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David's

Player's Guide
to

For the
Pathfinder
Role-Playing Game
THE WORLD
Introduction A unique feature of the town is its
The DRAGONLANCE saga takes place on the vallenwood trees, which are so strong and
continent of Ansalon on the world of Krynn. massive they can hold buildings. Built for
The world is on the edge of chaos. Dark defence after the Cataclysm, the entire village
whispers of war and darkness are spreading was constructed in the boughs of the trees.
across the land. Forces unknown are mobilizing,
marching across the continent. Solace and its Surroundings
The gods have abandoned their followers,
leaving the common people of the world without
protection or guidance.
When the gods left they shattered the world,
hurling a flaming mountain down upon the
capital of the empire of Istar. Civilization
collapsed as plagues, famine, and war spread
across the continent.

The Heroes
The story begins outside of the village of Solace,
where a group of local adventurers is reuniting.
The adventuring party separated almost five
years ago, and set-out to look for signs of the
Old Gods. They found none.
Some spent time looking for signs and proof,
while others simply pursued private matters.
Regardless, they agreed to return to Solace after
five years and meet again at the Inn of the Last
Home.

Solace
The village of Solace is set at a crossroads, by
the plains of Abanasinia on the south-western
corner of the continent.
Solace is located by the elven city of
Qualinost, the human city of Haven, and the
underground dwarven kingdom of Thorbardin.
The nearby plains are home to a number of
barbarian tribes. The southern Kharolis
mountains are home to hill dwarves. Close to
New Sea, many other races have passed
through the region.
CAMPAIGN RULES
Character Creation Usable Books
The rules for creating characters are similar to Most content from Pathfinder books is usable;
those found in the Pathfinder Core Rulebook, this includes both the Core Rulebook and the
with minor changes. Advanced Player's Guide.
Feats, spells, prestige classes, and other
Starting Level content from 3.5 books is approved on case-by-
PCs begin at level 6 (23,000 xp). case basis. When necessary, content will be
Character advancement will be using the converted and updated.
Medium XP advancement chart. However,
characters should level-up at the end of each Races
major story arc. Most races exist in Dragonlance, but many are
slightly different.
Starting Statistics Full racial write-ups are included in that
Stats are rolled randomly, with the exception of section. When possible, races were altered using
the character's two primary stats. The PCs are the alternate racial traits from the Advanced
heroes and meant to be exceptional. Player's Guide.
You roll 5d6 (drop the lowest two) for two Players can also choose alternate Favoured
stats, 4d6 (drop the lowest) for two stats, and Class Options from the Advanced Player's Guide.
3d6 for two stats then assign as desired.
Alternatively, you can use 22-point point buy Classes
for your stats. All standard classes are available, but there are
As Level 6 characters, you will also have minor changes for some classes.
received your first stat-boost. See below for how each class fits into the
world and any possible changes.
Hitpoints
Hitpoints are not rolled, and instead gain a set Traits
number each level. Players can pick traits from the Advanced
PCs gain maximum hitpoints at first level. At Player's Guide or other published sources. At the
higher levels PCs gain set hitpoints based on start of the campaign, players can choose two
their Hit Dice: d12 = 8, d10 = 7, d8 = 6, d6 = traits.
5. This is before bonus hitpoints from levels in Traits are limited to Combat, Faith, Magic,
favoured classes, feats, or a high Constitution. Social, Race, and Equipment. Obviously,
Characters gains hitpoints as if they rolled an Regional and Religion traits would differ and not
average roll on their Hit Die (rounded up) and available in the campaign.
had a Constitution score of 12. For example, a
character with d10 Hit Dice has an average roll Alignment
of 5.5, rounded-up to 6, and + 1 for a total of 7. In Dragonlance, alignment is more than a guide
to a characters morality: alignment determines
Starting Money which side of the very real conflict an individual
PCs begin with 15,000 steel pieces' worth of chose, if they side with the forces of Good, Evil,
equipment. or Balance. A Good-aligned character is not just
Starting money can be spent on magic items a noble person, but one that furthers the cause
from the Pathfinder Core Rulebook or Advanced of goodness. It is not just a reflection of how a
Player's Guide, with no single item worth more character acts, but how that character wants to
than 5,000 steel. act.
However, consumable magic items cannot More than any other world, Neutrality is a
have divine spells as pre-requisites. choice and faction, not just the absence of
opinion. Some people are neutral because they
are "unaligned", but others value choice and an
individual's free will, or choose Neutrality
because they believe both Good and Evil are PCs begin with 2 Hero Points. An extra Hero
important and wish to serve the forces of Point is awarded for completing the character's
Balance. background,

