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hung steadily in mid-air. Then the operator technology, a humongous siege engine broken wall.
would climb up the new section and repeat approached, sounding like a hundred ghosts As the gnomes rushed into the courtyard,
the process. Slowly, the ladder pulled itself up wailing. This one rammed the first siege
into the sky, and eventually reached the red engine and caught fire. It burned to the both sides were amazed to see the grey light
moon. ground and the gnomes retreated with heavy from the tower suddenly fill the area with
losses. unbearable light. When men could see again,
With a magical net given to him by Reorx, the two factions of gnomes were suddenly
the little gnome captured the Greystone. He Nearly a month and a half later, a towering fighting each other. One side was filled with
lowered the ladder back to the ground and colossus of a siege engine roared toward lust for the gem and the other side was filled
went to place the Greystone into the Great Gargath's battlements. Charging through the with curiosity.
Invention. But the moment he opened the ashes of the first two siege engines, the drive
net, the stone leaped into the air and floated mechanism broke. The siege engine fell for- The power of the gem had changed the
quickly offto the west. All the gnomes rushed ward and shattered the outer wall of the cas- gnomes. Those who lusted after wealth
to pack up their belongings and follow it. tle. Although this wasn't exactly what the became dwarves. Those who were curious
They followed it to the western shores of their gnomes had planned, the result was good became the first kender. True gnomes yet
land and quickly built ships. The Greystone enough. The gnomes charged in through the remained in the far-off islands, but dwarves
floated westward across the waters with the and kender quickly spread throughout the
gnomes in pursuit until the gem finally l
reached the shores of Ansalon. 7

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

At that time, there was a great ruler among
men named Gargath. He was a barbarian
prince who well loved the gods of neutrality
and served their purposes.

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

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

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

Two weeks later, a giant siege engine came
thundering toward the gates of the fortress. It
broke down just short of its goal. The gnomes
retreated with heavy losses.

Three weeks after that display of gnomish

5O

kenOeR

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

51

kenOeR

have opened that locked door with the warn- (triggering their taunting talents almost to look at. Thieving comes naturally to
ing signs on it, huh?"). Experienced adven- immediately). them--so naturally that they do not see it as
turers quickly come to dread that most awful thieving.
of kender sayings: "Oops!" Kender treasure their friends; if a kender's
friends are injured or slain, the kender may Kender do not steal for the sake of profit.
Another important point is that kender become very depressed and upset. Death only First of all, they have little concept of value.
need action--and they need it now! They seems to affect a kender when it comes to one Faced with a choice between a 2,000 steel
thrive on excitement and yearn for new adven- that the kender knows and loves, or when it is piece diamond and a huge, glittering chunk
tures. " I ' m just along for the fun" is a com- meted out by disaster or warfare to innocent of purple glass, 90 kender out of 100 will take
mon saying among wandering kender. It has beings (including any kender). In such cases, the glass. (The rest will take both but will get
been suggested that the worst torture that the distress that the usually cheerful kender rid of the diamond first.) They pick things up
could be inflicted on a kender would be to feels is terrible to behold. A story is told of a out of curiosity and wander off with them.
lock him up and give him nothing new to do human ranger during in the Age of Dreams Sometimes the owner of an item leaves before
or look at. (Conversely, it has been said that who wounded a deer that was the pet of a ken-
the worst torture one can visit on any nonken- der community. The sight of the entire village the kender can give the item back, or else the
der Would be to lock him up in a bare cell with of small kender crying their hearts out was so kender becomes enchanted with the item and
a bored kender.) Some kender believethat evil upsetting to the ranger that he quested until forgets to return it. While adventuring, a ken-
creatures are condemned to an afterlife where he found a druid who could heal the animal, der regards anything found in an enemy
they will be eternally bored. then retired and took up fishing. stronghold as fair game for picking up, as such
items are marvelous curios and might prove
Most kender are encountered during wan- Kender are masters of taunting, sarcasm, useful later on.
derlust, a particular phase in a kender's life and outright rudeness when they are riled.
that occurs for most kender during their early Their intense curiosity gives them shocking Even if caught red-handed while taking an
20s. Apparently the kender's natural curiosity insights into the characters and natures of oth- item, the range of excuses a kender will offer is
and desire for action suddenly go into over- er people, though such an awareness is gener- amazing:
drive at this time, and kender are driven to ally shallow. It is acute enough, however, for a
wander the land as far as they can go. Wander- kender to forge an idea of another person's "Guess I found it somewhere."
lust may last for many years, and some kender character flaws, giving the kender the ability "I forgot that I had it."
have a habit of making maps of their travels to create the most stinging insults that can be "You walked off before I could give it
during this time. Sadly, most kender are poor imagined. Full-scaleriots have been started by back."
map makers, lacking the patience and skills to irritated kender who opened up on someone "I was afraid someone else would take it."
chart their travels accurately. Kender may col- with their verbal guns. "You must have dropped it."
lect other maps during this time to satisfy "You put it down and I didn't think you
their curiosity about other places. This wan- Taunting is one of the few defenses that wanted it anymore."
derlust is responsible for spreading kender kender have. Being smaller than most other "Maybe it fell into my pocket."
communities across the continent of Ansalon. beings, kender resent anyone who takes All of these lines are deliveredwith an inno-
advantage of them. A kender could not imag- cent sincerity that is all the more maddening
Risky deeds draw kender like gold draws ine taunting a fellow kender; after all, they're because the kender really is sincere[ A kender
dragons, but risk must be combined with in this together. Taunting is especially effec- might not necessarily remember where he
action or else they lose interest. Gambling tive if a kender has others to back him up or found something, even if he picked it up half
with cards won't hold a kender's attention for some trap that a maddened attacker can be a minute before, and such responses are often
long, but seeing if one can outrun a mad lured into with little cost to the kender. delivered as part of a subconscious defense
owlbear is another thing. Bravery is easilycon- Though not very effective against the largest mechanism. Intense curiosity is a trait
fused with recklessness where kender are con- creatures (who will not have their combat ingrained in their souls and minds from their
cerned. effectiveness reduced greatly), taunting can racial creation by the Greystone of Gargath.
still give a hard-pressed kender an edge in a They cannot be other than what they are--
Kender are natural extroverts and enjoy fight. It is best used against those who are natural thieves.
making new friends and seeing new places. either attacking or are about to attack; there's On the other hand, kender, like everyone
Most kender are very personable and no sense in angering a potential friend. else, do not like the idea of someone deliber-
friendly--too friendly for some people, who ately taking an item from someone else with-
dislike their nosiness, their extreme talkative- 1;hel:t vs. hanOllnq out the latter's permission. To be called a thief
ness (which grows worse when they get is still considered a base insult. This assertion
excited), and their habit of pocketing every- The kender concept of personal property sounds remarkable in view of the fact that
thing that interests them. and theft deserves special attention. Because kender constantly borrow things from each
many kender develop thieving talents, most other and from visitors (without asking) in
Kender also resent being given orders; they people assume they are merely innocent- their communities. Kender don't regard their
want to do what they want to do when they looking but sneaky burglars. This is just not idea of borrowing as stealing, however. If they
want to do it. Telling them to do otherwise is so. The intense curiosity that kender feel feeds need something, they'll take it. If they see
worse than useless, as they will complain loud- their desire to know how locks can be opened, something interesting, they'll pick it up and
ly and disrespectfully, taunting if they're mad how to approach people unseen and listen in pocket it. A popular proverb defines a kender
enough. The best way to handle kender, say on their conversations, and how to reach into heirloom as anything that remains for more
old adventurers, is not to give them orders, pockets or pouches to find interesting things than three weeks inside a kender's home.
but to get them to volunteer.

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

52

kenC)eR

SoocW kenbeR Special Abilities: Kendets have infravision
that works out to 30 feet. They also have sev-
The basic unit of kender society is the Game S~t~scms eral unique abilities, as well as all standard
immediate family (parents and children). halfling abilities.
Because kender wander so much, extended C-r Abilities: The initial ability
families do not truly exist. A detailed discus- rolls are modified by a - 1 penalty to Strength kcnOeR pockets
sion of kender politics, government, and soci- and a + 2 bonus to Dexterity. The minimum
ety is impossible in the short space here and maximum ability scores for kender are as If there are kender in a party of adventurers.
follows: the DM needs to keep track of the items in the
available. kendet's pockets. It is not necessary to keep a
Suffice it to say that kender have the most Kender Ability Ranges separate chart for each kender in a group,
since two or more kendet in a party rend to
horribly democratic system ever found on the Ability Minimum Maximum borrow from each other continuously.
face of Krynn--everyone is pretty much
allowed to do as they please. Kender do not Strength 6 16 * This chart must- have at least 100 spaces for
see any great need to impress their views on Intelligence 6 18 entries. The first 92 entries are always filled.
anyone else and are genuinely interested in Wisdom 3 16 The first 82 positions on the chart consist of
the perspectives of others. Thus there seems to Dexterity 8 19 relatively harmless items that a kender might
be little need for law or government. Constitution 10 18 pull out of his pockets (although you never
Charisma 6 18 know what use they might have). This is fol-
Kender are naturally helpful and decent lowed by 10 objects that start out as harmless
and thus have no need for a powerful central Kender Classes: Kender can be of any class items, but they can be exchanged for more
government. Interestingly, when an emer- in the following list. useful objects as the kender collects things on
gency does occur that requires the kender to his adventures.
cooperate, they do so naturally; with little Kender Class Limits Maximum Level
preparation they can become a formidable Slots from 93 up are filled one at a time
unified group. Class 5* each time the kender goes up a level. These
Fighter 10 ** slots should be filled according to the follow-
This is not to say that the idea of govern- 5* ing table:
ment has not impressed the kender. Having Barbarian Unlimited
seen the importance of civilizationto all other Ranger Unlimited Kender Pockets FillingTable
societies in Krynn, kender have done their Thief
best to keep up. They have tried every con- Thief/Acrobat 6 DIO0 Filled With
ceivable type of government (and several types Cleric (Heathen) 5* 1-20
never imagined by nonkender) and are more Druid (Heathen) 12 21-60 Harmless Item
than happy to give a new type of government Holy Order of the Stars 61-100
a chance. They will also follow any leader for BasicEquipment (PH 123)
as long as it seems like fun...usually at least Magical Item (DMG pg. 121)

five minutes. * Kender who somehow gain 17 Strength Harmless Items: These are the types of
Kender society can also be hard to take. can reach 6th level: those who manage to get things parents find in kids' pockets all the
Strength of 18 can become 7th-level fighters, time--string, nails, feathers, stones, etc. Take
Nonkender visitors rarely stay longer than a any item that suits your fancy and place it
week in any major kender town, unless they ** Kender who somehow gain 17 Strength here. (No items bigger than bread boxes,
have a great sense of humor. It is not uncom- can reach 1lth level; those who manage to get please.) Let common sense be your guide.
mon to be relieved of one's possessions at eve- a Strength of 18 can become t2th.level bar-
ry turn (occasionally by the constables barians. Basic Equipment: Select an irem of basic
themselves). Visitors are pelted by a constant equipment from the basic equipment lists in
barrage of questions and told a million lies Kender cannot learn to cast magic-user or
and tall tales without rest or letup. Couple illusionistspells because of their innate magic the Player'sHandbook. Be as random as possi-
this with the constant flux of kender govern- resistance, a legacy of their creation. They can-
ment (the rules change from moment to not become assassins because of their natural ble in this determination with the following
moment on a whim) and most civilized men empathy with living things, and they cannot limitations: The object cannot be larger than
quickly flee in terror. become monks because, regardless of align- the kender could reasonably conceal (this
ment, they lack self-discipline. No evil kendet
There has never been a standing kender are known to exist. could be quite large if the kender has a bagof
army; those few invaders who have taken ken- fiolding) and it cannot be magical in nature.
der territory have never found the heart to stay Kender who are not thieves are allowed a
very long. Indeed, most kender communities base 5% chance to perform any thieving skill Magical Item: Using Treasure Table III on
find an occupation by invading forces to be a except reading languages (no chance) and
tremendous boost to their local economy since climbing (base 40% chance); these chances page 121 of the DMG and all subsequent
invaders always bring such interesting things never improve except for Dexterity and racial
for the kender to handle. modifiers (treat kender as halflings with tables, randomly determine a magical trea-
regards to climbing). This also applies to NPC
kender who have no levels(treated as Oth-level sure. Reroll any artifact results.
When in a pinch, kender often try to grab
characters with ld6 hp).
something from their pockets. This action
takes ld6 segments to perform. When a ken-
der declares that he is reaching into his pock-
et, roll percentile dice against the following

53

Gnomes

Kender Pocket Grab Zable: . l;mkeR Gnomes motivation for their coming to Ansalon from
across the sea. The history of the gnomes
D 100 Description Appe,aRance before they lived in Ansalon is unavailable
1-3 Bird Feather since the older diaries are much more detailed
4-10 Purple Stones (2d6) Gnomes average three feet in height and and filled with minutae than those of present-
11-20 Multicolored Marbles (d!00) weigh about 45-50 lbs. Females are as large as day gnomes. The ancient history of the
21-24 String males. All gnomes have rich brown skin, gnomes no doubt exists somewhere in the vast
25-27 Animal Teeth either straight or curly white hair, china-blue storage system of the gnomish libraries, but it
28-32 Whistle or violet eyes, and surprisingly even, cavity- has been impossible to ferret out. This task is
free teeth. Males have soft, curly white beards also complicated by the fact that an early
33-35 Paper and mustaches; females are beardless. Both gnomish inventor tried to build a cam and
36-43 Chalk sexes develop facial wrinkles after age 50. shaft data storage facility (primitive com-
44-50 Charcoal Gnomes are very short and stocky, though puter) which burned to the ground and took
51-97 Handkerchiefs their movements are quick and their hands are many ancient works with it.
58-63 Mice (ld4) deft and sure. They have rounded ears and
64-70 Deck of Cards large noses. What little has been pieced together gives a
71-82 Useless Maps dim picture of the history of gnomes since the
83-92 Useful Map Gnomes sound much like humans in vocal Greystone. On Sancrist Isle, many of the
93-100 Special Items range and pitch, except for having a more gnomes who pursued the Greystone gave up
nasal voice. They speak very intensely and tap- the chase. They settled down rather than risk
This table must be maintained by the DM idly, running their words together in unend- another dangerous ocean voyage. The rest of
during the course of the game. Each time a ing sentences. Gnomes are capable of the gnomes built ships and sailed out of sight,
kender handles an object, that object must speaking and listening carefully at the same with the best wishes of their fellows. Eventu-
displace one of the special items. Displaced time. When two gnomes meet, each babbles ally, many gnomes who had scattered across
objects are placed carefullyout of sight some- away at the other until they've both finished Ansalon during the chase migrated west to
where. their say, often answering questions later in Sancrist; only a few gnomes now remain on
their dialogue as part of the same continuous the main continent.
The kender's regular equipment is not s u g sentence. Gnomes have learned to speak slow-
ject to displacement. His hoopak or other ly and distinctly when around other races. If Throughout their history, gnomes have
weapon, his food and other essential objects frightened, startled, or depressed, a gnome concentrated on developing scientific and
would not be dropped. Similarly, he would may speak in much shorter sentences than is technological devices, a vocation hampered by
not take essential items from another creature~ USUal. the predominantly magical essence of this
world. They have working steam engines and
kcnO6R T,aun ant) Gnomes involved in major industrial opera- steam-powered ships, clockwork mechanisms
tions may develop industrial diseases from to keep time, ore-refining plants that make
IZcr_3RIE~ssn(~sS smog and other working hazards. Mild respi- high-grade steel, and such mundane devices
tatory and eye infections are fairly common, as screws, pulleys, drive shafts, toothed gears,
Kender have two unique special abilities:. but clear up quickly once the afflicted gnome coiled springs, music boxes, and mechanical
taunt and fearlessness. is put in fresh air for a few days. Industrial toys.
accidents, noise and visual pollution, and oth-
When a kender taunts an intelligent crea, er problems can temporarily or permanently Two notable events occurred following the
rare who can understand the kender's speech; disable a gnome, sometimes leading to early escape of the Greystone. The first was the
the creature must make a successful saving retirement from active pursuits. arrival of the Knights of Solamnia on Sancrist.
throw vs. spell (Wisdom bonuses apply). If The first Knight-gnome contact was rather
the creature fails, it attacks the kender wildly h stoRy unpleasant. Always suspicious of outsiders,
for ld10 rounds, with a - 2 penalty to hit and the gnomes were alarmed to see ships arriving
a + 2 penalty to his Armor Class because of Gnomish history is the most detailed of any upon their shores, bearing hordes of tall, war-
the affected being's irrationality. of the races of Krynn--it is also the most inex- like humans. Determined to keep their
plicable and boring stuff you could ever be mountain paradise secret from the humans,
If a particular victim is assumed to be more:: forced to read. Every gnome, no matter how the gnomes lurched into action. Their first
or less vulnerable to such abuse, the DM can lowly his station, keeps a detailed diary of his thought was to hide within their mountain
apply penalties or bonuses to saving throws as work and inventions. These diaries form the caverns but then, being gnomes, they had a
desired. (Long-time friends of a kendet official history of the gnomish race. Thus the better idea.
develop a high resistance to this power asthey historian must wade through tremendous
have grown used to the abuse.) amounts of tedious notes just to find a refer- After several months of unending toil by
ence to a significant event in gnomish history. their greatest mechanical geniuses, the
The kender's fearlessnessgrants him immu- Even the most intrepid of scholars balks at the gnomes were prepared. They were going to
nity to natural fear emanating from mongers monumental task. make their mountain disappear. The engi-
such as dragons, androsphinxes, and demons~ neers set off the device with great pride and
and m magical fear generated bywands or ere, Nevertheless, there are enough references much fanfare.
ated by spells such as cause feat, scare; e m ~ to the Greystone of Gargath to establish it as a
rabD, symbol o f fear, .and fe~. major event in gnomish history and the major This day went down in the annals of San-
crist (even when almost everything else was
lost during the Cataclysm) as the Day of Rot-
ten Eggs. The island was covered in a dense

54

Gnomes

i

cloud of thick yellow smoke, redolent of eggs gnomes. This name takes merely half a min- ly 400 yards. This smooth area came to be
that had been sitting in the sun for a week. ute to recite and is simply a listing of the high- called the Inner Hall. A horizontal shaft (the
lights of the gnome's ancestry. Humans and Outer Hall) runs from the Inner Hall through
Within hours everyone in the human colo- other races who deal with gnomes have devel- the mountain to the outside world.
nywas deathly sick from the smell. Packing up oped even shorter names for them. These con-
blankets and clothes, they headed for the sist of the first one or two syllablesof gnomish The central shaft is over 1,050 yards high
beaches. Gratefully breathing the fresh salt names. Gnomes find these abbreviated names and 800 yards across at its top. Illumination
breezes, they wondered if they would ever be to be very undignified, but they have learned from thousands of lanterns, fires, candles,
able to return to their homes. While waiting to live with them.
anxiously for the vile yellow cloud to dissi- mirrors, and old glass globes with continual
pate, the colonists were considerably startled Soc el;y lighr spells brightens the Inner Hall.
to see an army of short, brown creatures stag-
ger out of the smoke and fall almost lifeless at The largest settlement of gnomes exists in Mount Nevermind is a scene of frantic,
the humans' feet. the immense tunnel complexes beneath nonstop activity and noise. Everywhere one
Mount Nevermind, an extinct volcano (and looks are gnomes hurrying from place to
The kindly people of Solamnia immedi- tallest mountain) on Sancrist Isle. A recent place, whistles blowing, gears turning, steam
atelywent to the aid of the poor gnomes. Thus census of the community indicates that blasting, horns sounding, lights flashing,
did the two races of Sancrist meet. 59,000 gnomes live there, give or take the few mechanical carts rolling, etc. The gnomes
hundred who are coming or going at any one have developed catapults (gnomeflingers) for
As a result of this experiment, the gnomes time. The Mount Nevermind community is rapid transportation from the Inner Hall to
now possess a formula for a poison gas that thousands of years old and is the most highly the various levels of the city (35 levels in all).
incapacitates its victims. More importantly, developed of all gnome cities on Krynn. Hundreds of staircases, ramps, pulley eleva-
the gnomes have allied themselves with tors, ladders, and the like also cross from level
Solamnia's government and are now impor- The city of Mount Nevermind is built into to level. Steam-powered carts mounted on
tant trading partners of this kingdom. The the rock surrounding the central shaft of the rails encircle the city on many levels, provid-
Knights, ever suspicious of magical forces, are volcano. The volcano's caldera holds a small ing fast (but rather undependable) travel
relieved to be dealing with a race that carries central lake that freezes over in the winter. around a single level. In an emergency,
the banner of technology; Solamnia has prof- Gnome engineers long ago excavated the ash
ited greatly from this contact. and rock from the volcano's throat and gnomes can move through the huge ventila-
smoothed out the floor of the crater for rough- tion shafts cut into the mountain, though the
The second major post-Greystone event was steam-driven fans would make the going diffi-
the Cataclysm. This world-rending catastro-
phe produced tremendous upheavals that cult.
enlarged the size of Sancrist's mountainous Beneath the main city is an enormous net-
northern half, where the gnomes lived. A
number of gnomes were killed by landslides work of tunnels and mines that spreads out in
and tunnel collapses, but overall, the seismic
activity was welcome. With vastly increased
livingspace, the gnomes were little inclined to
travel elsewhere. Many small groups of
gnomes now make their homes in the north-
ern Sancrist mountains, spending their days
mining and gem-hunting.

