to one mile times the character,s Intelligence. Multiple timeheals cannot be cast to
The extent of the third or core level of the increase the time the victim can be brought
Ghoul ......... 20 dream is 20 feet times the character's Intelli- back with guaranteed spell success. Thus the
Shadow gence. Slightly shorter distancescan be used if 9th-level wizard cannor cast three successive
Wight ........ 20 19 ~neheMs to bring his patient back 27 minutes
Ghast this best fits the existing terrain. and thus guarantee success (since none of the
Wraith ....... 20 19 13
Mummy spells alone exceeded his guaranteed limit of
Spectre ...... 20 19 16 10 rune minutes).
Vampire
Ghost . . . . . 20 19 16 13 7 Timefieal will not recall a spirit from death
Lich and therefore is useful only if the character has
Special . . . . 20 19 16 13 10 4 at least I hit point remaining. A dead charac-
ter who has a r/mefieal placed upon him will
- 20 19 16 13 10 7 t be healed of the appropriate damage, but will
nevertheless be dead as his spirit has fled into
- 20 19 16 13 t0 7 4 t the heavens.

20 19 16 13 10 7 4 t t 1;,met eal

20 19 16 t3 10 7 4 t t d

19 16 13 10 7 t t t d d (Evocation)

16 I3 10 7 t t t d d d Level: 5 Components: V, M

Thieves: On any roll requiring the use of Range: Touch Casting Time: 3 seg.
the Thieves Function Table, all successes are
counted as failures and all failures arc success- Duration: Permanent Saving Throw: Special
es. Otherwise, adjust the rolls normally. Sim-
ple locks are now tough opponents. Area of Effect: One creature

Magic-Users: Magic-users now cast spells at This spell takes the creature it is cast upon lmeR veR
one level higher than normal. This is due to and slips its body backward in time to a point
the magical nature of the mindspin spell. If where it was in better health, thus simulating (Evocation)
this enables a magic-user to cast a spell higher a healing ability without using clericalpowers.
than those he currently knows, he can choose Time is of the essence in the timeheal spell as Level: 9 Components: V, S, M
any one spell from the higher level. The magic the greater the amount of time, the greater
automatically gives the magic-user the illusion the chance of failure. Range: 1" Casting Time: 3 Turns
that he knows it. This spell has only illusion-~
ary effects, unlike the other spells the magic- Each level of the casting wizard guaranteed Duration: Permanent Saving Throw: None
user casts during the dream. healing of the character's wounds for one min-
ute previous to the casting. For example: a Area of Effect: 1" radius
All of the effects from each level of the 9th-level wizard casting this spell is guaran-
dream disappear if the dreamer is awakened teed to be able to take the wounded character The r/mereaver spell sends those within its
from his sleep. It is a property of the magic back in time nine minutes to the character,s area of effect backward or forward along the
that the dreamer is always present and a cen- condition at that time. For every minute earli- time.stream of Krynn. into either Krynn's past
tral figure in the dream. Mindspin expands er that the character must be taken back to be or future. It is the spell that was used by Par-
at a rate of one mile per hour with a maximum healed, there is a 5% cumulative chance of Salian to send Caramon and Tasslehoff into
range that depends on the level of the dream. spell failure. Thus if the 9th-level wizard tried the past. It is also the spell that the Scepter of
T/me utilized to transport Caramon and Tas-
to use this slehoff throughout the Legends tales.

