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'610 86990 001 DL Cover · When the three moons rose from the lap of the forest, dragons, terrible...

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Foreword . . . . . . . . . . . . . . . . . . . . . . . . . 4 Introduction . . . . . . . . . . . . . . . . . . . . . . 5 Ages of Krynn . . . . . . . . . . . . . . . . . . . 5 World of Krynn. . . . . . . . . . . . . . . . . . 6 Ansalon . . . . . . . . . . . . . . . . . . . . . . 6 Taladas . . . . . . . . . . . . . . . . . . . . . . 6 Dragon Isles . . . . . . . . . . . . . . . . . . 6 Other Lands . . . . . . . . . . . . . . . . . . 6 People of Krynn . . . . . . . . . . . . . . . . . 6 Civilized Races . . . . . . . . . . . . . . . . 6 Things of the Wild. . . . . . . . . . . . . 7 The Campaign . . . . . . . . . . . . . . . . . . 7 Epic Fantasy . . . . . . . . . . . . . . . . . . 7 Conflict of Good and Evil . . . . . . . 7 The Influence of Krynn’s Past . . . . 7 Where to Begin . . . . . . . . . . . . . . . . . 7 Chapter 1: Races . . . . . . . . . . . . . . . . . . 8 Humans . . . . . . . . . . . . . . . . . . . . . . . . 9 Civilized Humans. . . . . . . . . . . . . . 9 Nomads. . . . . . . . . . . . . . . . . . . . . 10 Dwarves. . . . . . . . . . . . . . . . . . . . . . . 12 Mountain Dwarves . . . . . . . . . . . 13 Hill Dwarves. . . . . . . . . . . . . . . . . 13 Dark Dwarves . . . . . . . . . . . . . . . 14 Gully Dwarves . . . . . . . . . . . . . . . 14 Elves . . . . . . . . . . . . . . . . . . . . . . . . . 16 Kagonesti . . . . . . . . . . . . . . . . . . . 16 Qualinesti . . . . . . . . . . . . . . . . . . . 18 Silvanesti . . . . . . . . . . . . . . . . . . . . 19 Half-Elves . . . . . . . . . . . . . . . . . . . 20 Sea Elves . . . . . . . . . . . . . . . . . . . . 22 Gnomes . . . . . . . . . . . . . . . . . . . . . . . 25 Kender . . . . . . . . . . . . . . . . . . . . . . . . 28 Centaurs . . . . . . . . . . . . . . . . . . . . . . 32 Draconians . . . . . . . . . . . . . . . . . . . . 33 Baaz. . . . . . . . . . . . . . . . . . . . . . . . 33 Kapak . . . . . . . . . . . . . . . . . . . . . . 36 Ogre Races . . . . . . . . . . . . . . . . . . . . 37 Irda . . . . . . . . . . . . . . . . . . . . . . . . 38 Ogres . . . . . . . . . . . . . . . . . . . . . . . 39 Half-Ogres . . . . . . . . . . . . . . . . . . 41 Minotaurs . . . . . . . . . . . . . . . . . . . 42 Chapter 2: Classes and Feats . . . . . . . 44 Core Classes . . . . . . . . . . . . . . . . . . . 44 Barbarian . . . . . . . . . . . . . . . . . . . 44 Bard. . . . . . . . . . . . . . . . . . . . . . . . 44 Cleric . . . . . . . . . . . . . . . . . . . . . . . 45 Commoner (NPC) . . . . . . . . . . . . 46 Druid . . . . . . . . . . . . . . . . . . . . . . . 46 Expert (NPC) . . . . . . . . . . . . . . . . 46 Fighter. . . . . . . . . . . . . . . . . . . . . . 46 Monk. . . . . . . . . . . . . . . . . . . . . . . 47 Mystic . . . . . . . . . . . . . . . . . . . . . . 47 Noble . . . . . . . . . . . . . . . . . . . . . . 50 Ranger. . . . . . . . . . . . . . . . . . . . . . 52 Rogue . . . . . . . . . . . . . . . . . . . . . . 52 Sorcerer. . . . . . . . . . . . . . . . . . . . . 53 Warrior (NPC) . . . . . . . . . . . . . . . 53 Wizard . . . . . . . . . . . . . . . . . . . . . 53 Prestige Classes . . . . . . . . . . . . . . . . . 53 Knights of Krynn . . . . . . . . . . . . . . . 54 Knights of Solamnia . . . . . . . . . . 54 Knight of the Crown. . . . . . . . 56 Knight of the Sword . . . . . . . . 57 Knight of the Rose . . . . . . . . . 59 Knights of Neraka . . . . . . . . . . . . 61 Knight of the Lily . . . . . . . . . . 63 Knight of the Skull . . . . . . . . . 65 Knight of the Thorn . . . . . . . . 66 The Legion of Steel . . . . . . . . . . . 68 Steel Legionnaire. . . . . . . . . . . 68 High Sorcery . . . . . . . . . . . . . . . . . . . 70 Wizard of High Sorcery . . . . . . . 71 Other Prestige Classes . . . . . . . . . . . 77 Dragon Rider . . . . . . . . . . . . . . . . 77 Inquisitor. . . . . . . . . . . . . . . . . . . . 80 Legendary Tactician . . . . . . . . . . 81 Righteous Zealot . . . . . . . . . . . . . 83 Feats . . . . . . . . . . . . . . . . . . . . . . . . . 85 Chapter 3: Magic of Krynn. . . . . . . . . 88 Arcane Magic . . . . . . . . . . . . . . . . . . 88 High Sorcery . . . . . . . . . . . . . . . . 89 Primal Sorcery (“Wild Magic”) . . . . . . . . . . . . 93 Divine Magic. . . . . . . . . . . . . . . . . . . 95 Holy Orders of the Stars . . . . . . . 96 Mysticism . . . . . . . . . . . . . . . . . . . 99 The Gods and Magic . . . . . . . . . . . 101 Cleric and Mystic Domains . . . . . . 102 New Spells . . . . . . . . . . . . . . . . . . . 104 Special Materials of Ansalon . . . . . 113 Chapter 4: Deities. . . . . . . . . . . . . . . . 116 A History of Creation . . . . . . . . . . 116 The Cosmology of Krynn . . . . . . . 117 The Gods of Krynn . . . . . . . . . . . . 119 Gods of Good . . . . . . . . . . . . . . . . . 119 Branchala . . . . . . . . . . . . . . . . . . 121 Habbakuk . . . . . . . . . . . . . . . . . . 121 Kiri-Jolith . . . . . . . . . . . . . . . . . . 122 Majere . . . . . . . . . . . . . . . . . . . . . 123 Mishakal . . . . . . . . . . . . . . . . . . . 124 Solinari . . . . . . . . . . . . . . . . . . . . 124 Gods of Neutrality . . . . . . . . . . . . . 125 Chislev . . . . . . . . . . . . . . . . . . . . 125 Gilean . . . . . . . . . . . . . . . . . . . . . 126 Lunitari . . . . . . . . . . . . . . . . . . . . 127 Reorx . . . . . . . . . . . . . . . . . . . . . . 127 Shinare . . . . . . . . . . . . . . . . . . . . 128 Sirrion . . . . . . . . . . . . . . . . . . . . . 129 Zivilyn . . . . . . . . . . . . . . . . . . . . . 130 Gods of Evil . . . . . . . . . . . . . . . . . . 130 Chemosh . . . . . . . . . . . . . . . . . . 131 Hiddukel . . . . . . . . . . . . . . . . . . . 131 Morgion . . . . . . . . . . . . . . . . . . . 132 Nuitari . . . . . . . . . . . . . . . . . . . . . 133 Sargonnas . . . . . . . . . . . . . . . . . . 133 Zeboim . . . . . . . . . . . . . . . . . . . . 134 The One God and the War of Souls . . . . . . . . . . . . . . . . 135 Chapter 5: Geography . . . . . . . . . . . . 136 Exploring Ansalon . . . . . . . . . . . . . 136 Abanasinia . . . . . . . . . . . . . . . . . 136 Balifor (The Desolation) . . . . . . 141 Blood Sea Isles . . . . . . . . . . . . . . 142 Estwilde . . . . . . . . . . . . . . . . . . . 145 Goodlund (The Desolation) . . . 146 Hylo . . . . . . . . . . . . . . . . . . . . . . 151 Icereach . . . . . . . . . . . . . . . . . . . 153 Kharolis. . . . . . . . . . . . . . . . . . . . 154 Khur . . . . . . . . . . . . . . . . . . . . . . 155 Neraka. . . . . . . . . . . . . . . . . . . . . 156 Nightlund . . . . . . . . . . . . . . . . . . 157 Nordmaar . . . . . . . . . . . . . . . . . . 159 Northern Ergoth . . . . . . . . . . . . 160 Plains of Dust . . . . . . . . . . . . . . . 162 Qualinesti . . . . . . . . . . . . . . . . . . 165 Sancrist . . . . . . . . . . . . . . . . . . . . 168 Schallsea . . . . . . . . . . . . . . . . . . . 169 Silvanesti . . . . . . . . . . . . . . . . . . . 171 Solamnia . . . . . . . . . . . . . . . . . . . 173 Southern Ergoth . . . . . . . . . . . . . 175 Teyr . . . . . . . . . . . . . . . . . . . . . . . 176 Thoradin . . . . . . . . . . . . . . . . . . . 180 Thorbardin . . . . . . . . . . . . . . . . . 182 Throtl . . . . . . . . . . . . . . . . . . . . . 183 Chapter 6: The DRAGONLANCE Campaign . . . . . . . . . . . . . . . . . . . . 184 Laws of Krynn . . . . . . . . . . . . . . . . 184 The Law of Paladine . . . . . . . . . 184 The Law of the Dark Queen . . 184 The Law of Gilean . . . . . . . . . . 185 Flavor and Tone . . . . . . . . . . . . . . . 185 Fallen Nations and Ruined Cities . . . . . . . . . . . . . . . 185 Known Ruins of Ansalon . . . . . 187 The Gods and Their Champions . . . . . . . . . . . . . . . . . 188 Heroes of Mundane Origin . . . . . . 189 Companions and Friends. . . . . . . . 189 Secrets and Shadows of the Past . . . . . . . . . . . . . . . . . . 190 2 Table of Contents Table of Contents Sample file
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Page 1: '610 86990 001 DL Cover · When the three moons rose from the lap of the forest, dragons, terrible and great, made war on this world of Krynn. Yet out of the darkness of dragons,

