Dragonlance

Draconians

The Draconians
Draconians are not natural creatures—they are constructs of the Dark Queen, created by her to help in her conquest of the world. Because of their magical origins, draconians have peculiar powers and abilities.

Apperance Draconians have short, stubby tails, lizard snouts, and scaly bodies. They are the twisted creations of dark magic used to mutate the eggs of Good dragons. There are five draconian sub-races: auraks hatched from the eggs of gold dragons, baaz from brass dragons, bozaks from bronze dragons, kapaks from copper dragons, and sivaks from silver dragons. All draconians but auraks have wings that allow them to glide a short distance. Only sivaks can fly. Whenever a draconian dies, enchanted energy courses from their body and may harm bystanders.
Scholars believe that draconians do not have sexes and do not mate. Their near immortality (1,000 years) and their origin in magic make procreation unnecessary. Dragonmen are invulnerable to many diseases and can survive on little food and water. They love ale and spirits.

Personality and Powers All draconians are evil. Their heinous deeds and crude desires have won them hatred from humans and demihumans throughout Krynn. Corruption and perversity typify these folk. Draconians serve the Dark Queen and her generals faithfully and unquestioningly. They feel no fear in a dragon’s presence, but rather a reinforcing awe. Humans and demihumans mercilessly hunt draconians. Some bands of adventurers even specialize in eliminating these offspring of evil.

Race Traits for D&D5e
Ability Score Increase. - our Constitution score increases by 2.
Size. - Draconians vary in height according her subrace, but they are all Medium.
Speed. - Your base walking speed is 30 feet
Languages. - Draconian can read, speak and write Common and Nerakan.
Subrace. - Five subraces of draconians are found in Krynn: Baaz, Kapak, Bozak, Sivak, Aurak. Choose one of these subraces.

Aurak Draconians

Auraks are special agents of the Queen of Darkness. They can move among other races undetected. They are the rarest and most powerful of all draconians, and have an arsenal of attacks and defenses to choose from. Auraks cannot fly, but move swiftly on foot and can occasionally teleport up to 60 yards away.
Auraks have very acute senses, with infravision and the ability to detect hidden and invisible creatures within 40 yards. They can also see through illusions.
Auraks have several natural defenses that can be invoked at will. They can become invisible at will. They can take on the shape of any animal their size several times in one day. They have a natural resistance to magic. Finally, auraks can perfectly imitate the appearance and voice of any humanoid they have seen. They can retain this form for about 10 minutes, and use it thrice per day. The widespread rumors that auraks smell of sulfur are merely wishful thinking. Unfortunately, the Dark Queen’s spies can be detected neither by sight nor smell.
Auraks have a variety of offensive attacks. They generate bursts of energy from each hand, and can hit enemies within arms’ length. Alternately, auraks can attack with their claws and teeth. In addition, they can exhale a huge, noxious cloud of gas. Victims caught in the cloud suffer chemical burns and are temporarily blinded.
Auraks use magic spells and an innate ability for mystical attacks. Each day, an aurak can cast up to eight spells, including such effects as shocking grasp, an electrical jolt delivered to those he touches; blink, which allows him to pop randomly and instantly from one location to another within a room; and wall of fire, which creates a blazing curtain of flame. Mind control is the auraks’ most insidious power, as it allows the aurak to direct another creature’s body as though it were his own.
When an aurak suffers a mortal wound, the escaping magical energy causes him to burst into green flames and enter a fighting frenzy, wildly attacking all around him. Like a leaking helium balloon, his body shrinks into a whizzing ball of green lightning, and finally explodes in a shower of magical force.

Ability Score Increase - Your Intelligence score increases by 2.
Damage Resistance - You have resistance to fire damage.
Draconian Magic - You know the fire bolt and mage hand cantrips. When you reach 3rd level, you can cast hold person once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the lighning bolt spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Death throes (petrification) - When you die, your body explodes in a blast of magical energy. Each creature within 5 feet of you must make a DC 16 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.

Baaz Draconians

Weak of mind and character, baaz appear as men with scaly, patterned skin. Small wings, which baaz often cover with cloaks or other clothes, protrude from their shoulder bones. Although the facial appearance of each baaz is as distinct as any man’s, many of these draconians have doglike snouts. Baaz often masquerade as humans through the use of masks and bulky clothing. The most “human” appearing baaz are usually employed as spies.
Baaz were created by injecting a hardening liquid into ripening dragon eggs. When alive, baaz remain fleshlike, despite the hardened liquid in their bodies. However, when the creatures are killed, they turn to a substance similar to stone-trapping whatever weapon dealt the final blow until the stone crumbles to dust a few minutes later.
Baaz are the smallest and most plentiful draconians. They are especially sadistic when drunk. They prefer to use easily concealed weapons when ambushing their prey. In pitched battles they favor long swords and spears.

Wings - You have bat-like wings sprouting from your shoulder blades. You can´t fly, but you can glide. You negate any damage from a fall of any height and you can travel horizontally up to four times the vertical distance descended.
Damage Resistance - You have resistance to fire and lightning damage.
Surprisingly Tough - You have advantage on saving throws against sleeping effects.
Death throes (petrification) - After you fail your third death saving throw and die, you turn into stone. If anyone hits you while you are making your Death saving throws and you die, you turn into stone and she must make a DC 13 Dexterity saving throw or her weapon will stuck in your death-stoney-body. Your body crumbles to dust after 1d4 turns. Anyone can retry the Dexterity Saving Throw and free a stucked weapon with one action.

Bozak Draconians

These warped dragon offspring are typically 6 to 6½ feet tall. They are covered with bronzehued scales. The scales are small and fishlike on the draconian’s face, hands, and feet, but are about the size of a copper piece on the remainder of the body. Although limited in flying ability, bozaks have learned to glide indefinitely in strong winds. They prefer gliding at night, when they are safer from the eyes of humans.
When killed, a bozak’s flesh becomes dry and brittle, turning to dust. The bones begin to vibrate, and finally they explode.
Bozaks are the most cautious of the draconians, serving as special forces and commanders for their Dark Queen. Their caution is reflected in their preference for magic and missile (shot or thrown) weapons over hand-to-hand combat. They prefer such spells as burning hands, which allows the creature to shoot flames from its fingertips, and web, which builds a sticky mass of spiderweb-like strands to trap victims.

Ability Score Increase - Your Strength score increases by 1.
Wings - You have bat-like wings sprouting from your shoulder blades. You can´t fly, but you can glide. You negate any damage from a fall of any height and you can travel horizontally up to four times the vertical distance descended.
Damage Resistance - You have resistance to lightning damage.
Draconian Magic - You know the true strike cantrip. When you reach 3rd level, you can cast burning hands spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Death throes (explosive bones) - When you die, your scaly flesh shrivels and crumbles from your bones in a cloud of dust and the bones immediately explode. Each creature within 10 feet of you must make a DC 14 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Kapak Draconians

Kapaks sport a short mane that hangs down to one side of their mouths. Their large, leathery wings make them fair at gliding. They disdain clothes, as worthless trappings of humans. However, they have been known to wear trophies of their kills - necklaces, bracers, and other shiny objects.
Kapaks are generally ignorant, ill-mannered, famished, and witless. They are best-suited to a military lifestyle, where their movements and actions are directed by more intelligent draconians, such as baaz or bozaks. A force of kapak foot soldiers is dangerous, swift, and surprisingly strong. They prefer close fighting, where their venomous saliva and curving claws work to best effect.
Kapaks serve as skirmishers and assassins in the Dark Queen’s army. They are notorious for their venomous bite. Before entering combat, they often lick their weapons to coat them with poisonous saliva. As the poison evaporates from a weapon rapidly, it is not uncommon to see a fighter pause in his attack for another lick. When a kapak is slain, its body dissolves into a pool of acid.

Ability Score Increase - Your Dexterity score increases by 1.
Wings - You have bat-like wings sprouting from your shoulder blades. You can´t fly, but you can glide. You negate any damage from a fall of any height and you can travel horizontally up to four times the vertical distance descended.
Damage Resistance - You have resistance to acid and poison damage.
Dragon Army spy - You have proficiency in the Stealth skill.
Death throes (explosive bones) - When you die your body instantly dissolves into a 5 foot radius pool of acid. Any creature who starts its turn in the area takes 1d6 acid damage. The acid evaporates in 1d6 rounds. All armor, weapons, and items you carried suffer damage from the acid as well.

Sivak Draconians

Sivaks are the largest and sturdiest draconians. They are the elite forces of the dragonarmies, shock troops wielding mighty flails and two-handed swords. Even so, like kapaks, they need direction. Their small minds have trouble concocting long-range plans and elaborate tactics. Birthed from the eggs of ragons, sivaks gleam like polished coins. Their eyes are dark, however, as black as their corrupt souls. Their great strength makes them accomplished fliers, and when they take wing during the day, the brilliance of their scales is dazzling.
The most devastating ability of the sivaks is their mastery of shapechanging. They can assume the form and voice of someone they have just killed. Sivaks delight in masquerading as their victims. They can change back to their normal form at will, but cannot regain a humanoid form until they kill again. This shapechanging ability allows sivaks to function well as spies.
Gruesomely, if it is slain by a humanoid, a sivak shapechanges into a replica of its killer. It retains this death shape for 3 days before the walking corpse bursts into flames and is reduced to black soot. If a sivak is killed by a monster or giant, the draconian corpse bursts into flames immediately.

Ability Score Increase - our Strength score increases by 1.
Flight - You have a flying speed of 30 feet.
Damage Resistance - You have resistance to cold damage.
Steal appearance - When you slay a medium humanoid, you can take the form of your victim. Your voice and appearance exactly match to those of your victim. However you do not gain any memories, experience or spell use of your victim. You may changes back to your normal shape, but after doing so may not polymorph again without finding another victim.
Death throes (explosive bones) - When you die, your body immediately changes shape, assuming the form of the humanoid being that killed you. This death shape lasts for three days, and then the entire body decomposes into black soot. If your killer is a large creature or greater, not humanoid or if you were a female sivak, your body instead burst into flame. Each creature within 10 feet of you must make a DC 17 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.


Dwarfs

The Dwarfs
Ansalonian dwarves are short and wide-shouldered, standing only four feet tall and weighing about 140 Ibs. Males have full beards, and females and youths have wispy whiskers that do not form full beards. On the whole, dwarves have tough, wrinkled skin, and most males begin going bald while still quite young-often around 50 years old. The natural lifetime ranges from 250 to 450 years for all dwarves except gully dwarves.
These statistics offer the broadest norms of the species. After five millennia upon Ansalon, the stout dwarven stock has splintered into various distinct races.

Hill Dwarfs comprising the Neidar and Klar clans, gain their name from the foothills where they live. They have tan skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or gray, worn in respectable trim around the ears but long and bushy in beards and mustaches. Their clothes reflect the drab colors of their lands: black, brown, gray, tan, and beige. On rare occasions (when feeling festive or scandalous), hill dwarves don a scarf of bright red or green. They prefer knee-high boots, large meals, and little work. Although Neidar have deep, resonant voices, cajoling one to sing (sober) is quite beyond the capacity of most folk.

Mountain Dwarfs unlike their Neidar kin, dwell below ground in the rugged heights of the mountains. The most ancient and prominent race of mountain dwarves is the Hylar, from which the Theiwar, Daewar, Daergar, Zakhar, and hill dwarf races descended. Hylar dwarves have light brown skin, smooth cheeks, and bright eyes. They prefer to match their clothing to their brown, black, gray, or white hair. With wide vocal range, Hylar dwarves often form choruses and sing traditional songs in the resonant depths of their mountains.

Race Traits for D&D5e
Hill Dwarf - As the Hill Dwarf D&D5e.
Mountain Dwarf- As the Mountain Dwarf D&D5e.

Attitudes and Lifestyles

Other races accuse dwarves of miserly greed. Dwarves see themselves quite differently. Dwarves believe their hard work and drive make them worthy of riches. Those who would disagree are lazy and jealous. Among themselves, dwarves consider dogged work and opulent wealth to be two of life’s greatest pleasures. For these things, and for drink and history and song, dwarves harbor a passionate love. Around big folk (or elven folk), dwarves hide this passion, and therefore seem inscrutable, coarse, and oddly reticent.
Dwarven distaste for stealth and petty trickery drastically reduces the number of dwarven thieves on Ansalon. When dwarves turn to thievery, they tend to do so openly; dwarven thugs take what they want by force rather than stealth. Dark dwarves commonly become highwaymen and muggers. Dwarves also work as skilled fences for the black market.
All dwarves but Theiwar fear and dislike magic; they are a deeply nonmagical race. No non-Theiwar dwarves are mages. Any enchanted artifact of dwarven make, such as the Hammer of Kharas, is powered by Reorx, not sorcery. Dwarven priests frequently bless or even enchant items with Reorx’s power.

Passion Dwarven tempers can flare like a forge or smolder like embers. Despite their drab clothes and pessimism, they are passionate folk. They live intensely, with little patience for contemplation or idleness. Their work is joyful; their play is serious. They are roused by grand, earthy music rife with percussion and deep-bellied horns. But a tender oboe, harp, or pipe can bring them to their knees. A dwarven chorus, whether on battlefield or in mead hall, sings at the top of its lungs.
Comfort Although dwarves are not greedy, they like their creature comforts. “A good chair may outlast a good friend,” says one dwarven proverb. Their industry and cleverness win for them many comforts and much money. And they indulge themselves.
With a lifespan that runs into multiple centuries, dwarves are natural-born collectors. They ornament their dwellings with tapestries, carvings, and statuary. They do not wear ornamentation except for heirlooms or medals.
Hard Work Dwarven children learn about responsibility at a young age. This training in self-discipline takes years, with responsibility building incrementally. Work becomes instinctual, and therefore, is rarely performed with complaints. Dwarves lose themselves in their work for weeks or months until the task is completed, then binge for a few weeks to celebrate their success. When dwarves work, they never slack off or delay; they achieve constant, focussed motion. Dwarves never retire; they only take up simpler work as they mature.
Isolation Dwarves tend to be suspicious of races other than their own, including other dwarf races. They turn inward to their clan or their work rather than outward to the politics and deeds of the world.
Dwarves recognize their own sheltered lifestyle; they cherish bittersweet memories of a happier world gone by. Although they exercise great control over their own labors, they see the march of history as something beyond their influence. In the face of international calamities, dwarves often say “these things happen!’ They rarely take setbacks personally, making them tenacious survivors. Dwarves see themselves as Reorx’s custodians, maintaining the past in the present.

Racial Quirks

All dwarves see farther into the infrared than humans do, essentially allowing them to see in the dark. Hill dwarves tend toward obstinacy; they remain above ground due to stubbornness rather than lack of suitable mountains to delve. Their coarse manners, crude aspirations, and conspicuousness to non-dwarves rile their underground fellows. Even so, hill dwarves partake of a savage nobility and rugged independence that the pasty-skinned earth-dwellers secretly admire. The persistent complaining of hill dwarves is generally calculated to disguise a pleasant and gentle nature.
Mountain dwarves have enough problems underground to keep them from venturing into the world beyond. The classes and clans in each community create dangerous splits that have occasionally resulted in civil war. Such tensions keep the dwarves busy whenever they are away from their forges and looms. Unless a problem directly affects them, mountain dwarves will ignore it. Of course, appeals to higher dwarven nature can soften the aloof facade and force a dwarf to undertake most any worthwhile quest.

History

Dwarves believe they were Reorx’s last and best creations, made in the god’s image. Reorx, they say, learned from each creation until he achieved the perfect form-dwarves. Although others on Krynn foolishly believe that dwarves are deviations created by the Graystone, such folk don’t live in dwarvish skin. If they did, they would know how patently false this lie is. The notion that dwarves share blood with kender and gnomes is utter blasphemy. Such ideas start wars.
The first great dwarven kingdom lives now only in legend. Kal-Thax, or “Cold Forge,” was a land extending from Karthay into the plains of Istar. Dwarves fleeing the Graystone began delving Kal-Thax in 4100 PC and didn’t stop digging until 3900 PC. A century later, the dwarves abandoned their tunnels, moving south to lands richer in mineral wealth. The migration splintered, and during the next century, small colonies of dwarves delved underground villages in nearly every mountain of Ansalon.
The next great kingdom of the dwarves arose at Thoradin, “New Hope,” which was delved between 3150 and 3000 PC. As their tunnels deepened, the miners unearthed the magical dragonstones. Their careless disposal of these stones brought about the Second Dragon War. In 2640 PC, the dwarves closed Thoradin’s gates in shame.
The “New Best Hope,” Thorbardin, rose in the distant Kharolis mountains. The city had reached grand proportions by 2600 PC. Its influence spread northward until it clashed with Ergoth’s southward expansion in 2189 PC. Tensions between the dwarves and Ergoth led to the War of the Mountain from 2128 to 2073 PC.
Exhausted from the prolonged Kinslayer War with Silvanesti, Ergoth negotiated a peace. In 2073 PC, the Swordsheath Scroll set a buffer between Ergoth and Thorbardin by creating the new nation of Qualinesti for disaffected Silvanesti elves. Dwarves forged the hammer of Kharas in 2072 PC as a gift to Ergoth to reinforce the Swordsheath peace.
Much to everyone’s surprise, the Qualinesti elves became fast allies of Thorbardin. As a symbol of elven, human, and dwarven unity, the three races built the fortress of Pax Tharkas in the pass between Thorbardin and Qualinesti.
With two centuries of international involvement drawing to a close, the dwarven kingdoms turned their attention inward. This isolation brought great suffering for dwarves in the Cataclysm. Thorbardin was nearly devastated.
Thorbardin had become heavily dependent upon Abanasinia, Pax Tharkas, Qualinesti, and Xak Tsaroth for food. In addition to numerous mountain dwarf cities below ground, Thorbardin had to feed many hill dwarf settlements above ground, outside the mountain gates.
The Cataclysm decimated Thorbardin’s trade routes and sources of food. Duncan, king of Thorbardin, checked the granaries and food reserves. The kingdom could not hope to feed all its people. Reasoning that those above ground could scavenge while those below could not, Duncan reluctantly closed Thorbardin to the outside world. The hill dwarves had to fend for themselves.
But the Cataclysm brought hill dwarves flocking to Thorbardin for safety. The gates remained shut. None heeded their pleas. This cold-hearted action - or inaction - on Thorbardin’s part became known as the Great Betrayal. It split the Neidar forever from the Hylar and sparked hatred between hill and mountain dwarves. The Klar, hill dwarves trapped inside at the time of the Cataclysm, went insane trying to claw their way free. In 39 AC, Neidar allied themselves with humans in an attempt to retake Thorbardin. This was the Dwarfgate War. It ended in failure.
The mountain dwarves blamed humans for the Cataclysm and severed all ties with the outside world. This isolation intensified the internal strife of Thorbardin. Aftershocks of the Cataclysm had caved in the highways that linked the cities. Dwarven families were further separated by class pride. Common miners and laborers broke from the elite architects and engineers, turning their hands to dark and hateful deeds. Thorbardin quickly became a hollow city, where a once-great culture loomed larger than the present civilization.
To this day, most dwarf kingdoms remain closed to the outside world. The hatred between the hill dwarves and the underground dwarves still remains high.

Government and Clan

Dwarves have always been divided into clans. Each clan is led by a thane - the clan ruler and representative to the Council of Thanes. The Council of Thanes is the ruling body for all dwarves upon Ansalon. Traditionally, the council has had nine thrones. Currently, only six thanes serve upon the Council: Hornfel of the Hylar, Realgar of the Theiwar, Rance of the Daergar, Gneiss of the Daewar, Tufa of the Klar, and Highbulp of the Aghar. The throne of the Neidar has been vacant since the Dwarfgate Wars in 39 AC. The eighth throne belongs to the Kingdom of the Dead - the nation of ancestors long past. This throne is perpetually empty. The ninth throne is that of the High King over all Dwarves. It has been vacant since the time of Duncan. A mysterious dwarven race called the Zakhar has never held a throne in the Council of Thanes.

Each of the following groups is considered a separate race.
Hylar This is the oldest and noblest dwarven race. Most of the great dwarven kings have been Hylar. The Hylar traditionally occupy the best accommodations a nation can provide and are great craftsmen.
Daewar This clan, loyal to the Hylar, has produced many of its own important heroes over the years. The Daewar fight fiercely; they led the defense of Thorbardin in the Dwarfgate War. In addition to battle, the Daewar champion public safety and public works.
Neidar hese hill dwarves lived outside Thorbardin during the Cataclysm. They no longer have representation on the Council of Thanes - a situation many hill dwarves would like to remedy.
Klar These hill dwarves were trapped in the collapsing tunnels of Thorbardin during the Cataclysm, After a week and a half of clawing, they pulled themselves out. Many Klar have been unstable or insane ever since. Following the Dwarfgate War, the Klar were deprived of property and were subjugated to slavery because of their alleged sympathy with the Neidar. (In fact, many Klar fought with berserk bravery on the Hylar side.) Now they serve the wealthy dwarves of Thorbardin in menial roles. They seek a leader to deliver them.
Theiwar These strange, degenerate dwarves hate light: it nauseates them. Theiwar are dark dwarves. In their lightless caverns, they dream of world conquest and domination. Theiwar consider themselves the highest of the dwarven races. They work to topple the Council of Thanes and seize control, even by civil war if they must.
Unlike any other race of dwarves, Theiwar love magic; most of their leaders have spell-casting abilities. They use their magic to attack creatures that live in the light.
They passionately distrust outsiders and kill them if given the slightest chance. Their devious and shrewd natures provide them many such chances.
Theiwar have exaggerated, repulsive features: bulging and watery eyes, white or yellow skin and hair, and wiry bodies, which they drape in black, loose clothing.
Daergar These dark dwarves split from the Theiwar several centuries ago. Their culture has spread far and grown powerful. They exceed even their Theiwar cousins in murder, torture, and thievery. Their leader, the most powerful warrior of the Daergar kingdom, wins his post by slaying all opponents in a bloody spectacle.
Daergar are hot-tempered, brutal, and utterly without honor on the battlefield. They never grant mercy.
Daergar have light-brown skin and smooth cheeks. Their hair is black or gray, their eyes deep brown or violet. They are somewhat stockier than other dwarves.
Aghar The gully dwarves are described in their own section, following this one. They are represented in the Council by the Highbulp, a much-beloved genius among his people. Although his seat on the Council grants him great dignity, he often sleeps through meetings.
Zakhar These strange dwarves occupy the ruins of Thoradin. They call themselves Zakhar, or “cursed people” because they were infected by a terrible mold that almost decimated them. They call their land Zhakar, or “cursed place” because of its ruined halls. They work with slow diligence to rebuild their kingdom, intending to make it as powerful as Thorbardin.
The Zakhar have never held a throne on the Council of Thanes.
Kingdom of the Dead The old dwarven saying, “More of our kind dwell among the dead than among the living,” demonstrates the dwarven veneration of the dead. Dwarves consider the Kingdom of the Dead the 8th dwarven kingdom.
Although the dead rarely enter into votes taken in the Council of Thanes, they continually enter the minds of the dwarves. Dwarves use various divinations - some real, some imagined - to converse with their ancestors.
The High King The High King rules all dwarves of Ansalon. The Council of Thanes chooses this ruler, who is then ordained by the people. The High King may come from any clan. Legends foretell the next ruler shall be the one bearing the lost Hammer of Kharas—the magical artifact used to forge dragonlances. Currently, the throne of the High King stands vacant.

Tools, Technology, and Weapons

Although dwarves cannot match gnomish ingenuity, in metalworking and mining crafts dwarves are peerless. Dwarves are the armorers and weaponsmiths of Krynn. They also engineer the great war-machines: catapults, rams, and siege towers - weighty juggernauts all.
On an individual scale dwarves prefer to use weapons and armor made specifically for their stature. Dwarven hammers, battle axes, and swords are heavy, thick tools, counterweighted at the tip to lend weight to their swing. Only dwarves and creatures of great brawn can use dwarf-fitted weapons without penalty. Others often fail to even lift them!
As dwarves revere tradition, and battle training is among those traditions handed down from father to son, each race has its own favorite weapons and styles of armor, from flails to spears to crossbows; from chain to plate to studded leather. The Zakhar favor the most uncommon weapons, including a razor-edged slasher mace, a sickle hook that can be thrown like a dagger, and a blowgun, which fires barbed darts. Zakhar warriors wear beetle carapace beneath padded robes.
One distinctively dwarven tool is the gapper, a six-foot long flat, metal bar with metal cuffs and thumbscrews at each end. Dwarven explorers often carry these bars for vaulting awkwardly high (for dwarves) barriers and sliding down holes. A group with gappers can link them end-to-end to form a chasm bridge.


Gully Dwarfs

The Gully Dwarfs
The Aghar - or “Gully Dwarves:’ as they are often called-are short and squat cousins of the Hylar. They do not cut striking figures. Lack of sanitation and medicine mars their skin with scars, boils, sores, and brown splotches. Both sexes have unkempt hair of dirty blond, brown, rust, gray, or dull black. Males wear long, scruffy beards; females have some cheek down but no beards. Their eyes are watery blue, dull green, brown, or hazel. Their narrow fingers have overly large knuckles and their legs tend to be knock-kneed. Both sexes carry pot bellies and develop wrinkles soon after age 25.

Apperance Thanks to poor living conditions, most gully dwarves are smeared with enough grime and soil to support a small garden. Their bedraggled clothes hostel a bevy of parasites. Aghar lucky enough to possess jewelry wear it conspicuously and garishly. All told, the filth and rags and mismatched jewelry sometimes cast the gender of any particular Aghar in doubt.
Aghar breed prodigiously; females average 20 children often bearing one per year until age 45. Six of these 20 are likely survive to adulthood. Gully dwarf children reach maturity by age 5. Those who avoid starvation, disease, violence, and accidents live up to 55 years. Most expire before age 35. Aghar average 4’ tall, and 120 Ibs.

Race Traits for D&D5e
Ability Score Increase. - Your Dexterity score increases by 1.
Survival instinct. - You have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.
Pitiable. - You have advantage on Charisma (Persuasion) checks used to convince an enemy not to harm you.
Cowardly. - You have disadvantage on Wisdom saving throws against being frightened or another fear effects.