38

mcsscnqcRs o1: [hc heavens

Since the earliest days of Krynn, the wisdom and tragic tales told of his existence before the the highest orders of the Knights of Solamnia,
of the gods has been brought to all races creation of the world. gave the fullest measure of any Knight in ban-
through the efforts of the clerics, the mortal ishing the Queen of Darkness from the world
messengers of the will of heaven. The third family, the family of Evil, is that for a time. It is still said today that the place of
of Takhisis. Her consort is Sargonnas. Zeboim Godshome, should anyone find it, is one of
Many have been the faces and names of is the daughter of these two and Nuitari is her great promise and power.
these gods over the centuries. Their precise twin brother. Morgion, Chemosh, and Hid-
names, appearances, and demeanors have var- dukel have been adopted into this family and The Night of Doom: No records have ever
ied from land to land and people to people. were called into this universe from Beyond by been found concerning this night, for all who
Some nations have worshiped many gods and Takhisis. participated in it are now far removed from
some have recognized only a few. the knowledge of mortal man. On this night,
While these gods are not alone in the heav- thirteen days prior to the Cataclysm that end-
Yet while the names and faces of the gods ens, they are the only ones who are involved in ed the Age of Might, the true clerics of the
may have been perceived differently from the lives of the peoples of Krynn. Even though land all disappeared. Legends have it, how-
time to time and place to place, their general the gods take an active and impassioned inter- ever, that they were taken up by the gods to
philosophies, laws, and powers have remained est in Krynn, they mainly allow the course of protect them from the calamity that was to
constant and recognizable. What one clan man's destiny to be shaped by the free will of come.
may call Thak another may call E'li, yet both mankind. The gods prefer to let their will and
were names by which Paladine was known and strength be felt through their agents rather This is not to say that all clerics were taken
both peoples were equally worthy in his eyes than through direct intervention. up--far from it. Only clerics of pure faith and
as true worshipers. good heart were taken. There were few who
There are, however, several notable occa- qualified.
So it is that the history of the gods, or that sions in which the gods took a direct hand in
part of the gods' history that is known to men, the course of the world of Krynn. Mishakal's Return: In the year 351 AC, a
depends greatly upon the culture in which the princess of the Abanasinian Plains was given a
deity is recognized. With so many different Origins of Faith: Each religion on the face glorious gift. Mishakal appeared to her and
cultures on Krynn, the task of sorting the of Krynn has its own version of the origins of gave her the Disks of Mishakal on which are
truth from human fabrication and exaggera- their faith and their god. Generally speaking, written the true words of the gods and their
tion is a difficult one. Suffice it to say that however, all of them agree that this universe power. It was the first manifestation of the
while not all worship the gods in the same was created by the gods out of chaos. Once it true gods in over three centuries. From these
way, their faith and dedication to the basic formed and creatures began to walk the face of beginnings, the message of the gods went out
principles of their creators is accepted by the Krynn, the gods instituted their faiths among across the land and re-established the people's
gods. their creations. Thus all learned the ways of faith in the true gods.
faith in the unknowable.
For purposes of our discourse here, how- The War of the Lance: Takhisis, the Queen
ever, we will be setting forth the gods as they Three of the gods, Solinari, Nuitari and of Darkness, started the War of the Lance part-
are known among the Knights of Solamnia Lunitari, forsook their former positions and, ly as a diversion from her true intent: to find
and as revealed by Paladine to Elistan. The circling close above the world, brought magic the Everman. Once the temple at Neraka was
basic facts seem to be confirmed by many in all its forms to Krynn. Their history is complete, then her way into the world from
annotated historical works compiled by related with that of the wizards. the Abyss would be open and she would be
Astinus of Palanthus. free to rule the world.
The Whitestone Glade: It was here that
There are 21 gods who are the masters of Paladine, Kiri-Jolith, and Habbakuk all Opposing her, however, were the gods. of
Krynn's universe. They are allied seven on appeared to Vinas Solamnus. They gave him good and neutrality. Paladine appeared on the
each side of the triangle of good, evil, and the orders of the Knighthood that he would face of Krynn for a time in disguise. In this
neutrality. They are presented as three sepa- build. They left a sign as a remembrance of way he influenced men to choose the path of
rate families of gods. their visit--a great pillar of crystal. good to fight the evil. All the while, Paladine
tried to maintain the balance of the world and
The first family, the family of Good, is that Huma and the Lance: This legend tells of limit the gods' interference in its workings.
of Paladine. Mishakal is his companion and great deeds done with the gods themselves.
advisor. Their twin sons, Kiri-Jolith and Hab- CienOeR anO
bakuk, administer to their own orders of the Takhisis was determined to impose her will
world. Their third son was Solinari who left upon the lands of Krynn by direct action. the GoOs
the circle of the family as keeper of the magic. While she dwelt upon Krynn, she wreaked
Two other gods of good, Majere and Brancha- havoc with her dragons and other minions. While male and female genders are applied
la, were adopted into the family from The forces of the Knights stood in her way, but to the gods of Krynn, no mortal has ever been
Beyond. there were none among them who had the able to ascertain whether the gods have gen-
heart of a true Knight nor the courage der. Any determination of their gender is
The second family, the family of Neutrality, required to stop the Queen of Darkness. impossible as legends often speak about them
is that of Gilean. He holds a patriarchal posi- appearing in either form at their convenience.
tion in the family; he has no known compan- None save Huma. Paladine himself, however, seems to have
ion. Zivilyn and Chislev are companions, as Huma undertook the long, dangerous jour- affirmed the relationships as described in this
are Sirtion and Shinare. Both were paired ney to Godshome, high in the Khalkist
before the coming from Beyond. Lunitari is Mountains to the east of Solamnia. It was here
the daughter of Zivilyn and Chislev. Reorx
came alone from Beyond to be adopted into that his dragonlance,forged in the mountains
the family of neutrals; many are the fanciful
of Ergoth by silver dragons, was purified and
endowed with special power over the Dark
Queen. Huma, a knight who was barred from