Foreword . . . . . . . . . . . . . . . . . . . . . . . . . 4

Introduction . . . . . . . . . . . . . . . . . . . . . . 5Ages of Krynn. . . . . . . . . . . . . . . . . . . 5World of Krynn. . . . . . . . . . . . . . . . . . 6

Ansalon. . . . . . . . . . . . . . . . . . . . . . 6Taladas . . . . . . . . . . . . . . . . . . . . . . 6Dragon Isles . . . . . . . . . . . . . . . . . . 6Other Lands . . . . . . . . . . . . . . . . . . 6

People of Krynn . . . . . . . . . . . . . . . . . 6Civilized Races . . . . . . . . . . . . . . . . 6Things of the Wild. . . . . . . . . . . . . 7

The Campaign . . . . . . . . . . . . . . . . . . 7Epic Fantasy . . . . . . . . . . . . . . . . . . 7Conflict of Good and Evil. . . . . . . 7The Influence of Krynn’s Past. . . . 7

Where to Begin . . . . . . . . . . . . . . . . . 7

Chapter 1: Races . . . . . . . . . . . . . . . . . . 8Humans . . . . . . . . . . . . . . . . . . . . . . . . 9

Civilized Humans. . . . . . . . . . . . . . 9Nomads. . . . . . . . . . . . . . . . . . . . . 10

Dwarves. . . . . . . . . . . . . . . . . . . . . . . 12Mountain Dwarves . . . . . . . . . . . 13Hill Dwarves. . . . . . . . . . . . . . . . . 13Dark Dwarves . . . . . . . . . . . . . . . 14Gully Dwarves . . . . . . . . . . . . . . . 14

Elves . . . . . . . . . . . . . . . . . . . . . . . . . 16Kagonesti . . . . . . . . . . . . . . . . . . . 16Qualinesti . . . . . . . . . . . . . . . . . . . 18Silvanesti . . . . . . . . . . . . . . . . . . . . 19Half-Elves . . . . . . . . . . . . . . . . . . . 20Sea Elves. . . . . . . . . . . . . . . . . . . . 22

Gnomes . . . . . . . . . . . . . . . . . . . . . . . 25Kender . . . . . . . . . . . . . . . . . . . . . . . . 28Centaurs . . . . . . . . . . . . . . . . . . . . . . 32Draconians . . . . . . . . . . . . . . . . . . . . 33

Baaz. . . . . . . . . . . . . . . . . . . . . . . . 33Kapak . . . . . . . . . . . . . . . . . . . . . . 36

Ogre Races . . . . . . . . . . . . . . . . . . . . 37Irda . . . . . . . . . . . . . . . . . . . . . . . . 38Ogres. . . . . . . . . . . . . . . . . . . . . . . 39Half-Ogres . . . . . . . . . . . . . . . . . . 41Minotaurs . . . . . . . . . . . . . . . . . . . 42

Chapter 2: Classes and Feats . . . . . . . 44Core Classes . . . . . . . . . . . . . . . . . . . 44

Barbarian . . . . . . . . . . . . . . . . . . . 44Bard. . . . . . . . . . . . . . . . . . . . . . . . 44Cleric. . . . . . . . . . . . . . . . . . . . . . . 45Commoner (NPC). . . . . . . . . . . . 46Druid. . . . . . . . . . . . . . . . . . . . . . . 46Expert (NPC) . . . . . . . . . . . . . . . . 46Fighter. . . . . . . . . . . . . . . . . . . . . . 46Monk. . . . . . . . . . . . . . . . . . . . . . . 47Mystic . . . . . . . . . . . . . . . . . . . . . . 47

Noble . . . . . . . . . . . . . . . . . . . . . . 50Ranger. . . . . . . . . . . . . . . . . . . . . . 52Rogue . . . . . . . . . . . . . . . . . . . . . . 52Sorcerer. . . . . . . . . . . . . . . . . . . . . 53Warrior (NPC) . . . . . . . . . . . . . . . 53Wizard . . . . . . . . . . . . . . . . . . . . . 53

Prestige Classes. . . . . . . . . . . . . . . . . 53Knights of Krynn . . . . . . . . . . . . . . . 54

Knights of Solamnia . . . . . . . . . . 54Knight of the Crown. . . . . . . . 56Knight of the Sword . . . . . . . . 57Knight of the Rose . . . . . . . . . 59

Knights of Neraka . . . . . . . . . . . . 61Knight of the Lily . . . . . . . . . . 63Knight of the Skull . . . . . . . . . 65Knight of the Thorn . . . . . . . . 66

The Legion of Steel . . . . . . . . . . . 68Steel Legionnaire. . . . . . . . . . . 68

High Sorcery. . . . . . . . . . . . . . . . . . . 70Wizard of High Sorcery . . . . . . . 71

Other Prestige Classes . . . . . . . . . . . 77Dragon Rider . . . . . . . . . . . . . . . . 77Inquisitor. . . . . . . . . . . . . . . . . . . . 80Legendary Tactician . . . . . . . . . . 81Righteous Zealot . . . . . . . . . . . . . 83

Feats . . . . . . . . . . . . . . . . . . . . . . . . . 85

Chapter 3: Magic of Krynn. . . . . . . . . 88Arcane Magic . . . . . . . . . . . . . . . . . . 88

High Sorcery . . . . . . . . . . . . . . . . 89Primal Sorcery

(“Wild Magic”) . . . . . . . . . . . . 93Divine Magic. . . . . . . . . . . . . . . . . . . 95

Holy Orders of the Stars . . . . . . . 96Mysticism . . . . . . . . . . . . . . . . . . . 99

The Gods and Magic . . . . . . . . . . . 101Cleric and Mystic Domains. . . . . . 102New Spells . . . . . . . . . . . . . . . . . . . 104Special Materials of Ansalon . . . . . 113

Chapter 4: Deities. . . . . . . . . . . . . . . . 116A History of Creation . . . . . . . . . . 116The Cosmology of Krynn . . . . . . . 117The Gods of Krynn . . . . . . . . . . . . 119Gods of Good. . . . . . . . . . . . . . . . . 119

Branchala . . . . . . . . . . . . . . . . . . 121Habbakuk . . . . . . . . . . . . . . . . . . 121Kiri-Jolith . . . . . . . . . . . . . . . . . . 122Majere . . . . . . . . . . . . . . . . . . . . . 123Mishakal . . . . . . . . . . . . . . . . . . . 124Solinari . . . . . . . . . . . . . . . . . . . . 124

Gods of Neutrality . . . . . . . . . . . . . 125Chislev . . . . . . . . . . . . . . . . . . . . 125Gilean . . . . . . . . . . . . . . . . . . . . . 126Lunitari . . . . . . . . . . . . . . . . . . . . 127Reorx. . . . . . . . . . . . . . . . . . . . . . 127

