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w,Lr--~"::l:~"' ~ campaigning in the world
w, of
the DRAGONLANCE | saga!
Provides all-new information
;~ on the character classes,
races, artifacts, and powers
that are unique to the
fascinating world of Krynn.

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Adventures
by Tracy H i c k m a n and Margaret Weis

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

TSR, Inc. ~ TSR UK Ltd.


POB 756 ~ T " The Mill, Rathmore Road
Lake Geneva, Cambridge CB1 4AD
TSR, Inc.
WI 53147 ,.o ...................... T. United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, FIEND FOLIO, PRODUCTS OF YOUR IMAGINATION,and the TSR logo are trademarks owned by TSR, Inc.

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

CRe/)ttS
Continuity & Story: Tracy Hickman and Margaret Weis
Game Systems Design: Tracy Hickman
Editing: Mike Breault, with Jon Pickens
Proofreading: Jon Pickens, Warren Spector, and Margaret Weis
The DRAGONLANCE | Series Design Team: Tracy Hickman (Series Concept), Harold Johnson
(Director of Design), Margaret Weis, Douglas Niles, Jeff Grubb, Larry Elmore, Bruce
Nesmith, Mike Breanlt, Roger Moore, Laura Hickman, Linda Bakk, Michael Dobson, Carl
Smith, Garry Spiegle.
Cover Art: Jeff Easley
Interior Illustrations: George Barr
Cartography: Karen Wynn Fonstad, and Dennis Kauth
Graphic Design: Stephanie Tabat
Typography: Kim Janke and Betty Elmore
Keyline: Stephanie Tabat and Susan Myers

Special -hanks to
Dave Cook for advice on the AD&D | game system revisions and particularly the clerics system.
Jeff Grubb for his spell constructions, long support in the DRAGONLANCE | saga, and the Gods
of Krynn.
Doug Niles for his original compiling of the DRAGONLANCE saga source book and for writing
almost as many DRAGONLANCE modules as I did.
And thanks to all three for bailing me out when times got tough. The work of your hands shows
on every page.

Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
Distributed in the United Kingdom by TSR UK Ltd.
9 TSR, Inc. All Rights Reserved.
0-88038-452-2
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork presented herein is prohibited without the express written consent of TSR, Inc.

Printed in the U.S.A.


p c cc
At last...the world of Krynn!
Here you hold as much of Krynn as can be told in one book. The world
of the DRAGONLANCE | saga is a vast and complex one. This book alone
cannot hope to cover all of the wonder and magic of that fabled land. We
have compressed as much information as we could into this volume, but it
still proved to be too large a task.
To fully recreate the world of Krynn, we recommend that you read more
about this world--the DRAGONLANCE modules, the Chronicles trilogy,
the Legends trilogy, and the anthology series of DRAGONLANCE Tales.
These not only give you a comprehensive picture of the world and its
inhabitants, but they also provide rich descriptions with which to color
your campaign. For more detailed maps of Krynn and many of its specific
environments, we direct you to Karen Fonstad's Atlas os
You can certainly enjoy this book without playing the game.., but what
a game it is! Those of you who are playing the DRAGONLANCE series in
the AD&D | game system will, as usual, need those rule books to play the
series as the epic role-playing game that it is. We have tried to avoid
duplicating material that is found in those other works so as to make room
for all the detail of Krynn that we possibly can. This means for y.ou garners
that you will need to refer to other AD&D books from time to time. We
assume that you have the Dungeon Master's Guide and the Player's
Handbook in order to play the game. Other works, however, you may not
have, such as the Dungeoneer's Survival Guide, Wilderness Survival
Guide, and Unearthed Arcana. We have made extensive use of these
reference books in detailing the world of the DRAGONLANCE saga.
However, if you do not happen to have these latter works you should not
worry. The series should play just fine with just your Dungeon Master's
Guide and Player's Handbook.
This book is written in a different format than the other AD&D
hardback books. The material that is specifically related to the AD&D
game system or to running a DRAGONLANCE campaign.is placed in grey
boxes throughout the text. This means that the text is easmr to read and
the game references are readily available.
You, in all your letters, have beckoned us back to the world of Tanis,
Laurana, Kitiara, Raistlin and all the rest. May we now walk that road
together for a time once more, with old friends and new.
BtC of c o n t e n t s
.~.--W~ ~ ,

H o l y Orders o f t h e Stars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
l~hE I~Ealms ~.BOVE ............................ 7 Clerics o f G o o d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Universe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Clerics o f N e u t r a l i t y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Orders o f t h e Universe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Clerics o f Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
T h e Place o f Mortals . . . . . ". . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 The Gods of Good ................................... 42
T h e Law o f C o n s e q u e n c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Paladine ......................................... 42
Lot in Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Characters in K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Kiri-Jolith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Travelers f r o m t h e B e y o n d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Mishakal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Habbakuk ........................................ 44
A c c e p t a b l e C h a r a c t e r Classes . . . . . . . . . . . . . . . . . . . . . . . . . . 12
G e n e r a l L i m i t a t i o n s in K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Branchala ........................................ 44
Solinari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
W h a t ' s Your A l i g n m e n t ? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Knights of Solamnia ................................. 14 The Gods of Neutrality ............................... 44
Gilean ........................................... 44
The Origin of the Knights .......................... 14
C a t a c l y s m to P r e s e n t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Sirrion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
The Organization of the Knighthood ................. 15 Reorx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
T h e O a t h a n d t h e Measure . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Chislev . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Knights of the Crown .............................. 16 Zivilyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
K n i g h t s o f t h e Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Shinare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
K n i g h t s o f t h e Rose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Lunitari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
K n i g h t s in Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 T h e G o d s o f Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Knightly Council .............................. 20 Takhisis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Tinkers ( G n o m e s ) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Sargonnas ........................................ 46
G a m e Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Morgion ......................................... 46
Device Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Chemosh ......................................... 47
Device C o m p o n e n t s a n d T h e i r Costs . . . . . . . . . . . . . . . . 23 Zeboim .......................................... 47
Hall o f G n o m e s I n v e n t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Hiddukel ........................................ 47
Nuitari .......................................... 47
W i z a r d s o f H i g h Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 The Heathens ....................................... 47
T h e M o o n s o f Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Locations o f t h e M o o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
The Races o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Moon Tracking Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 T h e A g e o f Twilight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
T h e Conclave o f W i z a r d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Kender ............................................ 51
T h e Spheres o f Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 K e n d e r Pockets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
T h e Towers o f H i g h Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 K e n d e r T a u n t a n d Fearlessness . . . . . . . . . . . . . . . . . . . . . . . 54
T h e Tower o f W a y r e t h . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Gnomes ........................................... 54
T h e S h o i k a n Grove o f t h e Tower o f P a l a n t h u s . . . . . . . . . . 31 Mad Gnomes ..................................... 56
T h e Tower o f H i g h Sorcery at P a l a n t h u s . . . . . . . . . . . . . . . 31 Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Map o f the Tower a t Palanthus . . . . . . . . . . . . . . . . . . . . . . . 32 Silvanesti ( H i g h Elves) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
G u a r d i a n Groves o f t h e D e s t r o y e d Towers . . . . . . . . . . . . . . 33 Qualinesti ........................................ 59
Early Life o f a W i z a r d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 K a g o n e s t i ( W i l d Elves) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
S t u d e n t Magic-Users . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 D a r g o n e s t i a n d D i m e r n e s t i (Sea Elves) . . . . . . . . . . . . . . . . 61
Test o f H i g h Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 D a r k Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
C h a n g i n g Orders A f t e r t h e Test . . . . . . . . . . . . . . . . . . . . . . 34 Half-Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
W i z a r d s o f t h e W h i t e Robes . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
W i z a r d s o f t h e R e d Robes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Hill Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
W i z a r d s o f t h e Black R o b e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 M o u n t a i n Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Renegade Wizards ................................... 36 G u l l y Dwarves ( A g h a r ) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Illusion a n d K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Irda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Spells o f H i g h Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Krynn Minotaurs .................................... 69
Kiss o f N i g h t ' s G u a r d i a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Character Proficiencies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ~ . . . 71
Mindspin ........................................ 37
Timeheal ......................................... 38 Creatures o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Timereaver ....................................... 38 C o m m o n Creatures o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . 73
U n i q u e Creatures o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Messengers of the Heavens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Draconians ....................................... 73
Gender and the Gods ................................ 39 Auraks ......................................... 73
O b l i g a t i o n s o f Clerics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Baaz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
G o d l y Spheres o f I n f l u e n c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Bozaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
D e i t y Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Kapaks ........................................ 74

4
TaBLeOFcontcn s

Sivaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Personalities o f the Age o f D r a g o n s . . . . . . . . . . . . . . . . . . . . . . 108


Dreamshadows .................................... 75 Takhisis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Dreamwraiths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Fizban the Fabulous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Fetch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Pyrite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Ice Bears . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Raistlin Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Minotaurs (Bloodsea) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Lord Soth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Shadowpeople .................................... 77 Kitiara . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Spectral Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Duncan ......................................... 109
T h a n o i (Walrus Men) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Kharas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Krynn Dragons .................................... 78 Reghar Fireforge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Background a n d History . . . . . . . . . . . . . . . . . . . . . . . . . . 78 A m o t h u s Palanthus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
T h e Evil D r a g o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Elistan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
The G o o d D r a g o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Par-Salian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
T h e G o d s as D r a g o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Justarius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
D r a g o n Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Ladonna . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Maquesta K a r - T h o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
B a s - O h n Koraf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
1;he W o R l O 1;hat W a s . . . . . . . . . . . . . . . . . . . . . s2 PCs f r o m the D R A G O N L A N C E | L e g e n d s Books . . . . . . . . 111
Tales o f Long A g o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Dalamar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
The Ages o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Crysania . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
M a p o f Pre-Cataclysm A n s a l o n . . . . . . . . . . . . . . . . . . 84 & 85 C a r a m o n Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Astinus's Scroll (Part I) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Tasslehoff Burffoot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
N P C s o f Long A g o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Tika Waylan Majere . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Huma ........................................... 88 Tanis Half-Elven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
T h e Silver D r a g o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Magius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Fistandantilus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
C h a R t s a n 6 TaBleS
Races o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Astinus o f Palanthus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Character A l i g n m e n t Tracking Chart . . . . . . . . . . . . . . . . . . . . . 114
Reorx ( D o u g a n R e d h a m m e r ) . . . . . . . . . . . . . . . . . . . . . . . . 89
Unified Ansalon Monster Chart . . . . . . . . . . . . . . . . . . . . . 115-116
The Kingpriest o f Istar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Character Class Master Statistics Range Table . . . . . . . . . . . . . . 117
Arack, Master o f the G a m e s . . . . . . . . . . . . . . . . . . . . . . . . . 90
Character Racial M i n i m u m & M a x i m u m Table . . . . . . . . . . . . . 117
Raag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
G n o m e Device Complexity Level Table . . . . . . . . . . . . . . . . . . . 118
Steeltoe, the Half-Ogre Bandit . . . . . . . . . . . . . . . . . . . . . . . 90
G n o m e Mishap Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Magical I t e m s o f K r y n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spheres o f I n f l u e n c e - - T h e Gods o f G o o d . . . . . . . . . . . . . 120-121
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spheres o f I n f l u e n c e - - T h e Gods o f Neutrality . . . . . . . . . 122-123
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spheres o f I n f l u e n c e - - T h e Gods o f Evil . . . . . . . . . . . . . . 124-125
Rods, Staves, a n d W a n d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spell S u m m a r y Table (Magical) . . . . . . . . . . . . . . . . . . . . . . 126-127
Crystals a n d G e m s . . . . . . . . . . . . . . . . . . . . ............. 92 K n i g h t s Circle Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 K n i g h t s Circle Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
A r m o r and Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Weapons ......................................... 94
Special Magical I t e m s o f K r y n n . . . . . . . . . . . . . . . . . . . . . . 95

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


Astinus's Scroll (Part II) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Map of Post-War Ansalon ........................ 102 & 103
A n s a l o n After t h e War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Areas o f Control . . . . . . . . . . . . . . . . . . . : ................ 105
Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
General C o n d i t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Beyond the Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
T h e Lands o f A n s a l o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Map of Ansalon's Climate--Post-Cataclysm ............. 107
~ ~ii~i~!~i!!!i
~-I.I!I~

i~ ~i~i~i
'!~" ~" ~ ~

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


~hc t~calms 3,BOVC
"In the Cradle o f the Sky,
On Silken Starshine lay
We who soon upon the Face oF Krynn
would as in(ant mortals play.'"
1;hE u n I v E r s E

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

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

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l ; h r consl;C[[&1;lOnS
~'~~;D84
oi: kRynn

10
Lot L fc
to choose. Of those classes that are common to tain a variety of orders each. Each has its own
Ch R cl cRs many different universes, the following are
possible for you in your sojourn in Krynn.
power and sphere of influence that deter-
mines the powers that its priests have.
m kRynn These are types that are truly universal. Also
listed are those types that are unique to the
Fighters: Those of might and weapons.
These do battle for others or for their own pur-
Those who find their way from the heavens realms of Krynn--these appear in italic type. poses.
to their mortal existences upon the face of Clerics (heathen): Clerics who worship Barbarians: Savages of the wilds. Though
Krynn receive their lots in life. This is not to gods other than the True Gods are considered undisciplined in the ways of civilized nations,
say that this is all that a soul may become in heathen clerics in the world of Krynn. They they are fierce warriors and have empathy with
the world--far from it. Because of the gift of are powerless and receive no blessings from nature. Barbarians in Krynn generally come
the High God to all humanity, free will brings the gods. This class of characters includes cler- from the northern reaches of Ergoth and the
to the circles of the world an infinite number ics from other universes who have somehow badlands of Khur.
of people and viewpoints. It is up to you to come to Krynn by chance or design from those Rangers: Wilderness masters. These folk
determine who you become and what you do. other realms. travel the plains of Krynn far and wide and are
Yet in the beginning you start with a certain Druids (heathen): As with heathen clerics, well versed in wilderness lore. They generally
lot in life--a classification as to who you are this refers to that class of druid that has come come from Nordmaar regions as well as the
and what you may become. These classifica- from beyond Krynn. They also lose their plains areas about Tarsis and Abanasinia.
tions have existed since the beginning of time. powers upon coming to Krynn. Cavaliers: Noble Knights of kingdoms.
Some of these character types are universal Holy Orders of the Stars: This title refers to These are always found in service of individual
and exist not only in Krynn, but also on other the three general categories of clerics that kingdoms and may be considered candidates
worlds far from the sight and knowledge of serve the gods of this universe. These follow for the Knights of Sotamnia.
the True Gods. Still others are unique to this the lines of Good, Evil, or Neutrality. Within Paladins: Knights in the cause of good.
world of Krynn and exist nowhere else in all these three divisions are found the clerics and Like cavaliers, these men are in single service
the universes. orders of each of the gods individually. Each rather than to the greater Knighthood of the
order does service to its god and gains its Solamnic Orders. Their obedience and fealty
powers dependent upon the spheres of influ- is sworn not to a monarch but to a deity of
S];anOa O Classes ence which that god holds. As there are six good.
While there are many more classes than are separate gods in each of these divisions (not Knights of Solamnia: These are really three
given here, these are the ones you are now free counting the gods of magic), there are no distinct orders grouped into one. The orders
fewer than 18 separate True Gods who main- are the Knights of the Crown, Knights of the

11
1;RavctcRsI~Rorn1;hc BcyonO

Sword, and Knights of the Rose. A candidate


for the Order of the Sword must first have
attained certain fame as a Knight of the
Crown in order to be accepted. A candidate
for Knight of the Rose must have done like-
l;RaveleRs from
BcyonO
Cleric (Heathen) *
Druid (Heathen)*
Holy Order of the Stars (Krynn Cleri
Fighter
Barbarian
c],]
i

wise as a Knight of the Sword before being One of the many wonders in the universe is Ranger
accepted. These Knights and their Orders of the question of where the inhabitants of Cavalier *
Honor have been alternately praised and Krynn come from. Are some not of Reork's Paladin * 1
reviled throughout history. They maintained a
steadfast code of honor and enforced it with
forging at the beginning of time? Many have
been the rumors of travelers who have crossed
Knight of Solamnia
Magic-User *
1
both might and justice throughout their long the void of the night sky or come by hidden Illusionist * '
history. paths from worlds not of Krynn. Wizard of High Sorcery
Magic-Users (renegade): There are those If you find yourself face to face with one Thief
magic-users who attempt to utilize their who is not of Krynn, be wary! Strangers may Thief/Acrobat
powers outside the moderating influence of not understand your customs or your think-
the Orders of High Sorcery. Those who do are ing. * These classes have the following speciai
called magic-users by the common folk but Those who come to Krynn from other limitations and rules in Krynn..
are referred to as renegade wizards by those of worlds may find more than they bargained
the Order of High Sorcery. These are earnestly Clerics and Druids: Any cleric 6r druid who
for. The gods of Krynn have secured their
hunted down by the order to entice them to world against such incursions for fear of upset- enters Krynn from another world has lost con- i
join the order or destroy them if they refuse. ting the balance of the world. There is a 1% tact with his original deity. In so doing, he has~
Renegade wizards have a short life expectancy become a heathen cleric, i
per day cumulative chance that a character vis-
on Krynn. iting Krynn from other worlds cannot re~'fn Heathen clerics cannot cast spells or acquir~I
Illusionists (renegade): Renegade illusion- across the void to his home world. This per- them as they normally might do. The Seekers!
ists are those whose powers lie outside the centage is checked any time an attempt is in the Haven and Solace regions of Abanasinia!
spheres of the three moons (see page 27). made. Those failing this check remain on were clerics of this type. i
They are treated the same way as renegade Krynn. This percentage never gets any higher Only by finding a True God who is reasona'l
magic-users. bly compatible with the teachings of his form-]
than 98 %.
Wizards of High Sorcery: There are three Another problem is that Krynn's systems of er deity can a heathen cleric hope to regain his I
types of High Sorcery Wizards: White Robe government and finance are different from spell-casting abilities; in effect, he is convert-i
wizards, Red Robe wizards, and Black Robe most of those in the known universes. What ed to one of the Holy Orders of the Stars:~
wizards. They control all magic on Krynn. may be great wealth in other worlds is worth While this may be no problem for him whilei
Thieves (Handlers): Here is a fellow who little here. The gods of Krynn are unlike those he is still in Krynn (see Messengers from the i
will steal from anyone. In most Krynn soci- in other realms and do not readily recognize
Heavens, page 39, for details on conversion)i
eties, this type of behavior is not only con- worshipers from other worlds. Renegade wiz- his original deity may be upset at his actions!
demned but punished severely. The only ards who demonstrate power without having when (and if) he returns to his original uni- i
exceptions to this rule are the kender. These verse. This will not happen, of course, if the!
first passed the Test of High Sorcery (see page
diminutive people, while embodying the 34) ate hunted by all members of that order in Krynn Order he worships is compatible with
traits and abilities of thieves, call themselves Krynn and brought before the council for jus- his original deity's beliefs, j
"handlers" since the term thief denotes one tice. Cavaliers/Paladins: These represent!
who steals for gain. Handlers, on the other Thieves who may find easy pickings else- knights who are operating under the direction I
hand, do not steal for personal gain, but sim- where discover that law and justice in the cities of an organization other than the Knights ofi
ply out of an outrageous curiosity about every- of Krynn are swirl and complete. Those few Solamnia. Paladins who do not convert to one i
thing and~everyone at all times. Kender voyagers who have traveled from Krynn into of the True Gods (as with heathen clerics) lose!
handlers are just as likely to leave something the worlds beyond report strange things their special abilities and powers until they do
SO. i
behind as to take something new. See Kender indeed. Gnomes find that there is a 105%
(page 51) for a more complete description of chance of failure for their devices whenever One of these characters may wish to join thel
this race. the gods of that realm take a dislike to them. Solamnic Knights while he is in Krynn, but he
Thief/Acrobats: These characters not only is not required to do so. If he joins, he must
have certain sleight-of-hand skills of thieves first enter the Order of the Crown as if a first, i
but also the additional capabilities of acrobat- level character. He then starts a second record I
of his experience points for determining his i
ic movement. AcceptaBle level. The cavalier or paladin who joins tbel
Knights retains his hit points, level, AC, and i
Chal ac cR Classes proficiencies at the level he had before joining
The following character classes are accept- the Knighthood, but these stats do n o t
able in a DRAGONLANCE| game campaign. increase until his Sol amnic Knight level i
equals his previous ler He then progresses
They are divided into classes and subclasses, normally as a Knight of Solamnia. Note that i t
Character classes that are unique to Krynn are
noted in italicS . . . . . . . . . ........ is far easier for such an experienced Knight to i
..........
GeneRa[ limitations In kRynn

gain experience points and go up in levels When a PC's alignment passes from the
than it is for those who are truly first level. What's your &lqnrnenl:? grey area into another alignment, shift the
If the cavalier or paladin returns to his origi- This question comes up often in AD&D character's alignment to the midpoint of the
nal world, he can assume either his previous games. Alignment in Krynn has important new alignment. (The penalties for being in
experience points and level or use those he effects that are very different from a standard the transition area between alignments go
acquired as a Knight of Solamnia (whichever AD&D campaign. The types of spells availa- away, but now the PC is subject to the stric-
is higher). ble to a magic-user or cleric and the abilities of tures of his new alignment.) For example, if a
Magic-Users/lllusionists: No determina- a Knight of Solamnia are all affected by the character's alignment just passed from the
tion of which order the magic-user will follow character's alignment. In most AD&D| cam- grey area between good and neutral into the
is made before he reaches 3d level (see Wiz- paigns, the player chooses the alignment of area of neutral, mark his alignment in the
ards of High SocceR page 27). The Wizards his PC and then tries to act accordingly. Align- middle of the neutral area. This prevents a PC
of High Sorcery make no clear-cut distinction ment in Krynn is handled differently. The from bouncing back and forth between align-
between magic-users and illusionists, as alignment of a PC is determined by his ments too easily. It also makes him work hard
opposed to the situation in many AD&D| actions, not the other way around. if he wants to regain his old alignment. When
games. What wizards are or believe is pretty Characters in Krynn declare their mora/ a change in alignment occurs, do not inform
much left up to them prior to 3d level. alignmenrs (good, neutral, or evil) at the the player that his PC has just changed align-
Magic-users and illusionists from other beginning of the game, though sometimes ment. Wait until he tries to perform an action
campaigns and who are over 3d level are character class determines the starting align- that depends on his alignment, then tell him
immediately branded as renegades. The rules ment. For example, Knights of Solamnia who it doesn't work. It's up to the player to realize
for renegade wizards are found in the Wizards begin as Knights of the Crown have their mor- what happened and how to fix it.
of High Sorce~ They must either join the al alignment set for them initially as good. Changes of alignment can have drastic con-
order or be hunted by them. It is almost DMs can use the Character Alignment sequences for certain character classes. Clerics
always a quick and tragic end for renegades Tracking chart at the back of the book (page who change their alignment are considered
unless they join the orders. 114) to keep track of each PC's moral align- losr and immediately lose two levels and all
Characters of other classes revert m their ment as it changes according to the PC's their spell-casting abilities until they either
major classes when they enter Krynn, with actions, Each PC's moral alignment starts at repent or find another god to serve. Wizards
experience points equal to the mid-point of the midpoint of his chosen alignment on the who gain their magic by the grace of the
their current level. Monks, for example, chart. Each time the PC performs an action moons of magic and who then become rene-
become heathen clerics of equal level. There f , that the DM decides is outside the bounds of gades (see page 36) also lose two levels. In the
are no assassin characters in Krynn. These the PC's current alignment, the DM marks the case of wizards, however, they revert to the
_would become thieves. PC's new alignment position on the chart robes of their new alignment and do not have
from 1 to 3 points in the direction of the to seek out new powers as do clerics. Knights
action performed. of Solamnia lose position and abilities by fall-
GeneRal bmmtawons As a character shifts alignment, he passes ing from grace they become fighters until
they redeem themselves.
into a grey area between the alignments. This
m kRynn area warns the PC that his actions are not in
line with the beliefs of his alignment. A char-
Of course, doing deeds that are in line with
their old alignments tend to shift them back.
Player characters in. other worlds can acter who enters a grey area incurs the follow- The special abilities and aids that each of
advance to unlimited levels, but not in ing effects: the Orders of Knights bestows upon its mem-
Krynn. Once a player character advances bers are directly dependent upon how' well
beyond 18th level, the gods of Krynn feel that Attack - 1 to hit opponent each
. Knight follows the laws of his organiza-
it is time to reassign him to some other world. Defense + 1 to own armor class ~ [ion.
Fortunately for the lovers of Krynn, advance- Wizard Spells 10% fails to recall *
ment beyond 18th level is not mandatory. Cleric Spells 10% fails to recall
Your PC has the unique ability to refuse such
advancement (and thereby stay within the * When a wizard attempts to use any spell
world of Krynn). It is up to you. roll ldlO0. If the result is 10 or less, then the
Those few individuals who remain in the spell simply cannot be recalled and does not
9world beyond 18th level do so either by special function. Note that the player would not
permission of the gods or by unnatural means. know about this until the PC fails to cast a
The priviledged few include such beings as spell.
the Dragon Highlords of the Queen of Dark- Clerics can also fail to recall a spell in the
hess or Raistlin. Takhisis is always out to same way. In addition, clerical spells that are
destroy the balance of the world. This is not to special to the god the cleric serves (e.g., heal-
say that she grants such boons without great ing spells to Mishakal) have a 20% chance of
reason. The rule is that PCs who wish to not being acquired for the day. Knights of
remain in Krynn must forfeit any advance- Solamnia who have clerical spell-casting abili-
ment beyond 18th level regardless of class;if ties are also subject to this penalty.
they advance beyond that, the gods remove
them from Krynn.

13
kmGhl;s o1: s o t a m m a

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

14
S knlohl;s sot mma

stop it. Some Knights, it was said, actually


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

15
kntcjhl;s of sotamnwa

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

16
kmcihts of soLamma

be questioned separately after the rest of the Crown Knight Level Table
candidates are accepted. If the question of
honor is dismissed, then the candidate is
Hit kmcihts of
Experience Dice
accepted normally. If the question is found
valid in the Council, then the candidate is dis-
Level Points (dl0s] Title SwoR(b
1 2,500 2 Squire of Crown Upon completing his squire duties in the
missed until the question of honor is satisfied. 3 Defender of Crown
2 5,000 Order of the Crown (reaching 2d level), each
Knights of the Crown advance in power Knight of Crown
3 10,000 4 Knight candidate has the option of either
more quickly than the other Knights, partly Scepter Knight
4 18,500 5 entering that Order and continuing his alle-
due to the fact that their order is less demand- Shield Knight
5 37,000 6 giance to that group and its ideals or of enter-
ing than the others. While this benefit is cer- Shield of Crown
6 85,000 7 ing into the Order of the Sword. The
tainly a good one, it is also true that their Lord of Shields
7 140,000 8 ambitious Knight who wishes some day to
special powers are quite limited Lord of Crown
8 220.000 9 enter the Order of the Rose must first rise
Knights of the Crown are sworn to protect, Master Warrior
9 300,000 10 through the Order of the Sword before apply-
serve, and give aid to any kingdom on the List Lord Warrior
10 600,000 10+2 ing to the Order of the Rose.
of Loyalty. This list is maintained by the three
11 900,000 In addition, every candidate who wishes to
High Knights and is updated periodically.
12 1,200.000 join the Order of the Sword must first com-
The Knights are not requited to follow the
13 1,500,000 10+8 plete a quest. According to the Measure, this
commands or laws of these kingdoms should
14 1,800,000 10+10 test must be a witnessed deed of heroism and
they be out of harmony with the Code or the
15 2,100,000 10+12 valor that upholds the virtues of Knightly
Measure. This rule holds true for members of
16 2,400,000 10+ 14 honor and good.
all the Knighthoods.
17 2,700,000 10+16 When such a deed is done, the Knight must
The Order of the Crown takes its Measure
18 3,000,000 10+18 then be presented before a Knightly Council
from matters of loyalty and obedience to
authority of the greater Knighthood through and there the tale of his deed is told. The can-
* There is only one High Warrior in each didate is accepted as a Knight of the Order if
its High Councils and commanders. Examples
Order and he is chosen according to the Mea- the tale and deed are acceptable to the presid-
of acts befitting the Measure of the Crown: sure. All other Knights who have sufficient
unquestioned obedience to those whose ing Lord Knight from the Order of the Sword.
experience points to attain this level may do so If no Lord Knight is present, then the highest-
authority is righteously maintained in the but retain the title of Lord Warrior until such
Knightly Councils. dedication to the ideals of ranking Knight of the Sword can adjudicate so
time as they are elected to take the position of long as it is a lawful council of Knights. If no
the Measure, loyalty to brother Knights of all
High Warrior. lawful council can be convened, then the mat-
Orders, and all other acts that cause the
strengthening of loyalty among the Knights. ter is to be set aside until such council can be
Proficiencies Weapon / Nonweapon convened. Any Knight candidate who feels
Initial 3/ 2 that he has been unjustly found wanting in his
Added 1/ 1 per 2 levels deed and tale may take the matter up before
knights o f the CRown Special Abilities: Unlike the cavalier or
the presiding council of the Knights.
Game Oata While Knights of this order have previously
paladin, this character can use weapon special- learned their skills during their training with
Knights of the Crown are variants of cava- ization. the Order of the Crown, they now begin their
liers as described in Unea~hed Arcana. While Experience Points: As for all Knights of studies in the basics of heroic honor and wor-
their experience point advancement is identi- Solamnia, experience is not awarded simply ship of the True Gods. The first duties and
cal to that class, there are many important dif- for killing monsters and taking treasure. tasks of the accepted Knight candidate are
ferences. Read the following section carefully These Knights are rewarded according to how learning the basic disciplines of the clerics and
to be sure you understand those differences, well their deeds exemplify the creed of the the requirements of the gods of good. No
Knighthood. Any Knight who performs his Knight who espouses anything but the virtues
Crown Knight Minimum Scores duties to the ends defined by the Code and of good over evil or chaos is ever accepted into
the Measure will be rewarded with a 10% these ranks.
Strength 10 experience point bonus above any other
Intelligence 7 Although Knights of the Sword do not
bonuses he normally receives. attain power, wealth, or position in the world
Wisdom 10
Dexterity 8 as quickly as those of the Order of the Crown,
Constitution 10 they achieve these things faster than the
Charisma Non6 Knights of the Rose.
After taking their initial training and dem-
onstrating abilities and commitments to the
gods of good and their ideals, a Knight of the
Sword who is of royal blood may elect to enter
into the Order of the Rose. In later times, the
stricture about royal blood has been generally
ignored (see Knights of the Rose).
Knights of the Sword, in addition to their

17
kn Gh :s ol; sotamnla

normal duties as warriors in the defense of of acts befitting the Measure of the Sword: ther the cause of evil). The exact form of th~
truth and justice, often represent the power of facing evil without regard to personal suffer- quest is ultimately up to the DM, but it musti
the gods in certain limited ways. The Knights ing, accepting the challenge of combat for the include these elements.
of the Sword acquire some healing powers and honor of the Knighthood. defending the hon-
the abilities of foresight and prophesy. This or of the Knighthood, defending the honor of Sword Knight Advancement Table
was not always tree. During the Cataclysm, a fellow Knight, protecting the defenseless
Hit
the Order of the Sword lost its High Clerist and weak.
Experience Dice
and with him went the miracles which this
LevelPoints {dl0s) Title
Order once performed. While the Knights
3 12,000 4 Novice of Swords
still functioned as limited clerics, their mira-
cles where ascribed to witchcraft and sorcery-- knights of the SwooO 4 24,000
5 45,000
5
6
Knight of Swords
Blade Knight
an offense against the people which was Game Oata 6 95,000 7 Knight Clerist
usually punished by death if the Knight was
Minimum Requirements: No character 7 175,000 8 Abott of Swords
caught.
starts out as a Knight of the Sword. Characters 8 350,000 9 Elder of Swords
Unlike clerics, who gain their miraculous
can only attempt to enter this class after first 9 700,000 10 Master of Swords
powers on a daily basis, the Knights of the
rising to 2d level as a Knight of the Crown and 10 1,05,000 10 + 2 Lord of Swords
Sword can only acquire their spells on a week-
having sufficient experience points to gain 3d 11 1,400,000 10+4 MasterClerist
to-week basis as a result of a day of fasting and
level there. At that point, the character must 12 1,750,000 10+6 Lord Clerist
prayer. When a Knight joins this order, he
speak of his intent to become a Knight of the _t.3 2,100,000 10+8 HighClerist*
designates a day of worship and meditation
Sword to a Knight of that order who is no less 14 2,450,000 10 + 10
during which he supplicates the gods of good
than 7th level. The candidate must also have 15 2,800,000 10+12
for his powers for the following week. These
the listed minimums in all the following sta- 16 3,150,000 10+14 ,j
powers, once gained, remain with the Knight
tistics in order to qualify for the Order of the 17 3,500,000 10+16
until they are expended, regardless of the
Sword. 18 3,850,000 10+ 18
amount of time that passes between the day of
prayer and their use. However, as with clerics,
Rose Knight Minimum Scores * The High Clerist is a position that is held
the power goes away once used and can only
by only one Knight at a time. When the need
be regained through another day of prayer Strength 12 arises to choose a new High Clerist, he must be
and supplication on the appointed day of the Intelligence 9 elected during a proper Knightly Council.
week. Wisdom 13 Should any Knight attain enough experience ]
During that day, the Measure decrees that Dexterity 9 points to rise to the level of High Clerist, he t
the Knight cannot take part in combat, reap Constitution 10 may do so but still retains the title of Lord I
financial gain, or utter harsh words to another Charisma None Clerist until the High Clerist position is l
person. The Knight cannot travel unless it is
vacant. ~
done in silence and at least three hours of the The petitioning knight must then be
day are spent in solitude for meditation. It is brought before a Knightly Council at which a Proficiencies Weapon / Nonweapon 1
said that no beast will attack the Knight on his Sword Knight of no less than 7th level is one Initial * " 3/ 2 ~]
day of meditation so long as he remains true to of tlYe three presiding Knights. The Knight's
his vow. Those who break their vows on a day Added 2 / 1 per 2 levels i
name is then brought up before the Knight-
of fasting, however, have twice the normal hood. If there is no question of honor brought * The initial proficiencies listed here are in~
chance for evil encounters on that day. up about the Knight during a Knightly Coun- addition to those proficiencies already t
As a general rule, the more powerful the cil in which his petition is heard, then the obtained. In other words, during the Knight's i
miracle desired, the greater the time that character is assigned a quest to show his wor- training period in the Order of the Sword, he i
must be spent in meditation to receive the thiness and his dedication to the Order of the acquires three additional weapon proficien-il
blessing from the gods. Sword. cies and two additional non-weapon profi-~
The Sword Knight does not have to observe The quest must include the following ele-
each appointed day with a full fast; this is nec- ments: a journey of no less than 500 miles ciencies on t o p o f any already received ~ a i
Knight of the Crown.
essary only when his need for power is great. and 30 days, three tests of the Knight's wis-
On those occasions when the Sword Knight is dom, one test of his generosity, one test of his
not in need of any great powers, then he is compassion, the restoration of something that
only required to offer up one hour of medita- was lost, and single combat with an evil oppo-
tion on the appointed day. He can then per- nent of at least the same level as the candi-
form all his other duties as on any other day, so date. The candidate must be victorious in this
long as he performs this ceremony. The knight combat while demonstrating the ideals of
who does not meditate for an hour some time honor and courage (note that this does not
between dawn and dusk incurs the same wrath necessarily mean killing the foe). The knight
as those who break their fast when praying for can enlist the aid of anyone he wishes to com-
great powers. plete the quest so long as he maintains the
The Order of the Sword takes its Measure ideals of the Knighthood (i,e., does not fur-
from affairs of courage and heroics. Examples

18
kntc4hl:s oi: sotamma

Sword Knight Spells Table * ments for accepting a house into the Roster of Rose Knight Minimum Scores
Loyalty. Strength 15
Knight Clerical Spell Level Since this stricture of accepting only those Intelligence 10
Levd 2 3 4 5 6 of royal descent was said to have been added
Wisdom 13
6 well after the time of Vinas Solamnus and
Dexterity 12
7 was, in some minds, invalid as a part of the Constitution 15
8 1 . . . . Measure. there has arisen in more recent times Charisma None
9 2 " - a more acceptable argument before the
10 2 . . . . Knightly councils. Rather than represent that The candidate must present his petition to
11 2 l the Measure was in error or flawed, the argu- a Rose Knight of no less than 6th level. The
12 3 1 1 - - ment has been made that over the course of candidate must then be presented by that
13 4 I 1 1 the centuries there have been so many mar- Knight to a Knightly Council at which sits a
14 5 2 1 1 I nages between royal and common houses that Rose Knight of no less than 9th level. If no
15 6 3 2 1 1 1 practically everyone is somehow related to roy- quesuon of honor is brought up before the
16 7 3 2 2 1 1 alty. With the Cataclysm obscuring the genea- Knighthood at that time, then the Knight is
t7 8 4 3 3 2 1 logical records of the past, most acceptable assigned a quest to prove his worthiness to the
18 9 5 4 3 2 1 candidates are not denied access to the Order Knighthood.
of the Rose without extraordinary evidence. The quest must include the following ele-
* These are the maximum number of spells (Beings from off-world, however, are not ments: a journey of no less than 500 miles
that a Knight of the Sword can have at any one accepted into the order.) and 30 days, one test of the Knight's wisdom,
time. The details of how a Knight is accepted into three tests of the Knight's generosity, three
the ranks of the Rose, however, has changed tests of the Knight's compassion, the restora-
As mentioned earlier, a Sword Knight can little. The Knight must be brought before a
only acquire his spells during his one appoint- tion of something that was lost, and the defeat
Knightly Council of the Rose. There he must of an evil opponent of equal or higher level
ed day of meditation each week. A Knight
relate the tale of his family and his deeds that than the Knight. The candidate must be vic-
keeps his spells, once learned, until they are exemplify the ideals of Knighthood and Hon-
used. A Sword Knight requires one half hour torious while demonstrating the ideals of hon-
or tempered with leniency and wisdom. Once or and courage and without killing the foes.
per spell level to gain a spell. For instance, a this tale is told. the council holds a closed ses-
6th-level spell would take three hours of med- The Knight can enlist the aid of anyone to
sion to discuss the Knight's application in complete the quest so long as he maintains the
itation to gain. A Knight can never meditate light of his merits and shortcomings.
more than six hours during this day. ideals of the Knighthood and does not further
The Order of the Rose takes its Measure the cause of evil. The exact form of the quest is
The Knights of the Sword use the spells of a from deeds of wisdom and justice Examples
cleric of Kiri-Jolith even though the most up to the DM. but it must include the preced-
of deeds befitting the Measure of the Rose: ing elements.
revered of the gods for the Knights is Pala- taking compassion on the less fortunate, sacn-
dine. Thi~ is primarily due to the origins of the ricing one's life for the sake of others, giving
Knightkood. While the Knights of the Sword Rose Knight Advancement Table
no thought to one's own safety in defense of
are followers of Paladine, they do, neverthe- the Measure and its Honor. protecting the Hit
less, take their powers from Kiri-Jolith and lives of fellow Knights, seeing that no life is Experience Dice
honor him as well. wasted or sacrificed in vain. LevelPoints (dlOs) Title
4 27,000 5 Novice of Roses
5 60,000 6 Knight of Tears
6 125,000 7 Knight of Mind
kmqhts of kn c4h s oI: Rose 7 200.000
8 425.000
8
9
Knight of Heart
Knight of Roses .
I ose Game Oata 9 800,000 10 Keeper of Roses
Minimum Requirements: As with Knights 10 1,500,000 10+2 Master of Roses
The Knights of the Rose are the epitome of 11 2,000,000 10+4 Archknight
of the Sword, characters do not start out as
all that is good and honorable in Knighthood. 12 2,500,000 10+6 Lord of Roses
Knights of the Rose. Characters must first
Initially, the Knights of this order were tak- 13 3,000,000 10+8 Master of Justice
have gained two levels as Knights of the
en only from the royal houses of the land. 14 3,500,000 10+ 10 Lord of Justice
Crown, then been accepted as Knights of the
What constituted a royal house was deter- 15 4.000,000 10+12 High Justice *
Sword and earned two additional levels before
mined by the ruling council of Knights who 16 4,500,000 10+14
they can be considered for the Order of the
would convene and hear the history and lin- 17 5,000.000 10+16
Rose. Once a character has earned sufficient
eage of that house. If there was sufficient 18 6,000.000 10+18
hit points to become 4th level, he can petition
proof that the house was a ruling house and
the Order of the Rose to be accepted into that
that its history was an honorable one. then the * There is only one High Justice at any given
body. In order to be considered for the Order
crest of that house was included in the Mea- tune. Others may attain 15th level, but their
of the Rose, the Knight must have the follow-
sure and those of that house were accepted. titles remain Lords of Justice.
ing minimum characteristics:
This was not something that was done often,
for the Measure was strict about the require-

19
knIGhl;s Of so[amnla
"-------~. ~ ~

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

20
tinkers (Gnomes)

attaining that total knowledge of their gains a 10% bonus to all experience points
1;inkeRs (Gnomes) devices.
Gnomish inventions are almost exclusively
earned.
** This is a maximum score--the character
Tinkers are gnomes and gnomes are tinkers. It driven by basic mechanical devices: gears, cannot have a Wisdom higher than 12.
is their gift and curse to be the masters or pawns windmills, waterwheels, pulleys, and screws.
of technology (depending upon whom you ask) Gnomes have done elementary work in steam Gnome Advancement Table
in a world where magic is the ruling force. and chemical combustion (usually with cata-
You will find their story and how they came Experience Hit Dice
strophic results), but know next to nothing
into being under the race descriptions later in Level Points (d4s) Title
about electricity. Clockwork mechanisms are a
this book. Here we wilt address ourselves to 1 1,250 2 Aide 5th
relatively recent development of gnomish
the profession of tinker. 2 2,500 3 Aide 4th
society.
Tinkers are the engineers of Krynn. That 3 5,000 4 Aide 3d
Moreover, their sheer love for technology
which has not been built, tinkers build. That 4 10,000 5 Aide 2d
often does them a disservice, for they improve
which has been built, tinkers improve. They 5 20.000 6 Aide 1st
technological devices to death. Simple mecha-
are constantly designing, building, and test- 6 40,000 7 Mate 2d
nisms are scoffed at by tinkers ("Nothing so
ir~g devices for a variety of applications. 7 60,000 8 Mate 1st
simple could possibly work! ") and redundan-
Each gnome belongs to a guild that perpet- 8 100,000 9 Tinker
cy is the tinker watchword ("...and here we 9 140.000 10 Master Tinker
uates its own peculiar branch of technology. see the bell that informs us that the alarm sys-
These guilds include, but are not limited to, 10 270,000 10+2 Craftsgnome
tem trouble gong has just gone off....").
the following: 11 450.000 10+4 Craft Master
12 600,000 10 + 6 Head Tinker
Hydraulics Hydrodynamics 13 800,000 10+8
Aerodynamics Thermodynamics nkcR Class .... 14 1,000,000 10+10
Chemistry Transportation 15 1,500,000 I0+12 Master
Communication Appliances GAm~ S~gIS~lCS Craftsgnome *
Kinetics Architecture 16 2,500,000 10+14
Minimum Requirements: Only gnome char- 17 4,000,000 10+ 16
acters may be of the tinker class. The minimum 18 10,000,000 10+18
All gnomes belong to a guild. Each guild statistics for the gnome tinker are as follows:
has innumerable committees that oversee
individual accomplishments (seldom) and * There can be only one Master Crafts-
Tinker Minimum Scores gnome in any colony of gnomes at a given
seek to discover the cause of a system failure
(often). These committees also oversee the Strength time. In a colony that already has a Master
required duties of a gnome within the struc- Intelligence 10 / 15 * Crafts gnome, any gnome who has the experi-
ture of gnomish society. Wisdom (12) ** ence points to become 15th level may do so,
In addition to any regular duties that a Dexterity 12 but he does not gain the title of~Master
gnome ,has to his guild or committee, each Constitution Craftsgnome.
gnome has a Lifequest. This Lifequest is to Charisma
attain perfect understanding of one device. Profidendes Weapon / Nonwcapon
Few gnomes l~ve ever attained this goal. Thus * The n u m b e r after the slash indicates that Initial
tinkers are the perpetually unfulfilled, never a gnome with an Intelligence of 15 or higher Added

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

21
tlnkeos (Gnomes)

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

22
linkers (Gnomes)

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

23
ttnk s (qnomCs)
~._.~,~

C,,mup #5: Mechanical Components Mass Production: Gnomes never under- 12 18 + 6-17 5 or less
Clockworks * 50 stood the human drive for producing things in 13 19 + 6-18 5 or less
vast quantities. They believe that one learns 14 19 + 5-18 4 or less
9 A clockwork is required for any device
from previous mistakes and that these lessons 15 19+ 4-18 3 or less
that has a delayed action, an automatic
should be incorporated into design immedi- 16 19+ 3-18 2 or less
sequence, or has anything to do with informa-
ately. Thus gnomish devices are always 17 20+ 3-19 2 or less
tion storage or communication.
unique. They never produce a device the same 18 20+ 3-19 2 or less
way twice and thus they cannot duplicate pre-
IV. BUILD THE DEVICE: The t i m e
vious work. They may attempt a "new and Success: This means that the device works
required to build the device depends upon its
improved" version of an old design, but there as intended. It will move, inflict damage,
size and complexity, according to the follow-
is no guarantee that it will work as well as it send messages, heat food. make light, ot
ing table. Multiple the size of the device by its
did before. whatever it was created to do. Each time the
complexity and then refer to the following
Using Gnome Devices: Every time a gnom- device works, a + 1 modifier is added to the
chart.
ish device is used, roll ld20, add or subtract device for its next roll on this table. (If it work-
any modifiers listed for the device, and con- ed once, it has a better chance, of working
Gnomish Device Construction Times
suit the following table. again!)
Size x
Unpredictable: The device works, but not
Complex. Time m Construct
Gnomish Invention Results Table the way the designejriginally intended. The
1-3 ld10 turns
precise effects vary, but generally consult the
4-10 2d20 turns Complex Success UnpredictableFailure
Gnome Mishap table on page 119. Roll Id20
11-25 2d20 hours 1 16 + 15 14 or less
on the table and interpret the results as
26-50 2d6 days 2 16 + 14-15 13 or less
humorously as the situation allows.
51-100 ld4 weeks -3 16+ 13-15 12 or less
Failure: The device totally fails to func-
101.400 2d20 months 4 17 + 13-16 12 or less
tion. It can be repaired by any gnome whose
401 + 4dl 2 months 5 17 + 12-16 11 or less
level is equal to or greater than the complexity
6 17+ 12-16 11 or less
of the device. The repair time is two hours
Having additional gnomes does not 7 17 + 11-16 10 or less
times the complexity of the device. Also, each
decrease the construction time (if you have 8 18+ 10-17 9 or less
time a device fails, a - 1 modifier is subtract-
worked with gnomes, you know why). 9 18+ 9-17 8 or less
ed from subsequent rolls on the preceding
At the end of this time. the device is fin- 10 18+ 8-17 7 or less
table:
ished. Note its statistics for future use. 11 18 + 7-17 6 or less

-PEDDL& T b L.oe To ~eveN_..r _


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Cf~aS,lP o- C.~,TP,PU~T
VAI~,IC)u.5 '~LI.5 AND
LONG C.~JRV~'DLOG ~ ~ W~NX>C_,HIM~5 1"o
L_evc=-P- FoR ~l..~RIVI OF UP-Co~M6
"RE'L.EAS~NC,-- ~ V=C.TiM OF CA'TA~ULT
iNVENTORS c/~T~#O L'f-" "I~OTATIONAL- ArD I~ LI~Di:>E~
C,P.~NK..5 I X
~OCK
ALSo ART,ST~
~ic.N/cru1~

24
hMt of Gnomes m v e n u o n s

hMl o1: Gnomes Inventions [~[~pcstRy


Flapestry (short for Flying Tapestry) was originally designed to send
These devices are a sampling of typical gnomish inventions. We do moving paintings and sound over tremendous distances.
not recommend that they be built by anyone except qualified gnomes;
even then it is advised that all bystanders stand well clear of the device
whenever it is either used or tested. Flapestry
Type Effect Compl~t.
netflmGeR Sound Talking 4
This gnomish invention was the end result of a long-term arms Light Candlelight
Communicate Direct Picture 16
research proiect funded by the Knights of Solamnia. The weapon was
supposed to render an opponent temporarily immobilized from a dis-
Final Modifiers Number Size Com#-;-
tance and thus allow the attacker to possibly capture the opponent
Highest Complexity 9 16 . .~ 16
unharmed. Unfortunately the ultimate effect was all too often felt by
Additional effects 2 +2
the user of the device rather than the foe.
Resizing -- - 2 +2
Totals 9 14 20
Netflinger Needless to say, flapestry design is in its infancy on Krynn. A fla-
pestry is a device the sizc ,fa
Type Effect
time machine. Its cost i of
Damage Restrain (HD8)
4 any real talented gnomes to be portrayed on the device.
Move Horiz 32'

Final Modifiers Number Size Complex,


Highest Complexity
Additional Effects
5
1
: 5
-- +1
IRonqnomc
Resizing - 1 +2 This was originally designed as a device in which a gnome could sit
Totals 6 4 8 and move about while deflecting any damage coming in his direction.
Thus the netflinger is a size 4 device {roughly the size of a crossbow)
with a complexity of 8. It costs 312 stl. Irongnome
The netflinger, when it operates successfully, entangles any creature
with 8 or less Hit Dice for a period of three melee rounds. It can do this Type Effect Complex. Modif. Total ;~:
from a distance of 32 feet. It hits automatically if it is successful, but it Protection ~ AC0 :i~ 9 9
has various r e s u l t s ~ e n a n unpredictable effect is rolled. Move Horiz 400' 9 - 2 Z

Final Modifiers ~Number Size Complex,~ :~:~


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

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

Final Modifiers Number Size Complex.