39

oBtIGauons of cteotcs

section as being "as good a card toss into the acts of obedience from his clerics. These must and hit dice of a high priestess (and incurs ~
hat as I have ever seen:' No one is exactly sure be performed in accordance with the precepts wrath of Takhisis).
what that means. of the religion. The following pages describe
those things the known gods of Krynn require In all cases, any further advancement a n d
Thus there are occasional gender confusions of their followers. ability improvements occur on the table for
and contradictions among different legends of the order the cleric currently follows. For
the gods. Wizards, for example, revere the The Fallen: Occasionally a cleric falls from example, the cleric mentioned above would
"Three Brothers" of magic (Solinari, Lunitari, the grace of his deity. He immediately finds now use the Clerics of Good table to deter,
and Nuitari), but the revelations of Paladine his powers diminished and abilities impaired. mime all advances in level and abilities.
to his servant Elistan seem to indicate that
Lunitari is the daughter of Gilean, not his son. Clerics who perform an act contrary to the Repentance: Clerics who have fallen from
The true facts of the matter are of little impor- tenants of their alignment have their align- the grace of their church lose their ability to
tance to the everyday lives of mortals on ment shifted (on the Character Alignment call down miracles in the name of their gods.
Krynn. Tracking chart on page 114) by up to 3 points It is a sad fact that often through misjudg-
toward the alignment of the action per, ment or mortal frailty, a cleric performs some
OBllc/attons formed. Clerics can fall from grace without act contrary to the desires of his or her deity.
changing the god they worship. Clericswhose When this happens, repentance is the only
olZ Ctemcs alignments move away from that of their god recourse open to the cleric.
can repent (see below) and regain their status.
Call to the Service of the Gods: A Krynn Repentance requires acknowledgement of
character who wishes to enter into the service Clerics who have fallen out of their god's the wrongdoing, a sincere statement of
of a god must first be accepted by the god as a alignment cannot cast any spells whatsoever repentance and restitution (when possible) or
devotee. The character must seek the help of a and gain :no experience while they are in this penance (when not).
cleric who is a follower of the god. If the cleric state.
is convinced of the character's sincerity, he will
teach the character the beliefs of the god and Clerics who change from one religion of Actions that are in accordance with the
the dictates of his religion. There is occasion- worship to another of the same alignment lose former alignment of the character wilt natu-
ally a test if the cleric is not convinced of the one level. Those who choose to worship rally move that character's alignment back to
character's sincerity in joining the clerical another god of a different alignment lose two where it belongs. So it is that characters who
order of this god. Once the character is accept- repent are eventually forgiven and have their
ed, he is now a cleric of the god. His teacher levels. ~ells and special abilkies r~tored to them.
gives the new cleric a Medallion of Faith (see The player must declare that this is taking
page 92) and sends him offto preach and grow Railing against the Gods: Rarely does a
in the power of his religion. place. In addition, the cleric must have mortal challenge the mighty gods of Krynn
already proven himself worthy of this change First of all. mortal characters in this world
All clericscreated in Krynn start their game by shifting his alignment into the appropriate rarely attain the power necessary to engage in
life possessing a Medallion of Faith. Encour- alignment area through his previous actions. such combat. Secondly, the gods (with the
age your players to create a story telling how exception of the gods of evil) rarely involve
they came to obtain their Medallionsof Faith. At what level the novitiate is taken in by the themselves directly in the affairs of mortals.
new god depends upon the god. A cleric who Directly interfering in the affairs of Krynn is
Clerics who come to Krynn from other has previously served another god retains his seen as meddling with an experiment in prog-
worms lose all powers until they join the order previous hit points, Hit Dice, and Armor ress and thus biasing the outcome. Free will
of a god as given above. Once they have joined Class, A cleric who converts from one god to was given to men and mortals on the world so
an order, they are resto~ to their proper another typicallyfinds himselfwith two sets of that they alone would make the world move
levels and powets~ levels: former level and current level. The the meddling of the gods is viewed as rear-
former level is the level he was at prior to con- ranging the gears in a working clock.
The Straight and Narrow: Clerics of the version to the new god, minus any modifica-
DRAGONLANCE| game world enjoy many tions for alignment change. The current level Thus it is only on the most rare of occasions
privileges bestowed on them by their gods, refers to the level dictated by the god at the that the gods have direct contact with mortals
often more than those given clerics in other time of the conversion. In most cases, the cur- other than through clerics or other intermedi-
universes. However, to maintain the blessings rent level is substantially lower than the form, aries. Even then, these visitations usually
of these privileges, each cleric of Krynn must er level. Where the former level of the clericis involve only a spiritual manifestation of the
walk the straight path as dictated by his deity. lower than the entry level of the new religion~ god to the mortal.
It is true that some paths are wider than others the cleric enters at the lower level.
(depending upon which deity is being For all of these reasons, mortals who wish to
served), but all gods agree that the penalties When converting to a new god, the experi, 9 follow in the dark paths of Raistlin's footsteps
for not following the precepts of one's religion ence points of the character are set to the low- find their task one of the most impossible in
are great indeed. est number for the current level (or former all of Krynn. Raistlin learned but one lesson:
levelif lower than current level). For example, That selfish victories are hollow when all you
Acts Required: Each god requires different a high priestess of Takhisis who converts t o wished to gain is laid waste in your attempt to
Paladine would become a priestess of th~ attain it.
order and have current experience points of
~!2,50L Note that she retains the hit points If one of the gods is encountered on the face

40

holy OROERS01; ~;hES~XRS

of Krynn and conflict ensues, remember that powers are nor counted against the normal three orders are as follows:
when a god of Krynn reaches 0 hit points he spells acquired for the day and can be cast
does not die but is cast in suffering back into even if the cleric is not yet of sufficient level to Clemcs of GooO
his own plane of existence to rest and heal. cast the spell normally.
While this may rid the world of the god's pres- Game Oata
ence for a time, you can be sure that he will Additionals: These are spells that, while
return with a vengeance. outside the deity's spheres of influence, are Experience Hit Dice
still part of the powers the god grants to his Level Points (d8s) Tide
GoOly SpheRes clerics. 2 Acolyte
1 2,000 3 Deacon
o1: Influence When a character becomes a cleric, he must 2 4,000 4 Adept
select which god he will follow. When he 3 7,500 5 Priest
The universe of the DRAGONLANCE| selects his spells, he can only choose those 4 15,250 6 Curate
saga contains a pantheon of deities that over- spells offered by his deity (he also gains the 5 25,000 7 Prefect
sees the world and spirits therein. benefit of the specials). 6 40,000 8 Canon
7 90,000 9 Elder
It should be no surprise that, considering holy OROeRS 8 160,000 9 + 1 Patriarch
the many deities in charge of the 9. 250,000 9 + 2 High Priest
DRAGONLANCE campaign world, each god of the StaRs 10 500,000 9+3
has his own area of expertise. And since every 11 750,000 9 + 4 Apostle
cleric obtains his powers from a single deity, Game Oata 12 1,000,000 9+5
the powers available to the cleric depend upon 13 1,250,000 9+6
the specialty of his deity. All clerics of the DRAGONLANCE saga 14 1.500,000 9 + 7 Prophet *
must meet the same mimmum requirements 15 1,750,000 9+8
The listings of the gods in this section con- regardless of their alignment or the religion 16 2,000,000 9+9
tain familiar game data, but also give three they espouse. 17 2,250,000 9 + 10 Chosen
new categories of godly statistics: Spheres of 18 2,500,000
Influence, Specials, and Additionals. These Minimum Requirements: Clerics may be Prophet **
groupings define the range of spells that can of any of Krynn's races except gnomes (who,
be obtained through worship of each deity. while they revere Reorx. see no need for a for- * There is only one Prophet for each god of
realized religion other than their work). good. Should more than one cleric of a god
On pages 120-125 of this book, there is a reach this level, the DM should choose one of
listing of clerical spells. The spells listed there Holy Orders of Stars Minimum Scores them for the ride, the other remains an apostle.
are grouped into categories that reflect their
nature. These categories include All, Animal, Strength 9/15 * ** There is only one Chosen Prophet for all
Astral, Charm, Combat, Creation, Divina- Intelligence the gods of good at any given time. This char-
tion, Elemental, Guardianship, Healing, Wisdom acter must be the Prophet of Paladine. No
Necromancy, Plants, Protection, Stellar, Sum- Dexterity other character can reach this level.
moning, and Weather. Constitution
Charisma Clerics of Good--Base Spells Table
Spells in the Sphere of "All" can be cast by
any clericregardlessof whom he worships. Note, Spell Level
however, that there may be certain restrictions
on the way that some clericscan cast these spells. * The number after the slash indicates that Cleric 1234 567
For example, clerics of good can cast only the if the deric has a Wisdom of 15 or higher, he Level
gains a 10% bonus to all experience points 1 ....
true form of the h'ghr spell and cannot cast its 1
reverse, darkness. On the other hand, clericsof earned. 2 2 ....
3
evil can cast only darkness. 4 21 o.