Shinare . . . . . . . . . . . . . . . . . . . . 128Sirrion . . . . . . . . . . . . . . . . . . . . . 129Zivilyn. . . . . . . . . . . . . . . . . . . . . 130

Gods of Evil . . . . . . . . . . . . . . . . . . 130Chemosh . . . . . . . . . . . . . . . . . . 131Hiddukel . . . . . . . . . . . . . . . . . . . 131Morgion . . . . . . . . . . . . . . . . . . . 132Nuitari . . . . . . . . . . . . . . . . . . . . . 133Sargonnas . . . . . . . . . . . . . . . . . . 133Zeboim . . . . . . . . . . . . . . . . . . . . 134

The One God and the War of Souls . . . . . . . . . . . . . . . . 135

Chapter 5: Geography. . . . . . . . . . . . 136Exploring Ansalon . . . . . . . . . . . . . 136

Abanasinia . . . . . . . . . . . . . . . . . 136Balifor (The Desolation) . . . . . . 141Blood Sea Isles . . . . . . . . . . . . . . 142Estwilde . . . . . . . . . . . . . . . . . . . 145Goodlund (The Desolation) . . . 146Hylo . . . . . . . . . . . . . . . . . . . . . . 151Icereach . . . . . . . . . . . . . . . . . . . 153Kharolis. . . . . . . . . . . . . . . . . . . . 154Khur . . . . . . . . . . . . . . . . . . . . . . 155Neraka. . . . . . . . . . . . . . . . . . . . . 156Nightlund . . . . . . . . . . . . . . . . . . 157Nordmaar . . . . . . . . . . . . . . . . . . 159Northern Ergoth . . . . . . . . . . . . 160Plains of Dust . . . . . . . . . . . . . . . 162Qualinesti . . . . . . . . . . . . . . . . . . 165Sancrist . . . . . . . . . . . . . . . . . . . . 168Schallsea . . . . . . . . . . . . . . . . . . . 169Silvanesti . . . . . . . . . . . . . . . . . . . 171Solamnia . . . . . . . . . . . . . . . . . . . 173Southern Ergoth. . . . . . . . . . . . . 175Teyr . . . . . . . . . . . . . . . . . . . . . . . 176Thoradin. . . . . . . . . . . . . . . . . . . 180Thorbardin . . . . . . . . . . . . . . . . . 182Throtl . . . . . . . . . . . . . . . . . . . . . 183

Chapter 6: The DRAGONLANCE

Campaign . . . . . . . . . . . . . . . . . . . . 184Laws of Krynn . . . . . . . . . . . . . . . . 184

The Law of Paladine . . . . . . . . . 184The Law of the Dark Queen . . 184The Law of Gilean . . . . . . . . . . 185

Flavor and Tone . . . . . . . . . . . . . . . 185Fallen Nations and

Ruined Cities . . . . . . . . . . . . . . . 185Known Ruins of Ansalon . . . . . 187

The Gods and Their Champions . . . . . . . . . . . . . . . . . 188

Heroes of Mundane Origin . . . . . . 189Companions and Friends. . . . . . . . 189Secrets and Shadows

of the Past . . . . . . . . . . . . . . . . . . 190

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Campaign Crafting and Adventure Design . . . . . . . . . . . 191

Languages of Ansalon . . . . . . . . . . 194Coinage . . . . . . . . . . . . . . . . . . . . . . 195The River of Time . . . . . . . . . . . . . 196

Krynn’s Days . . . . . . . . . . . . . . . 196The Timeline of Krynn . . . . . . . . . 196

Chapter 7: Creatures of Ansalon . . . 212Death Knight of Krynn . . . . . . . . . 212Draconian . . . . . . . . . . . . . . . . . . . . 215Dragonspawn . . . . . . . . . . . . . . . . . 222Fetch . . . . . . . . . . . . . . . . . . . . . . . . 223Fireshadow . . . . . . . . . . . . . . . . . . . 225Minotaur of Krynn . . . . . . . . . . . . . 226Shadowperson . . . . . . . . . . . . . . . . 227Skeletal Warrior . . . . . . . . . . . . . . . 229Spectral Minion . . . . . . . . . . . . . . . 230Tarmak . . . . . . . . . . . . . . . . . . . . . . 232Thanoi (Walrus-Folk). . . . . . . . . . . 232

Chapter 8: Dragons of Krynn . . . . . 234Chromatic Dragons . . . . . . . . . . . . 234

Black Dragons . . . . . . . . . . . . . . 234Blue Dragons . . . . . . . . . . . . . . . 235Green Dragons. . . . . . . . . . . . . . 236Red Dragons . . . . . . . . . . . . . . . 236White Dragons. . . . . . . . . . . . . . 237

Metallic Dragons . . . . . . . . . . . . . . 238Brass Dragons . . . . . . . . . . . . . . 238Bronze Dragons . . . . . . . . . . . . . 239Copper Dragons . . . . . . . . . . . . 240Gold Dragons . . . . . . . . . . . . . . 240Silver Dragons . . . . . . . . . . . . . . 241

Dragon Overlords . . . . . . . . . . . . . 241Aerial Combat . . . . . . . . . . . . . . . . 242

Chapter 9: Other Eras of Play . . . . . 250The War of the Lance . . . . . . . . . . 250

A Brief Overview . . . . . . . . . . . . 250Playing in the

War of the Lance. . . . . . . . . . 251Return of the Gods . . . . . . . . . . 251Role of the Gods . . . . . . . . . . . . 252Alliances . . . . . . . . . . . . . . . . . . . 261Character Classes. . . . . . . . . . . . 261Ansalon during the

War of the Lance. . . . . . . . . . 261The Early Age of Mortals . . . . . . . 272

A Land Scarred by Chaos. . . . . 272A World Without Gods. . . . . . . 272Loss of Old Magic . . . . . . . . . . . 272Effects on Character Classes. . . 272Discovery of “New Magic” . . . . 273The Dragon Overlords . . . . . . . 273The Dragon Purge . . . . . . . . . . . 275

The Disappearance of Good Dragons . . . . . . . . . . . . 275

Under the Dragons’ Shadow . . 275Isolationism and Prejudice . . . . 275Waning Magic . . . . . . . . . . . . . . 276Rise of the One God . . . . . . . . . 276The War of Souls . . . . . . . . . . . . 276

Adventure: The Sylvan Key . . . . . . . 278

Adventure: The Ghost Blade. . . . . . 284

Magic ItemsFrostreaver . . . . . . . . . . . . . . . . . . . . . 11Staff of Magius . . . . . . . . . . . . . . . . . . 90Dagger of Magius . . . . . . . . . . . . . . . . 90The Nightjewel . . . . . . . . . . . . . . . . . . 91Rabbitslayer . . . . . . . . . . . . . . . . . . . 152Gloves of Arcanist. . . . . . . . . . . . . . . 152Wyrmslayer . . . . . . . . . . . . . . . . . . . . 166Wyrmsbane . . . . . . . . . . . . . . . . . . . . 166Blue Crystal Staff . . . . . . . . . . . . . . . 255Disks of Mishakal . . . . . . . . . . . . . . . 255Hammer of Kharas . . . . . . . . . . . . . . 270The Key of Quinari . . . . . . . . . . . . . 283Statue of E’li. . . . . . . . . . . . . . . . . . . 288The Ghost Blade . . . . . . . . . . . . . . . . 288

Characters of NoteAlhana Starbreeze . . . . . . . . . . . . . 143Linsha Majere . . . . . . . . . . . . . . . . . 163Gilthas and Kerianseray. . . . . . . . . 166Gerard uth Mondar . . . . . . . . . . . . 174Kang . . . . . . . . . . . . . . . . . . . . . . . . . 179Lord Ausric Krell . . . . . . . . . . . . . . 214

Other SidebarsNomad Languages and Names . . . . 11Outcast (Fatherless) Dwarves . . . . . 13Dark Elves. . . . . . . . . . . . . . . . . . . . . 21Mad Gnomes . . . . . . . . . . . . . . . . . . 27Taunts and the Bluff Skill. . . . . . . . . 29Afflicted Kender . . . . . . . . . . . . . . . . 31Bardic Colleges . . . . . . . . . . . . . . . . . 45Medallions of Faith . . . . . . . . . . . . . 46The Influence of Chaos . . . . . . . . . . 49Other Classes . . . . . . . . . . . . . . . . . . 52Handlers . . . . . . . . . . . . . . . . . . . . . . 52Squires of the Crown . . . . . . . . . . . . 56The Measure of the