Highest Complexity 12 12 12
Resizing
Totals 12 12
into
~th

25
hALLol EGnomes invcn[ions

Bi,xmBIOWCR Gnomcl:hJnk--kl ckeR O0


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

Gnomethink---Klackeradd '
Blamblower
Type Effect Complex. Modif.
Type : Complex, Modif. Total: Communicate ~ Calculator 12 -- 12
Damage 2d8 -. .: . 7 . + .2 9
Finat Modifiers Number Size Complex,
Move Horiz 9 -- 9
Highest Complexity 12 12 12
Resizing " .... - - + 6 - 6
Final Modifiers ........ Number Size Complex(
Totals 12 18 " 6
Highest Complexity : . : 9 9 9
Additional e f f e c t s ' : ..... 1 +1 .This huge calculator has a computing power much lower than its s i ~
Resizing -- -4 +4 would indicate~ It can addi m b t n c t , multiply, a n d digide
Tot 5
This complex weapon is worn as a backpack and can throw a keg o f
volatile oil up to 400 feet away, causing !d20 points o f d a m a g e . I t has BlmOGutO(;
Original concept: a directional device when u s e r ~ n n o t see.

WhooshwAGon Blindguide
Original concept: a device to transport a family of gnomes over a Type Effect Complex. Modif. Total
distance. Information Compass 3 ~ 3
Information , Pressure : 6 -- 6
information Clockwork 7 --
Whoos.hwagon .... :. . . . .
Final Size
Type Effect Complex, Modif. Total: Highest Complexity _ 7 7 7
Move Horiz ~ 20miles 16 -5 11 Resizing -- -2 " +2
Totals 7 5 9
Size Comple i This clockwork maps the pressure changes and magnetic changes
Highest Complexit~ 1I 11 11
the user travels. The clockwork keeps track of the differences and ca~
Re,sizing . . . . -- "1 +1
orient the user on an x, y, z axis--assuming that everything works just
TotalS ' : 11 10 12
right. ......

S cwmAttc
- RQaB Original concept: a device to prepare meals.

Original concept: a device to enable communication over vast dis-


tances. Stewmatic
Type Effect ~ . Complex. M o d i f , Total ;;
Temperature 300 deg . 9 +6 1 5
Fargab
Alter Objects Raw to cooked i 5 5
Type Effect ~ Complex. Modifi Total Information Clockwork 7 --
Sound Low voices 3 ~ 3
Co~unicate Direct sound 13 ~ 13
Final Size
Highest Complexity 15 15 15
Resizing -- - 3 +3
Final Modifiers Number : Size Complex.
Totals 15 12 18
Highest Complexity 13 13 ~:: 13
Resizing -- -3 +3 This labor-saving device turns perfectly good raw ~ e t a b l e s a n d
Totals ..... 13 10 16 meat into an ~ o ~ h o u s mass of steaming g!op.
This is essentially a telephone the size of a large wagon.

26
wtza Os of hwGhso cc y
Of the all the orders of the world of Krynn, magic. This is the primary reason that magic this reason that the tests for wizards occur at
none are as old, as feared, or as respected as has remained in the world, despite many 3d level or above as this is the point at which
the Orders of High Sorcery. They came into efforts to eliminate it. wizards are considered to "come of age."
being almost at the beginning of the world; A wizard of the Black Robes and a wizard of ** Only a wizard of 6th level or higher who
their tale is that of the three Gods of Magic. the White fighting on opposing sides of a war also has an Intelligence of 15 or above gains
The gods of magic, Solinari, Lunitari, and (such as the War of the Lance) would not hesi- this benefit from the moons.
Nuitari, walked the face of creation before the tate to destroy each other. When these wizards t The additional spells can be of any level
stars settled in their places. Though they had a meet on neutral ground (such as a Tower of the wizard can cast.
common love of magic, each had aspects that High Sorcery), they are likely to enter into an If two or more of the moons are aligned,
differed greatly from those of the others. Each eager discussion of magic. If attacked by an there are bonuses to the moon phase effects
also chose a different path in the universe. outside force seen as a threat to their magic (a given earlier. (Moons are aligned if the boxes
They saw the other gods wheeling through renegade wizard, for example), both would they occupy on the Moon Tracking chart [page
the heavens and aligning themselves against join together to fight in defense of the magic. 28] are in a straight line from the center of the
one another according to their goals and phi- chart. For example. Lunitari on day 3 of its
losophies. The All-Saints War was coming, as orbital period is aligned with Nuitari on days
their vision and foresight had warned. The A wealth of information on wizards, magi- 6 and 7 of its period and with Solinari on days
three gods feared that they too must choose. cal lore, the Towers, and the Tower guardians 5 and 6 of its period.)
Bound by the common bond of magic, these exists in the DRAGONLANCE | novels.
three looked about the face of Krynn and Those interested in acquiring more d e t a i l e d Moon Alignment Effects Table *
loved it greatly. information than is provided here should
Saving Additional Effective
Thus they did not join their fellow gods in draw from those works.
Alignment Throw Spells Level
the heavens, but stayed close to the world.
Sol. with Lun. +1 +1 +1
They revolved about it, granting their powers
to those who would follow their ways. Each
god was granted a time to walk the face of
moons of Nuit. with Lun. + 1
Sol. with Nuit. +1
All Three Moons + 2
+1
0
+2
+1
Normal
+1
Krynn and seek out a follower. Each found an
apprentice and to each did they give the keys
maqwr * Note that all plusses on this table are
to the Lost Citadel--a fabulous place of wiz- Since the creation of the world, the three * cumulative with modifiers from other effects.
ardry that stood beyond the circles of the uni- moons of magic have circled the globe of If all the moons were to align at the time of
verse itself. Here the gods taught them the Krynn, bringing with them the waxing and High Sanction, then all wizards would have a
Foundations of Wizardry. the waning of their followers' magical powers. +3 saving throw, +4 additional spells and
Each of the three Orders of High Sorcery + 2 effective levels to their spell casting. This
1. All wizards are brothers in their order.
receives its powers from one of the moons of is known as the Night of the Eye since the
All orders are brothers in the power.
magic. Wizards of the White Robes get their moons move through the sky with a terrible
2. The places of High Wizardry are held in powers from Solinari, Black Robe wizards get aspect and cause magic to be at its peak.
common among all orders and no sorcery is to their power from Nuitari, and neutral Wiz-
be used there in anger against fellow wizards. ards get theirs from the red moon, Lunitari. It
3. The world beyond the walls of the towers
is by the position and aspect of its moon that l.oc,al;lon oi; 1;he m o o n s
each order gains its enhanced powers. The The initial location of the moons is deter-
may bring brother against brother and order
aspect of Nuitari has no effect on the powers mined by rolling 1d8 for each moon and plac-
against order, but such is the way of the uni-
of the White Robed wizards, for example. ing it in the indicated box along its orbit.
verse.
Only the moon Solinari has an effect on the If you are playing a DRAGONLANCE cam-
wizards of the White Robes. The precise paign game, then these are the starting loca-
The Orders of Sorcery began as loosely orga-
effects of the positions of the moons on the tions for the moons in your campaign.
nized groups of wizards. It was not until much
magic of Krynn is shown by the following Hereafter, advance the moons one box per
later that the orders became formalized and
tables. Each phase of a moon has an effect on game day to keep track of their positions dur-
structured. During the Age of Dreams at the
onset of the First Dragonwar, the masters of the magic of that class of wizards, ing the campaign. This allows your players to
each of the orders came together at the Lost Moon Phase Effects Table * plan for regular changes in the lunar cycles.
Citadel and proclaimed the unity of the
orders. Moon Saving Additional Effective:
The Lost Citadel was a wondrous place from Phase Throw Spells ? Level
whence the master wizards ruled their orders Low Sanction - 1 0 - 1
in peace and harmony, far removed from the Waning Normal 0 Even
world of Krynn. Both palace and fortress, it Waxing Normal +1 Even
provided a place where the powers of magic High Sanction + 1 +2 + 1 **
could be tempered by the wisdom of the Con-
clave of Wizards (see page 29). 9 A wizard of 1st through 3d level is unaf-
It is important for any magic-user in Krynn fected by phases of the moons because of the
to remember that a wizard's only loyalty is to .........................................

27
m o o n 1;~ackmG C h a ~

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

r
%*,.-,

h~qh Sancuon
::i:i:!:!..7..i!:i:!:i:

Wanmq Waxmq

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

low Sancl;Jon

,...:.:.:.:.:.'.:-:.'..
".:.:.:.:-:.:.:,:.:.:.:." ".:.:.:.:.:.:.:.:.-.................:.:.:.:.:.:.:.:.:.:.:.:~:.:.:.:.:.:.:.
=============================
::::::::::::::::::::::::::::::::::::::::::::::::::
5

So[inaRl: pCR~OO OIE36 s12~nOaROOays Wll;h 9 C)ays pc~ qu&~cR.

null;a~l: p c ~ o 0 of 28 s~anOa~0 bays w~th 7 0ays pc~ qua~cR.

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

28
t h e conctave of w zaR0s

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

29
the TOWERS high SORCeRy

sisted of a central complex surrounded by a


field or garden. This field was different for
each of the five towers. The Tower at Wayreth
was surrounded by a transdimensional field
that allowed it to appear anywhere within 500
miles of its usual place in Wayreth Forest. The
Tower in Palanthus was surrounded by the
Shoikan Grove that emanated a continuous
and very powerful s These are the two
towers that are most commonly known today.
Knowledge of the other three towers is hard to
come by, hut the properties historically
ascribed to these towers' gardens were sleep
(Daltigoth), forget (Istar), and passion (the
Ruins). While each of these gardens held
9many other formidable obstacles, these were
their principal attributes and defenses.
All towers are neutral zones. Fighting
among the wizards is not permitted and is
punishable by immediate death.

1;he 1;owe of WayRe l


The Wayreth Tower's defense is the most f

unusual, for one does not seek out the tower,


it finds you. The garden about Wayreth's Tow-
er has different dimensions at different times
and the Tower itself is said to exist without
dimension, always existing where it is not.
The result is that one could be walking in a .> - D,>~:<;9 .t
l+s , ( ,g <S"
forest and suddenly be trespassing within the
domains of the wizards of Wayreth. Just where / p~
this tower's garden touches the world of men
.....
and elves is controlled by the wizards them-
selves. In this way they protect the tower from
enemies of their order while still enabling wiz-
ards to enter the tower.
Access to the Wayreth Tower is the most o.
restricted of all the Towers since the Masters of 3
High Sorcery decide who may enter. The tow-
er is never where it is looked for and can only
be found when the wizards wish it to be so. It
is impossible for a character to enter the tower
though astral travel or the outer planes of
/*
existence as the tower is not c o n n e c t e d to
those planes. (Only the Tower Portals can
touch on the other planes; otherwise, Raistlin
would have had little difficulty in reaching
the domain of the Queen of Darkness). i~~ ,~ ' ~;/i!~7~

If the wizards want a person to enter the


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

30
[he 1;oweRs Of htGh SORCeRy

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

31
32
the Xow r s of h Gh sor c oy

It would have been easy for the wizards to Oalamao'squautr their Dark Queen.
have destroyed the people, but they knew that
in so doing they would destroy the world. Dalamar is Raistlin's only apprentice.
Rather than do this, they chose to sacrifice Despite the fact that he is a dark elf, his quar- Characters looking into the Portal when it ~ :
their own power in the world. They destroyed ters are very elven in design, being decorated not activated see only a dark void. Those l ~ k i :
two of the Towers of High Sorcery--those at with rugs and furniture that celebrate the
Daltigoth and the Ruins. They turned the beauty of nature. There are also many inter-
Tower at Istar over to the Kingpriest and were esting and curious objects in these rooms, plus DM ~ m them t o sr
intending to give him the Tower at Palanthus many magical ones and Dalamar's spell
but for the terrible event that was to befall it. books.
In return, they were allowed to retain the Tow-
1~h~,ChamBeR OlES6ctnq
er at Wayreth, and it was here that they ~e I~BOUatORy
brought as much of their libraries and as many Here dwell the Live Ones, Raistlin's failed
of their magical artifacts as was possible. The laboratory is located in the top of the experiments in creating life. He is unwilling
At the beginning of the ceremony to turn Tower and can be reached only after climbing to show them to anyone with the exception of
over the Tower of Palanthas to the Kingpriest's a narrow stone stairway that spirals up the Dalamar. Their task is to watch the pool that is
representative, an evil wizard--driven insane inner wall of the tower. Since the center of this Raistlin's window on the world. Looking into
by the downfall of his art--leaped from an part of the tower is hollow, one misstep on it, he can see anything that is currently hap-
upper window and impaled himself upon the those stairs means that the person falls to his pening anywhere in Krynn and can, to a cer-
spikes of the tower's gate. As his blood flowed death. tain degree, affect the actions of those he sees.
to the ground, he cast a curse upon the tower, Upon entering the laboratory, adventurers He can only view the present in the pool, he
saying that no living being would inhabit it note that it is much larger than it could possi- cannot see either the future or the past.
until the Master of Past and Present returned bly be, given the size of the tower. The pri- The pool is quite similar in nature to the
with power. mary object in the room is the great stone crystal he (as Fistandantilus) presented to
It i~sunlikely that any would be able to enter table. Dragged from the bottom of the sea by Astinus the Historian.
the Tower during the period the curse is in magic, it is so large that a minotaur can lay
effect. The only ones known to have done so down full length upon it. It is covered with
were Raistlin, Caramon, and Crysania, who runes to ward off any outside influences that The Live Ones are quite harmless, but ~;~
came here long after the Cataclysm (Raistlin might affect the mage's work. gruesome looking and foul smelling that a n y
mistakenly believed a Portal existed in the Also present in this room are shelves of spell character not of evil alignment must succes~
tower at this time). books. These include the night-blue bound fully roll a Constitution Check or become r i o
The tower is guarded by undead of all sorts spell books of Fistandantilus, plus Raistlin's lendy ill. This has the effect of lowering the
that permit an adventuring party in the tower own black-bound spell books. Here also are characterls attack roll b y ~ 3 and penalizinG
only if Raistlin (whom they would recognize) books on herbal lore and anatomy, many of
is present. them in Raistlin's own handwriting. Various
magical items and artifacts are also here. i ii ii! ii Liii ! !!i!i i!i i!i iiiii ii ii iiiiii!! i!iiiiiiiiii i i ii! iiiiii!ii i iii!!i!!iiii! iii! ii i ii i iii i2iiii i iiiiiiii ii!i ii ii!ii!i!ii!
Raistlin is an expert in alchemy, so bottles
OumnG
L ' h e T,o w e r ~ and beakers of various chemicals are found
Ratstltn's Rule both on the stone table and in other parts of AI;teo I~atstlm's Or
Those who enter the tower during this time the laboratory. He has also delved into the art When Dalamar became Master of the %w-
of vivisection, and various animals and parts er, he instituted many changes. Among these
are undoubtedly here by invitation and are, in
of animals (including humans) can be seen in are opening up living quarters for additional
any case, completely under Raistlin's control.
They therefore see only what Raistlin wants jars and beakers. Several complete skeletons of apprentices. His most important act, however,
them to see. This might include Raistlin's animals and humans stand in the corners. was to shut the laboratory and seal it with a
Parts of skeletal remains lie about. Some of powerful curse. A lich guards the door and
study, a luxuriously appointed room filled
with books, comfortable furniture, and Raistlin's experimental creations live in jars or suffers none to pass.
objects of interest from all over Krynn. A fire cages and take an avid interest in any new-
comer who enters the lab.
in the hearth dispells the chill of the tower.
The books in this room are not spell books; At the far end, almost obscured by GuaRO,anGRoves
shadows, hangs the purple velvet curtain that
those are in the laboratory. These books are
hides the Portal. If these curtains are drawn, t h e OesRoyeo
works of poetry and prose, books on herbal
lore and anatomy, books on philosophy, and the character sees an oval doorway standing on
treatises on magic. The objects decorating the a golden dais. It is surrounded by the dragon
room are also nonmagical, being beautiful or heads of Takhisis, the Queen of Darkness. Krynn before the other three Towers o f H i g ~
hideous but all curious. These are mementoes When not activated, these heads appear to be Sorcery were destroyed:
Raistlin has acquired in his travels. plain gold metal, although the character may The towers are similar in construction t o
have the uncanny feeling that the eyes of the those in Palanthas a n d Wayreth with
heads are watching his every move. When exceptions n o t e d on page 29. Each t o r t e s
activated, the heads glow blue, red, black, guardian grove had different charac~ristic~
green, and white and scream the praises of : Daltigoth (sle~i! A!I living ~ i n ~ enter

33
eaRty t, fe of a wlzaR0

ing this forest must make a successful saving Wizard Minimum Scores life to the magic. He must prove to the satis-
throw vs. spell with a - 7 penalty every five faction of his fellow wizards that he takes
Strength magic seriously and that he will devote his life
rounds they are in the forest. Those who fail
Intelligence 9 / 15 *
fall into an enchanted sleep. The sleeping to magic.
Wisdom
being is then transported by the wizards either
Dexterity 6
into their tower or out of the forest, depend-
Constitution 1
ing on whether or not they wish to have deal- As each Test of High Sorcery is designed foal
Charisma
ings with him. the individual, there is no specific Test
Istar (forget}: Those entering this forest must detailed here only guidelines as to how such
* A wizard with an Intelligence of 15 or
roll a successful saving throw vs. spell with a - 5 a Test must be conducted and what the Test
more gains an additional 10% to all experi-
penalty every five rounds they are in the forest. should include. It is up to you to design the
ence points earned.
Failure temporarily negates all short-term mem- details of the specific Test for the wizards in
ory, thus making k Impossible for a person to your campaign.
Student Wizard Advancement Table
remember from moment to moment what it is There should be at least three tests of the
9they are doing here. This effect passes once the Hit wizard's knowledge of magic and its use; the
characters leave the forest. Experience Dice Test should require the casting of all of the
Ruins (passion): The character finds his Level Points (d4s) Title spells known to the initiate; at least three tests
own passions overwhelming him. These may 1 2,500 1 Student that cannot be solved by magic alone; at least
be of love, hate, vengeance, etc. A saving 2 5,000 2 Novice one combat against a character known to the
throw vs. spell must be successfully rolled eve- 3 10,000 3 Initiate * initiate as an ally; at least one solo combat
ry five rounds to avoid this effect. against an opponent who is two levels higher
* Wizards cannot advance higher than this than the initiate.
without either becoming renegades or joining Those attempting the Test can bring com-~i
one of the Orders of High Sorcery. panions along, but no one who comes is guar-
curly L,fe Wizard Spells Usable by Level
anteed of returning alive.
One such Test offered by Dalamar allowed i
the initiate and his parry to enter the tower
of a W zaRO Level 1 2 3 4 5 6 7 8 9
freely--getting out, however, was another
1 1 . . . . . . . .
All those who wish m join one or another of ~:~arter.
2 2 . . . . . . . .
the Orders of Wizardry begin thek training as
3 2 1 . . . . . . .
children studying magic under a Master Mage
(one approved by the Conclave for the teaching
of young magic-users.) Magic-users can rise to
Proficiencies Weapon I Nonweapon Ch nqwnq OROERS
Initial 1/ 3
the level of Initiate without formally declaring
their alignment and without declaring loyalty to
Added 1/2 per 5 levels al:[cR [hc
the Conclave. Thus a magic-user could remain From time to time, a wizard's actions will
an Initiate all his life, practicing only minor indicate that he is no longer a follower of the
spells, without having to take the Test. tenets of his originally chosen order. Raisdin
Those seeking greater power must travel to t e s t of Majere, for example, won his Red Robes in his
the Tower of Wayreth for the Test. Here they Test but thereafter events and his own decisions
declare their alignment and are assigned to a
higher level mage to serve time as apprentice
hwqh SORCeRy brought him to the way of the Black Robes. Such
changes are not without hardship.
The Test of High Sorcery is more than just a
wizards. trial of a person's magical abilities, it also tests
An apprentice is generally assigned to a
how that person will use the abilities he has
wizard of his declared alignment, although in A wizard who changes orders suffers the los,,
and those he will gain. Magic is powerful in
later days, Dalamar, wizard of the Black of two experience levels. This may make the~
the world of Krynn and, to the wizards, the
Robes, was known to accept Red Robes as wizard's spell book u n u s a b l e in some
distinctions between the three different fac-
apprentices. So also a White Robe wizard instances (since the types of spells a wizard
tions of wizardry are most important.
might accept a Red Robe as apprentice. Each initiate's test is a different one, receives depend on his order, the spells in his:
designed especially for his needs and weak- old book may no longer be usable when he;
nesses. Failure means death. Because magic is changes orders).
7 " ,

Also, the wizard's abilities are not affected


stuocn, muG,c-useRs such a powerful force in the world, the wizards
are extremely careful about who is allowed to by any moons until one game month has
Game Oata wield this power. They are not interested in passed after his change (then the moon of his
whether the power is used for good or for evil new order affects his a b i l i t i e s ) i
Minimum Requirements: Those who wish
to enter into the life of wizardry in Krynn so much as they are concerned with irresponsi-
must have the following m i n i m u m game sta- ble use of the power (one reason there are no
. .
kender magic-users!). A wizard who agrees to
take the Test, therefore, literally pledges his

34
WIZAROs 01: 1;he whll;e ROBES

( EeO

Abjuration Charm Conjurationiii(~(~il!! Red Robe Advancement Table


wtza Os og Divination Enchantment Evocation!i~!~ii!ili!iii!!!!!iiiill
Experience Hit Dice
Level Points (d4s) Title
thF ROBES
White Robe Spells Usable by Level
4 18,000 4 9th Order
Level 1 2 3 4 5 6 7 8 9 5 36,000 5 8th Order
Wizards of the White Robes generally gain
levels slower than their brothers, yet they ulti- 4 32 . . . . . ' :'::il):!ii;il;i!i!iiii.ii!i!il;i:: 6 50,000 6 7th Order
mately attain higher levels than any of the
5 4 2 1 - - 7 90,000 7 6th Order
other magical orders.
6 4 2 2 - - Z 8 180,{)00 8 5th Order
A White Robe wizard must follow the ways
7 4 3 2 1 - - - ,~iiiiiiii!i:iiiii!ii!!!i!!!i!~!ii!iii!~i 9 350,000 9 4th Order
of good and keep this goal in his mind in all 8 4 3 3 2 : - - - 10 500,000 10 3d Order
that he does. Acts contrary to the mandate of 9 4 3 32 1 - - - 11 700,000 11 2d Order
good can eventually result in the downfall of 10 4 4 3 2 2 1 - , ~!i!:iiiiiiiiii!i!!iiiiiiiiiiiiii 12 900.000 11 + 1 1st Order
the wizard. One of the first indications that a 13 1,100,000 11 +2
12 4 4 4 4 4 32 t ~!~!ii!iiiiii!iiiiiiii!!i!i!iiiiiii!ili 14 1,300,000 11 +3
wizard has lost sight of his order's goals is that ~i!33!ili!i!~i!ili~ili~iii!iiii!iill
his order's moon no longer affects his abilities. 13 5 5 5 4 4 3 2 1 '~7~i~ii!i!!ili!ili!i!!!~i!ii!~'~ 15 1,500,000 11 +4
14 5 5 5 4 4 3 2 1 -:~!!iii~i~!i~i!~:~!i!:il 16 1,750,000 t l + 5 Master *
Also, certain spells may not work for him any
more. 15 5 5 5 5 5 3 2 2 17 2,000,000 11+6
16 5 5 5 5 5 4 2 2 1 18 2,250.000 11+7
~: 17 5 5 5 5 5 4 3 3 2
5 5 5 5 4 3 3 * Only one Red Robe wizard can be of Mas'
w,=oo ter level or above (see The Conclave of Wiz.
ards for the selection process for the Red Robe
c~ameOaza Master).
Minimum Requirements: Any who wish to
join the Order of the White Robes must meet
w,zaROs of Spheres of Magic Usable: A wizard of the
Red Robes can use the following Spheres of
all of the m i n i m u m statistics standards
required of student wizards. They must also
~ b 6 !~6~) I~OB6g Magic:
have passed the Test of High Sorcery without A wizard of the Red Robes gains levels
having committed an act contrary to the laws faster than his White-Robed brothers, but Alteration Conjuration Divination
of good. slower than his Black-Robed counterparts. Of Illusion Invocation Phantasm
all the wizardries, the Red Robes have the Summoning
White Robe Advancement Table widest range of spells available.
Red Robe Spells Usable by Level
Experience Hit Dice :
Level Points (d4s) Title Level 1 2 3 4 5 6 7 8 9
4 20,000 4 9th O r d e r ReO ROBCWIZal~OS 4
5
321
431
. . . . .
. . . . . .
5 9 38,000 5 8th Order
6 55,000 6 7th Order
Game Oat 6 432 . . . . . .
7 100,000 7 6th Order Minimum Requirements: Any who wish to 7 4321 . . . . .
8 200,000 8 5th Order join the Order of the Red Robes must meet all 8 4332 . . . . .
9 400,000 9 4th Order of the minimum statistics standards required 9 4332 1 . . . .
10 600,000 10 3d O r d e r of student wizards. They must also have:: 10 5 4 3 2 2 1 - - -
11 800,000 11 2d Order passed the Test of High Sorcery without h a y 11 5 4 4 3 3 2 - - -
12 1,000,000 11 + 1 1st Order ing committed an act contrary to the laws of 12 5 4 4 4 4 2 1 - -
13 1,250,000 11 +2 ~aosl 13 5 5 5 4 4 2 1 1
14 1,500,000 11 +3 14 5 5 5 4 4 2 2 1 -
15 1,750,000 11 +4 . 15 5 5 5 5 5 2 2 1 1
16 2,000,000 11 + 5 16 6 5 5 5 5 3 2 1 1
17 2,250,000 11 +6 17 6 5 5 5 5 3 3 2 1
18 2,500,000 11 + 7 Master * .... 18 6 6 5 5 5 3 3 2 2

* Only one White Robe wizard can be of


Master level (see The Conclave os for
the selection process for the White Robe Mas-
ter).

Spheres of Magic Usable: A wizard of t h e


White Robes can use the following Spheres of
Magic:

35
wtzAoOs o[ l:h~, BtaCk OOBCS

B~ Robe S ~ Umble by Level -~-~ however, that the standard tables are far less
WizaR0s o1: ~vel 1 2 3 4 5 6 7 8 9
favorable for a wizard than those for the orders
of Krynn.
4 32 . . . . . . . .
t h e Black I OBeS 5 421 . . . . . .
A character who starts in IC,ynn can opt to
become a renegade after he reaches 3d level.
6 422 . . . . . .
Black Robe wizards gain levels faster than Alternatively, a character can leave an order
7 4321 . . . . .
either of the other two orders, yet it is in their after having joined and become a renegade by
8 4332 . . . . .
nature to top out in levels sooner than either not joining another order, Note that any wiz-
9 43321 --
of the other orders. ard character leaving the Orders of High Sor-
10 4 4 3 2 2 1 - - -
cery is subject to the two-level loss penalty
11 4 4 4 3 2 1 - - -
required of anyone who leaves an order. At
12 4 4 4 4 2 1 1 - -
that point he begins to use the magic-user
BlAck ROBC WIZAROS ~:~ 13 5 5 5 4 3 2 1 1 1
tables in the Player's Handbook. His experi-
14 5 5 5 4 4 2 1 1 1
GAm~ Oata ence point total is altered so that he has only 1
15 5 5 5 5 5 2 1 1 1 point more than is necessary to reach his cur-
Minimum Requirements: Any who wish to 16 5 5 5 5 5 3 2 1 1
rent level (after the two-level drop).
join the Order of the Black Robes must meet 17 5 5 5 5 ~ 4 3 2 1
Players who run their characters as rene-
all of the m i n i m u m statistics standards ;~:,~8 5 5 5 5 5 4 3 2 1
gades from the beginning also use the
required of student wizards. They must also AD&D| game system charts for magic-users,
have passed the Test of High Sorcery without but they are not subject to any level penalties.
having committed an act contrary to the laws An additional problem with being a renegade
of evil. I eneciaOe WIZaR0S wizard is that there is a 50% chance that any
Wizards who attempt to live outside the other wizard encountered will recognize a ren-
Black Robe Wizards Advancement Table egade wizard. This chance is decreased by
law of the Towers of Sorcery are known as rene-
Experience Hit Dice gade wizards. Wizards from other campaigns 20% if the renegade is disguised as a wizard
Level Points (d4s) Title who do not quickly contact the heads of an from an order other than that of the identify-
4 17,000 4 9th Order order they wish to join will find themselves in ing wizard.
5 35,000 5 8th Order the position of being considered a renegade Renegade wizards who are recognized by a
6 45,000 6 7th Order wizard. wizard of another order are dealt with in ways
7 80,000 7 6th Order Renegade wizards are considered by all that depend on the order of the wizard. A wiz-
8 135,000 8 ~ 5th Order orders to be a menace to the balance of magic ard of the White Robes will try to capture the
9 290,000 9 4th Order in the world. It was only by the barest of mar- renegade by any means at his disposal while
10 375,000 10 Trimorte gins that Raistlin. a magic-user of extraordi- doing the least harm. Should he fail, he will
11 500,000 11 Brother to nary powers, retained his station in the Order report the renegade to the nearest tower,
Darkness of Black Robes since he was obviously intent keeping close watch on him meanwhile. He
12 650,000 11 + 1 Blackmage upon defying them by entering the Abyss and would destroy the renegade only as a last
13 800,000 11 + 2 Master * challenging the gods. Why the Conclave did resort and then only if the renegade threat-
14 1,000,000 11 +2 not order his destruction is unknown. (Most ened either the balance of magic or the lives of
': 15 1,200,000 11+3 believe that it was because they feared they others.
16 1,400,000 11+4 would not be able to stop him.) Thus they A wizard of the Red Robes will try to cap-
17 1,650,000 11 +5 sent the dark elf apprentice wizard. Dalamar, ture the renegade and bring him before the
18 1,900,000 11 +6 to spy on him and eventually attempt to Conclave, if possible. If this is not possible, he
destroy him. would not hesitate to destroy the renegade.
* Only one Black Robe wizard can be of A renegade wizard who has come to the A Black Robe wizard will at first attempt to
Master level or higher (see The Conclave of attention of the orders is invariably seen as a win the wizard over to his side of the struggle
Wizards for the selection process for the Black threat that must be either neutralized or elim- before destroying him.
Robe Master). inated. Each of the orders has its own way of Renegade wizards who are brought before
dealing with a renegade some orders are the Conclave are given a chance to join one of
Spheres of Magic Usable: A wizard of the more benevolent than others, but all are the Orders of High Sorcery and to abide by its
Black Robes can use the following Spheres of equally effective in their methods. laws. Those who refuse are cast out from the
Magic: realms of Krynn and the circles of the world.
Those who join the Orders of High Sorcery ate
Charm Divination Enchantment Wizards who enter Krynn from other c a m , entitled to use the better advancement tables
Illusion Necromantic Phantasm paigns are considered renegade wizards u n t i l . ~ d all of the benefits of the towers.
such time as they declare their alignment to a n
order.
Such wizards use the standard wizard tables
found in the DMG and the Player's Hand-
book. It should be explained to the player,

36
wttuslon anO k ynn

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

37
spells 01~ high SORC6Ry
,

Mindspin Clerics Turning Table upon the Intelligence of the character on minutes for his level) further than he could
whom the spell was cast. The first level can guarantee success, so he would have a 55 %
Type 1 2 3 4 5 6 7 8 9-1314+ chance (11 x 5 % ) t h a t the spell fails.
extend to a maximum of 20 miles times the
Skeleton . . . . . . . . . .
Zombie . . . . . . . . . 20 character's Intelligence. The second level is up Multiple timeheals cannot be cast to
Ghoul . . . . . . . . 20 19 to one mile times the character,s Intelligence. increase the time the victim can be brought
Shadow . . . . . . . 20 19 13 The extent of the third or core level of the back with guaranteed spell success. Thus the
Wight . . . . . . 20 19 16 10 dream is 20 feet times the character's Intelli- 9th-level wizard cannor cast three successive
Ghast . . . . . 20 19 16 13 7 gence. Slightly shorter distances can be used if ~neheMs to bring his patient back 27 minutes
Wraith . . . . 20 19 16 13 10 4 this best fits the existing terrain. and thus guarantee success (since none of the
Mummy - 20 19 16 13 10 7 t spells alone exceeded his guaranteed limit of
Spectre - 20 19 16 13 t0 7 4 t rune minutes).
Vampire
Ghost
20 19 16 13 10 7 4 t t
20 19 16 t3 10 7 4 t t d
1;,met eal Timefieal will not recall a spirit from death
Lich 19 16 13 10 7 t t t d d (Evocation) and therefore is useful only if the character has
Special 16 I3 10 7 t t t d d d at least I hit point remaining. A dead charac-
Level: 5 Components: V, M ter who has a r/mefieal placed upon him will
Thieves: On any roll requiring the use of Range: Touch Casting Time: 3 seg. be healed of the appropriate damage, but will
the Thieves Function Table, all successes are Duration: Permanent Saving Throw: Special nevertheless be dead as his spirit has fled into
counted as failures and all failures arc success- Area of Effect: One creature the heavens.
es. Otherwise, adjust the rolls normally. Sim-
ple locks are now tough opponents. This spell takes the creature it is cast upon
Magic-Users: Magic-users now cast spells at and slips its body backward in time to a point lmeR veR
one level higher than normal. This is due to where it was in better health, thus simulating
(Evocation)
the magical nature of the mindspin spell. If a healing ability without using clerical powers.
this enables a magic-user to cast a spell higher Time is of the essence in the timeheal spell as Level: 9 Components: V, S, M
than those he currently knows, he can choose the greater the amount of time, the greater Range: 1" Casting Time: 3 Turns
any one spell from the higher level. The magic the chance of failure. Duration: Permanent Saving Throw: None
automatically gives the magic-user the illusion Each level of the casting wizard guaranteed Area of Effect: 1" radius
that he knows it. This spell has only illusion-~ healing of the character's wounds for one min-
ary effects, unlike the other spells the magic- ute previous to the casting. For example: a The r/mereaver spell sends those within its
user casts during the dream. 9th-level wizard casting this spell is guaran- area of effect backward or forward along the
All of the effects from each level of the teed to be able to take the wounded character time.stream of Krynn. into either Krynn's past
dream disappear if the dreamer is awakened back in time nine minutes to the character,s or future. It is the spell that was used by Par-
from his sleep. It is a property of the magic condition at that time. For every minute earli- Salian to send Caramon and Tasslehoff into
that the dreamer is always present and a cen- er that the character must be taken back to be the past. It is also the spell that the Scepter o f
tral figure in the dream. Mindspin expands healed, there is a 5 % cumulative chance of T/me utilized to transport Caramon and Tas-
at a rate of one mile per hour with a maximum spell failure. Thus if the 9th-level wizard tried slehoff throughout the Legends tales.
range that depends on the level of the dream. to use this

38
mcsscnqcRs o1: [hc heavens
Since the earliest days of Krynn, the wisdom and tragic tales told of his existence before the the highest orders of the Knights of Solamnia,
of the gods has been brought to all races creation of the world. gave the fullest measure of any Knight in ban-
through the efforts of the clerics, the mortal The third family, the family of Evil, is that ishing the Queen of Darkness from the world
messengers of the will of heaven. of Takhisis. Her consort is Sargonnas. Zeboim for a time. It is still said today that the place of
Many have been the faces and names of is the daughter of these two and Nuitari is her Godshome, should anyone find it, is one of
these gods over the centuries. Their precise twin brother. Morgion, Chemosh, and Hid- great promise and power.
names, appearances, and demeanors have var- dukel have been adopted into this family and
The Night of Doom: No records have ever
ied from land to land and people to people. were called into this universe from Beyond by
been found concerning this night, for all who
Some nations have worshiped many gods and Takhisis.
participated in it are now far removed from
some have recognized only a few. While these gods are not alone in the heav-
the knowledge of mortal man. On this night,
Yet while the names and faces of the gods ens, they are the only ones who are involved in
thirteen days prior to the Cataclysm that end-
may have been perceived differently from the lives of the peoples of Krynn. Even though
ed the Age of Might, the true clerics of the
time to time and place to place, their general the gods take an active and impassioned inter-
land all disappeared. Legends have it, how-
philosophies, laws, and powers have remained est in Krynn, they mainly allow the course of
ever, that they were taken up by the gods to
constant and recognizable. What one clan man's destiny to be shaped by the free will of
protect them from the calamity that was to
may call Thak another may call E'li, yet both mankind. The gods prefer to let their will and
come.
were names by which Paladine was known and strength be felt through their agents rather
This is not to say that all clerics were taken
both peoples were equally worthy in his eyes than through direct intervention.
up--far from it. Only clerics of pure faith and
as true worshipers. There are, however, several notable occa-
good heart were taken. There were few who
So it is that the history of the gods, or that sions in which the gods took a direct hand in
qualified.
part of the gods' history that is known to men, the course of the world of Krynn.
depends greatly upon the culture in which the Mishakal's Return: In the year 351 AC, a
Origins of Faith: Each religion on the face
deity is recognized. With so many different princess of the Abanasinian Plains was given a
of Krynn has its own version of the origins of
cultures on Krynn, the task of sorting the glorious gift. Mishakal appeared to her and
their faith and their god. Generally speaking,
truth from human fabrication and exaggera- gave her the Disks of Mishakal on which are
however, all of them agree that this universe
tion is a difficult one. Suffice it to say that written the true words of the gods and their
was created by the gods out of chaos. Once it
while not all worship the gods in the same power. It was the first manifestation of the
formed and creatures began to walk the face of
way, their faith and dedication to the basic true gods in over three centuries. From these
Krynn, the gods instituted their faiths among
principles of their creators is accepted by the beginnings, the message of the gods went out
their creations. Thus all learned the ways of
gods. across the land and re-established the people's
faith in the unknowable.
For purposes of our discourse here, how- faith in the true gods.
Three of the gods, Solinari, Nuitari and
ever, we will be setting forth the gods as they
Lunitari, forsook their former positions and, The War of the Lance: Takhisis, the Queen
are known among the Knights of Solamnia
circling close above the world, brought magic of Darkness, started the War of the Lance part-
and as revealed by Paladine to Elistan. The
in all its forms to Krynn. Their history is ly as a diversion from her true intent: to find
basic facts seem to be confirmed by many
related with that of the wizards. the Everman. Once the temple at Neraka was
annotated historical works compiled by
complete, then her way into the world from
Astinus of Palanthus. The Whitestone Glade: It was here that
the Abyss would be open and she would be
There are 21 gods who are the masters of Paladine, Kiri-Jolith, and Habbakuk all
free to rule the world.
Krynn's universe. They are allied seven on appeared to Vinas Solamnus. They gave him
Opposing her, however, were the gods. of
each side of the triangle of good, evil, and the orders of the Knighthood that he would
good and neutrality. Paladine appeared on the
neutrality. They are presented as three sepa- build. They left a sign as a remembrance of
face of Krynn for a time in disguise. In this
rate families of gods. their visit--a great pillar of crystal.
way he influenced men to choose the path of
The first family, the family of Good, is that Huma and the Lance: This legend tells of
good to fight the evil. All the while, Paladine
of Paladine. Mishakal is his companion and great deeds done with the gods themselves.
tried to maintain the balance of the world and
advisor. Their twin sons, Kiri-Jolith and Hab- Takhisis was determined to impose her will
limit the gods' interference in its workings.
bakuk, administer to their own orders of the upon the lands of Krynn by direct action.
world. Their third son was Solinari who left While she dwelt upon Krynn, she wreaked
the circle of the family as keeper of the magic. havoc with her dragons and other minions.
Two other gods of good, Majere and Brancha- The forces of the Knights stood in her way, but CienOeR anO
la, were adopted into the family from there were none among them who had the
Beyond. heart of a true Knight nor the courage the GoOs
The second family, the family of Neutrality, required to stop the Queen of Darkness.
While male and female genders are applied
is that of Gilean. He holds a patriarchal posi- None save Huma.
to the gods of Krynn, no mortal has ever been
tion in the family; he has no known compan- Huma undertook the long, dangerous jour-
able to ascertain whether the gods have gen-
ion. Zivilyn and Chislev are companions, as ney to Godshome, high in the Khalkist
der. Any determination of their gender is
are Sirtion and Shinare. Both were paired Mountains to the east of Solamnia. It was here
impossible as legends often speak about them
before the coming from Beyond. Lunitari is that his dragonlance,forged in the mountains
appearing in either form at their convenience.
the daughter of Zivilyn and Chislev. Reorx of Ergoth by silver dragons, was purified and
Paladine himself, however, seems to have
came alone from Beyond to be adopted into endowed with special power over the Dark
affirmed the relationships as described in this
the family of neutrals; many are the fanciful Queen. Huma, a knight who was barred from

39
oBtIGauons of cteotcs

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

40
holy OROERS01; ~;hE S~XRS

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

4 2 2
Profidendes: 5 3 3 1
6ctty 6escmpttons Profidendes Weapont Nonweapon 6 3 3 2 - o

Special Bonuses: These are bonus abilities Initial 3/ 4 7 3 3 2


the god's clerics gain for following the god. Added 1/2 per 3 levels 8 3 3 3 2 -- - -

Spheres: gives the general categories of 9 4 4 3 2 1


spells that clerics of that deity can learn and Even though all clerics are governed by the 10 4 4 3 3 2 - -
cast each day. above rules, each god has his own spheres of 11 5 4 4 3 2 I*
The names of the gods are listed with nota- power so each religion is unique. All of the 12 6 5 5 3 2 2
gods and their religions follow one of the three 13 6 6 6 4 2 2
tions under them concerning the abilities and
spells they grant to their clerics. These nota- basic alignments in the DRAGONLANCE 14 6 6 6 5 3 2
tions are interpreted as follows: game world: Good, Neutral, or Evil. Clerics 15 7 7 7 5 4 2 -
who follow a god of good alignment are in the 16 7 7 7 6 5 3 1"*
Specials: These are the spells the deity
grants his followers in addition to any other Order of Good; neutrals are in the Order of 17 8 8 8 6 5 3 1
spells they normally obtain. These special Neutral, etc. The differences between these 18 8 8 8 7 6 4 2

41
t h e G o b s oi; G o o b

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


or greater.
** Usable only by clerics with Wisdoms o f ~, ~

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

3 1 ~L,I~
~ -
4 2, 2 - -
Experience H i t Dice :: " 4 31~:2, , - .
Ie~d ~t~
I !,500
- ~ 3,000 2Ovate ~ : : " ~ ~:: 8
3 6,000 ~Initiate 9
4/~:~ ; 1 3 , 0 0 0 4,-- Disciple I0
;~ 27,500 5 Master o f E ~ , II
.~ ~ 55,000 6 - : ~ .... Master of Fke 12
. ~-~77 '~ 110,000 [ Master o f W a t e i - 13
8 225.000 g~! Master of 14
" Winds 15 6 6 6 6 4 3~ 1.
9 9 ~: ~'~ 450,000: 9=":C ~ Master of Mys- - 16 6 6 6 "~ 6" 5 4 i/[ " 12 6~ ~ j

: IO ~ 675,000 ~+1::" Master of Light 79 6 5 46:; 6


3
II 900,000 9 ~ Z ~ Master of Time " "
~ : ~ I Z 1 . 1 2 5 . 0 0 0 . 9 + 3 ..... Master of Ele- * Usableonlvbyderios~Wisdomsofi7
menu or greater. " 17."~ 6 6 6 .6
"' 1 3 1 , 3 5 0 , 0 0 0 - . : 9 Master of the ** Usable only by cleric, with Wisdoms o f 18 .... 6 6.6
Book 18or greater. ~: . . . . 7~:,~.
14 L575,000" 9 + 5 Archmaster* * Usable only bYderics with Wisdoms of:iT
1~ t.soo.ooo9*6
1 6 2,025,000 9 + 7 Starmaster**
CIE;RICS OF
9
(~V1[-
17 2,250,000 9 '- GameOa~
1 8 2,475,000 9+9 : -
. .- Experience I-Iit Dice
. . . . . . . .
* There is only one 2~rcnmaster rot each goe
o f neutrality. ShouM more than one cleric o f a
Level P o i n t s
-- ~ 1
2
1,500
3,000
(dSs)
2
1 1;he GoOs of GooO
god reach this level, the DM should choose
one of them for the dale; the other remains ~
3.4 6,000
12,500
3
4
pM,xOme
Master o f the Book. As the Father of Good and Master of the
** There is only one Starmaster for all ~ 5 20,000 5 Law, Paladine is the spokesman for the gods of
6, 35,000 6 good. A supreme leader, he does not interfere
gods o f neutrality at any given time. This
character must be the Archmaster of Gilean. 7. 60,000 7 with the affairs of his fellow beings as long as
N o other character can reach this level o r 8 90,000 8 ~pmtor their doings do not counter the law of good. It
9 2O0,OOO 9 was Paladine, during the Age of Twilight, who
: io 40o.000 =
. . . . . . . . . . . . .
led the gods of good from Beyond at the direc-
........... .7::::~
'~" ~i 11 650,000 - 9 * 2 : .. High Priest ~7 tion of the Highgod, to create this place and
12 1,000,000 9 + 3 Nighrmaster* time. He led the gods of good in the All-
'-- -~-~'-,,-- :. --:~ 13 1,350,000 9 + 4 Saints War and represented his order to the
-~:-:i .7.::~: ~ ":-:-.~::';-.~,-~:~. 14 1,700,000 9 + 5 .Nighdord other orders of the gods.
-~ :~. --- 15 2,050,000 9 + 6 He knew better than his brothers the need
..... . , 16 2,400,000 9+7 ~: -
for balance and the interdependence of the
three major orders of gods. His vision saw the
need for balance and conflict as the catalyst for
learning and progress.
: " !~15 ~-~:-:: ~.~f_/..... * There is only one Nightmaster f o r e a ~ Many believe that Paladine assumed mortal
.... -~:~.~?.:.:. ~ . ~ 7~ evil god. Should more than one clerk of a god form as the ancient hero H u m a to drive the
reach this level, the DM should choose one o f dragons from the land during the Age of
Dreams. This was not so, but Paladine's hand
is evident in the history of that time. There are
many tales of Paladine's presence in that time