Social practices

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

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

55

qnomcs

all directions. Called the Undercity, this tun- Engineering Guild, a Weapons Guild, an l;mkeR qnomes
nel system is as ancient as the city above and Education Guild, etc. Coverage of the physi-
far more dangerous. Monster lairs and cal and technological sciences is very heavy, Gam~ S[.a~lSglC$
unfriendly subterranean races have been but only two guilds (the Agricultural and
encountered, though gnomish technology has Medical Guilds) have anything to do with the Generating Abilities: The initial abili
managed to isolate most of these hazards. Sev- life sciences. Scientific guilds without imme- rollsare modified by a - 1 penalty to Strengt~
eral engineering committees are investigating diate application, such as Astronomy, are usu- and a + 2 bonus to Dexterity. The minimum!
ways to harness geothermal energy from deep ally small and lack a say in the affairs of the and maximum scores for gnomes are as fol*
in the earth. These committees have set up community. The Acquisitions, Military, and tOWS:
research stations here and there in the Under- Foreign Relations guilds regularly train and
city. A number of tunnels also serve as dump- employ gnome thieves and assassins (and even Tinker Gnomes Ability Scores ~
ing sites for hazardous wastes; unpleasant gully dwarf assassins on occasion). Clerical
things may be encountered there as well. gnomes (when some existed) belonged to the Ability Minimum Maxim~
Priests Guild, which was the first and only Strength 6 18,
9Each level of the city and Undercity is well guild to become completely extinct. Their Intelligence 8 18
separated from all others by a thick expanse of functions were largely absorbed by the Medi- Wisdom 3 12
rock. The tunneling is superbly engineered cal and Philosophers Guilds. Dexterity 8 q 18
and reinforced, as insurance against earth- Constitution 8 18
quakes and other disturbances. Some areas of BeyonO the mountain Charisma " 3 18
the city are built with shock-absorbingceilings
reinforced by enormous steel springs. Steel The largest gnomish community away from Gnome Classes: Gnomes in Krynn c@
rods are often drilled through the rock to lend Mount Nevermind has only a thousand inhab- only be of the tinker class, but their ad
additional reinforcement. The possibilityof a itants. Most others average 200-400 citizens ment in that class is unlimited.
second Cataclysm has not been ignored by the and are found in mountainous or rough, hilly
gnomish engineers. regions. Each of these small towns is orga- Abilities: For details of gnomish technoM~
nized similarly to Mount Nevermind, but gy, look under the tinker character class ~
The slopes of Mount Nevermind have been with fewer guilds and some of the guilds per- page 21 of this book. Tinker gnomes of
extensively terraced. The terraces are carefully form multiple functions (e.g., the Medical also have the special abilities of regular
farmed and tended by the Agricultural Guild, Guild might also take care of agricultural gnomes (such as infravision magic resistance,
which also maintains fungi-growth farms and needs).
herds of cave-dwelling goats and sheep in the ma0 Cinomes
Undercity. Additional food is provided by Sages are very common in any gnomish
raising domestic animals in the surrounding community. Sages compile volumes and vol- Occasionally travelers come across mad
countryside and from game caught by the umes of information, guesses, facts, figures, gnomes. These creatures look like gnomes and
Hunters Guild. Research is being conducted speculations, and philosophical doodles on have many of the same abilities as gnomes,
into creating artificial food, but previous their guild committee's selected topics. This but they have no talent for technology. They
experiments in this area have always resulted pure research is sometimes (though rarely) are almost always from distant lands far from
in poisonous morsels. A committee is still helpful to future generations, but all of it is Ansalon. Gnomes do their best to help them
looking into the matter. carefully labeled, archived, and cared for by (the Medical Guild has treated several of them
the gnomish librarians in their huge book with a variety of devices of varying effect) but
Mount Nevermind is governed by an elect- rooms. Sage gnomes almost never travel, pre- mostly it is for naught. The few mad gnomes
ed Grand Council of clan leaders and guild ferring to devote themselves to lifelong study who have learned technological skillsjust nev-
masters. These gnome leaders serve in their of a given subject. er do their work properly as far as the gnomes
positions for life. Methods of election vary are concerned. (Their equipment usually
from guild to guild and from clan to clan; It is worth saying a few words about works too well.)
some use closed ballots, debates, seniority, gnomes' relations with other races. In areas
and contests, while some positions are actually where gnomes are known to exist, they are Only off-world gnomes start out as
generally not well liked. Their technological gnomes; Non-mad gnomes get a yearly di~
hereditary. bent makes them very alien to people accus- roll to see if they become mad gnomes~ R0tt
Several hundred clans dwell within the tomed to magic, and their poor grasp of social ld100, if the roll is a !00, roll ag~, If the
relations puts off most potential friends. War ond roll is also a 100, then that gnome ~ I
mountain. There are perhaps 50 major guilds was narrowly averted in one area after a gnom- now become a mad gnome.
and a host of minor ones. The government is ish digging machine plowed through a sacred
so heavily laden with bureaucracy that few elven grove, and similar episodes have Mad gnomes from off world have g:l,~
major decisions are actually rendered in the occurred across Ansalon at regular intervals.
Grand Council. Most of the decisions are The humans on Sancrist have managed to
made by guilds and clans who go off on their adjust to the gnomes by avoiding contact with
own tangents, regardless of the wishes of the them whenever possible.
rest of the community. Everyone insists upon
regulation and doing things by the book, but
this process is so tedious and time-consuming
that even gnomes don't have the patience.

Each major guild is organized around a par-
ticular area of interest. There is a Mathematics
Guild, a Philosophers Guild, a Mechanical

56

tive and can only be checked once later called Dimemesti and Dargonesti. Both for more than two millennia and are still hon-
game months. If the gnome succeed., developed their own cultures independent of ored today in the courts of the Silvanesti elves.
becomes a mad gnome with technological the main elven histories. They lived in distant
skills. Mad gnomes from Krynn start out with obscurity and peace, though trade was estab- During the first Dragon War, Silvanos
the gnomish technological skills; lished between elves of the land and those of called the Sinthal-Elish (Council of the High
the sea. Ones) on a hill named Sol-Fallen.There many
Mad gnomes who can use technology get a households and clans swore their allegiance to
+ 5 bonus to any success roll involved in creat- Yet peace was not always possible in Ansa- Silvanos and the fledgling nation of Silvanes-
ing a device. Also, the device is automatically Ion. The dragons awakened with the world, ti. Balif stayed to help Silvanos run the elven
ld6 sizes smaller than a re~!ar gnomish some to evil and some to good. With the armies.
device of this t ~ e (with no incre~e in ~ m ' advent of the first Dragon War in the Age of
~xity Level)i Dreams, conflict entered the world of Krynn. Silvanos wed Quinari and raised a family.
Their first son was Sithel. When Silvanos died
l he Elves of The Ogre Wars were but a precursor to the in approximately 2515 PC (Pre-Cataclysm),
great struggle of the first Dragon War. Among Sithel assumed the leadership of the elves of
ns lon the elves of that time was one named Silvanos. Silvanesti. His father was buried in a crystal
He was a powerful warrior and a great traveler. tomb. Sithel also erected a tower in honor of
Of the races that first sprang into being He visited many of the elves in the deep woods his mother in the heart of Silvanost.
from the forging of the universe, the elves throughout Ansalon. Traveling with his com-
were the embodiment of good. panion, a kender by the name of Balif, he also It was about 2308 PC that twin sons were
encountered great suffering and death during born to Sithel. They were named Sithas and
All of elvish tradition holds that they were the Dragon War. When at last he could take it Kith-Kanan. Sithas was born but minutes
the first to be born into the world. When they no more, Silvanos traveled the lands again, before Kith-Kanan.
first awakened during the Age of Dreams, but now with a purpose. He rallied the elves of
they were scattered across the land like the the woods and convinced them to abandon During this same time, the human
stars ate spread across the sky. The passage of their isolated villages. His vision of a united Ergothian Empire was spreading across Ansa-
the Greystone left none on the face of Krynn elven nation fired the minds of elves across all lon and, inevitably, encroached on the
untouched, but it seemed to effect the elves of Ansalon and brought them under his ban- expanding borders of Silvanesti. The
less than most. The only known change ner. Wildrunner elves of the House Protector were,
caused by that wondrous magical passage was naturally, at the front of the elven expansion
that of those land elves who became Sea Elves, Thus Silvanos gave direction and a united and were the first to make contact with the ris-
front to the previously dispersed elves. He ing human civilization. Kith-Kanan was the
forged a nation whose ideals and order lasted leader of the Wildrunnet Elves and Sithas was
the heir to the Silvanesti throne.

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y ,:,

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!~ J i 9

57

SlLvAn(~sl;i (~l.vcs

The sympathies of Kith-Kanan were with island of Ergoth. Since the end of the war, the
Silvanesti government has been located in
SI|V&ne,s1;Ithese Wildrunner elves who were more free of Qualinost under the direction of Alhana Star-
the constraints of their Houses and more open breeze, daughter of King Lorac. Her marriage
and friendly than the elves of the other (h,qh elves) to Porthios, Speaker of Suns of Qualinesti, is a
Houses. Trade was soon established between symbolic union of their two peoples.
the Wildrunner elves and the human settle- &pp.aRanCE
The Silvanesti elves are trying to reclaim
ments on their borders and, in the course of The Silvanesti are a fair-skinned race with their homeland from their base in Qualinesti.
time, several marriages between Wildrunner eyes of blue or brown and hair ranging from While the orb is no longer causing the night.
elves and humans occurred. While this made light brown to blonde-white. Hazel eyes are a mares to continue in Silvanesti, the effects of
sense to the elves of House Protector, Sithel symbol of the line of Silvanos. The Silvanesti that magic still remain and make once-great
looked on this with great suspicion. On Kith- prefer loose garments, flowing robes, and Silvanesti a place of horror and twisted agony.
Kanan's advice, he journeyed to the western capes. The elves have a long and hard task ahead to
reaches of the kingdom to judge for himself reclaim their homeland.

the results of Kith-Kanan's diplomacy. philosophies

The journey proved to be a terrible disaster. The Silvanesti elves are a prejudiced peo-
ple, intolerant of other races and customs,
historySithel was killed while hunting for sport in the which are seen by the Silvanesti as being high-
ly inferior to their own. Their views are obvi-
borderlands. Some say that the arrow that The history of the Silvanesti is largely the ously the only correct ones. Racial purity is
also a large part of the Silvanesti mindset.
slew him was a stray that found its mark by history of elves on Ansalon. Quevalin Soth,
SOClEW
accident. Others say that the humans assassi- the great bard of the Silvanesti elves, was the
Silvanesriattitudes differ greatly from those
nated him in order to remove any barriers to first popular elvish historian. His writings of their Qualinesti brethren. Long yearswith-
in a safe, settled empire have stratified the
their expansion. There was also a tale that the form the basis of most commonly known his- various crafts and tasksinto a rigid systemof
castes, or Houses. At the top of the systemis
killing was done at the order of Sithas in order tory to this day. Thus the history of elves at the HouseRoyal, the descendantsof Silvanoswho
role the land. Next is House Cleric, once a
to discredit his brother and place himself on beginning of this section really details the his- religious order, but now mainly concerned
with keeping recordsand lore.
the throne all at the same time. tory of Silvanesti in its early stages.
Beneath these two houses are those of the
The final result was the Kinslayer War that After the formation of Qualinesti, the craftsmen and guilds: House Mystic, House
Gardener, and House Mason, to name a few.
lasted until 2100 PC, in which the Silvanesti Silvanesti elves remained isolated from the The House Protector (the Wildrunners) serves
as the army of the Silvanesti. Years of contin-
elves tried to drive the humans from the land. world until the time of King Lorac Caladon. ual peace have stratified the guilds into rigid
social institutions. No one marries outside his
The elves of that region who had married Under his direction, Silvanesti established a guild without permission, and permission is
rarely granted.
humans sided with the Ergothians in what flourishing trade with Istar, the great empire
The lowest guild is House Servitor, which
they perceived as an unjust war brought on by to the north. Then the Cataclysm closed the includes apprentices, foreign traders, inden-
tured servants, and slaves (the Silvanesti
their own country. Kith-Kanan led the army borders of Silvanesti and the elves withdrew enslave races that lose wars with them).

of the western forces in Silvanesti in a terrible from the rest of the world. Their borders were The Silvanesti survived the Cataclysm and
bolted their doors against the outside world.
war against his own kin. Ultimately the war feared for few who crossed them ever During the War of the Lance, the Silvanesti
fled west through the Plains of Dust, crossed
ended with a truce between the Ergoth returned. the straits to Southern Ergoth and settled on
the western shores of Harkun Bay. There they
Empire and Kith-Kanan. The Dragonarmies did not fear the borders founded Silvamori, the Hidden Realm.

By now, however, the western elves were of Silvanesti. During the War of the Lance,

tired of being subject to the rigid caste system the Dragon Highlords decided to deal with

of the Silvanesti. They sued for social change. Silvanesti before venturing into the fertile

The first civil war of the elves threatened. In Solamnic lands to the west.

secret negotiations with Ergoth, Sithas solved So it was that dragons came at last to

several of his problems. Silvanesti to spread terror. For some time the

The Swordsheath Scroll was signed and the armies of the Wildrunner elves made the

nation of Qualinesti was formed--a place advancing Dragonarmies pay dearly for every

where the Wildrunner elves of western step they took into the elves' land. This gave

Silvanesti could establish their own nation. the Silvanesti nation time to board the ships

Kith-Kanan saw this for what it was--exile. prepared by King Lorac and flee to the west.

Yet it seemed to be the only hope for his peo- Lorac remained behind, saying he had the

ple. Thus was the kingdom of Qualinesti born power to defeat the Dragonarmy. It was not

out of sorrow and hope. Kith-Kanan estab- known until much later that King Lorac had

lished his kingdom of elves in Qualinesti and secretly used a dragon orb in a vain attempt to

never returned to Silvanesti. destroy the oncoming dragons. His hope turn-

ed against him and his own worst nightmares

were given substance and created a horrible

Special Abilitiesof all Elves on K_rynn: A I I ~ ~!~' alternate reality over the entire kingdom.

the elves on Krynn have the special abilities o f Through his tortured mind, the once-

elves listed in the Player's Handbook. Unless beautiful forest of Silvanestiwas reshaped into

otherwise noted in the race descriptionsfor a par- a nightmare.

ticularelven race, use the special abilitiesas spec- During the rest of the War of the Lance, the

:ified in the Player'sHandbook. Silvanesti kingdom-in-exile was based on the

58

qu&[incsl;! c[vcs

Sflvanestl elves ii! tions were generally good. However the elves' in-exile and the Kagonesti nation to whom
dislike of interracial marriages was a continual the land originally belonged. All three
barrier to improved relations with the other nations began bickering with one another and
could only agree that the Dragonarmies had
C~mr SI~UsUcs races in the area. to be stopped.

Generating Ab'dities: The initial ability The situation deteriorated drastically with After the War of the Lance, the Qualinesti
rolls are modified by a - 1 penalty to Consti. the Cataclysm. The elves were able to retain mounted an expedition to reclaim their
turion and a + 1 bonus to Dexterity. The min- their civilizationand society despite the terri- homeland. This they did with little difficulty
imum and maximum scores for Silvanesti ble destruction of their land. The neighboring and set about repairing their capital city.
elves are as follows: humans and dwarves were not so fortunate. Porthios became the Speaker of Suns after the
Their societies were destroyed; the starving death of his father Solostaran. Porthios mar-
ried Alhana Starbreeze in a political marriage
Silvaaesfi Elves Ability Scores survivors heard rumors that the Qualinesti intended to reforge the bonds between the
had treasures and food worthy of plunder. The elves of Qualinesti and those of Silvanesti.
While the two nations remain sundered in
Ability Min/m~a Maximum subsequent raids destroyed the small outlying many ways, this has taken the hostile edge off
their relations.
Strength 3 18 elven communities and earned the hatred of
The Qualinesti are now helping the
Intelligence t0 18 those elves that survived. Qualinesti closed its Silvanesti elves to reclaim ancient Silvanost.
This is not to say that all past injustices have
Wisdom .6 18 borders to the other races until the nation was been forgiven. The Qualinesti aid seems more
in the way of "the sooner your house is ready,
Dexterity 7 19 forced to abandon its homeland and flee west the sooner you'll be out of mine."

Constitution 6 18 before the Dragonarmies in the War of the Society

Charisma 12 18 Lance. The Qualinesti society is far less structured
than that of their Silvanesti cousins.
After the War of the Lance, the Qualinesti
The Qualinesti are ruled by a Speaker of
Silvanesd Class Limits elves returned from exile in Ergoth to reclaim Suns who must be a blood descendant of
Kith-Kanan and thus of Silvanos. The Speak-
Class Maximnm I~el their homeland. Despite the fact that they er serves primarily as a guiding and directing
Cavalier N/E had fought with the Knights of Solamnia force in a government made up of a senate
12 against the Dark Queen, they still harbored called the Thalas-Enthia. This group is
Paladin NIE * deep resentments against the other races of appointed to represent the various guilds and
Knight of the Crown N/E * the world. But they are the most willing of the communities of the elves. The recommenda-
Knight of the Sword N/E * elven nations to treat with other races. They tions of this group are then brought to the
Knight of the Rose 10 are capable of the same snobbery shown by Speaker who makes the final determination
Fighter N/E * their Silvanesticousins, but any snobbery they on the matter.
Barbarian Unlim display is far more subtle than that of the
Ranger N/E * High Elves. Only one large city exists in all 'of
Magic-User (Renegade) Qualinesti--Qualinost, the capital. This city
is a magnificent blending ofelven architecture
Illusionist (Renegade) N/E * h stoRy and natural features. The marvels of this city
Wizard of High Sorcery Unlim are many and are described more appropri-
ately in the Ariasof Krynn. The Tower of Suns
Thief N/E * The tragedy of the Kinslayer Wars marked overlooks Qualinost, the city built in harmony
Thief/Acrobat N/E * the beginning of the Qualinesti race of elves. with nature.
N/E * With Kith-Kanan leading them, the Qualines-
Cleric (Heathen) N/E * ti vowed to forge a more tolerant society. In the The Qualinesti dreams of fostering many
Druid (Heathen) Unlim days prior to the Cataclysm, the Qualinesti sister elven cities died with the Cataclysm.
Holy Orders of the Stars elves founded many smaller communities in There are many communities that still exist in
the forests west of the Kharolis Mountains,
* N/E means not eligiblefor that dam. but these are small, isolated farming com-
munities with no desires for becoming any-
the hope that they would grow in trade and cul- thing more.

rure as had Qualinost.

qualmest This hope was dashed by the Cataclysm,
which not only greatly damaged all the cities

&ppcRance of Qualinesti, but caused the terrible period
of terror and barbarism that followed. The

The Qualinesti are slightly smaller and elves were seen as easy prey by the other peo-
darker than the Silvanesti. Their hair ranges ples who were struggling to survive in the
from honey-brown to blond, and their eyes shattered lands. Many terrible raids devas-
are blue or brown. They prefer woven slacks tated the Qualinesti communities. (Many of
and jerkins for men, long dresses for women. Krynn's half-elves came from this time when
humans raided the elven cities.)

phflosophms In their flight from the advancing Dragon-
armies during the War of the Lance, the

The Qualinesti are more friendly than the Qualinesti fled across the Straits of Algoni to
Silvanesti. They have traded more openly with southern Ergoth and founded the city of
other races and built Pm Tharkas as a joint Qualimori on the eastern shores of Harkun
venture with the dwarves ofThorbardin. Dur- Bay. Here they almost immediately ran afoul
ing the Age of Might, Qualinesti-human rela- of the already established Silvanesti kingdom-