Languages Backpacks and Belt Pouches


There are myriad of languages across the Characters can only fit so much into their
continent of Ansalon. backpack. While they might be able to lift more,
See the Language section for details on who there is only so much storage room
speaks what language and what alphabet is Backpacks can hold up to 60 lbs. of gear,
used. with no single item weighing more than 45 lbs.
Retrieving an item from a backpack is a Move
Equipment action.
Standard equipment is purchasable. Additionally, Belt pouches can hold up to 10 lbs. with no
new races have a couple additional options. item weighing more than 7.5 lbs. However,
retrieving an item from a belt pouch is only a
Background & Questions Swift action.
At the start of the campaign, most of the party Similarly, retrieving an item stowed in an
were members of an adventuring company that equally accessible area (a bandolier, tucked in a
separated, each member spending the last five hidden pouch, etc) is also a Swift action.
years pursuing personal quests.
Every character needs a few sentences Passive Checks
written about them describing how they chose The first of two rules I'll be pulling from 4th
their class, an important person in their life, and Edition are passive skill checks.
a secret they don't want anyone to know. A passive check is that skill's bonus + 10 (an
Players should also have a rough idea what their average roll).
character did for the past half-decade. Even when a character is not actively
As a guide to their personality, player should searching for something they can still spot or
also know how their character will answer the hear something with their Passive Perception.
following questions: Who are you, and what do And even when a character is not actively trying
you want? Who do you serve, and who do you to spot a lie or read body language they can
trust? catch a falsehood with their Passive Sense
Motive.
House Rules
There are a number of small house rules for this Skill Challenges
campaign. The second element pulled from 4th Edition is
Skill Challenges.
Negative Hitpoints & Death These are lengthy skill-based encounters.
Characters survive to their Constitution score in The goal is for the PCs to gain a certain number
negative hitpoints. However, higher level of successes before they reach 3 failures.
character can survive more damage.
A character adds half their Hit Dice (rounded Bringing Back the Dead
down) to their Constitution score when The gods of Krynn do not idly return the dead to
determining the number of negative hitpoints life. The spells raise dead and resurrection
they can survive. cannot be memorized or learned by divine spell-
So, at the start of the campaign PCs can casters.
survive to negative hitpoints equal to their Holy relics can cast these spells, but only
Constitution score + 3. upon targets that have been dead for rounds/
caster level and minutes/ caster level
Hero Points respectively. However, no negative levels are
As it fits the heroic feel of the story, the imposed.
campaign will be using the optional Hero Point
system.
RACES
Krynn has most of the standard fantasy races, when resisting a bull rush or trip attempt while
with a few exceptions. standing on the ground.
Orcs and half-orcs are unknown, never have Stonecunning: Dwarves receive a +2 bonus
been created by the gods. Halflings, illithids, and on Perception checks to potentially notice
even some sub-races, like drow, also do not unusual stonework, such as traps and hidden
exist. doors located in stone walls or floors. They
receive a check to notice such features
Dwarves whenever they pass within 10 feet of them,
whether or not they are actively looking.
Hill Weapon Familiarity: Dwarves are
Of the neidar clan, hill dwarves live above the proficient with battleaxes, heavy picks, and
ground, typically in houses. Many make their warhammers, and treat any weapon with the
living as craftsmen and occasionally miners, but word dwarven in its name as a martial
others live simple lives as farmer, brewers and weapon.
the like. Languages: Dwarves begin play speaking
The neidar used to have a strong bond with Common and either Kharolian or Dwarven.
their mountain cousins, but after the Cataclysm Dwarves can choose from the following:
the mountain clans sealed themselves away in Regional, Dwarven, Elven, Goblin, Kharolian,
their underground kingdom, cutting-off all ties Ogre.
with the surface.
Hill dwarves have the following racial traits: Mountain
+2 Constitution, +2 Wisdom, 2 Mountain dwarves belong to one of several clans
Charisma: Dwarves are both tough and wise, such as the noble hylar, the honourable and
but also gruff. spiritual daewar, or the wild and erratic klar.
Medium: Dwarves are Medium creatures There are also several dark dwarf clans such as
and have no bonuses or penalties due to their the treacherous and arcane theiwar and the
size. dark and ruthless daergar.
Slow and Steady: Dwarves have a base Most mountain dwarves hail from the
speed of 20 feet, but their speed is never subterranean kingdom of Thorabardin, which
modified by armour or encumbrance. has been sealed since the Cataclysm. Mountain
Darkvision: Dwarves can see in the dark up dwarves on the surface are exiles, descendants
to 60 feet. of those trapped on the surface, or those who
Defensive Training: Dwarves get a +4 accidentally found tunnels to the surface.
dodge bonus to AC against monsters of the Mountain dwarves have the following racial
giant subtype.
Craftsman: Dwarves are known for their
superior craftsmanship when it comes to metal
and stone works, receiving a +2 racial bonus
on all Craft or Profession checks that create
objects from metal or stone. This racial trait
replaces the greed racial trait.
Hatred: Dwarves receive a +1 bonus on
attack rolls against humanoid creatures of the
goblinoid subtypes due to special training
against these hated foes.
Hardy: Dwarves receive a +2 racial bonus
on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial
bonus to their Combat Maneuver Defence
traits: relationships have become (understandably)
+2 Constitution, +2 Wisdom, 2 taboo.
Charisma: Dwarves are both tough and wise, Gully dwarves are dirty, slow-witted
but also a bit gruff. scavengers who live in the ruins that dot the
Medium: Dwarves are Medium creatures landscape, as well as sewers, garbage heaps,
and have no bonuses or penalties due to their and slums in larger cities. They are perpetual
size. cowards with numerous superstitions and
Slow and Steady: Dwarves have a base curious beliefs. Gully dwarves produce nothing
speed of 20 feet, but their speed is never wearing what they find and eating what they
modified by armour or encumbrance. catch.
Darkvision: Dwarves can see in the dark up
to 60 feet.
Defensive Training: Dwarves get a +4
dodge bonus to AC against monsters of the
giant subtype.
Greed: Dwarves receive a +2 racial bonus
on Appraise skill checks made to determine the
price of nonmagical goods that contain precious
metals or gemstones.
Hatred: Dwarves receive a +1 bonus on
attack rolls against humanoid creatures of the
goblinoid subtypes due to special training
against these hated foes.
Hardy: Dwarves receive a +2 racial bonus
on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus
to their Combat Maneuver Defence when
resisting a bull rush or trip attempt while
standing on the ground.
Stonecunning: Dwarves receive a +2 bonus
on Perception checks to notice unusual
stonework, such as traps and hidden doors Gully dwarves have the following racial traits:
located in stone walls or floors. They receive a +2 Dexterity, +2 Wisdom, 2
check to notice such features whenever they Intelligence: Gully dwarves are spry but dumb
pass within 10 feet of them, whether or not they like brick. While they often lack common sense,
are actively looking. they are alert and deceptively cunning.
Weapon Familiarity: Dwarves are Small: Gully dwarves are Small creatures
proficient with battleaxes, heavy picks, and and gain a +1 size bonus to their AC, a +1 size
warhammers, and treat any weapon with the bonus on attack rolls, a 1 penalty to their
word dwarven in its name as a martial Combat Maneuver Bonus and Combat Maneuver
weapon. Defence, and a +4 size bonus on Stealth checks.
Languages: Dwarves begin play speaking Fleet Footed: Gully dwarves have a base
Common and Dwarven. Dwarves can choose speed of 30 feet.
from the following: Goblin, Ogre. Darkvision: Gully dwarves can see in the
dark up to 60 feet.
Gully Bitey: Gully dwarves have a bite attack that
Gully dwarves are reputed to either be the deals 1d2 damage. This attack is made using the
offspring of humans and dwarves or dwarves character's full base attack bonus and adds one
and gnomes, although the latter is more likely. and a half times their Strength bonus to
At the present, most gully dwarves have both damage. If this attack is made after a weapon
gully parents and grandparents, as dwarf/gnome attack, it takes a 5 penalty to the attack roll
and instead only adds 1/2 their Strength bonus Elves
to damage.
Filthy: Gully dwarves receive a +2 racial Kagonesti
bonus on saving throws against disease and Also known as wild elves, Kagonesti live in the
becoming nauseated or sickened. In addition, untamed woods of Ergoth and other untamed
gully dwarves gain a bonus on saving throws regions. They describe themselves as being in
against poison equal 1+ half their Hit Dice. tune with nature while other elves describe
Hatred: Gully dwarves receive a +1 bonus them as uncouth savages.
on attack rolls against humanoid creatures of Kagonesti proudly say they are living the
the goblinoid subtypes. lifestyle of traditional elves and firmly believe
Squirmy: Gully dwarves receive a +4 racial they are following the oldest traditions of the
bonus to their Combat Maneuver Defence when race. Other elves especially the Silvanesti
resisting grapple attempts while standing on the dismiss this as nonsense.
ground. Adult Kagonesti, both male and female, are
Survival Instinct: Gully dwarves receive a tattooed as a rite of passage to mark their
+2 racial bonus on Survival skill checks. status as adults.
Swarming: Gully dwarves are used to living Kagonesti elves have the following racial traits:
and fighting communally with other members of +2 Strength, +2 Wisdom, 2
their race. Up to two gully dwarves can share Constitution: Kagonesti strong and alert, but
the same square at the same time. If two gully naturally frail.
dwarves that are occupying the same square Medium: Elves are Medium creatures and
attack the same foe, they are considered to be have no bonuses or penalties due to their size.
flanking that foe as if they were in two opposite Normal Speed: Elves have a base speed of
squares. 30 feet.
Languages: Gully dwarves begin play Low-Light Vision: Elves can see twice as
speaking Common and Gullytalk. Gully dwarves far as humans in conditions of dim light.
can choose from the following: Dwarven, Goblin, Elven Immunities: Elves are immune to
Ogre. magic sleep effects and get a +2 racial saving
throw bonus against enchantment spells and
effects.
Silent Hunter: Kagonesti are renowned for
their subtlety and skill, and reduce the penalty
for using Stealth while moving by 5 and can
make Stealth checks while running at a 20
penalty.
Keen Senses: Elves receive a +2 racial
bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient
with spears (including short spear, longspear),
short sword, shortbows (including composite
shortbow), and longbows (including composite
longbow), and treat any weapon with the word
elven in its name as a martial weapon.
Languages: Kagonesti elves begin play
speaking Sylvan and Elven. Elves can choose
from the following: Common, Ergot, Gnoll,
Goblin, Ogre, Regional.