Crown Knight. . . . . . . . . . . . . . . . 57The Measure of the

Sword Knight . . . . . . . . . . . . . . . . 58The Measure of the

Rose Knight . . . . . . . . . . . . . . . . . 61Test of Takhisis . . . . . . . . . . . . . . . . . 63

The Founding of the Legion of Steel . . . . . . . . . . . . . . . 69

Curse of the Magi: Variant Rule . . . 89Changing Focus . . . . . . . . . . . . . . . . 97Power of Faith Versus

Power of the Heart . . . . . . . . . . 101Unique Dragonlances. . . . . . . . . . . 114Worship of the False Gods . . . . . . 135Elves—A People in Exile . . . . . . . . . 173Rise of a Draconian Nation. . . . . . 180Dying Curses . . . . . . . . . . . . . . . . . 190Astinus of Palanthas, the

Lorekeepers, and the Herald . . . 199Creation Myth:

The Graygem of Gargath . . . . . 211The Making of a Draconian . . . . . 220Shadowstaff . . . . . . . . . . . . . . . . . . . 227Tarmak War Paint . . . . . . . . . . . . . 232Flying Checks . . . . . . . . . . . . . . . . . 245Hide and Seek . . . . . . . . . . . . . . . . 248

Tables2–1: Deities . . . . . . . . . . . . . . . . . . . . . . 452–2: The Mystic . . . . . . . . . . . . . . . . . . 482–3: Mystic Spells Known . . . . . . . . . . 492–4: The Noble . . . . . . . . . . . . . . . . . . . 512–5: The Knight of the Crown . . . . . . 572–6: The Knight of the Sword . . . . . . . 592–7: The Knight of the Rose . . . . . . . . 602–8: The Knight of the Lily . . . . . . . . . 642–9: The Knight of the Skull . . . . . . . . 662–10: The Knight of the Thorn . . . . . . 672–11: The Steel Legionnaire . . . . . . . . 692–12: Legion Knowledge . . . . . . . . . . . 692–13: The Wizard of High Sorcery . . . 732–14: The Dragon Rider. . . . . . . . . . . . 772–15: Dragon Cohorts . . . . . . . . . . . . . 792–16: Dragon Rider’s Mount . . . . . . . . 792–17: The Inquisitor . . . . . . . . . . . . . . . 812–18: The Legendary Tactician . . . . . . 822–19: The Righteous Zealot . . . . . . . . 832–20: Feats . . . . . . . . . . . . . . . . . . . . . . . 866–1: Dying Curse Effects . . . . . . . . . . 1906–2: Noncombat Awards . . . . . . . . . . 1936–3: Mission Goals . . . . . . . . . . . . . . . 1946–4: Roleplaying Awards . . . . . . . . . . 1946–5: Living Languages . . . . . . . . . . . . 1956–6: Coinage of Ansalon . . . . . . . . . . 1966–7: Hours of the Day . . . . . . . . . . . . 1966–8: Days of the Week . . . . . . . . . . . . 1966–9: Months of the Year . . . . . . . . . . . 1978–1: Movement and Speed Status . . . 2438–2: Speed Status and Maneuvers. . . 2448–3: Collision Damage . . . . . . . . . . . . 2498–4: Collision Direction . . . . . . . . . . . 2499–1: Deities in Other Ages . . . . . . . . . 256

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by Tracy Hickman

Dear Friends,

DRAGONLANCE lives in our imagination.

It was born in hope andpain. In the early 1980s,Laura and I struggledthrough one of the mostdifficult times of our life.While driving across thecountry to take a job atTSR, Inc., Laura and I passedthe hours in the car talkingabout a new world andstory called DRAGONLANCE.We desperately hoped itmight justify the com-pany’s faith in hiring us. Faraway and as yet unknownto us, Margaret Weis waslooking to start her life againwith her children at thatsame company. It was therethat Margaret and I metand gathered togethera remarkable groupof brilliant, creativepeople. That teamcreated somethinggreat even whilelayoffs werebecoming aregular event.It was, as Dickenssaid, the best oftimes andthe worstof times for us all.Perhaps that is why DRAGONLANCE,at its best, attempts to examine those two poles oflight and darkness in our lives.

That was over twenty years ago at this writing.Since that time, DRAGONLANCE has been a won-derful, inspiring, emotional and occasionally frus-trating part of all our lives. DRAGONLANCE as anidea has lived a history every bit as chaotic,

tumultuous, and adventurous as the stories andgames that have been set there. Over the years, thedreamers, designers, writers, artists, and editorshave come and gone—sometimes more than once—and Krynn lived on. Each contributor approachedDRAGONLANCE with a unique perspective. Each of

them believed in their hearts not just that theyknew what DRAGONLANCE was, but what itcould become. Those passionate visions havenot always agreed . . . but I like to believethat each of them was born out of an

honest desire to contribute somethingnew, original, and exciting to a world

that called for the best in each of us.

First and foremost, before thetrilogies, novels and anthologies,

DRAGONLANCE was a roleplayinggame. It was a place where players and their

characters could determine the fate of theworld. Now, thanks to the dedication offans and dreamers just like you, DRAGON-

LANCE is born again as it was origi-nally intended—a place of adventure

for your imagination.

It is now your turn toadd your passion

and your phoenix,DRAGONLANCE is

here reborn. . . waitingfor you to

discoveryour own

i m a g i n e djourneys througha land that is atonce warmly fa-

miliar and breath-takingly new.

Travel well ... and when the path is darkest, mayyou light the way!

Est Sularus oth Mithas!

Tracy Hickman / Autumn, 2002

Foreword�

4 Foreword�

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Hear the sage as his song descendslike heaven’s rain or tears,and washes the years, the dust of the many storiesfrom the High Tale of the Dragonlance.For in ages deep, past memory and word,in the first blush of the worldWhen the three moons rose from the lap of the forest,dragons, terrible and great,made war on this world of Krynn.

Yet out of the darkness of dragons,out of our cries for lightin the blank face of the black moon soaring,a banked light flared in Solamnia,a knight of truth and of power,who called down the gods themselvesand forged the mighty Dragonlance, piercing the soulof dragonkind, driving the shade of their wingsfrom the brightening shores of Krynn.

Thus Huma, Knight of Solamnia,Lightbringer, First Lancer,followed his light to the foot of the Khalkist Mountains,to the stone feet of the gods,to the crouched silence of their temple.He called down the Lancemakers, he took ontheir unspeakable power to crush the unspeakable evil,to thrust the coiling darknessback down the tunnel of the dragon’s throat.

Paladine, the Great God of Good,shone at the side of Huma,strengthening the lance of his strong right arm,and Huma, ablaze in a thousand moons,banished the swarm of her shrieking hostsback to the senseless kingdom of death, where their cursesswooped upon nothing and nothingdeep below the brightening land.

Thus ended in thunder the Age of Dreamsand began the Age of Might,When Istar, kingdom of light and truth, arose in the east,where minarets of white and goldspired to the sun and to the sun’s glory,announcing the passing of evil,and Istar, who mothered and cradled the long summersof good, shone like a meteor in the white skies of the just.

Yet in the fullness of sunlightthe Kingpriest of Istar saw shadows:At night he saw the trees and things with daggers,the streams blackened and thickened under the silent moon.He searched books for the paths of Huma,for scrolls, signs, and spellsso that he, too, might summon the gods, might findtheir aid in his holy aims, might purge the world of sin.

Then came the time of dark and deathas the gods turned from the world.A mountain of fire crashed like a comet through Istar,the city split like a skull in the flames,mountains burst from once-fertile valleys,seas poured into the graves of mountains,the deserts sighed on abandoned floors of the seas,the highways of Krynn eruptedand became the paths of the dead.

Thus began the Age of Despair.The roads were tangled.The winds and the sand storms dwelt in the husks ofcities, The plains and mountains became our home.As the old gods lost their power,we called to the blank skyinto the cold, dividing gray to the ears of new gods.The sky is calm, silent, unmoving.We have yet to hear their answer.

—The Canticle of the Dragon

�Welcome, friend, to the world of Krynn.Step into the River of Time and let it carryyou along its slow-moving current as it

wends it way through the history of the continentof Ansalon. Be a part of that history, as you join thenever-ending struggle between chaos and order.On Krynn, the gods of Good and Evil war eter-nally, joined in the battle by mortal beings such asyourself and Krynn’s true children—the dragons.

You may journey with wizards as they risktheir lives to take the test that can grant themgreat power. You may quest with brave knights toprove their honor and worth or discover heroesin ordinary people who fight for their homes andloved ones. Your travels will take you throughlands of mysterious ruins populated by terrifying,creatures. You may fly on the backs of dragons inthe service of your cause, be it good or evil.