Attitudes and Lifestyles

Aghar are proud, long-suffering survivors. Beneath a cheerful and hapless appearance beats a tenacious heart. The Aghar have survived, even thrived, in conditions that would kill any other dwarf. Those who accuse Aghar of treachery and stupidity are listening to their noses instead of their hearts.
Gully dwarves have crude and primitive societies. They live in hovels and ramshackle huts near sewers, dumps, gulleys, rivers, or swamps. They dwell in family units; any given area holds only enough resources for small family groups to survive. Children learn from hard knocks or from their parents; Aghar have no formal education.
Gully dwarves are incapable of the focussed mental effort required to wield magic. They are superstitious, fascinated by showy legerdemain, but powerful spells frighten them. They hold magical items in disdain because such magic comes from their persecutors. They do, however, have the faith needed to perform clerical miracles.
As thieves, Aghar work best as cat burglars. They cannot rob others through strength or wit. Aghar might, however, gang up and sap a lone traveler.

Religion Aghar believe Reorx, patron deity of all dwarves, has abandoned them. Gully dwarves therefore appeal to the spirits of departed ancestors to protect them from harm and ensure their survival. Aghar universally believe that inanimate objects hold great power granted by the ancestral spirits. Possession of such objects grants the spirits’ power to the owner.
The most powerful items, say the wisest gully dwarves, are those that seem to do nothing at all: old bones, fruit, chunks of colorful rock, and so forth. Aghar examine items for a long time before declaring them holy; not just any rock, stick or bone will do. Other races interpret this as more gully dwarf stupidity. Gully dwarves consider this proof of their strong faith.
Survival Individually, gully dwarves are harder to kill than cockroaches. Survival is the chief virtue in their minds: to live is to win, to die is to lose. Consequently, they have raised groveling to an art form; they spill sensitive information at the slightest threat. Most Aghar (wisely) run from violence unless their homes are at stake. Other races brand such behavior as shameless cowardice and treachery. Gully dwarves see no shame, cowardice, or treachery in survival.
Even so, Aghar do not work at surviving. They do not plan for the future, but rather, run from the past.
Pride Despite their glaring faults, gully dwarves take themselves seriously. Continual escapes from disaster imbue them with a sense of rugged pride. Because they never receive help from other races, they assume they don’t need help.
Innumeracy Gullytalk, the recently discovered language of gully dwarves, has no word for numbers greater than two. In gullytalk, “one” is singularity, “two” is plurality. The constant poverty of gully dwarves negates the need for any greater differentiation. They have no money to count, no possessions to value, and nothing to sell.
Cheerfulness Despite heinous persecutions, gully dwarves maintain a hopeful outlook. They have determined, defiant spirits and a relentless cheerfulness. Persecutions past only point out the insignificance of present troubles. Hope is the foundation of survival.
Clannishness Although apparently cowardly, gully dwarves never sell out a friend. If a non-Aghar wins their trust, gully dwarves treat their new fellow well. Often, such friendships include the most important advice an Aghar can impart: when the time is right to flee from a present danger.
Cunning intelligence is routinely underestimated by the so-called “intelligent races.” This slight does not offend gully dwarves; being underestimated allows them great latitudes for behavior, and the chance to surprise their foes. Gully dwarves, especially the kings and adventurers, play the fool only to manipulate true fools.
Gluttony Because they often live on so little, gully dwarves delight in abundance. They gorge themselves one day, knowing they will face famine the next. This insatiable appetite extends beyond food; Aghar love huge swathes of bright cloth, a surplus of rope or leather, or just about any goods in large quantities.
Gullytalk Despite longstanding prejudices to the contrary, gully dwarves are not imbeciles. They speak in broken and halting sentences because Common is not their native tongue. In fact, Aghar speech, which is ugly, convoluted, and incomprehensible to non-Aghar, makes perfect sense among gully dwarves: they are speaking gullytalk.
Gullytalk is not a formal language, but a patois that shifts constantly and has a genius for borrowed terms. Aghar who live near elves chatter in what sounds like broken elvish, those who live near dwarves seem to speak pidgin dwarvish, and so forth. Gully dwarves love to invent new words, and new ways to use and abuse them. Gullytalk evolves so rapidly scholars cannot study it. Not even brilliant non-Aghar can speak gullytalk, except with the aid of magic.
When two groups of gully dwarves meet, their dialects fuse after a few days, creating another hybrid patois. In addition to constantly redefining words, gullytalk continually remakes the basic grammatical rules of language. Thus, gullytalk cannot and should not be written down: the symbols would cease to have meaning within a month of their being penned!

History

Gully dwarves have an extensive oral tradition of their origins and history. Although the history of no two gully dwarf clans agree, the colorful narratives are ends in themselves. Gully dwarves, however, take them very seriously. The true origin of the Aghar follows.
Gully dwarves are fertile crossbreeds of outcast dwarves and outcast humans. They appeared at the time of the Graystone. The hybrid unfortunately lacked the best traits of both parents.
Noting these deficiencies, humans and dwarves banned further intermarriages. The crossbreeds were driven out of their own clans, particularly by the dwarves, who regarded them as a blight. The new race proclaimed itself the Aghar, “the anguished,” and learned to survive on the refuse of civilized folk. They were also called “Muckers” or “Dumpmen.” Humans christened them gully dwarves, due to their low and squalid station. To this day, the Aghar feel betrayed by their forbears, and have little love for either humans or dwarves.
The Cataclysm that doomed the world saved the gully dwarves. Destruction of Ansalon’s high civilizations created dozens of ruined cities where the gully dwarves could dwell. Soon once-mighty cities like Xak Tsaroth became havens for the Aghar. Undisturbed by their tormenters, the Aghar established their own culture, such as it is.

Tools, Technology, and Weapons

Gully dwarf tools are usually scavenged or makeshift affairs. Aghar have no skill in crafting useful items. However, given time, a gully dwarf can usually coax one more use out of a device that others would consider spent.
Gully dwarves are also master improvisers: they can turn a broken pot into a serviceable helmet, a nail and some boards into a rat trap, or a scrap of metal and a string into an alarm.
Street fighters, Aghar willingly kick, bite and use dirty tricks to insure victory. In weapons, they favor clubs, knives, daggers, hand axes and saps, although a few have learned to use slings.


Elves

The Elves
Ansalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. They stand about five feet tall, although they give an impression of greater height. Most weigh between 90 and 100 pounds. They have no facial hair. Elves are considered adults from the age of 80. They live to be about 550 years old before leaving the world, though some are as many as 700 years old.

Silvanesti - are fair-skinned. Their hair ranges from light brown to blonde-white, and their eyes are hazel. They prefer loose garments, flowing robes, and billowing capes. Their clothes are various shades of green and brown. They speak in melodic tones and move with a natural grace.
Qualinesti - are smaller and darker than the Silvanesti, with eyes of blue or brown and hair ranging from honey-brown to blonde. They are not as strikingly attractive as the Silvanesti. They prefer earth-toned clothing. They have strong, pleasant voices and a friendly, open manner. They prefer long dresses for women and woven trousers and jerkins for men.
Kagonesti - are about the same size as Qualinesti and Silvanesti, but they are much more muscular. Their dark brown skin is traced with designs in clay, paint, and tattoo. Most have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with feathers, and adorn themselves with jewelry of silver and turquoise.
Dargonesti and Dimernesti - The sea elves, are barbaric aquatic creatures who appear quite different from their elven cousins. These races have rubbery bluish skin, wide eyes with narrow pupils, and webbed fingers and toes. Although they swim well in their elven form, they can also take the shape of sea otters (Dimernesti) and dolphins (Dargonesti).

Race Traits for D&D5e
Silvanesti - As the High Elf D&D5e.
Qualinesti - As the High Elf D&D5e.
Kagonesti - As the Wood Elf D&D5e.
Dargonesti and Dimernesti - As the Sea Elf D&D5e.

Common Ground

Elves see farther into the infrared wavelengths of the spectrum than humans do, giving them the ability to see in the darkness - they call it elvensight. They embrace all forms of magic. While the civilized elves, Silvanesti and Qualinesti, share many cultural advances, disputes over land or politics can make them bitter enemies, as the Qualinesti exodus proves. Kagonesti, Dargonesti, and Dimernesti are labeled barbarians by their cousins; they clash with anyone not of their tribes. Despite their differences, all elves share some common philosophies:

Shaping - Elves believe in the perfectibility of nature; if they shape the world, its beauty will shine forth. Of course, they also believe themselves the creatures most capable of directing this shaping. They see Ansalon as a garden in need of tending and see themselves as the gardeners. Their fierce territorialism arises from this intense involvement in their lands. Elven protectiveness often makes them close their kingdoms to strangers, the way mothers protect their children from viruses by preventing them from playing with their friends. Most elves grow bitterly homesick when removed from their lands.
Foresigh - Elves live for centuries and plan accordingly. Rather than glorifying or dwelling on the past, they look to the future. Their long lifespans and patient pursuit of goals sometimes make them seem cold, uncaring, or arrogant to shorter-lived races. In fact, elves deliberately maintain a distance from other races, wanting to avoid the inevitable grief of watching generation upon generation of these mortals die.
Pride - Elves, conscious of their race’s achievements, take offense easily. Few other races appreciate the elven gift of civilization, their role as the chosen of the gods, and their clear cultural superiority. Elves don’t despise other races, but they are painfully aware of their shortcomings.
Elves also see other races’ attempts at art as crude and transient. Because elven crafts attain high standards that allow them to withstand the ravages of time, elves point out shoddy craftsmanship whenever they find it. Tools and clothes made by other races cannot last the centuries of an elf’s life.
Hedonism - Elves rarely brood over the past or deny themselves their appetites. Although they are capable of scrimping and sacrificing, toiling for irksome days as dwarves do, elves refuse to do so. If difficult work presents itself, elves engage it joyfully. Despite (or because of) their long lives, elves seize each day as a rare gift.
Elves do feel sorrow, loss, and regret, but they don’t savor or dwell on these emotions. They spend life looking forward to the next day, the next joke, and the next new friend. Even elven lives are too short for drudgery.
Trade - From the age of accountability into adulthood, an elf must enter his family’s guild and learn a trade. Elves generally do not think of this as limiting. They see skills as generational, handed down from father to son.

Diversities

Silvanesti - are a proud, arrogant, and stoic folk with little use for other races, including other elves. They idealize racial purity. They are intolerant of “inferior” races and customs.
The long years-before the recent War of the Lance-that Silvanesti was a safe, settled, empire stratified the crafts and tasks into a rigid system of castes, or Houses. At the top of the system is House Royal, the descendants of Silvanos. Beneath this house are craftsmen and guild houses, such as House Mystic, House Gardener, and House Woodshaper. House Protector, also known as the Wildrunners, serves as the army of Silvanesti. The lowest guild is House Servitor, which includes apprentices, foreign traders, indentured servants, and slaves. No one marries outside his or her guild without permission, and permission is rarely granted.
Silvanesti rarely communicate with the outside world, finding it far too transient for their liking. They also rarely marry outside their own realms. Silvanesti have endured for over 3,000 years, and have become set in their ways. Silvanesti abhor contact with humans or other races. Even their relationship with the Qualinesti is strained.
Qualinesti - are more sociable and tolerant than Silvanesti; they frequently and happily deal with other races. They do, however, share some of the Silvanesti’s prejudice against interracial marriages.
Qualinesti society is far less structured than that of Silvanesti. The Qualinesti are ruled by a Speaker of the Suns who must be a blood relative of Kith-Kanan, the elven leader who established Qualinesti. Speakers are thus also blood relations of Silvanos. The Thalas-Enthia, or senate, is appointed to represent the various guilds and communities of Qualinesti. The Thalas-Enthia brings its recommendations to the Speaker of the Suns, who makes all final determinations.
Kagonesti, Dargonesti, and Dimernesti - work to achieve harmony with nature for a full, happy life. They are fiercely proud folk, hot-tempered and passionate. While these barbarians do not initiate wars or attack strangers, they are by no means pacifists.
Kagonesti have no permanent settlements. Their villages are temporary structures of animal hide and light wood. They use the boughs of living trees for construction and camouflage. Each village is home to a tribe of several interrelated families. The tribe centers around the chief-the oldest and wisest member-who makes all decisions for the tribe.
Kagonesti have an animistic view of the cosmos: they believe that everything is alive and deserves respect. This respect extends especially to the dead, who are dressed in finery and set afloat upon funeral canoes.
The lifestyles of the two sea-elf races are wrapped in mystery, as few land elves have visited their homelands beneath the waves. It is known both races have the ability to shapechange, Dargonesti taking on the form of dolphins, and Dimernesti becoming sea otters. Rumors suggest that sea elves are weakened in strength when they leave the water.

History

The elves sprang into being from chaos as embodiments of Good. They stood tall and stately, like the trees from which they were formed.
Elves believe they were the firstborn of the world. When first awakened during the Age of Dreams, elves lay scattered across the land like stars across the sky. The passage of the Graystone altered some land elves into sea elves-the Dimernesti and Dargonesti. Both developed cultures independent of main elven histories. They live even now in distant obscurity and peace, though trade exists between elves of the land and those of the sea.
The land elves sought peace with the world, yet peace was not always possible to achieve. Silvanos, a powerful elven warrior and a great traveler, wandered the deep woods all across Ansalon, visiting the scattered clans. He proposed the building of a great elven nation.
Silvanos convened the first Sinthal-Elish (Council of the High Ones). There, many households and clans swore allegiance to Silvanos and the fledgling Silvanesti. But once construction was started, dragons awoke in the world. They objected to the location the elves had chosen. The contest became the first Dragon War.
After the elven victory and the second Sinthal-Elish, Silvanos built Silvanost in the former dragon woods. He granted lands to all the elves, establishing the kingdom of Silvanesti along the lines of the fallen ogre civilizations.
The Ergothian Empire began to encroach on the borders of Silvanesti and Thorbardin under Silvanos’ son Sithel. In time, marriages between Wildrunner elves and humans occurred.
While hunting in the borderlands with his twin sons Sitahs and Kith-Kanan, Sithel was killed. Some say the human arrow that slew him found its mark by accident. Others say humans killed Sithel to remove barriers to their expansion. Whatever the case, the Kinslayer War resulted.
The Silvanesti-based Wildrunners tried to drive the humans back. But the mixed marriages of the region meant that loyalties were not always obvious. Many elves who had married humans sided with Ergoth. Younger son Kith-Kanan thus led Silvanesti’s western forces against their own kin. After more than 40 years, the war ended in a truce.
By this time, the western high elves had grown tired of the rigid caste system of Silvanesti. They declared their independence, tempting civil war.
In secret negotiations with Ergoth, Sithas solved several problems simultaneously. In 2073 PC, the Swordsheath Scroll was signed and the nation of Qualinesti was formed, both as a buffer between the former antagonists, and as a place where the dissenters could establish their own nation.
Kith-Kanan recognized his twin’s decree as exile, but could find no other hope for his people. Kith-Kanan established his kingdom and never returned east.
Following the formation of Qualinesti, the Silvanesti remained in self-imposed isolation until King Lorac Caladon established a flourishing trade with the northern empire of Istar. In time, the Cataclysm again sealed the borders of Silvanesti and the elves withdrew from the rest of the world.
Silvanesti elves blamed the arrogant lstarian Kingpriest, and thus humans, for abusing the elven gift of civilization and precipitating the Cataclysm. This feeling has only reinforced their distrust of humans. That their own isolationism made them equally responsible, they ignore.
The Qualinesti also suffered from the Cataclysm. Other races have often raided them for food and riches. Their dreams of shaping cities other than their glorious capital are all but forgotten as they struggle simply to maintain what they already hold.

Tools, Technology, and Weapons

The elven people are not an overly inventive race, given more to artistic endeavors than to mechanical ones. However, the quality of their craftsmanship is undeniable. Millennia spent attending to perfection allow elves to surpass even dwarves in the quality of certain weapons, including the forked arrowhead—razor-sharp, Y-shaped heads used for cutting ropes and banners, and shooting small birds-and the singing arrowhead, a hollow metal bulb fitted onto a normal point, that gives a piercing shriek when fired. Singing arrowheads may also be adapted as fire arrows.
Elven armor is renowned for its resiliency and light weight. Leather-based armor is favored by common land elves, while nobles prefer high-quality elven scale or chain mail. Kagqnesti warriors wear hide armor. Sea elves substitute sharkskin for leather armor and use special scale mail that does not rust and allows free movement.
Several items of elven clothing deserve note. None of these items is ever sold, though they may be given to non-elves as gifts. Neutral gray or mottled elven cloaks blend into the woods, camouflaging the wearer and making him nearly undetectable when standing still. Soft elven boots of bugbear hide allow wearers to move silently. The rare firebane cloak is treated with heat-absorbing oils from the elathas plant. This cloak makes the wearer nearly undetectable in forests and completely invisible to elvensight (which perceives the heat-producing infrared spectrum). If drawn tightly about the wearer, a firebane cloak grants some protection against fire as well.


Gnomes

The Gnomes
Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuck on magic, and unable to keep up with the quick pace of a gnomish mind.
Gnomes dwell in isolated pockets throughout Ansalon, so far removed from human traffic that they are often placed with pixies and sprites as semi-magical myths. Gnomes enjoy and support this misconception.

Appearance Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuck on magic, and unable to keep up with the quick pace of a gnomish mind.
Gnomes dwell in isolated pockets throughout Ansalon, so far removed from human traffic that they are often placed with pixies and sprites as semi-magical myths. Gnomes enjoy and support this misconception.

Race Traits for D&D5e
Gnomes - As the Rock Gnome D&D5e.

Attitudes and Lifestyles

All gnomes share a few common traits:
Fast-Talk Gnomes speak intensely and rapidly, running words together in unending sentences. Gnomes can simultaneously speak and listen carefully. If two gnomes meet, each babbles at the other, often answering questions later in their dialogue as part of the same continuous sentence. Gnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion. Gnomes consider other folk, who are incapable of keeping up with their rapid speech, a bit slow-witted. If frightened, startled, or depressed, gnomes clip sentences.
Gnomes rarely provide sufficient explanation of any topic unless pinned down with direct questions. This oversight occurs because they assume a gnomish degree of general knowledge. An uncurious visitor may be led past ten wonders of Mount Nevermind, being told, “Don’t step on that”, “Mind the gap”, and “Duck.” Gnomes have 34 ways to say “Look out,” each detailing a direction and intensity of danger.
Bluntness Gnomes lack social graces that other races take for granted. They are always eager to talk shop, compare notes, and work on their projects; in all their hurry and bustle, they often forget to be polite. Their joy in their work gives them less energy for polite gestures, careful requests, or compliments. They brusquely steamroll people’s feelings. Gnomes don’t mind this among themselves, but when they start ordering other races around, problems arise.
Technocracy Gnomes place great faith in their machines; some gnomes even believe that the machines need a tinker’s fervent faith to work. Further, gnomes believe in constantly improving their machines. Why trust a task to a single lever, even if it performs efficiently? What if the lever should fail? By replacing the lever with a vast complication of dials and gadgets, the tinker minimizes a total shutdown from the failure of one part. Simplicity is, after all, for simpletons.
Up with Gnomes! Although gnomes have enormous national pride, they rarely boast. Their history shows gnomes at the center of the drama of gods and mortals. Gnome histories drip with entertaining, gnomocentric arrogance. Gnome children learn that gnomes forged the Dragonlances, their flying machines battled the dragons, and they were aided by the Companions of the Lance only in the final victory. Each year, more historical texts claim these facts, and these facts thus become more historical.
Education Gnomes are scholastic pack-rats: they know something about everything, but cannot discriminate between useful and useless information. The most irrelevant small-talk can awaken epiphany. Careful questioning of a gnomish sage can unearth amazing gems of insight. No field of study is too obscure for a gnome. Flash Gnomes prefer style over substance. A gnomish illusionist’s show is a marvel of color, timing, imagination, and staging. Gnomes know how to make a splash, how to draw a crowd’s attention, and how to make an entrance.
When tinkering, a gnome will take a simple machine like a pulley and build on it until it is a nightmare of ropes, bells, whistles, and bellows that accomplishes the same task but does so more loudly and more elaborately. Their machines become bigger, better, and more prone to dramatic and exciting catastrophes. This is Progress.
Living Quarters Gnomes are homebodies, rarely wandering away from their warrens and projects. They dwell away from the blundering world of big folk and protect their villages with enchantments and charms. The villages themselves are loud, garish towns of continual noise and motion. Most gnomes never leave their native villages; those who do dislike the suspicious whispers of birds and crickets.
Tinker gnomes live in huge subterranean colonies of tunnels in secluded mountain ranges. The largest gnomish settlement is in Mount Nevermind. A metropolis of 59,000 has dwelt in the dormant volcano for millennia.
Mount Nevermind The city of Mount Nevermind is built into the rock surrounding the central shaft of a volcano. Mount Nevermind bustles. Citizens scuttle, whistles blow, mechanical cars roll, gnomes fly (catapults called gnomeflingers offer rapid travel from the Inner Hall to the 35 different city levels). Hundreds of staircases, ramps, pulley elevators, and ladders span the levels. Steam-powered cars mounted on rails encircle the city, providing fast transport on individual levels. The whole place is choked with smoke and sound and flashes.
Gnomes in industry may develop industrial diseases. Mild respiratory ailments and eye infections are common, but clear up with a few days in fresh air. Industrial accidents, noise, visual pollution, and other work-related problems can disable a gnome, sometimes leading to early retirement from active pursuits.
Life Quests Gnomes are born tinkers and “scientists;” an individual chooses an area of specialization depending on his driving interests. When young, each gnome chooses a Life Quest, which is approved by the Guild subcommittee to which his or her family belongs. A gnome who chooses to study screws spends decades experimenting with thread sizes, metals, screwdriver types, and so forth. Rarely does a committee formally declare a Life Quest completed. Completion of a Life Quest means the gnome has performed so well that all that could possibly be known about the subject is now known. If a Life Quest is completed, the gnome’s soul and those of his forefathers are guaranteed a place beside Reorx in the hereafter.
Life Quests are highly specific and related to a technological device or process. Sometimes, unusual magical devices are studied to develop technological means of replacing them.
Names Each gnome has three names. A gnome’s true name recounts the gnome’s entire family tree, extending back to creation. This history comprises a single, enormous word that can easily fill a large book. The complete names of every gnome born on Sancrist appear in a volume in the Genealogy Guild in the main library at Mount Nevermind.
Though each gnome knows his complete name (or at least the first few thousand syllables), most gnomes use a shortened form of address that takes merely half a minute to recite. This shorter name lists the highlights of the gnome’s ancestor’s lives. Humans use even shorter names: the first one or two syllables of a particular gnome’s name. Gnomes find this abbreviated name undignified, but endure it all the same.
Occupations Gnomes make passable fighters and quickfingered thieves. Thieving gnomes, however, are sometimes betrayed by their penchant for showmanship. Most prefer the direct sham and sting to sneaking and lifting. Those with a magical bent direct their talents for sleight of hand and showmanship to the study of illusion spells. In fact, no gnome practices generalist magic. Many gnomes deal in finely detailed crafts like jewelry. Their vision is more sensitive to infrared than the human sense, so gnomes can see in the dark.

Religion

The only major deity gnomes recognize is Reorx. Though religious services and priests among them are rare, gnomes still respect Reorx and know (unlike many others in post-Cataclysm Ansalon) that he exists. To them, Reorx is, of course, a gnome who loves building, creating, inventing, and tinkering. Some philosophers even declare that the universe is Reorx’s machine-the sun and moons of Krynn are cogs in the world-gadget.
Although most gnomes revere Reorx, a small cult follows Shinare, goddess of industry. Members of this group attend services every sixth day. This group uses inventions such as the steelgrabber (an offering machine) and the organizer (a huge musical instrument that loudly duplicates any instrument on Krynn). At their services, the followers of Shinare petition her to inspire smoothly functioning machines. Heaven knows they need them.

History

Gnomes - inventive, skillful, and enthusiastic - were the favored children of Reorx. Reorx forged the Graystone and imbued it with light and power. In about 3500 PC, he consigned the stone to the First King, gnomoi Aldinanachru. Aldinanachru placed it in the tower of Lunias atop Mount Garath on Taladas. Around 3100 PC, a gnomoi guard was tricked into releasing it, unleashing magical havoc upon Krynn as the stone drifted west. Reorx sent the largest clan of the gnomes to regain the enchanted stone.
The Graystone drifted across the Northern Courrain Ocean and the gnomes followed it in a fleet. They landed on the eastern shores of Ansalon and hurried after their quarry on foot. A mortal king imprisoned the stone in what would later be called the tower of Gargath. He would not relinquish it to the gnomes. They attacked and, in the ensuing battle, the Graystone of Gargath escaped. It transmogrified the gnomes there into dwarves and kender. The rest of the clan chased the stone west to Sancrist Isle.
There, most gnomes gave up the chase. They would not risk another dangerous sea voyage. Some few built ships and sailed west out of sight. Many other gnomoi clans migrated west to Sancrist; only a few remained on the continent.
Two notable events occurred after the Graystone’s escape. The first was the arrival of the Knights of Solamnia on Sancrist. As a result, gnomes have allied themselves with Solamnia and become important trade partners to it.
The second major event was the Cataclysm, which enlarged the size of Sancrist’s mountainous northern half, where most gnomes lived. Many gnomes died in landslides and collapsing tunnels. But over all, the seismic activity increased the available living space.

Proverbs and Folktales

Gnome proverbs can take one to two days to recite, depending on their seriousness. Other races, on hearing (one of) these proverbs, pointed out that proverbs are more memorable when short and to the point.
Impressed, the gnomes convened a Proverb Committee. After months of deliberation, this committee distilled the three critical gnomish proverbs to their potent and poignant essence:
“Never.”
“A gear.”
“Hydrodynamics.”
The last, especially, brings tears to the eyes of older gnomes.

Tools, Technology, and Weapons

Tinker gnomes possess greater technology than all the races of Krynn combined. Gnomes have mastered steam engines and coiled springs. They use steam-powered ships, clockwork timepieces, and ore-refining plants for high-grade steel, as well as mundane objects like screws, pulleys, drive shafts, toothed gears, music boxes, and mechanical toys. Some legends even tell that the ancient kingdoms of Krynn had clockwork golems of gnomish design.
The gnomish attention to style and delicate craftsmanship results in inventions that border on the magical: miniature castles with mechanized knights and fire-breathing dragons, “bang-bugs” that sit quietly on the floor before exploding and flying away, folding-paper umbrellas, bubble-bath soap, spectacles, and gnomeflingers, to name a few. Projects in the works include the silent, folding, automatically repeating crossbow; the net-throwing arrow; and the spring-loaded, blade-throwing, two-handed sword. The archives of Mount Nevermind brim with ill-fated inventions, awaiting a gnome willing to develop them further.
Sadly, gnomish mental distraction and fascination with detail tend to undercut their technology. Anything gnomish machines can do, magic can often do more cheaply, quickly, and efficiently. Generally speaking, gnomes who invent items exert as much effort, risk as much danger, and experience as much success as wizards who perform spell research.