59

kaGonesl;I elves

Games r a u s t m s Ranger Unlim::.: history
Magic-User (Renegade) 11
Generating Abilities: The inidal ability The Kagonesti elves, also called Wild Elves,
rolls are modified by a - 1 penalty to Consti- Illusionist (Renegade) N/E* are distantly related to all other elves,
tution and a + t bonus to Dexterity. The min- Wizard of High Sorcery Unlim although their history as a separate people
imum and maximum ability scores for Thief Unlim starts at the very beginning of the world. Their
Qualinesti elves are as follows: Thief/Acrobat Unlim tales of the creation are much more fanciful
Cleric (Heathen) N/E than those of their cousins. This is primarily
Druid (Heathen) N/E
Holy Orders of the Stars Unlim due to the fact that their history is handed
down verballyfrom generation to generation.
N/E means not eligible forthat class.
According to the Kagonesti version of the
Qualinesd Elves Ability Scores early days of Krynn, the elves were the first to
walk the lands and taste the waters. They
Ability Minimum Maximum k&qonesu found the land good and the waters pure and
Strength 7 18 (wfl0 lves) knew that this would not always be so. Some
Intelligence 8 18 elves went east and gathered together under
Wisdom 6 18 &pp ance great chiefs to wage war upon other nations.
Dexterity 7 19 Yet the Kagonesti did not follow this path.
Constitution 7 18 The Kagonesti elves are about the same size They wished only that which the gods had
Charisma 8 18 as Silvanesti and Qualinesti, but they are granted them. So the Kagonesti lived in har-
much more muscular. They are very tan and mony with the land. the gods, and the other
Qualinesti Class Limits Maximum Level draw designs on their faces and exposed flesh peoples of K_rynn. Though they did not war
10 with clay and paints. Their hair is dark, rang- against other nations, their warriors were
Class ing from black to light brown, with a rare strong and protected the lands that were given
Cavalier NtE * throwback to the silvery white of their ances- to the Kagonesti by the gods.
N/E* tors. Their eyes are hazel.
Paladin N/E * Some Kagonesti are the descendants of
Knight of the Crown N/E * Silvanesti and Qualinesti elves who left those
Knight of the Sword nations centuries ago to live in harmony with
Knight of the Rose ~4 the wild.
Fighter N/E*
Barbarian

9 9 84 ::i

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60

OARGonesl;I AnO OlrneRnesl;Ielves

The troubles and wars of the world hardly made. O&RGonems &n0
affected these simple elves. They remained in The Kagonesti have a more animistic view
the forests of western Ergoth and eventually OwrneRnesl;m
became part of the Empire of Ergoth (or so of the cosmos than their elven brothers. They
Ergoth said). It mattered little to the see the great spirits of the stars in everything. (sea elves)
Kagonesti. They were left alone and contin- Inanimate objects are believed to be filled
ued to live as they had for millennia. Ergoth with the spirits of their Kagonesti ancestors. AppeaRance
waxed and waned and was soon forgotten
under the glaring brilliance of Istar, but the The wild nature of the Kagonesti and their The Dimemesti and Dargonesti are races of
elves of the wilds remained unchanged. unorthodox customs (they send their dead Sea Elves, groups that separated radically from
down the river to the sea rather than build the elven land races during the Age of
Eventually time caught up with the tombs of stone) have led other elven races to Dreams--partly as a result of the Greystone
Kagonesti. They saw the Cataclysm as a sign regard them as savages and lesser beings. The passage at that time. (The Dimernesti are also
from the gods, but they could not agree on Silvanesti declared them House Servitor and called Shoal Elves as they inhabit the shallows
what the sign meant. The War of the Lance enslaved them to build Silvamori. The of many of Ansalon's coastlines.) They have
shattered their peace as their land was invaded Qualinesti have indentured them as well, been few in number ever since the devastation
by the refugee Silvanesri elves fleeing west thinking that the Kagonesti are some part- of the Cataclysm in which many of their cita-
from the horrors of their own land. The elven lesser race. dels and homes were destroyed. They breathe
Silvanesti subjugated the Kagonesti as slaves both air and water and have light bluish skin
to their nation in exile. They claimed that kaqonesn Elves and webbed fingers. They wear their silver
their purpose was to educate their lost broth- hair long, braided with shells. The Dargones-
ers in the ways of civilization, but the G a m e S~tWSt|CS L~ ti, or Deep-Elves, are the tallest elven race, a
Kagonesti knew slavery for what it was. The slender people with large eyes, extended fin-
coming of the Qualinesti helped the situation Generating Abilities: The initial abili~ gers, and deep blue skin.
somewhat (at least the Silvanesti had someone
else to bother), but the Kagonesti mourned rolls are modified by a + 1 bonus to Strength The most interestingaspect of the sea elvesis
the further destruction of their once-pristine
land. and Constitutionand a + 2 bonus to Dextefi- their unique ability to shapechange into the

Yet the wheels of time still turned and soon ty. The Intelligencerolt is subject to a - 3 pen- form of a sea otter (Dimernesti) or dolphin
the War of the Lance was over. The Qualinesti (Dargonesti). This comes naturallyto them and
left and took the Silvanesti with them. This alty. The minimum and maximum ability greatly aids them in moving about their under-
was not without its price, however, for many water kingdoms. There are differences between
of the Kagonesti were taken as servants to the, scores for Kagonesti elves are as follows:
great houses of the Silvanesti. Many families actual dolphins and whales and their elven sha-
were sundered in that leave-taking; there are Kagonesd Elves Ability Scores pechanged counterparts but those differences
still many Kagonesti who roam the lands look-
ing for their loved ones. Ability " Minimum Maximum are so minor as to be only distinguishable to
Strength 8 18 another Dimernesti or Dargonesti.
philosophies Intelligence 3 12
Wisdom 8 18 h s oRy
The Kagonesti believe that harmony with Dexterity 8 t9
nature is the key to a full and happy life. Constitution 8 18 The sea elves were created during the pas-
While they respect nature in all its forms, they Charisma 8 18 sage of the Greystone of Gargath. Originally
also feel it can be used to further the purposes elven mariners with a great love for the sea,
and well-being of the tribe. Kagonesti Elves Class Limits their race became dwellers of the oceans and
its main civilizingforce.
While the Kagonesti do not start wars of Class Maximum Level
aggression, this does not mean that they are Cavalier N/E * Practically nothing of their history has been
pacifists. The Kagonesti are fierce and deter- N/E * transmitted to the ears of surface dwellers.
mined warriors when the need arises. They Paladin NIE * Those contacts that have been made indicate
hunt game and enemies with equal deadli- Knight of the Crown N/E * that the sea elves' history is as full and colorful
ness. They are fiercely proud of their heritage Knight of the Sword NIE * as those of the land-dwelling elves. What is
and generally rather hot-tempered, in con- Knight of the Rose Untim known is that great battles were waged during
trast to the reserved and stoic Silvanesti. Fighter UnlLm the War of the Lance by the Dimernesti and
Barbarian Unlim Dargonesti against the forces of the Queen of
Society Ranger NtE * Darkness under the waters. The Shoal Elves
Magic-User (Renegade) N/E * seem to have the same stand-offish relation-
The basic unit of the Kagonesti is the tribe, Illusionist (Renegade) N/E * ship with the Deep Elves as the Qualinesti do
centered around a chief and his family. The Wizard of High Sorcery Unlim . with the Silvanesti.
Kagonesti tribe lives in structures that are easi- Thief Unlim
ly portable. Permanent settlements are never Thief/Acrobat N/E * Long ago, the Dimernesti had a partnership
Cleric (Heathen) N/E * with the Silvanesti, allowing elvish mariners
Druid (Heathen) 7 to explore distant lands. Quarrels with the
Holy Orders of the Stars stiff-necked Silvanesti led to a break in all
communication with the land elves; the

61

OAok c [ v c s

House Mariner is now a lost guild among the creatures, but they lose any sp~-eastingabitb~
Silvanesti.
G a m ~ ST,,x~lstwcs OaRk Clvcs
Throughout history, wondrous tales of
these elves helping mariners in distress have Generating Abilities: The initial abili~ The outcasts of elven society, these are elves
been told in all seaports. However, these tales rolls are modified by a - 1penalty to Strength without a country and without a people. They
are almost always reported third or fourth and a + 2 bonus to Dexterity. The minimum are alone and beyond the society of all elves
hand and are undoubtedly greatly exagger- and maximum ability scores for Dimernesti regardless of race. Only through the forgive-
ated. elves are as follows: ness of their own people can they again come
back into the realms of the elvish people.
phflosophms Dimemesti Elves Ability Scores

Shoal Elves take little interest in what hap- Ability Minimum Maximum OaRk Clv6s L
pens above the watery surface of their
domain. The few who have appeared on land Strength 3 18 The character class of Dark Elves cannot b6
did so only on a mission of importance or Intelligence 8 18 chosen when a playercreates a character. Char.
under the direction of the Speaker of the Sea, Wisdom 8 18 actets enter this class when their actions cause
the leader of the Dimernesti. Dargonesti have Dexterity I0 19 them to be outlawed from eiven society.
rarely been seen by humans or any of their Constitution 3 " 18
land-based kin. Charisma 8 18 An elf who flagrantly violates his people's
laws of conduct becomes a Dark Elf. The
Society Dimemesti Class Limits crime must be very serious and an offense
against the ideals of the society. However, the
The Dimernesti follow the Speaker of the Class Maximum Level most common way in which an elf becomes a
Sea, a hereditary position much like the Dark Elf is when his alignment shifts outside
Speaker of Stars. While there are many guilds Cavalier 10/Unlim * the range of those acceptable for his race.
that mirror those of Silvanesti, there is no
caste system and the boundaries between Paladin lO/Untim * Redemption can only occur after some
guilds are not as rigid as for the Silvanesti. demonstration of repentance by the Dark Elf.
Knight of the Crown N/E ** This should be treated in much the same way
The Dimernesti have recently taken to liv- as with clerics who fall from grace with their
ing in the sunken cities of the Cataclysm. Knight of the Sword N/E ** deity. More specifically, the character's align-
They find them romantic and intriguing. The ment must be brought back into line with
Dimernesti are not builders but they seem to Knight of the Rose N/E ** ghose acceptable to his race and class.
enjoy living in buildings.
Fighter 16/Unlim *
Most Dimernesti live in schools that are
clan-oriented groups. There are no families as Barbarian N/E **
all of those in the group care for the young of
the school. They are nomadic in nature and Ranger N/E **
rarely stay in the same place for long.
Magic-User (Renegade) N/E **

Illusionist(Renegade) N/E **

Wizard of High Sorcery lO/Unlim *

Thief N/E **

Thief/Acrobat N/E **

Cleric (Heathen) N/E **

Druid (Heathen) N/E **

Holy Orders of the Stars Unlim

* The level listed before the slash is the
maximum allowable to the character while on
land. The Dimemesti are unlimited while
they are in the environs of the sea. Should a
Dimemesti elf of a level higher than that list-
ed leave the environmentof the water, his hit
dice. hit points, and all other related adjust-
ments must be made to temporarily reduce
the character to the maximum listed. This
reduction goes away once the character returns
to the water.

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

Special Abilities: The Dimemesti and
Dargonesti elves have the ability to shape-

changeat will into the form of a sea otter or a

dolphin respectively. This can take place up to
three times per day and the transformation
takes five segments. The elves take on all the

movement rates and special abilities of these

62

hatl:-dvcs

half-elves SoocW

pp Rance The half-elf is an outcast from the societies
of both his parents. There is no society that
Half-elvesstrongly resemble the racial stock consists solelyof half-elves as they are primari-
of their elven parent, but they generally have ly loners. If there is a home for a half-elf, it is
facial hair (missing on all other elves) and a in Qualinesti, where they are treated coldly
hair color that is not consistent with their but at least they have a place in the society.
elven heritage. They are generallymore stocky
than most elves and, while almost universally
handsome or beautiful, lack the grace of their
elven parentage.

h s oRy 12

The half-elves are considered "untrue hail-elves
elves" by all the other elven societies. They
Game S1;al;IS1;ICS
have no true history of their own but borrow it
from their parentage. Generating Abilities: The initial ability
rollsare modified by a + 2 bonus to Dexterity.
The KinslayerWars were brought about, in The minimum and maximum scores forhalf-
part, due to the intermarriage of elves and elves are as follows:
humans in that region. During that time,
half-elves in human society were considered a Half-Elves Ability Scores
great blessing and brought honor to the
human household. The elves, particularly the Ability l~ I8
race-conscious Silvanesti, were revolted by Strength t8
these interracial marriages. Intelligence 4
Wisdom 3
After the Cataclysm, there came a time of Dexterity
barbarism during which many elven towns
were plundered and ransacked by human
hordes. Many half-elveswere engendered dur-
ing this period of rapine and violence. The
Silvanesti elves cast them from society as they
would Dark Elves. Only the Qualinesti took
them in and gave them a home, although
even they were cold and sometimes cruel to
these unfortunates.

It was, interestingly enough, one of these
bastard half-elves who was partly responsible
for the ultimate victory of the Whitestone
Forces over the Dragonarmies. Tanis of
Qualinost, who later married the Princess
Laurana of Qualinesti, proved the worth of his
unique race.

philosophies

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

63



Owa~vc$

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

These dwarven kingdoms were generally

65

hltt OwaRves

hill bwaRves hi11 OwaRvCs hts;oRy

AppeaRance Gam~ S~ls~ms The history of the mountain dwarves is
recounted at the beginningof this section. In
Hill dwarves have deep tan to light brown Generating Abilities: The initial abiEty recent years, some outsiders have gained
skin and ruddy cheeks and bright eyes. Their rolls are modified by a - 1 penalty to Cha~ entrance to the mountain kingdoms. At least
hair is brown black or gray. They favor earth risma and a + t bonus to Constitution. The one entire nation of refugees was allowed to
tones in their clothing although they will minimum and maximum ability scores for move through the southern gate of Thorbard-
occasionally wear something bright. Hill Hill Dwarves are as follows: in after the group's extraordinary needs were
dwarves have deep voices and actually sing presented to the ruling Council of Thanes.
quite well, but getting one to do so requires Hill Dwarf Ability Scores
exceptional skill in diplomacy. phflosophms
Ability Minimum Maximum
h s oRy Strength 9 t8 Communities of mountain dwarves have
Intelligence 3 18 enough problems to keep them occupied
Hill dwarves were a part of the mainstream Wisdom 3 18 without looking for more trouble in the out-
dwarven society until the Cataclysm. At that Dexterity 3 17 side world. With the number of classes and
time, they were not permitted to return to Constitution 14 19 clans that exist within a community, there is
their former homes and were forced to live Char~ma 3 12 continuouspolitical friction between the vari-
permanently above ground. They have ous factions in the mountain. This keeps the
remained here more out of obstinacy than for Hill Dwa~ Class Limits dwarves too busy to pay much attention to the
lack of suitable mountains to delve. matters of the outside world. They are not
Class Maximum Lc~d interested in helping others or even in listen-
Hill dwarves are considered Neidar dwarves ing to their troubles unless they can be shown
by the mountain dwarves. This refers to their Cavalier NIE * that the matter affects them somehow.
former clan status before being exiled from
the mountain (see mountain dwarves below Paladin N/E * Soocw
for further descriptions).
Knight of the Crown N/E * The dwarves of the mountains have tradi-
philosophies tionally been organized into clans. Each clan
Knight of the Sword N/E * is led by a thane who acts as its representative
Hill dwarves are as stubborn as their under- to the Council of Thanes. The council consists
ground cousins (though each group claims to Knight of the Rose N/E * of nine members. These nine chairs represent
be more stubborn than the other). They tend the following groups, each of which is
to be rough and coarse and lack some of the Fighter Unlim thought of as a separate race.
refinement of their underground fellows.
They complain often but usually do so to hide Barbarian Unlim Hylar: This is the oldest and most noble of
the fact that they have a rather pleasant and the dwarven races. Most of the great dwarven
gentle nature. Ranger 8 kings have been Hylar. The Hylar traditionally
live in the best accommodations that the
SocleW Magic-User (Renegade) N/E * nation can provide and are great craftsmen.

Hill dwarves have small communities that Illusionist(Renegade) N/E * Theiwar: These are a strange and degener-
live in above-ground villages. Unmarried hill ate race of dwarves. They hate light and
dwarves often set out on their own, only occa- Wizard os High Sorcery N/E * indeed suffer from nausea in sunlight. Never-
sionally returning to their original clan. The theless, their dreams are of world conquest
hill dwarves have maintained the clan system Thief 10 and domination. Of the dwarven races, they
that dates from times long before the Cata- are the most concerned with spells and magic;
clysm. They do not, however, come together Thief/Acrobat 15 most of their leaders have spell-casting abili.
in groups larger than their local clans as the ties. The Theiwar consider themselves the
clans tend to be suspicious, if not hostile to Cleric (Heathen) N/E * highest of the dwarven races and seek to wrest
other clans. leadership away from the controlling council.
Druid (Heathen) N/E * They want to take control by whatever means
are necessary--includingcivil war.
Holy Orders of the Stars t0
Daewar: This clan is justly respected and
9 * N/E means not eli~bte for that dass:

rnounl;aln OwaRvcs

appe.aRancc

Mountain dwarves have light brown skin
and smooth cheeks and bright eyes. Their hair
is brown, black, gray, or occasionally white.
They favor earth tones in their clothing.

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

66

qutty Owanvcs

~.-~.--.~,

many important leaders have come from their mount, am Owarves tied and splotched skin is not uncommon,
midst. The Daewar are great fighters and were and a few have a dirty gray-brown skin tone.
in the forefront of the Dwarfgare War at Thor- G a m c ST,a1;is];ICS Male gully dwarves wear long, scruffy beards;
hardin. Now they defer leadership to the females have cheek hair but no beards. Hair
Hylar but take an active interest in public Generating Abilities: The initial ability color is usually dirty blond, brown, rust, gray,
safety and public works. rolls are modified by a -1 penalty to Cha- or dull black. Eye color can be watery blue,
risma and a + 1 bonus to Constitution. The dull green, brown, or hazel.
Daergar: These are dark dwarves who split minimum and maximum ability scores for
off from the Theiwar many hundreds of years mountain dwarves axe as follows: Gully dwarves don't appear to be as heavy
ago. Their culture flourished and is now wide- and stocky as other sorts of dwarves. They also
spread and powerful. They are, if possible, Mountain Dwarf Ability Scores have narrower fingers and limbs. Pot bellies
even more dangerous than their Theiwar cous- are very common among both sexes, and gully
ins, favoring murder, torture, and thievery to Ability Minimum Maximum dwarves develop wrinkles quickly after age 25.
get their way. Their leader is always the most Strength 8 18-
powerful warrior of the Daergar kingdom, Intelligence 3 18 hwstoRy
elected in a bloody combat to the death. Wisdom ~ t8
Dexterity 17 Gully dwarves have an extensive oral tradi-
Neidar: The Neidar are hill dwarves who Constitution tion of their origins and history. Unfortu-
lived outside Thorbardin at the time of the Charisma 12 19 nately, no two gully dwarf clans agree on any
Cataclysm. They are no longer represented in 3 16 relevant details. The stories are very colorful
the Council of Thanes--a situation many hill and entertaining to others, though gully
dwarves would like to remedy. Mountain Dwarf Class Limits dwarves take them very seriously.