42
1;he qoOs of qooO

and this may account for the belief that he was Follow~s' Abilities: lished around one of these three gods.
Huma. Clerics of Kiri-Jolith are powerful in battle
Spheres: but must use these formidable powers careful-
Paladine's constellation traditionally Astral, Charm, Guardianship, Protection;
guards the Gate of Souls, keeping the dragons ly, for they can lose their powers if Kiri-Jolith
Stellar feels they have violated the principles of good.
from returning to Krynn. It is of no small his-
Spedals:
torical interest that his constellation disap- Detect Balance, Reaecting Pool
peared at the time of the Cataclysm and that Additinnais:
dragons reentered the world soon afterward klRI-JOllth
Now that his constellation is once again in the
night sky, dragons still remain in the world of Fighter/Cleric (29th levetin each)
Krynn, but no visitations from Paladine have Alignment: Lawful Good
occurred since then. Movement: 12"/29"
Armor Class: - 8
The Gate of Souls no longer holds what Pal- ITla]eRe Hit Points: 500
adine himself described as the Balance of the
World. During the time of the Cataclysm, he Majere is the favored god of monks. He is Hit Dice: 29
and his fellows withdrew their direct influence said to give his followers symbols that, when i/of Attacks: 6
from the world and caused the Cataclysm. cast upon the ground, become msects that Damagel A t t a c k : 3d20 / 3d20/2d20/2d20/
Astinus records that for 60 days after the Cata- fight for their owner. One of the gods who ld10t ld10
clysm, Paladine's tears filled the night sky came from Beyond, he followed his friend
with their brilliance. Paladine into this great adventure of creation. Followers" Abilides:
When the time came to reclaim Krynn in Spedal Bonuses:
the name of good, Paladine took the form of a + 1 on all attacks if in good standing
rather befuddled old wizard named Fizban Spheres:
the Fabulous, who wandered the world to Astral, Combat, Guardianship~ Healing
prod those who could change the destiny of Monk (53d level)
Alignment: Neutral Good (Reverse)
the world. It is most important to note that Specials:
while Paladine often intervened in seemingly Movement: 18" 124"
Armor Class: - 5 I: Detect Magic
minor matters, he never directly used his vast III: Create Food & Water
powers in affairs of great consequence. Pala- Hit Points: 530
Hit Dice: 53 Additioaals:
dine worked through men and their free agen- I: Detect Snares & Pits, Penetrate Dis-
cy to accomplish his desires. He would offer # of Attacks: 5
Damage/Attack: ld8/ld8/2dlO/2dlO/ gmse, Predict Weather
what guidance he could, but it was up to men II: Find Traps, Hear~Chill metM
to save their world. 2d20
III: Death's Door, Magical Vestment
Paladine rules the Dome of Creation that IV: Cloak of Fear/Bravery
Followers' Abilities:
surrounds all that is. It is an ethereal land of V: Quest, Slay Living
perfect beauty. These lands are vast indeed Spheres: VI: Heroes" Feast
and those who have walked them yearn to Astral, Charm, Divination, Summoning
return. Specials:
Charm Animals, Summon Insects, Silence
15"cad
pza,~me Additionals:
IV: Repel Insects mmshM l
Cleric/Magic User (40th level in eada) V: Insect Plague
Alignment: Lawful Good The fabled goddess of healing is known in
~ I : Creeping Doom nearly every culture and country on the face of
Movement: 12" 129"
Krynn. In ancient times, she was the most
Armor Class: - 10
revered of the ministering gods and in her
Hit Points: 999
Hit Dice: 40 kmm-Jou1;h name many temples were built for the teach-
ing of the healing arts.
# ofAttacks: 5
Kiri-Jolith is the war god of good. He is the In more recent times, Mishakal is known as
Damage/Attack: t-lO00 *
favorite god of paladins and good-aligned the Bearer or Light Bringer as it was through
fighters. His constellation seems to threaten her that the knowledge of the true gods was
9 The damage done by this attack is l d l 0
that of the Queen of Darkness in the night restored to the world. Mishakal's gift of the
rimes a number between 1 and 100, inclusive
(Palatine gets to pick this number!). For sky. Disks of Mishakal again brought knowledge to
Kiri-Jolith is the son of Paladine and Misha- men of healing power and true clerics.
example, Paladine may choose a multiplier of
kal, but he is their peer in ability. His twin Mishakal is Paladine's companion and advi-
20. In this case, the damage per attack is l d l 0
brother is Habbakuk. These twins, with Pala- sor. They have twin sons and a third son in
x 20. If Paladine rolls a 6 for damage, the
dine, form an alliance that supports the Solinari, the god of good magic.
Knights of Solamnia in all their works. Each of In post-Cataclysmic Ansalon after the War of
the three Orders of the Knights was estab- the Lance, clerics of Mishakal's order were the

43
the caoOsoi; n ugRahl '

most numerous of all derics. Nearly every com- Followers" Abiliti~:


munity on the face of Amalon had a deric of this SollnaRl
order to minister to the needs of the people. This son of Paladine is the master of good
These clerics were especially sought after by Animal, Elemental " :
Specials: magic. He spins through the sky over the
adventuring parties for thek curative abilities. world and keeps his watchful eye on all magic.
I: Locate Animals
H: Spiritual Hammer, DetcctLife ~ .: T~" The tale of Solinari is given in more detail in
the section on the Wizards of High Sorcery.
mJshakal Additionals: ? 9 ,. ,
Cleric (25th Level) III: Create Food & Water
V: Commune with Nature
Heroes" Feast, Speak w i t h Monsters,
Armor Class: - 3 Forbiddance, Conjure Animal
Hit Points: 350
Hit Dice: 25

Damage/Attack: 3dS~3dS/~ /,- - ' : '"


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

SOU

Armor Class: - 3 V: Quest


Hit Points: 490,~ , Vl: Aerial ,Sewant
Hit Dice: 27

44
GoOs of neutRaLity

* The damage done by this attack is l d ~ hold him as the highest of the gods. Reorx also
times a number between t and 100,: i n c l u ~ forged the Greystone of Gargath and is thus the ZIVl[yrl
(Gilean gets to pick the number!). See the p t i : father of gnomes, dwarves, and kender. For Zivilyn is said to exist in all times and in all
or r ~ greater background on this god, see the section lands and to possess all the wisdom of all the
on the races of Krynn. planes of existence. He is the advisor to Gflean,
Followegs, Abilities: the god of knowledge. Zivilyn's companion is
Spedal Bonuses: Chislev; their relationship is seen as the ideal
+ 1 on any nonweapon profmiency r01! blend of harmony and understanding.
Spheres: ....

At
Hi
Hi
#~

SiRl~lOn JuU.

The god of flame and natural power, Sirtion is Sp


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

Fighter/Cleric(35th levelin ~ ) : :.,!:i' Chlsle-'v


Alignment: Neutral ShlnaRG
Movement: 18" 138" Companion to Zivilyn, Chislev is nature incar-
Armor Class: - 8 nate. She is served by large numbers of animated 5h~n~e ~ the goddessof wealth, money, and
Hit Points: 530 wooden creatures who carry out her wishes. industry. She is the favorite god of the dwarves
Hit Dice: 35 Both she and her companion are said to (although she is male in their tales) and is the
# of Attacks: 4 dwell in Zhan, the grandest of forests. It is patron god of merchants and commerce. Her
Damage/Attack: 2dlO12dlOf2d20t2d20 said that worthy elves come here when they companion is Sirrion whose fondness for nature
leave Krynn for the next world. often runs against Shinare's desire for progress.
Followets" Abilities:
Special Bonuses:
+ I die damage on fire-based spells Chlsl6"v
Spheres: Druid (34th level)
C o m b a t , Guardianshi[ Alignment: Neutral
moning Movement: 16" 124"
Specials: ~ Armor Class: - 6
Hit Points: 780
Hit Dice: 34
# of Attacks: 3
Damage/Attack: 3d20/3d2012dlO0

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

45
1;he cioOs of cwt

[um m her to the Abyss. Dragons of all kinds were


banished deep into the ground from whence SaRGonnas
Lunitari is the god of neutral magic. She is the they came and soon passed into legend. Little is known of the consort to the Queen
sole daughter of Gilean, but her mother is not Then the pride of the Kingpriest provided of Darkness. He is the god of vengeance and
known. See the history of the Wizards of High Takhisis with new opportunities for her ambi- often participates in plots for and against his
Sorcery for more background on this goddess. tions. She had been brooding for nearly a mil- Queen.
lennium over her plans of conquest and now
they were about to come to fruition. As the
Kingpnest and his nation fell into pride and
[unI~RI boasting, the way was open for her cunning Sa~qonnas
Red Robe Wizard (40th level) suggestmns. The Cataclysm was the result. Cleric (30th level)
Alignment: Neutral The Cataclysm caused great destruction in the Alignment: Lawful Evil
Movement: 12" / 18" world of Krynn, but it did not destroy the Tem- Movement: 14"/24"
Armor Class: - 5 ple of the Kingpriest as many had thought. Armor Class: - 7
Hit Points: 970 Instead, the temple was sent to the Abyss and Hit Points: 666
Hit Dice: 40 was soon discovered by the Queen of Darkness. Hit Dice: 30
# of Attacks: 3 Using its presence and the great magics that she # of Attacks: 4
Damage/Attack: 1d10/1d10/ldl0 commanded, she was able to force a portal Damage/Attack: 2d20/2d20/2d20/2d10
through Huron's banishment and again make
Followers"Abilities: her way into the world. That story and the tale of Followers' Abilities:
the Dragonlance Wars is told in more detail in
Spheres: the historical sections of this text. Spheres:
All spheres of Red Robe sorcery Takhisis can appear in any form she wishes Astral, Charm, Combat, Healing, Sum-
and often takes on a disguise. She is most moning
often seen as either a five-headed chromatic Specials:
dragon or as a beautiful temptress. She is II: Resist Fire
1;he GoOs of Evil equally deadly in either form. III: Know~Obscure Alignment
Additionals:
l kh,sls III: Protection from Fire
VI: Animate Object
Takhisis. the Queen of Darkness, Dragon- l~l~khlSlS ':
queen, She of Many Faces--in all lands and cul- Cleric/Black Robe Wizard (40th level each)
tures, her countenance has been the visage of Alignment: Lawful Evil
evil. Her name is the call of darkness. Takhisis Movement: 18"/48" moRciton
led the shadows from Beyond and brought them Armor Class: - 10 Morgion is the god of disease, decay, and
to aid in the creation of this cosmos. Her deeds Hit Points: 999 plague. Always the lone warrior, he does not
have ever since been a constant struggle to assert Hit Dice: 40 act with the other gods nor does he often dis-
her rule over all creation. It is, in her view, only # of Attacks: 4 cuss plans with them. Instead he broods in his
right and just that this be so. Damage/Attack: 1-1000 */1-1000 */1-1000 Bronze Tower that stands on the far borders of
Sargonnas is her consort and has been since */1-1000 * the Abyss and keeps his thoughts secret from
before the beginning of all things known to
all save his minions. Worshipers of Morgion
Krynn. They have but one offspring, that * The damage done by this attack is l d l 0 meet in secret and dark places to do their foul
being Nuitari, their dark son of black magic. times a number from 1 to 100, inclusive deeds. Their priestcrafts are secret as well and
There is a respectful peace between Takhisis (Takhisis gets to pick this number!). See the none outside of their orders know their works
and Sargonnas, yet they do not hesitate to use prior entry for Paladine for more information fully.
their power to better their relative positions. on this attack.
The Dark Queen instigated the All-Saints
War before the beginning of Krynn and was Followers' Abilities:
primarily responsible for the separation of the moRGion
gods at that time. She saw the prized spirits of Sphe r e s " ....
....
Druid (37th level)
mortals that fell to Krynn as her key to final Astral, Guardianship, Protection, Sum- Alignment: Neutral Evil
triumph over all the other gods. To this end, moning
Specials: Movement: 24"/48"
has she moved throughout the centuries to Armor Class: - 5 ~i i/~'i,~
take control of the world through the force of VI: Animate Object
Additionals: Hit Points: 730
her will and the power of her minions. ii Hit Dice: 37
All three of the Dragon Wars were insti- II: Spiritual Hammer ,
III: Create Food & W a t e r # of Attacks: i
gated at her behest and for her betterment. Damage/Attack: Special *
This continued until Huron, using a power- V: Flame Strike
fully endowed dragonlance, drove the Dark VII:
Unholy Word * Morgion always attacks through p e s d i
Queen from the face of Krynn and banished .;!ence and disease rather than by direct means.

46
1;he G O O S O1: e v i l

II

His power is such that these attacks occur at


much-accelerated rate. Generally, his attacks ZCBOlm .

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

Chcmosh
nUll;aRi
As the Lord of the Undead, Chemosh was
called here to serve after being cast out from Twin brother to Zeboim and son of Takhisis
the Beyond by the High God. Takhisis saw his and Sargonnas, Nuitari left the ranks of evil to
usefulness in her scheme and rescued him join with the other two gods of magic. Nuitari
from the Void of Chaos. is the god of Black or Evil Magic.
Chemosh is the lord of false redemption; he
offers immortality at the price of exaltation.
Those who follow his ways hope to live forever
but will do so in bodies that are eternally cor-
rupted. Nearly all of the evil undead have at
one time or another made a pact with Che-
mosh or one of his servants.
Worshipers of Chemosh generally wear
white skull masks and black robes.

Chcmosh :.. h oOukel


ClericI Black Robe Wizard Hiddukel is a deal maker who trades in
Alignment: Lawful Evil souls. It is said that he is the only being who
Movement: 9 " / 4 s " . . . . .... " can barter with the Queen of Darkness and
Armor Class: - 9 come out ahead. He controls all ill-gotten
Hit Points: 580 wealth in the world, which he uses to corrupt
Hit Dice: 29 i greedy men. He is the patron of evil business-
# of Attacks: 2 ....
Damage / Attack: ldlO0 / l d 100 9 2 tevel~:
men.
Hiddukel is seen as grossly fat with cold eyes
1;he heathens
drained and a oily smile. He is also something of a mis- Clerics who come from worlds far removed
chief maker as his role in the making of the from the DRAGONLANCE | saga world are
Followers' Abilities: Greystone so well shows (see page 49). heathens. They immediately lose all of their
spell-casting abilities until they find a god of
Spheres: Krynn to worship. (The gods of Krynn are the
Astral, only ones who have powers in this world.)
Specials:
None
Additiona
vi

47
'~, ,4>....

,JL~
the accs of k ynn

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

49
,~cjc oIE CwtLtQh~

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 both sides were amazed to see the grey light
into the sky, and eventually reached the red engine and caught fire. It burned to the from the tower suddenly fill the area with
moon. ground and the gnomes retreated with heavy unbearable light. When men could see again,
With a magical net given to him by Reorx, losses. 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 The power of the gem had changed the
net, the stone leaped into the air and floated mechanism broke. The siege engine fell for- gnomes. Those who lusted after wealth
quickly offto the west. All the gnomes rushed ward and shattered the outer wall of the cas- became dwarves. Those who were curious
to pack up their belongings and follow it. tle. Although this wasn't exactly what the became the first kender. True gnomes yet
They followed it to the western shores of their gnomes had planned, the result was good remained in the far-off islands, but dwarves
land and quickly built ships. The Greystone enough. The gnomes charged in through the and kender quickly spread throughout the
floated westward across the waters with the
gnomes in pursuit until the gem finally
reached the shores of Ansalon.
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 l
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 7
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 close up, though such lines are con- nailed down (though kender with claw ham-
where it had gone. That some gnomes fol- sidered attractive by kender of all clans. mers will get those things as well).
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
Thus were the races changed during the with some bizarre tactics that may carry the
Age of Twilight. They have changed little day in battle. But even kender don't let their
since that time. h s oRy fearlessness get in the way of self-
Kender spread throughout Ansalon during preservation--most of the time.
the Age of Dreams, though little is said of Kender appreciate the need for caution,
Some of the information given here is f r ~ +~ them in official histories. The earliest known but their uncontrollable curiosity gets them
articles appearing in Tile Leaves from t h e l n a kender hero was Balif, a close friend of the into trouble on adventures. They forever have
o f r.he Last Home, a book compiled by Tika elven lord Silvanos. Balif established the king- to check out unexplored places and peek into
and Caramon Majere and edited by Margaret dom of kender that came to be called Balifor. dark corners. They have no desire to be the
Weis and Tracy Hickman. There are many (Balif died in the year 250 during the Age of second or third person to enter the Caverns of
articles in that work about various races of Unspeakable Doom; they want to be first.
Dreams).
Krynn, nnt all of which can be repeated here A second kender kingdom was established Pointing out that no one ever returns from the
f~:space considerations. in northwestern Ansalon in the year 400 of the Caverns of Unspeakable Doom has no effect.
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-
second kingdom was brought into the empire ther and make him or her determined to go to
kenOeR of Ergoth in the year 800. Following the Rose
Rebellion of Vinas Solamnus (also known as
the caverns at once. ("An evil archmage and
an army of ogres? Wow! Let's go see 'emt")
&ppe,Rance the War of Ice Tears, see Knights of Solamnia), Some kender might allow their curiosity to
overcome their common sense when facing
Kender are small enough to resemble Hilo again gained its independence and has
kept it to this date. unusual opponents, such as dragons, though
human children, though they are more heavi- they eventually learn to run when running is
ly muscled. Males are typically 3'7" tall and Tragically, Balifor was destroyed during the
Cataclysm. The few kender survivors wander- best.
weigh 75 lbs; females are slightly smaller. A kender's fellow adventurers often have to
Adult kender are rarely more than four feet ed north and eventually established a city at
Kendermore, renaming the area around it teach him that certain things have big. nasty
tall and seldom weigh more than 100 lbs. teeth and that avoiding these things is often in
Kender typically have sandy blond, light or Goodlund. Kendermore is only a short dis-
tance from the remains of an old human city- the kender's best interests, regardless of what
dark brown, copper-red or even red-orange the kender's opinions are in the matter.
hair colors. Hair styles are usually long, with state called The Ruins by the kender who
explore it in droves. It is said that finding arti- Whenever a kender displays an inordinately
many varieties of braids and ponytails being sensible attitude about danger, it is probably
popular. Often bits of colorful material such facts in The Ruins is easy, but leaving with
them is practically impossible because of the because the kender realizes that continued
as bird feathers, ribbons, or flowers are care- curiosity will ruin any further chances of doing
fully woven into their hair as well. Kender are local kender.
Many of the kender in Goodlund never exciting things ever again.
fair-skinned but tan quickly, becoming nut- Kender are intensely curious about every-
brown by midsummer. Their eyes are various- returned to civilization, however, and
remained in a state of semi-barbarism for cen- thing unusual. Magic awes and fascinates
ly pale blue, sea green, olive, light brown, and them, as do large, unusual, or dramatic crea-
hazel. turies. One of these tribal kender, an unusu-
ally powerful and charismatic leader named tures like chimeras, centaurs, unicorns and, of
Kender are distinctive for their pointed ears course, dragons. Kender are drawn to beauti-
that give them a faintly elven look. They are Kronin, organized all the local kender to com-
bat the draconians and Dragonarmies sweep- ful things, but things that others find disgust-
bright-eyed, and their facial expressions are ing are often seen by kender as intriguing or
quite intense. No one seems to look as happy ing the area. Kronin is unusually antagonistic
for a kender. humorous in some way (even gully dwarves).
as a joyful kender or as miserable as a crying Though strong-willed, kender are not
one. Angry kender using taunts and insults prone to consider all the possible results of
can be shockingly vulgar, and can look quite
devilish for a few moments. This intensity of
phllosophms their behavior. A kender may quickly and
impulsively paint himself into a corner, then
emotion can be infectious. Four things make a kender's personality wait for someone else to come along and get
Kender have been called wizened because drastically different from that of a typical him out of the jam. Sometimes this means
of the fine network of lines that appears on human. Kender are utterly fearless, insatiably that the kender's fellow adventurers are paint-
their faces about age 40. These minute wrin- curious, unstoppably mobile and indepen- 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 Kender treasure their friends; if a kender's thieving.
of kender sayings: "Oops!" 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 kender can give the item back, or else the
the worst torture one can visit on any nonken- der community. The sight of the entire village kender becomes enchanted with the item and
der Would be to lock him up in a bare cell with of small kender crying their hearts out was so forgets to return it. While adventuring, a ken-
a bored kender.) Some kender believe that evil upsetting to the ranger that he quested until der regards anything found in an enemy
creatures are condemned to an afterlife where he found a druid who could heal the animal, stronghold as fair game for picking up, as such
they will be eternally bored. then retired and took up fishing. 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. Even if caught red-handed while taking an
that occurs for most kender during their early Their intense curiosity gives them shocking item, the range of excuses a kender will offer is
20s. Apparently the kender's natural curiosity insights into the characters and natures of oth- amazing:
and desire for action suddenly go into over- er people, though such an awareness is gener- "Guess I found it somewhere."
drive at this time, and kender are driven to ally shallow. It is acute enough, however, for a "I forgot that I had it."
wander the land as far as they can go. Wander- kender to forge an idea of another person's "You walked off before I could give it
lust may last for many years, and some kender character flaws, giving the kender the ability back."
have a habit of making maps of their travels to create the most stinging insults that can be "I was afraid someone else would take it."
during this time. Sadly, most kender are poor imagined. Full-scale riots have been started by "You must have dropped it."
map makers, lacking the patience and skills to irritated kender who opened up on someone "You put it down and I didn't think you
chart their travels accurately. Kender may col- with their verbal guns. wanted it anymore."
lect other maps during this time to satisfy Taunting is one of the few defenses that "Maybe it fell into my pocket."
their curiosity about other places. This wan- kender have. Being smaller than most other All of these lines are delivered with an inno-
derlust is responsible for spreading kender beings, kender resent anyone who takes cent sincerity that is all the more maddening
communities across the continent of Ansalon. advantage of them. A kender could not imag- because the kender really is sincere[ A kender
Risky deeds draw kender like gold draws ine taunting a fellow kender; after all, they're might not necessarily remember where he
dragons, but risk must be combined with in this together. Taunting is especially effec- found something, even if he picked it up half
action or else they lose interest. Gambling tive if a kender has others to back him up or a minute before, and such responses are often
with cards won't hold a kender's attention for some trap that a maddened attacker can be delivered as part of a subconscious defense
long, but seeing if one can outrun a mad lured into with little cost to the kender. mechanism. Intense curiosity is a trait
owlbear is another thing. Bravery is easily con- Though not very effective against the largest ingrained in their souls and minds from their
fused with recklessness where kender are con- creatures (who will not have their combat racial creation by the Greystone of Gargath.
cerned. effectiveness reduced greatly), taunting can They cannot be other than what they are--
Kender are natural extroverts and enjoy still give a hard-pressed kender an edge in a natural thieves.
making new friends and seeing new places. fight. It is best used against those who are On the other hand, kender, like everyone
Most kender are very personable and either attacking or are about to attack; there's else, do not like the idea of someone deliber-
friendly--too friendly for some people, who no sense in angering a potential friend. ately taking an item from someone else with-
dislike their nosiness, their extreme talkative- 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- 1;hel:t vs. hanOllnq sounds remarkable in view of the fact that
thing that interests them. The kender concept of personal property kender constantly borrow things from each
Kender also resent being given orders; they and theft deserves special attention. Because other and from visitors (without asking) in
want to do what they want to do when they many kender develop thieving talents, most their communities. Kender don't regard their
want to do it. Telling them to do otherwise is people assume they are merely innocent- idea of borrowing as stealing, however. If they
worse than useless, as they will complain loud- looking but sneaky burglars. This is just not need something, they'll take it. If they see
ly and disrespectfully, taunting if they're mad so. The intense curiosity that kender feel feeds something interesting, they'll pick it up and
enough. The best way to handle kender, say their desire to know how locks can be opened, pocket it. A popular proverb defines a kender
old adventurers, is not to give them orders, how to approach people unseen and listen in heirloom as anything that remains for more
but to get them to volunteer. on their conversations, and how to reach into than three weeks inside a kender's home.
Kender are sensitive and can be easily hurt pockets or pouches to find interesting things
by indifference or intentional cutting remarks

52
kenC)eR

Special Abilities: Kendets have infravision


SoocW that works out to 30 feet. They also have sev-
The basic unit of kender society is the
kenbeR eral unique abilities, as well as all standard
Game S~t~scms halfling abilities.
immediate family (parents and children).
Because kender wander so much, extended C-r Abilities: The initial ability
families do not truly exist. A detailed discus-
sion of kender politics, government, and soci-
rolls are modified by a - 1 penalty to Strength kcnOeR pockets
and a + 2 bonus to Dexterity. The minimum
ety is impossible in the short space here If there are kender in a party of adventurers.
and maximum ability scores for kender are as
available. the DM needs to keep track of the items in the
follows:
Suffice it to say that kender have the most kendet's pockets. It is not necessary to keep a
horribly democratic system ever found on the separate chart for each kender in a group,
Kender Ability Ranges
face of Krynn--everyone is pretty much since two or more kendet in a party rend to
allowed to do as they please. Kender do not Ability Minimum Maximum borrow from each other continuously.
see any great need to impress their views on Strength 6 16 * This chart must- have at least 100 spaces for
anyone else and are genuinely interested in Intelligence 6 18 entries. The first 92 entries are always filled.
the perspectives of others. Thus there seems to Wisdom 3 16 The first 82 positions on the chart consist of
be little need for law or government. Dexterity 8 19 relatively harmless items that a kender might
Kender are naturally helpful and decent Constitution 10 18 pull out of his pockets (although you never
and thus have no need for a powerful central Charisma 6 18 know what use they might have). This is fol-
government. Interestingly, when an emer- lowed by 10 objects that start out as harmless
gency does occur that requires the kender to Kender Classes: Kender can be of any class items, but they can be exchanged for more
cooperate, they do so naturally; with little in the following list. useful objects as the kender collects things on
preparation they can become a formidable his adventures.
unified group. Kender Class Limits Slots from 93 up are filled one at a time
This is not to say that the idea of govern- each time the kender goes up a level. These
Class Maximum Level
ment has not impressed the kender. Having slots should be filled according to the follow-
Fighter 5*
seen the importance of civilization to all other ing table:
Barbarian 10 **
societies in Krynn, kender have done their Ranger 5*
best to keep up. They have tried every con- Thief Unlimited
Kender Pockets Filling Table
ceivable type of government (and several types Thief/Acrobat Unlimited DIO0 Filled With
never imagined by nonkender) and are more Cleric (Heathen) 6 1-20 Harmless Item
than happy to give a new type of government Druid (Heathen) 5* 21-60 BasicEquipment (PH 123)
a chance. They will also follow any leader for Holy Order of the Stars 12 61-100 Magical Item (DMG pg. 121)
as long as it seems like fun...usually at least
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
Nonkender visitors rarely stay longer than a Strength of 18 can become 7th-level fighters, time--string, nails, feathers, stones, etc. Take
week in any major kender town, unless they ** Kender who somehow gain 17 Strength any item that suits your fancy and place it
have a great sense of humor. It is not uncom- can reach 1lth level; those who manage to get here. (No items bigger than bread boxes,
mon to be relieved of one's possessions at eve- a Strength of 18 can become t2th.level bar- please.) Let common sense be your guide.
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 the Player's Handbook. Be as random as possi-
and tall tales without rest or letup. Couple illusionist spells because of their innate magic ble in this determination with the following
this with the constant flux of kender govern- resistance, a legacy of their creation. They can- limitations: The object cannot be larger than
ment (the rules change from moment to not become assassins because of their natural the kender could reasonably conceal (this
moment on a whim) and most civilized men empathy with living things, and they cannot could be quite large if the kender has a bag of
quickly flee in terror. become monks because, regardless of align- fiolding) and it cannot be magical in nature.
There has never been a standing kender ment, they lack self-discipline. No evil kendet Magical Item: Using Treasure Table III on
army; those few invaders who have taken ken- are known to exist. page 121 of the DMG and all subsequent
der territory have never found the heart to stay Kender who are not thieves are allowed a tables, randomly determine a magical trea-
very long. Indeed, most kender communities base 5 % chance to perform any thieving skill sure. Reroll any artifact results.
find an occupation by invading forces to be a except reading languages (no chance) and When in a pinch, kender often try to grab
tremendous boost to their local economy since climbing (base 40% chance); these chances something from their pockets. This action
invaders always bring such interesting things never improve except for Dexterity and racial takes ld6 segments to perform. When a ken-
for the kender to handle. modifiers (treat kender as halflings with der declares that he is reaching into his pock-
regards to climbing). This also applies to NPC et, roll percentile dice against the following
kender who have no levels (treated as Oth-level
characters with ld6 hp).

53
Gnomes

Kender Pocket Grab Zable: . motivation for their coming to Ansalon from
D 100 Description l;mkeR Gnomes across the sea. The history of the gnomes
before they lived in Ansalon is unavailable
1-3 Bird Feather
4-10 Purple Stones (2d6)
Appe,aRance since the older diaries are much more detailed
and filled with minutae than those of present-
11-20 Multicolored Marbles (d!00) Gnomes average three feet in height and day gnomes. The ancient history of the
21-24 String weigh about 45-50 lbs. Females are as large as gnomes no doubt exists somewhere in the vast
25-27 Animal Teeth males. All gnomes have rich brown skin, storage system of the gnomish libraries, but it
28-32 Whistle either straight or curly white hair, china-blue
has been impossible to ferret out. This task is
33-35 Paper or violet eyes, and surprisingly even, cavity- also complicated by the fact that an early
36-43 Chalk free teeth. Males have soft, curly white beards gnomish inventor tried to build a cam and
44-50 Charcoal and mustaches; females are beardless. Both
shaft data storage facility (primitive com-
51-97 Handkerchiefs sexes develop facial wrinkles after age 50.
puter) which burned to the ground and took
58-63 Mice (ld4) Gnomes are very short and stocky, though many ancient works with it.
64-70 Deck of Cards their movements are quick and their hands are What little has been pieced together gives a
71-82 Useless Maps deft and sure. They have rounded ears and dim picture of the history of gnomes since the
83-92 Useful Map large noses.
Greystone. On Sancrist Isle, many of the
93-100 Special Items Gnomes sound much like humans in vocal gnomes who pursued the Greystone gave up
range and pitch, except for having a more the chase. They settled down rather than risk
This table must be maintained by the DM nasal voice. They speak very intensely and tap- another dangerous ocean voyage. The rest of
during the course of the game. Each time a idly, running their words together in unend-
the gnomes built ships and sailed out of sight,
kender handles an object, that object must ing sentences. Gnomes are capable of with the best wishes of their fellows. Eventu-
displace one of the special items. Displaced speaking and listening carefully at the same ally, many gnomes who had scattered across
objects are placed carefully out of sight some- time. When two gnomes meet, each babbles Ansalon during the chase migrated west to
where. away at the other until they've both finished Sancrist; only a few gnomes now remain on
The kender's regular equipment is not s u g their say, often answering questions later in the main continent.
ject to displacement. His hoopak or other their dialogue as part of the same continuous Throughout their history, gnomes have
weapon, his food and other essential objects sentence. Gnomes have learned to speak slow- concentrated on developing scientific and
would not be dropped. Similarly, he would ly and distinctly when around other races. If
technological devices, a vocation hampered by
not take essential items from another creature~ frightened, startled, or depressed, a gnome the predominantly magical essence of this
may speak in much shorter sentences than is world. They have working steam engines and
USUal.
kcnO6R T,aun ant) Gnomes involved in major industrial opera-
steam-powered ships, clockwork mechanisms
to keep time, ore-refining plants that make
tions may develop industrial diseases from
IZcr_3RIE~ssn(~sS smog and other working hazards. Mild respi-
high-grade steel, and such mundane devices
as screws, pulleys, drive shafts, toothed gears,
Kender have two unique special abilities:. tatory and eye infections are fairly common, coiled springs, music boxes, and mechanical
taunt and fearlessness. but clear up quickly once the afflicted gnome
toys.
When a kender taunts an intelligent crea, is put in fresh air for a few days. Industrial Two notable events occurred following the
rare who can understand the kender's speech; accidents, noise and visual pollution, and oth- escape of the Greystone. The first was the
the creature must make a successful saving er problems can temporarily or permanently arrival of the Knights of Solamnia on Sancrist.
throw vs. spell (Wisdom bonuses apply). If disable a gnome, sometimes leading to early The first Knight-gnome contact was rather
the creature fails, it attacks the kender wildly retirement from active pursuits. 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
the affected being's irrationality. h stoRy upon their shores, bearing hordes of tall, war-
like humans. Determined to keep their
If a particular victim is assumed to be more:: Gnomish history is the most detailed of any mountain paradise secret from the humans,
or less vulnerable to such abuse, the DM can of the races of Krynn--it is also the most inex- the gnomes lurched into action. Their first
apply penalties or bonuses to saving throws as plicable and boring stuff you could ever be thought was to hide within their mountain
desired. (Long-time friends of a kendet forced to read. Every gnome, no matter how caverns but then, being gnomes, they had a
develop a high resistance to this power as they lowly his station, keeps a detailed diary of his better idea.
have grown used to the abuse.) work and inventions. These diaries form the After several months of unending toil by
The kender's fearlessness grants him immu- official history of the gnomish race. Thus the their greatest mechanical geniuses, the
nity to natural fear emanating from mongers historian must wade through tremendous gnomes were prepared. They were going to
such as dragons, androsphinxes, and demons~ amounts of tedious notes just to find a refer- make their mountain disappear. The engi-
and m magical fear generated by wands or ere, ence to a significant event in gnomish history. neers set off the device with great pride and
ated by spells such as cause feat, scare; e m ~ Even the most intrepid of scholars balks at the much fanfare.
rabD, symbol o f fear, .and fe~. monumental task. This day went down in the annals of San-
Nevertheless, there are enough references crist (even when almost everything else was
to the Greystone of Gargath to establish it as a lost during the Cataclysm) as the Day of Rot-
major event in gnomish history and the major 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
Within hours everyone in the human colo- lights of the gnome's ancestry. Humans and Outer Hall) runs from the Inner Hall through
ny was deathly sick from the smell. Packing up other races who deal with gnomes have devel- the mountain to the outside world.
blankets and clothes, they headed for the oped even shorter names for them. These con- The central shaft is over 1,050 yards high
beaches. Gratefully breathing the fresh salt sist of the first one or two syllables of gnomish and 800 yards across at its top. Illumination
breezes, they wondered if they would ever be names. Gnomes find these abbreviated names from thousands of lanterns, fires, candles,
able to return to their homes. While waiting to be very undignified, but they have learned mirrors, and old glass globes with continual
anxiously for the vile yellow cloud to dissi- to live with them. lighr spells brightens the Inner Hall.
pate, the colonists were considerably startled Mount Nevermind is a scene of frantic,
to see an army of short, brown creatures stag- nonstop activity and noise. Everywhere one
ger out of the smoke and fall almost lifeless at Soc el;y looks are gnomes hurrying from place to
the humans' feet. The largest settlement of gnomes exists in place, whistles blowing, gears turning, steam
The kindly people of Solamnia immedi- the immense tunnel complexes beneath blasting, horns sounding, lights flashing,
ately went to the aid of the poor gnomes. Thus Mount Nevermind, an extinct volcano (and mechanical carts rolling, etc. The gnomes
did the two races of Sancrist meet. tallest mountain) on Sancrist Isle. A recent have developed catapults (gnomeflingers) for
As a result of this experiment, the gnomes census of the community indicates that rapid transportation from the Inner Hall to
now possess a formula for a poison gas that 59,000 gnomes live there, give or take the few the various levels of the city (35 levels in all).
incapacitates its victims. More importantly, hundred who are coming or going at any one Hundreds of staircases, ramps, pulley eleva-
the gnomes have allied themselves with time. The Mount Nevermind community is tors, ladders, and the like also cross from level
Solamnia's government and are now impor- thousands of years old and is the most highly to level. Steam-powered carts mounted on
tant trading partners of this kingdom. The developed of all gnome cities on Krynn. rails encircle the city on many levels, provid-
Knights, ever suspicious of magical forces, are The city of Mount Nevermind is built into ing fast (but rather undependable) travel
relieved to be dealing with a race that carries the rock surrounding the central shaft of the around a single level. In an emergency,
the banner of technology; Solamnia has prof- volcano. The volcano's caldera holds a small gnomes can move through the huge ventila-
ited greatly from this contact. central lake that freezes over in the winter. tion shafts cut into the mountain, though the
The second major post-Greystone event was Gnome engineers long ago excavated the ash steam-driven fans would make the going diffi-
the Cataclysm. This world-rending catastro- and rock from the volcano's throat and cult.
phe produced tremendous upheavals that smoothed out the floor of the crater for rough- Beneath the main city is an enormous net-
enlarged the size of Sancrist's mountainous work of tunnels and mines that spreads out in
northern half, where the gnomes lived. A
number of gnomes were killed by landslides
and tunnel collapses, but overall, the seismic
activity was welcome. With vastly increased
living space, the gnomes were little inclined to
travel elsewhere. Many small 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
Genealogy Guild in the main library at 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
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, l;mkeR qnomes
unfriendly subterranean races have been but only two guilds (the Agricultural and Gam~ S[.a~lSglC$
encountered, though gnomish technology has Medical Guilds) have anything to do with the
managed to isolate most of these hazards. Sev- life sciences. Scientific guilds without imme- Generating Abilities: The initial abili
eral engineering committees are investigating diate application, such as Astronomy, are usu- rolls are modified by a - 1 penalty to Strengt~
ways to harness geothermal energy from deep ally small and lack a say in the affairs of the and a + 2 bonus to Dexterity. The minimum!
in the earth. These committees have set up community. The Acquisitions, Military, and and maximum scores for gnomes are as fol*
research stations here and there in the Under- Foreign Relations guilds regularly train and tOWS:
city. A number of tunnels also serve as dump- employ gnome thieves and assassins (and even
gully dwarf assassins on occasion). Clerical Tinker Gnomes Ability Scores ~
ing sites for hazardous wastes; unpleasant
things may be encountered there as well. gnomes (when some existed) belonged to the
9Each level of the city and Undercity is well Priests Guild, which was the first and only Ability Minimum Maxim~
guild to become completely extinct. Their Strength 6 18,
separated from all others by a thick expanse of
functions were largely absorbed by the Medi- Intelligence 8 18
rock. The tunneling is superbly engineered
cal and Philosophers Guilds. Wisdom 3 12
and reinforced, as insurance against earth-
Dexterity 8 q 18
quakes and other disturbances. Some areas of
the city are built with shock-absorbing ceilings Constitution 8 18
reinforced by enormous steel springs. Steel BeyonO the mountain Charisma " 3 18
rods are often drilled through the rock to lend The largest gnomish community away from Gnome Classes: Gnomes in Krynn c@
additional reinforcement. The possibility of a Mount Nevermind has only a thousand inhab- only be of the tinker class, but their ad
second Cataclysm has not been ignored by the itants. Most others average 200-400 citizens ment in that class is unlimited.
gnomish engineers. and are found in mountainous or rough, hilly Abilities: For details of gnomish technoM~
The slopes of Mount Nevermind have been regions. Each of these small towns is orga- gy, look under the tinker character class ~
extensively terraced. The terraces are carefully nized similarly to Mount Nevermind, but page 21 of this book. Tinker gnomes of
farmed and tended by the Agricultural Guild, with fewer guilds and some of the guilds per- also have the special abilities of regular
which also maintains fungi-growth farms and form multiple functions (e.g., the Medical gnomes (such as infravision magic resistance,
herds of cave-dwelling goats and sheep in the Guild might also take care of agricultural
Undercity. Additional food is provided by needs).
raising domestic animals in the surrounding Sages are very common in any gnomish
countryside and from game caught by the community. Sages compile volumes and vol-
Hunters Guild. Research is being conducted umes of information, guesses, facts, figures,
into creating artificial food, but previous
experiments in this area have always resulted
speculations, and philosophical doodles on m a 0 Cinomes
their guild committee's selected topics. This
in poisonous morsels. A committee is still pure research is sometimes (though rarely) Occasionally travelers come across mad
looking into the matter. helpful to future generations, but all of it is gnomes. These creatures look like gnomes and
Mount Nevermind is governed by an elect- carefully labeled, archived, and cared for by have many of the same abilities as gnomes,
ed Grand Council of clan leaders and guild the gnomish librarians in their huge book but they have no talent for technology. They
masters. These gnome leaders serve in their rooms. Sage gnomes almost never travel, pre- are almost always from distant lands far from
positions for life. Methods of election vary ferring to devote themselves to lifelong study Ansalon. Gnomes do their best to help them
from guild to guild and from clan to clan; of a given subject. (the Medical Guild has treated several of them
some use closed ballots, debates, seniority, It is worth saying a few words about with a variety of devices of varying effect) but
and contests, while some positions are actually gnomes' relations with other races. In areas mostly it is for naught. The few mad gnomes
hereditary. where gnomes are known to exist, they are who have learned technological skills just nev-
Several hundred clans dwell within the generally not well liked. Their technological er do their work properly as far as the gnomes
mountain. There are perhaps 50 major guilds bent makes them very alien to people accus- are concerned. (Their equipment usually
and a host of minor ones. The government is tomed to magic, and their poor grasp of social works too well.)
so heavily laden with bureaucracy that few relations puts off most potential friends. War
major decisions are actually rendered in the was narrowly averted in one area after a gnom-
Grand Council. Most of the decisions are ish digging machine plowed through a sacred Only off-world gnomes start out as
made by guilds and clans who go off on their elven grove, and similar episodes have gnomes; Non-mad gnomes get a yearly d i ~
own tangents, regardless of the wishes of the occurred across Ansalon at regular intervals. roll to see if they become mad gnomes~ R0tt
rest of the community. Everyone insists upon The humans on Sancrist have managed to ld100, if the roll is a !00, roll a g ~ , If the
regulation and doing things by the book, but adjust to the gnomes by avoiding contact with ond roll is also a 100, then that gnome ~ I
this process is so tedious and time-consuming them whenever possible. now become a mad gnome.
that even gnomes don't have the patience. Mad gnomes from off world have g:l,~
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 During the first Dragon War, Silvanos
skills. Mad gnomes from Krynn start out with obscurity and peace, though trade was estab- called the Sinthal-Elish (Council of the High
the gnomish technological skills; lished between elves of the land and those of Ones) on a hill named Sol-Fallen. There many
Mad gnomes who can use technology get a the sea. 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 r e ~ ! a r 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 Silvanos wed Quinari and raised a family.
~xity Level)i Dreams, conflict entered the world of Krynn. Their first son was Sithel. When Silvanos died
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
l he Elves of the elves of that time was one named Silvanos.
He was a powerful warrior and a great traveler.
Silvanesti. His father was buried in a crystal
tomb. Sithel also erected a tower in honor of
his mother in the heart of Silvanost.
ns lon He visited many of the elves in the deep woods
throughout Ansalon. Traveling with his com- It was about 2308 PC that twin sons were
Of the races that first sprang into being panion, a kender by the name of Balif, he also born to Sithel. They were named Sithas and
from the forging of the universe, the elves encountered great suffering and death during Kith-Kanan. Sithas was born but minutes
were the embodiment of good. the Dragon War. When at last he could take it before Kith-Kanan.
All of elvish tradition holds that they were no more, Silvanos traveled the lands again, During this same time, the human
the first to be born into the world. When they but now with a purpose. He rallied the elves of Ergothian Empire was spreading across Ansa-
first awakened during the Age of Dreams, the woods and convinced them to abandon lon and, inevitably, encroached on the
they were scattered across the land like the their isolated villages. His vision of a united expanding borders of Silvanesti. The
stars ate spread across the sky. The passage of elven nation fired the minds of elves across all Wildrunner elves of the House Protector were,
the Greystone left none on the face of Krynn of Ansalon and brought them under his ban- naturally, at the front of the elven expansion
untouched, but it seemed to effect the elves ner. and were the first to make contact with the ris-
less than most. The only known change Thus Silvanos gave direction and a united ing human civilization. Kith-Kanan was the
caused by that wondrous magical passage was front to the previously dispersed elves. He leader of the Wildrunnet Elves and Sithas was
that of those land elves who became Sea Elves, forged a nation whose ideals and order lasted the heir to the Silvanesti throne.

