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®
agas from the lands of Krynn are

S filled with valiant heroes destined to


discover ancient secrets and vanquish
terrible evils. Like those great champions,
you will band together with brave
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the rich tapestry of the D RAGONLANCE
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for the DUNGEONS & DRAGONS® roleplaying
game. With historical content covering
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Setting provides the character races,
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maps you need to fully explore the world
of DRAGONLANCE.

869900000

ISBN 0-7869-3086-1 MARGARET DON


EAN

U.S. $39.95 869900000 Printed in the U.S.A.


Visit our website at www.wizards.com/dnd
620_86990_DLCampaign.qxd 5/16/03 2:11 PM Page 2

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

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Table of Contents 
Campaign Crafting and The Disappearance of The Founding of the
Adventure Design . . . . . . . . . . . 191 Good Dragons . . . . . . . . . . . . 275 Legion of Steel . . . . . . . . . . . . . . . 69
Languages of Ansalon . . . . . . . . . . 194 Under the Dragons’ Shadow . . 275 Curse of the Magi: Variant Rule . . . 89
Coinage . . . . . . . . . . . . . . . . . . . . . . 195 Isolationism and Prejudice . . . . 275 Changing Focus . . . . . . . . . . . . . . . . 97
The River of Time . . . . . . . . . . . . . 196 Waning Magic . . . . . . . . . . . . . . 276 Power of Faith Versus
Krynn’s Days . . . . . . . . . . . . . . . 196 Rise of the One God . . . . . . . . . 276 Power of the Heart . . . . . . . . . . 101
The Timeline of Krynn . . . . . . . . . 196 The War of Souls . . . . . . . . . . . . 276 Unique Dragonlances. . . . . . . . . . . 114
Worship of the False Gods . . . . . . 135
Chapter 7: Creatures of Ansalon . . . 212 Adventure: The Sylvan Key . . . . . . . 278 Elves—A People in Exile . . . . . . . . . 173
Death Knight of Krynn . . . . . . . . . 212 Rise of a Draconian Nation. . . . . . 180
Draconian . . . . . . . . . . . . . . . . . . . . 215 Adventure: The Ghost Blade. . . . . . 284 Dying Curses . . . . . . . . . . . . . . . . . 190
Dragonspawn . . . . . . . . . . . . . . . . . 222 Astinus of Palanthas, the
Fetch . . . . . . . . . . . . . . . . . . . . . . . . 223 Magic Items Lorekeepers, and the Herald . . . 199
Fireshadow . . . . . . . . . . . . . . . . . . . 225 Frostreaver . . . . . . . . . . . . . . . . . . . . . 11 Creation Myth:
Minotaur of Krynn . . . . . . . . . . . . . 226 Staff of Magius . . . . . . . . . . . . . . . . . . 90 The Graygem of Gargath . . . . . 211
Shadowperson . . . . . . . . . . . . . . . . 227 Dagger of Magius . . . . . . . . . . . . . . . . 90 The Making of a Draconian . . . . . 220
Skeletal Warrior . . . . . . . . . . . . . . . 229 The Nightjewel . . . . . . . . . . . . . . . . . . 91 Shadowstaff . . . . . . . . . . . . . . . . . . . 227
Spectral Minion . . . . . . . . . . . . . . . 230 Rabbitslayer . . . . . . . . . . . . . . . . . . . 152 Tarmak War Paint . . . . . . . . . . . . . 232
Tarmak . . . . . . . . . . . . . . . . . . . . . . 232 Gloves of Arcanist. . . . . . . . . . . . . . . 152 Flying Checks . . . . . . . . . . . . . . . . . 245
Thanoi (Walrus-Folk). . . . . . . . . . . 232 Wyrmslayer . . . . . . . . . . . . . . . . . . . . 166 Hide and Seek . . . . . . . . . . . . . . . . 248
Wyrmsbane . . . . . . . . . . . . . . . . . . . . 166
Chapter 8: Dragons of Krynn . . . . . 234 Blue Crystal Staff . . . . . . . . . . . . . . . 255 Tables
Chromatic Dragons . . . . . . . . . . . . 234 Disks of Mishakal . . . . . . . . . . . . . . . 255 2–1: Deities . . . . . . . . . . . . . . . . . . . . . . 45
Black Dragons . . . . . . . . . . . . . . 234 Hammer of Kharas . . . . . . . . . . . . . . 270 2–2: The Mystic . . . . . . . . . . . . . . . . . . 48
Blue Dragons . . . . . . . . . . . . . . . 235 The Key of Quinari . . . . . . . . . . . . . 283 2–3: Mystic Spells Known . . . . . . . . . . 49
Green Dragons. . . . . . . . . . . . . . 236 Statue of E’li. . . . . . . . . . . . . . . . . . . 288 2–4: The Noble . . . . . . . . . . . . . . . . . . . 51
Red Dragons . . . . . . . . . . . . . . . 236 The Ghost Blade . . . . . . . . . . . . . . . . 288 2–5: The Knight of the Crown . . . . . . 57
White Dragons. . . . . . . . . . . . . . 237 2–6: The Knight of the Sword . . . . . . . 59
Metallic Dragons . . . . . . . . . . . . . . 238 Characters of Note 2–7: The Knight of the Rose . . . . . . . . 60
Brass Dragons . . . . . . . . . . . . . . 238 Alhana Starbreeze . . . . . . . . . . . . . 143 2–8: The Knight of the Lily . . . . . . . . . 64
Bronze Dragons . . . . . . . . . . . . . 239 Linsha Majere. . . . . . . . . . . . . . . . . 163 2–9: The Knight of the Skull . . . . . . . . 66
Copper Dragons . . . . . . . . . . . . 240 Gilthas and Kerianseray. . . . . . . . . 166 2–10: The Knight of the Thorn . . . . . . 67
Gold Dragons . . . . . . . . . . . . . . 240 Gerard uth Mondar . . . . . . . . . . . . 174 2–11: The Steel Legionnaire . . . . . . . . 69
Silver Dragons . . . . . . . . . . . . . . 241 Kang . . . . . . . . . . . . . . . . . . . . . . . . . 179 2–12: Legion Knowledge . . . . . . . . . . . 69
Dragon Overlords . . . . . . . . . . . . . 241 Lord Ausric Krell . . . . . . . . . . . . . . 214 2–13: The Wizard of High Sorcery . . . 73
Aerial Combat . . . . . . . . . . . . . . . . 242 2–14: The Dragon Rider. . . . . . . . . . . . 77
Other Sidebars 2–15: Dragon Cohorts . . . . . . . . . . . . . 79
Chapter 9: Other Eras of Play . . . . . 250 Nomad Languages and Names . . . . 11 2–16: Dragon Rider’s Mount . . . . . . . . 79
The War of the Lance . . . . . . . . . . 250 Outcast (Fatherless) Dwarves . . . . . 13 2–17: The Inquisitor . . . . . . . . . . . . . . . 81
A Brief Overview . . . . . . . . . . . . 250 Dark Elves. . . . . . . . . . . . . . . . . . . . . 21 2–18: The Legendary Tactician . . . . . . 82
Playing in the Mad Gnomes . . . . . . . . . . . . . . . . . . 27 2–19: The Righteous Zealot . . . . . . . . 83
War of the Lance. . . . . . . . . . 251 Taunts and the Bluff Skill. . . . . . . . . 29 2–20: Feats . . . . . . . . . . . . . . . . . . . . . . . 86
Return of the Gods . . . . . . . . . . 251 Afflicted Kender . . . . . . . . . . . . . . . . 31 6–1: Dying Curse Effects . . . . . . . . . . 190
Role of the Gods . . . . . . . . . . . . 252 Bardic Colleges . . . . . . . . . . . . . . . . . 45 6–2: Noncombat Awards . . . . . . . . . . 193
Alliances . . . . . . . . . . . . . . . . . . . 261 Medallions of Faith . . . . . . . . . . . . . 46 6–3: Mission Goals . . . . . . . . . . . . . . . 194
Character Classes. . . . . . . . . . . . 261 The Influence of Chaos . . . . . . . . . . 49 6–4: Roleplaying Awards . . . . . . . . . . 194
Ansalon during the Other Classes . . . . . . . . . . . . . . . . . . 52 6–5: Living Languages . . . . . . . . . . . . 195
War of the Lance. . . . . . . . . . 261 Handlers . . . . . . . . . . . . . . . . . . . . . . 52 6–6: Coinage of Ansalon . . . . . . . . . . 196
The Early Age of Mortals . . . . . . . 272 Squires of the Crown . . . . . . . . . . . . 56 6–7: Hours of the Day . . . . . . . . . . . . 196
A Land Scarred by Chaos. . . . . 272 The Measure of the 6–8: Days of the Week . . . . . . . . . . . . 196
A World Without Gods. . . . . . . 272 Crown Knight. . . . . . . . . . . . . . . . 57 6–9: Months of the Year . . . . . . . . . . . 197
Loss of Old Magic . . . . . . . . . . . 272 The Measure of the 8–1: Movement and Speed Status. . . 243
Effects on Character Classes. . . 272 Sword Knight . . . . . . . . . . . . . . . . 58 8–2: Speed Status and Maneuvers. . . 244
Discovery of “New Magic” . . . . 273 The Measure of the 8–3: Collision Damage . . . . . . . . . . . . 249
The Dragon Overlords . . . . . . . 273 Rose Knight . . . . . . . . . . . . . . . . . 61 8–4: Collision Direction . . . . . . . . . . . 249
The Dragon Purge . . . . . . . . . . . 275 Test of Takhisis . . . . . . . . . . . . . . . . . 63 9–1: Deities in Other Ages . . . . . . . . . 256

Table of Contents  3
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 Foreword
by Tracy Hickman tumultuous, and adventurous as the stories and
Dear Friends, games that have been set there. Over the years, the
dreamers, designers, writers, artists, and editors
DRAGONLANCE lives in our imagination. have come and gone—sometimes more than once—
and Krynn lived on. Each contributor approached
It was born in hope and DRAGONLANCE with a unique perspective. Each of
pain. In the early 1980s, them believed in their hearts not just that they
Laura and I struggled knew what DRAGONLANCE was, but what it
through one of the most could become. Those passionate visions have
difficult times of our life. Fizban not always agreed . . . but I like to believe
While driving across the that each of them was born out of an
country to take a job at honest desire to contribute something
TSR, Inc., Laura and I passed new, original, and exciting to a world
the hours in the car talking that called for the best in each of us.
about a new world and
story called DRAGONLANCE. First and foremost, before the
We desperately hoped it trilogies, novels and anthologies,
might justify the com- D RAGON LANC E was a roleplaying
pany’s faith in hiring us. Far game. It was a place where players and their
away and as yet unknown characters could determine the fate of the
to us, Margaret Weis was world. Now, thanks to the dedication of
looking to start her life again fans and dreamers just like you, DRAGON-
with her children at that LANCE is born again as it was origi-
same company. It was there nally intended—a place of adventure
that Margaret and I met for your imagination.
and gathered together
a remarkable group It is now your turn to
of brilliant, creative add your passion
people. That team and your phoenix,
created something D RAGONLANCE is
great even while here reborn
layoffs were . . . waiting
becoming a for you to
regular event. discover
It was, as Dickens your own
said, the best of imagined
times and journeys through
the worst a land that is at
of times for us all. once warmly fa-
Perhaps that is why DRAGONLANCE, miliar and breath-
at its best, attempts to examine those two poles of takingly new.
light and darkness in our lives.
Travel well ... and when the path is darkest, may
That was over twenty years ago at this writing. you light the way!
Since that time, DRAGONLANCE has been a won-
derful, inspiring, emotional and occasionally frus- Est Sularus oth Mithas!
trating part of all our lives. DRAGONLANCE as an
idea has lived a history every bit as chaotic, Tracy Hickman / Autumn, 2002

4  Foreword
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Introduction 
Hear the sage as his song descends Then came the time of dark and death
like heaven’s rain or tears, as the gods turned from the world.
and washes the years, the dust of the many stories A mountain of fire crashed like a comet through Istar,
from the High Tale of the Dragonlance. the city split like a skull in the flames,
For in ages deep, past memory and word, mountains burst from once-fertile valleys,
in the first blush of the world seas poured into the graves of mountains,
When the three moons rose from the lap of the forest, the deserts sighed on abandoned floors of the seas,
dragons, terrible and great, the highways of Krynn erupted
made war on this world of Krynn. and became the paths of the dead.

Yet out of the darkness of dragons, Thus began the Age of Despair.
out of our cries for light The roads were tangled.
in the blank face of the black moon soaring, The winds and the sand storms dwelt in the husks of
a banked light flared in Solamnia, cities, The plains and mountains became our home.
a knight of truth and of power, As the old gods lost their power,
who called down the gods themselves we called to the blank sky
and forged the mighty Dragonlance, piercing the soul into the cold, dividing gray to the ears of new gods.
of dragonkind, driving the shade of their wings The sky is calm, silent, unmoving.
from the brightening shores of Krynn. We have yet to hear their answer.
—The Canticle of the Dragon
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,
 Welcome, friend, to the world of Krynn.
Step into the River of Time and let it carry
you along its slow-moving current as it
to the crouched silence of their temple. wends it way through the history of the continent
He called down the Lancemakers, he took on of Ansalon. Be a part of that history, as you join the
their unspeakable power to crush the unspeakable evil, never-ending struggle between chaos and order.
to thrust the coiling darkness On Krynn, the gods of Good and Evil war eter-
back down the tunnel of the dragon’s throat. nally, joined in the battle by mortal beings such as
yourself and Krynn’s true children—the dragons.
Paladine, the Great God of Good, You may journey with wizards as they risk
shone at the side of Huma, their lives to take the test that can grant them
strengthening the lance of his strong right arm, great power. You may quest with brave knights to
and Huma, ablaze in a thousand moons, prove their honor and worth or discover heroes
banished the swarm of her shrieking hosts in ordinary people who fight for their homes and
back to the senseless kingdom of death, where their curses loved ones. Your travels will take you through
swooped upon nothing and nothing lands of mysterious ruins populated by terrifying,
deep below the brightening land. creatures. You may fly on the backs of dragons in
the service of your cause, be it good or evil.
Thus ended in thunder the Age of Dreams The continent of Ansalon is a land of mar-
and began the Age of Might, velous beauty with a rich and fascinating history.
When Istar, kingdom of light and truth, arose in the east, You can choose to fight on the side of good, serve
where minarets of white and gold the cause of evil, or work to maintain the balance
spired to the sun and to the sun’s glory, of the world. You may restore lost knowledge to
announcing the passing of evil, the people or search for powerful magical artifacts
and Istar, who mothered and cradled the long summers to aid your struggle. You will face the awesome
of good, shone like a meteor in the white skies of the just. power of enemy wyrms and soar the skies on the
backs of the dragons that serve your cause.
Yet in the fullness of sunlight Welcome to the D RAGONLANCE campaign.
the Kingpriest of Istar saw shadows:
At night he saw the trees and things with daggers, Ages of Krynn
the streams blackened and thickened under the silent moon. The history of the world of Krynn is recorded in
He searched books for the paths of Huma, the massive Iconochronos, penned by the immortal
for scrolls, signs, and spells Astinus of Palanthas. Even during Astinus’s mys-
so that he, too, might summon the gods, might find terious absence after the Chaos War, the Order of
their aid in his holy aims, might purge the world of sin. Aesthetics continues his task and sees to it that
Introduction  5
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history is recorded. These volumes are kept in the Even at the height of civilization there are
Great Library of Palanthas and are available to all vast miles of untamed wilderness, some of which
who are interested. have been taken over by goblins, ogres, or worse
The history of Krynn is divided into ages, creatures. Dragons slumber in caves or keep
which separate the significant eras and character- watch from the tall mountain peaks.
ize the time in which people live.
Age of Starbirth: An era known only in Taladas
legend, song, and clerical scripture. During this The continent of Taladas is far removed from Ansa-
time, the world of Krynn was forged and the lon, so much so that those living on each continent
mortal races were created. lose all knowledge of the other by the middle of the
Age of Dreams: A time of myth and legend, Age of Dreams. Taladas is devastated by the First
where mighty heroes of good battled evil and the Cataclysm, which causes massive changes in the
people learned lessons that would prove impor- landmass. Jagged mountains run across the land like
tant in later eras. the spines on a dragon’s back. In the center smol-
Age of Might: The forces of good were dom- ders a great lava sea, surrounded by a cooling land
inant in this period, when civilization reached its mass. The Taladan residents are of the same races
peak and the evil races were subjugated or driven as the people of Ansalon, though the cultures have
back. In this era, the mortal races demonstrated evolved and progressed separately.
tragic ignorance that ultimately spelled the end of
their golden age. Dragon Isles
Age of Despair: Plague, famine, and war The Dragon Isles (incorrectly called the Isle of
marked this era. Peace could only be won at a Dragons in certain sources) are the ancestral
terrible price. Yet this was also an age of redis- homes of the good dragons, where many of them
covery, in which the people of the shattered land dwell by choice. These Isles serve as their home
reconnected with their past and reestablished after their self-imposed exile from Ansalon during
their relationship with the deities. At the end of the Age of Might and early Age of Despair.
this age, the world was changed forever by the
Second Cataclysm. Other Lands
Age of Mortals: In the current age, the Other lands unknown to the natives of either
people of Krynn learn to direct their own future Ansalon or Taladas exist on Krynn, lying beyond
and discover that even the highest can be brought the explorations of the even the bravest minotaur
down and lowest can rise above all others. The sailors or the fastest steam-powered gnome ships.
main part of this book describes the world as it These regions are remote and legendary, but can
stands after the War of Souls. be exciting locations, completely cut off from
knowledge of the greater world.
World of Krynn
Only the most learned wizards, sages, and gnome People of Krynn
scholars understand the true size and nature of The gods of Good, Evil, and Neutrality originally
the world and know much about lands other than created three races to personify their values. This
their own. The wise believe that there are five structure was forever altered by the power of
major continents on Krynn, with many island Chaos, who created new races out of the old. While
chains dotting the vast oceans. most races follow the tendencies inherent in their
creation, each individual is free to choose his own
Ansalon destiny. Some elves turn away from the deities of
Ansalon is a small continent in the southern Light and embrace darkness and evil, while some
hemisphere of Krynn. The continent is roughly ogres reject the evil of their ancestors and strive
1,300 miles from east to west and fewer than toward righteousness. Humans, granted free will by
1,000 miles from the arctic tundra in the south to the gods of Neutrality, chase their passions and find
the tropical climes near the equator in the north. themselves drawn to either side, their shorter life
Originally a large, unbroken land mass, Ansalon spans urging them to seek glory while they can.
was fractured during the First Cataclysm, which
caused some lands to sink beneath the ocean Civilized Races
while new lands emerged from the sea. Over the vast span of Ansalon’s history, great civ-
During the Age of Might, the land was prop- ilizations have risen and nearly as many have
erly surveyed and mapped, but after the First fallen. The elves, who are able to trace their king-
Cataclysm this information became obsolete. doms back to the Age of Dreams, are nonetheless
Those in later ages who follow an ancient map reminded more than once that nothing lasts for-
might journey to a seaport that had been land- ever. Humans build mighty empires and glorious
locked for a hundred years. cities as testaments to their greatness, their ruins
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later standing as a reminder to beware of over- out” by groups who wish to do so. New adven-
weening pride. The dwarves delve beneath the tures lie in the darkness, waiting for the Dungeon
mountains, building mighty kingdoms but often Master to bring them to light. Just as the flutter of
isolating themselves from the outside world. a butterfly’s wings in one place can stir up a hurri-
Gnomes continually tinker and build, forever cane in another, so the doings of your heroes may
obsessed with technology, too caught up in the have unexpected impact on world events. Like-
present to remember the lessons of the past. wise, adventures may mean a great deal to indi-
Other races are part of the civilized world as viduals, even if they have nothing to do with the
well, even if they are not acknowledged by their larger events going on all around them. As your
more numerous counterparts. Minotaurs, consid- heroes grow in power, allow them to become an
ered savages by humans and elves, channel their important part of the living history of Krynn.
passions into building a society that promotes the
strong over the weak. Sea elves form breathtaking Conflict of Good and Evil
cities of coral, unknown to those who live on The forces of good and evil exist in balance, swing-
land. Even draconians, once considered only as ing back and forth like a cosmic pendulum. One
expendable shock troops, try to create a future for may appear dominant for a time—such as when
themselves in the Age of Mortals. good predominated during the Age of Might or evil
prevailed during the Age of Despair. But if this
Things of the Wild occurs, the great pendulum will swing once more.
The ogres, an organized society in the early Age Even the humblest people of Krynn are unwit-
of Dreams, degenerate into savages who fall prey ting participants in this never-ending struggle, with
to lust and greed. Human nomads reject the “soft individuals selected to champion the cause of the
life” of cityfolk who dwell behind walls and seek deities. The characters in a DRAGONLANCE cam-
to test themselves in the vast forests and deserts. paign will have to choose sides (for even not
Centaur tribes roam shadowed forests. Kender choosing is a choice in itself ). But men and women
are everywhere, bright-eyed and curious. are not simply puppets dancing on the gods’
Lesser wild races include goblins. Individu- strings, and even the greatest heroes possess flaws
ally weak, they breed and develop so quickly that and weaknesses, just as the most corrupt villains
decimated goblin tribes rebound rapidly from may possess redeeming qualities.
near-extermination. Equally despised are the
gully dwarves, who can be found in every ruin or The Influence of Krynn’s Past
sewer, thriving on environments abandoned by The world of DRAGONLANCE is an ancient place
other races. Strange, lesser races, such as the with a rich history. Secrets of the past may be lost
thanoi (walrus-folk) exist in isolated regions, with for centuries but will eventually be rediscovered.
little known about them in the greater world. Simple fables and nursery rhymes may reveal
themselves to be important clues to the past.
The Campaign Mythical creatures can turn out to be all too real.
Over one hundred novels have been written about
the DRAGONLANCE setting, describing its people, its Where to Begin
glories, its tragedies, and its triumphs. This book Players of the DUNGEONS & DRAGONS game need
cannot begin to cover in detail the extensive the Player’s Handbook, Dungeon Master’s Guide, and
knowledge that exists about the world of Krynn, its Monster Manual in addition to this book.
people, and the rich tapestry of its history. Rather, Players beginning a DRAGONLANCE campaign
the main portion of this book strives to give you all should start by creating a DRAGONLANCE charac-
the information you need to begin a DRAGONLANCE ter. Since there are many possible campaign styles
game set in the Age of Mortals, after the War of and eras of play available, it is important for play-
Souls. Chapter 9 provides specific information for ers to discuss the campaign with their Dungeon
campaigns set during the War of the Lance (Age Master to find out what races, classes, and other
of Despair) and after the Chaos War (early Age of options are available to your character.
Mortals, before the War of Souls). Players might want to read the timeline to
The most important step is to take this work understand history as it stands in the campaign
and make the world of DRAGONLANCE your own. and read the description of the lands as they exist
Your player characters are the heroes of your story. in your era of play.
If you are a Dungeon Master starting a
Epic Fantasy D RAGONLANCE campaign, you should read the
The world of DRAGONLANCE is one of high adven- material relevant to the locations and eras of play
ture, where heroes of myth and legend take on the on which your campaign will focus. Chapter 6:
forces of good and evil. Their stories are the sub- The D RAGON LANC E Campaign is an excellent
ject of many novels, and can certainly be “played starting point.
Introduction  7
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 Chapter One
From the north came danger, as we knew it The cradlesong recollected in age,
would: Recalled at the edge of awakening and thought.
In the vanguard of winter, a dragon’s dance Nine they were, under three moons,
Unraveled the land, until out of the forest, Under the autumn twilight:
Out of the plains they came, from the mothering As the world declined, they arose
earth, Into the heart of the story.
The sky unreckoned before them.
Nine they were, under three moons, One in the heart of honor, formed by the sword,
Under the autumn twilight: By the centuries’ flight of the kingfisher over the
As the world declined, they arose land,
Into the heart of the story. By Solamnia ruined and risen, rising again
When the heart ascends into duty.
One from a garden of stone arising, As it dances, the sword is forever an heirloom.
From dwarf-halls, from weather and wisdom, Nine they were, under three moons,
Where the heart and mind ride unquestioned Under the autumn twilight:
In the untapped vein of the hand. As the world declined, they arose
In his fathering arms, the spirit gathered. Into the heart of the story.
Nine they were, under three moons,
Under the autumn twilight: The next in a simple light a bother to darkness,
As the world declined, they arose Letting the sword hand try all subtleties,
Into the heart of the story. Even the intricate webs of the heart. His thoughts
Are pools disrupted in a changing wind-
One from a haven of breezes descending, He can not see their bottom.
Light in the handling air, Nine they were, under three moons,
to the waving meadows, the kender’s country, Under the autumn twilight:
Where the grain out of smallness arises itself As the world declined, they arose
To grow green and golden and green again. Into the heart of the story.
Nine they were, under three moons,
Under the autumn twilight: The next the leader, half-elven, betrayed
As the world declined, they arose As the twining blood pulls asunder the land,
Into the heart of the story. The forests, the worlds of elves and men.
Called into bravery, but fearing for love,
The next from the plains, the long land’s keeping, And fearing that, called into both, he does nothing.
Nurtured in distance, horizons of nothing. Nine they were, under three moons,
Bearing a staff she came, and a burden Under the autumn twilight:
Of mercy and light converged in her hand: As the world declined, they arose
Bearing the wounds of the world, she came. Into the heart of the story.
Nine they were, under three moons,
Under the autumn twilight: The last from the darkness, breathing the night
As the world declined, they arose Where the abstract stars hide a nest of words,
Into the heart of the story. Where the body endures the wound of numbers,
Surrendered to knowledge, until, unable to bless,
The next from the plains, in the moon’s shadow, He falls on the low, the benighted.
Through custom, through ritual, trailing the moon Nine they were, under three moons,
Where her phases, her wax and her wane, Under the autumn twilight:
controlled As the world declined, they arose
The tide of his blood, and his warrior’s hand Into the heart of the story.
Ascended through hierarchies of space into light.
Nine they were, under three moons, Joined by the others they were in the telling:
Under the autumn twilight: A graceless girl, graced beyond graces;
As the world declined, they arose A princess of seeds and saplings, called to the
Into the heart of the story. forest;
An ancient weaver of accidents;
One within absences, known by departures, Nor can we say who the story will gather.
The dark swordswoman at the heart of the fire: Nine they were, under three moons,
Her glories the space between words, Under the autumn twilight:
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Races 
As the world declined, they arose A D RAGONLANCE character should under-
Into the heart of the story. stand his place on the world, starting with his
race. Characters can reinforce the stereotypes of
From the north came the danger, as we knew it their race, reject them, or ignore them com-
would: pletely. The development of a believable and
In encampments of winter, the dragon’s sleep memorable character depends on an understand-
Has settled the land, but out of the forest, ing of the character’s race and how others on
Out of the plains they come, from the mothering Krynn view that race.
earth
Defining the sky before them. Humans
Nine they were, under three moons, Humans were among the first races created by
Under the autumn twilight: the gods. They represent the Neutral portion of
As the world declined, they arose the triangle, and thus they were gifted with the
Into the heart of the story. freedom to choose their own ethical and moral
—Song of the Nine Heroes paths. Due to their short lifespans, humans are
viewed by longer-lived races as ambitious and

 The universe stands upon a great triangle.


This foundation has existed since the be-
ginning of creation and will exist through
impatient, restless and dissatisfied with their lot
in life. Humans live throughout Ansalon, with
cultures so diverse that the differences between
the ages of time and until the end of the world. individual humans are as great as differences
At one apex stands Good. At the second apex between elves and dwarves. A race of extremes,
stands Evil. At the third apex is Neutrality. The humankind keeps the great pendulum of history
deities align themselves into these positions in constantly swaying between good and evil, law
their effort to maintain the universe they brought and chaos.
into being. All races on Krynn have a place within Although each human culture differs from
this triangle. every other, a basic distinction can be made
After the creation of the world, the deities between so-called “civilized” human societies and
formed the first races: the elves, beloved of the the primitive, nomadic tribes. Both cultures
gods of Good; the ogres, prized by the gods of believe their way of life to be superior to the
Evil; and the humans, gifted by the Neutral gods other. City dwellers think of the nomads as igno-
to choose their own path. The deities created rant savages, while the tribesfolk look upon city
animals to populate the wilds and fulfill their folk as soft and misguided.
roles in the world’s natural order. Dragons were
born from the world itself, from the heart and Civilized Humans
spirit of Krynn. Civilized humans make up the largest popula-
Chaos came to the world by way of the Gray- tion on Ansalon and, consequently, represent
gem of Gargath, causing change wherever it amazing diversity. Such people are difficult to
passed. The Graygem warped and twisted animals define as a group, since each community has its
and people into different forms. New humanoid own personality and appearance. Jolly innkeepers,
races sprang from old, and even dragons—highly surly blacksmiths, and cunning alley-rats may all
resistant to change—spawned rare and unusual be encountered on any street in any city or village
variations. Thus kender, dwarves, centaurs, and of Ansalon.
minotaurs were created. Twisted and evil magic Civilized characters choose skills and feats
created yet another race—draconians. that allow them to excel in their chosen occupa-
Change continues to this day. No race remains tions. Only seasoned travelers worry about sur-
static. All living beings must change as the world vival in the wilderness.
changes—or face extinction. Because they are so prolific and successful,
The races of Ansalon are rich and diverse. human nations often come into conflict with
Every race and culture has a distinct identity other races. Despite such difficulties, many
and place in the history of the world. A Quali- humans have worked throughout the ages to
nesti elf can trace his family history back to its make peace with the other races—even as rival
roots in ancient Silvanesti. A minotaur sailor humans work to stir up conflict.
knows the name of the clan hero who was the Unless otherwise noted, humans in the
founder of the family. A kender can identify DRAGONLANCE campaign are similar to humans as
every cousin in the long line that leads back to described in the Player’s Handbook.
Uncle Trapspringer.
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Humans of Ansalon

Civilized Human Racial Traits They are slow to trust newcomers or make friends,
Civilized humans have all the human racial traits but they treat those who earn their trust like family
listed in Chapter 2 of the Player’s Handbook except and will risk injury or death for those they consider
as follows: friends. Nomads intuitively understand the natural
 Automatic Languages: Common and a regional world and respect the power of nature.
language (see Languages of Ansalon in Chapter Nomad characters emphasize physical abil-
6). Bonus Languages: Any. ities to help them survive in harsh conditions,
and choose skills and feats best suited for their
Nomads environment.
Long before humans built cities and walls, Physical Description: The human nomads of
humankind lived in harmony with the wilderness. Ansalon are slightly taller than their civilized
Now termed “primitives, barbarians, and savages,” cousins, standing between 5 1/2 to 6 1/2 feet tall.
the nomads of Ansalon continue to live as their The nomads of the mountains, plains, and desert
ancestors lived thousands of yeas ago, choosing are noted for their bronze skin, black hair, and
to dwell in the harshest climes and most inhos- dark eyes, while the Ice Folk in the south have
pitable lands. The nomads have conquered the fair skin, light-colored hair (often red), and green
mountains, plains, deserts, and tundras. or blue eyes. Nomadic people in general gain a
Personality: Nomads take fierce pride in their “weathered” look from regular exposure to the
ability to survive in difficult places on their own elements that may make them appear older than
terms. They are people of few words, feeling no they are. They are also lean and physically fit,
need to waste their limited resources on meaning- even in old age.
less conversation. Likewise, they tend to be Each tribe has its own customs for appearance
extremely practical in their activities and decisions. and dress. Such customs are both a part of tradition
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and practical for the environment. Mountain and maintain a balance between a rigid sense of tradi-
plains nomads dress in form-fitting animal skins. tion and a strong commitment to individual free-
The Ice Folk dress in thick furs to protect them dom, tending to neutrality with respect to law and
from the cold. Desert nomads wear loose-fitting chaos. Similarly, their pragmatic lifestyle also leads
wool robes that protect them the desert heat by many nomads to choose neutral alignment with
day and its chill by night. Most tribes make their respect to good and evil, rejecting those extremes
own decorative jewelry worn by men and in their constant struggle to survive.
women, and tattooing is common as well. Nomad Lands: Nomads carve out homes
Relations: Distrust of other races, including even in the most inhospitable of regions. They
civilized humans, is deeply ingrained in the mind take pride in surviving conditions that city-raised
of every nomad. Even during the best of times, humans find intolerable.
relations between tribes and outsiders are strained. Religion: Nomads often worship Chislev, a
Nomads respect elves—particularly Kagonesti—as god who rewards respect and understanding of
a race that understands nature, but even then, nature. During the eras in which the deities were
nomads consider elves arrogant. Nomads make absent, many nomad tribes reverted to ancestor
generalizations about other races, but they give worship or venerated unseen spirits of nature.
individual members of those races the chance to Language: Nomadic humans speak regional
prove themselves worthy of respect. Nomads languages dependent upon their location, with
inherently trust no one except members of their varying dialects by tribe. Most tribal members
own tribe. also speak Common.
Alignment: Civilized people assume that Names: Nomads take names that are descrip-
nomads lean toward chaos, but, in truth, they tive of the person or a reflection of the natural

Nomad Languages  Frostreaver 


 and Names  All stood frozen except for Laurana.
All nomads learn a regional language in addition Blind in a hot light flashing the crown of the mind
to Common. Nomads have varied naming con- Where death melts in a diving sun
ventions, though all share one trait in common: She takes up the Ice Reaver
a name is something taken seriously. If mis- And over the boil of wolves over the slaughter
spoken, especially in jest, the nomad will be sure Bearing a blade of ice bearing the darkness
to take offense. She opened the throat of the wolf lord
Desert nomads speak Abanasinian (Plains And the wolves fell silent as the head collapsed.
of Dust) or Khur (Khur desert). The nomads of —Michael Williams, Song of the Ice Reaver
the Plains of Dust follow the naming patterns of
their Plains-dwelling cousins (see below). Male Northerners scoff at the legends of Ice Folk
names among the Khur include Bardo, Cephi, chieftains wielding huge axes crafted out of gla-
Parlan, and Tamas. Female names include Aliza, cial ice, but the frostreaver is a real weapon.
Liri, Morta, and Talitha. During the War of the Lance, a frostreaver was
Mountain nomads speak Ergot (Northern used to slay the Dragon Highlord Feal-Thas.
Ergoth), Abanasinian (Kharolis), or Nerakese The ice necessary to construct a frostreaver
(Khalkist). Ergothian mountain nomads have can be gathered only from a secret and specific
male names that include Bosco, Hohbert, Mingo, place on the Icewall Glacier, where incredible
and Torben; female names include Adelyn, Flora, pressure has compressed the ice for centuries,
Odila, and Timona. Kharolis mountain nomads making it as hard as steel. The Ice Folk jealously
have names similar to the Abanasinian Plains guard the secret of crafting the frostreavers. The
nomads, while those of the Khalkists are named blades are painstakingly carved and sculpted, then
similarly to the nomads of Khur. anointed with the oil of thanoi blubber and other
Plains nomads speak Abanasinian. Male exotic ingredients to keep the ice solid, sharp, and
names include Arrowthorn, Hollowsky, Silver- strong. The frostreaver is a valued weapon used by
wolf, and Treewhistle. Female names include the Ice Folk in their endless war against the thanoi.
Clearwing, Pale-fawn, Starflower, and Tearsong. In Cold or Extreme Cold conditions (40° F or
Ice Folk speak their own exclusive tongue, colder), a frostreaver is a +4 greataxe. In Moderate
often called Icespeak by northerners, which is or warmer conditions (more than 40° F), the
distantly related to the Ergothian languages. frostreaver is only a +1 greataxe.
Male names include Asmar, Grimur, Osvald, and Moderate transmutation; CL 12th; Craft
Valdor. Female names include Aesa, Enola, Magic Arms and Armor, Craft (weaponsmithing)
Marit, and Teresa. 8 ranks, creator must be a cleric of at least 12th
level; Price 22,720 gp; Cost to Create 11,520 gp
+ 896 XP.
Races  11
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world in which the tribe lives. Some names are are very proud and take great care. Females grow
unique to the languages and customs of the tufts of hair on their cheeks.
tribe, while others are indicative of the nomads’ Relations: Dwarves do not get along with
love of nature. other races, having at least one objection to each.
Adventurers: Tribal folk are very reluctant to Gnomes are hard working, underground folk like
leave their families and traditions behind, yet their dwarves, but their excitability and fast speech
strong sense of duty and inherent bravery serve grate on a dwarf ’s nerves. Dwarves admire elves
them well when they venture into the greater for their craft skills, but disdain them as arrogant,
world. Many nomad tribes have tests for their puny forest-dwellers. Humans may be produc-
warriors involving quests that take them away tive, but dwarves consider them inconstant and
from home. Such adventures can require a life- untrustworthy. Kender have no redeeming quali-
time to complete. ties in the opinion of most dwarves. Dwarves
believe that ogres, minotaurs, and draconians are
Nomad Racial Traits evil creatures who should be destroyed.
Nomadic humans have all the human racial traits Alignment: Dwarves are lawful and tend
listed in Chapter 2 of the Player’s Handbook except toward a neutral alignment. Adventuring dwarves
as follows: are often good, and neutral toward law and chaos.
 Automatic Languages: Common and a regional Dwarven Lands: The primary dwarven
language (see Nomad Languages and Names). kingdoms are the mountain dwarven kingdoms
Bonus Languages: Any. of Thoradin and Thorbardin, though there are
scattered dwarven communities across Krynn.
Dwarves Thoradin, in particular, has passed hands many
The dwarves of Krynn are an industrious people, times, from one dwarven race to another, and is
known throughout Ansalon as skilled builders currently in possession of the Daewar clan. Thor-
and master artisans. Preferring to live below bardin’s history is much more stable, since for
ground, many clans dwell under the mountains in centuries it was closed off to the outside world,
mighty halls hewn out of the rock. Some dwarves, though it too has recently seen troubles. Hill
however, have moved into the foothills, choosing dwarves have established their own kingdoms,
to interact with other races rather than shutting still harboring bitterness at the perceived betrayal
themselves off from the world. of the mountain dwarves, who shut them out of
All dwarves share the following characteris- the mountains so long ago.
tics, with variations by subrace as noted below. Religion: All dwarves revere Reorx, the
Personality: To outsiders, dwarves can seem Forge, and believe they are a chosen people cre-
dour and taciturn, but that is their way with ated in the god’s image. Some dwarves turned
strangers. In truth, the dwarves are outgoing and completely from the deity after the Summer of
gregarious when comfortable when among Chaos, but these individuals are rare. The halls
friends, quick to roar with laughter at a good joke. of the dwarves often ring with the oath, “By
Even the more softhearted dwarves make an Reorx’s beard!”
effort to maintain a gruff exterior, since tender Language: Dwarven is a tongue that has
emotions are rarely shared with others. Dwarves remained quite consistent throughout the ages,
take tremendous pride in their beards, wearing with little variation. Hill dwarves and those
them long and keeping them well groomed. from the dark kingdom of Thoradin have dis-
Dwarves have an innate love of precious metals tinct accents, but are easily understood by
and gemstones, regarding their look and feel as other dwarves. Dwarves learn Common, as well
important as monetary value. as the language of their enemies (Goblin or
Physical Description: Dwarves stand Ogre). Many dwarves also learn Hammertalk, a
between 4 and 4 1/2 feet tall, with rare speci- method of communicating by a series of taps on
mens approaching nearly 5 feet in height. Their stone walls.
bones and muscles are so dense, however, that Names: Dwarves all have a family name of
they are much heavier than one would guess which they are very proud, each family being part
by appearance. They have light brown skin of a larger clan. Children are given individual
(though exact shades vary from clan to clan and names at birth, often in honor of a relative or
family to family). Their hair ranges from brown ancestor. This creates confusion among outsiders
to black to gray and (rarely) white. Dwarves when they encounter several dwarves with the
have a wide vocal range, and even females vary same or similar names. Dwarves themselves have
from deep to high ranges. Dwarven rhythmic a passion for genealogy and can sort everyone out
chants and songs use all ranges to create amaz- without difficulty.
ing effects. Male Names: Barsh, Duncan, Granite, Isarn,
Males have long, full beards, of which they Jasper, Kharzod, Mortar, Rolg, Stanach, Tarn.
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Female Names: Amelista, Belecia, Garnet, Dwarfgate War (another unfairly leveled charge)
Ivory, Jetta, Kelida, Mica, Obsidian, Perian, Ruby. and since that time they have survived as a servi-
Clan Names: Coalblack, Drumwarden, Iron- tor clan. They are known as fierce combatants
hammer, Slatebrim, Thorwallen. and loyal friends. Though their position of servi-
Adventurers: Dwarves who adventure might tude may be unjust, many unflaggingly support
begin on a quest for revenge, a search for stolen their Hylar masters.
property, or travel to sell finely crafted wares.
Since dwarves feel it is unnatural to venture far Mountain Dwarf Racial Traits
from the clan, dwarves who spend their lives Mountain dwarves have all the dwarven racial
adventuring may be regarded as addled by their traits listed in Chapter 2 of the Player’s Handbook
peers and family. except as follows:
Racial Traits: By subrace, below.  Automatic Languages: Dwarven and Com-
mon. Bonus Languages: Giant, Gnome, and
Mountain Dwarves Hammertalk.
The dwarves of the mountain kingdoms existed
apart from much of Ansalon throughout their his- Hill Dwarves
tory. Since their contact with the outside world Hill dwarves have left their underground halls to
often turns out badly, the self-sufficient dwarves practice their skills in the greater world. Hill
are quick to shut their gates and seal off their halls dwarves share the traits of their mountain dwarf
to preserve the way of life that has sustained them cousins, but are a bit more accepting of other
since the Age of Dreams. races and cultures.
Mountain dwarves come from one of the fol- All hill dwarves are of the Neidar (“Near-
lowing clans. est”) clan. A longstanding, bitter feud exists
Hylar (“Highest”): This is the oldest of the between hill dwarves and mountain dwarves,
dwarf clans, often considered the most noble. dating back to the Cataclysm. The hill dwarves
Their halls within the mountain kingdoms are the accuse the mountain dwarves of having shut
best appointed and always magnificent. the doors of Thorbardin on them when the
Daewar (“Dearest”): Another highly respected Neidar sought refuge following the Cataclysm.
clan, the Daewar produce many important war- In their defense, the mountain dwarves claim
riors and leaders. They are known for their that they had resources enough to feed only
excellent fighting prowess and often work in their own people and that, if they allowed the
conjunction with leaders of the Hylar clan. hill dwarves into the mountain, they all might
Klar: The Klar were a clan of hill dwarves have starved.
who were trapped inside Thorbardin during the
Cataclysm and not allowed to leave the moun- Hill Dwarf Racial Traits
tain kingdom when the dwarven kingdom was Hill dwarves have all the dwarven racial traits
sealed from the inside. As a clan, they are known listed in Chapter 2 of the Player’s Handbook except
for wild-looking eyes and wiry beards, though in as follows:
truth their reputation as madmen is largely unde-  Automatic Languages: Dwarven and Com-
served. The mountain dwarves subjugated them mon. Bonus Languages: Elven, Goblin, and
as suspected Neidar sympathizers during the Ogre.

 Outcast (Fatherless) Dwarves  Mountain dwarves can be Cast Out only by


A dwarf who is ‘Cast Out’ is forever banished from his the ruling of the High Thane, although the accu-
home and his clan. He becomes an exile, a wanderer sations against a dwarf can be brought by
over the face of the land. A Cast Out may be taken in anyone. (Any dwarf suggesting to the council
by another clan in some other part of Ansalon, but he that another dwarf should be Cast Out has made
will have no voting rights within the clan, will be an enemy for life.) Hill dwarves, who consider
viewed as essentially living on its charity. themselves more progressive, have an open vote
—Margaret Weis and Don Perrin, on the matter, requiring a two-thirds majority
The Doom Brigade vote of all the adult members of the clan to expel
someone from the clan.
Outcast, or “Fatherless,” dwarves have been While the number of outcast dwarves is
ejected from their clan and their home. A extremely low, expulsion is one reason dwarves
dwarf ’s connection to family and clan is so begin a life of adventure. Adventuring outcast
strong that he feels it in his bones. Being Cast dwarves who come into contact with former
Out is a punishment worse than death. Indeed, clansfolk may feel a burning shame. Others,
some dwarves kill themselves rather than face believing that they have been treated unjustly,
life alone. feel intense rage.
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Dark Dwarves gnomes and dwarves in the years following the


The dark dwarves include two clans of mountain transformation of the gnomes by the Graygem of
dwarves who prefer to live completely in dark- Gargath. The gnome-dwarf half-breeds appeared
ness. Considered mad by other dwarves, dark to inherit the worst qualities of both races. The
dwarves are known for evil and murderous acts. unfortunate half-breeds were driven out of their
They claim loyalty to the High Thane and the clans. Humans later christened them “gully
dwarven race, but more than once the dark dwarves,” reflecting their lowly status and poor
dwarves have betrayed their kin. living conditions.
Theiwar (“Thankless”): Once a clan of deep- Personality: The following aspects to a gully
dwelling dwarves, the Theiwar became allergic to dwarf ’s personality sum up the entire race: keen
sunlight in the later years of the Age of Dreams. survival instinct, a strong (if baffling) pride in them-
Centuries of inbreeding and isolation have given selves, unflagging endurance, a pitiable aspect, a
them unusual traits that separate them from their desperate will to live, and low cunning and lower
cousins. Theiwar are extremely fair, with a number intelligence. The cornerstone of gully dwarf exis-
of true albinos born among them. They are also tence is simple survival. Gully dwarves do what-
the only clan of dwarves who show an active ever it takes to stay alive. When danger threatens,
interest in magic, another rift between the Thei- their first thought is to run if possible, and grovel
war and their cousins. and cry piteously if not. Gully dwarves are not
Daegar (“Deepest”): During the Age of Dreams, completely helpless, however. If backed into a
the Daegar were a noble clan who fought on the corner, gully dwarves fight viciously, with the des-
side of the Hylar and their cousins, the Daewar. perate fury of the cornered rat. Gully dwarves
After joining sides with rebel Theiwar, the Daegar resort to any tactics to survive: biting, gnawing,
were banished into the deep undermountain. By scratching, and pummeling. “Fighting dirty” is the
the middle of the Age of Might, the Daegar inter- only way a gully dwarf knows how to fight.
married with the Theiwar and became like them. Gully dwarf stupidity is legendary through-
The other clans often call the Daegar “Dewar” (a out Ansalon. The gully dwarf numbering sys-
corrupted combination of Daegar and Theiwar) tem includes the numerals “one,” to indicate a
because they sacrificed the purity of their clan to single thing, and “two,” indicating anything
become dark dwarves. more than one.
Despite the image other races hold of them,
Dark Dwarf Racial Traits gully dwarves are extremely proud and act with
Dark dwarves have all the dwarven racial traits great seriousness. Survival isn’t a joke, and no
listed in Chapter 2 of the Player’s Handbook except other race comes close to possessing the raw
as follows: talent for survival possessed by the gully dwarves.
 +2 Constitution, –4 Charisma. Dark dwarves Physical Description: Gully dwarves are
possess the toughness and stamina of dwarves, short and squat, averaging fewer than 4 feet in
but are sullen and reserved. height and weighing around 100 pounds, with
 Darkvision out to 120 feet. females slightly smaller than males. Gully
 +2 racial bonus on Hide, Listen, and Move dwarves are physically much like other dwarves,
Silently checks. Dark dwarves are skilled in though they are often covered with scars, boils,
skulking in the darkness, and make excellent warts, sores, and filth due to their living condi-
spies. tions. Skin tone ranges from olive brown to pale
 Light Sensitivity: Dark dwarves take a –2 cir- cream to dirty gray brown. Mottled and
cumstance penalty on attack rolls, saves, and splotched skin is not uncommon. Males grow
checks in bright sunlight or within the radius long, scruffy beards, while females have wispy
of a daylight spell. tufts of hair gracing their cheekbones. Hair color
 Favored Class: Rogue. is dirty blond or brown, rust, gray, or a dull-black,
while eye colors range from a watery blue and
Gully Dwarves dull green through brown or hazel. Less heavy
The Aghar (“Anguished”), or gully dwarves as most and stocky than typical dwarves, gully dwarves
races call them, are a misbegotten race of tough have slender, narrow fingers and limbs. Potbellies
survivors. Though gully dwarves themselves have are common to both sexes. Gully dwarves dress
an extensive oral tradition (they love telling sto- in whatever comes to hand, with no regard to
ries), no two gully dwarf clans ever agree on the whether or not the item was originally intended
exact details of their origins or history. The com- as such apparel.
monly accepted tale of how gully dwarves came Relations: Although gully dwarves can be
to be is found within the annals of Astinus’s found living throughout Ansalon, they are not
Iconochronos. According to the Iconochronos, gully particularly welcome anywhere. Once settled in
dwarves are the result of breeding between an area, gully dwarves are extremely difficult to
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Dwarves

pry loose. The natives make the best possession of such items is said to grant the
of a bad situation by using the gully dwarves for spirits’ power to the owner. A dead lizard, for
menial labor, which they’re only too happy to example, may have wondrous healing properties
perform. Oddly enough, gully dwarves are among (at least to the gully dwarves). Other races inter-
the best cooks in Ansalon. pret this belief as more proof of Aghar stupidity.
Alignment: Survival knows no laws and Aghar don’t particularly care what others think.
neither do the gully dwarves. The concept of a Their faith works for them.
codified set of “rules” is alien to them. Gully Language: The Aghar language, known as
dwarves are strongly inclined toward chaotic Gullytalk, is harsh sounding, convoluted, and
behavior, and see little difference between the incomprehensible to any but gully dwarves. Not a
forces of good and those of evil—neither one true language per se, Aghar patois changes con-
cares about the gully dwarves, so the Aghar don’t stantly, borrowing terms from others as needed.
care about them. Gully dwarves show a remarkable inventiveness
Gully Dwarf Lands: The cataclysms and with their language. Aghar living near elves
wars that are blights to the rest of the world are speak a language that sounds like broken Elven,
a blessing to the gully dwarves. As cataclysm while those living near dwarves speak a garbled
and war destroy villages and cities alike, the Dwarven, and so on. Gullytalk evolves so rapidly
gully dwarves move into the ruins left behind. that scholars are unable to study it.
Once-mighty towns such as Xak Tsaroth and When two groups of gully dwarves meet,
the sewers of cities such as Palanthas are home their dialects fuse together within a matter of
to the gully dwarves. With no cultural home- days, creating an entirely new patois.
land of their own, gully dwarves are more than Names: Gully dwarves are named by their
willing to adopt the local customs of their parents, by their “friends,” by their masters, or by
chosen residence. themselves. Gully dwarves change their names on
Religion: Gully dwarves believe they have a whim if they find a new one that they like. Total
been abandoned by Reorx, the patron deity of all strangers may inadvertently contribute to the
dwarves and gnomes. To fill the void left by process. A human who once said to a gully dwarf,
Reorx’s abandonment, gully dwarves appeal to “Get out of my way, maggot!” gave the Aghar a
the spirits of departed ancestors to protect them name that was handed down for generations.
from harm and ensure their survival. Aghar Typically, a gully dwarf ’s name is a simple two-
believe that inanimate objects can be imbued syllable combination that may have a meaning,
with power from the ancestral spirits, and the or may simply sounds interesting at the time.
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Male Names: Blip, Bron, Clout, Gandy,  Automatic Languages: Gullytalk and Com-
Glitch, Pook, Rounce, Scrib, Seston, Tunk. mon. Bonus Languages: None.
Female Names: Bruze, Bupu, Fandy, Gata,  Favored Class: Rogue.
Meany, Pert, Stura, Vilga, Zaka.
Clan Names: Brap, Bulp, Clang, Glug, Hurk, Elves
Migan, Pland, Slik, Tega, Zang. The elves of Krynn are beloved of the gods of
Adventurers: Fighters and rogues are the Good. As a people they live in harmony with
most common “trades” taken up by intrepid gully nature, gently shaping it to match their vision of
dwarves, with a few rangers and barbarians dedi- perfection. Due to their long lives, elves seem to
cated to protecting the clan. While they are rarely possess endless patience. They are often seen as
capable of the focused mental effort required to dreamers rather than doers, lacking ambition,
wield arcane magic, gully dwarves do make sur- uninvolved, distant and ethereal. The elves’ pas-
prisingly adept clerics and mystics. Although sionate reverence for life and their love of beauty
their faith is heavily driven by superstition, Aghar often make human ambitions appear empty and
priests wholeheartedly embrace whatever deity hollow by contrast.
happens to be willing to listen to them.
Kagonesti
Gully Dwarf Racial Traits At home in the forests, the Kagonesti, or wild
Gully dwarf characters possess the following elves, believe every creature and object, from
racial traits instead of the normal dwarven abili- insects and birds to rivers and clouds, possesses a
ties and traits. spirit. They honor these spirits and know that, in
 +2 Dexterity, +2 Constitution, –4 Intelligence, return, the spirits honor them.
–4 Charisma. Gully dwarves are surprisingly Personality: Kagonesti believe that a happy
nimble and can thrive under conditions that life can only truly be achieved by harmoniously
would kill others. Their survival instincts existing with nature. Passionate and proud, they
enable them to prosper in dangerous regions. want only to be left to themselves. Due to the
They are sadly lacking in both intellect and expansion of human nations and mistreatment by
social graces. If you are randomly generating their own elven cousins, the Kagonesti have been
your character’s ability scores, an ability score dragged from their forest homes and forced to live
reduced to 2 or less by racial modifiers is in a world they do not like or understand. Unlike
instead given a value of 3. their more placid kin, Kagonesti can be hot-
 Small: As Small creatures, gully dwarves gain tempered and fierce when driven to extremes.
a +1 size bonus to Armor Class, a +1 size Physical Description: Though shorter than
bonus on attack rolls, and a +4 size bonus on their Silvanesti and Qualinesti cousins, the Kago-
Hide checks, but they must use smaller nesti are much more muscular than other elves.
weapons than humans use, and their lifting Kagonesti are brown-skinned. Hair colors tend to
and carrying limits are three-quarters of those be dark, ranging from black to light brown,
of Medium creatures. though occasionally a Kagonesti will be born with
 Gully dwarf base land speed is 20 feet. silvery white hair–a throwback to a distant ances-
 Survival Instinct: Gully dwarves are driven to tor. Purebred Kagonesti have hazel eyes.
survive. They receive a +2 racial bonus on Kagonesti dress in leather clothing, decorated
Hide, Move Silently, and Survival checks. with heavy fringe (which they believe acts as a
Gully dwarves may use Survival checks even in ward against evil spirits), feathers (which are
cities to forage for food and basic necessities. thought to grant good fortune), silver jewelry
 Hardy: Gully dwarves are resistant to the (symbolic of the spirit world) and turquoise
effects of disease and poison, receiving a +2 (symbolizing both heaven and earth). Kagonesti
racial bonus on Fortitude saves to resist the either paint or tattoo elaborate designs on
effects of poison and disease. exposed flesh. Such designs may relate to family
 Pitiable: Gully dwarf diplomacy consists of or can have more spiritual meanings. Kagonesti
flattery, begging, crying, cringing, and plead- reach adulthood at about 70 years of age and can
ing. They’ve honed this ability to a fine art. live about 500 years, though a few have reached
Gully dwarves receive a +4 racial bonus on ages of 700 years or more.
Diplomacy checks used to convince an enemy Relations: Kagonesti are wary of all out-
not to harm them. siders. History has shown them they have good
 Cowardly: Gully dwarves are extremely sus- reason to be wary. Humans cut down the trees to
ceptible to Intimidation and fear effects. They make towns and hunt animals for sport, while
suffer a –4 penalty on level checks to resist dwarves use trees as fuel for their forges, and
Intimidation checks made against them and on ogres take delight in torture and murder. Kago-
saving throws against fear effects. nesti even view other elves with suspicion, for the
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Silvanesti and Qualinesti treat the Kagonesti like


barbaric children who need to be “taught” how to
live properly.
Alignment: Unlike other elves, who tend to Elves
good, Kagonesti have a more balanced, neutral
outlook gained from living in harmony with Language: The Kagonesti language is a com-
nature. While some occasionally display more bination of ancient Elven and the Sylvan tongue
lawful or chaotic personalities, in the end they of the fey and forest creatures. The Kagonesti do
achieve balance. Since the Kagonesti are con- not have a written language, but use a form of pic-
cerned for the well being of all things, they are tographic writing that serves as a mnemonic
more often good than not. As with all elves, evil device for their storytellers and shamans.
Kagonesti are cast out of society and become Names: Each Kagonesti child is given a
dark elves. name by his or her parents that reflects either a
Kagonesti Lands: Traditionally, the Kago- feature the child possesses or a characteristic
nesti have dwelled in the forests of Southern reminiscent of something in nature. After
Ergoth. Kagonesti have no permanent settle- undergoing a rite of passage, Kagonesti take on
ments. Individual structures are made of leather a new name that indicates they have achieved
and lightweight wood. Each village is home to a adulthood. A Kagonesti reaches this point after
tribe of several interrelated families, centered the age of 40, though some achieve it much
around a chief—the oldest and wisest member of quicker. It is not uncommon for Kagonesti to
the tribe—who makes decisions for the good of change names several times throughout their
the tribe. long lives, each name reflecting a significant
The Kagonesti survived the rise of the event in their lives.
Ergothian Empire, the sundering of their forest Male Names: Blackbird, Greenleaf, Night-
from the mainland during the Cataclysm, the hawk, Prowling Cat, Shadow-Walker, Stalking
advances of the dragonarmies, and even man- Wolf, Two-Moon, Water-Runner, Whitestag,
aged to resist the tyranny of the dragon over- Wildheart.
lord Gellidus. Through all this, the Kagonesti Female Names: Ashwood, Crying Willow,
have suffered most due to the meddling and Gentle Fawn, Laughing Brook, Lioness, Mourn-
the arrogance of their own kin, the Silvanesti ing Dawn, Proudheart, Ravenmane, Star-Eyes,
and Qualinesti, who want to “civilize” their bar- Whisperwind.
baric cousins. Adventurers: Most Kagonesti leave their
Religion: The Kagonesti revere the deities forest home only under duress, but a few have
of Light and Balance and respect the gods of found an urge to explore. Rangers, fighters, and
Darkness from a wary distance. They have a barbarians make up the majority of Kagonesti
more personal relationship with the three gods adventurers, since the Kagonesti are often forced
of nature: Habbakuk, the Blue Phoenix and god to fight to keep their forest homes secure. Kago-
of animal life; Branchala (or Astra), the Song of nesti taken in by “civilized” elves may work as ser-
Life and deity of forests; and Chislev, the goddess vants or bodyguards and travel with their mas-
of nature, wilds, and beasts. ters. Kagonesti are drawn toward becoming
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clerics (or druids) of the three nature deities. Although Qualinesti are more tolerant and out-
Since the Kagonesti distrust wizards, very few going than the Silvanesti and relate well with
Kagonesti undergo the Test of High Sorcery— other races, the Qualinesti still consider them-
those who do almost universally take the White selves the chosen of the gods. They are opposed
Robes. With the coming of the Age of Mortals, to interracial marriages and, although they may
some Kagonesti became mystics and sorcerers, offer sanctuary to half-elves, the half-elves are
but these are relatively rare. never fully accepted by the Qualinesti.
Physical Description: Slightly smaller and
Kagonesti Racial Traits darker than the Silvanesti, Qualinesti elves aver-
Kagonesti have all the elven racial traits listed age just under 5 feet in height. Their bodies are
in Chapter 2 of the Player’s Handbook except as willowy and graceful. Hair color ranges from
follows: honey-brown to blond, and eye color tends to be
 +2 Dexterity, –2 Intelligence, –2 Charisma. either blue or brown. They have strong, soothing
Kagonesti are shorter but more muscular than voices and a friendly, open manner. Qualinesti
other elves, with a tendency to focus upon the dress favors woven trousers and jerkins for men
physical over the cerebral. and long dresses for women. Their clothing is
 Elvensight: Krynn elves have low-light vision, skillfully and artfully designed to be aesthetically
and can see twice as far as a human in starlight, pleasing as well as functional. Earthen colors pre-
moonlight, and similar conditions of poor illu- dominate, ranging from rich goldenrod to dark
mination. They retain the ability to distinguish umber, with splashes of color used sparingly and
color and detail under these circumstances. to maximum effect. Though not quite as haunt-
Elvensight also includes darkvision up to 30 ingly attractive as the Silvanesti, the Qualinesti
feet. Darkvision is black and white only, but it possess a grace and beauty that impresses mem-
is otherwise like normal sight. bers of other races, particularly humans. A Quali-
 Weapon Proficiency: Kagonesti elves receive nesti achieves adulthood at about 80 years and
free Martial Weapon Proficiency feats with the can live between 550 and 700 years.
short sword, longspear, shortbow (including Relations: More sociable and tolerant of
composite shortbow), and longbow (including other races than the Silvanesti, Qualinesti elves
composite longbow). Kagonesti are hunters have more dealings with those outside their
and warriors, so all Kagonesti are familiar with forest home. During and after the time of the
these weapons. Cataclysm, up through the years prior to the War
 +1 racial bonus on Knowledge (nature) and of the Lance, and on through the Chaos War, the
Survival checks. At home in the forest, the Qualinesti began to harbor a deep-seated resent-
Kagonesti possess an intimate understanding ment against the other races of the world. They
of the ways of nature. can be just as arrogant and condescending as the
 Automatic Languages: Elven and Sylvan. Silvanesti, though their disdain often takes a
Bonus Languages: Common, Ergot, Gnoll, more subtle form, such as an “accidentally”
Goblin, Ogre, and Solamnic. dropped phrase, a sidelong glance, or a bump on
 Favored Class: Ranger. the shoulder.
Alignment: The Qualinesti are proponents of
Qualinesti independence, self-determination, and freedom.
Of all the elven nations, the Qualinesti elves have They tend to be mildly chaotic, with a strong ten-
the most interaction with the other races of dency toward goodness. Qualinesti who embrace
Krynn. Though some Qualinesti prefer to remain evil become outcast dark elves.
in their forest homes, others can be found explor- Qualinesti Lands: During the Age of
ing the continent as merchants, priests, wizards, Dreams, the Qualinesti established their home-
and travelers. land in the forest dividing Thorbardin from
Personality: Because of their relatively long Ergoth in western Ansalon. Prior to the Fifth Age,
life spans, Qualinesti accept the past without their greatest city was Qualinost, a city of great
regret and look forward to the future. They beauty. Qualinost boasted the gold-burnished
patiently pursue their goals and have an opti- Tower of the Sun, where the Speaker of the Sun
mistic view of life. While they grieve for what has resided. Instead of city walls, Qualinost was sur-
been lost to them through the years, the Quali- rounded by four arched bridges that ran from
nesti do not allow themselves to dwell on nega- guard tower to guard tower. During the War of
tive emotions, preferring instead to look forward Souls in the Fifth Age, Qualinost was destroyed in
to the next new day, the next new challenge. the great battle that also brought about the down-
The Qualinesti elves take pride in their abil- fall of the dragon Beryllinthranox. A lake known
ities, tending to look with disdain upon the as the Nalis Aren (“Lake of Death”) now covers
“crude” work by the obviously inferior races. the ruins of the once-beautiful city.
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The Qualinesti were forced into exile when color and detail under these circumstances.
evil forces overran their homeland. In an effort to Elvensight also includes darkvision up to 30
find a new home with their cousins, the Quali- feet. Darkvision is black and white only, but it
nesti made a daring trek across the Plains of Dust is otherwise like normal sight.
and reached Silvanesti safely, only to find that  +1 racial bonus on Diplomacy and Sense
they faced peril from a different source when that Motive checks. Though they can be as aloof as
land was overrun by a minotaur army. the Silvanesti, Qualinesti are more inclined
The Qualinesti are ruled by a Speaker of the than most elves to deal with other races.
Sun, who must be a blood descendant of their  Automatic Languages: Elven and Common.
most famous ancestor, Kith-Kanan. The Speaker Bonus Languages: Abanasinian, Dwarven,
serves primarily as an arbitrator over a senate Ergot, Goblin, Ogre, and Sylvan.
called the Thalas-Enthia, whose members are
appointed to represent various guilds and com- Silvanesti
munities of Qualinesti. The current Speaker is Cool, aloof, and seemingly untouchable, the Sil-
Gilthas, the son of two Heroes of the Lance: vanesti elves represent all that is best and worst
Tanis Half-Elven and Laurana, the Golden Gen- in the elven people. Their haunting beauty is
eral, who was the daughter of one Speaker and marred by their cold and aloof natures. They
sister to another. consider themselves better than all other people
Religion: Elves are the children of the gods on Ansalon, including their own kin, the Quali-
of Light, and as such they place a greater empha- nesti and Kagonesti.
sis upon the worship of Quen Illumini (Mishakal), Personality: Proud and arrogant, the Silva-
Mantis of the Rose (Majere), the Blue Phoenix nesti have little use for the members of any other
(Habbakuk), Astra (Branchala), and Solinari, race, including other elves. Silvanesti are ex-
though they also respect Chislev as a deity of tremely prejudiced against the cultures of “infe-
nature. The deities of Darkness are rarely spoken rior” people, and are intolerant of other customs
of, and worshiping them is considered heresy. and beliefs. Silvanesti dislike change. Their soci-
Qualinesti rituals tend to be spontaneous and ety has endured for more than 3,000 years, and
from the heart. has changed very little in that time. When change
Language: The Qualinesti language has its does occur, it is usually forced onto them. Slow to
origins in the same tongue as that spoken by the trust and quick to blame, very few Silvanesti form
Kagonesti and the Silvanesti. Unlike the other lasting friendships with non-Silvanesti.
two languages, the Qualinesti language borrows Physical Description: Silvanesti average
and incorporates words from other races. about 5 feet tall and weigh between 90 and 100
Names: Children are given intricate, beautiful pounds, with men only slightly taller and heavier
names, a unique combination of syllables that sig- than women. Fair-skinned, Silvanesti have hair
nify the child’s unique and special nature. Since color that ranges from light brown to white-
the Qualinesti are a patriarchal society, the father’s blonde, and most have hazel eyes. Silvanesti
name is appended to that of the child, signifying speak in melodic tones and move with a natural
the child’s lineage. grace, possessing a haunting, unearthly beauty.
Male Names: Armantaro, Gilthanas, Har- Silvanesti typically have no facial or body hair,
manutis, Kelevendros, Kemian, Paladithel, Que- though extremely old elves (those who have seen
navalen, Solarinas, Tanthalas, Vanthanoris. more than 500 years) will sometimes begin to
Female Names: Ailea, Deanna, Gilleana, grow a wispy beard. Silvanesti prefer loose gar-
Kaylan, Laurana, Merathanos, Ororana, Rhyana, ments, flowing robes and gowns covered by bil-
Thorala, Verhanna. lowing capes in shades of green and brown. A Sil-
Adventurers: Qualinesti take up adventuring vanesti achieves adulthood at about 80 years old
for practical reasons, although some travel for and can live to be more than 550 years old.
curiosity or pleasure. Most do not stay for long in Relations: Silvanesti elves tend to be racial
one place, instead seeking to see and do as much “purists,” firmly believing in their natural superi-
as they can before returning home. ority to all other races. This elitist disdain encom-
passes all non-Silvanesti, even the Qualinesti, who
Qualinesti Racial Traits are regarded as “poor cousins,” and especially the
Qualinesti have all the elven racial traits listed Kagonesti, who are viewed as “savage children.”
in Chapter 2 of the Player’s Handbook except as The Silvanesti harbor a particular hatred for the
follows: ogres and the ogre races (especially minotaurs),
 Elvensight: Krynn elves have low-light vision, who were the first children of Darkness. The Sil-
and can see twice as far as a human in starlight, vanesti are also prejudiced against humans, since
moonlight, and similar conditions of poor illu- they blame human folly for bringing the Cata-
mination. They retain the ability to distinguish clysm down upon Krynn. The Silvanesti consider
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half-elves an abomination, because their racial Family Names: Althonos, Caladon, Calostin,
purity has been tainted by “lesser” blood, repre- Dralathalas, Kaldeist, Lanthaloran, Oakleaf,
senting a possible threat to the Silvanesti way of Rathenas, Starbreeze, Takmarin.
life. The Silvanesti barely acknowledge the exis- Silvanesti Houses: Advocate, Cleric, Gar-
tence of dwarves, gnomes, and kender, consid- dener, Mason, Metalline, Mystic, Protector,
ering them inferior in every way. Royal, Servitor, Woodshaper.
Alignment: With a society built upon a Adventurers: Prior to the War of Souls, Silva-
strict hierarchy, Silvanesti tend to be more law- nesti elves rarely left their kingdom, although
fully inclined than other elves. Silvanesti are some followed their former queen, Alhana Star-
aligned with good, but they believe so highly breeze, into exile. After the minotaur invasion,
in their own purity that goodness can be taken Silvanesti elves were forced into the world and
to extremes. now search for careers to support their families
Silvanesti Lands: The Silvanesti, like their and their people. A few are starting to realize that
Qualinesti cousins, are a people without a home- only by working together can the elven nations
land. Their traditional home, the Forest of the Sil- survive at all.
vanesti in southeastern Ansalon, was lost first to
the Armies of the One God, and later to the com- Silvanesti Racial Traits
bined armies of the ogres and minotaurs. The Sil- Silvanesti have all the elven racial traits listed in
vanesti even lost their hereditary monarch when Chapter 2 of the Player’s Handbook except as
their king died a hero during the War of Souls. follows:
Alhana Starbreeze abdicated her rightful throne  +2 Dexterity, +2 Intelligence, –2 Constitution,
in favor of her late husband’s nephew, Gilthas the –2 Charisma. Silvanesti are graceful and cere-
king of the Qualinesti, causing much contention bral, taking pleasure in beauty and knowledge.
within the ranks of the Silvanesti. They are frail when compared to other races,
Religion: Encompassing members that wor- and their inborn arrogance is often abrasive.
ship both the gods of Light and the deities of Bal-  Elvensight: Krynn elves have low-light vision,
ance, the Silvanesti pay particular homage to and can see twice as far as a human in starlight,
Quenesti Pah (Mishakal), Matheri (Majere), the moonlight, and similar conditions of poor illu-
Blue Phoenix (Habbakuk), Astarin (Branchala), mination. They retain the ability to distinguish
and Solinari. Chislev and the Tree of Life (Zivi- color and detail under these circumstances.
lyn) are also respected as nature deities. With Elvensight also includes darkvision up to 30
the sacrifice of E’li (Paladine) during the War of feet. Darkvision is black and white only, but it
Souls, the Silvanesti and Qualinesti turned to is otherwise like normal sight.
Mishakal as their primary goddess. They honor  +1 racial bonus on Knowledge (arcana) and
the former deity of Good, however, calling him Spellcraft checks.
Valthonis (“The Exile”).  Automatic Languages: Elven. Bonus Languages:
Language: The Silvanesti language is the Common, Dwarven Ergot, Kenderspeak,
purest of the Elven dialects, unchanged through Kharolian, Khur, Goblin, Ogre, and Sylvan.
more than 3,000 years. Kagonesti and Qualinesti
Elven are derivatives of the same tongue, Half-Elves
though divergent in their own ways. The lan- Since the time of Kith-Kanan, when elves first
guages are similar enough so that it is possible began to interact extensively with human races,
for elves to easily communicate with one another, elves and humans have fallen in love and married.
though misunderstandings may arise due to After the Cataclysm, human bandits and merce-
euphemisms and colloquialisms. The Silvanesti naries raided Qualinesti borders, looting the elven
script is elegant and flowing, and is the same lands, killing elven men and raping elven women.
script used by the other elven races, except the Half-breed children are the result of both unions.
Kagonesti, who do not use a written form of Whether born of love or hate, the mixed blood of
the language. the half-elves forever brands them as outcasts
Names: Names are very important to the from both elven and human society.
Silvanesti, since a name indicates an individual’s Personality: Half-elves inherit the best quali-
heritage and proper place within the fabric of ties of both their parents. They have the love of
elven society. beauty and reverence for nature of the elves and
Male Names: Avonathalonus, Falindrithan, the ambition and drive of humans. Due, perhaps,
Jahran, Kardanon, Lothas, Maravallon, Pellarin, to the prejudice they face from both societies,
Quimathon, Silvanas, Terevalis half-elves tend to be introverts and loners.
Female Names: Aleaha, Ladine, Lisindrela, Scorned and belittled, some half-elves are inse-
Maleesa, Nemetranee, Raenavalona, Roselenna, cure and rebellious, lashing out at those who hate
Serinda, Telisina, Thyanel. them for what they are.
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Physical Description: Half-elves strongly demands placed upon them by others, and can at
resemble their elven parents, though unlike times prove to be unpredictable or unreliable.
elves, they are capable of growing facial hair. Half-Elven Lands: Half-elves have no land
The hair coloration of half-elves is inconsistent of their own, since they are outcasts from the
with elven heritage, while their eyes are quite societies of both parents. Loners, half-elves
often blue or hazel. Half-elves are more stocky move from community to community, always
than elves, but slimmer than humans. Lacking searching for a place to call home.
the unapproachable beauty of the elven parent, Religion: Half-elves raised in an elven com-
half-elves still tend to be attractive, with fair skin munity follow the elven religious beliefs, while
and nimble grace. those raised among humans tend toward wor-
Half-elven dress reflects the culture in which shiping the gods as humans do.
they are raised or currently living. Because some during the Fourth Age claimed
Relations: Half-elves are treated as outcasts that even the deities did not want them, half-elves
by both humans and elves, so it is not surprising turned their backs on religion. During the Fifth
that many find more companionship with mem- Age, half-elves found acceptance with the mystics
bers of other “outcast” races, such as gnomes and and some have come to believe that mysticism is
kender. Caught in the middle of the political and the true path toward enlightenment.
social tensions between elves and humans, half- Language: Half-elves share the languages of
elves try to avoid having to deal with either race both their human and elven heritage. Their
if at all possible. usage of Elven tends to be less precise than a
Alignment: Half-elves share the same charac- true elf ’s, though only another elf would notice
teristics of chaos or lawfulness as their elven the difference.
parent, in addition to the human tendency toward Names: Half-elves are often named in the
extremes. They value independence and freedom tradition of their mother’s heritage, whether that
of expression and have little love for authority. is elven or human. Those born outside of wedlock
Born outsiders, they often resent the rules and are only given a first name, with a sobriquet

 Dark Elves 
When an elf embraces evil, worships the gods of The Qualinesti bring the accused before a
Darkness, or is considered a threat to his or her council of his peers, where the elf may present
people, elven society moves swiftly to punish the a case. If the council unanimously votes the elf
guilty. The elven respect for life does not permit guilty, then he undergoes the Eclipse of the Sun
them to execute these individuals. Instead, those rite where his crimes are presented before the
elves deemed dangerous are cast out and named deities and the elf is given a chance to repent. If
dark elves. he does not sincerely and honestly repent, then
To be named a dark elf is to be without a he is declared a dark elf. His name is stricken
country and a people. Forbidden to interact with from the hearts of the Qualinesti and no elf is
all other elves, regardless of nationality, a dark elf permitted to speak his name.
is forced to roam the world in exile, always The Ceremony of Darkness is the Silvanesti
dreaming of the homeland that will never be method for trying the guilty. The elf is taken
seen again. into a chamber with mirrored walls and asked
Only through forgiveness can a dark elf be to step within an unbroken circle formed by a
welcomed once again into the realms of the platinum chain. The elf sees his crimes por-
elven people, but redemption can often prove to trayed on the mirror as the chain tightens
be a difficult and dangerous trial. Most who around him, binding him securely. As the elf is
strive for redemption do not survive, though in escorted out of Silvanesti, the dark elf ’s name is
rare occasions it is the very act of self-sacrifice stricken from the birth records and placed on a
that redeems the dark elf. list of the outcast in the Temple of E’li.
Each of the elven nations has its own meth- Sea elves use a dramatic magical ritual to
ods for dealing with dark elves. mark those accused of being dark elves.
Kagonesti elves accused of violating taboos Dimernesti dark elves lose the ability to
must undergo a sacred trial. Those who fail the change into sea otters, instead transforming
trial find that their tattoos are twisted and black- into manta rays. Dargonesti dark elves become
ened, forever branding their crimes upon their sharks instead of dolphins. It is said that
flesh. They can seek redemption through a Zeboim takes these outcasts under her protec-
second trial—a trial of combat—during which the tion. Unlike surface dark elves, dark sea elves
dark elf must defeat a great evil solely for the band together to try to punish their former
purpose of defending the good. Very few Kago- kin. Redemption has never been attempted by
nesti dark elves survive the second trial. any dark sea elf.
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appended as a last name that indicates the half- the same qualities possessed by the Kagonesti.
elf ’s status (such as Half-Elf, White-Robe, and so After centuries of loss inflicted upon them by the
on). Half-elves born in wedlock receive the Cataclysm, the sea dragon Brynseldimer, and
proper full name of their parents. other terrors, Dimernesti are sullen and have
Adventurers: As loners and outcasts, half- abandoned their faith and trust in outsiders. They
elves roam the world, searching for a place where display an aloof coolness when forced to deal
they can be accepted despite their heritage. Half- with others.
elves are drawn to other outcasts or outsiders for Physical Description: Of the elven races,
whom they feel an affinity. the two varieties of sea elves are the tallest. Dar-
gonesti men approach 7 feet in height, and
Half-Elf Racial Traits women average 6 feet. Dimernesti males aver-
Half-elves have all the half-elven racial traits listed age around 6 1/2 feet while women average 6
in Chapter 2 of the Player’s Handbook except as feet in height. Though burly in comparison to
follows: other elves, an average sea elf is sleek and slen-
 Elvensight: Krynn elves have low-light vision, der when compared to a human, with wiry and
and can see twice as far as a human in starlight, agile frames. Dargonesti skin is the deep blue of
moonlight, and similar conditions of poor illu- the ocean, which enables them to blend in well
mination. They retain the ability to distinguish with the ocean waves, while Dimernesti have
color and detail under these circumstances. light blue skin. The fingers and toes of both
Elvensight also includes darkvision up to 30 races are long and webbed, allowing them to
feet. Darkvision is black and white only, but it glide easily through the water, and they have
is otherwise like normal sight. small, feathery gill slits just below each of their
 Automatic Languages: Common and Elven. pointed ears. Dargonesti hair color ranges from
Bonus Languages: Any (other than secret pale gold to dark green, with a rare few having
languages). silver or black, while Dimernesti have silver hair
 Favored Class: Any. that they wear long, often braided with coral
and shells. Dargonesti eyes are large for their
Sea Elves face, with narrow pupils; the colors ranging
Two races of elves make their homes in the from palest blue-green to deep indigo with the
depths of the ocean: the Dargonesti (Deep occasional yellow or black. Sea elves achieve
Elves, or Quoowahb [KWO O-wab] in their adulthood around the age of 40 years. The Dar-
native tongue) and the Dimernesti (Shoal gonesti can live to be almost a thousand years
Elves). The following traits are shared by both old, while a typical Dimernesti reaches only half
races, which are described in greater detail that age.
afterward.
Personality: Proud
and hot-blooded, Sea elves
sea elves are pas-
sionate in every-
thing they do, a
trait not common-
ly associated with
the long-lived elves.
The Dargonesti
are reserved around
other races, and
elves mistakenly
consider them
uncivilized. Among
themselves, Dargo-
nesti work to achieve
harmony
with their
environment
and enjoy life to
the fullest.
The fiercely
independent Di-
mernesti reflect
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In the water, sea elves wear little clothing. years old. The Dargonesti wrested it from the
They may drape themselves with seaweed or koalinths and have tenaciously defended it ever
weave clothing from plants. Sea elves who visit since. The kingdom remained relatively
the surface may disguise their distinctive blue skin untouched through the Cataclysm, the War of the
in cloaks and robes. Lance, and the Chaos War, but during the War of
Relations: The Dargonesti are isolationists, Souls, much of the kingdom was lost.
even more so than the Silvanesti. Though they do The Dargonesti have established a number of
interact with the various other aquatic races, such smaller, fortified citadels in trenches in the ocean,
as the merfolk and tritons, the proud Dargonesti which serve as ancestral keeps for the various
keep to themselves. They hold a disdainful view Dargonesti clans, allowing them to protect the
of their Dimernesti cousins, considering them borders of their kingdom. In recent times, many
children who are afraid to swim in deep water. of these citadels have fallen and now lie in ruins.
They consider the Silvanesti and Qualinesti to be When the city of Istar was destroyed during
arrogant and ignorant, stagnant and corrupt. For the Cataclysm, it sank to the floor of the Blood
their part, the Silvanesti are still bitter toward Sea. The ruins became a home for the Dargo-
both the Dimernesti and Dargonesti for their nesti, who live within the city they believe to be
“betrayal”—abandoning the land for life in the sea. a gift to them from the gods.
The Dargonesti are more friendly toward the In current times, the only city of the Dimer-
Kagonesti, with whom they share similar beliefs. nesti is the underwater city of Dimernost. Before
Other races, such as humans, dwarves, the Cataclysm, the Dimernesti were a thriving
gnomes, and kender, are a curiosity to the Deep society with small cities scattered around the
Elves. Occasionally, a contingent of Dargonesti coastline of Ansalon. The quakes caused by the
will save drowning sailors, bringing them to the Cataclysm affected the land beneath the waves,
underwater citadels where they can be observed creating new seas and altering coastlines. Many
and cared for. Typically, the Dargonesti free those Dimernesti were killed, and they lost most of
of good alignment, while keeping evildoers their cities. After that time, they no longer built
imprisoned. The Dargonesti hate minotaurs and cities, but lived in small family groups that move
draconians and refuse to rescue them, simply constantly from place to place, making their
allowing them to drown. Minotaur sailors hate homes in kelp beds, coral reefs, and in shipwrecks
and fear the Dargonesti more than sharks. beneath the water. Occasionally, Dimernesti raid-
Before the Cataclysm, the Dimernesti enjoyed ing parties sneak ashore to raid nearby settle-
a close relationship with their surface cousins, ments for tools and other necessities.
particularly with the Silvanesti. After the devasta- Traditionally, the Dimernesti are ruled by
tion wrought upon the Dimernesti during the Speaker of the Sea, a hereditary, matriarchal
Cataclysm, they splintered into small family ruler who lives in the Tower of the Sea in Dimer-
groups, and severed ties with the surface world. nost. With the arrival of the dragon Brynsel-
During the War of the Lance, they reestablished dimer during the dragon purge, communication
ties with the Dargonesti to face the underwater between the Speaker and outlying families has
threat of the Dark Queen, only to have those ties been severed.
broken with the coming of the dragon overlords. Religion: The sea elves are a deeply religious
During the Fifth Age, they have once more people, having maintained their faith in the deities
retreated into their isolated, underwater world, even during those times the gods were absent.
believing themselves abandoned by their kin and Traditionally, the sea elves worship Abbuku the
left to the mercies of the sea dragon, Brynseldimer. Fisher (Habbakuk) and Kisla the Mother of Sea
Alignment: Freedom of choice and freedom Creatures (Chislev) as their primary gods, though
of expression are fundamental beliefs of the sea all temples also hold a shrine to Zura the Mael-
elves, who tend toward the peaceful side of chaotic. strom (Zeboim), to placate the dark and volatile
Among the Dargonesti, lawfully inclined sea elves goddess of the sea. The sea elves also worship
are not uncommon. Sea elves are aligned with Estarin (Branchala), Ke-en (Mishakal), Krijol
good, since those who follow evil are either ban- (Kiri-Jolith), and Matheri (Majere). The Dargo-
ished or go into voluntary exile. nesti pay homage to all three deities of magic, for
Sea Elf Lands: Watermere is the ancient cap- they recognize that the moons hold sway over
ital of the Dargonesti, located in a vast undersea the tides of the ocean.
valley northeast of Ansalon in the Courrain Language: Though based upon archaic
Ocean. The largest of the Dargonesti kingdoms, Elven, the Dargonesti language has changed over
Watermere is ruled by the Speaker of the Moon, the millennia since they separated from the Silva-
advised by a council composed of the clan patri- nesti. It uses the Silvanesti alphabet, but has
archs and matriarchs known as the Speakers of harsher consonants and softer, extended vowels.
the Blood. Watermere is more than two thousand In the water, the language adopts a chattering
Races  23
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patter, similar to the clicking of dolphins. From  Breathe Water (Ex): Sea elves can breathe
rescued sailors, the Dargonesti have been exposed water as an extraordinary ability.
to a wide variety of languages, though they rarely  Immunity to magic sleep spells and effects, and
consider it necessary to learn them. a +2 racial saving throw bonus against En-
Unlike the Dargonesti language, the Dimer- chantment spells or effects.
nesti language maintains a much closer tie to the  Elvensight: Krynn elves have low-light vision,
Silvanesti tongue, though it possesses characteris- and can see twice as far as a human in starlight,
tics that make it closer to a regional dialect. Since moonlight, and similar conditions of poor illu-
they have much greater interaction with the sur- mination. They retain the ability to distinguish
face dwellers than the Dargonesti, the Dimernesti color and detail under these circumstances.
have picked up other languages, particularly those Elvensight also includes darkvision up to 30
of the Ergothians and the minotaurs, who both feet. Darkvision is black and white only, but it
ply the waterways. is otherwise like normal sight.
Names: Dargonesti names reflect their envi-  Weapon Proficiency: Sea elves receive free
ronment, though many are derivatives of ancient Martial Weapon Proficiency feats with the tri-
elven names. Family names are as important as dent and longspear, and a free Exotic Weapon
first names, because they denote clan affiliation. Proficiency feat with the net. The struggle for
Though they may live far apart, those families survival in the ocean depths is fierce, so all sea
bearing the same name are still members of the elves are familiar with these weapons.
same clan. Since Dimernesti are raised in a com-  +2 racial bonus on Listen, Search, and Spot
munal environment, family names do not play a checks.
role in their society. Names often reflect the  Seasense: Seasense grants sea elves a +2 racial
Dimernesti’s love of water and the plants and ani- bonus on checks to notice peculiarities about
mals that live in the sea. water, such as strange pollutants (such as poi-
Male Names: (Dargonesti) Broron, Cory- sons or diseases), approximate depth, tempera-
phene, Drudarch, Imbrias, Kios, Nakaro, Naxos, ture, pressure, and the like. A sea elf can intuit
Ponthax, Treyen, Urion; (Dimernesti) Breegan, depth, sensing his approximate depth under-
Dalmeen, Elan, Jolnen, Kridal, Malkwen, Oolen, water as naturally as a human can sense which
Qwendeel, Ulanan, Zelnath. way is up. Sea elves have an inborn connection
Female Names: (Dargonesti) Apollata, with the sea, an ability that they hone from birth.
Areme, Belana, Drian, Kolys, Myre, Queelas,
Sharlao, Telarian, Zelara; (Dimernesti) Alaqana, Dargonesti Only:
Brea, Demorna, Kira, Nuqala, Preena, Queela,  +2 Strength, +2 Dexterity, –2 Charisma. The
Seera, Ulana, Veylona. great pressure of the deep oceans have made
Clan Names (Dargonesti): Bluedancer, the Dargonesti more physically hardy than
Crystalcutter, Dargonis, Deepstar, Grayspear, their cousins, though their relative lack of
Moonshell, Seashimmer, Silverwake, Takulrion, interaction with other races has only height-
Whitebreaker. ened the usual elven reserve and arrogance.
Adventurers: Sea elves do not travel alone,  Dargonesti possess darkvision with a range of
for the vast ocean holds countless dangers. Sea 60 feet.
elves hear tales of the surface world from rescued  Spell-Like Abilities: Dargonesti with Intelli-
sailors and some are lead by curiosity to disguise gence scores of 10 or higher gain the following
themselves and travel to the surface. Surface- spell-like abilities: 1/day—blur, dancing lights,
walking sea elves tend to be loners and outsiders, darkness, and obscuring mist. These spells are cast
never fully comfortable with life away from their as if by a wizard of the Dargonesti’s character
beloved ocean. level (DC 10 save + Intelligence modifier).
 Alternate Form (Su): Dargonesti can assume
Sea Elf Racial Traits the form and physical qualities of a porpoise
Sea elf characters possess the following racial traits 3/day, and remain in porpoise form indefi-
instead of the normal elven abilities and traits. nitely. The Dargonesti does not regain hit
 Medium: As Medium creatures, sea elves points for changing form, but this ability is oth-
have no special bonuses or penalties due to erwise similar to a polymorph spell cast by a
their size. wizard of the Dargonesti’s character level. A
 Sea elf base land speed is 30 feet. They also Dargonesti may only use this ability while in
have a swim speed of 30 feet. Sea elves can an aquatic environment suitable for porpoises
swim their listed speed without needing a (such as the sea).
Swim check. If sea elves ever need to make  Surface Sensitivity (Ex): Dargonesti suffer a –2
Swim checks (to avoid a hazard, for example) circumstance penalty on attack rolls, saves, and
they receive a +8 racial bonus. checks when they have spent more than 24
24  Chapter One
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hours out of water. This penalty can only be through technology, though their complex
mitigated by the Dargonesti spending at least 1 inventions usually have the exact opposite effect.
hour underwater during each 24-hour period. Science is a gnome’s life, so much so that every
 Automatic Languages: Aquan and Dargo- gnome chooses a special Life Quest upon reach-
nesti. Bonus Languages: Common, Elven, ing adulthood. More important than family ties,
and Ergot. the Life Quest defines the gnome. The Life Quest
 Favored Class: Fighter. is always related to furthering knowledge or
 Level Adjustment +1. Dargonesti are more developing technology.
powerful and gain levels more slowly than char- The goal is specific and usually out of reach.
acters of most common races. See the Monsters It is not uncommon for Life Quests to be handed
as Races discussion in Chapter 6 of the Dungeon down from one generation to the next multiple
Master’s Guide for more information. times before it is achieved. Successful completion
of a Life Quest ensures the gnome, and any fore-
Dimernesti Only: bear working on the same quest, a place in the
 +2 Dexterity, +2 Intelligence, –2 Wisdom, –2 afterlife with Reorx. Only one gnome was ever
Charisma. Slender and agile, the Dimernesti able to complete three separate Life Quests in his
are impetuous and curious, tending to act own lifetime, and he was deemed a mad gnome
before thinking, allowing their hearts to lead (see below) and cast out of Mount Nevermind for
instead of their minds. Like the Dargonesti, the making everyone else look bad.
Dimernesti’s interaction with outsiders is lim- The gnome dedication to knowledge and
ited. They appear backward or aloof when invention leaves them sadly lacking in the social
dealing with outsiders. graces, at least when it concerns other races.
 Alternate Form (Su): Dimernesti can assume Gnomes are always eager to discuss projects and
the form and physical qualities of a Medium compare notes, and in their hurry to explain what
sea otter 3/day, and remain in otter form they mean, they often forget to be polite. Gnomes
indefinitely. The Dimernesti does not regain do care for other people’s feelings, but they’re
hit points for changing form, but this ability is typically focused on another matter entirely by
otherwise similar to a polymorph spell cast by a the time it occurs to them that they were rude.
wizard of the Dimernesti’s character level. (A The worse thing in the world (at least in the
giant sea otter is similar to a dire weasel with a minds of other races) is a gnome apology. Believ-
swim speed of 40 ft., and no attach or blood ing that action speaks louder than words, a
drain ability.) gnome making an apology will build an inven-
 Surface Sensitivity (Ex): Dimernesti suffer a –1 tion specifically for the injured party. All too
circumstance penalty on all attack rolls, saves, often, this invention ends up hurting more than
and checks when they have spent more than 24 the person’s feelings.
hours out of water. This penalty can only be mit- A gnome proverb goes: “Small, simple
igated by the Dimernesti spending at least one machines are made by small, simple minds.”
hour underwater during each 24-hour period. Gnomes appreciate the value of style and flash.
 Automatic Languages: Elven and Dimernesti. Bigger must be better. The more bells, whistles,
Bonus Languages: Aquan, Common, Ergot, and steam engines attached to a project, the better
and Kothian. the likelihood of its success. Never build some-
 Favored Class: Barbarian. thing with only one lever or button, when ten or
 Level Adjustment +1. Dimernesti are more twenty ensure a safety margin for error. Redun-
powerful and gain levels more slowly than char- dancy is a factor that must be taken into account.
acters of most common races. See the Monsters Above all, embrace failure. One never knows
as Races discussion in Chapter 6 of the Dungeon when a mistake with one project may provide an
Master’s Guide for more information. intriguing lead for a completely new project. An
invention that is too simple and works too well,
Gnomes stymies inventiveness and must be discouraged.
Gnomes are the tinkers and inventors of Krynn. Physical Description: Both male and female
Fast thinking and fast speaking, their minds are gnomes average 3 feet in height, weighing about
forever fixed on cogs, gears, wheels, bells, whistles, 45-50 pounds. Gnomes have brown skin that is
and steam-powered engines. Despite the dan- the hue of polished teak, curly or straight white
gers inherent in their work, gnomes (sometimes hair, blue or violet eyes, and strong, even, white
called “tinker” gnomes) adore technology and teeth. Males grow soft and extremely curly beards
continue throughout the ages to pursue and per- and mustaches. Short and stocky, gnomes are
fect their inventions. very nimble, with quick, dexterous hands. Gnomes
Personality: Inventive, skillful, and enthusias- are much too busy to worry about how they look,
tic, gnomes are devoted to making life easier and throw on any garment that happens to come
Races  25
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to hand, as long as it has a great many pockets, Alignment: Although they consider them-
each of which is stuffed filled with tools, note- selves above such antiquated concepts of “good”
pads, and strange devices. and “evil,” the studious (some would say fanatical)
Gnome voices possess a similar quality in nature of gnomes gives them a strong lawful bent.
range and pitch as human voices, though gnomes Gnomes embrace the philosophy that knowledge
have a more nasal, aspirated sound. Gnomes is neither good nor evil. Evil gnomes are as rare as
speak rapidly and with surprising intensity, run- evil kender, and end up either being catapulted
ning their words together into continuous sen- (sometimes literally) out of gnome society or
tences in the desperate need to express their leaving on their own accord to focus their ener-
thoughts before the thoughts are lost. Non- gies entirely upon their studies.
gnomes have difficulty keeping up and must Gnome Lands: The largest settlement of
often request that the gnome speak slowly and gnomes is found in Mount Nevermind, an extinct
more clearly. Since gnomes are capable of speak- volcano on Sancrist Island. The population of the
ing and listening simultaneously, they believe settlement boasted more than 65,000 gnomes
those unable to do during the War of Souls. Thousands of years old,
so to be a bit dim- Gnome the settlement in Mount Nevermind is one
witted. Only when of the oldest settlements in Krynn, and is
frightened, startled the most highly developed gnome city.
or unhappy will a The largest community of gnomes
gnome’s sentences outside Mount Nevermind numbers
be abrupt and to the only 1,000 inhabitants, with
point (always a sure gnome communities aver-
sign that a gnome is aging between 200–400
depressed). citizens. Each of these
Relations: In settlements is found in moun-
areas where gnomes tainous or hilly regions, and
have settled, they are built in networks of caverns
typically not well created by the gnomes.
liked. Besides poor These communities are
social skills, the self-sustaining, and other
gnome reliance upon nearby inhabitants usu-
strange technology ally have no idea that
alienates other races a gnome community is
in Ansalon. The elves, in the vicinity until a
in particular, find gnome experiment
gnome devices to be goes awry. Even then,
distasteful, while the the resulting explo-
gnomes feel the same sion may be explained
about elven reliance upon magic (seen away as a minor
to be anti-machine and therefore highly earthquake or tremor.
suspect). Kender adore gnomes, who are Religion: The major deity in
sure to have the most interesting gnome religion is Reorx. Since reli-
gadgets, but gnomes are extremely gious services rarely require steam
distrustful of kender, who are always flip- power, gnome priests are very
ping switches and touching things they’re not rare. Gnomes respect Reorx, but
supposed to. Dwarves and gnomes get along well, show their devotion through the creation of their
particularly since both races prefer dwelling devices rather than through traditional worship.
underground. Both dwarves and gnomes value A few gnomes revere the goddess of industry,
their privacy, so they keep out of each other’s way. Shinare, whose followers pray for smooth-running
Typically, gnomes prefer to be left to their own machines. It is not uncommon for gnomes to
devices—literally. They do not like outsiders mess- mutter a prayer to both deities just before pulling
ing with their projects, and they don’t interfere with the lever or pushing the button to start their
outsiders, unless dealing with outsiders furthers the newest inventions. Gnomes believe that the two
Life Quest. Those rare gnomes who choose a Life deities give their blessing to only unique and the
Quest involving other races (such as a gnome most inventive machines, which is why gnomes
whose Life Quest involves the study a dragon’s keep building bigger and “better” devices.
internal combustion system or a gnome trying to Language: The gnome language is based on
discover a biological reason for kender fearlessness) the Common tongue, sprinkled liberally with
tend to be more outgoing and personable. highly technical phrases and jargon that other
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races do not comprehend. Spoken very rapidly, fighters, while others pick up a knack for “acquir-
Gnome utilizes a lot of catch phrases, acronyms, ing” supplies needed for experiments (Commit-
and scientific terminology, creating an entirely tee for the Acquisition and Requisitioning of
new language that few on Krynn are able to Goods and Supplies).
fully understand. When around nongnomes, a A very few gnomes whose Life Quests have
gnome must often be reminded to speak slowly led them to study magical items to better repli-
and succinctly. cate the effects through technology take up the
Names: Gnomes have three different names. arcane arts, from mysticism and sorcery to the
The first is the gnome’s given name, which traces high magic of the Wizards of High Sorcery. No
the gnome’s family tree clear back to the creation gnome has taken the Test of High Sorcery (per-
of the first gnome by Reorx. Understandably, this haps miffed by the fact that the use of generators
name can be extremely long and unwieldy to is not permitted), thus all gnome wizards are
speak in every day usage, so the gnome adopts a renegades. Gnome priests are almost as rare as
second, shortened name that is composed of gnome wizards. Study of the Life Sciences now
highlights from the gnome’s family tree. This lies completely with the Medical Guild (an off-
name may take only about thirty minutes to shoot of the Agricultural Guild).
speak, rather than a few days. Other races who
deal with gnomes give a gnome a third name, Gnome Racial Traits
composed of the first few syllables of the gnome’s  +2 Dexterity, +2 Intelligence, –2 Strength, –2
real name. Gnomes find these “nicknames” to be Wisdom. Small and skilled with their hands,
extremely undignified, but mark it down as the gnomes tend to be more agile but less physi-
inability of other races to think on the same level cally strong than larger races. With their keen
as they do. inventiveness, gnomes are extremely intelli-
Male Gnome Names (Abbreviated): Aero- gent, but they often put the quest for knowl-
dym, Conundrum, Crasher, Gnimish, Gnosh, edge ahead of any consequences that may
Kaboom, Nervos, Sinker, Spanner, Wedge. come from their Life Quest.
Female Gnome Names (Abbreviated):  Small: As Small creatures, gnomes gain a +1
Bally, Cinder, Folly, Gnira, Grenda, Hydrola, size bonus to Armor Class, a +1 size bonus
Mystie, Pepper, Sealan, Widge. on attack rolls, and a +4 size bonus on Hide
Guilds: Aerodynamics, Appliances, Architec- checks, but they must use smaller weapons
ture, Chemistry, Communication, Hydraulics, than humans use, and their lifting and carry-
Hydrodynamics, Kinetics, Thermodynamics, ing limits are three -quarters of those of
Transportation. Medium characters.
Adventurers: Because of their dedication to  Gnome base land speed is 20 feet.
their projects, gnomes tend to be homebodies,  +2 racial bonus on Craft (alchemy) checks.
rarely leaving the place they were born. Gnomes Gnomes have a keen sense of smell that helps
who deal with the occasional subterranean them in identifying noxious substances.
threat uncovered during expansion of gnome  Guild Affiliation: At character creation, the
tunnels (as members of the Committee for the gnome character selects a Guild with which
Slaying of Beasts and Monsters) are passable he is affiliated. Since there are innumerable

 Mad Gnomes  deemed necessary to the creative process by


Mad, or thinker, gnomes are eccentric among normal gnomes.
their kind. Some gnomes have no inclination Racial Traits: Mad gnomes share all the
for tinkering whatsoever, while others are racial traits as ordinary gnomes, except as follows:
actually highly skilled inventors whose devices  +2 Dexterity, –2 Strength. Mad gnomes do not
always work, and are consequently considered display the raw creative genius possessed by
aberrations. Regardless of their origin, mad ordinary gnomes, nor are they as inclined
gnomes exist as outsiders from normal gnome toward thinking before acting.
society.  +2 racial bonus on Open Lock and Disable
Outsiders find it difficult to differentiate Device. Mad gnomes have a greater under-
mad gnomes from ordinary gnomes, at least standing of small mechanical devices and work
upon casual observation. Mad gnomes speak on the smaller scale. Mad gnomes can use
more slowly and tend to be more thoughtful both Open Lock and Disable Device even if
and methodical. Mad gnome inventions tend they have 0 ranks in the skills. This replaces
to be smaller, more compact, and far less likely the gnome Guild Affiliation.
to malfunction. Conversely, they only perform  Mad gnomes lose the +2 bonus on Will saves,
as intended, without the “beneficial accidents” since Life Quests simply have no real meaning
that provide the sudden intuitive epiphanies to them anymore.
Races  27
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guilds, they are technically broken into three depart their homeland and set out on a journey of
major categories: Craft Guilds (bowyer, black- discovery. Almost all kender encountered outside
smithing, leatherworking, and the like), Tech- the kender homelands are on wanderlust.
nical Guilds (architecture, chemistry, engineer- Kender are tantalized by the prospect of the
ing, scriveners, and others), and Sage Guilds new and exciting, and only the most extreme cir-
(botany, biology, education, mathematics, phi- cumstances force them to place their own self-
losophy, and so on). If the gnome selects a preservation above this pursuit. Even the threat of
Craft Guild, the gnome gains a +2 racial bonus imminent demise does not deter kender, for death
on all Craft checks. Technically inclined is the start of the next truly big adventure.
gnomes gain a +2 racial bonus on all Profes- While kender have a modicum of instinct for
sion checks. Sage gnomes receive a +2 racial self-preservation and will not readily give up their
bonus on all Knowledge checks. lives in seeking adventure, their propensity to act
 +2 racial bonus on Will saves. A gnome is con- on impulse at the expense of common sense makes
stantly involved in pursuits of a Life Quest. them reckless in dangerous situations—a volatile
The gnome may appear to be constantly dis- addition to any adventuring party. Boredom is the
tracted from day-to-day matters, it’s because kender’s arch-nemesis, to be conquered at any
the gnome is caught up in thinking, dreaming, cost. It is said that nothing on Krynn is as danger-
or planning the Life Quest. Because of this, it is ous as a bored kender or as terrifying as hearing a
difficult to sway a gnome from a chosen path. kender say, “Oops!”
 Automatic Languages: Common and Gnome. Kender are creatures of extremes. Nothing
Bonus Languages: Dwarven, Ergot, Ogre, and can be as infectious as the laughter of a giggling
Solamnic. Though they rarely leave Mount kender or as heartrending a sight as a grief-
Nevermind, gnomes pick up the languages of stricken kender. With their short attention spans,
the others who occupy the same island. kender rarely focus on any one thing for too long.
 Favored Class: Special. A gnome’s first class (the It’s when a kender is bored that a kender is most
class he takes as a 1st-level character) is his feared. A kender who can’t find anything interest-
favored class. Gnomes tend to explore any path ing to do determines to do something interesting,
to its conclusion and are not easily sidetracked often with dire consequences.
once they have chosen a course. Gnomes in dif- The unquenchable curiosity of kender drives
ferent guilds learn different abilities almost from them to investigate everything—including other
birth. Some are trained to deal with outside people’s personal possessions. Kender appropriate
threats, becoming members of the Guild of absolutely anything that catches their eye. Physical
Defense and Martial Sciences, while others boundaries or notions of privacy are both alien
determined to quantify magic as a pure science concepts to them, while the monetary value of an
are members of the Guild of Magical Sciences, object means nothing to them. They are as likely to
including so-called mysticism and sorcery. Such be more captivated by the feather of goat-sucker
gnomes are technically renegades, though as bird as by a sapphire. Kender are never happier
long as they stay inside Mount Nevermind and than when their hands are in the pockets, pouches,
do not inflict their magic on the world at large, or backpacks of those around them.
the members of the Orders of High Sorcery do Kender do not consider such appropriation
not believe it worth their while to pursue these to be thievery as others understand it (kender are
magician-gnomes. as contemptuous of thieves as the next person).
Kender term this “handling” or “borrowing”
Kender because they firmly intend to return what they
To the other races, kender are the child-race of pilfer to the proper owner. It’s just that with so
Krynn. The diminutive kender have short atten- many exciting and wonderful things going on in
tion spans, intense curiosity, and a fearlessness their lives, they forget to give things back. Kender
that serves them well in battle, but often lands are at best bemused and at worst outraged at
them (and those traveling with them) in danger. being accused of theft or pick-pocketing. Kender
Personality: Kender live a carefree existence always give perfectly reasonable explanations for
where every new day is a day of wonderful secrets just about every accusation leveled at them.
just waiting to be discovered. Their most defining Favorites include:
character traits are their insatiable curiosity and “It must have fallen into my pocket.”
their utter fearlessness, which makes for a fright- “You dropped it. I picked it up so I could give
ening combination. All dark caves need exploring, it back.”
all locked doors need opening, and all chests hide “I was just keeping it safe. You never know
something interesting. when someone might try to steal it.”
Young kender around the age of 20 or so are “I forgot I had it. Is it yours?”
afflicted with “wanderlust,” an intense desire to “What a coincidence! I have one just like that.”
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“Didn’t you mean to give this to me as a gift?” between 80 and 100 pounds. Eye color ranges
Handling is a natural extension of every from pale blue through hazel and their hair is
kender’s day-to-day life. The distinction between sandy blond, light or dark brown, or a striking
the handling of the kender and the skullduggery shade of red or copper. Short-cropped haircuts are
of the thief or rogue is a subtle and important one. popular in the west, while eastern kender prefer
Unfortunately, only the kender themselves truly wearing their hair long. Regardless, a kender’s hair
comprehend it. is often fancifully braided and decorated. They are
Once kender form friendships, their capacity fond of flamboyant clothing, preferring wild colors
for loyalty is unrivaled. Given the opportunity and clashing fashions over more tasteful gear.
(which admittedly requires a great deal of patience Aware of the value of first impressions, a kender’s
on the part of nonkender), kender form lasting first instinct upon meeting someone new is to
bonds with their companions. Kender do not feel straighten his clothes, brush himself off, and intro-
fear for themselves, but they can feel fear for their duce himself with extended hand. Kender dress is
friends, and this has often led to the tempering of as individualistic as each kender, with one excep-
kender impulses. Kender grieve deeply the loss of tion. All kender clothing has many, many pockets
friends and the sight of a grieving kender can be for holding their favored trinkets.
enough to reduce even the most cold-hearted Kender have piping voices that become shrill
person to sympathetic tears. and mocking if they are angry, as they proceed
As an essential component to their curious to verbally assault their victims. As kender age,
natures, the kender have developed a powerful their voices deepen slightly, but retain a surpris-
immunity to the effects of fear. This fearlessness ing range. Kender can mimic bird and animal
imbues kender with a keen sense of self- calls quite easily. When excited, a kender speaks
confidence, and makes them highly effective in very quickly and loudly. Kender conversations
pressure situations—if their companions can keep ramble, rapidly flitting from one topic to the
them calm long enough to devise a plan of action. next. Kender cannot keep secrets to save their
Kender react pragmatically to almost all situations, lives and happily blurt out intensely personal
exhibiting a bravery that quickly earns the respect information about themselves or anyone else.
of those who witness it. On the rare occasions that Kender can live for more than 100 years, re-
kender do feel fear, they attribute it to a strange taining a youthful zeal for life even into old age.
sensation in their stomachs, and may blame the Adulthood begins around 20 years of age, when
uncomfortable feeling on something they ate. the first signs of wanderlust strike, with old age
Perhaps to compensate for their slight stature, settling in around 70 years, when wanderlust
kender possess an unerring knack for probing a fades and the kender decides to settle down
person’s insecurities, paranoia, and prejudices. (though some kender never do). Kender age
Kender are masters of the insult, developing it extremely well, with only a slight deepening of
into an art form. Kender taunts can drive victims crow’s feet and laugh lines about their eyes, and a
to forget years of training and experience, send- gentle graying of the hair about their temples.
ing them into a rage with only one thought— Kender have a deep respect for elderly kender,
murdering the taunting kender. Whether inciting since it is rare for the curious and fearless kender
a mob to violence or luring a dangerous enemy to survive their period of wanderlust.
out of hiding, the taunt can be a powerful weapon Relations: Kender get along with anyone and
in the kender’s arsenal. everyone they meet, though they won’t hesitate
Physical Description: Despite their small to declare their dislike for someone who hurts
frames, kender are surprisingly strong and agile. their friends. When meeting new people, (no
Males and females both stand between 3 1/2 feet matter of what race), kender immediately offer
and 4 feet in height, though some have been their hands and introduce themselves. When
known to reach almost 5 feet. They weigh kender meet each other, they enter a discourse

 Taunts and the Bluff Skill 


Although kender are especially good at it, any check by your target. If your Bluff check exceeds
character can attempt to make a Bluff check to your target’s Sense Motive check, your target is
taunt a foe. The target of the Bluff check must be nettled by your taunts and suffers a –1 penalty on
able to see and hear the taunting character and his attack rolls and AC until your next action. An
must be an intelligent creature who understands enemy distracted by your taunts is likely to
the taunting character’s language. Creatures that direct his next attack at you, but is under no
are immune to mind-affecting effects are im- compulsion to do so.
mune to this use of the Bluff skill. Using the Bluff skill to taunt a foe requires a
Taunt: To taunt an opponent in combat, standard action, but does not provoke an attack
make a Bluff check opposed by a Sense Motive of opportunity.
Races  29
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that can last for hours while they try to determine Kender Lands: In the early Age of Mortals,
how they’re related (almost always going through Kendermore was devastated by the red dragon
Uncle Trapspringer) and compare the interesting Malystryx, leaving only the charred, skeletal
items in their pockets and pouches. remains of the kender city. Kendermore natives
Members of other races are not as fond of headed west, where they were eventually wel-
kender as kender are of them, however. The Sil- comed by their brethren in Hylo, on the island of
vanesti consider kender annoying pests and do Northern Ergoth. Kender society is unlike any
not like being reminded that Balif, friend and other society found in Ansalon, being an omni-
companion to the great elven founder Silvanos, garchy, where everyone rules. Individuals do as
was a kender. While some Qualinesti find kender they please, as long as they do not harm one
amusing and admire their sense of loyalty to their another. Apart from Hylo, kender can be found
friends, most are either baffled or irritated by everywhere in Ansalon (mostly because of the
kender behavior. Dwarves, both hill and moun- inevitable “wanderlust” that strikes all kender
tain, not only consider kender to be “good for during their lives), though most of Ansalon would
nothing, lazy doorknobs,” thinking of them as a rather the incorrigible kender live elsewhere.
race of thieves. Close-minded humans, from Religion: Though kender recognize all the
Solamnic to Ergothian, dislike kender, regarding deities (to avoid hurting any god’s feelings), they
them thieving nuisances. Kender get along well hold Branchala, Chislev, Mishakal, and Gilean in
with gnomes, who share a common curiosity. highest regard. Reorx is viewed
The Kagonesti, who believe as a grumbling but be-
that physical possessions are nevolent grandfather,
fleeting, and the Plainsfolk, Kender but kender do not spe-
who deem “crazy” people to cifically praise him. The
be blessed by the gods, are adventures of the re-
always happy to join nowned Tasslehoff Burr-
kender in their wan- foot, and his
derings or wel- oft-told
come kender tales of
to their homes.
Ogres, goblins,
and draconians think
that the only good
kender is roasted
kender.

daring and exploit,


have also rendered
the name of Fiz-
The truly wise of all ban the Fabu-
races know that kender are lous a revered
the innocents of the world and that the world deity among segments of kender society.
would lose something precious if kender were Language: Kender have their own language
ever to leave it. colloquially called “Kenderspeak,” and they speak
Alignment: Kender tend toward neutrality in Common as well. Kender have a huge appetite for
outlook. They don’t consider themselves to be stories and tales, and rarely use Kenderspeak
lawbreakers and actually hold a high disregard for when in company with other races lest it hamper
“thieves.” If they feel a law is unjust (such as when their ability to communicate.
the Istarans tried to impose a high tax on kender Names: Each kender has a given name, as well
trade), kender simply ignore it (the Istarans even- as a more descriptive “chosen” name (usually—but
tually exempted the kender from taxes and tar- not always—chosen by themselves) that best
iffs). It is extremely rare for a kender to be evil, describes their exploits, achievements, and out-
since kender hold a high regard for life and lib- look on life. They have a habit of appropriating
erty, and are almost completely incorruptible (as particularly popular or heroic names to inherit
the gods of Darkness have discovered). the good reputation of the original owner. It is not
30  Chapter One
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uncommon to encounter an entire group of wan-  Kender base land speed is 20 feet.
dering kender all calling themselves by the same  +1 racial bonus on all saving throws. Perhaps
name. Younger kender are often influenced by due to their eternal optimism and their inher-
their elders or relatives. The importance of familial ent belief in the goodness of all people, kender
ties often means that kender will maintain a family manage to survive and thrive in a world that is
name out of loyalty to their bloodline. often hostile to them.
Male Names: Arlie, Buckeran, Jackin, Kronin,  +2 racial bonus on Spot checks. Kender have
Malon, Pentrien, Tarli, Tasslehoff, Tekel, Tobin. remarkable eyesight.
Female Names: Amari, Amber, Athola, Catt,  +2 racial bonus on Open Locks and Sleight of
Emla, Ethani, Juniper, Mela, Paxina, Teeli. Hand checks. All kender have an instinctive
Chosen Names: Burrfoot, Deeppockets, curiosity when it comes to finding out what
Flamehair, Lighteyes, Nimblefingers, Quickstep, lies behind closed doors and inside pockets
Redfeather, Riddler, Softtread, Thistleknot. and pouches. Kender can use these two abili-
Adventurers: All kender adventurers are on ties as though they were trained, even if they
wanderlust—that time of their lives in which the have 0 ranks in the skills.
need for exploration and adventure overrides all  Lack of Focus: Kender have a –4 racial penalty
other priorities. This “phase” lasts for most or all on Concentration checks. Kender don’t neces-
their remaining years. No other race is as content sarily lack magical talent, but their general lack
with the adventurer’s lifestyle as the kender. of focus discourages them from pursuing
careers in magic.
Kender Racial Traits  Taunt: Kender have an uncanny insight into the
 +2 Dexterity, –2 Strength, –2 Wisdom: Quick motivations and characteristics of other races.
and agile, the small and wiry kender are built They can use this insight to unleash a verbal
for nimbleness rather than brute strength. barrage of sarcasm, insults, and crude com-
Driven by insatiable curiosity, kender lack the ments that cause the targeted victims to lose
ability to think things through or to consider their temper. Kender receive a +4 racial bonus
the consequences of their actions. on all Bluff checks used to taunt someone.
 Small: As Small creatures, kender gain a +1 size  Fearlessness: Kender are immune to fear, mag-
bonus to Armor Class, a +1 size bonus on attack ical and otherwise.
rolls, and a +4 size bonus on Hide checks, but  Automatic Languages: Kenderspeak and
they must use smaller weapons than humans Common. Bonus Languages: Dwarven, Ergot,
use, and their lifting and carrying limits are Elven, Goblin, and Solamnic.
three-quarters of those of Medium characters.  Favored Class: Rogue.