Qualinesti
The Qualinesti are cousins of the Silvanesti,
although the two kingdoms split thousands of
years ago after a bloody and painful civil war.
Qualinesti once had a reputation as an open from the following: Dwarven, Goblin, Ogre,
and friendly people at least in comparison to Regional, Sylvan.
the Silvanesti. However, they have spent much
of the last four centuries in their capital, Silvanesti
Qualinost. Aloof and superior, the Silvanesti consider
The Qualinesti used to deal regularly with themselves the oldest civilization on Krynn and
humans and other races, although relations the favoured children of the Gods of Light.
between the two peoples have been strained They never liked the other races, and sealed
over the past half-century; like all elves, the themselves in their forest home shortly before
Qualinesti blame humans for the Cataclysm. the Cataclysm. They have seldom ventured
Qualinesti have a strong tie with nature, away from its capital, Silvanost. Silvanesti live
encouraging plants to grow naturally into amongst nature but carefully sculpt it into
beautiful forms. pleasing forms forcing nature to bend to elven
will.
Qualinesti elves have the following racial traits:
Most Silvanesti have a magical background
+2 Dexterity, +2 Wisdom, 2
and know a few simple arcane tricks although
Constitution: Qualinesti are wise and flexible,
few become full wizards. Silvanesti are also
but their form is frail.
divided into Houses: rigid castes that determine
Medium: Elves are Medium creatures and
ones' occupation and social status.
have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of Silvanesti elves have the following racial traits:
30 feet. +2 Dexterity, +2 Intelligence, 2
Low-Light Vision: Elves can see twice as Constitution: Elves are nimble, both in body
far as humans in conditions of dim light. and mind, but their form is frail.
Elven Immunities: Elves are immune to Medium: Elves are Medium creatures and
magic sleep effects and get a +2 racial saving have no bonuses or penalties due to their size.
throw bonus against enchantment spells and Normal Speed: Elves have a base speed of
effects. 30 feet.
Woodcraft: Qualinesti know the deep Low-Light Vision: Elves can see twice as
secrets of the wild like no others, especially far as humans in conditions of dim light.
those of the forests, and gain a +1 bonus on Elven Immunities: Elves are immune to
Knowledge (nature) and Survival checks. In magic sleep effects and get a +2 racial saving
forest terrain, these bonuses improve to +2. throw bonus against enchantment spells and
Keen Senses: Elves receive a +2 racial effects.
bonus on Perception skill checks. Elven Magic: Elves receive a +2 racial
Weapon Familiarity: Elves are proficient bonus on caster level checks made to overcome
with longbows (including composite longbows), spell resistance. In addition, elves receive a +2
longswords, rapiers, and shortbows (including racial bonus on Spellcraft skill checks made to
composite shortbows), and treat any weapon identify the properties of magic items.
with the word elven in its name as a martial Keen Senses: Elves receive a +2 racial
weapon. bonus on Perception skill checks.
Languages: Qualinesti elves begin play
speaking Common and Elven. Elves can choose
Weapon Familiarity: Elves are proficient Gnome
with longbows (including composite longbows),
longswords, rapiers, and shortbows (including Tinkerer
composite shortbows), and treat any weapon Gnomes are manic geniuses and inventors
with the word elven in its name as a martial obsessed with discovery and science. Entirely
weapon. functional and logical (albeit crazy) gnomes have
Languages: Silvanesti elves begin play no concept of art or recreation and are at their
speaking Sylvan and Elven. Elves can choose happiest when working.
from the following: Common, Dwarven, Goblin, To a gnome, simplicity is boring and un-
Kenderspeak, Ogre, Regional. functional and the needlessly complex is
beautiful. Tinker gnomes argue simple things
Dark are the result of simple minds, so complex
Not a true sub-race of elves, dark elves are minds must produce complex things. For
outcasts who were banished from their people. example, a tinkerer gnome prefers 1(8/4)+1=31
Most dark elves come from the less tolerant over 1+2=3.
Silvanesti, although both the Kagonesti and An invention is not complete until it has a
Qualinesti occasional exile traitors. multitude of levers, knobs, and buttons with a
Kagonesti traitors undergo a trial, with failure half-dozen optional settings and complementary
blackening their tattoos to permanently mark attachments.
them as outcasts. The Qualinesti undergo a trial Gnomes follow a life quest: a guild assigned
of peers, and if found guilty his name is stricken mission to discover, invent, study, or explain
from the hearts of the Qualinesti and no elf is something. Most life quests are passed down
permitted to say their name. Silvanesti are family lines, as they are too complex to be
magically judged with traitors' names removed completed in a single lifetime.
from birth records leaving no proof of their Almost all gnomes live in Mount Nevermind,
existence. a large hollowed volcano in northwest Ansalon.
Most dark elves are exiled for high crimes Tinker gnomes have the following racial traits:
such as treason or murder, but some have been +2 Constitution, +2 Intelligence, 2
cast out for worshipping dark gods, being black Wisdom: With their keen inventiveness,
robed wizards (the Silvanesti sometimes even gnomes are extremely intelligent, but they often
exile red robes), or performing evil acts. put the quest for knowledge ahead of the
Dark elves are shunned by all other elves consequences.
they meet and forbidden from ever returning to Small: Gnomes are Small creatures and gain
their homeland. a +1 size bonus to their AC, a +1 size bonus on
attack rolls, a 1 penalty
to their Combat Maneuver
Bonus and Combat
Maneuver Defence, and a
+4 size bonus on Stealth
checks.
Slow Speed: Gnomes
have a base speed of 20
feet.
Low-Light Vision:
Gnomes can see twice as
far as humans in
conditions of dim light.
Guild Affiliation: At
character creation, the
gnome character selects a
Guild with which he is
affiliated. Since there are
innumerable guilds, they
are broken into three major categories: Craft Weapon Familiarity: Gnomes treat any
Guilds (bowyer, blacksmithing, leatherworking, weapon with the word gnome in its name as a
and the like), Technical Guilds (architecture, martial weapon.
chemistry, engineering, scriveners, and others), Languages: Gnomes begin play speaking
and Sage Guilds (botany, biology, education, Common, Gnome, and a Regional language.
mathematics, philosophy, and so on). Gnomes can choose from the following:
Gnome Gadgets: Gnomes always have a Draconic, Dwarven, Elven, Giant, Goblin, and
collection of small gizmos. Gnomes with an Orc.
Intelligence of 11 or higher gain the following
spell-like abilities: 1/daydancing lights, ghost Mad
sound, mending, and prestidigitation. The caster Mad gnomes are labelled as such by the sane
level for these effects is equal to the gnome's tinkerer gnomes and exiled from the gnomish
level. The DC for these spells is equal to 10 + community.
the spell's level + the gnome's Intelligence Mad gnomes are clearly insane because they
modifier. make inventions that regularly work (or less
Grounded in Reality: Gnomes get a +2 regularly explode), complete one or even two
racial saving throw bonus against illusion spells life quests, believe in simplicity over complexity,
or effects. and generally make other gnomes look bad.
Keen Senses: Gnomes receive a +2 racial Mad gnomes prefer the name thinker
bonus on Perception skill checks. gnomes but few others use this title. Mad
Obsessive: Gnomes receive a +2 racial gnomes are recognisable by their more stable
bonus on a Craft or Profession skill of their and less manic natures but are still treated as
choice. dangerous loons by other races.
Master Tinker: Gnomes experiment with all
Mad gnomes have the following racial traits:
manner of mechanical devices, gaining a +1
+2 to One Ability Score: Mad gnome
racial bonus on Disable Device and Knowledge
characters get a +2 bonus to one ability score of
(engineering) checks. They are treated as
their choice at creation. Mad gnomes do not
proficient with any weapon they have personally
display the feverish creative genius possessed
crafted.
by ordinary gnomes, nor are they as inclined
toward acting before thinking.
Small: Gnomes are Small creatures and gain
a +1 size bonus to their AC, a +1 size bonus on
attack rolls, a 1 penalty to their Combat
Maneuver Bonus and Combat Maneuver
Defence, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of
20 feet.
Low-Light Vision: Gnomes can see twice
as far as humans in conditions of dim light.
Gnome Gadgets: Gnomes always have a
collection of small gizmos. Gnomes with an
Intelligence of 11 or higher gain the following
spell-like abilities: 1/daydancing lights, ghost
sound, mending, and prestidigitation. The caster
level for these effects is equal to the gnome's
level. The DC for these spells is equal to 10 +
the spell's level + the gnome's Intelligence
modifier.
Grounded in Reality: Gnomes get a +2
racial saving throw bonus against illusion spells
or effects.
Keen Senses: Gnomes receive a +2 racial
bonus on Perception skill checks.
Master Tinker: Gnomes experiment with all Half-Elf
manner of mechanical devices gaining a +1
racial bonus on Disable Device and Knowledge Half-Elf
(engineering) checks. They are treated as Half-elves are torn between two worlds: that of
proficient with any weapon they have personally their elven and human halves.
crafted. Half-elves are frequently the result of
Multitalented: Gnomes receive a +2 racial violence against their mothers, especially during
bonus on a Craft, Profession, or Knowledge skill the chaotic decades following the Cataclysm. But
of their choice. a rare few are the result of tragic, doomed
Weapon Familiarity: Gnomes treat any romance.
weapon with the word gnome in its name as a Half-elves do not belong fully in either world,
martial weapon. finding elven life slow where they quickly
Languages: Gnomes begin play speaking outgrow friends, while life among humans
Common, Gnome, and a Regional language. passes quickly as they watch loved ones age
Gnomes can choose from the following: and die.
Draconic, Dwarven, Elven, Giant, Goblin, and All half-elves have the following racial traits:
Orc. +2 to One Ability Score: Half-elf
characters get a +2 bonus to one ability score of
their choice at creation to represent their varied
nature.
Medium: Half-elves are Medium creatures
and have no bonuses or penalties due to their
size.
Normal Speed: Half-elves have a base
speed of 30 feet.
Low-Light Vision: Half-elves can see twice
as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves
and humans for any effect related to race.
Elven Immunities: Half-elves are immune
to magic sleep effects and get a +2 racial saving
throw bonus against enchantment spells and
effects.
Keen Senses: Half-elves receive a +2 racial
bonus on Perception skill checks.
Raised Apart: Half-elves gain an additional
bonus depending on who raised them (see
below).

Kagonesti Raised
Kagonesti half-breeds are more likely to be the
result of emotional unions or brief and
passionate affairs, usually between Kagonesti
and nomadic humans.
The Kagonesti are more accepting of half-
bloods (for elves), more-so if the half-elf can
prove themselves to the tribe. Although, the
Kagonesti often dislike humans for the
destruction of forests for the building of villages.
Kagonesti raised half-elves have the additional
racial traits:
Ancestral Arms: Kagonesti half-elves Adaptability: Half-elves receive Skill Focus
receive training in unusual weapons. At 1st level as a bonus feat at 1st level.
they receive an Exotic Weapon Proficiency or Multitalented: Half-elves choose two
Martial Weapon Proficiency with one weapon. favoured class at first level and gain +1 hitpoint
Multitalented: Half-elves choose two or +1 skill point whenever they take a level in
favoured class at first level and gain +1 hitpoint either one of those classes.
or +1 skill point whenever they take a level in Languages: Human raised half-elves begin
either one of those classes. play speaking Common and a Regional
Languages: Kagonesti half-elves begin play language. For additional languages, half-elves
speaking Elven and a Regional language. For can choose any language they want.
additional languages, half-elves can choose any
language they want. Silvanesti Raised
The rarest of half-elves, Silvanesti seldom mix
Qualinesti Raised with humans and almost never engage in
There were a large number of human raids on relations. Few mothers carry a half-blooded child
Qualinesti lands following the Cataclysm. This to term for the shame it would do to them and
produced a large number of unwanted half- their family.
breeds over the generations.
Silvanesti raised half-elves have the additional
Prior to the Cataclysm, friendly relations
racial traits:
produced a number of mixed offspring but half-
Integrated: Silvanesti half-elves are skilled
humans have grown unpopular as a symbol of
in the art of ingratiating themselves into a
human intolerance.
community as if they were natives. They gain a
Qualinesti raised half-elves have the additional +1 bonus on Bluff, Disguise, and Knowledge
racial traits: (local) checks.
Sociable: Half-elves are skilled at charming Arcane Training: Half-elves occasionally
others and recovering from faux pas. If half- seek tutoring to help them master the magic in
elves with this racial trait attempt to change a their blood. Half-elves must choose be an arcane
creatures attitude with a Diplomacy check and spellcasting class as their favoured class. They
fail by 5 or more, they can try to influence the can use spell trigger and spell completion items
creature a second time even if 24 hours have for that class as if 1 level higher (or as a 1st-
not passed. level character if they have no levels in that
Multitalented: Half-elves choose two class).
favoured class at first level and gain +1 hitpoint Languages: Silvanesti half-elves begin play
or +1 skill point whenever they take a level in speaking Elven and a Regional language. For
either one of those classes. additional languages, half-elves can choose any
Languages: Qualinesti half-elves begin play language they want.
speaking Elven and a Common. For additional
languages, half-elves can choose any language
they want.