Klar: The Klar are hill dwarves who lived Class Maximum I.evel For our purposes, we turn to other sources.
inside Thorbardin at the time of the Dwarfga- Cavalier 8 The tale of the Greystone of Gargath tells of
te War. Following the war, the Klar were 8 how the dwarves and kender came into being.
deprived of property and persecuted terribly Paladin N/E * In the years that followed, a few intermar-
for their supposed sympathy for the Neidar Knight of the Crown N/E * riages between gnomes and dwarves occurred
(in fact, many Kiar fought with bravery on the Knight of the Sword N/E* in isolated communities across Ansalon. Sur-
Hylar side). Now, they serve the wealthy Knight of the Rose Unlim prisingly, the children of such marriages
dwarves of Thorbardin in menial roles. After Fighter N/E * proved to be of an entirely new race, with their
centuries of suffering, they look for a leader to Barbarian N/E * own particular characteristics. The members
deliver them from their plight. Ranger N/E * of this new race lacked all the better qualities
Magic-User (Renegade) N/E * of their parents.
Aghar: These are gully dwarves. See that Illusionist (Renegade) N/E *
section for a description of this race. In the Wizard of High Sorcery 8 Further intermarriages were banned by
dwarven kingdoms they work in menial, dirty Thief 10 dwarven and gnomish societies. Members of
tasks, but that is all they are qualified to do. Thief/Acrobat N/E * this new race were driven out of their own
They have a seat on the council but the gully Cleric (Heathen) N/E * clans, particularlyby the dwarves, who regard-
dwarf representative soon learns to just sit in Druid (Heathen) tO ed them as a blight. This new dwarven race
his chair and not say or do anything. They Holy Orders of the Stars became known as the Aghar ("the
generally sleep through such meetings, much anguished"). Humans later christen.ed them
to everyone's relief. : :*N / E means not eligible for,thatdass, gully dwarves, noting the race's low status and
poor living conditions.
Kingdom of the Dead: The dwarves vener- Gully Owarves
ate their dead and consider the Kingdom of The Cataclysm was at once the curse of the
the Dead to be the 8th Kingdom. This has lit- (a ha ) world and the salvation of the gully dwarves.
tle practical effect on politics but has a pro- The destruction of civilization in Ansalon
found effect on dwarven thinking about the &ppe3Rancc opened up dozens of deserted, Mined cities to
afterlife. Dwarves use a variety of divination habitation by wandering gully dwarf tribes.
methods--some real, others only Gully dwarves are short, squat demi- Soon once-mighty towns like Xak Tsaroth
superstition--to contact their ancestors. humans, averaging four feet in height; they became havens for the Aghar. Undisturbed by
have an average weight of 100 lbs., give or the rest of the world, the gully dwarves were
The High King: The High King is chosen take about 10 lbs. Females tend to be slightly free to establish their own cultures--such as
smaller than males. Aghar are physically they were.
by acclamation of the Council of Thanes and much like other dwarves, except that they are
must be ordained by the people. The king can often covered with scars, boils, sores, and filth phflosoph cs
be from any clans, but he rules all of the clans. due to their living conditions.
The most important facets of a gully dwarfs
Gully dwarves have skin tones ranging from personality are generally agreed to be survival
olive brown to a light parchment color. Mot- instinct, pride, endurance, and stupidity.
Though derided by other intelligent races of
Ansalon, gully dwarves continue to thrive

67

IO03,

under conditions that would have broken Gully OwaRves IROA
many others.
7i ')I App~Rance
Gully dwarves are born to survive; they
skillfully avoid exposing themselves to harm i The Irda are tall, slender creatures, averag-
and regard cowardice as a virtue. Groveling ing six feet in height. The females tend to be
has been raised to the level of an art form in ~~~L~, as tall as the males. Although slender, their
their society. strength is readily apparent in their strong
C~mc ST,a~I;ISl;ICS musculature. Their skin tones range from
The stupidity of gully dwarves is legendary. midnight blue to a deep sea green. Their hair
They can grasp the concept of a single item Generating Abilities: The initial abilities is often black but sometimes silver or white; it
and of a group of items, but they cannot dis- for a gully dwarf are generated using special is always carefully combed and kept. Their
tinguish between large groups and small dice rolls, to reflect their unique nature. The drawn faces and drooping eyelids give the
groups. Most Aghar don't recognize numbers following table shows maximum and mini, impression that they are bored or uncaring.
greater than one, which may derive from the mum ability scores well as the dice to roll: Their eyes are almost always silver-colored.
fact that they do not recognize the needs of
anyone other than themselves. Any number Gully Dwarf Ability Scores The Irda move with a fluid motion so grace-
greater than one is called "two," which simply ful that it is a joy to watch. Their voices are the
means "more than one." Ability - Minimum Maximum most extraordinary in Krynn, rivaled only by
Roll those of the sirens.
Although considered foolish by all other Strength 6 18
races, gully dwarves are a proud folk and act 4d4 +2 39 The Irda have innate shapechangingabili-
with great seriousness. They tend to have Intelligence 39
inflated ideas of their own places in the grand 2(]4+t 6 18 ties and can disguise their size and true nature
scheme of things; puncturing their egos is an Wisdom 3 12 in many ways. They can change their height
almost impossible task. 2d4+ 1 39 by as much as two feet and can attain the fea-
Dexteri~ - tures of any humanoid race (particularly elves,
Soctcty 4d4 + 2
Constitution half-elves, and humans). This shapechanging
Gully dwarf communities are usually quite 3d4
small. Aghar prefer to live in extended family Charisma ability requires several years of practice to per-
units, called clans, which have 2-20 members. 2(t4+ 1
Some very large clans can have up to 60 mem- fect. Usually Irda learn to shapechangeinto
bers. Most live in villages abandoned by pre- Gully ~ Class Limits
vious owners or in the wilderness in old mines one form perfectly and then use that form
and caves. Small clans may live in the slums Class Maximum Level over and over.
and refuse dumps of large cities; several major Cavalier N/E *
cities in Ansalon have gully dwarves living in Paladin N/E * h s ;oRy
their sewer systems. The leader of a clan is N/E *
responsible for keeping the family together Knight of the Crown N/E * During the Age of Dreams, the newly cre-
and is the sole voice of authority (although his Knight of the Sword N/E * ated beings of Krynn awoke to the first dawn
authority is frequently questioned). Knight of the Rose 6 of the world. Legends from that time (mostly
Fighter 7 passed down through elven bards) say the
Occasionally, several clans live together, Barbarian N/E * elves were the first to awaken. This was not so:
usually in a mined or abandoned city. Major Ranger N/E * the ogres were the first.
Aghar communities hold between 40 and 400 Magic-User (Renegade) N/E *
adult dwarves and a similar amount of chil- Illusionist (Renegade) N/E * In the dawn of the world, the ogres were the
dren. At least two clans are present and some- Wizard of High Sorcery 8 fairest of the races and were truly immortal.
times as many as five. Thief 8 Their dark grace and cold beauty was unsur-
Thief/Acrobat N/E * passed by any of the races that arose. Yet their
Each clan has a chieftain and the strongest, Cleric (Heathen) N/E * hearts were cold and bent toward evil.
cleverest, and most charismatic of these chief- Druid (Heathen)
tains becomes the local king. Kings are served The Irdanaiath, a book unknown among
by bodyguards and by a completely chaotic
hierarchy of lesser functionarieswith no clear- men of Ansalon, tells a tale of the most
ly defined roles or duties. ancient days. When ogres walked the world in
beauty and power, men awoke and had deal-
Because of gully dwarves' egotism and ings with this evil race. In this exchange, the
inability to count, it is not unusual to find a humans unwittinglygifted Igtane, a great and
succession of kings with the same name, each powerful ogre clanleader, with free will. For
calling himself "the First." this Igrane both cursed and blessed men, for
he looked upon the world with new eyes.

The gift spread among his clansmen until
they all saw the curse of evil and the future of

68

kRynnmlnol~uRs

destruction and debasement that it held for ning of the world. She now sought to destroy Barbarian: : : N .c,
them. They tried to convince other ogre clans them. The battle was fought by titanic magi- U n l ~ if ~j~i
of their folly but kindled anger. Civil war cal forces and the Dark Queen's attack was ganger
erupted among the ogres. The Ogre Wars of eventuallyrepelled, but not before many Irda
the Age of Dreams were fought in places hid- were captured and taken to Ansalon. Magic-User (Renegade)
den from the eyes of men.
When the War of the Lance ended, many of I l l u ~ t (Renegade) I'.l/S ~. !~i~
So it came to be that the Irda, as the the surviving captives were freed. Those Irda
enlightened ogres called themselves, removed now wander the land in disguise trying to find Wizard g I4_ighS0rcety UnlLm
themselves from contact with the rest of the their way back to their homeland. They are Untim ii
world. The Irda found a haven on a distant isle usuallyalone, but occasionally small groups of Thief :
and confused the way behind them so that two to 10 Irda are found traveling the lands of
they might live undisturbed. The ogres who Ansalon. Families are sometimes encoun- Druid (Heathen) N!E~ ;
did not foresee their debasement eventually tered; the parents' fondest wish is to find a
fulfilled the Irda's vision and became uglier way to their island home, if not for them- Holy
and more misshapen until their appearance selves, then at least for their children.
matched the evil in their hearts. Sp~:i,~AhHties: The Iraaare the only
The relative security of their island enabled
With the coming of the Cataclysm and the the Irda to hone their magical skills to a fine that can learn shapech~ngingas a proficiency~
War of the Lance, the Irda were forced to art. Combat skills, however, are uncommon
recant their policy of total isolation. Now they among them. In addition~ due to their special knowledge of
have begun to send their people into the
world to establish a tentative contact with oth- A variety ofmagics protect their island from magic and im workings, each cleric or wizard
er nations of the world. being found, but the wandering Irda can hear
the telepathic call of their homeland during g~ addition~ Spd!of thr ~evel
philosophies High Sanction for Solinari. During these
times they can find their way across the sea to kRynn mmotauRs
The Irda are a peaceful race who mean no their home (but only if they have the means to
harm to the world at large. They only wish to cross the sea). Unfortunately the journey lasts &ppe Rancc
gather their lost children (those Irda captured far longer than the duration of High Sanction
by the Dragonarmies during the War of the and few lost Irda ever return to their home- Krynn minotaurs are gargantuan brutes
Lance--see below) back to the hidden isle of land on their own. over seven feet in height. They have short fur
the Irda. covering their massive muscles; the fur ranges
IROn from a red brown to almost black. Their faces
The Irda's biggest difficulty is the supersti- are brutish and ugly by human standards,
tions that men have developed about them G a m e $1;3,1;I$1;IC$ reminiscentof those of bulls. They have short
over the years. Tales are told of the terrible, horns that grow from their edges of their fore-
ancient ogres who would return one day to Generating Abilities: The initial ability heads to a length of six to 12 inches for the
bring death and destruction. Irda who have rolls are modified by a - 2 penalty to Consti- females and one to two feet for the males.
been discovered are almost always hunted by turion and a + 2 bonus to Dexterity, Intelli-
the populace. Evil beings who try to ally with gence, and Charisma. The m i n i m u m and Minotaurs wear clothing, usually a harness
the Irda soon find out that the Irda are good maximum scores for Irda are as follows: and leather skirt. The harness carries weapons
and try to destroy them as well. in convement locations as well as decorations
from previous battles and victories. The mino-
sooc~;y Irda Ability Scores Minimum Maximum taurs' favorite weapon is a double-edged axe.
12 18 although many minotaurs have been known
The Irda have been ruled by an unbroken Ability 5 20 to use a broad sword in each hand.
chain of royal lineage since the beginning of Strength 10 18
Intelligence 8 20 Minotaurs were created during the Grey-
the world. Except for the Irdanaiath, they Wisdom 12 16 stone's passage through Ansalon and are
Dexterity 15 20 descended from the original ogres. Suggesting
keep no historical records. The balance of Constitution to a minotaur that he is descended from a cow
their writings contains reflections on their Charisma (a common mistake for humans) is the dead-
conditions and general observations on natu- liest insult one can offer a minotaur.
ral sciences and the arts. The Irda live on an hxla Class Limits Maximum Level
island some distance north of Ansalon. It is Unlim h)stoRy
here that they have sheltered from a barbaric Class Unlim
and unsympatheticsvorld. Cavalier N/E * The minotaur race has been oppressed
N/E * through most of its history. The legends of the
Their life of pastoral bliss was, however, Paladin N/E * minotaurs speak of the time during the Age of
upset by the Cataclysm. With the reappear- Knight of the Crown Unlim Twilight when their nation was enslaved by
anceof dragons in Krynn, the Irda's home was Knight of the Sword the Kal-Thax dwarves. The legends say that
soon discovered by the servants of the Queen Knight of the Rose the minotaurs destroyed that dwarven nation,
of Darkness. The Queen had been much - Fighter but most scholars tend to dismiss this claim.
aggrieved by the loss of the Irda in the begin-
The minotaurs dwelt in scattered groups
without a nation or identity until late in the

69

kl ynn mlnoTuRs

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

phflosophEs

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

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

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

SOCEgy kRynn rnlno uRs -_ :.

Minotaur society is built upon the principle Cj~me St~tlstlC.s
that might makes right and that no consider-
ation of justice is necessary. The minotauts are Generating Abilitir The initial ability
lead by an emperor who resides in the city of rolls ate modified by a - 2 penalty to Wisdom
Nethosak on Mithas. Under the emperor is a and Charisma and a +2 bonus to Strength
Supreme Circle of eight minotaurs. The and Constirut*on. The minimum and maxi-
Supreme Circle deals with the day-to-day mum scores for minotaurs are as follows:
administration of the government. All posts
are won by the strongest and cleverest mino- Ktynn MinotaurAbility Scores
taurs as proved by combat in the Circus. (All
determinations of rank and justice take place Ability Minimum Maximum
in the Circus.) Strength t2 20
Intelligence 5 18
Minotaurs claim to have the only truly class- Wisdom 3 16
less society. Anyone can become the Dexterity 8 I8
emperor--all he has to do is defeat the current Constitution 12 20
emperor in single combat in the Circus. Mino- Charisma 3 16
taurs are trained from youth for specialized
roles to which they seem most suited. This
most often involves seamanship.

70

chaoacl;cR pRolztctcnctcs

,,%,],,~,

nonwc_pon subsequent Proficiency Checks for that profi- * These require a Proficiency Check each
ciency. A roll of 19 or 20 still means failure, time they are used.
pRoOclencles however.
Books in Table:
Choosing Skills: The selection of non- If the player desires further improvement, DSG = Dungeoneer's Survival Guide
weapon proficiencies for a character is basi- additional die-roll modifiers of -2 are WSG = Wilderness Survival Guide
cally up to the player. However, in the interest applied for every additional proficiency slot DLA = DRAGON-LANCE Adventures
0f faithful and accurate role playing, it is rec- dedicated to this proficiency.
The airborne riding proficiency covers rid-
ommended that the player take into account The proficiencies that can be used in Krynn ing creatures such as griffins, pegasi, and the
the background of his character. This should are as follows: like, but not dragons. Dragon riding is treated
eliminate initial nonweapon proficiencies that as a separate proficiency.
are illogical for that character. DRAGONLANCE| Saga Proficiencies
new pRoOcmncJes
The player should also be careful when select- Slots Approp. Found
hagproficiencies as his character gains experience Astrology: This proficiency enables a char-
levels and becomes eligible for more proficien- Proficiency Req. Ability in Book acter to read the stars for information concern-
cies. Unless a character has spent a lot of time ing his future. The Proficiency Check is made
with dragons, for example, he should not Alertness 1 Wis WSG by the DM. If successful, the character sees a
acquire proficiency in dragon riding. general condition that he is likely to encount-
Animal Handling 1 Wis WSG er within the next 30 days. This may be a great
Ultimately, all proficiency selections are battle, an enemy who will become a friend, an
subject to the approval of the Dungeon Mas- Animal Lore 1 Int WSG important encounter, etc. If unsuccessful,
ter. If he feels that a player character's profi- then the attempt gives similar information
ciency selection is illogical, then he is Animal Noise 1 Wis DSG but it is inaccurate.
obligated to refuse to allow that selection.
Animal Trainer 1" Wis DSG Dragon Riding: This is identical to air-
Success and Failure: Having a nonweapon borne riding except it deals exclusively with
proficiency does not mean that the character Armorer 2* Int DSG dragons. A character needs to check this skill
automatically succeeds in actions governed by when attempting combat on dragonback with
that proficiency. Depending upon the partic- Astrology 2 Int DLA a mounted lance or when he is attempting
ular proficiency or the circumstances sur- special maneuvers (such as a loop) with his
rounding the use of the proficiency, it is Blacksmith 1 Str DSG dragon.
sometimes necessary for a character to make a
successful Proficiency Check to use the skill. Blind-fighting 1 -- DSG

A Proficiency Check is accomplished in the Boating 1 Wis DSG
same way as an Ability Check. The player rolls
ld20, applies any modifiers, and compares Boatwright 1 Int DSG
the result to the character's ability score that
relates to the proficiency being used. If the Bowyer/Fletcher 1" Dex DSG
modified die roll result is less than or equal to
the score of the appropriate ability, the Profi- Carpenter 1 Str DSG
ciency Check is successful. (In certain circum-
stances, the Dungeon Master rolls the Charioteering 1 Dex WSG
Proficiency Check and he may or may not
reveal the result to the player.) Direction Sense 1 Wis DSG

Any die roll of 19 or 20 on a Proficiency Endurance 2 -- DSG
Check indicates automatic failure, even if
modifiers would bring the result down into Fire-building 1 Wis DSG
the range needed for success. Also, for the
purpose of a Proficiency Check, any ability Fishing 1" Wis DSG
score greater than 18 is treated as an 18. This
means that a character with an ability score of Foraging 1 Int WSG
18 or greater always has at least a 10% chance
(2 in 20) of failing a Proficiency Check. Fungus Identif. 1 Int DSG

Improving Proficiencies: When a character Gem Cutter 2 Dex DSG
gains an additional nonweapon proficiency
slot at 3d and higher levels, the player can Healing 2* Wis DSG
improve the character's ability in an existing
proficiency rather than acquire a new profi- Hunting 1 Wis WSG
ciency. If a proficiency slot is used to improve
an existing proficiency, the character receives Leatherworker 1 Int DSG
an automatic die-roll modifier of - 2 on all
Miner 2* Wis DSG

Mountaineering 1 -- DSG

Plant Lore 1 Int WSG

Potter 1 Dex DSG

Riding, Airborne 2 Wis WSG

Riding, Dragons 2 Dex DLA

Riding, Land-based 1 Wis DSG

Rope Use 1 Dex DSG

Running 2 Con WSG

Slow Respiration 1 -- DSG

Smelter 1 Int DSG

Sound Analysis 1 Wis DSG

Stonemason 1 Str DSG

Survival, Cold 1 -- WSG

Survival, Desert 2 -- WSG

Survival, Heat 1 -- WSG

Swimming 1 Str DSG

Tracking 1 -- WSG

Weaponsmith 3* Int DSG

Weather Sense 1 Wis WSG

71

t ,,.

l

;.. ~z ~iiii~i~i!i!i'~iii!

0 .~ ,~<~7': 84

f

i~;~;" 9

!7"~\

r

i

Yy -

S

c cal;u cs olZk ynn

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

with energy blasts. They can also attack with
claws and fangs ( l d 4 / l d 4 / l d 6 ) . Three times
per day they can breathe a noxiouscloud (five-
foot range). Victims caught in the cloud must
roll a successful saving throw vs. breath weap-

73

OoaconlAns

damage and be blinded for ld4 rounds. when they can get away with it. Baaz are often Boz~ks
Auraks can also cast two lst- to 4th-level encountered in disguise. They conceal their
wings under robes and, wearing large hoods Bozaks are magic wielders and can cast
magic-user spells. Their preferred spells and masks, pass through civilized lands as spells as 4th-level magic users. They are creel
spies. and very cunning warriors, sparing a life only
indude these: enlarge, shocking grasp, ESP,
srinkJng cloud, blink, h'ghming bolt, t'~re Baaz :~:: if it benefits them. Their favored spells: burn-
shield, and wa//ofGre. ing bands, enlarge, magic missile, shocking
FREQUENCY." Uncommon grasp, invisibility, levitate, stinking cloud,
The Auraks' most insidious power is mhad and web.

control, They can use suggestion once per turn # APPEARING: 2d10 .........

at will, but they must concentrate. And once ARMOR CLASS: 4 Bozaks

per day they can mind control one creature o f MOVE: 6"1115"]/18" FREQUENCY." Uncommon
# APPEARING: 2dlO
equal or fewer hit dice for 2d6 rounds through HIT DICE: 2 ARMOR CLASS: 2

unbroken concentration. Mind control letS % INLAIR: 5% MOVE: 6"1115"]/18" !~

the caster control the actions of the target as if TREASURE TYPE: J, K, L, U HIT DICE: 4
it were his own body. The target must roll a % IN LAIR: 15%
successful saving throw vs. breath weapon to # ATTACKS: 2 or 1 TREASURE TYPE: U
avoid the effect. # ATTACKS: 2 or 1
DAMAGE: ld4/ld4 or by weapon DAMAGE: ld4/ld4 or byweapon
When an Aurak reaches 0 hit points, it does SPECIAL ATTACKS: Spells
not die, but immolates itselfwith eerie greefi SPECIAL ATTACKS: None SPECIAL DEFENSES: Saves at + 2
flames and enters a fighting frenzy ( + 2 to hi~ MAGIC RESISTANCE: 20%
and damage). Anyone attacking it suffers t d 6 SPECIAL DEFENSES: None INTELLIGENCE: High
ALIGNMENT." Lawful Evil
points of damage each round from the flam~ MAGIC RESISTANCE: 20% SIZE: M (6 ft. + )
unless a successful saving throw vs. petrifica XP VALUE: 175 + 4/hp
tion is rolled. Six rounds later, or when t h 6 INTELLIGENCE: Average
creature reaches - 20 hit points, it transforms
into a whizzing ball of lightning, striking ALIGNMEN'E Lawful Evil (Chaotic)
13-HD monster and causing 2d6 points of
damage to those struck. Three rounds later it SIZE: M (51/2 ft.)
explodes with a thunderous boom, stunning
all within 10 feet for ld4 rounds (2d4 i f XPVALUE: 81 + 1/hp
underwater) and causing 3d6 points of dam~
age to all within 10 feet (no saving t h r o w When a Baaz teaches 0 hit points, it turns When a Bozak reaches 0 hit points, its scaly
allowecl); Any items within range must saw into a stone statue. The person who struck the flesh shrivelsand crumbles from its bones in a
death blow must make a successful Dexterity cloud of dust. Then the bones explode, cans-
~ . cru~ing b!ow or be destroyed~ Check with a - 3 penalty or his weapon is
stuck in the statue. The statue crumbles to
dust within ld4 rounds, freeing the weapon.
Its armor and weapons remain.

kapaks

Kapaks are distinguished by their venom-

ous saliva. They often lick their weapons
before attacking.