6ctty 6escmpttons Profidendes: 5 22
6
Special Bonuses: These are bonus abilities Profidendes 7 331
the god's clerics gain for following the god. Initial 8
Added Weapont Nonweapon 9 332 -o
Spheres: gives the general categories of 3/ 4 10
spells that clerics of that deity can learn and 1/2 per 3 levels 11 332
cast each day. 12
13 3332 -- - -
The names of the gods are listed with nota- 14
tions under them concerningthe abilities and 15 44 321
spells they grant to their clerics. These nota- 16
tions are interpreted as follows: Even though all clerics are governed by the 17 44 332 - -
above rules, each god has his own spheres of 18
Specials: These are the spells the deity power so each religion is unique. All of the 5 4 4 3 2 I*
grants his followers in addition to any other gods and their religions follow one of the three
spells they normally obtain. These special basic alignments in the DRAGONLANCE 6 55322
game world: Good, Neutral, or Evil. Clerics
who follow a god of good alignmentare in the 666422
Order of Good; neutrals are in the Order of
Neutral, etc. The differences between these 6 66 532

777542 -

7 7 7 6 5 3 1"*

88 86 53 1

8 8 8 76 4 2

41

the Gobs oi; Goob

* Usable anly by defies with Wisdoms o f I 7 CAed~xff
or greater.

** Usable only by clerics with Wisdoms o f ~, ~

2 . . . . : k~ .-. . . . . Cletic~ of!

3 1 ~L,I~~ -

4 2, 2 - -

Experience H i t Dice :: " 4 31~:2, , - .

Ie~d ~t~

I !,500

- ~ 3,000 2 Ovate ~ : : " ~ ~:: 8

3 6,000 ~ Initiate 9

4/~:~ ; 13,000 4,-- Disciple I0

;~ 27,500 5 Master o f E ~ , II

.~ ~ 55,000 6 - : ~ .... Master of Fke 12

. ~-~77 '~ 110,000 [ Master o f W a t e i - 13

8 225.000 g~! Master of 14

" Winds 15 6 6 6 6 4 3~ 1.

9 9 ~: ~'~ 450,000: 9=":C~ Master of Mys- - 16 6 6 6 "~ 6" 5 4 i / [ " 12 6~ ~ j

: IO ~ 675,000 ~+1::" Master of Light 79 6 6:; 6 5 4 3

II 900,000 9 ~Z ~ Master of Time ""
~:~IZ 1.125.000 .9+3 ..... Master of Ele-
* Usableonlvbyderios~Wisdomsofi7

menu or greater. " 1 7 . " ~ 6 6 6 .6

"' 13 1,350,000-.:9§ Master of the ** Usable only by cleric, with Wisdoms of 18 .... 6 6.6

Book 18or greater. ~: .... 7~:~,.

14 L575,000" 9+5 Archmaster* * Usable only bYderics with Wisdoms of:iT

1~ t.soo.ooo9*6 Starmaster** CIE;RICS OF (~V1[-
16 2,025,000 9+7 9

17 2,250,000 9§ '- GameOa~

18 2,475,000 9+9 : .- - Experience I-Iit Dice

.

........ Level Points (dSs) 1;heGoOsof GooO
* There is only one 2~rcnmaster rot each goe -- ~ 1 1,500 1
pM,xOme
of neutrality. ShouM more than one cleric of a 2 3,000 2
As the Father of Good and Master of the
god reach this level, the DM should choose 3.4 6,000 3 Law, Paladine is the spokesman for the gods of
one of them for the dale; the other remains ~ good. A supreme leader, he does not interfere
Master of the Book. 12,500 4 with the affairs of his fellow beings as long as
their doings do not counter the law of good. It
** There is only one Starmaster for all ~ 5 20,000 5 was Paladine, during the Age of Twilight, who
6, 35,000 6 led the gods of good from Beyond at the direc-
gods of neutrality at any given time. This tion of the Highgod, to create this place and
character must be the Archmaster of Gilean. 7. 60,000 7 time. He led the gods of good in the All-
Saints War and represented his order to the
No other character can reach this level or 8 90,000 8 ~pmtor other orders of the gods.
9 2O0,OOO 9
He knew better than his brothers the need
............. : io 40o.000 = for balance and the interdependence of the
three major orders of gods. His vision saw the
. . . . . . . . . . . .7:':~::~" ~i 11 650,000 - 9 * 2 : .. High Priest ~7 need for balance and conflict as the catalyst for
learning and progress.
12 1,000,000 9 + 3 Nighrmaster*
Many believe that Paladine assumed mortal
'-- -~-~'-,,-- :. --:~ 13 1,350,000 9 + 4 form as the ancient hero Huma to drive the
dragons from the land during the Age of
-~:-:i .7.::~: ~ ":-:-.~::';-.~,-~:~. 14 1,700,000 9 + 5 .Nighdord Dreams. This was not so, but Paladine's hand
is evident in the history of that time. There are
-~ :~. --- 15 2,050,000 9 + 6 many tales of Paladine's presence in that time

..... . , 16 2,400,000 9+7 ~: -

:" !~15 ~-~:-:: ~.~f_/..... * There is only one Nightmaster for e a ~
evil god. Should more than one clerk of a god
.... -~:~.~?.:.:. ~ . ~ 7~ reach this level, the DM should choose one of