:i i~i~i!i!~!~

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y ,:,

~ i ~ ~ i,~ ~-~ ~(~i~i!~i!~'


!~ 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
these Wildrunner elves who were more free of
the constraints of their Houses and more open
SI|V&ne, s1;I Silvanesti government has been located in
Qualinost under the direction of Alhana Star-
and friendly than the elves of the other
Houses. Trade was soon established between
(h,qh elves) breeze, daughter of King Lorac. Her marriage
to Porthios, Speaker of Suns of Qualinesti, is a
the Wildrunner elves and the human settle-
ments on their borders and, in the course of
&pp.aRanCE symbolic union of their two peoples.
The Silvanesti elves are trying to reclaim
time, several marriages between Wildrunner The Silvanesti are a fair-skinned race with their homeland from their base in Qualinesti.
elves and humans occurred. While this made eyes of blue or brown and hair ranging from While the orb is no longer causing the night.
sense to the elves of House Protector, Sithel light brown to blonde-white. Hazel eyes are a mares to continue in Silvanesti, the effects of
looked on this with great suspicion. On Kith- symbol of the line of Silvanos. The Silvanesti that magic still remain and make once-great
Kanan's advice, he journeyed to the western prefer loose garments, flowing robes, and Silvanesti a place of horror and twisted agony.
reaches of the kingdom to judge for himself capes. The elves have a long and hard task ahead to
the results of Kith-Kanan's diplomacy. reclaim their homeland.
The journey proved to be a terrible disaster.
Sithel was killed while hunting for sport in the history
borderlands. Some say that the arrow that The history of the Silvanesti is largely the philosophies
slew him was a stray that found its mark by history of elves on Ansalon. Quevalin Soth, The Silvanesti elves are a prejudiced peo-
accident. Others say that the humans assassi- the great bard of the Silvanesti elves, was the ple, intolerant of other races and customs,
nated him in order to remove any barriers to first popular elvish historian. His writings which are seen by the Silvanesti as being high-
their expansion. There was also a tale that the form the basis of most commonly known his- ly inferior to their own. Their views are obvi-
killing was done at the order of Sithas in order tory to this day. Thus the history of elves at the ously the only correct ones. Racial purity is
to discredit his brother and place himself on beginning of this section really details the his- also a large part of the Silvanesti mindset.
the throne all at the same time. tory of Silvanesti in its early stages.
The final result was the Kinslayer War that After the formation of Qualinesti, the
lasted until 2100 PC, in which the Silvanesti Silvanesti elves remained isolated from the SOClEW
elves tried to drive the humans from the land. world until the time of King Lorac Caladon.
The elves of that region who had married Silvanesriattitudes differ greatly from those
Under his direction, Silvanesti established a
of their Qualinesti brethren. Long yearswith-
humans sided with the Ergothians in what flourishing trade with Istar, the great empire
in a safe, settled empire have stratified the
they perceived as an unjust war brought on by to the north. Then the Cataclysm closed the
their own country. Kith-Kanan led the army various crafts and tasks into a rigid system of
borders of Silvanesti and the elves withdrew
castes, or Houses. At the top of the system is
of the western forces in Silvanesti in a terrible from the rest of the world. Their borders were
House Royal, the descendantsof Silvanoswho
war against his own kin. Ultimately the war feared for few who crossed them ever
role the land. Next is House Cleric, once a
ended with a truce between the Ergoth returned.
religious order, but now mainly concerned
Empire and Kith-Kanan. The Dragonarmies did not fear the borders
By now, however, the western elves were with keeping records and lore.
of Silvanesti. During the War of the Lance,
Beneath these two houses are those of the
tired of being subject to the rigid caste system the Dragon Highlords decided to deal with
craftsmen and guilds: House Mystic, House
of the Silvanesti. They sued for social change. Silvanesti before venturing into the fertile
Gardener, and House Mason, to name a few.
The first civil war of the elves threatened. In Solamnic lands to the west.
The House Protector (the Wildrunners) serves
secret negotiations with Ergoth, Sithas solved So it was that dragons came at last to
as the army of the Silvanesti. Years of contin-
several of his problems. Silvanesti to spread terror. For some time the
ual peace have stratified the guilds into rigid
The Swordsheath Scroll was signed and the armies of the Wildrunner elves made the
social institutions. No one marries outside his
nation of Qualinesti was formed--a place advancing Dragonarmies pay dearly for every
guild without permission, and permission is
where the Wildrunner elves of western step they took into the elves' land. This gave
Silvanesti could establish their own nation. rarely granted.
the Silvanesti nation time to board the ships
The lowest guild is House Servitor, which
Kith-Kanan saw this for what it was--exile. prepared by King Lorac and flee to the west.
includes apprentices, foreign traders, inden-
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 tured servants, and slaves (the Silvanesti
power to defeat the Dragonarmy. It was not
out of sorrow and hope. Kith-Kanan estab- enslave races that lose wars with them).
known until much later that King Lorac had
The Silvanesti survived the Cataclysm and
lished his kingdom of elves in Qualinesti and secretly used a dragon orb in a vain attempt to
bolted their doors against the outside world.
never returned to Silvanesti. destroy the oncoming dragons. His hope turn-
During the War of the Lance, the Silvanesti
ed against him and his own worst nightmares
fled west through the Plains of Dust, crossed
were given substance and created a horrible
Special Abilities of all Elves on K_rynn: A I I ~ ~!'~ alternate reality over the entire kingdom. the straits to Southern Ergoth and settled on
the elves on Krynn have the special abilities o f the western shores of Harkun Bay. There they
Through his tortured mind, the once-
elves listed in the Player's Handbook. Unless founded Silvamori, the Hidden Realm.
beautiful forest of Silvanesti was reshaped into
otherwise noted in the race descriptions for a par- a nightmare.
ticular elven race, use the special abilities as spec- During the rest of the War of the Lance, the
:ified in the Player's Handbook. Silvanesti kingdom-in-exile was based on the

58
qu&[incsl;! c[vcs

tions were generally good. However the elves' in-exile and the Kagonesti nation to whom
Sflvanestl elves
C~mr SI~UsUcs
ii! dislike of interracial marriages was a continual
barrier to improved relations with the other
races in the area.
the land originally belonged. All three
nations began bickering with one another and
could only agree that the Dragonarmies had
The situation deteriorated drastically with to be stopped.
Generating Ab'dities: The initial ability the Cataclysm. The elves were able to retain After the War of the Lance, the Qualinesti
rolls are modified by a - 1 penalty to Consti. their civilization and society despite the terri- mounted an expedition to reclaim their
turion and a + 1 bonus to Dexterity. The min- ble destruction of their land. The neighboring homeland. This they did with little difficulty
imum and maximum scores for Silvanesti humans and dwarves were not so fortunate. and set about repairing their capital city.
elves are as follows: Their societies were destroyed; the starving Porthios became the Speaker of Suns after the
survivors heard rumors that the Qualinesti death of his father Solostaran. Porthios mar-
Silvaaesfi Elves Ability Scores had treasures and food worthy of plunder. The ried Alhana Starbreeze in a political marriage
Ability Min/m~a Maximum subsequent raids destroyed the small outlying intended to reforge the bonds between the
Strength 3 18 elven communities and earned the hatred of elves of Qualinesti and those of Silvanesti.
Intelligence t0 18 those elves that survived. Qualinesti closed its While the two nations remain sundered in
Wisdom .6 18 borders to the other races until the nation was many ways, this has taken the hostile edge off
Dexterity 7 19 forced to abandon its homeland and flee west their relations.
Constitution 6 18 before the Dragonarmies in the War of the The Qualinesti are now helping the
Charisma 12 18 Lance. Silvanesti elves to reclaim ancient Silvanost.
After the War of the Lance, the Qualinesti This is not to say that all past injustices have
Silvanesd Class Limits elves returned from exile in Ergoth to reclaim been forgiven. The Qualinesti aid seems more
their homeland. Despite the fact that they in the way of "the sooner your house is ready,
Class Maximnm I ~ e l had fought with the Knights of Solamnia the sooner you'll be out of mine."
Cavalier N/E against the Dark Queen, they still harbored
Paladin 12 deep resentments against the other races of
Knight of the Crown
Knight of the Sword
NIE *
N/E *
the world. But they are the most willing of the Society
elven nations to treat with other races. They The Qualinesti society is far less structured
Knight of the Rose N/E * are capable of the same snobbery shown by
Fighter 10 than that of their Silvanesti cousins.
their Silvanesti cousins, but any snobbery they The Qualinesti are ruled by a Speaker of
Barbarian N/E * display is far more subtle than that of the
Ranger Unlim Suns who must be a blood descendant of
High Elves. Kith-Kanan and thus of Silvanos. The Speak-
Magic-User (Renegade) N/E *
Illusionist (Renegade) N/E * er serves primarily as a guiding and directing
Wizard of High Sorcery
Thief
Unlim
N/E *
h stoRy force in a government made up of a senate
called the Thalas-Enthia. This group is
Thief/Acrobat N/E * The tragedy of the Kinslayer Wars marked appointed to represent the various guilds and
Cleric (Heathen) N/E * the beginning of the Qualinesti race of elves. communities of the elves. The recommenda-
Druid (Heathen) N/E * With Kith-Kanan leading them, the Qualines- tions of this group are then brought to the
Holy Orders of the Stars Unlim ti vowed to forge a more tolerant society. In the Speaker who makes the final determination
days prior to the Cataclysm, the Qualinesti on the matter.
* N / E means not eligible for that dam. elves founded many smaller communities in Only one large city exists in all 'of
the hope that they would grow in trade and cul- Qualinesti--Qualinost, the capital. This city
rure as had Qualinost. is a magnificent blending ofelven architecture
This hope was dashed by the Cataclysm, and natural features. The marvels of this city
qualmest which not only greatly damaged all the cities
of Qualinesti, but caused the terrible period
are many and are described more appropri-
ately in the Arias of Krynn. The Tower of Suns
&ppc Rance of terror and barbarism that followed. The overlooks Qualinost, the city built in harmony
The Qualinesti are slightly smaller and elves were seen as easy prey by the other peo- with nature.
darker than the Silvanesti. Their hair ranges ples who were struggling to survive in the The Qualinesti dreams of fostering many
from honey-brown to blond, and their eyes shattered lands. Many terrible raids devas- sister elven cities died with the Cataclysm.
are blue or brown. They prefer woven slacks tated the Qualinesti communities. (Many of There are many communities that still exist in
and jerkins for men, long dresses for women. Krynn's half-elves came from this time when the forests west of the Kharolis Mountains,
humans raided the elven cities.) but these are small, isolated farming com-
In their flight from the advancing Dragon- munities with no desires for becoming any-
phflosophms armies during the War of the Lance, the thing more.
Qualinesti fled across the Straits of Algoni to
The Qualinesti are more friendly than the southern Ergoth and founded the city of
Silvanesti. They have traded more openly with Qualimori on the eastern shores of Harkun
other races and built Pm Tharkas as a joint Bay. Here they almost immediately ran afoul
venture with the dwarves ofThorbardin. Dur- of the already established Silvanesti kingdom-
ing the Age of Might, Qualinesti-human rela-

59
kaGonesl;I elves

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

9 9 84 ::i

I~,~ i ~ ......
~84184 ~
~: ~,, i~i~ ~ ~iii:~;~i'i!~.i~,~ ' ~ - "
-~,~!!~;
~ . .~.!~.~!!~,~'~:~;~,~z~~;~:~~~9~i-:~C~i
~!~
~ ~ ,~: ~ " ! ; ~ ii~'~ ?

60
OARGonesl;I AnO OlrneRnesl;I elves

The troubles and wars of the world hardly made.


affected these simple elves. They remained in
the forests of western Ergoth and eventually
The Kagonesti have a more animistic view
of the cosmos than their elven brothers. They
O&RGonesm &n0
became part of the Empire of Ergoth (or so
Ergoth said). It mattered little to the
see the great spirits of the stars in everything.
Inanimate objects are believed to be filled
OwrneRnesl;m
Kagonesti. They were left alone and contin- with the spirits of their Kagonesti ancestors. (sea elves)
ued to live as they had for millennia. Ergoth The wild nature of the Kagonesti and their
waxed and waned and was soon forgotten unorthodox customs (they send their dead AppeaRance
under the glaring brilliance of Istar, but the down the river to the sea rather than build The Dimemesti and Dargonesti are races of
elves of the wilds remained unchanged. tombs of stone) have led other elven races to Sea Elves, groups that separated radically from
Eventually time caught up with the regard them as savages and lesser beings. The the elven land races during the Age of
Kagonesti. They saw the Cataclysm as a sign Silvanesti declared them House Servitor and Dreams--partly as a result of the Greystone
from the gods, but they could not agree on enslaved them to build Silvamori. The passage at that time. (The Dimernesti are also
what the sign meant. The War of the Lance Qualinesti have indentured them as well, called Shoal Elves as they inhabit the shallows
shattered their peace as their land was invaded thinking that the Kagonesti are some part- of many of Ansalon's coastlines.) They have
by the refugee Silvanesri elves fleeing west elven lesser race. been few in number ever since the devastation
from the horrors of their own land. The of the Cataclysm in which many of their cita-
Silvanesti subjugated the Kagonesti as slaves dels and homes were destroyed. They breathe
to their nation in exile. They claimed that both air and water and have light bluish skin
their purpose was to educate their lost broth- kaqonesn Elves and webbed fingers. They wear their silver
ers in the ways of civilization, but the G a m e S~tWSt|CS hair long, braided with shells. The Dargones-
L~
Kagonesti knew slavery for what it was. The ti, or Deep-Elves, are the tallest elven race, a
coming of the Qualinesti helped the situation Generating Abilities: The initial abili~ slender people with large eyes, extended fin-
somewhat (at least the Silvanesti had someone rolls are modified by a + 1 bonus to Strength gers, and deep blue skin.
and Constitution and a + 2 bonus to Dextefi- The most interesting aspect of the sea elves is
else to bother), but the Kagonesti mourned
the further destruction of their once-pristine ty. The Intelligencerolt is subject to a - 3 pen- their unique ability to shapechange into the
alty. The minimum and maximum ability form of a sea otter (Dimernesti) or dolphin
land.
Yet the wheels of time still turned and soon scores for Kagonesti elves are as follows: (Dargonesti). This comes naturally to them and
the War of the Lance was over. The Qualinesti greatly aids them in moving about their under-
left and took the Silvanesti with them. This Kagonesd Elves Ability Scores water kingdoms. There are differences between
was not without its price, however, for many Ability Minimum Maximum actual dolphins and whales and their elven sha-
of the Kagonesti were taken as servants to the, Strength 8 18 pechanged counterparts but those differences
great houses of the Silvanesti. Many families Intelligence 3 12 are so minor as to be only distinguishable to
were sundered in that leave-taking; there are Wisdom 8 18 another Dimernesti or Dargonesti.
still many Kagonesti who roam the lands look- Dexterity " 8 t9
ing for their loved ones. Constitution 8 18
Charisma 8 18 h s oRy
philosophies Kagonesti Elves Class Limits
The sea elves were created during the pas-
sage of the Greystone of Gargath. Originally
The Kagonesti believe that harmony with Class Maximum Level elven mariners with a great love for the sea,
nature is the key to a full and happy life. Cavalier N/E * their race became dwellers of the oceans and
While they respect nature in all its forms, they Paladin N/E * its main civilizing force.
also feel it can be used to further the purposes Knight of the Crown NIE * Practically nothing of their history has been
and well-being of the tribe. Knight of the Sword N/E * transmitted to the ears of surface dwellers.
While the Kagonesti do not start wars of Knight of the Rose NIE * Those contacts that have been made indicate
aggression, this does not mean that they are Fighter Untim that the sea elves' history is as full and colorful
pacifists. The Kagonesti are fierce and deter- Barbarian UnlLm as those of the land-dwelling elves. What is
mined warriors when the need arises. They Ranger Unlim known is that great battles were waged during
hunt game and enemies with equal deadli- Magic-User (Renegade) NtE * the War of the Lance by the Dimernesti and
ness. They are fiercely proud of their heritage Illusionist (Renegade) N/E * Dargonesti against the forces of the Queen of
and generally rather hot-tempered, in con- Wizard of High Sorcery N/E * Darkness under the waters. The Shoal Elves
trast to the reserved and stoic Silvanesti. Thief Unlim . seem to have the same stand-offish relation-
Thief/Acrobat Unlim ship with the Deep Elves as the Qualinesti do
Cleric (Heathen) N/E * with the Silvanesti.
Society Druid (Heathen) N/E * Long ago, the Dimernesti had a partnership
The basic unit of the Kagonesti is the tribe, Holy Orders of the Stars 7 with the Silvanesti, allowing elvish mariners
centered around a chief and his family. The to explore distant lands. Quarrels with the
Kagonesti tribe lives in structures that are easi- stiff-necked Silvanesti led to a break in all
ly portable. Permanent settlements are never communication with the land elves; the

61
OAok c[vcs

House Mariner is now a lost guild among the creatures, but they lose any sp~-easting abitb~
Silvanesti.
Throughout history, wondrous tales of
these elves helping mariners in distress have G a m ~ ST,,x~lstwcs
been told in all seaports. However, these tales
are almost always reported third or fourth
hand and are undoubtedly greatly exagger-
Generating Abilities: The initial abili~
rolls are modified by a - 1 penalty to Strength OaRk Clvcs
ated. and a + 2 bonus to Dexterity. The minimum The outcasts of elven society, these are elves
and maximum ability scores for Dimernesti without a country and without a people. They
elves are as follows: are alone and beyond the society of all elves
phflosophms regardless of race. Only through the forgive-
Dimemesti Elves Ability Scores ness of their own people can they again come
Shoal Elves take little interest in what hap- back into the realms of the elvish people.
pens above the watery surface of their Ability Minimum Maximum
domain. The few who have appeared on land Strength 3 18
did so only on a mission of importance or Intelligence 8 18
under the direction of the Speaker of the Sea, Wisdom
Dexterity
8
I0
18
19
OaRk Clv6s L
the leader of the Dimernesti. Dargonesti have
rarely been seen by humans or any of their Constitution 3 " 18
land-based kin. Charisma 8 18 The character class of Dark Elves cannot b6
chosen when a player creates a character. Char.
Dimemesti Class Limits actets enter this class when their actions cause
Society Class Maximum Level them to be outlawed from eiven society.
The Dimernesti follow the Speaker of the Cavalier 10/Unlim * An elf who flagrantly violates his people's
Sea, a hereditary position much like the Paladin lO/Untim * laws of conduct becomes a Dark Elf. The
Speaker of Stars. While there are many guilds Knight of the Crown N/E ** crime must be very serious and an offense
that mirror those of Silvanesti, there is no Knight of the Sword N/E ** against the ideals of the society. However, the
caste system and the boundaries between Knight of the Rose N/E ** most common way in which an elf becomes a
guilds are not as rigid as for the Silvanesti. Fighter 16/Unlim * Dark Elf is when his alignment shifts outside
The Dimernesti have recently taken to liv- Barbarian N/E ** the range of those acceptable for his race.
ing in the sunken cities of the Cataclysm. Ranger N/E ** Redemption can only occur after some
They find them romantic and intriguing. The Magic-User (Renegade) N/E ** demonstration of repentance by the Dark Elf.
Dimernesti are not builders but they seem to Illusionist (Renegade) N/E ** This should be treated in much the same way
enjoy living in buildings. Wizard of High Sorcery lO/Unlim * as with clerics who fall from grace with their
Most Dimernesti live in schools that are Thief N/E ** deity. More specifically, the character's align-
clan-oriented groups. There are no families as Thief/Acrobat N/E ** ment must be brought back into line with
all of those in the group care for the young of Cleric (Heathen) N/E ** ghose acceptable to his race and class.
the school. They are nomadic in nature and Druid (Heathen) N/E **
rarely stay in the same place for long. 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 environment of 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
The half-elf is an outcast from the societies
pp Rance of both his parents. There is no society that
Half-elves strongly resemble the racial stock consists solely of 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 generally more 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
elves" by all the other elven societies. They
have no true history of their own but borrow it
from their parentage.
The Kinslayer Wars were brought about, in
part, due to the intermarriage of elves and
humans in that region. During that time,
half-elves in human society were considered a
great blessing and brought honor to the
human household. The elves, particularly the
race-conscious Silvanesti, were revolted by
these interracial marriages.
After the Cataclysm, there came a time of
barbarism during which many elven towns hail-elves
were plundered and ransacked by human Game S1;al;IS1;ICS
hordes. Many half-elves were engendered dur-
ing this period of rapine and violence. The Generating Abilities: The initial ability
Silvanesti elves cast them from society as they rolls are modified by a + 2 bonus to Dexterity.
would Dark Elves. Only the Qualinesti took The minimum and maximum scores for half-
them in and gave them a home, although elves are as follows:
even they were cold and sometimes cruel to
these unfortunates. Half-Elves Ability Scores
It was, interestingly enough, one of these Ability l~
bastard half-elves who was partly responsible Strength
for the ultimate victory of the Whitestone Intelligence 4 I8
Forces over the Dragonarmies. Tanis of Wisdom 3 t8
Qualinost, who later married the Princess Dexterity
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$

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

65
hltt OwaRves

hill bwaRves hts;oRy


hi11 OwaRvCs The history of the mountain dwarves is
AppeaRance Gam~ S~ls~ms recounted at the beginning of this section. In
recent years, some outsiders have gained
Hill dwarves have deep tan to light brown Generating Abilities: The initial abiEty entrance to the mountain kingdoms. At least
skin and ruddy cheeks and bright eyes. Their rolls are modified by a - 1 penalty to Cha~ one entire nation of refugees was allowed to
hair is brown black or gray. They favor earth risma and a + t bonus to Constitution. The move through the southern gate of Thorbard-
tones in their clothing although they will minimum and maximum ability scores for in after the group's extraordinary needs were
occasionally wear something bright. Hill Hill Dwarves are as follows: presented to the ruling Council of Thanes.
dwarves have deep voices and actually sing
quite well, but getting one to do so requires Hill Dwarf Ability Scores
exceptional skill in diplomacy.
Ability Minimum Maximum
phflosophms
Strength 9 t8 Communities of mountain dwarves have
h s oRy Intelligence
Wisdom
3
3
18
18
enough problems to keep them occupied
without looking for more trouble in the out-
Hill dwarves were a part of the mainstream Dexterity 3 17 side world. With the number of classes and
dwarven society until the Cataclysm. At that Constitution 14 19 clans that exist within a community, there is
time, they were not permitted to return to Char~ma 3 12 continuous political friction between the vari-
their former homes and were forced to live ous factions in the mountain. This keeps the
permanently above ground. They have Hill Dwa~ Class Limits dwarves too busy to pay much attention to the
remained here more out of obstinacy than for matters of the outside world. They are not
lack of suitable mountains to delve. Class Maximum Lc~d
interested in helping others or even in listen-
Hill dwarves are considered Neidar dwarves Cavalier NIE *
ing to their troubles unless they can be shown
by the mountain dwarves. This refers to their Paladin N/E *
that the matter affects them somehow.
former clan status before being exiled from Knight of the Crown N/E *
the mountain (see mountain dwarves below Knight of the Sword N/E *
for further descriptions). Knight of the Rose
Fighter
N/E *
Unlim
Soocw
Barbarian Unlim The dwarves of the mountains have tradi-
philosophies Ranger 8 tionally been organized into clans. Each clan
is led by a thane who acts as its representative
Magic-User (Renegade) N/E *
Hill dwarves are as stubborn as their under- to the Council of Thanes. The council consists
Illusionist (Renegade) N/E *
ground cousins (though each group claims to of nine members. These nine chairs represent
Wizard os High Sorcery N/E *
be more stubborn than the other). They tend the following groups, each of which is
Thief 10
to be rough and coarse and lack some of the thought of as a separate race.
Thief/Acrobat 15
refinement of their underground fellows. Hylar: This is the oldest and most noble of
Cleric (Heathen) N/E *
They complain often but usually do so to hide the dwarven races. Most of the great dwarven
Druid (Heathen) N/E *
the fact that they have a rather pleasant and kings have been Hylar. The Hylar traditionally
Holy Orders of the Stars t0
gentle nature. live in the best accommodations that the
9 * N/E means not eli~bte for that dass: nation can provide and are great craftsmen.
SocleW
Hill dwarves have small communities that rnounl;aln OwaRvcs
live in above-ground villages. Unmarried hill
dwarves often set out on their own, only occa-
sionally returning to their original clan. The
appe.aRancc
hill dwarves have maintained the clan system Mountain dwarves have light brown skin Theiwar: These are a strange and degener-
that dates from times long before the Cata- and smooth cheeks and bright eyes. Their hair ate race of dwarves. They hate light and
clysm. They do not, however, come together is brown, black, gray, or occasionally white. indeed suffer from nausea in sunlight. Never-
in groups larger than their local clans as the They favor earth tones in their clothing. theless, their dreams are of world conquest
clans tend to be suspicious, if not hostile to Since mountain dwarves have a wide vocal and domination. Of the dwarven races, they
other clans. range, communities often form choruses of are the most concerned with spells and magic;
dwarves that sing the traditional songs of the most of their leaders have spell-casting abili.
mountain dwarves. These songs can some- ties. The Theiwar consider themselves the
times be heard echoing through the moun- highest of the dwarven races and seek to wrest
tains where the dwarves live. leadership away from the controlling council.
They want to take control by whatever means
are necessary--includingcivil war.
Daewar: This clan is justly respected and

66
qutty Owanvcs

~.-~.--.~,

many important leaders have come from their 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- mount, am Owarves 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 G a m c ST,a1;i s];ICS color is usually dirty blond, brown, rust, gray,
safety and public works. Generating Abilities: The initial ability or dull black. Eye color can be watery blue,
Daergar: These are dark dwarves who split rolls are modified by a - 1 penalty to Cha- dull green, brown, or hazel.
off from the Theiwar many hundreds of years risma and a + 1 bonus to Constitution. The Gully dwarves don't appear to be as heavy
ago. Their culture flourished and is now wide- minimum and maximum ability scores f o r and stocky as other sorts of dwarves. They also
spread and powerful. They are, if possible, mountain dwarves axe as follows: 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 Mountain Dwarf Ability Scores dwarves develop wrinkles quickly after age 25.
get their way. Their leader is always the most
powerful warrior of the Daergar kingdom, Ability Minimum Maximum
elected in a bloody combat to the death. Strength 8 18- hwstoRy
Neidar: The Neidar are hill dwarves who Intelligence 3 18
Wisdom ~ t8 Gully dwarves have an extensive oral tradi-
lived outside Thorbardin at the time of the tion of their origins and history. Unfortu-
Cataclysm. They are no longer represented in Dexterity 17
Constitution 12 19 nately, no two gully dwarf clans agree on any
the Council of Thanes--a situation many hill relevant details. The stories are very colorful
dwarves would like to remedy. Charisma 3 16
and entertaining to others, though gully
Klar: The Klar are hill dwarves who lived dwarves take them very seriously.
inside Thorbardin at the time of the Dwarfga- Mountain Dwarf Class Limits
For our purposes, we turn to other sources.
te War. Following the war, the Klar were Class Maximum I.evel The tale of the Greystone of Gargath tells of
deprived of property and persecuted terribly Cavalier 8 how the dwarves and kender came into being.
for their supposed sympathy for the Neidar Paladin 8 In the years that followed, a few intermar-
(in fact, many Kiar fought with bravery on the Knight of the Crown N/E * riages between gnomes and dwarves occurred
Hylar side). Now, they serve the wealthy Knight of the Sword N/E * in isolated communities across Ansalon. Sur-
dwarves of Thorbardin in menial roles. After Knight of the Rose N/E* prisingly, the children of such marriages
centuries of suffering, they look for a leader to Fighter Unlim proved to be of an entirely new race, with their
deliver them from their plight. Barbarian N/E * own particular characteristics. The members
Aghar: These are gully dwarves. See that Ranger N/E * of this new race lacked all the better qualities
section for a description of this race. In the Magic-User (Renegade) N/E * of their parents.
dwarven kingdoms they work in menial, dirty Illusionist (Renegade) N/E * Further intermarriages were banned by
tasks, but that is all they are qualified to do. Wizard of High Sorcery N/E * dwarven and gnomish societies. Members of
They have a seat on the council but the gully Thief 8 this new race were driven out of their own
dwarf representative soon learns to just sit in Thief/Acrobat 10 clans, particularly by the dwarves, who regard-
his chair and not say or do anything. They Cleric (Heathen) N/E * ed them as a blight. This new dwarven race
generally sleep through such meetings, much Druid (Heathen) N/E * became known as the Aghar ("the
to everyone's relief. Holy Orders of the Stars tO anguished"). Humans later christen.ed them
Kingdom of the Dead: The dwarves vener- gully dwarves, noting the race's low status and
ate their dead and consider the Kingdom of : :* N / E means not eligible for, thatdass,
poor living conditions.
the Dead to be the 8th Kingdom. This has lit- The Cataclysm was at once the curse of the
tle practical effect on politics but has a pro- world and the salvation of the gully dwarves.
found effect on dwarven thinking about the
afterlife. Dwarves use a variety of divination Gully Owarves The destruction of civilization in Ansalon
opened up dozens of deserted, Mined cities to
methods--some real, others only
superstition--to contact their ancestors.
The High King: The High King is chosen
(a ha ) habitation by wandering gully dwarf tribes.
Soon once-mighty towns like Xak Tsaroth
became havens for the Aghar. Undisturbed by
by acclamation of the Council of Thanes and
must be ordained by the people. The king can
&ppe3Rancc the rest of the world, the gully dwarves were
free to establish their own cultures--such as
be from any clans, but he rules all of the clans. Gully dwarves are short, squat demi- they were.
humans, averaging four feet in height; they
have an average weight of 100 lbs., give or
take about 10 lbs. Females tend to be slightly phflosoph cs
smaller than males. Aghar are physically
much like other dwarves, except that they are The most important facets of a gully dwarfs
often covered with scars, boils, sores, and filth personality are generally agreed to be survival
due to their living conditions. instinct, pride, endurance, and stupidity.
Gully dwarves have skin tones ranging from Though derided by other intelligent races of
olive brown to a light parchment color. Mot- Ansalon, gully dwarves continue to thrive