Gnomish Weapons

When attacked, gnomes defend with whatever is handy: screwdrivers, hammers, frying pans, stools, flaming parchment, inventions, and so forth. If they are fighting a prepared battle, they use the regular assortment of weapons: light crossbows, slings, short bows, darts, and throwing axes at a distance, or footman’s maces, short swords, warhammers, and gnome picks in melee (hand-to-hand).
What’s a gnome pick?
A gnome pick is a 4-1/2’ hammer with a sturdy head balanced by a curved fluke used to pierce armor. A spike juts off the top of the hammerhead. Gnomes often add strange devices to improve their picks: hot coal chambers (which burn off the wooden haft in a surprisingly short while), whirling chains (which are likely to spin the gnome around and cause him to involuntarily attack all in a 2’ radius), and springloaded pincers (which do plenty of extra damage but tend to disarm the gnome wielding them).
Gnomes also field-test specially engineered war machines. A typical example is the belcher.
Belchers are gnomish cannons disguised to look like statues of dragons, gargoyles, or roses. Belchers use smoke powder to catapult canisters of deadly materials. These cannons weigh over a ton and must be based on either a sturdy wagon or a pivoting turntable for aiming. Only targets directly in front of the barrel or between its minimum arc range (30 yards) and maximum arc range (360 yards) can be hit.
Belcher canisters carry various payloads, including acid, chains, cinders, foam, naphtha, oil, and even water. Their likelihood of explosion increases with every firing, and doubles when, in the interests of science, the gnomes experiment with double payloads.

Gnomish Armor

Gnomes wear all types of armor, including piecemeal amalgams of plate, chain, scale, brigandine, and studded hide, and whatever else is handy. Standard armor fare is a leather apron. Workman’s leather contains numerous pouches, pockets, loops and straps for tools and repair materials.


Half Elves

The Half Elves
Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Appearance Half-elves strongly resemble the racial stock of their elven parent, but they generally have facial hair (missing on all other elves) and a hair color that is not consistent with their elven heritage. They are generally more stocky than most elves and, while almost universally handsome or beautiful, lack the grace of their elven parentage.

Race Traits for D&D5e
Half Elves - As the Half Elf D&D5e.

History

The half-elves are considered "untrue elves" by all the other elven societies. They have no true history of their own but borrow it from their parentage.
The Kinslayer Wars were brought about, in part, due to the intermarriage of elves and humans in that region. During that time, half-elves in human society were considered a great blessing and brought honor to the human household. The elves, particularly the race-conscious Silvanesti, were revolted by these interracial marriages.
After the Cataclysm, there came a time of barbarism during which many elven towns were plundered and ransacked by human hordes. Many half-elves were engendered during this period of rapine and violence. The Silvanesti elves cast them from society as they would Dark Elves. Only the Qualinesti took them in and gave them a home, although even they were cold and sometimes cruel to these unfortunates.
It was, interestingly enough, one of these bastard half-elves who was partly responsible for the ultimate victory of the Whitestone Forces over the Dragonarmies. Tanis of Qualinost, who later married the Princess Laurana of Qualinesti, proved the worth of his unique race.

Philosophies

Raised in an atmosphere of shame, learn insecurity and uncertainty. Some few grow anti-social. Others trust strangers but have difficulty establishing true and lasting friendships. Many are natural leaders, but few feel worthy of a leader’s responsibility. Regardless of their disposition, all half-elves are loners: brooding, quiet, and struggling with self-doubt. They may overcompensate for their insecurity by performing acts of death-defying bravado.
No society or community on Ansalon consists solely of halfelves. Although some half-elves learn trades, most drift from place to place. The Qualinesti grudgingly provide a home for half-elves. Among the Qualinesti, half-elves are treated coldly, but not totally ostracized.

Society

The half-elf is an outcast from the societies of both his parents. There is no society that consists solely of half-elves as they are primarily loners. If there is a home for a half-elf, it is in Qualinesti, where they are treated coldly but at least they have a place in the society.


Ogre Irda

The Ogre Irda
Irda, the high ogres of Krynn, retain the beauty that ogres had at their creation. In their natural form, lrda stand about 6’tall and are slender. They possess a dark loveliness that accentuates their cold beauty. Their drawn faces are regal and statuesque. Beneath drooping eyelids, they have keen eyes of silver. Their skin color ranges from midnight blue to deep, sea green. Most lrda have black hair, but some have tresses of white or silver. All keep their hair well-trimmed and combed.

Appearance Irda dress in simple clothing-linen smocks and milkweedsilk gowns, primarily. They adorn these elegant garments with jewelry: pearl brooches, simple bracelets, and thin necklaces of steel. They will not don garments made of wool, leather, or any product from animals, and they eat no meat. lrda have deeply resonant voices, filled with rich melancholy. When they sing, audiences become immediately silent and listen tearfully.
All lrda move with an innate grace. Their steps seem to be part of a silent dance. Rarely do they back into corners or step off-balance. This fluidity of motion reflects the Irda’s deep somatic awareness, which comes from their being shapechangers. After several years of practice, lrda can change at will in height (two feet in either direction) and appearance (the form of any human, demihuman, or humanoid race). Although each lrda has many faces, they typically perfect and use only two or three at a time. Over their 500-year lifespans, however, lrda assume many different forms.
The cousins of the lrda do not share their beauty. Evil ogres stand 9’ tall and cover their gray, warty skin with loincloths and rags. Their faces are studies in brutality, depravity, and cunning cruelty. Giant ogres stand 24’ tall-even kneeling, they rise above the heads of the other ogres. They have tusklike teeth that protrude from their broad mouths and are generally smarter than regular ogres. Ogre mages stand 10’ tall. They have lean bodies and share their cousins’ look of bestial cruelty, though they appear much smarter. Finally (and rather abominably) come half-ogres, crossbreeds between evil ogres and humans. They resemble human throwbacks to the time of caves and clubs.

Race Traits for D&D5e
Ogre Irda - As the Half Orc D&D5e.

Atitudes and Lifestyles

lrda have withdrawn from the world, for they feel it does not welcome them anymore. Although they harbor no animosity toward the current races of Krynn, they consider humans and demihumans fragile, flighty, and transient folk who are hopelessly enslaved by their emotions. Many living lrda remember the Cataclysm and its lessons, but most living humans and demihumans were not even born until two centuries after the Cataclysm. Understandably, Irda believe that the world belongs to alien folk now. However, those lrda who travel amidst the current folk of Krynn are often surprised by the rich variety and hearty nature of the people.
Although lrda harbor no animosity toward Krynn’s other races, the feeling is not reciprocated. Humans still tell tales of the wicked and oppressive ogres who once enslaved them. These tales describe beasts who surpass even modern ogres in evil and depravity. Demihumans hate lrda because they share ogre blood. Other ogres hate lrda because they betrayed their evil natures. And every race distrusts lrda because of their shapechanging ability. Legends abound of lrda “child stealers,” who assume the shape of a child’s parent only to swallow him whole.
The absurdity of such stories does nothing to discount their effect in the minds of humans and demihumans. Some human prophecies even claim that lrda are harbingers of a second Cataclysm. Obviously, lrda shapeshifting skills come in handy for disguise when among the hostile folk of Ansalon. Even with their abilities, however, lrda are cautious and fearful.
lrda are completely undeserving of their reputation. Unlike their evil ogre kin, lrda have chosen the path of good. Because the gods of Evil sponsored them in creation, however, the lrda struggle with the vestiges of evil within them. Non-lrda often interpret this inner struggle as arrogance or antagonism. It is, in fact the opposite. lrda are peace-loving and gentle folk who retreat from combat and avoid offending others.
The royal line of the lrda stretches back unbroken to the Age of Dreams and lgraine himself. lrda pride themselves on their heritage and treat each other with respect and honor. A king or queen rules the island, and the court of nobility extends to even the most common of the Irda. This arrangement makes for happy citizens and stable monarchies.
lrda dwellings are as simple and elegant as their clothing. They do not build houses, but live in smooth, dry caves during inclement seasons and warm, lush valleys in the summer. They decorate their dwelling places with dried flowers and stalks and carefully avoid fouling their environments. lrda seek to live in harmony with nature, refusing to wear or eat any products derived from animals, whether or not removing the product caused pain.
Their island home itself, part of the Dragon Isle chain, is protected by various magics. One permanent spell upon the island makes it appear merely a flat stretch of open sea. Not even lrda can find the island except when the moon Solinari is in high sanction. Then, the homeland calls to them, directing their ships into harbor. If a ship does not reach the island before Solinari’s high sanction ends, it often becomes hopelessly lost at sea.
lrda refer to their mystic book, the lrdanaith, in all matters of history and faith. Only lrda have even seen or held this book, and no non-lrda even knows of its existence. In addition to the lrdanaith, lrda have an extensive oral history.

History

Elven bards say that elves were the first to waken upon Krynn. But elven bards lie. First awoke the ogres. They breathed in the primal dawn, bathing themselves in its virgin light. First to rise from the ground, ogres became the masters of creation. And they were beautiful. The lrdanaith, a mystical book known only to Irda, teaches the following truths of creation.
When the gods created Krynn, they formed creatures in their own image. The gods of Good created elves and taught them Goodness. The gods of Neutrality created beasts and taught them Neutrality. The gods of Evil created ogres - creatures of great beauty and strength-and taught them Evil. A fourth type of creature, the Maran humans, partook of none of these alignments. The High God fashioned them from the stars and gave them free will.
First, the ogres awoke. They rubbed the sand of endless sleep from their eyes and spread out across the continents. They chose mountain heights for their homes, lofty places from which their lords could survey the lands. The ogres thus became the lords of creation. The elves, second to awake, chose to live in the forests, for the folk were slender and tall like the gentle trees. They became Silvanesti. The animals awoke third and spread throughout the world. They became the creatures of every land. When at last the Maran rose from sleep, all the best lands were taken. They settled in what was left: barren plains, rugged mountains, icy glaciers, deserts wastes, and tossing seas. They became barbarians.
According to their evil natures, ogres established a realm of tyranny. The strict laws of their land enriched and empowered their king and punished disobedience with death. Once the king gained absolute control over his folk, he sought for minions elsewhere to dominate. The elves and their goodness proved too repulsive to rule. The animals were too feral and stupid to know they were being ruled. But the Marans - short-lived and shallow-brained-could make excellent slaves. Seeing this, the ogres hunted down the barbarian humans, catching them in broad nets. Thus, the humans became slaves in ogre mines.
reat advantage over the ogres: free will. One day, a mine collapsed, killing many slaves and trapping Everlyn, the beautiful daughter of the ogre overlord Igraine. lgraine ordered the slaves out of the caves, anxious not to lose any more of his property.
A slave named Eadamm refused the order, and instead led other slaves to rescue Igraine’s daughter. When Eadamm emerged with Everlyn, lgraine knew he must by law kill Eadamm for his disobedience. But lgraine admired the slave’s choice, and learned in that day of free will.
Instead of sentencing Eadamm to immediate death, lgraine fulfilled the letter of the law by sentencing the human to “death at my whim.” Thus, Eadamm could continue to live, for lgraine never developed the whim that would call for the execution to be carried out. Eadamm, grateful for his reprieve, marshalled the slaves to double their output for Igraine.
lgraine soon became richest and most powerful ogre in the region. By allowing his slaves even more freedom, he doubled their output again. But given some freedom, humans always want more. This love of, and demand for, freedom spread through the ranks of human slaves until revolts broke out all across the nation.
Seeing this, the other ogres quickly realized the danger of Igraine’s leniency. “lgraine’s Heresy” they called it-a weakness that would lead the ogre state into destruction and degeneracy. lgraine pleaded his case before the Grand Council, but the rulers labeled him insane. He barely escaped with his life. Before fleeing the city, lgraine struck the chains of all his slaves and pronounced them free. He also encouraged all of his friends and family (who had learned to share his lenient views) to do the same. Eadamm then led a slave revolt that decimated the ogre forces. Thus, the Ogre Wars of the Age of Dreams began.
Eadamm led his folk into the wilderness, where they harried ogre civilization for 6 years. At last, the ogres captured the rebel. They hamstrung him and paraded him about for 6 days, one day for each of the years he evaded their forces. Then, before a packed coliseum, the ogres drew and quartered him.
The crowd consisted almost entirely of slaves, who were brought to witness Eadamm’s death as warning against further rebellions. The slaves did not take the message to heart. They rebelled, massacring every last ogre in the coliseum.
Meanwhile, lgraine and his followers fled to safety. They reached an isle north of Ansalon and there set up a homeland. In time, the evil ogres who were left behind grew misshapen and horrible, their appearance matching the corruption in their hearts. Their intellects and charms vanished also. They became stupid brutes, with only their vestigial cunning to testify to their former power.
Meanwhile, the lrda (as Igraine’s folk called themselves) remained hidden away from the world. The evil ogres never ceased to look for their traitorous brothers. Takhisis herself hunted them in rage for betraying her worship. Even the men who had been freed by lgraine forgot his role in their liberation. The humans cast themselves as the sole leaders of the rebellion, and included the lrda with the rest of the ogre oppressors. Friendless and hopeless in the world, the lrda resigned themselves to their inevitable deaths.
Mishakal, the Healing Hand, saw the plight of the lrda folk.
As they slept one night, her healing hand passed through them, granting their bodies the power to change. She blessed the lrda with the power to take the form of any humanoid creature of Krynn, becoming one with their enemies. This talent saved the lrda time and again as they harbored away from the hostile world.
However, lrda isolation did come to an end. The Cataclysm revealed to Takhisis where her rebels dwelt. She mustered her armies and, in the War of the Lance, sent a huge force to eradicate her former servants. The Irda, who had been studying magic for millennia, staved off annihilation. However, Takhisis enslaved many lrda and took them to the mainland. Now, the remaining lrda tentatively seek ties with the folk of Ansalon to find and free their enslaved companions.

Tools, Technology, and Weapons

The lrda are not a technologically-oriented race. Their most common weapons are vine bolas with hook-shaped stones, cluster balls of clay imbedded with poison thorns, and powder bombs created from hollowed eggs.
However, lrda use these weapons only when in a tight spot. They prefer to rely upon their innate shapechanging ability and their propensity for magic. Their research into magic is unparalleled, making even the knowledge contained in the Towers of High Sorcery seem minuscule by comparison. Almost every lrda studies magic. They wield it naturally. Unlike most races, who must immerse themselves to the exclusion of all else in order to grasp magic’s complex principies, lrda often develop proficiency in other disciplines as well. They consider magic the best of tools.

Philosophies

The Irda are a peaceful race who mean no harm to the world at large. They only wish to gather their lost children, those Irda captured by the Dragonarmies during the War of the Lance, back to the hidden isle of the Irda.
The Irda's biggest difficulty is the superstitions that men have developed about them over the years. Tales are told of the terrible, ancient ogres who would return one day to bring death and destruction. Irda who have been discovered are almost always hunted by the populace. Evil beings who try to ally with the Irda soon find out that the Irda are good and try to destroy them as well.

Society

The Irda have been ruled by an unbroken chain of royal lineage since the beginning of the world. Except for the Irdanaiath, they keep no historical records. The balance of their writings contains reflections on their conditions and general observations on natural sciences and the arts. The Irda live on an island some distance north of Ansalon. It is here that they have sheltered from a barbaric and unsympathetic svorld.
Their life of pastoral bliss was, however, upset by the Cataclysm. With the reappearance of dragons in Krynn, the Irda's home was soon discovered by the servants of the Queen of Darkness. The Queen had been much aggrieved by the loss of the Irda in the beginning of the world. She now sought to destroy them. The battle was fought by titanic magical forces and the Dark Queen's attack was eventually repelled, but not before many Irda were captured and taken to Ansalon.
When the War of the Lance ended, many of the surviving captives were freed. Those Irda now wander the land in disguise trying to find their way back to their homeland. They are usually alone, but occasionally small groups of two to 10 Irda are found traveling the lands of Ansalon. Families are sometimes encountered; the parents' fondest wish is to find a way to their island home, if not for themselves, then at least for their children.
The relative security of their island enabled the Irda to hone their magical skills to a fine art. Combat skills, however, are uncommon among them.
A variety ofmagics protect their island from being found, but the wandering Irda can hear the telepathic call of their homeland during High Sanction for Solinari. During these times they can find their way across the sea to their home (but only if they have the means to cross the sea). Unfortunately the journey lasts far longer than the duration of High Sanction and few lost Irda ever return to their homeland on their own.


Humans

The Humans
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.


Commoners are the worldbuilders and maintainers, the matrix of civilization that overlies the continent. Through their mundane labors; they create the world-each horseshoe, hay bale, beer barrel, shirt and coat and cap. These folk are inkeepers, servants, blacksmiths, farmers and fishermen. Many work with their hands; most are awed by and distrustful of magic. They live in settlements from tiny hamlets to the huge city of Palanthus. They are everyday people.
In times of trouble, everyday people have been known to beat their plowshares into swords and march out to become heroes. But after the day has been won, many such folk find their most fervent wish is to return to their fields and their inns, and get on with the business of life. They go back to plowing and baking and weaving and building. They become the matrix once more, and leave the adventuring to those more suited—or more driven—to it.
Not even humans can be so neatly painted in one, unvarying stroke. Not all humans are commoners. Some people choose not to settle in one place.
Driven by wars, religious quests, or simply the need for new surroundings, these folk have developed alternatives to the rooted lifestyles of commoners.

Race Traits for D&D5e
Humans - As the Human D&D5e.

Atitudes and Lifestyles - Barbarians

Mountain, plains, and ice barbarians are proud, grim traditionalists. They deeply respect nature, granting every creature, plant, object, and place its due. These barbarians cast a suspicious eye toward “civilized” humans and their usurious lifestyles. Barbarians rarely place trust in such folk: until a city-dweller proves himself noble and honorable, he is considered lower than an animal. This distrust of civilized humans creates a similar distrust of mages and magic. Because wizards corrupt nature and turn it to their own ends, barbarians categorize mages among the most profane creatures in the world.

History

Humans, the final creation of the gods, were left with little homeland. Elves had claimed the forests and ogres had taken the mountains. Only the vast plains of Ansalon remained. The humans wandered out upon the plains, establishing a nomadic existence of hunting and gathering. They lived thus for years before ogres descended from the mountains and rounded up humans to serve as slaves.
For generations, humans labored in ogrish mines. They paid in sweat and blood for ogre luxuries, always too weary and divided to rebel. One ogre, Igraine, granted his slaves limited freedoms after they risked their lives to save his daughter. The hope of freedom spread like a plague through the mountains. Riots began. Ogres, angry at Igraine, pursued him from the city. Igraine’s slaves fought fiercely for their liberator, holding off the ogre army. After a bloody and horrific battle, the humans and lgraine escaped.
The humans scattered to the corners of the world and learned to extract a living from the land. Some built cities in the fashion of the ogre cities they fled. The descendants of these people are today known as commoners. Others believed that cities were the root of slavery, bondage, and depravity. Such folk chose to wander, snubbing the corruption of civilization. Their descendants, the barbarian clans, wander to this day.
Some wanderers returned to the mountains, others felt the pull of the tundra lands far south. Still more fled into the desert, certain that the ogres would somehow seek revenge. The last group desired only to return to their ancestral homeland on the plains. Thus, human barbarian tribes live in most every terrain upon Ansalon.
The sea barbarians have an entirely different history. Their ancestors arose as mariners of once-mighty Istar. The Cataclysm destroyed the heart-city of their shipping business and dispersed the mariners throughout the world. Since the zero hour, mariners have led a somewhat nomadic existence. They rarely settle permanently; the urge to travel fills their blood.

Tools, Technology, and Weapons - Barbarians

Barbarian weapons are made of plentiful materials and double as common tools. For example, plains barbarians use bows and bolas both for hunting and as weaponry. Likewise, the bear claws of mountain barbarians help in scaling cliffs as well as in war. In addition to these unique weapons, barbarians commonly use spears, long and short swords, daggers, and clubs.
To outsiders, barbarian weapons range from quaint to clumsy to downright incomprehensible. Where to grip a barbarian weapon and how to use it to best advantage are lessons handed down only within the tribes. Barbarian fighters commonly wear fur and leather or studded-leather armor. They carry medium-sized wooden shields.
Some ingenious barbarian devices include ice flasks, hollowed bones which contain salt water, ash, and oil and are kept warm beneath one’s furs. The flask breaks on impact, soaking the victim, who freezes until donning warm clothes. Additionally, the oil may be ignited with fire to inflict further damage.
Frostreavers are heavy battle axes of very dense ice. Only Revered Clerics of the Ice Folk can craft them. A frostreaver takes one month to create, using thanoi oil and files to thin and harden the ice. In a land where metal is scarce and temperatures are frigid, frostreavers are an inspired adaptation.
The fang is a modification of the gaffhook, a tool used for hauling fish into a boat. A fang is an iron rod with a spike on one end and a hooked blade below. The heavy rod can land a bashing blow and the spike or hook can pierce armor easily. This sea barbarian invention may also be used to trip foes or as an aid in climbing rigging.


Kenders

The Kenders
Adult kender resemble young teenage humans: aside from their pointed ears, they could pass as human youths. Despite their attenuate limbs, kender are well muscled. Most stand between 3’6” and 3’9” tall, although some few reach four and a half feet. Mature kender weigh between 85 and 105 pounds.


Appearance Hair coloration in kender ranges from sandy blonde to dark brown, with some coppery red or red-orange hues. Shortcropped shag haircuts are popular in Hylo, but Goodlund kender prefer longer hair: braids, ponytails, knots, and combed manes. Kender cannot grow beards or mustaches. Although fair-skinned, kender tan quickly, becoming nutbrown by midsummer. Their eye color varies: pale blue, sea green, olive, light brown, and hazel. Their ears have points, much as elven ears do.
Typically, kender faces bear the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kender wear an intractable pout. When throwing taunts, kender look impish and shout in an incredibly grating tone. Their emotional intensity is infectious.
Kender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants or breeches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or laced sandals. All kender wear vests, belts, or short cloaks with many pockets.
In their countless pouches, pockets, and belt packs, kender carry a wide assortment of junk: feathers, stones, rings, string, teeth, toys, whistles, paper, charcoal sticks, ink, tinderboxes, buttons, chalk, figurines, handkerchiefs, marbles, mice, dried meat, bones, dried fruit, coins, candles, and so forth.
Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 years, and old age sets in at 70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow’s feet. Their hair grays gently, often starting at the temples.
Kender consider this aged look attractive, and some accelerate it with mud packs to dry out their skin.
Kender voices range from the shrill tones of childhood to the husky growls of old age. Most kender can imitate bird and animal calls. When excited, kender speak very quickly or very loudly to make themselves heard. At other times, kender tend to ramble, producing convolute logic and illogic.

Race Traits for D&D5e
Ability Score Increase. - Your Dexterity score increases by 2, and your Charisma score by 1.
Size. - Kender average about 3 or 4 feet tall and weigh about 40 pounds. Your size is Small.
Speed. - Your base walking speed is 25 feet.
Languages. - Kender can read, speak and write Common and Kenderspeak.
Lucky. - When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Keen Senses. - You have proficiency in the Perception skill.
Kender Pockets. - Kender constantly pick things up and pocket them, and then often forget about them. Rummaging through your pouches, pack and pockets in this way takes 1 minute.
Fearless. - You have advantage on saving throws against being frightened.
Taunt. - You have advantage on Charisma (Performance) checks to taunt a creature and make it lose its temper. A creature might turn hostile against you.
Lack of Focus. - You have disadvantage to Intelligence (Investigation) checks and Constitution checks to maintain concentration.
Special Abilities. - Kendets have infravision that works out to 30 feet. They also have several unique abilities, as well as all standard halfling abilities.