 Afflicted Kender  their surprise, that they are uncomfortable


When the dragon Malystryx destroyed Kender- around them. The eyes of an afflicted kender are
more, she did more than burn down a town—she empty of joy and life. An afflicted kender can be
snuffed out the inner spark of the kender there. far more calculating and cold-hearted than any
Only the kender who lived in Kendermore during true kender could hope to be.
Malystryx’s attack were affected. Such kender Various groups are working on ways to cure
found their courage and curiosity destroyed, as kender of their affliction. Several gnomes have
well as their joy in life. Afflicted kender suddenly made the search for the cure their Life Quest.
became like ordinary people—worried, anxious, Others believe that the affliction is a curse, and
and somber. They do little to draw any attention some nonafflicted kender are working to find a
to themselves and are always prepared to run way to lift it. Some of these work; others do not.
from danger at a moment’s notice. At this point, there seems to be no absolute “cure,”
Afflicted kender dress in dark colors that but no one has yet given up trying to find one.
allow them to fade into shadows, and they have Racial Traits: Afflicted kender share all the
no interest in pockets or pouches. Afflicted racial traits with normal kender, except as follows:
kender are not interested in pretty trinkets, nor  +2 racial bonus on Climb, Hide, Jump, and
do they stick hands into inappropriate pockets. Move Silently checks. Afflicted kender go
There are no afflicted kender “handlers.” If out of their way to pass unnoticed and avoid
afflicted kender steal something, the kender drawing any attention to themselves.
know exactly what they’re stealing, and why  Afflicted kender gain no bonus on their Bluff
they need it. checks to taunt foes, and do not possess the
Afflicted kender see no need to taunt their stereotypical kender fearlessness. They do
enemies if they can run and hide or neutralize not have the lack of focus of normal kender
them. While other races like the unusual quiet and do not suffer the penalty on Concentra-
demeanor of the afflicted kender, they find, to tion checks.
Races  31
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Centaurs They enjoy decorating their bodies, however, and


Centaurs are a race of creatures resembling enhance their looks with jewelry, flowers, and
burly humans atop the bodies of mighty horses. other baubles.
They have thrived for centuries in the remote, Relations: Centaurs get along well with
wild lands of Ansalon. While not particularly kender and elves, although centaurs find kender
virtuous or intelligent, they are one of Krynn’s too flighty and elves too serious. Centaurs think
proudest and noblest races. They tend to be of dwarves and minotaurs as ugly, stubborn, and
hedonistic, enjoying life’s pleasures such as wine, quarrelsome.
music, and food. Alignment: Centaurs lean toward chaotic
Personality: Centaurs live for pleasure, alignments, having little use for rules and laws,
hoping each day to indulge their desires, whether and also tend toward good.
they involve listening to new tales or attempting Centaur Lands: Centaur herds are found
new amorous pursuits. Centaurs throughout Ansalon, roaming the pastures and
are easy-going and practical, and pleasant woodlands far from the lands of other
few centaur herds require a strict races. Centaurs have no permanent settlements,
set of laws. Centaurs are and migrate when food becomes scarce or when
often vain regarding their outsiders invade their territory. The most com-
personal appearance. Cen- mon breed of centaurs are called Abanasini-
taurs are disgusted by any ans. These centaurs once dwelled on the
sort of scar or disfigurement, plains of Abanasinia, but migrated south
whether from a battle scar or into Qualinesti and then throughout the
a tattoo. They love treasure, forests of Ansalon.
and keep their personal Religion: Centaur religion is animistic—
collection of baubles Centaur they see the sacred spirit of
with them in leather the world in all things. Thus,
bags or hide them in druids rather than clerics serve
hollow trees. centaur communities. Of those
Centaurs speak in centaurs who choose the
deep, sonorous voices priesthood, most are clerics
and often use phrases of Habbakuk, Chislev, and
that sound affected to Mishakal.
those members of other Language: Centaurs do
races. They speak an ar- not possess their own lan-
chaic version of Common guage; instead, they speak a
that is easily understand- very archaic dialect of Com-
able but sounds antiquated mon. Centaurs tend to
to modern listeners. For be fluent in the lan-
example, they say “thou” guages of neighbor-
and “thy” where humans ing peoples. Thus,
say “you” and “your.” centaurs of Aban-
Physical Descrip- asinia may know
tion: Centaurs pos- Abanasinian, Quali-
sess the lower body nesti, and Sylvan,
of great horses with whereas centaurs of
the muscular upper the Plains of Dust are
bodies of humans. Long more likely to know
hair runs down their backs Icespeak and Kharolian.
like a mane. Males have broad chests, rippling Names: Centaurs are named by the elders of
muscles, and handsome, angular faces. Females their herd, according to the seasons and the skies
are lithe and graceful, with features considered at the time of their birth. In addition, adult cen-
beautiful by elves and humans. taurs take the name of one of their parents as a
The colors of the centaurs’ equine portions surname (men use the name of their father or
range from blond to black and, rarely, dappled. grandfather, and women use their mother or
Although they have dark hair, centaur skin tone grandmother’s name). A few centaurs use the
ranges from white to rich brown. Eye color is typ- name of a mate rather than parent. Such a centaur
ically brown or blue, but some centaurs have might call himself Typhion, husband to Lorietta.
black, green, or violet eyes. Centaurs do not Male Names: Aegion, Chrethon, Gyrtomon,
understand the physical modesty of other races, Leodippos, Menelachos, Nemeredes, Orsiphantes,
and wear clothing only if the weather demands it. Trephas, Udaeus, Xagander.
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Female Names: Archala, Caitriona, Eliae, longbow, composite longbow, shortbow, and
Gelasie, Iolande, Jacynth, Lorietta, Mnemosyne, composite shortbow) as bonus feats. Cen-
Sacharissa, Vanora. taurs number among the most skillful archers
Adventurers: The passionate nature within in Krynn.
centaurs may easily drive them to adventure.  Natural Attacks: A centaur may use his hooves
Ambition, wanderlust, love, or vengeance may as natural weapons, making two attacks that
compel a centaur into a wandering life. Even in deal 1d6 points of damage each. A centaur can
lands where centaurs are uncommon, a centaur attack with a weapon at his normal attack
hero can find adventure. Long journeys are bonus and make 2 hoof attacks as secondary
easy for centaurs. A young centaur with a attacks (–5 penalty on the attack rolls, and half
desire to see the world will often roam far from Strength bonus on the damage rolls).
native lands.  Natural Armor: Centaurs have tough hides,
which provides them a +3 natural armor
Centaur Racial Traits bonus to AC.
 +8 Strength, +4 Dexterity, +4 Constitution, –2  Since centaurs are Large nonhumanoid crea-
Intelligence, +2 Wisdom. Centaurs have the tures, they must wear armor suited for their
power and stamina of a horse, but their hedo- unusual bodies. Armor for a Large non-
nistic outlook prevents them from becoming humanoid costs four times and weighs twice as
great thinkers. much as a comparable suit of Medium armor.
 Large: As Large creatures and quadrupeds,  Automatic Languages: Common and Sylvan.
centaurs can carry three times as much weight Bonus languages: Abanasinian, Elven, Goblin,
as a human can (see Carrying Capacity in and Ogre.
Chapter 9 of the Player’s Handbook). Centaurs  Favored Class: Ranger. A multiclass centaur’s
suffer a size penalty of –1 to attack rolls, –1 ranger class does not count when determin-
AC, and –4 to Hide checks. ing whether he suffers an XP penalty for
 Monstrous Humanoid: Centaurs are creatures multiclassing.
of the monstrous humanoid type.  Level Adjustment: +2. A centaur has an effec-
 Space/Reach: Centaurs have a space of 10 tive character level (ECL) of 6 plus class levels
feet, and a reach of 5 feet. (so a 5th-level centaur ranger would have an
 Centaur base land speed is 50 feet. ECL of 11). Centaurs are more powerful and
 Darkvision: Centaurs can see in the dark up to gain levels more slowly than most other races
60 feet. of Ansalon. See the Monsters as Races discus-
 Racial Hit Dice: A centaur has 4d8 racial Hit sion in Chapter 6 of the Dungeon Master’s
Dice. A centaur character receives maximum Guide for more information.
hit points for his first centaur Hit Die, and
rolls his other Hit Dice normally. He rolls all Draconians
Hit Dice from class levels and does not auto- Draconians, or dragonmen, arrived in Krynn
matically get maximum hit points on his first toward the end of the Age of Despair. Created
class level Hit Die. A centaur’s racial Hit from the stolen eggs of good dragons and cor-
Dice also provide a +4 base attack bonus and rupted with dark magic, draconians served as
saving throws of Fort +1, Ref +4, Will +4. shock troops and special forces during the War of
Centaurs with class levels add their class the Lance. Scattered draconian forces that sur-
attack and save bonuses to their racial attack vived the war later relocated to isolated corners of
bonus and saves. Ansalon. Some still plot to take over human or
 Centaur Skills: A centaur’s monstrous human- elven settlements, while the more cautious avoid
oid Hit Dice grant him skill points equal to 7 contact with other races.
× (2 + Int modifier, minimum 1). Class skills During the Chaos War, a band of draconians
for these skill points are Listen, Move discovered a clutch of eggs containing unhatched
Silently, Spot, and Survival. A centaur char- female draconians. The group established a dra-
acter does not get the × 4 multiplier for skill conian nation in Teyr, ensuring the survival of the
points acquired from his first class level. race and their continued future in Ansalon.
 Centaur Feats: A centaur’s monstrous human-
oid Hit Dice grant him two feats. A centaur Baaz
with class levels gains feats based on his total Considered weak in both mind and character,
Hit Dice, not his ECL (so a 5th-level centaur baaz draconians are the most numerous of the
ranger has 9 HD, 4 from his centaur HD and dragonmen. Baaz tend to be undisciplined and
5 from his ranger levels, and four feats). A have a penchant for drinking and revelry, a trait
centaur gains Simple Weapon Proficiency and often exploited by human commanders to whip
Martial Weapon Proficiency (longsword, the baaz into a frenzy before battle.
Races  33
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Personality: Male baaz tend to be shallow, Language: Draconians have no language of


selfish, and sadistic. They live for the pleasures their own, instead learning the speech of Ner-
of the flesh, indulging in riotous living when not akan priests. Because of their life-long military
fighting. Female baaz tend to be much more training and organization, their speech incorpo-
even-tempered and diplomatic, with well- rates military slang and jargon.
organized minds and a distaste for crude pleas- Names: The first generation draconians bear
ures—though they find such qualities attractive the names assigned to them by their creators,
in males. which reflect Nerakan language and culture.
Physical Description: Baaz have the general Because of their intense military training and long
form of a humanoid with lizardlike feet and service, baaz (and other draconians) possess a
clawed hands, thin, dragonlike wings, and a name, rank, and assigned regiment. This became
short, stubby tail. Their scaly, patterned skin has a part of the naming convention of the draconians
a bright, brassy color when the baaz are newly of Teyr, who bestow a given name to their chil-
hatched, but it dulls and fades toward green as dren at birth. Upon joining the military, the baaz
they age. Baaz have a blunt, draconic snout filled gain “last names” reflecting their rank and regi-
with small, sharp teeth and bright red eyes that mental affiliation. Baaz names do not differentiate
lend them a rather sinister appearance. There is between male and females.
little discernable difference between baaz males Baaz Names: Agrel, Cresel, Drugo, Folketh,
and females, except that females tend to be of Holkforth, Krelkith, Pulk, Riel, Urul, Vlerness.
lighter build. Adventurers: Some baaz leave the struc-
Baaz draconians enjoy flamboyant, decora- tured life of the military for a wandering lifestyle.
tive clothing, but can crudely disguise themselves Others fixate on a particular great accomplish-
as human or elven by wearing concealing robes ment, willing to travel endless miles and wait
and hooded cloaks. years to fulfill their quest. Adventuring baaz
Relations: The first generation of baaz dra- often adopt disguises to find acceptance in a
conians that fought during the War of the Lance world that hates draconians.
were raised and trained to hate all Krynn’s
races (especially elves), except those in the Baaz Racial Traits
service of the Dark Queen. After the war, the  +2 Constitution, –2 Intelligence, –2 Wisdom.
baaz were unable to shake their beliefs. They Baaz possess the marked toughness of their
lived in ruins far from civilization or in aban- draconic heritage, but are not particularly
doned buildings inside human settlements, dis- bright or strong-willed.
guising themselves to avoid discovery. Some  Medium: As Medium creatures, baaz draconi-
joined roving outlaw bands that lived on rob- ans have no special bonuses or penalties due to
bery, rapine, and murder. their size.
After the Chaos War, many baaz served the  Dragon: Baaz are creatures of the dragon type.
newly arrived dragon overlords, while others They are immune to sleep and paralysis effects.
migrated to the new draconian nation formed in Baaz have darkvision (60-foot range) and low-
Teyr. The new generation of baaz born during the light vision.
Age of Mortals is much more open-minded,  Baaz base land speed is 30 feet.
though their parents’ hatred of elves is often  Racial Hit Dice: A baaz has 2d12 racial Hit
passed to the children. Dice. A baaz character receives maximum
Alignment: Baaz draconians are usually evil, hit points for his first baaz Hit Die, and rolls
and tend to be neutral in respect to law and his other Hit Dice normally. He rolls all Hit
chaos. Many baaz in the Age of Mortals have Dice from class levels and does not automat-
adopted a more neutral outlook, and a rare hand- ically get maximum hit points on his first
ful (called “throwbacks”) reflect the good align- class level Hit Die. A baaz’s racial Hit Dice
ment of their brass dragon ancestors. also provide a +2 base attack bonus and saving
Baaz Lands: In the early Age of Mortals, a throws of Fort +3, Ref +3, Will +3. Baaz dra-
draconian nation was founded in Teyr, and sur- conians with class levels add their class
viving baaz from all over Ansalon took their attack and save bonuses to their racial attack
rightful place as a true race of Krynn. bonus and saves.
Religion: During the early Age of Mortals,  Baaz Skills: A baaz’s dragon Hit Dice grant
the baaz, like other draconians, began to reject him skill points equal to (6 + Int modifier, min-
their initial teachings and came to realize that imum 1× 5. Class skills for these skill points are
Takhisis betrayed them. After the War of Souls, Bluff (male) or Diplomacy (female), Disguise,
the baaz were glad to be rid of the Dark Queen, Intimidate, Listen, and Spot. A baaz character
even as they now seek another god to replace her does not get the × 4 multiplier for skill points
in their prayers. acquired from his first class level.
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 Baaz Feats: A baaz’s dragon Hit Dice grant  Gallop: Baaz are exceptionally swift, and gain
him one feat. A baaz with class levels gains Run as a bonus feat.
feats based on his total Hit Dice, not his ECL.  Glide (Ex): A baaz can use its wings to glide as an
Baaz gain Simple Weapon Proficiency, Martial extraordinary ability, negating any damage from
Weapon Proficiency (longsword), Light a fall of any height and allowing it to travel hori-
Armor Proficiency, and Shield Proficiency as zontally up to four times the vertical distance
bonus feats. descended.
 Natural Attacks: A baaz may use his claws and  Inspired by Dragons (Ex): Draconians are
bite as natural weapons, making 2 claw attacks drawn to evil dragons and revere them. When
that deal 1d4 damage (plus Strength bonus) a dragon commander is within line of sight, or
and 1 bite attack that deals 1d4 damage (plus when entering a battle under the command of
half Strength bonus). A baaz can attack with a a dragon (in the chain of command), they
weapon at his normal attack bonus and make receive a +1 morale bonus on all attacks and
one claw or bite attack as a secondary attack saving throws.
(–5 penalty on the attack roll, and half Strength  Low Metabolism: Baaz draconians can survive
bonus on the damage roll). on one-tenth the food and water it takes to
 Natural Armor: Baaz have thick, scaly flesh, sustain a human.
which provides them a +2 natural armor  Spell Resistance of 8 + class level.
bonus to AC.  Automatic Language: Common. Bonus Lan-
 Death Throes (Su): A baaz’s body petrifies to guages: Goblin, Nerakese, and Ogre.
stone the moment it dies. If the creature that  Favored Class: Fighter. A multiclass baaz’s
struck the deathblow used a slashing or fighter class does not count when determin-
piercing weapon, it must make a (DC 12 + ing whether he suffers an XP penalty for
Con modifier) Reflex save or have its weapon multiclassing.
fused inside the baaz’s stone body. The baaz  Level Adjustment: +1. Baaz draconians have
“statue” crumbles to dust after 1d4 minutes. an effective character level (ECL) of 3 + class
Items carried by the baaz, or any trapped level. Baaz are more powerful and gain levels
within its stone body, are unaffected by the more slowly than most other races of Ansa-
process. Baaz can only be restored to life lon. See the Monsters as Races discussion in
through the use of a resurrection, true resur- Chapter 6 of the Dungeon Master’s Guide for
rection, or wish spell. more information.
 Disease Immunity (Ex):
Baaz draconians are im-
mune to all diseases.

Draconians

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Kapak Religion: During the Age of Mortals, kapaks


Kapak draconians are known for stealth, vicious rejected Takhisis as their goddess and, while
cunning, and for licking their blades with their they acknowledge the other gods, very few look
venom-soaked tongues before battle. While not to any divine source for aid or guidance. Kapaks
known for original thinking, kapaks exhibit cruel believe that draconians should determine their
creativity in carrying out assigned missions of own destiny.
espionage and murder. Language: Draconians have no language of
Personality: Kapaks like structure in their their own, instead learning the speech of Ner-
lives, and the military lifestyle suits them. Their akan priests. Because of their life-long military
natural talents for stealth and butchery belie their training and organization, their speech incorpo-
need for order. Many become assassins, because rates military slang and jargon. Kapaks often
they are adept at handling dangerous and con- learn the language of their enemies to effectively
stantly changing situations. Female kapaks also spy on them.
like structure, but they tend to be more nurtur- Names: The first generation draconians bear
ing, using their inborn healing abilities to aid the names assigned to them by their creators,
other draconians. which reflect Nerakan language and culture.
Physical Description: Kapaks are larger Because of their intense military training and long
and more draconic than baaz, with elongated service, kapaks (and other draconians) possess a
reptilian snouts, sharp-toothed maws, and name, rank, and assigned regiment. This became
horned heads. They possess two large glands in a part of the naming convention of the draconians
their mouths that produce either poison (males) of Teyr, who bestow a given name to their chil-
or a magical healing saliva (females). They have dren at birth. After joining the military, the
scaly, green-tinged coppery hide, and sport a kapaks gain “last names” reflecting their rank and
pair of wings that extend 6 feet to each side regimental affiliation. Kapak names do not differ-
when outstretched. entiate between male and females.
When scouting or spying, kapaks dress in Kapak Names: Brekel, Dorel, Gork, Kasi,
dark colors and avoid cumbersome armor. Lurden, Nakesh, Olkak, Prokel, Wydek, Zrak.
Kapaks outfitted for battle wear standard mili- Adventurers: Kapak adventurers are quite
tary dress, but prefer lighter forms of armor that rare, since most do not feel a desire for independ-
won’t slow their movement. Male kapaks often ence or exploration. Those who seek a life of
enjoy taking “trophies” from fallen foes, so their adventure often work for organizations that seek
decorations tell the stories of slain enemies. to capitalize on their talents, including thieves’
Relations: Kapaks have a strained relation- and assassins’ guilds.
ship with baaz draconians, due to the intense
rivalry between the two groups of dragonmen Kapak Racial Traits
fostered in the first generations to make them  +2 Dexterity, +2 Constitution, –2 Intelligence,
better fighters. Years of battling together against –2 Wisdom. Kapaks are naturally tough and
a hostile world have eased these tensions, how- nimble, but are not given to complicated think-
ever, and by the Age of Mortals the rivalry is ing or great willpower.
almost forgotten.  Medium: As Medium creatures, kapak draco-
Kapaks are at ease only with other draconi- nians have no special bonuses or penalties due
ans, for all other races regard them as either ene- to their size.
mies or arrow-fodder (stemming from the War of  Dragon: Kapaks are creatures of the dragon
the Lance). Some might ally with members of type. They are immune to sleep and paralysis
another evil race (ogres, minotaurs, goblins), but effects. Kapaks have darkvision (60-foot range)
such an alliance is for the sake of convenience, and low-light vision.
not out of trust or respect.  Kapak base land speed is 30 feet.
In the Age of Mortals, some kapaks found  Racial Hit Dice: A kapak has 2d12 racial Hit
service with the new dragon overlords, particu- Dice. A kapak character receives maximum
larly Beryllinthranox. Since her death, most have hit points for his first kapak Hit Die, and rolls
returned to Teyr. his other Hit Dice normally. He rolls all Hit
Alignment: Kapak draconians are usually Dice from class levels and does not automati-
evil, especially the first generation that was cally get maximum hit points on his first class
raised to fight in the War of the Lance. New level Hit Die. A kapak’s racial Hit Dice also
generations tend to be more neutral. Kapaks provide a +2 base attack bonus and saving
have lawful tendencies. throws of Fort +3, Ref +3, Will +3. Kapak
Kapak Lands: Many surviving kapaks have draconians with class levels add their class
joined their brethren in the draconian nation attack and save bonuses to their racial attack
in Teyr. bonus and saves.
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 Kapak Skills: A kapak’s dragon Hit Dice grant Dex), which can be delivered either through a
him skill points equal to (6 + Int modifier, min- bite or by licking any stabbing or piercing
imum 1)× 5. Class skills for these skill points weapon. Envenoming a weapon is a full-round
are Hide, Listen, Move Silently, Search, and action that provokes an attack of opportunity;
Spot. A kapak character does not get the × 4 the poison remains on the weapon for 3
multiplier for skill points acquired from his first rounds or until the kapak hits with the
class level. weapon, whichever comes first.
 Kapak Feats: A kapak’s dragon Hit Dice grant  Sneak Attack: If a kapak can catch an oppo-
him one feat. A kapak with class levels gains nent when she is unable to defend herself
feats based on his total Hit Dice, not his ECL. effectively from his attack, he can strike a vital
Kapaks gain Simple Weapon Proficiency, spot for extra damage. Basically, any time a
Martial Weapon Proficiency (short sword, kapak’s target would be denied her Dexterity
short bow), and Light Armor Proficiency as bonus to AC (whether she actually has a Dex-
bonus feats. terity bonus or not), the kapak’s attack deals
 Natural Attack: A kapak may use his bite as a +1d6 points of damage. Should the kapak
natural weapon, making 1 attack that deals 1d4 score a critical hit with a sneak attack, this
damage (plus Strength bonus). A kapak can extra damage is not multiplied.
attack with a weapon at his normal attack It takes precision and penetration to hit a
bonus and make one bite attack as a secondary vital spot, so ranged attacks only count as sneak
attack (–5 penalty on the attack roll, and half attacks if the target is 30 feet away or less.
Strength bonus on the damage roll). A kapak can only sneak attack living crea-
 Natural Armor: Kapaks have thick, scaly flesh, tures with discernable anatomies—undead,
which provides them a +2 natural armor constructs, oozes, plants, and incorporeal crea-
bonus to AC. tures lack vital areas to attack. Additionally,
 Death Throes: A kapak’s body dissolves into a any creature immune to critical hits is similarly
pool of acid 5 feet in radius the moment it dies. immune to sneak attacks. Also, the kapak must
The acid evaporates in 1d6 rounds. Everyone be able to see the target well enough to pick
within the affected area (as well as each unat- out a vital spot and must be able to reach a
tended object) suffers 1d6 points of acid vital spot. The kapak cannot sneak attack
damage for each round of exposure. Kapaks while striking at a creature with concealment
can only be restored to life through the use of or by striking the limbs of a creature whose
a true resurrection or wish spell. vitals are beyond reach.
 Disease Immunity (Ex): Kapak draconians are If a kapak gets a sneak attack bonus from
immune to all diseases. another source (such as rogue levels), the bo-
 Gallop: Kapaks are exceptionally swift, and nuses to damage stack.
gain Run as a bonus feat.  Low Metabolism: Kapak draconians can sur-
 Glide (Ex): A kapak can use its wings to glide vive on one-tenth the food and water it takes
as an extraordinary ability, negating any to sustain a human.
damage from a fall of any height and allowing  Spell resistance of 11 + class level.
it to travel horizontally up to four times the  Automatic Language: Common. Bonus lan-
vertical distance descended. guages: Goblin, Nerakese, and Ogre.
 Inspired by Dragons (Ex): Draconians are  Favored Class: Rogue. A multiclass kapak’s
drawn to evil dragons and revere them. When rogue class does not count when determining
a dragon commander is within line of sight or whether he suffers an XP penalty for multi-
when entering a battle under the command of classing.
a dragon (in the chain of command), they  Level Adjustment: +2. Kapak draconians have
receive a +1 morale bonus on all attacks and an effective character level (ECL) of 4 + class
saving throws. level. Kapaks are more powerful and gain
 Healing Touch (female only) (Su): The saliva levels more slowly than most other races of
of a female kapak cures wounds. If she licks an Ansalon. See the Monsters as Races discussion
injured living creature, the saliva heals 2d6 in Chapter 6 of the Dungeon Master’s Guide for
points of damage. A creature can only be more information.
healed with female kapak saliva once every
four hours. The saliva of a female kapak does Ogre Races
not heal when delivered by her bite. The word “ogre” conjures up an image in the
 Poison Saliva (male only) (Ex): The saliva of a minds of the people of Ansalon of huge, brutish
male kapak carries a paralyzing poison (bite or monsters who delight in torment and cruelty. The
licked blade; [DC 11 + Con modifier] Fort truth is far more complex. Ogres were the first
save; initial damage 1d6 Dex, secondary 1d6 race created by the deities of Darkness, given
Races  37
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physical strength, beauty, and magical powers. Irda dress in simple clothing, often linen
Changes in the world and within the ogres them- smocks or silken gowns. Their clothes are accented
selves gave rise to several ogre races, none of by handcrafted jewelry of simple, elegant design.
which now appear to be related to one another. Irda do not wear leather, wool, or anything taken
from an animal. All irda are vegetarians, rejecting
Irda the ways of their ogre ancestors.
The irda (“high ogres”) retain the grace and Relations: After the irda split from their
amazing beauty originally bestowed upon the ogre ancestors, they withdrew from Ansalon
ogres as one of the first races of creation. Reclu- and lived in isolation. Throughout the early ages
sive and solitary by nature, they wear magical dis- of Krynn, the irda rarely visited the continent.
guises when forced to walk among the other Those who did brought back stories that led the
races. All but a handful of irda were destroyed irda to think of the other races as mis-
by Chaos at the end of the Fourth Age. guided children. Irda cannot
Personality: Irda prefer to spend help but consider themselves
their time alone. They do not superior, though the more
particularly care for the com- well traveled among them
pany of others, even their own have learned of the re-
kind. Deeply introspective, they silience and strength of
seek only to be left alone, living the other races.
in quiet solitude. This solitary Tales of wicked, op-
nature would have led to the pressive ogres who wielded
irda’s extinction if not for the whips still pervade the
Valin (Time of Mating) in world of humans, most of
which an irda female bonds whom forgot the truth
with the first man who looks of the history or that the
into her eyes. Irda appear irda even existed.
cold and aloof to other The irda are not
races, even the elves, for known to have taken
the irda keep tight con- part in the War of the
trol of their emotions to Lance. When the Age of
stave off the evil urges Mortals dawned, rumors
they inherit with their spread about how the irda
ogre blood. released Chaos into the
Physical De- world at the terrible cost
scription: Irda are of their lives. The few
tall and slender, both Irda surviving irda are now
males and females hated and reviled
averaging six feet in for their role in the
height, with some Chaos War.
individuals growing Alignment: Irda are
taller. Their skin color lawful or neutral good.
varies from midnight Though they have
blue to deep, sea green. seeds of cruelty and
Their hair is generally black, evil within them, they
though sometimes white or have spent millennia
silver. The irda keep their hair learning to suppress the
trimmed and combed. All irda are darkness and embrace the light.
extraordinarily beautiful by the standards of the Some irda have drifted toward neutral alignments
humans and elves, with faces as cold and lovely (usually lawful neutral). Only a handful of high
as sculpted marble. Irda eyes are usually silver, ogres in their long history have embraced dark-
but may sometimes be deep blue or emerald ness and evil.
green. They have drooping eyelids, which often Irda Lands: The first irda fled Ansalon,
gives others the false impression that irda are knowing that the evil ogre nations would never
bored or sleepy. leave them in peace. The irda found their way to
Irda move with a grace and delicacy that the a remote island north of Ansalon, the only home-
highest-born elves envy. Every movement seems land they would know from that point forward.
to be part of an elegant dance. Their voices are Those few irda who still survive in the Age of
rich and resonant, drawing immediate attention Mortals are a scattered people without a home-
to an irda who is speaking or singing. land, forced to hide wherever they can.
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Religion: Fleeing from their own people creature of Small to Large size. Her equipment
and the worship of the Dark Queen, the irda and clothing do not change. She gains the nat-
turned to Paladine. There are irda who actively ural attacks, natural armor, movement modes,
worship other gods of Good—especially Mishakal and extraordinary special attacks (but not spe-
in the wake of Paladine’s sacrifice—but these cial qualities) of her new form. She retains the
instances are rare. Irda have grown so independ- special attacks and qualities of her original
ent and proud that they do not choose, as a race, form (but not breath weapons or gaze attacks,
to worship or honor the deities, though individu- if she has any). She retains the ability scores,
als sometimes still pay homage to them. hit points, and saving throws of her original
Language: The irda still speak the ancient form. She retains her spellcasting ability (if
tongue known to scholars as “High Ogre,” barely any), although she must be able to speak intel-
changed in thousands of years. Though they ligibly to cast spells with verbal components
rarely travel among the other races of Ansalon, and she must have humanlike hands to cast
irda learn other languages easily and make it a spells with somatic components. The irda is
point to speak several other tongues fluently in effectively camouflaged as a creature of her
case they are needed for disguise. Therefore, irda new form, and gains a +10 bonus on Disguise
speak Common, Elven, Dwarven, or other civi- checks if she uses this ability to create a dis-
lized tongues. guise. She can remain in her new form as long
Names: Irda are given names shortly after as she likes; returning to her original form
birth. Such child names are rarely used once does not count as a use of her change shape
they reach adulthood. Some irda names reflect ability. The irda reverts to her natural form if
important roles, such as the Decider (the closest she dies.
thing the irda have to a leader) or Protector (one  Spell-like Abilities: 1/day—dancing lights,
who watches over the island). These irda aban- detect magic, flare, ghost sound, light, and mage
don their birth-names and are simply addressed hand. These spells are cast as if by a sorcerer
by their titles. of the irda’s character level (save DC 10 +
Male Names: Bahari, Igraine, Keryl, Mirni, Cha modifier).
Ronlyn, Tyrel.  Automatic Languages: Common and High
Female Names: Amberyl, Chanan, Dara, Ogre. Bonus languages: Dwarven, Elven,
Nishan, Usha, Zuela. Kothian, and Sylvan.
Adventurers: Irda do not like to leave their  Favored Class: Wizard. A multiclass irda’s
island home and their reclusive nature prevents wizard class does not count when determin-
them from joining with groups. Those irda who ing whether she suffers an XP penalty for
do adventure in the greater world often do so— multiclassing.
at least at first—wearing the guise of another  Level Adjustment: +2. Irda are slightly more
race and do not reveal their true nature until it powerful and gain levels more slowly than most
is absolutely necessary. Irda adventurers are other races of Krynn. See the Monsters as Races
quiet and withdrawn, but loyal to friends and discussion in Chapter 6 of the Dungeon Master’s
able to deal with serious problems with grace Guide for more information.
and maturity.
Ogres
Irda Racial Traits “Fallen” ogres, as they are sometimes called, have
 +2 Intelligence, +2 Charisma, –2 Constitution. existed since the Age of Dreams. Along with a
Irda are served by both intelligence and a reputation for cruelty, ogres possess a crude wit
strong presence as well as physical beauty, but that serves them well in life.
their self-imposed isolation and living condi- Personality: Ogres are said to be born
tions have weakened their health. angry, ready to fly into a rage at the slightest
 Medium: As Medium creatures, irda have no provocation. They are creatures of appetite and
special bonuses or penalties due to their size. greed, spending hours every day satisfying their
 Humanoid (shapeshifter): Irda are humanoids wants and desires. Ogres believe that anything
with the shapeshifter subtype. they have the strength to slay, the luck to find,
 Irda base land speed is 30 feet. or the cunning to steal is theirs by right. Ogres
 Low-Light Vision: Irda can see twice as far as are social creatures, however, possessing a dim
a human in starlight, moonlight, torchlight, racial memory of their once great civilization
and similar conditions of poor illumination. and attempting to crudely re -create it by
They retain the ability to distinguish color and dwelling in ruined cities or constructing rudi-
detail under these conditions. mentary villages. Ogre tribes often make pris-
 Change Shape (Su): Three times per day, an oners into slaves, for they feel superior by de-
irda can assume the form of any humanoid-type basing others.
Races  39
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Physical Description: Ogres stand between one. A few ogres, influenced by minotaurs, wor-
8 and 9 feet tall. Their skin is a dull yellow, cov- ship Sargas.
ered in uneven patches of hair, blotches, pustules, Language: Ogres have their own tongue.
and scars. Some ogres tend toward obesity, but During the Age of Dreams they spoke a language
many are lean. Due to their height, ogres develop later called High Ogre, but in later ages their lan-
a hunched posture. Almost all ogres have black guage degenerated to a crude tongue simply
hair that is worn long and uncombed. called “Ogre.” There is some variation between
Ogres wear a combination of leather and the language of the ogre nation as a whole and
animal hides, cloaked with thick furs for those that spoken by each clan, but the Ogre tongue is
who live in the cold mountains. Tribes that live in simple enough that it is understood from one side
the warmer, northern climes wear leather to ward of Ansalon to the other. High Ogre has a complex
off the hot sun. Love of jewelry and other body alphabet, but it became smaller and merged with
ornamentation (including tattoos, piercings, and simple pictographs after the Age of Dreams.
ritual scarification) is an almost universal ogre Names: Most ogres go unnamed (simply
trait. Some tribes or gangs have certain symbols using various, often insulting nicknames) until
of allegiance that help identify an ogre’s loyalty maturity, when they name themselves after com-
at a glance. mitting a worthy deed. (A name-worthy act can
Relations: Ogres are born angry and full of include killing a dangerous enemy, stealing some-
hate. Ogres feel superior to and wronged by the thing valuable, or committing a brutal act that
other races of Krynn, particularly the elves, who gains the attention of the ogre’s elders.) Ogres
usurped the ogres’ place as the most beautiful also identify themselves by clan.
and enlightened race. Dwarves and ogres are Male Names: Baloth, Elrauth, Grul, Kurthak,
often been rivals over the course of history, Mornag, Olagh, Raag, Tragor, Ugrek, Xurk.
competing for the same mountainous terrain. Female Names: Baloth’a, Grul’i.
Ogres despise humans, considering them too Adventurers: Ogre adventurers are rare,
weak to be a threat, even as history reminds since ogres do not like to travel far from their
them that the rebellion of human slaves spelled homeland except on raids or when scavenging.
the end of their once -great empire. Ogres Still, some ogres learn to appreciate a wandering
accord minotaurs a measure of respect, though life, and their travels and contact with other races
ogres regard the minotaur race as an aberration make them stand out even from their brethren.
of ogre purity. An ogre adventurer is distrusted both by his own
Alignment: Ogres are often chaotic evil, kind and members of other races encountered in
ultimately selfish in their desires and willing to his travels.
hurt anyone to gain what they want. Ogres in
larger communities might tend toward neutral Ogre Racial Traits
or even lawful evil—especially those who rise to  +10 Strength, –2 Dexterity, +4 Constitution,
positions of leadership. Very rarely do ogres –4 Intelligence (minimum 3), –4 Charisma.
possess a nonevil alignment, though there have Ogres are strong and hale, but move slowly,
been exceptions. due to their great size and long limbs. Ogres
Ogre Lands: The ogres are divided into two are neither educated nor encouraged to think
kingdoms, Kern and Blöde. The ogres of Kern through problems.
tend to be primitive, savage, and brutal scavengers  Large: As Large creatures, Ogres receive a
who prey on any weaker creatures. The ogres in –1 penalty on their attack rolls and Armor
Blöde, however, have a more sophisticated soci- Class due to their size, and a –4 penalty on
ety, living in ancient cities predating the Cata- Hide checks.
clysm. The ogres of Blöde make use of slave-run  Giant: Ogres are creatures of the giant type.
farms in the fertile fields to their west and were  Ogre base land speed is 40 feet.
able to live relatively well, at least until the great  Space/Reach: Ogres have a space of 10 feet,
black dragon overlord Onysablet seized much of and a reach of 10 feet.
their land for her own following the dragon  Darkvision: Ogres can see in the dark up to
purge. The ogre nation greatly desires to reclaim 60 feet.
the land they lost, but pay lip service to the  Racial Hit Dice: An ogre has 4d8 racial Hit
dragon overlord until they can find a way to over- Dice. An ogre character receives maximum hit
throw her reign. points for his first ogre Hit Die, and rolls his
Religion: The ogre race once was the chosen other Hit Dice normally. He rolls all Hit Dice
of Takhisis. During the Age of Despair, the ogres from class levels and does not automatically
cursed the absent Dark Queen in the belief that get maximum hit points on his first class level
she had abandoned them in their hour of need, Hit Die. An ogre’s racial Hit Dice also provide
and the memory of their goddess was a bitter a +3 base attack bonus and saving throws of
40  Chapter One
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Fort +4, Ref +1, Will +1. Ogres with class in the human world dress and wash as they are
levels add their class attack and save bonuses taught. Some wear large hooded cloaks to hide
to their racial attack bonus and saves. their appearance.
 Ogre Skills: An ogre’s giant Hit Dice grant Relations: Humans consider half-ogres evil
him skill points equal to 7 × (2 + Int modifier, by virtue of their ogre blood, while ogres consider
minimum 1). Class skills for these skill points half-ogres to be weak, sickly, and inferior. The
are Climb, Listen, and Spot. An ogre charac- half-ogres themselves often have mixed feelings
ter does not get the × 4 multiplier for skill about both sides of their parentage. They either
points acquired from his first class level. accept the ways of the society that raises them or
 Ogre Feats: An ogre’s giant Hit Dice grant him reject it, becoming loners. Other races, such as
two feats. An ogre with class levels gains feats dwarves and elves, simply assume that an “ogre is
based on his total Hit Dice, not his ECL. Ogres an ogre.” Only kender have an open mind toward
gain Simple Weapon Proficiency, Martial half-ogres, but their curiosity and insensitivity
Weapon Proficiency (greatclub), and Medium make it dangerous for a kender to keep a half-
Armor Proficiency as bonus feats. ogre’s company.
 Natural Armor: Ogres have extremely tough Alignment: Half-ogres tend toward a neutral
hides, which provide them a +5 natural armor alignment. They have too much ogre blood to be
bonus to AC. completely good but don’t automatically embrace
 Since ogres are Large creatures, they must evil. If raised under a strong moral code or reli-
wear armor suited for their hulking frames. gion, half-ogres reflect those teachings when they
Armor for a Large humanoid costs and come of age and go out into the world. Half-ogres
weighs twice as much as a comparable suit of who grow up and remain among ogrekind will
Medium armor. almost always be of evil alignment.
 Automatic Languages: Common and Ogre. Ogre Lands: Half-ogres have no land of their
Bonus languages: Goblin, Kothian, and High own, and do not find themselves truly welcome
Ogre. anywhere. They can be found in places that have
 Favored Class: Barbarian. A multiclass ogre’s become havens for outcasts and ruffians, and even
barbarian class does not count when deter- then, the locals despise them.
mining whether he suffers an XP penalty for Religion: Half-ogres reflect the beliefs of
multiclassing. those who raised them. Some reach out to the
 Level Adjustment: +2. An ogre has an effec- gods in their loneliness and find solace, while
tive character level (ECL) of 6 + his class others feel so angry at the misfortune of their
levels. Ogres are more powerful and gain birth that they reject the deities entirely.
levels more slowly than most other races of Language: Half-ogres first learn the language
Ansalon. See the Monsters as Races discus- of those who raise them. Those who travel pick
sion in Chapter 6 of the Dungeon Master’s up other languages.
Guide for more information. Names: Each half-ogre is named according
to the conventions of the race and culture in
Half-Ogres which he was raised. In ogre society half-ogres
Half-ogres are usually born out of violence and are often given derogatory, mocking nicknames
slavery. They are considered weak and soft by that stay with them until they prove themselves
ogre standards, and bestial and ugly by human in battle.
standards. Driven by the social needs of both Adventurers: Torment and harassment drive
races, half-ogres try hard to win acceptance to half-ogres to leave their homes at an early age,
avoid becoming lonely and despondent. making half-ogre adventurers quite common.
Personality: Half-ogres reflect the personal- Half-ogres are often very brave, willing to take
ity of the culture in which they were raised. desperate risks in attempts to prove themselves.
Those raised by ogres are often abused and
become brutish and sullen, eager to prove them- Half-Ogre Racial Traits
selves by ogre standards. In the human world a  +4 Strength, +2 Constitution, –2 Intelligence,
half-ogre is often viewed as a freak and treated as –2 Charisma. Half-ogres inherit the strength of
an outcast, despised for his lack of self-control their ogre parent, but are disadvantaged in
and violent temper. intellectual and social circles.
Physical Description: Half-ogres stand  Medium: As Medium creatures, half-ogres have
between 6 1/2 and 7 1/2 feet tall, with thick no special bonuses or penalties due to their size.
bones, large hands and feet, and dense muscles.  Half-ogre base land speed is 30 feet.
Half-ogres raised by ogres are often unkempt and  Natural Armor: Half-ogres have tough hides,
unwashed, their hair long and rarely combed. which provides them a +1 natural armor
(Males sport shaggy beards, as well.) Those raised bonus to AC.
Races  41
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Half-ogres

 Low-Light Vision: Half-ogres can see twice held in a gladiatorial arena.


as far as a human in starlight, moonlight, Physical Description: Minotaurs are physi-
torchlight, and similar conditions of poor cally imposing, standing between 6 1/2 and 7 1/2
illumination. They retain the ability to distin- feet in height and weighing between 300 to 450
guish color and detail under these conditions. pounds. A minotaur’s upper body is humanoid,
 Automatic Languages: Common and Ogre. with broad shoulders, a deep chest, and strong
Bonus languages: Goblin, Kothian, and High arms ending in fully articulate hands. For the
Ogre. most part, the legs are also humanlike, although
 Favored Class: Fighter. A multiclass half- their feet end in cleft hooves. Their powerful
ogre’s fighter class does not count when bodies are covered with short, thick fur, ranging
determining whether he suffers an XP pen- in hue from red to brown, with rare occurrences
alty for multiclassing. of black, tan, or white-furred individuals. Mino-
 Level Adjustment: +1. Half-ogres are slightly taur heads are clearly bovine in nature. They
more powerful and gain levels more slowly than have large, deep-set eyes in shades of dark brown
most other races of Ansalon. See the Monsters and black. Minotaurs have short, yellow-white
as Races discussion in Chapter 6 of the Dungeon horns that grow from their temples, 6 to 12
Master’s Guide for more information. inches long for females, and anywhere from 1 to
2 feet long for males. Minotaur manes are a shade
Minotaurs or two darker than their fur.
At home both on land and at sea, minotaurs live To nonminotaurs, the physical differences
in an honor-based society where strength deter- between males and females may not be immedi-
mines power in both the gladiatorial arenas and ately apparent, since both sexes are equally pow-
in daily life. erfully built and there is no role distinction
Personality: Minotaurs believe in the superi- between the sexes. Minotaur dress tends to be
ority of their race above all others. They believe austere and simple, nothing more than a harness
their destiny is to rule the world. From youth, and a leather skirt, although those of noble rank
minotaurs are trained in combat and warfare and may wear loose-fitting robes. The harness carries
instilled with a strict code of honor. The militaris- weapons as well as providing a place for the
tic society of minotaurs gives them a rigid view of minotaur to hang trophies. Minotaurs are consid-
the world, clearly delineated in black and white. ered adults around the age of 17, and can live to
Minotaurs value strength, cunning, and intelli- be over 150 years old.
gence. The ultimate test of all three virtues is con- Relations: To the minotaurs, all the other
ducted in the Great Circus, an annual contest races of Krynn are weak and inferior. They view
42  Chapter One
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dwarves and centaurs with a modicum of respect, Clan Names: Athak, Bregan, Entragath,
due to their rugged, uncompromising natures. Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr,
Elves and gnomes, on the other hand, are consid- Teskos, Zhakan.
ered weak, frail creatures without any honor or Adventurers: Minotaurs glory in strength,
courage. Kender are a nuisance, no better than honor and bravery, so adventuring comes natu-
rats or an infestation of roaches. Of all the races, rally to them. Minotaur adventurers tend to be
humans have earned the most respect from the more independent than others of their kind, for
minotaurs, for their military and naval skills are they have severed ties with their clan to seek their
second only to the minotaurs’ own. fortune in the world. During the various wars that
Alignment: Minotaurs are lawful, raised to have wracked Ansalon, minotaur mercenaries
believe in a strict code of honor. They are loyal to have joined whichever side they believed to be
the death to family and friends and implacable the strongest. When a minotaur finds a cause in
adversaries to their enemies. Minotaurs tend which he truly believes, he will dedicate himself
toward evil, due to their worship of Sargas. to that cause, a fact that has earned them the
Minotaur Lands: The minotaur homeland is grudging respect of the Knights of Solamnia and
actually a series of islands that was created during other lawful groups.
the Cataclysm, the Blood Sea Isles. Two of these Minotaurs are born sailors and venture out
islands, Mithas and Kothas, serve as the center of into the world in trading or pirate ships, for
minotaur society. Mithas, the northern island, is a although they despise other races, minotaurs are
fiery island whose scrub plains lie in the shadow not averse to taking their goods and money.
of four great volcanoes. Kothas, the southern
island, is not plagued by Mithas’s volcanoes, but Minotaur Racial Traits
neither is it blessed with Mithas’s vegetation.  +4 Strength, –2 Dexterity, –2 Intelligence, –2
Mithas serves as the seat of imperial power for Charisma: Minotaurs are large and powerful,
the minotaurs. but not very agile. From youth, minotaurs
Religion: The chief deity of the minotaurs is focus on developing their muscles over their
Sargas, the Great Horned One. Humans term this minds. Minotaur arrogance can be offensive to
god Sargonnas, but the minotaurs do not agree other races.
that the two are even the same deity and are will-  Medium: As Medium creatures, minotaurs
ing to back their belief with their fists. A few have no special bonuses or penalties.
minotaurs also honor Kiri-Jolith, the bison-  Minotaur base land speed is 30 feet.
headed god of just causes, though worship of  Natural armor: Minotaurs have exceptionally
Kiri-Jolith is rarer and less organized. Minotaurs tough hides, which gives them a +2 natural
who worship Kiri-Jolith or other gods are armor bonus to AC.
extremely rare, and keep their religion secret, for  Natural Attack: A minotaur may use his horns
the priests of Sargas are fanatical and brutal in as natural weapons to make a gore attack, deal-
stomping out heresy. ing 1d6 points of damage (plus the minotaur’s
Language: Kothian is the minotaur language, Strength modifier). If the minotaur charges, his
though minotaurs also speak Common fluently. A gore attack deals 2d6 points of damage, plus 1
clipped, abrupt language, Kothian is much like 1/2 times his Strength modifier. A minotaur can
the minotaurs themselves—controlled, precise, attack with a weapon at his normal attack
and harsh. bonus and make a gore attack as a secondary
Names: Clan names originate with a great attack (–5 penalty on the attack roll, and half
hero. His or her descendants take on the name Strength bonus on the damage roll).
as their own, doing their best to live up to the  +2 racial bonus on Intimidate, Swim, and Use
ideals of their ancestor. Clan names are always Rope checks. Minotaurs are a people familiar
preceded by the diminutive “es-” (if the minotaur with the sea, and are naturally adept at skills
is from the island of Mithas) or “de-” (if the useful among seafarers.
minotaur is from Kothas or one of the outlying  Minotaurs may take the Scent special quality as
colonies), meaning “of ” (thus Kyris de-Entragath a feat. (See the Glossary in the Monster Manual.)
is Kyris of Clan Entragath). (Those with the “es-”  Automatic Languages: Common and Kothian.
diminutive often consider themselves superior Bonus Languages: Kalinese, Nordmaarian,
to those with the “de-,” since they see them- Ogre, and Saifhum. Minotaurs pick up the lan-
selves closer to the throne.) guages of the other races common in the
Male Names: Beliminorgath, Cinmac, Das- region of the Blood Sea.
trun, Edder, Galdar, Ganthirogani, Hecariverani,  Favored Class: Fighter. A multiclass mino-
Kyris, Tosher, Zurgas. taur’s fighter class does not count when deter-
Female Names: Ayasha, Calina, Fliara, mining whether he suffers an XP penalty for
Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia. multiclassing.
Races  43
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 Chapter Two
The day has passed beyond our power. classes of the D RAGONLANCE campaign setting.
The petals close upon the flower. Classes that conform to the norm in the core
The light is failing in this hour rulebook include only that information specific
Of day’s last waning breath. to a DRAGONLANCE campaign. New information,
or anything that takes precedence over the infor-
The blackness of the night surrounds mation in the Player’s Handbook, is explained in
The distant souls of stars now found, full detail.
Far from this world to which we’re bound,
Of sorrow, fear and death. Core Classes
Core classes are available to characters of 1st
Sleep, love; forever sleep. level, possessing no special requirements or par-
Your soul the night will keep. ticular restrictions. These choices are available to
Embrace the darkness deep. everyone, though it should be noted that not all
Sleep love; forever sleep. character classes presented in the core rules are
appropriate to a DRAGONLANCE campaign.
The gathering darkness takes our souls,
Embracing us in chilling folds, Barbarian
Deep in a Mistress’s void that holds Either born in the wilds or rejecting the comfort-
Our fate within her hands. able life of the city, barbarians are confused by the
complex rules of civilized society and are never
Dream, warriors, of the dark above truly comfortable behind walls. Barbarians are
And feel the sweet redemption of tough and resilient survivors. They make fierce
The Night’s Consort, and of her love combatants, and are both valued and feared for
For those within her bands. their prowess in battle.
Religion: Barbarian worship is usually
Sleep, love; forever sleep. casual, though tribal clerics and druids com-
Your soul the night will keep. mand respect. Barbarians revere the deities of
Embrace the darkness deep. nature: Habbakuk, Chislev, or Zeboim, depend-
Sleep love; forever sleep. ing on their alignment.
Races: Most barbarians in Ansalon are
We close our eyes, our minds at rest, human nomads, Kagonesti elves, or ogres.
Submit our wills to her behest, Almost all other races produce occasional bar-
Our weaknesses to her confessed, barians, with the exception of the gnomes of
And to her will, we bend. Mt. Nevermind. Even kender raised in wilder
regions have been known to become fierce
The strength of silence fills the sky, wilderness warriors.
Its depth beyond both you and I. Game Rule Information: As described in the
Into its arms our souls wills fly, Player’s Handbook.
Where fear and sorrows end.
Bard
Sleep, love; forever sleep. Astinus and the Order of Aesthetics are the histo-
Your soul the night will keep. rians of Ansalon, but bards are the common folk’s
Embrace the darkness deep. source of news, gossip, and entertainment. Their
Sleep love; forever sleep. songs and poetry become part of the lore and folk
—Mina’s Song knowledge of the land, bringing history’s heroes
and villains to life, telling stories that touch the

 Krynn is a world of knights and wizards,


clerics and rogues. Here, both heroes and
villains arise from the most unlikely sources.
lives of those who hear them.
Religion: Bards of good alignment revere
Branchala, who teaches them to create beautiful
As Good and Evil battle for dominance and music and poetry to lighten the spirits of those in
Neutrality struggles to maintain the balance, all need and to preserve the legacy of the champions
people in Krynn choose a path that establishes of good. Neutral bards serve Gilean. They focus
their destiny and defines their roles in the world’s on the lore of Krynn, from obscure knowledge to
endless conflicts. commonplace news. The bards of evil worship
Most of the information in Chapter 3: Classes Hiddukel, using their glib tongues to spread lies,
in the Player’s Handbook applies to the character make false deals, and advance their personal
44  Chapter Two
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Classes and Feats 


Table 2-1: Deities
Deity Alignment Domains Typical Worshipers
Branchala CG Chaos, Good, Luck, Trickery Bards, elves, kender, travelers
Habbakuk NG Animal, Good, Water Rangers, sailors, druids, farmers
Kiri-Jolith LG Good, Strength, War Fighters, Knights of Solamnia
Majere LG Good, Law, Meditation* Monks, theologians, scholars
Mishakal NG Community*, Good, Healing, Protection Healers, artists, midwives, scholars
Solinari LG None** Wizards of the White Robes
Chislev N Air, Animal, Earth, Plant Druids, farmers
Gilean N Knowledge, Liberation*, Protection Scribes, historians, teachers
Lunitari LN None** Wizards of the Red Robes
Reorx N Earth, Fire, Forge* Dwarves, gnomes
Shinare LN Law, Luck, Travel Merchants, traders, dwarves
Sirrion CN Chaos, Fire, Passion* Alchemists, lovers, firefighters
Zivilyn N Insight*, Knowledge, Meditation* Philosophers, mediators
Chemosh NE Death, Evil, Trickery Crazed cultists, necromancers
Hiddukel CE Evil, Treachery*, Trickery Dishonest merchants, thieves
Morgion NE Destruction, Evil, Pestilence* Crazed cultists
Nuitari LE None** Wizards of the Black Robes
Sargonnas LE Evil, Fire, Law, War Minotaurs, bounty hunters, fighters
Zeboim CE Chaos, Evil, Storm*, Water Sailors, pirates, evil druids

* New domain described in Chapter 3.


** Solinari, Lunitari, and Nuitari do not grant divine spells and have no clerics.

status and wealth. Though they worship these power. The gods of Krynn created the world and
deities, bards are arcane spellcasters who make are the original source of all magical power in the
use of primal sorcery. world, both divine and arcane.
Races: The gift of magical music is usually Religion: Clerics on Krynn serve all the
found among those races with appreciation for deities except the deities of the three moons of
art and culture, though even the savage races may magic, Solinari, Lunitari, and Nuitari. The
have individuals whose chants and drumming priesthoods of Habbakuk, Chislev, and Zeboim
produce miraculous effects. are divided between clerics and druids. All cler-
Game Rule Information: As described in the ics in a DRAGONLANCE campaign must choose a
Player’s Handbook with the exception of the fol- patron deity. Clerics can never worship more
lowing: Because healing magic is the province of than one deity at a time, though a cleric may
divine spellcasters on Krynn, bards cannot cast switch allegiance.
spells from the Conjuration (Healing) subschool. After the War of Souls, clerics of Paladine and
Takhisis find themselves bereft of spells or any
Cleric divine connection. Their clerics must decide for
Clerics of Ansalon function as described in the themselves whether to turn to one of the other
Player’s Handbook, except that no clerics serve a gods of Good or Evil, explore the power of mys-
cause, philosophy, or abstract source of divine ticism, or give up their devotion entirely.

 Bardic Colleges 
During the Age of Dreams, bards who followed Bards at the college convene to update the cur-
the teachings of Gilean established formal cen- riculum, which includes removing legends and
ters of training and learning. Some of these “col- songs too widespread to attract attention, as well
leges” survived in later ages. as absorbing new works that have since found
A small bardic college still thrives in the city favor in the populace.
of Sanction. The school admits no more than ten A similar school in Lancton was established
students at a time, who embark upon a six-year in the early Age of Despair and has continued to
study in which they memorize hundreds of leg- accept students to the present day.
ends, songs, and epic poems. They learn different Many bards reject the idea of formalized
musical instruments and study forms of oratory education in such matters and simply learn the
and argument. Every twelve years, the Master art on their own.
Classes and Feats  45
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Races: Nearly all races have clerics among Game Rule Information: As described in the
their members, to guide the worship of their Player’s Handbook.
chosen deities.
Game Rule Information: As described in Expert (NPC)
the Player’s Handbook. See the Medallions of Skilled artisans, specialist laborers, and ingen-
Faith sidebar for information ious inventors represent Krynn’s experts.
about clerics’ special holy sym- They are the gemcutters, blacksmiths,
bols. The deities of Krynn are winemakers, and judges. Many of
summarized on Table 2–1: the gnomes of Mount Never-
Deities with the informa- mind are experts, endlessly
tion most relevant to tinkering with their inven-
cleric characters, but more tions and discussing them
detail is provided in Chap- in committees. In other
ter 4: Deities. races and cultures, ex-
perts fill important roles,
Commoner (NPC) doing work that requires a
The laborers of the world, such as high level of skill and specific
innkeepers, servants, blacksmiths, knowledge.
farmers, and fisherfolk, represent the
commoners of Ansalon. Though not normally Fighter
given to adventuring, they take up arms Fighters are professional soldiers,
and fight if their homes, families or mercenaries, duelists, or members
livelihoods are threatened. of any other profession requir-
ing skill in the arts of battle
Druid and war. Future Knights of
The druids of Krynn are special- Solamnia or Knights of Ne-
ized priests of nature, serving raka are fighters during their
one of three nature gods: Hab- “squire” periods. Others go
bakuk, Chislev, or Zeboim. on to become steel legion-
Druids do not receive a medal- naires or lead entire armies
lion of faith. as legendary tacticians.
Religion: A druid in a Religion: Fighters venerate
D RAGON LANC E campaign must the martial deities Kiri-Jolith
choose a patron deity, just like a and Sargonnas. Some also
cleric. Good druids revere Habbakuk, praise Mishakal, whose clerics
while evil ones worship Zeboim. Lawful tend to the wounds they suffer in battle.
neutral, chaotic neutral, and true neutral Medallion of faith Races: Warfare is a sadly common
druids all revere Chislev. occurrence on Ansalon, and people of
Races: Members of races with close ties to all races take up the way of the sword to defend
nature feel most drawn to the path of the druid, their homes and loved ones. Dwarves, half-
such as Kagonesti elves, centaurs, and human ogres, and minotaurs are among the most feared
nomads. soldiers.

 Medallions of Faith  new deity. Thus, it is possible for a priest of the


When a supplicant becomes accepted as a cleric goddess Mishakal to create a medallion for a
by his patron deity, he is given a medallion of newly accepted priest of Habbakuk. While in
faith, which serves as an outward sign of the theory any cleric can grant any acolyte a new
cleric’s commitment and faith. The silver medal- medallion of faith, it is extremely rare for two
lion bears the sign of the cleric’s god. Without beings of opposed alignment to engage in this
the medallion, the cleric is unable to pray for, or kind of profound exchange.
evoke, spells of higher than 3rd level. The second ability of a medallion of faith is
Medallions of faith have two abilities outside purely defensive in nature. The medallion
their purpose as a focus for divine spellcasting. resists any effort to be forcefully removed from
First, and primarily, the medallion of faith can the neck of the cleric. Any attempt to take the
create other medallions of faith to be presented to medallion causes the target to suffer 2d4 points
those who have been accepted as clerics for one of divine damage. This damage is neither sacred
of the true gods. Regardless of the faith symbol- nor profane, but purely divine and damages the
ized on the original medallion, the symbol of the target without allowing for a saving throw or
newly accepted cleric’s medallion is that of her spell resistance.
46  Chapter Two
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Game Rule Information: As described in the common. They tend to be introspective. The
Player’s Handbook. path to power requires the mystic to listen to
her own inner voice. For those who do not
Monk understand, the mystic may appear to live in an
Though rare, small communities of monks exist inner dream. In truth, however, mystics are
in isolated places in Ansalon. They rarely let the often better prepared to face difficult choices
affairs of the outside world affect their search for and confront life -changing situations than
perfection of body and mind. others. Mystics have already asked themselves
Religion: Most monks on Krynn worship hard questions and forced themselves to exam-
Majere and are members of a rare sect called ine complex truths.
Claren Elian, devoted to peace and enlighten- Alignment: Because mystics follow an inner
ment. These monks are lawful good or lawful truth rather than a doctrine imposed on them
neutral. Evil monks worship Sargonnas, or from the outside, mystics rarely possess a lawful
Sargas in the case of a few well-disciplined alignment.
minotaurs. Religion: During the early Age of Dreams,
Races: Humans are most drawn to the quest mystics were divine spellcasters who had yet to
for inner perfection, though half-elves may find establish a strong relationship with the deities
solace in the regimented life of the monk. and instead searched for answers within them-
Game Rule Information: selves. During the early Age of Mortals, mystics
As described in the Player’s studied their art under the direction of those who
Handbook. still revered the missing gods, and thus honored
them in memory. After the War of Souls, many
Mystic mystics rejected the deities, who seemed
Mystics are spellcasters capricious and unreliable. Mystics are
who have learned to chan- content to know that they have
nel divine energy without the power to channel
worshiping (or even ac- divine magic with-
knowledging) any deity. out being obliged
The process of harness- to follow rules.
ing this magic is one of Background:
inner awareness and Anyone who pos-
self-discovery—a private sesses the latent tal-
faith that leads to great ent and the sensitivity
magical power. Mystical required to harness the
energy affects only the power of the heart may
living or the spiritual become a mystic. Mystics
energy that leaves the prefer quiet contemplation
body upon death. to crowds and noise and
There are as many tend to be loners. Others
different types of mys- search for truth in life,
tics as there are mystical having failed to find it with
“spheres” of knowledge. the gods.
Nomadic healers, feral Races: Mystical talent is
shapechangers, and vile present in almost of Ansalon’s
necromancers are exam- races, though most com-
ples of mystics. monly found in humans
Adventures: Mystics and half-elves. Only
are on a continual journey the gnomes possess
of self-discovery, their focus little talent for
internal rather than external. mysticism, pre-
They may undertake danger- Mystic ferring to work with
ous quests to test themselves and external power and tech-
add to their knowledge of the spiritual forces of nology rather than seek answers from within.
the world. Adventure sometimes finds mystics Other Classes: Mystics and sorcerers work
who do not seek it, for their powers (which do well together, since their magic functions in a
not require obedience or homage to any deity) similar fashion. They sometimes find themselves
make them useful to others. at odds with those who worship or revere the
Characteristics: One mystic is rarely like deities, such as clerics, knights, and Wizards of
another, but they do have certain things in High Sorcery.
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Table 2-2: The Mystic


Class Base Attack Fort Ref Will —Spells Per Day—
Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Domain 5 3 — — — — — — — —
2 +1 +3 +0 +3 6 4 — — — — — — — —
3 +2 +3 +1 +3 6 5 — — — — — — — —
4 +3 +4 +1 +4 6 6 3 — — — — — — —
5 +3 +4 +1 +4 6 6 4 — — — — — — —
6 +4 +5 +2 +5 6 6 5 3 — — — — — —
7 +5 +5 +2 +5 6 6 6 4 — — — — — —
8 +6/+1 +6 +2 +6 6 6 6 5 3 — — — — —
9 +6/+1 +6 +3 +6 6 6 6 6 4 — — — — —
10 +7/+2 +7 +3 +7 6 6 6 6 5 3 — — — —
11 +8/+3 +7 +3 +7 6 6 6 6 6 4 — — — —
12 +9/+4 +8 +4 +8 6 6 6 6 6 5 3 — — —
13 +9/+4 +8 +4 +8 6 6 6 6 6 6 4 — — —
14 +10/+5 +9 +4 +9 6 6 6 6 6 6 5 3 — —
15 +11/+6/+1 +9 +5 +9 6 6 6 6 6 6 6 4 — —
16 +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 5 3 —
17 +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 4 —
18 +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 6 6 6 6

Game Rule Information A mystic’s repertoire of spells is extremely


Mystics have the following game statistics. limited. A mystic begins play knowing four 0-level
Abilities: Wisdom determines the power of spells (orisons) and two 1st-level spells of the
the spell the mystic can cast, how many spells she player’s choice, plus an additional 1st-level spell
can cast per day, and how hard those spells are dictated by the mystic’s choice of a domain (see
to resist. Domains, below). At each level, the mystic gains
Alignment: Any. one or more new spells, as indicated on Table 2–3:
Hit Die: d8. Mystic Spells Known. (The number of spells a
mystic knows is not affected by his Wisdom
Class Skills bonus; the numbers on Table 2–3 are fixed.) These
The mystic’s class skills (and the key ability for spells are chosen from the cleric spell list in the
each skill) are Concentration (Con), Craft (Int), Player’s Handbook as well as the additional
Diplomacy (Cha), Heal (Wis), Knowledge cleric/mystic spells presented in this book.
(arcana) (Int), Knowledge (nature) (Int), Knowl- Upon reaching 4th level, and at every even-
edge (religion) (Int), Profession (Wis), and Spell- numbered level after that, a mystic can choose to
craft (Int). See Chapter 4 of the Player’s Handbook learn a new spell in place of one she already
for skill descriptions. knows. If effect, the mystic “loses” the old spell in
exchange for the new one. The new spell’s level
Skill Points at 1st Level: (2 + Int modifier) × 4 must be the same as the spell being exchanged,
Skill Points at Each Additional Level: 2 + Int and must be at least two levels lower than the
modifier maximum level of spell the mystic can cast. For
instance, upon becoming a 4th-level mystic, the
Class Features character could trade in a single 0-level spell
All the following are class features of the mystic. (since she now knows spells up to 2nd level) for a
Weapon and Armor Proficiency: The mystic different spell of the same level. At 6th level, she
is proficient in the use of all simple weapons. could trade in a single 0-level or 1st-level spell
Mystics are proficient with light and medium (since she now knows spells up to 3rd level) for a
armor and with shields (except tower shields). different spell of the same level. The character
Spells: A mystic casts divine spells chosen may only swap a single spell per opportunity, and
from the cleric spell list. To cast a spell, a mystic may never lose a domain spell.
must have a Wisdom score of 10 + the spell’s A mystic is limited to casting a certain number
level. A mystic receives bonus spells based on of spells per day (as noted on Table 2–2), repre-
Wisdom. The Difficulty Class of a saving throw senting her maximum limit for channeling divine
against a mystic’s spell is 10 + the spell’s level + energy. She need not prepare her spells in advance.
the mystic’s Wisdom modifier. The number of spells she can cast per day is
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Table 2–3: Mystic Spells Known Player’s Handbook (even


Mystic ——————————Spells Known—————————— Sun, which is not granted
Level 0 1 2 3 4 5 6 7 8 9 by any of the living deities
1 4 2+d — — — — — — — — of Krynn, but not Magic)
2 5 2+d — — — — — — — — and the new domains
3 5 3+d — — — — — — — — presented in Chapter 3:
4 6 3+d 1+d — — — — — — — Magic of Krynn (includ-
5 6 4+d 2+d — — — — — — — ing several that are avail-
6 7 4+d 2+d 1+d — — — — — — able only to mystics). A
7 7 5+d 3+d 2+d — — — — — — mystic can choose an
8 8 5+d 3+d 2+d 1+d — — — — — alignment domain (Chaos,
9 8 5+d 4+d 3+d 2+d — — — — — Evil, Good, or Law) only
10 9 5+d 4+d 3+d 2+d 1+d — — — — if her own alignment
11 9 5+d 5+d 4+d 3+d 2+d — — — — matches that domain, but
12 9 5+d 5+d 4+d 3+d 2+d 1+d — — — there are otherwise no
13 9 5+d 5+d 4+d 4+d 3+d 2+d — — — restrictions on her choice
14 9 5+d 5+d 4+d 4+d 3+d 2+d 1+d — — of a domain.
15 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d — — A mystic’s single do-
16 9 5+d 5+d 4+d 4+d 4+d 3+d 2+d 1+d — main gives her one addi-
17 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d — tional known spell at each
18 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 2+d 1+d spell level, from 1st on
19 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 2+d up, as well as a granted
20 9 5+d 5+d 4+d 4+d 4+d 3+d 3+d 3+d 3+d power. Unlike a cleric, a
mystic does not have to
improved by her bonus spells, if her Wisdom prepare a domain spell and can freely cast all her
score is high enough to grant her any. known spells without special consideration for
A mystic may use a higher-level slot to cast a her domain spell.
lower-level spell if she so chooses. The spell is still For example, Hevara Tarn is a mystic who
treated as its actual level, not the level of the slot has chosen the Animal domain. At 1st level, she
used to cast it. knows four 0-level spells unrelated to her
Domain: Mystics do not derive their power domain, two 1st-level spells that she can choose
from the deities of Krynn, but they are con- freely, and calm animals, the 1st-level spell of the
cerned with same cosmic, natural, and mortal Animal domain. She chooses cure light wounds
forces as clerics—Good and Evil, Knowledge and divine favor as her two 1st-level spells. She
and Passion, Protection and Destruction. A can cast three 1st-level spells per day (plus any
mystic chooses one domain from among those bonus spells from her Wisdom score), and these
available to clerics, including the domains in the three spells can be any of the spells she knows:

 The Influence of Chaos  The Graygem’s influence lasted for cen-


Magic was originally the province of the gods turies, its power eventually diminishing. The
alone. Magical power resides in the world itself, Scions’ power waned as wizardry gained
however—primordial spiritual and arcane ener- ascendance. During the Age of Might and Age
gies that were used in Krynn’s creation. When of Despair, the magic of the Scions was
the gnomes freed the Graygem during the Age reduced until it very nearly vanished entirely,
of Dreams, the gem amplified the magical ener- for only the faintest hints of power could be
gies and infused them with the essence of Chaos. gleaned from the energies of chaos, while the
Select mortals learned to tap into this source of magic of the gods flowed freely to those who
power, shaping the chaotic energies through followed them.
their own will. These wild mages and mystics The state of magic changed again when the
were known as Scions. irda foolishly opened the Graygem, releasing
Though the Scions were critical in the Chaos into the world in full form. His power
defeat of the evil dragons during the Second infused the world, and again the world’s primor-
Dragon War, their wild magic also caused great dial energies became accessible to mortals.
destruction and sorrow. The three deities of When the Age of Mortals began and the magic
magic, Solinari the Good, Nuitari the Evil, and of the deities was lost, the people of Ansalon
Lunitari the Neutral, vowed to grant their power found their own magic in these energies.
to the mortal races, a power based in order Though the Scions are long forgotten, their
instead of chaos. They took disciples and formed legacy endures with the mystics and sorcerers of
the Orders of High Sorcery. the Age of Mortals.
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she could cast cure light wounds three times, calm Religion: Nobles revere any deity who
animals three times, or any other combination of matches their own moral alignment (good, evil,
the three spells she knows. or neutral) and whose motivations and methods
A mystic who chooses the Sun domain gains match theirs. Being leaders themselves, they often
the ability to turn undead as her granted power, honor Kiri-Jolith, Gilean, and Sargonnas.
and she cannot perform a greater turning. No Background: Almost every society has an
other mystic can turn undead. “upper class.” Noble characters are born with
either wealth or long family lineage, usually
Noble both. Anyone raised in a life of privilege might
Nobles are illustrious because of their rank, be a noble, even if they are not termed nobility
title, or birth. Nobles have the ability to use by society. Nobles may also gain rank and title
their background, education, natural charm, by advantageous marriages.
and skills in social maneuvering to their Races: Many of Ansalon’s races have
advantage in their day-to-day lives. An a defined aristocracy, including human,
elven princess, the lord of Palanthas, a elven, and dwarven cultures. Races
dwarven thane are examples of the noble with a shifting (or nonexistent) social
class. While the motivations and goals of structure, such as kender, gully dwarves,
such characters vary widely, each is or minotaurs produce few (if
capable of masking his true inten- any) nobles.
tions behind the veil of etiquette, Other Classes: Nobles work
and of using his charm and wit to well with those who are educated,
gain what he desires. such as Knights of Solamnia, wiz-
Adventures: Adventuring nobles ards, clerics, and bards. Noble
might be abroad at the behest of characters sometimes have diffi-
their families or working for a more culty adjusting to the crude or
powerful lord, such as a prince or rough behavior of those who
king. Nobles are also effective have received their education
diplomats, military commanders in the streets or from nature,
and politicians. In rare cases, a such as rogues, barbarians,
noble rebels against his her- and rangers.
itage and responsibilities to
work toward different goals, Game Rule
while still practicing the Information
skills of his class. Nobles feel The noble class may be
a sense of responsibility for taken only at 1st level.
those in their company. This reflects the idea that
Characteristics: While one is born to this class.
nobles are trained to de- Nobles have the follow-
fend themselves and ing game statistics.
fight to protect those Abilities: Charisma
for whom they hold is the noble’s most im-
responsibility, the noble’s portant ability, affecting his
true battlefields are the primary means of influencing
throne room, the counsel others and positioning himself
chamber, the parlor, and the in a leadership role. Intelligence
hallways—any place where people Noble and Wisdom are also important, particularly for
meet and interact. His tongue those nobles with a sense of obligation for their
and charm are his most effective weapons. followers. Nobles who function as military com-
Nobles prefer civilized areas, where laws are in manders also benefit from high physical abilities
effect and a clear social structure is defined. (Strength, Dexterity, and Constitution).
They often enjoy the finer things in life, includ- Alignment: Any.
ing expensive clothes and good food and drink. Hit Die: d8.
Even impoverished nobles attempt to appear at
their best. Nobles abhor crude behavior and Class Skills
may chastise those who demonstrate a lack of The noble’s class skills (and the key ability for
good manners. each skill) are Appraise (Int), Bluff (Cha), Diplo-
Alignment: Nobles tend toward lawful align- macy (Cha), Gather Information (Cha), Intimi-
ments, working within the rules for their own per- date (Cha), Knowledge (all skills, taken individ-
sonal goals, whether good or evil. ually) (Int), Listen (Wis), Perform (Cha), Ride
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Table 2-4: The Noble


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Bonus class skill, favor +1
2nd +1 +0 +3 +3 Inspire confidence 1/day
3rd +2 +1 +3 +3 Favor +2
4th +3 +1 +4 +4 Coordinate +1
5th +3 +1 +4 +4 Inspire confidence 2/day
6th +4 +2 +5 +5
7th +5 +2 +5 +5 Favor +3
8th +6/+1 +2 +6 +6 Coordinate +2
9th +6/+1 +3 +6 +6 Inspire confidence 3/day
10th +7/+2 +3 +7 +7
11th +8/+3 +3 +7 +7 Inspire greatness (1 ally)
12th +9/+4 +4 +8 +8 Favor +4
13th +9/+4 +4 +8 +8 Coordinate +3, inspire confidence 4/day
14th +10/+5 +4 +9 +9 Inspire greatness (2 allies)
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10 Favor +5
17th +12/+7/+2 +5 +10 +10 Inspire confidence 5/day, inspire greatness (3 allies)
18th +13/+8/+3 +6 +11 +11 Coordinate +4
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Coordinate +5, inspire greatness (4 allies)

(Dex), Sense Motive (Wis), and Speak Lan- dangerous, expensive, or illegal favors. The noble
guage. See Chapter 4 of the Player’s Handbook can’t take 10 or take 20 on this check, nor can he
for skill descriptions. retry the check for the same (or virtually the
same) favor. Favors should help advance the plot
Skill Points at 1st Level: (4 + Int modifier) × 4 of an adventure. A favor that would enable a
Skill Points at Each Additional Level: 4 + Int character to circumvent an adventure should
modifier always be unavailable to the character, regardless
of the results of a favor check.
Class Features A noble can try to call in a favor a number of
All the following are class features of the noble. times in a week of game time that’s equal to half
Weapon and Armor Proficiency: The his noble levels, rounded down (minimum one).
noble is proficient in the use of all simple and So a 1st-level noble can attempt to call in a single
martial weapons, light armor, and shields. Some favor per week, while a 7th-level noble can
armor types incur armor check penalties to the attempt to call in favors as many as three times
skills Balance, Climb, Escape Artist, Hide, from different contacts.
Jump, Move Silently, Sleight of Hand, Swim, The DM should carefully monitor the noble’s
and Tumble. use of favors to ensure that this ability isn’t
Bonus Class Skill: At 1st level, a noble may abused. The success or failure of a mission
designate any one cross-class skill as a class skill. shouldn’t hinge on the use of a favor, and calling
This represents an area of study the noble charac- in favors shouldn’t replace good roleplaying or
ter has pursued on his own. the use of other skills. The DM may disallow any
Favor: The noble has the ability to call in favor deemed to be disruptive to the campaign.
favors from those he knows. By making a favor Inspire Confidence: Beginning at 2nd level,
check, the noble can call upon contacts to gain a noble can use oratory to inspire confidence in
important information without going through allies, bolstering them and improving their
the time and trouble of a Gather Information chances of success. An ally must listen to and
check. Favors can also be used to acquire the observe the noble for a full round for the inspira-
loan of equipment or documents from influen- tion to take hold. The effects last for 5 rounds.
tial acquaintances. The noble can inspire a number of allies equal to
To call in a favor, the noble makes a favor half his noble levels, rounded up.
check. Roll a d20 and add the character’s favor An ally inspired with confidence gains a +2
bonus (+1 at 1st level, +2 at 3rd level, and so on). morale bonus on saving throws and a +1 morale
The DM sets the DC based on the scope of the bonus on attack and weapon damage rolls.
favor being requested. The DC ranges from 10 The noble can’t inspire confidence in himself.
for a simple favor to as high as 25 for highly The ability only aids his allies.
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Coordinate: A noble has a knack for getting and acquire divine spellcasting ability. (Without a
people to work together. When the noble can aid patron deity, a ranger cannot cast divine spells.)
others and give directions, he provides a bonus to Many rangers choose a patron deity before 4th
the task at hand by making an aid another check. level, but others begin their careers out of devo-
This bonus is in addition to the normal aid tion to the ranger’s way of life instead of to one of
another bonus of +2, and it increases as the noble the gods. Rangers must choose a god of nature
gains levels. Therefore, the noble provides a total that corresponds with their moral alignment:
+3 bonus at 4th level (+2 aid another bonus, +1 Habbakuk, Chislev, or Zeboim.
cooperation bonus), a +4 bonus at 8th level, and Races: As with druids, rangers mainly
so on. emerge from those races with close ties to
This ability can’t be used to assist in combat. nature, such as Kagonesti elves, centaurs, and
Inspire Greatness: Beginning at 11th level, a human nomads.
noble can inspire greatness in an ally, granting Game Rule Information: As described in the
extra fighting capability. This works similar to Player’s Handbook. Rangers may select an organi-
inspire confidence, except it affects but a single zation instead of a creature type as a favored
ally. An ally inspired with greatness gains +2d6 enemy. For example, a good ranger might choose
temporary hit points, a +2 competence bonus on to oppose the Knights of Neraka or the Order of
attacks, and a +2 moral bonus on saving throws. the Black Robes. Evil rangers might oppose the
The effect lasts for 5 rounds. The noble can Knights of Solamnia or the clerics of a good-
inspire greatness once per day. For every three aligned deity.
levels beyond 11th, the noble can inspire great-
ness in one additional ally. Rogue
The noble can’t inspire greatness in himself. Rogues in Krynn may be thieves, troubleshooters,
The ability only aids his allies. jacks-of-all-trades, or scouts. Thieves are more
commonly found in large cities where the pick-
Ranger ings are better than in rural areas and thieves’
Much of Krynn is vast and untamed wilderness, guilds provide support and protection.
comprised of desert, forest, plains, and jungle. Religion: Rogues rarely have much spiritual
These wilds are home to the ranger. inclination, but may whisper quick prayers to
Religion: Unlike clerics, rangers do not have Branchala or Hiddukel to keep their steps silent
to choose a patron deity until they reach 4th level and their movements undetected.

 Other Classes   Handlers 


Some classes from the Player’s Handbook do not While kender rogues possess the same range of
appear in the main listings for this chapter. Here skills and abilities as their counterparts from
are ways to include or substitute such characters other races, kender have much different habits
in a DRAGONLANCE campaign. and motivations, which have earned them the
nickname “Handler.”
Adepts (NPC) Most cultures in Ansalon (including kender)
Adepts as described in Chapter 4: Nonplayer condemn stealing and severely punish the guilty.
Characters in the Dungeon Master’s Guide do The only exceptions to this rule are the kender.
not exist in the DRAGONLANCE setting. Primitive Kender handlers do not steal for personal gain,
spellcasters (such as goblins) become wizards, but simply out of an intense curiosity about
clerics, sorcerers, or mystics, depending on the everything and everyone.
era of play. Kender handlers are just as likely to leave
something behind as to take something. The
Aristocrats (NPC) object they leave may be more valuable than
The Noble class fills the role of the Aristocrat in the one they take, for kender have no interest
a DRAGONLANCE campaign. in the monetary value or worth of an object.
The kender usually takes the object with the
Paladins firm intention of returning it to its rightful
The Knights of Solamnia take the place of owner, but becomes distracted before remem-
knightly champions of good in a DRAGONLANCE bering to do so.
campaign, so normally paladin characters are Kender rarely have the slightest idea of what
unavailable. Paladins may be allowed at the Dun- they have collected. Their pouches may hold all
geon Master’s discretion, however, as rare cham- manner of interesting, grotesque, mundane, valu-
pions of one of the good deities (such as Kiri- able, or magical objects that, when revealed,
Jolith). A blackguard in such a campaign would come as a complete surprise to the kender.
be a champion of an evil deity.
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Races: Every race has its rogues, though Wizard


their place in society can vary widely from the The three moons of magic—Solinari the White,
despised (such as thieves among civilized Lunitari the Red, and Nuitari the Black—grant the
humans) to the exalted (such as arcane magic of wizardry. The magic of the
assassins among kapak draconi- moons is available to anyone, but advance-
ans). Kender rogues exist out- ment to true power comes at a price.
side the normal rules of A low-level wizard (through 4th
thievery, and are call level) is considered an apprentice
themselves “handlers.” by the Orders of High Sorcery.
Kender are often jailed Knowledge of 1st- and 2nd-level
for theft, but just as spells is unrestricted. Anyone who
quickly escape (or are advances in power beyond
released for the sake of that is required to take the
the jailor’s sanity). Test of High Sorcery and
Game Rule Informa- declare allegiance to
tion: As described in the one of the Orders of
Player’s Handbook. High Sorcery (see the
Wizard of High Sorcery
Sorcerer prestige class, below).
Sorcerers are spellcasters Those who seek to gain
who can channel arcane power without obey-
energy without draw- ing the laws of the
ing power from the order commit them-
moons of magic. selves to the danger-
By extending ous life of a rene-
their aware- gade mage.
ness into their Religion: The
surroundings, sorcerers tap act of casting an
into the arcane energies that arcane spell is an
were used to create Krynn act of worship to
itself and focus those Solinari, Nuitari,
energies into magical or Lunitari, depend-
spells. Their art is ing on the spell-
called “primal sor- caster’s alignment.
cery” in contrast to the highly structured practice Races: Humans
of wizardry and High Sorcery. Sorcerer and elves make up
Religion: After the War of Souls, with the the largest per-
return of the deities to Krynn, some sorcerers ac- centage of those
knowledged and honored the gods of magic, who turn to the
while others repudiated them and the Orders of structured magic of wizardry, though irda and
High Sorcery. even occasional dark dwarf wizards are not un-
Races: Talent for sorcery can be found in heard of.
nearly all of Ansalon’s races, but most commonly Game Rule Information: As described in the
in humans and half-elves. Kender generally lack Player’s Handbook.
the ability to summon the focused concentration
necessary to cast arcane spells, but rare kender do Prestige Classes
have the ability to learn the basic principles of The following classes represent some of the
sorcery. Dwarves and gnomes are generally not most influential organizations in Ansalon. Char-
interested in learning the arcane arts. acters who position their careers toward enter-
Game Rule Information: As described in the ing one of these classes have made commit-
Player’s Handbook. ments to becoming important players in the
politics of life on Krynn.
Warrior (NPC) Prestige classes that add to the character’s
Warriors are the soldiers, guards, and militia of base class for determining the number of spells
Ansalon. They are men and women who have per day also add to the character’s caster level
trained in the use of arms, but they lack the focus (such as for dispel checks and level checks to
(or raw talent) of fighters and the raw fury and overcome spell resistance, as well as level-based
toughness of barbarians. variable spell effects).

Classes and Feats  53


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Knights of Krynn as guarding an important location or as exciting


Of all the institutions of Ansalon, among the most as skirmishing with minotaur raiders. In desperate
important throughout its history have always times, knights might be charged with a dangerous
been knightly orders—beginning centuries ago quest that involves a perilous journey or the
with the Knights of Solamnia, founded during the recovery of a valuable artifact. Knights who are
Age of Dreams, and in more recent years with not charged with specific duties might go looking
two additional orders: the Knights of Neraka and for adventure, and will be lauded if they uphold
the Legion of Steel. The members of these orders their honor and the ideals of their order.
are among the most feared and respected war- Characteristics: The Oath and the Measure
riors (and, in some cases, clerics and even wiz- determine the actions of a Solamnic Knight. They
ards) in all Ansalon, counting among their ranks provide the knight courage in the face of terrible
the greatest heroes and foulest villains. For player danger, give the knight strength when the
characters and NPCs alike, these knightly orders knight’s own is failing, and grant the knight guid-
offer extensive opportunities, tremendous power, ance when presented with difficult choices. The
and great responsibility. Oath and the Measure lead a knight to champion
the cause of Good and uphold the laws (at least
Knights of Solamnia those that are consistent with his beliefs). An
The Knights of Solamnia have existed since the honorable knight helps those in need, without
Age of Dreams as a warrior order dedicated to expecting or requesting reward.
the cause of Good. All knights are bound A character’s knowledge of
by the oath Est Sularus oth Knights of Solamnia the Oath and the Measure is
Mithas (“My honor is my measured by ranks in the
life”). A knight’s actions Knowledge (nobility and roy-
throughout life are defined by alty) skill.
an extensive code of laws
known as the Measure.
Blamed unjustly for
the Cataclysm,
the knight-
hood was re-
viled during the
Age of Despair
and many knights
abandoned their
sacred oaths. A
courageous few re-
mained steadfast to
their code and the
knighthood gained
respect and
power dur-
ing the War of the
Lance. The knights re-
main a powerful force
in the Age of Mortals,
despite their devastat-
ing losses during the
Chaos War.
Adventures: True
knights dedicate them-
selves to the Oath and
the Measure. Evil must
be destroyed and the
defenseless
protected.
Those who
are brave and true of heart
will attain honor and glory. Many knights are
assigned specific duties, which can be as mundane
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Alignment: Knights of Solamnia must be by fulfilling all the mechanical and roleplaying
lawful good. Those who change alignments will requirements, advance to become a Knight of the
be removed from the knighthood if discovered. Sword. As a Knight of the Sword, likewise, he
The Solamnic Knights’ definition of law and good may choose to remain in that class (maximizing
is defined very strictly by the Measure. his spellcasting abilities) or apply to join the
Religion: After the War of Souls, Kiri-Jolith Knights of the Rose after he has fulfilled all
takes Paladine’s place as the chief deity venerated requirements for that order.
by the Knights of Solamnia, although they honor When a character advances to a new order,
the memory of Paladine and have deep respect he may never take additional levels in any of his
for the Walking God, Valthonis, because his sacri- previous Solamnic Knight classes. For example, a
fice embodies a selfless act of good and honor. Knight of the Rose may never take additional
They also revere the other gods of Good. levels as a Knight of the Crown or Knight of the
Background: For countless generations, the Sword. He may, however, intersperse his knight
Knights of Solamnia were drawn only from the levels with levels in other classes, usually fighter
youth of Solamnic nobility, often with families or cleric. (A 20th-level Crown Knight, for example,
tied very closely to the knighthood (including is likely a Ftr 10 or Clr 10/Crown 10.)
names such as Brightblade, Crownguard, and The three orders are clearly established in a
Tallbow). This was especially true during the hierarchy, and a knight who wishes to become a
Age of Despair, when the knights were largely Knight of the Rose must first pass through the
despised. Few young people wanted to become two junior orders. However, not all knights do
knights and those who did came from families to strive for that pinnacle of achievement, and
where joining the knighthood was a long- not all who wish to are allowed to. There are
standing tradition. During and after the War of 20th-level Knights of the Crown and Knights of
the Lance, the knights opened their ranks to non- the Sword, brave and talented knights who
Solamnics and allowed those not of noble blood chose to excel in lower orders rather than
to ascend to their highest ranks. advancing to the highest. Indeed, the threefold
Races: Traditionally the knights have Order of the Knights of Solamnia is governed,
allowed only humans to join their ranks, though not by Knights of the Rose alone, but by repre-
after the War of the Lance they begin to accept sentatives of all three orders.
half-elves (a rare breed in any case) among
their numbers. The knights have honored Behind the Curtain: Knightly Virtue
exceptional individuals of other races with The requirements for the Knight of the Sword
titles, such as in the case of the dwarven hero and the Knight of the Rose prestige classes
Kharas, but stopped short of admitting them include a lengthy special requirement called
into the knighthood. “Knightly Virtue.” These requirements consist of
Other Classes: While the disciplined deeds the knight must have performed that
knights work best with each other, they can prove his commitment to the Solamnic ideals of
become an effective part of a diverse team. As a honor and virtue, and his obedience to the Oath
highly religious order, they are very respectful and the Measure. The guidelines for these deeds
of good clerics, and find camaraderie with fight- are traditionally somewhat vague. Within the
ers and barbarians of nonevil alignments. game world, determining what constitutes an
Knights during the Age of Might and the early acceptable test of a knight’s generosity is left to
Age of Despair (before the War of the Lance) the discretion of a Knightly Council. In the
do not like or trust mages, but those of other game itself, the same issue is left to the DM’s
eras accept and work alongside Wizards of the discretion. Some players enjoy keeping detailed
White Robes, although the knights keep their and elaborate records of the tests of wisdom
distance from other spellcasters. Knights do not their knights have passed, then roleplaying the
tolerate evil or chaotic behavior, and quickly entire trial before the Knightly Council, com-
part ways with such individuals (if they don’t plete with other P Cs serving as witnesses.
challenge them directly). Others would rather gloss over the whole
process and assume that, by the time the char-
Advancing Orders acter has met the mechanical requirements
A character who plans a career as a Solamnic (base attack bonus, feats, and so on), he has also
Knight has a number of choices, but he must first completed the roleplaying requirements. Either
apply to become a squire of the Crown (see the approach is fine.
sidebar below), and then meet all the qualifica- The mechanical prerequisites for each pres-
tions for the Knight of the Crown prestige class. tige class are clearly defined and easy to adjudi-
As a Knight of the Crown, the character may cate, so the roleplaying prerequisite can be
choose to advance as a Knight of the Crown or, looser and open to interpretation. If you’re
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interested in playing a Solamnic Knight charac- Feats: Armor Proficiency (Heavy), Honor-
ter, talk with your DM about how strict he plans bound, Martial Weapon Proficiency (any one),
to be regarding the tests required for your knight Shield Proficiency.
to advance in the orders, and come to an agree- Special: Squire of the Crown: The character
ment you can both live with. As long as you meet must already have been accepted as a squire (see
the other prerequisites, the prestige classes work Squires of the Crown, above).
fine whether you decide to play out these quests
as hard requirements or as softer guidelines. Class Skills
The Knight of the Crown’s class skills (and the
Ex-Knights of Solamnia key ability for each skill) are Craft (Int), Diplo-
A knight of any order who ceases to be lawful macy (Cha), Intimidate (Cha), Knowledge (nobil-
good, who willfully commits an evil act, or who ity and royalty) (Int), Knowledge (religion) (Int),
grossly violates the Oath and the Measure imme- Profession (Wis), and Ride (Dex).
diately loses any spellcasting and supernatural Skill Points at Each Level: 2 + Int modifier.
abilities. If his actions are discovered, he might
face trial by a Knightly Council. Possible sen- Class Features
tences include being stripped of knighthood or All the following are class features of the Knight
even execution (in which the knight’s throat is slit of the Crown.
with his own sword). Atonement for evil actions Weapon and Armor Proficiency: Knights of
is possible (see the atonement spell description). the Crown are proficient with all simple and mar-
tial weapons. They gain no additional armor or
Knight of the Crown shield proficiency.
The Order of the Crown is the first tier of the Strength of Honor (Su): Once per day, a 1st-
Solamnic Knights. A group of warriors trained for level Knight of the Crown can gain a +4 morale
obedience and loyalty, they are charged with bonus to her Strength score for a number of
upholding the honor of the knighthood and of rounds equal to 3 + her Charisma modifier. For
their order. every 3 additional levels she advances as a Knight
Knights of the Crown are often younger of the Crown, she can gain this bonus an addi-
than those of the higher orders and, as such, are tional time each day (2/day at 4th level, 3/day at
eager to accept any challenge given to them. 7th level, and 4/day at 10th level). Activating this
The Measure teaches them, however, to temper ability is a free action.
their sword-arm with wisdom and be obedient Knightly Courage (Su): A Knight of the
to those they serve. Crown applies her Charisma modifier (if positive)
Hit Die: d10. as a morale bonus on all saving throws against
fear effects.
Requirements Heroic Initiative (Ex): Starting at 2nd level, a
To qualify to become a Knight of the Crown, a Knight of the Crown gains a +1 bonus on initia-
character must fulfill all the following criteria. tive checks. This bonus increases by +1 for every
Alignment: Lawful good. three levels the character attains beyond 2nd (+2
Base Attack Bonus: +3. at 5th level and +3 at 8th level).
Base Save Bonus: Fort +4. Fight to the Death (Ex): At 3rd level, a Knight
Skills: Diplomacy 2 ranks, Knowledge (reli- of the Crown gains the Diehard feat as a bonus
gion) 2 ranks, Ride 2 ranks. feat, even if she does not have the prerequisite feat.