67
IO03,

under conditions that would have broken


many others.
Gully OwaRves IROA
Gully dwarves are born to survive; they
App~Rance
skillfully avoid exposing themselves to harm
and regard cowardice as a virtue. Groveling
has been raised to the level of an art form in
i
7')I The Irda are tall, slender creatures, averag-
ing six feet in height. The females tend to be
their society. as tall as the males. Although slender, their
The stupidity of gully dwarves is legendary.
They can grasp the concept of a single item i strength is readily apparent in their strong
musculature. Their skin tones range from
and of a group of items, but they cannot dis- midnight blue to a deep sea green. Their hair

~~~L~,
tinguish between large groups and small is often black but sometimes silver or white; it
groups. Most Aghar don't recognize numbers is always carefully combed and kept. Their
greater than one, which may derive from the drawn faces and drooping eyelids give the
fact that they do not recognize the needs of impression that they are bored or uncaring.
anyone other than themselves. Any number Their eyes are almost always silver-colored.
greater than one is called "two," which simply The Irda move with a fluid motion so grace-
means "more than one." C~mc ST,a~I;ISl;ICS ful that it is a joy to watch. Their voices are the
Although considered foolish by all other most extraordinary in Krynn, rivaled only by
races, gully dwarves are a proud folk and act Generating Abilities: The initial abilities
those of the sirens.
with great seriousness. They tend to have for a gully dwarf are generated using special
The Irda have innate shapechangingabili-
inflated ideas of their own places in the grand dice rolls, to reflect their unique nature. The
ties and can disguise their size and true nature
scheme of things; puncturing their egos is an following table shows maximum and mini,
in many ways. They can change their height
almost impossible task. mum ability scores well as the dice to roll:
by as much as two feet and can attain the fea-
tures of any humanoid race (particularly elves,
Gully Dwarf Ability Scores
half-elves, and humans). This shapechanging
Soctcty Ability Minimum Maximum ability requires several years of practice to per-
Gully dwarf communities are usually quite Roll fect. Usually Irda learn to shapechangeinto
small. Aghar prefer to live in extended family Strength 6 18 one form perfectly and then use that form
units, called clans, which have 2-20 members. 4d4 +2 over and over.
Some very large clans can have up to 60 mem- Intelligence 3 9
bers. Most live in villages abandoned by pre- 2(]4+t
vious owners or in the wilderness in old mines Wisdom 3 9 h s ;oRy
and caves. Small clans may live in the slums 2d4+ 1 - During the Age of Dreams, the newly cre-
and refuse dumps of large cities; several major Dexteri~ - 6 18 ated beings of Krynn awoke to the first dawn
cities in Ansalon have gully dwarves living in 4d4 + 2 of the world. Legends from that time (mostly
their sewer systems. The leader of a clan is Constitution 3 12 passed down through elven bards) say the
responsible for keeping the family together 3d4 elves were the first to awaken. This was not so:
and is the sole voice of authority (although his Charisma 3 9 the ogres were the first.
authority is frequently questioned). 2(t4+ 1 In the dawn of the world, the ogres were the
Occasionally, several clans live together, fairest of the races and were truly immortal.
usually in a mined or abandoned city. Major Gully ~ Class Limits Their dark grace and cold beauty was unsur-
Aghar communities hold between 40 and 400 passed by any of the races that arose. Yet their
Class Maximum Level
adult dwarves and a similar amount of chil- hearts were cold and bent toward evil.
Cavalier N/E *
dren. At least two clans are present and some- The Irdanaiath, a book unknown among
Paladin N/E *
times as many as five. men of Ansalon, tells a tale of the most
Knight of the Crown N/E *
Each clan has a chieftain and the strongest, ancient days. When ogres walked the world in
Knight of the Sword N/E *
cleverest, and most charismatic of these chief- beauty and power, men awoke and had deal-
Knight of the Rose N/E *
tains becomes the local king. Kings are served ings with this evil race. In this exchange, the
Fighter 6
by bodyguards and by a completely chaotic humans unwittinglygifted Igtane, a great and
Barbarian 7
hierarchy of lesser functionaries with no clear- powerful ogre clanleader, with free will. For
Ranger N/E *
ly defined roles or duties. this Igrane both cursed and blessed men, for
Magic-User (Renegade) N/E *
Because of gully dwarves' egotism and he looked upon the world with new eyes.
Illusionist (Renegade) N/E *
inability to count, it is not unusual to find a The gift spread among his clansmen until
succession of kings with the same name, each Wizard of High Sorcery N/E *
Thief 8 they all saw the curse of evil and the future of
calling himself "the First."
Thief/Acrobat 8
Cleric (Heathen) N/E *
Druid (Heathen) N/E *

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- ganger Unl~ if ~j~i
of their folly but kindled anger. Civil war cal forces and the Dark Queen's attack was Magic-User (Renegade)
erupted among the ogres. The Ogre Wars of eventually repelled, but not before many Irda Illu~t (Renegade) I'.l/S ~. !~i~
the Age of Dreams were fought in places hid- were captured and taken to Ansalon. Wizard g I4_igh S0rcety UnlLm
den from the eyes of men. When the War of the Lance ended, many of Thief Untim ii :
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
themselves from contact with the rest of the their way back to their homeland. They are Druid (Heathen) N!E~ ;
world. The Irda found a haven on a distant isle usually alone, but occasionally small groups of Holy
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-
did not foresee their debasement eventually tered; the parents' fondest wish is to find a
fulfilled the Irda's vision and became uglier
Sp~:i,~ AhHties: The Iraaare the only
way to their island home, if not for them-
that can learn shapech~ngingas a proficiency~
and more misshapen until their appearance selves, then at least for their children.
In addition~ due to their special knowledge of
matched the evil in their hearts. The relative security of their island enabled
magic and im workings, each cleric or wizard
With the coming of the Cataclysm and the the Irda to hone their magical skills to a fine
g~ addition~ Spd ! o f thr ~evel
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.
have begun to send their people into the A variety ofmagics protect their island from
world to establish a tentative contact with oth- being found, but the wandering Irda can hear
er nations of the world. the telepathic call of their homeland during
High Sanction for Solinari. During these kRynn mmotauRs
times they can find their way across the sea to
philosophies their home (but only if they have the means to &ppe Rancc
The Irda are a peaceful race who mean no cross the sea). Unfortunately the journey lasts
Krynn minotaurs are gargantuan brutes
harm to the world at large. They only wish to far longer than the duration of High Sanction
over seven feet in height. They have short fur
gather their lost children (those Irda captured and few lost Irda ever return to their home-
covering their massive muscles; the fur ranges
by the Dragonarmies during the War of the land on their own.
from a red brown to almost black. Their faces
Lance--see below) back to the hidden isle of are brutish and ugly by human standards,
the Irda. reminiscent of those of bulls. They have short
The Irda's biggest difficulty is the supersti-
tions that men have developed about them
IROn horns that grow from their edges of their fore-
heads to a length of six to 12 inches for the
over the years. Tales are told of the terrible, G a m e $1;3,1;I$1;IC$ females and one to two feet for the males.
ancient ogres who would return one day to Minotaurs wear clothing, usually a harness
bring death and destruction. Irda who have Generating Abilities: The initial ability and leather skirt. The harness carries weapons
been discovered are almost always hunted by rolls are modified by a - 2 penalty to Consti- in convement locations as well as decorations
the populace. Evil beings who try to ally with turion and a + 2 bonus to Dexterity, Intelli- from previous battles and victories. The mino-
the Irda soon find out that the Irda are good gence, and Charisma. The m i n i m u m and taurs' favorite weapon is a double-edged axe.
and try to destroy them as well. maximum scores for Irda are as follows: although many minotaurs have been known
to use a broad sword in each hand.
Irda Ability Scores Minotaurs were created during the Grey-
sooc~;y Ability Minimum Maximum stone's passage through Ansalon and are
The Irda have been ruled by an unbroken Strength 12 18 descended from the original ogres. Suggesting
chain of royal lineage since the beginning of Intelligence 5 20 to a minotaur that he is descended from a cow
the world. Except for the Irdanaiath, they Wisdom 10 18 (a common mistake for humans) is the dead-
keep no historical records. The balance of Dexterity 8 20 liest insult one can offer a minotaur.
their writings contains reflections on their Constitution 12 16
conditions and general observations on natu- Charisma 15 20
ral sciences and the arts. The Irda live on an h)stoRy
island some distance north of Ansalon. It is hxla Class Limits The minotaur race has been oppressed
here that they have sheltered from a barbaric through most of its history. The legends of the
Class Maximum Level
and unsympathetic svorld. minotaurs speak of the time during the Age of
Cavalier Unlim
Their life of pastoral bliss was, however, Twilight when their nation was enslaved by
Paladin Unlim
upset by the Cataclysm. With the reappear- the Kal-Thax dwarves. The legends say that
Knight of the Crown N/E *
ance of dragons in Krynn, the Irda's home was the minotaurs destroyed that dwarven nation,
Knight of the Sword N/E *
soon discovered by the servants of the Queen but most scholars tend to dismiss this claim.
Knight of the Rose N/E *
of Darkness. The Queen had been much The minotaurs dwelt in scattered groups
- Fighter Unlim
aggrieved by the loss of the Irda in the begin- without a nation or identity until late in the

69
kl ynn mlnoT uRs

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
Class Maximum Level
lished the first minotaur kingdoms of Mithas supreme above all other considerations. Mino-
Cavalier N/E *
and Kothas. Two kingdoms seemed a better taur clerics invariably worship only one god"
Paladin ~ N/E *
idea to the competitive minotaurs. They soon Sargas. This god is known as Sargonnas to the
Knight of the Crown N/E *
developed shipbuilding to a fine art and their Solamnics.
Knight of the Sword N/E *
navigational skills remain some of the finest in
Knight of the Rose N/E *
the world.
Fighter Unlim
This time of power was soon to end. With
Barbarian Unlim
the advent of the Istar Empire, once again the
Ranger 8
minotaurs were brought into slavery, though
Magic-User (Renegade) N/E *
at a great price to both armies. This continued
Illusionist (Renegade) N/E *
until the Cataely~m, whieh the minotaur~ saw
Wizard of High Sorcery 14
as divine intervention on their behalf. The
Thief N/E *
minotaurs soon afterward set sail for the newly
Thief/Acrobat N/E *
created islands that were all that was left of
Cktic (Hcadlcn) N/E *
Mithas and Kothas. With their nations now
Druid (Heathen) N/E *
separated from the land by the Bloodsea, they
Holy Orders of the Stars 10
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
Minotaur society is built upon the principle
that might makes right and that no consider- kRynn rnlno uRs -_ :.

ation of justice is necessary. The minotauts are


Cj~me St~tlstlC.s
lead by an emperor who resides in the city of
Nethosak on Mithas. Under the emperor is a Generating Abilitir The initial ability
Supreme Circle of eight minotaurs. The rolls ate modified by a - 2 penalty to Wisdom
Supreme Circle deals with the day-to-day and Charisma and a + 2 bonus to Strength
administration of the government. All posts and Constirut*on. The minimum a n d maxi-
are won by the strongest and cleverest mino- mum scores for minotaurs are as follows:
taurs as proved by combat in the Circus. (All
determinations of rank and justice take place Ktynn MinotaurAbility Scores
in the Circus.)
Ability Minimum Maximum
Minotaurs claim to have the only truly class-
Strength t2 20
less society. Anyone can become the
Intelligence 5 18
emperor--all he has to do is defeat the current
Wisdom 3 16
emperor in single combat in the Circus. Mino-
Dexterity 8 I8
taurs are trained from youth for specialized
Constitution 12 20
roles to which they seem most suited. This
Charisma 3 16
most often involves seamanship.

70
chaoacl;cR pRolztctcnctcs
,,%,],,~,

subsequent Proficiency Checks for that profi- * These require a Proficiency Check each
nonwc_pon ciency. A roll of 19 or 20 still means failure,
however.
time they are used.

pRoOclencles If the player desires further improvement,


additional die-roll modifiers of - 2 are
Books in Table:
DSG = Dungeoneer's Survival Guide
Choosing Skills: The selection of non- applied for every additional proficiency slot WSG = Wilderness Survival Guide
weapon proficiencies for a character is basi- dedicated to this proficiency. DLA = DRAGON-LANCE Adventures
cally up to the player. However, in the interest The proficiencies that can be used in Krynn
0f faithful and accurate role playing, it is rec- are as follows: The airborne riding proficiency covers rid-
ommended that the player take into account ing creatures such as griffins, pegasi, and the
the background of his character. This should DRAGONLANCE | Saga Proficiencies like, but not dragons. Dragon riding is treated
eliminate initial nonweapon proficiencies that as a separate proficiency.
Slots Approp. Found
are illogical for that character.
Proficiency Req. Ability in Book
The player should also be careful when select-
hag proficiencies as his character gains experience
Alertness
Animal Handling
1
1
Wis
Wis
WSG
WSG
new pRoOcmncJes
levels and becomes eligible for more proficien- Astrology: This proficiency enables a char-
Animal Lore 1 Int WSG
cies. Unless a character has spent a lot of time acter to read the stars for information concern-
Animal Noise 1 Wis DSG
with dragons, for example, he should not ing his future. The Proficiency Check is made
Animal Trainer 1" Wis DSG
acquire proficiency in dragon riding. by the DM. If successful, the character sees a
Armorer 2* Int DSG
Ultimately, all proficiency selections are general condition that he is likely to encount-
Astrology 2 Int DLA
subject to the approval of the Dungeon Mas- er within the next 30 days. This may be a great
Blacksmith 1 Str DSG
ter. If he feels that a player character's profi- battle, an enemy who will become a friend, an
Blind-fighting 1 -- DSG
ciency selection is illogical, t h e n he is important encounter, etc. If unsuccessful,
Boating 1 Wis DSG
obligated to refuse to allow that selection. then the attempt gives similar information
Boatwright 1 Int DSG
Success and Failure: Having a nonweapon but it is inaccurate.
Bowyer/Fletcher 1" Dex DSG
proficiency does not mean that the character Dragon Riding: This is identical to air-
Carpenter 1 Str DSG
automatically succeeds in actions governed by borne riding except it deals exclusively with
Charioteering 1 Dex WSG
that proficiency. Depending upon the partic- dragons. A character needs to check this skill
Direction Sense 1 Wis DSG
ular proficiency or the circumstances sur- when attempting combat on dragonback with
Endurance 2 -- DSG
rounding the use of the proficiency, it is a mounted lance or when he is attempting
Fire-building 1 Wis DSG
sometimes necessary for a character to make a special maneuvers (such as a loop) with his
Fishing 1" Wis DSG
successful Proficiency Check to use the skill. dragon.
Foraging 1 Int WSG
A Proficiency Check is accomplished in the
Fungus Identif. 1 Int DSG
same way as an Ability Check. The player rolls
Gem Cutter 2 Dex DSG
ld20, applies any modifiers, and compares
Healing 2* Wis DSG
the result to the character's ability score that
Hunting 1 Wis WSG
relates to the proficiency being used. If the
Leatherworker 1 Int DSG
modified die roll result is less than or equal to
Miner 2* Wis DSG
the score of the appropriate ability, the Profi-
Mountaineering 1 -- DSG
ciency Check is successful. (In certain circum-
Plant Lore 1 Int WSG
stances, the D u n g e o n Master rolls the
Potter 1 Dex DSG
Proficiency Check and he may or may not
Riding, Airborne 2 Wis WSG
reveal the result to the player.)
Riding, Dragons 2 Dex DLA
Any die roll of 19 or 20 on a Proficiency
Riding, Land-based 1 Wis DSG
Check indicates automatic failure, even if
Rope Use 1 Dex DSG
modifiers would bring the result down into
Running 2 Con WSG
the range needed for success. Also, for the
Slow Respiration 1 -- DSG
purpose of a Proficiency Check, any ability
Smelter 1 Int DSG
score greater than 18 is treated as an 18. This
Sound Analysis 1 Wis DSG
means that a character with an ability score of
Stonemason 1 Str DSG
18 or greater always has at least a 10% chance
Survival, Cold 1 -- WSG
(2 in 20) of failing a Proficiency Check.
Survival, Desert 2 -- WSG
Improving Proficiencies: When a character
Survival, Heat 1 -- WSG
gains an additional nonweapon proficiency
Swimming 1 Str DSG
slot at 3d and higher levels, the player can
Tracking 1 -- WSG
improve the character's ability in an existing
Weaponsmith 3* Int DSG
proficiency rather than acquire a new profi-
Weather Sense 1 Wis WSG
ciency. If a proficiency slot is used to improve
an existing proficiency, the character receives
an automatic die-roll modifier of - 2 on all

71
t ,,.

;..
~z ~iiii~i~i!i!i'~iii!
.~ ,~<~7': 84
0 f

i~;~;" 9

!7"~\

y- Y
i
S
c cal;u cs ol Zk ynn

swords. Baaz are the common soldiers, the aURakS


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

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
magic-user spells. Their preferred spells wings under robes and, wearing large hoods Bozaks are magic wielders and can cast
indude these: enlarge, shocking grasp, ESP, and masks, pass through civilized lands as spells as 4th-level magic users. They are creel
srinkJng cloud, blink, h'ghming bolt, t'~re spies. and very cunning warriors, sparing a life only
shield, and wa//ofGre. if it benefits them. Their favored spells: burn-
The Auraks' most insidious power is m h a d ing bands, enlarge, magic missile, shocking
control, They can use suggestion once per turn Baaz :~:: grasp, invisibility, levitate, stinking cloud,
at will, but they must concentrate. And once and web.
FREQUENCY." Uncommon
per day they can mind control one creature o f
# APPEARING: 2d10 .........
equal or fewer hit dice for 2d6 rounds t h r o u g h
ARMOR CLASS: 4
unbroken concentration. Mind control letS Bozaks
MOVE: 6"1115"]/18"
the caster control the actions of the target as i f FREQUENCY." Uncommon
it were his own body. The target must roll a HIT DICE: 2
% INLAIR: 5% # APPEARING: 2dlO !~
successful saving throw vs. breath weapon to
TREASURE TYPE: J, K, L, U ARMOR CLASS: 2
avoid the effect.
# ATTACKS: 2 or 1 MOVE: 6"1115"]/18"
When an Aurak reaches 0 hit points, it d o e s HIT DICE: 4
DAMAGE: l d 4 / l d 4 or by weapon
not die, but immolates itself with eerie greefi % IN LAIR: 15%
SPECIAL ATTACKS: None
flames and enters a fighting frenzy ( + 2 to hi~
SPECIAL DEFENSES: None TREASURE TYPE: U
and damage). Anyone attacking it suffers t d 6
MAGIC RESISTANCE: 20% # ATTACKS: 2 or 1
points of damage each round from the f l a m ~ DAMAGE: l d 4 / l d 4 or byweapon
INTELLIGENCE: Average
unless a successful saving throw vs. petrifica
ALIGNMEN'E Lawful Evil (Chaotic) SPECIAL ATTACKS: Spells
tion is rolled. Six rounds later, or when t h 6
SIZE: M (51/2 ft.) SPECIAL DEFENSES: Saves at + 2
creature reaches - 20 hit points, it transforms
XPVALUE: 81 + 1/hp MAGIC RESISTANCE: 20%
into a whizzing ball of lightning, striking
INTELLIGENCE: High
13-HD monster and causing 2d6 points o f ALIGNMENT." Lawful Evil
damage to those struck. Three rounds later it When a Baaz teaches 0 hit points, it turns
into a stone statue. The person who struck the SIZE: M (6 ft. + )
explodes with a thunderous boom, stunning XP VALUE: 175 + 4/hp
death blow must make a successful Dexterity
all within 10 feet for ld4 rounds (2d4 i f
Check with a - 3 penalty or his weapon is
underwater) and causing 3d6 points of dam~
stuck in the statue. The statue crumbles to When a Bozak reaches 0 hit points, its scaly
age to all within 10 feet (no saving t h r o w
dust within ld4 rounds, freeing the weapon. flesh shrivels and crumbles from its bones in a
allowecl); Any items within range must saw
Its armor and weapons remain. cloud of dust. Then the bones explode, cans-
~ . cru~ing b!ow or be destroyed~

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

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-


~aJ ~J/ spinspell. Dreamshadows take the shape and
known to the dreamer or to anyone experienc-
ing the dream. These incarnations are quite
believable and in all ways appear to be the real
.~'7~~ person. Dreamshadows are, however, only
~If~____~.~.,~.~,~ ~-;..:.'r:~ --i~ \ / ~ illusionary and cause only illusionary damage.
/- ~~' ~ , " ~ ~ Dreamshadows can be of any alignment
"~ ~ and can be either harmful or helpful to those
who experience them.
Kal~ $ :
FREQUENC~ Uncommon ..... ~ :~';i':!i robed Baaz. Sivaks normally attack with two
# APPEARING: 2dl wicked-edged swords, but are just as danger- Oncr.aJnshaOows
ous with their claws. In addition, they attack
with long, armored tails. They can only use % IN LAIR: 100%
this attack when in draconian form. TREASURE TYPE: As for person mimicked
Sivaks are shapeshifters, capable of chang- but illusionary.
% IN LAIR: 15% '
ing their form under two specific conditions. DAMAGE: As for person mimicked but illu-
TREASURE TYPE: K, L, M
When a Sivak slays a humanoid of its size or sionary.
# ATTACKS: 1
smaller, it may take the form of its victim. The MAGIC RESISTANCE: By dream level of the
Sivak does not gain the memories, experi- mindspin: Normal/10%/20%
ences, or spell use of the victim and, like all INTELLIGENCE: As the dreamer
draconians, radiates magic, but its appearance XP VALUE: As creature mimicked + 10%
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average .....: and voice are exact matches to those of its vic- All other stattstics for this creature are the
ALIGNMENT." Lawful Evil tim. The Sivak can change back to its normal same as those of the person or creature being
SIZE: M (6 ft.) .... form, but after doing so cannot polymorpfi mimicked.
XP VALUE: 105 + 3/hp again until it kills another humanoid. A Sivak
, 0
will also change shape when it is slain it
The paralysis induced by a Kapak's p o i s o n assumes the form of the creature that killed it.
lasts for 2d6 turns if the victim fails his saving This death-shape lasts for three days, then the OREamWRal~hS
throw vs. poison. Weapons licked with poison entire body decomposes into black soot. Dreamwraiths are the violent creations of
remain poisoned for only three rounds. the subconscious. These creatures can appear
When a Kapak reaches 0 hit points, its body Sivaks : ':!: ! ~ in many forms, almost always horrible and
instantly dissolves into a lO-foot-wide pool Of frightening. Freed through the evil influences
acid. All within the acid pool take ld8 p o i n ~ FREQUENCY: Uncommon of a mindspinspell, they attack the minds of
of damage each round they remain there. The # APPEARING: 2d10 their wctims through illusion.
acid evaporates in ld6 rounds. All items POSt ARMOR CLASS: 1 Dreamwraiths attack with terrible swiftness
MOVE: 6"/[15"]/18" and with the fury of a berserk fanatic.
HIT DICE: 6 Dreamwraiths are not undead and there-
% IN LAIR: 10% fore cannot be turnedby clerics. They are illu-
TREASURE TYPE: Q sionary, however, and if their illusion is
Slv~ks
# ATTACKS: 3 discovered, their blows do no harm to the
Sivaks are some of the most powerful dra- DAMAGE: l d 6 / l d 6 / 2 d 6 nonbeliever. Because the mindspin spell
conians, second only to the Auraks. They are SPECIAL ATTACKS: None weaves real people into its illusion, maintain-
useful both on the battlefield and as advance SPECIAL DEFENSES: + 2 on Saves ing disbelief in these creatures is nearly impos-
infiltrators in areas such as Ergoth or western MAGIC RESISTANCE: 20% sible ( - 5 penalty to the check).
Solamnia where people are suspicious of the ~JN'I~LLIGENCE: High

75
OoeAmwRAi1;hs

If no new snow has fallen since a track was


made, an ice bear has a t00 % chance m follow
o uow ,ms i_- I:e.tc. ...... i a trail one day old or less. For each day since
FREQUF2,1CY: Very R a r e ~ / FREQUENCY: Very~ ! ' . : 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
ARMOR CLASS: 3 " . : ,,',i!' ARMOR CLASS: 4 - - ld100 roll must be made once per day--if suc-
MOVE: Variable _ ": " . ~ i : MOVE: 6 : : cessful the ice bear can follow the trail for the
HIT DICE: 8 ." HIT DICE: 9 ' ~ " ' enme day, otherwise the trail is b s t forever.
% IN LAIR: 100% :::,~ % IN LAIR: 100%
TREASURE TYPE: Nil - -- :i: ~' TREASURE TYPE: Nil
# ATTACKS: 1 - " i::!~:~i~" # ATTACKS: 2 :
DAMAGE: ldlO(illusionary) /~ DAMAGE: Special BIOOOSC..AITIlnO1;aURS
SPECIAL ATTACKS: Illusionary Weapons/i: J: SPECIALATTACKS: Drains 2 levels per hit Minotaurs on Krvnn are a highly organized
SPECIAL DEFENSES Nil '!' SPECIALDEFENSES: Invisibleomept to warrior race that operates from bases on the
MAGIC RESISTANCE: By dream level ~ MAGIC RESISTANCE: Normal islands of Mithas and Kothas on the eastern
mind spin: Normal/109/o/20% INTELLIGENCE: High borders of the Bloodsea. The minotaurs
INTELLIGENCE: Of the person d r e a m ~ .~; , iii~: ALIGNMEN'E Chaotic Evil
believe themselves to be superior to the other
ALIGNMENT: Chaotic Evil ' - ' " "' SIZE: M races of Krynn it is their destiny to conquer
SIZE: Variable .... XP VALUE! 650 + lO/hp and enslave the world. Minotaurs of Krynn
XP VALUE: Variable " :~: will ally with adventurers if they can be con-
A fetch attacks twice per melee round.
vinced that this serves their own purposes. See
Dreamwraiths gain a + 1 bonus to every i n i ~ victim can only see the fetch by looking into the
the section on minotaurs (page 69) under
tiative check. Checks for disbelief must refl~ve surface. Thus the victim suffers a pen~ Races of Ktynn for more details.
made separately for :each group of a l t y o f - 2 t o h i t a n d + 2 t o t h e i r A C . Allothers
dreamwraiths en d.: :'i~ suffera ~,4 penaky to Eft the invisiblefetch.

Btoo6s~ m , n o ~ . ~
~ Q U E N C ~ Rare
I;cl~ch ICe Bc~xRS # APPEARING: td8
Fetch are the harbingers of death. Existing These great white bears are carnivores whose ARMOR CLASS: 4 ~-7
on the fringes of the Abyss, these creatures can diet consistsmainly of fish. Any other prey that MOVE: 12"
only reach into our world through reflective stumbles into an ice bear's path is likely to be HIT DICE: 8 +4
surfaces (mirrors, calm pools, etc.). consumed as well, however. While their color is % IN LAIR: 10% (80% on home istes)~ .:/~,
A fetch appears to be a haggard and deathly that of a polar bear, ice bears more closelyresem- TREASURE TYPE: C - ~ ~
pale imitation of the person gazing into the ble cave bears in size and ferocity. # ATTACKS: 2
surface. To the person gazing at their reflec- Ice bears have an uncanny ability to track DAMAGE: 2d4 or by weapon type -~
tion, the fetch appears to be standing imme- prey over snow and ice, and the thanoi use SPECIAL ATTACKS: Nil
diately behind them. A fetch attacks with them for this purpose, sharing the reward, if SPECIAL DEFENSES: Surprised only ~ a l
stunning speed, using an exact replica of the any, with the bears. MAGIC RESISTANCE: Standard
weapon of its victim (this replica disappears if INTELLIGENCE: High
the fetch is killed). AUGNMEN'E Lawful Evil
Fetch are always invisible, even while IC6 1StSAK~ "SIZE: L
attacking, to all but their victim. The victim XP VALUE:. 6 0 0 :12thp
can only see the fetch by looking in the reflec- FREQUENC~ iJncommon
tive surface. # APPEARING: ld4
The chilling touch of a fetch drains the ARMOR CLASS: 6
essence of life from the victim with horrific MOVE: 12" ~'~
speed. 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 ( t 2 + feet)
XPVALUE: 475 + 8 / h p

76
shaOowpcoptc

creature.
ShaOowpcoplc In combat each shadow warrior employs a
The shadowpeople are a race of mammals wickedly curved hook to both attack and
that has dwelled in Sanction since the city was restrain opponents. Once an enemy has been
founded, centuries before the Cataclysm. impaled by the hook of a shadow warrior, the
Their existence has always been rumored, but enemy's attacks are hampered and he con-
never proven to the satisfaction of scholars. tinues to take damage from the hook.
Shadowpeople dwell almost exclusively
underground and suffer greatly in the light of
the sun. Under an overcast sky (the usual ShaOowpeople
weather conditions in Sanction), they can
FREQUENCY: Rare ~:9!
operate but do so in great pain. This pain is
# APPEARING: 2d20
even more extreme when in direct sunlight.
ARMOR CLASS: 2
The shadowpeople's bodies are covered
MOVE: 12" / 18"
with dark, smooth fur. A long, stretchable
HIT DICE: 3 + 1 ~
membrane connects their arms to their flanks.
% IN LAIR: 100%
The membrane enables the Shadowpeople to
TREASURE TYPE: Nil
glide through the air, covering 10 feet of
# .~TTACKS: 1
ground for every foot they drop. Under cer-
DAMAGE: Id8
tain thermal air conditions, this allows them
SPECIAL ATTACKS: See Below
to soar and gain height as they fly.
SPECIAL DEFENSES: See Below
Shadowpeople have a close, clannish cul-
MAGIC RESISTANCE: Standard
ture. The young are cared for by whatever
INTELLIGENCE: Very
adults happen to be nearby. The adults are
ALIGNMENT." NeutruA (good)
divided into two classes: warriors and coun-
SIZE: M
cilors. The warriors patrol the race's under-
XP VALUE: 85 + 4/hp
ground tunnel network and defend the clan
against intrusion. The councilors meet regu-
Shadowpeople suffer a - 2 penalty to all tO
larly to educate the young and make decisions
hit rolls under overcast skies. The penalty is
about the survival of the race.
increased to - 4 in bright sunlight. They can
Shadowpeople can communicate via a set of
glide 10 times the distance they launch them-
squeaks and growls that forms a primitive lan-
selves from. Any character who is successfully
guage, but they are much more likely to use
their advanced ESP abilities to send and
struck by the hook of a shadow warrior will
suffer a - 2 penalty on all to hit rolls and sus-
Spcc1;RM mmtons
receive messages. This ESP accounts for the Spectral minions are the spirits of humans
tains an additional ld8 of damage every
Shadowpeople's low Armor Class: In combat or demihumans who died before they could
round until one or the other combatants is
they are able to anticipate the actions of their fulfill powerful vows or quests. Even in death,
dead or the fight ends.
enemies and take measures to defend against spectral minions are bound to the vows or
it. They cannot be surprised by any sentient quests placed upon them when they were
alive. Every day, they must relive the events
leading to their deaths, trying to fulfill their
vows or quests.
:~ il~ ~"
Outdoors, spectral minions must stay with-
in 1,000 yards of where they died. Indoors,
they must stay in the corridor or room where
they met death. On very rare occasions where
the quest was to perform an act over an area,
they are free to roam within 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%' TREASURE TYPE: Individuals M; .!n
the Cataclysm. These beings have rebelled INTELLIGENCE: Standard # ATTACKS: I or 2 .............
against their quests and have no hope of ever ALIGNMEN~ Varies DAMAGE: By weapon or tusk (ld8) ;
being freed from their charges. SIZE: M
Guardians: These minions were quested to XP VALUE:
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 ALIGNMENT." Lawful Evil
who knew the password is usually long since Guardian: 900 + 14/hp SIZE: L (8 ft.)
dead. Guardians are always honest and good Warrior: 900 + 14/hp XPVALUE: 85 + 4/hp .....
spirits endeavoring to complete their assigned .~ Berserker: 900 + 14/hp
task. Once the password is correctly given, Any weapon used by a thanoi does 2 more'
they are freed of their responsibilities. points of damage than usual
Philosophers: Philosophers love libraries The leader of a group of thanoi always has:
and books and can spend decades studying 1;hanol (WalRus men) at least five hit dice.
the nuances of a single book. They usually The thanoi ate a bizarre blend of the Thanoi that are exposed to above-freezing;~
attack an intruder only if their honesty is ques- human and walrus races. The creatures have climates lose one hit die per week of exposure
tioned. Philosophers can be of any alignment. huge, padded feet, stocky arms with fingers In addition, they suffer an extra point of dam,
Often they are found in groups of two or more capable of holding a weapon or casting a age per die f r o m any fire, based attacksl
engaged in heated debates. spear, and faces much like walruses. whether magical or n o n m a g i c a l !
Revelers: These minions revel through the Two huge tusks grow from a thanoi's
halls and places to which they are tied. They mouth, jutting wickedly downward. The
are often found dancing madly or laughing in beast can use these to attack or it can use a
groups while drinking spectral ale. They dine
gluttonously and play parlor games. Their
weapon, gaining the benefit of its tremendous
strength.
k ynn 0RaGons
frolicking has a dangerous, hypnotic effect on
mortals who see them. Often adventurers are
A group of thanoi always has a leader. This BackqRoun0 an0
leader is usually the meanest and most aggres-
drawn into these revels. These unfortunate
mortals dance uncontrollably, losing Strength
sive thanoi of the band. The walrus men are a h stoRy
vicious race, enjoying the torment of other
and will power, and become spectral minions Dragons are the title children of Krynn,
creatures; often thanoi kill for the sheer joy of
unless someone rescues them. it. Their primary food source is the fish that embodying the elemental forces themselves.
Searchers: These armed minions of evil The dragons of Krynn are power incarnate and
are trapped in the ice-covered lakes on Icewall
stalk their haunts, forever searching to fulfill know it. They are--or at least they should
Glacier. They are not above eating carrion,
their quests. These minions are very danger- bear meat, or any other protein that fate sends be--the most fearsome of opponents, capable
ous, for they will destroy anything that stands of inspiring awe and fear in all who behold
in their direction.
between them and their unreachable goals. them.
Thanoi are protected by a tough leathery
Warriors: These groups of minions are the skin and a thick layer of fat. They can swim in In the ancient days of Huma, the dragons
spirits of mortals who were locked in mortal arctic waters without suffering from the cold. were driven from the world that gave them
combat at the time of death. In all such cases, birth. Since then, trapped on a far-off plane,
In fact, thanoi are immune to all forms of
the minion-versus-minion combat produces the dragons of evil have conspired to return.
cold, both natural and magical. This immu-
no lasting damage and the net effect is an eter- The dragons of good, also exiled, resolved to
nity has its disadvantages: Thanoi suffer dam-
nal conflict between the groups. Only leave the light of Krynn to the children of the
age if exposed to a environment whose
through the intervention of mortals can the gods.
temperature is above freezing. They suffer
tide of the battle be turned in the favor of one extra damage from heat- and fire-based
side or the other.
t
attacks.
Although large and clumsy-looking, a tha-
1;he Cwl 0Raqons
noi can maneuver its bulk surprisingly well. Black 0RaGons
Their clawed feet enable them to maintain a
good pace over ice or snow. Black dragons are typically found in
FREQUENCY swamps or marshes, although they also
# APPEARING: inhabit subterranean lairs. Some scholars con-
ARMOR CLASS: jecture that this preference for dark lairs indi-
~ano, (wMrus 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


black dragons is darkness, which they invari- CjooOORaGons
ably use to cover their movements during
attacks. Boass Ooaqons
Since they are extremely independent and Brass dragons inhabit arid, sandy regions.
obey commands only if it serves their pur- Only about 30 feet long, brass dragons are
poses, black dragons were rarely used by the boisterous and loud, with a tendency to self-
Dragon Highlords in direct assault on cities ishness. Brass dragons' one great weakness is
during the War of the Lance. These dragons their fondness for small talk. They will con-
were more highly valued as guards for valued verse about nothing for hours on end and will
artifacts and spies. trail along after parties of adventurers just for
This is why the Companions found the the pleasure of hearing themselves talk.
black dragon Onyx guarding the Disks of Mis- Brass dragons prefer to attack with claws
hakal in the ruins of Xak Tsaroth. and teeth, but they have two formidable
breath weapons they can use if the need arises.
B l u e Or~aGons Their sleep gas causes victims to slumber
ReO OoaGons peacefully during the wildest battle; their/'ear
Although blue dragons live in caves, like With their flaming breath and exceptional gas sends enemies fleeing in panic. Brass
others of their kind, they prefer to dwell in intelligences, the red dragons were the dragons speak a wide variety of languages
deserts and arid lands. They are large favored airborne assault force of the Dragon (mainly so they'll have someone to talk to).
dragons--over 42 feet long. They fight with Highlords. The most ferocious and deadly of
teeth and claws, but their most deadly attack all dragonkind, save only for the Queen her-
is their lightning breath. Blue dragons were BRonze ORaGons
self, red dragons are over 48 feet in length.
used to overcome fortified fortresses and tow- Not usually inclined to obeying orders, red Fond of war and fighting, bronze dragons
ers during the War of the Lance. dragons enjoy nothing more than setting cities are large, nearly 42 feet in length. They prefer
Blue dragons are more gregarious than ablaze, destroying, and looting. They quickly to live near large bodies of water, such as lakes
many of their cousins. They obey orders and learned how to work together in flights to or oceans. They are extremely interested in the
can act and fight together as a cohesive unit. both attack and defend themselves against affairs of mankind. In ancient times, it was
Thus they proved loyal allies of the Dragon their enemies. The red dragons were loyal to believed that they often took the form of
Highlords. They have their own language and their Dark Queen above all things, serving her domestic animals simply to observe men.
several others. Blue dragons are highly adept first and the Dragon Highlords second. It was Bronze dragons attack with teeth and claws or
spell casters. the primary responsibility of the red dragons either of two breath weapons--a bolt of h'ghv
Kiriara's blue dragon, Skie, was renowned to search for Berem Everman, the one person nmg or a repulsion gas cloud to keep victims at a
among his kind for his remarkable loyalty to who could permanently block the Dark distance. They speak a variety of languages.
his rider. Queen's reentry into Krynn. The bronze dragon Khirsah, who later
Ember, Lord Verminaard's red dragon, was became known as "Tasslehoffs Dragon," is
Goeen ORaqons responsible for the downfall of Pax Tharkas, the only dragon ever known to allow a dwarf
the burning of Solace, and other acts of devas- or a kender to ride upon his back. (Tas often
Notorious even among evil dragons for claims that Khirsah has accompanied him on
tation in the lands of Abanasinia.
their cruel natures and vicious tempers, green certain adventures following the war. If so,
dragons are generally found living in wild, that would certainly be remarkable for the
forested areas. They will obey orders, but only Whtte ORaGons usually serious-minded dragons.)
from leaders whom they respect. A master Unusual among dragonkind, these reptiles
who falls low in the esteem of a green dragon
had best beware. Over 36 feet long, green
have not only adapted to cold climates, they Copper ORa(~ons
actually prefer these over warm climes. Small
dragons attack with teeth and claws and can in size--only 24 feet long--and not as intelli- Copper dragons make their homes in rocky,
breathe a cloud of poisonous chlorine gas gent as their cousins, white dragons were used mountainous regions. Although basically
upon their victims. mainly as scouts during the War of the Lance. good in nature, they are extremely fond of
Clever and subde, green dragons prefer to use They were also detailed to defend the Ice wealth and almost always ask "what's in it for
trickery and magic on an enemy rather than all- Wall, a relatively unimportant region in me?" when invited to aid others. Thirty-six
out assault. For this reason, they were rarely used southern Ansalon. feet in length, copper dragons attack with
in major offensive engagements, but often were White dragons attack with teeth and claws teeth and claws or their two breath weapons:
called on for more sinister purposes. and can breathe a cone of frost upon their acid and a slow gas. They speak a variety of
Cyan Bloodbane, a green dragon, was respon- foes. Because of their low intelligence, few languages.
sible for breathing nightmares into the ears of white dragons can cast magical spells.
the Silvanesri king, Lorac's. These nightmares Sleet was the white dragon who served the GO[OORaGons
caused the terrible tranfformation of the ancient evil wizard Feal-Thas and helped guard Ice
elven homeland. It was also known that Cyan The most majestic (in their minds at least) of
Wall Castle.
Bloodbane served the great archmage, Raistlin, the dragons, gold dragons are over 50 feet long.
for a time following the war. 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 e i ~
They have the ability m polymorph themselves attempts to reenter Krynn. Her constellation claw or bite, but not both. Diving d r a g o ~
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-
Gold dragons attack with teeth and claws or ding.
with their breath weapons. They can breath palaOme, l:h6 platinum ORaqon Most dragons tend to use their breath weal>
fire or chlorine gas upon their victims. Gold ons twice and then wait for a strategic moment
dragons are also extremely skilled in magic-- Paladine, the God of Good, has many to use their third breath attack.
even the very young ones. Highly intelligent, names among the different races of the world Dragons are haughty creatures and may
gold dragons rarely make use of spell books. (one of his best-known incarnations is Fizban refuse to fight except as it suits their own pur-
Pyrite, the most ancient gold dragon living the Fabulous). In his dragon form, Paladine is poses. When using spells, they often cast
upon Krynn, was the companion of the truly impressive. (The same cannot be said, them before melee to avoid the conflict,
renowned wizard, Fizban the Fabulous. unfortunately, for Fizban.) Over 72 feet long, weaken their opponents, or gain the upper
the Platinum Dragon can attack with teeth hand. Once in melee, dragons cast spells only
and claws or with one of his breath weapons. if losing.
SilVeR ORacions These include a blast of cold that can freeze Dragons do not knowingly place themselves
Certainly the dragons most beloved by any victims, a cloud of vapor that turns victims in a position m be subdued, although they are
mankind are the silver dragons. These dragons into gaseous form, or a sonic vibration that clever enough to pretend to be subdued to.
mingled the most with the races of Krynn. disintegrates solid rock. lure unwary adventurers into a trap.
Forty-eight feet long, silver dragons can poly- Paladine is highly skilled in magic and can Dragons are very clever opponents. They
morph into human or elven form. Unlike gold also cast clerical spells. Paladine's favorite have been known to feign death, unconscious,
dragons, silver dragons sometimes seem to form is that of the befuddled old wizard. Fiz- ness, sleep, or subdual to trap opponents.-
prefer this form to their own. They enjoy ban (ofttimes seen with his senile gold dragon They can see, hear, and smell much better ~
being around humans and elves and helping companion, Pyrite). than most creatures and automatically detect
them if they can. Silver dragons attack with hidden and invisible beings at a range of 1"
claws and teeth or use either of two breath per age level. They are rarely surprised.
weapons--a cone of frost or a cone of paralyz- Dragons adapt their tactics to the situarion~
ing gas. They speak many languages, but usu- as is appropriate for very clever creatures. The
ally prefer human or elven tongues. Silver
dragons are excellent magic-users.
ORacion I ulcs following tactics are frequently used.

The most famous of the silver dragons is The dragons of Krynn are power incarnate 1. Dragons stay in the air as much as possi-
Dargent, who met the Companions in the and they know it. The DM has the responsibil- ble during melee to cause awe (see below)and
form of the Kagonesti elf maid Silvart. Sister ity of playing these magnificent beasts proper- stay out oTfhand-held weapon range.
to the silver dragon who fell in love with l~ Tl~ere should be nothing so terrifying to 2. If the combat area is dusty, they beat
Huma, Dargent was also destined to fall in PCs as dragons on the wing. When in flight at their wings, stirring up clouds to blind fight-
love with a mortal--Gilthanas, a lord of the full speed, dragons rush across the world like a ers and disturb spell casters.
Qualinesti elves. Their love affair was a tragic gale, but their ability to turn is greatly 3. They use clever conversation and prom-
one, however, for Gilthanas could never bring impaired (Maneuverability Class E). ises to talk their way out of bad situations.
himself to accept Dargent's true form. When engaging earth-bound creatures in
combat, dragons slow to half-speed, improv-~ The power to cause awe and fear is one
ing their maneuverability to Class D. At less "~ dragons' most potent weapons. Flying
L-he GoOs as ORaqons than half speed, the creatures stall and lose charging dragons cause awe under the follow-
ing conditions:
altitude. They can climb at half speed or dive
T~khlslS, queen of Oa~kn~ss at double their listed speeds. Dragons can 1. Watchers with less than 1 hit die auto-
Although Takhisis can take any form from glide but they lose 1,000 feet of altitude per matically panic and flee for 4d8 turns.
that of the most beautiful and alluring of wom- round. Dragons can perform a wingover if 2. Watchers with 1 to 3 hit dice must roll a'
en to the powerful and loathsome Dark Warrior, they stall while climbing. This enables them successful saving throw vs. spell or be para-
her favorite form is that of the five-headed chro- to turn 120 degrees as they dive to regain lyzed with fear (50% chance) or flee as'above
matic dragon. In this form, she is over 60 feet speed. (50% chance).
long and has five heads. Each head has a differ- Very young and young adult dragons have 3. All others must roll a successful saving
ent color (white, green, blue, red, and black), as maneuverability ratings one better than older throw vs. spell or suffer a - 1 penalty ~o hit.
well as a different power and personality. dragons (Class D at full speed, Class C at half
She can attack with all five heads at once, as speed). Dragons cannot fly higher than Even the draconians are subject to these:
each head has its own breath weapon--frost, 10,000 feet because the air becomes too rare- effects from good dragons. If the draconians
poison gas, lightning, flame, and acid, accord- fied to breathe at that altitude. are within 12" of the evil dragon they seree;
ing to the color of the head. Each head is also When attacking from the air, dragons however, they have a +- 1 bonus to hit.
capable of casting its own magical spells, regard- employ their breath weapons and awe ability Dragons younger than adult cannot inspire
less of what the other heads are doing. while swooping down low over their oppo. awe.
Confined to the Abyss by the bravery and nents and then climbing back into the sky.
L~

80
i .!i?

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


~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- sury. During this period, the young Astinus
rian, has worked for centuries to chronicle and
order the history of Krynn. His set of scrolls,
acies of kRynn journeyed from the Library at Palanthus to
Istar and spent three decades copying these
the Iconochtonos, is certainly the definitive The Age of Dreams is a span of uncertain plates onto scrolls for transport to the Library.
work on the topic--almost all other histories years, mostly chronicled by the folk songs and The Age of Might lasted for many centu-
are drawn from the Iconochronos. ballads of the Age of Light that followed. ries. Finally, the energy and arrogance of man
The scrolls now fill a huge library, and the These ballads were compiled on the Lifescroll resulted in the Cataclysm. In a single hour,
Lorekeeper continually adds to their number. of Song by the Silvanesti bard, Quevalin Soth. the world of Krynn passed from the Age of
One scroll, longer than the rest and still unfin- A copy of that scroll was presented to Astinus Might into the Age of Darkness. As Palanthus
ished, depicts the history of Krynn as a contin- near the end of the Age of Light, and it is from was one of the few cities spared by the Cata-
ually unfolding series of events along a this work that our knowledge of the Age of clysm, the recording of history continued
timeline. Much of this line is recorded in pic- Dreams is derived. uninterrupted. The black years of the Age of
tures of exquisite beauty and detail. The ori- The Age of Light was a period of peace and Darkness are described thoroughly, and make
gin of the artwork is shrouded in mystery, learning, during which the elven culture of for very grim reading.
although the accompanying text is certainly Silvanesti shone as a beacon of civilization Finally, the arrival of the Queen of Darkness
the work of Asrinus. throughout the world. The history of the Age through the gate she had partially opened
A reader of this scroll quickly notes that of Light was chronicled in the songs and art- from the Abyss allowed her minions, the evil
Astinus has divided the history of his world work of the elves. Thus, the members of that dragons, to return to the world. Gradually, as
into five ages: the Age of Dreams, the Age of long-lived race have provided beautiful and the world fell under the reign of Darkness, the
Light, the Age of Might, the Age of Darkness, fanciful, if not entirely accurate, records of the shadow of the Queen's monstrous evil began
and the Age of Dragons. age. to spread across the lands.Thus began the
The latter two are of most concern to the The Age of Might signaled the rise of newest age, which is still in its infancy--the
modem reader, as they include the history of humanity on Krynn. Humans spread across Age of Dragons.
Krynn following the Cataclysm--the AC (Att- the world, bringing their frantic energy and
Cataclius) period. The prior ages lead into the aggressive confidence to all corners of Krynn.
mists of antiquity, and are recorded as the PC The initiation of the Age of Might is tied to
(Pre-Cataclius) years. Exact dating in the PC the rulership of Karthay Pah in Istar. It was he
period is difficult, whereas AC history is docu- who first ordered the keeping of a chronicle.
mented with great reliability. Scribes carved his deeds upon plates of gold