Atitudes and Lifestyles

Kender of all ages share a childlike nature: curious, fearless, irrepressible, independent, lazy, taunting, and irresponsible with others’ possessions.
Curiosity: Kender are curious about absolutely everything. They are natural explorers. They rifle the contents of locked cupboards and delve into deep caverns. “Anywhere a rat can go, two kender will be,” quips a human proverb. Very little escapes a kender’s notice. Kender study every detail in a room, no matter how often they have been there.
This curiosity extends especially to unusual things. Kender love magic items and rare creatures (chimeras, centaurs, unicorns, and dragons topping the list). Gadgets-especially gnomish gadgets-also catch kender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one merely because the tarnished one is unique.
Fearlessness: Kender are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to wash away any dread they may feel (and any common sense they may have). Kender fearlessness does not, however, equate to stupidity. In moments of danger, kender battle bravely while others cower behind. And kender rarely let their fearlessness endanger anyone but themselves.
Some tales suggest that kender can actually be frightened. Even so, these tales describe such monumental catastrophes that few kender have survived to be questioned about their feelings.
Irrepressibility: Not many people on Ansalon can shut a kender up or tie one down. Full of youthful energy, kender dread boredom and seek excitement, entertainment, and fun. Fun for a kender may mean spending hours watching an industrious ant climb over various obstacles. Sadly, though, risky undertakings hold at least as much allure for kender as safe ones. While other party members grimly gird themselves to follow a grueling trail with near-certain death at its end, a kender flippantly chooses to come “just for the fun of it.”
Independence: Kender believe in the rights and freedoms of the individual. Kender nations have no real rulers because they prefer the freedom of anarchy. They resent being ordered about, and would rather do what they want, when they want. Demanding something of a kender only results in loud complaints, reluctant work, and taunts. But kender willingly volunteer for any task, as long as it is interesting.
Although they demand freedom of choice, kender often fail to consider the consequences of their actions. A kender’s impulsive action may back him into a corner from which his comrades must save him. “I guess I shouldn’t have opened that barricaded door with the warnings on it, huh?” Entire parties bristle when a kender utters that awful syllable, “Oops!”
Compassion: Kender make lifelong friends. They offer undying (though distracted) devotion and self-sacrifice to their companions. They always aid those who are hurt and they happily share their meager bounty with the less fortunate. The wounding of a dear friend sends kender into paroxysms of grief so plaintive that it can soften even the hardest heart.
Their big-hearted enthusiasm makes kender easily hurt by indifference or cutting remarks from friends. However, they quickly forgive and forget, and this endearing trait makes them extremely difficult to dislike.
Dreaming Laziness: Dwarves say that kender are “goodfor-nothing, lazy doorknobs.” True, a kender performing drudgery is like a hobgoblin dancing: it looks and feels unnatural. Kender, however, are among the most industrious creatures of Ansalon-as long as they remain curious about their task. Work for work’s sake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kender love dreams better than realities, and daydreams best of all.
They thrive on stories and storytelling. True stories are routinely modified to make them spectacular, fascinating, and satisfying. But kender willingly listen to any story, no matter how poorly (truthfully) rendered it is. Kender also love music and dance. They have added chimes, bells, and whistles to all of their daily tools. Whether pounding nails into a barn roof or facing down a black dragon, kender always keep their beloved music close at hand.
Taunting: Kender, like human children, possess a calculating sense of insult. Their intense curiosity wins for them all sorts of shocking insights into a creature’s private life. These insights become weapons in moments of wrath. Kender lash out not only to injure an enemy’s pride, but to drive him to irrational behavior. An opponent’s lapses in judgment following a kender taunt often allow the kender to land a killing blow.
Handling: Kender are oblivious to matters of ownership. If a kender needs something that another person is not using, the kender will innocently borrow the item and put it to use. Curious kender often pick up items for closer examination, then distractedly forget to put them back.
Although dwarves cannot distinguish this action (called “handling”) from theft, handlers and thieves differ drastically. First of all, thieves steal for personal gain, but handlers take things due to curiosity and distraction. When a handler’s curiosity shifts to a new item, he often loses the one he just picked up. Secondly, a thief always takes the most valuable item but a handler always takes the most interesting one. A handler will prefer a glittering shard of glass to a bagful of dull silver ore. Finally, thieves steal maliciously, knowing they break moral and governmental laws; but handlers take things innocently, unaware the rules governing property would make their actions malicious.
Although kender handlers demonstrate common thieving skills like lock picking, they are not thieves. Handlers take quick offense at accusations to the contrary. Even if caught in the act of handling, they have (and believe) many excuses:
• “I guess I found it somewhere.”
• “You must have dropped it!’
• “I forgot I had it.”
• “I was keeping it safe for you!’
• “You said you didn’t want it anymore.”
• “This looks just like yours, doesn’t it?”
• “Maybe it fell into my pocket.”
Kender live in quaint, pastoral villages and towns within the forests of Krynn. Maybe this is so they can climb the trees, play tag among the boughs or just laze in the shade. Their homes are a variety of incomplete structures: tree-houses, terraced decks, spacious huts, snug little burrows, and tree hollows. All dwellings blend beautifully with their environment. Looking upon a kender city, one sees only bountiful woodlands, winter squash and grape vines, raspberry bushes, and blossoming fruit trees. On closer examination, the city gate-perhaps a passage between sentinel oaks where a footbridge spans a creek-becomes clear. Hedges and gullies form the city’s defenses and vines mask the porticoed buildings from view. Twisting stairs, rope ladders, and ropeways link the rooftops to each other and to the ground.
Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one would think there were dozens of children. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a desire to wander and see the world. They travel for years, enjoying the mysteries of Krynn, before their wanderlust runs out and they settle down. Some kender draw maps of their journeys, maps that become fairly trustworthy and very detailed after they fiddle with them for years. After wanderlust, kender become rooted in one place until death.
The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender call their society an omnigarchy: rulership by everyone. They do whatever they please, so long as they do not harm each other. Kender value individuality and thus have no desire to force their opinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little preparation, kender nations can field a formidable army.
Occasionally, the kender submit themselves to a ruler who seems interesting at the time. They have had kings, khans, warlords, councils, judges, and priestlords, many of whom have not been kender and all of whom have fallen from power within a month’s time.

History

The lessons of history stand firm: kender (like dwarves) arose when gnomes were transformed by the potent and unrestrainable magic of the Graystone of Gargath. All written histories agree on this fact.
Even so, a splinter group of scholars in Palanthus questions whether this derivation is accurate. They note the vast dissimilarities between gnomes (and dwarves) on the one hand and kender on the other. Kender are not industrious; they do not tinker or invent; they have no beards; they cannot focus on tasks at hand; they are not stout and stocky; they do not dwell underground; they do not have rounded ears.
Scholars who have enumerated these contrasts go on to say that kender share many traits with elves. They joyfully embrace life; they disregard work and time; they love woodlands and nature; they look for beauty in all things; they have pointed ears and no beards. Their capstone of evidence: the kender progenitor Balif was a close confidant of the great elf Silvanos, and even swore allegiance to Silvanos at the first Sinthal-Elish, several hundred years before the Graystone.
The scholars who have marshalled these arguments believe that kender arose when the Graystone transformed elves, not gnomes. This charge cannot be made lightly, for it flies in the face of every recorded history, especially that of Astinus’s Iconochronos. Most scholars still support the histories as they stand, but the splinter scholars gain support daily.
Both sides agree, however, that the earliest known kender hero was Balif, a confidant of Silvanos. Balif fought in the Second Dragon War (often called the first because it was the first to involve all the peoples of Krynn), and established the kender nation Balifor. He died in 2750 PC.
A second kender nation appeared in northwestern Ansalon in 2600 PC. An entire clan of kender became trapped on the first floating citadel, which drifted northwest and crashed against the spine of the Sentinel Mountains. The kender named their new land Hylo after its citadel, which was high and then low, and after its high mountains and low plains. In 2200 PC Ergoth arose and forcibly annexed Hylo. The Rose Rebellion of 1800 PC returned the kender’s independence.
The Cataclysm struck Hylo hard. All the kender settlements along the bay were swept under by tidal waves and the city of Hylo itself became a port town. The eastern half of the nation disappeared and the western half clung to the newly formed isle of Northern Ergoth.
The Cataclysm also decimated the land of Balifor, turning it into a desert waste. The kender left their homeland to barbaric desert nomads and migrated north. They founded a small forest city on the edge of a human ruin (now called simply “the Ruins” by the kender who explore it). Some kender believe the Ruins are the remains of one of the missing Towers of High Sorcery.
After the Cataclysm, many kender refused to return to settled life, preferring to wander. Recently, the kender folk were mustered for war by one kender of note: Kronin Thistleknot. This charismatic leader is a powerful hunter-turned-warrior. He organized the resistance to the dragonarmy threat.

Religion

Before the Cataclysm, certain kender could work miracles as priests of the gods. These kender priests never built places of worship, preferring to praise their gods beneath the open vault of the heavens.
In post-Cataclysm Ansalon, kender priests had all but vanished. During the War of the Lance, one kender lass purportedly encountered a true priest and received her own Medallion of Faith from him. She in turn studied and began attracting followers. The kender priesthood has been on the rise ever since.
Although kender recognize all the gods (as well as some nature spirits, eldritch beings, and potted plants), they hold four in highest regard: Branchala, Chislev, Mishakal, and Gilean. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him highly. Seacoast kender set Habbakuk high in their pantheons.

Tools, Technology, and Weapons

Most kender implements serve as weapons, tools of one’s profession, and musical instruments. Kender like to add personal touches to every tool, such as whistles, notches for tying bundles, and bright talismans of feather and fur.
All kender possess a makeshift set of lockpicking tools, wires, files, old keys, hardened leather placards, and beeswax.
For armor, most kender use only small shields, furs, padded armor, or leather armor. A rare few have been known to wear ring, studded, or chain mail, but companions say they were not well at the time.
Kender fight with intuition and grace. Their specialized weapon/tools are deadly in the hands of kender, but clumsy in the hands of others.
Kender tools are commonly constructed of a flexible ironwood haft with leather, catgut, and metal adornment. The heavy “-pak” and “-ak” tools (like the polpak or battak) are frequently used by males, and the lighter “-pik” and “-ik” (like the whippik or bollik) are in general favored by females. Hoopaks and whippiks find the most use, so they are described here.
The hoopak (sling-staff) is the most common of kender tools. This S’, ironwood staff has a short spike attached to its tip, which doubles as a spear or bo stick. The staff’s other end is forked and (commonly) laced with gut. A stone may be flung by either planting the blade end of the hoopak in the earth and bending the staff back to sling the stone, or whirling the hoopak overhead as a traditional sling-staff. This tool acts like a bullroar when whirled in the air, creating a low thrumming sound. Its uses include:
- throwing as a spear,
- striking as a staff,
- shooting or slinging stones,
- prying with the blade,
- picking apples with the gut, and
- whirling as a bullroarer.
The whippik (whip-bow) is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding whip. The whippik is the most popular tool among female kender. Short darts may be fired from this whip bow. With additional lengths of gut and various hooks, grapples, and snares the whippik performs various functions:
- shooting darts,
- whipping or scourging enemies,
- snaring game,
- hanging criminals,
- fishing, and
- serving as a stringed instrument.


Minotaurs

The Minotaurs
Minotaurs were created during the Greystone's passage through Ansalon and are descended from the original ogres. Suggesting to a minotaur that he is descended from a cow (a common mistake for humans) is the deadliest insult one can offer a minotaur.


Appearance These huge, bull-headed (literally) demihumans stand a hulking 7’ tall. Their torsos and limbs are humanoid: rippling chests and muscular arms, legs, and hands. Their feet, however, end in cloven hooves. Their whole bodies are covered with a layer of short hair. This fur can range in color from a whitish blonde to glossy black. Most minotaurs, like most humans, have one color of fur. Only after they reach the age of 110 do they start to show signs of mottling. Minotaurs live up to 150 years-longer than either the bovines or humans whose forms they share.
Minotaur horns grow to 24” long. These lengths are measured and cherished because minotaurs pride themselves on their horns. Horns symbolize a great and noble heritage that no other people of Krynn can claim. Minotaurs rigorously wax and polish their horns to make them shiny and strong. Criminals are punished and forever exiled from minotaur society by having their horns sawed off. Dehorned minotaurs have lost their pride and sullied their honor. Such creatures are no longer even considered minotaurs, but are mere beasts akin to humans. No minotaur in good standing would ever befriend one of these hornless and hapless creatures.

Race Traits for D&D5e
Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
Size. Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Ability Score Increase. - Your Strength score increases by 1.
Conqueror's Virtue. - From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Alignment. - Krynn minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
Horns. - You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush. - When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns. - When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Labyrinthine Recall. - You can perfectly recall any path you have traveled.
Sea Reaver. - You gain proficiency with navigator’s tools and vehicles (water).
Languages. - You can speak, read, and write Common.

Attitudes and Lifestyles

Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in Krynn. Their brutish visages belie the keen minds within; many are smarter than the average human.
Oddly, of all the many races of Krynn, minotaurs are most like a diminutive folk-the dwarves. Both races value honor, strength, family, hard work, and the superiority of their race.
Honor: Without honor, minotaurs feel they have no life. They live by a rigid code, developed over the years in response to many hardships. They allow no exceptions to the letter of the code. A minotaur abides by his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hangs in the balance might a typical minotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths.
Even the brigand minotaurs of Kothas and Mithas consider honor the highest virtue. Anyone who questions the honor of a minotaur, even an outlaw, has offered him a grievous insult—and is likely to be repaid with a gaffhook in the throat.
Strength: Minotaurs adhere strictly to the rule of might: Might makes right. They believe any problems they have can be solved with strength, cunning, and skill. The rule of might finds clear expression in the arena, where all minotaur legal cases are settled. If a defendant can remain alive in the arena against the champions of the minotaurs, he has have proven himself innocent.
Minotaurs also believe very strongly in competition. Competition allows one to measure oneself against other minotaurs and against lesser beings.
Family: Families are the building blocks of minotaur society, especially on Taladas. There, family plays a much stronger role than anywhere else on Krynn. Without a line of parentage, an individual minotaur is cut off from the noble and glorious history of the species. Without a family, an individual has no source of honor and pride-the meat and drink of minotaur existence.
Each minotaur family represents the whole family of minotaurs throughout Krynn. Each family therefore safeguards the precious core of minotaur history and honor. Any just minotaur would die for his family, as for his nation.
Superiority: Originally descended from the high ogrish races of Taladas, minotaurs see themselves as the heirs apparent to the world of Krynn. The other races of the world are weak and riddled with dishonorable folk-a fallow field waiting to be cropped by Krynn’s master race. The minotaurs will stop at nothing to conquer that which they believe to be theirs. Minotaurs, like most other races, believe themselves to be the chosen of the gods.
On Ansalon, minotaurs live in a sea-based culture on the two islands of Mithas and Kothas. Built on the rule of might, these lands are led by an emperor in Nethosak, capital of Mithas. The emperor’s advisors are the Supreme Circle, a body of the eight most vicious and powerful minotaurs in all the land. Each member of the Circle has won his or her post by personal combat in the circus. They each serve a life term, which they defend by combat. Life terms usually last five to six years.
Because Ansalonian minotaurs care little about architecture and aesthetics, their cities and towns are squalid. Most buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Only the arena and circus have any grandeur about them, built of masoned granite and ringed with lofty seats. The rest of a town has only the taverns on each corner to commend it. (Minotaurs love strong drink and good fights.)
On Taladas, minotaur civilization is another matter altogether. It covers roughly one-fourth of the continent. The League of Minotaurs rules southern Hosk, enlisting the aid of other races in the area to create the marvels of a truly advanced civilization. The League may well be the most advanced civilization on all of Krynn. The League’s power in Taladas only increases with each decade. Its Emperor, Ambeoutin Xl (named after the famed deliverer of the Ansalonian minotaurs across the sea), wields absolute power.

History

The violence of the minotaur race has its roots in their creation. Legends say the minotaurs were created when the Graystone escaped its bonds and spun crazily across the world. As it shrieked over villages of high ogre folk on the now-lost continent of Taladas, some people underwent a painful transformation. They awoke in the morning as minotaurs.
When these hapless man-beasts sought help from their ogrish brethren, they found enslavement instead. Eventually, the story goes, the minotaurs broke free, sailing crude ships to Ansalon to begin anew. However, they did not leave Taladas without exacting a price. They drenched the earth with the blood of ogres the night they left, devastating the lands and lives of their former masters.
The voyage to Ansalon was a fantastic one, in the exaggerated style that ancient tales often have. The minotaurs encountered fierce storms and vicious sea creatures. Fully one-quarter of their number were lost to the ocean. At long last, they reached the land of Ansalon. Abandoning their vessels on the beach, they began to build a new life for themselves.
Unfortunately, the new country did not improve their lot. Inward expansion of the minotaur colonies soon ran afoul of the Kal-Thax empire of dwarves. Like the ogres before them, the dwarves enslaved the man-beasts, becoming task masters rather than friends. Battalions of dwarves marched east toward the coastal towns of the minotaurs, slaughtering those who would not enter slavery peacefully.
For centuries, the minotaurs endured this brutal captivity. Resentment and hatred burned ever hotter in their breasts. The minotaur hero Ambeoutin began to circulate among his people in secret, mustering them to revolt. With the aid of a wizard and an artifact from the Ogre Wars, Ambeoutin led his people in a revolt that overthrew the dwarves and destroyed their Empire.
And so, sometime around 1600 PC, every last dwarf in Kal-Thax died at the hands of the slaves. No word of the utter destruction of the dwarven civilization escaped until long after the minotaurs had returned to the coast. When dwarven explorers came searching for the ancient and abandoned city of Kal-Thax, they could not even find the gates, for ivy had engulfed them. To this day, Kal-Thax’s disappearance remains a mystery to the dwarves of Ansalon.
Once back on the coast, the minotaurs established a kingdom of raiders and farmers, learning to wrest what they needed from the land and from others. They acclaimed Ambeoutin their king, and he founded their society upon honor. No minotaur would ever be enslaved again unless he broke his word or the minotaur code of honor. And because honor is strength, all questions of honor would be settled in the arena.
In time, Ambeoutin sired twin children. These two, Mithas and Kothas, learned of kingship and battle at their father’s knee. When the time came for the arena battle to decide which would become ruler after their father, they proved to be so evenly matched that neither could gain victory over the other. Eventually, after a day and a night of fighting, the judges declared the match a draw. In 1560 PC, the minotaur kingdom of Ambeoutin was divided into two separate countries, each named after one of the twins.
These nations existed peacefully for 1500 years, learning the arts of seafaring and of agriculture. They became highly proficient in both, and their civilizations grew. The minotaurs created a code of laws to give flesh to Ambeoutin’s skeletal decree that all must live by honor. Slowly minotaur culture began to approach the heights of its glory.
Again, though, they ran afoul of another realm. This time, the lstarian Empire in its heyday verged onto minotaur lands. The minotaurs were no match for the endless hordes of humans that overran them. Again, the minotaurs were bound in chains. These new oppressors were far worse taskmasters than the dwarves, because the lstarians believed themselves righteous in their acts. They considered minotaurs abominations of the gods’ creatures. Thousands were hunted down and slain in the name of Good. Self-righteous and ruthless and cruel were the Istarians, so crushing that the minotaurs could never stage a successful rebellion.
The doom of lstar was the salvation of the minotaurs. When the fiery mountain of the Cataclysm struck down Istar, the minotaurs on the eastern coasts no longer faced slavers or bounty hunters. The gods even separated the two kingdoms of Mithas and Kothas from Ansalon, making them islands safe from the oppressors. Minotaurs perceived the Cataclysm as a sign from the gods of the minotaurs’ future glory. Now, part of the minotaur code of honor is to fill Krynn with their folk, to flourish even amidst the annihilation of others.

Tools, Technology, and Weapons

As a race built upon violence and brutality, minotaurs make excellent fighters. They are trained in the arenas from youth for strength, cunning, and Intelligence. Common weapons include double-bladed battle axes, large flails, short swords, and whips. Those with great strength have even been known to wield two broad swords, one in each great fist. In addition to these common weapons, minotaurs have created and mastered a variety of bizarre weapons for the arena.
Minotaur weapons are huge and heavy. Non-minotaurs must have exceptional strength even to heft them. Some examples are the sanguine, a 7’ long gladiator weapon that has a serrated spearhead at each end, and a small buckler with a razor-edged crescent at its middle. In the hands of a master the sanguine can be used one-or two-handed to parry attacks, trip foes, fight multiple foes, or slash, bludgeon, or pierce foes. It cannot be thrown. The tessto is a 6’-long studded club with a loop of rope at its hilt. A cunning master can use the tessto defensively by spinning it around its center like a baton, and using its loop to snag feet, hands, and heads.

Minotaur Armor

Minotaur’s thick hides grant them a natural protection from attack. Because they value bravery in battle, minotaurs rarely deign to wear armor more protective than leather. Nobles occasionally wear splint armor or breastplates fashioned of lizard hide or beetle carapace. Minotaur fighters almost always refuse to use shields, leaving their hands free to wield twohanded weapons.


Artificers

The Artificer
The Magical Artificer's Guild is one of the many Gnome guilds of Mount Nevermind. The guild were interested in anything magical, often conducting tests to determine the abilities that items were enchanted with.

Pre Requirements: Gnomes only.
(You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.)

Varients: Use D&D5e Rock Gnome for Tinkers.


Barbarians

The Barbarian
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

Pre Requirements: (You must have a Strength score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.


Bards

The Bard
The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Pre Requirements: (You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.


Clerics

The Cleric
Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.
Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Pre Requirements: (You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed within the the Holy Orders of the Stars, DMs discretion.
Any cleric who enters Krynn from another world has lost contact with his original deity. In so doing. he has become a heathen cleric. Heathen clerics cannot cast spells or acquire them as they normally might do. The Seekers in the Haven and Solace regions of Abanasinia were clerics of this type. - a group of shamans, fortune tellers and con artists.


Druids

The Druid
Spellcasters who extract their power of the nature gods but don´t belong to one of the Holy Orders of the Stars faction.

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Pre Requirements: (You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.
Any druid who enters Krynn from another world has lost contact with his original deity. In so doing. he has become a heathen cleric. Heathen clerics cannot cast spells or acquire them as they normally might do. The Seekers in the Haven and Solace regions of Abanasinia were clerics of this type. - a group of shamans, fortune tellers and con artists.


Fighters

The Fighter
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.
This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

Pre Requirements: (You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed, players should use D&D5e Cavalier for A Dragon Riders.


Monks

The Monk
Monks normally they have a life of introspection in a distant Majere´s monastery. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes.

Pre Requirements: (You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.


Paladins

The Paladin
Paladins are rare individuals on Krynn, mortals chosen from among the faithful to do the noble work of the gods of Light. Few enough receive the call to paladinhood that in many eras their role is subsumed by the work of the Solamnic knights or other military orders with divine patronage. Paladins are highly respected by priests of their patron deity, welcomed into the churches as holy warriors in the cause of good, but they are typically too focused on their direct service to play much of a part in the day-to-day affairs of the clergy.

Pre Requirements: (You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed within the Kights of Solamnia. DMs discretion.
Untrue Paladins (outside the Knighthood) represent knights who are operating under the direction of an organization other than the Knights of Solamnia. Paladins who do not convert to one of the True Gods (as with heathen clerics) lose their spell casting abilities until they do so. Once a Paladine becomes a Knight of the Crpwn he regains his ability to cast Paladine spells.


Rangers

The Ranger
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Pre Requirements: (You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.


Rogues

The Rogue
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Pre Requirements: (You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.


Sorcerers

The Sorcerer
Sorcerers are spellcasters who extract their magic from Krynn itself. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

Pre Requirements: (You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.

Sorcerers who enter Krynn from outside the Conclave of High Sorcerey are considered renegade wizards until such time as they declare their alignment to an order. Such sorcerers use the standard sorcerers tables found in the D&D5e. It should be explained to the player, however, that the standard tables are far less favorable for a wizard than those for the orders of Krynn.

Renegade wizards who are recognized by a wizard of another order are dealt with in ways that depend on the order of the wizard. A wizard of the White Robes will try to capture the renegade by any means at his disposal while doing the least harm . Should he fail, he will repon the renegade to the nearest tower, keeping close watch on him meanwhile. He would destroy the renegade o nly as a last reson and then only if the renegade threate ned either the balance of magic or the lives of others.
A wizard of the Red Robes will try to capture the renegade and bring him before the Conclave, if possible. If this is not possible, he would not hesitate to destroy the renegade. A Black Robe wizard will at first attempt to win the wizard over to his side of the struggle before destroying him.
Renegade wizards who are brought before the Conclave are given a chance to join one of the Orders of High Sorcery and to abide by its laws. Those who refuse are cast out from the realms of Krynn and the circles of the world. Those who join the Orders of High Sorcery are entitled to use the better advancement tables and all of the benefits of the towers.

Warlocks

The Warlock
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

Pre Requirements: (You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed.

Warlocks who enter Krynn from outside the Conclave of High Sorcerey are considered renegade wizards until such time as they declare their alignment to anorder. Such wizards use the standard warlocks tables found in t he D&D5e. It should be explained to the player, however, that the standard tables are far less favorable for a wizard than those for the orders of Krynn.

Renegade wizards who are recognized by a wizard of another order are dealt with in ways that depend on the order of the wizard. A wizard of the White Robes will try to capture the renegade by any means at his disposal while doing the least harm . Should he fail, he will repon the renegade to the nearest tower, keeping close watch on him meanwhile. He would destroy the renegade o nly as a last reson and then only if the renegade threate ned either the balance of magic or the lives of others.
A wizard of the Red Robes will try to capture the renegade and bring him before the Conclave, if possible. If this is not possible, he would not hesitate to destroy the renegade. A Black Robe wizard will at first attempt to win the wizard over to his side of the struggle before destroying him.
Renegade wizards who are brought before the Conclave are given a chance to join one of the Orders of High Sorcery and to abide by its laws. Those who refuse are cast out from the realms of Krynn and the circles of the world. Those who join the Orders of High Sorcery are entitled to use the better advancement tables and all of the benefits of the towers.

Wizards

The Wizard
Wizards are spellcasters who extracts their power from the moons. They live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.
Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

Pre Requirements: (You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.)

Varients: all allowed in Line with each order of The Wizards of High Sourcery. DMs discretion. If a Varent allows for additional spell casting outside the influencing Sphere of Magic, then it is allowed. - For example - A red robed Wizard wished to advance beyond level 2 in Arcane Tradition (according to D&D5e), and that path grants him spells from anouther Sphere of Magic then it is considered ALLOWED in the Order of the Red Robed Wizards.

Wizards who enter Krynn from outside the Conclave of High Sorcerey are considered renegade wizards until such time as they declare their alignment to anorder. Such wizards use the standard wizard tables found in t he D&D5e. It should be explained to the player, however, that the standard tables are far less favorable for a wizard than those for the orders of Krynn.

Renegade wizards who are recognized by a wizard of another order are dealt with in ways that depend on the order of the wizard. A wizard of the White Robes will try to capture the renegade by any means at his disposal while doing the least harm . Should he fail, he will repon the renegade to the nearest tower, keeping close watch on him meanwhile. He would destroy the renegade o nly as a last reson and then only if the renegade threate ned either the balance of magic or the lives of others.
A wizard of the Red Robes will try to capture the renegade and bring him before the Conclave, if possible. If this is not possible, he would not hesitate to destroy the renegade. A Black Robe wizard will at first attempt to win the wizard over to his side of the struggle before destroying him.
Renegade wizards who are brought before the Conclave are given a chance to join one of the Orders of High Sorcery and to abide by its laws. Those who refuse are cast out from the realms of Krynn and the circles of the world. Those who join the Orders of High Sorcery are entitled to use the better advancement tables and all of the benefits of the towers.

Tinker Gnomes

The Tinkers Gnomes
Tinkers are gnomes and gnomes are tinkers. It is their gift and curse to be the masters or pawns of technology (depending upon whom you ask) in a world where magic is the ruling force.
Tinkers arc the engineers of Krynn. That which has not been built, tinkers build. That which has been bu ilt , tinkers improve. They arc constantly designing. bui lding , and testing devices for a variety of applications.