 Squires of the Crown  brought forth, he is accepted into the knighthood


All characters who want to become Solamnic as a squire. Any question of the candidate’s honor
Knights must first enter the knighthood as squires requires that he be interrogated. If the question
of the Knights of the Crown. (A candidate may be of honor is dismissed, then the candidate is
of any class or level to apply as a squire.) All accepted normally. If the question is found valid
knights begin their training in the virtue of loyalty. in the Council, the candidate is dismissed until
The candidate for Solamnic Knighthood must be the question of honor can be satisfied.
presented to a Knightly Council and be sponsored Optionally, the Dungeon Master may
by a knight in good standing from any of the allow a player character to begin a campaign as
Solamnic Orders. The candidate swears an oath a squire.
to the honor of the knighthood, to the causes of Once a character has advanced at least one
the order, and to allegiance to the order, and vows level (in any class) during the period as a squire
to live by the Oath and the Measure. and fulfills the requirements for the Knights of
If there is no dissent from the knights, and the Crown, the squire may petition at the next
no question of honor regarding the candidate is Knightly Council for full knighthood.
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Table 2-5: The Knight of the Crown


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +0 Strength of honor 1/day, knightly courage
2 +2 +3 +0 +0 Heroic initiative +1
3 +3 +3 +1 +1 Fight to the death
4 +4 +4 +1 +1 Honorable will, strength of honor 2/day
5 +5 +4 +1 +1 Heroic initiative +2
6 +6 +5 +2 +2 Might of honor
7 +7 +5 +2 +2 Armored mobility, strength of honor 3/day
8 +8 +6 +2 +2 Heroic initiative +3
9 +9 +6 +3 +3 Aura of courage
10 +10 +7 +3 +3 Crown of knighthood, strength of honor 4/day

Honorable Will (Su): A 4th-level Knight of obedience, and loyalty. She adds her Charisma
the Crown applies her Charisma bonus (if any) modifier as a morale bonus on all saving throws,
as a morale bonus on saving throws against and gains an additional +4 bonus on saves against
compulsion spells and effects. Her powerful compulsion effects (this replaces the bonus from
sense of honor and loyalty to her order strength- her honorable will ability). In addition, she can
ens her will. act as if under the effect of a heroic valor spell once
Might of Honor (Su): At 6th level, when a per day, gaining a +4 morale bonus on attack
Knight of the Crown uses her strength of honor rolls, weapon damage rolls, and saving throws,
ability, she gains a +6 bonus instead of +4. and gaining 15 temporary hit points. This effect
Armored Mobility (Ex): At 7th level, a lasts for 10 minutes.
Knight of the Crown treats heavy armor as
medium armor for all purposes, including run- Knight of the Sword
ning speed. In addition, her armor check penalty Knights of the Sword are warriors who fight
when wearing heavy armor is reduced by –1. with power and faith to defend justice and truth.
This benefit stacks with the armor check penalty They believe that the spirit is the wellspring
reduction granted by masterwork or dragon- from which courage flows. Their willingness to
metal armor. sacrifice their own needs—even their own lives,
Aura of Courage (Su): Beginning at 9th if necessary—makes the Knights of the Sword
level, a Knight of the Crown becomes completely such powerful champions of good.
immune to fear (magical or otherwise). Allies Kiri-Jolith grants the Sword Knights magic
within 10 feet of the knight gain a +4 morale that gives them strength in battle, the power to
bonus on saving throws against fear effects. This defeat dangerous opponents, and the ability to
ability functions while the knight is conscious, but protect others in need. Even when they do not
not if she is unconscious or dead. have divine magic from their deity, faith and
Crown of Knighthood (Su): When she courage sustains them.
reaches 10th level, a Knight of the Crown is the Hit Die: d8.
living embodiment of the principles of honor,

 The Measure of the Crown Knight   Unquestioned obedience to those whose


The Order of the Crown exemplifies the ideals authority is righteously maintained in the
of Loyalty and Obedience in all that a knight Knightly Councils.
is and does. Loyalty requires unquestioned  Dedication to the ideals of the Measure.
obedience to higher power and authority, as  Loyalty to brother knights of all orders.
long as that power and authority follows and  All other acts that cause the strengthening of
adheres to the precepts set forth in the Oath loyalty among the knights.
and the Measure.
Loyalty is due to one’s family, all that is Responsibilities of a Crown Knight
good, those oppressed by evil, and those mon- A Knight of the Crown must serve and aid any
archs who by decree and common consent of fellow knight who is on the business of his order
the Knightly Councils are in good standing with and requires assistance, and serve the kingdoms
the Knighthood and deserving of its honorable on the List of Loyalty as compiled by the Grand
loyalty and protection. Circle of Knights. Failure to fulfill these duties
Acts befitting a Knight of the Crown may cause the honor of a knight to be ques-
include: tioned, and may cause her knighthood to be
stripped from her.
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Requirements adjudicate as long as it is a lawful council of


To qualify to become a Knight of the Sword, a knights. If no lawful council can be convened,
character must fulfill all the following criteria. then the matter is set aside until such a council
Alignment: Lawful good. can be convened. Any knight candidate who feels
Base Attack Bonus: +6. that he has been unjustly found wanting in his
Base Save Bonuses: Will +4. deed and tale may take the matter before the pre-
Skills: Knowledge (nobility and royalty) 2 siding council of the knights.
ranks, Knowledge (religion) 4 ranks, Ride 4 ranks.
Feats: Diehard, Endurance, Honor-bound. Class Skills
Spellcasting: Ability to cast 1st-level divine The Knight of the Sword’s class skills (and the key
spells. ability for each skill) are Concentration (Con),
Special: To become a Knight of the Sword, Craft (Int), Diplomacy (Cha), Intimidate (Cha),
the character must have at least one level of the Knowledge (nobility and royalty) (Int), Knowledge
Knight of the Crown prestige class and the knightly (religion) (Int), Profession (Wis), and Ride (Dex).
courage class ability. Skill Points at Each Level: 2 + Int modifier.
Knightly Virtue: A character must be a Knight
of the Crown in good standing before he can peti- Class Features
tion the Order of the Sword to be accepted into All the following are class features of the Knight
that body. During his time as a Knight of the of the Sword.
Crown, the candidate must demonstrate his virtue Weapon and Armor Proficiency: Knights of
and his adherence to the Oath and the Measure. the Sword do not gain any additional weapon or
Before he can apply to a Knightly Council for armor proficiency.
acceptance into the Order of the Sword, he must Spells per Day/Spells Known: At each level,
have accomplished all the following, and be able to the Knight of the Sword gains new spells per day
present witnesses to attest to his performance: (and spells known, if applicable) as if he had also
 A journey of 500 miles or more in length and gained a level in a divine spellcasting class to
30 days or more in time. which he belonged before adding the prestige
 Three tests of the knight’s wisdom. class level. He does not, however, gain any other
 One test of his generosity. benefit a character of that class would have
 One test of compassion. gained (improved chance of turning or destroying
 The restoration of something that was lost. undead, bonus feats, and so on). If the character
 Single combat with a worthy evil opponent had more than one divine spellcasting class before
(whose Challenge Rating is no more than two becoming a Knight of the Sword, the player must
lower than the knight’s character level). decide to which class to add each Knight of the
 A deed of heroism and valor that upholds the Sword level for the purpose of determining spells
virtues of knightly honor and good. per day. Sword Knights receive their divine
powers from Kiri-Jolith.
When he feels he is ready, the knight is presented Smite Evil (Su): Once per day, a Knight of
before a Knightly Council and there the tales of the Sword may attempt to smite evil with one
his deeds are told. The candidate is accepted as normal melee attack. He adds his Charisma mod-
a knight of the order if the tales are acceptable ifier (if positive) to his attack roll and deals 1 extra
to the presiding Lord Knight from the Order of point of damage per level. If the knight acciden-
the Sword. If no Lord Knight is present, then tally smites a creature that is not evil, the smite
the highest-ranking Knight of the Sword can has no effect but it is still used up for that day.

 The Measure of the Sword Knight  Courage is the readiness to die honorably in the
Knights of the Sword act as warriors for the fight for Good. Courageous acts include:
gods of Good, upholding the purest ideals of  Facing evil fearlessly.
heroism and courage. Heroism is the willingness  Defending the honor of the knighthood.
to sacrifice one’s self for one’s beliefs. Heroic  Defending the honor of a fellow knight.
deeds include:  Protecting the defenseless and weak.
 Strengthening the weak.
 Enriching the poor. Responsibilities of a Sword Knight
 Freeing the enslaved. A Knight of the Sword must pay homage to Kiri-
 Exonerating the falsely accused. Jolith and the deities of Good each day, eagerly
 Championing the defenseless. engage evil opponents in combat (not retreating
 Aiding fellow knights in need. regardless of the enemy’s strength), protect the
weak and defenseless, and forswear use of
knightly powers for unrighteous reasons.
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Table 2-6: The Knight of the Sword


Class Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spells Per Day
1st +0 +2 +0 +2 Smite evil (1/day), aura of good +1 level of existing class
2nd +1 +3 +0 +3 Turn undead +1 level of existing class
3rd +2 +3 +1 +3 Aura of courage +1 level of existing class
4th +3 +4 +1 +4 +1 level of existing class
5th +3 +4 +1 +4 Smite evil (2/day) +1 level of existing class
6th +4 +5 +2 +5 +1 level of existing class
7th +5 +5 +2 +5 +1 level of existing class
8th +6 +6 +2 +6 +1 level of existing class
9th +6 +6 +3 +6 +1 level of existing class
10th +7 +7 +3 +7 Soul of knighthood, smite evil (3/day) +1 level of existing class

At 5th level, and again at 10th level, the must lead their order into battle. They act as
Knight of the Sword may smite evil one addi- diplomats and advisors to other governments, as
tional time per day as indicated by the number in well as forming the governing body of the Solam-
parentheses, to a maximum of 3 times per day at nic Knights themselves.
10th level. Hit Die: d10.
Aura of Good (Ex): The power of a Knight
of the Sword’s aura of good (see the detect good Requirements
spell) is equal to his class level plus his cleric or To qualify to become a Knight of the Rose, a
mystic level (if any). character must fulfill all the following criteria.
Turn Undead (Su): When a Knight of the Alignment: Lawful good.
Sword reaches 2nd level, he gains the supernatural Base Attack Bonus: +8.
ability to turn undead. He may use this ability a Base Save Bonuses: Will +7.
number of times per day equal to three plus his Skills: Diplomacy 8 ranks, Knowledge (nobil-
Charisma modifier. He turns undead as a cleric of ity and royalty) 8 ranks, Ride 8 ranks.
one level lower would. If he is also a cleric, he adds Feats: Endurance, Honor-bound, Leadership,
his Knight of the Sword levels –1 to his cleric levels Mounted Combat.
to determine his turning ability. In this case, he Spellcasting: Ability to cast 2nd-level divine
does not gain additional turning attempts in a day. spells.
Aura of Courage (Su): A Knight of the Special: To become a Knight of the Rose, the
Sword of 3rd level or higher gains a +4 morale character must have at least one level of the
bonus against fear effects. Allies within 10 feet of Knight of the Crown prestige class and the
the Knight of the Sword gain a +4 morale bonus knightly courage Crown Knight class ability. He
against these effects as well. must also have at least three levels in the Knight
Soul of Knighthood (Su): At 10th level, a of the Sword prestige class and the aura of cour-
Knight of the Sword is the living embodiment of age Sword Knight class ability.
knightly devotion to the deities of Good and the Knightly Virtue: A character must be a Knight
principles of his alignment. Any weapon the of the Sword in good standing before he can peti-
knight uses in combat is considered a holy tion the Order of the Rose to be accepted into that
weapon for purposes of overcoming the damage body. During his time as a Knight of the Sword,
reduction of certain evil outsiders. In addition, he the candidate must demonstrate his virtue and his
can cloak himself in a holy aura once per day, as adherence to the Oath and the Measure. Before
the spell, with a duration of 10 rounds. Only the he can apply to a Knightly Council for acceptance
knight is protected by the holy aura; it does not into the Order of the Rose, he must have accom-
extend to his allies. plished all the following, and be able to present
witnesses to attest to his performance:
Knight of the Rose
The Knights of the Rose are the highest tier of the  A journey of 500 miles or more in length and
Solamnic Knights, an order that embraces honor 30 days or more in time.
guided by wisdom and justice. They hold them-  One test of the knight’s wisdom.
selves up as examples of nobility, bravery, and  Three tests of his generosity.
honor to the knighthood and those who serve  Three tests of compassion.
under their command.  The restoration of something that was lost.
Knights of the Rose are leaders, who must  Single combat with a worthy evil opponent
provide guidance and direction to their charges, (whose Challenge Rating is equal to or greater
as well as inspiration and courage when they than the knight’s character level).
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Table 2-7: The Knight of the Rose


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1st +1 +2 +0 +2 Rallying cry, detect evil, aura of good +1 level of existing class
2nd +2 +3 +0 +3 Inspire courage (+2, 2/day) +1 level of existing class
3rd +3 +3 +1 +3 Leadership bonus +1, divine grace +1 level of existing class
4th +4 +4 +1 +4 Inspire greatness, turn undead +1 level of existing class
5th +5 +4 +1 +4 Inspire courage (+3, 3/day) +1 level of existing class
6th +6 +5 +2 +5 Wisdom of the Measure +1 level of existing class
7th +7 +5 +2 +5 Leadership bonus +2 +1 level of existing class
8th +8 +6 +2 +6 Inspire courage (+4, 4/day) +1 level of existing class
9th +9 +6 +3 +6 Final stand +1 level of existing class
10th +10 +7 +3 +7 Knighthood’s flower +1 level of existing class

When he feels he is ready, the knight is presented is a mind-affecting ability that may be used up to
before a Knightly Council and there the tales of three times per day. It affects only allies who can
his deeds are told. The candidate is accepted as a hear the Knight of the Rose’s cry.
Knight of the Rose if the tales are acceptable to Detect Evil (Sp): At will, the Knight of the
the entire council. If no lawful council can be con- Rose can detect evil. This ability duplicates the
vened, then the matter is set aside until such a effects of the spell detect evil.
council can be convened. Any knight candidate Aura of Good (Ex): The power of a Knight of
who feels that he has been unjustly found wanting the Rose’s aura of good (see the detect good spell)
in his deed and tale may take the matter before is equal to his class level plus his cleric or mystic
the presiding council of the knights. level (if any) plus his Knight of the Sword levels.
Inspire Courage (Su): At 2nd level, a Knight
Class Skills of the Rose can inspire courage is his allies
The Knight of the Rose’s class skills (and the key (including himself ) twice per day, bolstering them
ability for each skill) are Craft (Int), Diplomacy against fear and improving their combat abilities.
(Cha), Intimidate (Cha), Knowledge (nobility and To be affected, an ally must be able to hear the
royalty) (Int), Knowledge (religion) (Int), Profes- Rose Knight speak. The effect lasts as long as the
sion (Wis), and Ride (Dex). ally hears the Rose Knight continue to speak and
Skill Points at Each Level: 2 + Int modifier. for 5 rounds thereafter. While speaking, the Rose
Knight can fight but cannot cast spells, activate
Class Features magic items by spell completion (such as scrolls),
All the following are class features of the Knight or activate magic items by magic words (such as
of the Rose. wands). Affected allies gain a +2 morale bonus on
Weapon and Armor Proficiency: Knights of saving throws against charm and fear effects and
the Rose do not gain any additional weapon or a +2 morale bonus on attack and weapon damage
armor proficiency. rolls. At 5th level, and again at 8th level, this
Spells per Day/Spells Known: At each level, bonus increases by +1 and the knight can use the
the Knight of the Rose gains new spells per day ability one additional time per day. Inspire cour-
(and spells known, if applicable) as if he had also age is a mind-affecting ability.
gained a level in a divine spellcasting class to which Leadership Bonus: At 3rd level, the Rose
he belonged before adding the prestige class Knight gains a +1 bonus to his Leadership score.
level. He does not, however, gain any other ben- This bonus increases to +2 at 7th level. This
efit a character of that class would have gained stacks with all other bonuses to Leadership, such
(improved chance of turning or destroying undead, as the bonus for being lawful and any bonus
bonus feats, and so on). If the character had more derived from the knight’s personal reputation.
than one divine spellcasting class before becom- Divine Grace (Su): A 3rd-level Knight of the
ing a Knight of the Rose, the player must decide Rose applies his Charisma modifier (if positive) as
to which class to add each Knight of the Rose a bonus on all saving throws. This ability does not
level for the purpose of determining spells per stack with any similar ability.
day. Rose Knights receive their divine powers Inspire Greatness (Su): A 4th-level Knight
from Kiri-Jolith. of the Rose can inspire greatness in a single will-
Rallying Cry (Su): The Rose Knight may, as ing ally within 30 feet, granting extra fighting
a free action, utter a powerful shout that causes all capability. For every three levels the knight
allies within 60 feet to gain a +1 morale bonus on attains beyond 4th, he can inspire greatness in
their next attack roll and increases their base one additional creature. Each use of this ability
speed by 5 feet on their next action. Rallying cry counts against the knight’s daily uses of his inspire
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courage ability. To inspire greatness, the knight active, the knight cannot be surprised or flat-
must speak (as with the inspire courage ability) footed, and gains a +2 insight bonus to AC and on
and the creature must hear the knight speak. The Reflex saves.
effect lasts for as long as the ally hears the knight
continue to speak and for 5 rounds thereafter. A Knights of Neraka
creature inspired with greatness gains temporary These knights were formerly known as the
hit points equal to two d10 Hit Dice (apply the Knights of Takhisis or simply “Dark Knights”
target’s Constitution modifier, if any, to these because those who belonged to the order were
bonus Hit Dice), a +2 competence bonus on devoted to the goals of the Queen of Darkness.
attacks, and a +1 competence bonus on Fortitude Each Knight took a Blood Oath and followed a
saves. The bonus Hit Dice count as regular Hit Vision of “One World Order.” Their honor and
Dice for determining effects such as the sleep spell. discipline was dictated by a strict and harsh Code.
The knight may inspire greatness in himself. When the Chaos War erupted on Krynn, the
Inspire greatness is a mind-affecting ability. Knights lost their leader and were plunged into
Turn Undead (Su): A Knight of the Rose adds disorder themselves. To make matters worse,
his level –3 to his effective cleric level (including Takhisis seemingly vanished from the world and
his Knight of the Sword level –1 and any cleric with it, the Vision she imparted to each knight.
levels he possesses) when turning undead. The Dark Knights that remained after the terrible
Wisdom of the Measure (Ex): At 6th level, battle with Chaos rebuilt their order near Neraka.
the Rose Knight may attempt to use his extensive Then, in the early Fifth Age, powerful spellcasters
knowledge of the Solamnic Measure to give him (in collaboration with the highest-ranking knights
guidance. Twice per day, the Rose Knight may of the order) began using mysticism to fake the
make a DC 14 Knowledge (nobility and royalty) Vision, causing the rest of the knights to believe
check. Success grants the Rose Knight knowledge the Queen of Darkness had returned to them
equivalent to an augury spell cast by a cleric of once more.
equal level. The knowledge granted by this ability That all changed when Sir Morhan Targonne
is always in the form of a historical anecdote, became the leader of the order and abandoned
proverb, or law written in the Measure. the Vision, changing the group’s name to the
Final Stand (Su): Once per day, a 9th-level Knights of Neraka. Currently, the group struggles
Rose Knight can inspire troops to a heroic effort, to find a new identity, one separate from their
temporarily increasing their vitality. All allies fallen goddess, who was slain at the end of the
within 10 feet of the knight gain 2d10 temporary War of Souls. They seek no new divine patron,
hit points. This ability affects a number of creatures having already turned to mysticism and sorcery
equal to the knight’s class level + his Charisma as a source of magic.
modifier and lasts an equal number of rounds. (For a fuller explanation of events noted
Knighthood’s Flower (Su): A 10th-level above, refer to the timeline in Chapter 6.)
Knight of the Rose is the living embodiment of Like the Knights of Solamnia, the Dark
all that the Knights of Solamnia stand for: honor, Knights are divided into separate orders. Unlike
wisdom, and justice. He gains complete immu- their rivals, however, each order within the
nity to compulsion effects (except harmless Knights of Neraka enjoys equal status within the
effects, such as aid). In addition, once per day, entire organization. All Knights of Neraka are
the knight can call upon the wisdom inherent in trained warriors; the Knights of the Lily excel in
the Measure to grant himself the benefit of the that arena, while the Knights of the Skull sup-
foresight spell for a duration of 100 minutes. The plement their martial talents with divine magic,
knight can only gain foresight regarding himself, and the Knights of the Thorn wield mighty
not another creature. Thus, while this effect is arcane spells.

 The Measure of the Rose Knight   Giving no thought to one’s own safety in
The Order of the Rose embraces honor guided defense of the Knighthood.
by justice and wisdom. Honor is the allegiance  Protecting the lives of fellow knights.
to one’s oath to defend the cause of good. Jus-  Seeing that no life is wasted or sacrificed in
tice is the heart of the Measure and the soul of vain.
a Rose Knight. Justice requires that the Rose
Knight render to everyone—creature, person, or Responsibilities of a Rose Knight
deity—his or her due. A Knight of the Rose is expected to honor the
Acts befitting a Rose Knight include: gods of Good at all times and in all acts, to fight
 Having compassion for the less fortunate. for justice without regard to personal safety or
 Sacrificing one’s life for the sake of others. comfort, to refuse to submit to any evil foe, and
to sacrifice all in the name of honor.
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Knights of Neraka

Adventures: Freed from the following the


Vision of Takhisis, the Knights of Neraka today
adhere to the Blood Oath and their strict Code,
even as they try to forge a new identity. They
adventure when their duties require it.
Characteristics: Knights of Neraka are dedi-
cated and focused, with discipline instilled
through fear. They follow their goals with the The Dark Knights’ definition of
focus of soldiers and the dedication of fanatics. law and evil are defined by the Code.
Dark Knights have broad discretion in the Religion: Even before Takhisis was slain,
manner they carry out the commands, however. the Dark Knights—believing her to be gone—had
As long as their actions do not violate the stand- already embraced mysticism and sorcery to
ing orders of their knighthood or the specific or- power their magic. And now that the Queen of
ders they have been given, knights are free to act Darkness truly is no more, they’re not inclined to
as they wish. pledge themselves to a new divine patron.
Unlike the Solamnic Knights, the Knights of That doesn’t mean they honor no deities at
Neraka are permitted to lie, steal, or commit all, however. They honor Sargonnas as a fierce
murder, but only if such acts are not committed god of war and Zeboim as the mother of their
for personal gain or through loss of self-control. founder, Lord Ariakan. During the War of Souls,
While their order is evil and harsh, it is not unnec- many knights turned to the worship of the
essarily cruel. A Dark Knight does not engage in unnamed “One God.” But after the war’s conclu-
needless torment or acts of cruelty. Those who sion, most of the knights turned their backs on all
submit are treated well, and given every courtesy deities in the belief that they had been betrayed.
except freedom. Background: Knights of the Lily are often
Alignment: Knights of Neraka must be recruited as youths, either young people who
lawful evil. Those who change alignments will were lured away from their families or runaways
be removed from the knighthood if discovered. who were taken in and trained in the art of battle.
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Knights of the Skull are former clerics of Ex-Knights of Neraka


Takhisis who devote themselves to establishing A knight of any order who ceases to be lawful evil
an order of evil. During the early Age of Mor- or who grossly violates the Code will face imme-
tals, the Skull Knights turned to the study of diate punishment (often death) if discovered.
mysticism to maintain their power. (Though If a knight is stripped of title and responsibil-
mystics rarely possess a lawful alignment, Skull ities, he may no longer advance in rank in any of
Knights, like all Knights of Neraka, remain the three orders.
lawful evil.)
Knights of the Thorn are often renegades or Knight of the Lily
Black Robe Wizards of High Sorcery who “Independence breeds chaos. Submit and be strong.”
sought more powerful magic, wishing to be free
of the laws of the Conclave. During the early Age Evil counterparts to the Solamnic Knights of the
of Mortals, the Thorn Knights turned to the study Crown, the Knights of the Lily are the order of
of sorcery to maintain their power. (Like all warriors within the Knights of Neraka. Their most
Knights of Neraka, Thorn Knights are lawful basic tenet teaches that strength is achieved
evil, despite the fact that few sorcerers have a through conformity and uniformity. Free-thinking
lawful alignment.) and individuality result in chaos.
Races: The Dark Knights admit almost Knights of the Lily are committed to world
anyone into their order who meets their require- conquest. In the first years following the Summer
ments, including dark elves and fatherless dwarves. of Chaos, some knights still fought for Takhisis,
Kender and gnomes are not welcome. Neither are confident that she would return. Today, those
draconians, who are regarded as subhuman mon- who still worship the Queen of Darkness are very
sters unworthy of knighthood. few in number, as most Knights of the Lily have
Other Classes: While the Dark Knights work abandoned the Vision.
best with their brethren, they can also perform Hit Die: d10.
as reliable members of any team. As members of
a highly religious order, they are very respectful Requirements
of evil clerics. They do not trust Wizards of High To qualify to become a Knight of the Lily, a char-
Sorcery, since even Black Robe mages are rivals acter must fulfill all the following criteria.
of the gray-robed Knights of the Thorn. Alignment: Lawful evil.

 Test of Takhisis  though the problems faced in such a test are


When members of the order were still called the inevitably similar.
Knights of Takhisis, they had to pass a dangerous Failure of the test results in death. But if
test of loyalty to prove that their hearts were the knight passes the ordeal, he is taken to a
loyal to the purpose of the Dark Queen’s Vision. dark temple for four days of fasting and prayer,
Now, as the Knights of Neraka, they still must at the end of which the Skull Knights name
pass a test—but one designed to ensure that him a new Knight of Neraka, who may then
squires are dedicated to the order itself, rather join his new order.
than to the ideals of the fallen goddess. Some still
refer to this rite as the “Test of Takhisis,” even The Blood Oath
though it serves a wholly opposite intent. “Submit or die” is the phrase that binds all Dark
Ranking knights of all three orders are Knights to their cause. They must obey the will
present to administer the test, with the two of their superiors. All personal considerations
spellcasters using combinations of spells to must be secondary. Total obedience does not
create illusions and mental images that seem mean that a Dark Knight is not allowed to use
absolutely real to the squire. intelligence or creativity, however. Their use is
The test centers around three themes: dictated by the Code.
Vision, Order, and Obedience. Problems given
in the test include the following assessments: The Code
Will the knight sacrifice whatever is necessary— The Code is a firm set of laws, based in part on
power, fortune, a loved companion, life itself—to the Measure of the Solamnic Knights. The text is
remain loyal to the order? Is obedience more direct and the rules are strict, but there is room for
important to the tested knight than sentiment exceptions and flexibility. The Code is written pri-
and compassion? Will the knight obey a com- marily to deal with military situations, but cleverly
mand even if means the sacrifice of the knight’s phrased so that it applies directly to the personal
own life or the lives of those he loves? lives of the Dark Knights. Matters can be disputed
Rare cases may require the knight to go on and adjudicated by high-ranking knights, with
an important quest in lieu of an illusionary test, each case decided on its own merits.
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Table 2-8: The Knight of the Lily


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Sneak attack +1d6
2nd +2 +3 +0 +0 Demoralize
3rd +3 +3 +1 +1 Fight to the death
4th +4 +4 +1 +1 Sneak attack +2d6, unbreakable will (+2 bonus)
5th +5 +4 +1 +1
6th +6 +5 +2 +2 Armored mobility
7th +7 +5 +2 +2 Sneak attack +3d6
8th +8 +6 +2 +2 Unbreakable will (+4 bonus)
9th +9 +6 +3 +3
10th +10 +7 +3 +3 One thought, sneak attack +4d6

Base Attack Bonus: +5. knight score a critical hit with a sneak attack, this
Skills: Knowledge (religion) 2 ranks, Intimi- extra damage is not multiplied.
date 4 ranks. It takes precision and penetration to hit a
Feats: Honor-bound. vital spot, so ranged attacks can only count as
Special: Squire of the Lily: A candidate want- sneak attacks if the target is 30 feet away or less.
ing to become a Knight of the Lily must have a With a sap or an unarmed strike, the Knight
patron (a Knight of the Lily of at least 3rd level). of the Lily can make a sneak attack that deals sub-
If deemed acceptable, the candidate becomes a dual damage instead of normal damage. He
squire of the Lily. Optionally, the Dungeon cannot use a weapon that deals normal damage
Master may allow a player character to begin a to deal subdual damage in a sneak attack, not
campaign as a squire. even with the usual –4 penalty, because he must
Test of Takhisis: Once a character has advanced make optimal use of his weapon to execute the
at least one level (in any class) during the period sneak attack.
as a squire and fulfills the requirements for the A Knight of the Lily can only sneak attack
Knights of the Lily, the squire may petition to living creatures with discernible anatomies—
undertake the Test of Takhisis (see sidebar). If the undead, constructs, oozes, plants, and incorporeal
applicant passes, he is accepted as a knight in creatures lack vital areas to attack. Additionally, any
the Order of the Lily. creature immune to critical hits is similarly immune
to sneak attacks. Also, the knight must also be able
Class Skills to see the target well enough to pick out a vital spot
The Knight of the Lily’s class skills (and the key and must be able to reach a vital spot. The knight
ability for each skill) are Climb (Str), Craft (Int), cannot sneak attack while striking at a creature with
Diplomacy (Cha), Intimidate (Cha), Jump (Str), concealment or by striking the limbs of a creature
Knowledge (religion) (Int), Profession (Wis), and whose vitals are beyond reach.
Ride (Dex). If a Knight of the Lily gets a sneak attack
Skill Points at Each Level: 2 + Int modifier. bonus from another source (such as rogue levels),
the bonuses to damage stack.
Class Features Demoralize (Ex): Starting at 2nd level, a
All the following are class features of the Knight Knight of the Lily gains a +2 profane bonus on
of the Lily. Intimidate checks made to demoralize an oppo-
Weapon and Armor Proficiency: Knights of nent in combat. If the knight’s check is successful,
the Lily are proficient with all simple and martial the target is shaken for 1 round per class level of
weapons, with all types of armor (heavy, medium, the knight.
and light), and with shields (except tower shields). Fight to the Death (Ex): At 3rd level, a Knight
Sneak Attack: If a Knight of the Lily can of the Lily gains the Diehard feat as a bonus feat,
catch an opponent when she is unable to defend even if he does not have the prerequisite feat.
herself effectively from his attack, he can strike a Unbreakable Will (Su): At 4th level a Knight
vital spot for extra damage. Basically, any time the of the Lily has such devotion to his cause that he
knight’s target would be denied her Dexterity becomes immune to fear effects. In addition, he
bonus to AC (whether she actually has a Dexter- receives a +2 morale bonus on all saving throws
ity bonus or not), or when the knight flanks the against mind-affecting magic. This bonus increases
target, the knight’s attack deals +1d6 points of to +4 at 8th level.
damage. This extra damage increases by +1d6 Armored Mobility (Ex): At 6th level, a Knight
points every three levels (+2d6 at 4th level, +3d6 of the Lily treats heavy armor as medium armor for
at 7th level, and +4d6 at 10th level). Should the all purposes, including running speed. In addition,
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his armor check penalty when wearing heavy eventually be a Skull Knight). Optionally, the
armor is reduced by –1. This benefit stacks with Dungeon Master may allow a player character to
the armor check penalty reduction granted by begin a campaign as a squire.
masterwork or dragonmetal armor. Test of Takhisis: Once a character has advanced
One Thought (Su): At 10th level, Knights of at least one level (in any class) during the period
the Lily working as a group have perfected their as a squire and fulfills the requirements for the
uniformity to the point where they almost seem Knights of the Skull, the squire may petition to
to share a common mind. A 10th-level knight is undertake the Test of Takhisis (see sidebar). If the
not surprised or flat-footed if any other Knight of applicant passes, she can be accepted as a knight
the Lily (of any level) within 100 feet is not sur- in the Order of the Skull.
prised or flat-footed. He also cannot be consid-
ered flanked unless every other Knight of the Lily Class Skills
within 100 feet is also flanked. These benefits The Knight of the Skull’s class skills (and the key
apply only to a 10th-level knight, not to any other ability for each skill) are Concentration (Con),
Knight of the Lily nearby. Craft (Int), Diplomacy (Cha), Intimidate (Cha),
Knowledge (religion) (Int), Profession (Wis), and
Knight of the Skull Ride (Dex).
“Death is patient. It flows both from without and from Skill Points at Each Level: 2 + Int modifier.
within. Be vigilant in all and skeptical of all.”
Class Features
Entering battle with strength and divine magic, All the following are class features of the Knight
Knights of the Skull are the spirit of the Dark of the Skull.
Knights, like the Order of the Lily is the body and Weapon and Armor Proficiency: Knights of
Order of the Thorn is the mind. The Skull Knights the Skull do not gain any additional weapon or
can be both brutal and subtle in their work, wield- armor proficiency.
ing divine magic against enemies in battle, and Detect Good (Sp): At will, the Knight of the
using seduction, manipulation, and diplomacy to Skull can detect good. This ability duplicates the
achieve their goals. effects of the spell detect good.
Skull Knights are often placed as ambassadors Smite Good (Su): Once per day, a Skull
or advisers to foreign powers. Such postings take Knight may attempt to smite good with one
advantage of their natural skill at intrigue, which normal melee attack. She adds her Charisma
they supplement with the power of their divine modifier (if positive) to the attack roll and deals 1
magic. When deployed with other Dark Knights, extra point of damage per level. If the knight acci-
they act as a secret police, keeping close watch on dentally smites a creature that is not good, the
every knight’s activities and reporting violations smite has no effect but is still used up for that day.
of the Code to their superiors. Smite good is a supernatural ability.
Before the Chaos War, Skull Knights were At 5th level and again at 10th level, the
more or less specialized clerics of the Dark Queen. Knight of the Skull may smite good one addi-
After the Chaos War, most of them turned to tional time per day, to a maximum of 3 times per
mysticism, some holding to the idea that their day at 10th level.
Queen would return. But as with the Knights of Aura of Evil (Ex): The power of a Knight of
the Lily, most Skull Knights have long since given the Skull’s aura of evil (see the detect evil spell) is
up on the Vision of their former patron. equal to her class level plus her cleric level, if any.
Hit Die: d8. Spells per Day: At 2nd level, and each level
thereafter, a Knight of the Skull gains new spells
Requirements per day (and spells known, if applicable) as if she
To qualify to become a Knight of the Skull, a had also gained a level in a divine spellcasting class
character must fulfill all the following criteria. to which she belonged before adding the prestige
Alignment: Lawful evil. class level. She does not, however, gain any other
Base Attack Bonus: +3. benefit a character of that class would have gained
Skill: Knowledge (religion) 4 ranks. (improved chance of turning or destroying undead
Feat: Alertness. and so on). If the character had more than one
Spellcasting: Ability to cast 3rd-level divine divine spellcasting class before becoming a Knight
spells. of the Skull, the player must decide to which class
Special: Squire of the Lily: A candidate want- to add each Knight of the Skull level for the pur-
ing to become a Knight of the Skull must have a pose of determining spells per day.
sponsor (a Knight of the Skull of at least 3rd Dark Blessing (Su): A 2nd-level Knight of
level). If deemed acceptable, the candidate is con- the Skull applies her Charisma modifier (if posi-
sidered a squire of the Lily (even though she will tive) as a bonus on all saving throws.
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Table 2-9: The Knight of the Skull


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1st +0 +2 +0 +2 Detect good, smite good (1/day), —
aura of evil
2nd +1 +3 +0 +3 Dark blessing +1 level of existing class
3rd +2 +3 +1 +3 Discern lies, rebuke undead +1 level of existing class
4th +3 +4 +1 +4 +1 level of existing class
5th +3 +4 +1 +4 Smite good (2/day) +1 level of existing class
6th +4 +5 +2 +5 +1 level of existing class
7th +5 +5 +2 +5 +1 level of existing class
8th +6 +6 +2 +6 +1 level of existing class
9th +6 +6 +3 +6 +1 level of existing class
10th +7 +7 +3 +7 Favor of the Dark Queen, smite +1 level of existing class
good (3/day)

Discern Lies (Sp): A Skull Knight of 3rd (which is the province of her son, Nuitari). After
level or higher may use discern lies as a spell-like the Chaos War, most of them turned to sorcery,
ability a number of times per day equal to her some holding to the idea that their Queen would
Wisdom modifier. return. But like the Knights of the Lily and
Rebuke Undead (Su): At 3rd level, a Knight Knights of the Skull, those who still long for the
of the Skull gains the ability to rebuke undead as return of Takhisis are nearly extinct.
an evil cleric. Her effective cleric level is her class Hit Die: d6.
level –2. If she is also a cleric, add her knight
level –2 to her cleric level to determine her turn- Requirements
ing ability. To qualify to become a Knight of the Thorn, a
Favor of Darkness (Su): At 10th level, the character must fulfill all the following criteria.
Knight of the Skull is a virtual embodiment of Alignment: Lawful evil.
evil. Any melee weapon that the character wields Base Attack Bonus: +3.
is considered an unholy weapon for purposes of Base Save Bonus: Fort +4, Will +3.
bypassing the damage reduction of certain good Skills: Knowledge (arcana) 4 ranks, Knowl-
outsiders. In addition, the weapon deals an addi- edge (religion) 4 ranks, Spellcraft 8 ranks.
tional +1d6 points of unholy damage to any good Feat: Any one metamagic feat, Armor Profi-
creature it hits. The weapon loses both proper- ciency (heavy), Martial Weapon Proficiency (all).
ties as soon as the Knight of the Skull stops Spellcasting: Ability to cast 2nd-level arcane
touching it. spells.
Special: Squire of the Lily: A candidate want-
Knight of the Thorn ing to become a Knight of the Thorn must have a
“One who follows the heart finds it will bleed. Feel sponsor (a Knight of the Thorn of at least 3rd
nothing but victory.” level). If deemed acceptable, the candidate is con-
sidered a squire of the Lily (even though he will
The Knights of the Thorn are also known as the eventually be a Thorn Knight). Optionally, the
“gray robes” for the ash-colored robes they wear Dungeon Master may allow a player character to
to indicate that they do not serve the Orders of begin a campaign as a squire.
High Sorcery. In addition to wielding devastating Test of Takhisis: Once a character has advanced
arcane magic, Thorn Knights are seers and divin- at least one level (in any class) during the period
ers, working to understand how every person and as a squire and fulfills the requirements for the
event fits into their order’s design. Knights of the Thorn, the squire may petition to
Thorn Knights are able to see and understand undertake the Test of Takhisis (see sidebar). If the
seemingly random events as part of a grand applicant passes, he can be accepted as a knight in
design. While the Order of the Skull seeks to the Order of the Thorn.
manipulate people and events, the Thorn Knights
try to profit from a greater understanding of fate. Class Skills
Their pursuit of forbidden magic outside the laws The Knight of the Thorn’s class skills (and the key
of the Conclave allows them access to magical ability for each skill) are Concentration (Con),
secrets to enhance their spellcasting. Craft (Int), Diplomacy (Cha), Intimidate (Cha),
Before the Chaos War, Thorn Knights gained Knowledge (all skills, taken individually) (Int),
their magical powers from Takhisis, who was defy- Profession (Wis), Ride (Dex), and Spellcraft (Int).
ing the breakdown of power by granting magic Skill Points at Each Level: 2 + Int modifier.
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Class Features reduces the spell failure chance by –10%. At 8th


All the following are class features of the Knight level, he reduces it by –20%.
of the Thorn. Aura of Terror (Su): A 3rd-level Knight of
Weapon and Armor Proficiency: Knights of the Thorn is surrounded by a palpable aura of evil
the Thorn do not gain any additional weapon or magic that makes other creatures—even other
armor proficiency. Knights of Neraka—uneasy and fearful. Creatures
Spells per Day/Spells Known: At each level, within 10 feet of the knight must make successful
a Knight of the Thorn gains new spells per day Will saves (DC 10 + the knight’s class level + his
(and spells known, if applicable) as if he had also Cha modifier) or become shaken. A creature that
gained a level in an arcane spellcasting class to successfully saves is immune to that knight’s aura
which he belonged before adding the prestige of terror for one day.
class level. He does not, however, gain any other Weapon Touch (Su): At 4th level, a Knight
benefit a character of that class would have of the Thorn gains the ability to deliver touch
gained. If the character had more than one arcane spells by means of a melee attack, channeling
spellcasting class before becoming a Knight of the spells through his weapon. Delivering a spell in
Thorn, the player must decide to which class to this manner requires a normal melee attack,
add each knight level for the purpose of deter- rather than a melee touch attack. If the attack is
mining spells per day. successful, the knight deals normal weapon
Diviner (Ex): Knights of the Thorn place damage in addition to the effects of the spell. If
great emphasis on the arts of divination, believing the attack is unsuccessful, the spell is discharged
that a proper understanding of Ansalon’s past, and wasted (unless the spell allows the caster to
present, and future is essential to the achievement deliver multiple touches). As with a normal touch
of their goals. A Knight of the Thorn casts all div- spell, the knight can cast the spell and make the
ination spells as if his caster level were one level attack in the same round; however, doing so is a
higher than it actually is. full-round action and so the knight cannot move
If he is a wizard or sorcerer, the Knight of the more than a 5-foot step between casting the spell
Thorn gains the additional benefits of a special- and delivering the attack.
ist diviner—one additional divination spell or Read Portents: At 6th level the Thorn
spell known at each level per day, and a +2 bonus Knight adds divination to his spell list as a 4th-
on Spellcraft checks to learn Divination spells— level spell. It is automatically added to his spell-
without sacrificing access to spells of any other book or to his spells known. (If he is a sorcerer,
school. If he is already a specialist in another it does not count against his total spells known
school, he retains that specialization in addition at that level.)
to gaining a new specialization in divination. Cosmic Understanding (Sp): At 10th level,
Read Omens: A Knight of the Thorn is adept the Thorn Knight adds commune to his spell list as
at consulting omens and seeing meaning in hidden a 5th-level spell. It is automatically added to his
places. He can cast augury as a 2nd-level spell. It spellbook or to his spells known. (If he is a sor-
is automatically added to his spellbook or to his cerer, it does not count against his total spells
spells known. (If he is a sorcerer, it does not count known at that level.)
against his total spells known at that level.) In addition, once per day the knight can
Armored Spellcasting (Ex): A Knight of the claim an insight bonus equal to his wizard or
Thorn is better able than other characters to cast sorcerer caster level on any single attack roll,
arcane spells while wearing armor. At 2nd level, opposed ability or skill check, or saving throw,
the knight reduces the arcane spell failure chance or to his AC against a single attack (even if flat-
for any armor he wears by –5%. At 5th level, he footed). This works exactly like the moment of

Table 2-10: The Knight of the Thorn


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Diviner, read omens +1 level of existing class
2nd +1 +0 +0 +3 Armored spellcasting (–5%) +1 level of existing class
3rd +2 +1 +1 +3 Aura of terror +1 level of existing class
4th +3 +1 +1 +4 Weapon touch +1 level of existing class
5th +3 +1 +1 +4 Armored spellcasting (–10%) +1 level of existing class
6th +4 +2 +2 +5 Read portents +1 level of existing class
7th +5 +2 +2 +5 +1 level of existing class
8th +6 +2 +2 +6 Armored spellcasting (–20%) +1 level of existing class
9th +6 +3 +3 +6 +1 level of existing class
10th +7 +3 +3 +7 Cosmic understanding +1 level of existing class

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prescience spell, except that the knight can claim forming clandestine cells across Ansalon, creat-
the bonus at any time (but no more than once ing an underground organization dedicated to
per day). resisting the tyranny of the dragon overlords
and to upholding the tenets of justice.
The Legion of Steel Alignment: Legionnaires all share a good
The Legion of Steel was formed as a solution to alignment, though they sometimes engage in
the problems plaguing Ansalon in the era follow- activities that some might find questionable in the
ing the Chaos War, when neither the ancient name of a greater good. Unlike Solamnic Knights
Knights of Solamnia nor the recently formed and Dark Knights, legionnaires are as often chaotic
Knights of Takhisis seemed able to rise to new as lawful, believing that too much regulation and
challenges. It is the youngest of Ansalon’s three discipline quickly stifles the cause of good.
knightly orders, but also the most flexible and Religion: Founded in an era during which
resilient—and therefore, many would argue, the the deities had left Krynn, the Legion of Steel
strongest, like forged steel. lacks the strong religious ties of the other knightly
In contrast to the other knightly organiza- orders. Though it ostensibly sought the return of
tions, the Legion of Steel is not a rigid hierarchy the gods during the early Age of Mortals, the
divided into three orders, nor does it follow a Legion has always drawn more mystics to its
rigid code of codes and measures. Instead, ranks than clerics, and continues to do so.
its members—including disillusioned Since the gods’ return, some legion-
former knights of the other two naires hold Mishakal, Branchala,
orders—are loosely grouped into and Kiri-Jolith in high regard, but
cells beholden only to an oral just as many prefer to trust in
tradition called Sara’s Legacy. mysticism rather than the
Named after the Legion’s divine power of the deities.
founder Sara Dunstan, Background: The ma-
the Legacy teaches a jority of legionnaires are
few central virtues without former Knights of Solam-
codifying virtue into legisla- nia or of Neraka. Others are
tion: to always have the cour- mystics, sorcerers, rogues, bards,
age to do what is right; to gain and other characters who dis-
strength through self-knowledge; cover within themselves a dedica-
to remain vigilant against danger and tion to the cause of helping Krynn
injustice; to respect virtue in all its forms; recover from its trials.
to grant justice to all beings; and to fight for Races: The Legion of Steel admits characters
one’s beliefs unto death. of any race to its ranks, making it easily the most
The Legion of Steel counts characters of all diverse and inclusive organization in Ansalon.
classes as members—not just knightly fighters and
paladins, but stealthy rogues and rangers, mystics Steel Legionnaire
and sorcerers, bards and barbarians. A legionnaire Steel legionnaires are members of the Legion of
is defined not by her abilities and powers, but by Steel. They are centrally guided by one phrase:
her commitment to the Legacy. “All we have is each other.” They also follow the
Adventures: Members of the Legion of Steel Legacy, which includes the ideals of service to
engage in a wide variety of activities, all dedicated others, integrity, loyalty, valor, and justice.
to serving the common good. These include Not all members of the Legion of Steel adopt
subtle manipulation of politicians and merchants, this prestige class, and rank within the organiza-
aiding the poor and hungry, rebuilding destroyed tion does not depend on a character’s level in this
villages, and acting as messengers between nations. or any other class. Steel legionnaires encountered
Since the defeat of the major dragon overlords as NPCs will be higher-ranking warriors and
and the return of the gods, many legionnaires leaders within the organization.
hold that the Legion has fulfilled its purpose and Hit Dice: d8.
should now disband, while others maintain that
there will always be a place for the Legion in this Requirements
troubled world. To qualify to become a steel legionnaire, a char-
Characteristics: The Legion of Steel is an acter must fulfill all the following criteria.
order based upon selflessness and self-sacrifice. Alignment: Any nonevil.
Its first members were former knights such as Base Attack Bonus: +4.
Sara Dunstan, Knights of Solamnia and Takhisis Base Save Bonuses: Fort +2, Ref +2, Will +2.
alike who had become disillusioned with their Skills: Bluff 3 ranks, Diplomacy 4 ranks, any
respective orders. Soon, these renegades began one skill 9 ranks.
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Table 2-11: The Steel Legionnaire


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +2 Legion knowledge, 1st favored enemy
2nd +2 +3 +0 +3 Reputation
3rd +3 +3 +1 +3 Apprentice, 2nd favored enemy

Class Skills Table 2-12: Legion Knowledge


The steel legionnaire’s class skills (and the key DC Type of Knowledge
ability for each skill) are Bluff (Cha), Climb (Str), 10 Commonly known, something that most people
Craft (Int), Diplomacy (Cha), Disguise (Cha), have heard and gossiped about.
Gather Information (Cha), Hide (Dex), Jump Example: The dragon Beryllinthranox was destroyed in the
(Str), Knowledge (all skills taken individually) Battle of Qualinost.
(Int), Profession (Wis), Sense Motive (Wis), Speak 20 Known by select groups of individuals, not widely
Language, Swim (Str). See Chapter 4 of the known by the general populace.
Player’s Handbook for skill descriptions. Example: A city council member in Haven is rumored to
Skill Points at Each Level: 4 + Int modifier. have a weakness for dwarf spirits.
25 Known only by few individuals, spoken of only in
Class Features whispers and secrecy.
All the following are class features of the steel Example: A Solamnic Knight’s family fortunes were built
legionnaire prestige class. upon piracy back in the time of Istar.
Weapon and Armor Proficiency: Steel 30 Unknown to the vast majority of people, long
legionnaires do not gain any additional weapon since forgotten by most.
or armor proficiency. Example: Dhamon Grimwulf has become the shadow
Legion Knowledge (Ex): A steel legionnaire dragon.
collects knowledge and news from all over Ansa-
lon by staying in contact with her cell and sharing Favored Enemy (Ex): At 1st level, a steel
news with others. A steel legionnaire may make a legionnaire selects a favored enemy from the
special Legion Knowledge check with a bonus following list of foes who oppose the Legion of
equal to her character level + her Intelligence Steel: chromatic dragons, draconians, dragon-
modifier to see whether she knows any relevant spawn, goblins, Knights of Solamnia, Knights of
information about local people, history, faraway Neraka, and minotaurs. The legionnaire gains a
places, or recent events. The steel legionnaire +2 bonus on Bluff, Listen, Sense Motive, Spot,
may not take 10 or take 20 on this check; this sort and Survival checks when using these skills
of knowledge is essentially random. The DM against creatures of this type. Likewise, she gets
determines the Difficulty Class of the check by a +2 bonus on weapon damage rolls against
referring to Table 2-12. If the check fails by 5 or creatures of this type, and creatures of this type
more, the legionnaire produces false information, suffer a –1 penalty on their saving throws
garnered second- or third-hand. against spells and spell-like, supernatural, or

The Founding of the young knight, Derrick Yaufre, she traveled to the
 Legion of Steel  Tomb of the Last Heroes in Solace, hoping to
In the wake of the Chaos War, both the Knights receive a new vision for the Knighthood.
of Solamnia and the Knights of Takhisis were left In Sara’s vision, she saw Derrick and a
in shambles. Members of both orders had fallen Knight of Solamnia track down and defeat a
during the war, including Lord Ariakan, the marauding giant. After the battle, when the
leader of the Knights of Takhisis. The Knights of Solamnic Knight sought to distribute the giant’s
Solamnia retreated to their realm to rebuild their hoard to the beast’s victims, Derrick instead
shattered orders, while the Knights of Takhisis challenged the other knight to a duel of honor.
retreated to Neraka. The two fought ceaselessly, neither willing to
Sara Dunstan, a former Knight of Takhisis surrender, until they both collapsed and died
and Lord Ariakan’s mistress, formed the Legion from their wounds. When the vision faded, Steel
of Steel. Sara was the surrogate mother to Steel Brightblade appeared before Sara, handing her
Brightblade, the famous Knight of Takhisis who the same elven starjewel he had received from
sacrificed himself in the final battle against his father, Sturm Brightblade, who had received
Chaos. Hearing that the Knights of Takhisis it as a token of love from Alhana Starbreeze,
were reforming, Sara traveled to Neraka and was princess of the Silvanesti elves. This vision
disturbed to see the knighthood devolving into inspired Sara to found a new order, the Legion
little more than a gang of thugs. Together with a of Steel.
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extraordinary abilities the steel legionnaire uses guidelines for using magic. Their loyalties shifted
against them. from keeping the laws of magic to a more self-
If the legionnaire already has one or more centered view.
favored enemies (such as by having levels in the When the moons of magic returned, move-
ranger class), her bonus against any one selected ments arose to rebuild the Orders of High Sor-
favored enemy (including the one just selected, if cery, for wizards felt the need to keep magic from
so desired) increases by +2. If she has selected a becoming a threat to the world as it was in the
category of favored enemies (such as dragons, days of the early ages of Krynn.
goblinoids, or humans) that includes the more Adventures: Wizards of High Sorcery, united
specific favored enemy she chooses as a legion- by their devotion to magic, are nevertheless
naire, the bonuses stack when dealing with the diverse in their goals and motivations. Some
specific foe. For example, a ranger/steel legion- adventure for profit or in search of magical arti-
naire who has a +4 bonus against dragons from facts. Some are on secret missions or assignments.
her ranger levels and a +2 bonus against chro- Others travel the world for the sheer pleasure of
matic dragons from her legionnaire levels gains a meeting new people and seeing new sights.
total +6 bonus against chromatic dragons. Regardless, whether they wear the White Robes
At 3rd level, a steel legionnaire selects a of Good, the Red Robes of Neutrality, or the
second favored enemy from the list above, and her Black Robes of Evil, all Wizards of High Sorcery
bonus against any one selected favored enemy seek knowledge, power, and the advancement of
(including the one just selected, if so desired) magic in the world.
increases by +2. Characteristics: Wizards of High Sorcery,
Reputation (Ex): Steel legionnaires are despite the stark differences between orders, hold
widely regarded as champions of the common magic above all other differences—including
people. When dealing with working-class or poor moral considerations. Protecting and nourishing
individuals, steel legionnaires of 2nd level or the practice of magic and preserving its knowl-
higher gain a +4 circumstance bonus on Bluff edge and history are of paramount importance of
and Diplomacy checks. all three orders. In other issues, each wizard acts
Apprentice: At 3rd level, a steel legionnaire in accordance with his alignment and personal
has the option of taking on an apprentice. This beliefs, as well as the instructions passed down
apprentice is a cohort whose abilities are deter- the ranks of wizards.
mined exactly as though the character had the Alignment: Wizards of High Sorcery tend
Leadership feat (although she cannot gain follow- toward law over chaos, since the study of magic is
ers as a result of this ability). The steel legionnaire a hard and difficult path undertaken by those will-
is responsible for training this apprentice in the ing to dedicate themselves wholly to a lifetime of
Legacy and the work of the Legion, as well as for work, study, and sacrifice.
protecting him from danger and corruption. White Robes are always aligned toward Good
and use their magic to further the predominance
High Sorcery of Good in the world. They believe that a world
Of all the orders of Ansalon, none are as feared or in which there are only good deeds and thoughts
as respected as the Orders of High Sorcery. will benefit all races and end suffering.
Throughout history, the Wizards of High Sorcery Black Robes believe that the true power lies
have been considered by the rest of the populace in the dark sides of all creatures. They believe
as either a bastion of strength or an abomination that magic should be pursued without ethical or
that needed to be destroyed. moral restraints, since magic is beyond such
During the reign of the last Kingpriest of considerations.
Istar, Wizards of High Sorcery were persecuted Red Robes recognize that Good and Evil
because of his fear of their magic. After the Cata- exist in all creatures and that trying to eliminate
clysm, when clerics disappeared from the world one or the other is not only futile, but undesirable.
and it seemed that the gods had abandoned the Only when the two opposing elements of Good
people, the Wizards of High Sorcery maintained and Evil are balanced does life have the richness
their strength in magic as well as their faith in sought by all. Red Robes use their magic to
their deities. encourage and maintain that balance.
In the wake of the Chaos War, when the three Despite differences in personal philosophy,
moons disappeared with their magic, the Wizards every Wizard of High Sorcery, regardless of the
of High Sorcery were disbanded. The Last Con- color of his or her robes, vows primary allegiance
clave determined that the old ways were inappro- to magic above all other considerations.
priate for the more personalized focus of so-called Religion: The three gods of magic—Solinari
“primal” sorcery. Unfortunately, this left former of the White Moon, Lunitari of the Red Moon,
Wizards of High Sorcery without standards and and Nuitari of the Black Moon—instruct mortals
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in the proper ways of channeling and using the Kender and magic are like oil and fire—a poten-
dangerous forces of magic. They are the only tially dangerous combination. No kender has ever
deities revered by the Wizards of High Sorcery. taken the Test of High Sorcery (nor does there
The reverence of magic involves the advance- seem to be any willingness among the wizards to
ment of magic and the study of and experimenta- allow a kender to take the test). Though kender
tion with spells both old and new. Even during may be interested in the effects of magic, they are
the Age of Despair, when it was believed all the unable to summon the necessary focus required
gods had disappeared, the Wizards of High Sor- by any who want to master the magical arts.
cery knew better because they could see their Members of other races, such as the sea-
deities in the heavens each night when the three dwelling Dargonesti and the minotaurs in their
moons rose (though only Wizards of the Black island kingdoms, operate outside the strictures
Robes can see the dark light of Nuitari). of High Sorcery. There are records of mino-
Background: Wizards of High Sorcery come taurs, sea elves, and other, stranger creatures who
from every part of society, from lowly street have taken (and passed) the Test of High Sorcery,
urchins who possess the unique mindset needed but such instances are so few as to be consid-
for wizardry to Silvanesti elves of House Magus, ered aberrations.
who have studied magic for countless human Other Classes: The warrior has his blade. The
generations. The common understanding regard- wizard has his magic. All Wizards of High Sorcery
ing the laws of magic allows Wizards of High embrace this truism. Magic is the only weapon a
Sorcery to transcend the barriers of race, culture, wizard truly needs for, once mastered, it can be a
or even alignment when it comes to dealing with powerful and versatile tool. The skills of a fighter
others of their kind. Unfortunately, despite the and a wizard are complimentary—while the
wizards’ stringent adherence to the laws put forth fighter focuses on the battle, intent on protecting
by the three gods of magic, people on Ansalon the wizard from harm, the wizard can provide
still view the Wizards of High Sorcery with suspi- support and protection for the fighter and keep
cion or outright hostility. an eye out for enemy magic. Unfortunately, all
Races: Humans are the most prolific mem- too often, the potential power a wizard wields
bers of the Wizards of High Sorcery, turning to becomes a wedge that divides him from others
magic for any number of reasons: curiosity, ambi- who incapable of understanding his arts. Some
tion, lust for power, natural talent, or simply for a wizards show a marked disdain for nonwizards,
love of knowledge. Human drive, creativity, and while others freely use their magic to aid and sup-
adaptability are well suited for the study of magic. port others.
Magic is as natural to the elves as breathing
or blinking. Elves view magic in much the same Wizard of High Sorcery
light as they would any aspect of nature, as a gift Wizards in Ansalon draw their strength from the
to be nurtured and guided toward perfect har- three deities of magic, Solinari, Lunitari, and
mony with the world. Elves tend to be White Nuitari, who trained the first Wizards of High
Robe wizards. Any elf who shows inclination Sorcery in the laws of magic. The First Conclave
toward embracing Red or Black Robes is deemed called other spellcasters, who found worthy stu-
an outcast dark elf. Those who choose to follow dents and taught them the laws that would bring
the path of Neutrality or Evil sacrifice both home- order to the chaotic energies that were proving
land and family to follow the magic. disruptive to the world. Since that time, the laws
Dwarven wizards are extremely rare, but not of magic have been upheld by all three orders of
unheard of. Dwarves of the Theiwar and Daegar High Sorcery.
clans were once seen at the Towers of High Sor- Once a wizard successfully completes (and
cery, preparing to take their Test of High Sorcery survives) the Test of High Sorcery, the choices he
or engaging in the study of magic. Dwarves from makes during his test determine which color
other clans occasionally show an aptitude for robes he wears and which deity of magic grants
magic, but since magic is highly distrusted by him power. In game terms, once a wizard charac-
dwarves, these dwarves are usually outcasts. ter completes the test, he automatically gains the
Gnomes exhibit a marked disdain for magic, Wizard of High Sorcery prestige class. The char-
preferring instead to rely on science and tech- acter is no longer simply a wizard.
nology. Gnomes are capable of using magic, but Wizards of the Black Robes: Black Robe
few realize they have the potential. There are wizards embrace the cause of evil. They do not,
stories of gnomes whose experiments and inven- however, hurl random fireballs at peasant’s cot-
tions show capabilities “not explainable by tages (at least, not usually), since such activities
modern scientific principles,” but they are never would abuse and jeopardize their primary loyalty,
accused of being wizards—a phrase that is a which is to magic itself. Black Robe wizards may
deadly insult to a gnome. be cruel, but they are also selfish and cunning,
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and avoid open acts of violence if a more subtle Wizards of High Sorcery
way can be found.
Wizards of the Red Robes:
Red Robe wizards delicately tread
the path of Neutrality. In addition
to their ultimate loyalty to magic,
Red Robe wizards work to balance
Good and Evil, often acting as the
moderating voice of reason and
peace. While the forces of Good
and Evil battle for control of Krynn,
the forces of Neutrality seek only
to maintain the balance that keeps
the world moving.
Wizards of the White Robes:
White Robe wizards work to pro-
mote Good. Aside from their vow
to support magic, the cause of
Good is their central con-
cern. Acts that violate the
precepts of Good can lead to
the wizards’ ruin. White Robe
wizards who stray from the path
soon find they lose the blessings
of Solinari. White Robe wizards
assist quests and causes under-
taken in the name of good,
sometimes finding themselves
allied with clerics of the gods
of Good and occasionally
with the Knights of Solam-
nia. There have been peri-
ods of time, however, when
White Robe wizards did not ally
with these groups because of a
fear of persecution.
Hit Die: d4.

Requirements
To qualify to become a
Wizard of High Sorcery, a
character must fulfill all
the following criteria.
Alignment: Any evil (Black Robe),
good (White Robe), or neutral (Red Robe).
Base Save Bonus: Will +4.
Spellcasting: Ability to prepare
and cast 2nd-level arcane spells, spe-
cialized in a school of magic: Abjuration
or Divination (White Robe), Illusion or
Transmutation (Red Robe), Enchantment
or Necromancy (Black Robe). (See Focused
Specialization, below.)
Skills: Spellcraft 7 ranks.
Feats: Spell Focus (any), any two Item
Creation or Metamagic feats. (See Focused
Specialization, below.)
Special: Test of High Sorcery: One of the
traditions established by the First Conclave was
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Table 2-13: The Wizard of High Sorcery


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
1st +0 +0 +0 +2 Enhanced specialization, item of +1 level of existing class
power, moon magic, tower resources
2nd +1 +0 +0 +3 Arcane research +1 +1 level of existing class
3rd +1 +1 +1 +3 1st order secret +1 level of existing class
4th +2 +1 +1 +4 Arcane research +2 +1 level of existing class
5th +2 +1 +1 +4 2nd order secret +1 level of existing class
6th +3 +2 +2 +5 Arcane research +3 +1 level of existing class
7th +3 +2 +2 +5 3rd order secret +1 level of existing class
8th +4 +2 +2 +6 Arcane research +4 +1 level of existing class
9th +4 +3 +3 +6 4th order secret +1 level of existing class
10th +5 +3 +3 +7 5th order secret, arcane research +5 +1 level of existing class

the institution of a Test of High Sorcery, that Class Features


would test the dedication of any student who All the following are class features for Wizards of
wanted to master the art of magic. Failure means High Sorcery, regardless of which path they
death, for the wizards judge that it better that an follow (White Robe, Red Robe, or Black Robe).
unfocused or undisciplined student should die Weapon and Armor Proficiency: Wizards of
before achieving a position where his magic could High Sorcery gain no proficiency with any
harm innocent people. The threat of death does weapons or armor. In fact, tradition forbids them
much to dissuade those who are only peripherally from using any weapon except a quarterstaff or
interested in magic. dagger. There is no penalty for ignoring this pro-
Each Test of High Sorcery is unique, specially hibition, but most wizards choose to honor it,
designed for the individual taking it. Each test holding strongly to their ancient traditions. Like
should include at least three problems solved by wizards and sorcerers, Wizards of High Sorcery
the wizard’s knowledge of magic and its use. suffer a chance of arcane spell failure if they
Characters must solve problems and defeat foes attempt to cast spells with material components
by casting every spell they know at least once. A while wearing armor.
character should be challenged in some way by Spells per Day: When a new Wizard of High
someone thought to be a friend or ally. The test Sorcery level is gained, the character gains new
must also include a lethal danger of a Challenge spells per day as if he had also gained a level in an
Rating equal to the wizard’s own level. arcane spellcasting class he belonged to before
Those taking the test can bring their com- adding the prestige class. He does not, however,
panions with them, but the challenges will be gain any other benefit a character of that class
scaled upward to compensate for their pres- would have gained (bonus metamagic or item
ence. No one who comes along is guaranteed to creation feats, hit points beyond those he receives
return alive. from the prestige class, and so on), except for
Focused Specialization: Certain schools of increased effective level of spellcasting. If a char-
magic in Krynn are the near-exclusive provinces acter had more than one arcane spellcasting class
of one order of wizards. A wizard who hopes to before becoming a Wizard of High Sorcery, he
enter any order must be specialized in one of two must decide to which class he adds the new level
schools favored by that order (indicated above), for purposes of determining spells per day.
and he must choose all his barred schools from Enhanced Specialization: Upon passing the
among the four schools that are favored by the Test of High Sorcery, a wizard increases his
other two orders. A wizard also cannot choose devotion to his chosen school of specialization.
the Spell Focus feat in a school favored by a dif- At 1st level, a Wizard of High Sorcery casts all
ferent order. spells from that school at +1 caster level. In addi-
tion, he gains a +1 bonus on saving throws
Class Skills against spells from his specialist school and
The Wizard of High Sorcery’s class skills (and the spell-like abilities (but not supernatural abilities)
key ability for each skill) are Concentration that duplicate such spells.
(Con), Craft (Int), Intimidate (Cha), Knowledge In exchange for this enhanced focus on one
(all skills, taken individually) (Int), Profession school, the wizard must give up one additional
(Wis), Speak Language, and Spellcraft (Int). See school of magic, chosen from among the schools
Chapter 4 of the Player’s Handbook for skill that the other two orders of High Sorcery spe-
descriptions. cialize in (see Focused Specialization, above).
Skill Points at Each Level: 2 + Int modifier. He can never again learn spells from that school.
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He cannot choose a prohibited school that he being at Low Sanction, and these wizards cast
already chose as a 1st-level wizard. He can still spells as normal.
use the prohibited spells he knew prior to When all three moons come into alignment,
becoming a Wizard of High Sorcery, including all magic becomes more powerful. Wizards of all
using items that are activated by spell comple- three orders cast spells at +2 caster levels and
tion or spell trigger. with saving throw DCs for their spells increased
For example, Rikar is a wizard of the Red by +2. Again, these bonuses stack with any bonus
Robes who specializes in the school of Illusion. His or penalty in place for the phase of the moons.
prohibited schools are Necromancy and Enchant- When the three moons are in conjunction at Low
ment. When he passes his test, he must choose Sanction, every wizard still casts at +1; when they
one additional school, and he has only one option: align at High Sanction, the bonuses increase to
Abjuration. (He must choose all his barred schools +3. This ominous occurrence, known as the
from among the schools favored by the Orders of Night of the Eye, occurs in a cycle of 504 days
the White and Black Robes, and no wizard can (exactly 1 1/2 years).
choose Divination as a prohibited school.) See The Moons of Magic in Chapter 3 for full
Item of Power: Once a prospective Wizard details on the cycles of the three moons.
of High Sorcery successfully completes his test, Tower Resources: A Wizard of High Sorcery
his order gives him a permanent magic item, gains full admission to the Tower of High Sor-
valued between 2,000–4,000 gp in value. The cery in Wayreth, with resources available for spell
order does not tell the newly robed Wizard of research and the creation of magical items.
High Sorcery what powers the item possesses; Access to Libraries: A wizard who has passed
discovering them himself is viewed as a means of the Test of High Sorcery and declared allegiance
refining his focus. to the deities of magic gains access to the libraries
Moon Magic: All Wizards of High Sorcery within the tower. These libraries contain the
draw strength directly from the moon aligned with spellbooks of countless wizards throughout his-
their particular order. White Robe wizards draw tory, stretching back to the Age of Dreams. With
power from Solinari, the white moon. Red Robe access to these libraries, it is easier for wizards to
wizards draw their power from Lunitari, the red create new spells or to add new spells to their
moon. Black Robe wizards are the only individuals spellbooks. When researching or scribing a spell
able to see the full face of Nuitari, the black moon while using the tower’s libraries, the time require-
from which they draw their own strength. ment for replacing or copying spells is halved (so
The waxing and waning of their respective a wizard can scribe two spells per day), while the
moons has an effect upon the magic of Wizards of cost for creating new spells is three-quarters (750
High Sorcery. When a moon is at High Sanction gp per week of research).
(from waxing gibbous, through full, to waning Access to Laboratories: With access to the
gibbous), wizards of that moon’s order cast spells libraries also comes access to the laboratories in
at +1 caster level and with saving throw DCs the Tower of High Sorcery. These laboratories
against their spells increased by +1. When a are available for any Wizard of High Sorcery to
moon is at Low Sanction (from waning crescent, use for creating magic items, and come complete
through new, to waxing crescent), wizards of that with commonly used components (rare and
moon’s order cast spells at –1 caster level and with exotic components may have to be bartered for,
saving throw DCs against their spells decreased or independently gained through other chan-
by –1. During the waxing and waning periods nels). A wizard using these laboratories can
around the quarter moons, wizards of that moon’s almost certainly complete creation of an item with-
order cast at their normal caster level. out interruption.
The alignment of any two moons is a positive Limited Benefits: With the Towers of High
event for wizards of their orders, even if the Sorcery currently inaccessible, these benefits are
moons are at Low Sanction. When two moons limited unless wizards can find mentors willing to
are in conjunction, wizards of both moons’ orders share their spellbooks, or perhaps even conclaves
cast spells at +1 caster level and with saving of wizards with their own laboratories. Mean-
throw DCs for their spells increased by +1. These while, the search for the Towers continues.
bonuses stack with any bonus or penalty in place Arcane Research: A Wizard of High Sorcery
for the phase of the moons. Thus, if Lunitari and has access to the secrets and knowledge of the
Nuitari come into conjunction at High Sanction, Conclave and the Towers of High Sorcery. Begin-
wizards of the Red and Black Robes cast at +2 ning at 2nd level, the character gains a compe-
caster levels and have their save DCs increased tence bonus on Spellcraft and Knowledge
by +2. If the same two moons come into con- (arcana) checks.
junction at Low Sanction, the benefit from the In addition, each level that grants a bonus in
conjunction cancels out the penalty for the moons arcane research also allows the Wizard of High
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Sorcery to add a bonus spell to his spellbook (in bonus on the Intimidate check equal to the level
addition to the spell normally gained through of the spell she casts. As per the normal use of
level advancement). This spell must be of a level Intimidate, demoralized opponents are shaken for
the Wizard of High Sorcery can cast, and must be 1 round.
of one of the schools that his order specializes in. Magic of Hunger: A Black Robe who knows
Limited Benefits: With the Towers of High this secret may draw even further upon her own
Sorcery currently inaccessible, these benefits are resources to increase the scope of her magic.
limited unless wizards can find mentors willing to Each day, she may prepare one extra spell of any
share their spellbooks, or perhaps even conclaves level she can cast at the cost of 1 point of tempo-
of wizards with their own laboratories. Mean- rary Constitution damage per spell level. This
while, the search for the Towers continues. ability damage heals normally but cannot be
Order Secret (Su): At 3rd level, and again at restored magically.
5th, 7th, 9th, and 10th level, a Wizard of High Magic of Pain: Once per day for every two
Sorcery learns one of the secrets of his order. The class levels she possesses, the Black Robe who
secrets of the three orders are described in the fol- knows this secret may cast a damaging spell to
lowing sections. inflict pain beyond the damage it deals. Any crea-
ture damaged by such a spell must make a suc-
Secrets of the Black Robes cessful Fortitude save (DC 10 + spell level + the
The following are secrets of the Order of the wizard’s Con modifier) or suffer a –2 penalty on
Black Robes. Each time an evil-aligned Wizard of attack rolls, skill checks, and ability checks for 1
High Sorcery gains an order secret, she may round due to the lingering pain of the spell. As a
choose from one of the following. The character price for this wracking pain, the Black Robe her-
may not choose the same secret twice. self takes 1d6 points of damage when the spell
Magic of Betrayal: Once per day for every takes effect.
two class levels she possesses, a Black Robe who
knows this secret may Empower or Extend a Secrets of the Red Robes
Necromancy spell, as though she had applied the The following are secrets of the Order of the Red
appropriate metamagic feat to the spell (although Robes. Each time a neutral-aligned Wizard of
the spell does not use a higher-level slot). When High Sorcery gains an order secret, he may
she does so, a backlash of negative energy deals choose from one of the following. The character
2d6 points of damage to a single living ally within may not choose the same secret twice.
30 feet, chosen by the wizard (she may not choose Magic of Change: Once per day for every
an undead ally, who would benefit from the nega- two class levels he possesses, a wizard who knows
tive energy). The ally is allowed a Will save (DC 10 this secret may Enlarge or Extend a Transmuta-
+ one-half the wizard’s caster level + the wizard’s tion spell he casts as though he had applied the
Intelligence modifier) for half damage. appropriate metamagic feat to the spell (although
Magic of Darkness: Once per day for every the spell does not use a higher-level slot).
two class levels she possesses, a Black Robe who Magic of Deception: Once per day for every
knows this secret can imbue a damaging spell two class levels he possesses, a wizard who knows
with negative energy. Half of the damage dealt by this secret may Enlarge or Extend an Illusion spell
such a spell is negative energy damage, and is he casts as though he had applied the appropriate
therefore not subject to being reduced by protec- metamagic feat to the spell (although the spell
tion from energy or similar magic (although death does not use a higher-level slot).
ward is effective). The remainder of the damage Magic of Independence: A Red Robe who
dealt is as normal for the spell. Undead are healed knows this secret casts spells that are harder to
by negative energy, so an undead creature simply dispel. When another spellcaster makes a dispel
takes no damage from a spell modified in this check to dispel one of the Red Robe’s spells
way. (Consider that the healing takes place first, (including using dispel magic to counterspell a
even granting the undead creature temporary hit spell the Red Robe is casting), the DC is 15 + the
points above its maximum if necessary, and then Red Robe’s caster level.
the damage affects the creature, leaving it back Magic of Mystery: A Red Robe who knows
where it started.) this secret casts spells that are harder to detect
Magic of Fear: A Black Robe who knows this and identify. When another spellcaster employs
secret can make her spells quite intimidating. As a a divination spell, spell-like ability, or magic
full-round action, the wizard can cast a damaging item, such as a detect magic spell, that may detect
spell with a normal casting time of one standard the magical aura of one of the Red Robe’s spells,
action and simultaneously attempt to demoralize the other caster must make a level check (DC
an opponent within 30 feet by making an Intimi- 11 + the Red Robe’s caster level) to successfully
date check. The wizard receives a circumstance detect the spell. Similarly, a spellcaster attempting
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to use a divination such as see invisibility to reveal checks made to cast spells despite damage, dis-
the effects of one of the Red Robe’s spells must traction, motion, entanglement or grappling, or
make a level check to reveal the spell’s effects. weather conditions. This bonus applies to all
Any given caster can check only once for each Concentration checks for spellcasting, concen-
divination spell used, no matter how many of trating on an active spell, or directing a spell,
the Red Robe’s spell effects may be operating in except for casting defensively when threatened by
an area. an opponent.
In addition, when another spellcaster attempts Magic of Truth: Once per day for every two
to identify the spell a Red Robe is casting (for class levels he possesses, a wizard who knows this
instance, to counterspell it), the DC of the required secret may Enlarge or Extend a Divination spell
Spellcraft check is increased by +1 for every 2 he casts as though he had applied the appropriate
class levels the Red Robe has attained. metamagic feat to the spell (although the spell
Pure Magic: Once per day for every two does not use a higher-level slot).
class levels he possesses, a Red Robe who knows
this secret can imbue a damaging spell with pure Ex-Wizards of High Sorcery
arcane energy. Half of the damage dealt by such a A Wizard of High Sorcery who forswears his
spell comes from this arcane energy, and is there- vows or does not answer a summons from the
fore not subject to being reduced by protection Conclave becomes a renegade. He no longer
from energy or similar magic. The remainder of the gains any of the benefits (nor suffers any of the
damage dealt is as normal for the spell. restrictions) of being a Wizard of High Sorcery.
He does not lose any bonus feats he may have
Secrets of the White Robes gained, but he loses the benefits of his order, for-
The following are secrets of the Order of the feits access to the libraries and laboratories, and
White Robes. Each time a good-aligned Wizard no longer gains any benefit (or suffers any
of High Sorcery gains an order secret, he may penalty) based on the phases of the moons of
choose from one of the following. The character magic. He is no longer bound by the laws of High
may not choose the same secret twice. Sorcery and can wear armor, use weapons, and
Magic of Defense: Once per day for every the like. A Wizard of High Sorcery who advances
two class levels he possesses, a wizard who knows wizard levels instead of prestige class levels is not
this secret may Empower or Extend an Abjura- automatically considered a renegade (indeed,
tion spell he casts as though he had applied the most Wizards of High Sorcery adopt this route by
appropriate metamagic feat to the spell (although the time they reach high levels), only those who
the spell does not use a higher-level slot). break their vows.
Magic of Radiance: Once per day for every Renegade wizards are considered dangerous
two class levels he possesses, a White Robe who by the Conclave. The Wizards of High Sorcery
knows this secret can imbue a damaging spell use their resources and manpower to track down
with radiant energy. Half of the damage dealt by and neutralize renegade wizards. How a renegade
such a spell comes from this radiant energy, and is is dealt with varies, depending on the pursuing
therefore not subject to being reduced by protec- order of magic. (See Chapter 3 for more details.)
tion from energy or similar magic. The remainder
of the damage dealt is as normal for the spell. Switching Allegiance (Changing Robes)
Against undead, a spell modified in this way deals A Wizard of High Sorcery who changes align-
half again as much damage as normal (double the ment must either atone for his actions (as with
radiant energy damage). Radiant spells give off as the atonement spell) or declare allegiance to his
much light as a light spell of equivalent caster level new order of magic. Once the allegiance is
as a side effect, and this light lingers in the area for declared, the wizard instantly assumes the abili-
1 round after the end of the spell’s duration (1 ties of a mage of the appropriate robes. He must
round for an instantaneous spell). change his school specialization to one of the
Magic of Resistance: This secret allows a schools favored by his new order, and declare
White Robe to more easily counter or dispel the new prohibited schools from among the schools
magic cast by others. The wizard gains the bene- favored by the other two orders, possibly includ-
fit of the Improved Counterspell feat (if he does ing his prior school of specialization. He can no
not already possess it) and gains a competence longer cast any spells he might know from
bonus on dispel checks equal to +1 per 2 class schools that are now prohibited to him, and does
levels he possesses. not automatically gain the knowledge of any new
Magic of Sustenance: This secret allows a spells in schools that were formerly prohibited to
White Robe to cast spells even under difficult cir- him. Most wizards who change orders put great
cumstances. The wizard gains a competence bonus effort and expense into acquiring new spells
equal to +1 per 2 class levels on all Concentration suited to their new specialization through every
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means possible—purchasing scrolls, finding spell- words, and combine their skills to be as effective
books, and even theft. as possible in battle.
A Wizard of High Sorcery who changes Hit Die: d8.
orders retains any bonus feats and order secrets
learned, but may not learn any new secrets from Requirements
his previous order. With each Wizard of High To qualify to become a dragon rider, a character
Sorcery level he advances after he changes must fulfill all the following criteria.
orders, he may exchange one secret from his Base Attack Bonus: +10.
previous order for one secret from his new order, Skills: Handle Animal 8 ranks, Ride 8 ranks.
until he has replaced all his old secrets. The Feats: Leadership, Mounted Combat, Resist
wizard does not receive the full benefit from Dragonfear.
moon magic until one full turning of his new Special: Must have ridden a dragon.
god’s moon. In addition, there is a penalty for
switching allegiances. Until he gains a new level, Class Skills
he suffers a -20% XP penalty. This penalty stacks A dragon rider’s class skills (and the key ability for
with the identical penalty for a multiclass char- each skill) are: Balance (Dex), Concentration
acter with uneven levels. (Con), Craft (any) (Int), Diplomacy (Cha), Handle
Animal (Cha), Heal (Wis), Jump (Str), Profession
Other Prestige Classes (any) (Wis), and Ride (Dex). See Chapter 4 of the
Certain careers on Ansalon are very specialized, Player’s Handbook for skill descriptions.
requiring those who choose them to possess Skill Points at Each Level: 4 + Int modifier.
unique talents, and possibly even encouraging or
demanding membership in certain orders, con- Class Features
claves or organizations. The following are class features for the dragon
rider prestige class. All these special features func-
Dragon Rider tion only when a dragon rider is riding his pre-
Throughout Krynn’s history, dragons and their ferred mount (see below).
riders have fought together as effective teams, Weapon and Armor Proficiency: Dragon
helping to change or sway the tide of battle. Both riders gain no new weapon or armor proficiencies.
metallic and chromatic dragons are intelligent Dragon Cohort: At 1st level the dragon rider
and powerful foes, yet they are solitary creatures may designate a dragon that he has previously
and not have the innate talent, as do wolves or ridden as his dragon cohort, though this is limited
lions, to join together to hunt their foes in packs. by the dragon rider’s Leadership score and the
Battles among dragons are fought on a one-to- dragon’s equivalent level (see Table 2-15 for CR
one basis, with tooth and claw and magic, and and Effective Character Level of various dragon
they have little need for strategy and tactics. cohorts). A dragon rider counts a dragon’s Effec-
Humans teach dragons how much more effi- tive Character Level as being 3 lower than its
cient they can be in battle by pairing with a actual value. The dragon rider cannot attract a
skilled rider who can guide the dragon in flight, cohort whose Effective Character Level (count-
watch out for additional foes, and wield his own ing the –3 adjustment) is higher than his total
weapon. A dragon fighting together with a skilled levels (this is an exception to the normal rule,
rider is a deadly and implacable foe. which states that the cohort must be lower than
Dragon riders develop a strong bond with the character’s level).
their mounts that allows the two to work together First, the dragon rider must use the Leader-
to protect each other, communicate without ship feat to gain an appropriate dragon as a cohort.

Table 2-14: The Dragon Rider


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +2 +2 +0 Dragon cohort, mounted attack
2 +1 +3 +3 +0 Dragon feat
3 +2 +3 +3 +1 Empathic communication
4 +3 +4 +4 +1
5 +3 +4 +4 +1 Dragon feat
6 +4 +5 +5 +2 Inspire fear
7 +5 +5 +5 +2 Directed attacks
8 +6 +6 +6 +2 Defensive tactics
9 +6 +6 +6 +3 Dragon feat
10 +7 +7 +7 +3 Defensive teamwork

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If the character already has a special mount, This means that Small riders can actually use
familiar, or animal companion, he suffers a –2 their cohorts as mounts earlier than their Medium
penalty on his Leadership score. counterparts. The mount must also be strong
A dragon will not agree to serve anyone enough to bear the rider aloft. As a quadruped, a
whose alignment opposes its own. The dragon dragon can carry more than the normal weight of
rider may have only one dragon cohort at any a creature with its size and Strength; however,
one time, and either party may sever the relation- flying creatures can carry weight aloft only up to
ship at any time. Once the relationship ends, the their maximum light load.
mount loses any benefits it gained according to The dragon rider must spend a minimum of
Table 2-16. A dragon cohort ages but does not seven days training with his cohort before any
gain experience. benefits accrue. Thereafter, the dragon gains the
Most dragon cohorts are at least of young advantages listed on Table 2-16 based on the
age. Wyrmling and very young dragons are too dragon rider’s level. The dragon gains no abilities
young to serve as cohorts, as they are either still other than those listed, though it is considered a
under the care of their parents or too imma- bonded companion (for abilities and spells that
ture to deal with the symbiotic relationship affect bonded relationships).
required between a dragon rider and his Additionally, the dragon rider has a number
mount. (Red and gold dragons tend to be of obligations to his mount. First, the dragon
amenable to the cohort relationship by needs a suitable lair. The Monster Manual provides
the time they are very young.) Dragons information detailing typical lairs for the various
older than adult age make poor cohorts, dragon species. Dragons not provided with a suit-
since they are unable or unwilling to able lair will certainly rebel against their riders.
bind themselves to a humanoid (an Secondly, the dragon must be provided with
obviously lesser being) for an extended treasure to keep in its lair. A minimum hoard of
period of time. 1,000 gp value of treasure per Hit Die of the
Also, in order for the dragon dragon is typical, with the exact makeup depend-
rider (and dragon) to gain all ing on the type and likes of the dragon. (The
the benefits of the prestige dragon is not keeping treasure safe for its rider;
class, the dragon must be the treasure belongs to the dragon, who will not
capable of bearing the part with its treasure easily.)
rider, the same as a typical Finally, and most important, the dragon must
mount. The dragon must be treated with the respect that a creature of its
be at least one size cate- Intelligence, power, and stature commands. It is not
gory larger than the rider. a dumb beast to order around, nor is it merely a

Dragon rider

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Table 2-15: Dragon Cohorts a level drain, treat the dragon as the mount of a
Effective lower-level dragon rider.
Dragon Alignment Character Level* Bonus Hit Dice: These are extra twelve-sided
White (young)† CE 9 (d12) Hit Dice, each of which provides a Consti-
Wyvern N 9 tution modifier, as normal. Remember that extra
Black (young)† CE 10 Hit Dice also improve the dragon’s base attack
Brass (young)† CG 11 and save bonuses. A dragon’s base attack bonus is
Copper (young)† CG 12 equal to its HD. A dragon has three good saves.
Red (very young) CE 12 The dragon doesn’t gain any extra skill points or
Gold (very young) LG 13 feats for bonus HD.
Green (young)† LE 13 Natural Armor: The number listed here is an
Black (juvenile)† CE 14 improvement to the dragon’s existing natural
Blue (young)† LE 14 armor bonus. It represents the preternatural
Brass (juvenile)† CG 14 toughness of a dragon rider’s mount.
Dragon turtle N 14 Strength Adjustment: Add this figure to the
White (juvenile)† CE 14 dragon’s Strength score.
Bronze (young)† LG 15 Mounted Attack: A dragon rider can always
Copper (juvenile)† CG 15 attack on the same round as his dragon cohort,
Silver (young)† LG 15 and is not required to make a Ride check to do so.
Red (young) CE 16 Dragon Feat: At 2nd level, a dragon rider
Gold (young) LG 17 can grant the dragon cohort the full benefits of a
Green (juvenile) LE 17 bonus feat chosen from the following list:
Black (young adult) CE 18 Cleave, Flyby Attack, Hover, Improved Initia-
Blue (juvenile) LE 18 tive, Improved Sunder, Power Attack, Quicken
Brass (young adult) CG 18 Spell-Like Ability, Snatch, Strafing Breath,
White (young adult) CE 18 Weapon Focus, or Wingover. The bonus feat
Bronze (juvenile) LG 19 does not count against the dragon’s normal feat
Copper (young adult) CG 19 capacity, though it must still meet all prerequi-
Silver (juvenile) LG 19 sites, as noted in the appropriate feat descriptions.
A dragon rider must spend one week training
* The Effective Character Level in this column reflects the with the dragon in order for it to receive the
dragon rider’s special ability to treat a dragon’s ECL as three bonus feat. The dragon rider may bestow a
lower for purposes of determining what dragon he can have as second bonus feat at 5th level, and a third at 9th
a cohort. level. The additional feats require the same train-
† Medium dragons may be ridden only by a Small rider. ing time as the first.
Empathic Communication (Ex): Starting at
minion to command. Even lawful good dragons are 3rd level, a dragon rider is able to use nonverbal
willful creatures with their own desires and needs. communication with his preferred mount. A
If the dragon rider meets all these require- dragon rider can convey information and instruc-
ments and successfully attracts a dragon cohort, tions to the mount as long as they are within sight
the dragon gains certain benefits, gleaned from of one another.
training with the dragon rider (see Table 2–16: Inspire Fear: Starting at 6th level, a dragon
Dragon Rider’s Mount for benefits). If the dragon rider adds his dragon rider levels to his dragon
rider and dragon part ways (either through cohort’s Hit Dice when determining the DC of
mutual decision, the death of the rider, or other the dragon’s frightful presence. The range of the
event), the dragon loses the bonuses at a rate of dragon’s frightful presence is calculated as if the
–1 per week, until the dragon’s normal statistics dragon were one age category higher.
are reached. Directed Attacks: Beginning at 7th level, a
dragon rider may give encouragement and direct
Table 2-16: Dragon Rider’s Mount his dragon cohort’s attacks. Directing the dragon
Dragon Rider Bonus Natural Strength is a full-round action that does not provoke an
Level Hit Dice Armor Adjustment attack of opportunity. When directed, the dragon
1-3 +2 +2 +1 gains a +4 circumstance bonus on its attack rolls.
4-6 +4 +4 +2 Defensive Tactics: At 8th level, neither a
7-9 +6 +6 +3 dragon rider nor his dragon cohort can be flanked
10 +8 +8 +4 while the dragon rider is in the saddle. The
dragon and rider have learned to look in each
Dragon Rider Level: This refers to the charac- other’s “blind spots” to prevent enemies from
ter’s dragon rider levels only. If the dragon suffers sneaking up on them.
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Defensive Teamwork: At 10th level, a Class Skills


dragon rider and his dragon cohort work so well The inquisitor’s class skills (and the key ability for
together that they continually act to protect each skill) are Appraise (Int), Bluff (Cha), Con-
each other from harm. Both the dragon rider centration (Con), Craft (Int), Decipher Script
and the dragon receive a +2 circumstance bonus (Int), Diplomacy (Cha), Disguise (Cha), Gather
to Armor Class and a +1 circumstance bonus on Information (Cha), Hide (Dex), Intimidate (Cha),
Reflex saving throws. Knowledge (all skills, taken individually) (Int),
Listen (Wis), Move Silently (Dex), Open
Inquisitor Lock (Dex), Profession (Wis), Search
By definition, an inquisitor is (Int), Sense Motive (Wis), Speak
one who inquires, someone Language, Spot (Wis).
who hunts for people, Skill Points at Each Level: 6
information, or answers. + Int modifier.
The inquisitor both sees
and observes, and picks Class Features
up on minute details that All the following are class
may be missed by others. features of the inquisitor
Inquisitors combine dif- prestige class.
ferent skills that enable Weapon and Armor
them to solve some Proficiency: Inquisi-
of life’s puzzles, tors gain no addi-
from petty theft tional proficiency
to murder. Due with any weapons
to their special or armor.
skills, inquisitors Extreme Fo-
are often em- cus (Ex): An
ployed as spies inquisitor must
or double agents. be able to ig-
Rogues, with nore outside
their understand- distractions
ing of the darker as- while following
pects of life, make up a lead, for fear
the best inquisi- of missing an im-
tors, although there portant detail.
are inquisitors who Once per day
have been fighters, per level of the
knights, clerics, and wizards. inquisitor, he may
Some inquisitors specialize in cer- Inquisitor add his ranks in Con-
tain areas, such as Wizards of High centration to any one Intelligence- or Wisdom-
Sorcery trained to ferret out and hunt down rene- based skill check.
gades or Knights of Solamnia who investigate Trap Sense (Ex): An inquisitor gains an intu-
possible violations of the Measure. Regardless of itive sense that alerts him to danger from traps,
specialty, inquisitors are often as feared as they giving him a +1 bonus on Reflex saves made to
are respected. avoid traps and a +1 to his AC against attacks by
NPC inquisitors might be members of the traps. This bonus increases to +2 at 4th level and
city watch who work to bring criminals to justice, +3 at 7th level. This bonus stacks with the similar
clerics who track down heretics, or bounty who bonus granted by rogue levels.
hunters bring in those with a price on their heads. Erudite Synergy (Ex): At 2nd level, the
Hit Dice: d6. inquisitor selects one of his Knowledge skills in
which he has 5 or more ranks. So deep is the
Requirements inquisitor’s knowledge of that subject that he gains
To qualify to become an inquisitor, a character an additional +2 bonus on related skill checks. This
must fulfill all the following criteria. bonus stacks with the synergy bonus he receives
Alignment: Any nonchaotic. for having 5 or more ranks in a Knowledge skill. At
Base Attack Bonus: +3. 5th and 8th level, the inquisitor can either select
Skills: Gather Information 8 ranks, Knowl- another Knowledge skill in which he has 5 or more
edge (any one) 6 ranks, Sense Motive 5 ranks. ranks and increase his synergy bonus by +2, or he
Feats: Alertness. can increase his synergy bonus from the same
Knowledge skill by an additional +2.
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Table 2-17: The Inquisitor


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Extreme focus, trap sense (+1)
2nd +1 +0 +0 +3 Erudite synergy
3rd +2 +1 +1 +3 Uncanny dodge
4th +3 +1 +1 +4 Trap sense (+2)
5th +3 +1 +1 +4 Erudite synergy
6th +4 +2 +2 +5 Improved uncanny dodge
7th +5 +2 +2 +5 Trap sense (+3)
8th +6 +2 +2 +6 Erudite synergy
9th +6 +3 +3 +6
10th +7 +3 +3 +7 Intuitive logic

Uncanny Dodge (Ex): An inquisitor has the respected (or feared) for their ability to inspire
extraordinary ability to react to danger before he their troops.
would normally be aware of it. Beginning at 3rd Fighters and nobles fill the ranks of legendary
level, the inquisitor retains his Dex bonus to AC tacticians. Occasionally, a legendary tactician
(if any) regardless of being caught flat-footed or emerges from the clergy of various religions (par-
struck by an invisible attacker. (The inquisitor still ticularly priests dedicated to Kiri-Jolith) or even
loses any Dexterity bonus to AC if immobilized.) from those who have studied wizardry. These
If he already has the uncanny dodge ability, he legendary tacticians are known for being capable
gains improved uncanny dodge instead. of unleashing devastating offensives, including
Improved Uncanny Dodge (Ex): At 6th various spells that aid their own troops while
level, the inquisitor can no longer be flanked, hindering enemy armies. During the War of the
since he can react to multiple opponents as easily Lance, a number of individuals rose to promi-
as he can react to a single attacker. This defense nence for their abilities as legendary tacticians,
denies the rogue’s ability to use flank attacks to including Laurana, the Qualinesti princess called
do a sneak attack on the inquisitor. The exception the Golden General; Commander Kang of the
to this defense is that a rogue at least 4 levels First Dragonarmy Engineers; and Ariakas, the
higher than the inquisitor can flank the investiga- Dragonlord of the Red Dragonarmy.
tor (and thus sneak attack). NPC legendary tacticians are generals of
Intuitive Logic (Ex): At 10th level, the armies, military advisors to kings and rulers, and
inquisitor’s keen mind sometimes makes incredi- old warhorses swapping stories of ancient battles
bly intuitive leaps of logic. Though not a super- long forgotten. They are sergeants in charge of
natural ability, it often seems as if the inquisitor training new recruits, leaders of mercenary bands,
has been blessed with knowledge from the gods and bandit-lords.
(or other sources). Once per day, an inquisitor Hit Die: d8.
may duplicate the effects of a divination spell
(with a base 80% chance of success) and receive a Requirements
burst of insight regarding a single question. The To qualify to become a legendary tactician, a
answer is assembled from disparate information character must fulfill all the following criteria.
that is brought together in the inquisitor’s mind. Base Attack Bonus: +5.
The insight requires that he be able to concen- Skill: Diplomacy 4 ranks.
trate, uninterrupted, for at least an hour prior to Feat: Leadership.
receiving the answer. Any interruption may ruin Special: Must have been involved in at least
the attempt, unless the inquisitor succeeds at a three major skirmishes (battles involving at least
Concentration check. ten foes in an opposing army), one of which
must have been counted as a defeat. Must also
Legendary Tactician have a group of soldiers loyal to him, though
Ansalon is a land that has been ravaged by war, this group need not include more than five
stretching back to the Age of Dreams. All mili- members (comprising the legendary tactician’s
tary campaigns require leadership. Those ideally personal or elite guard).
suited for this responsibility must have an innate
sense of strategy and tactics. They must be able Class Skills
to command soldiers in the heat of battle and The legendary tactician’s class skills (and the key
lead them to perform acts of heroism. They ability for each skill) are Bluff (Cha), Concentration
must be capable of standing firm even against (Con), Craft (Int), Diplomacy (Cha), Intimidate
overwhelming odds. Legendary tacticians are (Cha), Knowledge (history) (Int), Profession (Wis),
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Table 2-18: The Legendary Tactician


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Leadership bonus +1
2nd +2 +3 +0 +0 Inspire courage (+2, 2/day)
3rd +3 +3 +1 +1 Direct troops, leadership bonus +2
4th +4 +4 +1 +1 Rally troops
5th +5 +4 +1 +1 Hard march, leadership bonus +3, inspire courage (+3, 3/day)
6th +6 +5 +2 +2 Rout enemies
7th +7 +5 +2 +2 Battle standard, leadership bonus +4
8th +8 +6 +2 +2 Strategic retreat, inspire courage (+4, 4/day)
9th +9 +6 +3 +3 Leadership bonus +5
10th +10 +7 +3 +3 The Forlorn Hope

Ride (Dex), Sense Motive (Cha). See Chapter 4 of saving throws against charm and fear effects and
the Player’s Handbook for skill descriptions. a +2 morale bonus on attack and weapon damage
Skill Points at Each Level: 4 + Int modifier. rolls. At 5th level, and again at 8th level, this
bonus increases by +1 and the legendary tactician
Class Features can use the ability one additional time per day.
All the following are class features of the leg- Inspire courage is a mind-affecting ability.
endary tactician prestige class. Direct Troops (Su): At 3rd level, as a full-
Weapon and Armor Proficiency: Leg- round action, a legendary tactician can give
endary tacticians are proficient with all simple compelling directions. He can bestow a +2 com-
and martial weapons, with all types of armor, petence bonus on either attacks or skill checks
and with shields. to all allies within 30 feet. This bonus lasts a
Leadership Bonus (Ex): At 1st level, a leg- number of rounds equal to the legendary tacti-
endary tactician gains a +1 bonus to his leader- cian’s Charisma bonus.
ship score, enabling him to attract more powerful Rally Troops (Su): Upon reaching 4th level,
cohorts and followers. This bonus increases to +2 the legendary tactician’s presence is enough to
at 3rd level, +3 at 5th level, +4 at 7th level, and +5 grant any allies within 30 feet a second saving
at 9th level. throw against fear and charm effects that they
Inspire Courage (Su): At 2nd level a leg- have already succumbed to. Even if they fail the
endary tactician can inspire courage is his allies second saving throw, any fear ef-
(including himself ) twice per day, bolstering fects are less severe: panicked char-
them against fear and improving their combat acters are only frightened,
abilities. To be affected,
an ally must be able to
hear the legendary tacti-
cian speak. The effect
lasts as long as the ally
hears the legendary
tactician continue
to speak and for 5
rounds thereafter. While
speaking, the legendary
tactician can fight
but cannot cast
spells, activate
magic items by
spell comple-
tion (such as
scrolls), or acti-
vate magic items
by magic words
(such as wands). Legendary tactician
Affected
allies gain
a +2 morale
bonus on
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frightened characters are only shaken, and shaken in his troops that they will make the ultimate sac-
characters are unaffected. rifice for his cause. Any allies within 30 feet of the
Hard March (Su): Beginning at 5th level, a legendary tactician continue to fight while dis-
legendary tactician can exhort his troops to abled or dying without penalty. They continue to
march faster. Anyone traveling with the leg- fight until they reach –10 hit points. If they stop
endary tactician gains a +4 morale bonus to Con- fighting, they must make an immediate Fortitude
stitution checks required for making a forced save (DC of 15 +1 per hit point below 0) or die
march or any other task requiring extended exer- on the spot.
tion. Animals are not affected.
Rout Enemies (Su): At 6th level, the leg- Righteous Zealot
endary tactician can direct his troops to take The righteous zealot is a person with a cause
better advantage of attacks on fleeing foes. By that directs every aspect of his life. So important
exhorting his troops and pressing the attack, the is this cause to the righteous zealot that he goes
legendary tactician can drive his troops forward, among the masses to spread the word of his
urging them to follow their enemies. All allies beliefs, hoping to bring others into the fold.
within 30 feet of the legendary tactician gain a Righteous zealots see themselves as saviors.
+1 morale bonus on attack and damage rolls on Nonbelievers may view them either with amuse-
any attacks of opportunity they take against a ment or with justifiable concern. A righteous
fleeing enemy. zealot who grows too powerful can dictate the
Battle Standard (Su): At 7th level, the mere destiny of nations.
sight of a legendary tactician’s coat of arms or Bards and clerics become righteous zealots—
other heraldic display is enough to turn the tide bards because of their mastery of the spoken
of battle. As long as the standard remains within word and clerics because of their unwavering
30 feet of the legendary tactician (he does not belief and faith. Unfortunately, righteous zealots
have to carry it himself, and probably has a stan- may become so caught up in their causes that
dard bearer), all allies within 30 feet per class level they become blinded by their own glory, as evi-
of the character gain the effect of both inspire denced by the Kingpriest of Istar, whose arro-
courage and rally troops (above). These effects gance and zeal brought about the Cataclysm that
remain as long as the standard does not fall or is reshaped the entire world.
not captured. If fallen or captured, all allies within NPC righteous zealots are leaders of cults,
range aware of the standard’s loss suffer a –1 such as the Seekers of Abanasinia, or fanatical
morale penalty on attack and damage rolls, in followers of any deity or ideology. They are
addition to losing the beneficial effects of the manipulators, with an army of followers who are
standard, until it is recovered. fanatically loyal. Once a righteous zealot has a
Strategic Retreat (Su): At 8th level, a leg- cause, he does not allow anything or anyone to
endary tactician may call for a strategic retreat, stand in his way.
ordering his troops to fall back and regroup. Hit Dice: d6.
While in a strategic retreat, all allies within 30 feet
of the tactical strategist gain a morale bonus to Requirements
their AC equal to the legendary tactician’s To qualify to become a righteous zealot, a charac-
Charisma bonus against any attacks of opportu- ter must fulfill all the following criteria.
nity taken against them. Skills: Bluff 3 ranks , Concentration 8 ranks,
The Forlorn Hope (Su): At 10th level, the Diplomacy 8 ranks, Perform (any, including
legendary tactician inspires such ferocious loyalty storytelling) 3 ranks, Sense Motive 4 ranks.