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 en from Silvanesti. Elven clans again 2500 to 2200 Ergoth Dominant: The
to a speci~c year, or even centu~ It is proba- swear allegiance to the house of expanding nation of Ergoth reaches the
ble that the measuring of time during this Silvanos. The Kingdom of Silvanesti is northern border of Thorbardin to the
period occurred at a scale incomprehensible to decreed. Lands are granted immedi- south. Skirmishes between dwarves and
man. ately to the major families of the men eventually lead to an uneasy trace.
--Astinus Synthal-Elish. A central government The humans also expand eastward and
overlooks independent states. establish outposts on the edge of the
The Gods Awaken: From swirling chaos Silvanesti forest. The western elves
emerge the gods. Taking realms of chaos unto circa 3100 Greystone Released: The gnomes begin to trade with humans; some elves
themselves, they establish the Balance. Chaos pull the Greygem from the skies, and it and humans intermarry.
slows and is subdued by the triumvirate of floats across the face of Krynn, leaving
disruption and chaos in its wake. 2308 Sithas and Kith-Kanan Born: Twin
Good, Evil, and Neutrality. sons are born to Sithel. Sithas is born
The Stars are Born: The universe is forged Through the gem, magic is brought to
the world. Some gnomes are changed minutes before Kith-Kanan.
from chaos. Sparks fly from the anvil, creating
stars in the sky. Worlds are wrought by the by the gem, creating the kender and 2192 Sithel Slain: Sithel leads a hunting
hammer strokes and left to cool. The spirits of dwarven races. expedition into the western reaches of
the races dance among the stars. circa 2800 Kal-Thax Closed: The region of Silvanesti. His party accidentally meets
The AH-Saints War Begins: The three Ansalon inhabited by the dwarves is a human hunting party that is stalking
realms of the gods vie for control of the senti- sealed against all intrusion. Rumors of prey. The elf is concealed by thick brash
ent spirits. The gods of good press to give the dark horror emerge from the land, but and a human hunter shoots him by
spirits power in physical worlds, nurturing messengers are forbidden entry. mistake. The Kinslayer War begins.
them toward the greater good. The evil gods
2692 Second Dragon War of Silvanesti 2192 to 2140 Kinslayer War: The elves
desire to subjugate the spirits as servile beings.
Begins: Dragons again strike south- attempt to drive the human outposts
The gods of neutrality wish to free the spirits
ward from central Ansalon, this time from Silvanesti, while the humans
to their own desires. defend fiercely. Many more humans
End of the All-Saints War: The war ends aided by potent magic. The elves rally
and resist. Elves from the western prov- arrive to aid their side in the war. The
with an alliance between the good and neutral
inces save the capital from destruction, elves who married into human society
gods, in which the spirits gain power in the
forcing the dragons onto the defensive. are forced to fight against their human
physical world, yet retain the freedom to
Construction of Thorbardin Begins: kin in a war of great savagery.
choose good or evil. Kith-Kanan skillfully leads the west-
Ktynn is Populated: Gnomes, elves, ogres, The dwarves of Kal-Thax commence
the building of their mighty fortress as ern elves in war, while Sithas solidifies
dragons, and humans are given the world of his hold upon the the throne. The war
Krynn as their domain. The races quickly a defense against the world.
finally ends with a truce.
spread across the world, claiming regions as 2645 Second Dragon War Ends: The elves
their own. The other races force the humans of the west drive the dragons from 2140 to 2100 Sundering of Silvanesti: The
into small, desolate comers o f the world, and Silvanesti, and are held as heroes of the western elves are again the heroes o f the
then ignore them. land. Humans join in the war to banish land. They, however, are ashamed of
dragons from the face of Krynn. A the bloodshed wrought by the Kinslay-
age of hc ht mighty hero, Huma of the Lance, dis- er War. The philosophies of the western
covers the Dragonlance and uses it to elves have strayed from the rigidly
circa 4000 PC Rise of the House of Silvanos: structured order determined by the
The first Synthal-Elish (Council of the drive the dragons to a negative plane,
where they are ordered to sleep for the high elven caste system. With their
High Ones) is formed by Silvanos, on army still intact, the western elves sue
the hill called Sol-Fallan. The many rest of eternity.
for freedom of self-determination.
households of the elves swear allegiance 2600 Thorbardin Completed: The dwarves Ergoth/Thorbardin Clash: A series
to each other through Silvanos. Balif, withdraw into their fortress, turning of disputes over borders and mineral
the general, becomes Silvanos's lieu- their backs upon the rest of the world. claims leads to renewed skirmishing
tenant. Now united, the elves look to Rise of Ergoth: The humans of between dwarves and humans. The
the menace of dragons encroaching Ergoth exert their influence beyond the threat of all-out war looms.
into eastern Silvanesti. borders of their land. Ergoth expands
B/rrh o f the Gnomes: Reorx, who rapidly to the east and south. 2073 Swordsheath Scroll Signed: A pact of
forged the world, becomes displeased peace is signed by the emperor of
with a group of his human worshipers. 2515 Death of Silvanos: The venerable Ergoth, the elves of Silvanesri, and the
He turns them into gnomes. leader of the elven nation dies and is dwarves of Thorbardin. The Sword-
buried in the Crystal Tomb. His son, sheath Scroll solves the most pressing
circa 3500 Greystone Created: Magic is Sithel, assumes the leadership of problems of the age.
unknown upon Krynn. Reorx, the god Silvanesti. Sithel orders construction of
of the forge, creates the Greystone of a tower in honor of his father, to be
Gargath. In it is concentrated the magi- called the Palace of Quinari.

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 military might of Solamnia and the
1241 FallofErgoth: Solamnus and his army
land north ofThorbardin, where they can spiritual guidance of Istar.
march west. The general outmaneuvers
live as they wish. This land, called 260 Construction of the Temple of the
the Ergothian army and lays siege to the
Qualinesti, also serves as a buffer between Kingpriesr Commences: The finest
capital. Solamnus accepts the emper-
the dwarves of Thorbardin and the artisans of Krynn are brought to Istar to
or's surrender in the spring of 1240.
humans of Ergoth. Ergoth agrees to stop build a temple that will proclaim to the
The surrender terms require the
mining the Kharolis Mountains, and the
emperor to grant each of his subject world and the gods alike the glory of
dwarves agree to relax trading restrictions
states the right of self-determination. the nation of Istar.
between their peoples and the humans.
Although the nations of Ergoth remain
All hostilities cease. 212 Temple Completed: Widely proclaimed
loyal to the crown, outlying states
as the freest example of archkecmre ever,
2050to2030 The Great March: Theelvesof become independent or join the new the temple is blessed by the Kingpriest,
western Silvanesti, under their leader nation of Solamnia. who immediately takes up residence.
Kith-Kanan, migrate to Qualinesti and Solamnus assures the elves and
begin to colonize their homeland. dwarves that he will abide by the terms 250 m 100 E]vesShun Other Races: Increas-
of the Swordsheath Scroll. ingly disgusted by the frantic pace of
2000 to 1400 Peace: Krynn prospers. Kith- human life and the arrogance of man
1225 Km'ghrs of Solanmia Formed: An order
Kanan strengthens the bonds of peace about his own accomplishments, the
of knights, dedicated to the causes of
between the elves of Qualinesti and the Silvanesti elves withdraw into their for-
goodness and freedom, is formed by
dwarves of Thorbardin. Together, the ests. They bar commerce with the outside
Vinas Solamnus. Solamnia prospers, as
races erect the fortress of Pax Tharkas as a world, and visitors are prohibited from
the states of Palanthus, Lemish, and
monument to their lasting peace. Erguth entering.
Caergoth join the new nation voluntarily.
passes through a succession of emperors
of the Quevalin line, the majority of 1100 to 800 Foundation oflstar: The tribes 118 Proclamation of Manifest Virtue: The
whom rule with just and benign hands. of far eastern Ansalon, until now a Kingpriest declares that evil upon
bickering collection of barbarians, Krynn is an affront to the existence of
1400 to 1250 Rebellions in the East: Grad- the gods and men. A rigidly defined set
gradually unite. The Council of Istar
ually the Ergothian rulers begin to establishes a unified government. Istar of evil acts are listed; those found guilty
abuse and exploit their subjects. After of committing any of these acts are to
begins to trade with Solamnia.
much repression and heavy taxation, be put to death. Clerics of good,
Solamnia Prospers: The dynasty
the provinces in the eastern corners of appointed by the Kingpriest, journey
founded by Vinas Solamnus is extended
the empire begin to revolt. These wars throughout Krynn, seeking to find and
by his descendants. Ergoth depends on
are usually brief, but very violent. The report any evil acts or individuals.
Solamnia for protection and trade.
emperors are forced to use their troops
regularly, and each rebellion is larger 773 to 760 Israr and Silvanesd Clash: A 94 Extermination of Evil Races Sanctioned:
than the last one. series of border skirmishes between the The Kingpriest, not satisfied with the
expanding Istarian nation and Silvanes- Proclamation of Manifest Virtue, adds
1262 Vinas Solamnus Commands Imperial a clause stating that certain races--
ti again threaten the elven homeland.
Guard: This skilled commander, who goblins, ogres, etc.--are inherently evil
With the aid of Solamnia, the elves
has been instrumental in crushing sev- and must be exterminated. High boun-
persuade Istar to add its signature to
eral rebellions, is appointed to the ties are offered, and bounty hunters
the Swordsheath Scroll.
highest military post in the empire. immediately set about to eliminate
700 to 600 Ogre Wars: Pillaging armies of
1251 Great Rising in Vingaard: The largest these creatures.
ogres emerge from the Khalkhist
rebellion yet shakes the plains of Vin- 80-20 Rise of Clerical Power: With the full
Mountains of central Ansalon, raiding
gaard and Solanthus. Solamnus march- approval of the Kingpriest, Istarian life
across the plains of Solamnia and the
es east with a huge army to once again falls increasingly under the influence of
fertile fields of Istar. Solamnia and Istar
crush the rebellion. the clergy. Clerical approval is required
unite, eventually driving the ogres back
1250 YearofWairing: Solamnus studies the into the mountains. for marriage, business contracts, and
grievances of the eastern peoples, military expeditions.
600 m 280 Union of Solamrdallstar ,Solidi-
determined to end the rebellion with- The rise of the clerics is accompanied
fied: The two great human nations grow by a corresponding loss of magic-user
out a massacre. Gradually he comes to
more and more interdependent. The
realize that the empire has incited the influence. Hounded as an unrepentant
Knights of Solamnia become the military
rebellions through vile and repressive source of evil, mages are driven farther
strength of both nations, while the artistic
treatment of its citizens. Solamnus, and farther underground.
and educational talents of Istar are spread
and most of his army, join the rebel 6 Edict of Thought Control: The Kingpriest
throughout the continent, lstar gradually
cause at the end of the year. asserts that evil thoughts constitute evil
becomes the dominant partner.
1249 to 1242 Union of the Plains States: The acts, and declares that his clerics are to
280 First Kingpriest Declared: The capital employ ESP spells in an increased effort
nations of eastern Ergoth rally to Solam-
city of Istar is proclaimed the center of
nus, achieving quasi-independence. 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 ally find amusing.
DRAGONLANCE | saga is in meeting and L-he Silver Ooaqon Most Knights do not like Magius, believing
interacting with the people and creatures of Huma fell in love with the Silver Dragon he should take himself and life more seriously,
this fantasy realm. A good DM can make the when she was in the form of a woman. She and they cannot understand Huma's affection
NPC characters come alive for his players. To loved the Knight and prayed to Paladine to for the mage. Magius does not hesitate to criti-
help the DM, the following are capsule sum- allow her to become a mortal woman so that cize Huma and often teases him, treating him
maries of various NPCs the player characters she could remain with Huma. Paladine disrespectfully as far as the other Knights are
might meet, plus information to help role showed them the future. If she remained a concerned. But the practical Magius is Huma's
play them effectively. dragon, she and Huma would be given the best counselor and advisor, bringing the over-
dtagonlance and the power of defeating the ly romantic Knight back to harsh reality.
evil dragons. If she became mortal woman, During Huma's time, wizards were not
huma, kn=c/ht of she and Huma could find happiness for a allowed to carry any weapons other than their
time, but the evil dragons would remain in magic. A wizard was expected to be protected
Solamma the world. She and Huma both chose to fight by warriors and to get out of any battle if he
Huma is a tall, well-built man of approxi- the evil, even though it meant sacrificing their felt himself becoming weak.
mately thirty years, although he looks older. love. Because of this stricture, Magius always
He has long, chestnut brown hair, streaked The spirit of the Silver Dragon might well fought side-by-side with Huma. During one
with gray. He wears the traditional long mous- appear with Huma to help a true Knight bat- of the battles near the end of the war, how-
tache of the knights, also streaked with gray. tle his enemies. Those campaigning with ever, the two were separated. Although he
His eyes are deep brown and appear to be able Huma would certainly know her. In woman had a chance to escape, Magius stayed and
to see a man's strengths and weaknesses. form, she is extraordinarily beautiful, with sil- fought until his magic gave out. Having no
Huma's face is weary and sorrowful, for he has ver hair and silvery grey eyes. In battle, she other weapon, the weakened mage was quick-
seen the evil in the world and grieves over it. wears silver armor that appears to be made of ly overwhelmed and captured. Carried back to
His rare smiles are warm and caring. dragonscales. The sight of her fills all who see the Dark Queen as a prize, Magius was tortur-
Although only a Knight of the Crown (Hmna her with awe and reverence. She and Huma ed and died after days of torment. The Dark
did not have the requisite pure blood line to are devoted to eact/other. Queen sent the mage's battered body back to
become a Knight of the Rose), he is a natural Besides appearing to any true Knight in Huma, hoping to demoralize the Knight.
leader and even higher ranking Knights follow much the same way as Huma, the spirit of the Huma grieved deeply over his friend and
him willingly. His men love him and would Silver Dragon might fight at the side of any prayed to Paladine that Magius's sacrifice be
gladly lay down their fives for him. Huma is a woman battling the forces of evil. remembered. Paladine answered his prayers
devout Knight and a faithful follower of Pala- and, from that day, all wizards have been
dine. He is the soul of honor and chivalry. allowed to carry daggers in remembrance of
If his spirit is met after his death, the down- Magius.
fall of the Knights will grieve Huma deeply,
though he is wise enough to admit that the ~~1584i:i~/i!iii:iiiCi!iil;!ilJ!iiii:ii!ii~iiii~!i~
i:: ~ii~
Knighthood has problems that must be reme-
died or it will be lost forever. His spirit will HP: 76 ~ ~
fight beside any true Knight, particularly if A ; : ;; (14th-Levei H u m a n R e d R o ~ W i z a M )
that Knight calls upon Paladine to aid him.
O t h e r statistics are as a ve~r old silver!ii ~!: s~
dragon m : the MonsrerManuaL 9 ; t0
huma (ripc) Abilitt~: Changg ~ a P e ~ human .fo~:i~ i~ ..~. ~ . ~
i n f t L , u : to

maq us
A powerful wizard of the Red Robes,
Magius was a childhood friend of Huma's.
THACOi Their friendship was very unusual since most
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-
There are many ways m which a player c h a r - centered and cynical. In appearance, Magius is
acter couM meet Huma. His~spirit ~ u l d
a very handsome 30-year-old man, well-built,
appear to a Knight fighting during the War ~
with long blonde hair and a blonde beard and
the Lance, for example. The DM can devise 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

Unfortunately, Dougan's luck at cards or


[lStanOanl;lluS as mus of palanthus 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[")
He takes an interest in any adventuring par- whose face is handsome and ageless. The eyes Since Dougan is a god, there is usually an
ty, particularly if there is a young Black Robe of the man are intense dark, aware, con- ulterior motive to all he does. He does not
or Red Robe male magic-user present. Fistan- stantly moving, seeing everything. Astinus interfere in anyone's free will to make a deci-
dantilus will either attempt to lure the young speaks politely yet is always somewhat distant. sion, however. He has a special interest in
mage away from his companions or will If disturbed at his studies, he may be annoyed dwarves. It is rumored that Dougan is on
abduct the mage. Once he has the young at the interruption. He will probably continue Krynn searching for the Greystone of
mage, Fistandantilus will attempt to wrest his to write even as the player characters are talk- Gargath.
life from him by using the bloodstone pen- ing to him. See page 45 for the statistics of Reorx/
dam. Astinus is neutral in all things. He generally Dougan.
refuses to give advice; when he is willing to
offer council, he often restates the obvious,
kmqpmcst of Istar
I~lstanOanutus(npc) letting the players draw their own conclusions.
Astinus cannot see into the future. He knows. Few who come into the presence of the
(17th-Level Human Black Robe Wizard) however, everything that is happening in the Kingpriest ever see what he truly looks like.
present and everything that has happened in Most characters of good alignment feel that
STR INT WIS DEX CON CHR the past. Getting him to part with this infor- they are in the presence of someone very beau-
12 17 12 18 13 Var* mation, however, is a malor undertaking, tiful and truly good. They experience a tre-
since he refuses to do or say anything that mendous sense of peace and well-being. The
THACO: 13 might affect the future. thought of leaving this man's presence fills
AL: Chaotic Evil them with sadness. They would not think of
HP: Variable * doing or saying anything that might upset or
AC: Variable * disturb this truly good and wonderful man.
Astmus of p~.n~hus ;4 ~'-
They want only to stay and bask in his light.
* Fistandantilus maintained his existence THACO~ 2 "" Those of evil alignment are hardly able to
throughout the ages by the use of the Blood- AL: Neutral look into the blinding light surrounding the
stone o f Fistandantilus (page 97), which HP: 980 Kingpriest. Only those evil beings of
allowed him to steal the life essences of others. AC: - 10 _ extremely strong will can remain long in his
When Fistandantilus takes the essence of presence.
another, he assumes that victim's hit points Players can also meet Astinus during war Kender, who hold no one and nothing in
and Armor Class. See Bloodstone in the Magi. councils or other important meetings that take awe, see the Kingpriest in his true aspect--a
cal Items section for more details. ~ h c e in Palanthus. 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
in the form of a huge, black-bearded dwarf STR INT WIS DEX CON CHR
who has a taste for dwarven drink and a weak- 12 13 12 17 9 18
ness for gambling. The dwarf can drink
anyone man or minotaur under the table. THACO: 12
His gambling skills are not as refined, how- AL: Lawful
ever. Impetuous and quick-tempered, HP: 75
Reorx--or Dougan Redhammer, the name he AC: - 3
uses in his dwarf form will stop whatever
he's doing (including fighting) to bet on any-
thing, from which paw a cat will lick next to
which house a dragon is most likely to burn
down.

89
npcs of [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
human in all other aspects.
(13th?Level Dwarf Fighter) :/!~:i
~
sax: I w r
18/53 13
~s
9
r,~x c o n
!5 14 .8, steettoe
(9t9-Level Half-Ogre F i g h t e r / T h i ~
/:i
ii//~
J
~ACO: 8 " :- _ .:?!~.,
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 ,
powerful force and many fabulous items were
crafted. But those days were short lived, for
alty m the die roll. If the save is made, then th~
potion simply makes the victim sleepy but d ~
l oOs, Staves,
near the end of the Age of Might, magic came
under the displeasure of the church of Istar
not cause him to lose control of his will. The vic,
tim can then give false answers. an0 WanOs
and was persecuted relentlessly. Many of the The length of the answer to a question is u p
centers for magical research were sealed or
destroyed and wizards disappeared from the
to the victim so long as it is absolutely truthful
and answers all the stated parts of the q u e s
Staff; of StR
kmG/Cumnci
general knowledge of men. With them went tion. The DM can use this opportunity t o Common among the clerics of the Age of
their wondrous devices. impart important information to the PCs. T h e Might, these devices were most often' used as
We list here many of those items for your formula for this potion is known to any good both protection for the cleric on journeys and
consideration, as well as a few items that come cleric in Istar of at least 5th level The formula as a means of furthering the wills of their dei-
from the Age of Dragons. This is but a sam- is lost i n post-Cataclysm Ansalon. ties.
pling of the magical items that can be found
on Krynn. Many magical items on Krynn also ;+

exist in other planes of existence, but the This staff combines the functions of a staff
devices described here are unique to Krynn. ScRolls o f striking and a staff os with the f01-
lowing limitations. It recharges itself at a rate
of five charges per day when in sunlight, to a
ScRoll ol; maximum of 50 charges.
As a staff of striking, it strikes as a + 3
Stdl,m path weapon. It inflicts 4-9 points of damage with
each blow without draining a charge. It
A powerful magic on the scroll of the Stellar
inflicts double this damage if two charges are
Path confers the favor of the gods of magic
used, but it cannot be used for curing until an
upon the user. Since the magical powers of the
hour has passed for each double-damage blow
wizards of Krynn wax and wane depending
struck.
upon the position of the moons in the sky,
As a staff of curing, the staff drains two
only rearrangement of the cosmos can bring
charges for each cure. It can only perform this
additional power to a wizard during a time of
function six times in a single 24-hour period
disadvantage. This is the purpose of this pow-
and no more than once per day on a given
erful scroll.
individual,

Reading the scroll makes the moon of the


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

91
rnaciEM wl;cmso[; k~ynn

and acting as an obscure spell. The dust devt~[~:


CRystals anO Gems will dissipate gas and mist in the area of effect I,
The winds created start at the player and mov~
This thin gold band, when worn on
head of a cleric of good alignment, grants
magical abilities. Once per turn, the wearer
BRooch o1: ImoG 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
trares, one creature of up to 4 Hit Dice can
who serve the elven realms. It can grant the
blessing of magical protection to the owner.
None have been forged since the Cataclysm.

This beautiful piece of jewelry is made: ~


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

92
maciwca[n;cms kRynn

properties when singing: it acts as a chLme plates. Additional plates for the thighs and received while wearing this armor: It is impor,
opening against any locked or held door; i t ; 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


The webnets are spun by wizards of the encumber the person for whom it was intend.
Dimemesti. As delicate and beautiful hair ed. Others may find that k fits too loosely o r
ornaments, they are most sought after by too tightly; they suffer a - 1 penalty on a l l
human women on land, but their true powers attacks while wearing the ill-fitting armor.
are known only to wizards. Dragonatmot is equivalent to scale +21
Additionally, those who wear the p a d d e d
tunic and leggings subtract Id6 points f r o m
This item is only useful to a magic.us6s :~my cold b ~ e d attacks or da.mag~ : / :
though any character can wear it as an attrac;
tive hair ornament.
When worn by a mage who knows the c o m -
mand word, the webner can be cast to t h e prate oi: Solamnus
ground before a foe, or directly at a foe~ tt There were several Knights whose armor
instantly grows t o a l ~ f o o t . d i a m e t e r n e r ~ was designed specifically for them when the
entrapment. . . . . . . ~iii~iiii!iiiiii!! Knighthood was formed. These suits were the
Alternatively, the net can be spun in a g i l t finest in all the land and the deeds of their
tering circle, affecting up to 12 Hit Dice o f wearers are legendary.
creatures as if a hypnerize spell had been cast Huma had one such suit even though he
upon them, although the targeted creatures: was not accepted as a Knight of the Rose. Oth-
er suits, including the one worn by Vinas
Solamnus, have disappeared into legend. Folk
tales about the locations of these suits of ShlelO huma
armor abound throughout Solamnia and Huma is most famed for his use of the origi-
&RmoR anb Sh dbs Ergoth.
The plate of Solamnus consists of plate
nal dragonlances to banish the Queen of
Darkness back to her own domain. His shield,
breastplate, shoulder guards, arm fittings,
however, figures quite prominently in many
leggings, and helm. All are beautifully tooled of his lesser talcs. It was said that it never
with the markings of all three Solamnic failed him and that it often saved his life dur-
orders. The Order of the Rose is prominent on
ing battles against dragons before the
the breastplate. dragonlance was employed.
The shield appears to be a medium shield
carved with intricate symbols of the Knights
These suits are rare. and the DM is advised of the Crown.
to take great care with them in his campaign.
One suchsuit could be the goat of a p r o l o n g e d
quest.
Huma's shield is considered a m e d i ~
The armor is equivalent of plate +5. T h e r e shield + 3 / + 5 vs. dragons. Its shielding m a g -
is an important catch: the user must be o f
ically protects its wielder against breath weap-
unbesmirched good alignment to get this full
on attacks so that a successful saving throw vs.
benefit. Consult the character's a l i g n m e n t breath weapon causes no damage and a failed
chart (see page 114). Subtract one b o n u s
save results in o~!y haft damage~ ~
point for every point the character's alignment
is away from the left edge of the good a l i g n
ORacionaRmo ment section. If the character is far e n o u g h
This armor has been used by the forces of
away, the armor's bonus may become a p e n a l : Sol&runic &RmoR
ty (maximum of - 5 ) , actually making the
the Queen of Darkness throughout the many The traditional armor of the Knights of
character's Armor Class worse!
ages of Krynn. Solamnia is granted to a Knight when he first
Evil or neutral characters suffer I d l 0 a d d [
It consists of a padded tunic and leggings attains the title of Lord.
with a plate mail breastplate and shoulder ~ i o ~ p ~ i ~ of damage from: any damag~ :
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
with the symbols of the Knight's order and, in larger.than-man.sized targets. Against an~' ~ROSl;RC~3NCR
the case of Sword and Rose Knights, any dragon it inflicts damage equal to t h e h i t 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-
weapon is always I t o hit unless throwni ~ mendous pressure, exerted for centuries, has
So .ica o, equaltoACO *i penalro created ice of extraordinary density.
and shield +1 . It is only granted to those . . . . .
The knowledge needed to make a frost-
rearer is held only by the Revered Clerics of
mounteo ORaciontance the Ice Folk--the barbarian tribes competing
These suits are only available at a Circle o f with the thanoi for control of Icewall Glacier.
The mounted lance is 16 feet long and is The blades are formed by using the oil of the
most often wielded while mounted on a thanoi and other ingredients to hone and flat-
dragon. It is buttressed by a harness mount
ten a sheet of the compressed ice. The cleric
that enables swift turning of the lance around must work an entire month to create a frost-
its balance point. The mounted dragonlance rearer, and even then the chance for a working
is ineffective on mounts smaller than dragons
Weapons because of the heaviness of the lance. The
axe is only 33%.
The weakness of the blade is its nature,
mounted dragonlance acts as a normal lance if since temperatures above freezing cause the
Ouacionlance it is not mounted on a dragon. ice to melt and the axe to become worthless.
Dragonlances are artifacts first created at One day of above-freezing temperatures will
the end of the early Dragon Wars and used to cause a frostreaver to become useless as a
The mounted lance does 2d4 + 1 points o ~ weapon. In a warm environment, the decay
defeat the evil dragons. There were 20 surviv- damage versus man-sized foes and 3d6 points:
ing dragonlances hidden inside the Stone requires only Id6 hours.
of damage against larger-than-man-sized t a r -
Dragon of Ergoth, 10 each of the two types. In gets. Against a dragon it inflicts damage equB
addition, more dragonlances were forged for to the hit points of the wielder plus those o f
the War of the Lance. There are two types of
dragonlances: mounted and footman's. Each
type is made of the same silvery metal that
gives off a healthy silver glow. The head is
sharpened to a fine edge, and small barbs pro- normal lance damage. This weapon always h ~
trade from the sides. an additi0n~ ~ 2 bonus m h i t when ~ u n t e d
How well the lance was made and under
what conditions determines how the lance
performs in battle. The ideal conditions for
forging a lance require that it be forged by a
man with the Silver Arm of 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-
: iiiii!iil
vet Arm or the Hammer o f Khatas) receives
only a + 2 bonus to hit and damage. A
forged by both artifacts has a + 4 bonus to h i t
and damage~ These bonuses are in addidonto

man oo h
IZootman'sORaqonlance
This potent sword looks to be an ordinary
The footman's lance is eight feet long. It long sword. It is also known by the names
can be cast as a spear with some difficulty--it Spelldeaver, Darkstar, and Magefool. Its abili-
is most effective as a hand-held weapon. 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~cat items of kRynn

~ies. location and cannot be moved about. Any


Manrooth is a long sword 4-I/4.2 vs. Wyrmsbane can also locate objects thre~ magic-user or clerical PC who touches the Icon
magic-users and enchanted creatures. The times per day. If the user desires to find some- instantly knows how to activate this function.
sword might be able to sever a magical thing that he knows well, and the object is To cast the spell, the PC must present the Icon
barrier--it has a 1% chance for every point o~ Lnthe in a forceful manner and speak the word
damage inflicted (cumulative). Finally. it can "'Tobril" firmly. The person who carnes this
be used to turn a spell cast against the wielder.
To activate the latter ability, which causes the
spell to rebound against the caster, the wielder
WyRmslayeR
This mighty blade was the weapon of the
ancient elven hero, Kith-Kanan. It was forged
in Silvanesti during the second Dragon War
and remained in the royal house until Kith-
n cihtBmncicR Kanan led his people to Qualinesti. He is said
Not just good wizards built weapons. The to have been buried with the sword.
evil ones knew far better the need for a strong
arm and exercised that might more quickly
than their good brethren. This weapon looks very much like Wyrms,
So it was that Nightbringer was created in bane, except that it is a little larger. It normal-
the Tower of Ergoth. It was here that the ly functions as a two-handed sword 4-3. Like
power of the Black Robe wizards forged many Wyrmsbane, Wynnslayer ks immune to the
evil weapons in the days when their kind were imprisoning effect of a dying Baaz draconian.
hunted by the church. The sword does double the usual damage
After the Cataclysm, Nightbringer fell into against any dragon or draconian.
the possession of Verminaard, who received it In addition, a character holding Wytmslay,
from other evil clerics. er by the hilt gains a + 3 bonus to all saves
against dragon breath attacks and spells cast
by dragons or dracomans.
Nigbrbtinget is a footman's mace +3. ITS:' Wyrmslayer does have the disconcerting
a powerful tool of evil. When the mace strikes tendency to buzz aggressively whenever it is
a victim and the command word is uttered, brought within 3" of a true dragon (not a din.
the victim must make successful a saving conian). This buzzing is loud enough to be
heard cle'~ly and always awakens a sleeping
throw vs. spell or become blind for 2d6 turns,
The mace also inflicts its normal damage. If a dragon.
ORB of OR cionkmO
character of good alignment tries to pick up Three of these powerful artifacts are known
Nightbringer, that character must roll a suc~ to exist upon Krynn. They contain the
cessful saving throw vs. spell with a - 2 penal- essences of evil dragons and ate magical items
ty to the toll. Failure means that the character
is blinded permanently, or untit a cure blind-
Special maGicaL of vast and dangerous power.
The Orbs of Dragonkind (also called
nero spell is cast on h ~ .
Items of kRynn Dragon Orbs) are fragile, etched crystal globes
that are 20 inches in diameter when in use.
When not in use, the orbs shrink to 10 inches

WyomsBanE Icon of 1 Ruth in diameter. They expand if the command


words, carved into the surfaces of the orbs, are
The Icon is a white marble rectangle carved spoken.
An artifact from the third Dragon War, this
into the shape of a book. It is jewel encmsted The orbs were employed long before the
sword was forged during the Age of Might and
and has a magical aura. The Icon measures 6" Cataclysm for the purpose of destroying evil
then lost later in that age. When dragons
x 4" x 1". It is the book held by the god dragons according to the legends, at least.
arose after the Cataclysm, the need for this
Gilean that symbolizes all the knowledge of These legends are common throughout the
potent weapon was great.
the gods. civilized lands of Krynn. What is not known,
unless characters have learned by experience,
Wynnsbane is a two-handed sword is that the orbs' actual purpose is to summon
Once per day, the Icon o f Troth can b e ~ . evil dragons. Powerful mages of old would
against most creatures. When used a g a i n ~
to cast a dispel illusion at 21st-level i n a 30- summon the dragons with the orbs, and then
dragons and draconians, however, it i n f l i c ~
foot radius. Within this area, dream cteatu~s destroy them with powerful magic.
double damage. Against black dragons a n d
(such as those created by the mmdweb spe!l~
sea dragons, it inflicts triple its usual d a m a g e
and illusions cannot exist!
The sword does not become stuck in the s t a t u e on.fixed
~ t e d when a Baaz draconian dies and pet~

95
maqtcaL t cms oi: kRynn

* Casts prayer once per day


A character attempting to use an orb must * Provides protection from normal missiles
gaze into it and speak the command wordsi once per day
This character must then make a successful * Acts as a potion off'fie giant strength once
saving throw vs. spell or he is charmed by the per day
dragon within the orb. The DM should secret- * Cures serious wounds once per day
ly roll this saving throw, not informing the * Inspires magical awe in all dwarves and
players of the roll or the result. derro (see Legends and Lore, page 7, for a full
If the character saves against the charm, any explanation of this effect)
evil dragons within ld4 x 10 miles hasten :to
the orb. These dragons automatically attack The hammer chooses when to activate any
any non-evil creatures they find near the orb. ~ i t s abilities.
If the current gaming situation does not speci- ~ ~
fy the location of nearby dragons, roll ld6. O n
a I or 2, an evil dragon of randomly deter-
mined age. size, and color shows up. Silver arm of CRqoth
If the character fails the saving throw~ no The SilverArm of Ergorh was created by the
dragons are summoned, but the character is good dragons, men, elves, and dwarves dur-
charmed by the evil dragon within the orb. ing the First Dragon War. It was used to create
Inform the player, when you can speak to him the original dragonlances, and was used again
alone without being obviom, that his charac- hammer ol; khaRas during the recent war against the Dragon
ter has been charmed. He must act normally The Hammer of Kharas is a mighty artifact. Empire.
unless told otherwise. According to legend, it is the only hammer
The controlling dragon will steer t h e that can forge a dragonlance.
charmed character so as to further the cause o f The hammer is twice the size of a normal The arm must be attached to a human of a,
evil. This is done as subtly as possible, so t h a t war hammer. Its name comes from the great least 17 Strength who does not have a right
the controlled character's companions should dwarven hero Kharas who fought in the arm. The h u m a n must be of good alignment;
suspect n o t h i n g until a critical point is Dwaffgate Wars after the Cataclysm. Kharas is When a proper wearer places the silver arm to
reached. For example, if the PCs are engaged most remembered, however, for the heroic his right shoulder, the arm grafts itself to the
in a desperate batde with an evenly matched deeds he performed prior to that time. The cl~aracter and becomes a normal arm for all
group of evil characters, the charmed charac. hammer was given to him by the Kaolyn common tasks.
ter might suddenly throw in with the evil dwarves in recogmtion of his deeds on their When used with the Hammer of Kharas,
characters to swing the balance in their favor. behalf. however, the silver arm has the power to prop-
Each orb has the secondary abilities of cure The Hammer of Kharas is needed to prop- erly forge dragonlances from dragonmetal.
serious wounds three times per day, cast con~ erly forge dragonlances. Only with the Hammer, the Arm, and pure
tinual light at will, and detect magic at will, dragonmetal can perfect lances be crafted.
Any character who gazes into an orb and The Silver Arm acts as a ring of regeneration
speaks the command word knows of these The Hammer of Kharas is + 2 to hit. It
functions. Whenever it is used for any of these inflicts 2d4 + 2 points of damage on a normal
things, the using character must make the sav- hit. It cannot be lifted by a character with a
ing throw to avoid being charmed. If the save Strength of less that 12, and anyone w i t h a
is successful, the check must be made m seeif Strength of tess than 18/50 suffers a - 2 pen-
any evil dragons arrive. alty to hit with it (cancels out the + 2 bonus).
Detect magic and detect evil spells The hammer acts as a mace of disruption
show a positive result if cast upon the orb or a against undead and creatures from the Abyss,
character charmed by the orb. For purposes of It turns undead as a 12th-levet cleric.
This artifact is intelligent (Int i i , Ego 1I)
and can control anyone who touches it if the
character's Intelligence and Wisdom scores do
not total 22 or more, The hammer's motiv~i-
dons are to preserve the security of the dwar-
yen race and to further the cause of good, Tl4e
Hammer o f 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,cat n:emsof k ynn

the wizard is strong enough to retain his own


Staff of macjJus identity.
Magius was a wizard of legend who aided
Huma in his quests. His staff was one of the
most revered artifacts, not for its powers, but
Bupu's EmcRalO The use of this device requires a l O - b l ~
in honor of the mage who used it. Indeed, This emerald was given to Raistlin by the shift in the direction of e-allon the character's
compared to other devices, it seems to be of gully dwarf, Bupu, in the ruins of Xak alignment tracking chart.
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 savLng throw vs; spdl with
In later years, the staffwas given to Raistlin is unknown. Following the archmage's death, the following results:
Majere at the completion of his tests. Whether however, a legend sprang up that the emerald * 1s Fail: Each loses ld10 + 5 hit
it portended the power that he would attain or appeared in the pocket of a gully dwarf about points. The victim can make one attacL The
the tragedy that would befall him matters lit- to be killed by draconians. The gully dwarf wizard can elect to stop and deal with the vic~
tle now. The staff remains sealed the Tower of gave the emerald to the draconians in an effort tim in another way, or he can try again (both
High Sorcery in Palanthus--entombed in to purchase his life. The emerald killed the roll another saving throw).
Raistlin's laboratory as a monument to his fol- draconians and the gully dwarf escaped. * I f Both Save: Both are locked in mental
ly. Certain reports of Raistlin's nephew, how- Bupu's emerald can be used only by a gully combat and must roll their saving throws
ever, seem to indicate that the staff is free dwarf, gnome, or kender. When used as a agaan.
again in the world. defense in a life-threatening situation, it * I f Victim Saves and Wizard Fails: The
causes the attacker to be instantly overcome by wizard takes ld10 + 5 points of damage and
its beauty to the exclusion of all else. The loses initiative in the following round. The
The Staff o f Magios can only be used b y emerald kills the attacker on contact. It can be victim can take a free action this roun&
magic-users~ The abilities in the f o l l o w i n g retrieved by its original owner. * 1s Wizard Saves and Victim Fails: The
paragraph are immediately known to t h e In the hands of those of any other race, the victim's soul departs to the gods. His body is
wielder, while those in the second p a r a g r a p h emerald has only the standard value of that inhabited by the wizard's soul; the wizard's
can be discovered when casting certain s p e l ~ type of gem on Krynn. old body disintegrates. If the victim had a
The Staff o f Magius functions as a ring o f higher score for any of his abilities (Strength,
protection +3' It strikes as a +2 m a ~ c ~ Intelligence, Wisdom, etc.), this score replac~
weapon and causes l d 8 points of d a m a g e : When the victim touches the gem, he ge~a~(~ es the wizard's score in that category. The wiz-
saving throw vs. death, tf successfihi then h~ ard retains any of his scores that are higher
receives 2d20 points of damage, The v i c t i m than those of his victim. If the victim was of
In the hands of a mage of 6th level or h i g h , dies if the saving t h r o w is failed: Treat higher level than the wizard, the wizard
er, the staff can enhance spell casting; It d o u : I o ~ i o a ~ i ~ ~ gem ~ ~ ~ level charm !i attains that higher level, gaining the necessary
htes the duration of spells that influence light :~ i~ experience points and powers of his new level.
air, and minds. It maintains spells that require Absorbing another character's life force is
concentration for one round after wizard s t o p ~ an extremely evil act. The wizard's alignment
conc~trating, It also adds2 poLnts of damage should shift at least 10 blocks toward evil (on
to everydie of damage done by a spell s Bloo0sl;onc
of [ ,stanOantflus
This powerful gem came into Raistlin's pos-
session after he defeated the evil wizard in
the Oac qeR of macitus mortal contest. (~CVICEO~
Raistlin Majere purchased the dagger from A powerful artifact from the early days of
the Tower of High Sorcery, giving in exchange magic, the bloodstone is of evil alignment. tme JouRn
ymq
a valuable magical item he found in his early About three inches in diameter, it is a green Made during the Age of Dreams, this
days of mercenary service. He carried the dag- gem flecked with red. It is set in a plain silver device was given to Caramon by Par-Salian.
ger on his right forearm by means of a cun- setting and worn about the neck on a silver DMs should be aware that the device will have
ningly designed leather thong of his own chain. It can be used to cure wounds inflicted different properties depending upon when
making. This allowed the dagger to slip into upon the body by weapons (but it would have the player character encounters it. Originally,
his hand with a simple movement of his wrist. no effect on poison damage, for instance). the device's use was restricted to the major
Six inches long, this silver dagger is carved Its primary use, however, is to suck the life races--humans, elves, and ogres--since all
in the shape of a dragon with the tail as the out of a victim and transfer that life force to other races are prohibited from traveling in
blade. It is slender and lightweight and can the wielder of the gem, extending the life of time. It was also originally designed to be used
easily be hidden upon the person of the mage. the wizard. It also provides him with all the by one person only.
wisdom, memories, etc. of the person whose This jeweled scepter can fold down into a
life he takes. While this can be beneficial (giv- nondescript-looking pendant. Since the
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-


ately feels a strong revulsion to it and puts it This device works only for magic-users.
back instantly. If lost, the device makes its way wand casts lightning bolrsat 15th-level power
back to its owner through whatever means It normally carries seven charges and recharge~
necessary. itself at the rate of one charge for every week
An example of this occurred in the novels in which there is a local thunderstorm.
when Tasslehoff gave the device to Raistlin in OalamaR's BRacelet Each time the-character uses the devic6
the dwarven prison and was then discovered in there is a 5 % chance that his location is noted
possession of the device once more. It auto- o1: maq c Res s nce by Lord Soth, who comes to take the wand t o
matically returned to the kender. No force An ancient artifact kept in the Tower of his mistress, Kitiarai The death knight
exists that can keep this artifact from finding High Sorcery in Palanthas, the bracelet was
its owner. given to Tanis by Dalamar to protect him from
The properties of the device changed some- the magic of the death knight, Lord Soth.
what after Gnimsh--the only known gnome
in the history of Krynn whose inventions sslehol:f's
worked--altered it. From that point on, the The bracelet i s o f evil alignment and can
device transported more than one person and only be worn by those of either evil or n e u t ~
maci c m o u s e R nq
it also transported those of the minor races-- alignment. Those of good alignment w ~ This ring is made of wkite ivory with two
kender, gnomes, and dwarves. touch it receive a jolt of electricity causing red jewels that resemble the eyes of a mouse.
The correct version of the chant and instruc- 3d10 points of damage. Magical rings of this type are generally
tions goes as follows: Holding the pendant in The bracelet can be worn by characters o f designed by apprentice wizards learning how
your hand, repeat the first verse, turning the any dass. It can protect against powerful m a g to create magical objects. Thus they are rela-
face up toward you. At the second verse, move ic, but its duration is limited. It offers 10% tively common (at least among mages) and of
the face plate from the right to the left. At the magic resistance against 3d- to 5th-level little practical value.
recitation of the third verse, the back plate spells, 20% against 6th- to 7th-level spells Undoubtedly designed by some apprentice
drops to form two spheres connected by rods. and 30% against 8th- to 9th-level spells~ I, in order to help him escape observation (and
At the fourth verse, twist the top clockwise-- imparts this magic resistance three times possibly eavesdrop on conversations), the
a chain will drop down. The fifth verse warns magic is activated by placing the ring on the
to make certain the chain is clear of the mech- finger. The wearer instantly becomes a white
anism. As the sixth verse instructs, hold the mouse. In order to return to his proper shape,
device by each sphere and, while reciting the the wearer merely wills it so.
seventh verse, rotate them forward. The chain
will wind itself into the body. Hold the device OatamaR's IInco
over your head, repeating the final verse, and 1;he nlqh1:jewel
summon a clear vision of where you want to go of:hc Imq Black as an evil dragon's blood, the jewel
and what time period you want to be there. These rings were often used throughout the protects any who enter Shoikan Grove as long
Thy time is thy own, ages as wizards' last defenses against death. as they have the courage and will to use it. The
Though across it you travel. Nightjewel helps to alleviate the fear gener-
Its expanses you see,
?
ated by the Grove, though it does not cancel k
Whirling across forever. This ring works only for magic-users ~ ! ~ completely. The Nigfirjewel can be used in
Obstruct not its flow. must be worn upon the right hand. It can cur~ defense against the undead who stalk the
Grasp firmly the end and the beginning, a light wound (less than 6 points of d a m ~ Grove, but the person using it must have the
Turn them forward upon themselves. completely and can heal a mortal wound suffi courage to touch the undead with the jewel if
All that is loose shall be secure. ciently to prevent death (it brings the the undead attack. No other weapon can be
Destiny be over your own head. ter up to1 hit point) It is activated by t o u c h used with the Nighrjewel.
The Nighrjewel is black, unlovely to look
at, and cold to the touch. It can be worn about
When the device is used, player characters ~ the neck on a silver chain, but must be held in
within 10 feet of the device move to either t.h~ the hand, high in the air, when entering the
Grove. The character who uses the jewel must
desired time (the place is up to the DM) o e ~
the desired place(the time isup to the D M )
OalamaR's WanO remove helm and hood so that the light of the
Unfortunately for the players, they canno~
have it both ways. Moving to the location of
bcohl;nmG jewel shines on his face and in his eyes. This
light can be seen only by the undead. To all
the treasure in a tower may seem like a goocl Though there have been many wands of others, the jewel looks as black and ugly as a
idea until you arrive there before ~ t o ~ lighming, this particular wand carries its own lump of coal.
was built (and f i n d a long drop t o t h e curse. Because the wand was used by Dalamar
ground): Moving to a certain time in h i s t ~ to kill Kitiara, the dead Dragon Highlord
unceasingly hunts for the wand and its current
owner.

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;the S~o~aoe~..i~iph~
the Nightjewelmust be held high by the lead- ~ ~ n u s to ~ t and d a m a g ~ Gml;I;on mane
