Beruflich Dokumente
Kultur Dokumente
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,
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
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
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.
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.