Human Raised
Elves very seldom initiate violence against
human settlements, so there are fewer human
raised half-elves who are the result of assaults.
Some elven mothers have been known to
abandon human sired children at the outskirts of
human settlements rather than raise a half-
breed themselves. Additionally, many exiled dark
elves pair-off with humans rather than live alone
producing half-elves.
Human raised half-elves have the additional
racial traits:
Human Medium: Humans are Medium creatures and
have no bonuses or penalties due to their size.
Civilized Normal Speed: Humans have a base speed
Humans hail from a number of different nations of 30 feet.
across the continent. There are the dark-skinned Bonus Feat: Humans select one extra feat
people of Ergoth to the west, who hail from that at 1st level.
fallen and fractured empire; the proud Heart of the Wilderness: Nomads raised in
Solamnics of the northern lands; the Abasinians the wild learn the hard way that only the strong
from the South; and the pale Nerakans from the survive. They gain a racial bonus equal to half
central mountains. their character level on Survival checks. They
Civilized humans have the following racial traits: also gain a +5 racial bonus on Constitution
+2 to One Ability Score: Human checks to stabilize when dying and add 5 to their
characters get a +2 bonus to one ability score of Constitution score when determining the
their choice at creation to represent their varied negative hitpoint total necessary to kill them.
nature. Languages: Humans begin play speaking
Medium: Humans are Medium creatures and Common and local Regional language
have no bonuses or penalties due to their size. (Abasinian, Estwilde, Icespeak, Kharolian,
Normal Speed: Humans have a base speed Khurish, Nerakese, Nordmaarian). For additional
of 30 feet. languages, humans can choose any languages
Bonus Feat: Humans select one extra feat they want.
at 1st level. Kender
Skilled: Humans gain an additional skill rank
at first level and one additional rank whenever
they gain a level.
Languages: Humans begin play speaking
Common and local Regional language
(Abasinian, Ergot, Kalinese, Kharolian, Lemish,
Saifhum, Solamnic). For additional languages,
humans can choose any languages they want.

Nomadic
The uncivilized nomads of Ansalon are often
called barbarians; they hail from desolate
regions where lesser humans would quickly
perish.
The plains nomads live in the tundra and
deserts of the Plains of Dust, while their dusky
desert counterparts hail from Khur. Mountain
nomads can be found across the continent,
including Tama Busuk in the heart of Ansalon.
There are also the ice barbarians from the frigid
Icewall Glacier far to the south.
While more civilized than some of their more
savage kin, there are also the dark-skinned sea
barbarians, who perpetually sail the oceans
around Ansalon.
Nomadic humans have the following racial traits:
+2 to One Ability Score: Human
characters get a +2 bonus to one ability score of
their choice at creation to represent their varied
nature.
Kender Ogre
The small folk known as kender are best
Minotaur
described as eternal children. They are
Born from the chaos of the Greygem, minotaurs
excitable, enthusiastic, and perpetually curious.
are honourable warriors from the Bloodsea
They have no knowledge of fear and even less
Islands. They are natural sailors, often found on
of personal property.
any of the waters surrounding the continent,
Kender are fascinated by oddities and
either as part of the Imperial Navy or as pirates.
captivated by shiny objects, often borrowing
Minotaurs resolve disputes through ritual
them for closer examination. Kender are found
combat, often in gladiatorial arenas, and can
all across the world, subject to wanderlust that
hold grudges for a long time. Throughout their
drives them forward into the unknown.
history they have been enslaved numerous
Kender have the following racial traits: times, first by the dwarves and ogres and then
+2 Dexterity, +2 Charisma, 2 by the humans of Istar.
Strength: Kender are nimble and strong-willed,
Minotaurs have the following racial traits:
but their small stature makes them weaker than
+2 Strength, +2 Wisdom, 2 Charisma:
other races.
Minotaurs are large and powerful, but are
Small: Kender are Small creatures and gain
arrogance and offensive.
a +1 size bonus to their AC, a +1 size bonus on
Medium: Minotaurs are Medium creatures
attack rolls, a 1 penalty to their Combat
and have no bonuses or penalties due to their
Maneuver Bonus and Combat Maneuver
size.
Defence, and a +4 size bonus on Stealth checks.
Normal Speed: Minotaurs have a base
Slow Speed: Kender have a base speed of
speed of 30 feet.
20 feet.
Darkvision: Half-orcs can see in the dark up
Fearless: Kender receive a +2 racial bonus
to 60 feet.
on all saving throws against fear. This bonus
Ferocity: Once per day, when a minotaur is
stacks with the bonus granted by kender luck.
brought below 0 hitpoints but not killed, he can
Halfling Luck: Kender receive a +1 racial
fight on for one more round as if disabled. At
bonus on all saving throws.
the end of his next turn, unless brought to
Keen Senses: Kender receive a +2 racial
above 0 hitpoints, he immediately falls
bonus on Perception skill checks.
unconscious and begins dying.
Light Fingered: Kender receive a +2 racial
Gore: A minotaur may use his horns as
bonus on Sleight of Hand skill checks and their
natural weapons dealing 1d4 damage. This
choice of either Disable Device or Craft skill
attack is made using the character's full base
checks.
attack bonus and adds one and a half times
Weapon Familiarity: Kender are proficient
their Strength bonus to damage. If this attack is
with slings and treat any weapon with the word
made after a weapon attack, it takes a 5
kender in its name as a martial weapon.
penalty to the attack roll and instead only adds
Languages: Kender begin play speaking
1/2 their Strength bonus to damage.
Common and
Intimidating: Minotaurs receive a +2 racial
Kenderspeak.
bonus on Intimidate skill checks due to their
Kender can
fearsome nature.
choose from the
Weapon Familiarity: Minotaurs are
following:
proficient with greataxes and falchions and treat
Dwarven, Elven,
any weapon with the word minotaur in its
Goblin, Regional.
name as a martial weapon. (Weapons with "orc"
in the name are minotaur weapons on Krynn.)
Languages: choice, chosen at creation. Irda with a Charisma
Minotaurs begin of 11 or higher also gain the following spell-like
play speaking abilities: 1/daydancing lights, ghost sound,
Common and mage hand prestidigitation. The caster level for
Kothian. these effects is equal to the irda's level. The DC
Minotaurs can for these spells is equal to 10 + the spell's level
choose from the + the irda's Charisma modifier.
following: Change Shape (Su): At will, an Irda can
Kalinese, assume the appearance of any Medium
Nordmaarian, humanoid but retains its own physical qualities.
Ogre, Saifhum. While using this power the irda gains a +10 to
Disguise skill checks. The changes are actually
Irda physical alterations not illusions, but a true
Also known as seeing spell or ability will reveal the Irdas
high ogres, irda natural form. An Irda reverts to his natural form
are the when killed.
descendants of Languages: Irda begin play speaking
the original Common and Kolshet (High Ogre). Irda can
beatific ogres choose
before they were cursed by Paladine and from the
descended into ugliness and barbarism. Irda are following:
tall and fair, with pale white hair and skin that Dwarven,
ranges from dark midnight blue to pale sea Elven,
green. Ogre,
They dress in light robes and gowns never Regional,
made of animal hide occasionally adorned with Sylvan.
thin, delicate jewellery. They disdain animal
products and almost all irda are vegetarians. A
magical race, they have long devoted
themselves to arcane secrets and are frequently
bookish and serious.
Irda are slow to trust, being persecuted for
the actions of their ogre forefathers and hunted
to near extinction. Theey now live in isolated
communities found in hidden valleys or
uncharted islands. When venturing to the
outside world they tend to hide their true
natures.
Irda have the following racial traits:
+2 Intelligence, +2 Charisma 2
Constitution: Irda retain the strong presence,
intelligence, and attractiveness of their high ogre
ancestors, but their time in isolation and
devotion to cerebral pursuits has caused their
health to suffer.
Medium: Irda are Medium creatures and
have no bonuses or penalties due to their size.
Normal Speed: Irda have a base speed of
30 feet.
Low-Light Vision: Irda can see twice as far
as humans in conditions of dim light.
Irda Magic: Irda add +1 to the DC of any
saving throws against spells of a school of their
Starting Ages & Aging Effects
Race Adulthood Simple Moderate Complex Middle Old Venerable Maximum
Age
Dwarf, 10 +1d3 +1d4 +1d6 20 30 55 +2d10
Gully
Elf 40 +4d6 +6d6 +9d6 175 263 350 +2d100
Half-Elf 20 +1d6 +2d6 +3d6 82 103 145 +3d20
Irda 100 +3d6 +4d6 +6d6 200 350 500 +1d100
Kender 20 +2d6 +3d6 +4d6 50 70 90 +3d10
Minotaur 17 +1d4 +1d6 +2d6 60 90 120 +3d10