er of the party. It modifies the fear roll for Discovered in the ruins of Xak Tsaroth, the
everyone in the group so long as no weapon is helm was given to Flint Fireforge by his friend
drawn or spell is cast. Once a weapon is drawn Tasslehoff. The helm is of dwarven make and
or a spell is cast, the Nigfirjewel instantly loses Ra~stlm's CuRse/) money is decorated with a horse's mane. Having
all power, leaving the adventuring party at the During the Dwaffgate Wars, Raistlin (or always claimed he was allergic to horses, Flint
mercy of the Shoikan Grove. Fistandantilus) made a deal with the dark refused to admit that the long white tassel had
Those properly presenting the Nightjewel dwarves to betray their king and leave the ever belonged to a horse. He insisted--to his
may ignore the - 10 penalty to saving throws gates of the fortress of Pax Tharkas open when dying day--that it was from the mane of a
while in the grove but must still roll their sav- Raistlin's army attacked. Thus victory for the griffon and thus the helm acquired its name.
ing throws. If a character fails, he loses the wizard was assured. Raistlin paid the dark The helm fits only dwarves.
benefit of the Nightjewel until he succeeds in dwarves with a coffer of 100,000 steel coins.
a subsequent saving throw. These coins were cursed, however, to pre-
vent the dark dwarves from double-crossing
the wizard. If the owner of one of these coins
WaRBRlnGCR goes back on his spoken word, the flesh of
hands begins to turn black and rot away. This
This gigantic two-handed sword, forged dur- dread curse spreads slowly and inexorably to
ing the Age of Might, was in the possession of the rest of the body until the victim dies.
the half-ogre bandit, Steeltoe. The free quality
and workmanship of this sword mean that it
once must have belonged to a nobleman, possi- The legendary effect of this money occursl
bly a Knight of Solamnia. Caramon won the only when the money is actually part o f
sword when he slew the half-ogre. Caramon promise. (Ifa character promised to guard y o u
brought the sword forward into the future with in exchange for this money and then fled wit,h i
him. It remains in his family, having been passed it, then the curse would claim him,) A p e r s o n
on to his eldest son. under the curse suffers !d4 points of d a m a g e
from rotting each day until he eithejr
goodon h~ Pr0m~ ~ceivesa xeraoYe~ e ,
The sword has a 4:3 ~ to hit and ~ : : !

I~aBBItSla, y C R ,
~e a x e ol;
l.SSlChoI;I;'S kml;e
BRol;hcRhooO Whether this was really one knife Tas man-
anO aged to keep with him or simply a series of
knives the kender picked up is not known for
1;he S w o R O olZ certain. Tasslehoff always claimed it was the
dagger he discovered in the ruins of Xak
I:menOshlp Tsaroth. He called it Rabbitslayet because
During the Dwarfgate Wars, Caramon used Caramon once told him it would be of use
a contest to bring the two quarreling factions only if they were attacked by ferocious rabbits.
of hill dwarves and plainsmen together. Cara- Actually the dagger, blessed by clerics of the
mon raised a tall wooden post in a sea of mud, ancient days, has far more power than Tassle-
placing an axe and a sword of rare and magical hoff ever guessed.
value at the top. Whoever climbed the post
could claim these as prizes. There was a catch
of course. Not only was the post greased, but This dagger inflicts ld4 4 points of dam-;;,~
Caramon had the contest rigged so that the age and strikes with a +4 bonus to hit~ I t :
dwarves and men had to work together to always returns to the kender within l d 2 0
reach the prizes.

99
l~hc War~ olZ the I~ncc
"Hear the sage as his song descends
like heaven's rain or tears,
and washes the years and dust o f many stories
from the High Tale o f the DRAGONLANCE.'"

100
&sl;mnus's ScRoll: t;he I Jve of 1; me

Krynn, she awakens her evil dragons ,).c~eof ORaGons


h stoRy and prepares them for the work she has
in mind. She then returns through the 332 DragonsAppear: The savage and war-
The years following the Cataclysm were portal to gather her forces on the Abyss- like humans of Sanction, Neraka, and
filled with horror and despair for several cen- al Plane. Estwilde are allowed to discover the evil
turies. Battles for lost glories were a token of dragons. From among the most evil of
the age. Yet all races of Krynn managed to 157 Berem Finds the Stone: A young man these men are recruited the Dragon
find the courage to fight the darkness. and his sister discover the Foundation Highlords and their officers. These
Though the full tale of those days is known Stone. The man pries a gemstone loose, men set about gathering armies under
only to Astinus, the following events lend per- against the advice of his sister. They the watchful eyes of the evil dragons.
spective to that time. struggle, and the sister is accidentally
killed. Her spirit, imbued with good- 340 Humanoids Recruited: The ogres and
ness, inhabits the Foundation Stone. hobgoblins are gathered into the evil
&qe of OaRkness The man, Berem Everman, is cursed fold and trained as troops in the Drag-
0 Cataclysm: The wrath of the gods with the stone he has stolen, as it onarmies.
descends upon Krynn. The Thirteen becomes embedded in his chest. He 342 Draconians Created: Takhisis instructs
Warnings strike, one per day, preceding cannot gain the peace of death until his the Highlords in the corrupting process
the end of the year. Trees weep blood, sister's soul is released from imprison- whereby draconians are created from
fires die or rage uncontrolled, and ment in the stone. the eggs of the good dragons. The gen-
cyclones strike the Temple of the eration of draconians in the fiery under-
210 TakhisisReturns: The Queen of Dark-
Kingpriest. On the thirteenth day, ground regions around Sanction begins
ness attempts again to enter Krynn
mountains of fire fall from the skies, in earnest. The first draconians, Baaz,
through the portal opened by the
ravaging the landscape. are created from brass dragon eggs.
stone. To her great frustration, she dis-
Istar is immediately destroyed, its Soon, copper dragon eggs are used to
covers that the portal is closed by the
remnants sinking far below the surface create Kapak draconians.
presence of the sister's spirit. Enraged,
of the newly formed Bloodsea. Ergoth
she casts about for a solution. 343 to 347 Evil Armies Marshall: Dracon-
is sundered from the mainland to form
two great islands. Waters pour into cen- 287 DragonEggs Stolen: The evil dragons, ian creation continues, with Bozak
tral Ansalon, forming the New Sea and awakened by Takhisis, keep their pres- (bronze), Sivak (silver) and finally
shrinking the formerly vast plains of ence in the world a secret. They raid the Aurak (gold) draconians. The dracon-
Ansalon. To the south, the land rises Isle of Dragons, where the good ians are formed into military units and
and the water recedes. The port city of dragons lair, and steal the good trained for combat, while the training
Tarsis is unscathed, but now lies far dragons' eggs. Fleeing with the eggs to of human, hobgoblin, and ogre forces
from the sea. The Temple of the the Lords of Doom, the evil dragons continues. Periodic outbreaks of vio-
Kingpriest is shattered with the hide their cache in the bowels of the lence occur among the Dragonarmies
destruction of Istar, its pieces scattered volcanoes. themselves; the Highlords encourage
throughout the planes of the universe. this aggressive behavior. Near the end
296 The Oath: Acting upon the orders of of 347, Takhisis judges that her forces
1 to 100 AC Chaosand Pestilence: The sur- their Queen, the evil dragons exact the are ready. The opening campaign of the
vivors of the Cataclysm struggle desper- Oath of Neutrality from the good war is planned for the following spring.
ately to stay alive. Famine spreads dragons. The oath binds the good
across the world and plague follows. dragons to noninvolvement in the com- 348 War of the Lance Begins: with the
True clerics are unknown. The Knights ing war. In return, the evil dragons melting of the snows in the high passes
of Solamnia are persecuted throughout promise to return the eggs, unharmed, around Neraka, the Dragonarmies
the land, as people find them a handy at the conclusion of the war. pour eastward upon the unsuspecting
target for blame. Many villages and peoples of Krynn. The lands of Nord-
300 to 320 Agents of Evil: Takhisis sends maar and Goodlund are swiftly over-
towns, initially untouched by the Cata-
her agents through the world, seeking run, while the humans of Khur ally
clysm, soon vanish because of disease or
the man with the green gemstone themselves with the evil forces to avoid
war. Sometime during this period, the
embedded in his chest. She knows that conquest. Little resistance is met by the
Foundatioh Stone of the Temple comes
this man is the key to opening her por- massed armies. What few battles are
to rest in the Abyss, and is discovered
tal once again. She grows increasingly fought are decided swiftly by the awe-
by Takhisis, the Queen of Darkness.
frustrated at Berem's apparent disap- some power of the dragons. By the end
141 Stone Planted in Neraka: Takhisis plac- pearance. Eventually, she decides to of the year, the hold of the evil forces
es the Foundation Stone on the barren put her plans into operation. over their occupied territories is uncon-
plain of Neraka, far from any center of tested.
population. The stone begins to grow
into a twisted and perverted form of the
Temple. The Dark Queen enters the
world through the portal opened by the
stone. Walking among the creatures of

101
. - ~. ~;kl -.,
i-

/'

~i~~.ii~i!i.~ \
Astlnus's ScRoU: 1;he IwveR 1; me

349 TakhisisTurns to Silvanesti: The Drag- A huge force, spearheaded by the Shortly after the battle, a small band
onarmies commence a three-pronged Blue Army, strikes across the Plains of of heroes penetrates the deepest tem-
attack into Silvanesti, utilizing their Solamnia, overrunning Kalaman, Vin- ples of the Highlords in Sanction and
effective air and land combination. The gaard, and much of Solanthus. Disor- discovers the treachery being wrought
elves, however, resist much more effec- ganized and bickering, the Knights of on the good dragons' eggs. News is
tively than the humans and kender to Solamnia are slow to respond to the swifdy returned to the Isle of Dragons,
the north. Losses are heavy on both threat. Lemish sides with the evil and the good dragons join the war
sides, but the Dragonarmies make little forces, but the dwarves of Kaolyn pro- against evil with savage intensity.
progress into the dense forest. Using vide a strong linchpin on the right flank With the aid of the good dragons,
magic, discipline, and intimate knowl- of the defenders. the Whitestone forces are at last able to
edge of the terrain, the elves lure the Meanwhile, the Red Army leads an take the offensive. Surging eastward
Dragonarmies into a series of ambushes amphibious attack across the New Sea with violence and purpose, the armies
that seriously deplete the evil forces. to the Plain of Abanasinia. The barbar- of good redaim the entire northern
Takhisis sends her two remaining ian tribes of the plain are swiftly Solamnic Plain during the rest of the
Dragonarmies to reinforce the attack, absorbed by the onslaught, which soon year. Gunthar Uth Wistan and Laurana
laying waste to the once-beautiful for- brings the Dragonarmies to the borders of Qualinesti lead armies of men, elves,
est and slowly advancing toward of Qualinesti. Knowing that they can- and dwarves against the evil Dragonar-
Silvanost. Although they fight coura- not withstand the might arrayed roles. Carrying mounted dragonlances
geously, the elves are decimated by the against them, the elves evacuate their on the backs of the good dragons, the
war, and the dragons set about system- homeland, fleeing w@stward to join Whitestone forces emerge victorious
atically destroying the elven food stock- their cousins on Southern Ergoth. from every engagement they fight dur-
piles. In autumn, the capital is Finally, the Dragonarmy rolls against ing the long summer.
evacuated with many refugees. The the dwarven fortress of Thorbardin. As The recapture of Kalaman spells the
elven fleet sets out on the dangerous winter sets in, the army is still laying beginning of the end for the Dragonar-
journey to Southern Ergoth, while siege to the dwarven stronghold. mies, but the Queen of Darkness is
many fighters remain behind. Additional evil troops strike across determined to pass through the portal
On the last day of the year, the Drag- the Tarsian Plain from Silvanesti. They of the Foundation Stone, with the
onarmies close upon Silvanost, and the reach and occupy Tarsis by the end of legions of the Abyss behind her. Des-
elves realize that the war is lost. In a the year. All of Ansalon, except for the perately, her minions seek the man with
desperate effort to turn the tide, King western coastline and western islands, the green gemstone.
Lorac attempts to use an Orb of Dra- now lies under the heels of the Yet the armies of Whitestone close
gonkind to work the destruction of the Highlords. upon Neraka, and the Queen is foiled
evil armies. The perfidious orb seizes in her attempt. Evil turns upon itself,
352 Whiresrone Council: Early in the year,
control of Lorac instead, plunging the and the Dragonarmy alliance collapses.
representatives of the surviving good
land into a living nightmare and dis- The War of the Lance Ends.
nations meet at the Whitestone, on
persing the remaining elven fighters in
Sancrist Isle, for the Council of White-
chaos.
stone. Here an uneasy alliance is forged
350 Rearming Evil: Seriously weakened by between the elves and humans, and
the costly invasion of Silvanesti, the they agree to save their fighting for the
Dragonarmies spend a year rebuilding forces of evil. The council is decMed by
and retraining. Takhisis's troops now the arrival of Theros Ironfeld, who
control all of eastern Ansalon. wears the Silver Arm of Ergoth and
The minotaurs of Mithas and Kothas bears a dragonlance.
are recruited to the evil cause and belat- With the coming of spring, the Blue
edly attempt to intercept the elven fleet Dragonarmy hurls itself against the
sailing to the west. Although a series of High Clerist Tower that blocks the
sharp skirmishes cost each side some mountain pass leading into Palanthus.
ships, the fleet sails through, reaching Rallying at last, the Knights of Solam-
Southern Ergoth near the end of the nia make a heroic stand and, for the
year. first time, a Dragonarmy retreats from a
field of battle. The battle marks the
351 Evil Turns West: Again starting the
first modern use of dragonlances.
campaign with the coming of spring,
the Dragonarmies surge westward in a
massive offensive. The scope of these
attacks is far beyond anything that
Takhisis's forces have yet attempted.

104
an saton al:ge 1;h;

neutral territory currently contested by several toward each other are continuously patrolled,
ARe,XS OI; ContRol factions. The factions are listed below.
v
and intruders are accosted for questioning, or
worse. Members of all factions worry about
The map of postwar Krynn displays the areas Faction Align.Allies
spies and do not hesitate to use persuasive
that are controlled by the various factions left at Red Dragonarmy CE Black Army
methods to determine whether a traveler is
the conclusion of the War of the Lance. The areas Blue Dragonarmy LE Green Army who he claims to be.
shown as controlled by a faction are controlled White Dragonarmy CE None Many of the cities of Ansalon have been
solidly. There are no wars in these areas, unless Black Dragonarmy CE Red Army, devastated by the war. Only Palanthus, of all
your campaign considerations dictate otherwise. Minotaurs
the great cities, escaped damage. Because of
Isolated guerilla or bandit activity is possible, Green Dragonarmy LE Blue Army this good fortune, Palanthus is now the center
but these occur only rarely. Minotaurs LE Black Army of civilization upon Krynn. The Knights of
Each of the factions includes a veteran force Knights of Solamnia LG Elves, Dwarves Solamnia have set up their central headquar-
of troops. These troops quickly quash any Elves CG Knights ters there, and the Port of Palanthus still
uprisings and maintain order. They may be Dwarves LG Knights receives ships from all corners of Ansalon.
occupied in fighting border wars or in garrison
duties throughout the controlled territory. In Wherever factions of good and evil align-
ments control adjacent areas, border skirmishes
areas where no controlling power is shown,
the area is in a dangerous state of anarchy. are frequent. Troop movements and battles are Climate
Bandits are common there, and small cities also common here. No trade occurs through
are struggling to gain control of their immedi- these areas. Some information on climate is necessary-~
ate environs. Armed forces from nearby areas Wherever factions of the same alignment you intend to run an extended campaign in
of control are often encountered here, as each that are not allies control adjacent areas, bor- the world of Krynn. The information given
faction attempts to expand its influence and der guards are common. There is a 10% here should be considered a rough guideline~
combat the influence of its rivals. chance per month that the border erupts into DMs who want a more exact procedure f o r
skirmishing, although such fighting usually determining weather are referred to the Wil~
stays well below the level of all-out war. demess Survival Guide hardback.
If your campaign has created conditio~:'~ Allies actively cooperate with each other in
that are not consistent with the setting pre~ the pursuit of their objectives9 If two allies
sented here, by all means change the informa- share a border with a common enemy, troops Ansalon is a continent in the southem hemi-
tion to create the reality of your c a m p a i g n ~ of those allies fight side by side against that sphere of Krynn. Consequently, its coldest
For example, if you played the Battle of Nera: enemy. Even among allies, however, troops of region lies to the south. Icewall Glacier is a
ka in the campaign and the Blue Dragonarmy one faction are never commanded by a leader region of constantly freezing temperatures and
was completely destroyed and Kitiara killed, from another faction. frequent snowfall. During winter, the sun illu-
the area of Blue Army control does not exist. minates this area for only a few short hours every
Instead, the regions controlled by the Red and day, and blizzards roar across the ice fields.
Green Armies and the Knights of Solamnia GeneRal ConOmons The region ranging from Qualinesti to
Silvanesti (including Tatsis)suffers severe winters
expand to fill the void. Very possibly,much of
As with any world that has just emerged from that begin early in autumn and continue far into
~,~e area ~sunder no factton s contro, an all-consuming war, conditions on Krynn are spring. The elven forests receive plenty of rain
far from idyllic. The remnants of the evil forces during spring and summer, while the Tarsian
still control much of the landscape. These forces Plain is relatively dry most of the year.
All of the factions have achieved some degree
fight each other as readily as they battle the
of law and order within their borders. Entry into The westem islands of Sancrist, Southern
forces of good. With the defeat of the Dark
towns and cities, and perhaps even villages, is Ergoth, and Northern Ergoth, are treated to rel-
Queen, most of the troops in the Whitestone
observed by guards of the appropriate faction. atively mild winters because of warm ocean cur-
armies retumed home to plant crops or tend
Strangers are viewed suspiciously. rents that keep the temperatures not too far
thek shops and stores. Thus there is no concen-
Conversely, war heroes are recognized read- below freezing. These areas receive much snow
tration of good forces to systematically regain the
ily by comrades in arms. Characters who have in winter and suffer very rainy springs. They are
lands held by the Dragonarmies. Wars fought in
led units in combat are almost always recog- subject to flooding several times a year.
this period are small-scale, but may be very vio-
nized by troops from the same army, and The lands of Solamnia, as well as the Lun-
lent. Mercenaries are readily availableto work for
heroes of note stand a 50% chance of being dian peninsula of Eastern Ansalon, are the
anyone who can pay. Many have spent most of
recognized by troops of their alignment. most pleasantly temperate on the continent.
their adult lives waging war and have no other
Winters are snowy, but not very long. Plenti-
skills or interests.
ful rainfall allows for a long growing season,
~.cl;ions Communications between areas of control are
primitive to nonexistent. Factions that are
and these regions consequently produce most
Control of Ansalon following the War of of Ansalon's food.
friendly to each other may send occasional (heav- The central plains, including Estwilde,
the Lance has fallen to nine powerful factions, ily guarded) caravans back and forth. Roads are
each of which controls one or more tracts of Neraka, Kern, and the surrounding areas, is a
watched by bandits, however, and accommoda-
territory. Areas outside the control of these dry and desolate region. Severe winter storms
tions for travelers are few and far between. sweep across the area, yet little rain falls dur-
factions are either independent city-states or The borders of factions that are unfriendly
ing the growing season.

105
ansMon afl;CI~ I;h(~w a r

The northern tip of the continent is the If your characters desire to travel beyond in this direction that the fabled and much feared
land of Nordmaar, which swelters through the boundaries of the maps, then you need to land of the kda is said m exist.
long and humid summers and rarely receives a design the lands and locales that await them. East lies an ocean of unspeakable vastness.
snowfall in winter. Certain crops can be grown Brief introductory descriptions are provided Strong winds aid sailors who wish to travel in this
during the long summer season, but the tem- for the start of the journey: direction, but a voyage of many months is
perature is often too hot for more temperate South lies the icy vastness of Icewall Glacier. required before reaching land. The peoples and
crops. The islands of Mithas and Kothas share The glacier coven the south polar region for creatures of the-lands to the east are very differ-
this type of climate. several hundred miles in all directions. ent from those encountered upon Ansalon.
West, out to sea, lies a huge region of tem-
pests and typhoons. Winds blow from the
BcyonO map west with steady intensity, carrying one storm
after another into the western shores of Ansa-
L-he Lan0s
What lies beyond the horizons shown on the
map? Sooner or later characters in an extended
Ion. Travel by sailing ship in this direction is
nearly impossible, since it involves moving
oi; ansalon
campaign will begin to wonder about this. into the teeth of these savage winds. The racial makeup of each nation's popula-
The answer is up to you. Noah he the tropics. A scattering of pleasant tion, the primary resources produced by that
The continent of Ansalon is only one of sev- islands can be encountered after many weeks of nation, and any special notes required to run
eral land masses on the surface of Krynn. As sailing time. These tropical islands include the that nation in a campaign context are present-
the setting for the War of the Lance, Ansalon Isle of Dragons, where the good dragons ed on the following table.
was the location for all of the adventures in the remained until freed from thek Oath, as well as
DRAGONLANCE| saga. many other idyllic and enchanted settings. It is

The Nations of Ansalon

Name Pop./AI Products Notes


Abanasinia H/N ~ Fur, Corn
Blode O/CE Nil
~ergoth Ships Timber
Estwilde H/N(E) Goats Barren, dry
Goodlund K/N(G) Maps, Coral Vast forest, small villages
Hylo K/N(G) Carved wooden objects Port city Hylo, largest kender community
Icereach Thanoi(LE), H(LG) Nil Iceriggers
Kalaman i H/N(G) Ships, Navigators : Ravaged
~olyn D/LG Gems, Iron, Steel :: Yery loya
Kern O/CE Nil Mercenaries and bandits
Khur H/N(E) Horses Warlike nomads
Kothas M/LE Ships Pirates, stone castles
Lemish H/N(E) Timber~ Small ships .... Hunters and
Mithas M/LE Ships ; Pirates, store
Neraka '~ : H/N(E) Sheep Wool :', Small bands
Nordmar H/N(G) Horses, Chariots Small tribes, central king
N. Ergoth H/N(G) Copper, Brass Many ruins of ancient Ergoth
Palanthus H/N Ships, Books Largest city on Ansalon, center of good religions
Qualinesti E/~ ~ .... : Fruits, Leather Devastated in war--slowly
Sancrist
Sanction
Silvanesti E/CG Nil Forest twisted by king's nightmares during war--slowly recovering
Solanthus H/LG Grain, Cattle Occupied during war--towns burned, people slowly returning
S. Ergoth E/CG Nil Different elven cultures slowly melding
Tarsis H/N : ~ Furs, Hones, W a g o n s Road to coast started
Thorbardin D/N(G) , Steel, Gems, Weapons " Beginning to trade w/hm
~rotyl Hob/LE I ~.~ Nil . Hobgoblin race retreated
Vingaard H/LG Horses, Cattle Reclaimed from evil, prospers
Zhakar D/L(E) Gems, Armor Mysterious race of evil dwarves

Abbreviations:
AI = Alignment; D = Dwarf; E = Elf; Hob = Hobgoblin
H = Human; K = Kender; M = Minotaur; 0 = Ogre

106
~.~.~ -~,,_

~J

I
E
m

0
peRsonabttes of the Aqc of 0Raqons

l .khtms pymtE RAis~lin


l:h~; queen of (b~Rkness Fizban often has an ancient gold dragon
known as Pyrite as his companion. Deaf, half- (20th-LevelHumanBlack RobeWizard)
The Dark Queen can take any form--male, blind, irascible, and senile, the golden dragon STR INT WIS DEX CON CHR
female, or dragon--depending upon her spends most of his time sleeping in the sun. 10 17 14 16 10 15
needs. She can appear as the Dark Temptress, The dragon's great days were during the time
the most beautiful, desirable woman a man of Huma (which he remembers much more THACO: 9
has ever seen in his life. She can appear as the clearly than recent times). Consequently he AL: Chaotic Evil
Dark Warrior, a fearsome warrior in black will fight when called upon, but only if he can HP: 44
armor with eyes of fire and a sword of flame or be convinced he is going to Huma's rescue. AC: - 2
she can transform into her favored shape, that Pyrite has all the spell-casting powers of an
of the five-headed dragon. ancient gold dragon and on a good day can DMs who are running Campaigns based on
No matter what form the Dark Queen remember most of them. the DRAGONLANCE| Legends books need
takes, all those in her presence (including to make Raistlin an NPC character since he has
those of good alignment) feel her power and gone beyond 18th level. Raistlin is a complex
experience a sense of awe and reverence. Even Pyrite is an ancient huge gold dragon. Usea character and this information Should help
though she is evil, she is one of the three crea- the statistics for such creatures from the Mon- ~r play him effectively.
tors of the world. ~.~et Manual. s
L

Game statistics for Takhisis can be found in :7 [oR0 Sol;h


the section on Kr~m's gods (page 46). l a stlm majeRe (Knight of the Black Rose)
Raistlin seems frail, but one is never really
certain whether this frailty is real or feigned to Though a death knight (see the FIEND
FOLIO~ tome), Lord Soth wears the armor of
FizBan t h e aBUlOUS lull his enemies into a false sense of security.
He still speaks in a whispering voice, having a Knight of the Rose. This armor is blackened
Fizban appears as a gray-bearded old wizard discovered that this gets people's attention. and charred as if it had been in a fire. He wears
in mouse-colored robes with a beat-up, point- Raistlin has one consuming ambition--he the helm of a Knight as well. All that can be
ed wizard's hat that is off his head more than wants to become a god. He will use any means seen of his face is two flaming orange eyes. He
it is on it. He carries a plain wooden staff that to gain this goal; he will let nothing and no is a frightening apparition who can even make
appears to do nothing whatsoever, plus a one stand in his way. the fearless kender "feel a bit queer" when
shabby spell book in which he can never find Raistlin does not love Crysania. He desires they are in his presence. Soth's voice is deep,
the spell he is searching for (generally to every- her and feels natural feelings of protectiveness seeming to come from far underground.
one's relief!). Pouches hang from his belt, but toward her but that is all. Raistlin has deep Although thoroughly evil, he is proud and
these are just as likely to contain his dirty socks feelings for only one person on this world and will fight an enemy honorably. His admiration
as spell components. that is his twin brother, Caramon. Any feel- and respect for Kitiara becomes, eventually, a
ings of affection for Caramon are all tangled dark passion that will lead him into plotting
up with hatred and jealousy, but real love for her death.
Descriptions of Paladine and his statisdcf his twin lives beneath. Raistlin is cunning Lord Soth's tragic history is told in part in
can be found in the section on Krynn's gods. enough and strong enough, however, to use the history of the Knights of Solamnia.
The beloved, befuddled old wizard is a his feelings and those of others to his advan-
wonderful character who can have players ~ ,2 7 :
tage by manipulating his twin and Crysania. 2 7 :;~!7'~!
gasping with laughter even while they're Raistlin has a charisma that is very power- [OR0 goth
ready to wring his neck. Since he is a god (Pal- ful. Thus Dalamar stays with him, even at the
adine), Fizban is interested in people learning (SolamnicDeathknight)
peril of his own life. Crysania is drawn to him,
about themselves and developing their true though she can't explain why. He can be very STR INT WIS DEX CON CHR
potential. When Fizban tries to help charac- charming, when it suits his purpose. 18/99 10 9 14 17 17
ters out of a fix, it often seems as if he is simply Raistlin will not, under any circumstances,
making the situation worse instead of better. return to the Red Robes, much less the White. THACO: 12
Fizban always allows others freedom of choice Raistlin is truly evil. He chose to be evil, and it AL: Chaotic Evil
and does not interfere with their decisions. is only because of his final sacrifice that he is HP: 59
Fizban's purpose is to restore the balance of rewarded by the salvation of peace in death. &C: 0
good and evil to the world, not to make one
triumph over the other. DMs should keep this
:iinmind when playing this character.

108
peRsonallttEs oF the ,~ciE oF ORaqons

he knew that he could not open the gates of field and wiped out both dwarven armies. He
kl l Ra Thorbardin to the hill dwarves and plainsmen returned to King Duncan, who--shocked and
or all would perish of famine. He had not horrified by Kharas's report--shut himself up
Since her dreams of conquering the world
foreseen the terrible loss of life that would in his home and refused to eat or drink, weak-
under the banner of the Dark Queen have
occur when Fistandantilus's magic wiped out ening and eventually dying in Kharas's arms.
been crushed, Kitiara is frustrated and raging
almost all members of both armies. Duncan's The Thanes all fought to gain the kingship,
beneath her calm exterior. She has never
son~died in this battle and their father did not each seeking out Kharas and vying for his sup-
admitted defeat and, in fact, has managed to
long outlive them, dying of a broken heart in port. Sickened by the greed and political
make Sanction a haven that not even the
the arms of his young friend, Kharas. back-stabbing of his people, Kharas took the
Knights with their good dragons feel ready to
body of his king and his magical hammer and
attack.
carried them to a secret burial ground, where
She hopes Raistlin will help her gain her
he died. Before he left, he foretold that the
ambition; his plans to challenge the Dark
dwarves would never be united until one arose
Queen anger and scare Kitiara. Kitiara has a
brave enough to seek out the Hammer and
respect for the Queen born of fear and she is
return it to the dwarves of Thorbardin.
terrified that, if Raistlin fails, he will drag her
down with him as well. Kitiara also has
become enamored of the dark elf, Dalamar.
Her plans to rule the world include the dark
elf ruling at her side.
Kitiara is a gambler with fate. Having con-
sidered the odds, she has decided to put her
money on the Dark Queen instead of her half-
brother, Raistlin. It is a pretty good bet, since
she undoubtedly believes she could worm her
way back into Raistlin's favor should he suc-
khaRaS
ceed. What she has not counted upon is Lord (Dwarven Hero)
Soth.
Taller than average for a dwarf, Kharas was a
handsome dwarf of serious, solemn mein. He
had dark hair and a luxurious beard worn in
kIu,~Ra long curls according to the style of his people, IeGha.R IR;IIORCiG
the mountain dwarves. When Kharas was Reghar was the elderly hill dwarf (Flint's
(15th-Level Human young, in the days before the Cataclysm, he
grandfather) who led his people during the
STR I N T Xv,qS fought with the Knights of Solamnia in the
Dwarfgate Wars. Hale and hearty, Reghar was
Goblin Wars. The Knights were impressed
stubborn and fiercely proud. He had gray hair
with Kharas's skill and valor as well as his
and a gray beard that he wore plaited and
nobility and honor. They named him
tucked into his belt in the fashion of the hill
"Kharas" which means knight in Solamnic.
dwarves. He went to war against his cousins
This is one of the highest honors the Knights
because he'was convinced that the mountain
can bestow on a member of another race. dwarves had great wealth and stores of food
Kharas wielded a huge hammer that he
hidden beneath the mountain that they
made himself, some say with the help of the
refused to share with those in need. Although
god Reorx. (see page 96 for more info on the
Ouncan hammer). If the players meet Kharas during
this is not true, nothing anyone said con-
vinced Reghar otherwise. He believed in this
(King of the Dwarves of Thothardin) the time of the Dwarfgate Wars, he will have
for too long and, besides, it was the hill
shaved his beard--a shocking act for a dwarf.
dwarves' only hope for survival.
Approximately two hundred years old Such a thing is done only to those dwarves
Reghar had one son who lived to adulthood
when he died, Duncan was still in the prime who have performed a disgraceful act. Since
(Flint's father). His other son died of heart
of life for a dwarf. He was stoutly built with he was opposed to warring against his kins-
disease (the same affliction that killed Flint).
iron grey hair and a grey beard that he wore in men, the idealistic Kharas shaved his beard as
Reghar himself died in the Dwarfgate Wars,
long, flowing curls according to the fashion of a sign that he fought this war only because his
killed in the blast of magic that destroyed
the mountain dwarves. Quick-tempered, king ordered him to do so and that he went
nearly everyone in both dwarven armies.
blunt, and gruff, Duncan was a shrewd old forward to kill his fellow dwarves in bitter
dwarf who held his position as king tenacious- shame.
ly despite the various dwarven factions that Kharas fled the final battle when he saw his
wanted to overthrow him. He accomplished kinsmen slaughtering each other for no pur-
this with wisdom, diplomacy, and common pose except hatred. With him he carried the
sense. bodies of the king's sons. Thus Kharas escaped
Duncan waged the Dwarfgare Wars because the devastating blast that leveled the battle-

109
peRsonalmes oi: the Ac4c of ORaqons

Elistan's greatest concern is for the church threat to the world exists. Under no circum-
RF..cjha~ IhRefoRc~ ...../ and for Crysania. He has been given knowl- stances will Par-Salian leave the Tower of Way-
edge from Paladine that if Crysania succeeds reth.
(gth-Levd Hill Dwarf Fighter) in her quest, she will be a great leader--a
STR INT WIS DEX CON CHR powerful cleric, ruling over the church with
17 10 8 12 14 12 wisdom and compassion. Thus Elistan will do paR-Sa|tan
what he can to counsel Crysania, but will not
attempt to dissuade her (or any other player ( 18th-Level Human White Robe
THACO: 12
AL: Chaotic Good character) from seeking her own destiny. STR INT WIS D ~ CON CHR
HI): 52 10 18 15 17 9 12
AC: 4
CllS~ THACO: 13
AL: Lawful Good
(18th-Level Human
liP." 47
&rnothus pManl;hus STR INT WIS DEX CON CHR AC: 0
(Lord of Palanthus) 13 14 17 12 12 16

As his name implies, the family of Amo- THACO; 10


thus Palanthus has ruled the city of Palanthus AL: Lawful Good ] UST,&I~IUS
for hundreds of years. Rulership of Palanthus HP: 61 (Head of the Order of Red Robes)
was always passed on to the eldest son, while AC: - 1
the younger sons generally served in the A human male in his late 40s, Justarius is
Knights of Solamnia. Amothus is an only The character of Elistan before and during considered by many to be next in line as Head
child, however, and is unmarried--a situation the War of the Lance has been described in the of the Conclave when Par-Salian retires. A
that many mothers of daughters in Palanthus modules. Those who meet Elistan after the big, robust man with an open, honest face,
hope to remedy. In his early forties, Amothus xvar find the cleric dying of a wasting illness. Justarius walks with a pronounced limp. His
is much like the people of Palanthus left leg was crippled during the magical Test.
themselves appearing weak, shallow, and How or why no one knows, but it is rumored
foppish, but with a core of steel beneath.
paR-Saltan that Justarius was exceptionally proud of his
physical prowess when young and that his Test
(Head of the Conclave) forced him to choose between physical
&mothus p a l ~ t h u s strength or his magic.
A powerful wizard of the White Robes, Par- Justarius likes and admires Par-Salian. He
(7th-Level Human Fighter) Salian is an elderly human male, probably in respects Ladonna, his nearest competitor for
his early 70s at the end of the War of the the Head of the Conclave. The Red-Robed
Lance. The archmage has long white hair and wizard is ambitious, but he knows that he can
his white beard is straight and inclined to be bide his time. He is in no hurry to take over
wispy. His robes are snow white and are not the responsibilities as Head of the Conclave.
adorned with runes of any type. He appears Justarius enjoys adventure and might be per-
frail, but his eyes are a bright, glittering blue. suaded by an adventuring party to accompany
His face is like that of a fierce old eagle. them on a quest--particularly if they can
Par-Salian is not a wizard of action, prefer- make it worth his while by offering the possi-
ring to spend his time in study. It was primari- bility of a magical artifact, spell book, or other
ly because of his vast knowledge of magic that unusual item.
(~lisl~n he obtained his high rank. It was he who made Although an honest man, Justarius is neu-
the important decision to allow the young tral in all things and is not overly compassion-
(Cleric of Paladine mage, Raistlin Majere, to take the Test at an ate. He is secretive and not inclined to trust
age earlier than most. Some wizards believed anyone. He has many magical means of com-
Elistan is the prophet of Paladine on that it was because of this decision that Fistan- pensating for his handicap, some of which can
Krynn. During the Dragonlance Wars he dantilus was able to seal a bargain with the be extremely startling and surprising. His ted
brought the knowledge of the true gods back young mage and thus lead him into paths of robes are made of plain material decorated
to the greater world. Now, however, he is evil. with runes of warding and protection.
gravely ill. Elistan refuses to allow any to pray Par-Salian is aware, however, that without
to Paladine in an attempt to heal him, saying Raistlin's skill and power, the War of the Lance
that the god had granted him life once and his would never have been won. He knows that
work here is complete. He has brought back Raistlin chose for himself the path he walks.
knowledge of the true gods and built a beauti- At this point in his life, Par-Salian would like
ful Temple in Palanthus. He now wants only very much to give up the burden of heading
to die in peace. the Conclave, but he cannot while Raistlin's

110
peosonatmes ol; the Aq6 olZ Ooac~ons

and he saw escape as the only alternative.


]USI;ARIUS maquesta kaR-Ulon Koraf met Maquesta in prison. She was
(Pirate) scheduled to die after having seen most of the
(17th-Level Human Red Robe Wiza,uj rest of her crew being tortured to death. He
STR INT WIS DEX CON CHR A very attractive black woman in her late helped her escape, she saved his life, and the
20s, Maquesta has short curly hair and the two became fast friends. Despite the fact that
14 17 14 16 13 12
lithe, strong body of an athlete. Owner of the Koraf at first thought Maq one of the ugliest
THACO: 12" doomed ship Perechon, Maquesta comes from females he had ever seen (minotaurs feel that
AL: Lawful Neutral the seafaring race of humans in Northern way about all humans), he has lived among
HP: 48 Ergoth. Her father, a sailor, left Maquesta the humans long enough to believe that she is
Perechon and a pile of debts. He had trusted beautiful and that he himself is hideous. A
AC: -2 .
in a friend who betrayed him. Before he died, truly noble being, if somewhat quick-
Maq's father enjoined her never to trust any- tempered and savage, Koraf is deeply in love
one and to do whatever she had to in order to with Maquesta, but believes that his love is
[aOonna make money--wealth being the only thing hopeless since he is so ugly.
(Head of the Order of Black Robes) worthwhile in this world.
Bitter at the betrayal of her father, Maq fol-
An extraordinarily beautiful human female lows his instructions to the letter. The only Bas-Ohn kouaf
in her 60s, Ladonna is a powerful wizardress person she even considers trusting is Koraf,
(10th-Level Minotaur Fighter)
who rules over the Black Robes only because her minotaur first mate. Maq and Koraf met
Raistlin has never challenged her. Just why he on the Isle of Mithas, where Maq was being STR INrF WIS DEX CON
has not done so is uncertain; possibly because held prisoner by the minotaurs for encroach- 18/90 6
he considers it beneath him. Ladonna is well ing on their territory. Koraf was also a pris-
aware that if Raistlin did challenge her to the oner, under a sentence of death. He saved THACO: 10
ritual magical contest to gain control of the Maq's life and helped her escape. Maq still has AL: Neutral (Evil)
Order, he would not hesitate to kill her. nightmares about what she saw in the mino- HP: 55 ....
Because of this, Ladonna hates and feats Raist- taur prison.
lin more than any other member of the Con- Maq is fond of men, but loves them and
clave. She will do everything in her power, leaves them. She prefers handsome men with
sacrifice anyone or anything, to stop him--as few brains; she has a guy in every port. But,
long as she herself is protected. She will not deep in her heart, Maq truly loves the ugly,
bestial-looking Koraf, although it takes a lot
player ChaRaC1:CRs
attack him directly.
Despite her age--which she scorns to hide
by means of magical arts--Ladonna is still a
for her to admit this even to herself.
from 1;he.,
woman of striking appearance. She has iron
gray hair that she wears woven in the most maquesta k -l;hon ~ ORaciontancc |
intricate designs upon her head. Her black
robes are rich and luxurious, glittering with
(8th-Level Half-Elf Fighter-Thief) leGenOsBooks
runes of protection stitched in silver. She STR INT WIS DEX CON CHR The Legends series are stories about people
wears many jewels, some of which are magical 15 11 13 18 16 13 who are being tested. Some are being tested in
and others not, for Ladonna has a weakness for their love, some in their faith. Each has a les-
fine jewelry. In their youth, Ladonna and Par- THACO: 14 son to learn in life and sometimes the learning
Salian were lovers and there is still a kind of AL: Neutral is very difficult and dangerous. DMs devising
affection and understanding between them. HP: 58 campaigns based on the Legends series should
AC: 4 keep this in mind. Once again, we urge DMs
and players to read the novels for ideas and
descriptions of places and people.
laOonna ~:
(17th-Level Human Black Robe Wizardress)
Bas-Ohn koRaf
(Minotaur First Mate to Maquesta) OalamaR
STR INT WIS DEX CON CHR
9 18 16 18 12 18 (Dark Elf Wizard)
Although his face is bestial and ugly, the
tall Koraf has the superb, muscular body of a At the beginning of the Legends books,
THACO: 12
human in his late 20s. Koraf was sentenced to Dalamar is a young dark elf of 90 years, which
AL: Lawful Evil
death in his homeland for killing another figures out to about 25 in human years. Dala-
HP: 49 minotaur in a fit of rage. (Killing. another
AC: - 3 mar is a very handsome elf with long, flowing
minotaur is sanctioned only in the Games, brown hair, brown eyes, and an extremely
which are held to determine superiority.) charming and winning personality. He is in
Koraf's death would not have been pleasant

111
peRsonalttms of the AGEof 0RaGons

excellent health and condition, well-built and ability to sacrifice worldly ambition and per-
muscular. haps even his life for it. Cl~sAnla
A skilled young wizard, Dalamar has just
completed his Test. His first task as an appren- Hum Clericof Paladine i !!:' i"
tice is to serve Raistlin, the Master of the Tower OalamaR STR INT WIS DEX CON CHR
of High Sorcery in Palanthus. . 1 0 1 3 12tl 1 6 1 6
The Conclave of Wizards fears Raistlin (13th-Level Dark-Elf Black Robe Wizard)
more than any other threat in the history of STR INT WIS DEX CON CHR c o : 14
their Orders. In a secret meeting, they asked 16 17 t6 16 12 14
for a volunteer to serve as Raistlin's apprentice
and to spy on him for the Conclave. Dalamar THACO: 16
volunteered without hesitation. AL: Chaotic Evil
The dark elf was originally from Silvanesti. HP: 41
A member of a low caste, he would have been AC: 0
allow.ed to proceed only so far in his magical CaRamon majcRc
arts and then forbidden by law to gain further
power. Ambitious, hungering for knowledge Twenty-eight years old and 50 pounds over-
weight at the beginning of the Legendsseries,
and the power that magic conferred, Dalamar CRySanla Caramon is in terrible physical condition and
turned from the White Robes that all elves
wear and chose to wear the Black. He contin- (Cleric of Paladine) an alcoholic. He is a sodden wreck of a man,
ued his studies in secret, hiding himself away fluctuating between self-pity and self-
from his people. But eventually he was discov- An attractive young woman in her late 20s, indulgence. Caramon's testing is the most
ered and was cast out of his race by Porthios, Crysania has black hair, white skin, and grey demanding of all the characters, since it is
then the new Speaker of the Sun and Stars. eyes. Her face, in fact, appears colorless and " physical, mental, and spiritual. The trials Car-
Thus Dalamar became a dark elf, one who is cold to those who first meet her. She is a amon undergoes are meant to teach him that
cast out of the light. Revered Daughter of Paladine, a dedicated he has value as a person and that he must live
Bound hand and foot and blind-folded, cleric. Her first and only love is her church. his own life.
Dalamar was driven in a cart to the borders of The daughter of an ancient, noble family of Following the War of the Lance, Caramon
Silvanesti and there thrown out. This was Palanthus, Crysania is cultured and extremely came home a hero. He married Tika and
about one year after the end of the War of the well-educated. She could have had her choice should have lived happily ever after. Unfortu-
Lance. Dalamar made his way to the Tower of of husbands, not only because of her manners nately, once the war had ended and life for
High Sorcery at Wayreth, where he took the and attractiveness, but also because of her people was returning to normal, no one need-
Test and completed it successfully. The Test for family's wealth, to which Crysania is the only ed Caramon. Even Tika had developed her
Dalamar involved his lingering love and long- heir. The young woman wants something own life, managing the Inn of the Last Home.
ing for his elven homeland and people--a more from life, however, than settling down Caramon had devoted his life solely to his
matter he had to resolve within himself before and raising children. She knows that she has brother, appearing noble and self-sacrificing
he could be free to devote himself to magic. been destined for greatness and in her early in giving way to his twin's every whim. The
Dalamar's first love and loyalty is to his youth was frustrated and unable to find her truth was, of course, that Caramon didn't
magic and to the Conclave. He admires Raist- calling in life. When she met Elistan, she dis- view himself as a person of worth. He needed
lin, however, and is fascinated by the power of covered her destiny. One of the cleric's earliest Raistlin to feel heeded himself. Caramon has
the archmage. Thus he willingly risks his life converts, Crysania left home and wealth and so little self-esteem that he doesn't really
to study with him and serve as his apprentice. dedicated her life to her faith. know how to love anyone.
But Dalamar is smart enough to know that Crysania is devout, but she is also ambi- Caramon's learning experience should
man was not meant to challenge the gods and tious. She knows that she has within her the involve three goals: he must free himself of his
that only destruction can result from such vast strength and the ability to lead the church addiction to dwarven spirits and get himself in
ambition. when Elistan is gone. What she does not yet physical shape once more; he must learn that
The dark elf has a high Wisdom, which understand is that she must also have compas- he is intelligent, a leader of men, and has
gives him the understanding that balance and sion, humility, and tolerance or she will follow ideas that are of value and worth; he must
order must be maintained in the world. Thus in the footsteps of the Kingpriest. accept the fact that his twin is truly evil, that
he respects Elistan as a cleric of Paladine. He In much the same way as magic-users must Raistlin chose to be evil, and that Caramon
fears Raistlin as a renegade who would topple pass a Test in their arcane arts, so clerics are cannot change him.
balance and order and throw the world into tested by their gods. These are tests of life,
chaos. Dalamar's admiration and fascination however, and may come at any time, even
with his dark master, however, have led him when the cleric appears to be well-established.
more than once to seriously question whether (The Kingpriest, for example, was tested and
he could truly destroy Raistlin if he had to do failed, thus precipitating the Cataclysm.) Cry-
SO.
sania's journey through time and entering the
Like so many other men before him, Dala- Abyss with Raistlin is a test of her faith.
mar is highly attracted to Kitiara. Dalamar is
being tested in his devotion to his art and his

112
pensonalmes o1: the ,Xqe o1: Onace3ns

although generally he doesn't know what to


C,mamon r n H ] ~ do with it. t ~ Waylan majene
Primarily, the thoughtless, heedless kender
(12th-Level Human Fighter) must learn to accept responsibility for his ( lOth-Level Hurnan Fighter)
wis DEX c o n actions. He needs to learn that there is a seri- STR INT WIS DEX CON C ~ ! : ! ! : i
18/63 12 10 11 17 15 ous side to life that must (on occasion) be 14 9 16 13
faced. Finally, he should learn tlmt evil isn't

HP: 95
AC: - 1 ~ ~ ::!':i: that he teaches as well as learns. His natural
buoyancy and good humor carry him through
Caramon's problem is one ofwiU power a n d many predicaments, as does his caring, com-