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

13AAZ

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

74

OReamshaOows

AHGNMEN'Iq Neutral Evil
SIZE: L (9 ft.)

\ Sivaks who are killed by creatures larger.

: / ~ ~k than themselves will burst into flames, caus-

~\~ ~,~ ing 2d4 points of damage to all within 10 feet

t/I~ ~no saving throw), rather than change form.

/

~. ~l Dreamshadows are the creations of a mind-
spinspell. Dreamshadows take the shape and
~aJ ~J/

.~'7~~ known to the dreamer or to anyone experienc-
ing the dream. These incarnations are quite
~If~____~.~.,~.~,~ ~-;..:.'r:~ --i~ \ / ~ believable and in all ways appear to be the real
person. Dreamshadows are, however, only
-/ ~~"' ~~, "~ ~ illusionary and cause only illusionarydamage.
~
Dreamshadows can be of any alignment
Kal~ $ : and can be either harmful or helpful to those
who experience them.
FREQUENC~ Uncommon ..... ~ :~';i':!i robed Baaz. Sivaks normally attack with two
Oncr.aJnshaOows
# APPEARING: 2dl wicked-edged swords, but are just as danger-
% IN LAIR: 100%
ous with their claws. In addition, they attack TREASURE TYPE: As for person mimicked

with long, armored tails. They can only use but illusionary.

this attack when in draconian form. DAMAGE: Asfor person mimicked but illu-

% IN LAIR: 15% ' Sivaks are shapeshifters, capable of chang- sionary.
ing their form under two specific conditions. MAGIC RESISTANCE: By dream level of the
TREASURE TYPE: K, L, M
mindspin: N o r m a l / 1 0 % / 2 0 %
# ATTACKS: 1 When a Sivak slays a humanoid of its size or INTELLIGENCE: As the dreamer

smaller, it may take the form of its victim. The XP VALUE: As creature mimicked + 10%

Sivak does not gain the memories, experi- All other stattstics for this creature are the
same as those of the person or creature being
ences, or spell use of the victim and, like all mimicked.

MAGIC RESISTANCE: 20% draconians, radiates magic, but its appearance OREamWRal~hS

INTELLIGENCE: Average .....: and voice are exact matches to those of its vic- Dreamwraiths are the violent creations of
the subconscious. These creatures can appear
ALIGNMENT." Lawful Evil tim. The Sivak can change back to its normal in many forms, almost always horrible and
SIZE: M (6 ft.) frightening. Freed through the evil influences
XP VALUE: 105 + 3/hp .... form, but after doing so cannot polymorpfi
of a mindspinspell, they attack the minds of
again until it kills another humanoid. A Sivak
their wctims through illusion.
, 0 will also change shape when it is slain it Dreamwraiths attack with terrible swiftness

The paralysis induced by a Kapak's poison assumes the form of the creature that killed it. and with the fury of a berserk fanatic.
Dreamwraiths are not undead and there-
lasts for 2d6 turns if the victim fails his saving This death-shape lasts for three days, then the
fore cannot be turnedby clerics. They are illu-
throw vs. poison. Weapons licked with poison entire body decomposes into black soot.
sionary, however, and if their illusion is
remain poisoned for only three rounds. discovered, their blows do no harm to the

When a Kapak reaches 0 hit points, its body Sivaks : ':!:!~ nonbeliever. Because the mindspin spell
instantly dissolves into a lO-foot-wide pool Of
weaves real people into its illusion, maintain-
acid. All within the acid pool take ld8 p o i n ~ FREQUENCY: Uncommon ing disbeliefin these creatures is nearly impos-
sible ( - 5 penalty to the check).
of damage each round they remain there. The # APPEARING: 2d10

acid evaporates in ld6 rounds. All items POSt ARMOR CLASS: 1

MOVE: 6"/[15"]/18"

HIT DICE: 6

% IN LAIR: 10%

Slv~ks TREASURE TYPE: Q
# ATTACKS: 3

Sivaks are some of the most powerful dra- DAMAGE: l d 6 / l d 6 / 2 d 6

conians, second only to the Auraks. They are SPECIAL ATTACKS: None

useful both on the battlefield and as advance SPECIAL DEFENSES: + 2 on Saves

infiltrators in areas such as Ergoth or western MAGIC RESISTANCE: 20%

Solamnia where people are suspicious of the ~JN'I~LLIGENCE: High

75

OoeAmwRAi1;hs

o uow ,ms i_- I:e.tc. ...... i If no new snow has fallen since a track was
made, an ice bear has a t00 % chance m follow
FREQUF2,1CY: VeryR a r e ~ / FREQUENCY: Very~ ! ' . : a trail one day old or less. For each day since
the trail was made, subtract 10%. Subtract
# APPEARING" 1 - 4 0 0 - i~i~:, # APPEARING: 1 - . 10% for every inch of snow that has fallen. A
ld100 roll must be made once per day--if suc-
ARMOR CLASS: 3 " . : ,,',i!' ARMOR CLASS: 4 - - cessful the ice bear can follow the trail for the
enme day, otherwise the trail is b s t forever.
MOVE: Variable _ ": ".~i: MOVE: 6 ::

HIT DICE: 8 ." HIT DICE: 9 ' ~ " '

% IN LAIR: 100% :::,~ % IN LAIR: 100%

TREASURE TYPE: Nil - - - :i:~' TREASURE TYPE: Nil

# ATTACKS: 1 - " i::!~:~i~" # ATTACKS: 2 : BIOOOSC..AITIlnO1;aURS

DAMAGE: ldlO(illusionary) /~ DAMAGE: Special Minotaurs on Krvnn are a highly organized
warrior race that operates from bases on the
SPECIAL ATTACKS: IllusionaryWeapons/i: J: SPECIALATTACKS: Drains 2 levels per hit islands of Mithas and Kothas on the eastern
borders of the Bloodsea. The minotaurs
SPECIAL DEFENSES Nil '!' SPECIALDEFENSES: Invisibleomept to believe themselves to be superior to the other
races of Krynn it is their destiny to conquer
MAGIC RESISTANCE: By dream level ~ MAGIC RESISTANCE: Normal and enslave the world. Minotaurs of Krynn
will ally with adventurers if they can be con-
mind spin: Normal/109/o/20% INTELLIGENCE: High vinced that this serves their own purposes. See
the section on minotaurs (page 69) under
INTELLIGENCE: Of the person d r e a m ~ .~,;iii~: ALIGNMEN'E Chaotic Evil
Races of Ktynn for more details.
ALIGNMENT:Chaotic Evil ' - ' " " ' SIZE: M

SIZE: Variable . . . . XP VALUE! 650 + lO/hp

XP VALUE: Variable " :~:

Dreamwraiths gain a + 1 bonus to every i n i ~ A fetch attacks twice per melee round.
victim can only see the fetch by looking into the
tiative check. Checks for disbelief must refl~ve surface. Thus the victim suffers a pen~
altyof-2tohitand+2totheirAC. Allothers
made separately for :each group of suffera ~,4 penaky to Eft the invisiblefetch.

dreamwraiths en d.: :'i~

Btoo6s~ m,no~.~

I;cl~ch ICe Bc~xRS ~ Q U E N C ~ Rare

Fetch are the harbingers of death. Existing These great white bears are carnivoreswhose # APPEARING: td8
on the fringes of the Abyss, these creatures can diet consistsmainly of fish. Any other prey that
only reach into our world through reflective stumbles into an ice bear's path is likely to be ARMOR CLASS: 4 ~-7
surfaces (mirrors, calm pools, etc.). consumed as well, however. While their color is
that of a polar bear, ice bearsmore closelyresem- MOVE: 12"
A fetch appears to be a haggard and deathly ble cave bears in size and ferocity.
pale imitation of the person gazing into the HIT DICE: 8 +4
surface. To the person gazing at their reflec- Ice bears have an uncanny ability to track
tion, the fetch appears to be standing imme- prey over snow and ice, and the thanoi use % IN LAIR: 10% (80% on home istes)~ .:/~,
diately behind them. A fetch attacks with them for this purpose, sharing the reward, if
stunning speed, using an exact replica of the any, with the bears. TREASURE TYPE: C - ~~
weapon of its victim (this replica disappears if
the fetch is killed). # ATTACKS: 2

Fetch are always invisible, even while DAMAGE: 2d4 or by weapon type -~
attacking, to all but their victim. The victim
can only see the fetch by looking in the reflec- SPECIAL ATTACKS: Nil
tive surface.
SPECIAL DEFENSES: Surprised only~ a l
The chilling touch of a fetch drains the
essence of life from the victim with horrific MAGIC RESISTANCE: Standard
speed.
INTELLIGENCE: High

AUGNMEN'E Lawful Evil

IC6 1StSAK~ "SIZE: L

XP VALUE:.6 0 0 ยง :12thp

FREQUENC~ iJncommon

# APPEARING: ld4

ARMOR CLASS: 6

MOVE: 12" ~'~

HIT DICE: 6 + 2

% IN LAIR: Nil

TREASURE TYPE: Nil

# ATTACKS: 3 (claw/clawlbke)

DAMAGE: Id8/Id8/2d8

SPECIAL ATTACKS: Hugs for 2d6-if,both

claws hit

SPECIAL DEFENSES: Immune to cold

MAGIC RESISTANCE: Standard

SIZE: L(t2+ feet)
XPVALUE: 475 + 8 / h p

76

shaOowpcoptc

ShaOowpcoplc creature.
In combat each shadow warrior employs a
The shadowpeople are a race of mammals
that has dwelled in Sanction since the city was wickedly curved hook to both attack and
founded, centuries before the Cataclysm. restrain opponents. Once an enemy has been
Their existence has always been rumored, but impaled by the hook of a shadow warrior, the
never proven to the satisfaction of scholars. enemy's attacks are hampered and he con-
tinues to take damage from the hook.
Shadowpeople dwell almost exclusively
underground and suffer greatly in the light of ShaOowpeople ~:9!
the sun. Under an overcast sky (the usual
weather conditions in Sanction), they can FREQUENCY: Rare
operate but do so in great pain. This pain is # APPEARING: 2d20
even more extreme when in direct sunlight. ARMOR CLASS: 2
MOVE: 12" / 18"
The shadowpeople's bodies are covered HIT DICE: 3 + 1 ~
with dark, smooth fur. A long, stretchable % IN LAIR: 100%
membrane connects their arms to their flanks. TREASURE TYPE: Nil
The membrane enables the Shadowpeople to # .~TTACKS: 1
glide through the air, covering 10 feet of DAMAGE: Id8
ground for every foot they drop. Under cer- SPECIAL ATTACKS: See Below
tain thermal air conditions, this allows them SPECIAL DEFENSES: See Below
to soar and gain height as they fly. MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
Shadowpeople have a close, clannish cul- ALIGNMENT." NeutruA (good)
ture. The young are cared for by whatever SIZE: M
adults happen to be nearby. The adults are XP VALUE: 85 + 4/hp
divided into two classes: warriors and coun-
cilors. The warriors patrol the race's under- Shadowpeople suffer a - 2 penalty to all tO Spcc1;RM mmtons
ground tunnel network and defend the clan hit rolls under overcast skies. The penalty is
against intrusion. The councilors meet regu- increased to -4 in bright sunlight. They can Spectral minions are the spirits of humans
larly to educate the young and make decisions glide 10 times the distance they launch them- or demihumans who died before they could
about the survival of the race. selves from. Any character who is successfully fulfill powerful vows or quests. Even in death,
struck by the hook of a shadow warrior will spectral minions are bound to the vows or
Shadowpeople can communicate via a set of suffer a - 2 penalty on all to hit rolls and sus- quests placed upon them when they were
squeaks and growls that forms a primitive lan- tains an additional ld8 of damage every alive. Every day, they must relive the events
guage, but they are much more likely to use round until one or the other combatants is leading to their deaths, trying to fulfill their
their advanced ESP abilities to send and vows or quests.
receive messages. This ESP accounts for the dead or the fight ends.
Shadowpeople's low Armor Class: In combat Outdoors, spectral minions must stay with-
they are able to anticipate the actions of their in 1,000 yards of where they died. Indoors,
enemies and take measures to defend against they must stay in the corridor or room where
it. They cannot be surprised by any sentient they met death. On very rare occasions where
the quest was to perform an act over an area,
:~ il~ ~" they are free to roam within the area.

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

Spectral minions appear as they were in life,
but they are almost transparent. While spec-
tral minions are hard to tell apart, they seem
to fall into six general categories:

Berserkers: Some agents of evil are driven

77

Eh&no~

into a berserking frenzy when they become SPECIAL DEFENSES: + 1 or better to hit % IN LAIR: 25 %
minions. This happened in many cases during MAGIC RESISTANCE: 20%'
the Cataclysm. These beings have rebelled INTELLIGENCE: Standard TREASURE TYPE: Individuals M; .!n
against their quests and have no hope of ever ALIGNMEN~ Varies
being freed from their charges. SIZE: M # ATTACKS: I or 2 .............
XP VALUE:
Guardians: These minions were quested to DAMAGE: By weapon or tusk (ld8) ;
guard some passage or object. Usually they Philosopher: 525 + 8/hp
require only a password or signal to allow a Reveler: 525 + 8/hp INTELLIGENCE: Below Average .....
person to pass safely. Unfortunately, everyone Searcher: 525 + 8/hp
who knew the password is usually long since Guardian: 900 + 14/hp ALIGNMENT." Lawful Evil
dead. Guardians are always honest and good Warrior: 900 + 14/hp SIZE: L (8 ft.)
spirits endeavoring to complete their assigned .~Berserker: 900 + 14/hp XPVALUE: 85 + 4/hp
task. Once the password is correctly given,
they are freed of their responsibilities. 1;hanol (WalRusmen) Any weapon used by a thanoi does 2 more'
points of damage than usual
Philosophers: Philosophers love libraries The thanoi ate a bizarre blend of the
and books and can spend decades studying human and walrus races. The creatures have The leader of a group of thanoi always has:
the nuances of a single book. They usually huge, padded feet, stocky arms with fingers at least five hit dice.
attack an intruder only if their honesty is ques- capable of holding a weapon or casting a
tioned. Philosophers can be of any alignment. spear, and faces much like walruses. Thanoi that are exposed to above-freezing;~
Often they are found in groups of two or more climates lose one hit die per week of exposure
engaged in heated debates. Two huge tusks grow from a thanoi's In addition, they suffer an extra point of dam,
mouth, jutting wickedly downward. The age per die from any fire,based attacksl
Revelers: These minions revel through the beast can use these to attack or it can use a whether magical or nonmagical!
halls and places to which they are tied. They weapon, gaining the benefit of its tremendous
are often found dancing madly or laughing in strength. k ynn 0RaGons
groups while drinking spectral ale. They dine
gluttonously and play parlor games. Their A group of thanoi always has a leader. This BackqRoun0 an0
frolicking has a dangerous, hypnotic effect on leader is usually the meanest and most aggres-
mortals who see them. Often adventurers are sive thanoi of the band. The walrus men are a h stoRy
drawn into these revels. These unfortunate vicious race, enjoying the torment of other
mortals dance uncontrollably, losing Strength creatures; often thanoi kill for the sheer joy of Dragons are the title children of Krynn,
and will power, and become spectral minions it. Their primary food source is the fish that embodying the elemental forces themselves.
unless someone rescues them. are trapped in the ice-coveredlakes on Icewall The dragons of Krynn are power incarnate and
Glacier. They are not above eating carrion, know it. They are--or at least they should
Searchers: These armed minions of evil bear meat, or any other protein that fate sends be--the most fearsome of opponents, capable
stalk their haunts, forever searching to fulfill in their direction. of inspiring awe and fear in all who behold
their quests. These minions are very danger- them.
ous, for they will destroy anything that stands Thanoi are protected by a tough leathery
between them and their unreachable goals. skin and a thick layer of fat. They can swim in In the ancient days of Huma, the dragons
arctic waters without suffering from the cold. were driven from the world that gave them
Warriors: These groups of minions are the In fact, thanoi are immune to all forms of birth. Since then, trapped on a far-off plane,
spirits of mortals who were locked in mortal cold, both natural and magical. This immu- the dragons of evil have conspired to return.
combat at the time of death. In all such cases, nity has its disadvantages: Thanoi suffer dam- The dragons of good, also exiled, resolved to
the minion-versus-minion combat produces age if exposed to a environment whose leave the light of Krynn to the children of the
no lasting damage and the net effect is an eter- temperature is above freezing. They suffer gods.
nal conflict between the groups. Only extra damage from heat- and fire-based
through the intervention of mortals can the attacks. 1;heCwl 0Raqons
tide of the battle be turned in the favor of one
side or the other. Although large and clumsy-looking, a tha- Black 0RaGons
noi can maneuver its bulk surprisingly well.
t Their clawed feet enable them to maintain a Black dragons are typically found in
good pace over ice or snow. swamps or marshes, although they also
FREQUENCY inhabit subterranean lairs. Some scholars con-
# APPEARING: ~ano, (wMrus jecture that this preference for dark lairs indi-
ARMOR CLASS: cates a sensitivity to light. Over 30 feet long,
black dragons attack with sharp claws and
teeth. They can also spew a stream of deadly
acid upon their victims.

Black dragons are capable of speech, in
both the secret language of dragons and in
other languages they find useful, including

78

ORaGons

the language of magic. A favorite spell of ReO OoaGons CjooOORaGons

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

79

0o&cions

always made of solid stone--be it cave or casde. sacrifice of Huma, Takhisis never ceases her Flying dragons can swoop down and ei~
They have the ability m polymorph themselves attempts to reenter Krynn. Her constellation claw or bite, but not both. Diving drago~
and can appear in the guise of humans or ani- in the night sky always appears directly oppo- inflict double damage with their claws if they
mals. This they do only rarely, believing it site that of Paladine, symbolizing the two dive. Dragons cannot cast spells while flying,
demeaning to take on such puny bodies. gods' continual opposition. but can cast spells on the ground or while gli-
ding.
Gold dragons attack with teeth and claws or palaOme, l:h6 platinum ORaqon
with their breath weapons. They can breath Most dragons tend to use their breath weal>
fire or chlorine gas upon their victims. Gold Paladine, the God of Good, has many ons twice and then wait for a strategicmoment
dragons are also extremely skilled in magic-- names among the different races of the world to use their third breath attack.
even the very young ones. Highly intelligent, (one of his best-known incarnations is Fizban
gold dragons rarely make use of spell books. the Fabulous). In his dragon form, Paladine is Dragons are haughty creatures and may
truly impressive. (The same cannot be said, refuse to fight except as it suits their own pur-
Pyrite, the most ancient gold dragon living unfortunately, for Fizban.) Over 72 feet long, poses. When using spells, they often cast
upon Krynn, was the companion of the the Platinum Dragon can attack with teeth them before melee to avoid the conflict,
renowned wizard, Fizban the Fabulous. and claws or with one of his breath weapons. weaken their opponents, or gain the upper
These include a blast of cold that can freeze hand. Once in melee, dragons cast spells only
SilVeR ORacions any victims, a cloud of vapor that turns victims if losing.
into gaseous form, or a sonic vibration that
Certainly the dragons most beloved by disintegrates solid rock. Dragons do not knowingly place themselves
mankind are the silverdragons. These dragons in a position m be subdued, although they are
mingled the most with the races of Krynn. Paladine is highly skilled in magic and can clever enough to pretend to be subdued to.
Forty-eight feet long, silver dragons can poly- also cast clerical spells. Paladine's favorite lure unwary adventurers into a trap.
morph into human or elven form. Unlike gold form is that of the befuddled old wizard. Fiz-
dragons, silver dragons sometimes seem to ban (ofttimes seen with his senile gold dragon Dragons are very clever opponents. They
prefer this form to their own. They enjoy companion, Pyrite). have been known to feign death, unconscious,
being around humans and elves and helping ness, sleep, or subdual to trap opponents.-
them if they can. Silver dragons attack with ORacion I ulcs They can see, hear, and smell much better~
claws and teeth or use either of two breath than most creatures and automatically detect
weapons--a cone of frost or a cone of paralyz- The dragons of Krynn are power incarnate hidden and invisible beings at a range of 1"
ing gas. They speak many languages, but usu- and they know it. The DM has the responsibil- per age level. They are rarely surprised.
ally prefer human or elven tongues. Silver ity of playing these magnificent beasts proper-
dragons are excellent magic-users. l~ Tl~ere should be nothing so terrifying to Dragons adapt their tactics to the situarion~
PCs as dragons on the wing. When in flight at as is appropriate for very clever creatures. The
The most famous of the silver dragons is full speed, dragons rush across the world like a following tactics are frequently used.
Dargent, who met the Companions in the gale, but their ability to turn is greatly
form of the Kagonesti elf maid Silvart. Sister impaired (Maneuverability Class E). 1. Dragons stay in the air as much as possi-
to the silver dragon who fell in love with ble during melee to cause awe (see below)and
Huma, Dargent was also destined to fall in When engaging earth-bound creatures in stay out oTfhand-held weapon range.
love with a mortal--Gilthanas, a lord of the combat, dragons slow to half-speed, improv-~
Qualinesti elves. Their love affair was a tragic ing their maneuverability to Class D. At less"~ 2. If the combat area is dusty, they beat
one, however, for Gilthanas could never bring than half speed, the creatures stall and lose their wings, stirring up clouds to blind fight-
himself to accept Dargent's true form. altitude. They can climb at half speed or dive ers and disturb spell casters.
at double their listed speeds. Dragons can
L-heGoOsas ORaqons glide but they lose 1,000 feet of altitude per 3. They use clever conversation and prom-
round. Dragons can perform a wingover if ises to talk their way out of bad situations.
T~khlslS, queen of Oa~kn~ss they stall while climbing. This enables them
to turn 120 degrees as they dive to regain The power to cause awe and fear is one
Although Takhisis can take any form from speed. dragons' most potent weapons. Flying
that of the most beautiful and alluring of wom- charging dragons cause awe under the follow-
en to the powerful and loathsome Dark Warrior, Very young and young adult dragons have ing conditions:
her favorite form is that of the five-headed chro- maneuverability ratings one better than older
matic dragon. In this form, she is over 60 feet dragons (Class D at full speed, Class C at half 1. Watchers with less than 1 hit die auto-
long and has five heads. Each head has a differ- speed). Dragons cannot fly higher than matically panic and flee for 4d8 turns.
ent color (white, green, blue, red, and black), as 10,000 feet because the air becomes too rare-
well as a different power and personality. fied to breathe at that altitude. 2. Watchers with 1 to 3 hit dice must roll a'
successful saving throw vs. spell or be para-
She can attack with all five heads at once, as When attacking from the air, dragons lyzed with fear (50% chance) or flee as'above
each head has its own breath weapon--frost, employ their breath weapons and awe ability (50% chance).
poison gas, lightning, flame, and acid, accord- while swooping down low over their oppo.
ing to the color of the head. Each head is also nents and then climbing back into the sky. 3. All others must roll a successful saving
capable of casting its own magical spells, regard- throw vs. spell or suffer a - 1 penalty ~o hit.
less of what the other heads are doing. L~
Even the draconians are subject to these:
Confined to the Abyss by the bravery and effects from good dragons. If the draconians
are within 12" of the evil dragon they seree;
however, they have a +-1 bonus to hit.