Each gnome belongs to a guild chat perpetuates its own peculiar branch of technology. These guilds include. but arc not limited to. the following:
  • Hydraulics
  • Aerodynamics
  • Chemistry
  • Communication
  • Kinetics
  • Hydrodynamics
  • Thermodynamics
  • Trans portation
  • Appliances
  • Architecture

  • All gnomes belong to a guild. Each guild has innumerable committees chat oversee individual accompli hmcnts (seldom) and seek to discover the cause of a system failure (often ). These committees also oversee the required duties of a gnome within the structure of gnomish society.
    In addition to any regular duties that a gnome has to his guild or committee, each gnome has a Lifequest. This Lifequest is to attain perfect understanding of one device. Few gnomes have ever attained this goal. Thus tinkers are the perpetually unfulfilled . never attaining that total knowledge of their devices.
    Gnomish inventions are almost exclusively driven by basic mechanical devices: gears. windmills. waterwheels, pulleys. and screws.
    Gnomes have done elementary work in steam and chemical combustion (usually with catastrophic results). but know next to nothing about electricity. Clockwork mechanrsms are a relatively recent development of gnomish society.
    Moreover, their sheer love for technology often does them a disservice, for they improve technological devices to death. Simple mechanisms are scoffed at by tinkers ("Nothing so simple could possibly work !") and redundancy is the tinker watchword (" ... and here we see the bell that informs us that the alarm system trouble gong has just gone off .... ").
    Level Title
    01 Aide 5th
    02 Aide 4th
    03 Aide 3rd
    04 Aide 2nd
    05 Aide 1st
    06 Mate 2nd
    07 Mate 1st
    08 Tinker
    09 Master Tinker
    10 Craftsgnome
    11 Craft Master
    12 Head Tinker
    13 Head Tinker
    14 Head Tinker
    15 * Master Craftsgnome
    16 * Master Craftsgnome
    17 * Master Craftsgnome
    18 * Master Craftsgnome
    19 * Master Craftsgnome
    20 * Master Craftsgnome
    * There can be only one Master Craftsgnome in any colony of gnomes at a given time. In a colony that al ready has a Master Crafts gnome, any gnome who has the experience to become 15th level may do so, but he does not gain the tide of Master Craftsgnome.

    Desinging an Invention

    Calculating the Device Complexity Value
    Whenever a player wishes to create a technological device, he is required to design it himself with the following procedure.
    The DM is, of course, free to check the work and make any modifications he deems necessary.

    To create a gnomish device, follow these steps:

    1. Will it do damage, or protect from damage?
    If the answer is NO then move onto the next question.

    Complexity Value Deals Damage? Protects from Damage?
    01 1 hit point AC 1
    02 1d4 hit points AC 2
    03 1d6 hit points AC 3
    04 1d8 AC 4
    05 1d10 AC 5
    06 2d6 AC 6
    07 2d8 AC 7
    08 2d10 AC 8
    09 2d20 AC 9
    10 3d10 AC 10
    11 3d20 AC 11
    12 1d100 AC 12
    13 2d100 AC 13
    14 3d100 AC 14
    15 - AC 15
    16 - AC 16
    17 - AC 17
    18 - AC 18
    19 - AC 19
    20 - AC 20

    2. Dose it move something or itself Vertically?
    If the answer is NO then move onto the next question.

    Complexity Value Move Vertical Distance
    01 4 feet
    02 8 feet
    03 12 feet
    04 16 feet
    05 20 feet
    06 24 feet
    07 40 feet
    08 80 feet
    09 120 feet
    10 200 feet
    11 600 feet
    12 800 feet
    13 1000 feet
    14 2000 feet
    15 5000 feet
    16 5 miles
    17 20 miles
    18 space

    3. Dose it move something or itself Horizontally?
    If the answer is NO then move onto the next question.

    Complexity Value Move Horizontal Distance
    01 8 feet
    02 16 feet
    03 24 feet
    04 32 feet
    05 40 feet
    06 48 feet
    07 80 feet
    08 160 feet
    09 400
    10 800 feet
    11 1600 feet
    12 2400 feet
    13 3200 feet
    14 1 mile
    15 5 miles
    16 20 miles
    17 100 miles
    18 500 miles
    19 Foward in Time
    20 Back in Time

    4. Dose it suppress / generate any intentional sound / music?
    If the answer is NO then move onto the next question.

    Complexity Value Sound Volume
    01 Silence
    02 Whisper
    03 Low Voices
    04 Talking Volume
    05 Shouting Volume
    06 Yelling Volume
    07 Noisy
    08 Loud
    09 Roar
    10 Deafening

    5. Dose it alter or change Temperature of a object or its surroundings?
    If the answer is NO then move onto the next question.

    Complexity Value Teperature Change
    01 +/- 1 deg c
    02 +/- 5 deg c
    03 +/- 10 deg c
    04 +/- 20 deg c
    05 Freeze Water
    06 +/- 50 deg c
    07 +/- 100 deg c
    08 +/- 200 deg c
    09 +/- 300 deg c
    10 Burning Wood
    11 Liquid into Gas
    12 Solid into Liquid
    13 Liquid into Solid
    14 Solid into Gas
    15 Gas into Liquid
    16 Gas into Solid

    6. Dose it alter or change the Atmosphere Environment?
    If the answer is NO then move onto the next question.

    Complexity Value Desired Environment / Atmosphere
    01 Normal Air
    02 Slight Odor
    03 Tainted / Odor
    04 Stink
    05 Stench
    06 5000 ft alt pressure
    07 10,000 ft alt pressure
    08 -
    09 Tear Gas
    10 -
    11 Sickening
    12 Vacuum
    13 Poisonous

    7. Dose it generate or change the Lighting in the area?
    If the answer is NO then move onto the next question.

    Complexity Value Light Effect Level
    01 Darkness
    02 Starlight
    03 Moonlight
    04 Candellight
    05 Lamplight
    06 Daylight
    07 Desert Sun
    08 Lightning
    09 Blinding Flash

    8. Dose it generate any form of communication / information output?
    If the answer is NO then move onto the next question.

    Complexity Value Communication / Information
    01 Measuring Ruler Guage (length measurement)
    02 Protractor (angle degs)
    03 Compass / Magnetic Measurement (pointer)
    04 Abacus (number display)
    05 Theodolite (angle measurment)
    06 Air Presure Indicator
    07 Clockwork Sequencer (time measurement)
    08 Inertial Measurement (speed indicator)
    09 Sound Recording (Audio output)
    10 Programmable Sequencer (series of opporations)
    11 Picture Recording (Visual output)
    12 Automated Calculator (Complex sum calculator)
    13 Light Meter (Brghtness Measurement)
    14 Direct Sound (Speaker output)
    15 Direct Wire Control (Multipal Switchboard Opperations)
    16 Direct Picture (Picture drawing output)
    17 Indirect Sound Transmition (radio)
    18 Indirect Remote Control (Remote Control)
    19 Indirect Picture Transmision (Television Viewing)

    9. Dose it alter or change an object?
    If the answer is NO then move onto Building the Device.

    Complexity Value Object Alteration
    01 Perfect Optics Preduction (grinding)
    02 Pipes and Wires Preduction (raw parts production)
    03 Springs and Gears Preduction (part production)
    04 Tools Preduction (parts assembly)
    05 Steel Preduction (furnase smelting)
    06 Processed Food Production (peeling, chopping, cooking)
    07 Iron Production (furnase smelting)
    08 Glass Production (glass blowing)
    09 Polished Wood Production (sanding and polishing)
    10 Refined Ore Production (smellting)
    11 Shaped and Tooled Wood Production (furniture manufacture)
    12 Measured Cut Wood (saw milling)
    13 Earth Processing (earth plowing)
    14 Raw Food Harvesting Process (farm harvesting)
    15 Ground Brakeing (digging)
    16 Tree Felling and Cutting (timber harvest processing)
    17 Surface Ground Clearence (bulldosing)
    18 Dense Vegitation Clearnece (landscaping)
    19 Brocken Stone (rock crushing)
    20 Raw Stone Processing (mining)

    * the complexity score is the determined as the higest value concluded from any of the above questions, +1 for any other 'YES' answered to any other question above.

    Building the Device

    Device Construction
    Once the Complexity Value has been determined it is subjected to the following modifiers:

    Number of Gnomes Available for Building Complexity Value Result Modifier,/strong>
    01-10 +0
    11-25 -1
    26-40 -2
    41-65 -3
    66-80 -4
    81-99 -5
    100+ -6
    * At least one Gnome must be equal to or great in level to that of the Complexity Value of the Invention, For Example - a device with a complexity value of 15 whould have a level 15 Tinker Gnome in chage of its constuction.


    Cost of Construction
    Every good invention requires a cost in parts (cogs, gears, springs, belts, etc.) and time to build, this is determined by the resulting Complexity Value Result:

    Complexity Value Result Time for construction Cost in Parts (Stl)
    -0 1d10 rounds 1d6 Steel Pieces
    1-3 1d4 hours 1d10 Steel Pieces
    4-6 1d10 hours 2d10 Steel Pieces
    7-10 1d20 hours 2d20 Steel Pieces
    11-15 1d4 days 5d20 Steel Pieces
    16-19 1d10 days 1d100 Steel Peices
    20-24 1d4 weeks 1d100x3 Steel Peices
    25+ 1d6 months 1d100x10 Steel Peices


    Invention Mishap

    Device Testing
    Whenever a Gnome device is used the player must make a DC against the Complexity Value Result with his added Wisdom bonus. On a success the device works as intended. on a fail the DM must roll on the Invention Mishap Table below:

    1d20 Mishap Results
    01-08 Needs anouther part: an aditional 1d10 Steel Pieces and 1 days work must be spent on the invention for it to opporate correctly.
    09 Communication Glitch: If the device was designed to communicate, it will function in unexpected ways at the discretion of the DM, Options include: sends message directly to foes and enemies with perfect clarity; randomly changes messages in such a way that their true intent is never trusrwonhy; only sends every second or third word. If the dvice was not meant to communicate it will Need anouther part, (see 01-08).
    10-11 Improper Alteration: If designed to alter an object, the machine will do it improperly. Options include: does the reverse of its intention (takes knitted sweaters and turns them into yarn); creates something absolutely useless in the current situation; reduces finished goods to their base elements. If it is not designed to alter an object it will Need anouther part, (see 01-08)
    12 Unexpected Glow: The machine suddenly begins to glow so bnghdy that the operator and anyone within 100 feet of the machine is blinded for 10 rounds. No other functions occur.
    13 Olfactory Malfunction: If the device was designed to change the state of the surrounding atmosphere, it will have the reverse effect (machines to clear air will pollute it, machines co obscure air will cleanse it). If it is not designed to change the state of the surrounding atmosphere it will Need anouther part, (see 01-08)
    14 Unbearable Temperature Changes: If designed ro create a certain temperature the machine will have the opposite effect (ovens will refrigerate, for example). If not, then the device will get hoter by 5 deg for each of its Complexity Value Result. This may result in the destruction of the machine itself should the temperature reach the point to burn it or even change the state of its components (solid to liquid).
    15 Horrendous Sound: The device makes a horrible noise (deafening). All within 100 feet of the device must make a successful Constitution Check or flee the area at once. The noise continues as long as the machine continues to function + 1d6 rounds thereafter.
    16 Moves Uncontrollably Downward: Regardless of the intentions for the device, it suddenly takes off on its own. The device digs or submerges staight down a distance equal to its Complexity Value Result in feet. It does so in one turn. The device continues to move down as it is running. No directional control is possible.
    17 Moves Uncontrollably Upward: Regardless of the intentions for the device, it heads for the sky. The device flies upward a distance equal to its Complexity Value Result in feet and remains there until turned off. Turning the device off results in a fall from that height.
    18 Reverse Direcrion, with Damage: The device inflicts damage equal to Its Complexity Value Result and then fails. The machine must be repaired before it can be used again.
    19 Machine Pursuit: The device attacks its operator for damage equal to its Complexity Value Result and unerringly chases the operator for 5+1d6 rounds or until it is shut off. whichever comes first. The operator of the device must make a Dexterity Check to turn off the device.
    20 Explosion!: The machine explodes, doing damage equal to its Complexity Value Result over a number of I00 foot. The machine is then distroyed. And Construction must begin from scratch.


    Theft vs. Handling

    The kender concept of personal property and theft deserves special attention. Because many kender develop thieving talents, most people assume they are merely innocent looking but sneaky burglars. This is just not so. The intense curiosity that kender feel feeds their desire to know how locks can be opened, how to approach people unseen and listen in on their conversations, and how to reach into pockets or pouches to find interesting things.

    Kender do not steal for the sake of profit. First of all, they have little concept of value. Faced with a choice between a 2,000 steel piece diamond and a huge, glittering chunk of purple glass, 90 kender out of 100 will take the glass. (The rest will take both but will get rid of the diamond first.) They pick things up out of curiosity and wander off with them.
    Sometimes the owner of an item leaves before the kender can give the item back, or else the kender becomes enchanted with the item and forgets to return it. While adventuring, a kender regards anything found in an enemy stronghold as fair game for picking up, as such items are marvelous curios and might prove useful later on.

    On the other hand, kender, like everyone else, do not like the idea of someone deliberately taking an item from someone else without the latter's permission. To be called a thief is still considered a base insult. This assertion sounds remarkable in view of the fact that kender constantly borrow things from each other and from visitors (without asking) in their communities. Kender don't regard their idea of borrowing as stealing, however. If they need something, they'll take it. If they see something interesting, they'll pick it up and pocket it. A popular proverb defines a kender heirloom as anything that remains for more than three weeks inside a kender's home.

    Kender Pockets

    A kender may use a bonus action to activate his Kender Pockets.
    He / She rolls 1D20 to determin the category of item, followed by a 2D8 (rolled individually) to pull out a random item from thier own pocket. A natural 1 is always a panic fail, as the Kender thinks he has lost something important.
    1d20 Item Category
    01 Kender thinks he has lost something and begins to panic.
    02 - 10 A Brocken or Damaged Item.
    11 - 15 A normal or general item.
    16 - 19 A personal item of value to someone else.
    20 * A Magical Item (which is a suprise to everyone, including the kender.)
    * magic items are to be determined by the DM, to best sute the players and situation.

    Random Items Table

    Random Item - Pulled from pocket.
    Once the category of item has been decided, the player is then asked to roll 2x 1d8. The results a cross referenced on the table below. - (First White and then Black).
    * The descriptions for each item can be located in the Random Items List.



    Random Items List

    Random Items - Descriptions.

    Below is a complet list of items that can be pulled from the Kenders Pockets.
    (an additional dice may be required to be rolled to help define more details surrounding the item pulled form the pocket.)
      White 1 White 2 White 3 White 4 White 5 White 6 White 7 White 8
    Black 1 Hat
    (1d4) -
    1 straw,
    2 cloth,
    3 wool,
    4 leather.
    String
    (1d6 x10) -
    # of feet long.
    Key
    (1d4) -
    1 iron,
    2 copper,
    3 brass,
    4 iron.
    Poison
    (1d4) -
    1 weak acid,
    2 acid,
    3 weak poison,
    4 poison.
    Playing Card
    (1d6) -
    1 Swords,
    2 Crowns,
    3 Roses,
    4 Stars,
    5 Moons,
    6 Dragons.
    Nails
    (1d20) -
    # in total all iron.
    Saw
    -
    wood working tool.
    Needle & Thread
    (1d6 x10) -
    # of feet long.
    Black 2 Flute
    (1d4) -
    1 wooden,
    2 brass,
    3 silver,
    4 clay.
    Fish hooks
    (1d8) -
    # in total.
    Cleric potion
    (1d4) -
    1 green,
    2 blue,
    3 red,
    4 purple.
    Tinkers part
    (1d6) -
    1 cog,
    2 spring,
    3 clamp,
    4 piston,
    5 socket,
    6 unknown.
    Compass
    -
    brass.
    Berries
    (1d20) -
    # in total.
    Rune Dice
    (1d4) -
    1 bone,
    2 wood,
    3 clay,
    4 stone.
    Belt
    (1d4) -
    1 blue,
    2 black,
    3 brown,
    4 green.
    Black 3 Arrows
    (1d4) -
    # in total.
    Cheese
    (1d4) -
    1 soft,
    2 hard,
    3 sheep,
    4 goat.
    Axe
    (1d4) -
    1 crafting,
    2 hand,
    3 throwing,
    4 wood axe.
    Yellow gem
    (1d4) -
    1 amber,
    2 citrine,
    3 heliodor,
    4 tourmaline.
    Pouch
    (1d4) -
    1 cloth,
    2 silk,
    3 velvet,
    4 leather.
    Rune Stone
    (1d6) -
    1 light,
    2 dark,
    3 water,
    4 fire.
    5 earth,
    6 air.
    Book
    (1d4) -
    1 diary,
    2 fiction,
    3 non-fiction,
    4 *special.
    Candels
    (1d6) -
    # in total.
    Black 4 Insect Lavi
    (1d10) -
    # in total.
    Powder
    (1d6) -
    1 salt,
    2 chalk,
    3 spice,
    4 tea,
    5 sand,
    6 *special.
    Ring
    (1d4) -
    1 copper,
    2 brass,
    3 silver,
    4 gold.
    Fur
    (1d6) -
    1 rabbit,
    2 wolf,
    3 bear,
    4 deer,
    5 beaver,
    6 fox,
    Skull
    (1d4) -
    1 animal,
    2 bird,
    3 reptile,
    4 humanoid,
    Wizard Scroll
    (1d6) -
    1 Alteration,
    2 Divination,
    3 Conjuration,
    4 Illusion,
    5 Evocation,
    6 Transmutation.
    Cleric Symbol
    (1d6) -
    1 Paladine,
    2 Mishakal,
    3 Gilean,
    4 Chislev,
    5 Takhisis,
    6 Chemosh.
    Mushrooms
    (1d6) -
    # in total.
    Black 5 Pendant
    (1d4) -
    1 Silver,
    2 Gold,
    3 Gem,
    4 Shell,
    5 Bone,
    6 Wooden.
    Sea Shells
    (1d8) -
    # in total.
    Hammer
    (1d4) -
    1 Silver,
    1 Stone,
    1 Wooden,
    1 Iron.
    Tooth Fang
    (1d6) -
    1 Shark,
    2 Horse,
    3 Humanoid,
    4 Wolf.
    5 Snake.
    6 Spider.
    Ink Pot
    (1d6) -
    1 Black,
    2 Blue,
    3 Green,
    4 Red.
    5 Silver.
    6 Gold.
    Wallet / Purse
    (1d4) -
    1 Cloth,
    2 Felt,
    3 Leather,
    4 Silk.
    Pebbles
    (1d4) -
    # in total.
    Necklass
    (1d4) -
    1 Leather,
    2 Copper,
    3 Silver,
    4 Gold.
    Black 6 Map
    (1d4) -
    1 Local,
    2 Ancient,
    3 Hand Drawen,
    4 *Special.
    Money Bag
    (1d4) -
    1 Copper,
    2 Silver,
    3 Steel,
    4 Gems.
    Pine Cones
    (1d6) -
    # in total.
    Vegtables
    (1d6) -
    1 Peas,
    2 Turnips,
    3 Radishes,
    4 Potatoes,
    5 Peas,
    6 Chillies.
    Bell
    (1d4) -
    1 Brass,
    2 Iron,
    3 Copper,
    4 Steel.
    Wizard Potion
    (1d6) -
    1 Red,
    2 Orange,
    3 Yellow,
    4 Green
    5 Blue,
    6 Purple.
    Wind Chime
    (1d4) -
    1 Brass,
    2 Wooden,
    3 Copper,
    4 Glass.
    Documents
    (1d6) -
    1 Debt Letter,
    2 Invitation,
    3 Last Will,
    4 Credit Letter
    5 Love Letter,
    6 Diary Page.
    Black 7 Nuts
    (1d8) -
    # in total.
    Spy Glass
    Brass.
    Wooden Toy
    (1d6) -
    1 Bird,
    2 Waggon,
    3 Fish,
    4 Person
    5 Dragon,
    6 Animal.
    Pearls
    (1d4) -
    # in total.
    Coins
    (1d8) -
    # in total.
    Fabric
    (1d6) -
    1 Green,
    2 Brown,
    3 Orange,
    4 Red
    5 Yellow,
    6 Blue.
    Cleric Scroll
    (1d4) -
    1 Good,
    2 Neutral,
    3 Evil,
    4 *Special.
    Red gem
    (1d4) -
    1 Ruby,
    2 Agate,
    3 Garnet,
    4 Eudialyte.
    Black 8 Tankard
    (1d4) -
    1 Horn,
    2 Wooden,
    3 Clay,
    4 Copper.
    Bracelet
    (1d4) -
    1 Copper,
    2 Silver,
    3 String,
    4 Gold.
    Ribbon
    (1d6) -
    1 Red,
    2 Silver,
    3 Gold,
    4 Blue
    5 Black
    6 White.
    Purple gem
    (1d4) -
    1 Amethyst,
    2 Chalcedony,
    3 Sapphire,
    4 Iolite.
    Tinkers Blueprints
    (1d4) -
    1 Easy,
    2 Normal,
    3 Complex,
    4 All Out Crazy.
    Tool Kit
    (1d4) -
    1 Jewlers,
    2 Thiefs,
    3 Crafters,
    4 Tinkers.
    Flower
    (1d6) -
    1 Red,
    2 Blue,
    3 White,
    4 Orange
    5 Pink
    6 Green.
    Hand Trowel
    -
    Iron.
    *Special - DM is free to produce anouther similar item as required.

    The Order

    Before the Cataclysm, the Knights of Solamnia were the greatest order of chivalry in Ansalon. Between the Cataclysm and the War of the Lance, the knights became reviled and scorned by the people for their inability or unwillingness to combat the Cataclysm. Since the War of the Lance, the Solamnic Knights have regained-or begun to regain-their former status. They seek to revive their code of honor and apply it to the new Ansalon.


    The organization of the Knighthood has changed little from the Age of Might. The Great Circle of the Knighthood has long since been moved from Vingaard Keep to its current home at Whitestone Glade on Sancrist, with Castle Wistan nearby.
    The Knighthood is ruled by the Lord of Knights. This position, however, has been left vacant since the time of the Cataclysm due primarily to the difficulties in calling a Grand Circle of Knights together in sufficient numbers to elect a Knight from eligible candidates. With the reestablishment of order throughout the continent of Ansalon, the day of appointment will soon be at hand. The position must be filled by one of the High Knights: either the High Warrior, the High Clerist, or the High Justice. At least 75 % of the established Circles of Knights must send two representatives to vote at the Grand Circle. Once appointed, the Lord of Knights serves for life unless he is found guilty of a breach of honor by a Knightly Council.
    The will of the Lord of Knights is carried out by the High Knights through their respective Orders. The High Warrior commands the Order of the Rose; the High Clerist commands the Order of the Sword; and the High Guardian commands the Order of the Crown. These are nominated and elected by members of their own Orders without influence from the other two orders. All Knightly Councils, however, must be led by a contingent of three ranking knights, one from each of the Orders of Knighthood.
    Individual cells of knights exist throughout Ansalon. Some of these are in touch with the Grand Circle in Sanctist, but many still are not. These groups of Knights exist permanently in most townships and all cities throughout the continent. They are there to give aid and receive the pledge of any local Knights of Solamnia. Some of these Circles exist openly and are easy to find. Such Circles are found in Sancrist, Palanthus, and other places where the Knighthood has always been welcome. In places where the Knighthood is still viewed suspiciously (such as Nordmaar or Tarsis) or even banned (as in any lands under Dragon Highlord control), these Circles exist clandestinely and their meetings are held in secret.


    Origin and History

    The Knights of Solamnia arose in the Age of Light, about three millennia before the War of the Lance. The order was founded by the commander of the Ergothian Palace Guard, Vinas Solamnus. Sent by his Emperor to quell a rebellion in northeastern Ergoth, Vinas saw instead that the rebellion was justified.
    Solamnus assembled his legion. In an impassioned speech now lost to history, he detailed the imperial atrocities and announced his plans to champion the people’s cause. In addition, he promised any soldier loyal to Ergoth safe passage back to the capital. But the warriors were moved by the people’s plight and, risking exile or even death, most chose to stay.
    In the midst of a fierce winter, Solamnus mustered his knights and the local frontier nobles. The rebel army doggedly pushed the Imperial legions back to the very gates of Daltigoth and laid siege to the city.
    In two months, the city fell—a revolt among the citizens of Daltigoth forced the Emperor to sue for peace. Thus, it was not armies but common folk who brought independence to northeast Ergoth. The people from Hylo to the Khalkist Mountains chose Solamnus as King, naming the country Solamnia in his honor. Though the nation did not become a great power during that Age, the name Solamnia became synonymous with honesty, integrity, and determination.
    In 2225 PC, the Lords of the Northern Reaches sought King Vinas’ help. They, too, had thrown off the Ergothian tyranny and they wished to unite with Solamnia. Though Vinas wanted to comply, he saw the task as impossible: the ideals and customs of the nations differed markedly or even conflicted. How could there be peace in their union? King Vinas therefore launched a Quest of Honor to find an answer to this problem. He left his most trusted lieutenants in charge and journeyed into the wilderness.
    After many weeks of travel and hardship, Solamnus sailed to Sancrist Isle. In time, he found a glade where a huge stone of black granite lay. There he fasted and prayed to the gods of Good. They instructed King Vinas to create a knighthood with three separate orders, each upholding a single ideal given by one of the gods.
    The gods then transformed the stone where Solamnus prayed into a pillar of white crystal. This pillar blessed and sanctified the glade, sealing the gods’ pact to watch over the orders of knighthood. Solamnus returned and established the three orders of the Knights of Solamnia: the Orders of the Crown, the Sword, and the Rose.
    Knights of legend: Vinas himself became the most famous Solamnic Knight, though two of his contemporaries also became legends: Bedal Brightblade and Huma Dragonbane.
    Bedal Brightblade single-handedly held a pass into Solamnia against hordes of desert nomads. His sword Brightblade was of dwarven make, never rusting or losing its edge despite heavy use. The tomb of Bedal lies buried in the southern arm of the Khalkist Mountains, its location all but lost. Legend states Bedal will return to aid Solamnia in its darkest hour. Sturm Brightblade, Hero of the Lance, is a distant descendant of Bedal.
    Only one Solamnic Knight ever exceeded Vinas in virtue: Huma Dragonbane. In the Third Dragon War, he led a group of heroes to destroy the evil dragons and drive them from Solamnia. Huma’s greatest ally was a silver dragon who, in her human form, had fallen tragically in love with the knight. During their battle with Takhisis, Huma sustained a mortal wound. To this day, many Solamnians claim that thunderstorms mark the gods’ mourning for Huma.
    Huma was reverently buried in a tomb shaped like a silver dragon. But as the world darkened, the path to the tomb became rough and overgrown. Soon, folk questioned whether Huma had truly lived, or was only a legend.
    During the War of the Lance, a band of heroes found Huma’s tomb. There they also discovered the special metal used to make dragonlances. Wanting to finally establish the truth of the Huma legends, the heroes opened the tomb. It was empty. The discovery of Huma’s tomb had only deepened the mystery.