Random Height & Weight


Race/ Sex Base Height Height Modifier Base Weight Weight Modifier
Dwarf, Gully, male 3'6'' +1d6 100 lbs. x 2d4 lbs.
Dwarf, Gully, female 3'3'' +1d6 90 lbs. x 2d4 lbs.
Irda, male 5'10'' +2d10 120 lbs. x 1d6 lbs.
Irda, female 4'10'' +2d10 100 lbs. x 1d6 lbs.
Kender, male 3'2'' +2d8 90 lbs. x 1 lbs.
Kender, female 3'0'' +2d8 80 lbs x 1 lbs.
Minotaur, male 6'2'' +3d6 300 lbs. x 2d4 lbs.
Minotaur, female 6'0'' +3d6 250 lbs. x 2d4 lbs.
CLASSES
The world of Krynn has most of the standard
Changes
classes, but a few have a unique role in the
Unlike bards from other worlds, bard of
world.
Krynn cannot cast healing spells. Instead, their
spells with the Cure keyword grant temporary
Alchemist hit points.
Crafters and brewers, alchemists are rare but
not unknown. They can be found in civilized and
Cavalier
barbarous lands alike.
Brave mounted warriors, cavaliers are common
In urban environments, alchemists mix
in human lands.
chemical concoctions from magical or mundane
First established in the ancient empire of
sources. Alchemists of nomadic tribes rely more
Ergoth, mounted warriors spread throughout the
on herbs and natural ingredients.
human lands of the northeast. The Knights of
Gnomes are frequently non-magical
Solamnia is comprised heavily of cavaliers.
alchemists. Elves and kender often make use of
Few other races have the bond humans have
the magical properties of exotic plants for their
with mounts. Elves occasionally have cavaliers
alchemy.
mounted on giant owls and gnomes schooled in
animal husbandry have been known to ride
Barbarian ponies or large dogs.
Most commonly nomadic humans, barbarians
can be found across the continent although Changes
typically in the wilderness and seldom in the There are only three true orders for
larger cities. Kagonesti elves are also frequently cavaliers: knights of the Crown (Lion), knights of
barbarians. the Sword (Sword), and knights of the Rose
Minotaurs and dwarves have mixed opinions (Star).
of barbarians; their natural ill temper and There are also masterless knights who do not
martial talents make them skilled barbarians but belong to a Solamnic order (Cockatrice).
their honourable natures temper their rage.
Elves (except Kagonesti), gnomes, kender, Cleric
and irda are very seldom barbarians. There are no clerics on Krynn.
Once, all races had clerics but those times
Bard have passed. Clerics and other followers of the
It is rare for those with an interest in magic to old gods vanished just prior the Cataclysm,
also be interesting in song. Most bards are not when the gods turned their backs on their
full spellcasters, but instead pick-up a few worshipers and the entire world.
magical tricks as they travel. There are still those people who call
During the Age of Dreams, many millennium themselves clerics. In human lands these are
ago, bardic colleges were established by one of followers of new gods and cannot grants spells.
the gods of balance. Many of these survive to Other long-lived races, such as elves and
the present day in one condition or another. dwarves, still have clerics to the old gods, but
Few bards ever pass the Test at the Tower of these also have no ability to cast spells.
High Sorcery, and are considered magical Changes
dabblers. With no gods, clerics lose all spell-casting
Many races become bards, with kender being and supernatural abilities. However, they can
the most common. Elves, irda, humans also find spend spellcasting slots to fuel rare divine
the gift of magical music and become bards. magical items.
While less naturally talented, dwarven skalds are
also technically bards. Druid
While not true clerics, druids were followers of
one of the three gods associated with nature.
Like true clerics, druids have lost all spellcasting Monk
abilities. Monastic Orders are truely rare in Ansalon, but
Unlike the druids of other worlds, few druids not unknown.
try to defend nature or guard wild areas of the Most monasteries follow the old teachings of
world. Since the Cataclysm, civilization is little the god Majere. While the religious teachings
threat to the dangerous wilds. More often than and dogma has diminished over the centuries,
not, druids have to protect people from the wid. the core philosophies remain.
Elves are easily the most common druids, Monks are evenly divided amongst racial
especially the wild Kagonesti, followed by lines, with no race being overly common or
nomadic humans. A few nature-loving kender uncommon with the exception of kender who
also become druids. frequently lack the patience and discipline to be
Changes monks. Half-elves are noteworthy as the divide
With no gods, druids lose all spell-casting race finds solace in monastic life. Even
and supernatural abilities. However, they can minotaurs have monks, although these tend to
spend spellcasting slots to fuel rare divine follow the more vengeful teachings of Sargas.
magical items.
Oracle
Fighter Mortals chosen to be the vessels and chosen
There is great variety in Ansalon's fighters, and voice of the gods were rare prior to the
they range from cut-throat mercenaries to the Cataclysm, they are unknown now.
honourable Knights of Solamnia and everything Oracles were not members of a god's clergy,
in-between. like clerics were, but instead preached directly to
All races have warriors, but they are the populace and seldom remained at a single
especially common amongst dwarves and temple.
minotaurs. The Kagonesti elves are skilled All oracles are singular, with no race being
combatants and one of the Silvanesti houses is predominant. Any can be chosen as the voice of
dedicated to war and the sword. Even the a god.
gnomes have soldiers, armed with unique and Changes
dangerous weaponry. With no gods, oracles lose all spell-casting
and supernatural abilities. However, they can
Inquisitor spend spellcasting slots to fuel rare divine
During the time of Istar and the reign of its magical items. Additionally, while oracles often
Kingpriest, holy inquisitors were sent to find have multiple patron gods, on Krynn all gods an
hidden followers of the evils gods and disguised oracle serves must be of the same alignment
non-human races. Near the end of the empire's group.
realm they even hunted mages and races like
elves and kender. Paladin
Civilized humans are the most common The rarest of all classes, paladins were the
inquisitors, such as the Istarians and chosen champions of their god. Like clerics, they
Solamnians. The less tolerant Silvanesti elves have not been seen since the Cataclysm.
also had their share of inquisitors. While there have been occasional clerics of
Since the gods abandonment the world, new gods, there have been no paladins. Some
there have been no inquisitors, or at least none warriors claim to be paladins, but these have
with the ability to cast spells. always turned out to be cavaliers or fighters.
Changes Typically paladins are either elves or
With no gods, inquisitors lose all spell-casting humans, but there have been dwarven paladins.
and supernatural abilities. However, they can A few minotaurs were once antipaladins,
spend spellcasting slots to fuel rare magical devoted to their god of vengeance.
items that grant healing. Changes
With no gods, rangers lose all spell-casting
and supernatural abilities. However, they can
spend spellcasting slots to fuel rare divine Human and demi-human sorcerers tend to
magical items. have some inhuman relation that gives them
their power, it is not something you can learn
Ranger but something you are born with.
Woodsmen, rangers typically reject civilization or Many sorcerers have passed the Test of the
walk between it and the natural world. With Orders of High Sorcery, but these have
much of Ansalon being untamed or reclaimed universally been mistaken for wizards. While
wilds there is much room for rangers. they wear the robes, they are unaffected by the
Like druids, rangers cannot cast spells Moons.
without the gods. However, there are many Changes
more rangers in the world than other divinely- There are no sorcerers of the Arcane,
powered classes. When rangers reach the point Destined, or Orc bloodlines in Krynn.
where they would normally gain spellcasting,
many often start to practice the ways of another
Summoner
class.
More common than sorcerers, summoners are
Elves are frequently rangers, as are nomadic
wizards powered through a connection to an
humans. However, there are also occasional
extraplaner being.
kender and minotaur rangers. A few dwarves
It is the connection between mortal and
become rangers, hunting the underground wilds.
outsider that grants a summoner their
Changes spellcasting.
With no gods, rangers lose all spell-casting A few summonses have passed the Test and
and supernatural abilities. However, they can joined the Orders of High Sorcery. These were
spend spellcasting slots to fuel rare magical typically seen as specialist wizards.
items that grant healing. No race is particularly common as
summoners. Kenders and gnomes, who both
Rogue lack natural magical talent, occasionally strike a
Rogues are common across the land, second deal for arcane power. Silvanesti tend to assume
only to fighters in omnipresence. Most large summoners deal with fiendish forces and exile
cities on Ansalon have a Thieves' Guild, while them as dark elves.
rogues in smaller towns tend to be independent
cutpurses. Tinkerer
Thieves come from all races although they Gnomish engineers and mechanics are called
are especially not tolerated by dwarves, elves, tinkerers, and create wondrous devices of
minotaurs. Gnome rogues are well-respected, variable quality and effectiveness.
specializing in disarming and disabling
Mechanics
machinery (typically out of control inventions).
A tinkerer is essentially a wizard, only their
Kender are strongly opposed to thievery, and
"spells" are really mechanical devices. Gnomes
despise those who purposely take things from
skilled in animal husbandry, tinkering with
others; regardless kender are often labelled
biological sciences, might mechanically be
thieves more often than not.
summoners.
Tinkerers do not treat Spellcraft as a class
Sorcerer skill, instead having Disable Device. Their magic
Spontaneous spellcasting is rare on Krynn, and is unaffected by anti-magic fields, but does not
is unknown in Ansalon, at least among human automatically bypass spell resistance.
races. Instead of spellbooks, gnomes have
Primal sorcery as it is known (opposed to compendiums of schematics and notes and