Dragons younger than adult cannot inspire

awe.

80

i .!i?

9 ~t:'8~4 /

~,/ . ~;~i,~ r ~ ~.- i

s9

~hc WoRIO t h a t Was

"Their world was folly and ours the price,
but oh how brightly shines
the glory of their folly.

82

tcs of tong aqo

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

83

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Astwnus's ScRoll: 1;he l tveu of 1;tme

:0

L-he aqe of 0R ms cal essences of the grey moon, Lunitari. acie oi:mmiht
Elves Triumph: The dragons are driv-
The events of the Age of Dreams are not dared 2500 to 2200 Ergoth Dominant: The
to a speci~c year, or even centu~ It is proba- en from Silvanesti. Elven clans again expanding nation of Ergoth reaches the
ble that the measuring of time during this swear allegiance to the house of northern border of Thorbardin to the
period occurred at a scaleincomprehensible to Silvanos. The Kingdom of Silvanesti is south. Skirmishes between dwarves and
decreed. Lands are granted immedi- men eventually lead to an uneasy trace.
man. ately to the major families of the The humans also expand eastward and
Synthal-Elish. A central government establish outposts on the edge of the
--Astinus overlooks independent states. Silvanesti forest. The western elves
begin to trade with humans; some elves
The Gods Awaken: From swirling chaos circa 3100 Greystone Released: The gnomes and humans intermarry.
emerge the gods. Taking realms of chaos unto pull the Greygem from the skies, and it
themselves, they establish the Balance. Chaos floats across the face of Krynn, leaving 2308 Sithas and Kith-Kanan Born: Twin
slows and is subdued by the triumvirate of disruption and chaos in its wake. sons are born to Sithel. Sithas is born
Good, Evil, and Neutrality. Through the gem, magic is brought to minutes before Kith-Kanan.
the world. Some gnomes are changed
The Stars are Born: The universe is forged by the gem, creating the kender and 2192 Sithel Slain: Sithel leads a hunting
from chaos. Sparks fly from the anvil, creating dwarven races. expedition into the western reaches of
stars in the sky. Worlds are wrought by the Silvanesti. His party accidentally meets
hammer strokes and left to cool. The spirits of circa 2800 Kal-Thax Closed: The region of a human hunting party that is stalking
the races dance among the stars. Ansalon inhabited by the dwarves is prey. The elf is concealed by thick brash
sealed against all intrusion. Rumors of and a human hunter shoots him by
The AH-Saints War Begins: The three dark horror emerge from the land, but mistake. The Kinslayer War begins.
realms of the gods vie for control of the senti- messengers are forbidden entry.
ent spirits. The gods of good press to give the 2192 to 2140 Kinslayer War: The elves
spirits power in physical worlds, nurturing 2692 Second Dragon War of Silvanesti attempt to drive the human outposts
them toward the greater good. The evil gods Begins: Dragons again strike south- from Silvanesti, while the humans
desire to subjugate the spirits as servile beings. ward from central Ansalon, this time defend fiercely. Many more humans
The gods of neutrality wish to free the spirits aided by potent magic. The elves rally arrive to aid their side in the war. The
to their own desires. and resist. Elves from the western prov- elves who married into human society
inces save the capital from destruction, are forced to fight against their human
End of the All-Saints War: The war ends forcing the dragons onto the defensive. kin in a war of great savagery.
with an alliance between the good and neutral Construction of Thorbardin Begins: Kith-Kanan skillfully leads the west-
gods, in which the spirits gain power in the The dwarves of Kal-Thax commence ern elves in war, while Sithas solidifies
physical world, yet retain the freedom to the building of their mighty fortress as his hold upon the the throne. The war
choose good or evil. a defense against the world. finally ends with a truce.

Ktynn is Populated: Gnomes, elves, ogres, 2645 Second Dragon War Ends: The elves 2140 to 2100 Sundering of Silvanesti: The
dragons, and humans are given the world of of the west drive the dragons from western elves are again the heroes of the
Krynn as their domain. The races quickly Silvanesti, and are held as heroes of the land. They, however, are ashamed of
spread across the world, claiming regions as land. Humans join in the war to banish the bloodshed wrought by the Kinslay-
their own. The other races force the humans dragons from the face of Krynn. A er War. The philosophies of the western
into small, desolate comers of the world, and mighty hero, Huma of the Lance, dis- elves have strayed from the rigidly
then ignore them. covers the Dragonlance and uses it to structured order determined by the
drive the dragons to a negative plane, high elven caste system. With their
age of hc ht where they are ordered to sleep for the army still intact, the western elves sue
rest of eternity. for freedom of self-determination.
circa 4000 PC Rise of the House of Silvanos: Ergoth/Thorbardin Clash: A series
The first Synthal-Elish (Council of the 2600 Thorbardin Completed: The dwarves of disputes over borders and mineral
High Ones) is formed by Silvanos, on withdraw into their fortress, turning claims leads to renewed skirmishing
the hill called Sol-Fallan. The many their backs upon the rest of the world. between dwarves and humans. The
households of the elves swear allegiance Rise of Ergoth: The humans of threat of all-out war looms.
to each other through Silvanos. Balif, Ergoth exert their influence beyond the
the general, becomes Silvanos's lieu- borders of their land. Ergoth expands 2073 Swordsheath Scroll Signed: A pact of
tenant. Now united, the elves look to rapidly to the east and south. peace is signed by the emperor of
the menace of dragons encroaching Ergoth, the elves of Silvanesri, and the
into eastern Silvanesti. 2515 Death of Silvanos: The venerable dwarves of Thorbardin. The Sword-
B/rrh o f the Gnomes: Reorx, who leader of the elven nation dies and is sheath Scroll solves the most pressing
forged the world, becomes displeased buried in the Crystal Tomb. His son, problems of the age.
with a group of his human worshipers. Sithel, assumes the leadership of
He turns them into gnomes. Silvanesti. Sithel orders construction of
a tower in honor of his father, to be
circa 3500 Greystone Created: Magic is called the Palace of Quinari.
unknown upon Krynn. Reorx, the god
of the forge, creates the Greystone of
Gargath. In it is concentrated the magi-

86

astlnus's ScRoll: I;he I lveR of 1; me

The elves of westem Silvanesti are Padendy, Solamnus trains a mighty army. Kingpriest solidifies the bond between
granted a huge tract of enchanted wood- the militarymight of Solamnia and the
land north ofThorbardin, where they can 1241 FallofErgoth: Solamnus and his army spiritual guidance of Istar.
live as they wish. This land, called march west. The general outmaneuvers
Qualinesti, also servesas a buffer between the Ergothian army and lays siege to the 260 Construction of the Temple of the
the dwarves of Thorbardin and the capital. Solamnus accepts the emper- Kingpriesr Commences: The finest
humans of Ergoth. Ergoth agrees to stop or's surrender in the spring of 1240. artisans of Krynn are brought to Istar to
mining the Kharolis Mountains, and the The surrender terms require the build a temple that will proclaim to the
dwarves agree to relax trading restrictions emperor to grant each of his subject world and the gods alike the glory of
between their peoples and the humans. states the right of self-determination. the nation of Istar.
All hostilities cease. Although the nations of Ergoth remain
loyal to the crown, outlying states 212 Temple Completed: Widely proclaimed
2050to2030 The Great March: Theelvesof become independent or join the new as the freest example of archkecmre ever,
western Silvanesti, under their leader nation of Solamnia. the temple is blessed by the Kingpriest,
Kith-Kanan, migrate to Qualinesti and Solamnus assures the elves and who immediately takes up residence.
begin to colonize their homeland. dwarves that he will abide by the terms
of the Swordsheath Scroll. 250 m 100 E]vesShun Other Races: Increas-
2000 to 1400 Peace: Krynn prospers. Kith- ingly disgusted by the frantic pace of
Kanan strengthens the bonds of peace 1225 Km'ghrsof Solanmia Formed: An order human life and the arrogance of man
between the elves of Qualinesti and the of knights, dedicated to the causes of about his own accomplishments, the
dwarves of Thorbardin. Together, the goodness and freedom, is formed by Silvanesti elves withdraw into their for-
races erect the fortress of Pax Tharkas as a Vinas Solamnus. Solamnia prospers, as ests. They bar commerce with the outside
monument to their lasting peace. Erguth the states of Palanthus, Lemish, and world, and visitors are prohibited from
passes through a succession of emperors Caergoth join the new nation voluntarily. entering.
of the Quevalin line, the majority of
whom rule with just and benign hands. 1100 to 800 Foundation oflstar: The tribes 118 Proclamation of Manifest Virtue: The
of far eastern Ansalon, until now a Kingpriest declares that evil upon
1400 to 1250 Rebellions in the East: Grad- bickering collection of barbarians, Krynn is an affront to the existence of
ually the Ergothian rulers begin to gradually unite. The Council of Istar the gods and men. A rigidlydefined set
abuse and exploit their subjects. After establishes a unified government. Istar of evil acts are listed; those found guilty
much repression and heavy taxation, begins to trade with Solamnia. of committing any of these acts are to
the provinces in the eastern corners of Solamnia Prospers: The dynasty be put to death. Clerics of good,
the empire begin to revolt. These wars founded by Vinas Solamnus is extended appointed by the Kingpriest, journey
are usually brief, but very violent. The by his descendants. Ergoth depends on throughout Krynn, seeking to find and
emperors are forced to use their troops Solamnia for protection and trade. report any evil acts or individuals.
regularly, and each rebellion is larger
than the last one. 773 to 760 Israr and Silvanesd Clash: A 94 Extermination of Evil Races Sanctioned:
series of border skirmishes between the The Kingpriest, not satisfied with the
1262 Vinas Solamnus Commands Imperial expanding Istarian nation and Silvanes- Proclamation of Manifest Virtue, adds
Guard: This skilled commander, who ti again threaten the elven homeland. a clause stating that certain races--
has been instrumental in crushing sev- With the aid of Solamnia, the elves goblins, ogres, etc.--are inherently evil
eral rebellions, is appointed to the persuade Istar to add its signature to and must be exterminated. High boun-
highest military post in the empire. the Swordsheath Scroll. ties are offered, and bounty hunters
immediately set about to eliminate
1251 Great Rising in Vingaard: The largest 700 to 600 Ogre Wars: Pillaging armies of these creatures.
rebellion yet shakes the plains of Vin- ogres emerge from the Khalkhist
gaard and Solanthus. Solamnus march- Mountains of central Ansalon, raiding 80-20 Rise of Clerical Power: With the full
es east with a huge army to once again across the plains of Solamnia and the approval of the Kingpriest, Istarian life
crush the rebellion. fertile fields of Istar. Solamnia and Istar falls increasinglyunder the influence of
unite, eventually driving the ogres back the clergy. Clerical approval is required
1250 YearofWairing: Solamnus studies the into the mountains. for marriage, business contracts, and
grievances of the eastern peoples, military expeditions.
determined to end the rebellion with- 600 m 280 Union of Solamrdallstar ,Solidi- The rise of the clerics is accompanied
out a massacre. Gradually he comes to fied: The two great human nations grow by a corresponding loss of magic-user
realize that the empire has incited the more and more interdependent. The influence. Hounded as an unrepentant
rebellions through vile and repressive Knights of Solamnia become the military source of evil, mages are driven farther
treatment of its citizens. Solamnus, strength of both nations, while the artistic and farther underground.
and most of his army, join the rebel and educational talents of Istar are spread
cause at the end of the year. throughout the continent, lstar gradually 6 Edict of Thought Control: The Kingpriest
becomes the dominant partner. asserts that evil thoughts constitute evil
1249 to 1242 Unionof the PlainsStates: The acts, and declares that his clerics are to
nations of eastern Ergoth rally to Solam- 280 FirstKingpriest Declared: The capital employ ESP spells in an increased effort
nus, achieving quasi-independence. city of Istar is proclaimed the center of to rid the world of evil.
the world. The anointment of the first

87

npcs of tong ago

The best part of role playing the L-heSilver Ooaqon ally find amusing.
DRAGONLANCE| saga is in meeting and Most Knights do not like Magius, believing
interacting with the people and creatures of Huma fell in love with the Silver Dragon
this fantasy realm. A good DM can make the when she was in the form of a woman. She he should take himself and life more seriously,
NPC characters come alive for his players. To loved the Knight and prayed to Paladine to and they cannot understand Huma's affection
help the DM, the following are capsule sum- allow her to become a mortal woman so that for the mage. Magius does not hesitate to criti-
maries of various NPCs the player characters she could remain with Huma. Paladine cize Huma and often teases him, treating him
might meet, plus information to help role showed them the future. If she remained a disrespectfully as far as the other Knights are
play them effectively. dragon, she and Huma would be given the concerned. But the practical Magius is Huma's
dtagonlance and the power of defeating the best counselor and advisor, bringing the over-
huma, kn=c/htof evil dragons. If she became mortal woman, ly romantic Knight back to harsh reality.
she and Huma could find happiness for a
Solamma time, but the evil dragons would remain in During Huma's time, wizards were not
the world. She and Huma both chose to fight allowed to carry any weapons other than their
Huma is a tall, well-built man of approxi- the evil, even though it meant sacrificingtheir magic. A wizard was expected to be protected
mately thirty years, although he looks older. love. by warriors and to get out of any battle if he
He has long, chestnut brown hair, streaked felt himself becoming weak.
with gray. He wears the traditional long mous- The spirit of the Silver Dragon might well
tache of the knights, also streaked with gray. appear with Huma to help a true Knight bat- Because of this stricture, Magius always
His eyes are deep brown and appear to be able tle his enemies. Those campaigning with fought side-by-side with Huma. During one
to see a man's strengths and weaknesses. Huma would certainly know her. In woman of the battles near the end of the war, how-
Huma's face is weary and sorrowful, for he has form, she is extraordinarilybeautiful, with sil- ever, the two were separated. Although he
seen the evil in the world and grieves over it. ver hair and silvery grey eyes. In battle, she had a chance to escape, Magius stayed and
His rare smiles are warm and caring. wears silver armor that appears to be made of
dragonscales. The sight of her fills all who see fought until his magic gave out. Having no
Although only a Knight of the Crown (Hmna her with awe and reverence. She and Huma other weapon, the weakened mage was quick-
did not have the requisite pure blood line to are devoted to eact/other. ly overwhelmed and captured. Carried back to
become a Knight of the Rose), he is a natural the Dark Queen as a prize, Magius was tortur-
leader and even higher ranking Knights follow Besides appearing to any true Knight in ed and died after days of torment. The Dark
him willingly. His men love him and would much the same way as Huma, the spirit of the Queen sent the mage's battered body back to
gladly lay down their fives for him. Huma is a Silver Dragon might fight at the side of any Huma, hoping to demoralize the Knight.
devout Knight and a faithful follower of Pala- woman battling the forces of evil.
dine. He is the soul of honor and chivalry. Huma grieved deeply over his friend and
prayed to Paladine that Magius's sacrifice be
If his spirit is met after his death, the down- remembered. Paladine answered his prayers
fall of the Knights will grieve Huma deeply, and, from that day, all wizards have been
though he is wise enough to admit that the allowed to carry daggers in remembrance of
Knighthood has problems that must be reme- Magius.
died or it will be lost forever. His spirit will
fight beside any true Knight, particularly if HP: 76 ; ~~1584i:i~/i!iii:iiiCi!iil;!ilJ!iiii:ii!ii~iiii:~:!i~ii~
that Knight calls upon Paladine to aid him. ~~
A
huma (ripc) : ;; (14th-Levei HumanRedRo~WizaM)

O t h e r statistics are as a ve~r old silver!i 9; ~!: s~
d r a g o n m: the MonsrerManuaL ..~. ~.~ t0
i nftL,u: to
Abilitt~: Changg ~ a P e ~ human .fo~:i~ i~

THACOi maq us

There are many waysm which a player char- A powerful wizard of the Red Robes,
acter couM meet Huma. His~spirit ~uld Magius was a childhood friend of Huma's.
appear to a Knight fighting during the War ~ Their friendship was very unusual since most
the Lance, for example. The DM can devise Knights disliked and distrusted magic-users.
It was also unusual because the two men were
so different: Huma was noble and self-
sacrificing, while Magius seemed to be self-
centered and cynical. In appearance, Magius is
a very handsome 30-year-old man, well-built,
with long blonde hair and a blonde beard and
moustache. His eyes are blue and piercing. He
is sarcastic and even irreverent, often making
jokes about the Knights that they don't usu-

88

npcs of tonq aqo

[lStanOanl;lluS as mus of palanthus Unfortunately, Dougan's luck at cards or
dice or betting is very bad. He always loses
The appearance of this great, evil wizard Rumors abound that Astinus of Palanthus whatever money and equipment he has.
depends on when the characters meet him. If is actually the god Gilean. Astinus is popu- Worse, he invariably drags his companions
the characters meet him prior to his battle larly known as the Ageless One, for legend has into trouble by offering their money or their
with Raistlin, he is an extremely frail old man it that he has been on Krynn forever. Those equipment (often without their permission)
with wrinkled hands and face and long white fortunate enough to receive admittance to the as stakes in his games. ("I'm sorry I lost yer
hair and beard. A tremendous feeling of Great Library and an audience with Astinus magic sword in that card game, lad, but it was
power and of evil radiates from this old man. find themselves in the presence of a man a sure thing[")
whose face is handsome and ageless. The eyes
He takes an interest in any adventuringpar- of the man are intense dark, aware, con- Since Dougan is a god, there is usually an
ty, particularly if there is a young Black Robe stantly moving, seeing everything. Astinus ulterior motive to all he does. He does not
or Red Robe male magic-user present. Fistan- speaks politely yet is alwayssomewhat distant. interfere in anyone's free will to make a deci-
dantilus will either attempt to lure the young If disturbed at his studies, he may be annoyed sion, however. He has a special interest in
mage away from his companions or will at the interruption. He will probably continue dwarves. It is rumored that Dougan is on
abduct the mage. Once he has the young to write even as the player characters are talk- Krynn searching for the Greystone of
mage, Fistandantiluswill attempt to wrest his ing to him. Gargath.
life from him by using the bloodstone pen-
dam. Astinus is neutral in all things. He generally See page 45 for the statistics of Reorx/
refuses to give advice; when he is willing to Dougan.
I~lstanOanutus(npc) offer council, he often restates the obvious,
letting the players draw their own conclusions. kmqpmcst of Istar
(17th-Level Human Black Robe Wizard) Astinus cannot see into the future. He knows.
however, everything that is happening in the Few who come into the presence of the
STR INT WIS DEX CON CHR present and everything that has happened in Kingpriest ever see what he truly looks like.
12 17 12 18 13 Var* the past. Getting him to part with this infor- Most characters of good alignment feel that
mation, however, is a malor undertaking, they are in the presence of someone very beau-
THACO: 13 since he refuses to do or say anything that tiful and truly good. They experience a tre-
AL: Chaotic Evil might affect the future. mendous sense of peace and well-being. The
HP: Variable * thought of leaving this man's presence fills
AC: Variable * Astmus of p~.n~hus ;4 ~'- them with sadness. They would not think of
doing or saying anything that might upset or
* Fistandantilus maintained his existence THACO~ 2 "" disturb this truly good and wonderful man.
throughout the ages by the use of the Blood- AL: Neutral They want only to stay and bask in his light.
stone of Fistandantilus (page 97), which HP: 980 _
allowed him to steal the life essences of others. AC: - 10 Those of evil alignment are hardly able to
When Fistandantilus takes the essence of look into the blinding light surrounding the
another, he assumes that victim's hit points Players can also meet Astinus during war Kingpriest. Only those evil beings of
and Armor Class. See Bloodstone in the Magi. councilsor other importantmeetings that take extremely strong will can remain long in his
cal Items section for more details. ~ h c e in Palanthus. presence.