Table 2-19: The Righteous Zealot


Class Base Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Oration: enthralling discourse, righteous indignation (1/day)
2nd +1 +0 +0 +3 Oration: compelling argument, +1 save against Enchantment
3rd +1 +1 +1 +3 Gather followers
4th +2 +1 +1 +4 Righteous indignation (2/day), +2 save against Enchantment
5th +2 +1 +1 +4 Oration: condemning tirade, gather followers +1
6th +3 +2 +2 +5 +3 save against Enchantment
7th +3 +2 +2 +5 Righteous indignation (3/day), gather followers +2
8th +4 +2 +2 +6 Oration: verbal obfuscation, +4 save against Enchantment
9th +4 +3 +3 +6 Gather followers +3
10th +5 +3 +3 +7 Oration: inflammatory oratory, +5 save against Enchantment,
martyr’s luck

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Class Skills to or greater than the zealot’s check result. If the


The righteous zealot’s class skills (and the key saving throw fails, the creature sits (or stands)
ability for each skill) are Bluff (Cha), Concentra- quietly and listens to the zealot’s words as long
tion (Con), Diplomacy (Cha), Gather Information as the zealot continues to speak and concentrate
(Cha), Intimidate (Cha), Knowledge (religion) (up to a maximum of 2 rounds per level of the
(Int), Perform (Cha), Profession (Wis), Sense righteous zealot). The effects are otherwise iden-
Motive (Cha), and Speak Language. See Chapter tical to the enthrall spell. Enthralling discourse is
4 of the Player’s Handbook for skill an Enchantment (Charm)
descriptions. Righteous zealot [Language-Dependent,
Skill Points at Each Mind-Affecting, Sonic]
Level: 4 + Int modifier. ability.
Compelling Argu-
Class Features ment (Sp): A 2nd-
All the following are level righteous zealot
class features of the with 9 or more ranks
righteous zealot pres- in Diplomacy can
tige class. present a compelling
Weapon and Armor argument, causing a
Proficiency: Righteous single person to tem-
zealots gain no additional porarily see things his
proficiency with any weap- way. This ability acts
ons or armor. as a suggestion (as the
Oration: Once per day spell), and can be used
per level, a righteous zealot only on an individual
may use his command of the who has either been
spoken language in much the enthralled (through
same way a bard is able to enthralling discourse)
use music to sway others. or confused (through
Depending upon how many verbal obfuscation).
ranks he has in the Diplo- The suggestion doesn’t
macy skill, he can enthrall count against the right-
crowds, cause people to eous zealot’s daily lim-
question their beliefs, it on orations, but the
compel an individual to enthralling or confusion
perform actions he does. A Will saving
or she might not throw (DC 10 + the
normally under- righteous zealot’s class
take, confuse an op- level + Cha modifier) ne-
ponent through debate, and inflame gates the effect. Compelling argument
crowds into a bloodthirsty rage. The righteous is an Enchantment (Compulsion) [Language-
zealot must be able to speak clearly and be heard Dependent, Mind-Affecting, Sonic] ability.
to use this ability properly. As with casting a spell, Condemning Tirade (Sp): A righteous zealot of
a deaf righteous zealot suffers a 20% chance to fail 5th level or higher with 13 or more ranks in
with oration. If he fails, the attempt still counts Diplomacy can exploit weaknesses in other
against his daily limit. people. By verbally unleashing his anger against
Enthralling Discourse (Sp): A righteous an individual, a righteous zealot can cause an
zealot of at least 1st level with 8 or more ranks opponent to question himself. The victim is
in Diplomacy can use his oration to sway allowed a Will save (DC 10 + the righteous
groups of people, causing them to pause in their zealot’s class level + his Cha modifier) to avoid
activities to listen to his words. The ability to becoming shaken (suffering a –2 morale penalty
speak before large crowds and control the ebb on attack rolls, weapon damage rolls, and saving
and flow of sentiment is perhaps the most throws) for 10 minutes per level of the righteous
potent tool of a righteous zealot. The crowd to zealot. Condemning tirade is an Enchantment
be enthralled must be able to see and hear the (Charm) [Language-Dependent, Mind-Affecting,
righteous zealot, must be able to understand the Sonic] ability.
righteous zealot (speak the same language), and Verbal Obfuscation (Sp): A righteous zealot of
must be within 90 feet. The righteous zealot 8th level or higher with 16 or more ranks in
makes a Diplomacy check, and each target can Diplomacy is capable of trapping a single individ-
negate the effect with a Will saving throw equal ual within a web of words. The victim is allowed
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a Will save (DC 12 + the righteous zealot’s class The feats in this section supplement the feats
level + his Cha modifier) to avoid becoming con- in the Player’s Handbook and follow all the rules in
fused for 1 minute per level of the righteous that book for determining how many may be
zealot. Verbal obfuscation is an Enchantment chosen and how often a character may do so.
(Compulsion) [Language-Dependent, Mind-
Affecting, Sonic] ability. Cornered Rat [General]
Inflammatory Oratory (Sp): A 10th-level You can go from piteous groveling to a murder-
righteous zealot with 18 or more ranks in Diplo- ous fury in the blink of an eye.
macy gains near-total mastery over crowds. Prerequisites: Gully dwarf, base attack
Once he has a crowd enthralled, he is able to bonus +1.
inspire extremes of emotion within every person Benefit: On your next action immediately
in the crowd, mimicking the effects of one of the following an enemy’s Intimidate check against
following spells: crushing despair, good hope, or you or a round in which you made a Diplomacy
rage. The emotion lasts as long as the righteous check, you gain a +2 bonus on your attack rolls.
zealot continues to direct the ebb and flow of Your foe may be caught off-guard by your attack;
emotions (as long as he maintains his enthralling if you attack the opponent who made an Intimi-
discourse), though each victim is allowed an date check against you or the target of your pre-
opposed Will save against the righteous zealot’s vious Diplomacy check, your opponent must
Diplomacy check result to resist the effect. succeed on a DC 10 Sense Motive check or be
Inflammatory oratory is an Enchantment (Com- caught flat-footed and denied his Dexterity bonus
pulsion) [Language-Dependent, Mind-Affecting, to AC.
Sonic] effect.
Righteous Indignation (Su): Filled with a Draconian Breath Weapon
sense of self-worth and virtue, a righteous zealot [General]
will not deviate from a given path. Once per day, You have harnessed your draconic heritage and
the righteous zealot may add his Charisma modi- can attack with a dragonlike breath weapon.
fier to any one saving throw. The righteous zealot Prerequisites: Draconian, base Will save
may use this ability twice per day at 4th level and bonus +4.
three times per day at 7th level. Benefit: You gain the ability to use a breath
Resist Enchantment (Ex): Righteous zealots weapon as a supernatural ability once per day.
are so caught up in their own moral superiority Your breath weapon deals 3d8 damage (Ref half,
that it is difficult to sway their minds through save DC 10 + 1/2 HD + Con modifier). The
magic. Starting at 2nd level, a righteous zealot exact type of your breath weapon depends on
gains a +1 bonus per two class levels on saving your draconian race:
throws against Enchantment spells and effects.
Gather Followers (Ex): By 3rd level, the Baaz 60-ft. line of fire
righteous zealot begins to attract a small group of Kapak 60-ft. line of acid
loyal followers, effectively granting the righteous Bozak 60-ft. line of lightning
zealot the Leadership feat. At 5th level, the right- Sivak 30-ft. cone of cold
eous zealot gains a +1 bonus to his leadership Aurak 30-ft. cone of fire
score. This bonus increases to +2 at 7th level and
+3 at 9th level. Normal: Draconians do not normally have a
Martyr’s Luck: The most skilled righteous breath weapon.
zealots are able to turn their greatest failures into
incredible successes. At 10th level, the righteous Flyby Breath [General]
zealot may reroll a failed attack roll, saving throw, You can employ your breath weapon in a high-
skill check, ability check, or level check. The speed attack pass.
righteous zealot may use this ability a number of Prerequisite: Fly speed, breath weapon,
times per day equal to 1 + his Charisma modifier. Flyby Attack.
Benefit: When you are flying, you can use
Feats your breath weapon as a free action, provided
Feats in a DRAGONLANCE campaign not only give you do nothing else but move in this turn. You
advantages to its heroes and villains, but they also cannot use Flyby Breath while using the Run
help define these characters. A kender rogue action. You do not gain any “extra” uses of your
might be charming and stealthy, or an elven cleric breath weapon.
might show discipline and luck. Such feats give Normal: Using a supernatural ability is a
advantages in game terms and are roleplaying standard action, which limits you to a single
hooks to help both the players and Dungeon move action in the same turn you use your
Master understand the character better. breath weapon.
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Table 2-20: Feats


Feat Prerequisites
Cornered Rat Gully dwarf, base attack bonus +1
Draconian Breath Weapon Draconian, base Will save bonus +4
Improved Draconian Breath Weapon Draconian, Draconian Breath Weapon, base Will save bonus +8
Flyby Breath Fly speed, breath weapon, Flyby Attack
Strafing Breath Fly speed, breath weapon, Flyby Attack, Flyby Breath
Honor-bound —
Hulking Brute Half-ogre or minotaur
Reserves of Strength Iron Will, spellcaster level 1
Resist Dragonfear Base attack bonus +3, must have encountered a dragon at least once
Improved Resist Dragonfear Base attack bonus +6, must have taken damage from a dragon attack at least once
Spear of Doom ƒ Base attack bonus +1
Spectacular Death Throes Draconian
Tremendous Charge ƒ Ride 1 rank, Mounted Combat

ƒ A fighter can gain this as one of his fighter bonus feats.

Honor-bound [General] Improved Resist Dragonfear


“My word is my honor and my honor is my life.” [General]
—Sturm Brightblade You are able to demonstrate great courage in the
presence of dragons.
Keeping your word and upholding your honor is Prerequisite: Base attack bonus +6, must have
of great importance to you. taken damage from a dragon attack at least once.
Benefit: You gain a +2 circumstance bonus Benefit: You receive a +8 bonus on Will
on any saving throw if failing that saving throw saving throws against the frightful presence of
would result in breaking a promise, oath, or dragons.
sworn duty.
Special: If you willingly break a promise or Reserves of Strength
oath, you lose the benefits of this feat until you [General]
atone for your actions (see the atonement spell). When you cast a spell, you can choose to increase
its effective caster level at the cost of exhausting
Hulking Brute [General] yourself.
You possess a truly impressive stature. Prerequisites: Iron Will, spellcaster level 1.
Prerequisites: Half-ogre or minotaur. Benefit: When you cast a spell, you can
Benefit: Whenever you receive a modifier decide to increase your caster level with that
based on your size on an opposed roll (such as spell by 1, 2, or 3, but you are stunned for an
during grapple and bull rush attempts), you are equal number of rounds immediately after doing
treated as a creature of Large size if that’s advan- so. Your increased caster level affects all level-
tageous to you. You are also considered to be based variables of the spell, including range, area
Large when determining whether a monster’s of effect, spell penetration, and the difficulty of
special attacks based on size (such as improved dispelling the spell. You can exceed the normal
grab or swallow whole) affect you. level-fixed limits of a spell with this feat, so a 9th-
Special: You may only take this feat as a 1st- level wizard could use Reserves of Strength to
level character. cast a fireball as a 12th-level wizard and deal 12d6
fire damage.
Improved Draconian If you are not subject to stunning effects,
Breath Weapon [General] you instead suffer 1d6, 3d6, or 5d6 points of
You have mastered your draconic heritage and damage when you call upon your Reserves of
improved on your innate breath weapon. Strength feat.
Prerequisites: Draconian, Draconian Breath
Weapon, base Will save bonus +8. Resist Dragonfear [General]
Benefit: You can use your draconic breath You are able to show courage in the presence of
weapon as a supernatural ability three times per dragons.
day. Your breath weapon deals 6d8 points of Prerequisite: Base attack bonus +3, must
damage (Reflex save [DC 10 + 1/2 HD + Con have encountered a dragon at least once.
modifier] for half ). Benefit: You receive a +4 bonus on Will
saving throws against the frightful presence of
dragons.
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Spear of Doom [Fighter, Strafing Breath [General]


General] You can sustain your breath weapon when you
Few can avoid death on your spearpoint when use it on the wing, covering a larger ground area
you brace yourself for their attack. in its effect.
Prerequisites: Base attack bonus +1. Prerequisites: Fly speed, breath weapon,
Benefit: When you use the Ready action to Flyby Attack, Flyby Breath.
set a spear or spearlike weapon against a charge, Benefit: When you use your breath weapon
you gain a +4 bonus on your attack roll and deal while flying (either with a single move, using the
double damage to a charging foe. If you use your Flyby Attack feat, or with a double move, using
readied action to attack a foe who enters a square the Flyby Breath feat), you can extend the area cov-
you threaten without charging, you still gain a +4 ered by your breath weapon on the ground. You
bonus on your attack roll, but you do not deal can use your breath weapon over a distance up to
double damage. half your fly speed if you move in a straight line
Normal: Setting a spear or similar weapon along that distance. To determine the affected area,
against a charge allows you to deal double find the area your breath weapon would normally
damage against a charging foe or attack an affect on the ground, then extend that area in a
approaching foe when he enters a square you straight line the desired distance. Measure the
threaten, but you do not gain any attack bonus for extended distance from the center of the effect.
doing so. For example, an adult blue dragon has a fly
Special: Weapons that may be set against a speed of 150 feet, and its breath weapon is a 100-
charge or readied in this manner include the foot line of lightning. Normally, its breath weapon
spear, longspear, trident, halberd, and dwarven would cover a single 5-foot-by-5-foot circle on
urgrosh. the ground, since a line is 5 feet wide and 5 feet
high. Using Strafing Breath, it can cover an area 5
Spectacular Death Throes feet wide and 75 feet long (half its fly speed).
[General] An old red dragon has a fly speed of 200 feet,
Your body seethes with unchecked power, prom- and its breath weapon is a 120-foot cone. If it is
ising dire consequences to your killer. flying at an altitude of 80 feet, its breath weapon
Prerequisites: Draconian. affects a circle on the ground with a radius of 80
Benefit: Your draconian death throes are feet. Using Strafing Breath, it can cover an oblong
unusually powerful. When you die, your death area 80 feet wide and 180 feet long, with both
throes have the following effect, based on your ends shaped like half circles.
draconian race:
Baaz: You turn to stone the moment you die, Tremendous Charge
as normal. However, on the round following your [Fighter, General]
death, your statuelike corpse explodes in a blast of You know how to use your mount’s power to
stony shards. All creatures within 20 feet are sub- make your lance attacks even more deadly.
ject to a ranged attack (attack bonus +10) that Prerequisites: Ride 1 rank, Mounted Combat.
deals 1d10 damage plus your Con modifier. Benefit: When you employ a heavy lance in
Kapak: Instead of melting into a pool of acid, a mounted charge, you can choose to use your
your body explodes in a 20-ft. burst that deals 4d6 mount’s Strength score instead of your own for
points of acid damage (Reflex save [DC 10 + 1/2 determining your damage bonus. For example, if
HD + Con modifier] for half ). you are a human fighter with a Strength score of
Bozak: Your exploding bones deal 6d6 dam- 14 mounted on a heavy warhorse (Strength 18),
age in a 20-ft. burst (Reflex save [DC 10 + 1/2 you would deal 1d8+4 damage with your lance
HD + Con modifier] for half ). Any creature fail- instead of 1d8+2 damage. You deal double
ing their save is also knocked prone. damage for using the lance in a charge, as normal.
Sivak: You assume your slayer’s form or burst After you roll your attack and damage, the
into flame, as normal, but draw life energy from lance you use must make a DC 8 Fort save or be
your slayer to do so. Your slayer gains 1 negative shivered into pieces by the tremendous charge.
level per 2 levels or HD you have (Fort save [DC Normal: Lances deal double damage when
10 + 1/2 HD + Con modifier] negates). used in a mounted charge, but you use your own
Aurak: You explode in a blast of magical Strength score to determine the damage bonus.
energy as normal, except you deal 6d6 damage in Lances do not have a chance to break in normal
a 20-ft. burst. In addition, for the next 5 rounds, combat.
you explode again on your turn, each time deto- Special: You must be armed with a heavy
nating in a spot 30 feet in a random direction lance or similar weapon (such as a dragonlance).
from the last spot you exploded. You can use this feat while mounted on a flying
creature, such as a dragon.
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 Chapter Three
Easeful the forest, easeful its mansions perfected Mortals, “new” kinds of magic appeared—sorcery
Where we grow and decay no longer, our trees ever green, and mysticism. In contrast to the power granted
Ripe fruit never falling, streams still and transparent by the gods, sorcery and mysticism rely on the
As glass, as the heart in repose this lasting day. power found in the world and the power found
within the self, respectively. Former clerics and
Beneath these branches the willing surrender movement, wizards turned from the old ways that no longer
The business of birdsong, of love, left on the borders worked to the new magic, trying to regain the
With all of the fevers, the failures of memory. power they once wielded.
Easeful the forest, easeful its mansions perfected. Fifty years after the Chaos War, a strange
storm swept across Ansalon, and with it came a
And light upon light, light as dismissal of darkness, strange fading of both mysticism and sorcery as
Beneath these branches no shade, for shade is forgotten magic seemed to be disappearing once again.
In the warmth of the light and the cool smell of the With the coming of the Army of the One God,
leaves change once more racked Ansalon. When it was
Where we grow and decay; no longer, our trees ever revealed the One God was really Takhisis, who
green. had stolen the world away in the aftermath of
Chaos’s defeat, it was also revealed that she has
Here there is quiet, where music turns in upon silence, been using the souls of the dead to leech away
Here at the world’s imagined edge, where clarity magic to restore her lost power. With her defeat
Completes the senses, at long last where we behold the other deities returned to Krynn, bringing with
Ripe fruit never falling, streams still and transparent. them the magical power of old.
Now, both the old and “new” kinds of magic
Where the tears are dried from our faces, or settle coexist, though whether it will be a peaceful co-
Still as a stream in accomplished countries of peace, existence, or one filled with confrontation, has yet
And the traveler opens, permitting the voyage of light to be recorded in the River of Time.
As air, as the heart in repose this lasting day.
Arcane Magic
Easeful the forest, easeful its mansions perfected Arcane magic is the purview of wizards, from
Where we grow and decay no longer, our trees ever green, those who take the Test of High Sorcery to rene-
Ripe fruit never falling, streams still and transparent gades who disregard the laws set down by the
As glass, as the heart in repose this lasting day. three gods of magic.
—The Song of Wayreth Arcane magic involves the direct manipula-
tion of the forces of creation. These are cata-

 On Krynn, little draws as much awe and


misunderstanding as the use of magic.
From the powers gifted to clerics from their
clysmic forces, as witnessed in the Age of Dreams
when the deities of magic were forced to inter-
cede to save mortals from unleashing powers
deities to the arcane power wielded by wizards, beyond their understanding.
and from the ambient energy of the world used Since arcane magic holds such destructive
by sorcerers to the strange, inner power used by potential, the gods of magic invoked what has
mystics, magic remains one of the driving forces become known as the Curse of the Magi. The
upon Krynn. Curse of the Magi causes spells to fade from a
During different ages of Krynn, different wizard’s memory once they are cast, forces mages
kinds of magic were more prominent. Before to rest from the draining effect magic has upon
the Cataclysm, divine magic and arcane magic one’s health, and requires them to study their
coexisted in relative peace, until the Kingpriest spells over and over again. Without these prohibi-
declared arcane magic anathema to the order of tions, mortals might unleash mass destruction
Good. After the Cataclysm, clerical magic disap- even surpassing that of the Cataclysm itself.
peared when the gods withdrew from the world. In the wake of the Cataclysm, when the other
It was not until the War of the Lance, more than deities withdrew from the world, the three gods
three hundred years later, that divine magic of magic remained. Represented by the three
began reappearing as the people turned to the moons that orbit Krynn, wizards knew with more
deities once more. certainty than any others that the gods had not
After the Chaos War, both arcane and divine truly left, but were merely waiting for the right
magic completely disappeared, since all the gods, time to “return.”
including the three deities of magic, no longer Once Chaos was defeated, the three moons
had contact with the world. In the early Age of disappeared, replaced by a single moon that held
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Magic of Krynn 
only a painful reminder of Solinari’s lambent 3. The world beyond the walls of the towers may
light, Lunitari’s crimson glory, and Nuitari’s sty- bring brother against sister and order against
gian darkness (though Nuitari’ shadow could order, but such is the way of the universe.
only be seen by wizards of the Black Robes).
With the disappearance of the three moons, Outside the towers, a Black Robe and a
arcane magic also disappeared. In the absence, White Robe who found themselves on opposite
many wizards turned to new, untested “primal” sides of a battle would not hesitate to unleash
sorcery, though they resented the loss of power their mightiest spells in an attempt to destroy one
they’d once had. No longer bound by the laws of another. Yet within the towers, these same two
magic set forth by the three deities, sorcerers may be found eagerly trading notes on magical
could wield steel and spell in each hand, but research in perfect harmony. It is this loyalty to
gone were the days of truly powerful magic. Or the magic above all that enabled the Orders of
so many believed. High Sorcery to remain in a world where they
With the revelation of Takhisis as the One have occasionally been considered abominations
God and her eventual defeat, the gods were that needed to be destroyed.
once more able to return to Krynn. Once more, After the disappearance of the three deities
the three deities of magic took their positions in of magic and arcane power, three sorcerers who
the night sky, bringing with them the arcane had begun mastering the “new” form of magic
magic of old. gathered together and held the Last Conclave in
Perhaps former wizards will return to their the Tower of Wayreth. Palin Majere, nephew of
familiar magic. Some may decide to continue fol- the great Raistlin Majere, met with the stranger
lowing the more independent, free-form path of known only as the Master of the Tower and the
sorcery. And perhaps it may be possible to meld enigmatic Shadow Sorcerer. All three agreed to
the two. disband the Orders of High Sorcery and close
the towers, since there was no more High Sor-
High Sorcery cery. Throughout the first decades of the Fifth
In the history of Ansalon, no other organizations Age, without the orders to guide them, wizards
are as highly regarded or as greatly feared as the either turned toward studying the new magic of
Orders of High Sorcery. Formed early in the Age sorcery (at Palin Majere’s Academy of Sorcery)
of Dreams, theirs is a legacy that has existed and mysticism (at the Citadel of Light, estab-
longer than any other organization, including the lished by the powerful mystic Goldmoon, who
Knights of Solamnia. was once a great priestess of Mishakal), or they
The Orders of High Sorcery are comprised turned away from magic completely. In the inter-
of three distinct groups: the White Robes of vening years, many were killed or hunted down.
Good, the Red Robes of Neutrality, and the Black It was truly a dark time for those members of the
Robes of Evil. Divided by alignment, they are once-great Orders of High Sorcery.
bound together by one ideal—a wizard’s only In the wake of the return of the gods, the
loyalty is to magic. magic of true wizards has returned to the world.
When the three gods of magic first formed Three moons shine in the heavens, imbuing those
the orders, wizards were taught the Foundations who follow the arcane paths with a renewed
of Wizardry: sense of purpose. Now, Dalamar the Dark and
Lady Jenna of Palanthas have joined together,
1. All wizards are brothers and sisters in their hoping to return to the Tower of Wayreth—the
order. All orders are brothers and sisters in the center of the Orders of High Sorcery’s power.
power. Meanwhile, small schools have once more opened
2. The places of High Sorcery are held in com- up across Ansalon, beginning to accept new stu-
mon among all orders and no sorcery is to be dents, preparing them for the days when they must
used there in anger against fellow wizards. once more undergo the tests that prove whether or

 Curse of the Magi: Variant Rule  throw against a DC of 10 + the spell’s level after
As a variant rule, to reflect the exhaustion inher- the spell is cast. If he succeeds, he does not suffer
ent in casting the powerful spells of High Sor- any adverse effects from the casting. However, if
cery, you can institute the full effects of the Curse he fails, then he is fatigued. If he fails another
of the Magi. saving throw while fatigued, then he becomes
Effectively, whenever a character casts an exhausted. If he fails a third saving throw, he
arcane spell, he must make a Fortitude saving then falls unconscious.
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not they are ready to become full-fledged Wizards at the level of a mere initiate for the rest of their
of High Sorcery. It is still unclear how the deities days. A small percentage of those students may
of magic and their orders view “primal” sorcery, secretly try to continue their studies, but those
or how they will coexist with those who wield that do risk being branded renegades and hunted
such power. by the orders.
To take the Test of High Sorcery, students
Tutors and Academies must receive an invitation to travel to the Tower
Most of those wishing to join the ranks of the at Wayreth. (Since the tower is inaccessible at the
Orders of High Sorcery begin their training at an present time, students can meet with senior wiz-
early age. Master mages appointed by the Con- ards at temporary gathering places now being
clave are assigned to guide these young minds, established across Ansalon.) Once they arrive at
carefully screening out those unsuitable for wiz- their destination, a trip itself both physically and
ardry and keeping an eye out for those who could spiritually challenging, they are asked to declare
be true prodigies. their chosen allegiance. Students are assigned to a
The teaching of a student only progresses so new master who prepares them for their test. A
far, prompting those who wish further study to few, usually those already possessing some skill in
prepare themselves for their Test of High Sorcery. magic (renegades who have agreed to join the
Some students never progress that far, remaining orders instead of facing execution or special cases,

 Staff of Magius 
The staff of Magius is one of the most infamous is no longer held or carried. This negative level
magic items on Krynn. It is said to have been never results in actual level loss, but it cannot be
created and wielded by the great war-wizard overcome in any way (including restoration
Magius, whose magic was instrumental in aiding spells) while the staff is held or carried.
Huma in defeating the Queen of Darkness. Upon Oddly, the staff of Magius seems to exhibit
Magius’s death, the staff was kept in the Tower different magical abilities for different wielders.
of High Sorcery in Wayreth, until it was handed Some theorize that these are all part of the staff ’s
to the fledgling Red Robe wizard, Raistlin creation, while others believe that the owners
Majere, along with the accompanying dagger of add new powers to the staff. Either way, the
Magius. Raistlin was given the staff after success- wielder of the staff of Magius should never be
fully completing his Test of High Sorcery, some underestimated.
say as a poor compensation for the shattering of Strong (all schools); CL 18th.
his health during the test.
Raistlin Majere wielded the staff for years,  Dagger of Magius 
researching the magic hidden within the won- Little is known of how the dagger of Magius was
drous weapon. After Raistlin’s apparent death, it created. Before Huma’s defeat of the Queen of
laid locked in the Tower of High Sorcery in Darkness, wizards were only allowed to wield
Palanthas until Raistlin’s nephew, Palin Majere, staves, and then only because they were tools of
arrived at the tower to take his own test, when magic as much as weapons. Magius wore all
he then became the bearer of the staff. Palin three colored robes, as well as being considered
wielded the staff until the end of the Chaos War, a renegade, so he may have created the dagger
after which it mysteriously disappeared and has outside the Towers of High Sorcery while he
not been seen in Krynn since. was a renegade.
This +2 quarterstaff provides a +3 deflection Along with the staff of Magius, Raistlin was
bonus to AC to the person who carries it. Once given the dagger of Magius at the completion of
per day it can cast feather fall (on the bearer his Test of High Sorcery. Unlike the staff, how-
only) and daylight (upon the staff only) by com- ever, Raistlin was unaware of the dagger’s his-
mand. The bearer of the staff can dismiss the tory until he discovered, quite by accident, its
daylight with another command word. property of remaining undetectable when his
The bearer of the staff of Magius can cast up other gear was taken from him.
to three spells per day that are enlarged as What happened to the dagger after Raist-
though using the Enlarge Spell feat. These spells lin’s apparent death is as great a mystery as the
must be of the following type: spells that create current location of the staff of Magius.
light, spells that manipulate air, or spells that This +3 dagger is made of magically hard-
affect minds. ened silver. It cannot be detected by magical or
The staff bestows one negative level on any mundane searches when carried by a mage.
creature that touches it that is not an arcane Moderate abjuration and evocation; CL 9th;
spellcaster. The negative level remains as long as Craft Magic Arms and Armor, invisibility, nonde-
the staff is held or carried and disappears when it tection; Price 28,300 gp.
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such as Raistlin Majere) are allowed to immedi- The Grove of Daltigoth was enchanted to
ately take their test. cause any living being who entered the grove
Not all students of magic are lucky enough to fall into a deep slumber. Slumbering indi-
to attend a special academy of magic. Stu- viduals were then transported either into
dents who discover magic on their own the tower or out of the forest, depending
(particularly if they live in a culture where on the individual’s purpose for entering
magic is not held in high regard, such as in the tower. The grove was destroyed with
Solamnia during the Age of Despair), the tower.
never really understand what they are The Grove of Istar was enchanted to
studying. Specially trained Wizards of cause people to forget, temporarily eras-
High Sorcery wander Ansalon, usually ing the short-term memory of anyone
incognito, looking for such lost students. If who entered the grove. The effect lasted
the nascent wizards show an aptitude for until the person left the forest. The grove
magic and the potential to live up to the was destroyed with the tower.
rigors of the art, then they are provided a The Grove of Goodlund, which be-
way to travel to Wayreth, though the trail came known as the Ruins after it was
is very rarely easy. If the lost students show destroyed by the orders, was said to
the aptitude but not the dedication, they inspire intense passions—hatred, love,
are “gently” discouraged. vengeance, desire, and so on. The passion
varied from one individual to the next
Towers of High Sorcery and was said to be nearly impossible to
Originally, there were plans for seven resist for long. The grove was destroyed
Towers of High Sorcery, since there were with the tower.
seven locations across Ansalon where it was The Grove of Palanthas, known as
believed that magic gathered. Five towers Shoikan Grove, inspired intense fear.
were built; the dwarves of Thorbardin Once the tower was cursed, the Grove’s
thwarted an attempt to build a tower near fear took a darker edge, inspiring an
their home. absolute terror that makes even kender
Each of the five chosen sites had nervous. It is also haunted by undead that
incredible magical properties and stood in act as the grove’s guardians, making any
wilderness areas, far from centers of civiliza- trip through the grove a true ordeal. The
tion. Three of the sites, however, eventually grove remains in Palanthas even after the
proved to be ideal locations for settlements. tower’s disappearance. It is said undead still
Over the centuries, the cities of Daltigoth, haunt the grove, though no one has seen
Istar, and Palanthas were built around these them—only heard their terrifying sounds.
towers. Only the Towers of Wayreth and The Grove of Wayreth was always meant
Goodlund remained in areas of isolation. to be the seat of the Conclave and is therefore
Each tower had a magical grove imbued the most powerful of the groves.
with magical properties to act as the first line Staff of Magius The grove creates an interdi-
of defense. The groves provided defense for mensional field, allowing the
the orders during the decades it took to build tower and a 10-mile radius around the tower to
each tower. transport itself anywhere within 500 miles of the

 The Nightjewel 
A token bequeathed to those the Master of the to pass through the trees. Undead may still
Tower of Palanthas deemed worthy of entering attack the nightjewel wielder, though the gem
the tower, the nightjewel is a minor artifact with a provides some defense against them as well. If
unique purpose—to aid any who wish to pass presented and touched to one of the undead, the
through the terrifying Shoikan Grove. wielder may attempt to rebuke the undead crea-
Black and unlovely to look at, the nightjewel ture as if he were an evil cleric of his total char-
resembles nothing more than a lump of coal that acter level.
feels oddly cold to the touch. When held within The nightjewel provides protection in a 10-
the grove, it begins to shine with an eerie pale foot radius, as long as it is held high. However,
light only visible to undead. The user must be if any weapon is drawn or spell is cast, whether
bareheaded, allowing the unseen illumination to it is in defense or to attack, the magic of the
shine upon his face and in his eyes. nightjewel no longer offers its protection, leav-
The nightjewel does alleviate some, but not ing the holder at the not-so-tender mercies of
all, of the magical effects of the grove, so the Shoikan Grove.
wielder must still summon up his or her courage Strong abjuration; CL 17th.
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tower’s construction site. The area indicated on believe she is someone else. With magic involved
maps (see Chapter 5) indicates the construction in the tests, anything is possible.
site, not the tower’s actual location, which can Sometimes, those attempting the test are
vary from one moment to the next. No group allowed to bring companions with them—though
has been able to successfully locate and claim the orders do not guarantee the health or survival
the tower after the War of Souls, though many of those companions.
wizards restored to power wish to re-form the
Orders of High Sorcery. Renegade Wizards
When the gods of magic created the Orders of
Test of High Sorcery High Sorcery, they did so to preserve the balance
The Orders of High Sorcery established the Test of magic in the world. Those who did not or
of High Sorcery for several reasons: to test an would not follow the laws of magic were to be
individual’s magical potential, to screen out those considered renegades.
who were not serious about their magic, and most A renegade wizard is any wizard who exists
important, to learn how the potential wizard outside the Orders of High Sorcery, and whose
would use magic in the future. Each test is differ- usage of magic is considered a threat to the bal-
ent, specifically tailored to the individual’s ance as well as a threat to the fragile image of
strengths, weaknesses, and needs. If the applicant Wizards of High Sorcery. A renegade wizard
successfully passes her test, the new wizard has whose magic is terrorizing a small village is still a
literally pledged to make magic her life and to wizard to the villagers, no matter what kind of
abide by the strictures of the Conclave. robes he wears.
Those who undergo the test are often Mere initiates, those who are deemed not
marked by their success. Sometimes, the change strong enough to take the Test of High Sorcery,
is physical—such as Raistlin Majere’s shattered are not considered a true threat. Those wizards
health, gold-hued skin, and hourglass eyes, or whose hunger for power drives them to use
former Head of the Red Robes Justinius’s partially magic without regard for the strictures of magic,
crippled leg. Other times, the change is mental—a or those who betrayed the Orders of High Sor-
haunting dream of what may come or an aversion cery, are dubbed true renegades.
to something specific that appeared in the test. It is the duty of the orders to hunt down
Regardless, the change is meant as a constant renegades and neutralize the threat they repre-
reminder to the wizard: magic is life, life is magic, sent. Wizards of the White Robes try to hunt
and if you deny one you lose the other. down and capture the renegade to bring him
Every test, though unique to the individual before the Conclave, preferably without hurting
applicant, has several key elements in common. the renegade too much. Should they fail, they
The test must be rigorous; failure means death. report the renegade to the nearest tower or gath-
Every test must be comprised of at least three ering place, while trying to keep a close watch on
challenges that test the wizard’s knowledge and the renegade’s actions. White Robes only try to
usage of magic. Every spell the wizard knows destroy the renegade as a last resort, if he repre-
will be called into play. The test must include at sents a serious threat to the balance or is a threat
least three tasks or perils that cannot be solved to the lives of others.
through magic alone, and at least one confronta- Red Robe wizards try to capture the rene-
tion with an individual the wizard considers a gade and bring him before the Conclave, if pos-
friend, companion, or ally. Finally, the wizard sible. If not, the Red Robes do whatever is in
must face at least one enemy who is more power- their power to destroy the renegade. Balance
ful than she. must be maintained.
More often than not, challenges within the Black Robe wizards try to convince the
test combine several of these key elements, such renegade to join the Black Robes, hoping to add
as causing a known friend to be viewed as an a new member to their ranks. If the renegade
enemy whose magical skill surpasses that of demurs, the Black Robes destroy him without
the mage, forcing the wizard to rely on her wits hesitation.
to survive. Unless the renegade has performed serious
The tests themselves are highly magical. crimes of magic, the renegade is given the option
Some may actually take place in another loca- of taking the Test of High Sorcery and joining the
tion, or even another time. Part of dark elf Dala- ranks of the orders. Those who agree are allowed
mar’s test placed him in a situation where he had to take the test and join the appropriate order as
to choose between the sanctity of the test or the their alignment dictates. A renegade who refuses
whims of his “master,” all while the Cataclysm is imprisoned or dealt with appropriately. He is
was occurring in Istar. The tests can also occur rarely ever seen again.
solely within the applicant’s mind, making her
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The Moons of Magic begins with a Night of the Eye, while a roll of 18
When the other deities took their positions in puts Nuitari waxing, Lunitari waning, and Solinari
the celestial sky, the three gods of magic chose at Low Sanction. Each day thereafter, move each
to take a position much closer to the world, marker one space counter-clockwise on its
embodied by the three moons that orbit about respective track.
Krynn. Each of the three Orders of High Sor- If you don’t wish to track the position of the
cery receives its powers from one of the moons moons on a day-to-day basis, simply generate a
of magic. position for the moons each time it matters. Use
Wizards of the White Robes receive their the method described above to generate a start-
magic from the silver moon, Solinari, whose soft ing position, then move each marker 0–9
radiance is honored in their white robes. Red (1d10–1) spaces counterclockwise to determine
Robes are empowered by Lunitari, the red their current position. This approach sacrifices
moon, while Black Robes receive energy from strict realism for an easier play experience.
Nuitari, the mysterious black moon that only The moons’ effects on magic mean that
they can see. Wizards of High Sorcery have a distinct game
The position and aspects of each order’s moon advantage about one-quarter of the time and a
have an effect upon the order’s magic. In addition, distinct game disadvantage another one-quarter
when the moons come into alignment, the magic of the time. It is perhaps in the nature of players
of each order is enhanced. See High Sorcery in that they are more likely to remember the quar-
Chapter 2 for details about moon effects. ter of the time the moons work in their favor
A genuine conjunction of all three moons is than the quarter of the time the moons work
rare, occurring about three times every year and a against them. It may be easiest to let the player
half—twice when the moons are slim crescents of a wizard character track the moon positions,
and once when they are full (known as the Night but it is important for the DM to ensure that
of the Eye, though it actually lasts two nights). By players don’t abuse this system, reaping the ben-
contrast, conjunctions of only two moons are efits of their reliance on the moons while ignor-
quite common: Nuitari is in conjunction with one ing the drawbacks.
of the other two moons about one day in every
four, thanks to its hasty path around its orbit. It Primal Sorcery
meets Lunitari about once every eleven to twelve (“Wild Magic”)
days and Solinari about once every ten to eleven Primal sorcery is the magic rediscovered in the
days. Most often the conjunction lasts for only wake of the Chaos War. Many consider it a new
one night, but it sometimes stretches out to two. magic, but it is actually the oldest kind of
Lunitari and Solinari come into conjunction with magic—the magic of manipulating the natural
each other only about every four and a half energies imbuing the world, energies that were
months, but their conjunctions last for seven or heightened with the passage of the Graygem
eight days in a row. across Krynn.
On certain days, Nuitari enters conjunction Unlike High Sorcery, primal sorcery is more
with one moon in the morning and the other difficult to harness and seems much less powerful,
moon at night, while Lunitari and Solinari are not particularly to those who were used to the “old”
in conjunction with each other. During these magic, and therefore primal sorcery is often
“false conjunctions,” wizards of all three orders referred to as “wild magic.” What primal sorcery
gain the benefit of their moon being in conjunc- lacks in strength, however, it makes up for in
tion, but not the extra benefit of all three moons terms of flexibility—sorcerers are not as con-
being in conjunction. strained by the Curse of the Magi. Though using
sorcery can be just as physically and mentally
Calculating Positions of the Moons taxing, its practitioners are known for their ability
There are two approaches to tracking the posi- to seemingly create new spell effects and to
tion of Krynn’s moons in your campaign. If you manipulate existing magic.
keep careful track of the passage of time, you Though it took a few years to master, Palin
might want to use the Moon Chart to track Majere, the Shadow Sorcerer, and the Master of
each moon’s location on a daily basis. If not, the Tower came to be acknowledged as the
you can roll a new moon position whenever it greatest minds in Ansalon when it came to har-
becomes important. nessing and manipulating primal sorceries.
To find the starting position of the moons, roll When they formed the Last Conclave and dis-
1d20 and place a marker for each moon on the banded the existing Orders of High Sorcery, it
corresponding space on the Moon Chart. (Roll marked the beginning of a new era in magic and
only 1d20, not one die for each moon.) A roll of the final chapter on the “old ways” of magic. Or
20, for example, indicates that the campaign so they believed.
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MOON TRACKING CHART

10 20
3 10 20
13 9 17
19 3 7, 19, 11 7
1, 1 20
6 waning4 waxing4
1
Gibbous4 full Gibbous
8 14

6, 1
14

4
16 High Sanction
2, 8,

2, 18
18 last4 first4 12 4
quarter quarter

7 Waning Waxing 2
5

17 waning% waxing4 5, 11 13
9
9, 1

Crescent Crescent
Low Sanction
11
19 new 3
6 4, 1 1
3, 16 0, 17
2 16 14
12 4 18
5 15 8
5 15

Solinari: Period of 36 standard days with 9 days per quarter


Lunitari: Period of 28 standard days with 7 days per quarter
Nuitari: Period of 8 standard days with 2 days per quarter
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More than a year before the War of Souls, like they stole the secrets of mysticism from
the dragon Beryllinthranox sent her minions to Goldmoon’s Citadel of Light in Schallsea.
attack the Academy of Sorcery in Solace, raid-
ing the Academy for precious magic items to Academy of Sorcery
bolster her fading powers. Unfortunately, Less than three years after the meeting of the
during the attack, the Academy was destroyed Last Conclave, the Academy of Sorcery was
in an explosion that many attributed to the raised atop a plateau with the aid of skilled
dragon’s forces, although the explosion took application of sorcery and engineering. From the
out many of her strongest dragons. Since that edge of the plateau, one could see the great val-
time, many sorcerers have gone into hiding, lenwood forest nestled against the shores of
afraid that they would be targeted next for Crystalmir Lake, and occasionally spot smoke
what little powers they had remaining. Follow- from cookfires rising from the city of Solace,
ing the War of Souls, sorcery has returned to its hidden among the trees.
former strength, no longer being stolen by the Built of brick and sandstone, the Academy
spirits of the dead. However, with the return of was carved with ornate reliefs on every available
sorcery, there also came the return of the surface depicting the history of magic in Ansalon.
deities of magic, who believe that primal sor- The Academy was designed to evoke the same
cery is too chaotic for mortals to control. Except majesty of the Towers of High Sorcery, yet made
for the Knights of the Thorn, the mysterious it clear that it was representative of a different
gray-robed sorcerers, there is no more unity way of doing things.
among sorcerers, which may leave them vulner- At the Academy, there were no formal “stu-
able to persecution. dents” and “instructors.” Everyone, including
The path the future of both primal sorcery Palin himself, considered themselves students of
and High Sorcery has yet to be determined. Will primal sorcery. Every student was responsible
they coexist in peace or will practitioners of the for sharing his knowledge with others, so the
two arts find themselves on opposite sides? members of the Academy spent as much time as
mentors as they did as pupils.
Tutors and Academies Within its first two years, the Academy had
Unlike the Orders of High Sorcery, there are few gained a membership of more than two hun-
established academies where primal sorcerers can dred sorcerers and was still growing. However,
train. Instead, sorcerers are usually left to forge with Beryllinthranox’s attack and subsequent
their own paths and either teach themselves or destruction of the Academy, the students who
find a master willing to train them. were not killed in the attack were scattered to
Those organizations with an established the wind.
academy for teaching sorcery are extremely
selective in who they teach. The gray-robed Divine Magic
Thorn Knights only teach those who have been The ability to rebuke or command the spirits of
accepted to the ranks of the Knights of Neraka, the dead, the ability to cure wounds, even the
while the Master of the Tower only instructed ability to bring the dead back to life—these powers
those who undergo a Test of Sorcery (similar in are granted to mortals who call upon the gods
design to the Test of High Sorcery, but with the with intense faith. These powers lie within the
more limited abilities of a primal sorcerer in realm of divine magic.
mind). Palin Majere’s Academy of Sorcery was Divine magic differs from arcane magic as
open to any willing to abide by the understanding widely as primal sorcery differs from mysticism.
that studying primal sorcery is very different from The ability to cast divine magic relies upon the
the old ways of High Sorcery. caster’s faith and dedication to a single deity
The Knights of Takhisis established their above all others. In return for their devotees’
own harsh regimen for teaching their gray-robed faith and dedication, the gods give these
wizards (who had never followed the laws of chosen mortals abilities possessed by no others
magic and were considered renegades by the in Ansalon.
Orders of High Sorcery) the new art. Stealing There are periods in Ansalon’s history
knowledge from both the Academy of Sorcery when faith in the deities has waxed and waned,
and from the Citadel of Light, the gray robes usually at one extreme or another. None could
sought to regain their lost glory. doubt the Kingpriest’s faith in his beliefs,
During its short time, the Academy of Sorcery though his interpretations were definitely sus-
was perhaps the greatest single center for teaching pect. The height of Istar was the height of
and learning the new arts of primal sorcery. It was deism, quickly followed by the Cataclysm.
here that covert agents from the Knights of People blamed the gods for the Cataclysm, turn-
Takhisis stole the secrets of primal sorcery, just ing away from worship and instead blaming the
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deities for abandoning them in their time of under a single banner, the One God’s name was
need. For more than three hundred years, no revealed—Takhisis, the Dark Queen.
cleric walked on Ansalon. The coming of the War Some people, left bereft by the perceived
of the Lance also signaled the return of faith— abandonment of the gods, found themselves turn-
particularly in the worship of Takhisis the Dark ing to a deity they knew was evil, yet who prom-
Queen and Mishakal the Healer, who acted to ised to fill that emptiness within them. “One God
counter the clerics of the Dark Queen. is better than no gods at all” was an oft-repeated
From the plains came a young woman bear- justification for turning to worship Takhisis. Cler-
ing the blue crystal staff that enabled her to heal ics of Takhisis once more began to reappear
all but fatal wounds—a power that had not been throughout Ansalon.
seen since before the Cataclysm. This woman, Even the best-laid plans of deities can some-
Goldmoon, became the chosen prophet and times go horribly wrong, however. At the moment
priestess of the goddess Mishakal. With the help Takhisis’s triumph seemed paramount, when she
of friends and companions, she was able to find would transfer her essence into the shell she had
the disks of Mishakal, platinum disks inscribed prepared, a strange elf appeared to bar her way.
with the teachings of the gods of Good. With Somehow, the other gods had found the world
these disks, faith in the deities was restored, Takhisis had stolen away following the defeat of
their worship once more established and allowed Chaos. Now, however, the other deities returned
to thrive. and demanded justice. They stripped Takhisis of
After Chaos was defeated and the Chaos War her immortality.
ended, the gods apparently removed themselves Balance had to be maintained, however. In
completely from involvement with mortals, the stripping Takhisis of her godhood, so too did
result of a bargain with Chaos. In the decades that Paladine need to sacrifice his own. In the shock
followed, with the arrival of the dragon overlords of her defeat and the discovery of her new mor-
and the dragon purges, people questioned why tality, Takhisis meant to attack and slaughter her
the deities had abandoned them, particularly chosen prophet, believing Mina to be the archi-
since they had not “been back” for more than a tect of her defeat. Blinded by love for Mina, the
few decades between the War of the Lance and young and foolish elf Silvanoshei threw himself
the Chaos War. between the former goddess and her prey, using
Again, it was Goldmoon who discovered the broken shaft of a dragonlance to kill the god-
new magic to substitute for the absence of dess, forever riding the world of the once-majes-
divine magic. From deep within herself, she tic and terrible Dark Queen.
was able to call upon the power of her heart Stricken by the loss of her beloved goddess,
and soul to perform “miracles” once again. Mina killed Silvanoshei, then gathered Takhisis
Though she established the Citadel of Light to into her arms, vowing vengeance upon the now-
teach the new power of mysticism, Goldmoon mortal Paladine. Walking proudly and defiantly,
never lost her faith in Mishakal, even going so the former chosen prophet of Takhisis disap-
far to ensure that teachings of the gods went peared into the night with her dead goddess in
hand-in-hand with the teachings of mysticism. her arms.
Yet the deities still did not answer their follow- With the War of Souls over, the people of
ers’ prayers, leaving a void they had once filled Ansalon are once more forced to reevaluate their
with warmth. dealings with the gods. Should they again trust in
Into this void came a young woman named deities that they believe abandoned them in their
Mina. Charismatic and commanding, this young hours of greatest need (even if that belief is based
woman seemed touched by a higher power, a on false perceptions)? Do former clerics pick up
power she referred to only as the One God. In where they had left off? Do they still have their
the One God’s name, Mina built an army whose faith? What about the new magic of mysticism?
loyalty to her was absolute. Armed with loyal The power from within replaced the power from
soldiers, able to summon forth the spirits of the the gods in the past few years, and one may not
dead and perform true miracles beyond the be able to coexist with the other, though the dif-
powers of mysticism, Mina and the Army of ferences in philosophies are probably more easily
the One God swept across Ansalon in a holy reconciled than the differences between primal
crusade to bring the entire continent under the sorcery and High Sorcery.
teachings of her deity.
The power of the One God seemed undefeat- Holy Orders of the Stars
able. Nothing, not even the might of the dragon The Holy Orders of the Stars are the organized
overlords, could stand against the One God’s faiths of the sixteen remaining deities (not includ-
chosen prophet. In Sanction, when it seemed that ing the three gods of magic, whose followers are
the crusade would successfully unite Ansalon the wizards of the Orders of High Sorcery).
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 Changing Focus  When a character’s previous spellcasting


The Chaos War ushered into being a new era of class levels change to his new one, the following
changes across Krynn, not the least of which was changes occur depending on whether the shift is
the loss of magic with the departure of the gods. between wizard and sorcerer, or cleric and
Wizards and clerics, out of touch with the divine mystic. The biggest changes occur in the charac-
patrons who give their spells substance, desper- ter’s spell progression and spells known.
ately searched for new magic. With the suffusion
of the energies of Chaos into the world, this new Cleric/mystic: Hit points, saving throws, skills,
magic became available over time, and thus sor- feats, and weapon proficiencies remain the same.
cery and mysticism replaced wizardry and cleri- If changing to mystic, lose access to one domain
cal power. As the War of Souls ultimately revealed, and granted power, all cleric class features
however, the deities had not truly left—Krynn had (including turn/rebuke undead, unless the
been hidden from their immortal eyes by Takhi- mystic’s domain is Sun or Necromancy) and
sis. By the end of the War, the gods had restored spellcasting progression. Choose known spells
their power to Krynn’s faithful. All four forms of from the cleric list. If changing to cleric, choose
magic now coexist for the first time. two domains from the deity’s list to replace the
Making a change to a new and different form mystic domain, and gain all appropriate class
of magic is a life-changing experience for any features of a cleric of that new level.
spellcaster. Many former clerics and wizards,
given enough time and practice (and through the Sorcerer/wizard: Hit points, familiar, saving
discoveries of others), learned to attune them- throws, skills, and weapon proficiencies remain
selves to mysticism and sorcery. These optional the same. If changing to sorcerer, lose access to
rules allow the Dungeon Master to represent this bonus wizard feats, wizard spellcasting progres-
change (and its reverse) in her D RAGONLANCE sion, and choose an appropriate number of
campaign. Known as an epiphany, a change from known spells from the wizard spellbook. Gain
one kind of divine or arcane magic to another is access to all simple weapon proficiencies. Note
a significant commitment, not undertaken lightly. new spell progression and bonus spells as deter-
Each has lasting consequences. mined by Charisma. If changing to wizard, select
The Dungeon Master should first determine bonus feats as determined by wizard level, and
and agree upon in conference with the player the add sorcerer spells known to the wizard’s spell-
exact circumstances surrounding the epiphany. book. Note changes in spell progression and
Goldmoon saving the life of Jasper in 8 SC and bonus spells as determined by Intelligence. Sor-
Palin grasping the secrets of sorcery with the assis- cerers who change to wizards are required to
tance of the Shadow Sorcerer both represent piv- abide by the strictures of the Orders of High Sor-
otal turning points in those character’s lives. Fol- cery or risk a future as renegades.
lowing the War of Souls, a former mystic who
dedicates his life to one of the deities may experi- Prestige classes: If the character has a prestige
ence an epiphany and become a cleric, or a sor- class that provides additional effective spell-
cerer from the former Academy of Sorcery may caster levels or spells known, these levels now
decide to take the Test of High Sorcery and experi- add to the new class spell progression and not
ence the soulforge that shapes every wizard. Each the old one. If the new class fails to meet the
moment of truth or faith demands its own story. prestige class requirements, all prestige class
Next, the character in question must stop features and abilities are lost until these require-
advancing in his current spellcasting class once he ments can be met. In the special case of the
has earned enough experience to advance a level. Wizard of High Sorcery prestige class, the DM
Instead, he takes a level in the class to which he may allow the character to exchange these
wishes to change. From this point on, he acquires levels to sorcerer levels, with an associated loss
a –20% penalty to earned XP until he earns of special abilities.
enough to advance again. When he does, all of the
levels in the previous spellcasting class change to Rangers, druids, and bards: Some DMs may
levels in his new one. For example, Trapian is a wish to allow players of one of these spellcasting
10th-level wizard who wishes to become a sor- classes to experience an epiphany. This is not
cerer. He must take a level in sorcerer next time he recommended, although on a case by case basis
advances. Throughout that level, he casts spells as the DM may decide that she will allow a druid
a 1st-level sorcerer and earns –20% XP. When he player character to exchange his druid levels for
takes his second level in sorcerer, his ten levels in mystic levels, or allow a ranger player to cast
wizard change to sorcerer. Trapian becomes a spells spontaneously (instead of preparing them).
12th-level sorcerer and the experience point In general, however, these changes may upset
penalty no longer applies. game balance and should be handled carefully.
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Each of the sixteen deities has their own approach a priest in good standing with the deity
order, each with separate duties, functions, ritu- and give her reasons for wishing to become a
als, and beliefs. Typically though, the sixteen cleric. Some faiths, and gods, test the applicant
faiths (and even the three Orders of High Sor- with a Trial of Faith—a mission, an inquest, or
cery) are divided along the families of the deities— simply an expression of their true faith. While an
the gods of Light, the gods of Balance, and the applicant seeking to become a cleric of Mishakal
gods of Darkness. may only have to display charity and concern
The orders of the deities of Light are dedi- for those who are injured, an applicant seeking
cated to the preservation of life, protecting and to become a priest of Sargonnas may have to
promoting the welfare of all, encouraging people avenge herself upon an old foe and prove victori-
to uphold all that is embodied by the principals ous in battle.
of Good. If the applicant proves worthy, she is given a
The orders of the deities of Balance attempt medallion of faith, which marks the applicant as an
to maintain equilibrium in the world, a balance acolyte and a servant of the chosen god. All cler-
between Good and Evil. They view clerics of ics wear the medallion of faith, which serves as
Light as idealistic and impractical, while clerics of both a physical reminder of the pact between the
Darkness are treacherous and destructive. Clerics cleric and their deity, as well as the focus for their
of Neutrality, however, ally with either side when divine magic. The medallions of faith, while dis-
they must, to maintain the Balance. During the tinctly magical in nature, are not true magic
later days of the War of the Lance they supported items. There is no way for someone to construct
the clerics of Light, while during the Chaos War one. Instead, medallions of faith are created from
they supported the clerics of Darkness. Regard- other medallions of faith when a worthy applicant
less, they never fight for Good or Evil—they fight is selected.
against both if they feel that the free will of the The gods grant their clerics with divine
people is at stake. powers, from spells of divine magic to the ability
The orders of the deities of Evil seek domi- to either rebuke or command undead. Some fol-
nation, both within their own orders and in the lowers devote themselves to special organizations
world at large. Clerics of Darkness feel they are within the faith, such as the Healing Hands of
unrestrained by any ethical concerns, using cun- Mishakal, who travel far and wide to provide
ning and guile to amass riches, power, and fur- healing for any who require it, or the Bloody
ther the cause of Evil. These priests are not Blades of Sargonnas, who avenge slights against
stupid, and do not engage in wanton destruction priests of that order. These clerics often display
(well, not usually). Some clerics of Darkness abilities that aid them in their endeavors, special
actually have a particular code of ethics, which gifts from the deities.
they follow to the letter—such as among the cler- From their chosen clerics, the gods demand
ical Knights of the Skull, who view laws as tools compliance with the precepts of their religion.
for control and war. Those clerics who sin against these precepts are
The gods have returned to a world far differ- in danger of becoming one of the fallen, clerics
ent from the one that was stolen from them. who have lost the grace of their deities.
People have lost faith in their bitterness over the
apparent fickleness of the deities. For their part, Temples, Shrines, and Churches
the gods realize that they have to heal the Most major cities have at least one shrine honor-
damage done to the people’s spirits by the depre- ing every god, for it is often better to placate the
dations of both the dragon overlords and by evil gods than to ignore them. Even in the early
Takhisis. More than every before, they are reach- Age of Despair, when it was believed the deities
ing out to mortals, seeking to draw followers back had abandoned the people, these shrines were
into their embrace to reassure the world that they still maintained.
have returned and are here to stay. Slowly, the During the Age of Might, a city was built to
deities are rebuilding the ranks of their petitioners provide equal honor to all the gods and named
and priesthood. Some are reopening their old in honor of the legendary location, Godshome.
temples and shrines, while others are building In the city of Godshome, entire districts were
new ones. Regardless, both gods and mortals built for each of the deities, except for the three
must travel a long road of reconciliation in the gods of magic who required no such districts,
years to come. and for the three nature gods Chislev, Habbakuk,
and Zeboim, who preferred their worshipers
Becoming a Cleric seek them out in the wilds. With the rise of the
Anyone who wishes to become a cleric must first Kingpriests, however, the city of Godshome fell
find within herself a deep, abiding faith in one of into disfavor, its people left to fend for them-
the true deities. The hopeful supplicant must then selves against growing corruption and banditry
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by those greedy for the holy relics said to lie Demon cults, snake cults, and even dragon cults
within the city. Oddly, the inhabitants of the have risen and fallen, as their heathen priests
entire city vanished just prior to the Cataclysm, either lose control of their followers or they are
leaving a ghost city behind. Many believe that tried for heresy. During the Age of Despair,
the deities took the people of the city on the before the return of the true deities, the Orders of
Night of Doom, when all clerics whose faith High Sorcery were often instrumental in uncover-
was pure and true disappeared from the world. ing and breaking up these cults.
To this day, the abandoned city lies in ruins,
said to be haunted by those who died searching Mysticism
for the missing faithful. Unlike primal sorcery, which is a rediscovery of
Other locations across the world are con- an ancient magic, mysticism is something far
sidered sacred to one deity or another. Gold- more recent, coming into its own during the Fifth
moon built her Citadel of Light in Schallsea at Age. While in the past people may have displayed
one such location, where the Silver Stairs were characteristics of mysticism, such as the lost elven
said to once lead directly to the heavens where ability of telepathy or the precognitive dreams of
one could communicate with the gods of Light. Raistlin’s mother Rosamund, its abilities and lim-
Takhisis’s grand temple was raised in Neraka, itations were never explored until its full discov-
signaling the location of her return to the world ery by Goldmoon.
during the War of the Lance. Even after the Where sorcery enables an individual to
temple’s destruction, the city remained sacred manipulate the elemental forces of creation,
to the Dark Queen. mysticism enables its wielders to draw upon the
powers of life itself, strengthened by an individ-
Fallen Clerics and Heathen Priests ual’s heart and soul. Of the two forms of magic,
When a cleric first violates the tenets of his faith, many consider mysticism to be more natural
he is given a warning. The cleric receives 1d4 and nurturing, while primal sorcery is forceful
negative levels (which cannot be restored and cold. Those who use mysticism often
through any means, short of the direct interven- describe a warmth that spreads through their
tion of a god) until he performs an appropriate very being, not dissimilar to the feeling experi-
atonement for his transgression. If he successfully enced by those who draw upon divine magic—
atones, the levels are restored. If he continues to though the experience of mysticism can be
transgress, or he transgresses again, then he merely a pale shadow of the exultation of chan-
becomes one of the fallen. Instantly, he is stripped neling the divine.
of all his spells and class features and cannot gain Like primal sorcerers, mysticism was also
levels as a cleric of that deity until he atones (this affected by the strange loss of magic that seemed
time, only a major quest will alleviate the punish- to herald the arrival of the Army of the One God.
ment). Fallen clerics are equivalent to renegades Even those with knowledge of the spirit world
from the Orders of High Sorcery, though not as were unable to explain what was happening to
rigorously hunted by the members of their the restless spirits of the dead, or to discover why
former clergy. these spirits were stealing away magic and what
Sometimes, a cleric will convert from the they were doing with it.
worship of one god to the worship of another. With the return of the gods after the War of
Some fall from goodness into depravity and evil, Souls, those who embraced mysticism may find
while others see the light and turn away from a themselves torn between following the deities as
life of despair. Regardless, a cleric who changes true clerics or remaining true to mysticism.
faiths must first suffer the full effects of having his Although the mystics at the Citadel of Light were
powers stripped away. For one month, he must taught the ways of the old gods, as handed down
prove himself true to the new god he seeks to to Goldmoon on the disks of Mishakal, it was
follow. If after that month, his faith is true, then quickly discovered that one could not be both a
he is given a new medallion of faith and his full mystic and a true cleric, for one requires an inner
abilities are restored. At the DM’s option, he may faith in one’s self and the other requires absolute
also be required to undertake a geas/quest for his faith in a deity. Yet, the relationship between mys-
new deity. He is now a cleric of his new god and tics and true clerics is much more cordial than
bound by those tenets, just as he was once bound that between the primal sorcerers and the Orders
to the tenets of his former deity. of High Sorcery, at least on the surface.
Heathen priests are those who worship false
gods. They are not true clerics, though with pres- Mentors and Schools
tidigitation, primal sorcery, or mysticism, it can Mysticism seems to be more easily accessible
sometimes seem that they are capable of per- than primal sorcery, particularly to people who
forming “miracles” in the name of their god. already possessed a strong sense of identity or a
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strong faith. Even clerics of the true


deities were able to bring their faith into
alignment with Goldmoon’s teachings.
The primary center for learning of
mysticism is the Citadel of Light in
Schallsea. Goldmoon’s discovery of the
new magic, combined with her history
as the chosen prophet of Mishakal and
her role in the War of the Lance,
established a reputation known across
Ansalon, drawing students to her
school from across the continent.
Goldmoon’s missionaries were sent to
offer both instruction and aid to vari-
ous kingdoms and cities, and thereby
spread her message.
Aspirants to the Citadel are sub-
jected to two tests when they apply for
training. First, mystics interview the
applicants, using their abilities to weed
out any who have a tendency toward
evil. Second, the aspirant must traverse
the hedge maze and climb the Silver
Stair, a journey of self-discovery. Beryl-
linthranox’s attack razed the hedge
maze, though mystics with the Plant
domain have worked hard to restore the
maze to its former glory.
Once an aspirant is accepted, her
natural aptitudes are tested to see
where her true talents lie. Once deter-
mined, training begins in earnest. Once
the aspirant proves adept at handling
one sphere of mysticism, she is again
sent to pass through the hedge maze
and climb the Silver Stair. If the mystic
fails to confront and defeat her fears or
refuses to climb the Stairs, she may
advance no further in rank. Many return
changed from their second experience,
usually for the better, though it is not
unheard of for mystics to fail and in fail-
ing lose their sanity.
The only other major organization
of mystic training lies with the Skull
Knights of the Knights of Neraka. When
secret agents of the Skull Knights stole
the secrets of mysticism, they returned
to their order and used their newfound
knowledge to increase their position as
the “spiritual leaders” of the dark knight-
hood. Sometimes, the agents were
unaware of their own true objectives,
innocently passing along the teachings
to the Dark Knights. Other times, agents
armed with subtle magic remaining
from the Fourth Age infiltrated the
Citadel personally, hiding their true
natures to gain this new power. The Silver Stair

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Aspirant Skull Knights must have first proven the Cataclysm, clerics were no longer able to per-
themselves after a period as a squire of the Lily. form magic, though wizards were still capable of
Typically, after a year, the aspirant must undergo casting arcane spells. When all the gods (includ-
the Test of Takhisis. Not dissimilar to the Test of ing the three deities of magic) disappeared after
High Sorcery, the aspirant must prove himself the Chaos War, neither divine or arcane magic
capable of upholding the three “virtues”—Vision, worked, forcing people to find alternates forms of
Order, and Obedience. If the aspirant survives the magic and prompting the discovery of primal sor-
test and he shows an aptitude for mysticism, then cery and mysticism.
he is apprenticed to an experienced Skull Knight Only the three gods of magic are capable of
and his training begins in earnest. granting mortals the ability to use High Sor-
There are mystics who have never received cery. (In a single exception, Takhisis briefly
training from either the Citadel of Light or the usurped this ability to grant spells to the gray-
Skull Knights. Some simply discovered the power robed Thorn Knights during the Chaos War.)
within themselves much as Goldmoon first did, Conversely, the three deities of magic do not
when circumstances conspired and forced them have clerics and do not grant divine magic to
to unleash the latent power within themselves. their followers. The remaining gods have cler-
Similarly, the shamans of nonhuman tribes and gies of varying degrees, providing their followers
the monks of Claren Elian have found other with magic and other special abilities unique to
methods of drawing out their mystical talents. each deity.
Scholars debating the nature of magic ulti-
The Gods and Magic mately divide the four forms of magic into two
Magic in Krynn and the gods of Krynn are inti- categories, solely upon the basis of what they
mately tied to one another. Without the deities, can accomplish. Primal sorcery and High Sor-
there is no divine magic and clerics are unable to cery are both technically considered arcane
call upon their gods to perform miracles. Without magic, while the magic of clerics and the magic
the three deities of magic, wizards cannot cast of mystics have been classified as divine magic.
true arcane magic. Even primal sorcery has its Though many may debate these classifications,
roots in the deities, because it was the power of for the most part, they hold true. Something that
creation and the raw power of Chaos that imbued affects arcane magic will affect both High Sor-
the world with the primordial energies that cery and primal sorcery, while those things that
primal sorcerers manipulate. Only mysticism affect divine magic equally affect both clerical
does not seem to have a connection to the gods, magic and mysticism.
though it has been postulated that since mysti- Of the four types of magic, High Sorcery and
cism calls upon the energies imbuing every living clerical magic seem capable of greater and more
creature, and the deities created life, that even powerful effects, while the true strength of primal
mysticism stems from the gods. sorcery and mysticism lies within their flexibility.
The connection between the deities and The strengths and weakness of the different forms
magic has been brought into stark relief during of magic all provide a sense of balance among
various times in Krynn’s history when the gods themselves. It may be this sense of balance
were absent. When the deities disappeared after between types of magic that causes the gods of

Power of Faith Versus Divine magic, on the other hand, requires a leap
 Power of the Heart  of faith, trusting in a force you may not be able to
After the War of Souls, the true gods once see or feel, but simply know will be there when
more returned to Krynn and discovered a you need it.
world much changed in the intervening decades. Mystics, particularly those grounded in the
Some people, bitter about being abandoned by “old” religions, may be more than willing to
the deities so soon after their last “return,” find give up the power of mysticism to embrace the
it nearly impossible to turn to the gods for power of the divine. Other mystics may not be
help, instead trusting only the mystics who quite so eager—after all, a mystic only has to
emerged as a beacon of light in the Fifth Age. follow the dictates of her own heart, instead of
Others find that the thought of turning to the being required to uphold the dictates of a
deities once more fills a void left empty since “fickle” deity.
the gods vanished. Just as there will be a confrontation between
Despite the similarities between the abilities High Sorcery and primal sorcery as both strug-
of mystics and the divine powers of clerics, the gle to find their place in the Age of Mortals, so
two are not compatible. Mysticism draws solely too will divine magic and mysticism come into
upon the focus and power of inner faith, faith in conflict, though it may be more civil than the
one’s self above and beyond any other force. clash of the arcane forms of magic.
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Balance, in particular, to support the continuation 5 [Rary’s] telepathic bond


of the two newer forms, though exactly how they 6 Heroes’ feast
will coexist is nebulous at best. 7 Refuge
8 Mass heal
Cleric and Mystic 9 Miracle
Domains
In addition to the domains listed in the Player’s Death Domain
Handbook, various deities of Krynn permit clerics Deities: Chemosh.
to choose from the additional domains pre-
sented here. These new domains follow all the Destruction Domain
rules presented for domains in the description of Deities: Morgion.
the cleric in the Player’s Handbook. A cleric
chooses any two domains listed for his deity (see Earth Domain
Chapter 4: Deities). Deities: Chislev, Reorx.
In the descriptions that follow, granted
powers and spell lists are given for domains that Evil Domain
are presented in this book. If a domain descrip- Deities: Chemosh, Hiddukel, Morgion, Sar-
tion lacks an entry for granted powers and spells, gonnas, Zeboim.
refer to the Player’s Handbook for that information.
In the listings of domain spells, an asterisk (*) fol- Fire Domain
lowing a spell name signifies a spell described in Deities: Reorx, Sargonnas, Sirrion.
this book.
Forge Domain
Air Domain Deities: Reorx.
Deity: Chislev. Granted Power: You gain a +2 insight bonus on
Craft and Appraise checks related to stone or
Alteration Domain metal items.
Deities: None (mystics only).
Granted Power: You cast Transmutation spells Forge Domain Spells
on living targets at +1 caster level. 1 Magic weapon
2 Heat metal
Alteration Domain Spells 3 Keen edge
1 Enlarge person 4 Minor creation
2 Alter self 5 Wall of iron
3 Gaseous form 6 Major creation
4 Polymorph 7 Hardening*
5 Baleful polymorph 8 Repel metal or stone
6 Flesh to stone 9 Iron body
7 Regenerate
8 Polymorph any object Good Domain
9 Shapechange Deities: Branchala, Habbakuk, Kiri-Jolith, Majere,
Mishakal.
Animal Domain
Deities: Chislev, Habbakuk. Healing Domain
Deities: Mishakal.
Chaos Domain
Deities: Branchala, Sirrion, Zeboim. Insight Domain
Deities: Zivilyn.
Community Domain Granted Power: You gain uncanny dodge, the
Deity: Mishakal. extraordinary ability to react to danger before
Granted Power: Cast calm emotions as a spell-like your senses would normally allow you to do so.
ability once per day. Gain +2 competence bonus You retain your Dexterity bonus to AC (if any)
on Diplomacy checks. regardless of being caught flat-footed or struck by
an invisible attacker.
Community Domain Spells If you gain uncanny dodge from a second
1 Bless class (such as barbarian or rogue), you automati-
2 Shield other cally gain improved uncanny dodge, as detailed in
3 Prayer those class descriptions.
4 Status
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Insight Domain Spells Mentalism Domain


1 True strike Deities: None (mystics only).
2 Augury Granted Power: You gain a +2 bonus on Bluff,
3 Locate object Diplomacy, and Sense Motive checks. You also
4 Divination gain a +2 bonus on Will saves against Enchant-
5 Commune ment spells and effects.
6 Mass owl’s wisdom
7 Greater arcane sight Mentalism Domain Spells
8 Moment of Prescience 1 Command
9 Foresight 2 Detect thoughts
3 Hold person
Knowledge Domain 4 Discern lies
Deities: Gilean, Zivilyn. 5 Greater command
6 Hold monster
Law Domain 7 Mass hold person
Deities: Majere, Sargonnas, Shinare. 8 Mass charm
9 Dominate monster
Liberation Domain
Deity: Gilean. Necromancy Domain
Granted Power: You gain a +2 morale bonus on Deities: None (mystics only).
all saving throws against Enchantment spells or Granted Power: Rebuke, command, or bolster
effects. undead as an evil cleric. Use this ability a number
of times per day equal to 3 + your Charisma
Liberation Domain Spells modifier. This is a supernatural ability.
1 Remove fear
2 Remove paralysis Necromancy Domain Spells
3 Remove curse 1 Detect undead
4 Freedom of movement 2 Death knell
5 Break enchantment 3 Halt undead
6 Greater dispelling 4 Animate dead
7 Refuge 5 Slay living
8 Mind blank 6 Create undead
9 Unbinding* 7 Destruction
8 Create greater undead
Luck Domain 9 Energy drain
Deities: Branchala, Shinare.
Passion Domain
Meditation Domain Deities: Sirrion.
Deities: Majere, Zivilyn. Granted Power: For a total time per day of 1
Granted Power: Once per day, you may cast round per cleric level you possess, you can act as
one spell as though it had the Empower Spell if under the effects of the rage spell. This granted
feat applied to it. However, you cast the spell at power is a supernatural ability.
its normal level, not at two levels higher, and
use the normal casting time of the spell. You Passion Domain Spells
need not know the Empower Spell feat to use 1 Random action
this ability. 2 [Tasha’s] hideous laughter
3 Rage
Meditation Domain Spells 4 Crushing despair
1 Comprehend languages 5 Fear
2 Owl’s wisdom 6 Greater heroism
3 Locate object 7 Song of discord
4 Tongues 8 [Otto’s] irresistible dance
5 Spell resistance 9 Weird
6 Find the path
7 Spell turning Pestilence Domain
8 Mind blank Deities: Morgion.
9 Astral projection Granted Power: You are immune to the effects of
all diseases, though you can still carry infectious
diseases.
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Pestilence Domain Spells Travel Domain


1 Doom Deities: Shinare.
2 Summon monster II (1d3 fiendish dire
rats only) Treachery Domain
3 Contagion Deities: Hiddukel.
4 Poison Granted Power: Once per day, when you
5 Plague of rats* attack a flat-footed opponent, you can deal
6 Eyebite additional damage equal to 1d6 per two cleric
7 Scourge* levels you possess (round up, not down, in this
8 Create greater undead case) with a single melee attack. You must
9 Otyugh swarm* declare that you are using this ability before
making the attack, and if you miss the oppo-
Plant Domain nent that use of your power is wasted. Crea-
Deities: Chislev. tures immune to critical hits are also immune to
this additional damage.
Protection Domain
Deities: Gilean, Mishakal. Treachery Domain Spells
1 Undetectable alignment
Restoration Domain 2 Eagle’s splendor
Deities: None (mystics only) 3 Bestow curse
Granted Power: You cast healing spells at +1 4 Glibness
caster level. 5 Magic jar
6 Symbol of persuasion
Restoration Domain Spells 7 Eyebite
1 Remove fear 8 Trap the soul
2 Lesser restoration 9 Imprisonment
3 Remove disease
4 Restoration Trickery Domain
5 Raise dead Deities: Branchala, Chemosh, Hiddukel.
6 Heal
7 Greater restoration War Domain
8 Resurrection Deities: Kiri-Jolith, Sargonnas.
9 True resurrection
Water Domain
Storm Domain Deities: Habbakuk, Zeboim.
Deities: Zeboim.
Granted Power: You gain electricity resistance 5. New Spells
Magic plays a vital part of the D RAGON LANCE
Storm Domain Spells campaign, from the magical artifacts of the true
1 Entropic shield deities to the spells cast by clerics, mystics, primal
2 Gust of wind sorcerers, and wizards. Here is a small selection of
3 Call lightning the unique spells of Krynn, used by heroes and
4 Sleet storm villains alike.
5 Ice storm The majority of the spells can be cast by
6 Call lightning storm different spellcasters, as indicated in the Level
7 Control weather requirement. A few spells, however, lie solely
8 Whirlwind within the power of a limited number of spell-
9 Storm of vengeance casters, such as Magius’s light of truth, which
can only be cast by powerful Wizards of the
Strength Domain White Robes.
Deities: Kiri-Jolith.
Bestow Greater Curse
Sun Domain Transmutation
Deities: None (mystic only). Level: Brd 6, Clr 7, Sor/Wiz 8
Granted Power: Turn or destroy undead as a Components: V,S
good cleric. Use this ability a number of times per Casting Time: 1 action
day equal to 3 + your Charisma modifier. This is Range: Touch
a supernatural ability. Target: Creature touched
Duration: Permanent
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Saving Throw: Will negates The bifrost bridge is 1 inch thick per four
Spell Resistance: Yes caster levels. It can support up to 1,000 pounds of
weight per inch of thickness. If the weight limit is
The caster places a curse on the creature touched, exceeded, the bridge instantly crumbles into a fine
choosing one of the following three effects: white powder and vanishes in 1 round. Each 5-
One ability score is reduced to 1, or two abil- foot square of the bridge has 15 hit points per
ity scores take –6 penalties (to a minimum score inch of thickness. Creatures can hit the bridge
of 1). automatically, but it has hardness 5. If any part of
–8 penalty on attack rolls, saving throws, abil- the bridge is reduced to 0 hit points, the entire
ity checks, and skill checks. bifrost bridge collapses.
Each turn, the subject has a 25% chance to Material Component: A rectangular piece of
act normally, otherwise, he takes no action. quartz.

A player may invent a new curse, but it should be Crackling Sphere


no more powerful than those listed above, and Evocation [Electricity]
the DM has final say on the curse’s effects. Level: Sor/Wiz 2
A greater curse cannot be dispelled. It can be Components: V, S, M
removed with a break enchantment, limited wish, Casting Time: 1 action
or remove curse spell, but the caster attempting Range: Medium (100 ft. + 10 ft./level)
to break the curse must succeed at a caster level Effect: 3-ft.-radius sphere
check (DC 15 + caster level of the creature who Duration: 1 round/level (D)
bestowed the curse). A miracle or wish spell Saving Throw: Reflex negates
removes the greater curse automatically. When Spell Resistance: Yes
the curse is bestowed, the caster of the greater
curse can choose to specify a deed, event, or A crackling globe of electricity flies in whichever
task that will end the curse. The deed must be direction you point, electrocuting those it strikes.
something that the subject can accomplish It moves 30 feet per round, though if it enters a
within one year (assuming he undertakes it space with a creature, it stops moving for the
immediately). For example, the deed might be round and deals 1d4 points of electrical damage
“Slay the black dragon Mohrlex,” or “Climb the for every two levels of the spellcaster (maximum
peak of Malystryx.” The cursed victim can have 5d4). (The subject can negate this damage with a
help accomplishing the task, and in some cases successful Reflex save.)
another character can lift the curse (see Dying The sphere moves as long as you actively
Curses in Chapter 6 for guidelines). direct it (a move action for you); otherwise, it
merely stays at rest and crackles. The surface of
Billim’s Bifrost Bridge the sphere is yielding, so does not cause damage
Conjuration (Creation) except from the electricity. It cannot push aside
Level: Sor/Wiz 3 unwilling creatures or batter down large obsta-
Components: V, S, M cles. The sphere winks out if it exceeds the
Casting Time: 1 action spell’s range.
Range: Medium (100 ft. + 10 ft./level)
Effect: Crystal bridge whose area is up to two 5- Dalamar’s Lightning Lance
ft. squares/level (see text) Evocation [Electricity]
Duration: 1 minute/level (D) Level: Sor/Wiz 4
Saving Throw: None Components: V, S, M
Spell Resistance: No Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
This spell causes an anchored bridge of solid crys- Effect: 1 lightning-lance/five levels
tal to form, stretching from two areas indicated Duration: Instantaneous
during the casting (both of which must be in Saving Throw: Fortitude half (see text)
range of the spell) to join in the center. The Spell Resistance: Yes
bridge cannot form in an area occupied by physi-
cal objects or creatures. Its surface must be You create a crackling lance of lightning that you
smooth and unbroken when created. It can join can hurl at your foes. You must succeed at a
two areas of differing heights, as long as the ranged touch attack roll to hit. The lance deals
bridge does not climb or descend at an angle of 3d6 points of damage from the impact of the
more than 45 degrees (in other words, the vertical strike, plus 1d6 electricity damage per caster level
distance cannot exceed the horizontal distance (maximum 10d6). The impact damage is not sub-
between its anchor points). ject to being reduced by protection from the elements
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(electricity), spark shield, and similar magic or Disjoin


effects, but the target is entitled to a Fortitude Abjuration
save to halve the electricity damage. Level: Clr 6, Sor/Wiz 6
You can create and hurl a second lightning- Components: V, S, XP
lance at 10th level, and a third at 15th level. All Casting Time: 1 action
bolts must be aimed at enemies within 30 feet of Range: Close (25 ft. + 5 ft./2 levels)
each other. Target: One creature, magical effect, or object
Material Component: An amber, crystal, or Duration: Instantaneous
glass rod. Saving Throw: Will negates (object)
Spell Resistance: No
Deep Freeze
Evocation [Cold] You choose a single magical effect or magic
Level: Sor/Wiz 7 item to disjoin. A disjoined spell or magic item
Components: V, S, M is separated into its individual magic compo-
Casting Time: 1 action Dalamar’s lightning lance nents. This ends a spell or spell-like effect in the
Range: Touch same manner as dispel magic. A permanent
Target: Creature touched magic item is suppressed (inoperative)
Duration: 1 round/level (see for 1 round per caster level, and
text) must make a successful Will
Saving Throw: Fortitude save or be turned into a
negates normal item.
Spell Resistance: Yes An item in a
creature’s pos-
You cause the crea- session uses its
ture touched own Will save bo-
to slowly freeze nus or its possessor’s,
into a block of ice. whichever is better.
You must suc- If you cast this
ceed at a melee spell on a creature,
touch attack, at you can choose to
which point the target a specific item
target creature is or spell effect on that
allowed a saving creature. If you do
throw to resist not designate a spe-
the magic. If the cific spell effect or item,
creature fails, disjoin affects a ran-
you deal 6d6 domly determined spell
points of subdual damage effect or magic item af-
to the target, and the tar- fecting the creature or in
get suffers a –4 penalty on its possession.
all attacks, saves, and checks XP Cost: 200 XP.
for the duration of the spell.
Each round, the target takes Divine Retribution
an additional 6d6 points of sub- Abjuration
dual damage on your action. The Level: Clr 9
deep freeze can be dispelled normally Components: V, S, DF
during this time. Casting Time: 1 action
If the target is rendered unconscious while Range: Personal
under the spell’s effect, it freezes solid (along Target: You
with all worn, carried, or held items), becoming Duration: 10 minutes/level
an inert statue of living ice. The creature is not
dead, but exists in a state of suspended animation You select a single form of attack (acid, cold,
from which it can only be revived through break electricity, fire, or force) when you cast this
enchantment, limited wish, wish, or miracle. If not spell. For the duration of the spell, any attack
revived, the creature remains in the deep freeze for based upon that element that strikes the caster
a period of 1 year per caster level. is absorbed and instantly reflected upon the
Material Components: A silver charm shaped originator of the attack. Effect, area, and touch
like a snowflake. range spells, spell-like abilities, and supernatural
abilities that use the named form of energy are
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all equally affected. When it is reflected, the Range: Close (25 ft. + 5 ft./2 levels)
effect is altered, becoming either Sacred or Pro- Effect: Wall of earth up 5 feet long/level and 1
fane (depending upon the alignment of the foot thick (S)
cleric’s deity), thus a creature that may normally Duration: 1 minute/level (D)
be immune to its own attacks may now be vul- Saving Throw: None
nerable instead. This Sacred/Profane attack is Spell Resistance: No
equally effective, regardless of the actual align-
ment of the originator. This spell creates a small, localized wall of earth,
For example, a cleric of Sargonnas casts which rises from the ground. You create one
divine retribution upon herself, selecting fire to be wall section 5 feet long, 5 feet tall, and 1 foot
protected against, knowing she is to face a red thick per level. For example, a 7th-level caster
dragon. When the red dragon uses his fire breath, could create a wall 5 feet tall and 1 foot thick that
the divine retribution absorbs the damage and was 20 feet long and then turned and continued
returns it upon the dragon as a Profane attack, another 15 feet.
though it resembles the same fiery breath and the The earthen shield cannot be conjured so
dragon’s chaotic evil alignment. The creature is that it occupies the same space as a creature or
still allowed spell resistance and a saving throw another object. The earthen shield must be verti-
against its own attack. cal and must rest upon a firm foundation, merg-
ing with existing earth. You can make the wall
Drown up to 10 feet tall by stacking one section on top
Conjuration (Creation) of another, but that is the maximum height the
Level: Drd 5, Sor/Wiz 6 earthen shield can reach. You can make the wall 2
Components: V, S, M or more feet thick by stacking one section
Casting Time: 1 action behind another.
Range: Close (25 ft. + 5 ft./2 levels) The earthen shield is defensive in nature, used
Target: One creature to provide cover from attackers. Each 5-foot
Duration: Concentration length of the shield has 100 hit points per foot of
Saving Throw: Fortitude partial thickness. Creatures can hit the shield automati-
Spell Resistance: Yes cally, and its hardness is 0. A section of shield
whose hit points drop to 0 is breached. If a crea-
This spell fills the breathing passages of the tar- ture tries to break through the wall with a single
geted creature with water. You can keep this effort, the DC for the Strength check is 15 + 5 per
spell targeted upon a single creature for as long foot of thickness (on a successful check, a 5-foot
as you maintain concentration upon it. The section of the wall is destroyed). The earthen
target is entitled to a Fortitude save. On a suc- shield requires a DC 15 Climb check.
cessful save, the target is staggered for 1 round
but succeeds in clearing its body of the conjured Electrical Storm
water. It suffers no more effect from the spell, Evocation [Electricity]
which ends. On a failed save, the target does not Level: Sor/Wiz 7
clear out the water and must make a Constitu- Components: V, S, M
tion check each round (DC 10 + 1 for each Casting Time: 1 action
round after the first) or begin to drown (see The Range: Close (25 ft. + 5 ft./2 levels)
Drowning Rule in the Dungeon Master’s Guide). Area: Cylinder (20-ft. radius, 40 ft. high)
The target remains staggered until the spell Duration: 1 round/level (D)
ends or it drowns. Saving Throw: Fortitude half
This spell is ineffective against creatures that Spell Resistance: Yes
do not breathe (constructs, some elementals and
plants, and undead), or those who can breathe Crackling bolts of electricity arc through the
water. A creature under the effects of drown must spell’s area, dealing 4d6 electricity damage to all
make a DC 25 Concentration check to cast a creatures within (Fort save half ). A creature that
spell, and cannot cast spells with V components fails on its Fortitude save is dazed for 1 round.
or use abilities that require speech. Any creature that enters the spell’s area is
Material Component: A sea shell. subject to its effects as soon as it sets foot in the
electrical storm. In addition, on your turn in each
Earthen Shield following round, any creature currently in the elec-
Conjuration (Creation) trical storm takes damage and must save again as
Level: Clr 3, Sor/Wiz 3 described above.
Components: V, S Material Component: A small copper key.
Casting Time: 1 action
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Elemental Dart same plane of existence, allowing travel between


Conjuration (Creation) [Air, Cold, Earth, Elec- the locations in either direction. The portal itself is
tricity, Fire, or Water] a circular hoop or disk from 5 to 20 feet in diam-
Level: Sor/Wiz 2 eter (caster’s choice), oriented in the direction
Components: V, S you desire when it comes into existence (typically
Casting Time: 1 action vertical and facing you). It is a two-dimensional
Range: Medium (100 ft. + 10 ft./level) window and anyone or anything that moves
Target: Up to five creatures or objects, no two of through is shunted instantly to the other side.
which can be more than 30 ft. apart The portal has a front and back. Creatures moving
Duration: Instantaneous through the portal from the front are transported
Saving Throw: Fortitude half to the other location; creatures moving through it
Spell Resistance: Yes from the back are not.
The interdimensional connection is forged
From raw elemental matter, you form a magical through the Astral Plane, so anything that
dart of energy that streaks forward and strikes the blocks astral travel will also block the usage of
target you designate. You choose to create an the portal. Much like the teleportation spell, you
acid, cold, electricity, or fire dart when you cast must have a clear idea of the location and layout
the spell. You must succeed at a ranged touch of the destination. You can’t create a portal if
attack to hit your target. The dart deals 1d6 you don’t know where the terminus will end up.
points of damage, + 1 point per caster level (max- The clearer your mental image, the more likely
imum 1d6 + 10). A creature struck by a dart can the portal will form. Areas of strong physical or
attempt a Fort save for half damage. magical energies may make traversing a portal
You can’t single out specific parts of a crea- more hazardous or even impossible. Use the fol-
ture to attack. Unlike magic missile, you can dam- lowing table to determine the success of the
age inanimate objects with an elemental dart. portal’s opening:
At every odd caster level past 3rd, you gain
an additional dart. You create two darts at 5th Destination Successful Failed
level, three at 7th level, four at 9th level, and Familiarity Portal Portal
the maximum number of five darts at 11th level Very familiar 01–97 98–100
or higher. You can attack with multiple darts in Studied carefully 01–94 95–100
the same action in which you cast elemental Seen casually 01–88 89–100
dart at no penalty. If you fire multiple darts, Viewed once 01–76 77–100
you can have them strike a single target or sev- Description 01–60 61–100
eral targets. A single dart can strike only one
target. You must designate targets before you Material Component: Ruby dust that is used to
make attack rolls, check for spell resistance, or form the outline of the portal (cost 1,000 gp).
roll damage. XP Cost: 500 XP.
Since the darts are composed of elemental
energy, they may deal greater damage against tar- Hardening
gets susceptible to elemental damage—such as Transmutation
using a fire dart against a white dragon, for Level: Forge 7, Sor/Wiz 6
example. Additionally, it is possible to be pro- Components: V, S, M
tected against elemental darts by appropriate spells, Casting Time: 1 standard action
such as protection from elements, resist elements, and Range: Touch
the like. Target: One item of a volume no greater than 10
cu. ft./level (see text)
Fistandantilus’s Portal Duration: Instantaneous
Conjuration (Creation) Saving Throw: None
Level: Sor/Wiz 8 Spell Resistance: Yes (object)
Components: V, S, M, XP
Casting Time: 3 rounds This spell increases the hardness of materials
Range: Close (25 ft. + 5 ft./level) (see Table 8–12: Substance Hardness and Hit
Effect: See text Points in the Player’s Handbook). Paper becomes
Duration: Concentration + 1 round harder to tear, glass becomes harder to break,
Saving Throw: None wood becomes more resilient, and so on. For
Spell Resistance: No every two caster levels, increase by 1 the hard-
ness of the material targeted by the spell. This
Casting Fistandantilus’s portal opens an interdi- hardness increase improves only the material’s
mensional connection between two places on the resistance to damage. Nothing else is modified
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by the improvement. For example, a longsword If the creature fails on its Will save, it is subject to
(base hardness 10) affected by a hardening spell additional effects depending upon its HD:
cast by a 12th-level caster would have a new
hardness of 16 for purposes of ignoring damage HD Effect
caused by someone using the sunder action. The 15 or more Dazed
sword’s hit points, attack and damage modifiers, Less than 15 Stunned, dazed
and other characteristics are not affected. The Less than 10 Paralyzed, stunned, dazed
hardening spell does not in any way affect resist- Less than 5 Killed, paralyzed, stunned, dazed
ance to other forms of transformation. Ice still
melts, paper and wood still burn, rock still The effects are cumulative.
becomes transmutable to mud with the proper Dazed: The creature is dazed 1d6 rounds.
spell, and so on. Stunned: The creature is stunned 2d6
This spell affects up to 10 cubic feet per rounds.
level of the spellcaster. If cast upon a metal or Paralyzed: The creature is paralyzed for 2d6
mineral, the volume is reduced to 1 cubic foot minutes.
per level. Killed: Living creatures die. Constructs and
Material Component: A pinch of diamond dust undead creatures are destroyed.
worth at least 100 gp per cubic foot of the item to Focus: An artifact or intelligent magic item
be hardened. (minimum caster level 15th) of lawful alignment.
XP Cost: 500 XP.
Magius’s Light of Truth
Evocation [Lawful, Light] Otyugh Swarm
Level: Sor/Wiz 9 Conjuration (Creation)
Components: V, S, F, XP Level: Pestilence 9
Casting Time: 1 action Components: V, S, M
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Area: 120 ft. cone Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous Effect: Three or more otyughs, no two of which
Saving Throw: Will partial can be more than 30 ft. apart
Spell Resistance: Yes Duration: Seven days or seven months (D) (see
text)
The spell used by Palin to help defeat Chaos Saving Throw: None
during the Chaos War, Magius’s light of truth was Spell Resistance: No
developed by the famous war-mage during the
time of Huma, though it had never before been Otyugh swarm creates otyughs from a large collec-
used until it was given to Palin by his uncle, the tion of refuse and filth, such as a sewer or
archmage Raistlin Majere, with the permission of cesspool. You can choose to create 3d4 ordinary
the Orders of High Sorcery. otyughs or 1d3+1 Huge otyughs with 15 HD.
When this spell is cast, it creates a radiant The otyughs willingly aid you in combat or battle,
cone of pure light, drawing it from the spirit of perform a specific mission, or serve as body-
the spellcaster and channeling it through an arti- guards. They remain with you for seven days
fact of light. Against nonlawful creatures, the spell unless you dismiss them. If the otyughs are cre-
has multiple effects, depending upon the crea- ated only for guard duty, the duration of the spell
ture’s alignment. is seven months. In this case, the otyughs can
If the spellcaster is on his home plane, non- only be ordered to guard a specific site or loca-
lawful extraplanar creatures within the area are tion. Otyughs summoned to guard duty cannot
instantly banished back to their home planes. move outside the spell’s range.
Creatures so banished cannot return for at least You must create the otyughs in an area con-
one day per caster level. taining at least 6,000 pounds of sewage, refuse, or
Any creatures of neutrality (neutral good, offal. After you cast the spell, otyughs not sum-
neutral, neutral evil) caught within the cone of moned for guard duty may leave the area of offal
light are dazed 1d6 rounds and are dealt 3d6 at your command. At the expiration of the spell’s
points of damage (a successful Will save duration, created otyughs slough back into piles
negates the daze effect and reduces the damage of offal.
by one-half ). Material Component: Ruby dust worth 1,000
Against creatures of chaos (chaotic good, gp, sprinkled over the matter from which the
chaotic neutral, chaotic evil) light of truth deals otyughs will be created.
1d6 points of damage per caster level (maximum
25d6), or half damage if a Will save is successful.
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Palin’s Pyre You summon twelve swarms of rats, each of


Evocation [Fire] which attacks any creature occupying its space.
Level: Sor/Wiz 3 You choose the squares each swarm occupies, but
Components: V, S, M the swarms must all be contiguous. The swarms
Casting Time: 1 action are stationary after being summoned, and won’t
Range: Close (25 ft. + 5 ft./2 levels) pursue creatures that flee.
Area: One 5-foot square/level (S) The Monster Manual has statistics for the rat
Duration: Instantaneous swarm.
Saving Throw: None
Spell Resistance: Yes Scourge
Necromancy
First created by the sorcerer Palin when he was Level: Pestilence 7
troubled by a group of goblins, this spell has rap- Components: V, S, F, DF
idly gained favor among sorcerers. When you cast Casting Time: 1 action
this spell, you summon gouts of flame from the Range: Long (400 ft. + 40 ft./level)
ground, dealing 3d6 points of fire damage to all Target: One living creature/level, no two of which
within the area of effect. In addition, any creature can be more than 50 ft. apart
affected must succeed on a Reflex save or catch Duration: Instantaneous
on fire (see Catching on Fire in the Dungeon Saving Throw: Fortitude negates
Master’s Guide). Spell Resistance: Yes
Material Component: A small cylinder of sulfur
soaked in a drop of oil. This nasty spell causes a major disease and weak-
ness in those who fail their saving throws.
Plague of Rats Afflicted individuals are immediately (no incuba-
Conjuration (Summoning) tion period) stricken with a sickening scourge that
Level: Pestilence 5 quickly spreads to cover their entire bodies. The
Components: V, S, DF blackened boils, magenta blotches, violet lesions,
Casting Time: 1 round seeping abscesses, and malignant cysts are excru-
Range: Long (400 ft. + 40 ft./level) ciatingly painful and highly debilitating.
Effect: 12 rat swarms The disease deals 1d3 points of temporary
Duration: 1 minute/level Strength and Dexterity damage per day, unless
Saving Throw: None the victim makes a successful Fortitude save on a
Spell Resistance: Yes (see text) particular day. As with mummy

Palin’s pyre

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rot, successful saves do not allow the character to Duration: Instantaneous


recover. The symptoms persist until the creature Saving Throw: None
finds a magical means to cure the disease (such as Spell Resistance: Yes (object)
remove disease, heal, or restoration).
Focus: A black whip or riding crop, which is A powerful, crackling spark of electricity arcs
cracked in the direction of the intended victims from your hand at the target you designate. Make
during the casting of the spell. a ranged touch attack; if you hit, you deal 4d6
points of electricity damage. If the opponent is
Share Animal’s Mind wearing metal armor (or made out of metal, car-
Enchantment (Compulsion) [Mind-Affecting] rying a lot of metal, or similar conditions), you
Level: Clr 3, Drd 3 gain a +3 circumstance bonus to attack, dealing
Components: V, S, F ×3 damage on a critical.
Casting Time: 1 full round You create a second spark at 6th level, and a
Range: Medium (100 feet + 10 feet per caster third spark at 10th level (the maximum effect).
level) Material Component: An iron ring
Target: One animal of Medium size or smaller
Duration: Concentration, up to 1 minute/level Spark Shield
(D) Evocation [Electricity]
Saving Throw: Will negates Level: Clr 4, Sor/Wiz 4
Spell Resistance: Yes (harmless) Components: V, S, M/DF
Casting Time: 1 action
You take control of the target animal’s body. For Range: Personal
as long as you maintain concentration, you see Target: You
through the animal’s eyes and control over the Duration: 1 round/level (D)
animal’s actions. You receive the input of the Saving Throw: None
animal’s senses and can make use of all its special Spell Resistance: No
attacks and qualities. You can undertake any
action the animal can physically accomplish, even This spell surrounds you in an aura of crackling
if the animal would normally lack the intelligence electricity, both offering protection against elec-
to perform the action in question. You can control trical attacks as well as causing damage to each
the animal at a distance of up to 1 mile (the spell’s creature who attacks you in melee.
range only applies when you first establish con- Any creature striking you with its body or
trol of the animal). handheld weapons deals normal damage, but at
If you force the animal to perform actions the same time the attacker takes 1d4 points of
contrary to its nature or exceedingly dangerous electrical damage +1 point per caster level (maxi-
(such as forcing the animal to walk off a cliff, or mum +15). If they strike you with a metal
fly down the gullet of a dragon, for example), the weapon, or are wearing metal armor, or carrying
animal is allowed another saving throw. Attack- a lot of metal, they take 2d4 points of electrical
ing foes who are one size larger than the animal damage +2 points per caster level (maximum
(or smaller) is not exceedingly dangerous and +15). If a creature has spell resistance, it applies to
does not provide the animal with an opportunity this damage. Creatures wielding weapons with
to make another saving throw. exceptional reach, such as longspears, are not
While you control the animal, you are lim- subject to this damage if they attack you unless
ited to a single move action every round in your the weapon is at least 1/2 metal in composition (a
own body. You can still see through your own spear or polearm is not).
eyes and defend yourself normally. Against electrical attacks, you take only half
When in doubt whether something is an damage. If that attack allows a Reflex save for
“animal” as defined by the spell, check the Monster half damage, you take no damage on a success-
Manual (the creature’s type must be Animal). ful save.
Focus: A piece of clay molded to approximate When casting this spell, you appear to be
the chosen animal’s form. sheathed in tiny lightning bolts that undulate
across your body. The electricity provides equal
Shocking Spark illumination to a torch (20 feet). The color of the
Evocation [Electricity] electricity is blue-white, though the color can be
Level: Sor/Wiz 2 almost any hue as determined by the caster.
Components: V, S, M Arcane Material Component: Two thin copper
Casting Time: 1 action bracelets, one worn on each wrist.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
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Spirit Walk Storm Wall


Necromancy Evocation [Electricity]
Level: Clr 6, Sor/Wiz 7 Level: Sor/Wiz 4
Components: V, S, F/DF Components: V, S, M
Casting Time: 1 hour Casting Time: 1 action
Range: Personal Range: Medium (100 ft. + 10 ft./level)
Target: You Effect: Opaque sheet of electricity up to 20 ft.
Duration: 1 round/level (D) long/caster level or a ring of lightning with a
radius of up to 5 ft./two caster levels; either form
By focusing your energy, you are able to sepa- 20 ft. high
rate your spirit from your body, allowing it to Duration: Concentration + 1 round/level
travel anywhere on the same plane of existence. Saving Throw: See text
Distance is not a factor, but the locale to be vis- Spell Resistance: Yes
ited in your spirit form must be known—a place
familiar to you. While in your spirit form, you An immobile, sparking curtain of radiant elec-
can see and hear things, just as if you were there. tricity springs into existence. One side of the
You can also be seen and be heard, though you wall, selected by you, sends forth miniature
are unable to actually interact in that location. bolts of lightning, causing 2d4 points of electri-
You cannot cast spells through your spirit form, cal damage to creatures within 10 feet and 1d4
nor does it allow magically enhanced senses to points of electrical damage to those past 10 feet
work through it. If the chosen locale is magically but within 20 feet. The wall deals this damage
dark, you see nothing. If it is naturally pitch when it appears and each round that a creature
black, you can see up to 10 feet away. Lead enters or remains in the area. In addition, the
sheeting or magical protection (such as antimagic wall deals 2d4 points of electrical damage +1
field, mind blank, or nondetection) blocks you from point of electrical damage per caster level (max-
noticing individuals in the area you have trav- imum +20) to any creature passing through it.
eled to, though you can feel that your senses are The wall deals double damage to metal crea-
being blocked somehow. tures, creatures wearing metal armor or carrying
While your spirit is out of your body, your a lot of metal objects.
body is paralyzed and completely helpless. If you evoke the wall so that it appears
Arcane Focus: A quartz or obsidian figurine. where creatures are, each creature takes damage
as if passing through the wall. Each such crea-
Stone Shards ture can avoid the wall by making a successful
Transmutation [Earth] Reflex save. (If the creature ends up on the
Level: Sor/Wiz 2 sparking side of the wall, it takes 2d4 points of
Components: V, S damage, as normal.)
Casting Time: 1 action The storm wall can be smothered by using
Range: Touch enough dirt or sand to ground the electricity. For
Target: One stone/3 levels each cubic foot of sand used, one corresponding
Duration: 1 minute/level or until used foot of the wall can be smothered.
Saving Throw: Reflex negates (see text) Material Component: A lodestone.
Spell Resistance: No
Talons
This spell enables you to transform ordinary Transmutation
stones (no larger than a sling bullet) into explo- Level: Clr 1, Drd 1
sive, grenadelike weapons. Components: V, S
Throwing a stone is a standard action. The Casting Time: 1 action
stones have a range increment of 20 feet. A Range: Personal
ranged touch attack roll is required to strike the Target: You
intended target with one of the transmuted Duration: 1 minute/level (D)
stones. Each stone bursts upon striking the target Saving Throw: None
or any hard surface. A direct hit from one of the Spell Resistance: Yes (harmless)
exploding stones deals 2d6 points of damage to
the target, and 1d6 points of damage to those With this spell, you transform your hands into
within 5 feet of the point of impact. A creature talonlike claws. The talons give you two natural
struck directly with one of the stones is not enti- claw attacks per round, dealing 1d6 points of
tled to a saving throw, but those within the blast slashing damage (plus Strength modifier) per
area are allowed to make a Reflex saving throw to successful melee attack. You can instead attack
negate the damage. with a weapon in one hand, and make a claw
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attack with your other hand as a secondary Special Materials


attack (–5 on your attack roll, and half Strength of Ansalon
modifier on the damage roll) without penalizing Some materials in Ansalon have extraordinary
your primary attack. properties that make them valuable and unusual
You are considered armed. without any arcane or divine enchantment. All
such items are just as rare and prized as those
Unbinding imbued with magic.
Abjuration
Level: Liberation 9, Sor/Wiz 9 Dragonmetal
Components: V, S, M/DF Dragonmetal can be found beneath the Stone
Casting Time: 1 round Dragon in Foghaven Vale, welling up from the
Range: 180 ft. earth in a pool of cool liquid metal. This gift
Area: 180-ft. radius burst, centered on you from the gods of Light is one of the essential
Duration: Instantaneous ingredients (along with the Silver Arm of Ergoth
Saving Throw: None and the hammer of Kharas) that can be used to
Spell Resistance: No forge dragonlances. However, the dragonmetal
can be used to forge other items as well. The
When you cast an unbinding spell, a burst of Solamnic Knights have begun to forge weapons
energy erupts from your body and magically and armor from this wondrous metal. These
destroys any spells that contain, constrain, or seal, items are given to knights and allies as tokens to
with the exceptions noted below. honor the individual’s rank or valor.
The unbinding negates charm and hold spell However, all too often these items are stolen
of all types, arcane locks and similar closures, by thieves or taken as spoils of war, ending up
spells with a duration longer than instantaneous among the hordes of tyrannical rulers and fell
that create physical or magical barriers (wall of creatures. If an adventurer ever recovers one, he
fire, wall of force), guards and wards, temporal should realize that there will be prior claim to
stasis, and slow spells, among others. The effect the weapon, and should look on the weapon or
of a statue spell is ended. A magic jar is shat- armor for a family crest or other identifying
tered—forever destroyed—and the life force mark. If one returns the item, one can expect
within snuffed out. In addition, any spell that great favor with those connected with the former
holds magical effects, including other spells, wielder of the blade. If one refuses to return
immediately releases them at a range of 0 ft. what is not rightfully his, one can expect great
(including magic mouth, imbue with spell ability, enmity from both from the friends and family of
and so on). the wielder, as well as the Solamnic knighthood
Protective spells such as protection from evil, as a whole.
shield, globe of invulnerability, and similar spells are Dragonmetal is a glistening silver and lighter
not affected by an unbinding. Petrified creatures than steel, but just as strong and durable, and its
are neither revealed nor restored. Individuals innately magical nature enables a skilled smith to
bound to service are not freed (including crea- create items of great beauty and utility.
tures such as familiars, invisible stalkers, genies, Dragonmetal armors are one category lighter
and planar allies). An antimagic field is not for the purposes of movement and other limita-
affected, nor will the effects of unbinding penetrate tions (for example, whether a barbarian can use
one. A magic circle against evil (or another align- his fast movement ability while wearing the
ment) that currently holds a creature imprisoned armor). Heavy armors are treated as medium, and
is dispelled. medium armors are treated as light, but light
Curses and geas/quest spells are negated only armors are still treated as light. Spell failure
if the caster is of a level equal to or greater than chances for armors and shields are decreased by
that of the original caster. 10%, maximum dexterity bonus is increased by 2,
All these effects occur without regard to and armor check penalties are reduced by 3. (This
the caster’s wishes. Spell effects on the person includes the reduction based on the masterwork
of the caster or being carried or worn by the quality of the armor.)
caster remain undisturbed, but any others Weapons forged with dragonmetal have a
within the burst are effective, including those of natural enhancement bonus on attack and
allies. The opening of locks or other closures damage rolls. This bonus does not stack with any
triggers any alarms or traps attached to them. other enhancement bonus (including the bonus
Any released creature may or may not be friendly derived from the weapon’s masterwork quality).
to the caster. Thus, a dragonmetal (+2) sword enchanted with
Material Components: A lodestone and a pinch a +5 enhancement bonus effectively has a +5
of saltpeter. enhancement bonus. In an area where magic does
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not function, it still retains its natural +2 enhance- Ironwood


ment bonus. This rare magic wood is as light as normal wood,
Dragonmetal is so costly that weapons and but as hard as the metal after which the tree is
armor made from it are almost always master- named. Found in Abanasinia and Qualinesti, iron-
work quality; the masterwork costs are included wood trees are known for the difficulty in har-
in the prices below. vesting them, with the techniques for doing so
Items made from dragonmetal weigh half being a closely guarded guild secret.
as much as the same item made from other The qualities of this wood are identical with
metals. In the case of weapons, their lighter darkwood as described in the Dungeon Master’s
weight does not change their size category. Guide. All listed gold piece modifiers are an equal
Items not primarily of metal are not meaning- number of steel pieces.
fully affected. (A longsword is affected, while a
spear is not.) Silver and Cold Iron
Dragonmetal has a hardness of 15 and 30 Silvered and cold iron weapons both exist in the
points per inch of thickness. Dragonmetal world and are often made by smiths of many
bypasses the damage reduction of monsters as different lands. The qualities of these weapons
though it were mithral. are identical with weapons of the same materi-
als found in the Dungeon Master’s Guide. All
Enhancement Price listed gold piece modifiers are an equal number
Item Bonus Modifier of steel pieces.
Light armor — +1,000 stl* In general, silvered weapons tend to be
Medium armor — +4,000 stl more common throughout the world, simply
Heavy armor — +9,000 stl because of the types of monsters fought by
Shield — +1,000 stl heroes of Krynn. Cold iron weapons tend to be
Weapon damage made only in response to specific circum-
1d4 or 1d6 +1 +3,000 stl stances, though most reliable weaponsmiths
1d8, 1d10, or 1d12 +2 +9,000 stl know the techniques.
Other items — +500 stl/lb.
Dragonlances
* Krynn steel piece, equivalent to one standard gold piece; see First created during the Third Dragon War, dragon-
Chapter 6. lances are weapons created for the express pur-
pose of killing dragons. The lances are as effec-
Star Metal tive as a normal lance against most opponents.
Throughout history, smiths have prized an ore Against dragons, they are devastating.
found occasionally in meteorites, a material the Like any lance, a dragonlance can be used by
ancient alchemists called “star metal” a blue ore of footsoldiers in defense of castles, towers, or other
extraordinary strength and hardness. Only the fortifications or by mounted combatants—often
most dedicated and knowledgeable prospectors mounted on dragons in aerial combat against
can hope to find this metal, or the extremely other dragons.
lucky who have such a precious substance fall The dragonlances were used to good effect in
right into their laps. the Third Dragon War. Huma is said to have used
The qualities of this ore are identical with a dragonlance to drive the Queen of Darkness back
adamantine described in the Dungeon Master’s into the Abyss. Following the defeat of Takhisis,
Guide. It counts as adamantine for purposes of dragonlances were no longer needed, and the
bypassing damage reduction. All listed gold piece process of creating them was eventually forgot-
modifiers are an equal number of steel pieces. ten. The secret to forging the lances was redis-
covered during the War of the Lance, in which

 Unique Dragonlances 
Many lesser and greater dragonlances have dragonlance by adding the flaming special abil-
interesting and unique special abilities beyond ity. Since the greater dragonlance is, essentially, a
those described here. The Dungeon Master can +4 bane weapon, or a weapon with a +5 equivalent
use the item creation rules (particularly the bonus (see pages 222 and 224 of the Dungeon
rules for adding special abilities to weapons) to Master’s Guide), he can add the flaming special
modify the existing dragonlance descriptions ability—equivalent to a +1 bonus—and simply add
as necessary. the difference in cost between a +5 weapon
For example, if the DM wants a dragonlance bonus and a +6 bonus (72,000 minus 50,000, or
designed by someone with a particular hatred of 22,000 gp). Convert the cost increase to steel
white dragons, he can create a greater flaming pieces, and you’re done.
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Dragonlance

they were an essential key to victory. The dragon- Greater Dragonlance: A greater dragonlance
lances were used again during the Summer of (or “true” dragonlance) can only be forged from
Chaos, when they proved effective even against pure dragonmetal, using both the Silver Arm of
the chaos-born fire dragons. Ergoth and the hammer of Kharas. These weapons
Dragonlances are valued beyond price, and are are blessed by the divine power of Good, and evil
never bought or sold. Lances are given or beings that try to touch or wield a greater dragon-
assigned to those worthy of bearing them when lance do so only at a price.
the need is great. However, each lance has a A greater dragonlance is a +4 dragon bane
market price equivalent, for the DM’s use in lance that glows with a soft light (not bright
assigning treasure only. enough to provide any actual illumination). A
Lesser Dragonlance: A lesser dragonlance can greater dragonlance has a hardness of 23 and 70 hit
only be created using silver dragonmetal from points. When used against an evil dragon, a
the great Stone Dragon of Ergoth, and must be greater dragonlance deals 1 point of permanent
forged using either the Silver Arm of Ergoth or the Constitution drain with every hit, in addition to
hammer of Kharas. (If a dragonlance is forged from the lance’s normal damage and the bonus bane
pure dragonmetal with both artifacts, it is a damage. If the wielder scores a critical hit against
greater dragonlance.) The secret of forging dragon- an evil dragon, the lance deals a number of points
lances is god-granted, whether the deities choose of permanent Constitution drain equal to the
to teach it directly or through the power of the wielder’s character level.
Silver Arm. A greater dragonlance bestows two negative
A lesser dragonlance is a +2 dragon bane lance levels on any evil creature attempting to wield it.
that glows with a soft light (not bright enough to The negative levels remain as long as the weapon
provide any actual illumination). A lesser dragon- is in hand and disappear when the weapon is no
lance has a hardness of 17 and 40 hit points. longer wielded. The negative levels never result in
A lesser dragonlance has a magic enhancement actual level loss, but they cannot be overcome in
bonus of only +1, which is superceded by the any way (including restoration spells) while the
natural enhancement bonus of the dragonmetal weapon is wielded.
from which it is made. Strong conjuration; CL 20th; divine instruc-
Strong conjuration; CL 8th; divine instruc- tion; Price equivalent 107,310 stl.
tion; Price equivalent 17,310 stl.