The continent of Ansalon is a land of mar-velous beauty with a rich and fascinating history.You can choose to fight on the side of good, servethe cause of evil, or work to maintain the balanceof the world. You may restore lost knowledge tothe people or search for powerful magical artifactsto aid your struggle. You will face the awesomepower of enemy wyrms and soar the skies on thebacks of the dragons that serve your cause.

Welcome to the DRAGONLANCE campaign.

Ages of Krynn

The history of the world of Krynn is recorded inthe massive Iconochronos, penned by the immortalAstinus of Palanthas. Even during Astinus’s mys-terious absence after the Chaos War, the Order ofAesthetics continues his task and sees to it that

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history is recorded. These volumes are kept in theGreat Library of Palanthas and are available to allwho are interested.

The history of Krynn is divided into ages,which separate the significant eras and character-ize the time in which people live.

Age of Starbirth: An era known only inlegend, song, and clerical scripture. During thistime, the world of Krynn was forged and themortal races were created.

Age of Dreams: A time of myth and legend,where mighty heroes of good battled evil and thepeople learned lessons that would prove impor-tant in later eras.

Age of Might: The forces of good were dom-inant in this period, when civilization reached itspeak and the evil races were subjugated or drivenback. In this era, the mortal races demonstratedtragic ignorance that ultimately spelled the end oftheir golden age.

Age of Despair: Plague, famine, and warmarked this era. Peace could only be won at aterrible price. Yet this was also an age of redis-covery, in which the people of the shattered landreconnected with their past and reestablishedtheir relationship with the deities. At the end ofthis age, the world was changed forever by theSecond Cataclysm.

Age of Mortals: In the current age, thepeople of Krynn learn to direct their own futureand discover that even the highest can be broughtdown and lowest can rise above all others. Themain part of this book describes the world as itstands after the War of Souls.

World of Krynn

Only the most learned wizards, sages, and gnomescholars understand the true size and nature ofthe world and know much about lands other thantheir own. The wise believe that there are fivemajor continents on Krynn, with many islandchains dotting the vast oceans.

Ansalon

Ansalon is a small continent in the southernhemisphere of Krynn. The continent is roughly1,300 miles from east to west and fewer than1,000 miles from the arctic tundra in the south tothe tropical climes near the equator in the north.Originally a large, unbroken land mass, Ansalonwas fractured during the First Cataclysm, whichcaused some lands to sink beneath the oceanwhile new lands emerged from the sea.

During the Age of Might, the land was prop-erly surveyed and mapped, but after the FirstCataclysm this information became obsolete.Those in later ages who follow an ancient mapmight journey to a seaport that had been land-locked for a hundred years.

Even at the height of civilization there arevast miles of untamed wilderness, some of whichhave been taken over by goblins, ogres, or worsecreatures. Dragons slumber in caves or keepwatch from the tall mountain peaks.

Taladas

The continent of Taladas is far removed from Ansa-lon, so much so that those living on each continentlose all knowledge of the other by the middle of theAge of Dreams. Taladas is devastated by the FirstCataclysm, which causes massive changes in thelandmass. Jagged mountains run across the land likethe spines on a dragon’s back. In the center smol-ders a great lava sea, surrounded by a cooling landmass. The Taladan residents are of the same racesas the people of Ansalon, though the cultures haveevolved and progressed separately.

Dragon Isles

The Dragon Isles (incorrectly called the Isle ofDragons in certain sources) are the ancestralhomes of the good dragons, where many of themdwell by choice. These Isles serve as their homeafter their self-imposed exile from Ansalon duringthe Age of Might and early Age of Despair.

Other Lands

Other lands unknown to the natives of eitherAnsalon or Taladas exist on Krynn, lying beyondthe explorations of the even the bravest minotaursailors or the fastest steam-powered gnome ships.These regions are remote and legendary, but canbe exciting locations, completely cut off fromknowledge of the greater world.

People of Krynn

The gods of Good, Evil, and Neutrality originallycreated three races to personify their values. Thisstructure was forever altered by the power ofChaos, who created new races out of the old. Whilemost races follow the tendencies inherent in theircreation, each individual is free to choose his owndestiny. Some elves turn away from the deities ofLight and embrace darkness and evil, while someogres reject the evil of their ancestors and strivetoward righteousness. Humans, granted free will bythe gods of Neutrality, chase their passions and findthemselves drawn to either side, their shorter lifespans urging them to seek glory while they can.

Civilized Races

Over the vast span of Ansalon’s history, great civ-ilizations have risen and nearly as many havefallen. The elves, who are able to trace their king-doms back to the Age of Dreams, are nonethelessreminded more than once that nothing lasts for-ever. Humans build mighty empires and gloriouscities as testaments to their greatness, their ruins

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later standing as a reminder to beware of over-weening pride. The dwarves delve beneath themountains, building mighty kingdoms but oftenisolating themselves from the outside world.Gnomes continually tinker and build, foreverobsessed with technology, too caught up in thepresent to remember the lessons of the past.

Other races are part of the civilized world aswell, even if they are not acknowledged by theirmore numerous counterparts. Minotaurs, consid-ered savages by humans and elves, channel theirpassions into building a society that promotes thestrong over the weak. Sea elves form breathtakingcities of coral, unknown to those who live onland. Even draconians, once considered only asexpendable shock troops, try to create a future forthemselves in the Age of Mortals.

Things of the Wild

The ogres, an organized society in the early Ageof Dreams, degenerate into savages who fall preyto lust and greed. Human nomads reject the “softlife” of cityfolk who dwell behind walls and seekto test themselves in the vast forests and deserts.Centaur tribes roam shadowed forests. Kenderare everywhere, bright-eyed and curious.

Lesser wild races include goblins. Individu-ally weak, they breed and develop so quickly thatdecimated goblin tribes rebound rapidly fromnear-extermination. Equally despised are thegully dwarves, who can be found in every ruin orsewer, thriving on environments abandoned byother races. Strange, lesser races, such as thethanoi (walrus-folk) exist in isolated regions, withlittle known about them in the greater world.

The Campaign

Over one hundred novels have been written aboutthe DRAGONLANCE setting, describing its people, itsglories, its tragedies, and its triumphs. This bookcannot begin to cover in detail the extensiveknowledge that exists about the world of Krynn, itspeople, and the rich tapestry of its history. Rather,the main portion of this book strives to give you allthe information you need to begin a DRAGONLANCE

game set in the Age of Mortals, after the War ofSouls. Chapter 9 provides specific information forcampaigns set during the War of the Lance (Ageof Despair) and after the Chaos War (early Age ofMortals, before the War of Souls).

The most important step is to take this workand make the world of DRAGONLANCE your own.Your player characters are the heroes of your story.

Epic Fantasy

The world of DRAGONLANCE is one of high adven-ture, where heroes of myth and legend take on theforces of good and evil. Their stories are the sub-ject of many novels, and can certainly be “played

out” by groups who wish to do so. New adven-tures lie in the darkness, waiting for the DungeonMaster to bring them to light. Just as the flutter ofa butterfly’s wings in one place can stir up a hurri-cane in another, so the doings of your heroes mayhave unexpected impact on world events. Like-wise, adventures may mean a great deal to indi-viduals, even if they have nothing to do with thelarger events going on all around them. As yourheroes grow in power, allow them to become animportant part of the living history of Krynn.

Conflict of Good and Evil

The forces of good and evil exist in balance, swing-ing back and forth like a cosmic pendulum. Onemay appear dominant for a time—such as whengood predominated during the Age of Might or evilprevailed during the Age of Despair. But if thisoccurs, the great pendulum will swing once more.

Even the humblest people of Krynn are unwit-ting participants in this never-ending struggle, withindividuals selected to champion the cause of thedeities. The characters in a DRAGONLANCE cam-paign will have to choose sides (for even notchoosing is a choice in itself ). But men and womenare not simply puppets dancing on the gods’strings, and even the greatest heroes possess flawsand weaknesses, just as the most corrupt villainsmay possess redeeming qualities.

The Influence of Krynn’s Past

The world of DRAGONLANCE is an ancient placewith a rich history. Secrets of the past may be lostfor centuries but will eventually be rediscovered.Simple fables and nursery rhymes may revealthemselves to be important clues to the past.Mythical creatures can turn out to be all too real.

Where to Begin

Players of the DUNGEONS & DRAGONS game needthe Player’s Handbook, Dungeon Master’s Guide, andMonster Manual in addition to this book.

Players beginning a DRAGONLANCE campaignshould start by creating a DRAGONLANCE charac-ter. Since there are many possible campaign stylesand eras of play available, it is important for play-ers to discuss the campaign with their DungeonMaster to find out what races, classes, and otheroptions are available to your character.