self-esteem, coupled with the disease of alco- passion, and loyalty for his friends. Tassle-
holism. It will take a great deal to get him out hoff's sheer joy and pleasure in living from day T,anls hMf-elvEn
to day, in viewing each day as an exciting new
of this slump. Although Tanis remains in the present in
Caramon has a Willpower statistic in addi: adventure, make him a fun companion.
the Legends novels, he may return to the
tion to his other statistics. This starts at I. Each past--either with Caramon or on his own. He
time Caramon passes a bar or any location at might also accompany Tika in a search for Cat-
which drink is offered, he must roll l d l 0 . If XassleholCI; BunRfoot amon and Lady Crysania.
the result is greater than his willpower he will Tanis is married to Lautana and is basically
(12th-Level Kender Thief..,er...Handler)
stop and get drunk, if it is equal to or less than living happily ever after. Their love grows
his willpower, then he steels himself and STR I N T WIS DEX CON C ~ daily. Both are extremely busy--Laurana serv-
passes by the bar. When drunk, he suffers a !2 16 t~i ........... ing as a diplomat for the Knights of Solamnia,
- I0 penalty to hit and has an AC of 8 regard- Tanis accompanying her as advisor, guide, and
less of his armor or other protections. THACO: : bodyguard. Both are highly respected and
As long as Caramon gets drunk at least once A.L: Neutral ....... admired throughout Ansalon.
in three days, he suffers a - 5 penalty to hit If there is any hint of dissatisfaction in
and a - 5 penalty to his Armor Class. He is Tanis's life, it is that the demands of being
either noisy and rude or sulky and blubbery. famous have forced him to give up much of
He cannot travel farther than two miles in a his beloved privacy and independence. Laur-
day before collapsing. ana, being the daughter of royalty, ts accus-
Should he go more than three days without 1;tka Waylan maj n tomed to life in the public eye. Tanis isn't,
getting drunk, things get worse for him. He Tika is a lovely young woman in her early and he resents the loss of his freedom. There is
becomes violently ill and attacks anyone who 20s. A heroine celebrated in legend and song also a great deal of pressure on Tanis to try to
stands between him and getting drunk. He is throughout Krynn, Tika could have had her "put the world back together:' He doesn't
unable to travel more than one mile and is choice of men. She has loved Caramon since really feel adequate for the task, but he is
incapable of defending himself or engaging in she was a girl and her love for him grew deeper doing the best he can.
any combat whatsoever. This condition lasts during their adventures and perils together. There is always in the back of Tanis'smind
for one day. Unfortunately, Tika never fully understood the fantasy of Kitiara--just as Kit knew there
After this period, he returns to his - 5 pen- Caramon's relationship with his twin and his would be when she aided his escape from the
alty to hit and - 5 penalty to his Armor Class. dependency on Raistlin. Tika hurried Cara- Temple at Neraka. Much as Crysania is in love
For every week thereafter that he remains mon into marriage following the war, assum- with an ideal of Raistlin that can never possi-
sober, his penalties to hit and Armor Class ing that she could take Raistlin's place in bly be, so Tanis is in love with an ideal of Kiti-
drop by one and his Willpower increases by Caramon's heart. ara. He still doesn't truly know her.
one. His Willpower will eventually reach 10, But, though Tika loves Caramon dearly, the
but if he ever takes another drink it will imme- independent, strong-willed young woman
diately drop by three. can never need Caramon the way Raistlin
needed him. Although she can't express it,
Tika is wise enough to know that this type of (12th-Level Half-Elf Fighter)
relationship is poison anyway. Tika blames STR I N T W I S DEX
D E X C(
C O N CFLR
"l~$$|ehofl; BURRfOO1; herself, however, for Caramon's slow descent 16 12 13:16 1
Even the merry-hearted kender is tested in into the bottle. She is ashamed of him and of
the Legends books. Due to his experiences in herself and tries to hide his worsening condi- THACO: 10
the War, particularly in losing two people he tion from their friends. Tika realizes, finally, AL: Neutral Gocat
truly loved--Flint and Sturm--Tasslehoff is that Caramon will die unless he changes and
probably a bit more serious-minded than therefore she throws him out, telling him not
most kender (which isn't saying a lot). Cer- to return to her as husband or friend until he
tainly Tas has great insight into character, knows himself.

113
ChaRacteR &l|c,+nment 1;Rack|nq ChaRt
qooO I 1;ransm~ I neutral I ~;Ra,nSl~lOn I CVl[ I

II I1 IIII]llll[lllillltllll[!lllll]lllllllllllllllllllll[illll[lll[[llllllll[lll
DMs should use this chart to keep track of each player character's alignment as determined by his actions.
A player character's initial position on this chart is the midpoint of his professed alignment.
Actions that are contrary to the character's professed alignment shift the character's posidon on this chart in the appropriate direction (toward
good, evil, or neutrality). Most shifts involve moves of one to four boxes. The DM must determine the number of boxes to shift in each case.
The grey areas labeled "Transition" are passed through when a character's actions dictate a change in alignment. The penalties the character suffers
while his alignment is in a grey area are given on page 13.

(ora~ons)~, me~al,c p----{ Oracomans] l~aces of kRynn


x-i ChRomM;E

---Im,no--uo+l ] [ l~anol ]
------[
Glam;s
~ m
~o,t,.+ I-- [ koBolOs I
) :i ;!,%;" --]--I ~~ i I hOBGOBlinSI
"! ,+u~.~.+ 1
--I ~176 I
~ maq~calcneatuRes],~ pec~sus]
an,mals) Gmfi:ons]
2::'
An|reals]
! ;E
+
OwaRves] [ the|waR [
///~ Gnomes ] kenOeR] t h~o I
C,.orne~I

(humans) \ I s,.en+ I
\I ShaOow people II ---I.~,~ I

/!O,m--~
+ :i
\ I ~oJ
~:!(I,
S[~I+r OaRqonesl;i,1/I half-elves ]
~C~J3
] Sllvanesl;| ]
Ii kaqonesl;| ]
114
, jL---~

UntfmO AnsMon monster ChaRt


Name AC MV HD hp #AT Dmg SA SD AL THACO Book

Bat 8 1"124" 1/4 2 1 1 yes no N 20


( ~ r r ; t ~ n te"r,~'n~'L,e*r ~t/7 17 u :~+I -~" 1R Paralyze yes no N 16

Crayfish, Giant 4 6"//12" 4+4 24 2 ld12/ld12 no no l'q l) M-I)

Crocodile, Giant 4 6"//12" 7 35 2 3d6/2d10 or 2d20 no no N 15 M-15


Draconian:
Aurak 0 15" 8 42 2 (ld8 + 2)x2 yes yes LE 12 DL-73
Baaz : 4 6" / 15" / 18" 2 12 ! ld8 no yes LE(C) 16
Bozak g" I1~" ~ 22 ld8 yes 15
Kapak

Dragon (hatchling):
Black 3 12"/24" 6 6 3 ld4/ld4/3d6 yes no CE 16 dll-31
Dragon
(average adult):
Black .... 3 12"/24" 7 35 3 ld4/ld4/3d 6 yes no CE 12
Blue ~: 2 9"/24" 9 45 i 3 ld6/ld6/3d8 yes no 10
G r e e n : .... 29"/24" 8 4 0 3 ld6/ld6/2d10 yes no LE 12 M~33
~:~Red :~:1 9 /24 I0 $0 ld8/ld8/3d 0 M'33
White 3 12"/30" 6 30 3 ld4/ld4/2d 8 yes no CE 13 M-34
Dragon
(huge ancient):
Black (Khisanth) 3 12"/24" 8 64 3 ld4/1d4/3d6 yes yes CE 8 d11-26
Red -1 9"/24" 11 88 3 ld8/ld8/3dl 0 yes no CE 7 M- 3 ~
Dryad , 9 1 2"- 2 9 i ld4:: yes yes N: 16 d1129~
Dog

Elf, Qualinesti
Border Patrol 5 12" 2 +2 17 1 ld8 + 1 or ld6 no no LG 19 dll-8
Fighter 4 12" 3 20 1 l d 8 + 2 or l d 6 + l no no LG 17 d12-12
Magic-User 8 12" 5 13 1 ld4 yes no LG 20 d12-12
Warriors 5 12" 1+1 7 1 ld8 + 1 or ld6 no no LG 19 d12- i~i~
Frog, G i a n t : 7 3"119"! 3 16 1 2d4- yes:- no N ~ 16 M-4~.

Gelatinous Cube 8 6" 4 21 1 2d4 yes no N 15 M-43


Ghast 4 15" 4 22 3 ld4/Id4/ld8 yes yes CE 15 M-43
Ghoul 6 9" 2 11 3 ld3 / ld3 / ld6 yes yes CE 16 M-43
Giant, Hill 4 12" 8 +2 45 1 2d8 yes no CE 12 M-45
Goblin 6 6" 1-1 3 1 ld6 no no LE 20 d12-30

Book Notes:
M-X = Monster Manual, page X
M2-X = Monster ManuM II, page X
FF-X = FIEND FOLIO* tome, page X
DL-X = DRAGONLANCE* Adventures, page X
dlY-X = DRAGONLANCE Module #Y, page X

115
Un,fmO AnsMon m o n s t e r ChaRt
Name AC MV HD hp //AT Dmg SA SD AL THACO Book

Gully Dwarf 8 12" 4 14 1 ld6 no yes N 15 DL-67


Hobgoblin 5 9" 1 +1 5 1 ld8 no no LE 18 dl 1-4
Leech, G i a n t 9 3" 4 18 1 ld4 yes no N 15 M-60
Ty 1

Gladiator 4 9" 2 11 3 ld3 / ld3 / l d 6 yes yes CE 16?? dl-14


Guard, City 8 12" 2 8 1 ld6 no no var 20 dl 1- 10
Guard, Holy 4 12" 4 25 1 ld8 no no CG 18 d11-7
Laborer -~.;. ........ 12 ~ t 4 .................. Id6 no nn NI ~a dl.la"~'

Officer 3 9" 7 37 1 ld8+2 no no LE 12 dl-14


Refugees 8-10 12" 0-3 var 1 ld4 no no var vat d11-7
Slave 10 12" 1 3 1 ld4 no no N 20 dl-14
vat 20 ~
n o N ~ dl,
DL6~
Mobat 7 3" / 15" 4 19 1 2d4 yes yes NE 15 M 2 - 15
Mold, Brown 9 0" na na 0 0 yes yes N na M-71
Mold, Yellow 9 O" na na 1 ld8 yes yes N Spc M-71
ldl0 no no : CE : i5 M.7~
Pe~ ld6/ld611d8 ; yes
yes M2.100:
~q )d8 / l d 8 / b 3 ~ho no CG dli9
Rat, Giant 7 12" / / 6 " 1/ 2 3 1 ld3 yes no N 20 M-81
Skeleton 7 12" 1 5 1 ld6 no yes N 19 M-87
Slug, G i a n t 8 6" 12 58 1 ld12 yes no N 9 d12-20
Snake :: "

Spectral Minion
Reveler 2 30" 5 22 1 ld4 + revel yes yes CE 15 DL-70
Guardian 2 30" 10 46 1 ld10 no yes LG 10 DL-70
Warrior 3~ ~ 9. ,~ 40 " .I : , ld10 no yes var . . . . 12 DL-70~ ~

Searcher 2 30" 6 30 na na no yes LE na DL70


Spider, Huge 6 18" 2+ 2 11 1 l d 6 + poison yes no N 16 M-90
Stag, W h i t e -5 24" 10 77 3 ld12/ld6/ld6 no yes LG 10 dll-6
Troll 12~ 6+6 37 ~ 3 5-815-8/2d6 yes CE 13 M~
Unicorn ~ r e s t m a s t e r ) ~ 24 ~ 10 60 ~ ld8/ld8/ld20 _ nO C G !0 d l l ~ ~2~
I2~!18" id6+4 :,,<,.~ yes ; ~:,.!2 M,~
Wight 5 12" 4+3 27 1 ld4 yes yes LE 15 M-IO0
Witherweed 8 0" 3 16 ld12 + 12 Spc yes yes N 16 FF-95
Wraith 4 12" / 24" 5+ 3 26 1 ld6 yes yes LE 15 M-102
Wyvem 6#/24" 74-7 43 2 2d8/ld6 + ~ison yes no NE 12 dl2.~:

116
ChARAc ( R CLAss ITIAStCR ST3tlS ICS Ranqe I BIC
Proficiencies
Character Class STR INT WIS DEX CON CHA Initial Added Book

CAVALIER (CV) 15/- 10/- 10/- 15/- 15/- -/- 3/2 1/1 per 2 Unearthed Arcana
Paladin (P) 15/- 10/- 13/- 15/- 15/- 17/- 3/2 1/1 per 2 Unearthed Arcana
Knights of the Crown (KC) 10/- 7/- 10/- 8/- 10/- -/- 3/2 1/1 per 2 DL Adventures

Barbarian (B) 15/- -/- (16)/- 14/- 15/- -/- 6/3 1/1per 2 Unearthed Arcana
Ranger (R) 13/15 13/15 14/15 -/- 14/- -/- 3/2 1/ 1 per 3 Player's Handbook
MAGIC-USER (RENEGADE) (MU) -/- 9/16 -/- 6/- -/- -/- 1/3 1/2 per 6 Player's Handbook

Thief/Acrobat (A) 15/16 -/- -/- 16/- -/- -/- 2/3 1/1 per4 Unearthed Arcana
CLERIC (HEATHEN) (CL) -/- -/- 9/15 -/- -/- -/- 2/3 1/1 per 4 Player's Handbook
Druid (Heathen) (D) -/- -/- 12/16 -/- -/- 15/16 2/3 1/1per 5 Player's Handbook

ChARAC1;CR RaCIM mm mum & maximum T BIc


Character Race STR INT WIS DEX CON CHA Accepted Classes Book

Human -/- -/- -/- -/- -/- -/- Any* Player's Handbook
Kender 6/16 6/- 3/16 8/- 10/- 6/- F,B,R, T,A,H DL Adventures
Gnomes (Mad) 6/- 7/- -/- -/- 8/- -/- CL,F,I,T,A Player's Handbook
Tinker G n o m e s 6 t : - - t 1 2 8181- .1-/ TG DL Adventures ~ i~'~:

Silvanesti -/- 10/- 6/- 7/- 6/- 12/- P,M,W,H,F DL Adventures


Kagonesti 8/- -/12 8/- 8/- 8/- 8/- F,B,R,T,A,H DL Adventures
Dimernesti -/- 8/- 8/- 10/- -/- 8/- C,P,F,W,H DL Adventures

Mountain Dwarves 8/- -/- -/- -/17 12/- -/16 C,P,F,T,A,H DL Adventures
Gully Dwarves 6/- -/9 -/9 6/- -/12 -/9 F,B,T,A,H DL Adventures
Irda 12/- 5/15 10/- 8/- 15/- 15/- C,P,F, R,W,T,A,H DL Adventures

117
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118
Gnome rn,shap 1T ,B|C
D20 Roll Description of Occurrence
state of the surrounding atmosphere, it will have the reverse effect
1-8 Needs Another Part (machines to clear air will pollute it, machines to obscure air will cleanse
9 Communication Glitch it). If not so designed, k will create a complexity 9 tear gas effect in a
10-11 Improper Alteration number of 10-foot cubic areas equal to its size. All in the area must
12 Unexpected Glow make a successful Constitution Check or flee the area at once. Any who
13 Olfactory Malfunction remain suffer a - 5 attack penalty and a + 5 Armor Class penalty until
14 Unbearable Temperature Change the area is cleared. Any Dexterity Checks are at a + 3 penalty. The gas
15 Horrendous Sound remains as long as the machine continues to function + ld6 rounds
16 Moves Uncontrollably Downward thereafter.
17 Moves Uncontrollably Upward
18 Reversed Direction, with Damage 14 Unbearable Temperature Changes: If designed to create a certain
19 Machine Pursuit temperature the machine will have the opposite effect (ovens will refrig-
20 Explosion! erate, for example). If not, then the device will get hot (50~ or cold
(50 % )to a degree equal to its complexity. This may result in the destruc-
Note: The effect level or damage caused by a device is often equated tion of the machine itself should the temperature reach the point to
with its complexity. To find the magnitude of the specific effect burn it or even change the state of its components (solid to liquid).
involved, look on the Gnome Device Complexity Level Table. Exam-
ples: Complexity 5 damage is ld10. If a complexity 8 temperature 15 Horrendous Sound: The device makes a horrible complexity 10
(200 ~ may be reduced by ld6, and the die roll result is 3, then it would noise (deafening) in a number of lO-foot cubic areas equal to its size.
become a complexity 5 temperature (or + 30~ All in the area must make a successful Constitution Check or flee the
area at once. Any who remain suffer a - 5 attack penalty and a + 5
1-8 Needs Another Part: The device requires another device to be Armor Class penalty until the area is cleared. Any Dexterity Checks are
built before it can function properly. The new part must be a useful at a + 3 penalty. The noise continues as long as the machine continues to
device on its own and have a demonstrated use other than in conjunc- function + ld6 rounds thereafter.
tion with fixing this device. Example: a gnome who gets this result while
attempting to construct a catapult now may declare that he must first 16 Moves Uncontrollably Downward: Regardless of the intentions for
build an automated can opener before he can finish the catapult. This the device, it suddenly takes offon its own. If the device was designed to
second device must be built using the same rules as any other device. Of move downward, then substitute result # 17 below for this result. Other-
course, if a mishap occurs while building the can opener that requires wise, the device digs (or submerges) straight clown a distance equal to its
yet another device be built .... complexity. It does so in one turn. The device continues to move down
as it is running. No directional control is possible.
9 Communication Glitch: If the device was designed to communi-
cate, it will function in unexpected ways at the discretion of the DM. If 17 Moves Uncontrollably Upward: Regardless of the intentions for the
the device was not meant to communicate, it will do so in one of the fol- device, it heads for the sky. If the device was designed to fly, substitute
lowing bad ways at a level ld4 below its current complexity. Options result #16 for this result. The device flies upward a distance equal to its
include: sends message directly to foes and enemies with perfect clarity; complexity rating and remains there hntil turned off. Turning the
randomly changes messages in such a way that their true intent is never device off results in a fall from that height.
trustworthy; only sends every second or third word.
18 Reverse Direction, with Damage: The device inflicts damage equal
10-11 Improper Alteration: If designed to alter an object, the to its complexity and then fails. The machine must be repaired before it
machine will do it improperly. If it is not designed to alter an object, it can be used again.
will do so badly at a level ld4 below its current complexity. Options
include: does the reverse of its intention (takes knitted sweaters and 19 Machine Pursuit: The device attacks its operator for damage equal
turns them into yarn); creates something absolutely useless in the cur- to its complexity and unerringly chases the operator for five + ld6
rent situation; reduces finished goods to their base elements. melee rounds or until it is shut off, whichever comes first. The operator
of the device must make a Dexterity Check to turn off the device. The
12 Unexpected Glow: The machine suddenly begins to glow so machine rolls to hit as though it were a monster with hit dice equal to its
brightly that the operator and anyone within 10' times the size of the complexity.
machine is blinded for 10 rounds. No other functions occur.
20 Explosion!: The machine explodes, doing damage equal to its
13 Olfactory Malfunction: If the device was designed to change the complexity over a number of 10-foot cubes equal to its complexity. The
machine is then broken and must be fixed before it can be used again.

119
SpheRes of Influence--Lhe Gobs of QooO
S P H E R E / SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran SPHERE/SPELL BOOK Lvl Pal Maj Ki0o Mish Habb Bran

All Divination

Atonement PH 5 A A A A A A Augury PH 2 Add A -- A -- --


Ceremony *UA 1 A A A A A A Commune PH 6 -- A -- A -- --
Combine UA 1 A A A A A A Commune with Nature *PH 5 -- A -- A Add --
Holy Symbol UA 2 A A A A A A Detect Balance *UA 1 SIX A -- A -- --
Purify F o o d a n d W a t e r PH 1R True True True True True True Detect/Obscure Cha~m PH IR -- A -- A -- --
Detect Evil/Good PH 1R -- A -- A -- --
Animal D e t e c t / U n d e t e c t a b l e Lie PH 1R -- True -- True -- --
DeteCt Life UA 2 -- A -- A SIX SIX
Animal Friendship *PH 1 Add A -- D e t e c t Ma g i c *PH 1 -- A SIX A -- --
Animal Growth *PH 5R -- A -- Detect Poison *UA 1 -- A -- A -- --
Animal Summoning I *PH 4 -- A -- D e t e c t S n a r e s a n d Pits *PH 1 -- A Add A -- Add
A n i m a l S u m m o n i n g II *PH 5 -- A -- Divination PH 4 -- A -- A -- --
A n i m a l S u m m o n i n g III *PH 6 -- A -- Find/Obscure the Path PH 6R -- A -- A -- --
Anti-Animal Shell *PH 6 -- A -- Find Traps PH 2 -- A Add A -- --
Call W o o d l a n d B e i n g s *PH 4 -- A -- Know/Obscure Alignment *UA 3R -- A -- A -- --
Charm Person or Mammal *PH 2 -- SIx -- A A -- Locate A n i m a l *PH 1 -- A -- A SIX --
Creeping Doom *PH 7 -- Add -- -- A -- Locate/Obscure Object PH 3R -- A -- A -- --
G i a n t Insect UA 4R -- A -- Locate P l a n t s *PH 2 -- A -- A -- Spc
Hold Animal *PH 3 -- A -- Magic Font UA 5 -- A -- A -- --
Invis. t o A n i m a l s *PH 1 -- A -- Penetrate Disguise UA 1 -- A Add A -- --
Messenger ILIA 2 -- A -- Portent UA I -- A -- A -- --
R e p e l Insects *PH 4 -- Add -- -- A -- Reflecting Pool *UA 2 SIX A -- A -- --
Reincamare *PH 7 - - A -- Speak with Monsters PH 6 -- A -- A Add --
Snake Charm PH 2 -- A -- Tongues/Confuse Tongues PH 4R -- A -- A -- --
Speak with Animals *PH I -- A -- True/False Seeing PH 5R -- True -- True -- --
S u m m o n Insects *PH 3 -- SIX -- -- A --
Elemental
Astral
Air Walk UA 5 - - A - -

Astral Spell PH 7 A A A A -- -- Animate Rock *PH 7 -- A --

Plane Shift PH 5 A A A A -- -- Chariot of Sustarre *PH 7 - - A - -

Conjure/Dis. Earth Elem. *PH 7R -- A --


Charm C o n j u r e / D i s . Fire E l e m *PH 6R -- A --

Create/Destroy Water *PH 1/2R -- A --

Charm Person or Mammal *PH 2 A A -- A -- -- Dust Devil UA 2 -- A --

Cloak of Fear/Bravery UA 4R A A Add A -- -- Earthquake PH 7 - - A --

Command PH 1 A A -- A -- -- Fire S t o r m / Q u e n c h *PH 7R -- A --

Confusion *PH 7 A A -- A -- -- Fire T r a p *PH 2 -- A --

Enthrall UA 2 A A -- A -- -- Flame Blade *UA 2 -- A --

Feeblemind *PH 6 A A -- A -- -- Heat/Chill Metal *PH 2R Add -- A --

Hold Person PH 2 A A -- A -- -- Lower/Raise Water PH 4R -- A --

Imbue with Spell Ability UA 4 A A -- A -- -- Meld into Stone UA 3 -- A - -

Quest PH 5 A A Add A -- Add Part W a t e r PH 6 -- A --

R e m o v e / C a u s e Fear PH 1R A A -- True -- -- P r o d u c e Fire *PH 4 -- A --

Produce Flame *PH 2 -- A --


Combat
Purify/Contaminate Water *PH 1R -- True --

Pyrotechnics *PH 3 -- A --

Bless/Curse PH 1R Add -- A Add -- -- Spike Stones *UA 5 -- A --

Chant-- PH 2 A Add -- -- Stone Shape *PH 3 Add A - -

Flame Strike PH 5 Add -- A -- -- -- S t o n e Tell PH 6 -- A --

Holy I Unholy Word PH 7R True -- True True -- -- Transmute Metal to Wood *PH 7 -- A --

Insect P l a g u e *PH 5 -- Add A -- -- -- Transmute Rock to Mud *PH 5 -- A --

Magic Stone UA I A -- -- -- Transmute Water to Dust *UA 6R -- A --

Prayer PH 3 A Six -- -- W a l l o f Fire *PH 5 -- A --

Spiritual Hammer PH 2 A Spc -- -- Water Breathing *PH 3 - - A --

Water Walk UA 3 Add A --


Create
Wind Walk PH 7 -- A - -

Animate Object PH 6 A -- -- Guardian


Create Food and Water PH 3 SIX A Add Add
H e r o e s ' Feast UA 6 Add A Add Add B l a d e Barrier PH 6 A -- A -- -- --
Glyph of Warding PH 3 A -- A -- -- --
Abbreviations: S i l e n c e 15' r. PH 2 A SIx A Add -- --
R ( a f t e r sp ell level # ) -- reversible; * = d r u i d i c a l ; A = c a s t a b l e i n a n y f o r m ; A d d ffi a d d i - Symbol PH 6/7 A -- A -- -- --
t i o n a l s p ell cleric can cast e v e n t h o u g h it is o u t o f h i s d e i t y ' s s p h e r e s o f i n f l u e n c e ; SIX = spe- Wyvetn Watch UA 2 A -- A -- -- --

cial p o w e r , a s p e l l t h e d e i t y g r a n t s i n a d d i t i o n t o t h e cleric's n o r m a l a l l o t m e n t o f spells; X =


e x c l u d e d , clerics o f t h i s g o d c a n n o t u s e t h i s spell; T r u e = reverse o f s pe l l c a n n o t b e cast; Rev
= o n l y r ev er sed s p e l l c a n b e cast.

120
SpheRes oi; Inl:l.uence--1;he Gobs of QooO
SPHERE/SPELL BOOK Lvl Pal Maj IG-Jo Mish Habb Bran SPHERE/SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran

Healing Protection

Cure/Cause Blindness PH 3R Rev A -- -- Dispel Magic *PH 3/4 A -- -- --


Cure/Cause Critical W n d s *PH 5/6R Rev A -- -- Endure/Dispel C o l d / H e a t UA 1R A Add -- --
Cure/Cause Disease *PH 3R Rev A -- -- Flame Walk UA 3 A -- -- --
Cure/Cause Light W n d s *PH 1R Tree -- Rev A -- -- Forbiddance UA 6 A -- Add --
Cure/Cause Serious Wnds *PH 4R Rev A -- -- Magical Vestment UA 3 A -- Add -- -- --
Heal/Harm PH 6R Rev A -- -- Negative Plane Protection UA 3 A -- -- --
Neutralize/Poison *PH 4/3R X True -- Add Protection from Evil/Good PH 1R True True True True True True
Remove/Cause Paralysis UA 3R Rev A -- -- Prot. from Evil/Good I0' t. PH 4R True True True True True True
Slow Poison *PH 2 X A -- Add Pmrection from Fire *PH 3 A -- -- --
Protection from Lightning *PH 4 A -- -- --
Necromantic Remove/Bestow Curse PH 3R A Six -- --
Resist Cold PH 1 A Add -- --
Aid UA 2 A Resist Fire PH 2 A -- -- --
Animate D e a d PH 3 A D
Sanctuary PH 1 A -- -- --
A n i m a t e D e a d Monsters UA 5 A - - m
Spell l m m u n k y UA 4 A -- -- --
Death's Door UA 3 Add A m
Withdraw UA 2 A -- -- --
Feign D eath *PH 3/ 2 A m

Finger of Death *PH 7 Add A w


Stellar
Invis to U n d e a d UA 1 A
Raise D ead/S lay Living PH 5R Rev A m
Continual Light / Dark PH 3R A A d d Add True Add Add
Regeneration/Wither PH 7R Rev A Light/Darkness PH 1R A A d d Add True Add Add
Restoration/Energy Drain PH 7R Rev A Moonbeam *UA 5 A A -- A
Resurrection / Destrucrion PH 7R Rev A Starshine *UA 3 A A -- A
Speak with Dead PH 3 A Sunray *UA 7 A A -- A

Plant Sn~oaing
Abjure/Implore UA 4R -- A . . . .
Anti-Plant Shell 10' r. *PH 5 -- A
Aerial Servant PH 6 -- A -- -- -- Add
Barkskin *PH 2 -- A Conjure Animals PH 6 -- A -- -- Add --
Changestaff *UA 7 -- A
Dispel Evil/Good PH 5R -- True . . . .
Entangle *PH 1 m
-- A
Exaction UA 7 -- A . . . .
Fire Seeds *PH 6 -- A
Exorcise PH 4 -- A . . . .
Goodberty/Badberry *UA 2R w
-- A
Gate PH 7 -- A . . . .
Hallucinatory Forest *PH 4R m
-- A
Golem UA 5 -- A . . . .
Hold Plant *PH 4 -- A
Succor PH 6 -- A . . . .
Liveoak *UA 6 -- A
Word of Recall PH 6 -- A . . . .
Pass Plant *PH 5 i
-- A
Weather
Pass W i t h o u t Trace *PH 1 u
-- A
Call Lightning *PH 3 -- -- A
Plant Door *PH 4 -- A
Cloudburst *UA 3 -- -- A
Plant Growth *PH 3 m
-- A
Control Temperature *PH 4 -- -- A
Shillelagh *PH 1 -- Add Control Weather *PH 7 -- -- K
Snare *PH 3 -- A
Control Winds *PH 5 -- -- A
Speak with Plants *PH 4 -- A
Faerie Fire *PH 1 -- -- A
Spike Growth *UA 4 -- A
Obscurement *PH 2 -- -- A
Sticks to Snakes *PH 4/5R m
-- A
Precipitation *UA I -- -- A
Transport via Plants *PH 4 -- A
Predict Weather *PH I Add -- -- A
Tree *PH 3 -- A
Rainbow UA 5 -- -- A
Trip *PH 2 -- A
Weather Summoning *PH 6 -- -- A
Turn Wood *PH 6 -- A
Wall o f Thorns *PH 6 u
-- A
Warp Wood *PH 2 -- A

Abbreviations:

R (after spell level #) = reversible; * = druidical; A = castable in any form; A d d = addi-


tional spell cleric can cast even though it is out o f his deity's spheres o f influence; Six = spe-
cial power, a spell the deity grants in addition to the cleric's normal allotment of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

121
SpheRes of Influence--Lhr qoOs of neutRaltty
SPHERE / SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin SPHERE/SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin

All Divination

Atonement PH 5 A A A A A A Augury PH 2 A m A --
Ceremony *UA 1 A A A A A A Commune PH 6 A - - A --

Combine UA 1 A A A A A A C o m m u n e with Nature *PH 5 A -- A --

Holy Symbol UA 2 A A A A A A Detect Balance *UA 1 A -- A --

Purify Food and Water PH 1R True True True True True True Detect/Obscure Charm PH 1R A -- A --

Detect Evil/Good PH 1R A -- A --

Animal Detect/Undetectable Lie PH 1R A -- A --

Detect Life UA 2 A A -- --

Animal Friendship *PH 1 A -- --


Detect Magic *PH 1 A -- A --

Animal Growth *PH 5R -- A n Detect Poison *UA 1 A -- A --

Animal Summoning I *PH 4 A -- --


Detect Snares and Pits *PH 1 A -- A --

Animal S u m m o n i n g II *PH 5 A -- --
Divination PH 4 A -- A --

Animal S u m m o n i n g III *PH 6 A -- --


Find/Obscure the Path PH 6R A -- A --

Anti-Animal Shell *PH 6 A -- --


Find Traps PH 2 A -- A --

Call Woodland Beings *PH 4 A Know/Obscure Alignment *UA 3R A -- A --

Charm Person or Mammal *PH 2 A -- --


Locate Animal *PH 1 A -- A --

Creeping D o o m *PH 7 A -- --
Locate/Obscure Object PH 3R A -- A Spc
Giant Insect UA 4R A -- --
Locate Plants *PH 2 A
Hold Animal *PH 3 A -- --
Magic Font UA 5 A -- A --

Invis. to Animals *PH 1 A -- --


Penetrate Disguise UA 1 A -- A --

Messenger UA 2 Add A -- -- Portent UA 1 A -- A --

Repel Insects *PH 4 A -- -- Reflecting Pool *UA 2 A -- A --

Reincarnate *PH 7 A -- --
Speak with Monsters PH 6 A -- A --

Snake Charm PH 2 A -- --
Tongues/Confuse Tongues PH 4R A -- A --

Speak with Animals *PH 1 Add A -- --


True/False Seeing PH 5R A -- A --

S u m m o n Insects *PH 3 A -- --

Elemental

Astral
Air Walk UA 5 A -- w i

Astral Spell PH 7 A -- A -- Animate Rock *PH 7 A -- -- --

Plane Shift PH 5 A - - A --
Chariot of Sustarre *PH 7 A m _ _

Conjure/Dis. Earth Elem. *PH 7R A -- -- m

Charm Conjure/Dis. Fire Elem *PH 6R A -- -- --

Create/Destroy Water *PH l/2R A -- -- m

Charm Person or Mammal *PH 2 Dust Devil UA 2 A - - -- --


-- -- A
Earthquake PH 7 A m _ _
Cloak of Fear/Bravery UA 4R -- -- A
Fire Storm/Quench *PH 7R A -- -- m
Command PH 1 -- -- A
Fire Trap *PH 2 A -- m m
Confusion *PH 7 Add -- -- A
Flame Blade *UA 2 A -- -- --
Enthrall UA 2 -- -- A
Heat/Chill Metal *PH 2R A -- -- --
Feeblemind *PH 6 Add -- -- A
Lower/Raise Water PH 4R A -- -- --
Hold Person PH 2 -- -- A
Meld into Stone UA 3 A -- -- --
I m b u e with Spell Ability UA 4 -- -- A
Part Water PH 6 A -- -- --
Quest PH 5 -- -- A
Produce Fire *PH 4 A -- -- --
Remove/Cause Fear PH 1R -- -- A
Produce Flame *PH 2 A -- -- --

Purify/Contaminate Water *PH 1R A -- -- --


Combat
Pyrotechnics *PH 3 A -- -- --

Spike Stones *UA 5 A -- -- --


Bless / Curse PH 1R -- A A -- -- -- Stone Shape *PH 3 A -- -- --
Chant-- PH 2 Add A -- A -- -- Stone Tell PH 6 A -- -- --
Flame Strike PH 5 -- A -- A -- -- Transmute Metal to Wood *PH 7 A -- -- --
Holy/Unholy Word PH 7R -- A A -- -- -- Transmute Rock to Mud *PH 5 A -- -- --
Insect Plague *PH 5 -- A A -- -- -- Transmute Water to Dust *UA 6R A -- -- --
Magic Stone UA 1 -- A A -- -- -- Wall of Fire *PH 5 A -- -- --
Prayer PH 3 Add A A -- -- -- Water Breathing *PH 3 A -- -- --
Spiritual H a m m e r PH 2 -- A A -- -- -- Water Walk UA 3 A -- -- --

W i n d Walk PH 7 A -- -- --
Create
Guardian
Animate Object PH 6 A -- A -- -- A
Create Food and Water PH 3 A -- A -- -- A Blade Barrier PH 6 -- A -- -- -- A
Heroes' Feast UA 6 A -- A -- -- A Glyph of Warding PH 3 -- A -- -- -- A
Silence 15' r. PH 2 -- A -- -- -- A
Abbreviations: Symbol PH 6/7 -- A . . . .
R (after spell level #) = reversible; * = druidical; A = castable in any form; Add = addi- Wyvern Watch UA 2 -- A -- -- -- A
tional spell cleric can cast even though it is out of his deity's spheres of influence; Spc = spe-
cial power, a spell the deity grants in addition to the cleric's normal allotment of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.
122
SpheRes of Inl;luencr162 GoOs of n u Ral,ty
SP~tSPELL BOOK Lvl Gil Sift Reorx Chislev Zivil Shin SPHERE/SPELL BOOK Lvl Gil S i f t Reotx Chidev Zivil Shin

Healing Pmtection

Cure/Cause Blindness PH 3R -- A -- A -- -- D i s p e l Ma g i c *PH 3/4 A -- -- A


Cure/Came CriticalWnds *PH 5/6R -- A -- A -- -- Endure/Dispel Cold/Heat UA 1R A -- -- A
Cure/Cause Disease *PH 3R -- A -- A -- -- Flame Walk UA 3 A -- -- A
Cute/Cause Light Wads *PH 1R Add A -- A -- -- Forbiddance UA 6 A -- -- A
Cure/Cause Serious Wnds *PH 4R Add A -- A -- -- Magical Vestment UA 3 A -- -- A
Heal/Harm PH 6R -- A -- A -- -- Negative Plane Protection IrA 3 A -- -- A
Neutralize/Poison *PH 4/3R -- A -- A -- -- Protection from Evil/Good PH 1R A A A A A A
R e m o v e / C a m e Paralysis UA 3R -- A -- A -- -- P r o t . f r o m E v i l / G o o d 10' r. PH 4R A A A A A A
Slow Poison *PH 2 -- A -- A -- -- P r o t e c t i o n f r o m Fire *PH 3 A -- -- A
Protection from Lightning *PH 4 A -- -- A
Necromantic Remove/Bestow Curse PH 3R A -- -- A
Aid UA 2 -- A -- Resist C o l d PH 1 A -- -- A
Animate Dead PH 3 - - A -- Resist Fire PH 2 A -- -- A
Animate Dead Monsters UA 5 -- A -- Sanctuary PH 1 A -- -- A
Death's Door UA 3 -- A -- Spell Immunity UA 4 A -- -- A
Feign Death *PH 3/2 -- A -- Withdraw UA 2 A -- -- A
Finger of Death *PH 7 -- A --

Invis to Undead UA 1 -- A -- Stellar


Raise D e a d / S l a y L i v i n g PH 5R -- A --

Regeneration/Wither PH 7R -- A --
Continual Light/Dark PH 3R A A A A A A
Restoration/Energy Drain PH 7R -- A --
Light/Darkness PH 1R A A A A A A
Resurrection/Destruction PH 7R -- A --
Moonbeam *UA 5 A -- -- --
Speak with Dead PH 3 -- A --
Starshine *UA 3 A -- -- --
Sunray *UA 7 A -- -- --
Plant

S ~ o n i n g

A n t i - P l a n t S h e l l 10' r. *PH 5 -- A -- Abjure/Implore UA 4R -- A . . . .


Barkskin *PH 2 A -- -- A Aerial Servant PH 6 -- A . . . .

Changestaff *UA 7 -- A -- Conjure Animals PH 6 -- A . . . .


Entangle *PH 1 -- A -- Dispel Evil/Good PH 5R -- A . . . .
Fire S e e d s *PH 6 -- A -- Exaction UA 7 -- A . . . .
Goodberty/Badberry *UA 2R -- A -- Exorcise PH 4 -- A . . . .
Hallucinatory Forest *PH 4R -- A -- Gate PH 7 -- A . . . .
Hold Plant *PH 4 -- A -- Golem UA 5 -- A . . . .
Liveoak *UA 6 -- A -- Succor PH 6 -- A . . . .
Pass P l a n t *PH 5 -- A -- W o r d o f Recall PH 6 -- A . . . .
Pass W i t h o u t Trace *PH 1 -- A --
Plant Door *PH 4 -- A -- Weather
Plant Growth *PH 3 -- A -- Call L i g h t n i n g *PH 3 A -- --
Shillelagh *PH 1 -- A -- Cloudburst *UA 3 A -- --
Snare *PH 3 -- A -- Control Temperature *PH 4 A -- "--
Speak with Plants *PH 4 -- A -- Control Weather *PH 7 A -- --
Spike Growth *UA 4 -- A -- Control Winds *PH 5 A -- --
Sticks t o S n a k e s *PH 4/5R -- A -- Faerie Fire *PH 1 A -- --
Transport via Plants *PH 4 -- A -- Obscurement *PH 2 A -- --
Tree *PH 3 -- A -- Precipitation *UA 1 A -- --
Trip *PH 2 -- A -- Predict Weather *PH 1
Turn Wood *PH 6 -- A -- Rainbow UA 5 A -- --
Wall of Thorns *PH 6 -- A -- Weather Summoning *PH 6 A -- --
Warp Wood *PH 2 -- A --

Abbreviations:

R ( a f t e r s p e l l level # ) = r ev er sibl e; * = d r u i d i c a l ; A = c a s t a b l e i n a n y f o r m ; A d d = a d d i -
t i o n a l s p e l l cleric c a n cast e v e n t h o u g h i t is o u t o f h i s d e i t y ' s s p h e r e s o f i n f l u e n c e ; S i x = spe-
cial p o w e r , a s p e l l t h e d e i t y g r a n t s i n a d d i t i o n t o t h e cleric's n o r m a l a l l o t m e n t o f spells; X =
e x c l u d e d , clerics o f t h i s g o d c a n n o t u s e t h i s s p e l l ; T r u e = reverse o f s pe l l c a n n o t b e cast; Rev
= o n l y r e v e r s e d s p e l l c a n b e cast.

123
U..--..O-xr'v

SpheRes of Influence--ghe Go0s of Evil


SPHERE / SPELL BOOK Lvl Tak Sarg Morg Chem Zeb Hidd SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chem Zeb Hidd

All Divmatmn

Atonement PH 5 A A A A A A Augury PH 2 -- -- A

Ceremony *UA 1 A A A A A A Commune PH 6 -- -- A

Combine UA 1 A A A A A A Commune with Nature *PH 5 -- -- A

Holy Symbol UA 2 A A A A A A Detect Balance *UA 1 -- -- A

Purify Food and Water PH 1R A A A A A A Detect/Obscure Charm PH 1R -- -- A

Detect Evil/Good PH 1R -- -- A

Animal Detect/Undetectable Lie PH 1R -- -- A

Detect Life UA 2 -- -- A

Animal Friendship *PH 1 -- A -- Detect Magic *PH 1 -- -- A

Animal Growth *PH 5R -- A --


Detect Poison *UA 1 -- -- A

Animal Summoning I *PH 4 -- A --


Detect Snares and Pits *PH 1 -- -- A

Animal Summoning II *PH 5 -- A --


Divination PH 4 -- -- A

Animal Summoning III *PH 6 -- A --


Find/Obscure the Path PH 6R -- -- A

Anti-Animal Shell *PH 6 -- A --


Find Traps PH 2 -- -- A

Call Woodland Beings *PH 4 -- A Know/Obscure Alignment *UA 3R -- Spc -- -- -- A


Charm Person or Mammal *PH 2 -- A --
Locate Animal *PH 1 -- -- A

Creeping Doom *PH 7 -- A --


Locate/Obscure Object PH 3R -- -- A

Giant Insect UA 4R -- A --
Locate Plants *PH 2 -- -- A

Hold Animal *PH 3 -- A --


Magic Font UA 5 -- -- A

Invis. to Animals *PH 1 -- A --


Penetrate Disguise UA 1 -- -- A

Messenger UA 2 -- A --
Portent UA 1 -- -- A

Repel Insects *PH 4 -- A --


Reflecting Pool *UA 2 -- -- A

Reincarnate *PH 7 -- A --
Speak with Monsters PH 6 -- -- A

Snake Charm PH 2 -- A --
Tongues/Confuse Tongues PH 4R -- -- A

Speak with Animals *PH 1 -- A --


True/False Seeing PH 5R -- -- A

Summon Insects *PH 3 -- A --

Elemental

Astml
Air Walk UA 5 -- A --

Astral Spell PH 7 A A A A -- -- Animate Rock *PH 7 - - A --

Plane Shift PH 5 A A A A -- -- Chariot of Sustarre *PH 7 -- A --

Conjure/Dis. Earth Elem. *PH 7R -- A --

Charm
Conjure/Dis. Fire Elem *PH 6R -- A --

Create/Destroy Water *PH 1/2R -- A --

Dust Devil UA 2 -- A --
Charm Person or Mammal *PH 2 -- A . . . .
Earthquake PH 7 -- A --
Cloak of Fear/Bravery UA 4R -- True . . . .
Fire Storm/Quench *PH 7R -- A --
Command PH 1 -- A . . . .
Fire Trap *PH 2 -- A --
Confusion *PH 7 -- A -- -- -- --
Flame Blade *UA 2 -- A --
Enthrall UA 2 -- A . . . .
Heat/Chill Metal *PH 2R -- A --
Feeblemind *PH 6 -- A . . . .
Lower/Raise Water PH 4R -- A --
Hold Person PH 2 -- A . . . .
Meld into Stone UA 3 -- A --
Imbue with Spell Ability UA 4 -- A . . . .
Part Water PH 6 -- A --
Quest PH 5 -- A . . . .
Produce Fire *PH 4 -- A --
Remove/Cause Fear PH 1R -- Rev . . . .
Produce Flame *PH 2 -- A --

Purify/Contaminate Water *PH 1R -- A --


Combat
Pyrotechnics *PH 3 -- A --

Spike Stones *UA 5 -- A --

Bless / Curse PH 1R -- Rev -- Rev -- -- Stone Shape *PH 3 -- A --

Chant PH 2 -- A -- A -- -- Stone Tell PH 6 -- A --

Flame Strike PH 5 Add A -- A -- -- Transmute Metal to Wood *PH 7 -- A --

Holy/Unholy Word PH 7R Rev Rev -- Rev -- -- Transmute Rock to Mud *PH 5 -- A --

Insect Plague *PH 5 -- A -- A -- -- Transmute Water to Dust *UA 6R -- A --

Magic Stone UA 1 -- A -- A -- -- Wall of Fire *PH 5 -- A --

Prayer PH 3 -- A -- A -- -- Water Breathing *PH 3 -- A --

Spiritual Hammer PH 2 Add A -- A -- -- Water Walk UA 3 -- A --

W i n d Walk PH 7 -- A --

Create
Guardian
Animate Object PH 6 Spc Add - - Add Add --
Create Food and Water PH 3 Add -- Add -- Add -- Blade Barrier PH 6 A -- -- A
Heroes' Feast UA 6 -- -- -- Glyph of Warding PH 3 A -- -- A

Silence 15' r. PH 2 A -- -- A

Abbreviations: Symbol PH 6/7 A -- -- A

R (after spell level #) = reversible; * = druidical; A =castable in any form; Add = addi- Wyvern Watch UA 2 A -- -- A

tional spell cleric can cast even though it is out of his deity's spheres of influence; Spc = spe-
cial power, a spell the deity grants in addition to the cleric's normal allotment of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.
124
SpheRes of lnflucnce--Lhc qoOs o1: Cvll
SPHERE/SPELL BOOK Lvl Tak Sarg M o r g Chem Zeb H i d d SPHERE/SPELL BOOK Lvl Tak Sarg M o r g Chem Zeb H i d d

Healing Protection

Cure/Cause Blindness PH 3R -- A A -- -- -- Dispel Magic *PH 3/4 A -- -- --


C u r e / C a u s e Critical W n d s *PH 5/6R -- Rev Rev -- -- -- Endure/Dispel Cold/Heat UA 1R A -- -- --
C u r e / C a u s e Disease *PH 3R -- Rev Rev -- -- -- Flame Walk UA 3 A -- -- --
Cure/Cause Light Wnds *PH 1R -- A A -- -- -- Forbiddance UA 6 A -- -- --
C u r e / C a u s e Serious W n d s *PH 4R -- Rev Rev -- -- -- Magical Vestment UA 3 A -- -- --
Heal/Harm PH 6R -- A A -- -- -- Negative Plane Protection UA 3 A -- -- --
Neutralize/Poison *PH 4/3R -- A A -- -- - - Protection f r o m E v i l / G o o d PH 1R Rev -- -- --
R e m o v e / C a u s e Paralysis UA 3R - - Rev Rev - - Prot. f r o m E v i l / G o o d 10' r. PH 4R Rev -- -- --
Slow Poison *PH 2 -- A A -- Protection f r o m F k e *PH 3 A Add . . . .
Protection from L i g h t n i n g *PH 4 A -- -- --
Necromantic R e m o v e / B e s t o w Curse PH 3R Rev -- -- --
Aid UA 2 A -- q Resist C o l d PH 1 A -- -- --
Animate Dead PH 3 A -- -- Resist Fire PH 2 A Spc . . . .
A n i m a t e D e a d Monsters UA 5 A -- -- Sanctuary PH 1 A -- -- --
Death's Door UA 3 A -- -- Spell I m m u n i t y UA 4 A -- -- --
Feign Death *PH 3/2 A -- -- Withdraw UA 2 A -- -- --
Finger of D e a t h *PH 7 A -- - -

Invis to U n d e a d UA 1 A - - - - Stellar
Raise D e a d / Slay Living PH 5R Rev -- --
Regeneration / Wither PH 7R Rev -- -- Continual Light/Dark PH 3R Rev Rev Rev Rev Rev Rev
Restoration/Energy Drain PH 7R Rev -- -- Light/Darkness PH 1R Rev Rev Rev Rev Rev Rev
Resurrection/Destruction PH 7R Rev -- -- Moonbeam *U-- 5 _ _ m m

Speak with D e a d PH 3 A -- -- Starshine *U-- 3 m m m

Sunray *U-- 7 m m _ _

Plant
Summoning
A n t i - P l a n t Shell 10' r. *PH 5 A -- -- Abjure/Implore UA 4R A A -- -- -- A
Barkskin *PH 2 Aerial Servant PH 6 A A -- -- -- A
Changestaff *UA 7 A -- -- Conjure Animals PH 6 A A -- -- -- A
Entangle *PH 1 A -- m Dispel Evil/Good PH 5R A A -- -- -- A
Fire Seeds *PH 6 A -- m Exaction UA 7 A A -- -- -- A
Goodberry/Badberry *UA 2R A m _ Exorcise PH 4 A A -- -- -- A
H a l l u c i n a t o r y Forest *PH 4R A -- -- Gate PH 7 A A -- -- -- A
Hold Plant *PH 4 A -- -- Golem UA 5 A A -- -- -- A
Liveoak *UA 6 A -- -- Succor PH 6 A A -- -- -- A
Pass P l a n t *PH 5 A -- -- W o r d o f Recall PH 6 A A -- -- -- A
Pass W i t h o u t Trace *PH 1 A -- --
Plant Door *PH 4 A m _ m
Weather
Plant Growth *PH 3 A m
Call L i g h t n i n g *PH 3 -- A --
Shillelagh *PH 1 A Cloudburst *UA 3 -- A --
Snare *PH 3 A -- -- m
Control Temperature *PH 4 -- A --
Speak with Plants *PH 4 A -- -- m
Control Weather *PH 7 -- A , --
Spike G r o w t h *UA 4 A -- -- Control Winds *PH 5 -- A --
Sticks t o Snakes *PH 4/5R A -- -- m
Faerie Fire *PH 1 -- A --
Transport via P l a n t s *PH 4 A -- -- Obscurement *PH 2 -- A --
Tree *PH 3 A -- -- Precipitation *UA 1 -- A --
Trip *PH 2 A -- -- Predict W e a t h e r *PH 1 -- A --
Turn W o o d *PH 6 A -- -- Rainbow UA 5 -- A --
Wall of Thorns *PH 6 A -- -- Weather Summoning *PH 6 -- A --
Warp Wood *PH 2 A -- --

Abbreviations:

R (after spell level #) = reversible; * = d r u i d i c a l ; A = c a s t a b l e in any f o r m ; A d d = addi-


t i o n a l spell cleric can cast e v e n t h o u g h it is o u t o f his d e i t y ' s spheres o f i n f l u e n c e ; Spc = spe-
cial power, a spell t h e d e i t y g r a n t s in a d d i t i o n t o t h e cleric's n o r m a l a l l o t m e n t o f spells; X =
e x c l u d e d , c l e r k s o f this g o d c a n n o t use this spell; True = reverse o f spell c a n n o t be cast; Rev
= only reversed spell can b e cast.

125
spell Summaoy
In the following spell lists, the first entry is a somewhat abbreviated version of the spell name, the second entry is the level and magical type of the
spell (C = Cleric, D = Druid, I = Illusionist, M = Magic-User). Combination spells have parenthetical third entries that list the other spell type
involved, as follows: A = Alteration; Ab - Abjuration, C = Conjuration, Ch = Charm; D = Divination; E = Evocation; En = Enchantment; I
= Invocation; Il = Illusion; N = Necromantic; P = Phantasm; S = Summoning.

Conjuration / Summoning Salt UC Weird 7I (Il/P) Knot RC


Bee PC (S only) Scratch PA Mute LC
Bluelight PC (C only) Sour RC Enchantment / Charm Polish UC
Bug PC (S only) Sneeze PA Creak HC Present LC
Gnats PC (S only) Spke UC Curdle RC Ravel RC
Mouse PC (S only) Sweeten UC Distract LC Shine UC
Spider PC (S only) Twitch PA Flavor UC Spill RC
Tweak PC (C only) Warm UC Freshen UC Sprout UC
Unlock PC (C only) Yawn PA Smokepuff PC Stitch UC
Armor 1M (C only) Alarm 1M Tap HC Tangle RC
Bed~on 5M (RevAvoidance) Astral Spell 9M Whistle HC Tarnish RC
CAmodemon 7M Banishment 7M (Ab) Wik RC Tie UC
Conjure Elem 5M Bigby's Clench Fist 8M Wink PAC Untie RC
Death Spell 6M Bigby's Crush Hand 9M Anti/Sympathy 8M Wrap UC
Drawmij's Ins Sum 7M Bigby's Force Hand 6M Bind 2M (En & A) Aft Norm Fires 1M
Enchant An Item 6M Bigby's Grspg Hand 7M Binding 8M (En & E) Airy Water 5M
Ensnarement 6M Bigby's Inter Hand 5M Charm Monster 4M Animal Growth 5M
Evard's Blck Tent 4M Binding 8M (En) Charm Person IM Avoidance 5M (Ab)
Find Familiar 1M Chain Lightning 6M Charm Plants 7M Bind 2M (En)
Flame Arrow 3M CloudkiU 5M Confusion 4M Blink 3M
Gate 9M Cone of Cold 5M Deeppockets 2M (En ,, A) Burning Hands 1M
Invis Stalker 6M Contingency 6M Demand 8M (En/Ch & E) Cloudburst 3M
Leomund's Chest 5M (Ab) Delay Blast Fball 7M Dolor 4M Comp Languages 1M
Limited Wish 7M Demand 8M (En/charm) Eyebite 5M (En/Charm & II/F Cont Light 2M
MagicJar 5M Dig 4M Fabricate 5M (En & A) Control Weather 6M
Material 3M (C & E) Energy Drain 9M Feeblemind 5M Crystaibrittle 9M
Maze 8M Fireball 3M Fire Charm 4M Dancing Lights 1M
Monster Sum I 3M Fire Shield 4M (A) Forget 2M Darkness 15' r 2M
Monster Sum II 4M Fire Trap 4M Friends 1M Deeppockets 2M (En)
Monster Sum III 5M Flaming Sphere 2M Fumble 4M Dimension Door 4M
Monster Sum IV 6M Force Cage 7M Geas 5M Disintegrate 6M
Monster Sum V 7M Grease 1M 'Guards & Wards 5M (En/Ch & A, E) Distance Distort 5M
Monster Sum VI 8M Guards & Wards 6M (A & En/Ch) Hold Monster 5M Duo-Dimension 7M
Monster Sum VII 9M Ice Storm 4M Hold Person 3M Enchanted Weapon 4M
Mord's Hound 5M Incendiary Cloud 8M (A) Leomund's Belab 5M (E) Enlarge 1M
Mord's Mansion 7M Leomund's Belab 5M (En) Leomund's Shelter 4M (En & A) Erase 1M
Mount 1M Lightning Bolt 3M Magic Mirror 4M (En & Conjuration' ExplosiveRunes 3M
Power Wd Blind 8M Magic Missile IM Mass Charm 8M Extension I 4M
Power Wd Kill 9M Material 3M (C) Mord's Disjuurt 9M (En & A) Extension II 5M
Power Wd Stun 7M MeWs Acid Arrow 2M Otiluke's Irr Dance 8M Extension III 6M
Prismatic Sphere 9M (Ab) Meteor Swarm 9M Ray of Enfeeb 2M Fabricate 5M (En)
Push 1M Morden's Sword 7M Run 1M (En only) Feather Fall IM
Sepia Snake Symb 3M Otiluke's Frzg Sph 6M (A) ~are 2M Fire Shield 4M (E)
Symbol 8M Otiluke's Res Sphere 4M (A) Sink 8M (En & A) Firewater 1M
Trap the Soul 8M Otiluke's Tele Sph 8M (A) Sleep 1M Flaming Sphere 2M (E)
Unseen Servant 1M Sending 5M Succor 9M (En & A) Fly 3M
Wish 9M Shield 1M Suggestion 3M Fools Gold 2M
Alter Reality 71 (II/P) Shout 4M Taunt IM (En only) Glassee 6M
Conjure Animals 6I Spiritwtack 6M (Ab) Truename 7M (En & A) Glassteel 8M
Maze 5I Stinking Cloud 2M Chaos 5I Guards & Wards 6M (E & En/Ch)
Prismatic Spray 7I (Ab) Tasha's Laughter 2M Confusion 4I Gust of Wind 3M
Prismatic Wall 7I (Ab) Tenser's Transf 6M (A) Emotion 4I Haste 3M
Summon Shadow 5I Torment 7M (A) Hypnotism 1I Hold Portal IM
Wall of Fire 4M Magic Mirror 51 (En & D) Incendiary Cloud 8M (E)
Invocation / Evocation Wall of Force 5M Mass Suggestion 6I Infravision 3M
Belch PA Wall of Ice 4M Shadow Walk 71 (En & II) Irritation 2M
Blink PA Wall of Iron 5M Suggestion 31 Item 3M
Chill UC Wall of Stone 5M Jump 1M
Color UC Web 2M Alteration Knock 2M
Cough PA Whip 2M Change LC Leomund's Chest 5M (C/S)
Dampen UC Write 1M Fire Finger PC Leomund's Hut 3M
Dirty RC Zephyr 2M Gather UC Leomund's Shelter 4M (En)
Dusty RC Chromatic Orb 11 (A) Hairy RC Levitate 2M
Nod PA Death Fog 6I (A) Light 1M

126
Spell SummaRy
Lower Water 6M Colored Lights MIC Phantasmagoria 6I
Magic Mouth 2M Dim MIC Illusion / Phantasms Phantasmal Force 1I
MeWs Meteors 3M (E) Haze MIC Footfall HC (II only) Phantasmal Killer 4I
Melt 1M R~nbow MIC Groan HC (II only) Phantom Armor " 11 (11 only & A)
Mending 1M Chromatic Orb lI (E) Hide LC (I1 only) Phantom Steed 3I (P & C)
Message 1M Color Spray lI Moan HC (II only) Phantom Wind 3I (P & A)
Mord's Disjunct 9M (En) Cont Darkness 3I Palm LC (II only) Programmed lllusn 61
Mord's Mansion 7M (C) Cont Light 3I Rattle HC (II only) Project Image 5I (A)
Move Earth 6M Dancing Lights II Thump HC (ll only) Rainbow Pattern 4I (P & A)
Otiluke's Frzg Sph 6M (E) Darkness II Audible Glamer 2M Shades 6I
Oriluke's Res Sph 4M (E) Death Fog 6I (E) Eyebite 6M (En/Ch) Shadow Door 5I
Otiluke's Tele Sph 8M (E) Delude 3I Fear 4M Shadow Magic 51
Parx Water 6M Dream 5I (II/P) Halluc Terrain 4M Shadow Monsters 4I
Passwall 5M Fog Cloud 2I Invisibility 2M Shadow Walk 7I (II, & En)
Permanency 8M Gaze Reflection lI Invis 10' r 3M Spectral Force 3I
Plant Growth 4M Light lI Leomund's Trap 2M Spook 1I
Phase Door 7M Magic Mouth 2I Mass Invis 7M Tempus Fugit 5I
Polymorph Any Obj 8M Major Creation 51 Massmorph 4M Vacancy 4I (P & A)
Polymorph Other 4M Minor Creation 41 Mirror Image 2M Veil 6I
Polymorph Self 4M Phantom Armor lI (II) Nysml's Mag Aura 1M Ventriloquism 2I
Project Image 6M (ll/P) Phantom Wind 31 (P) Phantasmal Force 3M Weird 7I (E)
Precipitation 1M Project Image 5I (II/P) Project Image 6M (A) Whispering Wind 21 (P & A)
Pyrotechnics 2M Rainbow Pattern 41 (P) Sequester 7M (Ab) Wraithform 3I (Il & A)
Rary's Mnem Enhan 4M Rope Trick 3I Simulacrum 7M
Reverse Gravity 7M Solid Fog 4I Ventriloquism 1M Abjurations
Rope Trick 2M Ultravision 2I Mask MIC (I1 only) Clean UC
Setten's Sp Immun 8M Vacancy 4I (P) Mirage MIC (Il only) Dry UC
Secret Page 3M Walt of Fog 11 Noise MIC (II only) Dust UC
Shape Change 9M Wraithform 31 (il) Two-D Illusn MIC (Il only) Exterminate UC
Shatter 2M Whispering Wind 2I (P) Advanced Ilium 51 Anti-Magic Shell 6M
Shocking Grasp 1M Alter Realty 7I (C/S) Avoidance 5M (A)
Sink 8M (En) Necromantic Alter Self 2I (Il only & A) Banishment 7M (E)
Slow 3M Animate Dead 5M Audible Glamer lI Dismissal 5M
Spider Climb IM Clone 8M Blindness 2I Dispel Illusion 4M
Statue 7M Feign Death 3M Blur 2I Dispel Magic 3M
Stone Shape 5M Reincarnate 6M Change Self 1I Globe of Invuln 6M
Stone to Flesh 6M Deafness 21 Imprisonment 9M
Stoneskin 4M Divination Demi-Shadow Mort 5I Mind Blank 8M
Strength 2M Clairandience 3M Demi-Shadow Magic 6I Minor Globe Invuln 4M
Succor 9M (En) Clairvoyance 3M Dispel Exhaust 4I Preserve 2M
Telekinesis 5M Cont Other Plane 5M Fascinate 2I Prismatic Sphere 9M
Teleport 5M Detect Evil 2M Fear 31 Prot/Cantrips 2M
Temporal Stasis 9M Detect Illusion 3M Halluc Terrain 3I Prot / Evll 1M
Tenset's Transf 6M (E) Detect Invis 2M Hypnotic Pattern 21 Prot/Evil 10' r 3M
Time Stop 9M Detect Magic 1M Illusion Script 31 ProtJNormal Miss 3M
Tongues 3M ESP 2M Improved Invis 41 Remove Curse 4M
Trans Rock/Mud 5M Identify 1M Impr Phan Force 2I Repulsion 6M
Trans Water/Dust 6M Know Alignment 2M Invis 10' r 31 Spiritwrack 6M (E)
Truename 7M (En) Legend Lore 6M Dream 5I (A) Sequester 7M (II/P)
Ultravision 4M Locate Object 2M Invisible 2I Volley 7M
Vanish 7M Read Magic 1M Massmorph 4I Dispel Illusion 3I
Vocalize 2M Detect Illusion 1I Mirage Arcane 6I Dispel Magic 4I
Water Breathing 3M Detect Invis II Mirror Image 2I Non-Detection 3I
Wind Walk 3M Detect Magic 21 Misdirection 2I Prismatic Spray 7I (C/S)
Wizard Eye 4M Read Illus Magic lI Mislead 6I Prismatic Wall 7I (C/S)
Wizard Mark IM True Sight 6I Paralyzation 3I
Wizard Lock 2M Vision 7I Permanent Illusn 6I

127
<----- ' - O rir

kmGhl;s Cmcle l Ble


ld6 + modifier Coin" Equipment Healing Ranking Authority

1 or less n/a n/a n/a No Circle Present


2 1d4 stl dagger / none n/a Knight of the Crown (Crown 3rd)
3 ld6 stl spear / none n/a Knight of the Crown (Crown 3rd)

7 ld12 stl battle axe/ring 4/1/- Knight of the Sword (Sword 4th)
8 ld20 stl short bow/ring & shield 5/2/- Knight of the Heart (Rose 5th)
9 2d10 stl long bow/chain 6/2/1 Shield Knight (Crown 5th)
I0 2d20 st] long sword/chain & shield 7/3/1 Bladeknight (Sword 5th)
11 ldl00 stl crossbow/banded ~ 8/3/1 Knight of the Rose (Rose 6t
3d20 shield '~ ~ 9/4/1 Lord o f Shields (Crown 7 ~ '
13 4d20 stl lance (light)/plate 10/4/2 Elder of Sword (Sword 8th)
14 5d20 stl lance (heavy) / plate & shield 11 / 5 / 2 Keeper of the Rose (Rose 9th)
15 2d100 stl sword + 1/Solamnic armor 12/5/3 Lord Warrior (Crown 10th)
16 3d 100 st] sword + 21Solamnic armor 13 / 5 / 3 Master Clerist (Sword
17 .... 4all00 s t l sword +3/Solamnic a r m o r ...... 14/6/3 Lord of Roses (Rose 12
5dlO0 artifactt /plate +1 Lord Warrior (Crown 1 0 t h ) ..........
19 6d 100 stl Dragonlance +/plate + 2 17 / 7 / 5 Lord Clerist (Sword 12th)
20 or above 10d100 stl Dragonlance/plare +3 18/8/6 Lord of Justice (Rose 14th)

* This represents the amount of coin available to the Knight from that location on a given day. It does not represent how much money the Knight
may draw from the Circle. Knights may draw from any Circle no more than the amount listed for their level. For example: a 10th-level Knight of
Solamnia could draw no more than 20 stl from a given Circle on a given day. If that same Knight is going to a Circle that can only pay 2d4 stl
because of its small size, then 2d4 stl is all he will receive. If he is attending a large Circle (with modifiers the Circle turns out to be an 18) then he
would still only be able to draw 20 stl from the Circle even though the amount listed is 5d100 stl. Srl stands for steel pieces, the universal equivalent
of gold pieces in Krynn.

t" This artifact is a weapon or magical device of combat value found either in the Dungeon Masters Guide or in this DRAGONLANCE|
book. The exact device is up to the DM, who should exercise discretion.

The type of lance is determined by a roll of ld6. It would be a footman's lance (1-4) or a mounted lance (5-6). The quality of the lance is deter-
mined by a roll of 1d 12. This could be made without the use of either the Hammer o f Kharas or the Silver Arm (1 - 9); made with one of the artifacts
(10-11) or with both from ancient times (12).

knlcohts Cmcl6 ITlO(blfleOS


Description Modifier Description Modifier
Society
Community Size
Capital of Region +2
Village, Small - 2
Major Constructions
Village, Medium - 1
Small Keep present +1
Village, Large none
Large Keep present +2
Town, Small +1
Small Castle present +2
Town, Medium +2
Large Castle present +3
Town, Large +3
Major Fortifications +1
City, Small +4
Inside traditional Solamnia borders* +4
City, Medium +5
Inside areas controlled by Dragon Highlords,t -10
City, Large +6
* This would include mainland Solamnia and Sancrist.
Circles in these areas, when they are present, are maintained and operated clandestinely by the Knights. Merely finding and getting in touch with
such Circles can often be difficult or impossible.

128
officialAdvanced Dun3eons~ragons ~

ADVENTURES
by Tracy Hickman and Margaret Weis

" . . . For in ages past, b e y o n d m e m o r y and


word, in the first blush of the world,
Dragons terrible and great m a d e war on
this world of Krynn."

For DRAGONLANCE | saga e n t h u s i a s t s


and AD&D | g a m e players everywhere,
here is the latest information on the
world s h a t t e r e d by d r a g o n s and their
armies. The b a c k g r o u n d s for Knights of
Solamnia, the wizards of High Sorcery,
tinker g n o m e s , kender, and much more
are detailed along with their AD&D game
s y s t e m rules. The s t r u g g l e for the fate of
Krynn awaits!

~1987 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge, CB1 4AD
Wl 5 3 1 4 7 United Kingdom

0-88038-452-2

2021XXX7301 $15.00

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