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 Chapter Four
“Water from dust, and dust rising out of the water The gods of Evil (led by Takhisis, sometimes
Continents forming, abstract as color or light called the deities of Darkness) sought to enslave
To the vanished eye, to the touch of Paladine’s daughter the spirits and force them to their bidding. The
Who knows with a touch that the robe is white, gods of Neutrality (led by Gilean and sometimes
Out of that water a country is rising, impossible called the deities of Balance) sought an equilib-
When first imagined in prayer, rium, maintaining that the spirits should be free to
And the sun and the seas and the Stars invisible choose for themselves whether they would serve
As gods in a code of air. Good, Evil, or follow neither.
Dust from the water, and water arising from dust, Thus began the All-Saints War. The gods of
And the robe containing all colors assumed into white, Good and Neutrality combined forces to keep
Into memory, into countries assumed in the trust Evil from a final victory. From Beyond watched
Of ever returning color and light, Chaos, who delighted in the war, for the turmoil
Out of that dust arises a wellspring of tears shattered order and brought the universe ever
To nourish the work of our hands closer to destruction. From Beyond also watched
In forever approaching country of yearning and years the High God, who was angered to see all the
In due and immanent lands.” work he had done to bring order to the universe
—Crysania’s Song starting to unravel.
The High God knew that if the balance was

 Before there was time, there was Chaos


and his opposite, the High God. The High
God strove constantly to bring order to
disrupted, and any one of the three pillars should
fall, the new time and place would fall with it.
Therefore the High God brought his children
Chaos, who strove constantly to undo the work before him and proposed a compromise that ended
of the High God. The two of them together the war and restored balance to the universe.
create the universe.
With the High God dwelt his children, The Compromise
Takhisis, Gilean, and Paladine, and their children. The deities of Good, Evil, and Neutrality were
With them dwelt other gods, who, based on their each allowed to bestow one gift upon the spirits.
varying philosophies, aligned themselves with The gods of Good gave the spirits life and
one or another of the three children of the High physical form. Thus, the spirits gained control
God. All the deities worked with the High God to over the material world and became more like the
bring order to the universe, as Chaos worked deities themselves. The gods of Good hoped that
eternally in opposition. the spirits, using these mortal forms, would bring
peace and order to the world and lead others on
A History of Creation the path of righteousness.
Seeing what the gods had accomplished, the The deities of Evil decreed that these physi-
High God was pleased. The High God decreed cal beings would hunger and thirst and have to
that a new time and place would come to be. work to satisfy their needs. The gods of Evil
Spirits would be brought to dwell in this place hoped that the people would tire of this and turn
and in this time. to the deities to ease their suffering—and thus the
gods of Evil could subjugate them.
The Creation of the World The deities of Neutrality gave the spirits the
and the All-Saints War gift of free will, to choose freely Good or Evil or
Three were the pillars on which time and place make the choice to accept neither.
would be forged: Good, Evil, Neutrality. This was
the great triangle. The World
Reorx, the Forging God, struck his hammer The gods created the world of Krynn as a
amid the Chaos. Chaos was forced to slow his dwelling place for the physical beings. The High
destructive work and the sparks from Reorx’s God decreed that each being could choose his
hammer became the stars. From their light came own way through life. Then would come death
diverse spirits: some disposed to good, some to and the passage from Krynn to the next state of
evil, some to neutrality. existence.
The deities began to quarrel over these spir-
its. The gods of Good (led by Paladine and Chaos
sometimes called the deities of Light) wanted to And all the time, as the ages of the world pass,
nurture the spirits in the paths of righteousness Chaos sought—and still seeks—to undo what the
and share with them dominion over the universe. deities have done.
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Deities 
The Cosmology that perpetuate the cycles of life and death. The
of Krynn river flows from the Ethereal Sea, through
The great Ethereal Sea (sometimes called the immortal and mortal realms alike.
Deep Ethereal) fills the heavens, stretching fur- The gods of Light make their home among
ther than even the imaginings of the gods. the Dome of Creation, building their realms to
Floating within this great, invisible sea are allow them to keep watch upon the affairs of
countless worlds, of which Krynn is only one. their beloved mortal children. Paladine, the Plat-
Some say that the High God formed this sea inum Dragon, ruled the Dome of Creation and
from Chaos, while others say that the Ethereal acted as guardian to the Gate of Souls (until just
Sea is Chaos. recently, when he became mortal). It is said that
when his constellation cannot be seen in the sky,
The Realms of Gods it is possible to pass through the Gate of Souls
To protect the world from the sometimes-turbu- secretly. During the Cataclysm, when Paladine
lent storms within the Ethereal Sea, the deities walked the desolate world of Krynn, Takhisis had
of Light built the Dome of Creation, a realm of her dragons slip through, allowing them to build
eternal light that protects Krynn from the unpre- up their numbers upon Ansalon’s shores. Takhisis
dictable Ethereal waves. The gods of Darkness, used the Gate again, during the Chaos War when
led by Takhisis, created the Abyss in the shad- deities and mortals alike were battling against the
ows of the Dome, a place of eternal darkness anger of Chaos, to steal away the world and hide
and shadow, that provides the Dome of Cre- it from the other gods, leaving her as the One
ation its foundations. Without one, the other God of Krynn.
could not exist. The deities of Balance created The deities of Balance make their domains
the Hidden Vale in the area between the two within the Hidden Vale, a realm said to be every-
realms, a place that is everywhere and nowhere where yet nowhere at all. Zhan, the grandest and
all at once. These three realms are called the most pristine of all forests, surrounds the Hidden
Outer Planes. Vale. It is here that the nature goddess Chislev,
The Dome of Creation, the Hidden Vale, and and her companion Zivilyn, make their home.
the Abyss can only be breached in one location: Zhan, oddly enough, is also the home to those
the Gate of Souls. This portal pierces all three elves who are deemed worthy of entrance,
realms, a fragile yet seemingly indestructible path despite its location in the realm dedicated to the
that connects yet separates the mortal and gods of Balance, instead of the deities of Light.
immortal realms. Through the Gate of Souls all The Abyss, a vast plane of emptiness, is home
spirits eventually pass, a continuous river of spirits to the gods of Darkness (though for Takhisis it

COSMOLOGY 12
Top/
p/ Side
e
9
View 6* View
14
Ethereal
2
7* Sea 2
1 7
6
3
1 4 3
5 10
5
8

4 8*
15 Transitive Planes
6. Astral
9 1. Material Plane 11 7. Ethereal
Inner Planes 8. Shadow
13
1. Material Plane Transitive Planes 2. Elemental /Air Outer Planes
Inner planes 6. Astral 3. Elemental /Water 9. Dome of Creation
2. Air 7. Ethereal 4. Elemental/Earth 10. Hidden Vale
3. Water 8. Shadow *Coexistent with 5. Elemental /Fire 11. Abyss
Material Plane
4. Fire Outer Planes 14. Positive Energy 12. Gate of Souls
5. Earth 9. See Side View 15. Negative Energy 13. River of Souls

Deities  117
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became her prison when she was defeated by shores of Krynn. Perhaps the most infamous of
Huma, a Knight of Solamnia, during the Second these demiplanes is the Lost Citadel, where the
Dragon War). It is said that whatever one imag- gods of magic secreted and trained the first Wiz-
ines is possible, though it is always horribly ards of High Sorcery, and where the deities of
twisted in some fashion. The gods of Darkness Light led their clerics during the Night of Dark-
have secret lairs in this realm, though the deity ness before the Cataclysm.
Morgion’s Bronze Tower is said to stand starkly One other realm of interest to scholars of
at the edge of the Abyss. planar cosmology is the Void of Chaos, a place
within the Ethereal Sea left strangely bereft of
Other Planes anything, where even the deities fear to tread.
The Inner Planes—the Elemental Planes of Fire, Some scholars claim that the Void of Chaos is
Earth, Water, and Air—encircle the Outer the fragment of Chaos that was captured
Planes, coexisting with them on multiple levels. within the Graygem, while others believe that
Where the Dome of Creation is said to be the it is the true center of reality, from which
repository of Positive Energy and the Abyss is Chaos first emerged. The gods are oddly quiet
said to be the repository of Negative Energy, about this location, for entering the Void of
the energy of the elements seems to reside pri- Chaos is said to drive one into madness—and
marily with the Hidden Vale, though the Ele- eventual oblivion.
mental Planes do touch upon all realms of exis-
tence (for they are the very building blocks of The Theft of the World
all existence). When Takhisis stole the world in the final
Stretched between the Outer Planes are moments of the Chaos War, slipping it through
three realms that interweave one another, touch- the Gate of Souls, she left behind everything—
ing upon all realms yet separate from them. These the Dome of Creation, the Hidden Vale, and
three planes can be viewed as three diluted, even the Abyss. Without the Gate of Souls to
though still vast and encompassing, tributaries of guide the River of Souls, the spirits of the dead
the Ethereal Sea. were unable to traverse the cycle of life and
The Astral Plane, a domain of endless silver death, leaving them trapped in the Ethereal
sky stretching in every direction, is the realm Plane where they were pawns to the Dark
between realms, the plane that binds all others Queen’s desires. What the Dark Queen did not
together. It is often associated with the silvery count on, however, was the appearance of the
moon Solinari, though the realm has no actual alien dragons from another world, dragons who
connection with that god or his moon. traversed the Ethereal Sea and found a world
The Ethereal Plane, a misty realm of ghosts apparently ready for domination. Transporting
and dreams, is a much lesser version of the Ethe- the world drained the Dark Queen of much of
real Sea—as a lake is a lesser version of the ocean. her power, forcing her into hiding from these
It borders closely with the mortal realm, allowing powerful dragons who were claiming the world
occasional glimpses both ways. The Ethereal she had rightfully stolen. Using the trapped
Plane is often associated with the crimson moon souls, the Dark Queen slowly rebuilt her ener-
Lunitari, but the goddess of that celestial body gies until she was ready to sweep across the
has no more control over the Ethereal Plane than world and reclaim her property.
does any other deity. The other gods were finally able to find their
The Shadow Plane, the realm of infinite dark- stolen world. With their return, they have had to
ness and power, is a domain of blacks and whites rebuild the Domes of Creation, the Hidden Vale,
where color is nonexistent. The Plane of Shadow and the Abyss, and once more ensure that the
is said to be the domain of Nuitari, the god of the River of Souls followed its proper path through
black moon by the same name. It is believed that the Gate of Souls.
the deity does make his abode (or one of his
abodes) on the Plane of Shadow, for that realm The End of Takhisis
connects with the Abyss more often than with and Paladine
any other realm. At the end of the War of Souls, just as her plot to
The realms of the gods of magic are separate control the world was to come to fruition, Takhi-
from the other realms, said to correspond with sis was killed. Order and balance being necessary
the location of their respective moons. There are in the world, Paladine sacrificed his immortality,
also said to be numerous demiplanes scattered becoming a mortal to wander the world of Krynn.
throughout the heavens and hells of Krynn, home Takhisis and Paladine are no longer among the
to reclusive (and often insane) wizards, outcast deities—a fact that will surely have grave ramifica-
demons, and other creatures rarely seen upon the tions in the years to come.

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The Gods of Krynn Symbol: A short description of the symbol


The deities are extremely active in the lives of associated with the god. This symbol is often
those who live upon Krynn. As Chaos tries to used on altars or other items dedicated to the
destroy the world through disruption and disor- deity.
der, the gods work to maintain the world through Colors: The colors generally associated with
order and law. The deities have very different the god, often used in the garb of clerics and
ways of going about their work, however, based décor of temples.
on their own philosophies. Celestial Symbol: The celestial body associ-
Takhisis (before her demise) believed that ated with the god.
order must be imposed on all beings of Krynn. If Alignment: The deity’s alignment. Deities
all beings would only subjugate themselves to her, follow the same alignments as mortals do; see
she would decide what was best for them and Chapter 6 of the Player’s Handbook.
how the universe would be ordered. The other Portfolio: The aspects of mortal existence
gods of Evil more or less agreed with her in this, with which the deity is most often associated.
although each had (and still has) his or her own Portfolio elements are listed roughly in their order
plans for the world. of importance to the deity.
Paladine (as a god, and, presumably, now Worshipers: Those who typically worship or
as a mortal) believes that all beings must be venerate the deity.
taught to love order and law, so that they will Cleric Alignments: What alignments the
embrace these concepts and live together in deity’s clerics can have. A cleric typically has the
peace. The other deities of Good subscribe to same alignment as his deity. Some gods accept
this philosophy. clerics who are one step away from their respec-
Gilean believes that every being should be tive deity’s alignment.
free to choose between good or evil or decide to Domains: Clerics of the deity can choose
follow neither philosophy, but stick to the from among the domains listed here. Domains
middle path. The gods of neutrality agree with marked with an asterisk are new domains appear-
Gilean and see their role as acting to maintain ing in this book (see Cleric and Mystic Domains
the balance. in Chapter 3).
The deities of Good and Evil may be found Favored Weapon: The weapon the deity
in the world, working with their chosen to bring favors. The deity’s clerics generally prefer to use
about their separate ends. The gods of Neutrality this weapon, and certain spells that clerics cast,
may also be met in the world, working to insure such as spiritual weapon, may have effects that
that neither side gains the upper hand. And resemble this weapon.
Chaos may also be found in the world, fomenting Favored weapons usually have special names
turmoil and war. when carried and wielded by clerics. For example,
Thus the balance, decreed by the High God, clerics of Mishakal use quarterstaffs, which they
is maintained. call the “Healing Strike.” Such special names are
given in parentheses.
Reading the Deity Entries
The first section of text contains basic informa- Descriptive Text
tion about the deity. Immediately following the line-item deity entries
Name: The first line gives the name by is information about what the deity looks like and
which the deity is generally known. Other other general facts.
names or titles attributed to the deity (if any) are Dogma: The basic tenets of the deity’s creed
given immediately below the name. Some names or teachings.
are unique to particular regions or peoples; in
such cases the region is given in parentheses Game Statistics
after the name. This product doesn’t have the scope to address
Following the name is the deity’s level of specific game statistics and divine powers for
power. In descending order, the levels of power these deities. Use Deities & Demigods to create
are greater deity, intermediate deity, lesser deity, game statistics for the deities here if you desire
and demigod. These rankings do not affect the such information.
abilities of clerics, the power of the spells they
cast, or most anything in the mortal world. They Gods of Good
represent the relative levels of power among The following are the six deities of Good. Pala-
deities only. dine is not included, as he has given up godhood
Home Plane: The portion of the cosmos to become a mortal.
where the deity chiefly resides.

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THE CONSTELLATIONS OF KRYNN


Zeb
oi
m

Habbaku
k
jere
a
M

Br
an
ch
ala
s
Sargonna

ilean
G

l
aka
is h
Che

M
mo
sh

o n
r gi
Mo
The Moons
Hi

Solinari
dd

Nuitari
u

ke
l Lunitari

The Planets
Sirrion
Reorx
Chislev
Zivilyn
K iri-J o lit h Shinare
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Branchala heart and have no set community or path to


Astarin (Silvanesti), Astra (Qualinesti), Bardilun follow. They travel from village to village, lifting
(Thorbardin), The Bard King, Bran (Ergoth), people’s hearts through song and story. They
Estarin (sea elves), Gardener (Mithas), Song of have little need for material possessions, and use
Life, Songmaster (Goodlund) any money they are given for their performances
Intermediate Deity to assist the needy.
Home Plane: The Dome of Creation
Symbol: Bard’s harp or silver flute Dogma
Colors: Yellow and green Let the divine music guide your steps in life’s
Celestial Symbol: The constellation Harp dance. Art is done for art’s sake. Always give your
Alignment: Chaotic good utmost performance, whether you play for a king
Portfolio: Music, poetry, bards or a pauper. Respect nature, as it is the source of
Worshipers: Bards, elves, kender, travelers life. Always end the day with a good story. Use
Cleric Alignments: CG, CN, NG your talents to benefit those in need.
Domains: Chaos, Good, Luck, Trickery
Favored Weapon: Rapier (“Leaf Blade”) Habbakuk
Preferred Vestments: Yellow and green robes, Abbuku the Fisher (sea elves), the Blue Phoenix
vestments or clothing, silver medallion of faith (Ergoth, Qualinesti, Silvanesti), the Fisher King,
Skylord (Balifor, Goodlund), Sea Lord (Mithas)
The Bard King, Branchala, brings joy to the Intermediate Deity
people of the world through melody and merri- Home Plane: The Dome of Creation
ment with his unending song of life. The beat- Symbol: Blue phoenix
ing of the heart is one part of a symphony, Colors: Deep blue and white
bringing all the world’s populations together to Celestial Symbol: The constellation Blue
experience the harmony of living. Companion Phoenix
to Habbakuk, Branchala seeks to bring the Alignment: Neutral good
beauty of the music of the natural world to all Portfolio: Animals, water, passion
its creatures. Elves, kender, bards, and druids Worshipers: Rangers, sailors, druids, farmers
venerate Branchala for his love of the inner Cleric Alignments: CG, LG, NG
beauty of the soul. Domains: Animal, Good, Water
Clerics of Branchala are called to spread Favored Weapon: Scimitar (“Kingfisher’s Helm”)
music and art across the world, to introduce the Preferred Vestments: Hoodless robes of light
people of Krynn to the beauty of the written and blue with a hooded stole of deep blue, silver
spoken word, and to bring pleasure through the medallion of faith
appreciation of art in all its forms. His clerics hold
a special place in many societies, particularly Habbakuk, also known as the “Fisher King” to
eleven and kender communities, playing an his worshipers, created and
important part of almost every rules all creatures of land
festival and celebration from and sea. Rangers and sailors
marriages to funerals, spring especially revere him and seek
dances to martial marches. his protection against Zeboim,
Clerics of Branchala use music goddess of the sea and storms.
and stories both to entertain Habbakuk makes creatures in
and to teach. his likeness, and he is feral
Much like the followers and merciless and cruel as
of Habbakuk, the clerics of the wolf, gentle and timid as
Branchala have a very loose the rabbit. The natural har-
knit organization. Young cler- mony of predator and prey
ics are taught the words and embodies Habbakuk, who is as
prayers of Branchala by men- much feared as he is loved. Be-
tor priests and are then free cause he represents the eternal
to spread the word and music cycle of nature, Habbakuk be-
of Branchala. Celebrations of comes a symbol of eternal life
Branchala are held at differ- beyond death, as exemplified by
ent times in different commu- his phoenix aspect.
nities. Followers and priests invite the community The clergy of Habbakuk is divided between
to participate in a celebration of life. During these clerics and druids. The clerics of Habbakuk work
celebrations, the clerics seek out new followers of to serve the needs of a community: assisting in
the faith. Clerics of Branchala are wanderers at fishing, hunting and in preventing animal attacks
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or looking after herd animals. As a result, they of the few holy days celebrated by the Ergothi-
are greatly respected in their own lands. The ans. For those located near the sea, the day is
druids, on the other hand, often live apart from used to dedicate new ships or offer small, private
others, secluding themselves in the forests, and gifts to the sea god, in the hope that the Fisher
preferring the society of animals above that of King will protect ships against Zeboim. The high-
man. They are therefore viewed as heathens and light of the day is the Great Regatta, in which
pagans by other priesthoods, while the common every ship participates. The winner is dubbed the
people may simply see Sea Lord and treated as
them as crazy old hermits. a guest of honor at the
Druids are not afraid of or evening’s festivities.
prohibited from fight-
ing those who would Dogma
harm their charges. Live in harmony with
Druids guard their pro- nature, respect all the
tected areas and are living things. Treat ani-
swift to punish those mals well, for they are a gift
who enter with evil of the deities to the world.
intent. Druids are also Those who live in harmony
quick to help those in nature are close to the gods.
need, though their lack Those who despoil the land
of social skills may are the enemy. Always be
make them seem cold, prepared to fight to protect
fierce, and abrupt. the land and its creatures in
All clerics and druids your care.
of Habbakuk protect nature from those who
would destroy or squander it. Once during his Kiri-Jolith
lifetime, a cleric of Habbakuk (not a druid) must Corij (Ergoth), Emperor (Mithas), Jolith (Kharolis/
leave friends and community to wander the land, Tarsis), Kijo the Blade (Thorbardin), Krijol (sea
taking nothing but a walking stick and the clothes elves), Qu’an the Warrior (Uigan), Sword of Justice
he wears. This walkabout purifies the cleric and Intermediate Deity
teaches him the true ways of nature and of Hab- Home Plane: The Dome of Creation
bakuk. The walkabout ends when the cleric has Symbol: A bison’s horn, also horned battle axe
either performed a service for his god (usually (Thorbardin, Kharolis)
protecting or restoring nature from a threat), or Colors: Brown and White
Habbakuk sends the cleric a sign. Celestial Symbol: The constellation Bison’s Head
Clerics who live in communities tend the ani- Alignment: Lawful good
mals, both wild and domestic. They can also per- Portfolio: War, courage, honor
form simple healing, and may be found assisting Worshipers: Fighters, Knights of the Sword
the local cleric of Mishakal. They try to spend a Cleric Alignments: LG, LN, NG
part of each day in the wilderness, communing Domains: Good, Strength, War
with nature and praying. If the cleric is faithful, no Favored Weapon: Longsword (“Sacred Defender”)
animal will attack him. Preferred Vestments: Gold scale armor with
The druids have little to do with community brown surcoat, copper medallion of faith
life. They see to the welfare of their protected
land, performing such duties such as planting Kiri-Jolith is the deity of glory, honor, obedience,
saplings, nurturing young animals, guarding justice, and righteous warfare. He is the eldest
against forest fires, and assisting those in need son of Paladine and Mishakal, and the twin
(those who show respect for nature, at least). brother of Habbakuk. Paladins and fighters who
The clerics of Habbakuk are not well organ- embrace good revere Kiri-Jolith, as do the
ized, having no central authority to which they Knights of Solamnia, especially the Order of the
must answer. Clerics learn the ways of the deity Sword, of which he is patron.
from a mentor cleric or from the god himself, Clerics of Kiri-Jolith seek out evil and
who sometimes comes to those who seek him out tyranny to wage war against them. Clerics train
in faith and humility. daily to be prepared in the fight against evil.
The most important holy day for clerics of They are organized with military precision, and
Habbakuk is The Feast of the Sea. First instituted every cleric and paladin knows his places
by Habbakuk’s clergy during the foundation of within the ranks. They speak often of their
the Ergothian Empire, the feast takes place every faith, inspiring courage and honor among their
fifth month on the thirteenth day. The feast is one listeners. Clerics join the ranks of the Knights of
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Solamnia, most joining the goodness. Many pursue the


Order of the Sword. martial arts to learn physical
Clerics of Kiri-Jolith hold and spiritual control, while
a ceremony known as the Day others practice the martial arts
of the Hunt at the beginning to both receive and spread
of each season. The clerics illumination, and focus on
spend this day seeking out clarifying and understand-
wrongs to right and helping ing the doctrines of the
people in need. deities of Good. While
many of Majere’s clerics
Dogma go out into the world to
Good is its own reward. teach the ways of Good and
Honor and courage are counter the lies and tempta-
life. Cowardice is reviled. tions of Evil, all of them receive
Fight if the cause is just; their training in monasteries.
never retreat while evil oppo- The monasteries in a given
nents remain on the battlefield. nation or region fall under the
authority of a High Abbot or
Majere Abbess, who typically runs the largest or most
Mantis of the Rose (Qualinesti), Manthus (Ergoth), venerable house of Majere in the area. The High
Master of Mind, Matheri (Silvanesti, sea elves), Abbots in turn report to the Prophet of Majere.
Nadir the Dreamsender (Mithas) The chief holy day celebrated by followers of
Intermediate Deity Majere is the Night of the Mantis. The monks and
Home Plane: The Dome of Creation priests of Majere set aside this night to fast, chant
Symbol: Copper spider, single rose (Qualinesti, or meditate. The festivities begin early in the
Silvanesti), mantis (Solamnia) afternoon and last until midday the following day.
Colors: Copper and red This night helps the monks renew their focus on
Celestial Symbol: The constellation Rose self-discipline and serves as an induction for new
Alignment: Lawful good initiates of the order.
Portfolio: Discipline, loyalty Majere is Paladine’s closest friend and advi-
Worshipers: Monks, theologians, scholars sor among the gods of Good, and typically
Cleric Alignments: LG, LN, NG counsels him on the best way to serve the will
Domains: Good, Law, Meditation of the High God. The other deities of Good pay
Favored Weapon: Unarmed strike (“Merciful much heed to Majere’s teachings and prophecies
Discipline”) as well. Majere and Zivilyn have something of a
Preferred Vestments: Red or copper robe, copper rivalry. Majere teaches his followers to find
medallion of faith enlightenment conforming themselves to the
will of the High God, while Zivilyn favors a
Of all the gods, Majere is perhaps closest more neutral approach. Majere fer-
in mind to the High God. vently opposes the Evil gods,
Majere best understands the especially Chemosh.
purpose of the world and the
unfolding of the High God’s Dogma
plan as Krynn travels down All souls are called to
the River of Time. Though holiness and purity of life.
Majere’s following is small, his Attainment of this is a
clerics are influential; Krynn’s mortal’s highest calling.
greatest theologians and teach- Seek holiness both by over-
ers come from the ranks of coming the Evil within and
Majere’s clerics, and his teach- opening yourself to Good. Dis-
ings have influenced the other cipline the unruly passions of the
orders of Good. body, and look within to find
Clerics of Majere are called your own faults and strengths.
to a severe but rewarding disci- Seek not glory or perishable
pline. Taking vows of poverty, things, but the eternal joy of
obedience, and chastity, they light. Obey those properly set
focus on achieving enlight- above you, and be gentle but firm
enment and holiness through self- to those below. Pray always, and always seek
discipline and the contemplation of the truth. Look to the world around you; in the
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order of Creation you will find keys to holiness. The priesthood has one leader, the Chosen
Help call others to virtue, but do so through Prophet (of whom there is one each genera-
teaching and example, not force and fear. Oppose tion), who is served by a council of priests who
evil with fervor, but without hatred. Show mercy represent various regions of Ansalon. Those
when possible, but be hard when necessary. priests serving small communities answer to
Above all things, have faith. There is an order their regional superior. Most of Mishakal’s cler-
and a purpose to creation, and as long as you do ics travel extensively. For example, a cleric
not turn your back on goodness, your life shall living in Darrow Nest in Solamnia travels
not be in vain. throughout his chosen area to help those living
near him.
Mishakal At least once each year, clerics of Mishakal
Bearer of Light, The Blue Lady (Balifor), Empress proclaim a Holy Day of Mishakal, usually to coin-
(Mithas), Healer in the Home (Kharolis/Tarsis), cide with the anniversary of some important
The Healing Hand, Ka-Mel-Sha, Ke-en (sea event. The date varies with location. The High
elves), Light Bringer (Solamnia), Mesalax (Thor- Priest of the local temple decides which days are
bardin), Meshal (Icewall), Mishas Holy Days. Clerics of Mishakal also attend to
(Ergoth), Quenesti Pah (Silva- birthings and baptisms, blessing newborn chil-
nesti), Quen Illumini (Quali- dren, and consecrating the names chosen by the
nesti), Skymistress (Goodlund) children’s parents.
Greater Deity Mishakal is Paladine’s wife
Home Plane: The Dome of and advisor. They are the par-
Creation ents of the twin gods, Kiri-Jolith
Symbol: Blue infinity symbol and Habbakuk, and of Solinari.
Color: Sky blue The worshipers of Mishakal
Celestial Symbol: The constel- diametrically oppose those who
lation Infinity follow the evil god Morgion.
Alignment: Neutral good Worshipers of Morgion seek to
Portfolio: Healing, mercy, fertil- spread disease and decay, which
ity, beauty are anathema to the precepts of
Worshipers: Healers, artists, Mishakal’s healing hands.
midwives, scholars
Cleric Alignments: CG, LG, Dogma
NG Heal all who require it, even if
Domains: Community*, Good, they are your enemies. Drive
Healing, Protection out disease, cut away decay,
Favored Weapon: Quarterstaff and bring light to those who
(“Healing Strike”) live in darkness and ignorance.
Preferred Vestments: Sky blue robe, Heal the wounded land, promote harmony and
silver medallion of faith peace, and lend help where it is needed—partic-
ularly to those who cannot help themselves. Do
Mishakal is the healing hand, revered through- not raise weapons in anger, but defend yourself
out Ansalon as the “Healer” and “Light Bringer.” and those whose lives are in danger. Honor
Mishakal is gentle and compassionate. She those who have passed on to a better life, but
seeks to heal ills and minister to all creatures remember that your duties lie with those who
(whether good, neutral, or evil) through her ser- are left behind. Comfort their pain, bandage
vants on Krynn. Her gentleness should not be their wounds, show them compassion, and ease
confused with weakness, for Mishakal touches the sorrow in their hearts.
every corner of Krynn with her power. If her
power is ever roused to anger, she proves formi- Solinari
dable, especially with the other deities of good Beacon (Mithas), God’s Eye (Thorbardin), Ivory
beside her. Disk (Hylo), Mighty Hand, Solin (Ergoth),
Clerics of Mishakal must heal anyone who White-Eye (Goodlund, Balifor)
asks, regardless of alignment. Though some cler- Intermediate Deity
ics may charge a nominal tithe for healing (which Home Plane: The Dome of Creation
may grow exponentially larger for those who are Symbol: White circle or sphere
evil), Mishakal forbids her clerics from withhold- Color: White or silver
ing healing from those who cannot afford it. They Celestial Symbol: The white moon
must work toward the good of the community in Alignment: Lawful good
which they live. Portfolio: Magic, arcane knowledge
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Worshipers: Wizards of the existence and expansion of


White Robes magic in the world.
Cleric Alignments: LG, LN,
NG Dogma
Domains: None (does not grant Devote yourself to magic. En-
divine spells) hance and expand the use of
Favored Weapon: None magic in the world. Work to
Preferred Vestments: White promote goodness and good
robes, staff of wood with a works. Use your magic for the
golden dragon’s claw benefit of all. Actively search
out all manner of knowledge.
Solinari is the hand of white Use what you learn to improve
magic, the patron deity of all the world and the study of
the White Robe Wizards of magic. Bring other worthy can-
High Sorcery. Solinari’s pri- didates to the study of the art.
mary ambition is to spread Guard magic against those who
magic throughout the world, would destroy it.
and to bring more worthy mages to the Order
of the White Robes. He works closely with his Gods of Neutrality
cousins Lunitari and Nuitari to protect and foster The following are the seven deities of Balance.
magic on Krynn.
Unlike the other gods, Solinari does not Chislev
have a clerical order dedicated to his worship. The Beast, Kisla the Mother of Sea Creatures
Instead, he serves as the patron deity for the (sea elves), Wild One (Mithas)
White Robe Wizards of High Sorcery. Solinari’s Intermediate Deity
followers are taught that magic is a gift to be Home Plane: The Hidden Vale
shared with the world, used for the benefit of Symbol: A feather of brown, yellow, and green
all. Mages of the White Robes are frequently Colors: Brown, yellow, and green
found on expeditions in the company of clerics Celestial Symbol: The planet Chislev
of Mishakal and Paladine. White Robe wizards Alignment: Neutral
seek out lost libraries and magical items in an Portfolio: Nature, wilderness, beasts
effort to increase their knowledge and to Worshipers: Druids, farmers
expand the use of magic in the world. They Cleric Alignments: CN, LN, N, NE, NG
come to the aid of others whenever their magic Domains: Air, Animal, Earth, Plant
or expertise may be needed. Favored Weapon: Shortspear (“Green Protector”)
Solinari’s followers do not observe any holy Preferred Vestments: Brown robes, green hood
days, but are particularly aware of the phases of and leggings, wooden medallion of faith
the silver moon that bears Solinari’s name
and is the symbol of his care Chislev is nature incarnate. Ac-
for his followers. The moon cording to legend, the seasons
Solinari reaches its point of change with the moods of her
High Sanction once every 36 heart: her sorrow brings the fall,
days, causing the power of his her despair the winter, her hope
followers to increase during the spring, and her joy the
this phase of the lunar cycle. summer. She can be furious and
The Night of the Eye—a rare dangerous as a hurricane or calm
event when all three of the as a meadow in spring. When she
moons are in alignment—is the is angry, she musters the violence
height of magical power on of nature against those who
Krynn and is a sacred day for offend her. Every animal and
all mages, as their power is at plant on Krynn reveres Chislev,
its strongest. as do the members of many
Solinari is the son of Misha- humanoid races.
kal and Paladine, and the younger The church of Chislev is
brother of the twin deities, Kiri- composed mainly of the hermit-
Jolith and Habbakuk. Solinari’s like, forest-dwelling druids. A
followers are opposed to the goals pur- few clerics of Chislev may be found, often living
sued by the followers of Nuitari, but both in farming communities. While sometimes con-
sides will cooperate to ensure the continued sidered heathens by clerics of other gods, Chislev’s
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druids defend the forests and hills against those Alignment: Neutral
who would despoil them. Her druids spend their Portfolio: Balance, knowledge, learning, freedom,
days traveling their protected areas, which can be watchfulness
as small as a pond or as large as a forest, correct- Worshipers: Scribes, historians, teachers
ing any imbalances they find. They usually spend Cleric Alignments: CN, LN, N, NE, NG
the morning praying for spells, healing animals, Domains: Knowledge, Liberation*, Protection
and keeping watch for poachers or those setting Favored Weapon: Quarterstaff (“The Sagestaff ”)
traps and snares unlawfully. Their afternoons are Preferred Vestments: Hooded gray robe, silver
dedicated to tending the tress and plants of medallion of faith
Chislev’s domain. They spend the night praying
and sleeping. The brother of Paladine and Takhisis, Gilean is
The day of Harrowing is an important day the chief of the deities of Neutrality, the keeper
for Chislev’s druids, as it marks one of the few of the Tobril—the book of knowledge and true
times when they leave their enclaves and travel names, and the record of the High God’s plan of
to human settlements, to bless the crops so that creation. Often appearing passionless and uncar-
they will yield a good harvest. At Harrowing, the ing, Gilean is an observer, choosing to interfere in
druids are welcomed by the communities, though the development of mortals only when the order
many are wary of them. The clerics and druids of Creation is challenged. Even then, he upholds
of Chislev celebrate all solstices and seasonal the rights of mortals to choose their own destiny.
changes, since they reflect their goddess’s pres- Clerics of Gilean usually act as scribes, librar-
ence in the world. ians, or historians. In this role, they may be wan-
Chislev and Zivilyn love each other pro- derers, traveling from place to place in pursuit of
foundly. They have no children, because, to their studies or they may choose to remain in
Chislev, the animals and plants are her children. one locale, recording everything important that
Chislev’s moods can vary wildly—although not happens and sharing their knowledge with the
as much as Zeboim’s, whom she despises. The community. Some clerics of Gilean are teachers
enmity between Zeboim and Chislev dates or instructors in universities or other institutions
from the All-Saint’s War, when Chislev helped of learning, where they are highly respected and
to defeat the Sea God- very much in demand.
dess. Chislev is allied Traveling clerics often
with Habbakuk and her venture fearlessly into
clerics work with him to dangerous lands to search
restore areas damaged by for lost knowledge. All
fire or war. She opposes knowledge is con-
Shinare, as indus- sidered sacred.
try has a way to No cleric of
destroying Gilean may ever
the environ- destroy a book, no
ment, but thus far matter what it contains.
theirs is a verbal dispute. Clerics of Gilean pray
She despises Morgion’s for their spells every morn-
cultists for their reverence ing with the rising of the
for decay and pestilence. sun. The Month of the Book is the
most important devotional period for the faith.
Dogma The period of time is not fixed by the calendar,
Nature has no beginning and no end. The balance but chosen by the cleric. Clerics must spend this
of nature must be maintained at all costs. Nature month in service as historians or archivists, dedi-
should be protected and nurtured, not enslaved or cating themselves to studying a chosen body of
despoiled. There is a place for technology and work, serving a library or teaching in a place of
new developments, but these should always be learning. During this time, clerics may not earn
second to the true gift that is nature. wages for their services (though they may accept
payment in the form of food, water, and board).
Gilean Gilean’s constellation is positioned between
The Gate of Souls, the Sage, Void good and evil, as he is the mediator between
Greater Deity those two sides. Gilean plays peacekeeper, hoping
Home Plane: The Hidden Vale that the world will be spared a war that could
Symbol: An open book destroy it and the knowledge within it. He has
Color: Gray only one child, Lunitari, who sprang fully formed
Celestial Symbol: The constellation Book of Souls from him. The other Neutral gods are those he
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gathered to him from the Beyond, who aid in the marks the night when all magic on Krynn is at its
order of Creation. peak, and is the most sacred day in the calendar
of all Wizards of High Sorcery.
Dogma Lunitari is the daughter of Gilean, and is
Seek knowledge, for knowledge will not seek you. said to have sprung, fully formed, from his
Be calm and deliberate, and share all the knowl- thoughts. Lunitari is a vivacious young woman
edge you come across. Knowledge transcends and a trickster, using her magic to create illu-
good and evil, so do not be a slave to Darkness or sions designed to amuse and entertain. She seeks
beholden to Light. Do not judge, and do not use to balance the ambitions of her cousins, Solinari
knowledge to sway others and Nuitari, and opposes
to any side, for knowledge any deity who threatens
knows no choice or dic- the continued existence
tum. Emotion clouds of magic on Krynn.
learning. Strive to be even-
handed. Know that truth Dogma
is elusive and belief is tran- Devote yourself to magic.
sitory, but knowledge is Enhance and expand the
eternal and everlasting. use of magic in the world.
Above all, knowledge is a Work to maintain the bal-
pursuit without ending. ance between good and
Record knowledge while evil magic, and promote
you are able. Ignorance is the use of neutral magic.
the greatest enemy. Bring other worthy candi-
dates to the study of the art.
Lunitari
Luin (Ergoth), Maid of Illusion (Mithas), Night Reorx
Candle (Thorbardin), Red-Eye (Goodlund), Anvil (Elian), Forge, The Weaponmaster (Mithas)
Veiled Maiden Greater Deity
Intermediate Deity Home Plane: The Hidden Vale
Home Plane: The Hidden Vale Symbol: Forging hammer
Symbol: Red circle or sphere Colors: Slate gray and red
Color: Red or magenta Celestial Symbol: The planet Reorx
Celestial Symbol: The red moon Alignment: Neutral
Alignment: Neutral Portfolio: Creation, gambling, artisans, engineering
Portfolio: Magic, arcane knowledge Worshipers: Dwarves, gnomes
Worshipers: Wizards of the Red Robes Cleric Alignments: CN, LN, N, NE, NG
Cleric Alignments: CN, LN, N, NE, NG Domains: Earth, Fire, Forge*
Domains: None (does not grant divine spells) Favored Weapon: Warhammer (“Reorx’s
Favored Weapon: None Strength”)
Preferred Vestments: Red robes Preferred Vestments: Slate gray tabard, suitable
for use at the forge, or red robes (formal)
Lunitari is the veiled maiden of neutral magic and
patron of the Red Robe Wizards of High Sorcery. According to the dwarves and gnomes, Reorx,
Like her cousins, the other deities of magic, Luni- the god of the forge, is the greatest deity of the
tari’s primary ambition is to further the cause of entire pantheon. Reorx is the supreme god of the
magic in the world. dwarves, who consider themselves his chosen
Lunitari has no clerical order. She is honored people—although gnomes also consider them-
and respected as the patron deity of the Red Robe selves the “true chosen of Reorx.” In actuality,
Wizards of High Sorcery. Her followers are more Reorx loves both races equally.
numerous than those of Solinari or Nuitari, and The church of Reorx is known for its stability.
work to bring magic to the world and maintain With their passion for organization, dwarves
the delicate balance that exists between good and establish a rigid hierarchy for Reorx’s church,
evil magic. with one dwarven cleric, the Starmaster, as leader.
Red Robes find that their powers wax and All other clerics have their own positions within
wane with the phases of the small red moon, which the church. Within a dwarven clan, the clan cleric
reaches the point of High Sanction once every 28 is nearly as important as the thane. Known as
days, at which time their powers are at their Forgers, the clerics have a say in all important
height. The Night of the Eye is a rare occurrence events in dwarven life, such as naming young
when all three of the moons are in alignment. This dwarves and the rites of adulthood. Forgers are
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also given the gift of producing the best swords Dogma


of the dwarven realms. There is beauty in creation. Nothing
The gnome branch of the in life is better than crafting
faith does not have as much something lasting, and the
influence, but is important process is as important as
nonetheless. Gnome cler- the finished item is. Never
ics of Reorx work hand in be idle when you can be
hand with the priesthood working. Rituals and
of Sirrion to produce much tried-and-true formulas
of the metal necessary for are well and good, but
gnome invention. innovation is vitally
A dwarven Forger important. In all things,
is expected to work strive to master your
the forge from morn- skill, honor your peers,
ing to evening, unless and enjoy the results of
traveling (and even then, your work.
the Forger may take along a portable forge) or
presiding over one of the church’s ceremonies. Shinare
After the work in the forge is done, the cleric Balance of the Scales (Mithas), Silver Master
prays for his spells. (Thorbardin), Walking Liberty (Ergoth), Winged
Gnome clerics work on their Life Quests, One (Elven Lands), Winged Victory
which are usually church related. Gnomes also Intermediate Deity
pray for spells at the evening. Home Plane: The Hidden Vale
A cleric of Reorx must create, during his or Symbol: Griffin’s wing
her lifetime, an object (weapon, armor, or other Colors: Gold, silver, and brown
item made of metal), that honors Reorx. This Celestial Symbol: The planet Shinare
object or invention must be made with the cleric’s Alignment: Lawful neutral
own hands and must have an extraordinary qual- Portfolio: Wealth, commerce, travel
ity or artisanship. This work can often take years Worshipers: Merchants, traders, dwarves
to complete. Cleric Alignments: LN, N
Harnkeggerfest is a hill dwarf festival hon- Domains: Law, Luck, Travel
oring the clerics of Reorx. Reorx’s clerics take Favored Weapon: Light mace (“Jeweled Delight”)
vows and award prizes during the festival, Preferred Vestments: Fine robes, jewelry and
which is always a time of feasting and celebra- gold
tion. The 19th of Mishakal is the holiest of days
dedicated to Reorx. Blacksmiths, revered during Shinare is “Winged Victory,” the female goddess
this day, spend it forging particularly exquisite of wealth, industry and commerce. The dwarves
items. Many of Reorx’s clerics choose this day revere her as the “Silver Master,” the male patron
to finish their life project. Harnkeggerfest is also of industry and wealth. Shinare’s followers are
observed in Mount Nevermind, where the merchants, mercenaries, and traders. Thieves and
gnomes exhibit their new inventions for all to rogues occasionally offer a prayer to Shinare, per-
see. The gnome name is “Dayforshowingoffall- haps hoping she might be in an indulgent mood
themarvelousinventionswehavebeen- that day.
workingthislastyearandcleaningupthe- Clerics of Shinare are industrious. They work
messafterward.” hard to amass wealth and prestige, but
Reorx works with Shinare, they must not be greedy, for
goddess of commerce that way lies the dark path to
and industry, to spur Hiddukel. They must serve to
dwarven economies. better the community in
He grants inspi- which they live, and thus
ration to the Shinare’s clerics are the
gnomes, so principal founders of many
they can invent business ventures in Krynn.
wonderful machines. Because they can bring pros-
He does not try to perity to a community, Shi-
directly guide kender, nare’s clerics are universally
but he is fond of them respected and admired.
and watches over them. Shinare’s clerics are never
permitted to be late in the
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payment of taxes or tithes, nor do they cheat on Sirrion


taxes, but always pay their fair portion. The Alchemist, Firemaster, The Flowing Flame,
Some clerics travel the land, assisting strug- The Wizard (Mithas)
gling business owners with advice and capital. Intermediate Deity
These traveling priests are a welcome sight in Home Plane: The Hidden Vale
cities and small towns, for they act as money- Symbol: Multicolored fire
changers and mediate disputes between mer- Colors: Bright reds and yellows
chants. All clerics of Shinare are expected to Celestial Symbol: The planet Sirrion
pursue their own mercantile careers as well as Alignment: Chaotic neutral
serve in the priesthood, and almost all guilds Portfolio: Fire, strength, sun
and syndicates on Ansalon are served by the Worshipers: Alchemists, lovers, fighters
patronage and support of a cleric Cleric Alignments: CE, CG, CN
of Shinare. Domains: Chaos, Fire, Passion*
Clerics of Shinare pray for Favored Weapon: Heavy flail
their spells in the evening. The (“Flaming Strike”)
Day of Hearing is the Holy Preferred Vestments: Flowing
Day of the faith. On this day, red and yellow robes, with gold
clerics listen to people explain and copper flame symbol
their ideas for business ven-
tures and invest in those that Sirrion is the god of creativity
sound profitable. The Golden and passion. He sculpts the fire
Week is an important cere- of the soul into beautiful forms
mony for the priesthood. Dur- and controls every physical flame,
ing this week, from the first from the fiery sun to the candle’s
of Sirrion to the fifth, the meager light. Alchemy is his do-
cleric fasts and takes an in- main, as it is the art of transform-
ventory of his wealth. He ing one state into another, often
makes plans for the coming through the use of purifying
year and reviews his invest- fire. Sirrion sparks forest fires to
ments. This is a private cere- clear old tress and let new ones
mony, but on the fifth day the grow. He burns those who play with
cleric holds a grand party for all his fire to teach them to respect it. Only when fires
friends and employees. rage out of control do they belong to Sargonnas,
Shinare’s companion is Sirrion, the god of the deity of volcanoes and destruction.
creative fire. While Shinare is practical and Sirrion is not a god who cares for mortal
pragmatic, Sirrion is a dreamer and an artist. worshipers, though the power and beauty of fire
Each deity complements the other. Although draw many to him. He sends away those who
their relationship is far from stable, they work desire only power, but accepts those who love fire
together to make the world and its people for its beauty. He actively recruits followers only
prosperous. Shinare is fond of Reorx, due to when Shinare, his mate and the goddess of mate-
their shared interests, and because of the strong rial wealth, appears to be gaining the upper hand
bond between artisan and merchant. Shinare’s between them. Like the flames, Sirrion flares
sworn enemy is Hiddukel, whose greed and quickly into fiery passion and smolders long after-
shady business practices give all business owners ward. His clerics are passionate in nature, but
a bad name. erratic and changeable.
A cleric of Sirrion must tend to an ever-burn-
Dogma ing fire in his home or temple. He prays and gains
Industry and commerce is the way to riches. spells before the fire during the morning. Inner
Work hard and you will be rewarded with fires are not forgotten, and each day the cleric
wealth. Greed will destroy what you have must sculpt his inner fire into a new form. During
worked to gain. Poverty is lack of effort. Never the afternoon, the cleric tends to communal fires,
tolerate laziness or ignorance. The clever and such as those in smithies, taverns, and other public
the industrious find opportunity and fortune in places. During the evenings, especially in small
the world. Lead others in enterprise and safe- towns, the cleric may sometimes build a great
guard transactions. Be fair and honest in your bonfire, using his powers to cause the flames to
business, for deception is the road to ruin—yet dance and change color, to entertain the children
do not shy from competition, for it is the well- and teach them about their own inner fires.
spring of all fortune. Sirrion’s clerics also act as firefighters. When-
ever a fire breaks out in a building or forest, they
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use their spells to try to control it. They are also Zivilyn is calm, confident, certain of him-
knowledgeable in the use of fire to clean out the self. He never rages or storms. He is the wisest
old and make way for the new. This can bring of the gods.
the faithful of Sirrion into conflict with those who Zivilyn teaches his followers that wisdom
view fires as destructive. transcends both good and evil and is a force in
On the Eternal Day, the clerics of Sirrion itself. He requires that his clerics recognize that
renew the spells that maintain the eternal fire. wisdom comes with age—the older the cleric, the
Solstices and equinoxes are holy days for the higher he stands in the hierarchy. The Starmaster,
clerics, days of watchful tolerance. These are the the high priest of the order, is appointed by Zivi-
only days when they let their lyn himself and gifted with
fires go out, because Sirrion’s great powers of enlightenment.
erratic mood shifts may cause Zivilyn’s clerics serve as coun-
them to turn destructive. selors, mediators, philosophers,
Because Sirrion is the god of and diplomats in their commu-
passion, lovers often bring gifts nities. They facilitate rather than
to his clerics to keep the fires of teach. In places that lack clerics
love burning. of Paladine, clerics of Zivilyn
Sirrion’s mate is Shinare, act as legal officials and advisors
the goddess of industry and in trials.
commerce. Theirs is a fiery rela- Clerics of Zivilyn pray for
tionship. Shinare is opportunis- their spells in the evening, after
tic and pragmatic, while Sirrion eating and meditating upon
is an artist. Despite this, their their day’s events. The Day of
love is profound. Reflection, 25 of Mishamont, is
the most important day for Zivi-
Dogma lyn’s clerics. The day starts with
Fire is life, fire is death. Fire is a fast and a fervent hymn to
honest. Fire does not discriminate. Fire is the instru- Zivilyn. At noon, the clerics set off alone for soli-
ment of change. Fire is a useful and extraordinary tary areas where they spend the remainder of the
tool. Remove the fear of fire from the people and day in mediation.
teach them all the good things that fire can do for Zivilyn works with his mate Chislev to main-
them. Harness the flame to bring light and warmth tain balance in the world of Krynn. He acts as
into the world. Never allow a fire to rage out of Gilean’s closest advisor, for wisdom and knowl-
control, for all flame that burns should have a pur- edge go hand in hand, and Gilean’s aloof, cold
pose. Seek the fire in others and in yourself. nature requires the soothing temperance of Zivi-
lyn’s compassionate understanding. Zivilyn is
Zivilyn opposed to the consuming hatred shown by
Tree of Life, Wise One (Mithas), World Tree deities such as Sargonnas and Takhisis, and the
Intermediate Deity martial ambition of Kiri-Jolith, but Zivilyn counts
Home Plane: The Hidden Vale no god as his enemy.
Symbol: A great green and gold tree
Colors: Green and gold Dogma
Celestial Symbol: The planet Zivilyn Wisdom is timeless. Act after you have studied all
Alignment: Neutral courses of action. Be mindful of your place in the
Portfolio: Wisdom, foresight, prophecy universe. Be free of material influence. Seek
Worshipers: Philosophers, mediators understanding, not facts, for knowledge is fallible
Cleric Alignments: CN, LN, N, NE, NG whereas wisdom is not. Choose no side in war or
Domains: Insight*, Knowledge, Mediation* conflict. Be an advisor to those who seek peace.
Favored Weapon: Quarterstaff (“Enlightenment All wisdom comes from within and moves with-
Cane”) out. Wisdom cannot be learned or borrowed and
Preferred Vestments: Simple moss-green robe, knows only balance. Time and space are all one in
no hood, gold medallion of faith balance. Be at peace with nature, for it is the
cradle of wisdom, and be at peace with yourself,
Zivilyn is the deity of wisdom, the “Tree of Life,” for you are the vessel of wisdom.
bearer of all the insight of the universe. His
branches reach into every time and place, into the Gods of Evil
past and the future. Zivilyn exists simultaneously The following are the six deities of Evil. Takhisis
in all times and places. His realm is awareness, is not included, since she recently died at the end
balance, and understanding. of the War of Souls.
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Chemosh Chemosh is subordinate to the Queen of


Aeleth (Ergoth), Chemos Jotun (Icewall), Dron of Darkness, and his servants often cooperate with
the Deep (Tarsis), Khemax (Thorbardin), Lifebane her clerics and followers. Chemosh holds
(Mithas), Lord of Death, Orkrust (Hobgoblin) a special hatred for Majere, who
Intermediate Deity embodies faith in the ways of
Home Plane: The Abyss the High God and disci-
Symbol: Yellow skull pline in pursuing virtue.
Colors: Black and sickly
yellow Dogma
Celestial Symbol: The constel- The world issued from
lation Yellow Goat’s Skull Chaos, who has no pur-
Alignment: Neutral evil pose or grand plan for it.
Portfolio: Death, undead, Mortals have no souls. The
murder flesh is all that matters.
Worshipers: Crazed cultists, Death is a gate to oblivion.
necromancers The gods of Good delude
Cleric Alignments: CE, their worshipers with prom-
LE, NE ises of life after death to
Domains: Death, Evil, Trickery enslave them. Service to
Favored Weapon: Sickle (“Harvester of Souls”) Chemosh is rewarded with true everlasting life.
Preferred Vestments: Black robe, white skull
mask, bone medallion of faith Hiddukel
Betrayer (Mithas), Hitax the Flaw (Thorbardin),
One of the first to join the Queen of Darkness in M’Fistos (Istar), The Prince of Lies, Usk-Do
her rebellion against the High God and the order (Hobgoblin)
of Creation, Chemosh is the creator and ruler of Intermediate Deity
the undead. Chemosh raises and animates corpses Home Plane: The Abyss
and imprisons souls by tempting mortals with Symbol: Broken merchant scales
promises of eternal “life,” dooming them to a hor- Colors: Red and bone
rible existence as his undead slaves. Celestial Symbol: The constellation Broken Scale
Chemosh’s teachings to mortals are an elab- Alignment: Chaotic evil
orate framework of lies intended to sway them to Portfolio: Wealth, thieves, lies
his side and portray himself as a benevolent god Worshipers: Dishonest merchants, thieves
in a cruel world. The dogma followed by his wor- Cleric Alignments: CE, CN, NE
shipers (and sometimes even clerics) doesn’t nec- Domains: Evil, Treachery*, Trickery
essarily reflect the deity’s true views, for the Favored Weapon: Dagger (“Vengeance Sting”)
beliefs he fosters are intended to dupe mortals Preferred Vestments: Robes made of fine red silk
into his control. with bone color in the sleeves
Clerics of Chemosh seek to undermine the
works of the orders of Good, turning mortals Hiddukel, god of ill-gotten wealth and deals, is the
away from life to the mockery of life offered by patron deity of dishonest businessmen, merchants,
the Lord of Death. Most of Chemosh’s follow- and thieves. A cunning dealmaker, Hiddukel trades
ers work in secret, expanding their numbers on greed. He is the only god who could barter with
through false promises of immortality. Such Takhisis and come out ahead. Hiddukel constantly
secrecy means that the hierarchy of Chemosh’s seeks to secure bargains, which entail the swap-
church has no centralized authority. Many cler- ping of wealth in exchange for a soul. Although he
ics hold their positions for generations, using is calculating and predatory, Hiddukel often takes
their powers to cling to control even after death the guise of a fawning and fumbling merchant.
by transforming themselves into liches or other Those tricked into bargaining with him may gain
dread beings. what they think is their heart’s desire, only to find
Chemosh’s clergy celebrate a secret ritual it brings them misery in the end.
during the autumn solstice, asking their master to Very few people willingly become clerics of
preserve them from the eternal winter of death. Hiddukel. Usually the deity dupes or tricks a person
New worshipers of Chemosh are typically conse- into becoming a cleric. Hiddukel prizes treachery in
crated to their dark master on this night, pledging his clerics, even when their treachery turns against
themselves to Chemosh in return for what they him. His clerics are ordered to pursue and attain
are told is an escape from oblivion. Rituals of wealth by any means necessary, and seek to get the
“rebirth” take place year-round, as clerics animate best of everyone in all bargains. His clerics operate
corpses to further Chemosh’s power. in secret, under the guise of legitimate concerns.
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Large cities are often home Preferred Vestments: Loose-


to hidden cells of his wor- fitting gray robes with hood
shipers. Clerics of Hiddu-
kel often lead double lives, The god of pestilence, de-
appearing to respected cay, and disease, Morgion is
members of the commu- widely feared by almost all
nity by day, conducting humanoid races. Those few
illicit activity by night. who worship him are re-
The church of Hiddukel is viled and almost always
only nominally organized. conduct their worship in
Apart from the Night- secret. Even the other evil
master, every cleric works deities refuse to associate
for himself, constantly with him. Morgion feeds on
scheming and back- fear, and he uses the ravages of disease to spread
stabbing to steal the Nightmaster’s position. fear among humans. Morgion rarely deigns to
Hiddukel’s clerics pray for their spells at dawn. speak to his clerics. He prefers to do his foul work
The most important ceremony of the church is in secret even from them.
the Day of Bartered Souls. Every year, a cleric of Morgion lives in a bronze tower at the edge
Hiddukel must present Hiddukel with a tally of of the Abyss. He never leaves this tower and
those he has either corrupted or driven into ruin. never reveals his plans, not even to those respon-
Those who fail face the wrath of the god. sible for carrying them out. He is surrounded by a
Hiddukel is the enemy of Shinare, and their host of diseased spirits. He has the aspect of a rot-
mutual hatred is transmitted to their followers. Hid- ting humanoid figure, neither male nor female,
dukel offers rewards, such as slaves and riches, to with a goat’s head.
his followers who kill clerics and destroy temples of The church of Morgion is composed of slaves.
Shinare. Hiddukel also opposes Reorx—but the Morgion waits until disease seizes hold of a person,
deity of greed is a coward at heart, and does noth- then he offers the person a deal: respite from the
ing to risk angering the irascible god of the dwarves. disease in exchange for life-long servitude. Those
who accept find themselves “cured” by the power
Dogma of Morgion, though the price they are forced to
Greed is the driving force in the world. Those pay is often more than they can bear. They are
who deny that they love money are lying. Noth- then sent forth to carry disease to other people, to
ing in the world is as important as wealth. gain Morgion more followers.
Acquire riches, no matter who or what stands in Cultists of Morgion gather in small cells—
your way. Lies give the truth meaning. Discover usually no more than three clerics—whose calling
someone’s deepest desire and you will find the is to spread disease and suffering to everyone they
key to his soul. encounter. Cultists of Morgion may be found in
large cities or small villages, in elven lands or on
Morgion the minotaur islands. They must work in secret, for
Anthrax Goatlord (Hobgoblin), Black Wind, if they are ever discovered, they are in peril of their
Gormion (Tarsis), H’rar (Ergoth, Istar), Morgax the lives. Above all, they fear the clerics of Mishakal,
Rustlord (Thorbardin), Morgi (Icewall), Pestilence their sworn enemies.
(Mithas) Morgion cultists are also com-
Intermediate Deity manded to study and create
Home Plane: The Abyss poisons. A Morgion cultist will
Symbol: A hood with two red usually have a small alchemical
eyes laboratory in his house, dedi-
Colors: Deep brown and black cated to the creation of new and
Celestial Symbol: The constel- powerful poisons. They are par-
lation Diseased Hood ticularly expert at creating those
Alignment: Neutral evil that mimic the effects of disease.
Portfolio: Disease, planning, The Nightmaster, the leader of
suffering the cult, can create even more
Worshipers: Crazed cultists virulent poisons, such as the
Cleric Alignments: CE, LE, NE Scarlet Plague. Every cleric car-
Domains: Destruction, Evil, ries at least 3 doses of a poison
Pestilence* dust that he can use against ene-
Favored Weapon: Heavy flail mies. Morgion’s clerics pray for
(“Disease Cloud”) their spells in the dead of night.
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Due to the need for secrecy, the church has are able to cast their spells at the zenith of their
no holy days or religious celebrations. The power. Nuitari’s black moon is but a hole in the
destruction of an enemy of singular value might stars for those who do not worship him. For his
be considered important, but not so much as to followers, the moon’s black radiance is brighter
warrant a special ceremony. than that of the silver or the red moons.
Nuitari is the son of Sargonnas and Takhi-
Dogma sis, and the twin brother of the goddess of the
Disease breeds fear. Fear is power. Spread disease sea, Zeboim. Nuitari detests Sargonnas, who
and reap the terrible reward. dislikes magic and those who wield it. Nuitari
distrusted his mother, Takhisis, whom he sus-
Nuitari pected of trying to subvert his followers, con-
Black Hand (Balifor), Darkness (Elian), Devouring vincing them to worship her. Nuitari’s mages
Dark, Nightreaver (Mithas), Ungod (Thorbardin) are opposed to the goals pursued by the follow-
Intermediate Deity ers of Solinari, but they will put such differences
Home Plane: The Abyss aside and work together if the very existence of
Symbol: Black circle or sphere magic is threatened.
Color: Black
Celestial Symbol: The black moon Dogma
Alignment: Lawful evil Serve magic and serve me. Magic is power; keep
Portfolio: Magic, arcane knowledge it secret and keep it safe.
Worshipers: Wizards of the Black Robes
Cleric Alignments: LE, LN, NE Sargonnas
Domains: None (does not grant divine spells) Argon (Istar, Ergoth), The Firebringer (Hylo),
Favored Weapon: None Gonnas the Willful (Icewall), Kinis (Qualinesti),
Preferred Vestments: Black satin cowl, black Kinthalas (Silvanesti), Misal-Lasim (Tarsis), Sargas
velvet cape (Mithas), Sargonx the Bender (Thorbardin)
Greater Deity
Cousin of Lunitari and Solinari, Nuitari is the Home Plane: The Abyss
devouring darkness, the patron of the Black Robe Symbol: Stylized red condor
Wizards of High Sorcery. Nuitari’s primary ambi- Colors: Red and black
tion, like that of his cousins, is to spread magic— Celestial Symbol: The constellation Condor
preferably black magic—throughout the world. Alignment: Lawful evil
Nuitari also works to bring more mages to the Portfolio: Vengeance, conquest, strength, rage
Order of the Black Robes. Worshipers: Minotaurs, bounty hunters, fighters
There is no clerical order Cleric Alignments: LE, LN, NE
devoted to the worship of Domains: Evil, Fire, Law,
Nuitari. Rather, he is the War
patron of the Order of the Favored Weapon: Great-
Black Robes, instructing axe (“Horns of Fury”)
them in the ways of
magic. Black Robe fol- Sargonnas is as a mystery
lowers of Nuitari are to the peoples of Ansa-
taught that magic is secre- lon, a role he fosters. The
tive, and that its power is brooding deity prefers to
to be coveted. Those who work alone and in isola-
use magic to gain power tion. Though at times he
are often seduced by Nuit- is forced to ally with them,
ari, who promises them he feels no commitment
that they will gain power- to the other dark gods.
ful magic much faster if they worship him, He despises the deities of Good, with the excep-
rather than the careful Solinari or the cautious tion of Kiri-Jolith, for whom he feels a grudging
Lunitari. respect. Sargonnas is an angry, militant, and
Black Robes do not observe holy days for treacherous god, demanding strict obedience
Nuitari, although they look forward to the High from those who follow him.
Sanction of his black moon every 8 days. At that Minotaurs are his most devoted followers,
time, their power is at its height. Like all other choosing to worship him above all other gods.
mages, Nuitari’s followers eagerly await the They call him Sargas and believe that he has the
Night of the Eye, for the magical power of Krynn aspect of a minotaur. To them, Sargas represents
is at its height on this night and the Black Robes power gained by brute strength and held with
Deities  133
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honor. Minotaur view with disdain any human or Preferred Vestments: Easy to discard robes with
member of another race who claims to worship sea motif emblazoned on them
Sargonnas, often refusing to admit that this deity
is the same god as Sargas. Little known by those on land, widely feared by
Most of Sargonnas’s those who sail the seas,
nonminotaur worshipers Zeboim is the goddess of
view the god as a deity of the sea and storms.
vengeance. His clerics Moody and wayward,
are often sought out she flies into rages
by wronged indi- that whip the seas
viduals seeking into a frenzy and
to take unlawful send ships to the
revenge on those who bottom of the
have harmed them. Boun- ocean. She is flighty, how-
ty hunters often worship ever, and may be appeased
Sargonnas. by sailors who make the
The first of Argon is right offering. Zeboim rep-
the most holy day of the resents the sea’s uncaring
priesthood. It was on this day the minotaurs and tempestuous nature, though she also has
became the chosen ones and revolted against the fleeting moments of tranquility.
Kal-Thax dwarves (who had enslaved them), Clerics of Zeboim have the dual nature of
slaughtering every dwarf in the community. their goddess. They are not above resorting to
Though initially celebrated by minotaurs, this extortion, frightening sailors and ship owners into
holiday has since been adopted by Sargonnas’s paying tithes in exchange for good weather.
nonminotaur followers, who celebrate the belief When on land, priests of Zeboim take a ritual
that might makes right. swim early in the morning, in any weather condi-
Sargonnas was Takhisis’s consort, albeit an tion, to pray for their spells. While on board a
estranged one, before the latter god’s death. Their ship, a priest of Zeboim is a welcome addition to
children are Zeboim and Nuitari. the crew, leading the sailors in prayer and making
offerings to the Sea Queen. On board ship, priests
Dogma pray for spells at sunset.
Wreak vengeance on those who wrong you. The Sea Queen’s Share is an extraordinary
The weak have no place in society. Strength is ceremony that is performed every eight months
power. Power is gained through strength and when the moon Solinari is full. In this ceremony,
held through honor. Be loyal to those who are the cleric sacrifices most of the wealth he has
loyal to you. Destroy those who betray you. acquired to the Sea Queen. If she is pleased with
Never show mercy, for mercy dishonors both the sacrifice most of the objects will float back. If
you and your enemy. not, they are never seen again.
The most holy day of the faith is a day of vio-
Zeboim lent thunderstorms and cyclones for the regions
Darkling Sea, Maelstrom (Mithas), Rann (Ergoth), of Nordmaar and the Blood Sea. Priests of
Zebir Jotun (Icewall), Zura the Maelstrom (sea Zeboim gather on the seashore to make sacrifices
elves), Zyr (Tarsis) to the glory of the Sea
Intermediate Deity Queen to protect all those
Home Plane: The Abyss on the sea or living near it.
Symbol: Turtle shell pattern Zeboim has little con-
Colors: Green and red cern for the other deities.
Celestial Symbol: The The exception is Hab-
constellation Dragon bakuk, who has dominion
Turtle over all creatures of the
Alignment: Chaotic evil deep—a dominion Zeboim
Portfolio: Sea, storms, feels she should rule alone.
envy The two detest each other
Worshipers: Sailors, pirates, and wage war continually,
evil druids a constant battle that is
Cleric Alignments: CE, said to create the waves
CN, NE that crash endlessly against the shore. Zeboim is
Domains: Chaos, Evil, Storm*, Water ambivalent toward her father, Sargonnas, some-
Favored Weapon: Trident (“Triad”) times courting his favor and that of minotaur
134  Chapter Four
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sailors, who worship her, other times spurning In reality, she was their doom. Unknown to
him and condemning his followers to death in all, the One God was Takhisis, the Queen of
the sea. Zeboim was always careful to never Darkness.
cross her mother, Takhisis, however—at least not Aided by the power of the dead spirits she
until the death of Ariakan, when Zeboim began had trapped on Krynn, Takhisis plotted her
to doubt her mother’s commitment to the war return. She was the only deity left on Krynn. All
against Chaos. she had to fear was the power and might of the
dragon overlords. The War of Souls would see
Dogma her triumphant, for she was unopposed—or so
People respect and fear fury. No sailor is safe she imagined.
unless the Sea Queen wills it, therefore worship One being arose with the power to thwart
her and offer her many gifts. Eventually, the sea the Dark Queen’s plans. The kender Tasslehoff
will consume all, and all lands will drown under Burrfoot activated the device of time journeying in
the power of Zeboim. Adore her or be lost to the last moment before being slain by Chaos,
the storm. with the intention of traveling forward through
time to speak at the funeral of his friend, Cara-
The One God and mon Majere. Tasslehoff missed his intended
the War of Souls time, arriving in the alternate future created by
In the Fifth Age, a new religion appeared and the removal of the world. His arrival set in
spread like wildfire throughout Ansalon. Acting motion forces that eventually tried to halt
in the name of the One God, a Takhisis and reveal the truth to
girl named Mina performed the world.
miracles, granting true heal- Meanwhile, the gods, with
ing and destroying several of the help of Raistlin Majere,
the dragon overlords. were able to locate their world.
The people of Ansalon, They stood in council to de-
long under the dominion of cide what should be done with
the dragon overlords, were Takhisis. In the end they de-
desperate to believe in any- cided to punish the Queen who
thing—much like they were would make slaves of everyone—
during the dark years after the mortal and spirit alike. Since
Cataclysm. This time, how- she had broken the law and
ever, the prophet of the new upset the balance, the deities
deity was able to perform mir- passed the Judgment of the
acles, and Mina won over many Book. She was made mortal—
followers, including the elves of and was almost immediately
Silvanesti. By using her power killed. To maintain the balance,
to lift the magical Shield that had been Paladine sacrificed his own godhood.
slowly killing the elves, and by bringing It remains to be seen how the future of
about the destruction of the dragon Cyan Blood- Krynn will be shaped in this Age of Mortals, an
bane, Mina tricked the elves into accepting her era named for the sacrifice of one god and the
as their savior. death of another.

 Worship of the False Gods  false hope was better than no hope at all. To this
It is said that nature abhors vacuum, and no- end, they created a pantheon of false deities and
where is this best exemplified than in the wor- used arcane magic to simulate miracles.
ship of the myriad of false deities that spring up The Seeker movement gained a foothold in
after the First Cataclysm. When the gods appar- Abanasinia, but was less welcome in the rest of
ently left, all prayers went unanswered. To fill the Ansalon. In Solamnia, the knights refused to
void, people searched for new gods (or some- believe in new gods or old. The elves felt mis-
thing akin to the deities) to worship. used by the deities and chose to wait for the gods
One of the most widespread of these false to come to them, asking pardon. The Que-Shu
religions was the Seeker movement. Founded by turned to ancestor worship or made deities of
a group of former clerics, the initial goal of the the living. And all through the land, the return
Seekers was simply to help the people in the of Takhisis and the evil deities could be felt.
dark years following the First Cataclysm. During In time, the Seekers of Abanasinia became
that time, the Seekers traveled to different lands, corrupt, using their power to further their own
“seeking” some sign of divine might. When they ambitions. This, more than the return of the gods,
failed to find it, the upper echelons decided that led to their downfall.
Deities  135
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 Chapter Five
Always before, the spring returned. recognized as the seat of power, but is clearly the
The bright world in its cycle spun political center of the domain. These are marked
in air and flowers, grass and fern, as capitals as well.
assured and cradled by the sun. Population: Describes the races that com-
monly live in the nation or region. Some of these
Always before, you could explain listings are further delineated by tribes, clans, or
the turning darkness of the earth, other structures.
and how that dark embraced the rain Government: The form of government over
and gave the ferns and flowers birth. that land. Refer to the definitions in Politics in
Chapter 5: Running a Campaign of the Dungeon
Already I forget those things, Master’s Guide for more information. Some small
and how a vein of gold survives realms ruled by hereditary nobles are not large
the mining of a thousand springs enough to be called true monarchies, and are
and the seasons of a thousand lives. referred to as lordships.
Trade: Goods commonly brought into or
Now winter is my memory, sent out of the region.
now autumn, now the summer light— Languages: Languages commonly spoken in
so every spring from now will be the region or nation.
another season into night. Alignment: The general alignment ten-
—Kender Mourning Song dency of people within the land, beginning with
the most common. At least one of the towns

 From the frozen reaches of Icewall to the


shifting sands of the Plains of Dust to the
fire-belching volcanoes known as the Lords
and cities in the area usually follows the most
common alignment.

of Doom, the continent of Ansalon is a world of Ansalon after


contrast and variety. An adventurer can marvel at the War of Souls
the magnificence of the lord city of Palanthas, or The Chaos War scarred the land and left count-
can climb the many steps to the tree-perching Inn less thousands dead. Worse, and unknown to
of the Last Home, or can stand on a bridge over- everyone, the Queen of Darkness used the oppor-
looking Sanction’s fiery lava flows. The wonders tunity to snatch the world from its place in the
of Ansalon await all who have the courage to heavens and move it to another part of the uni-
walk round the next bend in the road. verse, hiding it from her brothers and sisters.
Thus she achieved what she had long sought and
Exploring Ansalon became the One God of Krynn. The other gods
While the continent of Ansalon is relatively small of Krynn eventually located their lost world at the
compared to other land masses, many common- end of the Dark Queen’s final war to dominate
ers live their entire lives within 30 miles of the Ansalon and restored some of what was lost. But
place of their birth. Those with wealth and they couldn’t undo what had been done and the
power, or simply with the will to see the world, world remained forever changed.
can find many ways to travel from Sancrist to the
Blood Sea Isles and back, whether on foot, by sea, Abanasinia
or from a dragon saddle. Capital: None (Haven is the largest city)
The continent of Ansalon is one with an Population: Humans (civilized and nomadic),
ancient history, yet is scarred by the conflicts and dwarves (Neidar), centaurs, goblins
catastrophes of its past. Travelers acquire a sense of Government: Confederation of several city-
the land’s history in their explorations, and also see states; tribal
the glory of ages that have long since past. Most Languages: Abanasinian, Common, Dwarven,
people pursue their day-to-day lives in peace, Goblin
though a few acting in the name of good, evil, or Trade: Steel weapons and armor, grain, ale (city-
themselves work to impose their will on others. states); woven blankets, pottery, tanned hides,
handcrafted jewelry (tribes)
How to Read a Region Entry Alignment: NG, N, CG
Each nation or region listed in this chapter fea-
tures the following points of information. Life and Society
Capital: The capital city of the nation or The Plainsmen tribes are united under one chief-
region, if one exists. In some cases, a city is not tain (although each tribe—including the Que-Teh,
136  Chapter Five
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Geography 
the Que-Kiri, and the Que-Shu—still retains its centaurs. Some tribes still follow the Forest-
ancient tribal name). They follow Moonsong master and the teachings of Chislev. Another
(NG female human Bbn2/Rgr4), the daughter faction, the Chaos-altered Skorenoi, have rebelled
of the great chief Riverwind, who united the against the Forestmaster.
plains tribes and died at the hands of the great
red dragon Malystryx. Important Sites
Most of the port cities are rules by merchant Even isolated from the rest of the world,
princes. Mayors rule the interior towns such as Abanasinia nevertheless has several sites spoken
Solace and Long Ridge. In some towns, the of from Icewall to Palanthas.
mayors are elected, while in others they are Gader’s Citadel: Hidden in the woods and
chosen through elaborate competitive tests of mountain ridges to the west of Crystalmir Lake
mind and body. Haven is different; the mayors of is a citadel attributed to a mysterious figure.
Haven are the descendants of its founders. Though local lore speaks of “Gader” as a Black
While the Plainsmen tribes aren’t particularly Robe or renegade wizard, no one has visited the
welcoming to outsiders, the other communities of citadel to learn the truth for generations.
the region accept those who have moved from Prayer’s Eye Peak: The closest peak to
other parts of Ansalon. The region is isolated Solace, Prayer’s Eye Peak is an old glacial moun-
enough that it has become a haven for those leav- tain that has formed a structure that resembles
ing some other life. Unwanted half-elves, drifting two praying hands from a distance. The wooded
Ergothians, and exiled Solamnics have all found eastern slopes have numerous trails that are used
homes in Abanasinia. by the locals, though none lead directly to the
peak itself. Talespinners say it was from this peak
Major Geographical that Paladine guided Huma in the form of a mag-
Features nificent white stag.
Northerners think of Abanasinia solely as an end- Sad Town (population varies): This is the
less field of tall grasses and golden wheat, when in unofficial name given to the tent city that has
truth there are a surprising diversity of grasslands, sprung up on the outskirts of Solace. Home to
hills, and forests within a relatively small area. A countless numbers of refugees fleeing the Dark
number of small tributaries from Qualinesti and Knights and the Dragon Overlord Beryllinthra-
Darken Wood empty into the White-Rage River. nox, Sad Town is composed of tents, lean-to’s,
They provide enough water to support large shacks, and other crude dwellings. The popula-
cities such as Haven, and smaller communities tion is fluid as people drift in and out in a desper-
such as Gateway and Esker. ate search to find someplace to call home. Some
The northern forks of the Kharolis Moun- are honest folk who are down on their luck.
tains are collectively called the Sentinel Peaks and Others are criminals. All are desperate. The
are actually a group of ridges that are much lower people of Solace do what they can to help, but
than the massive peaks to the south. Even so, the number of refugees grows daily.
they are still difficult to traverse and mapping sig- Solace (Village, 500+): Solace has long been
nificant passes within the range remains an a crossroads for travelers from the lordcity of
important task. Haven, the elven kingdom of Qualinesti, and the
Crystalmir Lake: The lake is the only signifi- plains of the nomadic tribesmen. The trade
cant body of water north of the White-Rage season always brings a steady stream of visitors,
River and lies in a lowland area between two of who simply stop for a rest and a meal, or to enjoy
the mountainous sentinels. Renowned for its the cool waters of Crystalmir Lake, whose shore
clear, cold water and excellent fishing, Crystalmir sits less than a mile to the west.
Lake is enjoyed by the people of Solace and the A unique feature about Solace is its status as
northern farmers. a village in the trees. Most of the buildings and
Darken Wood: Broken up by a series of homes sit securely in the massive vallenwood
mountain ridges and bordered to the south by trees, which are found only in the valley sur-
the White-Rage Cut, Darken Wood is shunned rounding most of Crystalmir Lake. Many of the
by Abanasinians for its reputation as a cursed trees are connected by bridge-walks and allow
and haunted wood. Those who brave its shad- the residents to cross the village without ever set-
owy interior might meet the Forestmaster (CG ting foot on the ground. Some residents become
female unicorn), the wood’s guardian. Satyrs, so accustomed to using the bridge-walks that
nymphs, and other magical creatures call this they have a difficult time navigating their way
forest home, as well as two warring factions of through the village on the ground.
Geography  137
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s of Schallsea
Crossing

a
ait

lls e
Str Zaradene

ha
Que-shu

Sc
Ankatavaka

Solace Xak-Tsaroth
ni
go

s ea
Al

Porliost
ti
nes

ew
Lake of Death
l i Shr
of

Q u a
N
ts

Pax Tharkas
ai
Str

ins
ay
rest of W reth
Fo
nta

Skullcap
Tower
u
Mo

of
High
l is

River Torath
Sorcery
ro

Windkeep Thorbardin
ha

K
Alsip

Barter Hopeful

Swiftwater
Tarsis
Banfaire East Road

Valens

Than-kha
Wayend
Ice Moun Rigitt
tain
Bay

Zeriak

I
0 150 Ice Folk Camp

Miles Icewall Castle


620_86990_DLCampaign.qxd 5/19/03 2:43 PM Page 139

B ay o f
¨
Bloten

Blo
¨ de
Takar
Ba
lifo
Pashin
r
Trueheart
Mines

Shrentak Tarithnesti Kurmosti

Alinosti
Sable’s Thon-T Sithelnost
City of ha
Swamp las
Morning Dew Ri
ve Silvan
r Shalost
es ti
River Torath

Silvanost

Balinost
Mem-Ban
Ravinost
King’s Road

Towers of
Eli

Plains of D Bay
ust Mem-Thon
of Stars Celestial
Delta

Missing
City
Legend
Woodlands City or Fortress

Marsh/Swamps Town or Village

Badlands Tower

Desert Ruin

Plains Roads

Border River

Ice Wall Glacier (Icere


ach)
olk Camp
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Inn of the Last Home

Solace is governed by a mayor and town 3. Smithy: This is one of the few businesses in
council, with a town watch led by an elected high Solace built on the ground (so the flames of the
sheriff. The watch is assisted by the Solamnic forge would not endanger the trees). Ros Balenson
Knights, who form the honor guard for the Tomb (N male human Exp3/Ftr2; Craft (blacksmithing)
of Last Heroes. +7, Craft (weaponsmithing) +6) has run his shop
1. Inn of the Last Home: The most famous in Solace only for a few years, but the middle-aged
structure in Solace is widely regarded as a favorite man formerly from Haven has quickly gained a
traveler’s stop in all of Ansalon. The massive inn reputation as one of the most skilled smiths in the
sits 40 feet off the ground in the bowl of one of region. His prices are fair and his work timely,
the town’s largest vallenwoods and just off the though he is an intensely private person.
east road. The inn’s stables are on the ground 4. The Trough: The Trough is a disrep-
level near the winding staircase that leads up the utable watering hole where people who prefer to
mighty tree to the inn’s front door. In addition to drink and misbehave go, as opposed to the more
comfortable rooms and the courtesy of its propri- respectable Inn of the Last Home. It’s one of the
etor, Laura Mahere (NG female human Exp2), few human establishments in the region that
the inn is well-loved for its dark ale and spicy pan- serves dwarf spirits.
fried potatoes. 5. Town Square: Just north of the smithy is
2. Tomb of the Last Heroes: This tomb, the town square. During the trade season, ven-
located in Solace, is a popular site for pilgrims dors and traveling merchants set up shop here.
(particularly kender, who come to honor the During the crisp autumn and snowy winter, it
great kender hero Uncle Tasslehoff ). The tomb becomes a favorite place for children to play in
is the final resting place of Tanis Half-Elven, the afternoons.
Riverwind and Goldmoon, Silvanoshei, and all 5. Stephen’s Grocery: Located a mere 600
the knights (both Nerakan and Solamnic) that feet south of the Inn of the Last Home, this shop
fought and died in the final battle in the Abyss is run by Stephen of Heweton (LN male human
against Chaos, including Steel Brightblade. It is Exp2), a raven-haired man who spends much of
here that Sara Dunstan had her vision that his time reading. He will gladly discount or trade
inspired the creation of the Legion of Steel. The some of his merchandise in exchange for an inter-
tomb is protected by an honor guard of Solam- esting book or a fascinating tale.
nic knights, headed by Clive Ocre, a Knight of 5. Academy Ruins: This site in the hills over-
the Rose (LG male human Ftr4/Crown 1/Clr2/ looking Solace was once a citadel of study devoted
Sword 3/Rose 2). to primal sorcery. The Academy was destroyed
140  Chapter Five
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when minions of the great green dragon Beryl- Balifor


linthranox came hunting for the Academy’s arti- (The Desolation)
facts. Ulin Majere, son of the Academy’s founder, Capital: None
destroyed the structure rather than let the dragon Population: Nomadic humans, humans, kender,
have the powerful artifacts. It’s now a curious half-elves, half-ogres, goblins
pile of rubble and ash that gets regularly searched Government: Tribal
by local youths who are convinced that some Languages: Common, Dwarven, Goblin, Khur,
powerful magical treasure may still be found at Ogre, Nerakese
the site. Trade Diamonds, glass
Alignment: CE, NE, N, CG
Regional History
Long a home of independent towns, city-states, The deserts, grasslands, and farmlands of Balifor
and nomadic tribes, Abanasinia has played an were transformed by the dragon overlord
important role only in the more recent history Malystryx into what is called The Desolation.
of Ansalon. This realm encompasses the great eastern penin-
Abanasinia has never been under the direct sula of Ansalon once known as Goodlund. It
rule of any one government, not even during the seems a barren wasteland, but tribes of goblins,
time of the Kingpriests of Istar. During the time ogres, and draconians in the hinterlands inhabit it,
just prior to the War of the Lance, several towns and there are some villages of humans and kender
and cities united to form a theocracy under the mainly on the coast.
rulership of the Seekers religious movement. This
didn’t last long, because the War of the Lance Life and Society
brought the return of the old religion and the With the coming of the Desolation, merchants
destruction of many old governments. and farmers who once lived in the region were
Early in the Age of Mortals, the Legion of forced to flee their homes, which caused the econ-
Steel was founded in the region. The Legion, until omy of the area to collapse. Balifor is home to a
recently, had been based in Solace for many years. few tough Plainsmen, outlaws, goblins, and half-
A plainsman named Silver Claw (N male human ogres, and a few people who are either unable or
Rgr5/Rog5/Steel Legionnaire 3), who is called unwilling to leave their homes.
the high elder, leads the Legion. Eventually, as the
Dark Knights and Beryllinthranox began to take Major Geographical
over more and more of Abanasinia, Silver Claw Features
came to fear that the presence of the Legion in Balifor is a land twice-transformed. Once a forest
Solace would bring Beryllinthranox’s wrath down homeland for kender, it became a harsh and
on the village. He and the Legion vacated Solace sandy waste like Khur after the first Cataclysm.
and relocated to another secret base. After the Chaos War, the great red dragon

kiri
ue- SOLACE
To Q

Ruins of the
Academy
of Sorcery
To Lake
7

2
Town
Square 6
5

0 600
4 feet

Geography  141
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Malystryx transformed this region (and others) habitable. Kronn Thistleknot (NG male kender
into The Desolation—a craggy, volcanic wasteland. Ftr4/Rog5) plans to lead a group of afflicted
Bay of Balifor: Once a major trading area, kender out of Port Balifor and hopes to map The
the Bay of Balifor is tainted by the corrosive sor- Desolation and to identify dragon lairs.
cery of Malystryx. Her magic raised undersea vol-
canoes beneath the bay and caused its waters to Regional History
turn blood red and considerably warmer. The toxic The kender of Balifor settled the lands with the
gasses have killed virtually all the fish in the bay, blessing of the elves of Silvanesti during the Age
which has crippled the cities whose economies of Dreams. Most left after the massive changes of
and livelihoods depended on fishing. the first Cataclysm, when the region became
Window of the Stars: The previously smooth sandy and arid. After the coming of Malystryx,
surface of the great plateau on the northern the area suffered even more devastating changes,
border of Balifor has been fractured by making it unfriendly for most forms of life.
Malystryx’s magic, and huge slabs of Some wonder if the land will heal with
glassy rock now thrust into the air. The the great red dragon’s passing during
steep sides of the plateau are riddled with the War of Souls, though there
fissures, many of which have passages have been no signs of The Desola-
leading to the surface of the plateau. tion receding.

Important Sites Blood Sea Isles


The massive changes wrought by Capitals: Sea Reach (Saifhum);
Malystryx have eliminated many Lacynos (Mithas); Kalpethis
of the sites known in previous (Kothas)
ages. Only two significant com- Population: Humans (Saifhum),
munities have survived, and minotaurs, humans, kyrie
both were ravaged by the evil (Mithas and Kothas)
dragon before her death. Government: Republic (Saif-
Flotsam (Large Town, hum); feudal (Kothas); em-
3,785}: Flotsam is a large, piric (Mithas)
dirty town on the edge of Languages: Common,
a bay sheltered by culti- Dargoi (Saifhum), El-
vated hills. The city’s port ven, Ergot, Kalinese,
is cupped in a valley and Kenderspeak, Koth-
is composed of rickety ian, Nordmaarian, Saif-
wharves leading out to hum, Solamnic; Koth-
deepwater moorings. ian (minotaur isles)
The eastern front of Trade: Fishing, kelp
Flotsam is edged by a harvesting, salt produc-
stony bluff, upon which tion, shipping (Saifhum); exotic
the town’s few re- tropical fish, kelp, salt (Sea
spectable buildings Reach); ships, bronze tools
rest. Flotsam fairs and weapons, salvage oper-
only slightly better ations, mercenary sailors
than Port Balifor. (Mithas and Kothas)
Nearly half of the town Alignment: N (Saifhum); LE (Mithas
was destroyed by Malystryx. and Kothas)
Since the great red dragon was Alhana Starbreeze
slain, the people of Flotsam have The Blood Sea Isles lie to the north and east of
begun slowly rebuilding their home. the continent of Ansalon. Once part of the conti-
Port Balifor (Small Town, 1,870): Port Balifor nent, the people of the region found themselves
is a raised town built upon pilings. (This prevents living on islands when the fiery mountain struck
the tide from washing the town away.) Beneath Ansalon. They were once largely cut off from
the maze of pilings is a dangerous world of sewers, other realms due to an unending storm called the
thieves, and vicious creatures. Once known for its Maelstrom, but the waters have been quiet for
bawdy taverns and black markets, Port Balifor has decades and can now be sailed safely.
fallen on hard times. Tenements, abandoned
buildings, and ruined storefronts line the shores of Life and Society
the Bay of Balifor. Since the great red dragon’s The Blood Sea Isles are home to mariners. They
attack, less than a quarter of the town remains make their living by transporting various goods
142  Chapter Five
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 Alhana Starbreeze 
Female Silvanesti Nbl 4/ Ftr 7: C R 11; Before the War of the Lance, Alhana Starbreeze,
Medium humanoid (elf ); HD 4d8+8 (Nbl) plus the daughter of the Speaker of the Stars of Silva-
7d10+14 (Ftr); hp 82; Init +1; Spd 30 ft.; AC 22 nesti, was the epitome of the Silvanesti elves.
(touch 11, flat-footed 21); Atk +13/+8 melee Alhana was self-confident, coldly polite, and, as
(1d8+4/17–20, +2 longsword) or +12/+7 ranged with many of the elves, held all outsiders as
(1d6+1/x3, +1 shortbow); SQ bonus class skill responsible for the Cataclysm. The War of the
(Handle Animal), coordinate +1, elvensight, Lance changed this outlook. Evil forces attacked
favor +2, inspire confidence 1/day, Silvanesti her homeland, and she watched her father’s
traits; AL NG; SV Fort +8, Ref +7, Will +6; Str growing hopelessness. Groomed to duty and to
10, Dex 13, Con 15, Int 16, Wis 11, Cha 16. her homeland, Alhana obeyed her father’s com-
Height 5 ft. 1 in. mand to evacuate the Silvanesti elves and took
Skills and Feats: Appraise +7, Bluff +8, Climb the refugee fleets through a treacherous route
+7, Diplomacy +15, Gather Information +7, around the continent to Southern Ergoth.
Handle Animal +11, Intimidate +9, Jump +7, While negotiating with the Solamnic Knights
Knowledge (arcana) +4, Knowledge (nobility) +7, of Sancrist Isle, Alhana heard the reports of Sil-
Listen +6, Ride +11, Search +7, Sense Motive +6, vanesti and Lorac’s twisted nightmare. Giving
Sleight of Hand +3, Spellcraft +4, Spot +4, Sur- her duties to others, she attempted to travel to
vival +2, Swim +6, Tumble +3; Combat Exper- Silvanesti, only to see the forest corrupted. Turn-
tise, Improved Critical (longsword), Leadership, ing to nearby Tarsis for help, she met Tanis and
Point Blank Shot, Rapid Shot, Skill Focus (Diplo- the Heroes of the Lance as Tarsis came under
macy), Weapon Focus (longsword), Weapon attack from the dragonarmies. In the chaos,
Specialization (longsword). Alhana fell in love with Sturm Brightblade and
Coordinate: The noble has a knack for get- gave him a starjewel.
ting people to work together. When the noble With the help of Tanis and half of the
can aid others and give directions, she provides a Heroes of the Lance, she traversed the twisted
+3 total bonus to the task at hand by making an forest of Silvanost and rescued her father from
aid another check, instead of the normal aid the dragon orb he had attempted to use. She
another bonus of +2. This ability can’t be used to stayed in the nightmare forest to bury Lorac and
assist in combat. to contemplate her love. Sturm Brightblade’s
Favor: The noble has the ability to call in death in Solamnia was painfully felt by her
favors from those she knows. To call in a favor, through the magic of the starjewel.
the noble makes a favor check (1d20 +2). She After the war, the transformed queen of the
can use this ability three times per week, call- Silvanesti became more open. She entered a
ing in favors from different contacts. The DM political marriage with Prince Porthios of the
sets the DC based on the scope of the favor Qualinesti with the hope of symbolizing the
being requested. The DC ranges from 10 for a unification and peace among the elves. Porthios
simple favor to as high as 25 for highly danger- assisted her in reclaiming the Silvanesti Forest,
ous, expensive, or illegal favors. The noble and the two eventually began to love each other.
can’t take 10 or take 20 on this check, nor can Just before the Chaos War began, Alhana dis-
she retry the check for the same (or virtually covered she was with child. The conservatives
the same) favor. in the Silvanesti and Qualinesti governments,
Inspire Confidence: The noble can use ora- attempting to prevent unification of the two
tory to inspire confidence in allies (not herself ), nations, imprisoned and later banished the two
bolstering them and improving their chances of as dark elves.
success. An ally must listen to and observe the Alhana gave birth to Silvanoshei in the Inn
noble for a full round for the inspiration to take of the Last Home in Solace. With her husband
hold. The effects lasts for 5 rounds. The noble swearing revenge, they were forced into constant
can inspire 2 allies at a time. An ally inspired travel. They lived a simple but peaceful outlaw
with confidence gains a +2 morale bonus on life as Porthios attempted to win back his king-
saving throws and a +1 morale bonus on attack dom from his Senate-controlled nephew Gilthas,
and weapon damage rolls. the “Puppet King.”
Silvanesti Traits (Ex): Immune to sleep After the Chaos War, Alhana presumed her
spells and effects, +2 on saves against enchant- husband dead. With Gilthas ruling Qualinesti,
ment effects, +1 bonus on Knowledge (arcana) Alhana began to reclaim Silvanesti from General
and Spellcraft, +2 bonus on Listen, Search, and Konnal, while trying to raise Silvanoshei as a
Spot checks. dutiful son. She also spent her time trying to find
Possessions: +3 elven chain, +2 light steel shield, a way through Silvanesti’s Shield, which pre-
+2 longsword, +1 shortbow. vented all life from passing into the forest.
Geography  143
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LEGEND
Woodlands City or Fortress
Beacon Isle of
Ker-Than the
Artic Tundra Town or Village
Serpent
Mountains Tower Ker-Brindal
Fort Ogaral
Truth
Ker-Karthan
Badlands Ruin
Lemon
Plains Road Ker-Vakt Bay
Wind

Ken
Hillfal
Capital River Dancer
Nor

de
Gulfport
th

rh
Volcano Tantyvil
er m

o
Lancton
Er n

e
Hylo Bay of
go Ker- LiLegup Monsters
Castle
th Tower
Lookit
Crimson Werim
Gobwatch
Gwynned Ker-Manth
Tha Thisway
lin Mt. Nevermind Hillfort
Ba Fav
Thonvil
y

Garret Pax Castle


ar

ne Glade DiThon Lusid


esto
nth

it Manic
h Hie
W

t
Gu

go
Illon The

Er
Errow Ghostly r Gale
ve
Castle Brandal Citadel Ri Caergoth
Markennan e Logan Serval
Uth Gavin
Wistan yn Ismel
So
ut
Eastport
ist

Ca p e
Heit Voclion h
Thea er
Cr

Merwick Castle
Eastwatch Mo C
Foghaven rg Harbor Dalevil n a e r g o th
Daring La a
ke
sh

Vale Varvil The Blade


Beit The
La
Sir r i

Daltigoth Pontigoth
st

Glade
Pla

Ga

Silvamori
i

Er
ns

ar
of

dM

Qualimori
go
To
the

ou

t
h

Markan
n

nta

Bay
on

Pla

ins
in

of
s

Hovost Kr
ni

i Shrengal
go

Rantil
Al
Sea

Lerek of
ts
ra i
tar

St
Ens

s ta r
No

0 150
Miles
620_86990_DLCampaign.qxd 5/19/03 3:04 PM Page 145

and cargo and by fishing. Most mariners reside on of the once mighty nation of Istar. Once the terri-
the isle of Saifhum. Pirates can be found through- fying Maelstrom raged at its center, but the
out this area, although they center around Saif- waters have remained free of its influence since
hum and the isle of Kothas. the end of the Chaos War.
Minotaurs rule the isles of Mithas and Kothas. Eye of the Bull: The Eye of the Bull is the
They are a brutal warrior race with a strong sense strait between Kothas and Mithas. Cliffs on the
of honor. Everything in minotaur society is Mithas side reflect the incoming waves, making
decided through honorable combat, from mating the waters particularly rough. Calmer-appearing
rituals to choosing an emperor. waters near Kothas hide currents and the lairs of
The minotaurs log the verdant forests of sea hags.
Elian for ship planking. They will make runs to Winston’s Tower: Karthay’s most prominent
Flotsam for general supplies, but buy nothing in ruin is a 130-foot-tall monolith that once served
large quantities, instead preferring to raid Saif- as a beacon for travelers across Istar. It’s now
hum ships. abandoned and rumors claim it to be cursed.

of
Major Geographical Regional History
Features Before the first Cataclysm, the region where the
nsters
The Blood Sea Isles lie to the east of the former Blood Sea Isles now stand was in the heart of the
r Maelstrom, which was a red whirlpool in the Empire of Istar. After the Cataclysm, former
h Blood Sea. The Courrain Ocean borders the isles slaves and indentured criminals found themselves
to the east and is considered one of the eastern- free and living on islands in the newly formed
most points in all of Ansalon. What lies beyond Blood Sea. The terrible Maelstrom kept the isles
is unknown. somewhat isolated for centuries, but in recent
Four islands make up the Blood Sea Isles. To decades the waters have calmed and movement
the west is Saifhum, the pirate isle. To the north is through the Blood Sea is unhindered.
Karthay, where mysteries abound. To the south Most recently, a large minotaur fleet from
are the minotaur isles Mithas and Kothas. Mithas sailed to the elven nation of Silvanesti. A
Karthay: The largest and northernmost of deal with the Dark Knights was made and the ini-
The
the isles, Karthay is a land of barren, hot plains tial invasion was successful. The minotaurs left
Gale
and high mountains covered with rainforests. The behind on both isles are hungry for conquest.
ergoth
Worldscap Mountains (the highest in all Ansalon)
in the north are relatively unexplored, though Estwilde
rumored to have lush, impenetrable forests. Capital: None
Kothas: Just south of Mithas is the island of Population: Humans (Lor-Tai tribesmen, Lahut-
Kothas. Minotaurs and pirates rule this land. ian cannibals, Mountain barbarians), goblins,
a e r g o th Kothas has sparse vegetation and no volcanoes. ogres, giants, centaurs, hill dwarves
Most of the isle’s population dwells in the capital Government: Tribal
city of Kalpethis (Large City, 17,095) and along Languages: Common, Estwilde (mountain bar-
the coast. barians), Goblin, Ogre
Mithas: Just south of Karthay is Mithas, which Trade: Foodstuffs, goat-derived products
is the home of the minotaurs. Mithas is a volcanic Alignment: NE (Mountain barbarians); NG
island with four active volcanoes that overlook (Lor-Tai tribesmen)
scrub plains. The capital is Lacynos (Large City,
20,457)—or “Nethosak” in Kothian—which lies Estwilde once occupied the broad, hilly basin
shielded from the Blood Sea by the Horned Bay. between the Daargard Mountains and the north-
Saifhum: Saifhum is rugged but cultivated. eastern Khalkists. Early in the Age of Mortals,
Small stands of trees and a few streams can be three dragons seized much of Estwilde’s territory:
found. The mariners who settled here have con- a red called Fenalysten (a.k.a. Cinder, CE male
structed waterwheels and windmills, as well as red great wyrm) took part of Estwilde and the
sail-driven wagons that ride wooden rails upon Throtl Gap; a green known as Lorrinar (a.k.a.
the cobblestone streets. The isle has many rocky Fume, LE male green great wyrm) took the
hills that grow stunted vegetation, but has almost northeastern forest; and a black called Mohrlex
no native creatures. The most prominent site on (a.k.a. Pitch, CE male black wyrm) seized Nord-
this isle is the mariner settlement of Sea Reach maar’s southern swamp. Estwilde consists of dry
(Large City, 18,500). grasslands, rugged foothills, pine forests, and high
mountains. In the north lie the woods of Lahue
Important Sites and the Astivar Mountains, while the New Sea
The Blood Sea itself is the most important site in lies to the south.
this region. The blood-red water is all that remains
Geography  145
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North
Life and Society and are impassable except for a few narrow, tor- Keep
The people of Estwilde are a rugged, surly lot. tuous passes. They form the eastern border of

No
Fiercely independent and territorial, they are Lorrinar’s realm.

rd
wary of outsiders, especially those hailing from The Woods of Lahue: The “woods” are actu-
Solamnia. They are united by their perceived ene- ally a dense forest composed of a variety of trees

m
mies and not by a common goal or culture. and vegetation. Ferns and shrubs cover the forest
The Lor-Tai tribesmen are the least suspi- floor, while huge trees tower 200 feet into the air.
The
cious of the folk here, but they have too many Some areas are so thick with vegetation that sun-
taboos to deal with outsiders easily. Most mem- light never reaches the ground. The dragon Lor- Great
bers of this tribe speak only their own language or rinar has hunted most of the large animals out of Moor
don’t speak when outsiders are present, and live a the forest.
nomadic hunter-gatherer lifestyle. When they
find a spot they like, they set the tents and build Important Sites M
the ritual fire. Sometimes they stay as long as a Northern Estwilde is dry and barren and has
month, or sometimes as little as a day, but they sparse pasturelands suitable for small herds of
always move on. goats and cows. There are also a few areas of rolling
The Lahutians are a short, stocky race of hills and woodlands of pine or birch, as well as
nomadic humans who have pink skin covered two streams, Bluestone Brook and Cobbler’s
with fine, blond hair. They wear grass and silver Brook. The few organized communities are too
necklaces decorated with human finger joints. small to have formal names.
The Lahutians do welcome outsiders—onto their Dragon’s Graveyard: This fabulous place is
plates. They use a poison derived from sundew said to be the resting-place of all dragons. Leg-
sap (DC 14 Injury, initial damage 1d4 temporary ends speak of mountains of treasure, including
Kernen
Str, secondary damage 1d6 temporary Str) to fantastically powerful artifacts guarded by power-
weaken their prey before moving in for the kill. ful magic and unknown defenders. Estwilders
They are always hungry and fight savagely. have a lot of legends about the Graveyard, but no
The so-called “mountain barbarians” are typ- one in recent history has been able to find it or
ically surly and treacherous humans who habitu- open the magical gateway to reach it. Rumors
ally traffic with the goblin races, ogres, and other point to its location near Qualmish. Vale o
(usually unsavory) visitors that wander down The Loam: The strange loam of the region
Viper
from the Khalkists. These disparate and selfish has beneficial healing properties. (Any living
people despise and fear the strong-hearted creatures who spend more than 24 hours in con-
Solamnics to the west. They distrust outsiders tact with it will have their natural healing rate
and perform little trade. Their cheeses, beef, goat doubled for that period.) One week after being
meat, grains, and spices are inferior and are con- removed from the earth, the loam loses all of its
sumed locally. Most lack the imagination to beneficial healing properties. Followers of
believe they need more than what their squalid Mishakal believe that she cried during the first
lives offer. Cataclysm and that her tears formed the area
Brigands and bandits make the main contact known as the Loam.
with the outside world, plaguing caravan routes
(as much as they dare under the eyes of the three Goodlund ur
Kh
great dragons of the region) between Nordmaar (The Desolation)
and Solamnia. Capital: None
Po
Population: Barbaric humans, kender, ogres, gob-
Major Geographical lins, draconians, sligs
Features Government: Tribal
A hard land for hard people, Estwilde is mostly a Languages: Common, Goblin, Kenderspeak,
land of foothills and rugged plains. The terrain is Ogre, Slig
varied and includes the Darken Swamps. Trade: Raw ore, jewels, artifacts
Estwilde was divided into three parts before Alignment: CG, NG, N, NE, CE
the Chaos War, but now only Qualmish (North
Shore) is considered to belong to Lemish, since The once mild region of Goodlund suffered
the dragons Fenalysten grabbed the southern hills greatly from attacks by the dragon overlord
and Lorrinar seized the Woods of Lahue and the Malystryx. The dragon destroyed the villages of
Astivar Mountains. the Plainsmen dwelling in the Dairly Plains and S
Astivar Mountains: This small mountain used magic even more potent than that of the
range is ogre territory. Most of the ogres and other overlords to corrupt the surrounding lands.
giants who live here pay tribute to Lorrinar for Her magic laid waste to the forest of the kender
the privilege. The mountains are barren and high and spread destruction as far as the Bay of Balifor
146  Chapter Five
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ountains
North
ate
rs
r l dsca p M n
Wo Karthay

Oc urr er
Keep d W
ble Tailyon

Co orth
Tr ou

ain
No
Lan Silent Plains
d Ho

N
rd

Winston’s
ma

n
e
cap Tower

ea
ds Fa
En lse
ar

Re f u
The
Saifhum
ge
Valkinord
Bloo Solsas
Great dC
up Horned
Sea Reach
Moor Bay Lacynos

le
as Alphens
ith

nt
ie r a

ain
M

M
M i re m

Ch
Meitol
n’s
ge

n
Fire
go
Ed

wa
Ar

ern Courrain Ocea


ter
r’s
zo

rn
Ra

Ke Eye of the Bull


Shiv
Kalpethis
Cuda Kothas
sta
Blood Sea of I r

Pi
at

r
e’s
Kernen Ru n
Death’s The Crow
Teeth n

Misty

East
Rugg
Ch
oppy Wate
rs Isle The Neck
ed

Vale of
Coa

Vipers Ogrebond Hea


rt Claren
st

Coast ollowlands
er The H sb Elian
loo
b
h

Ogrelands
Som
ac

d
d Bay Ch
re

Bloo Legend
Nor

Lifesbreath
ur
Gullet Northern nin Woodlands
Flotsam g Re
The Ruins Dairly
ach
Peak of Malys
er

Marsh/Swamps
at
r

Plains w Boilers
ve

e
Ri

Edg

Kendermore
ow

Wen Mountains
ill

Springfalls Windspip Bay


W
The Bristle River eC
dlewrith i

urman S ov
Kh e Desert
ea

Ba

Desolation Thunderhead
ng R
li

Port Balifor Plains


aw

i ve Southern
fo

r
eM

Res
Dairly
r

t l es Capital
s
Th

W
Plains
at
ace

er

City or Fortress
s
c kl
Ba

ean
Ne

s
H a b b a k u k’ Town or Village
of c
y

Ba
lifo inO Tower
a
r rr Ruin
u
Co

Si
lv
So u t h e r n
River
an
e st i Volcano

0 150
Miles
620_86990_DLCampaign.qxd 5/19/03 3:05 PM Page 148

City of Lost
Names

aste
Zeboim’s thern W
r
Deep
y of Branchala No Ohme

Ba

Th
eM
Th
ora

oor

Ast i v a r Mounta
Pa
tes of ladine

din
Ga

s
Bay
Woods
Kalaman of

r
ive
Lahue

R
ard

in
Palanthas

a
ng

s
Dargaard

Vi
s
ain

Godnest Keep
Coastlund

unt

r d Mo u n t a i n s

e
Tam
High Clerist’s

Estwild
Mo

Hargoth Tower
Vingaard
aard

Keep
lund rg aa Aria

Plains of g ht
Da
Ving

Gander i Firstwell
N

Solamnia Throtl
Gargath
Witdel Th
ro
Busuk
Th

ty lG
mnia
Ironrock a
ro

la Jelek
p

So
t

Thelgaard Godshome
Portsmith Solanthus Elmwood Southern
ns

Keep Darkwoods
tai

Nera
Deepdel
un

Luinstat
Mo

Gwyntarr Lytburg
ins

Kyre
ard
n ta

Fangoth Lords of Doom


r ag

Garnet
u

Lemish
Mo

Da

Starport
et

Chisel
ern
rn

Haligoth
Ga

Sanction
uth

Two Creek
Queen’s
So

Shield
Caergoth
Restglen Ne Thorad
ws Khalkist
Edgerton Hamilton ea
Port o' Call Mountains Blö
620_86990_DLCampaign.qxd 5/19/03 3:05 PM Page 149

Legend
North
La Woodlands

st
Keep

Co
Marsh/Swamps
No

a
st
Ohme
Wulfgar rd Mountains

Volcano
m
aa
Endscape Desert
r
Jennison Badlands
Mem
Ast i v a r Mounta

Valkinord
Plains
The
Teyr Great ie r Border
Woods Moors
of

re m
Dragon’s Capital
Lahue

Mi
Point
Robann Clocktower City or Fortress
ns i

Samekh
ge
Hag’s Dirk
Ed Town or Village
Nol
r’s

Hangman Tower
Razo

man Harbor

Ta Styx rn Ruin
Ke

Bloodspring
Roads
Ariakan’s Rest
Strath
River
Kernen
Death’s
Gargath
Teeth
uk
Jelek
Gutrip Ogerbond
e
Vale of Vipers
Neraka

Kortal

Doom

Delphon
Alek-Khan

nction
hur
K
Kuri-Khan
Thoradin
0 150
kist
Miles
ains ¨
Blode
620_86990_DLCampaign.qxd 5/19/03 3:05 PM Page 150

ANSALON CLIMATE
Equatorial

Cool
Current
Temperate
Savanna

Arctic
Desert

Swamp

Cold Warm
Transitional Hot Desert
Current Current

Arctic Tundra Supernatural Weather Effect

and Kern. The entire region is now a wasteland Goblin Catacombs: Beneath The Desolation
known as The Desolation. lie the ruins of the goblin catacombs. Sections of
the catacombs are caved-in and infested with des-
Life and Society olation creatures. Groups of afflicted kender travel
The only civilizations now remaining are those the tunnels to move across the wasteland.
Plainsmen who were able to adapt to the harsh life Peak of Malystryx: In the heart of the Good-
of The Desolation, and small groups of afflicted lund Range stands an immense mountain ringed
kender who have chosen to fight for their home- by active volcanoes. Hot magma flows and treach-
land against the deadly creatures of area. erous rockslides make travel to this mountain
Following Malystryx’s death, some people extremely dangerous. At the top of this peak stand
are slowly returning to their former homeland, the ruins of a former Tower of High Sorcery
especially since word has spread that the magical (once called “the Ruins” by the kender who used
destruction caused by some of the dragon over- to live in this region before Malystryx drove them
lords has started to reverse itself now that they are off ). Some believe that Malystryx used the resid-
dead. This doesn’t seem to be happening in The ual magic left behind in these ruins to work her
Desolation, however, and the wise are puzzled as destruction, and that is why the land isn’t return-
to why this land should be different. ing to normal following her death.
Sea of Cinders: The sands of the Laughing
Major Geographical Lands have been scorched and transformed into a
Features fine black ash. Traveling this land is extremely
The rugged spine of mountains called the Good- hazardous, since the black sand clogs the eyes,
lund Range extends through the middle of The ears, nose, and throat of any living creature. Dust
Desolation and stands among the highest eleva- devils and thunderstorms with black rain plague
tions in all of Ansalon. Earthquakes and volcanic the region. The scoured bones of hundreds of
eruptions continually cause small changes to the headless dragon skeletons—victims of Malystryx—
local landscape. Some hoped these would calm lay half buried in the black sands.
after the great dragon’s death, but there are no
signs yet of this happening. Important Sites
Burning Sands: North of the Dairly Plains, Many of the sites made famous during the Age of
the Burning Sands region is a vast desert filled Despair have either been completely destroyed or
with lava and tar pits. Steam vents burst through- made unrecognizable by Malystryx’s desolation.
out the area and ash fills the air. Noxious gases Now there are too few people willing to even
expelled from vents along the ground can prove enter this region to identify important sites.
deadly. Lava spewed from some vents may also Charred (Hamlet, 357): To the south of the
claim unwary travelers. Peak of Malystryx in the ruins of an ancient city
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once known as Talin dwell a clan of afflicted Trade: Timber, wooden carvings, professional
kender. The city was blackened and scorched by finders, ebony, flint, raw gems, spices, medicinal
Malystryx and thus came by its name. Deep herbs
beneath the city are dungeons, secret passages, Alignment: NG, N, CG, CN
and paths to the goblin catacombs. The afflicted
kender use this as base of operations for strikes Hylo, also known as “Kenderhome,” is located in
against the desolation forces. the forested northeastern region of the island of
Khotaa (Small Town, 1,918): The Khotai are Northern Ergoth. The kender lands are well-
the only humans to live in The Desolation and protected, being bordered by a vast range of
are the remnants of the Plainsmen who chose to mountains to the west, the Straits of Algoni to the
remain after Malystryx destroyed their homes east, empty wastelands to the north, and the
and families. Khotaa is the largest of the barbarian inhospitable deserts of Ker-Manth to the south.
settlements in this region.
Life and Society
Regional History For four hundred years, the kender of Hylo
Goodlund was once the most pleasant land in have lived a relatively trouble-free existence.
the east, according to those who still remember Since the first Cataclysm cut them off from the
it fondly. After being mostly unaffected by the rest of the continent, they have had the forest
second Cataclysm, it was not long before the of Northern Ergoth all to themselves. The Age
dragon Malystryx came. She drove out the kender of Mortals caused this to change when the
of the Kenderwood, and attacked the Plainsmen destruction of Kendermore in the east led to a
who dwelt along the Dairly Plains. Her magic great migration of afflicted kender into the
changed the land into a wasteland that few dare region. Since then, the differences between
to enter. afflicted kender and those native to Hylo have
Malystryx is dead, but her red dragon under- caused tension and strife.
lings still roam the area, and the land is no less
deadly for her absence. Major Geographical
Features
Hylo Kenderhome is well guarded. The Straits of
Capital: Hylo Algoni stand to the east, while the friendly nation
Population: Kender, humans, goblins, ogres of Solamnia and a vast range of mountains abuts
Government: Oligarchy (extremely democratic) the nation to the west. The lands south of
Languages: Common, Goblin, Kenderspeak, Kenderhome are an inhospitable desert, and the
Ogre lands north of it are empty wastes.