high sorcery which is practiced by wizards) is instead of spell components they have toolkits.
commonly only found in nonhuman races, such
as dragons. Primal sorcery is a chaotic form of
Witch
magic using the ambient magical energy left
On Ansalon, witches are very rare. They are
over from the world's creation.
seldom trusted, as the source of their power is
unknown. Many believe them to consort with moons in the sky (although only white Solinari
infernal powers. and red Lunitari can be seen; Nuitari is only
Silvanesti assume all witches traffic with visible to Black Robed wizards).
demonic forces and exile all witches as dark Magic is carefully controlled and regulated by
elves. the Orders of High Sorcery to prevent its abuse.
Humans with their ambition for power will Wizards that do not take the Test and join an
often deal with unknown forces and become a order are hunted down as renegades and killed.
witch. Individuals of any race, desperately Humans and elves make up the majority of
seeking a god or faith, might instead become a wizards, although the occasional irda and dark
witch. dwarf feels the call of magic.
Changes Changes
Unlike witches from other worlds, witches of All wizards must pick an Order to belong to,
Krynn cannot cast healing spells. or be a Renegade wizard.
Specialized wizards are limited in their
Wizard choice: Necromancy specialists must become
Wizards are not popular in Ansalon, being feared Black Robes, Abjuration specialists must become
at best and blamed for the Cataclysm at worst. White Robes, and Illusionists must become Red
It is seldom known that arcane magic comes Robes.
from the three gods of magic: Solinari, Lunitari Additionally, all wizards gain Magius as a
and Nuitari, each represented by one the three bonus language.
ORGANIZATIONS
Knights of Solamnia Seekers
The chivalric order of the Knights of Solamnia The Seeker movement is founded on the belief
has stood for almost two-thousand years, that the old gods had departed the world. The
warriors dedicated to the cause of good. Seekers get their name for the search for new
The knighthood has fallen on hard times: gods: one who will reliably answer the prayers
once respected as a symbol of honour and of their faithful and not turn from them in their
justice, it is now derided and blamed for the darkest hour.
Cataclysm, blamed for failing to protect those The Seekers faith is a philosophy as well as a
they swore to defend. religion, is shared by hundreds of people in
The knights have bound themselves with Ansalon. Their core philosophy is: The Seekers
their extensive code of conduct, the Measure, are searching for new gods and will announce
becoming increasingly concerned with the letter them, once they are discovered gods worthy
of their law of respect and worship.
rather than What became the Seekers were once a
its spirit. loose-knit organization of clerics who
Yet, a proselytized their new creed in the towns of
proud few Haven, Solace, and Gateway. Eventually, these
still follow preachers felt they needed a structure if they
the Oath were ever to convince the people of Krynn of
and the their beliefs. This lead to a hierarchy being
Measure established, with leaders guiding and directing
and proudly the Seeker's search.
recite Est After some time, the Seekers deciding that
Sularus oth villagers could not judiciously guide themselves,
Mitha: My so they appointed High Theocrats to tend to the
Honour is peoples needs and rule the towns. The Seekers
My Life. are currently led by a Highseeker and nine other
Seekers who serving as a council. The glorious
Factions Councilhall of the Seekers stands in the center
The of Haven, supported by six towers and protected
knighthood by the Holy Guard.
is divided
into three tiers: the Crown, the Sword, and the
Rose.
The Order of the Crown is the first tier,
warriors trained for obedience and loyalty. They
are charged with upholding the honour of the
knighthood.
The Order of the Sword are the warriors who
fight to defend justice and truth. Of all the
orders, Sword Knights are the most religious,
willingly putting aside their own needs, and
sacrificing their lives when necessary.
The Order of the Rose is the highest tier of
the knighthood, embracing honour guided by
wisdom. Knights of the Rose are leaders who
provide guidance and inspiration.
Orders of High Sorcery White Robe Wizards can specialize in the
Of all organizations of Ansalon, none are both as following schools: Abjuration, Conjuration,
feared and respected as the Orders of High Divination, Enchantment, Evocation, and
Sorcery. Over the centuries it has been Transmutation.
considered both a bastion of strength and an The Black Robes are evil, and believe that
abomination to be destroyed. true power lies in the side of darkness. They
Only trained mages who are members of an believe magic should be pursued without ethical
Order are permitted cast spells of a certain constraint. Magic is a tool to benefit its user first
potency; unauthorized wizards or renegades and foremost. They never cause random
are hunted down by the Orders, and forced to destruction such as lobbing fireballs at
either join or die. defenceless villagers for to do so would
All wizards are put through an ordeal, known jeopardize magic. They draw their power from
as the Test of High Sorcery, to ensure only the the god Nuitari.
most dedicated and skilled practitioners join the Black Robe Wizards can specialize in the
Orders. The only penalty for failing the Test is following schools: Abjuration, Conjuration,
death, and even success often has a steep price. Divination, Enchantment, Evocation,
The Test is to ensure all wizards are Necromancy, and Transmutation.
unswervingly dedicated to magic and only Between the other orders is the Red Robes.
magic, with no other loyalties dividing their They recognize that good and evil exist in all
interests. Thus they are taught the three creatures, and trying to eliminate one is futile.
Foundations of Wizardry: Only with the two opposing elements does life
1) All wizards are brothers in their order. All and magic have the appropriate drive. Red
orders are brothers in the power. Robes use their magic to further and maintain
2) The places of High Wizardry are held in this balance, pursuing knowledge for its own
common among all the orders and no sorcery is sake and not to benefit others or themselves.
to be used there in anger against fellow wizards. They respect the goddess Lunitari.
3) The world beyond the walls of the towers Red Robe
may bring brother against brother and order Wizards can
against order, but such is the way of the specialize in the
universe. following schools:
After the Test, wizards must choose which of Abjuration,
the three Orders they will join and the colour of Conjuration,
their robe, which corresponds with the colour of Enchantment,
their god's moon. Evocation, and
Illusion.
Factions
There are three Orders of magic, divided by god The Moons
and philosophy. While they often privately The waxing and
oppose each other, all three work together for waning affects
the advancement and defend magic. Their first more than just the
allegiance is always to their art. tides on Krynn,
The choice of order affects a wizards choice Each Orders
of speciality, as not every order embraces every respective moon
school of magic. All orders can choose the affects the magic of
Universalit school. Wizards of High
The White Robes are always aligned towards Sorcery: when a
good, and use their magic for the betterment of moon is at High
all and they specialize in the magic protection. Sanction, wizards of
They believe magic is a tool to end suffering and that Order cast
benefit every race; magical advancement is a spells at +1 caster
goal, but one that should be tempered by level and +1 to
morality. They follow the god Solinari. spell save DCs.
When a moon is at
Low Sanction, wizards of that Order cast spells spell save DCs, which stack with other bonus for
at 1 caster level with a 1 to spell save DCs. the phase of them moons.
During the Waxing and Waning periods, wizards When all three moons come into alignment,
cast spells normally. all magic becomes more powerful. If the three
An alignment of any two moons is a positive moons are in conjunction at Low Sanction, every
event for wizards of both orders, even if the wizard casts with +1 bonuses. If they align at
moons are at Low Sanction. When two moons High Sanction, known as the Night of the Eye,
are in conjunction, wizards of both Orders cast wizards cast spells at caster level +3 with a +3
spells at +1 caster level and with a +1 to any on spell save DCs. This alignment occurs in a
cycle of 504 days (exactly 11/2 years).
GOODS & EQUIPMENT
Weapons have been replaced, or repaired with a
While most races in Ansalon use standard successful DC 17 Craft (weaponsmithing) check.
weaponry, similar to that found on other worlds, Attachments: chains (additional 1d2 points of
a few races are known for their unique slashing damage), coal (additional 1d3 points of
weaponry. fire damage), pincers (additional 1d3 points of
piercing damage).
Battle Lader: Gnomes use these narrow, Dwarven Maulaxe: This heavy hammer has
reinforced 4-foot ladders as weapons. You fight a sharpened blade on the reverse head of the
with a battle ladder like you would with a weapon, and can be used to deliver bludgeoning
regular quarterstaff, except that you also use or slashing damage as the wielder desires.
the spaces in the ladder to entangle limbs, This is not a double weapon, and any
giving the ladder the trip weapon feature. weapon enchantments operate normally
Battlepick, gnome: A gnome battlepick is a regardless of which part is used to deliver the
preferred weapon of choice for gnomes, who blow, excluding enhancements that apply only
often outfit their battlepicks with unique to blunt or sharp weapons, which apply only to
attachments and gears to augment their combat attacks dealing the appropriate type of damage.
ability. Forpann, minotaur: The forpann is a long
These attachments occasionally malfunction trident that connects to a throwing net by a 10-
(attack roll of natural 1), often bringing greater foot length of rope. Minotaur gladiators can
malice to the gnome than its opponent. thrust with the three-pronged end or swing the
Whenever attachments malfunction, they deal net out to entangle a foe.
double damage to the character wielding the If you have entangled a foe with the net, you
weapon, and deal no further damage until they cannot use the forpann as a double weapon.