42

1;he qoOs of qooO

and this may account for the belief that he was Follow~s' Abilities: lished around one of these three gods.
Huma. Clerics of Kiri-Jolith are powerful in battle
Spheres:
Paladine's constellation traditionally Astral, Charm, Guardianship, Protection; but must use these formidable powers careful-
guards the Gate of Souls, keeping the dragons Stellar ly, for they can lose their powers if Kiri-Jolith
from returning to Krynn. It is of no small his- feels they have violated the principles of good.
torical interest that his constellation disap- Spedals:
peared at the time of the Cataclysm and that Detect Balance, Reaecting Pool klRI-JOllth
dragons reentered the world soon afterward
Now that his constellation is once again in the Additinnais: Fighter/Cleric (29th levetin each)
night sky, dragons still remain in the world of Alignment: Lawful Good
Krynn, but no visitations from Paladine have ITla]eRe Movement: 12"/29"
occurred since then. Armor Class: - 8
Majere is the favored god of monks. He is Hit Points: 500
The Gate of Souls no longer holds what Pal- said to give his followers symbols that, when Hit Dice: 29
adine himself described as the Balance of the cast upon the ground, become msects that i/of Attacks: 6
World. During the time of the Cataclysm, he fight for their owner. One of the gods who Damagel Attack: 3d20 / 3d20/2d20/2d20/
and his fellowswithdrew their direct influence came from Beyond, he followed his friend ld10t ld10
from the world and caused the Cataclysm. Paladine into this great adventure of creation.
Astinus records that for 60 days after the Cata- Followers" Abilides:
clysm, Paladine's tears filled the night sky Monk (53d level)
with their brilliance. Alignment: Neutral Good Spedal Bonuses:
Movement: 18" 124" + 1 on all attacks if in good standing
When the time came to reclaim Krynn in Armor Class: - 5
the name of good, Paladine took the form of a Hit Points: 530 Spheres:
rather befuddled old wizard named Fizban Hit Dice: 53 Astral, Combat, Guardianship~ Healing
the Fabulous, who wandered the world to # of Attacks: 5 (Reverse)
prod those who could change the destiny of Damage/Attack: ld8/ld8/2dlO/2dlO/
the world. It is most important to note that 2d20 Specials:
while Paladine often intervened in seemingly I: Detect Magic
minor matters, he never directly used his vast Followers' Abilities: III: Create Food & Water
powers in affairs of great consequence. Pala-
dine worked through men and their free agen- Spheres: Additioaals:
cy to accomplish his desires. He would offer Astral, Charm, Divination, Summoning I: Detect Snares & Pits, Penetrate Dis-
what guidance he could, but it was up to men gmse, Predict Weather
to save their world. Specials: II: Find Traps, Hear~Chill metM
III: Death's Door, Magical Vestment
Paladine rules the Dome of Creation that Charm Animals, Summon Insects, Silence IV: Cloak of Fear/Bravery
surrounds all that is. It is an ethereal land of 15"cad V: Quest, Slay Living
perfect beauty. These lands are vast indeed Additionals: VI: Heroes" Feast
and those who have walked them yearn to IV: Repel Insects
return. V: Insect Plague mmshM l

pza,~me ~ I : CreepingDoom The fabled goddess of healing is known in
nearly every culture and country on the face of
Cleric/Magic User (40th level in eada) kmm-Jou1;h Krynn. In ancient times, she was the most
Alignment: Lawful Good revered of the ministering gods and in her
Movement: 12" 129" Kiri-Jolith is the war god of good. He is the name many temples were built for the teach-
Armor Class: - 10 favorite god of paladins and good-aligned ing of the healing arts.
Hit Points: 999 fighters. His constellation seems to threaten
Hit Dice: 40 that of the Queen of Darkness in the night In more recent times, Mishakal is known as
# ofAttacks: 5 sky. the Bearer or Light Bringer as it was through
Damage/Attack: t-lO00 * her that the knowledge of the true gods was
Kiri-Jolith is the son of Paladine and Misha- restored to the world. Mishakal's gift of the
9 The damage done by this attack is ldl0 kal, but he is their peer in ability. His twin Disks of Mishakal again brought knowledge to
rimes a number between 1 and 100, inclusive brother is Habbakuk. These twins, with Pala- men of healing power and true clerics.
(Palatine gets to pick this number!). For dine, form an alliance that supports the
example, Paladine may choose a multiplier of Knights of Solamnia in all their works. Each of Mishakal is Paladine's companion and advi-
20. In this case, the damage per attack is l d l 0 the three Orders of the Knights was estab- sor. They have twin sons and a third son in
x 20. If Paladine rolls a 6 for damage, the Solinari, the god of good magic.

In post-Cataclysmic Ansalon after the War of
the Lance, clerics of Mishakal's order were the

43

the caoOsoi; n ugRahl '

most numerous of all derics. Nearly every com- Followers" Abiliti~: SollnaRl
munity on the face of Amalon had a deric of this
order to minister to the needs of the people. Animal, Elemental " : .: T~" This son of Paladine is the master of good
These clerics were especially sought after by Specials: magic. He spins through the sky over the
adventuring parties for thek curative abilities. world and keeps his watchful eye on all magic.
I: Locate Animals The tale of Solinari is given in more detail in
mJshakal H: Spiritual Hammer, DetcctLife ~ the section on the Wizards of High Sorcery.