Players might want to read the timeline tounderstand history as it stands in the campaignand read the description of the lands as they existin your era of play.

If you are a Dungeon Master starting aDRAGONLANCE campaign, you should read thematerial relevant to the locations and eras of playon which your campaign will focus. Chapter 6:The DRAGONLANCE Campaign is an excellentstarting point.

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From the north came danger, as we knew itwould:In the vanguard of winter, a dragon’s danceUnraveled the land, until out of the forest,Out of the plains they came, from the motheringearth,The sky unreckoned before them.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

One from a garden of stone arising,From dwarf-halls, from weather and wisdom,Where the heart and mind ride unquestionedIn the untapped vein of the hand.In his fathering arms, the spirit gathered.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

One from a haven of breezes descending,Light in the handling air,to the waving meadows, the kender’s country,Where the grain out of smallness arises itselfTo grow green and golden and green again.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

The next from the plains, the long land’s keeping,Nurtured in distance, horizons of nothing.Bearing a staff she came, and a burdenOf mercy and light converged in her hand:Bearing the wounds of the world, she came.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

The next from the plains, in the moon’s shadow,Through custom, through ritual, trailing the moonWhere her phases, her wax and her wane, controlledThe tide of his blood, and his warrior’s handAscended through hierarchies of space into light.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

One within absences, known by departures,The dark swordswoman at the heart of the fire:Her glories the space between words,

The cradlesong recollected in age,Recalled at the edge of awakening and thought.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

One in the heart of honor, formed by the sword,By the centuries’ flight of the kingfisher over theland,By Solamnia ruined and risen, rising againWhen the heart ascends into duty.As it dances, the sword is forever an heirloom.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

The next in a simple light a bother to darkness,Letting the sword hand try all subtleties,Even the intricate webs of the heart. His thoughtsAre pools disrupted in a changing wind-He can not see their bottom.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

The next the leader, half-elven, betrayedAs the twining blood pulls asunder the land,The forests, the worlds of elves and men.Called into bravery, but fearing for love,And fearing that, called into both, he does nothing.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

The last from the darkness, breathing the nightWhere the abstract stars hide a nest of words,Where the body endures the wound of numbers,Surrendered to knowledge, until, unable to bless,He falls on the low, the benighted.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

Joined by the others they were in the telling:A graceless girl, graced beyond graces;A princess of seeds and saplings, called to theforest;An ancient weaver of accidents;Nor can we say who the story will gather.Nine they were, under three moons,Under the autumn twilight:

8 Chapter One�

Chapter One�

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Races �As the world declined, they aroseInto the heart of the story.

From the north came the danger, as we knew itwould:In encampments of winter, the dragon’s sleepHas settled the land, but out of the forest,Out of the plains they come, from the motheringearthDefining the sky before them.Nine they were, under three moons,Under the autumn twilight:As the world declined, they aroseInto the heart of the story.

—Song of the Nine Heroes

�The universe stands upon a great triangle.This foundation has existed since the be-ginning of creation and will exist through

the ages of time and until the end of the world.At one apex stands Good. At the second apexstands Evil. At the third apex is Neutrality. Thedeities align themselves into these positions intheir effort to maintain the universe they broughtinto being. All races on Krynn have a place withinthis triangle.

After the creation of the world, the deitiesformed the first races: the elves, beloved of thegods of Good; the ogres, prized by the gods ofEvil; and the humans, gifted by the Neutral godsto choose their own path. The deities createdanimals to populate the wilds and fulfill theirroles in the world’s natural order. Dragons wereborn from the world itself, from the heart andspirit of Krynn.

Chaos came to the world by way of the Gray-gem of Gargath, causing change wherever itpassed. The Graygem warped and twisted animalsand people into different forms. New humanoidraces sprang from old, and even dragons—highlyresistant to change—spawned rare and unusualvariations. Thus kender, dwarves, centaurs, andminotaurs were created. Twisted and evil magiccreated yet another race—draconians.

Change continues to this day. No race remainsstatic. All living beings must change as the worldchanges—or face extinction.

The races of Ansalon are rich and diverse.Every race and culture has a distinct identityand place in the history of the world. A Quali-nesti elf can trace his family history back to itsroots in ancient Silvanesti. A minotaur sailorknows the name of the clan hero who was thefounder of the family. A kender can identifyevery cousin in the long line that leads back toUncle Trapspringer.

A DRAGONLANCE character should under-stand his place on the world, starting with hisrace. Characters can reinforce the stereotypes oftheir race, reject them, or ignore them com-pletely. The development of a believable andmemorable character depends on an understand-ing of the character’s race and how others onKrynn view that race.

Humans

Humans were among the first races created bythe gods. They represent the Neutral portion ofthe triangle, and thus they were gifted with thefreedom to choose their own ethical and moralpaths. Due to their short lifespans, humans areviewed by longer-lived races as ambitious andimpatient, restless and dissatisfied with their lotin life. Humans live throughout Ansalon, withcultures so diverse that the differences betweenindividual humans are as great as differencesbetween elves and dwarves. A race of extremes,humankind keeps the great pendulum of historyconstantly swaying between good and evil, lawand chaos.

Although each human culture differs fromevery other, a basic distinction can be madebetween so-called “civilized” human societies andthe primitive, nomadic tribes. Both culturesbelieve their way of life to be superior to theother. City dwellers think of the nomads as igno-rant savages, while the tribesfolk look upon cityfolk as soft and misguided.

Civilized Humans

Civilized humans make up the largest popula-tion on Ansalon and, consequently, representamazing diversity. Such people are difficult todefine as a group, since each community has itsown personality and appearance. Jolly innkeepers,surly blacksmiths, and cunning alley-rats may allbe encountered on any street in any city or villageof Ansalon.

Civilized characters choose skills and featsthat allow them to excel in their chosen occupa-tions. Only seasoned travelers worry about sur-vival in the wilderness.

Because they are so prolific and successful,human nations often come into conflict withother races. Despite such difficulties, manyhumans have worked throughout the ages tomake peace with the other races—even as rivalhumans work to stir up conflict.

Unless otherwise noted, humans in theDRAGONLANCE campaign are similar to humans asdescribed in the Player’s Handbook.

Races � 9

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Civilized Human Racial TraitsCivilized humans have all the human racial traitslisted in Chapter 2 of the Player’s Handbook exceptas follows: � Automatic Languages: Common and a regional

language (see Languages of Ansalon in Chapter6). Bonus Languages: Any.

Nomads

Long before humans built cities and walls,humankind lived in harmony with the wilderness.Now termed “primitives, barbarians, and savages,”the nomads of Ansalon continue to live as theirancestors lived thousands of yeas ago, choosingto dwell in the harshest climes and most inhos-pitable lands. The nomads have conquered themountains, plains, deserts, and tundras.

Personality: Nomads take fierce pride in theirability to survive in difficult places on their ownterms. They are people of few words, feeling noneed to waste their limited resources on meaning-less conversation. Likewise, they tend to beextremely practical in their activities and decisions.

They are slow to trust newcomers or make friends,but they treat those who earn their trust like familyand will risk injury or death for those they considerfriends. Nomads intuitively understand the naturalworld and respect the power of nature.

Nomad characters emphasize physical abil-ities to help them survive in harsh conditions,and choose skills and feats best suited for theirenvironment.

Physical Description: The human nomads ofAnsalon are slightly taller than their civilizedcousins, standing between 5 1/2 to 6 1/2 feet tall.The nomads of the mountains, plains, and desertare noted for their bronze skin, black hair, anddark eyes, while the Ice Folk in the south havefair skin, light-colored hair (often red), and greenor blue eyes. Nomadic people in general gain a“weathered” look from regular exposure to theelements that may make them appear older thanthey are. They are also lean and physically fit,even in old age.

Each tribe has its own customs for appearanceand dress. Such customs are both a part of tradition

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Humans of Ansalon

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and practical for the environment. Mountain andplains nomads dress in form-fitting animal skins.The Ice Folk dress in thick furs to protect themfrom the cold. Desert nomads wear loose-fittingwool robes that protect them the desert heat byday and its chill by night. Most tribes make theirown decorative jewelry worn by men andwomen, and tattooing is common as well.

Relations: Distrust of other races, includingcivilized humans, is deeply ingrained in the mindof every nomad. Even during the best of times,relations between tribes and outsiders are strained.Nomads respect elves—particularly Kagonesti—asa race that understands nature, but even then,nomads consider elves arrogant. Nomads makegeneralizations about other races, but they giveindividual members of those races the chance toprove themselves worthy of respect. Nomadsinherently trust no one except members of theirown tribe.