Exotic Melee Weapons


One-Handed Melee Weapons
Cost Dmg (s) Dmg (m) Crit Range Weight Type Special
Maulaxe, 25 stl 1d4 1d6 x3 10 ft. 5 lbs. B or S
Dwarven
Kausin 15 stl 1d6 1d8 x2 4 lb. B Disarm, see text

Two-Handed Melee Weapons


Cost Dmg (s) Dmg (m) Crit Range Weight Type Special
Battle 20 gp 1d4/1d4 x2 4 lbs. B Trip
ladder
Battlepick 10 stl 1d6 x3 10 lb. P
Battlepick, 100 stl * * 2 lb. * See text
attachment
Forpann 55 stl 1d10/* x2 14 lb. P Double, Reach
Hachak 30 stl 1d6 7 lb. P, S,
or B
Lajang 30 stl 1d8/1d8 x2 7 lb. S Double, monk
Piston Maul 70 stl 1d8 x2 8 lbs. B See text
Ripsaw 30 stl 1d8 x3 6 lbs. S Reach, see text
Glaive

Ranged Weapons
Cost Dmg (s) Dmg (m) Crit Range Weight Type Special
Whippok 5 stl 1d4 x2 60 ft 1 lb. P See text
Hachak, kender: The kender hachak made with a piston maul deal an additional +4
(poleaxe) is a hefty woodcutting tool that has a points of damage.
variety of uses: splitting wood, hammering nails, A piston maul requires a thunderstone to
pruning trees, and can be played as a chime by function; otherwise you treat it as a greatclub.
tapping against its various blades. Inserting a thunderstone into the weapons
The 6-foot wooden shaft has metal rings compartment is a standard action, and powers
evenly spaced along its length. Two of these the weapon for 24 hours, after which the
rings connect the ends to the shaft, and the thunderstone is consumed.
hachak can be separated into three sections if Ripsaw Glaive: A gnomish mechanical
necessary. One end of the segmented hachak weapon, the blade of this glaive is serrated and
holds an axe blade that is backed with a mounted on an axle. A heavy cord is wrapped
hammer head and saw blade. The other end around the axle; when pulled (a move action),
holds another beaked hammer and is tipped the blade spins rapidly for a number of rounds
with a spike. Despite the many weapon heads equal to your Strength bonus.
on either end of the hachak, it is too unwieldy to While the blade is spinning, it deals +2
be used as a double weapon. damage; otherwise, treat this weapon as a
Function: A hachak can be used a small-sized glaive. Re-wrapping the cord around the
battleaxe, spear or warhammer. spinning mechanism is a full-round action that
Kausin: The kausin is a series of metal bars provokes an attack of opportunity.
connected by chain links. Whippik, kender: The whippik (whip-bow)
When using a kausin to sunder an item you is a foot-long wooden haft that ends in a length
deal 1 1/2 times your strength modifier in of looped catgut or braided leather.
damage. The whippik can be used in a whip-like
Lajang, minotaur: A lajang has a crescent- motion to hurl darts with greater force and
shaped blade at either end of a wooden haft. range than is otherwise possible.
Piston Maul: A gnomish weapon, an The whippik is also treated as a whip with a
alchemically-fired piston is in the head of this 5-foot reach.
two-handed hammer. Successful sunder attacks

Exchange Rates
cp gp sp ip brz stl pp
cp 1 1/4 1/5 1/50 1/50 1/100 1/500
gp 4 1 1/2 1/20 1/20 1/40 1/200
sp 5 2 1 1/10 1/10 1/20 1/100
ip 50 20 10 1 1 1/2 1/10
brz 50 20 10 1 1 1/2 1/1
stl 100 40 20 2 2 1 1/5
pp 500 200 100 10 10 5 1

Money weapons, armour, and tools; a true measure of


a metals wealth.
The predominant coin on Ansalon is the steel
The coins, in ascending value, are copper
piece.
piece (100/ stl), gold (40/ stl), silver (20/ stl),
Since the Cataclysm, gold has been
iron (2/ stl), bronze (2/ stl), steel, platinum (5x
devalued. While caches of gold are often found
stl).
in ancient ruins that pre-date the Cataclysm,
The price of equipment and magic items in
they are worth a fraction of their original value.
the Core Rulebook is considered to be in steel
Steel is the metal of value, being necessary for
pieces not gold.
HISTORY & CALENDARS
Pre-Cataclysm minotaur, ogre, or goblin illegal, along with
Much has been forgotten about the ancient time worship of dark gods or practicing magic.
before the world was shattered. At the height of his hubris, the Kingpriest
Once, long ago, there were massive empires called to the god Paladine and demanded that
spanning the continent, such as the famed He remove all evil in the world. The gods
Ergothian Empire, which diminished and was responded in unison: hurling a fiery mountain
replaced by the knightly Solamninic empire and onto the city of Istar, cracking the entire
then the great people of Istar. continent in half.
Known as the Cataclysm, this disaster
Creation flooded plains, created deserts, destroyed cities,
Most races accept that the world was created by and shattered civilization. It thrust the survivors
the old gods, who created most of the major into a lengthy period of darkness known as the
races. Age of Despair.
Details of the origin of the world vary
depending on the race telling the story. Most of Post-Cataclysm
the old races insist they were the first people It has been 450-odd years since the Cataclysm,
created. when the gods shattered the world and
abandoned their children during their hour of
Peoples need.
Races such as humans, elves, dwarves, and The dwarves and elves have sealed
ogres were created by the gods. Each of the themselves away, each blaming the humans for
major gods was responsible for a single race. the disaster. Meanwhile, most humans blamed
The other races were the creation of the the knighthood who had sworn to protect them.
Graygem, a magical artifact that was chaos Plague and famine raced across the land
embodied and transformed existing races into followed by war and strife.
new forms. This legend is commonly agreed For the enslaved minotaurs, it was a
upon, although it is disputed exactly which races blessing. On their newly formed islands they
arose from the Graygem. began to forge and empire of land and sea.
Gnomes also rejoiced for the disaster made so
History much work: the dispatched a small army of
The two most well-remember events prior to the cartographers, geologists, meteorologists, and
Cataclysm were the Third Dragon War and the more to study the reshaped world.
Folly of the Kingpriest.
The fabled Third Dragonwar, also known as War
Huma's War, was over a thousand years ago. Following the Cataclysm, the races of the
Tales tell of how the dark goddess, the Queen of continent turned on each other, attacking and
Darkness, and her dragon children attacked in raiding each other for food and wealth.
an attempt to enslave the world. She was The most notable war in the Age of Despair
eventually defeated by the Knights of Solamnia was the Dwarfgate War. Rumours spread that
and the brave Huma Dragonbane, who used the the mountain dwarves of Thorabardin were
mythical dragonlance to banish the goddess hoarding food, prompting a rag-tag army of
back to the Abyss. This was heralded a new era, refugees, plainsmen, and hill dwarves to lay
the Age of Might. siege to the sealed underground kingdom.
After a millennia, no one believes in Huma or The army's failure was dramatic and
dragons, considering both laughable and little explosive and many dwarves still hold a
more than a children's story (or kender tale). grudge with their kinsmen over the war.
The Kingpriest of Istar is much more real.
The ruler of a powerful trade empire, he waged
a crusade against evil going so far as to even
make being an evil creature such as a
Calendars Wednesday Soldai Dead Eye
The passage of years has changed since the Thursday Manthus Dream Dance
Cataclysm, with dates divided on those before Friday Shinarai Winged Trade
the disaster and those after. Saturday Boreadai World Tree
Dates are counted as being Prae Cataclius
(PC) and before the Cataclysm or Alt Cataclius Month Ergot Elven
(AC) and after the Cataclysm. Jan Aelmont Winter Night
So many records were destroyed or damaged Feb Rannmont Winter Deep
by the Cataclysm that history is often a series of Mar Mishamont Spring Dawning
conjectures cobbled together from various Apr Chislmont Spring Rain
sources. May Bran Spring Blossom
A year on Ansalon is 336 days, divided into June Corij Summer Home
twelve months of 28 days. Each month has four July Argon Summer Run
weeks of seven days. Aug Sirrimont Summer End
Sept Reorxmont Autumn Harvest
Days Ergot Elven Oct Hiddumont Autumn Twilight
Sunday Gileadai Gateway Nov H'rarmont Autumn Dark
Monday Luindai Bright Eye Dec Phoenix Winter Come
Tuesday Nuindai Night's Eye