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

I eonx (Ooucian 1;h~ kmcapm~st of Is~R

i eOhammeR) (15th-Level Human Cleric of Paladine~

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

89

npcsof [onq a g o

aRack, I~aaci Steeltoe,

m a s t e r of the Games A gigantic and not overly bright ogre, Raag the hMI;-OqRe BanOlt
is Arack's devoted bodyguard and the dwarfs
Arack's past is unknown. Once a gladiator only friend. Raag is extremely fond of Arack The product of a loathsome alliance
in the Games when they were real, Arack now and would unhesitantly lay down his life for between an ogre and a wretched human wom-
runs the fake Games for the vicarious delight the dwarf. Arack is also fond of Raag--the two an, Steeltoe was abandoned by his mother at
of the wealthy of Istar. The dwarf is one of the have been together a long, long time. birth. A nobleman of Solamnia found the
strongest of his race and extremely ugly. A child, took pity on him, and gave him a

long scar that runs vertically across his face home. The half-ogre proved unusually intelli-

gives him a perpetual scowl that appears espe- gent. The nobleman provided for his educa-

cially sinister when he is smiling. tion and made Steeltoe master of his estates

Arack has two major interests: money and ~og,o) when the half-ogre reached maturity. Steeltoe

the Games. He is a born showman and knows repaid his master's kindness by murdering the

exactly what will please an audience. He takes nobleman and stealing his money.

great pride in his Games and works extremely Crimes of this sort were not unusual in the

hard to make them a success. He hires the best bitter days following the Cataclysm. The half-

trainers in all areas of fighting and takes excel- ogre escaped easily into the wilderness of

lent care of his athletes, despite the fact that c~c ~v~ ~. :~ii~, i~ii/~:!:i~Solamnia, gathering around him other men

they are slaves. No slave is ever tortured. They living outside the law. Because of his educa-

are well fed and their quarters are comfortable tion, Steeltoe found it easy to attract many

if not luxurious. disillusioned young men, particularly reviled

But Arack is a political realist. He knows Knights of Solamnia, who otherwise would

that the Games have become a means of set- : ~ - . ~ \ have had nothing to do with bandits. Steeltoe

tling accounts among the wealthy and he sees ~ is a clever speech maker, continually remind-

no reason why he shouldn't make a profit out ,~ ing his men that the world owes them a living

of it. Large sums of money are wagered on the ~ ~ and it is their right to take what they want.

athletes and the nobleman who owns a popu- The half-ogre is about seven feet tall, pow-

lar fighter generally makes a considerable for- erfully built, with a steel peg leg in place of his

tune. missing lower left leg (lost in a battle with a

The only person Arack is truly loyal to (and griffon). Attached at the knee, the peg leg has

will not betray) is his bodyguard, Raag the a round toe and is a formidable weapon.

ogre. The half-ogre is skilled in wrestling tech-

niques and swordsmanship. He is a brutish-

looking man with a yellowish cast to his

complexion and a large, flat nose. He appears

:/!~:i human in all other aspects.

(13th?Level Dwarf Fighter)

sax: Iwr ~s r,~x con ~ steettoe J/:i

1 8 / 5 3 13 9 !5 1 4 . 8 ,

~ACO: 8 " :- _ .:?!~., (9t9-Level Half-Ogre Fighter/Thi~ ii//~

AL: ChaoticEvil : ; ~ . -':;~i~,i~:!:i S T R INT WIS DEX CON CHR ::~(-ii~!i
liP: 73 ""i:
~, 9 .... ~2 ~7 s

THACO: 12
AL: Chaotic Evil
HP: 50
AC: 3 ~

9O

maGicaL ttcms ol: knynn

In the early days of Krynn, magic was a victim is allowed a saving throw with a - 5 p e n , l oOs, Staves,
powerful force and many fabulous items were alty m the die roll. If the save is made, then th~
crafted. But those days were short lived, for potion simply makes the victim sleepy but d ~ an0 WanOs
near the end of the Age of Might, magic came not cause him to lose control of his will. The vic,
under the displeasure of the church of Istar tim can then give false answers. Staff;of StkRmG/Cumnci
and was persecuted relentlessly. Many of the
centers for magical research were sealed or The length of the answer to a question is u p Common among the clerics of the Age of
destroyed and wizards disappeared from the to the victim so long as it is absolutely truthful Might, these devices were most often' used as
general knowledge of men. With them went and answers all the stated parts of the q u e s both protection for the cleric on journeys and
their wondrous devices. tion. The DM can use this opportunity t o as a means of furthering the wills of their dei-
impart important information to the PCs. T h e ties.
We list here many of those items for your formula for this potion is known to any good
consideration, as well as a few items that come cleric in Istar of at least 5th level The formula ;+
from the Age of Dragons. This is but a sam- is lost in post-Cataclysm Ansalon.
pling of the magical items that can be found This staff combines the functions of a staff
on Krynn. Many magical items on Krynn also ScRolls
exist in other planes of existence, but the of striking and a staff os with the f01-
devices described here are unique to Krynn. ScRoll ol;

Stdl,m path lowing limitations. It recharges itself at a rate

A powerful magic on the scrollof the Stellar of five charges per day when in sunlight, to a
Path confers the favor of the gods of magic
upon the user. Since the magical powers of the maximum of 50 charges.
wizards of Krynn wax and wane depending
upon the position of the moons in the sky, As a staff of striking, it strikes as a + 3
only rearrangement of the cosmos can bring
additional power to a wizard during a time of weapon. It inflicts 4-9 points of damage with
disadvantage. This is the purpose of this pow-
erful scroll. each blow without draining a charge. It

inflicts double this damage if two charges are

used, but it cannot be used for curing until an

hour has passed for each double-damage blow

struck.

As a staff of curing, the staff drains two

charges for each cure. It can only perform this

function six times in a single 24-hour period

and no more than once per day on a given

individual,

pouons Reading the scroll makes the moon of the OlvmeRof bfe
wizard's order appear at its most advantageous
IstaR's 1;Ruth position in the sky, regardless of that moon,s Often called a baton, the diviner of life was
natural position. This does not actually used during the Age of Might by commanders
This is a potion used in the courts of Istar to change the position of the moon in the sky, who wished to determine the general condi-
ascertain the truth in matters brought before but rather creates a magical condition in uon of their troops. After first finding his
the Kingpriest or his appointed ministers. which the wizard's powers are as if the moon is troop's top condition during a long rest, the
at its most advantageous position. general could get a good view of his troop's
This potion forces its recipient to t r u ~ i degree of readiness by referring to this baton.
answer a number of questions. The person who How advantageous this position is will
administers this potion can ask the victim 2d4 depend upon the natural locations of the This magical object is a four-foot-long rod.
questions requiring yes or no answers a n d ld4 moons of other orders. If reading this scroll Each end is capped by a six-inch-wide band of
questions requiring longer responses. (An exam- causes a conjunction of one or more of the gold and steel. The rod has a three-foot-long
ple of a question requiring a longer response: moons, that conjunction has its usual effect section of what appears to be clear crystal in
(~What happened to you three days ago?,') The upon the wizard's powers (see The Moons of the middle (it withstands 20 points of damage
Magic, page 27). before breaking). If the glass breaks, the staff
is useless.
Once the scroll is read, it disintegrates in
the hands of the reader. The runes of the spell There seems to be a swirlingwhite fog with-
can be copied down into spell books for safe in the glass section. When the keyword is spo-
transport, but the spell can only be cast from ken, this fog clears completely. If the staff
the scroll itself, which is the physical compo- then touches any living being, the life force
nent of the spell. (hit points) of that being registers as a bright
green line, one inch long per 10 hit points.
The enhancement of the wizard's powers
lasts for 48 hours and then his powers are back
to the level dictated by the true positions of
~e moons.

.~

91

rnaciEM wl;cmso[; k~ynn

CRystals anO Gems and acting as an obscure spell. The dust devt~[~: This thin gold band, when worn on
will dissipate gas and mist in the area of effect I, head of a cleric of good alignment, grants
BRooch o1: ImoG The winds created start at the playerand mov~ magical abilities. Once per turn, the wearer
can command up to 8 H i t Dice of crearures
This traditional reward is given to mages Also once per turn, as long as the user c o n c e n
who serve the elven realms. It can grant the trares, one creature of up to 4 Hit Dice can
blessing of magical protection to the owner.
None have been forged since the Cataclysm.

This beautiful piece of jewelry is made: ~ keys o1: qumaRost
gold leaf mad shaped like a circletof m i s d e t ~
When worn by a magic-user who knows Created for the royal family of Silvanost,
brooch's command word, it ca.~nbe used o n c ~ these ancient keys provided the only known
way to enter the tower at the center of the city.
1;he meOalllon o1; [ ail;h Glasses o6 aocantst Each of the members of that household had a
key. At the time of the Cataclysm, several
Since the retum of the gods during the War of These magical lenses are set in solid plati- members of the royal household disappeared.
the Lance, all tree clerics have received medal- num frames. The frames are so narrow that Their fates, and those of their keys, are
Honsoffa/~ as outward signs of their inner com- the glasses will only fit on a kender or an elf. unknown.
mitment. These medallions can create other
medallions offMrfi for clericswho profess faith in The Glasses of Arcanisr were designed by These are elven keys, magically linked to!
the true gods. (The new medallion bears the the mage Arcanist several centuries before the the life forces of ~cheirdesignated users:
symbol of the new cleric's god, regardless of the Cataclysm. The glasses enable their wearer to
symbol on the original medallion.) read all writings, rendering a perfect transla- Each key appears to be an ordinary key w i t h
tion of any topic in any language. Magical extraordinarily delicate workmanship, It~
The medallions of fMth have no powers scrolls and spell books can also be read using made of fine crystal twined with strands o f
other than creating more medallions. All cler- these glasses. platinum. It is about 6 inches long and t h e
ics of the tree gods wear their medallions at all
times. The glasses do not enable a non-spell caster These keys can be reset to another person
to cast spells. However, they do enable a low- the current owner wills it reassigned. The orig-
mtsccllancous level caster to cast higher level spells from inal owner must still be alive, however, to d 6
scrolls with no chance of failure. this. Keys whose owners have died cannot b~
maoc reset and will not open the tower doors. How-
Goloen cmclet ever, these artifacts are highly prized b y t h e
[;lute of WmO OancJnG royalfamily (mainly to prove the end of a lost
The golden circlets were created in Istar relative) and those who retumakeyof
Constructed by sirens in the depths of the toward the end of the Age of Might. They
sea, these flutes were given long ago to were designed to guide the people into aiding SmOnG Statue
favored mariners who had performed some the church. Their use, however, tended more
great service for the siren kingdoms below the toward slavery than service. Even so, they Created during the most powerful days of
seas. Much prized, the flutes often found could only be used by one of good desires and Istar's priests, these relics of Mishakal were
their way into the royal courts of the land. so their abuse was somewhat limited. Many of often used to protect temple complexes. Not
these survived the Cataclysm though they are only did they open doors that were magically
This flute can only be used by a characte~ guarded most carefully. locked against unbelievers, but they also had
who knows how to play a flute or other w i n d additional powers to aid the clerics of the
Healer.
instrument: While playing this flute, the use~
This item appears to be a hollow statue of:~
After two rounds of playing; the user ca~ beaten gold, formed ha the shape of Mishakal
create a zephyr, after three rounds, a g u s t ~ the Healer, If water is poured into the hole at:
w/ad can be summoned: If an entire turn~ the top; thestatue begins to hum a varied
spent playing the flutei a dust devilcan be cre
a t e d m" a 30# are~ blowi"ng ~ p d u s t and ! e a ~

92

maciwca[n;cms kRynn

properties when singing: it acts as a chLme plates. Additional plates for the thighs and received whilewearing this armor: It is impor,
opening against any locked or held door; it; shins are attached separately. The helm is a tarlt to note that t~his~ n o t the ~ that is
prevents undead from approaching within 20 two-piece affair that protects the back of the
feet of its wielder; it heals td6 points of dana neck as well as the face. The design allows
freedom of movement, protection in combat,
and warmth while riding dragons at high alti-
tudes.

WEBnC1; Dragonarmor is custom fitted and does not
encumber the person for whom it was intend.
The webnets are spun by wizards of the ed. Others may find that k fits too looselyor
Dimemesti. As delicate and beautiful hair too tightly; they suffer a -1 penalty on all
ornaments, they are most sought after by attacks while wearing the ill-fitting armor.
human women on land, but their true powers
are known only to wizards. Dragonatmot is equivalent to scale +21
Additionally, those who wear the padded
This item is only useful to a magic.us6s tunic and leggings subtract Id6 points from
:~my cold b ~ e d attacks or da.mag~ : / :
though any character can wear it as an attrac;
prate oi: Solamnus
tive hair ornament.
There were several Knights whose armor
When worn by a mage who knows the com- was designed specifically for them when the
Knighthood was formed. These suits were the
mand word, the webner can be cast to the finest in all the land and the deeds of their
wearers are legendary.
ground before a foe, or directly at a foe~ tt
Huma had one such suit even though he
instantly grows to a l~foot.diameter ner~ was not accepted as a Knight of the Rose. Oth-
er suits, including the one worn by Vinas
entrapment. ...... ~iii~iiii!iiiii!i! Solamnus, have disappeared into legend. Folk
tales about the locations of these suits of
Alternatively, the net can be spun in a gilt armor abound throughout Solamnia and
Ergoth.
tering circle, affecting up to 12 Hit Dice o f
The plate of Solamnus consists of plate
creatures as if a hypnerize spell had been cast breastplate, shoulder guards, arm fittings,
leggings, and helm. All are beautifully tooled
upon them, although the targeted creatures: with the markings of all three Solamnic
orders. The Order of the Rose is prominent on
&RmoR anb Sh dbs the breastplate. ShlelO huma

ORacionaRmo These suits are rare. and the DM is advised Huma is most famed for his use of the origi-
to take great care with them in his campaign. nal dragonlances to banish the Queen of
This armor has been used by the forces of One suchsuit could be the goat of a prolonged Darkness back to her own domain. His shield,
the Queen of Darkness throughout the many quest. however, figures quite prominently in many
ages of Krynn. of his lesser talcs. It was said that it never
The armor is equivalent of plate +5. There failed him and that it often saved his life dur-
It consists of a padded tunic and leggings is an important catch: the user must be o f ing battles against dragons before the
with a plate mail breastplate and shoulder unbesmirched good alignment to get this full dragonlance was employed.
benefit. Consult the character's alignment
chart (see page 114). Subtract one b o n u s The shield appears to be a medium shield
point for everypoint the character's alignment carved with intricate symbols of the Knights
is away from the left edge of the good a l i g n of the Crown.
ment section. If the character is far e n o u g h
away, the armor's bonus may become a p e n a l : Huma's shield is considered a m e d i ~
ty (maximum of -5), actually making the shield + 3 / + 5 vs. dragons. Its shielding m a g -
character's Armor Class worse! icallyprotects its wielder against breath weap-
on attacks so that a successful saving throw vs.
Evil or neutral characters suffer Idl0 a d d [ breath weapon causesno damage and a failed
~io~ p~i~ of damage from: any damag~ : save results in o~!y haft damage~ ~

Sol&runic &RmoR

The traditional armor of the Knights of
Solamnia is granted to a Knight when he first
attains the title of Lord.

The armor consists of breastplate, shoulder

93

macitcat t~;~rnsof k~ynn

plating, helmet, and spurs. Each is engraved damage to man-sized foes and ld8 ag ~ROSl;RC~3NCR
with the symbols of the Knight's order and, in larger.than-man.sized targets. Against an~'
the case of Sword and Rose Knights, any dragon it inflicts damage equal to the hit A frostreaver is a heavy battle axe made out
Knighthoods held previously by the Knight. points of the wielder (e.g:, a 14-hit of ice. This ice can only be gathered from a
fighter causes 14 points of damage) The secret location on Icewall Glacier where tre-
So .ica o, equaltoACO * i weapon is always ยง I to hit unless throwni ~ mendous pressure, exerted for centuries, has
created ice of extraordinary density.
and shield +1 . It is only granted to those penalro
The knowledge needed to make a frost-
These suits are only available at a Circle of ..... rearer is held only by the Revered Clerics of
the Ice Folk--the barbarian tribes competing
Weapons mounteo ORaciontance with the thanoi for control of Icewall Glacier.
The blades are formed by using the oil of the
Ouacionlance The mounted lance is 16 feet long and is thanoi and other ingredients to hone and flat-
most often wielded while mounted on a ten a sheet of the compressed ice. The cleric
Dragonlances are artifacts first created at dragon. It is buttressed by a harness mount must work an entire month to create a frost-
the end of the early Dragon Wars and used to that enables swift turning of the lance around rearer, and even then the chance for a working
defeat the evil dragons. There were 20 surviv- its balance point. The mounted dragonlance axe is only 33%.
ing dragonlances hidden inside the Stone is ineffective on mounts smaller than dragons
Dragon of Ergoth, 10 each of the two types. In because of the heaviness of the lance. The The weakness of the blade is its nature,
addition, more dragonlances were forged for mounted dragonlance acts as a normal lance if since temperatures above freezing cause the
the War of the Lance. There are two types of it is not mounted on a dragon. ice to melt and the axe to become worthless.
dragonlances: mounted and footman's. Each One day of above-freezing temperatures will
type is made of the same silvery metal that The mounted lance does 2d4 + 1 points o~ cause a frostreaver to become useless as a
gives off a healthy silver glow. The head is damage versus man-sized foes and 3d6 points: weapon. In a warm environment, the decay
sharpened to a fine edge, and small barbs pro- ofdamage against larger-than-man-sized tar- requires only Id6 hours.
trade from the sides. gets. Against a dragon it inflictsdamage equB
to the hit points of the wielder plus those of
How well the lance was made and under
what conditions determines how the lance normal lance damage.This weapon alwaysh ~
performs in battle. The ideal conditions for an additi0n~ ~2 bonus mhit when ~unted
forging a lance require that it be forged by a
man with the Silver Arm of Ergorh and the
Hammer of Kfiaras. Legend says that only
lances forged by these two artifacts can work
properly.

A dragonlance forged with only one of t}'~ I

two artifacts mentioned above (either the Sil-
vet Arm or the Hammer o f Khatas) receives: iiiii!iil

only a + 2 bonus to hit and damage.A

forged by both artifacts has a +4 bonus to hit

and damage~ These bonuses are in addidonto

IZootman'sORaqonlance man oo h

The footman's lance is eight feet long. It This potent sword looks to be an ordinary
can be cast as a spear with some difficulty--it long sword. It is also known by the names
is most effective as a hand-held weapon. Spelldeaver, Darkstar, and Magefool. Its abili-
ties are primarily directed at countering mag-
ic. Its history is unknown, although it has
been among the Silvanesti elves for ages
untold.