Alignment: Civilized people assume thatnomads lean toward chaos, but, in truth, they

maintain a balance between a rigid sense of tradi-tion and a strong commitment to individual free-dom, tending to neutrality with respect to law andchaos. Similarly, their pragmatic lifestyle also leadsmany nomads to choose neutral alignment withrespect to good and evil, rejecting those extremesin their constant struggle to survive.

Nomad Lands: Nomads carve out homeseven in the most inhospitable of regions. Theytake pride in surviving conditions that city-raisedhumans find intolerable.

Religion: Nomads often worship Chislev, agod who rewards respect and understanding ofnature. During the eras in which the deities wereabsent, many nomad tribes reverted to ancestorworship or venerated unseen spirits of nature.

Language: Nomadic humans speak regionallanguages dependent upon their location, withvarying dialects by tribe. Most tribal membersalso speak Common.

Names: Nomads take names that are descrip-tive of the person or a reflection of the natural

Races � 11

Nomad Languages� and Names �

All nomads learn a regional language in additionto Common. Nomads have varied naming con-ventions, though all share one trait in common:a name is something taken seriously. If mis-spoken, especially in jest, the nomad will be sureto take offense.

Desert nomads speak Abanasinian (Plainsof Dust) or Khur (Khur desert). The nomads ofthe Plains of Dust follow the naming patterns oftheir Plains-dwelling cousins (see below). Malenames among the Khur include Bardo, Cephi,Parlan, and Tamas. Female names include Aliza,Liri, Morta, and Talitha.

Mountain nomads speak Ergot (NorthernErgoth), Abanasinian (Kharolis), or Nerakese(Khalkist). Ergothian mountain nomads havemale names that include Bosco, Hohbert, Mingo,and Torben; female names include Adelyn, Flora,Odila, and Timona. Kharolis mountain nomadshave names similar to the Abanasinian Plainsnomads, while those of the Khalkists are namedsimilarly to the nomads of Khur.

Plains nomads speak Abanasinian. Malenames include Arrowthorn, Hollowsky, Silver-wolf, and Treewhistle. Female names includeClearwing, Pale-fawn, Starflower, and Tearsong.

Ice Folk speak their own exclusive tongue,often called Icespeak by northerners, which isdistantly related to the Ergothian languages.Male names include Asmar, Grimur, Osvald, andValdor. Female names include Aesa, Enola,Marit, and Teresa.

� Frostreaver �All stood frozen except for Laurana.Blind in a hot light flashing the crown of the mindWhere death melts in a diving sunShe takes up the Ice ReaverAnd over the boil of wolves over the slaughterBearing a blade of ice bearing the darknessShe opened the throat of the wolf lordAnd the wolves fell silent as the head collapsed.

—Michael Williams, Song of the Ice Reaver

Northerners scoff at the legends of Ice Folkchieftains wielding huge axes crafted out of gla-cial ice, but the frostreaver is a real weapon.During the War of the Lance, a frostreaver wasused to slay the Dragon Highlord Feal-Thas.

The ice necessary to construct a frostreavercan be gathered only from a secret and specificplace on the Icewall Glacier, where incrediblepressure has compressed the ice for centuries,making it as hard as steel. The Ice Folk jealouslyguard the secret of crafting the frostreavers. Theblades are painstakingly carved and sculpted, thenanointed with the oil of thanoi blubber and otherexotic ingredients to keep the ice solid, sharp, andstrong. The frostreaver is a valued weapon used bythe Ice Folk in their endless war against the thanoi.

In Cold or Extreme Cold conditions (40° F orcolder), a frostreaver is a +4 greataxe. In Moderateor warmer conditions (more than 40° F), thefrostreaver is only a +1 greataxe.

Moderate transmutation; CL 12th; CraftMagic Arms and Armor, Craft (weaponsmithing)8 ranks, creator must be a cleric of at least 12thlevel; Price 22,720 gp; Cost to Create 11,520 gp+ 896 XP.

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world in which the tribe lives. Some names areunique to the languages and customs of thetribe, while others are indicative of the nomads’love of nature.

Adventurers: Tribal folk are very reluctant toleave their families and traditions behind, yet theirstrong sense of duty and inherent bravery servethem well when they venture into the greaterworld. Many nomad tribes have tests for theirwarriors involving quests that take them awayfrom home. Such adventures can require a life-time to complete.

Nomad Racial TraitsNomadic humans have all the human racial traitslisted in Chapter 2 of the Player’s Handbook exceptas follows: � Automatic Languages: Common and a regional

language (see Nomad Languages and Names).Bonus Languages: Any.

Dwarves

The dwarves of Krynn are an industrious people,known throughout Ansalon as skilled buildersand master artisans. Preferring to live belowground, many clans dwell under the mountains inmighty halls hewn out of the rock. Some dwarves,however, have moved into the foothills, choosingto interact with other races rather than shuttingthemselves off from the world.

All dwarves share the following characteris-tics, with variations by subrace as noted below.

Personality: To outsiders, dwarves can seemdour and taciturn, but that is their way withstrangers. In truth, the dwarves are outgoing andgregarious when comfortable when amongfriends, quick to roar with laughter at a good joke.Even the more softhearted dwarves make aneffort to maintain a gruff exterior, since tenderemotions are rarely shared with others. Dwarvestake tremendous pride in their beards, wearingthem long and keeping them well groomed.Dwarves have an innate love of precious metalsand gemstones, regarding their look and feel asimportant as monetary value.

Physical Description: Dwarves standbetween 4 and 4 1/2 feet tall, with rare speci-mens approaching nearly 5 feet in height. Theirbones and muscles are so dense, however, thatthey are much heavier than one would guessby appearance. They have light brown skin(though exact shades vary from clan to clan andfamily to family). Their hair ranges from brownto black to gray and (rarely) white. Dwarveshave a wide vocal range, and even females varyfrom deep to high ranges. Dwarven rhythmicchants and songs use all ranges to create amaz-ing effects.

Males have long, full beards, of which they

are very proud and take great care. Females growtufts of hair on their cheeks.

Relations: Dwarves do not get along withother races, having at least one objection to each.Gnomes are hard working, underground folk likedwarves, but their excitability and fast speechgrate on a dwarf ’s nerves. Dwarves admire elvesfor their craft skills, but disdain them as arrogant,puny forest-dwellers. Humans may be produc-tive, but dwarves consider them inconstant anduntrustworthy. Kender have no redeeming quali-ties in the opinion of most dwarves. Dwarvesbelieve that ogres, minotaurs, and draconians areevil creatures who should be destroyed.

Alignment: Dwarves are lawful and tendtoward a neutral alignment. Adventuring dwarvesare often good, and neutral toward law and chaos.

Dwarven Lands: The primary dwarvenkingdoms are the mountain dwarven kingdomsof Thoradin and Thorbardin, though there arescattered dwarven communities across Krynn.Thoradin, in particular, has passed hands manytimes, from one dwarven race to another, and iscurrently in possession of the Daewar clan. Thor-bardin’s history is much more stable, since forcenturies it was closed off to the outside world,though it too has recently seen troubles. Hilldwarves have established their own kingdoms,still harboring bitterness at the perceived betrayalof the mountain dwarves, who shut them out ofthe mountains so long ago.

Religion: All dwarves revere Reorx, theForge, and believe they are a chosen people cre-ated in the god’s image. Some dwarves turnedcompletely from the deity after the Summer ofChaos, but these individuals are rare. The hallsof the dwarves often ring with the oath, “ByReorx’s beard!”

Language: Dwarven is a tongue that hasremained quite consistent throughout the ages,with little variation. Hill dwarves and thosefrom the dark kingdom of Thoradin have dis-tinct accents, but are easily understood byother dwarves. Dwarves learn Common, as wellas the language of their enemies (Goblin orOgre). Many dwarves also learn Hammertalk, amethod of communicating by a series of taps onstone walls.

Names: Dwarves all have a family name ofwhich they are very proud, each family being partof a larger clan. Children are given individualnames at birth, often in honor of a relative orancestor. This creates confusion among outsiderswhen they encounter several dwarves with thesame or similar names. Dwarves themselves havea passion for genealogy and can sort everyone outwithout difficulty.

Male Names: Barsh, Duncan, Granite, Isarn,Jasper, Kharzod, Mortar, Rolg, Stanach, Tarn.

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Races � 13

Female Names: Amelista, Belecia, Garnet,Ivory, Jetta, Kelida, Mica, Obsidian, Perian, Ruby.

Clan Names: Coalblack, Drumwarden, Iron-hammer, Slatebrim, Thorwallen.