Pre-Cataclysm Ansalon
LANGUAGES
Below is a list of all languages currently spoken found in books and ruins that date back to the
across the continent. The alphabet the language ancient empire of the same name.
uses follows the name in parenthesise.
Estwilde (Ergot)
Abasinian (Ergot) A combination of Solamnic and Ergot spoken by
Abasinian is a human language from the plains barbarians and nomads found in the hilly region
of the same name, south of Solamnia and of the same name. It is seldom spoken in the
bordered by New Sea on the north. It is a trade south or by civilized folk.
tongue with similarities to Common, influenced
by elven and dwarven. It is frequently spoken by Goblin (Ogre)
the uncivilized human of the Plains of Dust. Spoken by goblins and goblin kin, such as
hobgoblins and bugbears, it bears superficial
Common (Ergot) similarities to Ogre. Dwarves and other races
The trade tongue, this is spoken across the often learn the language just to defend
entire continent by many different nations and themselves against the goblin menace.
races. It is an amalgam of several different
dialects. Gnome (Ergot)
Not a true language, gnome is just mixture of
Draconic (Draconic) Common, Ergot and Solamnic mixed with
The languages of the reptilian bakali (lizardfolk technical slang and spoken really, really, really
and kobolds), it gets its name from the legend fast. Other races can learn to understand gnome
that it is the language of dragons. It is but few have the speed needed to speak the
commonly only found in ruins and only spoken language.
by scholars, as dragons are myths and bakali are
only semi-literate. Gullytalk ( )
A pidgin language that is spoken only by
Dwarven (Dwarf Runes): The language of all Gully dwarves, and is a mixture of any
dwarves, it is spoken by hill and mountain neighbouring tongues. Ever-changing, it is
dwarves alike, although both accuse the other of impossible to learn by other races. Each colony
having and accent. Humans that trade with of gully dwarves has a unique dialect, and when
dwarves often learn this language, as do elves two tribes meet they quickly produce an
worrying about defending their borders. amalgam.

Elven (Elven) Icespeak ( )


There are three sub-dialects of elven, all similar Only the nomads of Icereach and the Icewall
enough that there is little trouble Glacier far to the South speak this language.
communicating. The Kagonesti have condensed Although, common phrases are occasional
and simplified the language over the years while learned by traders from Tarsis and the Plains of
the Qualinesti have imported words from human Dust.
and dwarven languages. The Silvanesti are
proud of the fact their dialect has remained Istarian (Istarian)
unchanged for three-thousand years. A dying language formerly spoken in the Istarian
Empire before it was destroyed by the
Ergot (Ergot) Cataclysm. It is mostly found in old tomes,
The language of fallen Ergoth and a former ancient ruins, and along the Blood Sea. As a
imperial tongue, it has influenced Abasinian and spoken language, it has been replaced by
Solamnic. It is mostly spoken by the humans of Kalinese.
Northern Ergoth and sea nomads, although it is
Lemish (Ergot)
A sub-dialect of Ergot and Solamnic, it is spoken Magius (Draconic)
entirely in the Lemish, the small nation north of The language of magic, it is spoken by wizards
New Sea and south of Solamnia. The people and used in the casting of spells or writing of
have a reputation for their untrustworthiness, scrolls. All magical tomes are penned in Magius.
and the language is well-suited for corruption
and bullying. Nerakese (Istarian)
Spoken in the human lands in central and
Kalinese (Istarian) eastern Ansalon, it is most common in the
Formerly Istarian, this language is found across central mountains. It is spoken equally by
Blood Sea ports and islands, wherever there mountain nomads and smaller civilized nations.
might be remnants of the fallen empire.
Nordmaarian (Nordmaar)
Kenderspeak (Ergot) Spoken in northeast Ansalon, along the Blood
The erratic and often silly language of kender. Sea Coast, and some places in Solmania. It is
The kender language is filled with overly literal the language of the divided nation of the same
phrases from Ergot and Istarian and name, spoken by tribes of mountain barbarians,
onomonopia. No one else admits to speaking it, fierce horsemen, and jungle dwekkers. It is an
but knowledge of it is often useful. Istarian dialect.

Kharolian (Ergot) Ogre (Ogre)


A dialect of Dwarven, it is spoken by the hill Spoken by ogres, it is a long-corrupted dialect of
dwarves and humans of the hilly region south of Kolshet, defiled and degenerated. It features
Qualinesti. It is also commonly spoken by the many small words and isn't very useful for
plainsmen of the Plains of Dust discussing abstract concepts.

Khurish (Istarian) Saifhum (Ergot)


The language of the desert nomads of Khur. It is Spoken by the rare humans of the Blood Sea,
a corruption and simplification of Istarian. It is from the island that gives the language its
also found in patches along the east coast and name. It is also often spoken by sea nomads
through the central mountains. and minotaurs. It is a combination of Istarian
and Ergot.
Kolshet/High Ogre (Ogre)
The original version of the Ogre language, this is Solamnic (Ergot)
possibly the oldest spoken language on Krynn. It The language of Solamnia and the western
is only found amongst the irda or on the oldest plains of Ansalon. It is the language of the
of ancient ruins. Knights of Solmania and tradersfrom the kingcity
of Palanthus.
Kothian (Kothian)
As the minotaur tongue, it is also that of the Thanoi (Ogre)
Blood Sea Isles. It bears superficial similarities to A seldom-used language spoken by the walrus-
ogre, but only in the loosest sense. It is also men of Icewall Glacier. It is derived from ogre.
spoken by the human traders of the Blood Sea Even the barbarians of Icereach seldom bother
Isles, sea barbarians, and anyone who might to learn Thanoi.
have dealings with the minotaurs.
Post-Cataclysm
RELIGION
At the dawn of time, the gods created the world his return and an apology for leaving them in
and its people, each taking their turn to bless their hour of need.
their creations. The Gods of Light blessed the
people of the world with joy of life, the Gods of Humans, Civilized
Darkness blessed mortals with pain and Humans, like most of the short-lived races, no
suffering, and the Gods of Balance gave the longer remember the old gods. Their names are
races free will to choose their own path. forgotten and their teachings a vague memory.
However, the gods abandoned the world, Some turn to new religions, such as the Seeker
shattering it with a flaming mountain that faith that has spread across Abanasinia,
cracked the continent. Four and a half centuries although the Seeker gods do not grant miracles
later, few still remember the names of old gods like the old stories claim gods could do. Most
or even what they stood for. humans now believe these stories to be silly
Some races and groups still remember pieces kender tales, like flying machines or dragons.
of their old beliefs. With no gods, some people
have turned to different sources of worship to fill
the spiritual void in their life. Humans, Nomadic
With the knowledge of the old gods lost,
nomads have turned to ancestor worship. They
Bards revere their forefathers as gods and pray to the
Collectors of esoteric knowledge and songs, spirits of those who came before.
most bards know an assortment of hymns and
old stories. Almost every bard knows the name
Branchala, the god of music, poetry, and Knights of Solamnia
inspiration. The knighthood still remembers the names of its
three divine patrons: Paladin, Kiri-Jolith, and
Habbakuk. However, the details are fading and
Druids & Rangers the gods' teachings are being interpreted
Those people of the wilds still remember the however convenient.
names of Chislev, goddess of beasts and wilds;
Habbakuk, god of water and animals; and
Zeboim, goddess of the sea and storms. Monks
While spellcasting is as lost to them as the The teachings of Majere, master of the mind,
clerics, woodsmen like druids and rangers still rest at the core of all monastic life. Much of the
follow the teachings as handed down by their purpose behind the dogma has been forgotten,
divine patrons. but the traditions remain, albeit exaggerated.
Monks acknowledge that Majere abandoned
them, but know the lessons he left remain valid.
Dwarves
All dwarves remember Reorx, the master of the
forge and creator of dwarfkind. They still tell his Ogres, Irda
stories and pray to him but, like all the gods, he Irda legends say they are descended from true
no longer answers. Even the long-lived dwarves ogres: the first of all races and chosen children
now give him little more than lip-service, unsure of Takhisis, the Queen of Darkness. Other ogres
why their god abandoned them during their time were cursed by Paladine to have their outer
of need. appearance reflect their inner beauty, quickly
reducing the ogres to hideous monsters.
Irda retain their grace and beauty through
Elves kind deeds and noble thoughts. They respect
The father of elfkind and lord of all that is good, Paladine although he no longer answers their
Paladine, is still respected by his chosen people. prayers.
They feel abandoned by their god, after the
humans drove him away. They patiently await
Ogres, Minotaurs
The Cataclysm was a blessing to the minotaurs,
who were freed from slavery and gifted with an
island kingdom.
While they have no true clerics, minotaurs
still revere their god Sargas, who grants them
strength and teaches them honour and
vengeance.

Wizards
The Wizards of the High Sorcery know the truth:
the gods have not left. The fact mages can still
cast spells is evidence, and further proof comes
each night when their gods rise as moons:
Solinari the White, Lunitari the Red, and Nuitari
the Black.
But mages care little of clerics and the
reason other gods do not answer prayers; they
have their own magic and their gods listen to
them. The Art is all that matters.

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