    The Organization of the Knighthood

    The ancient organization of Solamnic Knights has withstood great upheavals in its 2,500-year reign. The most profound tribulations occurred after the Cataclysm, when many circles of knighthood dwindled or disappeared and the Great Circle-the oldest established body-moved from Vingaard Keep to Whitestone Glade on the Isle of Sancrist.
    Since the Cataclysm, there has been no Grand Master knight. So too, do the positions of High Knight in each order remain vacant. To fill these positions, the knighthood needs to order a Grand Circle of Knights. Sadly, only 63 knights of various orders are known to remain-not enough to make a quorum. Knights are, however, presently emerging across the continent’s face and slowly refilling the ranks. Perhaps a new ruling council can be elected soon.
    The position of Grand Master must be fillfed by a High Knight-the High Warrior, High Clerist, or High Justice. Once elected, the Lord of Knights serves for life. The Lord of Knights commands the High Knights, who in turn command their respective orders of knighthood. All three High Knights and the Grand Master must be present for a Knightly Council, which makes all the decisjons for the knighthood.
    The High Warrior rules the Order of the Crown, the High Clerist rules the Order of the Sword, and the High justice rules the Order of the Rose. Each order chooses its own leader by nomination and election, independent of the others.
    Each order contains numerous geographical circles of knighthood. The troubles after the Cataclysm reduced many circles to covert cells. These cells exist throughout Ansalon, in major cities and towns where knights are despised, distrusted, or even banned outright. Cities such as Nordmaar, Tarsis, and any Dragonarmy-occupied town contain covert cells. Most knights dislike the secrecy, but they endure it for sake of the Oath and the Measure. Some maintain communication with the Grand Circle in Sancrist, but many are isolated. All such cells adhere to the Oath, slaying evil and giving aid when needed.
    In other cities, knights are welcome-for the citizens know of Solamnic heroics in the War of the Lance. Here circles exist openly and are easy to find. Sancrist and the cities of Solamnia contain numerous circles.

    Motto and Laws

    For over 15 centuries, the knights have lived by two codes: the Oath and the Measure. The Oath is simply “Est Sularus oth Mithas,” which means “My Honor is My Life.”
    Obedience to the spirit of these laws is the chief goal of knighthood. During the War of the Lance, the Solamnic Knights forgot the spirit of the Measure and clung to the unfeeling letter of the law. In time and at great cost, the knights learned that honor lies in the heart of each knight, not in a set of dusty books.

    Circles of Knighthood

    Most Knights of Solamnia are required to forfeit much of their monetary gains to the greater Knighthood and then draw according to their needs from the general coffers of the Knights of Solamnia. This is done at any of the established Circles of Knighthood.
    This is not to say that such assistance is very great. Indeed, in the case of a Circle that is in the stiff grasp of the Dragon Highlords, the Circle may require more assistance from a visiting Knight than it can offer him in retum.
    What kind of aid awaits a Knight depends greatly upon the size of the town that he is visiting and the conditions there. Determine the modifiers for size of the town and other conditions using the Knights' Circle Modifiers table.

    1d10 + Modifier Coin Equipment Healing Ranking Authority in charge
    1 or less none none none none
    2 1d4 stl Dagger none Knight of the Crown (3rd)
    3 1d6 stl Spear none Knight of the Crown (3rd)
    4 1d8 stl Quarter Staff  1 / - / - Knight of the Crown (3rd)
    5 2d4 stl Short Sword / Leather 2 / - / - Knight of the Sword (4th)
    6 1d10 stl Morning Star / Leather / Shield 3 / 1 / - Knight of the Crown (3rd)
    7 1d12 stl Battle Axe / Ringmail 4 / 1 / -  Knight of the Sword (4th)
    8 1d20 stl Short Bow / Ringmail / Shield 5 / 2 / -  Knight of the Heart (Rose 5th) 
    9 2d10 stl Long Bow / Chainmail 6 / 2 / 1  Shield Knight (Crown 5th) 
    10 2d20 stl Long Sword / Chainmail / Shield 7 / 3 / 1  Bladeknight (Sword 5th) 
    11 1d100 stl Crossbow / Banded Armor  8 / 3 / 1  Knight of the Rose (Rose 6th)
    12 3d20 stl Halbard / Banded Armor / Shield 9 / 4 / 1  Lord of Shields (Crown 7rth) 
    13 4d20 stl Light Lance / Platemail  10 / 4 / 2  Elder of Sword (Sword 8th) 
    14 5d20 stl Hevey Lance / Platemail / Shield 11 / 5 / 2  Keeper of the Rose (Rose 9th) 
    15 2d100 stl Sword +1 / Solamnic Armor 12 / 5 / 3  Lord Warrior (Crown 10th) 
    16 3d100 stl Sword +2 / Solamnic Armor 13 / 5 / 3  Master Clerist (Sword 11th) 
    17 4d100 stl Sword +3 / Solamnic Armor 14 / 6 / 4  Lord of Roses (Rose 12th) 
    18 5d100 stl Magical Artifact / Platemail +1 15 / 6 / 4  Lord Warrior (Crown 10th) 
    19 6d100 stl Dragonlance / Platemail +2 17 / 7 / 5   Lord Clerist (Sword 12th) 
    20 or abover 10d100 stl Dragonlance / Platemail +3 18 / 8 / 6  Lord of Justice (Rose 14th) 

    Coin: This is a modifier to the amount of coinage a Knight is entitled to draw. As a Knight grows in power, he is able to draw more and more from the coffers of the Knighthood for the purposes of furthering the goals of the Orders. (But using such funds for purposes counter to the ideals of honor and the Measure is cause for questioning the honor of a knight.)
    Equipment: This gives the types of weapons and armor available at that Circle.
    Healing: There are three numbers listed. These represent the number of (Healing Potions, Greater Healing Potions, Superior Healing Potions). Once used at a location, they are gone until replaced. Normally these are replaced up to these maximums at the rate of one each per week.
    Ranking Authority: This lists the highestranking authority who governs that particular Circle. This may be important should a Knightly Council have to be called.

    Modifiers:
    Community Size Society Status
    Village, Small -2 Capital of Region +2
    Village, Medium -1 Major Construction, Small Keep present +1
    Village, Large +0 Major Construction, Large Keep present +2
    Town, Small +1 Major Construction, Small Castle present +2
    Town, Medium +2 Major Construction, Large Castle present +3
    Town, Large +3 Major Construction, Major Fortifications +1
    City, Small +4
    City, Medium +5 Inside traditional Solamnia borders +4
    City, Large +6 Inside areas controlled by Dragon Highlords -10

    The Knightly Council

    Councils shall be convened as required by the Measure. They must include three Lord Knights, one from each of the Orders of Knights. If any order cannot provide a Lord Knight, then a Knight of that order can stand in his stead so long as there is at least one Lord Knight presiding.
    Councils shall convene for the following purposes: to determine strategies of war, to assign orders for war and battle, to select the Warrior Lord prior to a battle, to hear charges of unknightly conduct, to honor those who have performed valiantly, to settle questions concerning the Measure.
    The conduct of a Knightly Council follows the pattern set forth by the measure. First the Knights of each order enter and take their places in the appointed area. A table with three chairs is set opposite the entrance. The Knights of the Crown take their places to the right of the entrance, to the left of the ranking Knights, so as to signify their position as the shield and defender of honor. The Knights of the Sword take their places to the left of the entrance, to the right of the ranking Knights and thus signifying their place as the arm of might and mover of the Knighthood. The Knights of the Rose take their places to either side of the entrance and opposite the ranking Knights so as to signify that they are the heart of the Knighthood, the base upon which all else is built.
    Then the three ranking Knights who will conduct the meeting enter the hall and take their places opposite the entrance. In the center of the area is a cleared space where those who are brought before the ranking Knights are heard and questioned.

    A Knightly Council is Conducted as Follows:
    1. The code of the Knights of Solamnia ("Est Sularus oth Mithas") is recited by all before any in the hall sit. This phrase is given by the three ranking Knights in unison and then given in turn by each of the three orders of Knights present and then finally by all in unison. If the occasion is a joyful one, then the Knights' Hymn is sung at this time as well.

    2. News of the greater Knighthood is often not only of interest but potentially a matter of life and death for many whom the Knighthood protects. Any dispatches or proclamations regarding the Knights are read at this time. Should their news warrant a prolonged and important discussion, then the hearing of petitions may be waived.

    3. When the Knighthood finds itself in the throes of battle, they now discuss their orders of battle and all stratagems to be employed.

    4.The specific petitions that are to be discussed among the Knights at this meeting are named by cause, those mentioned (if any), and petitioner. Petitions can have one of several purposes:
    - Acceptance to an Order: Those who wish to enter into an order of the Knighthood are brought forward. The candidates' names are read to the ranking Knights as are the names of their Knight sponsors.
    - Petition for a Question of Honor: This happens when a Knight is called into question for breaking the Oath or the Measure. Those mentioned in the petition and the accused and the petitioner is the accuser.
    All are allowed to speak for and against the accused. The petitioner must be present in these cases. Often witnesses from outside the order are brought in to testify. The Knightly Council hears all arguments and then dismisses the rest of the Knights as it considers arguments. Upon receiving word that the Council has completed its deliberations, all the Knights return to the hall. White roses on the table are a symbol of purging of any guilt and thus is the accused released from any question of their honor. Should black roses be present on the table upon the return of the Knights, then the Knight is held guilty and punishable for his acts. The ranking Knights in their claliberations will have decided upon the prol~er action for the Knight to regain his honor prior to the others returning.
    - Special Honors: An act of exceptional bravery or exemplary honor is brought to the attention of all the Knighthood for recognition.
    - Petition for War: This occurs when a general mobilization is called for. The circumstances of the petition are considered and, if the Knights present give consent, then messengers are dispatched to the Grand Circle to notify the greater Knighthood of the situation. In the meanwhile, the Knights of that council act at once in the defense of honor and good.
    - Petition for Aid: These are petitions brought by either Knights or outsiders who ask aid of the Knights. This does not require a general mobilization of the Knighthood. These range from situations as serious as the search for a kidnapped heir to a local kingdom to things as mundane as a few extra men to help clear a road of brush.

    5. Time permitting, the Knights may engage in discussions of parts of the Measure and its application to their adventures. Questions on points of the Measure are brought up at this time.

    6. When the ranking Knights feel that business has been finished, the council disbands until the need for another session arises.


    Knights of the Crown

    Loyalty and obedience epitomize the Knights of the Crown.
    Loyalty is unquestioning faithfulness to the cause of a higher power. Knights of the Crown view loyalty as a tribute to be justly and voluntarily rendered. The Order of the Crown renders loyalty to the order’s founding god Habbakuk, to those who suffer under evil’s weight, and to rulers who, by decree of the Knightly Council, deserve the knights’ protection. The list of approved rulers is called the List of Loyalty.
    Obedience is the practical manifestation of loyalty. A Knight of the Crown unquestioningly obeys those on the List.
    The specific responsibilities of a Knight of the Crown include tithing income, aiding any knight who requires help, and service to the nations on the List of Loyalty.


    Becoming a Crown Knight: All who wish to become Solamnic Knights must first enter the knighthood as squires of the Knights of the Crown, regardless of which order the knight intends to eventually join.
    Because their order is the easiest to follow, Knights of the Crown advance more quickly than other knights.

    Candidates for the Solamnic Knighthood must be presented to a Knightly Council and be sponsored by a Knight in good standing from any of the Orders of Knighthood. After the entire group of candidates is presented, the group swears an oath to the honor of the Knighthood and to the causes of the Crown. All swear allegiance to the Order and the ideals of the Knights of Solamnia.
    If there is no dissent from the Knights, and no question of honor regarding the candidates is brought forth, then all are accepted into the Knighthood as squires. Any question of honor of an individual requires that the individual be removed from the group of candidates and be questioned separately after the rest of the candidates are accepted. If the question of honor is dismissed, then the candidate is accepted normally. If the question is found valid in the Council, then the candidate is dismissed until the question of honor is satisfied.
    Knights of the Crown advance in power more quickly than the other Knights, partly due to the fact that their order is less demanding than the others. While this benefit is certainly a good one, it is also true that their special powers are quite limited.
    Knights of the Crown are sworn to protect, serve, and give aid to any kingdom on the List of Loyalty. This list is maintained by the three High Knights and is updated periodically.
    The Knights are not requited to follow the commands or laws of these kingdoms should they be out of harmony with the Code or the Measure. This rule holds true for members of all the Knighthoods.
    The Order of the Crown takes its Measure from matters of loyalty and obedience to authority of the greater Knighthood through its High Councils and commanders. Examples of acts befitting the Measure of the Crown: unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils. dedication to the ideals of the Measure, loyalty to brother Knights of all Orders, and all other acts that cause the strengthening of loyalty among the Knights.

    Crown Knight Title Table

    Level Title
    01 Squire of The Crown
    02 Defender of The Crown
    03 Knight of The Crown
    04 Scepter Knight
    05 Shield Knight
    06 Shield of The Crown
    07 Lord of The Shields
    08 Lord of The Crown
    09 Master Warrior
    10 Lord Warrior
    11 and above High Warrior
    There is only one High Warrior in each Order and he is chosen according to the Measure. All other Knights who have sufficient experience points to attain this level may do so but retain the title of Lord Warrior until such time as they are elected to take the position of High Warrior.


    Knights of the Sword

    Knights of the Sword act as warriors for the gods of good, upholding the purest ideals of heroism and courage.
    Heroism is the self-sacrificial fight for the cause of Good. Heroic deeds include strengthening the weak, enriching the poor, freeing the enslaved, exonerating the falsely accused, championing the defenseless, and aiding fellow knights in need.
    Courage is the readiness to die honorably in the fight for Good. Courageous acts include facing evil fearlessly, defending the honor of the knighthood, defending the honor of a fellow knight, and protecting the defenseless and weak.
    A Knight of the Sword must surrender all personal wealth to the knightly coffers (save what is needed for upkeep), pay homage to Kiri-Jolith and the gods of good each day, eagerly engage evil opponents in combat (not retreating regardless of the enemy’s strength), protect the weak and defenseless, and forswear use of knightly powers for unrighteous reasons.


    Becoming a Sword Knight: Upon completing duties as a Defender of the Crown (lvl 2), a knight may continue in that order or apply to the Order of the Sword. Each candidate for the Order of the Sword must complete a quest that promotes the cause of the order. The quest must be a witnessed (or otherwise verifiable) deed of heroism that exemplifies knightly honor and goodness. The quest must include a 30-day and 500 mile journey, the restoration of something that was lost, single combat with an evil and equally matched opponent, and three tests of wisdom, one of generosity, and one of compassion.
    After the quest is completed, the knight appears before a Knightly Council, telling of the quest and presenting evidence. If the presiding High Clerist finds the tale and deed acceptable, the candidate takes the Oath.
    Knigts of the Sword honor the True Gods, learning clerical disciplines. Through these disciplines, Knights of the Sword receive from the gods magical healing abilities, limited foresight, and prophecy. Before the Cataclysm, these special abilities made Sword Knights a welcome sight. Now, the knights’ powers may be considered sorcery in some areas, and punished by death.
    Knights of the Sword gain clerical spells by spending a holy day in fasting and prayer. When a knight joins the order, he selects a holy day, designating it for worship and meditation. During devotions on that day, the knight asks his god to grant him the ability to do miracles in his name.
    During the holy day, the knight cannot do battle, earn profit, or speak harshly to anyone. The knight cannot travel unless in silence, and must spend three hours in solitude and meditation. The books of the Measure claim that no beast will attack a Sword Knight on a holy day as long as the knight remains true.

    Sword Knight Title Table

    Level Title
    03 Novice of Swords
    04 Knight of Swords
    05 Blade Knight
    06 Knight Clerist
    07 Abott of Swords
    08 Elder of Swords
    09 Master of Swords
    10 Lord of Swords
    11 MasterClerist
    12 Lord Clerist
    13 and above HighClerist
    The High Clerist is a position that is held by only one Knight at a time. When the need arises to choose a new High Clerist, he must be elected during a proper Knightly Council. Should any Knight attain enough experience points to rise to the level of High Clerist, he may do so but still retains the title of Lord Clerist until the High Clerist position is vacant.

    Sword Knight Spells Table

    Level Cleric Spell Level
    1st 2nd 3rd 4th 5th 6th 7th
    06 1 - - - - - -
    07 2 - - - - - -
    08 2 1 - - - - -
    09 3 2 - - - - -
    10 4 2 - - - - -
    11 4 2 1 - - - -
    12 5 3 1 - - - -
    13 6 4 1 1 1 - -
    14 7 5 2 1 1 1 -
    15 8 6 3 2 1 1 1
    16 9 7 3 2 2 1 1
    17 9 8 4 3 3 2 1
    18 9 9 5 4 3 2 1
    19 9 9 5 4 3 3 1
    20 9 9 5 5 4 3 1
    The Knights of the Sword are free to use any of the Cleric Spells with exception to any cantrips.


    Knights of the Rose

    The Order of the Rose embraces honor guided by justice and wisdom.
    Honor is the allegiance to one’s Oath to defend the cause of good. Honorable deeds include sacrificing oneself for the sake of others, refusing to surrender to or ally with an evil foe, defending the knighthood to the death, protecting the lives of fellow knights, and living true to the Oath in all matters.
    Justice is the heart of the Measure and the soul of a Rose Knight: to render to everyone-creature, person, or god-his or her due. Just acts include aiding those who are less fortunate, donating all wealth to the knightly coffers (except what is needed for personal or parochial upkeep), worshipping and obeying Paladine and the gods of Good, fighting injustice with courage and commitment, and seeing that no life is wasted or sacrificed in vain.
    Wisdom is the prudent use of one’s abilities and resources to uphold honor and render justice.

    Becoming a Rose Knight: When a Sword Knight’s (lvl 3) initial training is complete, he may choose to either remain a Sword Knight or apply to the Order of the Rose. To join the order, the Knight must tell the tale of his family and lineage, as well as his deeds of honor. Afterward, the Council meets in private and determines whether to accept or reject the petition.
    Before the Cataclysm, only Sword Knights of royal blood could become Rose Knights. Now in post-Cataclysmic times, the bloodline stipulation has fallen into disuse, for a number of reasons: the Cataclysm destroyed records and muddled bloodlines, marriages and dalliances between noble and common folk confused lineages, and courage and honor proved more crucial to the knighthood than royal blood.
    A candidate who passes these examinations is assigned a quest to prove loyalty to the order and its cause. The quest must include a 30-day and 500-mile journey, the restoration of something that was lost, defeat of an evil and more powerful opponent, and one test of wisdom, three of generosity, and three of compassion. The completion of these tasks must be witnessed or evidenced. A candidate who returns is judged before a council of the Order of the Rose. If the quest and candidate are found fitting, the person becomes a Knight of the Rose.
    Any Knight of the Sword must be willing to give up his Clerical duties (including spell casting) in order to become a Knight of the Rose. Some would concsider this person a 'True Knight'.

    Rose Knight Title Table

    Level Title
    04 Novice of The Roses
    05 Knight of The Tears
    06 Knight of Mind 
    07 Knight of Heart 
    08 Knight of Roses 
    09 Keeper of Roses 
    10 Master of Roses 
    11 Archknight 
    12 Lord of Roses 
    13 Master of Justice 
    14 Lord of Justice 
    15 and above High Justice 
    There is only one High Justice at any given time. Others may attain 15th level, but their titles remain Lords of Justice.


    The Wizards

    The Wizards
    Of the all the orders of the world of Krynn, none are as old, as feared. or as respected as the Orders of High Sorcery. They came into being almost at the beginning of the world; their tale is that of the three Gods of Magic. The gods of magic, Solinari, Lunitari, and Nuitari, walked the face of -creation before the stars settled in their places. Though they had a common love of magic. each had aspects that differed greatly from those of the others. Each also chose a different path in the universe.


    They saw the other gods wheeling through the heavens and aligning themselves against one another according to their goals and philosophies. The All-Saints War was coming, as their vision and foresight had warned. The three gods feared that they too must choose. Bound by the common bond of magic, these three looked about the face of Krynn and loved it greatly.

    Thus they did not join their fellow gods in the heavens, but stayed close to the world. They revolved about it, granting their powers to those who would follow their ways. Each god was granted a time to walk the face of Krynn and seek out a follower. Each found an apprentice and to each did they give the keys to the Lost Citadel - a fabulous place of wizardry that stood beyond the circles of the universe itself. Here the gods taught them the Foundations of Wizardry.

  • All wizards are brothers in their order. All orders are brothers in the power.
  • The places of High Wizardry are held in common among all orders and no sorcery is to be used there in anger against fe llow wizards.
  • The world beyond the walls of the towers may bring brother against brother and order against order, but such is the way of the universe.

  • The Orders of Sorcery began as loosely organized groups of wizards. It was not umil much later that the orders became formalized and structured. During the Age of Dreams at the onset of the First Dragonwar, the masters of each of the orders came together at the Lost Citadel and proclaimed the unity of the orders.
    The Lost Citadel was a wondrous place from whence the master wizards ruled their orders in peace and harmony, far removed from the world of Krynn . Both palace and fortress. it provided a place where the powers of magic could be tempered by the wisdom of the Conclave of Wizards.

    It is important for any magic-user in Krynn to remember that a wizard's only loyalty is to magic. This is the primary reason that magic has remained in the world, despite many efforts to eliminate it.

    A wizard of the Black Robes and a wizard of the White fighting on opposing sides of a war (such as the War of the Lance) would not hesitate to destroy each other. When these wizards meet on neutral ground (such as a Tower of High Sorcery), they are likely to enter into an eager discussion of magic. If at tacked by an outside force seen as a threat to their magic (a renegade wizard , for example), both would join together to fight in defense of the magic.


    The Conclave

    The Conclave of Wizards is convened on set dates and times as dictated by the moons. The Conclave meets regularly once each Fourweek on the first day of High Sanction for the Ruling Order. The Night of the Eye is a special time when all of the orders gather together. Conclaves can also be called by the Head of the Conclave during times of grave crises that affect all orders. The Conclave does not meet when the Test is given as this is a normal function of the tower and is handled on a routine basis.

    The Conclave of Wizards consists of three factions with seven representatives from each. Each of the Orders of High Sorcery is equally represented at the Conclave and each is led by a single individual selected by each order. The chosen wizard is the Master of that order. The selection process is left to each o rder and varies from order to o rder. The Black Robe representative is usually the most powerful wizard of that order. This has from time to rime resulted in some rather fabulous contests of wizard ry as rwo sorcerers vic ro establish who is fir to rule their order. Such contests are invariably held beyond the boundaries of the rowers. In the case of the White Robes, elections arc held to d etermine the master of their o rder. The Red Ro bes draw lots from among the seven members of the Conclave.

    The Master of rhe Conclave is determined by consensus, a special spell that instantaneously determines the combined will of all the wizards of Krynn in a single matter. While not always infallible in its ability to benefit the Conclave as a whole. it still remains the method of selection for the Master of all Sorceries. The Law of the Conclave is largely determined in everyday matters by the head of the Conclave and his law is final. If, however, a decision is made which is against the will of the Conclave, then a mandate may be called for in which case a consensus is taken of the general wizardry and a new Master of the Conclave is then determined.


    The Tests

    The Test of High Sorcery
    The Test of High Sorcery is more than just a trial of a person 's magical abilities, it also tests how that person will use the abilities he has and those he will gain. Magic is powerful in the world of Krynn and, to the wizards, the distinctions between the three different factions of wizardry are most important.


    Each initiate's test is a different one, designed especially for his needs and weaknesses. Failure means death. Because magic is such a powerful force in the world, the wizards are extremely careful about who is allowed to wield this power. They are not interested in whether the power is used for good or for evil so much as they are concerned with irresponsible use of the power (one reason there are no kender magic-users!). A wizard who agrees to take the Test, therefore, literally pledges his life to the magic. He must prove to the satisfaction of his fellow wizards that he takes magic seriously and that he will devote his life to magic.

    As each Test of High Sorcery is designed for the individual, there is no specific Test detailed here-only guidelines as to how such a Test must be conducted and what the Test should include. It is up to you to design the details of the specific Test for the wizards in your campaign.
    There should be at least three tests of the wizard's knowledge of magic and its use; the Test should require the casting of all of the spells known to the initiate;
  • at least three tests that cannot be solved by magic alone;
  • at least one combat against a character known to the initiate as an ally;
  • at least one solo combat against an opponent who is two levels higher than the initiate.

  • Those attempting the Test can bring companions along, but no one who comes is guaranteed of returning alive.
    One such Test offered by Dalamar allowed the initiate and his party to enter the tower freely-getting out, however, was another matter.

    The Towers of High Sorcery

    The Towers of High Sorcery
    Originally there were five Towers of High Sorcery. Built by the ancient wizards as centers for their crafts and learning. they were located in the ancient cities that later came to be called Palanthus, Wayreth, Istar. Daltigoth, and the Ruins.


    The towers were all alike and yet all different. The general outline of the towers was determined by a central committee of members of all three orders (since all orders use the towers). but the supervision of the construction work was done by wizards who happened to live in the area. This resulted in the same general strucrure for all towers, but widely varying details and specific layouts.

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


    TheTower of Wayreth

    The Wayreth Tower's defense is the most unusual, for one does not seek out the tower. it finds you . The garden about Wayreth 's Tower has differem dimensions at differenr times and the Tower itself is said to exist without dimension. always existing where it is not. The result is that one could be walking in a forest and suddenly be trespassing within the domains of the wizards ofWayreth . .Just where this tower's garden touches the world of men and elves is controlled by the wizards themselves. In this way they protect the tower from enemies of their order while still enabling wizards to enter the tower.

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

    If the wizards want a person to enter the Wayreth Forest. he has little choice in the matter. He may wake to find himself surrounded by trees. He may try to walk away. o nly to find himself inexplicably walking into it. Or he may be lured inside by the magical singing of birds promising him his heart's desires. Any one attempting to enter the forest without invitation can do so, but he betrer be prepared to give a good explanation of himself to the wizards quickly. Otherwise he is anacked by the trees.
    Even those invited into the forest (such as mages traveling to take the Test) arc accosted by the feeling of overwhelming magic. It takes every bit of courage and will they possess to make their way to the tower itself. Wizards generally travel to the tower via magical means and do not bother to go through the forest. The exception to this would be a renegade wizard , who would not be pcrmincd to teleport or otherwise enter the tower without permission.

    The Tower of Wayreth differs from the other towers in that it contains agreat central hall where the Conclave meets. This hall is huge, so large that the ceiling is lost in shadows. It is round, made of stone. and there arc no decorations or enhancements of any kind. Stone chairs. created by magic. stand in a semi·circle at one side of the hall. There is light without a source in the hall; it is brightest upon the semi-circle of chairs. The entrances to this hall are magical. No one is permitted inside unless the wizards transpon him here. Anyone wandering about the wwcr would never encounter the hall.