Gobwatch

Geography  151
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Sentinel Mountain Range: The mountain defenses, and other activities in preparation of
range has always protected Hylo’s western bor- possible invasion.
ders; it also protects the inhabitants of Ergoth Legup (Village, 745): Situated on the only
from a steady stream of kender wanderers. pass leading from Kenderhome to the Empire of
Ergoth, the settlement of Legup is placed in a
Important Sites strategic position. Because of this location, the
The kender nation was once larger and had addi- afflicted kender who moved here tried to seize
tional cities, but the Cataclysm destroyed the control of the pass. The native kender fought
other cities in the area and made the wilderness back and thwarted their attempt. Both sides
village of Hylo into a port town. finally made amends and Legup is currently the
Gobwatch (Thorp, 75): Gobwatch is the only settlement where afflicted and native kender
only settlement constructed solely by afflicted reside peacefully.
kender. It is a squat, yet imposing, stone fortress Lemon (Large Town, 4,748): With the arrival
built on the border of Kenderhome and Sikk’et of the afflicted kender, the port town of Lemon
Hul to defend Kenderhome from the intrusion of went through drastic changes. The kender began
goblins. For the last decade, kender of Gobwatch charging import and export tariffs that have
have taken it upon themselves to make preemp- caused problems with the merchants who trade
tive strikes on the goblins. for lumber to the north. An afflicted kender
Hidal (Village, 437): The village of Hidal is named Nikki Firestopper (N female afflicted
located near an extensive cave system, which is kender Rog4) has hired a band of gnomes to con-
thought to be the ancient home of the huldrefolk. struct a new warship in Lemon harbor; she
The native kender of Hylo have always enjoyed intends to use this ship to help the nation of Hylo
exploring the caves, but since the Kender Flight, defend itself at sea.
the town of Hidal has attracted a large number Lookit (Small City, 11,076): Lookit, the
of afflicted kender who find that the cave system second largest city in the region, is a beautiful
is easy to defend and is safe from aerial attacks. tree-city built at the base of a three-tiered water-
The afflicted kender now outnumber the natives fall. No afflicted kender are known to dwell here,
three to one. since they find the area far too vulnerable to attack.
Hylo (Large City, 19,563): Hylo is the cap- But afflicted kender make up the majority of visi-
ital of Kenderhome and is the largest kender tors to the awe-inspiring falls, which remind them
city in existence. The arrival of afflicted kender of the beauty of the homeland they lost.
following the Kender Flight has swelled the Ocean Town (Village, 533): Ocean Town is a
population of this city and has created civil village of long unused wharfs that jut out from the
unrest as the true kender and afflicted kender base of the Sentinel mountain range and extend
try to live together. The kender of Hylo are led over dry land. Afflicted kender have been building
by an afflicted kender known as Belladonna (N homes beneath the piers and covering them with
female afflicted kender Ftr3/Rog8), who con- brush to hide them from sight. Ocean Town is
stantly works to convince the native kender of still best known for its odd placement of docks
Hylo of the value in military drills, fortified and fishing boats on the side of a mountain.

 Rabbitslayer  door, locate creature, creator must be 12th level;


Rabbitslayer is the name granted to the dagger Price 37,302 stl; Cost to Create 18,802 stl +
used by the famous (or infamous?) kender, 1,480 XP.
Tasslehoff Burrfoot. Tasslehoff claimed that he
discovered the dagger in the ruins of Xak Tsaroth.  Glasses of Arcanist 
It came to be known as Rabbitslayer when Tassle- These rare magical lenses are set in solid plat-
hoff was told that the knife would only be of use inum frames and are usually sized to fit more
if there were an attack by ferocious rabbits. The slender races such as kender and elves. They
knife proved itself to be far more useful on more enable the wearer to read any written word and
than one occasion, especially when Tasslehoff perfectly translate the language into an under-
used it against Chaos himself. standable format. Even magical writings can be
Rabbitslayer is a +4 dagger that always returns read using these glasses, though understanding
to its wielder within 1d20 hours of it being lost does not necessarily imply spell use. These
or stolen. If it is given to another person, how- glasses only translate written languages; they do
ever, the dagger bonds with the new wielder and not convey the ability to speak or understand
will stay with that person until it is once more spoken tongues.
given away. Faint divination; CL 5th; Craft Wondrous
Moderate conjuration and divination; CL Item, comprehend languages, read magic; Price
7th; Craft Magic Arms and Armor, dimension 8,300 stl.
152  Chapter Five
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Thisway (Village, 649): Thisway is located the presence of the savage thanoi, prevent explo-
west of Gobwatch on the borders of the goblin ration. Located south of Zeriak in the Plains of
lands. The true kender who live here are con- Dust, Icereach continues southward beyond the
stantly at odds with the afflicted kender of scope of most Ansalonian cartographers and
Gobwatch. extends far west into the Sirrion Sea.
The Tower (Hamlet, 300): The tower is a
mysterious obsidian structure located across the Life and Society
Bay of Monsters from the settlement of Hylo and Twin white dragons share control of the region
northwest of the fortress of Gobwatch. Its popu- and have made themselves overlords of Icereach.
lation is mostly made up of native kender. The Cryonisis (a.k.a. Ice, CE female white wyrm) has
tales of the tower’s origin vary, but they all agree taken the western glacier, and Frisindia (a.k.a.
it contains the spirit of a powerful magic-user Freeze, CE female white wyrm) has taken the
who is the best friend the kender of Hylo have eastern half of the realm. The draconians who
ever known. (Some even claim it’s the wizard follow the whites control most of the realm’s
Magius, who is bound by a curse that will be meager resources, and the thanoi and Ice Folk
lifted only if someone brings his equally famous fight for whatever remains.
staff to him.) The spirit has become an oracle to The Ice Folk (Ice barbarians) do some trade
the kender and warns them of imminent disas- with their northern neighbors. The thanoi, or
ters. The kender who live in and near the tower walrus-men, are self-sufficient and have no need
protect it from would-be looters (all the while or desire to trade with their human neighbors.
exploring and admiring items within to their
hearts’ content). Major Geographical
All kender believe that a spirit living in the Features
tower serves to warn them of imminent danger. Icereach has become colder and more treacher-
ous than it was before the second Cataclysm.
Regional History Frost wights now hunt in the frigid wastes, and
Legend states that this region was founded by a the very terrain has been expanded and altered,
group of kender who “borrowed” a flying castle which has destroyed or obscured old landmarks.
sometime during the Age of Dreams. Regardless Burning Ice: Extending into the Plains of
of their origin, the kender have thrived here. Dust, this deadly, shimmering ice floe radiates
The Cataclysm caused much damage and loss unnatural cold that sears the flesh of any who
of life to the kender of Hylo, but ultimately it touch it. (Living creatures who come into direct
created natural barriers to protect their nation. contact with the burning ice take 1 point of cold
For hundreds of years, there was relative peace damage per round of contact.) The burning ice is
and prosperity. home to a horde of frost wights, making this one
The kender flight changed all that. Too good- of the most dangerous areas of Icereach.
hearted to turn their afflicted brethren away, the Ice Mountain Bay: This bay is now almost
native kender of Hylo had no idea that the Good- always frozen due to the changes that happened
lund kender would create social conflict and dis- during the Age of Mortals.
rupt the traditional ideals of kender life. Native
kender to this day can’t understand the afflicted Important Sites
kender, and many openly suspect that they are Year round, the Icewall Glacier is blanketed in
somehow cursed. chill air and fierce blizzards. In the winter, the sun
barely emerges, rolling like a cool ember across
Icereach the northern horizon. Even then, snow storms
Capital: None and blizzards often obscure it. The folk here have
Population: Humans (Ice Folk), thanoi, draconi- grown accustomed to the cold and darkness, but
ans, white dragons visitors report a creeping melancholy that com-
Government: City-state (Tarsis); tribal (plains); pels them to seek out the wastes to “get a breath
totalitarian (glacial) of air.” The ice most often claims them.
Languages: Common (Ice barbarian), Kharolian, Frozen Past: This ancient huldrefolk city is
Thanoi perfectly preserved by the ice and is believed to
Trade: Furs, meat, blubber, ice (Ice barbarians); be cursed. A giant portal called the Frozen Past
hooks, harpoon heads, iceboat blades (Tarsis) Arch is reputed to lead to another huldrefolk
Alignment: LG (Ice Folk); N (Tarsis); LE (thanoi) city (or to a great treasure, depending on the tale-
spinner), but no one in recent memory has been
The frozen landscape of Icereach is mostly able to open it.
unknown and unexplored. The frigid climate, Icewall Castle: Once ruled by the dark elf
combined with the abundance of predators and Dragon Highlord during the War of the Lance,
Geography  153
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Icewall Castle is now completely encased in the accustomed to the cold and can quickly repulse
glacier, which was the result of the dragons’ thanoi incursions. What the knights don’t know is
breath weapons. Both Cryonisis and Frisindia that the ogres have made an alliance with the
keep their few possessions here, including dragon walrus-men. The two races have signed a pact of
skulls for their unfinished skull totems. A garrison blood to overthrow the Dark Knights and to take
of more than one hundred veteran sivak draconi- over Kharolis. Some human revolutionaries are
ans, as well as several dozen thanoi who serve as said to be secretly in league with these forces of
more expendable troops, guard the castle. A mas- evil. It’s rumored that the revolutionaries will use
sive sivak named Franatik (LE male sivak dracon- the thanoi and ogres to defeat the knight, and
ian Rgr11) leads them. then will turn on their allies.

Regional History Major Geographical


Before the Summer of Chaos, three races vied for Features
control of the meager existence afforded by the Once, thick forests sprung up in this region and for
frozen Icereach tundra. The good-aligned humans— years spread south faster than could be believed.
remnants of the pre-Cataclysmic settlements that While the trees still live, the magical force that sus-
occupied the region before the glacier was formed— tained and multiplied them is now gone.
have coalesced into the tribe known as the Ice Folk. Firecrab Hills: Despite its ghastly history,
They have been in perpetual conflict with the this range of hills has remained calm and peace-
savage thanoi. This endless war was thrown into ful since the Summer of Chaos. People refuse to
chaos after the dragon purge with the arrival of visit these parts, but the knights have estab-
Cryonisis and Frisindia. The twin white dragons lished a small outpost to take advantage of the
killed Sleet (the white dragon who once dominated high ground.
the region) and seized control of the Icewall. Frozen Hills: A misnomer in the present
time, this territory used to be covered with
Kharolis tundra. The Waw and Vash fortresses once
Capital: Alsip marked the realm of the Ice Folk, but they now
Population: Humans, Neidar dwarves, ogres stand abandoned.
Government: Dictatorship (Knights of Neraka);
semi-independent tribal communities (ogres) Important Sites
Languages: Common, Dwarven, Kharolian, Many of the former landmarks, buildings, and
Nerakese, Ogre ruins are completely hidden under a blanket of
Trade: Grain, lumber (cedar and oak mostly), vegetation, or within uncharted forest, and wait to
tobacco, weapons (Kharolis); coinage, horses, be rediscovered.
beasts of burden (Jelek) Alsip (Large Town, 3,869): Alsip is known
Alignment: LE, CE, CG as the port town closest to the Forest of Way-
reth. Most of the homes and shops are built pri-
Kharolis, a land transformed by the former marily of wattle and daub and are supported by
dragon overlord Beryllinthranox, is now in transi- pitch-stained beams. Flower boxes adorn every
tion following the green dragon’s death. Dark window. When the Dark Knights first invaded
Knights, ogres, and goblins make this an espe- Kharolis, they settled their largest force here.
cially dangerous region for travelers. At first they encountered resistance, but after
several public executions, order was reestab-
Life and Society lished. The Dark Knights continue to allow
Skirmishes with the thanoi to the south occur less ships from other nations to trade and exchange
frequently than before the Dark Knight occupa- goods here, though the knights impose a heavy
tion. Agricultural production has been reduced tax on all transactions and confiscate the goods
since the magical forests took over the farmland if any merchant decides to try to bargain with
and forced many farmers and settlers to move them. As a result, many traders have resorted to
south. Most of the goods that are created get sent bartering instead of using coinage to fool the
to the knights’ headquarters at Jelek in exchange port overseer.
for coinage. Windkeep (Village, 481): Windkeep is a
After the death of Beryllinthranox, the Dark small village that has long stood on the Winds-
Knights that were placed in charge of Kharolis run River. It’s now one of the many outposts used
continued to administer the land. This may by Thorn Knights in their mission to find the
change now with the downfall of Mina and the Tower of Wayreth. After the death of the dragon
return of the deities. overlord Beryllinthranox, this fortress became the
The knights allow small gangs of ogres to knights’ first line of defense against the growing
remain in the southern regions, since they are goblin menace in southern Qualinesti. These
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goblins appear to have no love for any of another Major Geographical


race, not even those who once served on the Features
same side. Khur surrounds the Khurman Sea on three sides
and shares borders with Balifor, Neraka, Tho-
Regional History radin, and the Khalkists, as well as the northern-
The Age of Mortals has greatly changed most border of Silvanesti. In the north, rugged
Kharolis. The magic of the green dragon over- highlands and craggy mountain savannas slope
lord Beryllinthranox transformed the land toward the Khurman Sea and end in steep cliffs.
south of the Windsrun River from tundra to Southern and western Khur consists of trackless
temperate woodland. The walrus-men and ice desert broken by mountainous ridges and the
bears fled farther south to their original home- occasional oasis. Even in the coldest part of the
lands, leaving the area to the humans who were year, Khur is dry and warm. In the summer, Khur
supported by ogre bands under the flag of the becomes a sweltering, blistering desert.
Knights of Takhisis. The residents of Kharolis Burning Lands: Located in the midst of the
cheered this invading army at first, but they Mikku khanate in the southern reaches of Khur,
have since learned to despise and oppose the the Burning Lands are a vast saltpan desert
repressive regime. devoid of water or plant life. The sun glares off
The elves who once controlled the south- sheets of crystallized salt. At night the air is still
ern border of Qualinesti have fled the land. and cold. Strange creatures that thrive in such
They were driven out or slain by an enormous harsh conditions make their homes here, and
and well-disciplined force of goblins, who seem there are rumors of hidden underground ruins
to have sprung up from nowhere. Kharolians dating back to the reign of the Kingpriest.
thinking to flee the tyranny of the Dark Knights
by traveling to this land are having second Important Sites
thoughts. Khur is a land of vast deserts and impenetrable
wastes, even more so since Malystryx ruined the
Khur fragile ecosystem around the Khurman Sea and
Capital: Khuri-Khan fouled the waters of the Bay of Balifor. A side
Population: Nomads (desert), goblins, ogres effect of these climactic changes has been the dis-
Government: Independent khanates covery of hundreds of ancient Istarian objects on
Languages: Dwarven, Goblin, Khur, Nerakese, the shores of Khur.
Ogre Delphon (Large City, 18,751): Delphon, a
Trade: Horses, leather goods, diamonds, glass- city in the territory of the Weya-Lu, is an interest-
work, spices, oil, artifacts ing mix of native tribesmen and the second- and
Alignment: LE, LN third-generation descendents of mercenaries,
soldiers, and officers from the green dragon-
The Age of Mortals has been one of struggle, sac- army. A Weya-Lu named Kasimir di Kyre (NG
rifice, and strife for Khur. The region has emerged male human Rgr9), the grandson of a hero of the
from the Desolation of Malystryx with a surge War of the Lance, has recently taken power over
of renewal and fierce pride. Khur’s desert war- the city of Delphon with popular approval from
riors, known for both their reverence of beauty both the natives and the descendants of the
and their militant nature, are returning from exile westerners.
and regrouping after decades of being under the Khuri-Khan (Large City, 22,424): The capi-
baleful eye of the Red Marauder. Tribes are tal city of Khuri-Khan was once one of the most
renewing old alliances, and once again there is magnificent cities in eastern Ansalon. During the
talk of the wandering star—the leader who will War of the Lance, Khuri-Khan was seized by
unite the seven clans as one. green dragonarmy troops. The city was sacked
repeatedly, and little remains of its former great-
Life and Society ness. Still, it is home to bustling marketplaces and
The seven tribes in Khur—the Fin-Maskar, bazaars, exotic shrines, and temples to Khurish
Hachakee, Khur, Mayakhur, Mikku, Tondoon, aspects of the gods.
and Weya-Lu—are ruled by a single khan. The Kortal (Village, 868): The village was once
majority of the desert tribes live a nomadic life a central point of occupancy for the green
in caravans, tent-cities, and camps. Some live in dragonarmy during the War of the Lance. The
cities built into the sides of foothills and valleys, Knights of Neraka more recently occupied
or in the remnants of green dragonarmy for- Kortal. The village is currently held by the Khur-
tresses. They are a suspicious, honorable, and ish khan, who has difficult work ahead maintain-
enduring people. ing the fragile alliances between the formerly
warring tribes.
Geography  155
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Regional History into prominence and importance in the years


The native peoples of Khur often call the Cata- after the Chaos War and the Council of Last
clysm “the Drowning,” for great floods swallowed Heroes. As the headquarters of the Knights of
up many of the tribes and much of their ancestral Neraka, the region prospered with the troops
land. While the survivors worked to rebuild their and money entering the area. After the events of
lives, a great leader named Keja rose up and uni- the War of Souls and the downfall of Mina, the
fied all the remaining tribes. The unification didn’t Knights of Neraka were greatly weakened and
last long beyond his death, and each of his sons the region that is their namesake has an uncer-
became ruler of one of the seven current tribes in tain future.
the Khur region, which is named after the largest
of the contemporary tribes. Life and Society
Dragon Highlord Ariakas wished to bring the The Knights of Takhisis once dominated the
fierce and savage Khur to the side of the dragon- people of this region. The human, hobgoblin, and
armies during the War of the Lance. Some tribes ogre tribes of Neraka have grown accustomed to
allied with Evil, while others remained independ- living out their lives under whatever side claims
ent, but all of them suffered until a young Solam- rulership. Settlements dot the region, while the
nic Knight named Morgan di Kyre arrived and highest concentration of people reside in the City
helped them wage guerilla warfare against their of Neraka and the towns of Jelek and Telvan. Sur-
foes. The hero of the seven tribes was proclaimed rounded on all sides by potentially hostile forces
“the Deliverer,” and both the knight’s son and such as the draconian nation of Teyr and the
grandson have distinguished themselves carrying desert warriors of Khur, the region is cut off from
his surname. most trade and survives purely by smuggling,
illicit deals, and the fortune of rogue traders.
Neraka Many of the inhabitants of Neraka are now look-
Capital: Jelek ing south to Sanction and its role in the future of
Population: Humans (civilized and nomadic), their region.
ogres, hobgoblins, draconians
Government: Dictatorship (knights); Tribal Major Geographical
Languages: Dwarven, Goblin, Khur, Lemish, Features
Nerakese, Nordmaarian, Ogre, Solamnic In the north, Neraka is rocky and marked by
Trade: Slaves, obsidian, lime, mercenaries, smug- basalt ridges covered in dry brush or pine. Grassy
gled goods, llamas, wool plains are common, though the soil is poor. In the
Alignment: LE, LN south, volcanoes spew flame and smoke high into
the air, which sometimes blocks out the sun. The
Once the center of all that was dark and evil on plains of Neraka appear flat and featureless at first
Krynn, the region known as Neraka has ascended glance, but are lined with cracks and fissures that

VALLEY
EY 
OF 
Jelek NERAKA

Neraka

Khalkist
Mountains
0 20
miles

Fort Kortal
Road to Sanction Khur
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spray steam and smoke from beneath the surface. town’s roads are particularly muddy. Once an out-
The region borders the dwarven lands of Tho- post of the dragonarmies, Jelek’s fortunes rose with
radin and the ogre nation of Blöde to the south, those of the Dark Knights and other unscrupulous
the deserts of Khur to the east, and the regions of local leaders. As the birthplace of Morham Tar-
Estwilde and Nordmaar to the far north. gonne, the Lord of Night who had Mirielle
Valley of Neraka: Called Gamashinock, or Abrena assassinated, Jelek was a natural choice as
“Song of Death,” by the dwarves since the end of a new political center for the knights. It has now
the War of the Lance, the valley is a haunted grown substantially and benefited from the late
place. Black shards of the former Temple of the Targonne’s favors, although with the death of
Dark Queen dot the landscape and look like Targonne and the decline of the knighthood,
immense black crystals jutting up from the sand. Jelek’s lucky days are numbered.
According to fablespinners, the valley is where Tower of Gargath: The tower is the site of
Mina emerged from the storm to lead the Dark the famous castle of the wizard Gargath. It was
Knights during the War of Souls. also the temporary home of the Graygem and the
reputed birthplace of the dwarf and kender races.
Important Sites Rumor has it that the ancient tower, which is sur-
The Knights of Takhisis took hold of this region rounded by a small settlement of mixed races,
after their invasion of Ansalon during the moves from place to place within the Khalkist
Summer of Chaos. They worked to expand their Mountains as a side effect of the chaos of the
holdings and the borders of Neraka itself, even- Graygem. Even if these legends are false, the
tually calling themselves the Knights of Neraka tower is well-hidden and rarely visited.
and dropping the name of the goddess who had
abandoned them. Regional History
City of Neraka (Small City, 5,808): The orig- The city of Neraka arose over one hundred
inal city of Neraka was built around the corrupted years after the Cataclysm when Takhisis planted
remnant of the Temple of Istar in the northern the Foundation Stone of the Kingpriest’s temple
end of the Valley of Neraka. After the Temple in a remote glade. By patient magic, the corner-
exploded at the end of the War of the Lance, the stone grew into a new temple—the twisted
ruins went abandoned for years until the Dark Temple of Darkness where Takhisis mustered
Knights reclaimed it. The chilling echoes of evil and rallied her servants. The city around the
and death were too much for the knights to temple grew up only to serve the Dark Queen
handle, however, and they were forced to move and her minions. When travelers discovered the
the city to the southern end of the valley. The city city, they mistook it for the Lost City of Neraka,
is a shadow of its predecessor and, after being which was a mountain city destroyed by the
stripped of its importance and wealth by Tar- Cataclysm. Those who escaped Takhisis’s min-
gonne, has become a haven for smugglers, ions spread news of the city of “Neraka.” The
thieves, mercenaries, and corrupt former officials. Dark Queen had no objection to this name, and
Godshome: Godshome is a bowl-shaped so word was spread.
depression in a mountaintop in the central Neraka was almost completely abandoned
Khalkists that is a mystic site of clearly celestial after the final defeat of the dragonarmies, only to
origin. At its center is a polished circular pool of be reclaimed a generation later during the Summer
black rock that reflects the night sky, even in of Chaos. The Knights of Takhisis sought to
broad daylight. reclaim the land as theirs by right and made it
Godshome has remained a mystical and mys- their base of power on Ansalon. Eventually, they
terious place even after the Summer of Chaos. took the region’s name for themselves.
Those few who visited it following the Chaos
War (and who lived to tell their stories), claimed Nightlund
that they were driven away by an overwhelming Capital: None
sense of evil and dark power that not even the Population: Civilized humans, draconians, undead
fiercest, most savage ogre could face. Many now Government: Republic (Kalaman)
believe that it was here in Godshome that Takhi- Languages: Common, Solamnic
sis resided until she regained her power. Trade: Ships
With the return of the deities, Godshome Alignment: NG, CG, LE
once more reflects the constellations in its dark
pool, though the stars show the new arrange- Once only a sparse area covered in eternal twi-
ments. The constellations of Paladine and Takhi- light and gloom, Nightlund has expanded in size
sis are now gone. since the Chaos War. Its boundaries reach north
Jelek (Large Town, 4,690): Jelek is a squalid to Kalaman and south to Gaardlund. This expan-
gray town on the dusty plains of Neraka. The sion has had a negative effect on trade, and few
Geography  157
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Vogler

Kalaman
Ligett
Dargaard Keep
Darkling Hall
Heth

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dare travel to Kalaman even to purchase their Tower of High Sorcery: Not long after the
famed ships. Chaos War, the wizard Dalamar the Dark moved
the Tower of Palanthas to Nightlund to protect it
Life and Society from the wrath of the blue dragon Khellendros. A
Life has been harsh in Nightlund during the Age large and nearly impenetrable grove of cypress
of Mortals, though things may change now with trees was grown around the tower to hide it from
the end of the War of Souls. The eternal twilight the eyes of the dragon overlords. Dalamar was
used by Takhisis to conceal Lord Soth’s existence forbidden by the gods of magic from returning to
is gone and the sun shines once more on this the tower, and refused to reveal its location, main-
gloom-ridden land. taining he would do so once the Orders of High
Sorcery were fully restored.
Major Geographical
Features Regional History
Nightlund’s ground is as fertile as any in the rest In the Age of Might, years before the Cataclysm,
of Solamnia, but attempts to farm there met with Lord Soth belonged to one of the ruling houses of
little success during the enchanted twilight. Now the nation of Solamnia. His family had, for years,
that the sun shines again, opportunities abound carried on the proud tradition of the knights. For
for farming as many people flood into the area in this service, they had been deeded a province
hopes of taking the unclaimed lands. The brave named Knightlund and were given responsibility
and foolish go in without question, while the for the safety of that realm. Plagues swept the
superstitious and cautious are not convinced that land in the latter years of the Age of Might and
the death knight has been truly destroyed. slew many of Soth’s uncles.
When Lord Soth was cursed for his crimes at
Important Sites the moment of the Cataclysm, he became a death
Before the Cataclysm and the downfall of Lord knight. The region that was his by right became
Soth, the area was once fertile and prosperous. cursed as well and was shrouded in perpetual
Even after its liberation from Evil, the most twilight and fog, becoming known as “Night-
notable locations are those that are often still lund.” During the early Age of Mortals, the hold
spoken of only in whispers. of Nightlund expanded as the disguised Queen of
Dargaard Ruins: Once home to the death Darkness worked to keep Soth’s presence a secret
knight Lord Soth, the keep was destroyed during until she could use him for her own plans. Ulti-
the War of Souls. Rumors abound that the ruins mately Soth rejected the Dark Queen and earned
contain many valuable and magical objects said to whatever peace he could in death.
have been acquired by the death knight during his Following both Soth’s destruction and the
long and unnatural life. Few yet have had the downfall of the Dark Queen, the land has come
courage to go treasure hunting, however. full circle. Once fertile and bright, it has become
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so again. People desperate for opportunity come of jungle are interspersed by lakes of deep, brackish
to Nightlund to try their luck. water. What appears to be solid land is often just
encrusted vegetation and sediment. Mohrlex per-
Nordmaar mits several tribes of lizardfolk to live in the area,
Capital: North Keep as well as alligators, giant insects, and snakes.
Population: Nomads (plains and jungle)
Government: Feudal (nomads); tribal (lizardfolk) Important Sites
Languages: Estwilde, Kalinese, Nordmaarian, During the Chaos War, shadow wights wiped out
Ogre, Solamnic many villages and settlements along the eastern
Trade: Spices, exotic plants and animals, liquors, fringe of the region and removed all memory of
iron, marble; chariots, carts, horses (western these places from Krynn, casting them into obliv-
nomads) ion. All that is left of them are ghost towns.
Alignment: NG, N, CN, CG North Keep (Large City, 22,326): North
Keep is the capital of Nordmaar and the seat of
Nordmaar is a large nation located in the tropical power for Nordmaar’s king, Shredler Kerian (LN
northern reaches of Ansalon. Nordmaar has been human male Nbl8). The city is dominated by the
subjected to invasion since the earliest days of the vine-shrouded stone fortress that gives it its name
War of the Lance. It had been a holding of the red and is also the base of operations for the Solam-
dragonarmy and the Knights of Takhisis. It was nic Knights in the region. The potential threat
assaulted by shadow wights in the war against from the Great Moors has resulted in several
Chaos and partially seized by the black dragon outer curtain walls being added.
Mohrlex (C E male black wyrm). Nordmaar Fountain of Renewal: Located somewhere
remains a feudal kingdom of highland horsemen in the very far western edges of the Great Moors,
and fierce, jungle warriors. They are experienced this legendary shrine to Habbakuk was thought
at fighting off tyrants and oppressors. lost forever in the wake of the Chaos War. Rumor
has spread among the Nordmen that its healing
Life and Society springs and exotic flora have regenerated. The
The people of Nordmaar are divided into many black dragon Mohrlex has heard of these rumors
small tribes that share a single king. The Nord- and is said to be searching for the elusive fountain
men have long emulated Ansalon’s more advanced to claim it.
cultures, especially Solamnia, which has resulted The Horseman: In the northeastern corner
in a unique seminomadic society of feudal lords of Nordmaar, surrounded by jungle and spurs of
and chieftains. The Knights of Solamnia once rock, is an impressive monument that resembles
maintained small forces at North Keep and Jenni- a rider on a great horse. Whether it’s a relic of
son to assist in defending the region from future ancient Istar, or a uniquely shaped chunk of rock,
attack. Trade was once common, but after succes- is unclear. During the early years of the Age of
sive invasions and the constantly changing politi- Mortals, sorcerers and mystics traveled to this site
cal climate, little trade now happens by either to unlock any magical secrets it might possess,
land or sea. though nothing has been revealed thus far.
Valkinord: This extensive ruin is located
Major Geographical along the eastern coastline of Nordmaar at the
Features point where the Miremier Straits meet the North-
Nordmaar occupies the northernmost region of ern Courrain Ocean. It was razed by red dragon-
Ansalon. The nation is surrounded on three sides army marauders in the earliest days of the War of
by the Northern Courrain Ocean and shares bor- the Lance and has become overgrown and over-
ders with Estwilde, Neraka, and Teyr. Nordmaar run by wilderness and jungle.
has a tropical climate, with rainforests and jungle
in the north and stagnant moors in the south. Regional History
Along the Estwilde border, lush grassy plains The barbarian kingdom suffered greatly under the
cover the highlands that descend from the Asti- red dragonarmy during the War of the Lance.
var Mountains. They become more arid to the Unlike other nations that grudgingly endured
south as the region borders Neraka and the their oppressors, the folk of Nordmaar actively
northwestern edge of Teyr. The monsoon rains, hunted the dragons in their lands. This demon-
brought in by the trade winds to the north, mark stration of strength and defiance still persists. The
the change in seasons. The temperature is rela- only question among the Nordmen is whether to
tively consistent all year long. rely on their Solamnic allies, or to stand alone
The Great Moors: The black wyrm Mohrlex, against the threat of the dragon overlords.
known to the Nordmen as Pitch, claims this broad There has been recent tension with the dra-
and dangerous region. Thick swamp and clumps conians of Teyr. Lord Kang requested aid against
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the Knights of Solamnia, but being suspicious of of hills and scrub. Grasslands and coastal plains
draconian duplicity, King Shredler flatly denied cover the rest of the island. The glaciers of South-
the draconian’s request. There are rumors that ern Ergoth have chilled the waters between the
draconian spies live directly in the capital of two isles, but the magical shaping done by the
North Keep. overlords has had no effect on the island itself.

Northern Ergoth Important Sites


Capital: Gwynned As one of the mightiest empires of the ancient
Population: Civilized humans, barbarian humans, past, many intriguing ruins lie on the island or
goblins, ogres, dwarves, gully dwarves, kender beneath its seas. For generations, the emperors
Government: Feudalism with an elected Senate have desired to have these ruins explored with
(civilized areas); tribal (barbarians and goblins) the hope of regaining the lost riches within.
Languages: Common, Ergot, Goblin, Solamnic Emperor Mercadior sponsors adventurers’ forays
Trade: Copper, brass, steel tools, relics, cut stone into the ruined areas, but he places strict regula-
Alignment: LN, LG, LE, N tions as to what finds the groups may keep.
Gwynned (Metropolis, 32,304): The capital
The Age of Mortals has been a time of promise of Ergoth is benefiting from the influx of Solamn-
and rebirth for the Empire of Ergoth, which has ian scholars and artists. It holds a palace, accom-
not seen days of glory since the Age of Might. modations for the Senate, opera houses, gladiato-
With Solamnia and other key regions of northern rial arenas, the Imperial University, and other
Ansalon under the sway of the great dragons, or essential elements of Ergothian life, both cultured
threatened by them, Northern Ergoth has bene- and roguish. The Imperial University and Library
fited from a massive population influx and a are flourishing, as is the Shrine of the Heart and
reassertion of its position as the cultural center of the temples of the returned gods, especially those
the continent. Ironically, much of Northern of Manthus (Majere), Corij (Kiri-Jolith), and the
Ergoth’s strength in the Age of Mortals has come Blue Phoenix (Habbakuk). Yet the capital’s darker
from the Solamnics who have returned to the side remains, and cults of Aeleth (Chemosh) and
homeland of the empire they left centuries ago. Argon (Sargonnas) are said to be once more on
the rise.
Life and Society Lancton (Large City, 14,658): Lancton is a
Patriotic and conservative, yet willing to adapt fortified city established nearly two thousand
new ideas into their life, the Ergothians hold a years before the Cataclysm. The city remains a
major position in the world in the wake of the trade hub of the empire and is a center of both
War of Souls. Mina’s crusade on behalf of the One road and river traffic. It also serves as the home of
God never touched Ergothian shores and left the the famous Ergothian Bard College, which has
people in peace. Ergoth’s traditionalism also produced the most famous bards in Ansalonian
meant that many people continued the old ways history, including Quevalin Soth himself. In addi-
of worship, even after the Chaos War, and they tion to its status as a trade and cultural center,
were quick to welcome back the deities. Lancton is also allegedly the headquarters of the
The people also embrace mysticism, and the Ergothian thief guilds.
Citadel of Light has had a strong following there Raekel’s Pit: Located in the southern crook
throughout the reign of dragon overlords. of the Sentinel Mountains, this pit is a festering
Despite some tensions, the two groups are sore on the surface of Ansalon. Two hundred feet
coming together to support the empire and its across and filled with mist and shadows, it is the
people, and many citizens see this unification of remnant of an attempt by the dark cleric Raekel
old and new in service to Ergoth as a sign for to open a gate to the Abyss. He hoped to permit
Ansalon’s future. Northern Ergoth’s naval domi- Takhisis to enter the world, granting her rulership
nance also places it in the front lines against the over Ansalon in exchange for power over Ergoth.
increasing minotaur threat. Though the ritual failed, the pit remains and is
Northern Ergoth is ruled by Emperor Merca- rumored to be home to all sorts of ghostly mani-
dior Redic VI. festations and evil creatures, as well as some of
Raekel’s accursed artifacts.
Major Geographical
Features Regional History
The Sentinel Mountains serve as the border Ergoth was the first major human empire, and
between Northern Ergoth and the kender nation during the Age of Might, it enjoyed a golden age
of Hylo, while seas surround the rest of the island. rivaled later only by the power of Istar. Its glory
The southern province of Sikk’et Hul, which is had long since faded by the time of the Cata-
infested with goblins and gully dwarves, is a desert clysm, when its lands were split both north and
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south, and from the main continent. Though dev- refugees escaping their former homelands. Embit-
astated by the sundering of their land, the Ergoth- tered and angry, and hurt and desperate, the elves
ians’ suffering has been limited. Northern Ergoth have yet to decide upon a leader or even a course
suffered far less than many other lands during the of action. Some follow Gilthas, while others
Chaos War and did not fall under the domination (most notably the Silvanesti) want no part of a
of a dragon overlord during the Age of Mortals. half-human leader. Some want to fight the mino-
Many Ergothians are now feeling a swell of taur invaders and regain their homeland, while
national pride and privately believe that Ergoth’s others maintain that the minotaurs are too strong
time has come once more. and that they should bide their time and build up
their forces. Some elves urge travel to major
Plains of Dust human cities, such as Palanthas, that welcome
Capital: None elven skills and talents, while others want to make
Population: Human, centaur, thanoi, goblin temporary homes in the plains and wait for the
Government: Republic (Duntollik) time when they will reclaim their lost homelands,
Languages: Common, Dwarven, Elven, Goblin, which they feel certain is coming.
Icespeak, Kharolian, Minotaur, Ogre, Thanoi Meanwhile, the humans and centaurs who
Trade: Leather products, pelts inhabit the region and are already making do with
Alignment: NG limited resources are not pleased at the arrival of
the elves, who are straining these resources.
The Plains of Dust, once a place of year-round There was once a thriving trade between
cold, underwent a radical change at the dawn of Tarsis and the Qualinesti elves. Now, the only trad-
the Age of Mortals. After Takhisis’s theft of the ing is between Duntollik and the human raiders
world and the subsequent cessation of the Mael- occupying that land, though even this is unstable
strom, the once-cooling winds that blew over the due to the recent goblin threat in the area.
tundra have decreased. This has caused the plains
to grow hotter in the summer months, which has Major Geographical
killed much of the vegetation and created a Features
desert. The plains return to their traditional The changes in the world following the Summer
tundra conditions only during the winter months. of Chaos caused a dramatic shift in the Plains of
Dust. Once cold almost all year long, the plains
Life and Society have become arid and unbearably hot. Much of
The influx of refugee elves is currently causing the area has now given way to true sandy desert,
tension in the area. The elves, for the most part, while other areas contain patches of dry, brittle
are unorganized and consist of small groups of grass. The blood-red clay, which once fed the

The Shelf

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grasses of the region, has been baked hard by the Regional History
sun and forms a sea of dry, orange-red rock. The Cataclysm created the Plains of Dust, and it
The Shelf: Only a few years into the Age of became a cold, dry region that was hospitable
Mortals, a small earthquake caused the land to to none except the few thanoi who used to
shift. Desert Plainsmen later discovered that the dwell there.
earthquake had caused an impossibly huge, flat The Age of Mortals changed the conditions
stone to rise out of the sands several hundred feet of the plains, but not their desolation. Up until the
into the air and at a slight angle. It provided an Storm of the One God, two dragon overlords
excellent view of (and defense from) the west and occupied its eastern border: the alien blue dragon
easy retreat to the east. The desert tribe led by Stenndunuus, and the brass dragon Iyesta. To
Wanderer (NG male human Rgr12) often camp counter their threat, humans and centaurs allied
here for the superior vantage point. to form the nation of Duntollik. Though more of
a loose-knit gathering of human and centaur
Important Sites tribes and settlements than an actual nation, the
Civilized folk have always regarded the Plains people of Duntollik are swift to react when their
of Dust as a region to simply travel through. neighbors are in danger.
Because of this, it has a number of forgotten ruins The arrival of the storm also saw the begin-
and valuable secrets. ning of Stenndunuus’s plans to claim the Plains
The new realm of Duntollik, an alliance of of Dust as his own. He imported Brute merce-
humans and centaurs, ostensibly claims a huge naries that used evil dragonlances (created origi-
swath of the plains, but in reality each community nally by Ariakas to aid in his efforts prior to the
has little influence outside its own walls. Chaos War) to slay the brass dragon overlord
Duntol (Village, 853):Duntol is a rough, and those who served her. Stenndunuus was
bustling settlement. Trade is so good in Duntol killed mere days after by the bronze dragon
that the village is much larger than needed to Crucible and the Knight of the Rose Linsha. The
hold its local population. Usually there are well Brute mercenaries, however, had left with their
over one thousand people within its walls, and prize—a clutch of precious dragon eggs stolen
sometimes its population doubles. Most locals are from Iyesta’s lair.
human, but there are also half-elves, kender, and The most recent change to the Plains of
centaurs in the village. Dust has come with the arrival of refugee elves,
The Missing City (Small Town, 5,100): including Qualinesti driven from their homeland
Once a city of ghostly mirages and strange illu- by the Knights of Neraka and Silvanesti escaping
sions, the Missing City became a haven for those the minotaur armies. This has created friction
fleeing the wrath of the dragon overlords. Both with the human Plainsmen who had long claimed
the Legion of Steel and the Knights of Solamnia the land as their own.
have a presence in the town. The Storm of the
One God destroyed the camouflage, for it swept Linsha Majere
away not only the ghostly inhabitants but the Female human Mystic1/Ftr2/Rog3/Crown1/
illusory city as well and revealed the true build- Sword3/ Rose2: C R 12; Medium humanoid
ings beneath. With the death of both the brass (human); HD 1d6+1 (Mys) plus 2d10+2 (Ftr)
dragon Iyesta (called Splendor) and the blue plus 3d6+3 (Rog) plus 1d10+1 (Crown) plus
dragon Stenndunuus (called Thunder), the chaos 3d8+3 (Sword) plus 2d10+2 (Rose); hp 69; Init
among the knights and the Legion of Steel, +3; Spd 30 ft.; AC 27 (touch 11, flat-footed 26);
along with the threat of the local population of Atk +15/+10/+5 melee (1d10+6/19–20, +4
former brute mercenaries, makes the future of bastard sword) or +13 ranged (1d10+1, +1 heavy
the city unsure. crossbow); SA sneak attack +2d6, smite evil,
Stone Rose (Village, 458): Another mixed spells, turn undead; SQ aura of courage, aura of
community of humans, centaurs, half-breeds, and good, detect evil, evasion, inspire courage,
outcasts, Stone Rose is a village that is preoccupied knightly courage, trapfinding, trap sense (+1),
with the brewing and selling of its specialty ale, rallying cry, strength of honor; AL LG; SV Fort
which is prized for hundreds of miles. A shrewd +15, Ref +7, Will +10; Str 14, Dex 16, Con 12,
merchant can make a huge profit by trading in Int 10, Wis 13, Cha 14. Height 5 ft. 8 in., Weight
Stone Rose ale. Willik, its closest neighbor, is the 140 pounds. Auburn hair, green eyes, freckles,
brewers’ best customer. mole on left hip.
Willik (Village, 511): Originally a city of cen- Skills and Feats: Bluff +9, Climb –1, Concen-
taurs, Willik now hosts a mixed population. The tration +3, Diplomacy +17, Gather Information
town has a reputation for wildness, and people +5, Handle Animal +4, Hide +0, Intimidate +5,
who enjoy excess find themselves at home, for Jump –2, Knowledge (nobility) +10, Knowledge
the Willikians live for each moment. (religion) +4, Move Silently +0, Ride +13, Sleight
Geography  163
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of Hand –1, Swim –2; Diehard, Endurance, twice per day. To be affected, an ally must be
Exotic Weapon Proficiency (bastard sword), ably to hear her speak. The effect lasts as long as
Honor-Bound, Leadership, Mounted Combat, an ally hears the knight continue to speak and
Quick Draw. for 5 rounds thereafter. While speaking, the
Sneak Attack (Ex): If a rogue’s target would knight can fight but cannot cast spells, activate
be denied his Dexterity bonus to AC (whether magic items by spell completion (such as scrolls),
he actually has a bonus or not), or when the or activate magic items by magic words (such as
rogue flanks her target, the rogue’s attack deals wands). Affected allies gain a +2 morale bonus
+2d6 points of extra damage. If the attack scores on saving throws against charm and fear effects
a critical hit, this extra damage is not multiplied. and a +2 morale bonus on attack and weapon
Ranged attacks can count as sneak attacks only damage rolls.
if the target is within 30 feet. With a sap Knightly Courage (Su): A Knight of the
or an unarmed strike, the rogue can Crown receives a +2 bonus on all saving
make a sneak attack that deals subdual throws against fear effects.
damage instead of normal damage. Trapfinding (Ex): Rogues can use the
She cannot use a weapon that deals Search skill to locate traps when the task
normal damage to deal subdual has a DC higher than 20. Finding a non-
damage with a sneak attack. A magical trap has a D C of at least 20,
rogue can sneak attack only living higher if it is well hidden. Finding a
creatures with discernable anato- magic trap has a DC of 25 + the level of
mies. Any creature that is immune the spell used to create it. Rogues can use
to critical hits is not vulnerable to the Disable Device skill to disarm magic
sneak attacks. The rogue must traps. Disabling a magic trap has a DC
be able to see the target well of 25 + the level of the spell used to
enough to pick out a vital spot create it. A rogue who beats a trap’s
and must be able to reach a DC by 10 or more with a Disable
vital spot. The rogue cannot Device check can study a trap, figure
sneak attack while striking out how it works, and bypass it (with
a creature with conceal- his party) without disarming it.
ment or striking the limbs of Trap Sense (Ex): The rogue has an
a creature whose vitals are intuitive sense that alerts her to danger
beyond reach. Linsha Majere from traps, giving her a +1 bonus on
Smite Evil (Su): Once Reflex saves made to avoid traps and a
per day, a Knight of the +1 dodge bonus to AC against attacks
Sword may attempt to smite by traps.
evil with one normal melee attack. Rallying Cry (Su): A Knight of the
She adds +2 to her attack roll and Rose may, as a free action, utter a pow-
deals 3 extra points of damage. If erful shout that causes all allies within
the Knight accidentally smites a 60 feet to gain a +1 morale bonus on
creature that is not evil, the smite has their next attack roll, and increases their
no effect but it is still used up for that day. base speed by 5 feet on their next
Turn Undead (Su): Linsha turns undead action. Rallying cry is a mind-affecting
as a 2nd-level cleric. She can use this ability 5 ability that may be used up to three
times per day. times per day. It affects only allies who can hear
Aura of Courage (Su): A Knight of the the Knight’s cry.
Sword gains a +4 morale bonus on saving throws Strength of Honor (Su): Once per day, a
against fear effects. Allies within 10 feet of her Knight of the Crown can gain a +4 morale bonus
gain a +4 morale bonus on their saves against to her Strength score for 5 rounds. Activating this
these effects as well. ability is a free action.
Aura of Good (Ex): The power of Linsha’s Mystic Spells Known (6/7/5/3; base DC = 11
aura of good (see the detect good spell) is 5. + spell level): 0—create water, cure minor wounds,
Detect Evil (Sp): At will, a Knight of the detect magic, detect poison, guidance, purify food and
Rose can detect evil as the spell. drink, virtue; 1st—calm animals*, detect chaos, detect
Evasion (Ex): If exposed to any effect that undead, divine favor, talons; 2nd—cure moderate
normally allows a Reflex save for half damage, wounds, hold animal*, undetectable alignment; 3rd—
the rogue takes no damage on a successful dominate animal*, speak with dead.
saving throw. * Domain spell. Domain: Animal (speak with
Inspire Courage (Su): A Knight of the Rose animals 1/day, Knowledge (nature) is a class skill).
can inspire courage in her allies (including herself ) Caster Level: 6th.
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Possessions: +3 full plate, +3 heavy shield, +4 Trade: None


bastard sword, +1 heavy crossbow, cloak of Cha- Alignment: NE, LE, CE
risma +2.
The Qualinesti forest of Wayreth lies in the south-
Linsha Majere is the oldest child of Usha and western corner of Ansalon. The human region of
Palin Majere. She spent much of her childhood Abanasinia lies to the north, and the New Sea is
with her famous grandparents Caramon and Tika to the east. The Kharolis Mountains and the
and ultimately studied mysticism under Gold- dwarven kingdom of Thorbardin form Quali-
moon at the Citadel of Light. nesti’s southeastern border. An immense lake is
Linsha eventually came to believe that she located on the eastern border of the forest where
needed to live up to the deeds of others in her the capital city of Qualinost once stood.
family. While she was already showing promise
as a mystic, this belief drove her to travel to Life and Society
Sancrist to join the Knights of Solamnia. Her The land of Qualinesti is currently occupied by
determination caused her to rise quickly in the raiders and outlaws. Captain Samuval (NE male
ranks, and she reached the ultimate pinnacle of human Ftr11), a mercenary turned outlaw who
knightly achievement when she became the first controls northern Qualinesti, has promised land
non-Solamnic woman to be admitted into the to humans who move into the area in return for
Order of the Rose. This drive and dedication led their service in his “army.”
Grandmaster Liam to choose her to be assigned Travelers to southern Qualinesti have reported
to the clandestine circle within the city of Sanc- running into what appears to be a large, disci-
tion. Only the most dedicated knights were plined, and organized force of goblins and hob-
chosen for such duty, because it required them goblins. The force is well-armed and well-
to lead lives that appeared dishonorable on the supplied. No one knows who leads them or what
surface, while still staying true to the Solamnic they are planning, since they haven’t attacked
codes of honor. anyone yet. Their presence is making the humans
Linsha led her double -life for almost a in the area nervous.
decade, pretending to be a cutthroat named Lynn
while gathering information for the Solamnic Major Geographical
Knights. Her mission required her to earn the Features
trust of the mysterious Hogan Bight to gather The immense forest of Wayreth is the major geo-
information on him for the clandestine circle. graphical feature of the landscape. The Kharolis
Unfortunately, the circle’s decision to remove Mountains lie to the east, and the Straight of
Hogan Bight from power put Linsha in the Algoni separates the forest from the isle of
unenviable position of betraying her orders. Southern Ergoth to the west. The White-Rage
Although she was later exonerated for disobey- River runs along the northern border of the
ing her orders (but upholding the spirit of the forest. The Nalis Aren, or Lake of Death, occu-
Oath and the Measure), her reputation was tar- pies the area where the elven capital city of
nished. She was reassigned to the Missing City, Qualinost once stood.
where she was placed as third-in-command of the
Solamnic outpost there. She continued to gather Important Sites
information for the knights, serving as chief liai- The War of Souls had a devastating effect on the
son to the bronze dragon Iyesta, and maintained kingdom of Qualinesti. The elves, who had been
contacts within the Legion of Steel. Once more, the nation’s caretakers since it was founded in
however, misfortune struck and Linsha was the Age of Dreams, were driven out. Goblins
charged with the murder of her commander. and human mercenaries took their place. The
Though evidence surfaced exonerating her once devastations of the army and the deceased
again, Linsha has disappeared, apparently in the dragon overlord Beryllinthranox eliminated
company of Hogan Bight. It is said that they many important places that had stood for thou-
search for something that was stolen from the lair sands of years.
of the murdered Iyesta. Nalis Aren: The “Lake of Death” occupies
the area where the capital city of Qualinost
Qualinesti once stood. The White-Rage River empties into
Capital: None the lake. It is likely that some of the buildings in
Population: Humans, goblins the ruined city still stand far beneath the surface
Government: Military dictatorship (northern of the water, along with the carcass of the alien
Qualinesti); none (southern Qualinesti) green dragon Beryllinthranox. Many say the
Languages: Common, Elven, Ergot, Goblin, ghosts of those who died on both sides haunt
Hand Talk (a sign language), Ogre the lake.
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Pax Tharkas: Located on the eastern border After the outset of the War of Souls, the elves
of Qualinesti in the Kharolis Mountains, this were provided with information that Beryllinthra-
fortress was built by elves, humans, and dwarves nox had lost her patience with them and was
as a symbol of peace and unity. The fortress cur- going to destroy them. The elves worked in con-
rently stands empty, though the raiders of Quali- cert with the dwarves of Thorbardin and sympa-
nesti and refugee elves and dwarves are interested thetic Knights of Neraka to smuggle much of their
in controlling it. population out of Qualinost. Those remaining
Tower of High Sorcery at Wayreth: The elves, and a contingent of dwarves and knights,
Tower of High Sorcery is located within the defended an attack on the city that Beryllinthra-
forest of Wayreth, but has the ability to move nox herself led. In the ensuing battle, Beryl-
itself and its magical grove in a wide radius, both linthranox was forced from the skies by the elves,
within and without the borders of Qualinesti. who moved in to slay the dragon. The weight of
The tower has resisted all attempts to find it at the massive dragon caused the dwarven tunnels
the current time. beneath Qualinost to collapse, destroying both the
dragon and city. The White-Rage River rushed in
Regional History to fill the depression and created the lake.
The race of Qualinesti elves was born in the
aftermath of the disastrous Kinslayer War. Disil- Gilthas, Speaker of the Sun and Stars
lusioned with the rigid society of their Silvanesti “The Puppet King”
brethren, the Qualinesti vowed to create a more Male half-elf Nbl7: CR 7; Medium humanoid
tolerant society under the direction of Kith- (half-elf ); HD 7d8-7; hp 28; Init +5; Spd 30 ft.;
Kanan. The elves, dwarves, and humans built AC 21 (touch 11, flat-footed 20); Atk +7 melee
the mountain fortress of Pax Tharkas as a symbol (1d4+1, +2 dagger) or +9 ranged (1d4+1, +2
of peace and tolerance among the three races. dagger); SQ half-elf traits, elvensight, bonus class
For millennia, the Qualinesti elves endured wars skill (Hide), coordinate +1, favor +3, inspire con-
and tragedy without paying as dear a price as fidence 2/day, SR 17; AL NG; SV Fort +1, Ref
their neighbors. +7, Will +8; Str 9, Dex 12, Con 8, Int 15, Wis 14,
Qualinesti was conquered by the Dark Cha 16. Height 5 ft. 9 in.
Knights during the Chaos War and, shortly there- Skills and Feats: Appraise +5, Bluff +15, Diplo-
after, came under the control of the great green macy +18, Gather Information +12, Hide +5,
dragon Beryllinthranox. Rather than destroy the Intimidate +13, Knowledge (history) +6, Knowl-
elves outright, Beryllinthranox employed the edge (nobility) +6, Listen +7, Ride +3, Search +3,
Knights of Neraka to occupy the capital and levy Sense Motive +7, Sleight of Hand +3, Spot +3;
her taxes on the elves. Improved Initiative, Leadership, Persuasive.

 Wyrmslayer 
The legendary sword Wyrmslayer was forged death-throes effect of a baaz draconian. It also
during the Age of Dreams and was used in the has the unusual property of buzzing loudly
early Dragon Wars. The sword’s blade was etched whenever a true dragon is within 30 feet of it,
with elven script, and its crosspiece bore the like- and this noise is loud enough to be heard by and
ness of an eagle’s beak. Both Wyrmslayer and its awaken dragons within 300 feet.
mate Wyrmsbane were given to heirs of the royal
houses of Silvanesti. Wyrmslayer passed into the  Wyrmsbane 
hands of Kith-Kanan, the founder of Qualinesti. Wyrmsbane, or “Redeemer” as it is sometimes
Upon the great king’s death, the mighty weapon called, was forged in Silvanesti during the
was buried with him. Second Dragon War. The sword’s blade was
The sword was forgotten until the War of etched with elven script, and its crosspiece bore
the Lance, when it found its way into the hand the likeness of a falcon’s beak. It was used exclu-
of the hero Tanis Half-Elven as he was fighting sively by Silvanesti royalty until the War of the
for his life in the burial chambers of the ancient Lance, when Alhana Starbreeze gave the blade
elven dead. Tanis lost Wyrmslayer in Tarsis, but to Tanis Half-Elven. After the Chaos War, the
his companions brought it with them. Then the blade was stolen from the Tomb of Heroes in
sword was confiscated with a dragon orb by the Solace and eventually ended up in the treasury of
Speaker of the Suns in Qualin-Mori, and its fate an ogre chieftain in Blöten.
from that point has been unknown. Description: Wyrmsbane is a +2 dragon
Description: Wyrmslayer is a +3 dragon bane bane longsword that can cast locate object three
longsword that grants the wielder a +3 resist- times per day as an 8th-level wizard. The
ance bonus against breath weapons and spells sword is immune to the death-throes effect of a
from all dragons. The sword is immune to the baaz draconian.
166  Chapter Five
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Half-Elf Traits (Ex): Immune to sleep spells Unfortunately, just before the Chaos War, the
and effects, +2 on saves against enchantment traitorous Senator Rashas conspired to cast out
effects, +1 bonus on Diplomacy, Listen, Search, Speaker Porthios and his pregnant Silvanesti
Sense Motive, and Spot checks. wife, Queen Alhana Starbreeze. Gilthas assumed
Favor: The noble has the ability to call in the title of Speaker of the Sun to save the life of
favors from those he knows. To call in a favor, the Queen Alhana, who was being held hostage at
noble makes a favor check (1d20 +3). He can use arrow point.
this ability three times per week, calling in favors Less than a year later, the Knights of Takhi-
from different contacts. The DM sets the DC sis invaded and quickly conquered Qualinesti.
based on the scope of the favor being requested. Gilthas retained his status as king, but he
The DC ranges from 10 for a simple favor to as remained a puppet king, though not under
high as 25 for highly dangerous, expensive, Rashas’s control. Discovering his handmaiden
or illegal favors. The noble can’t take 10 was a Kagonesti spy, Gilthas asked her to relay
or take 20 on this check, nor can he a private message to the rebel dark elves Por-
retry the check for the same (or virtu- thios and Alhana, requesting
ally the same) favor. an alliance against the Dark
Inspire Confidence: The noble can Knights. But then the Chaos
use oratory to inspire confi- War began.
dence in allies (not him- Gilthas Gilthas’s and Porthios’s
self ) bolstering them forces assisted the Dark
and improving their Knights in destroying the fire
chances of success. dragons, shadow wights, and
An ally must listen daemon warriors of Chaos.
to and observe the In the aftermath, with Por-
noble for a full round thios’s presumed death,
for the inspiration and Gilthas’s heroism, the
to take hold. The ef- Qualinesti supported Gil-
fects lasts for 5 rounds. thas as their king. Gilthas
The noble can inspire hoped to abdicate the
4 allies at a time. An throne when his new-
ally inspired with con- born cousin Silvano-
fidence gains a +2 mo- shei was old enough to
rale bonus on saving accept the unified elven
throws and a +1 morale nation. The Dark Knights
bonus on attack and secretly and swiftly took
weapon damage rolls. control of Qualinesti,
Coordinate: The however, not realizing
noble has a knack for that the puppet king,
getting people to work who had secretly
together. When the noble fought the traitors in
can aid others and give the Qualinesti Senate,
directions, he provides a continued his role to
+3 total bonus to the task at fight them.
hand by making an aid another The bloated green
check. This bonus is in addition dragon Beryllin-
to the normal aid another bonus of +2. This abil- thranox settled in the Quali-
ity can’t be used to assist in combat. Kerianseray nesti forest and was intent on
Possessions: Medallion of the Sun (see below), making the elves his slaves.
+2 dagger. Ruling over the Knights of Takhisis, Beryllin-
thranox placed the Speaker under their yoke.
Gilthas, son of the Heroes of the Lance Tanis With the quiet help of the rebel known as the
Half-Elven and Laurana of House Solostarian, Lioness, and with tunnels built by the dwarves
was born nearly 17 years before the Chaos War. of Thorbardin, Gilthas secretly evacuated entire
At age six, Gilthas, or Gil, nearly died of an ill- families of elves from Qualinesti before Beryllin-
ness, and afterward occasionally suffered severe thranox or the Dark Knights realized what he
headaches. His ever-doting parents cocooned him had done.
and made an extra effort to shield him from elven Medallion of the Sun: This minor artifact is a
politics and the racial prejudice that would come badge of office for the ruler of the Qualinesti.
from Gilthas’s one-quarter human blood. When worn by an elf of good alignment, it grants
Geography  167
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the wearer a +10 deflection bonus to his AC and In the days after the War of the Lance, the Quali-
spell resistance equal to 10 + the character’s level. nesti elves in exile returned to Qualinesti to reclaim
If a creature other than an elf of good alignment the forest they lost to the dragonarmies. The
wears the medallion, the creature takes 2d6 points Qualinesti claimed servants among the Kagonesti
of holy damage each round until it removes the living in Southern Ergoth and the reclaimed
medallion. Likewise, if any creature grapples the Qualinesti forest. In the name of civilizing the
medallion’s wearer, that creature takes 2d6 points “barbarian” Kagonesti, Kerianseray, the daughter
of holy damage each round. of Dallatar, was taken from her home and forced
Strong abjuration; CL 20th. into servitude. At first, Kerian hoped to escape, but
she quickly realized that she could act as a vital
Kerianseray, the Lioness spy for her father and helped him plan against
Female Kagonesti Bbn3/Rgr5: CR 8; Medium any more kidnappings.
humanoid (elf ); HD 3d12+6 plus 5d8+10; hp When Gilthas the Puppet King was forced
63; Init +3; Spd 40 ft.; AC 16 (touch 13, flat- into taking the mantle of the Speaker of the Sun,
footed 13); Atk +12/+7 melee (1d6+3/17–20, Kerian felt kinship with the young leader. Usu-
+1 keen short sword) or +10/+7 melee (1d6+3/ ally left alone together, she had access to Gilthas’s
17–20, +1 keen short sword) and +8 melee (1d4+1, most private frustrations as Rashas’s Puppet.
dagger); SA favored enemy (humanoids [human] Being much older than Gilthas, Kerian felt it
+4, dragons +2), rage 1/day; SQ elvensight 80 was not her place to share her feelings, until one
ft., Kagonesti traits, trap sense +1, uncanny day when she revealed her connection to her
dodge, wild empathy; AL CG; SV Fort +9, Ref father. Instead of turning from her, Gilthas
+8, Will +2; Str 14, Dex 17, Con 14, Int 12, Wis leaped at the chance to secretly ally with her
10, Cha 13. father and the outlaw Porthios. She quickly fell
Skills and Feats: Balance +4, Climb +7, Craft in love with Gilthas and became his most
(trapmaking) +2, Gather Information +2, Handle trusted confidant.
Animal +4, Hide +14, Jump +7, Knowledge After the Chaos War when the Knights of
(nature) +11, Listen +8, Move Silently +14, Search Takhisis took control, others once again made
+3, Spot +3, Survival +12, Swim +4, Tumble +5; Gilthas a puppet king. Kerian offered her support,
Endurance, Leadership, Stealthy, Track, Two- and secretly Gilthas and Kerian married with the
Weapon Fighting, Weapon Finesse. blessing of Gilthas’s mother Laurana. Hoping to
Favored Enemy (Ex): The ranger gains a take away any suspicion from Gilthas and his
bonus on Bluff, Listen, Sense Motive, Spot, and plan to evacuate Qualinesti with underground
Survival checks when using these skills against tunnels, Kerian took up the role of the Lioness, an
her favored enemies. Likewise, she gains a bonus outlaw who waylaid the Dark Knights and helped
on weapon damage rolls against such creatures. the elves flee Qualinesti through the forests. Her
The bonuses are +4 against humans and +2 efforts made her one of the most wanted outlaws
against dragons. of the Dark Knights, who had received mixed
Rage (Ex): The barbarian can enter a state of reports about her likeness that ranged from her
rage once per day. While raging, she has the fol- being a dark-haired Kagonesti with the strength
lowing statistics: AC 14 (touch 11, flat-footed 11); of a hunting feline, to a Qualinesti with the blonde
+16 hp; Atk +14/+9 melee (1d6+5/17–20, +1 flowing mane of a lion.
keen short sword); SV Fort +11, Will +4; Str 18,
Con 18; Climb +9, Jump +9, Swim +6. Her rage Sancrist
lasts 7 rounds, after which time she is fatigued. Capital: Mount Nevermind (gnomes); Castle Uth
Kagonesti Traits (Ex): Immune to sleep spells Wistan (Gunthar)
and effects, +2 on saves against enchantment Population: Gnomes, civilized humans
effects, +1 bonus on Knowledge (nature) and Sur- Government: Republic (gnomes); feudal
vival checks, +2 bonus on Listen, Search, and (Solamnics)
Spot checks. Languages: Common, Gnome, Solamnic
Trap Sense (Ex): The barbarian gains a +1 Trade: Precious metals (gold, silver, platinum),
bonus on Reflex saves to avoid traps and a +1 gems
dodge bonus to AC against attacks made by traps. Alignment: NG (gnomes), LG (Solamnics)
Uncanny Dodge (Ex): The barbarian re-
tains her Dexterity bonus to AC regardless of The island of Sancrist is the westernmost land-
being caught flat-footed or struck by an invisible mass of Ansalon, and it usually floats free from
attacker. Ansalon’s politics. The island is divided in two
Possessions: +1 leather armor, +1 keen short segments: the northeastern half contains Mount
sword, dagger. Nevermind, an ancient, hollow volcano inhabited
by gnomes and surrounded by a vast mountain
168  Chapter Five
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range; the southern half contains wooded lands Castle Uth Wistan: Castle Uth Wistan and
and glades, and is inhabited by Solamnics. its environs have been proclaimed the capital of
The Summer of Chaos brought dramatic the new country of Gunthar. It was also decided
changes to the island of Sancrist. Long divided into that the grandmaster of the Knights of Solamnia
western and eastern halves, the divisions became would rule Gunthar and inhabit the castle.
more pronounced. The Solamnics declared that The Lava Flows: These artificially diverted
the western part of the island would be called lava flows are one of the greatest triumphs of
Gunthar and would be the hereditary seat of the gnome engineering. The gnomes managed to
grandmaster of the Knights of Solamnia. The east- divert Mount Nevermind’s underground lava flows
ern part suffered great upheavals when a minor to the surface, and the flows are now a source of
dragon lord named Pyrothraxus took control. heat for the gnomes’ homes and work areas.
Whitestone Glade: This is one of the great-
Life and Society est centers of worship in all of Krynn. The King-
The gnomes live regimented lives, with each priest himself blessed the stone and forbade
gnome belonging to a clan and a guild. An elected anyone from touching it. The heart of the glade
grand council of clan leaders and guild masters holds an immense white rock of unknown sub-
governs “the Mount,” and this council represents stance. It is where Vinas Solamnus encountered
over 200 clans and 50 guilds. The council’s deci- the triad of Paladine, Kiri-Jolith, and Habbakuk.
sions are final, when they are actually able to In spite of the weather, the glade is perpetually
make them in spite of the bureaucracy that dom- green and warm.
inates gnome life. Once a decision has been
reached, it is usually transcribed and stored in the Regional History
Mount’s vaults, so there is almost always a prece- This isle has served as the primary home for
dent for everything. Ansalon’s gnomes since antiquity and has allowed
The guilds are self-governing and are usually them to spend most of their time happily creating
built around a specialization (such as the guilds of within the confines of Mount Nevermind. San-
mathematicians, engineers, or philosophy). In crist is also the home of the Whitestone Glade,
each guild there is a committee that reviews new where Vinas Solamnus experienced his epiphany
inventions or petitions from the gnomes belong- that led to the founding of the Knights of
ing to the guild. Solamnia. Since then, the southern half of the
The Solamnic lifestyle is more feudal. There island has become a home for the Solamnics,
are several lords that have lands worked by serfs. who struck a truce with the gnomes that has
All lords swear fealty to the Uth Wistan family lasted for centuries.
and to the Solamnic Knights in general. The gnomes blew off the top of Mount
Nevermind during the Summer of Chaos, and the
Major Geographical red dragon Pyrothraxus now uses the smoking
Features remains as a lair. Despite this, gnome life has
Taking up most of the island, the northeastern remained virtually unchanged, except that they
land mass is just a big, extended mountain range now give gifts to the dragon and endlessly ques-
with little volcanic activity. The southern part of tion him about his powers. While they suffer
the island is settled by the Solamnics, though some casualties due the dragon’s ill temper, the
most of the habitations are located around Castle gnomes see this as a small price to pay for the
Uth Wistan and Thalan Bay. Animals rule supreme opportunity to research a living dragon.
on the rest of the wooded island.
Mount Nevermind: The top half of this Schallsea
mountain was blown away by the gnomes, and Capital: Schallsea
Pyrothraxus now uses it and a system of related Population: Humans (Que-Nal barbarians,
caves as his lair. The underground warrens were Wemitowuk, Abanasinians, Solamnics)
damaged in the explosion but remained habitable, Government: Tribal (Wemitowuk and Que-Nal);
so the gnomes are rebuilding. theocracy (Citadel of Light)
Thalan Bay: Sancrist’s port is now heavily Languages: Common, Que -Nal, Solamnic,
fortified and patrolled by the Solamnic Knights to Wemitowuk
prevent invasion. Trade: Foodstuffs, fish (Wemitowuk); coinage,
pilgrims (Citadel)
Important Sites Alignment: LG
Mount Nevermind is usually what comes to mind
about the island of Sancrist, though those with a Located in the New Sea, this kidney-shaped
sense of history or belief in the sacred are more hilly island is two hundred miles long and
interested in the human side of the island. reaches eighty miles across at its widest point.
Geography  169
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SCHALLSEA ´
Que-Tepeht
´
Que-Hep
ISLAND ´
Que-Theh

Garden of ´
Que-La
the Dead
´

i v er
Que-Pek
tream
un S Mannew a R
ea Pek Linneah The
War Memorial Ne

S
w

w
Angat Barre S

Ne
Wanni
Ti n Hi

ea
The Divot l ls

law
aB
ging Creek

ro
Sin Shrine

ok
Castle
of
Vila Ze ´
The Habbakuk Hetup ph Que-Fallan
yr
Sentinel B
´

ro
Que-Jotun

ok
Citadel
´
Que-Ash of Light
Schallsea
´
Que-Mont
ll s ea
cha
LEGEND
S
s of
Grassland Stream Wemitowuk Village
Light Forest Trail Que-Nal Village S t ra i t
Badlands City Ruins 0 60
Farmland Tower Mystic Site miles

The island enjoys hot summers tempered by sea Major Geographical


breezes. Winter brings snow to the island’s inte- Features
rior. The island was mostly unknown and unex- The island of Schallsea has a varied topography
plored, until a great battle fought during the War ranging from barren hills to small forests. The coast
of the Lance changed the course of this island’s consists mostly of cliffs, but the Que-Nal have
history forever. found many sites that they use as natural harbors.
Barren Hills: Nothing will grow on these
Life and Society hills. Wemitowuk legends say that silver dragons
The Wemitowuk are the original inhabitants of cursed this site because the ancient Wemitowuk
the island and live in villages of mud brick huts once angered them.
with thatched roofs. They are strictly vegetarian Port of Schallsea (Small City, 9,040): This
and dress in simple clothing. They prefer to be left town is located on the island’s only completely
alone, but welcome strangers in their lands, as the sheltered bay that is deep enough to permit large
arrival of the Que-Nal barbarians proved. The ships to safely enter and drop anchor. The town
Wemitowuk are governed by chieftains and are was not constructed with trade in mind, but now
one of the largest pacifist communities in Ansalon. bustles with activity. The Cozy Hearth hostel,
The Que-Nal come from Abanasinia and run by Iryl Songbrook (NG female Silvanesti
resemble the barbarians of that land. All of their Ftr2/Brd4/Mystic 5), keeps its doors open for
villages are located on the shoreline, and they are pilgrims and refugees.
superb sailors. They lack metal, however, so they
don’t have metalworkers or blacksmiths, but their Important Sites
secret of tanning hides makes metal unnecessary. The island of Schallsea and the Citadel of Light
Their shamans have an important role in society have become synonymous to many, despite the
and fuel the resentment against the Que-Shu, hard feelings held by some natives.
who expelled the Que-Nal from Abanasinia. The Citadel of Light: The Citadel of Light, a
They dislike the Citadel of Light and would be complex of nine crystal domes that sparkle in the
glad to see it removed. sunlight, is the mystic center of Ansalon. Inside
Solamnics and Abanasinians live as they do this citadel, people of all races live in harmony.
in their countries; the Solamnics patrol the port The former Hedge Maze and the Silver Stair are
of Schallsea, while the Abanasinian traders located here.
pursue profit. The Garden of the Dead: Before the second
Most consider the Citadel of Light as the true Cataclysm, this was the place of punishment
population center of the island. Those who live (either by Chislev or Chemosh) for the Wemi-
in the citadel are mystics in training or people in towuk chiefs who had sinned against the deities
search of answers. The influx of pilgrims has or against nature. The second Cataclysm closed
brought additional wealth to the island. the tunnel entrance to the garden. With word of
170  Chapter Five
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the return of the gods, the Wemitowuk are won- new situation, but they still follow the codes of
dering if it will reopen. their society. They have a strict sense of honor
and law, but solve disputes through contests of
Regional History strength and skill in battle.
The isle of Schallsea was the place Gold-
moon and her companions visited in
search of a center of mystical enlighten-
ment. It was already the home of a mystic
site known as the Silver Stair, which was
SILVANOST
an artifact left by the gods where mortals The
could confront their own inner demons Docks
and become spiritually stronger.
Goldmoon and her followers gath-
ered allies around the Silver Stair and
constructed the citadel with the assis-
tance of a skilled group of hill dwarf
craftsmen. For years it has stood as both Silvanost
one of the most beautiful constructions in
all Ansalon, and as the center for teach-
ing mystics their art. Ferry
The citadel was attacked by the
forces of the great green dragon Beryl-
linthranox during the War of Souls. The
structure was badly damaged and the
Hedge Maze was burned to the ground.
The Citadel is still undergoing repair and
restoration, though the mystics mourn
the loss of their beloved First Master Watch
Goldmoon, who was killed by the dark Tower
cleric Mina.
Fallon Fore

Silvanesti
Capital: Silvanost
Population: Minotaurs
Government: Imperial (occupation)
Languages: Common, Dwarven, Elven,
Ergot, Goblin, Istarian, Kenderspeak, Watch
Kharolian, Minotaur, Ogre
Thon-Thalas River

Tower
st

Trade: None
Alignment: LE, NE, CE, N

The great forest of Silvanesti lies in the


south-central part of the continent of
Ansalon. To the north are the Khalkist
mountains, the dwarven kingdom of
Thoradin, and the ogre lands of Blöde.
The Bay of Balifor and The Desolation lie
to the east. The Plains of Dust and the
crumbling King’s Road form Silvanesti’s
western border, while the Courrain Ocean
Burned
stretches away to the south.
Tower
Life and Society
The minotaurs wasted no time in killing
or driving out the remaining Silvanesti
elves after launching their land invasion.
Soon afterward, they ejected the occupy-
0 20
ing forces of Dark Knights. The mino-
taurs in Silvanesti are adjusting to their
Miles

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Major Geographical tried to raid the boats using guerilla tactics. The
Features occupation army held out until minotaur vessels
The borders of the beautiful Silvanesti forest are sailed up the Thon-Thalas River, which ensured
withered and dead—the deadly toll the Shield that the Dark Knights’ survival but spelled the end of
surrounded the elven forest home for many years their occupation of Silvanesti.
took after the Chaos War. The remainder of the Since the minotaurs expelled the Dark
Silvanesti forest has stayed largely untouched by Knights from Silvanesti, the population of the
the ravages of war. town has temporarily swelled. Dark Knights, dis-
Fallan Island: Located in the center of a fork gruntled mercenaries, and refugee elves have all
in the Thon-Thalas River, the capital city of Sil- made the town an overcrowded, chaotic place,
vanost is built on this island, and the river forms a while many camp on the hills outside town
protective barrier around the it. because there are no available lodgings. Argu-
Thon-Thalas River: The Thon-Thalas, or ments and armed conflicts have become
“Lord’s River,” meanders from the foothills of the common, and the Dark Knights have been able to
Khalkist Mountains in the north to the do little to quell the growing hostilities.
center of the elven homeland, before The mayor of Pashin is Emilian Togh (male
emptying into the Courrain human Nbl4), though General
Ocean in the south. Dogah (male human Ftr5/
Knight of the Lily6) is the
Important commanding officer of
Sites the occupation forces.
Though the elves are Other people of inter-
telling horror sto- est in this small town
ries of the destruc- include: Klaudia Lorn
tion of Silvanesti’s (female half-orc
history, artifacts, and Mystic3); Whyn-
architecture, in dam, the watch cap-
truth the mino- tain (male human
taurs have not War1); Kaybrin,
greatly abused the watch lieu-
the former el- tenant (male
ven kingdom. human
Many tradi- Wa r 2 ) ;
tional struc- Keron the
tures still smith (male
stand. human Exp2
King’s [blacksmith]);
Road: The Stewart Don-
King’s Road son, the innkeeper
is the main of the Wounded Crow
highway that (male hum Com2);
once ran west and many other unem-
toward the Kha- ployed mercenaries.
rolis region between Silvanost Gate Towers of E’li: The
the capital city of Silvanost Towers of E’li guard the entrance
and the city of Tarsis, though now the to the Thon-Thalas River from the
road only reaches the Plains of Dust. Courrain Ocean to the south, though their pres-
Pashin (Small Town, 1,100): The town of ence did not deter the minotaur invasion fleet.
Pashin, once an obscure border community, has Tower Shalost: Also known as “Waylorn’s
become an important outpost for the Knights of Tower,” this monument holds the magically
Takhisis in the Age of Mortals. The Dark Knights preserved corpse of Waylorn Wyvernsbane
here paid service to the great dragon overlord within its depths.
Malystryx and waited for the fall of the Silvanesti Tower of the Stars: As the site of the tradi-
Shield to the south. tional seat of government in the realm, the Tower
With the coming of the War of Souls, the of the Stars is located in the center of Silvanost.
Dark Knights of Pashin swore fealty to Mina At the base of the tower is the Hall of Audience
and the One God. The Dark Knights used river where the Speaker of the Stars once held court.
barges to resupply the city of and kept the An emerald throne stands on a dais in the center
occupying forces alive, and battled the elves who of the hall. The jeweled walls of the tower were
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designed to reflect the light from the silver and and overran the land, killing most of the elves
red moons, and rise 600 feet to an opening in the and driving the rest out. The Silvanesti and
roof where the moonlight filters inside. It is sur- their Qualinesti cousins are now scattered and
rounded by the star-shaped Garden of Astarin, in disarray.
which connects the tower to the royal residence
in the Palace of Quinari. Solamnia
Capital: Solanthus
Regional History Population: Humans, mountain dwarves
Founded directly by Silvanos, who is considered Government: Republic (Solamnics); monarchy
the father of civilization in Ansalon, Silvanesti is a (Kayolin)
nation that has endured longer than any other. It Languages: Common, Dwarven, Solamnic
survived the sundering of its nation after the Trade: Ships, timber, ale, gems, iron, steel, horses,
Kinslayer Wars, the magical nightmare of King cattle
Lorac during the War of the Lance, and the rav- Alignment: LG, NG, CG, LE
ages of the forces of Chaos.
After the Summer of Chaos, the Silvanesti Solamnia is the largest and most geographically
elves gave way to their fears and created a magi- varied nation in Ansalon, spanning some 500
cal shield over the forest nation. The Shield miles of northern Ansalon. Of all the regions,
served to keep Silvanesti isolated from the rav- Solamnia has been the hardest hit by the reign
ages of the world following the war, but it of the dragon overlords. The northern half of its
exacted a heavy price. The Shield caused any territory was claimed by the fearsome blue
vegetation and animals near its borders to wither dragon Khellendros, who died during the events
and die, and also brought a strange withering of the War of Souls. Despite this, Solamnia’s
plague down upon the elves. During the War of trade routes from the past remain unaltered and
Souls, a small contingent of the Knights of Takhi- have even increased, with trade going into
sis were able to penetrate the Shield, which was Qualinesti and Neraka.
subsequently destroyed. The knights, under the
leadership of Mina, enslaved the elves. Life and Society
Shortly before the Battle of Sanction, the Unlike the other overlords, Khellendros took
minotaur army landed on the shores of Silvanesti care to minimize the feeling of his presence in

 Elves—A People in Exile 


The plight of the elves at the end of the War of take up the standard of the elves. He has lis-
Souls can provide excellent material for cam- tened to the various factions and is trying to
paigns. The elves are now a people without a decide what to do, but he knows that there are
land. Captain Samuval, the former Dark Knight, those among the elven people who will never
and his marauders are in control of northern accept him because of his human blood. He is
Qualinesti. A large force of goblins, led by a mys- also coming into conflict with his wife, Kerian
terious leader, has managed to organize and is the Lioness, who is adamant about returning to
moving to control southern Qualinesti. the homeland of her people, the Wilder Elves.
After the Battle of Sanction, the elves have Their love may not be strong enough to sur-
fallen to quarreling among themselves. Some of vive this test.
the Silvanesti want to march south to free Silva- Gilthanas (the exiled Qualinesti prince)
nesti from the minotaurs and urge the Qualinesti and Silvara (a silver dragon) were last known
to join them. The Qualinesti don’t see why they to be in Ergoth. Silvara, disguised as a Solam-
should sacrifice their lives for a land that is not nic Knight, was said to be assisting the knights
theirs. Some talk of returning to their own land. to fight the dragon overlord Gellidus. Gil-
Others want to find a new land that they can thanas is believed to have joined her, and now
make their home and speak of traveling to the the two of them may be reaching out to exiled
Plains of Dust, though it would mean that they elves. Rumors abound that Porthios, brother to
would likely come into conflict with the barbar- Gilthanas and husband of Alhana, is still alive,
ians who make that land their home. Other though terribly scarred and disfigured. But
elves, fed up with all the bickering, are striking where he is and why he has chosen to remain
out on their own to make a life for themselves in in hiding is unknown.
the large cities that are now free (or almost free) Some humans pity the elves for what they
of the control of their enemies. have lost. Others think it is nothing more than
Alhana Starbreeze, grief-stricken over the what the arrogant elves deserve, since they have
death of her beloved son, has refused to take a so long tried to shut themselves off from the rest
leadership role. She has persuaded Gilthas to of the people of Ansalon.
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day-to-day affairs. He installed the Knights of served as a marker to show where Solamnia
Neraka as his soldiers and law enforcers, and proper ended and the realm of the blue dragon
encouraged trade with the understanding that it began. The bottom of the canyon is covered by
would help fill his own coffers. Unfortunately, a continual haze of smoke, as though something
Khellendros’s rulership invited and encouraged were burning, yet explorers have never found
evil-doers to travel to northern Solamnia. any source of fire.
The bond between the dwarves of Kayolin
and the human Solamnics remains strong. For Important Sites
many years after Khellendros’s seizure of Solamnia is home to the center of learning, theol-
Solamnia’s northern half, the dwarves served as ogy, and writing in Ansalon—the city of Palanthas.
Solamnia’s primary provider of ore, metals, and It is also the region of the High Clerist’s Tower,
weapons. which is considered one of Ansalon’s architec-
tural wonders and the most important strategic
Major Geographical point in the area.
Features City of Lost Names: This city, near the edge
The region of Solamnia boasts two mountain of the Northern Wastes, has been abandoned
ranges (Vingaard and Garnet), the longest river in since Krynn’s second age. Blue dragonspawn of
Ansalon (the Vingaard), and the most fertile river Khellendros congregated here, and since the War
basin (the Plains of Solamnia). The blue dragon of Souls no one has reported on the current status
overlord Khellendros extended the Northern of the ruins.
Wastes farther westward. While most of this area High Clerist’s Tower: The once glorious
of Solamnia is more dry than it once was, only a structure of the High Clerist’s Tower has fallen
relatively small segment, now known as the Blue into ruin and disuse since the Summer of Chaos,
Wastes, has become sandy desert. The other since the dragon overlord Khellendros would
change is a landmark left over from the Chaos not permit his Dark Knight allies to occupy the
War called the Footprint of Chaos. tower. For decades only gully dwarves occupied
The Footprint of Chaos: This giant claw- its dust-filled halls. However, with the recent
shaped canyon is the burned-out remnant of an death of Khellendros, the few remaining Ner-
attack by fire dragons from the Chaos War. akan and Solamnic forces are scrambling to
When Khellendros was alive, this landmark retake the tower and know the first force to lay

 Gerard uth Mondar  of the guards of the Tomb of Heroes when


Male human Ftr4/Knight of the Crown3: CR Tasslehoff Burrfoot arrived from the past and
7; Medium humanoid (human); HD 4d10+8 Caramon Majere died.
(Ftr) plus 3d10+6 (Crown); hp 62; Init +5; Spd Caramon’s last appeal to Gerard was to take
20 ft.; AC 23 (touch 11, flat-footed 22); Atk Tasslehoff and the Device of Time Journeying to
+12/+7 melee (1d8+4, +1 longsword); AL LG; Dalamar the Dark, which led the young knight
SV Fort +9, Ref +3, Will +4; Str 16, Dex 12, Con to Qualinost, where he encountered the sorcerer
14, Int 14, Wis 11, Cha 6. Height 5 ft. 11 in. Palin Majere and Qualinost’s governor, Marshal
Skills and Feats: Bluff +2, Climb +7, Diplo- Medan of the Knights of Neraka. Gerard spent
macy +3, Handle Animal +2, Intimidate +0, time in Qualinost aiding Queen Mother Lau-
Jump +7, Knowledge (religion) +6, Ride +4, rana, her son Gilthas, and the other rebels while
Tumble –3; Combat Expertise, Combat Reflexes, masquerading as a Dark Knight, but he left
Honor-bound, Improved Initiative, Iron Will, Qualinost on a mission to Solanthus to get rein-
Weapon Focus (longsword). forcements just before the green dragon Beryl-
Possessions: +1 full plate, +1 heavy steel shield, linthranox attacked the city.
+1 longsword. In Solanthus he met Odila Windlass,
another Knight of Solamnia, who precipitated
Gerard was born into wealth and privilege in the series of events that put Gerard in the middle
Southern Ergoth. The son of Sir Mondar uth of Mina’s invasion of Solanthus and Sanction,
Alfric, a Solamnic Knight and successful ship- and ultimately revealed Takhisis as the so-called
ping magnate, Gerard was troubled in his youth “One God” of the War of Souls. He was reunited
by his ugliness (a disfiguring illness contracted at during this time with Tasslehoff, and with the
age fourteen) and his ongoing frustrations with kender’s help he freed the good dragons from
women. According to his father’s wishes, he their imprisonment on the one moon of the Fifth
joined the knighthood at the age of twenty-one, Age. After the defeat of Takhisis, he parted ways
yet he found himself posted in safe and uninter- with Odila and set off to renew his old commit-
esting stations due to his father’s monetary influ- ments and to experience a world watched over
ence. Seven years later, he was in Solace as one again by the deities.
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claim to it will have an important advantage in turned against the nobles and knights who were
determining the fate of Palanthas. sworn to protect them. The old balance was
Palanthas (Metropolis, 32,266): Called the somewhat restored during the War of the Lance,
“jewel of Solamnia,” Palanthas became the cradle when the knighthood and region became critical
of civilization after the destruction of Istar. The in the defeat of the dragonarmies.
city holds many wonders, including the Great The Summer of Chaos began another dark
Library of Palanthas. The library is run by the time for Solamnia, when the Dark Knights took
Order of Aesthetics, who attempt to collect the control of Palanthas and much of the region.
history and knowledge of Krynn in the name of Soon after, the mighty blue dragon Khellendros
their missing master Astinus. Since the Summer annexed most of Solamnia and used Dark Knights
of Chaos, and until the blue overlord’s recent and spawn to control and tax the people of the
demise, the city had been controlled by the region. The great blue dragon died during the
Knights of Neraka and the dragon Khellendros. War of Souls, and now the factions of Solamnia
With the Dark Knights’ ranks thinned by the are scrambling to determine who will rule there
War of Souls, many hope that Solamnic forces as the Age of Mortals moves forward.
will liberate the city.
Solanthus (Large City, 23,938): Solanthus, Southern Ergoth
the traditional capital of Solamnia, has been a Capital: Daltigoth (ogres)
focal point of resistance to Khellendros’s and Population: Ogres, elves, humans, thanoi, draco-
the Dark Knights’ control over the northern ter- nians, white dragons
ritories. It’s home to a circle of the Solamnic Government: Draconic overlordship (Gellidus);
Knights led by Matelda Bretel (LG human female feudal (Solamnic outpost)
Ftr4/Crown1/Clr2/Sword3/Rose5) and is the Languages: Common, Elven, Ergot, Ogre,
second most important circle next to the one at Solamnic
Castle Uth Wistan. Trade: Grain, leather (elves); fish, furs (ogres)
Vingaard Keep: During the War of the Lance, Alignment: CE (dragons); LG, NG, CG, (elves);
Vingaard Keep lay in ruins after a bloody assault CE, NE, CN (ogres); LG, LN, NG (Solamnics)
by the Blue Lady. Though never restored, a
large community of river pirates and mer- Once a gentle and temperate land, Southern
chants has sprung up near the ruins. They Ergoth has been reshaped by the terrible
harass and attack boats sailing the waters of magic of the dragon overlord Gellidus
the Vingaard River. (Frost). Most of the region is now a
frozen desert, and the dragon has
Regional History ogre and thanoi minions patrol
Once part of the Empire of Er- the island while the beast sulks
goth during the Age of Dreams, in his lair.
Solamnia owes its name and its
very existence to Vinas Solam- Life and Society
nus, the same leader and hero who Many residents of Southern
founded the order of knights for Ergoth fled the land with the
which the region is famous. At coming of the white dragon,
the conclusion of the War of Ice including the goblins and
Tears, Solamnus was granted Kagonesti elves. Some Wilder
the territory that has com- elves, along with those Quali-
prised Solamnia ever nesti and Silvanesti who
since. Also because of remained on the island after
its founder, Solam- the War of the Lance, still
nia became synony- eke out a living in the chill
mous with honesty, lands of the west. The
integrity, and fierce Solamnic Knights main-
determination. tain their vigil over Huma’s
The Cataclysm left Solam- Tomb and keep watch on
nia controlling the largest the dragons.
and most fer- The ogres have
tile lands in prospered under Gel-
all of Ansalon, lidus’s rule. The white
though the Age of Despair dragon returned Daltigoth
caused much unrest within the to them, and some of the ogres
region when many of the lower class Gerard uth Mondar have established a city there.
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They use the old gladiatorial arena to punish Tomb of Huma: Surrounded by ice fields, the
those who “violate the peace,” including their tomb is guarded by a band of Solamnics who
nomadic brethren and the thanoi imported from have braved the wrath of the dragon and fought
southern Ansalon who serve as soldiers. off attacks by ogres and thanoi. Though their
ranks were thinned during the War of Souls, the
Major Geographical lore and dragonlances within the mountainous
Features tomb, coupled with the ambient magical energy
Formerly a land of hills, plains, woodlands, and that permeates the vale, gives the loyal knights
wastes, almost all of Southern Ergoth has been the advantage they need to persevere.
buried by glaciers or covered by snow and ice.
The Eastwatch lands on the western shore have Regional History
become cold plains, but they remain habitable. Once part of the mighty Empire of Ergoth,
The Gale: The clash of cold air from Southern Ergoth became an island like its north-
Southern Ergoth with the warm air over the ern counterpart during the Cataclysm. It stood
Straits of Algoni has produced a perpetual long abandoned by its human masters and largely
storm known as “the Gale.” It batters the west- became a home of the Kagonesti—the wild elves.
ern shores of Solamnia and makes travel through The War of the Lance brought the “civilized”
the waters east and north of the island haz- elves to the region, and they enslaved the Kago-
ardous at best. Huge icebergs have been sighted nesti to help them build their cities in exile.
in these waters. The Age of Mortals has brought much suf-
Morgash Bay: The “Bay of Darkness” is a fering to the lands of Southern Ergoth. Elves,
black saltwater bay so deep that not even a quar- Solamnics, and ogres alike were dismayed when
ter-century of winter cold has been able to freeze Gellidus claimed the realm as his own. Within
it solid. The icy weather has frozen the entrance months, Southern Ergoth was transformed from
to the bay, however, leaving a chill and dark lake rich plains and woodlands to a realm of perpetual
in the center of the island. winter that was buried under glaciers and snow-
drifts. Only the land west of the Last Gaard
Important Sites Mountains remains outside the overlord’s sphere
Southern Ergoth is now a land controlled by the of influence, though the cold leaves those regions
forces of evil, and only a handful of its former chill and storm-wracked.
inhabitants survive in the more tolerable areas. In the wake of the War of Souls, Southern
Castle Eastwatch: Eastwatch is a Solamnic Ergoth remains one of the last realms held and
outpost on Southern Ergoth that is a key position reshaped by a dragon overlord. Gellidus has
in the struggle against the overlords. The castle is become even more paranoid and reclusive than
commanded by Riva Silverblade (LG female before and relies on his ogre and thanoi min-
human Clr4/Crown3/Sword7), who keeps the ions to patrol the isle while he lurks within his
knights’ garrison ready to battle the dragon’s frozen caves.
forces of ogres thanoi. The knights are ready to
aid the elven settlements if the need arises. Teyr
Daltigoth (Large Town, 4,352): The town, Capital: Teyr
destroyed during the Age of Might and rebuilt Population: Draconians (military and civilian),
centuries later, is now held by the ogres of South- humans (civilized and nomadic)
ern Ergoth in service to Gellidus. Under the ogre Government: Civilian government (Governor
dictator Tdarnk (LE male ogre Bbn8/Ftr5), the Kang)
ogres pay tribute to the great white dragon. Languages: Common, Nerakese
Qualimori (Large Town, 2,973): Like their Trade: Military knowledge and training
kin the Silvanesti, the Qualinesti elves established Alignment: LE, LN, N, LG
a haven on Southern Ergoth during the War of
the Lance. The conditions here are difficult to live Teyr is composed of the area to the north of
under, though some consider their fate luckier Neraka, to the east of Estwilde, and to the south
than those on the mainland who now have no of Nordmaar. The Astivar Mountains lie within
home to call their own. Teyr. The Woods of Lahue are outside it to the
Silvamori (Large Town, 4,549): The Silva- west. Teyr is a mountainous region with heavy
nesti, fleeing the fall of Silvanost early in the War forests, though the northern plains are grasslands.
of the Lance, constructed their new city of Silva-
mori west of Harkun Bay with the forced aid of Life and Society
the Kagonesti. They now work closely with their Draconians started life as magical creations and
Qualinesti cousins to survive under the oppres- were designed to be the shock soldiers of the
sion of the dragon overlord Gellidus. dragonarmies during the War of the Lance.
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Today, they are a full-fledged race with rights the position of outpost commander within the
and responsibilities. Their society remains mili- governing system of Teyr. Still, little communi-
taristic, since they are most comfortable with cation takes place between Robann and the rest
the order, structure, and discipline this imposes. of Teyr.
Some draconians have, however, taken on tradi-
tional civilian roles in an effort to make their Major Geographical
society more flexible. Features
A civilian government has been formed by Teyr is a mountainous region dominated by the
Governor Kang in Teyr. Traditionally, draconians Astivar Mountain range. An ancient dwarven set-
were exclusively a military race and knew only tlement is the site of the city of Teyr.
military discipline, justice, and command. Now a Mount Brego: This mountain is the central
civilian tribunal lead by Governor Kang, with rep- feature on the western horizon as seen from the
resentation from both the draconian civilian pop- city of Teyr. Wild ogres still wander the remains
ulation (a new concept for the draconians) and of the ancient dwarven ruins, which are located
from each draconian regiment, maintains gover- on the side of Mount Brego.
nance over the city and region. Outlying settle- Peak of Destiny: The southernmost peak
ments within Teyr are led by outpost command- within the Astivar Mountains is unique due to a
ers. Initially, these positions are appointed, but staircase in the mountainside that ascends from a
after two years of loyal service, the settlement small meadow halfway up it to the very peak. At
may choose a new outpost commander. the top is a viewing platform carved from the
By contrast, the humans of Teyr live undisci- living rock. On a clear day, the three peaks of the
plined and lawless lives, and make their living as Lords of Doom surrounding Sanction (some two
mercenaries. Krolan is a small, nearly primitive hundred miles away) can be seen.
village, populated by disenchanted Knights of
Takhisis, soldiers of fortune, and a host of fugi- Important Sites
tives from elsewhere across Ansalon. It has stead- City of Teyr (Small City, 6,410): Teyr is a
fastly maintained its loyalty to the governor, and walled city made entirely of stone. The draconian
as such it has been granted outpost commanders. government is housed in the center of the city,
The exception to this are those who live in and all military barracks are within the walls.
the city of Robann. Its people tend to be rough Many civilian businesses and domiciles lie out-
and suspicious of outsiders, just like the draco- side the walls. An underground shelter beneath
nians. They are law-abiding, however, and their the government center can house the city’s entire
justice tends to be swift and harsh. Robann population in case of emergency.
dates from well before the rise of the draconian Noresh Outpost: The Noresh Outpost sits
nation. The Lord Mayor has given his loyalty 60 miles south of Teyr and 30 miles west of
to the nation, however, and has been granted Robann and overlooks the ancient dwarven royal