Adventurers: Dwarves who adventure mightbegin on a quest for revenge, a search for stolenproperty, or travel to sell finely crafted wares.Since dwarves feel it is unnatural to venture farfrom the clan, dwarves who spend their livesadventuring may be regarded as addled by theirpeers and family.

Racial Traits: By subrace, below.

Mountain Dwarves

The dwarves of the mountain kingdoms existedapart from much of Ansalon throughout their his-tory. Since their contact with the outside worldoften turns out badly, the self-sufficient dwarvesare quick to shut their gates and seal off their hallsto preserve the way of life that has sustained themsince the Age of Dreams.

Mountain dwarves come from one of the fol-lowing clans.

Hylar (“Highest”): This is the oldest of thedwarf clans, often considered the most noble.Their halls within the mountain kingdoms are thebest appointed and always magnificent.

Daewar (“Dearest”): Another highly respectedclan, the Daewar produce many important war-riors and leaders. They are known for theirexcellent fighting prowess and often work inconjunction with leaders of the Hylar clan.

Klar: The Klar were a clan of hill dwarveswho were trapped inside Thorbardin during theCataclysm and not allowed to leave the moun-tain kingdom when the dwarven kingdom wassealed from the inside. As a clan, they are knownfor wild-looking eyes and wiry beards, though intruth their reputation as madmen is largely unde-served. The mountain dwarves subjugated themas suspected Neidar sympathizers during the

Dwarfgate War (another unfairly leveled charge)and since that time they have survived as a servi-tor clan. They are known as fierce combatantsand loyal friends. Though their position of servi-tude may be unjust, many unflaggingly supporttheir Hylar masters.

Mountain Dwarf Racial TraitsMountain dwarves have all the dwarven racialtraits listed in Chapter 2 of the Player’s Handbookexcept as follows: � Automatic Languages: Dwarven and Com-

mon. Bonus Languages: Giant, Gnome, andHammertalk.

Hill Dwarves

Hill dwarves have left their underground halls topractice their skills in the greater world. Hilldwarves share the traits of their mountain dwarfcousins, but are a bit more accepting of otherraces and cultures.

All hill dwarves are of the Neidar (“Near-est”) clan. A longstanding, bitter feud existsbetween hill dwarves and mountain dwarves,dating back to the Cataclysm. The hill dwarvesaccuse the mountain dwarves of having shutthe doors of Thorbardin on them when theNeidar sought refuge following the Cataclysm.In their defense, the mountain dwarves claimthat they had resources enough to feed onlytheir own people and that, if they allowed thehill dwarves into the mountain, they all mighthave starved.

Hill Dwarf Racial TraitsHill dwarves have all the dwarven racial traitslisted in Chapter 2 of the Player’s Handbook exceptas follows: � Automatic Languages: Dwarven and Com-

mon. Bonus Languages: Elven, Goblin, andOgre.

� Outcast (Fatherless) Dwarves �A dwarf who is ‘Cast Out’ is forever banished from hishome and his clan. He becomes an exile, a wandererover the face of the land. A Cast Out may be taken inby another clan in some other part of Ansalon, but hewill have no voting rights within the clan, will beviewed as essentially living on its charity.

—Margaret Weis and Don Perrin, The Doom Brigade

Outcast, or “Fatherless,” dwarves have beenejected from their clan and their home. Adwarf ’s connection to family and clan is sostrong that he feels it in his bones. Being CastOut is a punishment worse than death. Indeed,some dwarves kill themselves rather than facelife alone.

Mountain dwarves can be Cast Out only bythe ruling of the High Thane, although the accu-sations against a dwarf can be brought byanyone. (Any dwarf suggesting to the councilthat another dwarf should be Cast Out has madean enemy for life.) Hill dwarves, who considerthemselves more progressive, have an open voteon the matter, requiring a two-thirds majorityvote of all the adult members of the clan to expelsomeone from the clan.

While the number of outcast dwarves isextremely low, expulsion is one reason dwarvesbegin a life of adventure. Adventuring outcastdwarves who come into contact with formerclansfolk may feel a burning shame. Others,believing that they have been treated unjustly,feel intense rage.

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Dark Dwarves

The dark dwarves include two clans of mountaindwarves who prefer to live completely in dark-ness. Considered mad by other dwarves, darkdwarves are known for evil and murderous acts.They claim loyalty to the High Thane and thedwarven race, but more than once the darkdwarves have betrayed their kin.

Theiwar (“Thankless”): Once a clan of deep-dwelling dwarves, the Theiwar became allergic tosunlight in the later years of the Age of Dreams.Centuries of inbreeding and isolation have giventhem unusual traits that separate them from theircousins. Theiwar are extremely fair, with a numberof true albinos born among them. They are alsothe only clan of dwarves who show an activeinterest in magic, another rift between the Thei-war and their cousins.

Daegar (“Deepest”): During the Age of Dreams,the Daegar were a noble clan who fought on theside of the Hylar and their cousins, the Daewar.After joining sides with rebel Theiwar, the Daegarwere banished into the deep undermountain. Bythe middle of the Age of Might, the Daegar inter-married with the Theiwar and became like them.The other clans often call the Daegar “Dewar” (acorrupted combination of Daegar and Theiwar)because they sacrificed the purity of their clan tobecome dark dwarves.

Dark Dwarf Racial TraitsDark dwarves have all the dwarven racial traitslisted in Chapter 2 of the Player’s Handbook exceptas follows: � +2 Constitution, –4 Charisma. Dark dwarves

possess the toughness and stamina of dwarves,but are sullen and reserved.

� Darkvision out to 120 feet.� +2 racial bonus on Hide, Listen, and Move

Silently checks. Dark dwarves are skilled inskulking in the darkness, and make excellentspies.

� Light Sensitivity: Dark dwarves take a –2 cir-cumstance penalty on attack rolls, saves, andchecks in bright sunlight or within the radiusof a daylight spell.

� Favored Class: Rogue.

Gully Dwarves

The Aghar (“Anguished”), or gully dwarves as mostraces call them, are a misbegotten race of toughsurvivors. Though gully dwarves themselves havean extensive oral tradition (they love telling sto-ries), no two gully dwarf clans ever agree on theexact details of their origins or history. The com-monly accepted tale of how gully dwarves cameto be is found within the annals of Astinus’sIconochronos. According to the Iconochronos, gullydwarves are the result of breeding between

gnomes and dwarves in the years following thetransformation of the gnomes by the Graygem ofGargath. The gnome-dwarf half-breeds appearedto inherit the worst qualities of both races. Theunfortunate half-breeds were driven out of theirclans. Humans later christened them “gullydwarves,” reflecting their lowly status and poorliving conditions.

Personality: The following aspects to a gullydwarf ’s personality sum up the entire race: keensurvival instinct, a strong (if baffling) pride in them-selves, unflagging endurance, a pitiable aspect, adesperate will to live, and low cunning and lowerintelligence. The cornerstone of gully dwarf exis-tence is simple survival. Gully dwarves do what-ever it takes to stay alive. When danger threatens,their first thought is to run if possible, and groveland cry piteously if not. Gully dwarves are notcompletely helpless, however. If backed into acorner, gully dwarves fight viciously, with the des-perate fury of the cornered rat. Gully dwarvesresort to any tactics to survive: biting, gnawing,scratching, and pummeling. “Fighting dirty” is theonly way a gully dwarf knows how to fight.

Gully dwarf stupidity is legendary through-out Ansalon. The gully dwarf numbering sys-tem includes the numerals “one,” to indicate asingle thing, and “two,” indicating anythingmore than one.

Despite the image other races hold of them,gully dwarves are extremely proud and act withgreat seriousness. Survival isn’t a joke, and noother race comes close to possessing the rawtalent for survival possessed by the gully dwarves.

Physical Description: Gully dwarves areshort and squat, averaging fewer than 4 feet inheight and weighing around 100 pounds, withfemales slightly smaller than males. Gullydwarves are physically much like other dwarves,though they are often covered with scars, boils,warts, sores, and filth due to their living condi-tions. Skin tone ranges from olive brown to palecream to dirty gray brown. Mottled andsplotched skin is not uncommon. Males growlong, scruffy beards, while females have wispytufts of hair gracing their cheekbones. Hair coloris dirty blond or brown, rust, gray, or a dull-black,while eye colors range from a watery blue anddull green through brown or hazel. Less heavyand stocky than typical dwarves, gully dwarveshave slender, narrow fingers and limbs. Potbelliesare common to both sexes. Gully dwarves dressin whatever comes to hand, with no regard towhether or not the item was originally intendedas such apparel.

Relations: Although gully dwarves can befound living throughout Ansalon, they are notparticularly welcome anywhere. Once settled inan area, gully dwarves are extremely difficult to

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