    The black, rune-covered walls of the Tower ofWayreth were built by magic and are pan of the tower's defenses. No weapon exists that can even mar the surface of these walls. Thus the Tower ofWayreth remained standing relatively untouched when the rest of the world was destroyed in Raistlin's attempt to overthrow the gods. There arc no guards at the gate of the tower; there is no need . Once inside the gates, the adventurer passes through a huge counyard paved with gray flagstone . The courtyard appears em pry at first glance. but anyone walking across will suddenly realize that it is filled with people! They cannot be seen directly. only out of the corner of the eye. These arc mages traveling to and from the tower. mages taking the Test. mages experimenting. etc.

    An adventurer in the courtyard-if invited to the tower- is transponed magically to one of the tower's many sumptuous guest rooms. These are like the most luxurious rooms of the best inns in Krynn . Uninvited guests (those who make it this far!) are either taken immediately to stand before the Conclave or to the dungeons. The dungeons of the towers arc so dreadful that no repo rt of them has reached the outside world- no one who ever went in came back alive to report on it.

    A wizard entering the tower receives his own private quarters, the placement and decor of which depend on the wizard's level. Student magic-users and apprentice wizards have their rooms on the same level as the guest chambers. High-level mages have more elegant quarters at the top of the tower. There are no locks on any doors as all wizards respect the sanctity of others' possessions.
    There arc libraries of spell books wiuhin the tower, plus libraries of magical scrolls and magical paraphernalia. These are under the control of the Conclave and can be given as gifts to magic-use rs (almost all young wizards who pass the Test are given some powerful artifact to aid them in their profession). These may also be purchased (in the case of artifacts and scrolls) or studied (in the case of spell books) with the permission of the Conclave.

    Purchase prices for items would most likely be in terms of similar items rather than money. A wizard desiring to purchase a sc roll would offer another scroll in exchange or some other magical object of comparable value. Thus a White Robe wizard who comes across a scroll of evil magic would not destroy it. but rather take it to the tower to trade for a scroll he can use.

    Wizards can choose to be buried within the walls of the tower, although this is not mandatory. It is rumored that those who choose to rest within the tower's walls serve their art even after their death by performing such tasks as guarding the dungeons or aiding in the Testing of young wizards. At the time of a wizard's death , all possessions and spell books are either bequeathed to an apprentice. a fellow wizard, or sent to the tower. Thus there are no magical artifacts buried in the tombs of the tower.


    TheTower of Palanthus

    The Tower of High Sorcery at Palanthus changes in aspect depending on when in its history it is visited.

    Pre-Curse

    Originally one of the most beautiful of the towers, the Tower at Palanthus was also considered one of the most powerful. Here it was that the wizards of all the orders came together to create the dragon orbs that were responsible for helping ro defeat rhe Dark Queen.
    Any entering the tower at this time would find it similar to the description of the Tower ofWayrcth. except that this tower is equipped with a laboratory instead of a great hall.

    The Curse

    During the Age of Might, the wizards grew so powerful that many people feared they might take over the world. Among these was the Kingpriest of !star, the powerful cleric of good. He turned the people against the wizards. Mobs rose up and attacked the towers.
    It would have been easy for the wizards to have destroyed the people, but they knew that in so doing they would destroy the world. Rather than do this, they chose to sacrifice their own power in the wor ld. They destroyed two of the Towers of High Sorcery-those at DaJtigoth and the Ruins. They turned the Tower at I star over to the Kingpriesr and were intending to give him the Tower at Palanthus but for the terrible event that was to befall it. In return , they were allowed to retain the Tower at Wayreth, and it was here that they brought as much of their libraries and as many of their magical artifacts as was possible.
    At the beginning of the ceremony to turn over the Tower ofPalanthas to the Kingpriest's representative, an evil wizard- driven insane by the downfall of his an- leaped from an upper window and impaled himself upon the spikes of the tower's gate. As his blood flowed to the ground, he cast a curse upon the tower, saying that no living being would inhabit it until the Master of Past and Present rerumed with power.
    It is unlikely that any would be able to enter the Tower during the period the curse is in effect. The only ones known to have done so were Raistlin, Caramon, and Crysania, who came here long after the Cataclysm (Raistlin mistakenly believed a Ponal exjsted in the tower at this rime).
    The tower is guarded by undead of all sorts that permit an adventuring party in the tower only if Raistlin (whom they would recognize) is present.


    The Apprentice

    The Apprentice
    All those who wish to join one or another of the Orders of Wizardry begin their training as children studying magic under a Master Mage (one approved by the Conclave for the teaching of young magic-users.) Magic-users can rise to the level of Initiate without formally declaring their alignment and without declaring loyalty to the Conclave. Thus a magic-user could remain an Initiate all his life. practicing only minor spells, without having to take the Test.


    Those seeking greater power must travel to the Tower of Wayreth for the Test. Here they declare their alignment and are assigned to a higher level mage to serve time as apprentice wizards.
    An apprentice is generally assigned to a wizard of his declared alignment , although in later days, Dalamar, wizard of the Black Robes, was known to accept Red Robes as apprentices. So also a White Robe wizard might accept a Red Robe as apprentice.
      Wizard Spells Usable by Level
    Level Title Cantrips 1 2 3 4 5 6 7 8 9
    1 Student 3 1 - - - - - - - -
    2 Novice 3 2 - - - - - - - -
    3 Initiate (*) 3 2 1 - - - - - - -
    * Wizards cannot advance higher than this without either becoming renegades or joining one of the Orders of High Sorcery.

    Changinq Orders after the Test

    From time to time, a wizard's actions will indicate that he is no longer a follower of the tenets of his originally chosen order. Raistlin Majere, for example, won his Red Robes in his Test but thereafter events and his own decisions brought him to the way of the Black Robes. Such changes are not without hardship.

    A wizard who changes orders suffers the loss of two experience levels. This may make the wizard's spell book unusable in some instances (since the types of spells a wizard receives depend on his order, the spells in his old book may no longer be usable when he changes orders).
    Also, the wizard's abilities are not affected by any moons until one game month has passed after his change (then the moon of his new order affects his abilities).

    The White Robes

    The White Robes
    Wizards of the White Robes generally gain levels slower than their brothers, yet they ultimately attain higher levels than any of the other magical orders.
    A White Robe wizard must follow the ways of good and keep this goal in his mind in all that he does. Acts contrary to the mandate of good can eventually result in the downfall of the wizard. One of the first indications that a wizard has lost sight of his order's goals is that his order's moon no longer affects his abilities. Also, certain spells may not work for him any more.


    Spears of Magic
    Wizards of the White Robes are limited to casting spells belonging to the following Spheres of Magic only. However they can generally cast more spells per level than the typical D&D5e Wizard.

  • Abjuration
  • Enchantment
  • Conjuration
  • Divination
  • Evocation
  • Illusion

  •       Wizard Spells Usable by Level
    Level Title Catrips 1 2 3 4 5 6 7 8 9
    4 9th Order 4 3 2 - - - - - - -
    5 8th Order 4 4 2 1 - - - - - -
    6 7th Order 4 4 2 2 - - - - - -
    7 6th Order 4 4 3 2 1 - - - - -
    8 5th Order 4 4 3 3 2 - - - - -
    9 4th Order 4 4 3 3 2 1 - - - -
    10 3rd Order 5 4 4 3 2 2 1 - - -
    11 2nd Order 5 4 4 4 3 3 2 1 - -
    12 1st Order 5 4 4 4 4 4 3 2 1 -
    13 1st Order 5 5 5 5 4 4 3 2 1 -
    14 1st Order 5 5 5 5 5 4 3 2 1 -
    15 1st Order 5 5 5 5 5 5 3 2 2 1
    16 1st Order 5 5 5 5 5 5 4 2 2 1
    17 1st Order 5 5 5 5 5 5 4 3 3 2
    18 1st Order 5 5 5 5 5 5 4 3 3 3
    19 1st Order 5 5 5 5 5 5 4 4 3 3
    20 Master * 5 5 5 5 5 5 4 4 4 3
    * (Only one White Robe wizard can be of Master level.)

    The Red Robes

    The Red Robes
    A wizard of the Red Robes gains Spells faster than his White-Robed brothers, but slower than his Black-Robed counterparts. Of all the wizardries, the Red Robes have the widest range of spells available .


    Spears of Magic
    Wizards of the Red Robes are limited to casting spells belonging to the following Spheres of Magic only. However they can generally cast more spells per level than the typical D&D5e Wizard.

  • Alteration
  • Divination
  • Conjuration
  • Illusion
  • Evocation
  • Transmutation

  •       Wizard Spells Usable by Level
    Level Title Catrips 1 2 3 4 5 6 7 8 9
    4 9th Order 4 3 2 1 - - - - - -
    5 8th Order 4 4 3 1 - - - - - -
    6 7th Order 4 4 3 2 - - - - - -
    7 6th Order 4 4 3 2 1 - - - - -
    8 5th Order 4 4 3 3 2 - - - - -
    9 4th Order 4 4 3 3 2 1 - - - -
    10 3rd Order 5 5 4 3 2 2 1 - - -
    11 2nd Order 5 5 4 4 3 3 2 - - -
    12 1st Order 5 5 4 4 4 4 2 1 - -
    13 1st Order 5 5 5 5 4 4 2 1 1 -
    14 1st Order 5 5 5 5 4 4 2 2 1 -
    15 1st Order 5 5 5 5 5 5 2 2 1 1
    16 Master * 5 6 5 5 5 5 3 2 2 1
    17 Master * 5 6 5 5 5 5 3 3 2 1
    18 Master * 5 6 6 5 5 5 3 3 2 2
    19 Master * 6 6 6 5 5 5 4 3 2 2
    20 Master * 6 6 6 5 5 5 4 4 3 2
    * (Only one Red Robe wizard can be of Master level.)


    The Black Robes

    The Black Robes
    Black Robe wizards gain Spells faster than either of the other two orders, yet it is in their nature to top out in levels sooner than either of the other orders.


    Spears of Magic
    Wizards of the Black Robes are limited to casting spells belonging to the following Spheres of Magic only. However they can generally cast more spells per level than the typical D&D5e Wizard.

  • Enchantment
  • Divination
  • Transmutation
  • Illusion
  • Necromancy
  • Conjuration

  •       Wizard Spells Usable by Level
    Level Title Catrips 1 2 3 4 5 6 7 8 9
    4 9th Order 4 3 2 1 - - - - - -
    5 8th Order 4 4 3 1 - - - - - -
    6 7th Order 4 4 3 2 - - - - - -
    7 6th Order 4 4 3 2 1 - - - - -
    8 5th Order 4 4 3 3 2 - - - - -
    9 4th Order 4 4 3 3 2 1 - - - -
    10 Trimorte 5 5 4 3 2 2 1 - - -
    11 Brother of Darkness 5 5 4 4 3 3 2 - - -
    12 Blackmage 5 5 4 4 4 4 2 1 - -
    13 Master * 5 5 5 5 4 4 2 2 1 -
    14 Master * 5 5 5 5 4 4 2 2 2 -
    15 Master * 5 5 5 5 5 5 2 2 2 1
    16 Master * 5 6 5 5 5 5 3 2 2 2
    17 Master * 5 6 5 5 5 5 3 3 2 2
    18 Master * 5 6 6 5 5 5 3 3 2 2
    19 Master * 6 6 6 5 5 5 4 3 3 2
    20 Master * 6 7 6 6 5 5 4 4 3 3
    * (Only one Black Robe wizard can be of Master level.)


    Introduction

    The Moons of Krynn
    Since the creation of the world, the three moons of magic have circled the globe of Krynn, bringing with them the waxing and the waning of their followers' magical powers.


    Each of the three Orders of High Sorcery receives its powers from one of the moons of magic. Wizards of the White Robes get their powers from Solinari, Black Robe wizards get their power from Nuitari, and neutral Wizards get theirs from the red moon, Lunitari . It is by the position and aspect of its moon that each order gains its enhanced powers. The aspect of Nuitari has no effect on the powers of the White Robed wizards, for example. Only the moon Solinari has an effect on the wizards of the White Robes. The precise effects of the positions of the moons on the magic of Krynn is shown by the following tables. Each phase of a moon has an effect on rhe magic of that class of wizards.


    Solinari - The White Moon

    This son of Paladine is the master of good magic. He spins through the sky over the world and keeps his watchful eye on all magic.


    Sphere of Magical Influence
    - (Solinari influences the spears of the following magics.)

  • Abjuration
  • Enchantment
  • Conjuration
  • Divination
  • Evocation
  • Illusion


  • Lunitari - The Red Moon

    Lunitari is the god of neutral magic. She is the sole daughter of Gilean, but her mother is not known.


    Sphere of Magical Influence
    - (Lunitari influences the spears of the following magics.)

  • Abjuration
  • Divination
  • Conjuration
  • Illusion
  • Evocation
  • Transmutation


  • Nuitari - The Black Moon

    Twin brother to Zeboim and son of Takhisis and Sargonnas, Nuitari left the ranks of evil to join with the other two gods of magic. Nuitari is the god of Black or Evil Magic.


    Sphere of Magical Influence
    - (Nuitari influences the spears of the following magics.)

  • Enchantment
  • Divination
  • Transmutation
  • Illusion
  • Necromancy
  • Conjuration



  • Effects in the Night Sky

    Effects in the Night Sky
    At the start of each adventure or campaign, the DM should roll 1d8 for each moon to determin its location in the night sky, then keep track of their movement across the sky on the moon chart below.

    As each game day passes the DM should move the counter from each moon one square in a clockwise direction.

    Moon Phases in the Night Sky

    Moon Phases in the Night Sky
    A wizard of 1st through 3rd level is unaffected by phases of the moons because of the low power levels involved in his spells. It is for this reason that the tests for wizards occur at 3rd level or above as this is the point at which wizards are considered to "come of age."

      Effects on the Player
    Moon Phase Option 1 Option 2 Option 3
    Low Sanction disadvantage to all saving rolls, -1 to spell attack DC, -1 cantrip
    Waning No effects No effects No effects
    Waxing No effects No effects No effects
    High Sanction advantage to all saving rolls, +1 to spell attack DC, +1 exra free cantrip.
    Note: - The DM should declare which 'Options' are in play at the start of the game. The Options for Phase and Alignment can be different 'Options' to best suit the game being roleplayed. (For example Option 1 can be in play for 'Phases' and Option 3 can be in play for 'Alignments', to best meet the parties game style.)

    Alignments in the Night Sky

    Alignments in the Night Sky
    If two or more of the moons are aligned, there are bonuses to the moon phase effects given above. (Moons are aligned if the boxes they occupy on the Moon Tracking chart are in a straight line from the center of the chart).

      Effects on the Player
    Moon Alignment Option 1 Option 2 Option 3
    Sol with Lun. +1 to all saving rolls, +1 Modifier to spell attack DC, +1 exra free level 1 spell.
    Nuit wuth Lun. +1 to all saving rolls, +1 Modifier to spell attack DC, +1 exra free level 1 spell.
    Sol with Nuit +1 to all saving rolls, +1 Modifier to spell attack DC, +1 exra free level 1 spell.
    All Three Moons +2 to all saving rolls, +2 Modifier to spell attack DC, +2 extra free level 1 spells.
    Note: - The DM should declare which 'Options' are in play at the start of the game. The Options for Phase and Alignment can be different 'Options' to best suit the game being roleplayed. (For example Option 1 can be in play for 'Phases' and Option 3 can be in play for 'Alignments', to best meet the parties game style.)

    Paladine

    Paladine
    As the Father of Good and Master of the Law, Paladine is the spokesman for the gods of good. A supreme leader, he does not interfere with the affairs of his fellow beings as long as their doings do not counter the law of good. It was Paladine, during the Age of Twilight, who led the gods of good from Beyond at the direction of the Highgod, to create this place and time. He led the gods of good in the All-Saints War and represented his order to the other orders of the gods.
    He knew better than his brothers the need for balance and the interdependence of the three major orders of gods. His vision saw the need for balance and conflict as the catalyst for learning and progress.​


    Many believe that Paladine assumed mortal form as the ancient hero Huma to drive the dragons from the land during the Age of Dreams. This was not so, but Paladine's hand is evident in the history of that time. There are many tales of Paladine's presence in that time and this may account for the belief that he was Huma.
    Paladine's constellation traditionally guards the Gate of Souls, keeping the dragons from returning to Krynn. It is of no small historical interest that his constellation disappeared at the time of the Cataclysm and that dragons reentered the world soon afterward Now that his constellation is once again in the night sky, dragons still remain in the world of Krynn, but no visitations from Paladine have occurred since then.
    The Gate of Souls no longer holds what Paladine himself described as the Balance of the World. During the time of the Cataclysm, he and his fellows withdrew their direct influence from the world and caused the Cataclysm. Astinus records that for 60 days after the Cataclysm, Paladine's tears filled the night sky with their brilliance.
    When the time came to reclaim Krynn in the name of good, Paladine took the form of a rather befuddled old wizard named Fizban the Fabulous, who wandered the world to prod those who could change the destiny of the world. It is most important to note that while Paladine often intervened in seemingly minor matters, he never directly used his vast powers in affairs of great consequence. Paladine worked through men and their free agency to accomplish his desires. He would offer what guidance he could, but it was up to men to save their world.
    Paladine rules the Dome of Creation that surrounds all that is. It is an ethereal land of perfect beauty. These lands are vast indeed and those who have walked them yearn to return.

    Clerics of Paladine: - gain the following special abilities
    +1 on all attacks against Evil

    Clerics of Paladine: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Cleric - Bless.
    at Level 1 - Cleric - Cure Wounds.
    at Level 5 - Cleric - Flame Strike.

    Clerics of Paladine: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Majere

    Majere
    Majere is the favored god of monks. He is said to give his followers symbols that, when cast upon the ground, become insects that fight for their owner. One of the gods who came from Beyond, he followed his friend Paladine into this great adventure of creation.



    Clerics of Majere: - gain the following special abilities
    Advantage on all Animal Handling Rolls.

    Clerics of Majere: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 0 - Warlock - Infestation.
    at Level 4 - Druid - Giant Insect.
    at Level 5 - Cleric - Insect Plague.

    Clerics of Majere: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed).
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Kiri-Jolith

    Kiri-Jolith
    Kiri-Jolith is the war god of good. He is the favorite god of paladins and good-aligned fighters. His constellation seems to threaten that of the Queen of Darkness in the night sky.
    Kiri-Jolith is the son of Paladine and Mishakal, but he is their peer in ability. His twin brother is Habbakuk. These twins, with Paladine, form an alliance that supports the Knights of Solamnia in all their works. Each of the three Orders of the Knights was established around one of these three gods.


    Clerics of Kiri-Jolith are powerful in battle but must use these formidable powers carefully, for they can lose their powers if Kiri-Jolith feels they have violated the principles of good.

    Clerics of Kiri-Jolith: - gain the following special abilities
    +1 to Armore Class.

    Clerics of Kir-Jolith: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Paladin - Compel Duel.
    at Level 2 - Paladin - Magic Weapon.
    at Level 3 - Paladin - Elemental Weapon.

    Clerics of Kir-Jolith: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed).
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Mishakal

    Mishakal
    The fabled goddess of healing is known in nearly every culture and country on the face of Krynn. In ancient times, she was the most revered of the ministering gods and in her name many temples were built for the teaching of the healing arts.
    In more recent times, Mishakal is known as the Bearer or Light Bringer as it was through her that the knowledge of the true gods was restored to the world. Mishakal's gift of the Disks of Mishakal again brought knowledge to men of healing power and true clerics.
    Mishakal is Paladine's companion and advisor. They have twin sons and a third son in Solinari, the god of good magic.


    In post-Cataclysmic Ansalon after the War of the Lance, clerics of Mishakal's order were the most numerous of all derics. Nearly every community on the face of Amalon had a deric of this order to minister to the needs of the people. These clerics were especially sought after by adventuring parties for thek curative abilities.

    Clerics of Mishakal: - gain the following special abilities
    +1/level on all Healing Dice Rolls.

    Clerics of Mishakal: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Cleric - Cure Wounds.
    at Level 2 - Cleric - Prayer of Healing.
    at Level 3 - Cleric - Mass Healing Word.

    Clerics of Mishakal: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed).
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Habbakuk

    Habbakuk
    The god of animal life and the sea, Habbakuk holds a special place in the hearts of sailors and rangers. His skills of the wild and belief in the harmony with nature constitute a peaceful teaching. He is seen as a symbol of eternal life beyond the world and a strong enforcer of natural justice. He is the twin brother of Kiri-Jolith. With his brother and father, he helped form the Knights of Solamnia.


    Clerics of Habbakuk: - gain the following special abilities
    Advantage on all Nature Rolls.

    Clerics of Habbakuk: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 3 - Druid - Tidal Wave.
    at Level 3 - Cleric - Water Walk.
    at Level 4 - Cleric - Control Waves.

    Clerics of Habbakuk: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed).
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Branchala

    Branchala
    Before the world was created, Branchala was a companion to Habbakuk. Branchala followed his friend so that he too could help forge worlds.
    His music is that of the souls of all who live. No one who has heard his melodies can ever remember the depths of feeling they brought into mind. It is said that his music resides in us all and that all hearts beat to its unknown melody.


    Clerics of Branchala: - gain the following special abilities
    Advantage on all Performance Rolls.

    Clerics of Branchala: - Special spell casting conditions.
    at Level 1 - Bard - Charm Person.
    at Level 4 - Bard - Charm Monster.
    at Level 6 - Bard - Otto's Irresistible Dance.

    Clerics of Branchala: - are forbiden from casting the following spells, (this includes in the use of magical items, scrolls, potions, etc.).
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Evil is allowed).
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Evil is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Evil is allowed).



    Gilean

    Gilean
    Gilean is the patriarch of the neutral family of gods. He holds a book, the Tobril, that contains all the knowledge possessed by all the gods. All truth is contained in that single tome, but portions of it are sealed. Gilean resides in the night sky between the constellations of Paladine and the Queen of Darkness, as if to hold them in their places and keep them from destroying each other. His real abode is believed to be the Hidden Vale, a perfect valley of nature that exists everywhere and yet nowhere. The ways to the vale are sometimes opened to those who follow the wisdom of Gilean.


    Clerics of Gilean: - gain the following special abilities
    Advantage on all History Rolls.

    Clerics of Gilean: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Cleric - Command.
    at Level 3 - Cleric - Sending.
    at Level 5 - Cleric - Scrying.

    Clerics of Gilean: - Special spell casting conditions.
    - all spells act as normal



    Sirrion

    Sirrion
    The god of flame and natural power, Sinion is the guard of the neutral way and the bringer into being of nature. His companion is Shinare, the goddess of industry and creation from narure. They are traditionally seen as a quarrelsome couple and their disputes are of cosmic proportions.


    Clerics of Sirrion: - gain the following special abilities
    Advantage on rolls verses Fire / Heat.

    Clerics of Sirrion: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Cleric - Continual Flame.
    at Level 5 - Cleric - Flame Strike.
    at Level 7 - Cleric - Fire Storm.

    Clerics of Sirrion: - Special spell casting conditions.
    - all spells act as normal



    Reorx

    Reorx
    Reorx was the hand by which all of chaos was brought under the direction of the gods in this place and time. He commands creation and technology.
    Humans tend to ponray this god as a paunchy squire to Kiri-Jolith , but dwarves and gnomes hold him as the highest of the gods. Reorx also forged the Greystone of Gargath and is thus the father of gnomes, dwarves, and kender. For greater background on this god, see the section on the races of Krynn.


    Clerics of Reorx: - gain the following special abilities
    Advantage on all Crafting / Repair rolls.

    Clerics of Reorx: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Wizard - Immovable Object.
    at Level 2 - Artificer - Heat Metal.
    at Level 4 - Artificer - Fabricate.

    Clerics of Reorx: - Special spell casting conditions.
    - all spells act as normal



    Chislev

    Chislev
    Companion to Zivilyn, Chislc:v is narure incarnate. She is served by large numbers of animated wooden creatures who carry out her wishes.
    Both she and her companion are said to dwell in Zhan, the grandest of forests . It is said that wonhy elves come here when they leave Krynn for the next world.


    Clerics of Chislev: - gain the following special abilities
    Advantage on all Nature rolls.

    Clerics of Chislev: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Druid - Barkskin.
    at Level 4 - Druid - Grasping Vine.
    at Level 6 - Druid - Transport Via Plants.

    Clerics of Chislev: - Special spell casting conditions.
    - all spells act as normal



    Zivilyn

    Zivilyn
    Zivilyn is said to exist in all times and in all lands and to possess all the wisdom of all the planes of existence. He is the advisor to Gilean, the god of knowledge. Zivilyn's companion is Chislev; their relationship is seen as the ideal blend of harmony and understanding.


    Clerics of Zivilyn: - gain the following special abilities
    Advantage on all Perception rolls.

    Clerics of Zivilyn: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Druid - Dark Vision.
    at Level 2 - Druid - Find Traps.
    at Level 2 - Druid - Locate Object.

    Clerics of Zivilyn: - Special spell casting conditions.
    - all spells act as normal



    Shinare

    Shinare
    Shinare is the goddess of wealth, money, and industry. She is the favorite god of the dwarves (although she is male in their tales) and is the patron god of merchants and commerce. Her companion is Sirrion whose fondness for nature often runs against Shinare's desi re for progress.


    Clerics of Shinare: - gain the following special abilities
    Advantage on all Appraisal rolls.

    Clerics of Shinare: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Artificer - Identify.
    at Level 1 - Bard - Distort Value.
    at Level 2 - Cleric - Incite Greed.

    Clerics of Shinare: - Special spell casting conditions.
    - all spells act as normal



    Takhisis

    Takhisis
    Takhisis, the Queen of Darkness, Dragonqueen, She of Many Faces-in all lands and cultures, her countenance has been the visage of evil. Her name is the call of darkness. Takhisis led the shadows from Beyond and brought them to aid in the creation of this cosmos. Her deeds have ever since been a constant struggle to assert her rule over all creation. It is, in her view, only right and just that this be so.

    Sargonnas is her consort and has been since before the beginning of all things known to Krynn. They have but one offspring, that being Nuitari, their dark son of black magic. There is a respectful peace between Takhisis and Sargonnas, yet they do not hesitate to use their power to better their relative positions.