12
10
9
6
3
11
7 8 2
5
5 1
4

0 50
NORESH OUTPOST feet

Geography  177
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highway. It covers the entry to the northern path (see Falling Objects in Chapter 8 of the Dungeon
that heads toward Teyr through the Astivar Master’s Guide).
Mountains. Ten draconians man the outpost on a 3. Ranged Attack Pit: A small pit stands
regular basis and are commanded by a bozak dra- to the north side of the trail through the cam-
conian junior infantry officer. ouflaging bushes. During times of heightened
The outpost faces south and is hidden atop threat, a sentry is placed here to guard the
a rock promontory. The forward edges of the entrance. The pit is 5 feet deep and 4 feet
promontory are quite steep, Kang around, which is just enough to
but not so smooth that fit a baaz draconian shooter
they can’t be scaled. with a crossbow. With no ob-
Tiny shrubs and lichen vious threat, however, the pit
dot the surface of the is left empty.
granite cliff. On the Baaz Draconian (1): hp
east side is a steep but 14; +2 ranged (1d10/
passable path up the 19–20, heavy crossbow);
side of the promon- see Chapter 7.
tory. It’s the easiest 4. Guard Tower: The
access to the site from guard tower stands 30
the south. The out- feet high and can be
post is meant to be seen from a distance
used as a lookout in any direction. It
post, and isn’t a truly stands high enough
defensible position. to see over the hill to
The tall watchtower the north of the out-
gives the position away post, but is designed
as inhabited, but the to see miles in any
rest of the outpost is southerly direction.
hidden by height and The tower is con-
clever camouflage. structed of sturdy
The map of No- timber with a cupola
resh illustrates a typical that could hold up to
draconian outpost. The four draconians. The back,
numbered locations are or north side of the cupola
described below. Dracon- does not have a wall,
ian sentries listed here are which allows the dra-
only examples of what conians to leap out
might be encountered. and glide down to the
1. Path: The pathway ground to either deliver mes-
from the south heads up the less-steep slope to the sages or escape serious attack.
east of the outpost. It continues past the outpost, Baaz Draconians (5): hp 14 each; see Chap-
and care has been given to make the path look as ter 7.
if it bypasses the outpost. A DC 20 Spot check or 5. Walls: Timber walls covered in earth and
DC 15 Search check will reveal that there is a small foliage surround the promontory. They are the
path that branches off through the bushes to the first defenses for the outpost and provide good
left and goes most of the way up the promontory. firing positions for crossbows, or good fighting
The check would be harder were it not for the very positions for sword or spear. The defenses are
visible watchtower, which suggests that there must totally geared to a frontal attack and provide little
be an outpost here. protection from rear attacks.
2. Boulder: Past the thin, camouflaging 6. Tunnel: A tunnel enters into the rocky
bushes stands a large boulder. From the path, it hill and leads into a large 20-foot-by-20-foot
simply looks to be a rock outcrop. From the top, chamber. There are bunks to house ten draconi-
however, it is obvious that the boulder has been ans, as well as an armory and eating facilities.
rigged to drop onto the path below. Small rocks Torches light the inside at night, and curtains
are wedged below the boulder, and two large pine made of hide cover the entrance to keep the
poles are jammed under it to enable the rock to light in.
be levered over the edge. 7. Study and Lab: A small room off of the
Boulder Trap: CR 5; +15 melee (6d6 crush- main chamber and separated by hide curtains
ing); DC 20 Search; DC 25 Disable Device. Note: houses a myriad of magical potions and compo-
Can strike all characters in two adjacent squares nents, as well as a small collection of spellbooks.
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 Kang, Governor of Teyr  fear and improving their combat abilities. To be


Male bozak draconian Sor5/Ftr4/Legendary affected, an ally must be able to hear the leg-
Tactician3: C R 17; Medium dragon; H D endary tactician speak. The effect lasts as long as
4d12+4 (base) plus 5d4+5 (Sor) plus 4d10+4 the ally hears the legendary tactician continue to
(Ftr) plus 3d8+3 (tactician); hp 89; Init +4; Spd speak and for 5 rounds thereafter. While speak-
30 ft.; AC 20 (touch 13, flat-footed 20); Atk ing, the legendary tactician can fight but cannot
+21/+16/+11/+6 melee (1d8+9/x3, +4 battle- cast spells, activate magic items by spell comple-
axe) and +14 melee (1d4+1, bite), or +16 melee tion (such as scrolls), or activate magic items by
(1d4+3, 2 claws) and +14 melee (1d4+1, bite); magic words (such as wands). Affected allies
SA death throes, inspire courage (+2), spells; gain a +2 morale bonus on saving throws against
SQ direct troops, draconian traits, leadership charm and fear effects and a +2 morale bonus on
bonus (+2), SR 26; AL LN; SV Fort +13, Ref attack and weapon damage rolls. Inspire courage
+7, Will +14; Str 16, Dex 11, Con 13, Int 15, is a mind-affecting ability.
Wis 14, Cha 14. Direct Troops (Su): As a full-round action,
Skills and Feats: Bluff +9, Climb +7, Con- the legendary tactician can give compelling
centration +13, Craft (carpentry) +8, Diplo- directions. He can bestow a +2 competence
macy +13, Intimidate +11, Jump +7, Knowl- bonus on either attacks or skill checks to all allies
edge (arcana) +9, Knowledge (history) +14, within 30 feet. This bonus lasts for 2 rounds.
Listen +9, Profession (engineer) +10, Search Spells Known (6/7/7/6/4; base DC = 12 +
+9, Sense Motive +12, Sleight of Hand +2, spell level; 10% spell failure): 0—arcane mark, daze
Spellcraft +11, Spot +9, Swim +6; Alertness, person, detect magic, disrupt undead, flare, light, ray
Combat Casting, Combat Reflexes, Empower of frost, read magic; 1st—burning hands, magic mis-
Spell, Improved Initiative, Leadership, Multi- sile, message, shocking grasp, true strike; 2nd—bull’s
attack, Run, Weapon Focus (battleaxe), Weapon strength, invisibility, levitate, web; 3rd—haste, light-
Specialization (battleaxe). ning bolt, stinking cloud; 4th—ice storm, stoneskin.
Death Throes (Su): On the round that a Caster level 9th.
bozak draconian dies, its scaly flesh shrivels and Possessions: +4 battleaxe, dagger, +5 leather,
crumbles from its bones in a cloud of dust. The ring of protection +3.
bones immediately explode, dealing 1d6 points
of damage to all within a 10-foot radius. Affected Kang was hatched among one of the first suc-
creatures can attempt a DC 14 Reflex save for cessful generations of draconians to be used in
half damage. the dragonarmies. He was originally trained as a
Inspired by Dragons (Ex): Draconians are leader of draconian infantry, but his skill in
drawn to evil dragons and revere them. When a things mechanical quickly caught his instructors’
dragon commander is within line of sight or eyes. He was the first draconian to train as an
when entering a battle under the command of a engineer officer. Under Lord Ariakas, he com-
dragon (in the chain of command), draconians manded the First Dragonarmy Bridging Com-
receive a +1 morale bonus on all attack rolls and pany and later, the First Dragonarmy Engineer
saving throws. Regiment. Kang is a bozak draconian, and until
Dragon Traits: Draconians are immune to the second Cataclysm was capable of wielding
sleep and paralysis effects. They have darkvision deadly magic. After the second Cataclysm, Kang
(60-foot range) and low-light vision. lost his ability to do magic.
Disease Immunity (Ex): Draconians are After the Chaos War, Kang moved his now
immune to all diseases. renegade regiment north from the Khalkist
Glide (Ex): Winged draconians can use Mountains to meet up with other draconians.
their wings to glide, negating any damage from Nearly destroyed by a short war with the gob-
a fall of any height. They can also travel hori- lins, the battle swayed to the draconians’ favor
zontally up to four times the vertical distance with the combination of Kang’s military genius
they descend. and the might of the remnants of General
Low Metabolism (Ex): Draconians can sur- Maranta’s draconian army. Kang resigned his
vive on one-tenth the food and water it takes to command of the engineer regiment to his long-
sustain a human. time second-in-command Slith and took on the
Leadership Bonus (Ex): The legendary tac- title of Governor of Teyr. He is now the political
tician gains a +2 bonus to his leadership score, leader of the first draconian nation on Ansalon.
enabling him to attract more powerful cohorts He has vowed to never return to spellcasting,
and followers. even with the return of the gods, as a sign that
Inspire Courage (Su): The legendary tacti- his faith in the Dark Queen was betrayed. He
cian can inspire courage is his allies (including now works to lead his people into the future
himself ) twice per day, bolstering them against with their new place upon Ansalon.
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The books are working copies, and the compo- season, it’s unknown whether the fire would
nents are all used by the outpost’s bozak com- actually ignite.
mander for any magical spells he may need. The 12. Back Wall: Dense bushes form the back
room is also used for magical communication wall to the outpost. To the north of the bushes,
with the High Command in Teyr. the hill rises for several more feet, then slopes
8. Commander’s Quarters: Another small back down. The underbrush is very dense and
room is the outpost commander’s private quar- brittle, making movement through it quite noisy
ters. It is simple, with only a bed, a clothes chest, with snapping twigs and shaking bushes. The
and a rack to hang clothing and equipment on for bushes have small barbs on the branches and
ready use. Any valuables that the commander make it even less inviting.
doesn’t carry are in the chest, which is normally Robann (Small Town, 962): Robann, located
locked by a simple iron lock. If the commander on the southeasternmost tip of the mountain
and the bozak mage are the same person, then chain, is the only settlement on the plains. It is a
there may be more elaborate magical items in the walled city that combines both wood and stone
chest, as well as spells protecting them. construction. The city’s defensive works were in
9. Fire Pit: A fire pit is kept burning during disrepair until Governor Kang personally aided in
the day only and is extinguished an hour before the reconstruction of the city’s defenses.
sundown. All food is cooked during the day. The Ruins on Mount Brego: The ruins, rumored
fire is lit every morning an hour after sunup. to be from the ancient dwarven nation of Kal-
10. Food Rack: An A-frame is set in the Thax, haven’t been mapped or explored, at least
ground to allow both meat and hides to dry and according to modern scholars. Governor Kang
be cleaned. Normally, two or three hides will be has declared Mount Brego to be off-limits to dra-
on the rack drying at any one time, along with the conians, since few have returned from expeditions
carcass of any recent kills. Draconians rarely eat to the region.
plants; hunting parties go out from the outpost on
a regular basis. Thoradin
11. Emergency Signal: A large fire pit, Capital: Zhakar
assembled with a massive amount of kindling Population: Dwarves (Daergar, Daewar, Hylar,
and timber, is set and ready to be lit. It has been Theiwar, cured Zhakar)
there for years, but has never been lit. It is the Government: Monarchy
emergency signal in case all other methods of Languages: Common, Dwarven, Ogre, Terran,
signaling are exhausted. The fire pit is designed Undercommon
to provide a huge roaring fire with lots of smoke Trade: Minted coins, gems, weapons, dwarf spir-
and can be lit easily in an emergency. If lit, its its, wool, clothing, timber
flames will be visible for many miles, and the Alignment: LN, N, LE, NE
smoke will be seen for many more miles. It’s
checked on a daily basis to ensure that it’s ready The dwarven kingdom of Thoradin was once
to be used, but to date it hasn’t been. In the rainy one of the mightiest dwarven nations. It was

 Rise of a Draconian Nation  Kang, then the custodian of the only dra-
After the War of the Lance and the defeat of conian females in the world, took it upon him-
their queen, the draconians were viewed with self to protect these new additions, realizing
hostility by almost all the peoples of Krynn. that his race was truly a race—and one with a
Solamnic Knights were bent on exterminating future. The young females grew just as quickly as
them, and even evil races such as ogres and gob- others of their kind and Kang soon discovered
lins saw the draconians as a threat. Realizing that that the females possessed talents and abilities
his people were likely to be wiped out, Kang different than males.
took a renegade regiment of draconians into the Kang and his regiment trekked north to find
Khalkist Mountains to try to make a life for a new home where his people could live in
themselves. While barely surviving there, he peace. He found Teyr, an ancient dwarven city
stumbled upon knowledge of draconian eggs that was in ruins. Using the stone from the old
hidden in the depths of the dwarven stronghold city, the engineers built a new city on the foun-
of Thorbardin. dations. From that city, Kang extended the
At this time, the Chaos War erupted and grasp of the draconian nation over the new
Kang and his engineers volunteered for service region of Teyr, which was named after the dra-
with the Knights of Takhisis, only to be assigned conian city. Governor Kang now commands a
trivial duties. Kang and his draconian engineers small but highly trained army and a growing
deserted the army to pursue the hidden treasure. population, thanks to the new ability of the dra-
The eggs were, in fact, female draconian eggs. conians to reproduce.
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conquered, renamed Zhakar, and ruled for cen- opted to establish themselves here, which con-
turies by dark dwarves until it was reclaimed by tributes to the cosmopolitan and multiethnic
the Hylar and their brethren during the Age of look of Zhakar.
Mortals. Now it works to rebuild its place as a
mighty dwarven nation and calls itself Thoradin Regional History
once more. Thoradin was an ancient dwarven kingdom
whose roots go back further then even Thor-
Life and Society bardin. It was a center of trading, commerce, and
The new Thoradin as a nation is currently industry for millennia. When the warnings came
scrambling to figure out its place in the world. before the Cataclysm, a strange and terrible black
After the fall of Sanction during the War of Souls flame emerged that consumed flesh but did not
and the departure of the Dark Knights, King burn itself out, nor could it be extinguished
Severus Stonehand (N male mountain dwarf through traditional means. Shortly thereafter, the
Ftr3/Mystic 8) is trying to find new trading Cataclysm devastated the kingdom. For all pur-
partners. Having alienated the ogres by siding poses it ceased to exist. The culture that took its
against them with the Dark Knights, Severus is place was a blight and a shame on the otherwise
making overtures to them and to the minotaurs, glorious history of dwarves on Ansalon. The dis-
who are too close to Thoradin for his comfort. aster of the Cataclysm brought the mighty halls
So far, the ogres have not been much impressed, of Thoradin crashing down around the dwarven
and neither have the minotaurs. Always one to wonders that had been carved in that realm’s
play both ends against the middle, Severus is thousand-year reign. Of the teeming glory of
currently planning to open negotiations with the Thoradin, only one city survived. This was
new ruling body in Sanction. Zhakar, the heart of the Theiwar clan. Though
damage was extensive and many dwarves were
Major Geographical killed by cave-ins and collapses, the bulk of
Features Zhakar’s population survived.
Thoradin lost land to the dragon overlords and The dark dwarves ruled the broken king-
the Dark Knights, and the nation is now reduced dom during the Age of Despair—their activities
in size to a few square miles around Mount were almost completely unnoticed by those on
Horn. Severus has managed to regain some land, the surface, except for the twisted stories and
but not much. rumors that reached the other races. The Zhakar
Valley of Crystal: South of Mount Horn lies dwarves survived, though they contracted a
a dale covered with valuable crystals that pur- horrible fungal plague that left them alive but
portedly erupted out of the earth nearly four suffering and often insane. Unable to stand the
decades ago during the Summer of Chaos. Even light of the surface realm, the Zhakar ruled but
though both dwarves and ogres have been con- were trapped. Things changed after the Summer
stantly plundering it and fighting for control of of Chaos, and the Age of Mortals saw Thoradin
the valley, the riches that remain have been restored.
barely tapped. The Zhakar dwarves could not have fore-
seen that the dragon overlord Beryllinthranox’s
Important Sites conquering of the eastern part of the Kharolis
The Gorge: The black flame, a mysterious Mountain range would bring change to their
force that has been tormenting the dwarves of nation, which was located on the other side of
Thoradin for two millennia, has returned, and the continent. When Thorbardin’s Council of
dwarven mystics (including Severus) haven’t been Thanes voted to seal off the mountain for pro-
able to destroy it. The dwarves would do any- tection against the green dragon’s army, one
thing to rid themselves of the living, unquench- outspoken dwarf, Severus Stonehand—also called
able fire. the Mad Prophet—rebelled against the decision
Zhakar (Large City, 22,197): The city of and left the dwarven nation with a group of fol-
Zhakar remains awe-inspiring and provides a lowers. They traveled to Thoradin with an ambi-
welcome diversity in dwarven construction and tious plan to wrest the kingdom from the hands
architecture. The only surface area of the city is of the foul Zhakar.
a great, five-sided keep overlooking the Stone- A year later, Severus reached Mount Horn
crusher River. It has vast underground networks with his cadre of devotees. Overwhelming the
of caverns and tunnels. The rigid rule and caste Zhakar government, he quickly dispatched the
systems that govern clan life in other dwarven Zhakar king and decreed himself High Thane of
cities are relaxed here. Dwarves don’t live in clan Thoradin. Proclaiming that he was acting under
enclaves, but can choose to build a home any- divine guidance, Severus proceeded to heal the
where in the city. Several humans have also plague afflicting the remaining Zhakar, who had
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been taken as prisoners. In return, he gained their seven underground cities of Thorbardin. The fer-
absolute fealty. ries are propelled by cranks within each boat,
Severus signed a trade and military agree- which are attached to winches present on the
ment with the Knights of Takhisis and received steel ferry cables. These cables are raised about 10
protection against the nearby ogre nation of feet above the water level. Though dwarves are
Blöde and mining rights in other parts of the uncomfortable near water, the relatively calm and
Khalkists under Dark Knight authority. In return, shallow nature of the lake makes them reluctantly
the dwarves traded exclusively with the Knights willing to board the Theiwar-manned ferries.
of Takhisis, supplying them with some of the best Valley of Thanes: Completely unapproach-
weaponry and manufactured goods in Ansalon. able from the outside, this natural valley is
accessed through Thorbardin. The vale has
Thorbardin remained primal for the most part. The floor is
Capital: Zakhalax not laid out with titles, and no columns or statues
Population: Mountain dwarves, dark dwarves decorate the area. The dwarves believe the sanc-
Government: Republic of Thanes lead by a high tity of the surrounding mountains helps keep the
king buried at peace. Major nobles and important citi-
Languages: Dwarven zens are usually entombed in large cairns, some of
Trade: None which are ovals measuring 10 feet by 20 feet.
Alignment: LN, LG, N, CN, NE Around the periphery of the valley are the hon-
ored tombs of the thanes. They have been delved
Thorbardin is considered by many (mountain into the surrounding mountains and are sealed for
dwarves, at least) to be the grandest testament all eternity with stone-plug doors made to resem-
to dwarven ingenuity, diligence, and craftsman- ble the surrounding rock. A special and unique
ship that exists anywhere upon Krynn. With its tool is required to yank the plug outward. Only
eight great cities, vast extent of warrens, fortified one copy of that tool (which looks like an elabo-
gates, and cold underground sea, it represents rate, three-pronged crowbar) exists. It’s carefully
an undertaking far beyond any other dwarven guarded by the master tombwarden, who lives in
delving. In fact, it is much larger than many sur- the capital and is the only one who can find the
face realms. actual location of each tomb.

Life and Society Important Sites


Through civil unrest and a dispute on rulership, Above and below the kingdom of Thorbardin the
the lives of the common dwarves go on unchanged. land has several markers known beyond its bor-
Each clan pursues its own agendas, and its citi- ders.
zens carry on their normal jobs and duties. Ever Pax Tharkas: Created in the Age of Dreams
industrious, the dwarves continue building, by humans, elves, and dwarves as a symbol of
mining, and farming under the mountains as they unity and peace, Pax Tharkas (or the “Peace of
have for thousands of years. Friends”) is a mighty stronghold built for strength
and strategic advantage. Once controlled by the
Major Geographical forces of the Dark Queen during the War of the
Features Lance, the fortress is now controlled by hill
The underground kingdom has features that dwarves and exiled mountain dwarves.
match those on the surface in importance. Most Skullcap: The magical fortress of Zhaman
surface-dwellers live their entire lives without was the last infamous home of the Black Robe
even hearing of these wonders. archmage Fistandantilus and crumbled when the
Plains of Dergoth: These lands on the sur- wizard cast his ultimate spell at the conclusion of
face near Thorbardin were fertile before the Cata- the Dwarfgate War. After the dust settled, the
clysm. As the stage for the battles between moun- warring dwarves saw that Zhaman had been
tain dwarves and their hill dwarf cousins, the land transformed into a hideous depiction of a gaping
was laid waste by a magical explosion wrought by skull. From its mouth continually flowed wisps of
the final spell of Fistandantilus. It’s now a mostly pale green fog. It is said many artifacts of power
barren wasteland. are there waiting for greedy hands. Rumors speak
Urkhan Sea: Deep underground, this body of of adventurers going into the skull, but few tell of
water surrounds the capital of Thorbardin and anyone coming out alive.
acts as a capable barrier should the interior of the
kingdom be penetrated. Many Hylar are wont to Regional History
say that with the food warrens and smelts inside The dwarves under the mountain had been a self-
Zakhalax, they could hold off a siege for many sufficient people who had sealed themselves off
centuries. Ferries connect the capital to the other from the rest of the world. Thorbardin was the
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central home of the mountain dwarves for most trade. The only thing of any value that they pos-
of recorded history. sess is information. They spy on troop move-
The dwarves of Thorbardin were willing to ments in Solamnia and sell that information to
house the Abanasinian refugees during the War of the Knights of Neraka.
the Lance in exchange for the recovery of the Hobgoblin life centers around the tribe. A
hammer of Kharas. This began a period in which hobgoblin is born, is taught how to fight, and
the dwarves were more open to the outside dies. Weakness isn’t tolerated, and they don’t
world, until the start of the Chaos War and the suffer the weak to live.
coming of the dragon overlords. Most of the tribes of Throtl are now nomadic
From a reasonably large nation, Thorbardin raiding parties. The settled hobgoblins live in the
became a simple enclave in the Kharolis Moun- city of Throtl and consider those wandering
tains. Encircled by Beryllinthranox’s forces, the tribes primitive. The two groups are often at war
dwarves sealed off their gates and retreated back with each other, though they are quick to unite
inside their underground home on Cloudseeker if threatened.
Mountain. Unlike past times, however, Thor- All the hobgoblin tribes of Throtl nominally
bardin maintained a link with the elves of Quali- owe allegiance to King Uhkrin, who rules from
nesti, who had suffered under the regime of the Throtl, but during the years his hold on them has
Dark Knights and the great green dragon. In sub- weakened. Rumors of a new goblin nation rising
sequent years, a treaty between High King Tarn in southern Qualinesti have caused many war-
Bellowsgranite and King Gilthas allowed the riors to depart Throtl in search of more and
dwarves to dig several tunnels from Northgate to better raiding.
the elven capital. The tunnels were used by the
elves to evacuate their majestic city under the Major Geographical
cover of secrecy. Features
During the War of Souls, however, a group of Throtl has very little arable land, being mostly
dark dwarves, working in concert with the Thane bogs, forest, and mountains. The hobgoblins
of the Dead, began causing strife within Thor- survive by raiding their neighbors or hunting in
bardin and forced Tarn Bellowsgranite to fight for the bogs.
his and his people’s survival. The Forest of Throtl: Also known as the
Storm Forest, this wooded area is renowned for
Throtl its blizzards and thunderstorms. Very few animals
Capital: Throtl make this forest their home, and even the hob-
Population: Hobgoblins, goblins, ogres, trolls goblins are afraid to go near the center of it. After
Government: Anarchy; monarchy (Throtl) the Summer of Chaos, a group of daemon war-
Languages: Common, Goblin, Lemish, Ogre riors made the forest their home and have killed
Trade: None everyone caught trespassing.
Alignment: LE, NE, CE Throtl Gap: While this gap properly belongs
to Estwilde, its importance to the hobgoblins has
The nation of Throtl managed to survive the made it a dangerous place. Caravans are usually
second Cataclysm almost unscathed. The plains heavily armed to defend from hobgoblin assaults.
of Throtl are rife with bogs that make travel and The gap often has clear conditions and allows the
farming difficult. The weather is generally foul. hobgoblins to spot caravans miles away.
The famous Throtl Gap, though it properly lies
in Estwilde, is counted part of Throtl’s territory. Important Sites
Throtl survives as a buffer state between south- The Chaos War made Throtl more dangerous
ern Solamnia and the territories of the Knights than before. Now Chaos-spawned creatures roam
of Neraka. the darkness, along with the more mundane
forces of evil.
Life and Society Last Tower: This tower lies in the frontier
The Summer of Chaos that brought so much between Nightlund and Throtl. Infested by
misery to others actually improved life for the shadow wights, the tower is dangerous to explore.
hobgoblins. The influx of refugees fleeing to and A large pile of jewels, gold, and other precious
from Solamnia meant more pickings for the metals is clearly visible from a ground-floor
raiders. Of more immediate concern to the hob- window. The wights use this to lure foolish
goblin king, however, was the arrival of a force of explorers to their doom.
ogres that carved a tiny kingdom in the moun- The Ogre Kingdom: A small force of ogres
tains, openly defying his rule. has carved a small “kingdom” in the mountains.
The hobgoblins plunder their neighbors, They raid the hobgoblins for food and slaves.
especially caravans in the Throtl Gap, but do little
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 Chapter Six
Tanis swung over the porch and dropped down as a basis for determining their characters’ reac-
through the trees’ limbs to the ground below. The others tions to encounters and situations.
waited, huddled in the darkness, keeping out of the
light cast by street lamps swinging in the branches The Law of Paladine:
above them. A chill wind had sprung up, blowing out “Good Redeems its Own”
of the north. Tanis glanced behind him and saw other Good seeks to forward its goals by redeeming and
lights, lights of the search parties. He pulled his hood recalling the lost members of the flock. Good
over his head and hurried forward. seeks to bring about the advancement of the uni-
“Wind’s switched,” he said. “There’ll be rain by verse by compassion and justice.
morning.” He looked around at the small group, seeing A character with good alignment views
them in the eerie, wildly dancing light of the wind- everyone in the world as a being worthy of sal-
tossed lamps. Goldmoon’s face was scarred with vation. Those who walk in darkness have strayed
weariness. Riverwind’s was a stoic mask of strength, off the path. They should not be destroyed, but
but his shoulders sagged. Raistlin, shivering, leaned reclaimed. A White Robe wizard will first
against a tree, wheezing for breath. remonstrate with the renegade, urging him to
Tanis hunched his shoulders against the wind. change his ways. The cleric of Paladine will not
“We’ve got to find shelter,” he said. “Some place to rest.” slay the thief, but will urge the thief to abandon
“Tanis—” Tas tugged on the half-elf ’s cloak. “We a life of crime.
could go by boat. Crystalmir Lake’s only a short way. Characters of good alignment realize that
There are caves on the other side, and it will cut walk- they are mortal—they will make mistakes; they
ing time tomorrow.” will slip and fall. They pray to the deities for help
“That’s a good idea, Tas, but we don’t have a boat.” and then struggle on, doing the best they can to
“No problem.” The kender grinned. make the world a better place.
— Margaret Weis and Tracy Hickman, A danger for characters of good alignment is
Dragons of Autumn Twilight that they may become arrogant. They may decide
that they know the right way to live and try to
force their beliefs upon others. A character of

 DRAGONLANCE was originally designed as a


campaign world in which players had goals
other than beating up monsters and slaying
good alignment who devolves into fanaticism
may find he has strayed into darkness.

dragons to steal their treasure. The world of The Law of the Dark Queen:
Krynn offers opportunity for exciting adventures, “Evil Feeds on Itself”
campaigns that have complex and interesting Chaotic evil’s objective in the universe is the
storylines, and characters with goals that may be supremacy of might without any moral consider-
as challenging as restoring the knowledge of the ation. Lawful evil has the same objective, but
deities to the world or driving the gods of Evil seeks to obtain supremacy through the rigid
back into the Abyss. application of the morality of strength.
You can bring the flavor of DRAGONLANCE to Those characters of chaotic evil alignment
your campaigns by incorporating some of the are completely self-centered and self-absorbed.
characteristics that make this setting unique. You They care nothing about any other living thing.
might want to use these characteristics as themes Their wants and desires take precedence over
around which to base an entire campaign—or you all. They have no loyalty to anyone. If they
may simply want to suggest that players take follow a deity at all, the god is likely one with
some of this information into consideration when the same outlook, one who uses followers to
playing their characters. enhance his own power and does not hesitate to
This chapter offers some tips on story- sacrifice them to his own ambition. Thus do
building, including ideas on creating interesting those of chaotic alignment feed off one another
settings, bringing to life memorable villains, and until they consume each other.
adding depth to your characters and NPCs. Those characters of lawful evil alignment
The D RAGONLANCE adventure begins here! believe that the strong have been chosen by
Nature to rule over and dominate those weaker
Laws of Krynn than themselves. Lawful evil follows strict laws
Each of the three alignments—good, evil, and that dictate precisely how each person’s life must
neutral—has its own law. These three laws are the be lived. Those who break the laws must be
cornerstones on which the universe is built. Char- harshly punished to serve as an example to others.
acters with these alignments may use these laws
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The DRAGONLANCE Campaign 


Lawful evil may recognize honor and self- work to promote their own goals and further
sacrifice, but all in the name of the cause. Love their own causes. An adventuring party is likely
weakens. Hope is a lie. Mercy and compassion to meet dragons in Krynn, although not where
coddle the weak. Lawful evil characters worship and when they might expect. A king’s minister
and revere gods who are like themselves. Such might be a red dragon in disguise, intent on
deities demand absolute obedience and are swift leading the party to their doom. A golden
to punish those who fail. Lawful evil feeds off dragon may ask adventurers to help free elves
itself, for it has nothing else to sustain it. being held prisoner.
Likewise, most humanoids on Krynn have
The Law of Gilean: goals and ambitions that are greater than them-
“Both Good and Evil Must selves. Most owe loyalty and allegiance either to
Exist in Contrast” governments or deities or both. Those who do
The diversity of both viewpoints—evil and good— not usually have good reasons for their lack of
balance one another on the universal scale. faith or their refusal to obey laws. Every race is
Should either side dominate, the universe would given history and background: Ogres have their
be all light or all darkness without any contrasts own nation, with an interesting and even tragic
to bring focus or purpose. Neutral’s objective is history; draconians, as beings new to the world,
the law of diversity. search to find their place in the world.
Characters of neutral alignment understand Finally and most importantly, the actions of
that without light, darkness could not exist and the individual characters matter. Characters
that without darkness, light has no meaning. adventuring on Krynn are likely to be caught up
They follow neither path, but choose a road by forces over which they have no control. They
somewhere in between. They think first of may become embroiled in wars, in intrigue and
themselves, but they are not completely selfish. politics, in battles among the gods. Characters
They may not go out of their way to help some- may find themselves doing heroic deeds they
one, but neither will they deliberately harm an never intended—or wind up in more danger than
innocent person. Neutral characters are inde- they ever anticipated. By making each character’s
pendent-minded and examine all laws and small story a part of a much larger story, you give
doctrines carefully before deciding to follow your campaign the feel of an epic adventure and
any of them. you make the character feel that he or she is an
Neutral characters do not give themselves important part of that story.
readily to causes for the sake of the cause, but
may do so if there is something in it for them. Fallen Nations
They ask little of others and expect little in return. and Ruined Cities
In their minds, they would like to be left alone to The ruins of ancient nations and cities not only
live life as they choose. The deities they revere are make for excellent dungeon crawls, they can pro-
the gods who leave them free to do this. vide players with a sense of the rich history of the
Because they have few firm convictions, world of Krynn and establish a connection to the
those of neutral alignment may be swayed to one past. If you have visited a battlefield or the ruins
side of the scale or the other. of an ancient city, you are likely to have experi-
enced a strange closeness to those who lived and
Flavor and Tone died there. Try to recreate these feelings of awe
The DRAGONLANCE world has its own flavor and and reverence for your players by giving them
tone that make adventuring in Krynn different opportunities to learn the history of the ruined
from adventuring in other worlds. Information in city, to discover something about the people who
this section will help you capture that flavor and once inhabited it and see something of their
tone, as well as offer suggestions as to how you everyday lives.
can bring your own unique perspective to the Maintain an air of mystery about the ruins.
world of DRAGONLANCE. Don’t provide answers, but let your players find
In Krynn, nearly every living being is the answers themselves. What terrible event
involved in the progress of the world and takes an occurred that destroyed this city? Was it ruined
active role in shaping that world and its people. in the Cataclysm? Did dragons attack it? Was
Dragons of Krynn are not aloof creatures who this event recent or did it happen hundreds of
skulk in caves, jealously guarding their treasures. years ago? Use your knowledge of Krynn’s his-
Krynn’s dragons choose sides in the wars among tory to tie this to the larger story, so that the
gods and men, become embroiled in politics, players aren’t just crawling among fallen
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columns in search of loot and monsters to kill.


The characters are here for a reason that may
affect their future and perhaps even the future
of the world.
There are various ways to impart
background information other just
coming out and revealing it. You
might tell an individual character
that she has a secret reason for
entering this ruin. Thus, she has
knowledge about the ruins that
she may or may not choose to
share. The party may be acting
on orders given to them by superi-
ors, who have provided them with
information about the place. Char-
acters may encounter spirits of
those who once lived here or may
be possessed by such spirits.
Information may be found
on murals or tapestries, in
books, legends or songs. Such
information, particularly that
found in songs or legends, is
likely to be inaccurate or ex-
aggerated, but can help to set
the mood.
Ruins should contain sur-
prises, both nasty and pleas-
ant, which can also lead the
characters into the larger story
line. Ruins are ideal places to
find ancient relicts and power-
ful magical artifacts. Such valu-
able objects are likely to be well
guarded, or, once discovered, may
draw the unwanted attention of
powerful beings—perhaps even
the deities themselves.
Ruined cities also attract
monsters, undead, and other
evil creatures—but they should
be there for a reason. Dragons
may be found guarding pow-
erful artifacts. Goblin deserters
may be hiding from the whip
and the lash. Centaurs may be cele-
brating Spring Revels. Undead may be
doomed to seek revenge. Of course,
not every encounter need be of epic
proportions. A swarm of giant rats
may simply be hungry. But by
tying a few of these encounters
to the overarching storyline,
you make the experience count
for something.

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Known Ruins of Ansalon inventions gone terribly wrong. Just as many of


Though adventures in a DRAGONLANCE campaign the dangers are now forgotten, so too are the
often go beyond a simple “dungeon crawl,” many potential rewards.
quests take the characters to abandoned keeps, Nalis Aren: The “Lake of Death” is on the
ruined castles, or unexplored caverns in search of site of the destroyed city of Qualinost, in the heart
some valuable treasure or knowledge. Some of of the Qualinesti forest. The forest itself is home
the most famous locations are listed here. to evil human mercenaries and a highly danger-
Anvil of Time: This mythical place is said to ous force of goblins and hobgoblins, and the lake
be the magical forge upon which the device of time is said to be haunted by the restless spirits of the
journeying was created. It is said to exist in all elves slain there. For those who can magically
times of Krynn’s history, and that by using the survive underwater, there are potential treasures
power of the Anvil one can journey from one age to be recovered from the drowned city—for those
to another and back again. Because of this, figures willing to take the risk.
from the past, present, or future may be encoun- “The Ruins”: Said to be one of the destroyed
tered, depending on both where and when the Towers of High Sorcery, the remains of this struc-
adventurers are exploring. ture now stand on the peak of Malystryx (the
Dark Tower of High Sorcery: One of the mountain that housed the primary lair of the
original Towers of High Sorcery, the Dark Tower dragon overlord of the same name) in the Deso-
became corrupted by dark magic. Formerly lation. Some sorcerers theorize that it was
located in Palanthas, it is now located in Night- through the residual magic of the broken tower
lund, all but hidden in a grove of cypress trees. that Malystryx was able to create such dramatic
The tower was sealed and warded by Dalamar changes to the land and cause the curse of kender
the Dark, who is now forbidden to ever reenter affliction (through which afflicted kender came to
it. The magical treasures and wealth of knowl- know fear). Red dragons, red dragonspawn, dire
edge inside the tower, once home to Raistlin boars, and the hazards of the Desolation make
Majere himself, are a fierce temptation for a this place extremely dangerous.
world that has now regained the wizardry of the Skullcap: Originally a magical fortress
three moons. called Zhaman on the Plains of Dergoth (near
High Clerist’s Tower: Once the home and the kingdom of Thorbardin), this was rumored
headquarters of the high priest of Paladine, this to be the site of the archmage Fistandantilus’s
tower stands south of Palanthas, damaged and death. A magical blast turned the fortress into a
abandoned since the Summer of Chaos. The Guk broken ruin shaped like a huge, hideously grin-
clan of gully dwarves have claimed some of the ning skull. Rumors speak of undead occupying
tower, learning to avoid the traps and hazards the ruin, including skeletal warriors, spectral
that remain. With the death of the dragon Khel- minions, and perhaps even the demilich of Fis-
lendros and the weakening of the Dark Knights, tandantilus himself.
the tower will once again hold great importance Sla-Mori: “Secret Way” in elven, this is a
to whomever can claim it first. group of secret passages that run under the
Icewall Castle: Found on the Icewall glacier, ruined fortress of Pax-Tharkas. The tunnels also
this castle has been held by powerful figures in its hold the Hall of Ancients, the burial site of the
history, including the former dragon Highlord great elven king, Kith-Kanan. The Sla-Mori is
Feal-Thas. Icewall castle is said to be home to both rumored to be overrun by dangerous creatures,
treasures and dangers. The castle is now guarded including a banshee, hordes of zombies, and
by thanoi and large group of sivak draconians, as giant slugs.
well as the watchful eyes of the two massive Storm’s Keep: On an island north of Ansa-
white dragons who rule the region. lon, on the Sirrion Sea, lies the battered keep that
Istarian Ruins: Sea elves are said to rescue was once the home and training ground for the
drowning shipwreck victims and place them in Knights of Takhisis. Here Sir Ausric Krell, a death
protected underwater ruins surrounded by magi- knight served by a group of skeletal warriors, is
cal bubbles of air. Almost completely unexplored imprisoned, battered by a perpetual storm. Fight-
(and unplundered), the ruins might contain some ing loneliness and boredom, he might keep cap-
of the forgotten glories of ancient Istar. They also tives alive for a time before killing them. He
might be home to evil underwater creatures or be forces those he kills to serve him forever as skele-
the feeding grounds of a kraken. tal warriors. (For more information, see Death
Mount Nevermind: Though this mountain Knights in Chapter 7.)
is fully inhabited by thousands of gnomes, the Tomb of Takhisis: No one knows if this
honeycomb of caverns leads to unexplored or place truly exists, but rumormongers and tale-
forgotten places. Sealed-off tunnels hide dan- spinners say that the dark cleric Mina took the
gerous underground creatures and gnome corpse of the former Queen of Darkness to a
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secret place for burial. Where this might be, and deities and their own ambitions and objectives.
what guardians are appointed to it, is com- Remember that mortals are always free to choose
pletely unknown. their own destinies, a fact that even the gods of
Winston’s Tower: This gnome-constructed evil grudgingly acknowledge. The deities of light
ancient lighthouse sits on the Blood Sea isle of endeavor to influence characters by appealing to
Karthay. It is said to be home to a giant clock- the good sides of their natures. The gods of dark-
work juggernaut, strange mechanical traps, and ness attempt to appeal to the worst in the char-
other gnome inventions gone out of control. acters, exploiting fears and wants, intimidating
Xak Tsaroth: This city on the coast of the and coercing.
New Sea was wrecked during the Cataclysm, and You might not make it obvious to the players
has since almost completely fallen into the sea. that they have met a god (although the unique
Some of the outlying areas have survived, home nature of such NPCs is often remarkable). You
to gully dwarves and renegade draconians, and may give them clues, but keep the mystery alive
tales tell that other, unexplored areas of the city for them.
were revealed during the upper city’s slide into Meeting a deity or becoming the champion
the sea. of a god, for good or for ill, should be a rare and
special event—something that might happen
The Gods and Their only once in a character’s lifetime. Even those
Champions who serve the gods directly, such as clerics or
Krynn’s deities take an interested and active part wizards, may never meet the deities they serve
in the affairs of men. Their avatars may be found face-to-face, but know the gods only through
walking among men and participating in and their prayers.
influencing events. Encounters with heavenly There are many interesting ways to introduce
beings can be exciting and fun for players, but the influence of the deities into your game. A few
such encounters should be rare and must be specific suggestions include the following.
handled carefully. You do not want to give players The group might overhear a stranger telling a
the feeling that they are story or relaying important information that
being led about by an prompts them to begin a quest. Later they might
immortal hand. learn that the stranger was an agent of one of the
If you choose gods, intentionally giving the heroes a nudge in
to use the gods the right direction.
to interact with A low-level fighter might en-
the players, make counter a young man guard-
certain that you ing a bridge or pass, requiring
understand the the fighter to best him in a non-
nature of the lethal challenge to pass. In reality
this is an agent of Kiri-Jolith,
and if the fighter passes
the challenge honorably
he might find the way
smoothed to become
a Solamnic Knight.
An easily dismissed
character, such as a
hyperactive kender
child, a confused
gully dwarf, or a
senile old wizard,
might join the

Skullcap

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group from time to time, on the surface causing A young farmer whose family lands have
nothing but trouble but in reality helping the been destroyed (or taken by a debt collector)
heroes understand important clues or overcome might pick up an old sword and go off to seek for-
difficult obstacles. tune, planning to send to money back to his par-
ents and siblings.
Heroes of Mundane Someone might be falsely accused of a
Origin crime—theft or even murder—and begin adven-
Not every hero is a knight from a noble Solam- tures both to avoid unjust punishment and to
nic family. Most heroes in a DRAGONLANCE cam- clear his name.
paign are like heroes in real life—ordinary A character might have a family legacy of
people, with little in their backgrounds to sug- heroes—extraordinary wizards or brave warriors.
gest they are destined to perform actions that The character feels great pressure to live up to the
will cause them to be honored and revered family name but continually feels inadequate
down through the ages. when stacked up against the family legends.
Some heroes are heroes by accident, not by
design. When faced with desperate situations, Companions and
they take immediate action without thought of Friends
the consequences. Such heroic actions are gener- One of the reasons people participate in role-
ally impulsive, such as leaping in front of a com- playing games is to come together with friends
rade to save her from a spear thrust or rushing and family for an evening of shared experiences.
into a burning building to save a trapped child. In like manner, adventuring parties made up of
Some heroes go (or are sent) in search of long-time friends, family members, or comrades-
heroics. Knights or young warriors are often sent in-arms can make for rewarding and memorable
on quests, during which they actively seek out sit- campaigns.
uations to may prove their honor, courage, and Such parties already have their own interac-
bravery. Such quests may require testimony from tions well established. They know each other.
witnesses who will swear that the hero has done They know that they can depend on each other—
a heroic deed. The hero may be ordered to bring or that there are those in the party who cannot be
back trophies taken from the foe to prove his completely relied upon. They have a common
deed—or the simple fact that the hero returns history. They know each other’s quirks and
from the encounter alive may be accepted as foibles. They know secrets about each other.
proof of his heroism. They have shared in each other’s sorrows and
Some heroes are heroes by hard choice. In celebrated each other’s successes. They are famil-
such instances, characters may find themselves iar with the strengths and weaknesses of every
compelled by circumstance into becoming member of the party. They have learned to be
heroes, whether they want to or not. They may patient and accepting of each other. They are
find themselves in possession of a holy relict loyal to each other.
sacred to the deities of Good that brings hordes However, just as in real life, even the best of
of draconians chasing after them. They may make friends will not always agree or get along. The
a promise to fulfill the quest of a dying knight. stress and strain of dangerous situations can take
They may encounter a stranger who pushes a a toll on the party. Divisions within the party
baby into their arms, charging them to save the will naturally occur. Friends will quarrel. Siblings
child at all costs. The character can choose to may refuse to speak to each other. Lovers will
accept the burden thrust upon her or she can turn threaten to go their separate ways. Everyone
her back on it. will say or do things they later regret. There
In all instances, heroic actions should be may be times when it seems the party will split
consistent with the nature of the character who up. In such instances, a strong leader can hold
performs them. An evil character might jump the party together.
into a lake to rescue a drowning victim, but only A leader is invaluable to the party. A leader
if first assured that he’ll be rewarded for his can help the others focus on what they are trying
actions. A Solamnic knight should not hesitate to achieve, while still allowing them to work out
even a moment to perform a heroic act, even if their differences on their own. The leader takes
it means sacrificing his life to save another. Any on the responsibility of smoothing ruffled feel-
character who acts contrary to alignment should ings, settling arguments, counseling patience, and
have strong motives for doing so and should be preventing misunderstandings.
aware that such motives may arouse wonder or The advantages and disadvantages of groups
suspicion. of friends traveling together provides a touch
Some suggestions for hero backgrounds of reality to the game play and can be as much a
include the following. part of the game experience as the adventure itself.
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A rupture in the party may result in the inability Secrets and Shadows
of the party to achieve their goals. The sudden of the Past
death of a party member may send the rest of The history of the various nations and peoples of
party on an unexpected quest for revenge. Even Krynn provides excellent material for designing
parties of lawful evil alignment can form close campaigns around the search for rare, valuable,
attachments, such as a band of Dark Knights, a or sacred artifacts and other treasures from the
troop of draconian soldiers, or the disparate past. Such treasures provide a connection to the
members of a thieves guild. past and give an epic feel to the adventure.
Some suggestions on integrating companions Thus characters should know something of
and friends into your game include the following. their own history in order for these treasures of
A party member might suffer from a disease the past to have meaning. This will come more
or magical curse that cannot be cured with a naturally to some characters than to others.
simple spell. His friends may work quickly to find Almost all elves know a great deal about their
what is needed to save their friend. own history, as do dwarves and gnomes. Solam-
An adventuring group may learn that a nic Knights know their family’s lineage and her-
deceased friend and companion left behind a child, itage, as do most members of noble houses
one who is now in danger. With no other motiva- throughout Krynn. Ogres may know the history
tion than friendship for those already gone, the of their tribes, especially the histories of their
group sets out to aid their friend’s offspring. great battles. All such history is replete with sto-
ries of artifacts or relicts possessed of wondrous
powers. Those who know the background of the
artifacts will cherish them all the more.

 Dying Curses  A creature can target anyone with a dying


When Lord Soth allowed his wife and only son curse; the target need not be present when the
to die in a fire, she called down a curse upon curse is delivered.
him—and so he became a death knight, forced Removing a Dying Curse: Lifting a dying
to undeath to hear of his crimes over and over. curse requires more than a simple remove curse
Rather than let the Tower of High Sorcery in spell if the dying creature has more than 10 Hit
Palanthas fall into the hands of the Kingpriest Dice or levels (or if the offense committed was
of Istar, a Black Robe wizard flung himself grievous, at the DM’s discretion). A miracle or
upon the spires of the gate, calling down a wish spell removes the curse, but each dying
curse upon the tower. curse must also have a single means of removing
Dying curses, while rare, are an important the curse with some deed the DM designates.
part of the history and flavor of the world of Usually the deed is something that can be
DRAGONLANCE. When used appropriately, they accomplished within one year, assuming the task
can become either an important background ele- is undertaken immediately.
ment of the story or something that affects the The target of the dying curse can have help
player characters quite directly. accomplishing the deed. In fact, someone else
When someone has been terribly wronged can accomplish the deed as long as removing the
in death, he might call down a dreadful curse curse is the expressed purpose of the deed. Thus,
on those responsible. The deities often respond if a Solamnic Knight slays a red dragon specifi-
by visiting awful punishment on the subject of cally to remove a curse on a local lord, the curse
the curse. is lifted. If someone else slew the dragon for dif-
The effect of the dying curse depends ferent reasons, the curse is unaffected.
upon the level or Hit Dice of the creature Dying curses are usually the province of evil
bestowing the curse. This can be adjusted at creatures, but this isn’t always the case. Terribly
the DM’s discretion to reflect the enormity of wronged creatures of good might call down a
the crime. (Lord Soth, as an example, had dying curse.
turned his back upon the entire world when he
had a chance to save it—and then would not Table 6–1: Dying Curse Effects
redeem himself by even saving his helpless HD or Level Effect
wife or infant son.) 1–4 Nothing
Not all creatures will deliver a dying curse, 5–8 As bestow curse
because a creature that speaks a dying curse 9–12 As up to four bestow curses
cannot be raised or resurrected thereafter. A 13–16 As limited wish, or up to ten bestow curses
true resurrection spell can bring the creature 17–20 As wish, or up to four limited wishes, or up
back, but the curse is immediately lifted if this to twenty-five bestow curses
happens. 21+ DM’s discretion

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Make artifacts and heirlooms mysterious. but particularly for the villain. No one ever wakes
Don’t provide “instruction manuals” for their use. up one morning and decides to be evil. Tie the
Characters should have the chance to discover on villain to the larger story line, so that the players
their own what powers, if any, an object pos- feel they have contributed to the well-being of the
sesses. Allow characters to learn about the object world by defeating or thwarting the villain and his
through trial and error or study. They may seek evil plans.
information about the object in one of the great Lawful evil villains have goals and ambitions
libraries or by consulting experts in the field. The that are either their own or have been given to
search for knowledge about an artifact may them by gods or superiors. They are determined
become a quest in and of itself. to see these through and nothing and no one will
Treasures from the past need not be objects stop them. They use any means to gain their
at all. Knowledge or information about some- objectives, even if, privately, they regret having to
thing that happened in the past may be as valu- do so. They tend to be charismatic, with forceful
able as a chest of jewels—and far more dangerous personalities. They have the ability to inspire
to those who possess it. those who serve under them with both loyalty
Objects once used or owned by people in the and respect. They are ruthless, but not cruel.
past connect players to the past and provide They do not delight in inflicting pain, but will not
depth and an epic feel to a campaign. Be careful hesitate to do so if necessary. They may be coura-
not to overuse such treasures, however. The hero geous, with a strong sense of honor.
who owns the magical sword that was once his Chaotic evil villains tend to be cruel, stupid
great-grandfather’s will cherish that weapon and brutes who behave mindlessly and recklessly.
go to any length to protect it. The hero who Their goals are selfish and most likely have to do
owns eight magical swords probably won’t care with their own carnal pleasures, wants, and
much about any of them. desires. Those who serve them do so out of fear
Ideas for integrating history into a character’s and loathing. Such villains must constantly watch
background include the following. their backs, for they have no friends, only ene-
A gnome might be given an incomplete mies. They are suspicious of everyone. They trust
invention, the subject of his family’s Life Quest for no one, not even their closest associates.
countless generations. Even if he can never com- Chaotic villains are easy to create, but do
plete the invention, he will treasure it as a vital not prove very interesting. There’s nothing
part of his heritage. much to be done except to find them and stop
Upon passing the Test of High Sorcery, a them. The intelligent, goal-oriented villain can
young wizard might be granted a magical item present a real challenge for the players. Such a
with a great legacy, once connected with impor- villain is not going to be defeated quickly or
tant events or a spellcaster of legendary power. easily, but may remain around to bedevil the
A fighter might happen upon a sword once characters for a long time.
wielded by a great hero or warrior-king. Now his Provide the villain with a history and a back-
own deeds will be tied to the sword’s history, ground. This makes the villain much more realis-
which will continue generations after the fighter tic and believable. Where was she born? What
has fought his last battle. were her parents like? Where did she grow up?
Did anything in her childhood or teen-age years
Campaign Crafting indicate the dark path she would follow?
and Adventure Design You might want to find ways to allow the
D RAGON LANC E adventures share many of the characters to discover bits and pieces of infor-
same elements that make any D U N G E O N S & mation about the villain’s past. The more they
D RAGONS experience enjoyable. But adventures know about the villain, the more the villain will
in Krynn have a few additional elements that become a real nemesis. Conversely, you may
D RAGONLANCE a special adventuring environ- want to keep the villain’s past a mystery. Per-
ment. When constructing a campaign or writing haps all his actions are motivated by some dark
an adventure, keep the following ideas in mind. secret in his background. The key to thwarting
the villain might lie in the player’s efforts to
Memorable Villains solve the mystery. Even though you may not
Nothing is more important to a campaign than impart information about the villain to the char-
the villain. Generally it is the villain who sets in acters, such background material will help you
motions the chain of events that will cause the understand your villain and how he will react in
characters to act. Therefore, take special care in any given situation.
creating your villain. Make certain your villain has Few people are purely evil, and this holds
good reasons for what he or she is doing. The true of villains. Make them complex living,
proper motivation is important for all characters, breathing personalities. Give them traits the
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characters can admire. A cruel and ruthless kapak and baaz draconians to her cause, leading
despot may exhibit honor and courage in battle. raids against the trade routes of other races, gain-
It is also useful to remember that evil char- ing both revenge and profit.
acters might not see themselves as being evil. To Sir Ausric Krell (see Death Knights in Chap-
a draconian fighting to survive, the Solamnic ter 7), Lord of Storm’s Keep, is forever trapped on
knight trying to kill him is evil. The villain may his island prison and wishes nothing more than to
honestly believe that what he is doing is right escape. Acting through agents or through the
and will be of benefit to the world. Some of his- power of some magical device he has acquired,
tory’s greatest villains have acted upon such the death knight will attempt to lure the party to
beliefs and in perpetrating some of history’s the island to facilitate his own escape.
most terrible evils.
Villains may be anti-heroes possessed of Home Is Where the Heart Is
tragic flaws that end up bringing them to ruin. A character’s place of birth can be very impor-
Such villains are always fascinating, for the play- tant to the character’s role and development, as
ers may find themselves viewing the villain with well as providing motivation for the character’s
sympathy and may feel regret in having to stop actions. For this reason, it’s always a good idea
him. In such instances, those characters who for characters to know details about their home-
recall Paladine’s law that “good redeems its land and family, as well as the history of and
own” may want a chance to try to bring the vil- their ties to their homeland and family. Charac-
lain to understand his wrongs and seek forgive- ters who have no homeland or who do not
ness and salvation. know their families should be affected by their
Whatever happens to the villain—whether he lack of roots, which may lead them to become
meets a bloody end or begs for forgiveness—make aimless wanderers or may send them on a search
certain his demise or retirement is a fitting climax to find themselves.
to the mystique you’ve built around him. All major nations in Krynn have a rich his-
If you want to allow the villain to live to fight tory that can provide resources for character
another day, handle his departure from the scene development. Characters should be encouraged
carefully, so that the players do not become frus- to think about their own past, to know their
trated. The players may slay the villain, only to parents and their siblings, to know where mem-
remove his helm and find out they’ve killed his bers of their family are and what they are doing.
double. The villain’s henchmen might rescue their Such knowledge grounds the character in the
leader from the executioner’s axe and carry her world and may provide an impetus for the char-
off to safety. The villagers may burn down the vil- acter’s actions.
lain’s castle, then discover that his body isn’t in Patriotism, love of country, and the strength
the ruins. of filial ties are all powerful motivators. Even a
You might want to let players think they’ve character who has been estranged from his
destroyed their foe, only to find out later that family for years may be alarmed to hear that his
their arch-nemesis is still alive. In such instances, family is in danger—and become determined to
don’t overuse a good villain, but move on to other go help them. The character exiled from his
scenarios, other foes before returning back to him. homeland may yet feel the need to return to
You can keep the characters nervous by letting fight for that land.
them know every so often that their enemy is out Such feelings can have powerful effects on all
there somewhere, searching for them. characters, even those of neutral or evil align-
Some ideas for memorable villains include ment. A dark elf may long to see once again the
the following. beautiful trees of his birthplace. A thief may feel
A group of Qualinesti rebels is led by Corv- it her patriotic duty to join the resistance move-
wynn, who blames an elven character in the party ment, using her skills and talents to fight the Dark
(or perhaps the character’s family) for his exile. Knights who have taken over her city.
Now he plans to use the group to further the In some instances, home is not where we are
rebels’ plans for vengeance against the Dark born physically, but where we are born spiritually.
Knights in the Qualinesti forest. The Black Robe who has no care for anything or
Gedric of Tarsis is an old man who was anybody will defend the Tower of High Sorcery
once a powerful Red Robe mage. He gave up his with his last breath. The usually cold-blooded
spellbooks and items early in the Age of Mortals, Aesthetic will fly into a rage if the Great Library
convinced that the deities would never return. is attacked.
Kolath is a draconian formerly of the nation A few suggestions for character’s connections
of Teyr. She blames Governor Kang and his to their homes include the following.
“peaceful coexistence” policies for the death of A draconian of Teyr, knowing the fragile his-
her clutch-mates, and now she has gathered tory upon which his race is based, will likely rush
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back to aid his country if open war breaks out to the average party level. This requires a bit more
with the ogres of the Astivar Mountains. judgment on the part of the DM, but otherwise is
A Silvanesti elf might react with cold rage handled in exactly the same way.
when encountering a minotaur, knowing that his Rate each encounter as simple, easy, average,
beautiful forest homeland is now occupied by the difficult, or formidable. A simple noncombat
bestial race. encounter might involve a character smooth-
The adventuring party might turn around talking his way past a city’s night watchman
in the middle of a quest and journey back to when a strict curfew has been set. Climbing
one of the characters’ home towns once they over the city wall and entering unseen to avoid
learn it was subject to an attack by a dragon a potential combat with magically charmed
and its spawn. guards is one example of an easy noncombat
challenge. Swimming across a raging river (with
Story Awards in a appropriate difficulty) to keep up with an escap-
DRAGONLANCE Campaign ing foe is a possible average noncombat chal-
The world of D RAGON LANC E is one of heroic lenge. Convincing a Solamnic Knight, a Dark
fantasy. Like other campaign settings for the Knight, and a member of the Legion of Steel to
D UNGEONS & D RAGONS game, Krynn is a place work together is an example of a difficult non-
of high adventure and action. Dangerous foes combat encounter. Leaping off the spire of a
and terrible monsters are battled and defeated, tower onto the back of a passing dragon to do
lethal traps are survived or avoided, and heroes battle with the dragon rider is an example of
grow more powerful and villains more danger- formidable noncombat encounter.
ous with time. But the world of Krynn is also
one of drama and romance, one in which stay- Table 6–2: Noncombat Awards
ing true to a character’s nature or performing Challenge Type CR Award
actions that advance the story are just as impor- Simple Party Level – 2
tant as slaying the next monster or disarming Easy Party Level – 1
the next trap. Average Party Level
The variant rules for Story and Roleplaying Difficult Party Level + 1
Awards (see Chapter 2 of the Dungeon Master’s Formidable Party Level + 2
Guide) are strongly encouraged in a D RAGON -
LANCE campaign. Mission Goals
All experience awards accumulated, includ- Most D RAGON LANC E adventures have one or
ing those for defeating monsters and traps, are more “missions” in mind—goals of the story that
part of “story awards.” Here are some additional the characters are trying to achieve. Many of
guidelines to help. these goals have an effect even beyond the scope
of the adventuring party, but may impact the
Combat Awards world and people around them. Table 6–3 lists
Combat encounters in a D RAGON LANC E cam- suggests mission goals based on the type of goal
paign should advance the story. If a fighter and the total experience earned in the adventure
chooses to battle a lone gully dwarf when the thus far when the mission goal is achieved. Use
hapless creature poses little threat and no role common sense to make sure the characters are
in the larger plot, the character should be advancing at a rate appropriate to the campaign.
awarded no experience points for the encounter. Some goals are personal for the characters
Players should not be rewarded for looking involved, while others are earned by the entire
upon creatures in the world of Krynn as a party (or at least every member who worked
source of experience points; only battles in con- toward achieving the goal). All mission goals are
junction with the adventure at hand should experience points rounded down to the nearest
offer experience point rewards. whole number.
A dwarven fighter who catches the kender
Noncombat Awards who pilfered his treasured magical dagger is one
There are instances in a DRAGONLANCE campaign example of a minor personal goal. The same
in which combat is an inappropriate solution. dwarf proving to his clan elders that he was cast
Problem solving, negotiation, or learning impor- out for false reasons and clears his family name
tant information might all be critical to move the is an example of a major personal goal. Discov-
story forward—but with no weapons drawn or ering a hidden mountain pass that will greatly
spells cast. shorten the party’s journey through the Kharo-
Noncombat situations have Challenge Rat- lis mountains is one example of a minor party
ings, just as combat opponents do. The CR of a goal. Defeating the hobgoblin chieftain who has
particular noncombat encounter is always relative been leading raids against the Abanasinian
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townships could be one example of a major trade language during this period, it existed
party goal. mostly as a spoken language without serious use
by scholars during the Age of Might.
Table 6–3: Mission Goals The Cataclysm served to unify Common to a
Goal Achieved Award Earned greater extent during the Age of Despair, when
Personal Goal, Minor Current XP ÷ 8 migrating refugees brought some of the isolated
Personal Goal, Major Current XP ÷ 6 words and syntax into popular use. Its written use
Party Goal, Minor Current XP ÷ 4 became accepted as the new standard.
Party Goal, Major Current XP ÷ 2
Alphabets
Roleplaying Awards Several sets of symbols find use in writing by the
A third way to earn experience is one for effective races of Ansalon. Some alphabets have fallen into
character roleplaying. This award should only be disuse or been completely replaced as history
given in times in which the player makes a choice moved forward. Languages evolve, though alpha-
that is true to the established nature of the char- bets are stable as long as they remain supported
acter but does not result in a favorable outcome by a spoken tongue.
for the character. This sort of award should only Ergot is the most widely used alphabet on
be given to the types of roleplaying that contribute Ansalon during the Age of Despair and Age of
to the enjoyment of the group and enhance the Mortals; variations on Ergot letters are found in
play of the game. most regions that once belonged to the Empire of
A minotaur threatening a local town guards- Ergoth or the Solamnic Knights. Gnomes use
man into leaving his companions alone might be Ergot in their own writing, but their script is so
worth a mostly favorable roleplaying award. A small and run-together that many mistakenly
kender “borrowing” stonecutting tools from a believe it to be an entirely separate language.
local gemcutter while the party is attempting to Elven is an elegant, flowing script that pro-
parley might gain an award for an unfavorable gressed largely unchanged from the Age of
roleplaying award. A centaur declaring his disgust Dreams through the Age of Mortals. It influenced
and hatred for all draconians while the party is the initial development of human alphabets,
standing downtown in the draconian city of Teyr including Ergot and Istarian.
is an example of an extremely unfavorable role- Dwarven runes are an angular set of symbols
playing award. carved into stone or etched into metal. The char-
acters are functional and easy to both recognize
Table 6–4: Roleplaying Awards and reproduce.
Roleplaying Outcome Award Earned Magius is an ancient, spidery language in
Mostly favorable 25 XP per character level which magical research notes are often written;
Unfavorable 50 XP per character level its spoken form no longer exists except in the
Extremely unfavorable 100 XP per character level casting of spells. Characters who can read
Magius receive a +2 competence bonus on
Languages of Ansalon Spellcraft and Decipher Script checks to read
Language is an important element in a culture, arcane scrolls.
since words shape the beliefs of all who speak and Ancient Ogre is a written language com-
hear them. Ansalon has many languages and posed entirely of pictographs. It was used exten-
dialects, though Common has achieved such sively during the Age of Dreams and later fell
prominence that almost everyone except the into disuse, where it became of academic inter-
most isolated groups learn the tongue. est to scholars and historians who explore
Draconic has existed since the Age of Star- ancient ruins.
birth, when dragons first emerged as the children Istarian was widely used during the Age of
of Krynn. High Ogre and ancient Elven existed Might, but is nearly forgotten in later eras.
from the earliest days in the Age of Dreams, Kothian is a dense alphabet with symbols
while Ergothian only gained prevalence in later that progress from simplest to most complex.
years as the only significant human tongue of This script was brought into use by minotaurs
that era. and nearly died out during the Age of Might, but
was brought into full use by the minotaur nations
Common in later eras.
The “Common Tongue” has been the most- Ogre is a pictographic alphabet theoretically
spoken language in Ansalon since the Age of related to Ancient Ogre that began use in the
Might. It became widespread due to the military later Age of Dreams. It is crude and can only
empires of ancient Ergoth and Solamnia and the convey the simplest concepts.
control of Istar over much of Ansalon. More a
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Living Languages Table 6-5: Living Languages


Even with the great changes during the long his- Language Spoken in … Alphabet
tory of Krynn, the Common spoken tongue Common Almost all Ansalon Ergot
remains relatively consistent, with simply a few (trade language)
variations in words or usage. Even when charac- Abanasinian Abanasinia Ergot
ters travel through time, there is rarely much dif- Camptalk Mercenary camps Ergot
ficulty in adjusting or understanding Common. Dargoi Underwater cultures Elven
Characters may choose their language depend- Dargonesti Dargonesti elves Elven
ent upon race as detailed in the Player’s Handbook. Dimernesti Dimernesti elves Elven
If a character wishes to know a language other Dwarven Abanasinia, Dwarven runes
than his automatic and bonus languages deter- Thoradin, Thorbardin
mined by race, he must spend skill points on Elven Qualinesti, Silvanesti, Elven
Speak Language to learn it. and Southern Ergoth
Most living languages are shown on Table Ergot Northern Ergoth Ergot
6-5. Other tongues include monster languages Gnome Sancrist Ergot
(including Giant, Gnoll, Goblin, Slig, and Gullytalk Gully dwarf clans None
Thanoi), regional languages (such as Estwilde, Kalinese Blood Sea Ports Istarian
used by humans; Lemish, used by humans and Kenderspeak Goodlund, Hylo Ergot
goblins in Lemish; and Que-Nal and Wemi- Kharolian Plains of Dust, Tarsis Ergot
towuk, used by nomads on the isle of Schallsea), Khur Khur (desert nomads) Istarian
and nonverbal languages (including Hammer- Kothian Mithas, Kothas Kothian
talk, with which dwarves communicate over Nerakese Neraka Istarian
long distances by tapping messages on stone; Nordmaarian Nordmaar Istarian
and Hand Talk, a sign language used by humans Ogre Blöde, Kern Ogre
and Qualinesti elves in Abanasinia and sur- Saifhum Saifhum Ergot
rounding regions). Solamnic Solamnia, Sancrist Ergot
The following languages are also available as
described in the Player’s Handbook: Abyssal, Coinage
Aquan, Auran, Celestial, Draconic, Druidic, In the Age of Dreams and the Age of Might,
Ignan, Infernal, Sylvan, and Terran. coinage was developed that reflected the worth of
the time. Those metals thought more precious
Dead Languages made coins worth more. Copper, silver, gold and
Ancient tongues are always of interest to the platinum were the only metals used as coins.
scholar, but some are learned by adventurers who Gold became the standard monetary unit, and
wish to better pick their way through the ruins was a commonplace sight in Istar and abroad.
that dot the surface of Ansalon. Even related Barter did exist, but it was very much the excep-
languages do not mean much to contemporary tion rather than the rule.
speakers who only know a modern counterpart Following the First Cataclysm, however,
to the tongue. These languages were all used the steel piece became the standard monetary
during the earliest centuries of the Age of unit for Ansalon, replacing the gold piece. Steel
Dreams, but are considered “dead” by the begin- had become scarce and was needed for making
ning of the Age of Might. weapons and tools, and for reforging the war-
torn continent of Ansalon. Gold, because it was
Language Alphabet Notes too soft for either of these applications, became
Nestari Elven Ancient elven nearly worthless, except for ornamentation.
Kolshet Ogre Ancient ogre When purchasing items in the Player’s
Ergothian Ergot Ancient human Handbook or Dungeon Master’s Guide (or any
other non-D RAGONLANCE D&D product), con-
Some of these languages can be recognized in sider 1 D&D gold piece to be equal to 1 Krynn
written form by anyone who knows how to read steel piece.
the alphabet the language is written in, but the The following table shows the exchange rates
words are gibberish unless the character used the employed throughout Ansalon. Regional varia-
Speak Language skill to buy the ability to com- tions (DM’s option) do occur. One gold piece in
prehend the dead language or succeeds on a DC the DRAGONLANCE setting is only one-fortieth of a
25 Decipher Script check. (The difficulty of such steel piece—making it less valuable than a silver
a check can be modified at the Dungeon Master’s piece in standard D&D terms.
discretion based on the relationship between the
living and dead tongues.)

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Table 6–6: Coinage of Ansalon city guard to determine watches. These watches
Iron/ have provided the names for this system.
Coin Copper Gold Silver Bronze Steel Platinum The foundation of the Palanthan system of
Copper (cp) 1 2/5 1/5 1/50 1/100 1/500 minor time is the hour. The day is divided into
Gold (gp) 2 1/2 1 1/2 1/20 1/40 1/200 twenty-four hours. Each hour is named based
Silver (sp) 5 2 1 1/10 1/20 1/100 upon the watches that the city guard dispatches
Iron/bronze 50 20 10 1 1/2 1/10 during the day.
(ip/bp)
Steel (stl) 100 40 20 2 1 1/5 Table 6–7: Hours of the Day
Platinum (pp) 500 200 100 10 5 1 Hour Name Hour Name
0 Darkwatch 13 Seventh Watch
Barter as a method of commerce is far more 1 After Darkwatch 14 Eight Watch
common in the Age of Despair, and has moved to 2 Deepwatch 15 Ninth Watch
the forefront in the Age of Mortals. Strong gov- 3 After Deepwatch 16 Tenth Watch
ernments have not emerged to push forward 4 Early Watch 17 Eleventh Watch
either a gold or steel standard, and so goods that 5 Waking Hour 18 Twelfth Watch
can be used tend to gain more than gold or steel. 6 Morning Watch 19 Evening Watch
Steel still tends to be valued higher, and in cities 7 First Watch 20 Last Watch
and nations where a government remains in 8 Second Watch 21 Afterwatch
place, the steel system remains. 9 Third Watch 22 Late Watch
10 Fourth Watch 23 Restful Hour
The River of Time 11 Fifth Watch 24 Darkwatch
The flow of time, set by the High God and unal- 12 High Watch
terable by the gods, has gone through five ages
of Krynn. From the farmer following the sun The minutes of each hour are counted up to the
and moon to the most complicated gnome halfway (thirty minute) mark, during which the
steam-powered timeclock and calendar, the hour is considered “falling.” The second half of
people of Ansalon use the same basic units to the hour counts down from thirty and is called
measure time. “rising.” So the twelfth hour of the day, thirty-
seven minutes is called “High Watch rising, 23.”
Krynn’s Days There are seven days in a week as measured
A day on the world of Krynn lasts 24 hours, in Ansalon, with four weeks comprising a month,
divided into day and night by the rising and set- and twelve months in a year. Among different
ting of the sun. In the northern lands closer to cultures, the only variation is in the names given
the equator, there is not much difference in to the days and months.
season between the length of day and night. In
the southern regions, especially upon the Icewall The Timeline of Krynn
glacier, the days are far longer in summer and the Astinus of Palanthas, in his Iconochronos, divides
nights longer in winter. history into two parts: PC (Prae Cataclius, or
Many on Ansalon have little need for accu- “before the Cataclysm”) and AC (Alt Cataclius, or
rate time measurements. Most people are con- “after the Cataclysm”). After the Chaos War,
tent to know merely if it is day or night. Few some scholars include a new method of tracking
require more accuracy, although there are some: dates, SC (Secundus Cataclius, or “Second Cata-
mages require exact times for certain rituals, his- clysm”), though Bertrem of Palanthas continued
torians like to make exacting records, and busi- using the dating system established by Astinus.
nessmen require precise logging of some types So many records were destroyed by fire and
of transactions. water during the first Cataclysm that history from
One major system is used by the people of before the Cataclysm can sometimes be a series of
Palanthas and much of Solamnia. It is used by the error-filled conjectures, cobbled together from

Table 6–8: Days of the Week


Days Ergoth Plainsmen Solamnic Dwarven Elven Kender Goblin God-days
Sunday Gileadai Friend Day Linaras Brenzik Gateway Praise Day Guard Gilean
Monday Luindai Hunt Day Palast Mithrik Bright Eye Light Day Pain Lunitari
Tuesday Nuindai Share Day Majetag Adamachtis Night’s Eye Fire Day Fear Nuitari
Wednesday Soldai Gather Day Kirinor Aurachil Dead Eye Winds Day Rout Solinari
Thursday Manthus Barter Day Misham Cuprig Dream Dance Waters Day Strife Majere
Friday Shinarai Worship Day Bakukal Ferramis Winged Trade Ground Day Feint Shinare
Saturday Boreadai Council Day Bracha Agorin World Tree Shadow Day Flank Zivilyn

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Table 6–9: Months of the Year


Months Ergoth Plainsmen Solamnic Dwarven Elven Kender Goblin God-days
January Aelmont Ice Glaze Newkolt Dark-Crypt Winter Night Snowfun Famine Chemosh
February Rannmont Snow Deep Deepkolt Dark-Deep Winter Deep Darktime Madness Zeboim
March Mishamont Mountain Thaw Brookgreen Damp-Mood Spring Dawning Windsong Girding Mishakal
April Chislmont Earth Wakes Yurthgreen Damp-Chisel Spring Rain Raindrum Scouting Chislev
May Bran Flower Blooms Fleurgreen Dry-Anvil Spring Blossom Flowerfield Campaign Branchala
June Corij Home Earth Holmswelth Dry-Axe Summer Home Homefriends Siege Kiri-Jolith
July Argon Raging Fire Fierswelt Dry-Heat Summer Run Wandertime Flame Sargonnas
August Sirrimont Dying Ember Paleswelt Dry-Forge Summer End Summerlaze Sack Sirrion
September Reorxmont Harvest Home Reapember Cold-Hammer Autumn Harvest Harvestfete Loot Reorx
October Hiddumont Leaf Gild Gildember Cold-Steel Autumn Twilight Leafplay Betrayal Hiddukel
November H’rarmont Dark Cold Darkember Cold-Rust Autumn Dark Bleakcold Pestilence Morgion
December Phoenix Frost Eve Frostkolt Cold-Lode Winter Come Blessings Reward Habbakuk

various sources. There has also been a serious siblings of incredible power, one of light and one
debate among scholars about the dates attributed of darkness. The king and queen of wyrms, Pala-
to certain historical milestones, but given that dine, the Platinum Dragon, and Takhisis, the
many cultures use their own system of dating, it is Dragon of All Colors and of None, agree to help
easy to find oneself lost in cultural rhetoric and the High God in creation.
personal bias. Gilean Is Drawn Forth: Out of chaos, out of
With the disappearance of the books con- time, the High God summons a third deity:
stituting Astinus’s Iconochronos in the Great Gilean, the greatest of sages. Of the three gods
Library of Palanthas following the Chaos War, who answer the High God’s summons, only
more confusion ensued regarding the actual Gilean is deemed worthy of bearing the Tobril.
dates for historical events. It was only Bertrem Gilean accepts the Tobril, swearing to serve the
the Aesthetic’s dedication to Astinus’s ideals balance between Good and Evil for all time.
that allowed the Aesthetics to continue their The High God departs, allowing the three deities
work unabated. to begin creation.
There are many discrepancies, real and per- Reorx and the Companion Gods Come:
ceived, in the writings found in the Great Library The three gods summon helpers. Paladine sum-
of the Ages. Some writings and beliefs are directly mons his companion, Mishakal, goddess of
contradicted by Astinus’s recounting of history; Healing, Majere, deity of Introspection, and
most historians hold true to the belief that his is Branchala, god of Song. Mishakal bears two
the most accurate accounting of events. children to Paladine, the twin deities Kiri-Jolith,
the war deity of Good, and Habbakuk, the
Age of Starbirth Fisher King.
The Age of Starbirth is the dawning of the world, Takhisis summons her own consort, Sargon-
the age when the deities arrived and began creat- nas, the god of Vengeance, as well as Morgion,
ing the world and the races that populate it. the deity of Disease, and Hiddukel, the god of
Sometimes referred to as the Age of Dreams, Greed. Takhisis also summons Chemosh, the
the Age of Starbirth spans an uncertain number Lord of the Undead, whom she had saved from
of years. Information about this age has mostly destruction in the Void of Chaos. Takhisis bears
come from the ballads and folk songs of peoples Sargonnas a daughter, Zeboim, the Sea Queen.
during the following Age of Light. Many of Gilean summons Reorx, the Crafter, and two
these ballads are compiled on the Lifescroll of sets of companions: Sirrion of the Flame and
Song, penned by the great Silvanesti bard, Que- Shinare, the goddess of Wealth, along with
valin Soth. A copy of the Lifescroll was pre- Chislev, the goddess of Nature, and Zivilyn, the
sented to Astinus of Palanthas near the end of deity of Wisdom. Together, the gods begin to
the Age of Light and added to the Great Library create the world.
of Ages. Krynn Is Made: Reorx shapes a great globe,
The High God Awakens: Into the chaos of separating the land from sea, light from dark,
creation, there comes thought and being—the heaven from earth. The other deities bless Krynn
High God, who draws the plans for a new realm with plants, beasts, seasons, and weather. Each
and writes them in the Tobril, a book that contains god works separately from one another, yet
all truth. together craft a world of true beauty.
The Gods Are Called: Into the Beyond, the Dragons Are Made: Paladine and Takhisis
High God calls for those who can aid him in guide Reorx, creating five rulers for the world.
creating his new realm. Two beings answer: two Drawn from the raw elements, encased in frames
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of metal, these are the first dragons. Takhisis, Solinari the Light is born. Takhisis and Sargon-
craving to be the absolute power of Krynn, nas birth Nuitari, the Dark. From Gilean’s mind
secretly corrupts these five dragons, tarnishing springs Lunitari the Red. The three deities are
their metals and creating five chromatic dragons represented by three moons that are set to orbit
in her own image. around the world, standing between the realms of
Good Dragons Are Made: Mourning the heaven and earth.
corruption and loss of his children, Paladine Birth of the Graygem: Through the cun-
entreats Reorx to craft monuments to the lost ning of Hiddukel, Reorx is tricked into crafting a
dragons, forged from precious and beautiful gemstone to help anchor neutrality in the world.
metals. Heartsick, Paladine breathes life into these Secretly, Reorx decides to try and capture a
monuments, trying to replace the children that fragment of Chaos within the gem, hoping that
were stolen from him. it will give the gem enough power to preserve
All-Dragons War: Gods, dragons, beasts of the balance. Unfortunately, Reorx trapped more
the world, even darkness and light themselves than just a fragment of Chaos, he captured the
war over Takhisis’s treachery. Chaos swirls, deity entirely. The Graygem becomes imbued
threatening to destroy the world the deities had with a dim sentience and a driving need to
worked so hard to create. Seeing the harm they create change and chaos wherever it may. Reorx
have caused, the gods withdraw into the Beyond, placed the Graygem within the moon, Lunitari,
creating the Dome of the Heavens, the Hidden hiding it from the other gods and hoping that it
Vale, and the Abyss, where they can live and love would perform as desired from the safe distance
without interfering with one another. involved. Reorx kept the fact that he had
Stars Claimed: In the silence following the trapped Chaos from the other deities. Seeing the
All-Dragons War, there comes a strange, crys- potential the Graygem possesses, Lunitari and
talline song. Following the source of the beauti- her brothers, Solinari and Nuitari, conspire to
ful music, the gods discover that the stars, sparks use the Graygem to bring magic into the world,
created from Reorx’s forge when he created the agreeing to bestow their own gift unto mortals—
world, are alive. These stars are seen to possess the gift of magic.
incredible potential.
All-Saints War: Once more, war erupts Age of Dreams
across the heavens. Creation is once more threat- The Age of Dreams is divided into three distinct
ened as the deities war over the future of the star periods: the Foundation, the Time of Light, and
spirits. The gods of Light wish to nurture and lead the Time of Knights. During the Foundation
the star spirits. The deities of Darkness seek to (approximately 9000–5000 PC), the first races
bind and control them. The gods of Balance seek choose their homes and begin building nations.
only to set the spirits free. The Time of Light (approximately 5000 PC–-
The Balance Restored: Hearing the Battle, 2000 PC) marks the rise of nations that exist for
the High God returns from the Beyond. Wrath- millennia, from the establishment of the elven
ful at the fighting, the High God puts a stop to it, and dwarven nations, to the rise of the Ergoth-
proclaiming that each family of the deities could ian empire.
offer the spirits one gift and then must let them
be. The gods of Light give the spirits physical The Foundation: 9000 PC–5000 PC
bodies to master the world and enjoy life’s 9000–8500 P C—People Choose Homes:
pleasures. The deities of Darkness curse the star Ogres, the first to awaken, claim the mountains.
spirits with weakness, want, and mortality, that The elves withdraw to the forests, seeking har-
they might turn to Evil to break those inflicted mony in the embrace of nature. To the humans
bonds. The gods of Balance give the star spirits fall the plains, where they grow as savage as the
free will, that they will be able to choose their elements they are exposed to.
own destinies. 8500–5000 PC—Birth of Civilization: Ogres
Time of Birth: And so, the first races are enslave humans to build their mighty nation of
born to the world: graceful elves, beloved chil- cold stone, establishing order. From the safety of
dren of good; stony ogres, powerful, beautiful, their forests, elves warily watch the rise of the
and cruel; and humans, granted short life-spans Ogre Nation and work to protect themselves
but filled with the need to exceed their limita- against any future incursions from the ogres.
tions. Each race is created with an equal capacity 8700 PC—Favored of Reorx: Reorx walks
to love and hate, build and destroy. The deities among the humans, gathering to his side those
allow their chosen children to walk the earth. who are filled with the spirit of creation. He
The Last Gods: To seal their agreement to brings them to a northern land to aid him in his
nevermore make war upon Krynn, each family of tasks while imparting to them knowledge of
gods creates a child. To Paladine and Mishakal, his crafts.
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6320–5980 P C—Heresy of Igrane: The to create their own civilizations. This marks the
ogre Igrane fails to slay a slave who disobeyed end of the Foundation Era and the beginning of
orders and saved the life of Igrane’s daughter. the Time of Light.
Igrane learns compassion, and his slaves reward
him for it with their loyalty. Unfortunately, The Time of Light: 5000 PC–2000 PC
when other ogres learn of Igrane’s compassion, 5000 PC—Birth of Gnomes: Distressed at the
they declare him and his people traitors, forcing pride and haughtiness of his chosen, Reorx curses
Igrane and his followers to flee for their lives.
The irda, as Igrane and his people rename them- Aesthetic
selves, find haven on a distant island, where
they live in peace.
6000–5000 P C—Decline of Ogres: As
ogres continue to embrace cruelty, they
begin falling prey to their own deca-
dence. More and more ogre children
are born without the beauty or
power of their ancestors, as
ogres begin to outwardly
reflect their inner ugli-
ness. Human slaves rise
in revolution, over-
throwing the tyran-
ny of their masters.
As many ogres are
slain, their cities
are razed, and
the ogre civiliza-
tion falls.
5000 PC—
Elves Ascen-
dant: With the
fall of the Ogre
Nation and the re-
turn to barbarity of
humans, the elves seek

Astinus of Palanthas, the like. After Astinus’s disappearance follow-


 the Lorekeepers, and the Herald  ing the Chaos War, Bertrem of Palanthas, the
The question of just who Astinus of Palanthas head of the Aesthetics, took over the duties of
really is a hotly debated topic for centuries. He running the Great Library of the Ages, a some-
has been present since before the dawn of times thankless task as time has revealed all
recorded history and it is said that he shall be too clearly.
the last to leave the world when history ends. An oddity that occurred not long after Asti-
Some claim that he is a son of Gilean, the great- nus’s disappearance is the arrival of the wander-
est sage and the deity of knowledge. Others ing bard known simply as the Herald. Though
believe Astinus to be Gilean himself, or a mortal he claims to have no memory of his own past, or
incarnation of the god. Astinus refuses to remark knowledge of his true identity, it is said that he
upon his identity, considering it unimportant in has the ability to recall all the stories of Krynn’s
the scheme of history. past—whether the stories were true or not. For
Astinus is aided in his sacred duties as the many years, it was believed that the Herald was
chronicler of Ansalon’s history by an order of in fact Astinus, who had somehow lost his sense
scholastic monks, the Aesthetics, who are ded- of self. Others believe the Herald to be from
icated to preserving the truth of events, chron- Solace, an individual known as Master Lor who
icling history as it unfolds, and ensuring that had been touched by Paladine as a child. Regard-
future generations receive an accurate image less, the Herald seems to always appear where
of the past. While Astinus chronicles the great he is needed, with a story at his lips that some-
historical events, the Aesthetics fill in the miss- how relates to events about to unfold. Some-
ing pieces, writing treatises on racial practices, times these stories are a warning, at other times
recording minutiae of political documents, and these stories are a clue.
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them, changing them into a short folk who burn continue to use the term kal-thax to refer any
with the need to create, yet can never be satisfied ruins found in limestone caves.
with their creations—the gnomes. 3012 PC—Arrival of Minotaurs: The first
4350 PC—Graygem Released: A gnome is minotaurs appear on Ansalon, landing upon the
tricked by Hiddukel into stealing the Graygem northeastern shores. They build Mithandrus,
from Lunitari. When the gnome loses his grip on Land of the Bulls. Not soon after, the minotaurs
the gem, the Graygem falls onto Krynn, bringing are enslaved by the dwarves of Kal-Thax as the
wild magic to the world. The Graygem begins two nations expand into one another.
crisscrossing Krynn, apparently without pattern. 2800 PC—Thorin Delved: A dispute in Kal-
Everywhere the Graygem travels, it brings with Thax causes a group of dwarves to leave the city,
it incredible changes. Flora, fauna, animals, even founding a second dwarven nation in the Khal-
some mortals are transformed by the Graygem’s kist Mountains. This nation is named Thorin.
chaotic energies. Strangely, Kal-Thax is sealed at the same time,
4100 PC—Hunt for the Graygem Begins: causing rumors to arise of dark horror occurring
Seeing the havoc wreaked by the Graygem, in the land. None are allowed entry back into
Reorx calls together his gnomes, sending them Kal-Thax.
upon a quest to retrieve the Graygem. 2799 PC—Minotaurs Rebuild Their King-
4000 PC—Rise of House Silvanos: The elf dom: Escaping the slavery of the dwarves,
Silvanos convenes the first Sinthal-Elish, the elven minotaurs return to their kingdom, renaming it
high council. Families unify, swearing allegiance in honor of the one who led them in rebellion:
to Silvanos, and decide to leave the ancestral Ambeoutin.
home of the elves to build their own nation. 2750 PC—Balifor Founded: Balif, a kender
3951 P C—Graygem of Gargath: A ruler hero and close friend of the elven king Silvanos,
named Gargath is given the ability by the gods leaves Silvanost, traveling across the bay to
of Balance to capture the Graygem, binding it establish a city for his own people. The city is
between two god-gems. The gnomes demand the named Balif in honor of its founder, who dies
return of “their” Graygem; when Gargath refuses, shortly thereafter.
the gnomes lay siege upon Gargath’s keep. The 2735 PC—Minotaur Kingdom Divided: The
gnomes eventually succeed in breaching the keep, twin sons of Ambeoutin, the minotaur king, face
but when they attempted to seize the Graygem, each other in ritual combat to determine the heir
a bright gray light fills the area. When the light to the throne. When the battle is declared a draw,
fades, those gnomes who had been curious about the minotaur kingdom is divided into two realms,
the gem are transformed into kender, while those one for each son—Mithas and Kothas.
who lusted after the gem are transformed into 2710 PC—Dragon Stones Discovered: The
dwarves. The Graygem continues on its erratic dwarves find the five magical dragon stones that
course across Ansalon. the elves had buried deep in the Khalkist Moun-
3900–3550 P C—First Dragon War: The tains after the First Dragon War. Their experience
forest selected by the elven king Silvanos and his with the Graygem fills them with loathing for
followers is the home of the children of the first magic, so they return the stones to the surface, not
chromatic dragons. The dragons and elves fight realizing what they are unleashing.
fiercely—the dragons to defend their home, the 2692–2645 P C—Second Dragon War:
elves to claim a new land. Secretly, the deities of Their spirits released, the five first dragons
magic give the elves five stones, which are used regain their physical forms and strike at the
to capture the spirits of the first dragons and grant elven nation of Silvanesti with armies of lizard
the elves victory. The dragon stones are buried people. Three mages order the ground to swal-
deep in the Khalkist Mountains. When the other low the dragons. Though the beasts fall, thou-
gods discover the actions of the deities of magic, sands die as a result of magic running wild and
the latter are punished for their interference. The causing catastrophes across the continent. In
gods of magic quietly accept their punishment, desperation, the three mages call upon the
their plans still in motion. deities of magic, who had been waiting for such
3434 PC—Creation of the Sea Elves: The an occurrence. Knowing that magic would con-
Graygem wanders along the coastline of southern tinue to run wild unless people are taught how
Ansalon, transforming two houses of Silvanesti to properly wield it, the gods of magic sweep the
elves into sea elves. The Dargonesti and Dimer- three mages and their tower into the Beyond,
nesti are born. where the deities teach the mages the ways of
3152–2900 PC—Kal-Thax Built: To escape high sorcery.
the Graygem’s chaos, dwarves become miners, 2645–2550 PC—Magic Defends Itself: The
building their first kingdom, Kal-Thax. While its lost mages create laws to govern three Orders
location will eventually become lost, dwarves of High Sorcery, guiding others to build bastions
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of magic where these laws could be taught—the across Ergoth set sail, looking for the Dragon
Towers of High Sorcery. Isles. A strange storm causes their ship, the Bright
Thorin Closed: Ashamed at causing the Horizon, to crash in a cove in Northern Ansalon.
Second Dragon War, dwarves withdraw into This cove serves as a refuge for pirates, who strike
Thorin. a deal with the shipwrecked inhabitants to build a
2600 PC—Rise of Ergoth: Ackal Ergot unites town where pirates, smugglers, and the like can
the Khalkist barbarians to build kingdoms. They find a safe port.
found the nation of Ergoth with booty gained 2073 PC—Swordsheath Scroll: Kith-Kanan
from pillaging. negotiates a peace treaty, called the Swordsheath
Hylo Founded: The second kender nation is Scroll, between the elves, dwarves, and Ergothi-
founded when a kender clan is trapped in the first ans. An enchanted forest between the lands of the
floating citadel, which crashes against the Sen- dwarves and the humans is given to the western
tinel Mountains. The kender name their kingdom elves. This forest is named Qualinesti. Ergoth
“High” (for the citadel when it flew) “Low” (for stops mining the Kharolis Mountains and dwarves
when the citadel crashed). The name has since relax trade restrictions.
been shortened to Hylo. 2072 PC—Hammer of Honor Forged: Thor-
2500–2200 P C—Ergoth Dominant: The bardin dwarves forge a replica of the hammer of
human empire of Ergoth has grown to stretch Reorx, presenting it to Ergoth as a peace offering.
from the southern Kharolis Mountains to the Annual passage of the hammer among nations
northern shores. Skirmishes with dwarves end reinforces the terms of the Swordsheath Scroll
in an uneasy truce. Ergoth annexes Hylo and peace treaty.
expands to Silvanesti borders. Trade begins with 2050–2030 PC—The Great March: Western
the elves, some of whom marry humans. elves migrate to the new homeland of Qualinesti.
2515 PC—Death of Silvanos: Silvanos, founder
of the elven kingdom of Silvanesti, dies and is Time of Knights: 2000–960 PC
buried in a crystal tomb. His son, Sithel, takes 2000–1900 PC—Pax Tharkas: The human
command and orders the construction of a tower, empire of Ergoth and surrounding nations pros-
the Palace of Quinari, in memory of his father. per. Kith-Kanan convinces men, dwarves, and
2308 PC—Sithas and Kith-Kanan Born: The elves to join to erect the fortress of Pax Tharkas, a
elven king Sithel has twin sons: Sithas (the elder monument to peace.
of the two) and Kith-Kanan. 2009 PC—Thoradin Is Lost: The dwarven
2192–2140 PC—Kinslayer War: The elven population of Thoradin vanishes inexplicably.
king Sithel is mysteriously killed, apparently by 1900–1750 PC—Rebellions in the East: The
humans hunting on Silvanesti’s western border. end of the Quevalin line, which had ruled the
His son Sithas declares war on the human empire human empire of Ergoth for generations, sees a
of Ergoth. Elves try to drive humans from their succession of brutal kings seeking to exploit
borders, while humans resist fiercely. Half-elves Ergoth. The east revolts in vain.
take sides, brother fighting sister. Kith-Kanan 1812 P C—Solamnus Commands Guard:
leads the elven effort, eventually helping to nego- Vinas Solamnus, the future founder of the Knights
tiate a truce. of Solamnia, rises to Praetor (general of the impe-
2150–2000 PC—Thorbardin Delved: The rial armies) in Ergoth.
Hylar dwarves migrate from their home of Thorin 1801 PC—Great Uprising: Solamnus marches
to the southern Kharolis Mountains, to delve new east with a huge army to crush a rebellion in
a home near what was thought to be the site of Vingaard.
Kal-Thax. This new site is named Thorbardin. 1800 PC—The Year of Waiting: Solamnus
Thorin, in decline after its isolation and a failed reviews the rebels’ cause, becoming sympathetic.
human invasion, is henceforth known as Tho- He and most of his army join the rebel forces.
radin, meaning “Lost Hope” or “Lost Home.” 1799–1791 PC—Rose Rebellion and Fall of
2140–2100 PC—Silvanesti Sunders: Western Ergoth: Eastern provinces of the human
elves, ashamed of the bloodshed between elves empire of Ergoth rally to Solamnus, who trains
and humans, sue for social change and declare an army and turns back imperial forces. He
their independence, led by Kith-Kanan. Sithas marches to Daltigoth in 1791 PC, outmaneuver-
grants land to Kith-Kanan and his followers. ing Ergoth’s forces and laying siege. The em-
2128–2073 PC—War of the Mountain: Dis- peror grants the states independence. Solamnus
putes between the new dwarven city of Thor- honors the Swordsheath Scroll with the dwarves
bardin and the human empire of Ergoth over bor- and the elves.
ders and mineral rights result in skirmishes. 1775 PC—Knights of Solamnia: After his
2085 PC—Bright Horizon Founded: Humans Quest for Honor, ruler Vinas Solamnus founds an
seeking to escape the War of the Mountain raging order of knights to fight for Good. The Crown,
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Sword, and Rose Knights become the guardians Age of Might


of Ansalon. The Age of Might covers the period immediately
1773 PC—Establishment of Palanthas: Vinas following the end of the Third Dragon War
Solamnus turns to the city of Bright Horizon, through the Cataclysm, a period of about one
long a lawless haven for pirates, mercenaries, and thousand years. Some call this era the Age of
thieves. In the name of Paladine, Solamnus leads a Istar, for Istar was truly the key to the events that
group of knights, dwarves, and elves to Bright occurred during this period.
Horizon, bringing law to the lawless. Bright Hori- 1000–800 PC—Istar Dominant: Istarian trade
zon is renamed Palanthas. standards spread throughout the world.
1772 PC—High Clerist’s Tower: In a strategic Resurgence of Thoradin: Dwarves reopen
pass leading to Palanthas, Vinas Solamnus com- Thoradin, driving out occupying ogres. Istar’s
missions the construction of the High Clerist’s proximity makes Thoradin a major supply center.
Tower. Palanthas is redesigned and rebuilt by Kender Treaty: Hylo allies with Solamnia.
dwarven architects. The Great Library of the 980 PC—Thorbardin Opens Kayolin: Solam-
Ages appears overnight and Astinus, a long-lived nia grants Thorbardin mining rights in the Garnet
sage who later comes to be thought of as an Mountains as a reward for dwarven aid during the
avatar of Gilean, first appears. Third Dragon War. The dwarves delve the city of
1750–1300 PC—Birth of Nations: The human Garnet and found a kingdom, Kayolin.
nations of Sancrist, Solamnia, and Istar arise. 967 PC—Tree of Life Built: Dwarves begin
Solamnia prospers, Ergoth declines, and the Sil- work on the city of Zakhalax, also called the Tree
vanesti elves retire from the world, retreating into of Life, in Thorbardin.
their forest. 948 P C—Hill Dwarves Rise: Thorbardin
1480 PC—Istar Grows as Trade Center: Istar founds Hillow, an outlying hill dwarf kingdom.
grows into a nexus for world trade, as Solamnia Elves Isolate Themselves: More and more,
grows into a unrivaled military power. the Silvanesti and Qualinesti elves confine them-
1399–1010 PC—Dark Queen Plots: Once selves to their respective kingdoms.
more, the Dark Queen plots. She seeds the earth 910–825 PC—Ogre Wars: Exiled ogres unite
with dragon eggs, which she had carefully nur- to flush the dwarves from Thoradin. The dwarves
tured in the Abyss. When the time is right, the call upon Solamnic aid to drive the ogres away.
eggs will hatch, allowing evil dragons to return to 850–727 PC—Trade Wars: Istar’s strict trade
the world in vast numbers. standards rile the kender of Balifor, who mount
1060–1018 P C—Third Dragon War: The an aggressive trade war. After years of military
dragons unleash their fury, eventually turning and legal action (much of which proves useless
toward Solamnia. The Orders of High Sorcery against the wily and riled kender), Istar is defeated
call a conclave, gathering at the Tower of Palan- and signs the “kender tax,” exempting the kender
thas to create the five dragon orbs to defend the from the standards. An important lesson is
Towers of High Sorcery. The orbs are taken to learned: “kender and taxes do not mix.”
different key locations across Ansalon, with the 673–630 PC—Istar and Silvanesti Clash: Istar
one from the Tower of High Sorcery in Palanthas expansion threatens Silvanesti naval merchants.
being placed at the center of the High Clerist’s Sea skirmishes lead to a blockade of Istar, which
Tower. Dwarven architects modify the tower, signs the Swordsheath Scroll.
making it a death trap that will utilize the dragon 530–522 PC—Ogre Skirmishes: Ogres from
orb as a key component. the Khalkist Mountains threaten trade routes. Tho-
Huma Dragonbane: A young Solamnic, radin, Istar, and the Knights of Solamnia drive
Huma Dragonbane, falls in love with the elf them back. Thoradin signs the Swordsheath Scroll.
Gwynneth, who is really a silver dragon named 490–476 PC—Raiders: Solamnia becomes
Heart. Paladine gives them a choice: they can more dependent on Istarian trade, currency, and
live together as mortals, apart from the world, or ideals. Barbarians in the Estwilde, resenting Istar-
they can help save the world from Takhisis. ian trade routes through their lands, raid cara-
Their decision made, Paladine guides them to vans. Istar convinces Solamnia to attack the bar-
forging the first dragonlances with the aid of a barians and to re-sign the Swordsheath Scroll.
dwarven smith wielding the Hammer of Honor 460 PC—Peace in the Land: Istar, the center
and bearing a silver arm blessed by Paladine. of commerce, tax, and art, has become the domi-
Their victories rally the good metallic dragons nant power in Ansalon.
to their cause. At last, Takhisis herself falls to 280 PC—World Righteousness: Claiming to
Huma’s lance and agrees to depart Ansalon with be the moral center of the world, Istar installs a
her dragons. Unfortunately, Huma and Heart die Kingpriest. Solamnia approves the effort to pro-
as she leaves, having sacrificed themselves to mote Good. The elven kingdom of Silvanesti
ensure victory. grows antagonistic toward Istar.
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Signs of Doom: Portents of the eventual 1 PC—Thirteen Signs: The Kingpriest tries
downfall of Istar begin appearing across the to elevate himself to godhood, above even the
land, but they are ignored by most, including other gods. Wrathful, the deities send thirteen
the Kingpriest. signs to warn the doomed people.
260–212 PC—Temple of the Kingpriest: The The Night of Doom and Disappearance
finest artisans in the world gather to build a of the Gods: Thirteen days prior to the Cata-
temple to the glory of Istar. clysm, thousands of clerics disappear. Only cler-
250–100 PC—Corruption of Justice: Istar ics of pure faith are taken; those who had not
represses the independence of anyone who dis- remained true to the deities remain. Although
agrees with the Kingpriest’s policies and edicts. clerics of all alignments disappear, many of
The elves, disgusted at human arrogance, with- those who followed the gods of Balance and
draw into their forests. gods of Darkness had already been killed by
118 PC—Manifest Virtue: The Kingpriest agents of the Kingpriest.
declares Evil is an affront to both gods and mor- With the loss of clerical magic, many come
tals. Those guilty of offenses on his list of evil acts to believe that the deities themselves have aban-
face execution or the gladiatorial arena. Priests doned Krynn.
of Istar begin losing clerical magic, becoming Lord Soth’s Geas: Lord Soth, a Knight of the
instead the Kingpriest’s enforcers and inquisitors. Rose, is given a chance by the gods to redeem
94 PC—Extermination of Evil Races: The himself for crimes he committed. He is turned
Kingpriest adds a clause to the Proclamation of from his path, however, by the blandishments of
Manifest Virtue, stating that certain races are evil servants of the Dark Queen, and he fails his
and must be either “brought to the Light” (sold quest. The Cataclysm strikes and Soth is cursed
into slavery) or exterminated. Hunters work to to become a death knight.
eliminate these creatures, earning high bounties. 0 PC—The Cataclysm: On the thirteenth day
The minotaur kingdoms are conquered and the of Yule, the third day of the new year, the sky
minotaurs forced into slavery, as they had been burns, and a fiery mountain is launched from the
nearly 3,000 years before. heavens at Istar. The impact drags the city of Istar
80–20 PC—Dominance of Istar Clergy: Istar to the depths of the newly formed Blood Sea and
is now the center of religion. All aspects of life fragments the rest of the nation. Ergoth is torn
require the approval of the priesthood. The from the mainland to form two great islands.
status of Istar’s clergy rises; wizards are hunted Waters pour into central Ansalon, forming the
as ungodly. Most priests have lost all magical abil- New Sea and shrinking the plains. To the south,
ities, blaming the deities for their loss. lands rise and waters recede. The port city of
41 PC—Turning Point: The Kingpriest begins Tarsis, unscathed, now lies far from the sea. The
plotting his own passage to godhood. waters envelope most of Balifor; what remains is
19 PC—Siege on Sorcery: Afraid and jealous a desert waste, which the kender abandon. Tho-
of a magic he cannot understand, the Kingpriest radin becomes Zhakar.
urges the people of Krynn to lay siege to the
Towers of High Sorcery. Two towers are nearly Age of Despair
overwhelmed. Rather than lose their towers to The Age of Despair—the age following the
ignorant masses, the Wizards of High Sorcery Cataclysm—is broken into two distinct periods:
destroy two of the towers (the Towers of Good- the Time of Darkness (lasting from 1 AC through
lund and Daltigoth), unleashing a terrifying back- 331 AC) and the Time of Dragons (lasting from
lash of magical power. Fearful of the rampant 332 AC through 383 AC). The division between
magic that might arise if all five towers are the two periods comes when the Dark Queen
destroyed, the Kingpriest grants the mages exile gathers her dragons together and names the first
to the Tower of Wayreth (the most isolated of the Dragon Highlords.
remaining towers) if they leave the remaining
towers intact (the Towers of Palanthas and Istar). Time of Darkness: 1–331 AC
The Orders of High Sorcery reluctantly agree. 1–300 AC—Shadow Years: The dark ages.
The Kingpriest moves into the Tower of Istar, Knights of Solamnia are persecuted. The Seeker
claiming it as his own. The Tower of Palanthas movement begins.
is cursed by the Black Robe wizard, Rannoch, to 3–140 AC—Dark Queen Finds Istar: Takhisis
remain closed until opened by the Master of locates the Temple of Istar, the central temple of
Past and Present. the pre-Cataclysm nation, in the ruins of the city
6 P C—Edict of Thought Control: The at the bottom of the Blood Sea. She brings it into
Kingpriest asserts that evil thoughts equate to the Abyss, intending to use it as a tool in her
evil deeds. Priests use renegade mages to read eventual return to power.
people’s minds.
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39 AC—The Dwarfgate War: Humans and 341 AC—The Dragonarmies’ Offer: An