Cleric (25th Level) Additionals: ? 9 ,. ,

Armor Class: - 3 III: Create Food & Water
Hit Points: 350
Hit Dice: 25 V: Commune with Nature

Damage/Attack: 3dS~3dS/~ /,- - ' : '" Heroes" Feast, Speak w i t h Monsters,

Followers" Abilities: Forbiddance, Conjure Animal

Special Bonuses: BRanchMa Followers, Abilides~

+ 1 die on all healing spells Before the world was created, Branchala was 1:he GoOs
Spheres: a companion to Habbakuk. Branchala fol-
lowed his friend so that he too could help of neumal y
Astral, Charm, Creation, Divination, He@~ forge worlds.
ing, Necromancy, Stellar Gflc an
Specials: His music is that of the souls of all who live.
III: Ptay-er, Remove~Bestow Curse No one who has heard his melodies can ever Gilean is the patriarch of the neutral family
Additionals: remember the depths of feeling they brought of gods. He holds a book, the Tobdl, that con-
I: Animal Friendship, Bless~Curse; into mind. It is said that his music resides in us tains all the knowledge possessed by all the
all and that all hearts beat to its unknown mel- gods. All truth is contained in that single
haBBakuk ody. tome, but portions of it are sealed. Gilean
resides in the night sky between the constella-
The god of animal life and the sea, Habba- BRanchala 9 tions of Paladine and the Queen of Darkness,
kuk holds a specialplace in the hearts of sailors as if to hold them in their places and keep
and rangers. His skillsof the wild and beliefin Fighter/Bard (35th level in~h) them from destroying each other. His real
the harmony with nature constitute a peaceful Alignment: Neutral Good - abode is believed to be the Hidden Vale, a
teaching. He is seen as a symbol of eternal life Movement: 15"/33" perfect valley of nature that exists everywhere
beyond the world and a strong enforcer of nat- Armor Class: - 7 and yet nowhere. The ways to the vale are
ural justice. He is the twin brother of Kiri- Hit Points: 590 sometimes opened to those who follow the
Jolith. With his brother and father, he helped Hit Dice: 35 wisdom of Gilean.
form the Knights of Solamnia. # of Attacks: 2
Damage/Attack: 2d20/2d20
h Bakuk
Followers" Abilities:
Druid (27th Level)
Special Bonuses:
Armor Class: - 3 + 2 on any artistic proficiency
Hit Points: 490,~
Hit Dice: 27 Spheres:
Plants, Stellar; Weather

Specials:
II: Detect Life, Locate P l a i n s i~_

Additionals:
I: Detect Snares & Pits
II: Slow Poison

SOU

V: Quest
, Vl: Aerial ,Sewant

44

GoOsof neutRaLity

* The damage done by this attack is l d ~ hold him as the highest of the gods. Reorx also ZIVl[yrl
times a number between t and 100,:i n c l u ~ forged the Greystone of Gargath and is thus the
(Gilean gets to pick the number!). See the p t i : father of gnomes, dwarves, and kender. For Zivilyn is said to exist in all times and in all
or r ~ greater background on this god, see the section lands and to possess all the wisdom of all the
on the races of Krynn. planes of existence. He is the advisor to Gflean,
the god of knowledge. Zivilyn's companion is
Followegs, Abilities: Chislev; their relationship is seen as the ideal
blend of harmony and understanding.
Spedal Bonuses:

+ 1 on any nonweapon profmiency r01!

Spheres: ....

At
Hi
Hi
#~

SiRl~lOn JuU.

The god of flame and natural power, Sirtion is Sp
the guard of the neutral way and the bringer into Sp
being of nature. His companion is Shinare, the
goddess of industry and creation from nature. sp
Theyare traditionally seen as a quarrelsome coup-
le and their disputes are of cosmic proportions.

Fighter/Cleric(35thlevelin~ ) : :.,!:i' Chlsle-'v ShlnaRG
Alignment: Neutral
Movement: 18" 138" Companion to Zivilyn, Chislevis nature incar- 5h~n~e~ the goddessof wealth, money,and
Armor Class: - 8 nate. She is servedby large numbers of animated industry. She is the favorite god of the dwarves
Hit Points: 530 wooden creatureswho carryout her wishes. (although she is male in their tales) and is the
Hit Dice: 35 patron god of merchants and commerce. Her
# of Attacks: 4 Both she and her companion are said to companion is Sirrion whose fondness for nature
Damage/Attack: 2dlO12dlOf2d20t2d20 dwell in Zhan, the grandest of forests. It is often runs against Shinare's desire for progress.
said that worthy elves come here when they
Followets"Abilities: leave Krynn for the next world.

Special Bonuses: Chlsl6"v
+ I die damage on fire-based spells
Druid (34th level)
Spheres: Alignment: Neutral
Combat, Guardianshi[ Movement: 16" 124"
Armor Class: - 6
moning Hit Points: 780
Specials: ~ Hit Dice: 34
# of Attacks: 3
I eorbx, the oRcie Damage/Attack: 3d20/3d2012dlO0

Reorx was the hand by which all of chaos Followers"Abilities:
wasbrought under the direction of the gods in
this place and time. He commands creation Spheres:
and technology.
None
Humam tend to portray this god as a paunchy Additionals:
squire to Kiri-Jolith, but dwarves and gnomes