94

maci~catitems of kRynn

Manrooth is a long sword 4-I/4.2 vs. ~ies. location and cannot be moved about. Any
magic-users and enchanted creatures. The Wyrmsbane can also locate objects thre~ magic-user or clericalPC who touches the Icon
sword might be able to sever a magical instantly knows how to activate this function.
barrier--it has a 1% chance for every point o~ times per day. If the user desires to find some- To cast the spell, the PC must present the Icon
damage inflicted (cumulative). Finally. it can thing that he knows well, and the object is in a forceful manner and speak the word
be used to turn a spell cast against the wielder. "'Tobril" firmly. The person who carnes this
To activate the latter ability, which causes the Lnthe
spell to rebound against the caster, the wielder ORB of OR cionkmO
WyRmslayeR
n cihtBmncicR Three of these powerful artifacts are known
This mighty blade was the weapon of the to exist upon Krynn. They contain the
Not just good wizards built weapons. The ancient elven hero, Kith-Kanan. It was forged essences of evil dragons and ate magical items
evil ones knew far better the need for a strong in Silvanesti during the second Dragon War of vast and dangerous power.
arm and exercised that might more quickly and remained in the royal house until Kith-
than their good brethren. Kanan led his people to Qualinesti. He is said The Orbs of Dragonkind (also called
to have been buried with the sword. Dragon Orbs) are fragile, etched crystal globes
So it was that Nightbringer was created in that are 20 inches in diameter when in use.
the Tower of Ergoth. It was here that the This weapon looks very much like Wyrms, When not in use, the orbs shrink to 10 inches
power of the Black Robe wizards forged many bane, except that it is a little larger. It normal- in diameter. They expand if the command
evil weapons in the days when their kind were ly functions as a two-handed sword 4-3. Like words, carved into the surfaces of the orbs, are
hunted by the church. Wyrmsbane, Wynnslayer ks immune to the spoken.
imprisoning effect of a dying Baaz draconian.
After the Cataclysm, Nightbringer fell into The sword does double the usual damage The orbs were employed long before the
the possession of Verminaard, who received it against any dragon or draconian. Cataclysm for the purpose of destroying evil
from other evil clerics. dragons according to the legends, at least.
In addition, a character holding Wytmslay, These legends are common throughout the
Nigbrbtinget is a footman's mace +3. ITS:' er by the hilt gains a + 3 bonus to all saves civilized lands of Krynn. What is not known,
a powerful tool of evil. When the mace strikes against dragon breath attacks and spells cast unless characters have learned by experience,
a victim and the command word is uttered, by dragons or dracomans. is that the orbs' actual purpose is to summon
the victim must make successful a saving evil dragons. Powerful mages of old would
throw vs. spell or become blind for 2d6 turns, Wyrmslayer does have the disconcerting summon the dragons with the orbs, and then
The mace also inflicts its normal damage. If a tendency to buzz aggressively whenever it is destroy them with powerful magic.
character of good alignment tries to pick up brought within 3" of a true dragon (not a din.
Nightbringer, that character must roll a suc~ conian). This buzzing is loud enough to be
cessful saving throw vs. spell with a - 2 penal- heard cle'~ly and always awakens a sleeping
ty to the toll. Failure means that the character dragon.
is blinded permanently, or untit a cure blind-
nero spell is cast on h~. Special maGicaL
Items of kRynn
WyomsBanE
Icon of 1 Ruth
An artifact from the third Dragon War, this
sword was forged during the Age of Might and The Icon is a white marble rectangle carved
then lost later in that age. When dragons into the shape of a book. It is jewel encmsted
arose after the Cataclysm, the need for this and has a magical aura. The Icon measures 6"
potent weapon was great. x 4" x 1". It is the book held by the god
Gilean that symbolizes all the knowledge of
Wynnsbane is a two-handed sword the gods.
against most creatures. When used again~
dragons and draconians, however, it i n f l i c ~ Once per day, the Icon o f Troth can b e ~ .
double damage. Against black dragons and
sea dragons, it inflicts triple its usual damage to cast a dispel illusion at 21st-level i n a 30-
The sword does not become stuck in the statue
~ted when a Baaz draconian dies and pet~ foot radius. Within this area, dream cteatu~s

(such as those created by the mmdweb spe!l~

and illusions cannot exist! on.fixed

95

maqtcaL t cms oi:kRynn

A character attempting to use an orb must * Casts prayer once per day
gaze into it and speak the command wordsi * Provides protection from normal missiles
This character must then make a successful once per day
saving throw vs. spell or he is charmed by the * Acts as a potion off'fiegiant strength once
dragon within the orb. The DM should secret-
ly roll this saving throw, not informing the per day
* Cures serious wounds once per day
players of the roll or the result. * Inspires magical awe in all dwarves and
If the character saves against the charm, any
derro (see Legends and Lore, page 7, for a full
evil dragons within ld4 x 10 miles hasten :to
the orb. These dragons automatically attack explanation of this effect)
any non-evil creatures they find near the orb.
The hammer chooses when to activate any
If the current gaming situation does not speci- ~its abilities.
fy the location of nearby dragons, roll ld6. On
a I or 2, an evil dragon of randomly deter- ~~
mined age. size, and color shows up.
hammerol; khaRas Silver arm of CRqoth
If the character fails the saving throw~ no
dragons are summoned, but the character is The Hammer of Kharas is a mighty artifact. The SilverArm of Ergorh was created by the
charmed by the evil dragon within the orb. According to legend, it is the only hammer good dragons, men, elves, and dwarves dur-
Inform the player, when you can speak to him that can forge a dragonlance. ing the First Dragon War. It was used to create
alone without being obviom, that his charac- the original dragonlances, and was used again
ter has been charmed. He must act normally The hammer is twice the size of a normal during the recent war against the Dragon
unless told otherwise. war hammer. Its name comes from the great Empire.
dwarven hero Kharas who fought in the
The controlling dragon will steer the Dwaffgate Wars after the Cataclysm. Kharas is The arm must be attached to a human of a,
charmed character so as to further the cause of most remembered, however, for the heroic least 17 Strength who does not have a right
evil. This is done as subtly as possible, so that deeds he performed prior to that time. The arm. The human must be of good alignment;
hammer was given to him by the Kaolyn When a proper wearer places the silver arm to
the controlled character's companions should dwarves in recogmtion of his deeds on their his right shoulder, the arm grafts itself to the
suspect nothing until a critical point is behalf. cl~aracter and becomes a normal arm for all
reached. For example, if the PCs are engaged common tasks.
in a desperate batde with an evenly matched The Hammer of Kharas is needed to prop-
group of evil characters, the charmed charac. erly forge dragonlances. When used with the Hammer of Kharas,
ter might suddenly throw in with the evil however, the silver arm has the power to prop-
characters to swing the balance in their favor. The Hammer of Kharas is + 2 to hit. It erly forge dragonlances from dragonmetal.
inflicts 2d4 + 2 points of damage on a normal Only with the Hammer, the Arm, and pure
Each orb has the secondary abilities of cure hit. It cannot be lifted by a character with a dragonmetal can perfect lances be crafted.
serious wounds three times per day, cast con~ Strength of less that 12, and anyone w i t h a
tinual light at will, and detect magic at will, Strength of tess than 18/50 suffers a - 2 pen- The Silver Arm acts as a ring of regeneration
Any character who gazes into an orb and alty to hit with it (cancels out the + 2 bonus).
speaks the command word knows of these
functions. Whenever it is used for any of these The hammer acts as a mace of disruption
things, the using character must make the sav- against undead and creatures from the Abyss,
ing throw to avoid being charmed. If the save It turns undead as a 12th-levet cleric.
is successful, the check must be made m seeif
This artifact is intelligent (Int ii, Ego 1I)
any evil dragons arrive. and can control anyone who touches it if the
Detect magic and detect evil spells character's Intelligence and Wisdom scores do
not total 22 or more, The hammer's motiv~i-
show a positive result if cast upon the orb or a dons are to preserve the security of the dwar-
character charmed by the orb. For purposes of yen race and to further the cause of good, Tl4e
Hammer of Kharas has the following special
abilities, at the 20th level of magic use:

* Detects evil as a paladin
* Gives wielder immunity to fear, both nor-
mal and magical

~4th

96

maG,catn:emsof k ynn

Staff of macjJus the wizard is strong enough to retain his own
identity.
Magius was a wizard of legend who aided
Huma in his quests. His staff was one of the Bupu's EmcRalO The use of this device requires a lO-bl~
most revered artifacts, not for its powers, but shift in the direction of e-allon the character's
in honor of the mage who used it. Indeed, This emerald was given to Raistlin by the alignment tracking chart.
compared to other devices, it seems to be of gully dwarf, Bupu, in the ruins of Xak
little use. But many have suspected that there Tsaroth. Whether or not the emerald had any When this device is used, both victim and
was more magic to the staff than met the eye. magical properties before Raistlin acquired it wielder must roll a savLngthrow vs; spdl with
is unknown. Following the archmage's death, the following results:
In later years, the staffwas given to Raistlin however, a legend sprang up that the emerald
Majere at the completion of his tests. Whether appeared in the pocket of a gully dwarf about * 1s Fail: Each loses ld10 + 5 hit
it portended the power that he would attain or to be killed by draconians. The gully dwarf points. The victim can make one attacL The
the tragedy that would befall him matters lit- gave the emerald to the draconians in an effort wizard can elect to stop and deal with the vic~
tle now. The staff remains sealed the Tower of to purchase his life. The emerald killed the tim in another way, or he can try again (both
High Sorcery in Palanthus--entombed in draconians and the gully dwarf escaped. roll another saving throw).
Raistlin's laboratory as a monument to his fol-
ly. Certain reports of Raistlin's nephew, how- Bupu's emerald can be used only by a gully * If Both Save: Both are locked in mental
ever, seem to indicate that the staff is free dwarf, gnome, or kender. When used as a combat and must roll their saving throws
again in the world. defense in a life-threatening situation, it agaan.
causes the attacker to be instantly overcome by
The Staff of Magios can only be used by its beauty to the exclusion of all else. The * I f Victim Saves and Wizard Fails: The
magic-users~ The abilities in the following emerald killsthe attacker on contact. It can be wizard takes ld10 + 5 points of damage and
paragraph are immediately known to the retrieved by its original owner. loses initiative in the following round. The
wielder, while those in the second paragraph victim can take a free action this roun&
can be discovered when casting certain spel~ In the hands of those of any other race, the
emerald has only the standard value of that * 1s Wizard Saves and Victim Fails: The
The Staff o f Magius functions as a ring o f type of gem on Krynn. victim's soul departs to the gods. His body is
protection +3' It strikes as a +2 ma~c~ inhabited by the wizard's soul; the wizard's
weapon and causes ld8 points of damage: When the victim touches the gem, he ge~a~(~ old body disintegrates. If the victim had a
saving throw vs. death, tf successfihi then h~ higher score for any of his abilities (Strength,
In the hands of a mage of 6th level or high, receives 2d20 points of damage, The victim Intelligence, Wisdom, etc.), this score replac~
er, the staff can enhance spell casting; It dou: I dies if the savingthrow is failed: Treat es the wizard's score in that category. The wiz-
htes the duration of spells that influence light o ~ i o a ~ i ~ ~ gem ~ ~ ~ level charm !i ard retains any of his scores that are higher
air, and minds. It maintains spells that require than those of his victim. If the victim was of
concentration for one round after wizard stop~ :~ i~ higher level than the wizard, the wizard
conc~trating, It also adds2 poLnts of damage attains that higher level, gaining the necessary
s Bloo0sl;onc experience points and powers of his new level.
to everydie of damagedone by a spell
of [ ,stanOantflus Absorbing another character's life force is
the OacqeR of macitus an extremely evil act. The wizard's alignment
This powerful gem came into Raistlin'spos- should shift at least 10 blocks toward evil (on
Raistlin Majere purchased the dagger from session after he defeated the evil wizard in
the Tower of High Sorcery, giving in exchange mortal contest. (~CVICEO~
a valuable magical item he found in his early tme JouRynmq
days of mercenary service. He carried the dag- A powerful artifact from the early days of
ger on his right forearm by means of a cun- magic, the bloodstone is of evil alignment. Made during the Age of Dreams, this
ningly designed leather thong of his own About three inches in diameter, it is a green device was given to Caramon by Par-Salian.
making. This allowed the dagger to slip into gem flecked with red. It is set in a plain silver DMs should be aware that the device will have
his hand with a simple movement of his wrist. setting and worn about the neck on a silver different properties depending upon when
chain. It can be used to cure wounds inflicted the player character encounters it. Originally,
Six inches long, this silver dagger is carved upon the body by weapons (but it would have the device's use was restricted to the major
in the shape of a dragon with the tail as the no effect on poison damage, for instance). races--humans, elves, and ogres--since all
blade. It is slender and lightweight and can other races are prohibited from traveling in
easilybe hidden upon the person of the mage. Its primary use, however, is to suck the life time. It was also originallydesigned to be used
out of a victim and transfer that life force to by one person only.
the wielder of the gem, extending the life of
the wizard. It also provides him with all the This jeweled scepter can fold down into a
wisdom, memories, etc. of the person whose nondescript-looking pendant. Since the
life he takes. While this can be beneficial (giv- device was essential to the return of the person
using it, it had several safeguards. Anyone

97

rnaGEa[ l ems o1:kRynn

~--~-.~ ;9

attempting to steal it (even a kender) immedi- OalamaR's BRacelet This device works only for magic-users.
ately feels a strong revulsion to it and puts it
back instantly. If lost, the device makes its way o1: maq c Res s nce wand casts lightning bolrsat 15th-level power
back to its owner through whatever means
An ancient artifact kept in the Tower of It normally carries seven charges and recharge~
necessary. High Sorcery in Palanthas, the bracelet was itself at the rate of one charge for every week
An example of this occurred in the novels given to Tanis by Dalamar to protect him from in which there is a local thunderstorm.
the magic of the death knight, Lord Soth.
when Tasslehoff gave the device to Raistlin in Each time the-character uses the devic6
the dwarven prison and was then discovered in The bracelet i s o f evil alignment and can there is a 5% chance that his location is noted
possession of the device once more. It auto- only be worn by those of either evil or n e u t ~ by Lord Soth, who comes to take the wand to
matically returned to the kender. No force alignment. Those of good alignment w~ his mistress, Kitiarai The death knight
exists that can keep this artifact from finding touch it receive a jolt of electricity causing
its owner. 3d10 points of damage. sslehol:f's

The properties of the device changed some- The bracelet can be worn by characters o f maci c m o u s e R nq
what after Gnimsh--the only known gnome any dass. It can protect against powerful m a g
in the history of Krynn whose inventions ic, but its duration is limited. It offers 10% This ring is made of wkite ivory with two
worked--altered it. From that point on, the magic resistance against 3d- to 5th-level red jewels that resemble the eyesof a mouse.
device transported more than one person and spells, 20% against 6th- to 7th-level spells Magical rings of this type are generally
it also transported those of the minor races-- and 30% against 8th- to 9th-level spells~ I, designed by apprentice wizards learning how
kender, gnomes, and dwarves. imparts this magic resistance three times to create magical objects. Thus they are rela-
tively common (at least among mages) and of
The correct version of the chant and instruc- OatamaR's IInco little practical value.
tions goes as follows: Holding the pendant in
your hand, repeat the first verse, turning the of:hc Imq Undoubtedly designed by some apprentice
face up toward you. At the second verse, move in order to help him escape observation (and
the face plate from the right to the left. At the These rings were often used throughout the possibly eavesdrop on conversations), the
recitation of the third verse, the back plate ages as wizards' last defenses against death. magic is activated by placing the ring on the
drops to form two spheres connected by rods. finger. The wearer instantly becomes a white
At the fourth verse, twist the top clockwise-- ? mouse. In order to return to his proper shape,
a chain will drop down. The fifth verse warns the wearer merely wills it so.
to make certain the chain is clear of the mech- This ring works only for magic-users ~ ! ~
anism. As the sixth verse instructs, hold the must be worn upon the right hand. It can cur~ 1;he nlqh1:jewel
device by each sphere and, while reciting the a light wound (less than 6 points of d a m ~
seventh verse, rotate them forward. The chain completely and can heal a mortal wound suffi Black as an evil dragon's blood, the jewel
will wind itself into the body. Hold the device ciently to prevent death (it brings the protects any who enter Shoikan Grove as long
over your head, repeating the final verse, and ter up to1 hit point) It is activated by t o u c h as they have the courage and will to use it. The
summon a clear vision of where you want to go
and what time period you want to be there. Nightjewel helps to alleviate the fear gener-

Thy time is thy own, ated by the Grove, though it does not cancel k
Though across it you travel.
Its expanses you see, completely. The Nigfirjewel can be used in
Whirling across forever.
Obstruct not its flow. defense against the undead who stalk the
Grasp firmly the end and the beginning, Grove, but the person using it must have the
Turn them forward upon themselves. courage to touch the undead with the jewel if
All that is loose shall be secure. the undead attack. No other weapon can be
Destiny be over your own head.
used with the Nighrjewel.
When the device is used, player characters~ OalamaR's WanO The Nighrjewel is black, unlovely to look
within 10 feet of the device move to either t.h~
desired time (the place is up to the DM) o e ~ bcohl;nmG at, and cold to the touch. It can be worn about
the desired place(the time isup to the D M ) the neck on a silver chain, but must be held in
Unfortunately for the players, they canno~ Though there have been many wands of the hand, high in the air, when entering the
have it both ways. Moving to the location of lighming, this particular wand carries its own Grove. The character who uses the jewel must
the treasure in a tower may seem like a goocl remove helm and hood so that the light of the
idea until you arrive there before ~ t o ~ curse. Because the wand was used by Dalamar jewel shines on his face and in his eyes. This
was built (and find a long drop t o the to kill Kitiara, the dead Dragon Highlord light can be seen only by the undead. To all
ground): Movingto a certain time in hist~ unceasingly hunts for the wand and its current others, the jewel looks as black and ugly as a
owner. lump of coal.

98

maqlcat ~[cms o1~k~ynn

The Nightjewel can be used by anyone. The~ oe~,o~e~hooah~ a +2 b o , ~ ~;he helm ol;

When a party of adventurers enters the Grove, hit~,d damage;theS~o~aoe~..i~iph~ Gml;I;on mane

the Nightjewelmust be held high by the lead- ~ ~nus to ~t and d a m a g ~ Discovered in the ruins of Xak Tsaroth, the
helm was given to Flint Fireforge by his friend
er of the party. It modifies the fear roll for Ra~stlm's CuRse/) money Tasslehoff. The helm is of dwarven make and
everyone in the group so long as no weapon is is decorated with a horse's mane. Having
drawn or spell is cast. Once a weapon is drawn During the Dwaffgate Wars, Raistlin (or always claimed he was allergic to horses, Flint
refused to admit that the long white tassel had
or a spell is cast, the Nigfirjewelinstantly loses Fistandantilus) made a deal with the dark ever belonged to a horse. He insisted--to his
dwarves to betray their king and leave the dying day--that it was from the mane of a
allpower, leaving the adventuring party at the gates of the fortress of Pax Tharkas open when griffon and thus the helm acquired its name.
mercy of the Shoikan Grove. Raistlin's army attacked. Thus victory for the The helm fits only dwarves.
wizard was assured. Raistlin paid the dark
Those properly presenting the Nightjewel dwarves with a coffer of 100,000 steel coins.
may ignore the - 10 penalty to saving throws
while in the grove but must still roll their sav- These coins were cursed, however, to pre-
ing throws. If a character fails, he loses the vent the dark dwarves from double-crossing
the wizard. If the owner of one of these coins
benefit of the Nightjewel until he succeeds in goes back on his spoken word, the flesh of
hands begins to turn black and rot away. This
a subsequent saving throw. dread curse spreads slowly and inexorably to
the rest of the body until the victim dies.
WaRBRlnGCR
The legendary effect of this money occursl
This gigantic two-handed sword, forged dur- only when the money is actually part of
ing the Age of Might, was in the possession of promise. (Ifa character promised to guard you
the half-ogre bandit, Steeltoe. The free quality in exchange for this money and then fled wit,h i
and workmanship of this sword mean that it it, then the curse would claim him,) A person
once must have belonged to a nobleman, possi- under the curse suffers !d4 points of d a m a g e
bly a Knight of Solamnia. Caramon won the from rotting each day until he eithejr
sword when he slew the half-ogre. Caramon
brought the sword forward into the future with goodonh~ Pr0m~ ~ceivesa xeraoYe~ e ,
him. It remains in his family, having been passed
on to his eldest son.

The sword has a 4:3 ~ to hit and ~::!

~e axe ol; I~aBBItSla,yCR,

BRol;hcRhooO l.SSlChoI;I;'S kml;e

anO Whether this was really one knife Tas man-
aged to keep with him or simply a series of
1;he S w o R O olZ knives the kender picked up is not known for
certain. Tasslehoff always claimed it was the
I:menOshlp dagger he discovered in the ruins of Xak

During the Dwarfgate Wars, Caramon used Tsaroth. He called it Rabbitslayet because
a contest to bring the two quarreling factions
of hill dwarves and plainsmen together. Cara- Caramon once told him it would be of use
mon raised a tall wooden post in a sea of mud, only if they were attacked by ferocious rabbits.
placing an axe and a sword of rare and magical Actually the dagger, blessed by clerics of the
value at the top. Whoever climbed the post ancient days, has far more power than Tassle-
could claim these as prizes. There was a catch hoff ever guessed.
of course. Not only was the post greased, but
Caramon had the contest rigged so that the This dagger inflicts ld4 4 points of dam-;;,~
dwarves and men had to work together to age and strikes with a +4 bonus to hit~ It:
reach the prizes. always returns to the kender within l d 2 0

99


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