    The Dark Queen instigated the All-Saints War before the beginning of Krynn and was primarily responsible for the separation of the gods at that time. She saw the prized spirits of mortals that fell to Krynn as her key to final triumph over all the other gods. To this end, has she moved throughout the centuries to take control of the world through the force of her will and the power of her minions.
    All three of the Dragon Wars were instigated at her behest and for her betterment. This continued until Huma, using a powerfully endowed dragonlance, drove the Dark Queen from the face of Krynn and banished her to the Abyss. Dragons of all kinds were banished deep into the ground from whence they came and soon passed into legend.
    Then the pride of the Kingpriest provided Takhisis with new opportunities for her ambitions. She had been brooding for nearly a millennium over her plans of conquest and now they were about to come to fruition. As the Kingpriest and his nation fell into pride and boasting, the way was open for her cunning suggestions. The Cataclysm was the result.

    The Cataelysm caused g.reat destruction in the world of Krynn, but it did not destroy the Temple of the Kiogpriest as many had thought. Instead, the temple was sent to the Abyss and was soon discovered by the Queen of Darkness. Using its presence and the great magics that she commanded, she was able to force a portal through Huma's banishment and again make her way into the world. That story and the tale of the Dragonlance Wars is told in more detail in the historical sections of this text.
    Takhisis can appear in any form she wishes and often takes on a disguise. She is most often seen as either a five-headed chromatic dragon or as a beautiful temptress. She is equally deadly in either form.

    Clerics of Takhisis: - gain the following special abilities
    +1 on all attacks against Good.

    Clerics of Takhisis: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Cleric - Bane.
    at Level 3 - Cleric - Bestow Curse.
    at Level 6 - Cleric - Harm.

    Clerics of Takhisis: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Sargonnas

    Sargonnas
    Little is known of the consort to the Queen of Darkness. He is the god of vengeance and often participates in plots for and against his Queen.


    Clerics of Sargonnas: - gain the following special abilities
    Advantage on all Persuasion rolls.

    Clerics of Sargonnas: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Cleric - Guiding Bolt.
    at Level 3 - Druid - Call Lightning.
    at Level 9 - Druid - Storm of Vengeance.

    Clerics of Sargonnas: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Morgion

    Morgion
    Morgion is the god of disease, decay, and plague. Always the lone warrior, he does not act with the other gods nor does he often discuss plans with them. Instead he broods in his Bronze Tower that stands on the far borders of the Abyss and keeps his thoughts secret from all save his minions. Worshipers of Morgion meet in secret and dark places to do their foul deeds. Their priestcrafts are secret as well and none outside of their orders know their works fully.


    Clerics of Morgion: - gain the following special abilities
    Advantage on rolls verses Poison / Desease.

    Clerics of Morgion: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Cleric - Protection from Poison.
    at Level 5 - Cleric - Contagion.
    at Level 7 - Warlock - Finger of Death.

    Clerics of Morgion: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Chemosh

    Chemosh
    As the Lord of the Undead, Chemosh was called here to serve after being cast out from the Beyond by the High God . Takhisis saw his usefulness in her scheme and rescued him from the Void of Chaos.
    Chemosh is the lord of false redemption ; he offers immortality at the price of exaltation. Those who follow his ways hope to live forever but will do so in bodies that are eternally corrupted. Nearly all of the evil undead have at one time or another made a pact with Chemosh or one of his servants.


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

    Clerics of Chemosh: - gain the following special abilities
    Advantage on Death saving rolls.

    Clerics of Chemosh: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 2 - Cleric - Gental Repose.
    at Level 3 - Cleric - Animate Dead.
    at Level 5 - Cleric - Raise Dead.

    Clerics of Chemosh: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Zeboim

    Zeboim
    Also known as the Sea Queen, Zeboim is the daughter of Takhisis. Impetuous, manicdepressive, and constantly swinging to the edges of the emotional spectrum, she is the most temperamental of the gods and by far the most dangerous to deal with. She is the queen of tempests and weather. Those seamen who attempt to placate her may occasionally avoid her rage, but as often as not they manage to displease her in some way. Many have been the tales of those seamen wrno have somehow mistakenly offended Zeboim and were brought to their tragic ends by her.


    Clerics of Zeboim: - gain the following special abilities
    Advantage on all Nature rolls.

    Clerics of Zeboim: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Druid - Fog Cloud.
    at Level 5 - Druid - Control Winds.
    at Level 7 - Druid - Whirlwind.

    Clerics of Zeboim: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Hiddukel

    Hiddukel
    Hiddukel is a deal maker who trades in souls. It is said that he is the only being who can barter with the Queen of Darkness and come out ahead. He controls all illgotten wealth in the world. which he uses to corrupt greedy men. He is the patron of evil businessmen.
    Hiddukel is seen as grossly fat with cold eyes and a oily smile. He is also something of a mischief maker as his role in the making of the Greystone tells.


    Clerics of Hiddukel: - gain the following special abilities
    Advantage on all Slight of Hand rolls.

    Clerics of Hiddukel: - gain the following spells and can cast freely at will, - (do not require materials).
    at Level 1 - Bard - Disguise Self.
    at Level 2 - Bard - Gift of the Gab.
    at Level 3 - Bard - Hypnotic Pattern.

    Clerics of Hiddukel: - Special spell casting conditions.
    at Level 1 - Cleric - Detect Evil and Good. (only Detect Good is allowed)
    at Level 1 - Cleric - Protection form Evil and Good, (only Protection from Good is allowed).
    at Level 5 - Cleric - Dispel Evil and Good, (only Dispel Good is allowed).



    Pre-Cataclisum, PC

    The Age of Dreams

    The events of The Age of Dreams are not dated to a specific year, or even century. It is probable that the measuring of time during this period occurred at a scale incomprehensible to man.

    The Gods Awaken: - From swirling chaos emerge the gods. Taking realms of chaos unto themselves, they establish the Balance. Chaos slows and is subdued by the triumvirate of Good, Evil, and Neutrality.

    The Stars are Born: - The universe is forged from chaos. Sparks fly from the anvil, creating stars in the sky. Worlds are wrought by the hammer strokes and left to cool. The spirits of the races dance among the stars.

    The All-Saints War Begins: - The three realms of the gods vie for control of the sentient spirits. The gods of good press to give the spirits power in physical worlds, nurturing them toward the greater good. The evil gods desire to subjugate the spirits as servile beings. The gods of neutrality wish to free the spirits to their own desires.

    End of the All-Saints War: - The war ends with an alliance between the good and neutral gods, in which the spirits gain power in the physical world, yet retain the freedom to choose good or evil.

    Krynn is Populated: - Gnomes, elves, ogres, dragons, and humans arc given the world of Krynn as their domain. The races quickly spread across the world, claiming regions as their own. The other races force the humans into small, desolate corners of the world, and then ignore them.

    The Age of Light

    circa 4000PC
    Rise of thc House of Silvanos: - The first Synthai-Elish (Council of the High Ones) is formed by Silvanos, on the hill called Sol-Fallan. The many households of the elves swear allegiance to each other through Silvanos. Balif, the general, becomes Silvanos's lieutenant. Now united, the elves look to the menace of dragons encroaching into eastern Silvanesti.

    Birth of the Gnomes: - Reorx, who forged the world. becomes displeased with a group of his human worshipers. He turns them into gnomes.

    circa 3500PC
    Greystone Created: - Magic is unknown upon Krynn. Reorx, the god of the forge, creates the Greystone of Gargath. In it is concentrated the magical essences of the grey moon, Lunitari.

    Elves Triumph: - The dragons are driven from Silvanesti. Elven clans again swear allegiance to the house of Silvanos. The Kingdom of Silvanesti is decreed. Lands are granted immediately to the major families of the Synthai-Elish. A central government overlooks independent states.

    circa 3100PC
    Greysrone Released: - The gnomes pull the Greygem from the skies, and it floats across the face of Krynn, leaving disruption and chaos in its wake. Through the gem, magic is brought to the world . Some gnomes are changed by the gem, creating the kender and dwarven races.

    circa 2800PC
    Kal-Thax Closed: - The region of Ansalon inhabited by the dwarves is scaled aga.inst all intrusion. Rumors of dark horror emerge from the land , but messengers are forbidden entry.

    2692PC
    Second Dragon War of Silvanesti Begins: - Dragons again strike southward from central Ansalon, this time aided by potent magic. The elves rally and resist. Elves from the western provinces save the capital from destruction, forcing the dragons onto the defensive.

    Construction of Thorbardin Begins: - The dwarves of Kal-Tha.x commence the building of their mighty fortress as a defense against the world.

    2645PC
    Second Dragon War Ends: - The elves of the west drive the dragons from Silvancsti, and are held as heroes of the land. Humans join in the war to banish dragons from the face of Krynn. A mighty hero, Huma of the Lance, discovers the Dragonlance and uses it to drive the dragons to a negative plane, where they are ordered to sleep for the rest of eternity.

    2600PC
    Thorbardin Completed: - The dwarves withdraw into their fortress. turning their backs upon the rest of the world.

    Rise of Ergoth: - The humans of Ergoth exert their influence beyond the borders of their land. Ergoth expands rapidly to the east and south.

    2515PC
    Death of Silvanos: - The venerable leader of the elven nation dies and is buried in the Crystal Tomb. His son, Sithel, assumes the leadership of Silvanesti. Sithel orders construction of a tower in honor of his father, to be called the Palace of Quinari.

    The Age of Might

    2500PC to 2200PC
    Ergoch Dominant: - The expanding nation of Ergoth reaches the northern border of Thorbardin to the south. Skirmishes between dwarves and men eventually lead to an uneasy truce. The humans also expand eastward and establish outposts on the edge of the Silvanesti forest. The western elves begin to trade with humans; some elves and humans intermarry.

    2308PC
    Sithas and Kith-Kanan Born: - Twin sons are born to Sithel. Sithas is born minutes before Kith-Kanan.

    2192PC
    Sithel Slain: - Sithel leads a hunting expedition into the western reaches of Silvanesti. His parry accidentally meets a human hunting parry that is stalking prey. The df is concealed by thick brush and a human hunter shoots him by mistake. The Kinslayer War begins.

    2192PC to 2140PC
    Kinslayer War: - The elves attempt to drive the human outposts from Silvanesti, while the humans defend fiercely. Many more humans arrive to aid their side in the war. The elves who married into human society arc forced to fight against their human kin in a wa.r of great savagery. Kith-Kanan skillfully leads the western elves in war, while Sithas solidifies his hold upon the the throne. The war finally ends with a truce.

    2140PC to 2100PC
    Sundering of Silvanesti: - The western elves arc again the heroes of the land. They, however, are ashamed of the bloodshed wrought by the Kinslayer War. The philosophies of the western elves have strayed from the rigidly structured order determined by the high elven caste system. With their army still intact, the western elves sue for freedom of self-determination.

    Ergoth and Thorbardin Clash: - A series of disputes over borders and mineral claims leads to renewed skirmishing between dwarves and humans. The threat of all-out war looms.

    2073PC
    Swordsheach Scroll Signed: - A pact of peace is signed by the emperor of Ergoth, the elves of Silvanesti, and the dwarves of Thorbardin. The Swordsheath Scroll solves the most pressing problems of the age. The elves of western Silvanesti are granted a huge tract of enchanted woodland north of Thorbardin, where they can live as they wish. This land, called Qualinesti, also serves as a buffer between the dwarves of Thorbardin and the humans of Ergoth. Ergoth agrees to Stop mining the Kharolis Mountains, and the dwarves agree to relax trading restrictions between their peoples and the humans. All hostilities cease.

    2050PC to 2030PC
    The Grear March: - The elves of western Silvanesti, under their leader Kith-Kanan. migrate to Qualinesti and begin to colonize their homeland.

    2000PC tp 1400PC
    Peace: - Krynn prospers. Kith-Kanan strengthens the bonds of peace between the elves of Qualinesti and the dwarves of Thorbardin. Together, the races erect the fortress of Pax Tharkas as a monument to their lasting peace. Ergoth passes through a succession of emperors of the Quevalin line, the majority of whom rule with just and benign hands.

    1400PC tp 1250PC
    Rebellions in the East: - Gradually the Ergothian rulers begin to abuse and exploit their subjects. After much repression and heavy taxation, the provinces in the eastern corners of the empire begin to revolt. These wars are usually brief, but very violent. The emperors are forced to use their troops regularly, and each rebellion is larger than the last one.

    1262PC
    Vinas Solamnus Commands Imperial Guard: - This skilled commander, who has been instrumental in crushing several rebellions, is appointed to the highest military post in the empire.

    1251PC
    Great Rising in Vangaard: - The largest rebellion yet shakes the plains of Vingaard and Solanthus. Solamnus marches east with a huge army to once again crush the rebellion.

    1250PC
    Year of Waiting: - Solamnus studies the grievances of the eastern peoples, determined to end the rebellion without a massacre. Gradually he comes to realize that the empire has incited the rebellions through vile and repressive treatment of its citizens. Solamnus, and most of his army, join the rebel cause at the end of the year.

    1249PC to 1242PC
    Union of the Plains States: - The nations of eastern Ergoth rally to Solamnus, achieving quasi-independence. Patiently, Solamnus trains a mighty army.

    1241PC
    Fall ofErgoth: - Solamnus and his army march west. The general outmaneuvers the Ergothian army and lays siege to the capital. Solamnus accepts the emperor's surrender in the spring of 1240. The surrender terms require the emperor to grant each of his subject states the right of self-determination. Although the nations of Ergoth remain loyal to the crown, outlying states become independent or join the new nation of Solamnia. Solamnus assures the elves and dwarves that he will abide by the terms of the Swordsheath Scroll.

    1225PC
    Knights of Solamnia Formed: - An order of knights, dedicated to the causes of goodness and freedom, is formed by Vinas Solamnus. Solamnia prospers, as the states of Palanthus, Lemish, and Caergoth join the new nation voluntarily.

    1100PC to 800PC
    Foundation of Istar: - The tribes of far eastern Ansalon, until now a bickering collection of barbarians, gradually unite. The Council of lstar establishes a unified government. lstar begins to trade with Solamnia.

    Solamnia Prospers: - The dynasty founded by Vinas Solamnus is extended by his descendants. Ergoth depends on Solarnnia for protection and trade.

    773PC to 760PC
    Istar and Silvanesti Clash: - A series of border skirmishes between the expanding lstarian nation and Silvanesti again threaten the elven homeland. With the aid of Solamnia, the elves persuade lstar to add its signature to the Swordsheath Scroll.

    700PC to 600PC
    Ogre Wars: - Pillaging armies of ogres emerge from the Khalkhist Mountains of central Ansalon, raiding across the plains of Solamnia and the fertile fields of Istar. Solamnia and Istar unite, eventually driving the ogres back into the mountains.

    600PC to 280PC
    Union of Solamnia and lstar Solidified: - The two great human nations grow more and more interdependent. The Knights of Solamnia become the military strength of both nations, while the artistic and educational talents of lstar are spread throughout the continent. lstar gradually becomes the dominant partner.

    280PC
    First Kingpriest Declared: - The capital city of !star is proclaimed the center of the world. The anointment of the first Kingpriest solidifies the bond between the military might of Solamnia and the spiritual guidance of lstar.

    260PC
    Construction of the Temple of the Kingpriest Commences: - The finest artisans of Krynn are brought to lstar to build a temple that will proclaim to the world and the gods alike the glory of the nation of lstar.

    212PC
    Temple Completed: - Widely proclaimed as the finest example of architecture ever, the temple is blessed by the Kigngpriest. who immediately takes up residence.

    250PC to 100PC
    Elves Shun Other Races: - Increasingly disgusted by the frantic pace of human life and the arrogance of man about his own accomplishments, the Silvanesti elves withdraw into their forests. They bar commerce with the outside world. and visitors are prohibited from entering.

    118PC
    Proclamation of Manifest Virtue: - The Kingpriest declares that evil upon Krynn is an affront to the existence of the gods and men. A rigidly defined set of evil acts are listed; those found guilty of committing any of these acts are to be put to death. Clerics of good, appointed by the Kingpriest, journey throughout Krynn, seeking to find and report any evil acts or individuals.

    94PC
    Extermination of Evil Races Sanctioned: - The Kingpriest, not satisfied with the Proclamation of Manifest Virtue, adds a clause stating that certain races goblins, ogres, etc. - are inherently evil and must be exterminated. High bounties are offered , and bounty hunters immediately set about to eliminate these creatures.

    80PC to 20PC
    Rise of Clerical Power: - With the full approval of the Kingpriest, lstarian life falls increasingly under the influence of the clergy. Clerical approval is required for marriage, business contracts, and military expeditions. The rise of the clerics is accompanied by a corresponding loss of magic-user influence. Hounded as an unrepentant source of evil, mages are driven farther and farther underground.

    6PC
    Edict of Thought Control: - The Kingpriest asserts that evil thoughts constitute evil acts. and declares that his clerics are to employ ESP spells in an increased effort to rid the world of evil.

    After-Cataclisum, AC

    The Age of Darkness

    The years following the Cataclysm were filled with horror and despair for several centuries. Battles for lost glories were a token of the age. Yet all races of Krynn managed to find the courage to fight the darkness. Though the full tale of those days is known only to Astinus, the following events lend perspective to that time.

    0AC
    Cataclysm: - The wrath of the gods descends upon Krynn. The Thirteen Warnings strike, one per day, preceding the end of the year. Trees weep blood, fires die or rage uncontrolled, and cyclones strike the Temple of the Kingpriest. On the thirteenth day, mountains of fire fall from the skies, ravaging the landscape.
    Istar is immediately destroyed, its remnants sinking far below the surface of the newly formed Bloodsea. Ergoth is sundered from the majnland to form two great islands. Waters pour into central Ansalon, forming the New Sea and shrinking the formerly vast plains of Ansalon. To the south, the land rises and the water recedes. The port city of Tarsis is unscathed, but now lies far from the sea. The Temple of the Kingpriest is shattered with the destruction of Istar, its pieces scattered throughout the planes of the universe.

    1AC to 100AC
    Chaos and Pestilence: - The survivors of the Cataclysm struggle desperately to stay alive. Famine spreads across the world and plague follows. True clerics are unknown. The Knights of Solamnia are persecuted throughout the land, as people find them a handy target for blame. Many villages and towns, initially untouched by the Cataclysm, soon vanish because of disease or war. Sometime during this period, the Foundation Stone of the Temple comes to rest in the Abyss, and is discovered by Takhisis, the Queen of Darkness.

    141AC
    Stone Planted in Neraka: - Takhisis places the Foundation Stone on the barren plain of Neraka, far from any center of population. The stone begins to grow into a twisted and perverted form of the Temple. The Datk Queen enters the world through the portal opened by the stone. Walking among the creatures of Krynn, she awakens her evil dragons and prepares them for the work she has in mind. She then returns through the portal to gather her forces on the Abyssal Plane.

    157AC
    Berem Finds the Stone: - A young man and his sister discover the Foundation Stone. The man pries a gemstone loose, against the advice of his sister. They struggle, and the sister is accidentally killed. Her spirit, imbued with goodness, inhabits the Foundation Stone. The man, Berem Everman, is cursed with the stone he has stolen, as it becomes embedded in his chest. He cannot gain the peace of death until his sister's soul is released from imprisonment in the stone.

    210AC
    Takhisis Returns: - The Queen of Darkness attempts again to enter Krynn through the portal opened by the stone. To her great frustration, she discovers that the portal is closed by the presence of the sister's spirit. Enraged, she casts about for a solution.

    287AC
    Dragon Eggs Stolen: - The evil dragons, awakened by Takhisis, keep their presence in the world a secret. They raid the Isle of Dragons, where the good dragons lair, and steal the good dragons' eggs. Fleeing with the eggs to the Lords of Doom, the evil dragons hide their cache in the bowels of the volcanoes.

    296AC
    The Oath: - Acting upon the orders of their Queen, the evil dragons exact the Oath of Neutrality from the good dragons. The oath binds the good dragons to noninvolvement in the coming war. In return, the evil dragons promise to return the eggs, unharmed, at the conclusion of the war.

    300AC to 320AC
    Agents of Evil: - Takhisis sends her agents through the world, seeking the man with the green gemstone embedded in his chest. She knows that this man is the key to opening her portal once again. She grows increasingly frustrated at Berem's apparent disappearance. Eventually, she decides to put her plans into operation.

    The Age of Darkness

    332AC
    Dragons Appear: - The savage and warlike humans of Sanction , Neraka, and Estwilde are allowed to discover the evil dragons. From among the most evil of these men are recruited the Dragon Highlords and their officers. These men set about gathering armies under the watchful eyes of the evil dragons.

    340AC
    Humanoids Recruited: - The ogres and hobgoblins are gathered into the evil fold and trained as troops in the Dragonarmies.

    342AC
    Draconians Created: - Takhisis instructs the Highlords in the corrupting process whereby draconians are created from the eggs of the good dragons. The generation of draconians in the fiery underground regions around Sanction begins in earnest. The first draconians, Baaz, are created from brass dragon eggs. Soon, copper dragon eggs are used to create Kapak draconians.

    343AC to 347AC
    Evil Armies Marshall: - Draconian creation continues, with Bozak (bronze), Sivak (silver) and finally Aurak (gold) draconians. The draconians are formed into military units and trained for combat, while the training of human, hobgoblin, and ogre forces continues. Periodic outbreaks of violence occur among the Dragonarmies themselves; the Highlords encourage this aggressive behavior. Near the end of 347, Takhisis judges that her forces are ready. The opening campaign of the war is planned for the following spring.

    348AC
    War of the Lance Begins: - With the melting of the snows in the high passes around Neraka , the Dragonarmies pour eastward upon the unsuspecting peoples of Krynn. The lands of Nordmaar and Goodlund are swiftly overrun, while the humans of Khur ally themselves with the evil forces to avoid conquest. Little resistance is met by the massed armies. What few baules are fought are decided swiftly by the awesome power of the dragons. By the end of the year, the hold of the evil forces over their occupied territories is uncontested.

    349AC
    Takhisis Turns to Silvanesti: - The Dragonarmies commence a three-pronged attack into Silvanesti, utilizing their effective air and land combination. The elves, however, resist much more effectively than the humans and kender to the north. Losses are heavy on both sides, but the Dragonarmies make little progress into the dense forest. Using magic, discipline, and intimate knowledge of the terrain, the elves lure the Dragonarmies into a series of ambushes that seriously deplete the evil forces.
    Takhisis sends her two remaining Dragonarmies to reinforce the attack, laying waste to the once-beautiful forest and slowly advancing toward Silvanost. Although they fight courageously, the elves are decimated by the war, and the dragons set about systematically destroying the elven food stockpiles. In autumn, the capital is evacuated with many refugees. The elven fleet sets out on the dangerous journey to Southern Ergoth , while many fighters remain behind.
    On the last day of the year, the Dragonarmies close upon Silvanost, and the elves realize that the war is lost . In a desperate effort to turn the tide, King Lorac attempts to use an Orb of Dragonkind to work the destruction of the evil armies. The perfidious orb seizes control of Lorac instead, plunging the land into a living nightmare and dispersing the remaining elven fighters in chaos.

    350AC
    Rearming Evil: - Seriously weakened by the costly invasion of Silvanesti, the Dragonarmies spend a year rebuilding and retraining. Takhisis's troops now control all of eastern Ansalon.
    The minotaurs of Mithas and Kothas are recruited to the evil cause and belatedly attempt to intercept the elven fleet sailing to the west. Although a series of sharp skirmishes cost each side some ships, the fleet sails through, reaching Southern Ergoth near the end of the year.

    351AC
    Evil Turns West: - Again starting the campaign with the coming of spring, the Dragonarmies surge westward in a massive offensive. The scope of these attacks is far beyond anything that Takhisis's forces have yet attempted. A huge force, spearheaded by the Blue Army, strikes across the Plains of Solamnia, overrunning Kalaman, Vingaard, and much of Solanthus. Disorganized and bickering, the Knights of Solamnia are slow to respond to the threat. Lemish sides with the evil forces, but the dwarves of Kaolyn provide a strong linchpin on the right flank of the defenders.
    Meanwhile, the Red Army leads an amphibious attack across the New Sea to the Plain of Abanasinia. The barbarian tribes of the plain are swiftly absorbed by the onslaught, which soon brings the Dragonarmies to the borders of Qualinesti. Knowing that they cannot withstand the might arrayed against them, the elves evacuate their homeland, fleeing westward to join their cousins on Southern Ergoth . Finally, the Dragonarmy rolls against the dwarven fortress of Thor bard in . As winter sets in, the army is still laying siege to the dwarven stronghold.
    Additional evil troops strike across the Tarsian Plain from Silvanesti. They reach and occupy Tarsis by rhe end of the year. All of Ansalon, except for the western coastline and western islands, now lies under the heels of the Highlords.

    352AC
    Whitestone Council: - Early in the year, representatives of the surviving good nations meet at the Whitestone, on Sancrist Isle, for the Council of Whitestone. Here an uneasy alliance is forged between the elves and humans, and they agree to save their fighting for the forces of evil. The council is decided by the arrival of Theros Ironfeld , who wears the Silver Ann of Ergoth and bears a dcagonlance.
    With the coming of spring, the Blue Dragonarmy hurls itself against the High Clerist Tower that blocks the mountain pass leading into Palanthus. Rallying at last, the Knights of Solamnia make a heroic stand and, for the first time, a Dragonarm y retreats from a field of battle. The battle marks the first modern use of dcagonlances.


    Shortly after the battle, a small band of heroes penetrates the deepest temples of the Highlords in Sanction and discovers the treachery being wrought on the good dragons' eggs. News is swiftly returned to the Isle of Dragons, and the good dragons join the war against evil with savage intensity.
    With the aid of the good dragons, the Whitestone forces are at last able to take the offensive. Surging eastward with violence and purpose , the armies of good reclaim the entire northern Solamnic Plain during the rest of the year. Gunthar Uth Wistan and Laurana of Qualinesti lead armies of men, elves, and dwarves against the evil Dragonarmies. Carrying mounted dragonlances on the backs of the good dragons, the Whitestone forces emerge victorious from every engagement they fight during the long summer.
    The recapture of Kalaman spells the beginning of the end for the Dragonarmies, but the Queen of Darkness is determined to pass through the portal of the Foundation Stone, with the legions of the Abyss behind her. Desperately, her minions seek the man with the green gemstone.
    Yet the armies of Whitestone close upon Neraka, and the Queen is foiled in her attempt. Evil turns upon itself, and the Dragonarmy alliance collapses.
    - The War of the Lance Ends.

    Dragonlance Saga


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