45

1;he cioOs of cwt

[um m her to the Abyss. Dragons of all kinds were SaRGonnas
banished deep into the ground from whence
Lunitari is the god of neutral magic. She is the they came and soon passed into legend. Little is known of the consort to the Queen
sole daughter of Gilean, but her mother is not of Darkness. He is the god of vengeance and
known. See the history of the Wizards of High Then the pride of the Kingpriest provided often participates in plots for and against his
Sorcery for more background on this goddess. Takhisis with new opportunities for her ambi- Queen.
tions. She had been brooding for nearly a mil-
[unI~RI lennium over her plans of conquest and now Sa~qonnas
they were about to come to fruition. As the
Red Robe Wizard (40th level) Kingpnest and his nation fell into pride and Cleric (30th level)
Alignment: Neutral boasting, the way was open for her cunning Alignment: Lawful Evil
Movement: 12" / 18" suggestmns. The Cataclysm was the result. Movement: 14"/24"
Armor Class: - 5 Armor Class: - 7
Hit Points: 970 The Cataclysm caused great destruction in the Hit Points: 666
Hit Dice: 40 world of Krynn, but it did not destroy the Tem- Hit Dice: 30
# of Attacks: 3 ple of the Kingpriest as many had thought. # of Attacks: 4
Damage/Attack: 1d10/1d10/ldl0 Instead, the temple was sent to the Abyss and Damage/Attack: 2d20/2d20/2d20/2d10
was soon discovered by the Queen of Darkness.
Followers"Abilities: Using its presence and the great magics that she Followers' Abilities:
commanded, she was able to force a portal
Spheres: through Huron's banishment and again make Spheres:
her way into the world. That story and the tale of Astral, Charm, Combat, Healing, Sum-
All spheres of Red Robe sorcery the Dragonlance Wars is told in more detail in moning
the historical sections of this text.
1;he GoOs of Evil Specials:
Takhisis can appear in any form she wishes II: Resist Fire
l kh,sls and often takes on a disguise. She is most III: Know~Obscure Alignment
often seen as either a five-headed chromatic
Takhisis. the Queen of Darkness, Dragon- dragon or as a beautiful temptress. She is Additionals:
queen, She of Many Faces--in all lands and cul- equally deadly in either form. III: Protection from Fire
tures, her countenance has been the visage of VI: Animate Object
evil. Her name is the call of darkness. Takhisis l~l~khlSlS ':
led the shadows from Beyond and brought them moRciton
to aid in the creation of this cosmos. Her deeds Cleric/Black Robe Wizard (40th level each)
have ever since been a constant struggle to assert Alignment: Lawful Evil Morgion is the god of disease, decay, and
her rule over all creation. It is, in her view, only Movement: 18"/48" plague. Always the lone warrior, he does not
right and just that this be so. Armor Class: - 10 act with the other gods nor does he often dis-
Hit Points: 999 cuss plans with them. Instead he broods in his
Sargonnas is her consort and has been since Hit Dice: 40 Bronze Tower that stands on the far borders of
before the beginning of all things known to # of Attacks: 4 the Abyss and keeps his thoughts secret from
Krynn. They have but one offspring, that Damage/Attack: 1-1000 */1-1000 */1-1000 all save his minions. Worshipers of Morgion
being Nuitari, their dark son of black magic. meet in secret and dark places to do their foul
There is a respectful peace between Takhisis */1-1000 * deeds. Their priestcrafts are secret as well and
and Sargonnas, yet they do not hesitate to use none outside of their orders know their works
their power to better their relative positions. * The damage done by this attack is ldl0 fully.
times a number from 1 to 100, inclusive
The Dark Queen instigated the All-Saints (Takhisis gets to pick this number!). See the
War before the beginning of Krynn and was prior entry for Paladine for more information
primarily responsible for the separation of the on this attack.
gods at that time. She saw the prized spirits of
mortals that fell to Krynn as her key to final Followers' Abilities: moRGion
triumph over all the other gods. To this end,
has she moved throughout the centuries to Sphe r e s " ........ Druid (37th level)
take control of the world through the force of Astral, Guardianship, Protection, Sum- Alignment: Neutral Evil
her will and the power of her minions. Movement: 24"/48"
moning Armor Class: - 5
All three of the Dragon Wars were insti- Hit Points: 730
gated at her behest and for her betterment. Specials: Hit Dice: 37 ~i i/~'i,~
This continued until Huron, using a power- # of Attacks: i
fully endowed dragonlance, drove the Dark VI: Animate Object Damage/Attack: Special *
Queen from the face of Krynn and banished
Additionals: ii

II: Spiritual Hammer ,

III: Create Food & Water

V: Flame Strike

V I I : Unholy Word * Morgion always attacks through p e s d i
.;!enceand disease rather than by direct means.

46

His power is such that these attacks occur at ZCBOlm 1;he G O O S O1: e v i l
much-accelerated rate. Generally, his attacks
inflict 5d20 points of damage on the round of Also known as the Sea Queen, Zeboim is II
the attack and ld20 points of damage on the daughter of Takhisis. Impetuous, manic-
subsequent day until the malady either kil~ depressive, and constantly swinging to the .
the victim or he is treated with a heal s p e l l edges of the emotional spectrum, she is the
Even then the flea/spell does not recover t h e most temperamental of the gods and by far
previouslylost points--it only stops the loss of : the most dangerous to deal with. She is the
points. Subsequent spells and the passage of queen of tempests and weather. Those seamen
time will recover the who attempt to placate her may occasionally
avoid her rage, but as often as not they man-
Followers, Abilities: ..... age to displease her in some way. Many have
been the tales of those seamen who have
somehow mistakenly offended Zeboim and
were brought to their tragic ends by her.

Chcmosh nUll;aRi

As the Lord of the Undead, Chemosh was Twin brother to Zeboim and son of Takhisis
called here to serve after being cast out from and Sargonnas, Nuitari left the ranks of evil to
the Beyond by the High God. Takhisis saw his join with the other two gods of magic. Nuitari
usefulness in her scheme and rescued him is the god of Black or Evil Magic.
from the Void of Chaos.

Chemosh is the lord of false redemption; he
offers immortality at the price of exaltation.
Those who follow his ways hope to live forever
but will do so in bodies that are eternally cor-
rupted. Nearly all of the evil undead have at
one time or another made a pact with Che-
mosh or one of his servants.

Worshipers of Chemosh generally wear
white skull masks and black robes.

Chcmosh :.. h oOukel

ClericI Black Robe Wizard Hiddukel is a deal maker who trades in
souls. It is said that he is the only being who
Alignment: Lawful Evil can barter with the Queen of Darkness and
come out ahead. He controls all ill-gotten
Movement: 9"/4 s " . . . . ". . . . wealth in the world, which he uses to corrupt
greedy men. He is the patron of evil business-
Armor Class: - 9 men.

Hit Points: 580 Hiddukel is seen as grosslyfat with cold eyes
and a oily smile. He is also something of a mis-
Hit Dice: 29 i chief maker as his role in the making of the
Greystone so well shows (see page 49).
# of Attacks: 2 .... 1;he heathens

Damage / Attack: ldlO0 / l d 100 9 2 tevel~: Clerics who come from worlds far removed
from the DRAGONLANCE| saga world are
drained heathens. They immediately lose all of their
spell-casting abilities until they find a god of
Followers' Abilities: Krynn to worship. (The gods of Krynn are the
only ones who have powers in this world.)
Spheres:
Astral,

Specials:
None

Additiona
vi

47

'~, ,4>....

(

,JL~

t h e accs of k ynn

All of the creatures on the face of Krynn conquest-oriented). In time, free-willed ogres It was also during this time that the single
sprang from one of five sources: dragons, calling themselves the Irda broke away from greatest event in the history of Krynn took
ogres, animals, humans, or elves. Dragons ogre-kind and the world in general. This place. While the tale is most fanciful, it is a
were born from the world itself and are part sparked the Ogre Wars during the Age of fact that some fabulous event took place at
and spirit with it, while the remaining four Dreams; during these wars the Irda were lost about this time that brought about tremen-
races were brought in as spirits from the to the knowledge of men. dous diversity in the creatures of Krynn.
realms of the gods.
The elves then awoke in the world. Elven The legends of that time are clear. Hiddu-
Originally Krynn had but a few distinct tradition holds that the elves were the first kel saw the creation of the gnomes and
types of creatures (though there was great vari- beings to awaken in the world. This somewhat smiled. Reorx had worked long and hard to
ety within these broad classes). It was only narrow view was generally accepted as the forge order out of chaos. Yet now, Reorx saw
after a period of time (and some rather elves were the only chroniclers of the Age of that the balance of neutrality was not main-
extraordinary assistance) that the current Dreams and it was their version of history that tained. Hiddukel knew that Chislev also felt
diversity of creatures was achieved. was handed down from that time. In truth, this swing in the balance. Herein was the
the ogres were the first to awaken. The fact foundation for mischief.
The following races are common in that the ogres and elves awoke in areas quite
DRAGONLANCE| saga and are described i n far apart and that it was many yeats before the Hiddukel went to Chislev. With cunning
either this book (DL Adv.) or in the Player's two groups ran into each other has added fuel words, he convinced Chislev that the forces of
Handbook (PH). to the historical debate. evil were losing ground. Their only hope, he
said, was for neutrality to take ultimate con-
Human PH The elves of those days were highly individ- trol. Chislev agreed and, at Hiddukel's insis-
Kender DL Adw ualistic and most peaceful. Though not truly tence, asked Reorx to forge the Greystone.
Gnomes immortal as were the ogres, they were quite
PH long lived. Spread over a great area and with- The Greystone was a marvelous artifact. A
Mad DL Adv. out any centralized authority, however, the large clear grey stone of many facets, it was
Tinker Gnomes elves had no true civilizationuntil the time of designed to hold and radiate the essence of
PH Lunitari, the red moon of neutral magic. Hid-
Elves DL Adv. Silvanos. dukel convinced Chislev that this stone would
Dark DL Adv. The animals awoke next. They were of anchor neutrality to the world of Krynn and
Qualinesti DL Adv. solidify the neutral position on the planet.
Silvanesti DL Adv. many types and vast numbers. Thoroughly Chislev convinced Reorx of the same thing
Kagonesti PH neutral, they represent the balance of all na- and thus the stone was created. It was placed
Dimemesti in Lunitari and magic swelled within it.
Half elves PH ture.
DL Adw Last of all came man. Quevalin Soth said Reorx, although still angered at the
Dwarves DL Adv. gnomes, had never forsaken them. He loved
Fatherless? DL Adv. that man "fell with blind vision to cause red them and now could see how they might yet
Hill Dwarves DL Adv. dusk and dawn." His free will brought choice serve him. He appeared to their priest and
Mountain Dwarves DL Adv. to the world and set all history in motion. It presented a plan for a Great Invention he
Gully Dwarves was during this time that, as legend has it, the wished the gnomes to construct. It would be
gnomes were created as told in the Tale of the powered by a magical stone that Reorx would
Irda Greystone of Gargath. provide. The gnomes, as was their wont, built
Minotauts the machine 30 times the required size and
When Reorx created the world, he needed with mechanisms that never served any pur-
Those entries in italics are common to the assistance of men to help him with the pose. Their general consensus was that it
worlds other than Krynn, but have special work. To this end, one-eighth of all men and would work once the stone was in place.
clarifications in this book when they are their families followed Reorx across the sea in
encountered in Krynn. hopes of learning his crafts. Reorx now finalized his plan. Among his
servants he found a lowly gnome who truly
There are no halflings or half-orcs in Krynn. For many years, men worked happily under worshiped his arts. In a vision, the little
Halflings who enter this world are considered the guidance of Reorx. Inevitably (humans gnome saw the Greystone and wanted it more
kender and gain the special abilities (and being human), the men became proud of than anything. He approached the problem of
obnoxious personalities) of kender in this their skills and used them for their own ends. getting it like a good gnome...he invented
world. Half-orcs would be considered magical
freaks or aberrations as there are no orcs i n Reorx was angered. In his wrath, he remade something.
these men into a new race. As they had His invention was truly worthy of the
&cie o1: wJllciht become tinkerers, so they would remain for all
time. He took from them the crafts he had gnomes--a mechanical ladder that lifted itself
The ogres, the most beautiful of races, fos- taught, leaving only their burning desire to into the sky. The strange device had pulleys
tered four subclasses of creatures: true ogres, tinker and build, invent and construct. He and counterweights and wheels and cogs. It
goblins (smaller creatures) giants (larger crea- made them into a small people--they became made a terrific racket when it worked. Reorx
tures) and minotaurs (exploration- and smiled upon that gnome and gave him a secret
the gnomes. device. The gnome's ladder worked. One
Apart from the spirits the gods brought to could set it upright on the ground, winch up
the top section and then climb up to the top.
the world, the dragons sprang from Krynn From there, the bottom part could be
itself. Their natures reflected a refinement of winched up off the ground so that the ladder
the good and the evil that made up the world.
The metallic dragons followed the path of
good, while the chromatic dragons trod the
course of evil.

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