hill dwarves demand entry into Thorbardin and alliance is offered to the ogre nations of Kern
access to its food stores. Fistandantilus, a power- and Blöde, as well as the human kingdom of
ful evil wizard, casts spells to destroy both armies Khur and the Pirate Isles. All accept rather than
and the fortress of Zhaman, now called Skullcap. be destroyed.
The Hammer of Kharas: The Hammer of 342 AC—Draconians Created: Priests of
Honor is taken from Thorbardin by a dwarf Takhisis and Black Robe mages corrupt the
named Kharas, a hero of the Dwarfgate War. A captured eggs of good dragons to create the
prophecy speaks of a righteous leader who will dragonmen. First come baaz and kapak, then
one day reclaim the Hammer and unite the dwar- bozak, sivak, and aurak. These draconians, as
ven thanes. The Hammer of Honor becomes they are called, are assigned to different wings
known as the hammer of Kharas. of the dragonarmies, while others are sent out
141 AC—The Stone Is Planted: Takhisis to seek the Greenstone Man (as Berem, who
takes the sacred Foundation Stone of the Temple took the gem from the Foundation Stone, has
of Istar to the wilderness near Neraka, where she come to be known).
will use it as a gate to and from the Abyss. 343–347 AC—Evil Gathers Its Forces:
142–152 AC—Dragons Awaken: For ten Armies of cutthroats, ogres, goblins, and hob-
years, the Dark Queen wanders the lands in dis- goblins are trained to serve in the Dark Queen’s
guise, awakening the evil dragons and preparing armies. Violence among the allies weeds out the
them for her work. She returns to Neraka, then to weak, leaving only the strongest, and most
the Abyss, to gather her forces. vicious, recruits.
157 AC—Berem Finds the Stone: The Foun- 346 AC—The Companions’ Journeys. A
dation Stone of the Temple of Istar is found by a group of adventurers known as the Companions
traveler named Berem. He pries one of several of the Inn of the Last Home decide to under-
jewels from it. The green jewel becomes embed- take separate quests, searching for signs of the
ded in his chest, granting him immortality. lost deities.
210 AC: The Gate Is Barred: Because the 348 AC—War of the Lance Begins: In the
Foundation Stone of the Temple of Istar is miss- spring, the dragonarmies invade Nordmaar and
ing the gem taken by Berem, Takhisis can no Balifor from Sanction. The elven kingdom of Sil-
longer use it as a gate. vanesti brokers a deal to escape invasion.
287 AC—Egg Theft: The chromatic dragons 349 AC—Silvanesti Betrayed: Dragonarmies
steal the eggs of the good dragons, hiding them attack the forest nation of Silvanesti; the elves flee
within the mountains known as the Lords of to the island of Southern Ergoth. The elven
Doom. Speaker of the Stars, Lorac Caladon, attempts to
296 AC—The Dragons’ Oath: Takhisis uses a dragon orb he had saved from destruction in
awakens the metallic dragons, threatening to Istar to stop the invasion. Lorac proves unable to
crush their eggs unless they stay out of the control the dragon orb, allowing an evil dragon to
upcoming war. When the good dragons swear seize control of the hapless elven king. Lorac’s
noninvolvement, Takhisis promises to return nightmares are projected by the dragon orb, twist-
their eggs once the war has concluded. ing the Silvanesti forest into a nightmare realm.
300–320 AC—Agents of Evil: Minions of The dragonarmy abandons its conquest, as the
Takhisis search unsuccessfully for Berem. The forest is now worthless and corrupt.
Dark Queen needs Berem to complete the Foun- 350 AC—Evil Rearms Itself: The dragon-
dation Stone, which will enable her to once more armies are strengthened by captured nations.
walk the face of Krynn. Takhisis controls all eastern Ansalon, except for the
island of Saifhum. The minotaurs of Mithas and
Time of Dragons: 332 AC–383 AC Kothas harry the retreating Silvanesti refugees.
332–340 AC—Dragons Gather/Dragon 351 AC—Evil Turns West: Once more, in
Highlords Named: At the directions of the Dark the spring, the dragonarmies begin skirmishes
Queen, the evil dragons ally with ogres and wicked along the eastern border of Solamnia. The Blue
men, who become the dragons’ commanders. Dragonarmy strikes across Dargaard Moun-
These Highlords prove as willing to torture their tains, aided by goblins. The Knights of Solam-
own forces as they are those they conquer. nia, in recent disarray, cannot repel the attack.
337 AC—Neraka Corrupts Its Neighbors. The Blue Dragonarmy occupies Kalaman, Hinter-
Evil from the Foundation Stone draws evil crea- lund, and Nightlund, which allows them to con-
tures from nearby realms. The city of Sanction, tinue pressing the borders of the Plains of Solam-
not far from Neraka, becomes the base of opera- nia and Gaardlund.
tions, while the evil folk of Estwilde serve as Betrayal allows the dragonarmies to enter
reserve forces. Solamnia from the south, but the dwarves of
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Kayolin prove a stout bulwark against the In spring, the Blue Dragonarmy besieges
advancing dragonarmies. By autumn, the knights the High Clerist’s Tower near Palanthas. Lau-
respond and Solamnia becomes entrenched. rana is named the Golden General, a token
The Red Dragonarmy leads an amphibious position meant to honor her for her part in
flanking assault along the New Sea and across recovering and reconstructing the dragonlances,
the Plains of Abanasinia. The barbarians fall to and aids the defense of the tower. The Blue
their advance. Dragonarmy seems too powerful to be defeated
The Qualinesti elves flee to join their cousins when the kender hero, Tasslehoff Burrfoot, dis-
on the island of Southern Ergoth, after delaying covers another dragon orb within the tower. Lau-
the foe’s advances. The dragonarmies march rana uses the dragon orb and reveals the deadly
against Thorbar- secret of the tower—that it had been modified to
din, laying siege serve as a death trap against attacking drag-
to its northern Verminaard ons. Unfortunately, Sturm Brightblade,
gate. A wing of a Hero of the Lance, dies
the Blue Dragon- in battle against the
army strikes south, Dragon Highlord of
around the New the Blue Dragon-
Sea to Tarsis and army, but the tide
the Plains of Dust, of the war begins
then marches toward to turn.
Kharolis to cut off dwar- A special force
ven retreat. of knights, aided
By year’s end, much by the elven prince
of Ansalon has fallen. Gilthanas, the silver
However, the Compan- dragon D’Argent,
ions from the Inn of the and the copper drag-
Last Home have re- on Cymbol, success-
united in Solace. By fully infiltrate the
chance or Fate, they city of Sanction, dis-
meet a barbarian couple, covering the secret
Riverwind and Gold- keeping the good
moon, who possess the dragons out of the
blue crystal staff—proof war. When it is re-
that the deities of Good vealed that many of
have returned. When the good dragon eggs
Lord Verminaard’s Red were being used to
Dragonarmy overruns create draconians,
their homeland, these the metallic dragons
Companions, along with are freed from their
Laurana and Gilthanas, elven oaths and swiftly enter
children of the Qualinesti the war.
Speaker of the Sun, rescue In the summer, the
their people from imprison- armies of the White-
ment in Pax Tharkas, killing Lord stone Council begin strik-
Verminaard, and fleeing south to ing back at the dragonarmies. They quickly
escape the dragonarmies. reclaim much of Solamnia. The dragonarmies
352 AC—The Whitestone Council: Repre- counter by unleashing their reserve forces, includ-
sentatives of the remaining free nations gather on ing five flying fortresses, but their conquests are
Sancrist at the Whitestone Glade to forge an already slipping away. The siege of Kalaman by
uneasy alliance. When the Companions redis- Whitestone forces marks the beginning of the
cover the legendary dragonlances in Icewall and end for the dragonarmies.
recover the dragon orb from Silvanost (laying the Released from nearly fifty years of imprison-
foundation for the forest’s eventual healing in ment in the dwarven kingdom of Thorbardin,
the process), the two artifacts are brought to Berem, the Greenstone man, is sighted again.
Sancrist. It takes the efforts of a kender, a black- Takhisis moves her agents to find and capture him,
smith wearing the legendary Silver Arm, Laurana so she might open the gates of the Abyss and lead
of the Qualinesti, and a strategically thrown, her infernal minions to reinforce the flagging
newly forged dragonlance to truly forge the dragonarmies. However, Berem constantly seems
alliance. Creation of new dragonlances begins. to slip beyond her grasp.
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In a desperate ploy, the Golden General and, with a flying citadel, attack northern Solam-
marches her Whitestone forces across the Est- nia. They besiege the city, but are defeated.
wilde to assault the vale of Neraka, the strong- Kitiara, the Blue Lady, is killed and Lord Soth
hold of Takhisis’s forces. Lord Ariakan, son of disappears with her body.
the self-proclaimed Emperor of Ansalon, Lord Sealing the Portal: In the Abyss, Raistlin
Ariakas, is taken prisoner. By Fate’s hand, the Majere sacrifices himself to hold off the Dark
Heroes of the Lance (as the Inn Companions Queen while Caramon saves Crysania from the
are now called) find Berem and journey to Abyss. Caramon seals the Portal of the Abyss,
Neraka, though it costs them the life of their trapping the Dark Queen and his twin inside, pre-
friend and companion, the Neidar dwarf Flint sumably forever.
Fireforge. As Evil rallies its forces around the Ariakan Goes Free: Solamnic Knights
twisted form of the Dark Temple, Berem sacri- release Lord Ariakan from captivity. Following a
fices himself and reunites the gem with the vision he receives from the Dark Queen, he
Foundation Stone. Then, as his sister’s spirit is decides to form the Knights of Takhisis.
released, the Temple crumbles, destroying Takhi- 360 AC—Que-Shu Rises Again: Goldmoon
sis’s gateway. Almost simultaneously, Tanis and Riverwind help rebuild the destroyed village
Half-Elven, a Hero of the Lance, strikes down of their people, the Que-Shu. They are chosen to
Lord Ariakan, the leader of the Dark Queen’s lead their people.
armies. The dragonarmies collapse, and the 362 AC—A Union of Elves: Porthios Kanan,
weak alliances of evil fight over the dropped ruler of elven kingdom of Qualinesti, and Alhana
crown of rulership. Starbreeze, elven princess of Silvanesti, marry in
353 AC—The War of the Lance Ends: The hopes of reunifying their peoples.
Dragonarmies are scattered across Ansalon, retreat- 370 AC—Knights of Takhisis Born: Lord
ing to remote corners of the continent. Dragons, Ariakan officially invests the first Knights of
both metallic and chromatic, retreat as well. Takhisis. All knights receive the Vision: a look at
Master of Past and Present: Raistlin Majere, their own personal roles in the Dark Queen’s
Hero of the Lance, former Red Robe wizard divine plan.
turned Black Robe, enters the Tower of High Sor- 378 AC—A Journey of Honor: Two Heroes
cery in Palanthas. He is proclaimed the Master of the Lance, Tanis Half-Elven and Caramon
of Past and Present. Majere, journey to Storm’s Keep and meet Steel
353–357 AC—Harrying the Foe: Whitestone Brightblade, the child of Sturm Brightblade and
forces scour the land, hunting down the remnants Kitiara uth Matar. Tanis reports the existence of
of the dragonarmies. The dragonarmies still the Knights of Takhisis to the Knights of Solam-
occupy much of central, eastern, and southern nia, the Temple of Paladine, and the Orders of
Ansalon, but the efforts of the Whitestone forces High Sorcery, but few heed his warnings.
do much to reduce their numbers. 380 AC—United Plainsmen: All the scattered
355 AC—The Knighthood Evolves: Gun- tribes of Abanasinia now look to Goldmoon and
thar Uth Wistan becomes the first Grand Mas- Riverwind for leadership.
ter of the Knights of Solamnia since the Cata- 381 AC—Mages Storm the Keep: Wizards
clysm. One of his first orders is for the Measure sent by the Orders of High Sorcery attack Storm’s
of the Knighthood to be updated to reflect the Keep, seeking to wipe out the wizardly Thorn
modern times. Knights of Takhisis. Justarius, Red Robe Master of
356 AC—Master of Past and Present: Raist- the Conclave, is among those lost in the attempt.
lin Majere and his twin brother, Caramon, jour- Dalamar the Dark, once apprentice to Raistlin
ney into the past, accompanied by the Revered Majere, becomes leader of the Conclave.
Daughter of Paladine, Crysania, and the kender, 382 AC—Elven Succession: Porthios, the
Tasslehoff Burrfoot. They reach corrupted Istar, Qualinesti Speaker of the Sun, successfully ends
intent upon changing history and challenging Lorac’s twenty-year Nightmare of Silvanesti.
the Dark Queen. Raistlin defeats and absorbs Gilthas, son of the Heroes of the Lance Laurana
the essence of the infamous wizard Fistandan- and Tanis Half-Elven, is unwillingly placed on
tilus. With Crysania, Raistlin journeys through the throne of the elven kingdom of Qualinesti
time and into the Abyss, hoping to defeat the through a coup led by General Konnal, who
Dark Queen. simultaneously steals away the Silvanesti throne
357 AC—The Blue Lady’s War: The Blue as well. Porthios and Alhana are named dark
Lady, one of the most powerful and ruthless elves—exiles—and are forced to flee, unwelcome in
Dragon Highlords and half-sister to the Heroes either Qualinesti or Silvanesti.
of the Lance, Caramon and Raistlin Majere, Changes in the Knighthood: Gunthar Uth
makes a pact with the death knight Lord Soth. Wistan retires, while Sir Thomas of Thelgaard
Together, they lead a dragonarmy from Sanction becomes commander of the High Clerist’s
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Tower. Sturm and Tanin Majere, sons of Cara- Dalamar the Dark leads a group of wizards to
mon Majere, become the first non-Solamnics to the Rift to discover the nature of the creatures of
enter the knighthood. Chaos. Magic, both arcane and divine, seems to
383 AC—The Summer of Chaos: Intending be problematic, spells failing more often then
to use what they believe is the Graygem’s magic they are successfully cast.
to protect their island home from the Knights of Then the forces of Chaos strike at the High
Takhisis, the irda break the open the gem and Clerist’s Tower. Metallic dragons arrive to fight
inadvertently release Chaos. Chaos destroys their against Chaos alongside the chromatics, but all
island and threatens to destroy the entire world. mortals in the fight meet defeat. Every knight
Steel Brightblade, a Knight of Takhisis, takes there dies defending the tower, except Steel
his cousin, the young White Robe wizard Palin Brightblade’s unit of dragon riders and the Solam-
Majere, to the Tower of High Sorcery in Palan- nic prisoners. Lord Ariakan is slain in the battle,
thas, intending on releasing the Dark Queen. leaving the Knights of Takhisis leaderless and in
Raistlin Majere, still within the Abyss, learns of chaos. Takhisis withdraws from Krynn and the
the release of Chaos and draws his nephew Vision becomes lost to the Dark Knights.
through the portal. Inside the Abyss, they over- The sun halts its journey across the sky, and
hear the deities conclude that the only way to the familiar stars and moons vanish. Chaos runs
fight Chaos is to impel mortals to unite under wild across the face of Ansalon: He draws frost-
their strongest force—that of Takhisis. Raistlin wights from the Icewall Glacier, cuts a huge
leaves the Abyss with his nephew, but without canyon in the Solamnic Plains, causes the three
his magic. volcanoes known as the Lords of Doom to erupt
Meanwhile, the Dark Knights seize the again, soothes the Maelstrom in the Blood Sea,
northern port of Kalaman. Armies of Takhisis and boils the ocean.
march south to take Neraka, gaining aid from The god Reorx is aided by Palin Majere in
their dark allies in the Khalkist Mountains, then reclaiming the broken Graygem from the devas-
move west. They conquer the High Clerist’s tated irda island. He carries it down the Rift and
Tower, where Tanis Half-Elven is slain ignobly into the Abyss, where Steel Brightblade’s knights
during the battle. From there, the Dark Knights and the Solamnic prisoners ride blue and silver
easily capture Palanthas. Ariakan’s knights cap- dragons in battle against the forces of Chaos.
ture all Solamnics within the city and imprison Ultimately, Tasslehoff Burrfoot stabs Chaos in
them within the High Clerist’s Tower. The Dark the toe, and Usha, Palin’s beloved, catches a
Knights restrict mages to the Towers of High Sor- drop of the deity’s blood between the two
cery, close schools, and apply martial law. halves of the Graygem, forcing Chaos to leave
Within a month, they rule the island of Krynn. To banish Chaos, the other gods agree
Southern Ergoth, the elven nation of Qualinesti, to leave Krynn and depart into the Beyond,
and all the land from Nordmaar southeast taking Chaos with them. The Graygem then
through the Khalkist Mountains (including explodes, shooting thousands of tiny crystals
Kendermore), south to the Plains of Dust, and into the air.
west into Solamnia and Abanasinia. The island of Palin, Usha, and Steel, the only survivors of
Northern Ergoth and Silvanesti manage to hold the Abyss battle, find themselves in a field in
out, as do Thorbardin and some Khalkist Moun- Solace, along with the dead; Steel dies there of his
tain hill dwarves. Mount Nevermind erupts, some battle wounds. Fizban, an avatar of Paladine,
say due to gnome attempts to use their war appears to explain that magic has left the world
machines against the Knights of Takhisis. with the departed deities. If other magic exists,
0 SC—The Second Cataclysm: Suddenly, the heroes must find it on their own, he says.
before the knights can solidify their grip on Raistlin Majere departs with him for a much-
Ansalon, signs of Chaos erupt throughout the deserved rest. Or so everyone believes.
land. Thorbardin falls under attack by under- In the moment of greatest weakness, when
ground minions of Chaos. Elves and ogres fight the other gods are facing Chaos in the Abyss, the
side by side to protect greater Blöde-Silvanesti. Dark Queen triggers a plan she has been hatch-
The Vingaard Mountains begin to burn. A rift ing since the beginning of time—merely waiting
opens in the Turbidus Ocean between the for the right moment for it to come to fruition.
Dragon Isles and Ansalon, and from it spring With the other deities distracted, Takhisis liter-
flames, shadow-wights, and daemon warriors ally steals the world, pulling it through the Gate
astride fire dragons. The shadow-wights—crea- of Souls and through the Ethereal Sea, to a place
tures of darkness—wreak havoc upon western where she can reign supreme. The act drains her
Nordmaar, the Estwilde, the Northern Wastes, of much of her power, forcing her to go into
and the northern Plains of Solamnia. They also hiding until she can regain her former might. It
appear unexpectedly in the Sirrion Sea islands. was she who appeared before Palin and the
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others in the guise of Fizban, she who filled their The metallic dragons withdraw to the Dragon
minds and hearts with the seed of the other gods’ Isles. Khellendros, the blue dragon overlord,
departure. Everything happens according to her claims territory near Palanthas.
plans, except for something she could not predict: The Knights’ Accord: Remaining Knights of
the great dragons. Takhisis rebuild their order near Neraka.
The Legion of Steel: Sara Dunstan, surro-
Age of Mortals gate mother of Steel Brightblade, founds the
The Age of Mortals is the current age of Ansalon. Legion of Steel, a knighthood based on the con-
It is an age in which the deities do not answer the cept of neutral justice.
prayers of mortals, where mortals must search for 388 AC (5 SC)—Goldmoon’s Epiphany:
other magic to replace what they have lost. It is Goldmoon receives advice from an old sage,
also the age in which the dragon overlords appear telling her to look within for healing power. A
and begin to conquer the land, claiming it and battle of dragons destroys Solace, and, following
building kingdoms as if they were gods. the sage’s advice, she cures an injured dwarf
384 AC (1 SC)—The Last Heroes’ Tomb: with her newfound power. This event heralds
The Last Heroes’ Tomb is constructed to house the return of magic.
the bodies of those lost in the battle with Chaos. The Green Menace: A massive green
Knights of Takhisis are honored side-by-side with dragon, Beryllinthranox, attacks Qualinesti as she
Knights of Solamnia. joins in on the Dragon Purge.
A Prince is Born: Silvanoshei, the child of 389 AC (6 SC)—Dark Knights Expand:
the Qualinesti Speaker of the Sun, Porthios, and The Knights of Takhisis spread outward from
Alhana, the daughter of the former Silvanesti Neraka.
Speaker of the Stars is born. A Draconian Nation: Draconians claim the
The Coming of the Dragon Overlords: The city of Teyr, establishing the first (and only) dra-
red dragon overlord Malystryx arrives at the conian nation. The draconians rebuff attempts
Misty Isle. The blue dragon Skie, formerly the made by the Dark Knights to “ally” with their
mount of Kitiara, leader of the Blue Dragonarmy, former comrades, preferring to build a different
returns from his travels as a blue dragon overlord life than the one they had as servants of the
now called Khellendros. Dark Queen.
Palanthas is Attacked: As Khellendros moves The Black Dragon Arrives: Onysablet the
to attack the Tower of High Sorcery in Palanthas, Black turns New Coast and Blöde into a swamp.
the tower is apparently destroyed by a mysterious The swamp quickly gains an ominous reputa-
robed figure. Simultaneously, Astinus’s Iconochronos tion, for the black dragon overlord uses her
in the Great Library of Ages disappears. magic to experiment upon all living things,
385 AC (2 SC)—Riverwind’s Last Quest: twisting them into abominations to serve and
Riverwind and his two daughters travel to the delight her ego.
Misty Isle to verify the existence and evil intent of 390 AC (7 SC)—The Power of the Heart:
the dragon overlord Malystryx. With help from the sage, Goldmoon develops the
386 AC (3 SC)—The Kender Flight: power of mysticism.
Malystryx destroys the area around the Bay of Palin Leads the White Robes: Mages dis-
Balifor. Riverwind leads a kender army against agree about the role of magic in this uncertain era.
Malystryx. Riverwind and his daughter, Bright- Some abandon the Art completely, bitter about
dawn, are killed during the quest, leaving Moon- the loss of the old, familiar magic. Palin Majere
song, the surviving daughter, heavily scarred seeks to hold together the old orders, becoming
(physically and mentally) by her ordeals. Moon- the Head of the White Robes as he continues to
song leads the remaining kender west. search for the “new” magic he was told still
The Herald Appears: A bard calling him- existed in the world.
self the Herald becomes well-known in Ansalon. 391 AC (8 SC)—The Citadel of Light: Gold-
He claims that his memories are the memories moon and Jasper Fireforge found the Citadel of
of Krynn. Light on the Isle of Schallsea.
387 AC (4 SC)—The Dragon Purge Begins: A New Red: Another red dragon, Pyro-
The red dragon overlord Malystryx begins using a thraxus, captures Mt. Nevermind.
ritual to absorb the spirits of dragons on Ansalon. 392 AC (9 SC)—Solamnic Knights’ Coun-
As part of this ritual, she kills the dragons and cil: Lord Gunthar dies. Liam Erhling becomes
claims their territories for himself. Other powerful the new Grand Master and unveils the revised
dragons also learn the ritual, and they begin to Measure.
compete with one another in a race for power 394 AC (11 SC)—The Inn Is Rebuilt: Cara-
that sees the destruction of scores of lesser drag- mon and Tika Majere rebuild the Inn of the Last
ons. The purge continues for 26 years. Home.
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The Shield: The elven nation of Silvanesti is fortress. Some dwarves oppose the decision,
enclosed within a magical barrier called the Shield. and follow Severus Stonehand, a Daewar, out of
394–400 AC (11–17 SC)—The Dragon Purge the mountain.
Continues: Dragons continue to fight over terri- The Academy of Sorcery: With the new-
tory. Gellidus, the white dragon overlord, cap- found power of sorcery answering his prayers,
tures the island of Southern Ergoth; the island Palin Majere, formerly the Head of the White
becomes a glacier. A blue dragon (Stenndunuus) Robes, returns to his home in Solace, where he
and a brass dragon (Iyesta) carve out two realms begins construction of a massive Academy where
in the eastern portion of the Plains of Dust. A students can come to learn the primal art.
red dragon called Fenalysten takes a portion of 413 AC (30 SC)—Dragon Purge Ends: The
the Estwilde and Throtl, while the green dragon red dragon overlord Malystryx finalizes the bor-
Lorrinar takes the northeastern forest and the ders of dragon territories across Ansalon, and for-
black dragon Mohrlex takes southern Nordmaar. bids further territorial combat between dragons.
Twin white dragons, Cryonisis and Frisindia, Thoradin Reborn: Stonehand retakes Zha-
capture Icewall. kar, curing a mold plague that had been ravaging
396 AC (13 SC)—Belladonna Leads Hylo: the land.
Billee Juniper, or Belladonna, claims rulership 414 AC (31 SC)—Heroes of the Heart: A
of Hylo. group of heroes calling themselves the Heroes
398 AC (15 SC)—The Vision Returns: A of the Heart openly challenge the great dragons’
triumvirate of strong evil mystics counterfeits dominance of Ansalon.
the Vision for the Dark Knights, telling them A young orphan girl named Mina washes
that Takhisis will return. ashore near the Citadel of Light. She has no
Death of Sara Dunstan: Sara Dunstan, memory of her parents or past.
founder of the Legion of Steel dies. 416 AC (33 SC)—Death of an Overlord:
401 AC (18 SC)—The Desolation: By order Thanks to the efforts of the Heroes of the
of Solamnic High Command, people explore the Heart, the sea dragon overlord Brynseldimer is
Desolation. Few return. killed and Malystryx fails in her attempt to
403 AC (20 SC)—Shadow Sorcerer: A myste- become a god.
rious figure known as the Shadow Sorcerer 417 (34 SC)—Failing Magic: Just six years
emerges from the Desolation with magical powers. after the advent of sorcery brought arcane magic
405 AC (22 SC)—Elf Disappearances: Qual- back to Ansalon, magic begins to fade. Spells
inesti elves begin disappearing. Although the become much more difficult to cast and even arti-
cause is not determined for some time, they are facts from the previous ages seem to malfunction
being killed by Beryllinthranox, the green dragon as often as not.
overlord, who is hiding in the region. 420 (37 SC)—Assassination and Captivity:
407 AC (24 SC)—Sorcery in Chaos: Wizards General Abrena, head of the Dark Knights, is
of High Sorcery, faced with faltering magic and assassinated. Sir Morham Targonne succeeds her
jockeying for control of their orders, battle one and, ignoring the Vision, changes the order’s
another for power. name to Knights of Neraka.
408 AC (25 SC)—Qualinesti Bows to the A Bleak Winter: Beryllinthranox’s minions
Green: Beryllinthranox, the green dragon over- attack Solace, destroying the new Academy of
lord, takes control of the elven kingdom of Qual- Sorcery and annexing the area into her realm.
inesti by demonstrating her power to steal the Palin Majere is captured and tortured on orders
elves’ life force. from Beryllinthranox, who later has him released.
408 AC (27 SC)—Terror of the Deep: The 419 AC (38 SC)—The Great Storm: A mas-
Dimernesti sea elves residing in the underwater sive storm strikes Ansalon, sweeping from one
kingdom of Dimernost, find themselves under side of the continent to the next. Out of this
attack by a massive sea dragon Brynseldimer. storm, a young woman named Mina emerges.
411 AC (28 SC)—The Last Conclave: Palin Mina proclaims herself the servant of the One
Majere, head of the Conclave, along with the God and begins to gather an army of the living
Shadow Sorcerer and the Master of the Tower and the dead.
at Wayreth, discuss the future of magic. The In the aftermath of the storm, most of the
Shadow Sorcerer demonstrates magic that is felt good dragons disappeared from Ansalon. Takhi-
rather than memorized, introducing sorcery to sis had kidnapped them, imprisoning them on a
Ansalon. Palin holds the Last Conclave and dis- solitary moon.
solves the Orders of High Sorcery. Appearance of a Dead Hero? A strange
412 AC (29 SC)—Thorbardin Sealed: The kender emerges from the Last Heroes’ Tomb in
green dragon overlord Beryllinthranox tries to Solace (where the Companions of the Inn of
conquer Thorbardin. The dwarves seal their the Last Home were buried), claiming to be
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Companion Tasslehoff Burrfoot and wielding a God, Khellendros seeks to take out his rage on
magical artifact known as the device of time jour- Mina, only to find his own breath weapon turned
neying. He is taken to Palin, who escorts the back upon him.
kender to Schallsea and the Citadel of Light to Council of the Gods: Having learned
see Goldmoon. through a prayer from Goldmoon that Krynn
Goldmoon’s Transformation: Somehow, was stolen away from them, the other deities
during the night of the Great Storm, Goldmoon convene and reach a decision on how to deal
has regained her youth and beauty, something with Takhisis.
she bitterly resents for she fears that it will be The Dark Queen Unveiled: Takhisis reveals
even longer before she can reunite with the spirit herself after Mina and the army of the One God
of her deceased husband, Riverwind. capture the city of Sanction, her power unchal-
Death of Dragons: The brass dragonlord, lenged by the missing gods. She is unaware that
Iyesta, and the blue dragon overlord, Stenn- Tasslehoff Burrfoot has been hopping through
dunuus, are both killed—Iyesta by a strange army time, attempting to stitch back together the
of brutes led by an enigmatic figure working with Stream of Time to allow the other deities to
the blue dragon Thunder, and Stenndunuus by return to Krynn.
the Rose Knight, Linsha Majere. The weapon Fall of the Red: Enraged to discover that this
used to kill these dragons is an artifact originally so-called “One God” has stolen her skull totem, the
crafted, but never used, by Lord Ariakan for the great red Malystryx flies to Sanction to avenge
Dark Knights: the abyssal lance. the insult. She is met in the air by Mina, wielding
Destruction of the Citadel: The green a dragonlance atop an undead dragon. Malystryx is
dragon overlord Beryllinthranox attacks the killed in the battle.
Citadel of Light, hunting for the artifact wielded Silvanesti Besieged: While Alhana leads the
by Tasslehoff Burrfoot. Though she does not combined forces of Silvanesti and Qualinesti elves
capture the artifact, much of the Citadel is to the city of Sanction to save her son, who is
destroyed. smitten with Mina, the minotaurs attack Silvanost
Fall of the Shield: Mina and her army of the from the south, ousting the remaining forces of
One God manage to pierce the Shield surround- Mina’s army and beginning their own plans to
ing Silvanesti, through the efforts of a green conquer Ansalon.
dragon spy in the elves’ midst, Cyan Bloodbane. Return of the Good Dragons: After stitching
Cyan is killed and the Shield is destroyed, but Sil- back the fabric of time and allowing the gods to
vanesti comes under martial law. return, Tasslehoff and his companions travel to
Fall of the Green: Laurana, the Golden the solitary moon where Takhisis has imprisoned
General, and Marshall Medan, the Dark Knight the metallic dragons. Tasslehoff frees the dragons
agent of the green dragon overlord Beryllinthra- and returns to his proper time, where his death
nox, work with the elven people to kill the will be the final key needed to complete the
dragon while the king, Gilthas, leads his people Stream of Time.
to safety. Unfortunately, not only do Laurana Death of a Queen and Return of the Gods:
and Marshall Medan die in the attack, but in her As the Dark Queen reaches for her ultimate tri-
death throes Beryllinthranox destroys the capital umph, a strange elf stands before her. The elf is
of Qualinost, leaving only a Lake of Death. The the deity Paladine, who has sacrificed his
Qualinesti elves are now without a home and immortality to strip Takhisis of hers, the laws of
risk the Plains of Dust to seek refuge in the forest Balance reasserting themselves. As Takhisis
nation of Silvanesti. seeks to kill Mina, whom she blames for her fail-
The Death of Goldmoon: In Nightlund, ure, Silvanoshei, the son of Alhana and Porthios,
Goldmoon confronts Mina, her adopted daugh- steps between them and slays Takhisis with a
ter, in the Tower of High Sorcery that once stood broken dragonlance. Silvanoshei is in turn killed
in Palanthas. Mina reveals that it was the One by the guilt-stricken Mina, who then gathers her
God who returned Goldmoon’s youth, that one dead queen in her arms and promises to track
of the deities had not “abandoned” the world, down and slay the now-mortal Paladine. The
revealing that the One God is Takhisis. Gold- other deities return and reclaim their world,
moon rebuffs both the Dark Queen and Mina, bringing with them the return of divine magic
angering the Dark Queen who strips away the and High Sorcery.
youth she had granted. Goldmoon dies, held in 420 AC (39 SC)—The Here and Now:
Mina’s arms. Mina guards Goldmoon’s body in a Ansalon is now facing the dawn of an entirely
magical coffin of amber. new era.
Fall of the Blue: Mina, the priestess of the
One God, confronts Khellendros in his own lair.
In a disagreement over his betrayal by the One
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Creation Myth: The gnome took a huge net and slowly cranked
 The Graygem of Gargath  his way to the moon.
Reorx, god of the forge, looked down upon the The gnomes captured the Graygem and
world and was pleased. To help him in his con- returned to Krynn safely, excited that at last they
tinuing work of forging the world, he brought had the power they needed to run the Great
with him one-eighth of the humans, created by Machine. The moment the net was opened,
the deities of Neutrality. Reorx guided his chosen however, the gem leapt into the air and flew off
people across the sea, promising them mastery toward the west. Frantic, the gnomes con-
of his crafts. structed ships and gave chase. The gem stayed
For countless years, the Smiths (as these ahead of the gnomes and quickly reached the
people called themselves) worked gladly under shores of Ansalon. Years passed as the gem tra-
the deity’s teaching, with each generation versed the lands, spreading chaos. Plants and
gaining a higher level of craftwork mastery. animals took on new shapes as wild magical
But the hearts of humans are prone to change, energies spread throughout the land.
and ambition and pride clouds their devotion. Eventually the gem reached the realm of
Many began to work solely for their own glory, Gargath, a prince powerfully skilled in magic
creating things for themselves out of greed and blessed by Zivilyn. With the foreknowledge
and refusing to work for the benefit of the granted him by his patron deity, the wizard
world at large. trapped the Graygem in a tower, so that its light
Angered, Reorx laid a curse upon the Smiths, illuminated the entire region.
forever changing them into a new race. He made Two armies of gnomes (who had been fol-
them a small people and planted in their hearts a lowing the gem for generations) joined forces
burning desire to tinker, invent, and build. The to claim their prize. One faction was convinced
Smiths became the race of gnomes. the Graygem represented limitless wealth. The
Saddened over the influence of Chaos other was intensely curious about the gem and
upon the world, Reorx set about finding a way its workings. They demanded the gem from
to bind Chaos. At the insistence of other gods, Lord Gargath, who refused. The War of the
he forged the Graygem. Chaos was bound Graygem ensued.
inside the gem. The energy of Chaos was The gnomes attacked with a series of failed
trapped inside, radiating from within. The inventions and endured terrible casualties, but
stone was placed on Lunitari, the red moon of they refused to admit defeat against Gargath’s
Neutral magic. superior forces. Their final invention managed
The gnomes, meanwhile, spent centuries to break through Gargath’s outer wall (by acci-
inventing new and marvelous technological dent rather than design). The gnomes flooded
wonders. They worked to create a Great the courtyard, their steam-powered weapons
Machine to serve some magnificent (if un- of war in hand. At that moment, the gray light
known) purpose. Because it was a Great of the gem suddenly flooded the area, shining
Machine, the gnomes built the machine thirty brighter than the sun.
times the size required by the original plans The chaotic energies of the Graygem
(which expanded to take up massive volumes) touched the two gnome armies, who begin
and installed mechanisms with functions that fighting each other. Even as Gargath watched,
had nothing to do with the original plan but the gem transformed the gnomes into two
which certainly made the machine better, in the new races. Those who lusted after wealth
minds of the gnomes. Finally, the Great Machine became dwarves. Those filled with curiosity
was complete, but no source of energy upon became kender.
Krynn was capable of providing the power the The Graygem escaped, wandering other
gnomes needed to run their invention. parts of Krynn. Little is known about its history
Reorx still loved the gnomes, despite his for countless eons, until the final year of the Age
anger. He saw what the gnomes had built and of Despair. It is then that the gem allowed itself
wanted to give them the power they needed to be captured by the irda, who, in their arro-
for their Great Machine. The forge -god gance, believed they could break the gem and
granted a vision to a lowly, humble gnome, safely harness its magical power for protection
allowing him to see the Graygem pulsing from the forces of evil.
within Lunitari’s red heart. The little gnome To their subsequent sorrow, the irda were
responded as any gnome would—with an successful in breaking open the gem. Tricked
invention. He created a mechanical ladder that by Chaos, they inadvertently released Chaos
extended itself by slowly cranking itself off the back into the world. The Summer of Chaos
ground. By some miracle (probably that of changed the world forever, ushering in the Age
Reorx himself ) the ladder actually worked. of Mortals.
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 Chapter Seven
Set aside the buried light brought an end to the creature’s life. A death
Of candle, torch, and rotting wood. knight’s eyes glow orange or red, as if lit by some
And listen to the turn of night inner fire.
Caught in your rising blood. Death knights speak the languages they knew
in life.
How quiet is the midnight, love,
How warm the winds where ravens fly. Creating a Death Knight
Where all the changing moonlight, love, “Death knight” is a template that can be added to
Pales in your fading eye. any humanoid creature of 6th level or higher
(referred to hereafter as the “character”). The
How loud your heart is calling, love, character’s type changes to undead. The death
How close the darkness at your breast knight uses all the character’s statistics and special
How hectic are the rivers, love, abilities except as noted here.
Drawn through your dying wrist. This template is an expansion of the one
presented in the Monster Manual II, describing
And love, what heat your frail skin hides, additional powers possessed by the most power-
As pure as salt, as sweet as death, ful death knights.
And in the dark the red moon rides Hit Dice: Increase all current and future Hit
The foxfire of your breath. Dice to d12.
—Lord Soth’s Song Armor Class: The death knight has +5 natural
armor, or the character’s natural armor, which-

 The continent of Ansalon is home to


strange and fantastic creatures—some merely
interesting, others undeniably deadly. Almost
ever is better.
Attacks: Death knights usually fight with mar-
tial weapons, but if disarmed use a touch attack.
all the creatures in the DUNGEONS & DRAGONS Damage: The death knight’s touch attack
Monster Manual are appropriate for a DRAGONLANCE uses negative energy to deal damage equal to 1d8
campaign, with a few notable exceptions (prima- + the death knight’s Charisma bonus to living
rily driders, drow elves, halflings, lycanthropes, creatures. Each successful touch attack also deals
mind flayers, orcs and half-orcs, and titans). In 1 point of Constitution damage. A Will save (DC
addition, a number of creatures unique to Krynn 10 + 1/2 death knight’s HD + death knight’s Cha
are detailed in this chapter. Dragons, which are modifier) reduces the damage by half and negates
special in the world of Krynn, are detailed in the Constitution damage. Characters with natural
Chapter 8 of this book. attacks can use their natural weaponry or use the
touch attack, as they prefer.
Death Knight of Special Attacks: A death knight retains all
Krynn the character’s special attacks and gains those
I can kill with a single word. I can hurl a ball of fire described below.
into the midst of my enemies. I rule a squadron of skele- Abyssal Blast (Su): Once per day, a death
tal warriors, who can destroy by touch alone. I can knight can unleash a blast of eldritch fire. The
raise a wall of ice to protect those I serve. The invisible blast fills a 20-foot-radius spread anywhere within
is discernable to my eyes. Ordinary magic spells crum- a range of 400 feet + 40 feet per HD of the death
ble in my presence. knight. The blast deals 1d6 points of damage per
— Lord Soth, Knight of the Black Rose HD of the death knight (maximum 20d6). Half of
the damage is fire damage, but the rest results
Death knights are terrifying corruptions of directly from divine power and is therefore not
those who once served as champions of a god. subject to being reduced by protection from energy
Only a handful of such beings have existed in (fire), fire shield (chill shield), or similar magic. A
Krynn’s history, most of whom were Knights of successful Reflex save (DC 10 + 1/2 death
Solamnia in life. Gods of Evil create death knight’s HD + death knight’s Charisma modifier)
knights in return for terrible acts on the part of reduces the damage by half.
those who have spurned the protection of the Create Skeletal Warrior (Su): A death knight of
deities of Good. at least 15 Hit Dice may transform a dead human-
A death knight forever wears the armor and oid (who may be dead no more than one year)
adornments it wore in life, usually corrupted to into a skeletal warrior completely under its con-
reflect its evil status. Its body is a decayed, shriv- trol. The process takes one hour of concentration
eled version of itself, bearing whatever wounds by the death knight, which must be begun again if
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Creatures of Ansalon 

Lord Ausric magic, and wall of ice.


Spells: A death knight can cast any spells it
could cast while alive, unless alignment restric-
interrupted. The skeletal war- tions prohibit the casting of a particular spell.
riors who serve a death knight count against his A character with the ability to spontaneously
total undead followers (see below). cast cure spells who becomes a death knight loses
Fear Aura (Su): Death knights are shrouded that ability, but gains the ability to spontaneously
in a dreadful aura of death and evil. Creatures of cast inflict spells.
fewer than 5 HD within 15 feet of a death knight Undead Followers (Su): A death knight
must succeed at a Will save (DC 10 + 1/2 death attracts lesser undead creatures that happen to
knight’s HD + death knight’s Charisma modifier) exist within a 200-mile radius. It may have up to
or be affected as though by a fear spell cast by a twice its Hit Dice in Hit Dice of followers. The
wizard of the death knight’s Hit Dice. followers arrive in the following increments: 1d6
Power Word (Sp): A death knight of at least 13 ghouls, 1d4 ghasts, 1d12 Medium skeletons, 1d4
Hit Dice can use a power word once per day, as a wights, or 1d8 Medium zombies once per month.
wizard whose caster level equals the death These creatures remain in the service of the
knight’s HD. A death knight of 12 or fewer Hit death knight until destroyed. These creatures are
Dice can use only power word blind. A death in addition to any undead creatures the death
knight of 15 or more Hit Dice may use power knight might be able to command or rebuke as a
word stun instead. A death knight of at least 17 Hit class ability.
Dice may use power word kill instead. Special Qualities: A death knight retains all
Symbol (Sp): A death knight of at least 9 Hit the character’s special qualities and gains those
Dice can use a symbol once per day, as a wizard described below.
whose caster level equals the death knight’s HD. Damage Reduction (Su): A death knight’s
A death knight with 9 Hit Dice can use only undead body is tough, giving the creature damage
symbol of pain, while a death knight of 11 or more reduction 10/magic.
Hit Dice may use symbol of fear instead. Immunities (Ex): Death knights are immune
Spell-Like Abilities (Sp): A death knight of at to cold, electricity, and polymorph in addition to
least 9 Hit Dice can use the following spell-like those immunities possessed by undead (see
abilities as a wizard whose caster level equals the undead type, below).
death knight’s HD: 1/day—detect magic, dispel See Invisibility (Su): A death knight can see
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invisible and ethereal creatures as if constantly Treasure: Double standard.


under the effect of a see invisibility spell. Alignment: Always evil (any).
Spell Resistance (Su): A death knight gains Advancement: By character class.
spell resistance 20 +1 per Hit Die beyond 10. Level Adjustment: +5
Summon Mount (Su): A death knight has the
ability to summon a mount (typically a night- Sample Death Knight
mare, though it may be of any other species A Nordmaarian youth recruited directly by
normally used as a mount). The mount may have Lord Ariakan, Lord Ausric Krell rose to hold
no more Hit Dice than half the death knight’s the rank of “Night Warrior” in the Knights of
Hit Dice. Takhisis, serving and fighting directly under
Once per day, as a full-round action, a death Lord Ariakan himself during the Chaos War.
knight may magically call his mount. The Dishonoring himself and disobeying every tenet
mount immediately appears adjacent to the of the Dark Knights, Ausric secretly plotted
death knight and remains for 2 hours per death against his lord, finally poisoning Ariakan’s
knight Hit Die; it may be dismissed at any time mount before the last, fateful battle with the
as a free action. The mount is the same creature forces of Chaos.
each time it is summoned, though the death Anyone who might have discovered Ausric’s
knight may release a particular mount from treachery died in the battle, and he too was over-
service. Each time the mount is called, it appears whelmed and killed by the enemy. The goddess
in full health, regardless of any damage it may Zeboim, however, found out about the murder of
have taken previously. The mount also appears her son and was determined to avenge him. She
wearing or carrying any gear it had when it was cursed Ausric to eternal, tormented life.
last dismissed. Calling a mount is a conjuration Ausric awoke after death to find himself
(calling) effect. returned to Storm’s Keep, now abandoned by
Should the death knight’s mount die, it the Dark Knights. The keep is now a home only
immediately disappears, leaving behind any to the dead, and the constant storm over the
equipment it was carrying. The death knight may island has weathered and damaged buildings
not summon another mount for thirty days or prematurely. There Ausric suffers and broods,
until he gains another level, whichever comes both lord and prisoner of storm-battered home
first, even if the mount is somehow returned from of the order of knights he once served and
the dead. betrayed.
Turn Immunity (Ex): A death knight cannot
be turned. It can be banished with holy word, Lord Ausric Krell: Male death knight Fighter
however, just as if it were an evil outsider. (The 5/Knight of the Lily 7; CR 17; Medium undead;
banished death knight is sent to the plane of the HD 12d12; hp 90; Init +5; Spd 30 ft.; AC 28
evil deity it serves.) (touch 11, flat-footed 27); Atk +21/+16/+11
Undead Type: A death knight is immune to melee (1d8+9/17–20), +2 keen longsword) or +19
mind-affecting effects, poison, sleep, paralysis, melee (1d8+2 and 1 Con, touch, see text); SA
stunning, disease, death effects, and any effect that abyssal blast, coordinated strike, fear aura, power
requires a Fortitude save unless it also works on word, symbol, spell-like abilities, spells, undead fol-
objects or is harmless. It is not subject to critical lowers; SQ armored mobility, DR 10/magic,
hits, nonlethal damage, ability damage to its phys- immunities, see invisibility, summon mount, turn
ical ability scores, ability drain, energy drain, immunity, undead type, SR 22; AL LE; SV Fort
fatigue, exhaustion, or death from massive dam- +9, Ref +4, Will +8; Str 24, Dex 18, Con —, Int 14,
age. It cannot be raised, and resurrection works Wis 17, Cha 14.
only if it is willing. Darkvision 60 ft. Skills and Feats: Climb +9, Diplomacy +4,
Abilities: A death knight gains +4 to Strength Jump +14, Knowledge (religion) +5, Listen +9,
and +2 to both Wisdom and Charisma. Being Ride +19, Spot +9; Combat Expertise, Dodge,
undead, it has no Constitution score. Honor Bound, Improved Disarm, Improved Ini-
Environment: Any land and underground. tiative, Leadership, Mounted Combat, Ride-By
Organization: Solitary or troupe (see undead Attack, Spirited Charge.
followers, above). Abyssal Blast (Su): Once per day, Krell can
Challenge Rating: Depends on Hit Dice: unleash a blast of eldritch fire that fills a 20-foot-
radius spread anywhere within 880 feet. The
Hit Dice Challenge Rating blast deals 12d6 points of damage. Half of the
Up to 8 as base creature +3 damage is fire damage, but the rest results
9 to 16 as base creature +4 directly from divine power and is therefore not
17+ as base creature +5 subject to being reduced by protection from energy
(fire), fire shield (chill shield), or similar magic. A
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successful DC 18 Reflex save reduces the dam- draconians were first envisioned as disposable
age by half. shock troops. The draconians, however, inherited
Fear Aura (Su): Creatures of fewer than 5 the intelligence and will to survive of their dragon
HD within 15 feet of Krell must succeed at a DC parents and remained after the War of the Lance,
18 Will save or be affected as though by a fear trying thereafter to find a place in the world.
spell cast by a 12th-level wizard. Shortly after the Chaos War, a nation of
Power Word (Sp): 1/day—power word blind. draconians was established in the region of Teyr.
Symbol (Sp): 1/day— symbol of pain or symbol With the appearance of female draconians dur-
of fear as if cast by a 12th-level wizard. ing the Chaos War, draconians are now able to
Spell-Like Abilities (Sp): 1/day—detect magic, breed and can be considered a full-fledged race
dispel magic, and wall of ice. of Krynn.
Undead Followers (Su): Krell may have up
to 24 Hit Dice of followers, including ghouls, Draconian Traits
ghasts, Medium skeletons, wights, and Medium All draconians share the following traits.
zombies once per month. These creatures remain Dragon Traits (Ex): Immune to sleep and
in the service of the death knight until destroyed. paralysis effects, darkvision 120 ft., low-light vision,
These creatures are in addition to any undead blindsense 60 ft., scent 60 ft.
creatures the death knight might be able to com- Disease Immunity (Ex): Draconians are
mand or rebuke as a class ability. immune to all diseases.
Immunities (Ex): Krell is immune to cold, Glide (Ex): Winged draconians (all draconi-
electricity, and polymorph in addition to those ans except for auraks) can use their wings to glide,
immunities possessed by undead. negating any damage from a fall of any height.
See Invisibility (Su): Krell can see invisible They can also travel horizontally up to four times
and ethereal creatures as if constantly under the the vertical distance they descend.
effect of a see invisibility spell. Inspired by Dragons (Ex): Draconians are
Summon Mount (Su): Krell can summon a drawn to evil dragons and revere them. When
mount (typically a nightmare, though it may be of under the command of a dragon, draconians
any other species normally used as a mount). The receive a +1 morale bonus on all attack rolls and
mount may have no more than 6 Hit Dice. saving throws.
Once per day, as a full-round action, Krell Low Metabolism (Ex): Draconians can sur-
may magically call his mount. The mount imme- vive on one-tenth the food and water it takes to
diately appears adjacent to Krell and remains for sustain a human.
24 hours; it may be dismissed at any time as a free
action. The mount is the same creature each time Draconian, Aurak
it is summoned, though Krell may release a par- Medium Dragon
ticular mount from service. Each time the mount Hit Dice: 8d12 (76 hp)
is called, it appears in full health, regardless of any Initiative: +5
damage it may have taken previously. The mount Speed: 30 ft. (6 squares)
also appears wearing or carrying any gear it had Armor Class: 17 (+1 Dex, +6 natural), touch 11,
when it was last dismissed. Calling a mount is a flat-footed 16
conjuration (calling) effect. Base Attack/Grapple: +8/+8
Should Krell’s mount die, it immediately dis- Attack: Energy ray +9 ranged touch (1d8+2) or
appears, leaving behind any equipment it was car- claw +8 melee (1d4)
rying. Krell may not summon another mount for Full Attack: 2 energy rays +9 ranged touch
thirty days or until he gains another level, (1d8+2), or 2 claws +8 melee (1d4) and bite +3
whichever comes first, even if the mount is some- melee (1d4)
how returned from the dead. Space/Reach: 5 ft./5 ft.
Turn Immunity (Ex): Krell cannot be turned. Special Attacks: Breath weapon, death throes,
He can be banished with holy word, however, just energy ray, spell-like abilities, spells
as if he were an evil outsider. (If banished, he is Special Qualities: Alternate form, dimensional
sent to the Abyss.) step, disguise self, draconian traits, spell resistance 20
Possessions: Full plate +2, +2 keen longsword. Saves: Fort +6, Ref +7, Will +6
Abilities: Str 10, Dex 12, Con 10, Int 14, Wis 10,
Draconian Cha 14
Draconians, or “dragonmen,” were first created Skills: Concentration +11, Diplomacy +13,
in the Age of Despair in the years just prior to Intimidate +13, Knowledge (arcana) +13, Listen
the War of the Lance. Created from stolen +11, Spellcraft +13, Search +13, Spot +11
metallic dragon eggs and the use of a foul magic Feats: Combat Casting, Improved Initiative, Spell
ritual devised by the Queen of Darkness herself, Focus (evocation)
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Environment: Any land deals 3d6 points of damage to all creatures within
Organization: Solitary or pair 5 feet of the aurak. Affected creatures can make
Challenge Rating: 9 a DC 16 Reflex save for half damage. The DC is
Treasure: Double standard Charisma based.
Alignment: Often lawful evil Energy Ray (Su): Auraks have the ability to
Advancement: By character class generate rays of force energy from each of their
Level Adjustment: +4 hands. The ray has a range of 60 feet, and the
aurak must make a touch attack to hit. The ray
Aurak draconians are powerful and highly dan- deals damage equal to 1d8 plus the aurak’s Cha-
gerous dragonmen who make extensive use of risma modifier. When using its disguise self ability,
magic and spell-like abilities. an aurak appears to be using a weapon appropri-
Aurak draconians are tall and slender, ate to its form when it uses this ability.
standing between 6 1/2 and 7 feet in height at Spell-Like Abilities: At will—greater invisibil-
adulthood, with no distinguishing characteris- ity, DC 15 suggestion; 1/day—DC 17 dominate
tics between males and females. They have person. Caster level 8th; save DC 12 + spell level.
short, stubby tails and long, sharp fangs. Unlike Spells: In addition to its innate spell-like abil-
other draconians, they have no wings. Aurak ities, an aurak casts spells as an 8th-level sorcerer.
scales are bright gold upon hatching, dulling It prefers evocation spells and illusions to help it
somewhat with maturity. Their eyes are red, disguise itself.
green, or black. Typical Spells Known (6/7/7/5/3; save DC
Aurak draconians wear robes or decorate 12 + spell level): 0—dancing lights, daze, flare, ghost
their bodies to indicate rank and superiority. If sound, light, mage hand, open/close, read magic; 1st—
necessary, they use spells or magic missile, shocking grasp, shield, sleep, true
their innate powers to take strike; 2nd—blindness/deafness, mirror
whatever disguise suits image, scorching ray; 3rd—blink,
their needs. Aurak draconian lightning bolt; 4th—wall of fire.
As the rarest of draco- Alternate Form (Su): A
nians, auraks have never male aurak can assume
been known to congre- any animal form of
gate in large numbers— Medium or Small size
though they are often as a standard action
found as part of a larg- three times per day.
er group of draconi- This ability functions
ans. They are both as a polymorph spell
respected and feared cast on itself by a 8th-
by their fellows. level sorcerer, except
that the aurak does
Combat not regain hit points
Auraks are not for changing form and
impulsive fighters. can only assume the
They strike only after form of a humanoid.
careful planning has The aurak can remain
minimized all the risks. in its animal from until
Auraks hardly ever use it chooses to assume a
their natural weapons new one or return to
in combat, preferring its natural form.
instead to rely on their Dimensional Step
energy rays. (Sp): Up to three times
Breath Weapon per day, auraks can perform
(Su): An aurak can limited short-range telepor-
breathe a noxious cloud tation. This ability functions
in a 5-foot cone three exactly like the dimension door
times per day. Any victim spell except that it has a
caught in the cloud is dealt 1d4 range of 60 feet and the
points of temporary Strength dam- aurak can only transport itself
age and blinded for 1d4 rounds (DC 16 Fort and items carried.
save negates). Disguise Self (Sp): Three times a day, an
Death Throes (Su): When an aurak dies, it aurak can use an ability similar to the disguise
explodes in a blast of magical energy. This blast self spell to make itself resemble an individual
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humanoid and to perfectly imitate its voice. The plus 2 troop commanders of 3rd–6th level and 1
effect only lasts for 2d6+6 minutes and is lim- commander of 4th–10th level). Baaz draconians
ited to any human or humanoid the aurak has serve with draconians of other types, which
ever seen. may be included in the above
organization.
Aurak Characters Challenge Rating: 2
Nearly all auraks take a class Treasure: 50% coins; 50%
that makes use of arcane Baaz draconian goods; standard items
magic. An aurak dracon- Alignment: Usually chaotic
ian’s favored class is evil
sorcerer. When an Advancement: By charac-
aurak advances in ter class
levels as a sorcerer, Level Adjustment: +1
it adds its sorcerer
levels to its innate Baaz are the smallest
spellcasting abil- draconians, standing
ity. For example, between 5 and 6 feet
an aurak 7th- in height. They have
level sorcerer short stubby tails,
has the spells pairs of thin wings,
per day, spells lizard snouts with
known, and cast- small fangs, and scaly
er level of a bodies. Females look
15th-level sor- identical to males ex-
cerer. However, cept for a lighter build.
its base attack Newly hatched baaz
bonus, base save have bright, brassy
bonuses, and familiar, if any, are scales, which dull and
all determined by adding the become almost green
appropriate features of a 7th- as they reach matu-
level sorcerer to the aurak’s rity. Baaz eyes
base statistics. are blood red.
They enjoy cos-
Draconian, Baaz tumes, disguises,
Medium Dragon and highly decorative clothing.
Hit Dice: 2d12+5 (18 hp) Baaz are often encountered in disguise. They
Initiative: +0 conceal their wings under long dark robes and
Speed: 30 ft. (6 squares) hide their features with large hoods and masks.
Armor Class: 17 (+3 natural, +4 chain shirt), Such outfits enable them to pass through civilized
touch 10, flat-footed 17 lands unnoticed.
Base Attack/Grapple: +2/+2 Bands of baaz lair in abandoned buildings of
Attack: Claw +2 melee (1d4) or longsword +2 all kinds. Because of their talents in disguising
melee (1d8) themselves, they sometimes live unnoticed right
Full Attack: 2 claws +2 melee (1d4) and bite –3 in the center of human settlements.
melee (1d3); or longsword +2 melee (1d8) and Baaz occupy the bottom rung on the ladder
bite –3 melee (1d3) of draconian social order. They tend to be chaotic
Space/Reach: 5 ft./5 ft. in nature and self-serving when they can get away
Special Attacks: Death throes with it. Baaz males serve as soldiers and laborers,
Special Qualities: Draconian traits, spell resist- while female baaz are highly prized as managers
ance 8 and low-ranking military commanders.
Saves: Fort +4, Ref +3, Will +2 Female baaz often have the Diplomacy skill
Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 8, in place of the Bluff skill given in the stats above.
Cha 10
Skills: Bluff +5, Disguise +5, Intimidate +5, Combat
Listen +4, Spot +4 Baaz are cruel and sadistic fighters, especially
Feats: Run, Toughness when drunk (a state they often enter before battle;
Environment: Any land drunkenness does not affect their abilities). They
Organization: Section (2–5), troop (20–40 plus engage the enemy with little technique, chopping
1 leader of 3rd–6th level), or squadron (40–60 with their weapons for maximum damage.
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Death Throes (Su): When a baaz dies, it Treasure: Standard


turns to stone instantly. If an opponent dealt the Alignment: Usually lawful evil
killing blow with a slashing or piercing manufac- Advancement: By character class
tured weapon, that opponent must make a DC Level Adjustment: +3
12 Reflex save. If he fails, his weapon is
stuck in the petrified draconian and Bozak draconian Bozak draconians are
cannot be removed. The baaz crumbles bronze-scaled dragon-
to dust 1d4 minutes after death (releas- men who make use of
ing any trapped weapon). While it is magical talent and
petrified, a stone to flesh spell restores often lead other dra-
the draconian to flesh and allows conians into battle.
characters to remove stuck weap- Bozaks stand be-
ons, but the draconian is still tween 6 and 6 1/2
dead. Items in the baaz’s posses- feet tall, with large
sion (and any that are trapped horn-tipped wings
within its stone body) are unaf- that rise nearly a foot
fected by the petrification and sub- higher than their shoul-
sequent dissolution. The save DC is ders. They typically es-
Constitution based. chew armor in favor of
maneuverability; when
Baaz Characters they do wear armor it
A baaz draconian’s favored is only of the lightest
class is fighter. Most baaz types. Bozaks have yel-
leaders are either fighters or low or amber eyes and
barbarians. See Chapter 1: Races light gray teeth.
for details about playing baaz Intelligent and ruth-
characters. less, bozaks have natu-
ral ability with arcane
Draconian, Bozak magic, but are inclined
Medium Dragon to study divine magic
Hit Dice: 4d12 (26 hp) as well. Some serve
Initiative: +4 leadership roles in dra-
Speed: 30 ft. conian communities,
(6 squares) while others organize
Armor Class: 18 religious services dedi-
(+8 natural), touch cated to evil gods.
10, flat-footed 18 Both male and female
Base Attack/Grapple: bozaks have excellent in-
+4/+5 stincts toward organization
Attack: Claw +5 melee (1d4+1) or and leadership.
short sword +5 melee (1d6+1) or long bow +4
ranged (1d8) Combat
Full Attack: 2 claws +5 melee (1d4+1) and bite Bozaks are cautious and devious fighters. When
+0 melee (1d4+1); or short sword +5 melee possible, they strike from a distance with spells or
(1d6+1); or long bow +4 ranged (1d8) missile weapons, then charge for melee attacks. A
Space/Reach: 5 ft./5 ft. favorite tactic of bozaks is to charge victims on all
Special Attacks: Death throes, spells fours, flapping wings and hissing while clutching
Special Qualities: Draconian traits, spell resist- swords or other weapons between their teeth.
ance 14 Bozaks rarely show mercy once they attack, unless
Saves: Fort +4, Ref +4, Will +4 there is a good reason to leave an enemy alive.
Abilities: Str 12, Dex 10, Con 10, Int 12, Wis 10, Bozaks are quite capable with their natural
Cha 12 weapons, but usually prefer to fight with melee
Skills: Bluff +8, Concentration +7, Diplomacy weapons. Favored weapons include short swords,
+8, Intimidate +8, Knowledge (arcana) +8, Listen daggers, or any other weapon that can be carried
+7, Search +8, Spellcraft +8, Spot +7 in their mouths while running. Most bozaks carry
Feats: Combat Casting, Improved Initiative, Run ranged weapons in addition to their favorite
Environment: Any land swords or daggers.
Organization: Band (2d6) Death Throes (Su): When a bozak dies, its
Challenge Rating: 5 scaly flesh shrivels and crumbles from its bones in
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a cloud of dust. The bones immediately explode, Environment: Any land


dealing 1d6 points of damage to all creatures Organization: Section (2–5), troop (20–40 plus 1
within a 10-foot radius. Affected creatures can leader of 4th–7th level), or squadron (40–60 plus
attempt a DC 14 Reflex save for half damage. 2 troop commanders of 4th–7th level and 1 com-
Spells: A bozak casts spells as a 4th-level mander of 5th–10th level). Kapak draconians
sorcerer. serve with draconians of other types, which may
Typical Spells Known (6/7/3; save DC 11 + be included in the above organization.
spell level): 0—detect magic, mage hand, mending, Challenge Rating: 4
read magic, resistance; 1st—magic missile, obscuring Treasure: Standard
mist, shocking grasp; 2nd—scorching ray. Alignment: Usually lawful evil
Advancement: By character class
Bozak Characters Level Adjustment: +2
Most bozak leaders are arcane or divine spell-
casters. A bozak draconian’s favored class is Kapaks are venomous dragonmen, licking their
sorcerer. When a bozak advances in levels as a poison directly onto their blades before enter-
sorcerer, it adds its sorcerer levels to its innate ing battle and dissolving into deadly pools of
spellcasting ability. For example, a bozak 9th- acid if slain.
level sorcerer has the spells per day, spells known, Kapaks stand around 6 feet tall and have
and caster level of a 13th-level sorcerer. How- sleek torsos and long limbs. Their scales are dull
ever, its base attack bonus, base save bonuses, copper tinged with green, their eyes an orange
and familiar, if any, are all determined by adding or dark brown color. They have short manes of
the appropriate features of a 9th-level sorcerer dark brown or blonde hair hanging from either
to the bozak’s base statistics. side of the mouth. Soft pads line the bottoms of
their feet, enabling them to move silently.
Draconian, Kapak Kapaks dress in light armor for maximum free-
Medium Dragon dom of movement and to best take advantage of
Hit Dice: 2d12+5 (17 hp) their natural stealth.
Initiative: +1 The kapak’s most
Speed: 30 ft. (6 squares) exotic physical
Armor Class: 15 (+1 Dex, +2 feature is a
natural, +2 leather armor), set of glands
touch 11, flat-footed 14 located
Base Attack/Grapple:
+2/+2
Attack: Short sword
+2 melee (1d6 plus
poison) or short
bow +3 ranged
(1d6)
Full Attack:
Short sword
+2 melee (1d6 Kapak draconian
plus poison)
and bite –3 me-
lee (1d4 plus poi-
son); or short bow
+3 ranged (1d6)
Space/Reach: 5 ft./
5 ft.
Special Attacks: Death throes, poison (males
only), sneak attack +1d6
Special Qualities: Draconian traits, healing saliva
(females only), spell resistance 11
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 11, Dex 13, Con 13, Int 8, Wis 8,
Cha 11
Skills: Hide +6, Listen +4, Move Silently +14,
Search +4, Spot +4
Feats: Run, Toughness
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under the tongue. Male kapaks continuously effectively from his attack, he can strike a vital
secrete a venomous spittle, while the saliva of spot for extra damage. Basically, the kapak’s
female kapaks has remarkable healing properties. attack deals 1d6 points of extra damage any time
Neither male nor female kapaks show any the kapak’s target would be denied her Dexterity
aptitude toward original thinking, nor are they very bonus to AC (whether she actually has a Dexter-
perceptive. This makes them better followers than ity bonus or not), or when the kapak flanks his
leaders. Another kind of draconian or a leader of target. Should the kapak score a critical hit with a
a different species usually leads kapak forces. sneak attack, this extra damage is not multiplied.
Male kapaks are fierce combatants, able to Ranged attacks can count as sneak attacks
alternate between brute force and cunning stealth. only if the target is within 30 feet.
Females are just as capable, but seem to have a nur- A kapak can sneak attack only living crea-
turing instinct toward other draconians, using their tures with discernible anatomies—undead, con-
healing powers to come to their comrades’ aid. structs, oozes, plants, and incorporeal creatures
lack vital areas to attack. Any creature that is
Combat immune to critical hits is not vulnerable to sneak
Though their intelligence is limited, Kapaks are attacks. The kapak must be able to see the target
superb fighters, fiendishly clever in their ability to well enough to pick out a vital spot and must be
catch victims off guard and take advantage of able to reach such a spot. The kapak cannot sneak
opponents’ weaknesses. Because of their cunning, attack while striking a creature with concealment
Kapaks make excellent assassins. Male kapaks or by striking the limbs of a creature whose vitals
often lick their weapons before engaging in are beyond reach.
combat to coat them with venom. If a kapak gets a sneak attack bonus from
Death Throes (Su): When a kapak dies, his another source (such as rogue levels), the bonuses
body instantly dissolves into a 5-foot radius pool to damage stack.
of acid. All creatures within this area suffer 1d6 Healing Saliva (Ex): The saliva of a female
points of acid damage each round they remain in kapak cures wounds. If a female kapak licks a
the pool. The acid evaporates in 1d6 rounds. All wound, the wounded creature regains 2d6 hit
armor, weapons, and items carried by the kapak points. A creature can only be healed with female
suffer damage from the acid as well. kapak saliva once every four hours, and a kapak
Poison (Ex): Bite or licked blade (male kapak cannot heal herself with her own saliva. The
only); DC 12 Fort save; initial damage 1d6 Dex, saliva of a female kapak does not heal when deliv-
secondary damage paralysis 2d6 minutes. Before ered by her bite.
entering combat, male kapaks often lick the blades Skills: Kapaks gain a +8 racial bonus on
of their swords (which requires a full-round Move Silently checks.
action). The poison remains on the blade for 3
rounds or until the kapak hits with the sword, Kapak Characters
whichever comes first. Both male and female A kapak draconian’s favored class is rogue. Most
kapaks are immune to the poison of male kapaks. kapak leaders are multiclassed fighter/rogues.
Sneak Attack: If a kapak can catch an See Chapter 1: Races for details about playing
opponent when she is unable to defend herself kapak characters.

 The Making of a Draconian  “The hooded figures flanked a small, slime-covered


Draconians were originally made in the Age of altar. They stared at an object on the altar in rapt
Despair to populate the fighting ranks of the evil concentration, uttering a low, droning chant. Also
dragonarmies. The forces of evil were able to staring at the object on the altar was a sinuous red
gain a supply of good dragon eggs, and use them dragon, looming over the two humans. A silver
to create draconians. Each egg, once the proper dragon egg sat on the center of the surface of the altar.
rituals were invoked, created dozens of male dra- The chanting reached a climax, and the hooded fig-
conians. (There were no female draconians until ures paused. Suddenly, a drop of saliva from the red
a clutch of female draconian eggs was discovered dragon’s hideous maw fell upon the egg. Immediately,
after the Chaos War.) The ritual required an evil the silvery egg became black and slimy. Like some poi-
arcane spellcaster of 10th level or higher, an evil soned tumor, the egg began to expand, change shape,
divine spellcaster of 10th level or higher, and a and writhe as if in agony. The egg grew huge and
very old or older evil dragon. The ritual was usu- began to split apart. Instead of the silver dragon that
ally done with much ceremony in a very safe and should have emerged, many squirming, lizardlike
secure environ. creatures began to spill forth. The egg had spawned
The process is gruesome, as described by forty tiny sivak draconians.”
one witness: —From the description of a witness to a ritual
beneath Neraka, 346 AC
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Environment: Any
land
Organization: Band (2d6)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually law-
ful evil
Advancement: By character
class
Level Adjustment: +4

Sivak draconians are silver-


scaled dragonmen who
use their innate powers
to disguise themselves
among the enemy before
attacking with savage fury.
Sivaks are physically the
largest of draconians. The
males stand between 8 1/2 and
9 feet tall, with females averag-
ing half a foot shorter. Sivak draco-
nians wear heavy armor when going
Sivak draconian into battle, but usually wear light or no
armor at all when engaged in stealth or
scouting missions. Sivak armor is constructed
to make room for their huge wings.
Some sivak draconians may be encountered
in disguise, using their innate ability to hide
among other races without being noticed. Some
sivaks use these abilities to dwell among their
enemies indefinitely without being detected.
Draconian, Sivak Except for the extremely rare auraks, sivak
Large Dragon draconians are the most powerful and respected
Hit Dice: 6d12+12 (51 hp) draconian race. They are often leaders in dracon-
Initiative: +4 ian communities and military units.
Speed: 30 ft. (6 squares), fly 60 ft. (poor) Sivaks are fond of strong drink, but like the
Armor Class: 20 (–1 size, +4 natural, +7 half- Baaz, alcohol has no effect on their ability to fight.
plate), touch 9, flat-footed 20 Sivaks eat virtually anything, and have a special
Base Attack/Grapple: +6/+13 fondness for elven flesh.
Attack: Claw +8 melee (1d6+3) or tail +8 melee
(2d4+4) or greatsword +9 melee (2d6+5, 19–20) Combat
Full Attack: 2 claws +8 melee (1d6+3) and bite Sivaks attack with bloodlust, enjoying the suffer-
+6 melee (1d8+1); or tail +8 melee (2d4+4); or ing of the wounded as much as a clean kill. They
greatsword +9 melee (2d6+5, 19–20) and bite +6 work well in teams, defending one another against
melee (1d8+1) unexpected attacks and surrounding opponents
Space/Reach: 10 ft./10 ft. to assault them from all sides. Sivaks generally do
Special Attacks: Death throes, trip not fight to the death, preferring to fly to safety
Special Qualities: Draconian traits, shapeshift when a battle turns against them and return to
(males only) or blend (females only), spell resist- wreak vengeance upon their enemies another day.
ance 16 The sivaks’ movement flexibility gives them
Saves: Fort +7, Ref +5, Will +5 an important tactical advantage. They can race
Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 10, forward on all fours, silently glide from a height,
Cha 10 or attack from the air. Many opponents are unfa-
Skills: Bluff +5, Climb +5, Diplomacy +4, Dis- miliar with the existence of flying draconians,
guise +5, Gather Information +4, Jump +5, Intim- giving the sivaks the additional advantage of sur-
idate +9, Listen +9 prise—for instance, a sivak charging on all fours
Feats: Improved Initiative, Multiattack, Run, can suddenly take to the air and swoop at its
Weapon Focus (greatsword) opponent from behind.
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Sivaks attack with their natural weapons, scales, and a tail. When humans and half-elves are
either employing claw and bite or attacking with the victims of this process, they still retain their
their long heavy tails. They often use their tails basic body shape and thus differ from draconians
in combat to knock foes off balance. They also in that members of each gender can usually be
use a variety of weapons, favoring massive, ser- separated on sight by others.
rated greatswords.
Death Throes (Su): When a male sivak dies, Creating a Dragonspawn
it changes shape, assuming the form of the “Dragonspawn” is a template that can be added
humanoid being that killed it. This death shape to any corporeal humanoid or monstrous human-
lasts for three days, and then the entire body oid creature from Small to Large size (referred
decomposes into black soot. If the sivak’s slayer is hereafter as the “base creature”). The creature’s
larger than the sivak or not humanoid, the sivak type becomes monstrous humanoid. Dragon-
instead bursts into flame, dealing 2d4 points of spawn gain the subtype of the same type as their
fire damage to all creatures within a 10-foot creator dragon. (For example, a black dragon-
radius (DC 17 Reflex save negates). spawn gains the water subtype.) It uses all the
When a female sivak dies, it bursts into base creature’s statistics and special abilities
flames, dealing 2d4 points of fire damage to all except as noted here.
creatures within a 10-foot radius (DC 17 Reflex Armor Class: The dragonspawn has +7 nat-
save negates). ural armor, or the base creature’s natural armor,
Trip (Ex): A sivak that hits with its tail attack whichever is better.
can attempt to trip the opponent as a free action Speed: Dragonspawn fly at twice the land
without making a touch attack or provoking an speed of the base creature (average maneuverabil-
attack of opportunity. If the attempt fails, the ity), or as the base creature, whichever is better.
opponent cannot react to trip the sivak. Attacks: Dragonspawn may use weapons as
Blend (Ex): Sivak females have a chameleon- the base creature, or may use natural weapons:
like ability to blend in with their surroundings. Bite: The bite attack is made at the creature’s
This gives the sivak female a +10 circumstance normal melee attack bonus. Damage is based on
bonus on her Hide checks and allows her to dis- the dragonspawn’s size (see below) plus its
guise self at will. Strength modifier.
Shapeshift (Su): A male sivak can assume the Claws: Two claw attacks are made at the base
form of Large or smaller humanoid that it has just attack bonus –5. Damage is based on the dragon-
killed. The shapeshift is a standard action that must spawn’s size (see below) plus one-half of its
be performed within one round of killing the Strength modifier (rounded down).
victim. The sivak does not gain the memories, skills,
or spell use of its victim, but his appearance and Size Damage (Bite and Claw)
voice is an exact match of its victim’s. The sivak can Small 1d3
remain in its alternate from until it chooses to Medium 1d4
assume a new one or return to its natural form. Large 1d6

Dragonspawn Special Attacks: Dragonspawn retain all the


Dragonspawn (sometimes simply called “spawn”) special attacks of the base creature and also gain
are the twisted creations of the dragon overlords new abilities as listed below.
who ruled Ansalon in the years following the Breath Weapon (Su): The dragonspawn gains
Chaos War. Created through a hideous method a breath weapon based on the dragon variety of
that transforms humanoids into draconianlike its creator, useable once every 2d4 rounds. The
creatures by fusing the mind and soul of the saving throw DC equals 10 + one-half spawn’s
victim with the shard of a draconian’s, these rep- total HD + the spawn’s Constitution modifier.
tilian beings become loyal servants of the dragon
overlord that creates them—though on occasion Dragon Breath Breath Weapon Death Throes
some have been known to retain their free will. Variety Weapon Damage Damage
Dragonspawn are referred to by their color, Black Line* of acid 4d4 2d4 acid (Reflex half)
which they take from the dragon overlords that Blue Line of lightning 4d8 2d8 electrical
create them. (For example, when a red dragon (Reflex half)
overlord creates dragonspawn, they are red Green Cone** of gas 4d6 2d6 acid
dragonspawn.) They often bear striking similari- (Fortitude half)
ties to the dragon overlord that made them (such Red Cone of fire 4d10 2d10 fire (Reflex half)
as a green dragonspawn having a fin on its head White Cone of cold 2d6 1d6 cold (Reflex half)
or a blue having a horn on the nose), while the *A line is always 2 ft. high, 2 ft. wide, and 60 ft. long.
features that are shared by all are wings, claws, **A cone is always 30 ft. long.

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Death Throes (Su): All dragonspawn have Fire Subtype (Ex): A fire creature is immune
death throes. The effect depends upon the type of to fire damage. It takes half again as much (+50%)
spawn. (See the table above.) All death throes damage as normal from cold, regardless of whether
affect those within 10 feet of the dragonspawn, a saving throw is allowed, or if the save is a suc-
and the DC to avoid the effects are the same as cess or failure.
the dragonspawn’s breath weapon DC. Possessions: Masterwork greataxe.
Spellcasting (Su): All spawn gain the ability to Sorcerer Spells Known (5/4); save DC = 11 +
cast spells as 1st-level sorcerers. If the base crea- spell level): 0—daze, flare, mage hand, open/close;
ture already possessed levels in sorcerer, then the 1st—mage armor, magic missile.
dragonspawn’s effective sorcerer level increases
by +1. Fetch
Special Qualities: Dragonspawn have all the Medium Outsider (Chaotic, Evil, Extraplanar)
special qualities of the base creature, plus low- Hit Dice: 9d8+9 (49 hp)
light vision and darkvision 30 feet. Initiative: +3
Abilities: Adjust the abilities of the base crea- Speed: 20 ft. (4 squares)
ture as follows according to dragon type. Armor Class: 16 (–1 Dex, +7 natural), touch 9,
Black: Str +2, Con +2, Cha +2 flat-footed 16
Blue: Str +6, Con +4, Wis +2, Cha +4 Base Attack/Grapple: +9/+9
Green: Str +2, Con +2, Cha +2 Attack: Touch +12 melee (1d4 and 2 negative
Red: Str +8, Dex +2, Con +6, Int +2, Wis +2, levels)
Cha +4 Full Attack: Touch +12 melee (1d4 and 2 nega-
White: Dex +2, Con +2 tive levels)
Feats: Same as the base creature. Spawn also Space/Reach: 5 ft./5 ft.
have access to dragon feats. Special Attacks: Create spawn, energy drain
Environment: As per dragon creator type. Special Qualities: Invisibility, mirror portals
Organization: Squad (2–5) or tribe (10–20) Saves: Fort +7, Ref +5, Will +9
Challenge Rating: Red spawn have the Abilities: Str 17, Dex 8, Con 13, Int 14, Wis 13,
same CR as the base creature +3, white spawn Cha 12
have the same CR as the base creature +1, and Skills: Climb +15, Hide +13, Intimidate +13,
all other spawn have the same as the base crea- Jump +15, Knowledge (the planes) +14, Listen
ture +2. +13, Move Silently +13, Search +14, Sense
Alignment: Same as dragon creator. Motive +13, Spot +13
Level Adjustment: +1 (white), +2 (black or Feats: Improved Initiative, Iron Will, Power
green), +3 (blue), +4 (red) Attack, Stealthy
Environment: Any land or underground
Sample Dragonspawn Organization: Solitary or band (2–5)
Gargash: Male red dragonspawn Barbarian 2; Challenge Rating: 6
C R 5; Medium monstrous humanoid (aug- Treasure: None
mented humanoid [human], fire); HD 2d12+8; Alignment: Always chaotic evil
hp 30; Init +3 (Dex); Spd 40 ft., fly 80 ft. (aver- Advancement: 10–12 HD (Medium), 13–15
age); AC 20 (touch 13, flat-footed 17); Atk +10 HD (Large)
melee (1d12+9/x3, masterwork greataxe) or +8
melee (1d4+6, bite) and +3 melee (1d4+3, 2 Fetches are harbingers of evil that dwell on the
claws); SA breath weapon, death throes, rage fringes of the Abyss. They can only enter Krynn
1/day, spells; SQ darkvision 30 ft., low-light through reflective surfaces, such as mirrors or
vision, uncanny dodge; AL CE; SV Fort +7, Ref ponds.
+3, Will +2; Str 23, Dex 16, Con 19, Int 12, Wis In its natural form, a fetch appears as a fea-
14, Cha 12. tureless shadow, though it is perfectly solid.
Skills and Feats: Climb +11, Intimidate +6, When hunting, however, the fetch becomes
Jump +11, Listen +7, Survival +7; Toughness, invisible, appearing only when reflected in a
Weapon Focus (greataxe). mirror or other reflective surface. When seen in
Breath Weapon (Su): Gargash can breathe a this manner, the fetch takes on the appearance of
30-foot cone of fire once every 2d4 rounds as a its intended victim. The fetch looks like a hag-
standard action for 4d10 fire damage (DC 14 gard, pale imitation of its target, with dull and
Reflex save for half damage). lifeless eyes. A fetch breaks into a cruel grin when
Death Throes (Su): When Gargash is killed, its eyes first meet those of its intended victim.
he deals 2d10 points of fire damage to all crea- Fetches never speak, though they understand
tures within 10 feet (DC 14 Reflex save for half Common and Abyssal.
damage).
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Fetch

Combat
Fetches are single-
minded in their
mission to slay their only in reflection
intended victims and drag their souls to in a reflective surface. The intended
the Abyss. victim can pinpoint the fetch’s location if the
A fetch begins its attack by first looking into creature is visible to the victim through a reflec-
the Material Plane from the Abyss. The fetch tive surface, but even then the fetch has total con-
does this by creating a latent portal via a mirror or cealment (50% miss chance).
other reflective surface on the Material Plane. Mirror Portals (Su): At will, a fetch can
When it sees a potential victim, it takes on the create a two-way portal connecting the Abyss to
victim’s appearance, which is visible to the victim a reflective surface on the Material Plane, such as
(and only the victim) when he or she looks into a mirror or a pool of water. This ability is similar
the mirror. (If there is more than one possible to the gate spell, but only the fetch and any
victim, the fetch targets the nearest opponent or objects it carries can pass through the mirror
chooses one randomly.) When the victim meets portal. The reflective surface must be large
the fetch’s eyes, the fetch locks on to its target. It enough for the fetch to pass through (a minimum
moves through the portal and attacks. of 2 1/2 feet on a side). The fetch can use the
Once on the Material Plane, the fetch is reflective surface even if it is not reflecting any-
invisible. It can only be seen in reflection, and thing (for instance, if it’s in a dark room).
even then only by the victim. The fetch mani- The portal is initially latent. The fetch can
fests what looks like a mirror image of the see and hear into the Material Plane through
victim’s own weapon, or attacks unarmed if the the reflective surface, but it cannot actually pass
victim has no weapon. Regardless of how it through. To fully open the portal, a humanoid
appears to be armed, the fetch attacks with its creature must look into the reflective surface
touch attack. and meet the fetch’s gaze. A creature who looks
Create Spawn (Su): If a fetch kills a creature into the reflective surface automatically meets
with its energy drain, it picks up the slain creature the fetch’s gaze unless it specifically avoids
and retreats back through the mirror portal by looking at the reflection’s eyes; if it does avoid
which it entered the Material Plane. If it can suc- the eyes, it has a 50% chance each round of
cessfully bring the slain creature back to the meeting the fetch’s gaze as long as it continues to
Abyss, the creature becomes a fetch in 1d4 days. look in the mirror.
Killing the fetch or destroying the mirror portal Once the fetch opens the portal, it can pass
leaves the slain creature on the Material Plane, through in either direction as a move action. The
where it is merely dead. portal remains open indefinitely, although it only
Energy Drain (Su): Living creatures hit by functions for fetches.
a fetch’s incorporeal touch attack gain two neg- If the fetch’s reflective surface is destroyed,
ative levels. The Fortitude save to remove a the mirror portal is closed. The fetch can open a
negative level has a DC of 15. The DC is Cha- new portal if it has access to another suitable
risma based. reflective surface. For every day that the fetch is
Invisibility (Su): Fetches are invisible. A fetch prevented from returning to the Abyss, it suffers
can only be seen by its intended victim, and then 1d6 points of Constitution damage.

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Fireshadow Environment: Any land or underground


Huge Undead (Chaos, Evil, Extraplanar) Organization: Solitary
Hit Dice: 13d12 (84 hp) Challenge Rating: 10
Initiative: –1 Treasure: None
Speed: 20 ft. (4 squares) Alignment: Always chaotic evil
Armor Class: 20 (–2 size, –1 Dex, +9 natural, +4 Advancement: 14–19 HD (Huge); 20–39 HD
deflection), touch 11, flat-footed 20 (Gargantuan)
Base Attack/Grapple: +6/+19
Attack: Claw +9 melee (2d4+5 and 1d6 fire) or Fireshadows are wraithlike denizens of the
ray of oblivion +3 ranged touch (13d6) Abyss, wreathed in cold green flame. They are
Full Attack: 2 claws +9 melee (2d4+5 and 1d6 sometimes summoned by evil clerics through
fire) and bite +4 melee (2d6+3 and 1d6 fire); or the use of greater planar ally or one of several
ray of oblivion +3 ranged touch (13d6) unholy artifacts.
Space/Reach: 15 ft./15 ft. Fireshadows take on whatever form their
Special Attacks: Create spawn, fiery aura, green master specifies, but they are always 30 feet tall
flame, ray of oblivion and surrounded by green fire. They are unable to
Special Qualities: Aversion to sunlight, dark- speak or communicate except through telepathy,
vision 60 ft., DR 10/magic bludgeoning, undead and then only with the individual who sum-
type, vulnerabilities, spell resistance 21 moned them.
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 21, Dex 9, Con —, Int 17, Wis 16, Combat
Cha 18 Fireshadows are destructive and cunning oppo-
Skills: Climb +15, Concentration +15, Hide +9, nents. Depending on the form they have taken,
Intimidate +14, Jump +15, Listen +13, Move they may strike with claws and bite, or with a single
Silently +9, Search +13, Sense Motive +13, Spell- slam attack. The attacks given in the stats above
craft +14, Spot +13 are typical of a humanoid-shaped fireshadow.
Feats: Cleave, Improved Bull Rush, Improved Create Spawn (Su): Any
Overrun, Improved Sunder, Power Attack living creature reduced to
Constitution 0 by the green
Fireshadow flame of a fireshadow be-
comes a fireshadow within
1d4 rounds. The new fire-
shadow is under the com-
mand of the fireshadow that
created it and remains en-
slaved until its master’s de-
struction. The spawn loses
all the special abilities and
skills it had in life, and has
a number of HD equal to
its former HD. The master
fireshadow may choose,
as a standard action, to
absorb the spawn, curing
2d10 points of damage in
the process.
Fiery Aura (Su): Anyone
within 10 feet of the fire-
shadow must succeed at a
D C 16 Fort save or take
1d6 points of fire damage
from the creature’s green
flames. The fireshadow’s
melee attacks all automati-
cally deal 1d6 fire damage if
they hit.
Green Flame (Su): Any
living being who takes fire
damage from a fireshadow’s
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successful melee attack begins to transform into Challenge Rating: 1/2


green flame. The flame deals 1d6 points of tem- Treasure: Standard
porary Constitution damage every round as the Alignment: Usually lawful evil
victim’s flesh is slowly consumed. Holy water Advancement: By character class
applied to the victim, or any cure spell cast upon Level Adjustment: +0
the victim, halts the spread of the green flame, as
does sunlight. Minotaurs of Krynn are renowned sailors and
Ray of Oblivion (Sp): Once every 1d4 gladiators, convinced of their own superiority
rounds, a fireshadow can project an invisible ray over the other races of Krynn.
that deals 13d6 points of damage (DC 16 Fort Minotaurs are tall, muscular, bull-headed
save for half ). This is a ranged touch attack. humanoids who stand between 6 1/2 and 7 1/2
Anyone who is reduced to –10 hp from this feet tall and usually weigh between 300 and 450
attack is instantly disintegrated, as per the disinte- pounds. They have short-furred bodies red to
grate spell. brown in color, with brown or black eyes. Mino-
Aversion to Sunlight (Ex): Fireshadows are taurs are omnivorous, eating meat and vegetables.
greatly weakened in natural sunlight (not merely They wear little clothing, sometimes as little as
a daylight spell) and avoid it. A fireshadow a loincloth or sash. As a warlike nautical people
exposed to natural sunlight is they appreciate both violent images and objects
affected as if by a slow spell. In Minotaur that remind them of the sea.
addition, the fireshadow takes Minotaurs speak Kothian, but often
2d6 damage per round of expo- speak Common as well. Although not all
sure to sunlight. minotaurs are warriors (minotaur society,
Vulnerabilities: Fireshadows are like any other civilization, has its share of
subject to damage from holy water. farmers and shopkeepers), all minotaurs
They suffer double damage from weap- must prove themselves and
ons with the disruption quality. fight for rank in the Circus—a
gladiatorial arena in which
Minotaur skill at arms establishes the
of Krynn pecking order.
Medium Humanoid (Minotaur) Outside their homeland, most
Hit Dice: 1d8+3 (7 hp) minotaurs are either warriors or
Initiative: –1 experts (merchant sailors); the
Speed: 20 ft. (hide armor) (2 squares); information in the statistics block
base 30 ft. (6 squares) is for a warrior of 1st level.
Armor Class: 14 (–1 Dex, +2
natural, +3 hide armor), Combat
touch 9, flat-footed 14 Minotaurs are fierce combatants, leaping
Base Attack/Grapple: +1/+3 into battle with confidence. They are
Attack: Battleaxe +3 melee (1d8+2) intelligent warriors studying battle tactics
or heavy crossbow +0 ranged at an early age. They only attack oppo-
(1d10) nents they are confident in overwhelm-
Full Attack: Battleaxe +3 melee ing. When boarding an enemy ship,
(1d8+2) and gore –2 melee (1d6+1); they scatter the crew with ranged weap-
or heavy crossbow +0 ranged (1d10) ons and then use ropes and boarding
Space/Reach: 5 ft./5 ft. planks to overtake key positions.
Special Attacks: Gore Gore (Ex): When a mino-
Special Qualities: None taur uses his horns to
Saves: Fort +2, Ref –1, attack at the end of a
Will +0 charge, his gore attack deals
Abilities: Str 14, Dex 9, 2d6 points of damage + 1 1/2
Con 10, Int 9, Wis 10, Cha 9 times his Strength modifier.
Skills: Intimidate +1, Profession (sailor) +4,
Swim +1, Use Rope +1 Minotaur Society
Feats: Toughness Minotaurs believe that honor and strength are
Environment: Any warm land the most important aspects of civilization.
Organization: Crew (2–5), Squad (10–20 plus 2 Honor is defined by keeping one’s word and
3rd-level bosuns and 1 captain of 3rd–6th level), standing up against those who challenge.
flotilla (30–100 plus 1 3rd-level bosun per 10, 5 Strength is proven through both day-to-day
5th-level captains, and 3 7th-level admirals) skills and, most importantly, superiority in battle.
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These concepts are tested regularly in the great Special Qualities: Blindsense 30 ft., darkvision 60
Circus, where minotaurs fight for position and ft., detect thoughts, glide, light sensitivity, telepathic
to defend their honor. Minotaurs follow their awareness, telepathy, weapon familiarity
captains, and ultimately, the emperor, who must Saves: Fort +2, Ref +5, Will +3
fight his challengers to the death to maintain his Abilities: Str 12, Dex 14, Con 12, Int 13, Wis 14,
rule. Minotaur females hold an equal role in Cha 12
society, and must prove themselves in the same Skills: Escape Artist +6, Hide +8, Listen +8,
fashion as men. Move Silently +12, Spot +7, Tumble +5
Minotaurs dream of dominance over others. Feats: Alertness, Dodge
Individuals hope to rise in rank by proving them- Environment: Any underground
selves honorable and strong, while as a nation Organization: Solitary, patrol (2–5), or clan (40–60
the minotaurs plan to conquer all Ansalon. Mino- plus 2 shadow warriors of 3rd–6th level and 1
taurs enjoy leisure, art, and other entertainment— counselor of 4th–6th level).
though all of it usually relates to their racial love Challenge Rating: 2
of conflict and the ocean. Treasure: Half standard
Most minotaurs revere Sargas (Sargonnas), Alignment: Usually neutral good
their patron god, though a few rebels of good Advancement: By character class
alignment secretly worship Kiri-Jolith. Level Adjustment: +4

Minotaur Characters The shadowpeople are a kind and benevolent


A minotaur’s favored class is fighter. Minotaur race of humanoids that live underground in small,
leaders are often fighters or barbarians. See Chap- self-contained communities. One of the oldest
ter 1: Races for more information about minotaur races of Krynn, they have been forgotten by the
characters. outside world and actively work to preserve their
Minotaur characters possess the following status as creatures of myth.
racial traits: A shadowperson resembles a thin, gangly
 +2 racial bonus on Intimidate, Swim, and Use ape with a long, stretchable membrane that
Rope checks. connects its arms to its flanks. They have hairy
 Minotaurs may take the Scent special quality heads with small, flat noses, pointed ears, and
as a feat. sharp fangs—two of which protrude above the
upper lip when their mouths are closed. Shadow-
Shadowperson people have green or amber eyes like those of a
Medium Monstrous Humanoid cat, and long claws on their hands and feet.
Hit Dice: 3d8+3 (16 hp) Smooth fur of black or dark brown covers their
Initiative: +2 bodies. They wear little in the way of clothing,
Speed: 30 ft. (6 squares) except when on rare their trips to the surface.
Armor Class: 18 (+2 Dex, +6 insight), touch 18, On such trips they wear long, dark, hooded
flat-footed 16 robes that conceal their appearance. The primi-
Base Attack/Grapple: +3/+4 tive language of the shadowpeople is a series of
Attack: Claw +4 melee (1d4+1) or shadowstaff squeaks and growls, but they prefer to commu-
+4 melee (1d8+1) nicate telepathically.
Full Attack: 2 claws +4 melee (1d4+1) or shadow- Shadowpeople have a close, clan-structured
staff +4 melee (1d8+1) culture. Mated couples have up to four offspring
Space/Reach: 5 ft./5 ft. at once, and the entire community cares for the
Special Attacks: Mindweave young. When the young reach ten years of age,

 Shadowstaff  level) to cast a spell. The opponent can take a


This exotic piercing weapon is topped with a full-round action to make an Escape Artist
wickedly curved hook (1d8 damage, crit check opposed by the shadowperson’s Strength
19–20/x2), and can be used to both attack and to free himself.
restrain opponents. Once an opponent size The wielder of a shadowstaff can also use
Medium or smaller has been struck by a the hook to make trip attacks. If the wielder is
shadowstaff, it is caught on the hook and suffers tripped during his own trip attempt, he can drop
a –2 penalty on all attack rolls and a –4 penalty the shadowstaff to avoid being tripped.
to Dexterity. In addition, the opponent suffers The wielder of a shadowstaff gets a +2
an automatic 1d8 points of damage each round bonus on his opposed attack roll when attempt-
as long as the shadowperson continues to hold ing to disarm an enemy (including the opposed
on to the shadowstaff, and must make a Con- attack roll to avoid being disarmed if he fails to
centration check (DC 10 + damage taken + spell disarm his enemy).
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For 1d4+4 hours after the ritual, all partici-


pants share a collective awareness that
enables them to move, fight, and
defend in perfect unison,
receiving a +1 insight bonus
on attack rolls, initiative
checks and saving throws.
A character of another
race invited to participate
in the mindweave may also
receive the benefits of the
ritual if he or she succeeds
in a DC 20 Concentra-
tion check.
Blindsense (Ex): A
shadowperson notices
and locates creatures
within 30 feet. Op-
ponents still have
100% concealment
against the shadow-
person unless it can
actually see them.
Detect Thoughts
(Su): A shadowperson
can continuously detect
thoughts as the spell
cast by an 4th-level
sorcerer (DC 13 save).
It can suppress or
resume this abil-
ity as a free ac-
Shadowperson tion. The save DC
is Charisma-based.
they are assigned to either the shadow warrior Glide (Ex): A shadowperson can use the
caste (adopting the warrior class) or the coun- membranes between its limbs to glide, negating
selor caste (becoming adepts) based on their apti- any damage from a fall of any height. It can also
tudes and interests. travel horizontally up to four times the vertical
Shadowpeople typically dwell in labyrinths distance it descends.
of subterranean passages and natural caverns, Light Sensitivity (Ex): Shadowpeople are
protected by patrols of shadow warriors and traps dazzled in bright sunlight or within the radius of
designed to capture intruders for telepathic inter- a daylight spell.
rogation. Vents provide fresh air, water, and Telepathic Awareness (Su): A shadow-
access to pits or even lava streams for refuse. The person’s mental awareness of other creatures’
deepest and most inaccessible cavern of each presence around it grants it a +6 insight bonus to
clan’s caves is reserved for the Revered Ancient AC against living creatures within 60 feet.
One; no light is allowed to illuminate the super- Telepathy (Su): A shadowperson can com-
natural darkness of this sacred cavern. municate telepathically with any intelligent crea-
ture within 60 feet that shares a common lan-
Combat guage with the shadowperson.
Shadowpeople are excellent night fighters and Weapon Familiarity: Shadowpeople may
move swiftly and silently in response to attack. treat shadowstaffs (see the sidebar) as martial
Mindweave (Su): This ritual is the most weapons, rather than exotic weapons.
important defense of the shadowpeople, and is Skills: Shadowpeople gain a +4 racial bo-
performed prior to venturing into situations of nus on Escape Artist, Listen and Move Silently
potential danger. The mindweave ritual takes one checks. They usually focus on skills that empha-
hour to perform, and involves a circle of shadow- size stealth.
people warriors linking hands and chanting in
union to tie their minds together.
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Shadowperson Characters Creating a Skeletal Warrior


A shadowperson’s favored class is fighter. Most “Skeletal warrior” is a template that can be added
NPC shadowpeople are either warriors or adepts to any humanoid creature (referred to hereafter as
(counselors). Shadowperson adepts draw their the “character”). The character’s type changes to
magic from the Revered Ancient One. The few undead. It uses all the character’s statistics and
shadowperson clerics typically revere Majere special abilities except as noted here.
above all other deities. Hit Dice: Increase all current and future Hit
Dice to d12.
Revered Ancient One Armor Class: The skeletal warrior has +2
The manifestation of the mindweave of the natural armor, or the character’s natural armor,
shadowpeople, a Revered Ancient One is a dis- whichever is better.
embodied entity that provides guidance, healing, Attacks: A skeletal warrior commonly fights
and support to a shadowperson settlement. It with martial weapons, but if disarmed it can use a
always resides in a sacred cavern deep within the touch attack.
shadowperson warrens, guarded by shadow war- Damage: The skeletal warrior’s touch attack
riors and its own powerful mental energies. uses negative energy to deal 1d6 points of damage
The Revered Ancient One has no physical plus the skeletal warrior’s Strength modifier.
properties or skills, but possesses Intelligence, Characters with natural attacks can use their nat-
Wisdom, and Charisma scores of 25. At ural weaponry or use the touch
will, it can use the spell-like attack, as they prefer.
powers cure serious wounds, Special Qualities:
detect thoughts, greater A skeletal warrior re-
teleport (other crea- tains all the charac-
tures only), legend lore, ter’s special qualities
and wall of force, all at and gains those de-
a caster level 14. scribed below.
Damage Reduction
Skeletal (Su): A skeletal war-
Warrior rior lacks flesh and
Skeletal warriors were internal organs, giv-
dangerous combat- ing the creature
ants in life who are damage reduction
forced to battle on 5/bludgeoning.
after death. They Immunities (Ex):
usually wear the Skeletal warriors
armor they died in are immune to cold,
and carry the same electricity, and poly-
weapons, though morph in addition to
some masters re- those immunities pos-
arm them with su- sessed by undead (see
perior equipment. undead type, below).
A skeletal war- Spell Resistance (Su):
rior does not look A skeletal warrior
different from a nor- gains spell resistance
mal skeleton at first 13 + 1 per character level.
glance, though it may Undead Type: An un-
be better equipped. dead creature is immune
Its bones appear more to mind-affecting effects,
cracked and yellowed poison, sleep, paralysis,
with age, though it never loses stunning, disease, death
any strength or vitality because of it. The skele- Skeletal warrior effects, and any effect that
tal warrior’s eye sockets are hollow and black, requires a Fortitude save unless
except for tiny pin-pricks of red light. it also works on objects or is harmless. It is not
To be considered for transformation to a skele- subject to critical hits, nonlethal damage, ability
tal warrior, a character must be at least 3rd level. damage to its physical ability scores, ability
Skeletal warriors understand the languages drain, energy drain, fatigue, exhaustion, or death
they knew in life, but are unable to verbally com- from massive damage. It cannot be raised, and
municate. resurrection works only if it is willing. Darkvision
60 ft.
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Abilities: A skeletal warrior gains +2 to Improved Bull Rush, Power Attack.


Strength. Being undead, it has no Constitution Immunities (Ex): Grimix is immune to cold,
score. electricity, and polymorph in addition to those
Climate/Terrain: Any land and underground. immunities possessed by undead.
Organization: Solitary or troupe. Possessions: Greataxe.
Challenge Rating: Same as character +1.
Treasure: Standard. Spectral Minion
Alignment: Always neutral evil. A spectral minion is the soul of an intelligent
Advancement: By character class. humanoid who died before she could fulfill an
important vow. Even in death, spectral minions
Golden Circlets are bound by the vow or quest placed upon them
If a death knight creates a skeletal warrior, it while they were alive.
must serve its master until either the death Spectral minions appear as they did during
knight or skeletal warrior is destroyed. When a life, except that they are nearly transparent. Any
skeletal warrior is created through arcane or clothing, armor, or weapons possessed by the
divine magic, however, its soul is trapped in a spectral minion at the time of its death are dupli-
golden circlet, which can then be used to com- cated in the creature’s new spectral form,
mand the creature. Unless commanded against it, although these are now part of the spectral
a skeletal warrior will do anything in its power to minion and cannot be taken or given away.
recover the golden circlet and ensure its own Spectral minions may seem to possess
free will. A skeletal warrior’s golden circlet is somewhat altered personalities in death than
much like a lich’s phylactery. they did in life. They retain some but not neces-
The spellcaster creating the golden circlet sarily all the memories of their original forms; as
must be a cleric, mystic, sorcerer, or wizard of at spectral minions, their uncompleted quests
least 6th level who possesses the Craft Wondrous dominate their minds. Often, these quests can-
Item feat. The golden circlet costs 60,000 stl and not be completed without the intervention or
2,400 XP to create and has a caster level equal to aid of the living.
that of its creator at the time of its creation.
Physically, golden circlets are unremarkable Creating a Spectral Minion
bands of gold with a circumference large enough “Spectral minion” is a template that can be added
to fit around the creator’s head. The golden cir- to any humanoid, monstrous humanoid or giant
clet has a hardness rating of 10, 20 hit points, and creature (referred to hereafter as the “base crea-
a break DC of 20. ture”). The creature’s type changes to undead. It
uses all the base creature’s statistics and special
Sample Skeletal Warrior abilities except as noted here.
A minotaur warrior who survived a shipwreck Hit Dice: Increase all current and future Hit
upon the island of Storm’s Keep, Grimix found Dice to d12.
himself challenged by the death knight, Lord Speed: Double the base creature’s move-
Ausric. Never one to back down, Grimix fought ment, not including the speed penalty of armor or
the death knight and was quickly dispatched. equipment. Spectral minions are extremely fast.
Ausric admired the minotaur’s bravery in the face Armor Class: Spectral minions lose any nat-
of overwhelming odds, and raised him as a skele- ural armor bonus to AC, and their incorporeal
tal warrior to serve in the death knight’s growing armor and shields no longer grant them any AC
retinue. Grimix hates his undead master and bonus. Spectral minions gain a deflection bonus
curses his own unlucky fate, but is bound to serve equal to their Charisma bonus, if any, in addition
Ausric until one of them is destroyed. to their Dexterity bonus.
Grimix: Male skeletal warrior Barbarian 4; Attacks: If the base creature was armed with
CR 5; Medium undead (augmented humanoid a weapon at the time of its death, it retains an
[minotaur]); HD 4d12; hp 35; Init +3; Spd 40 incorporeal version of that weapon upon transfor-
ft.; AC 15 (touch 13, flat-footed 12); Atk +10 mation into a spectral minion, and it functions as
melee (1d12+6/x3, greataxe) or +10 melee it did while the creature was alive. If the creature
(1d6+6, gore) or +10 melee (1d6+6 negative was not armed, the spectral minion can make no
energy, touch); SA rage; SQ DR 5/bludgeon- physical attacks.
ing, immunities, uncanny dodge, undead type, Special Qualities: Spectral minions retain all
spell resistance 17; AL NE; SV Fort +4, Ref +4, the extraordinary special abilities they possessed
Will +4; Str 22, Dex 17, Con —, Int 12, Wis 16, in life. They lose spellcasting and any supernat-
Cha 13. ural and spell-like abilities upon their transfor-
Skills and Feats: Climb +13, Intimidate +12, mation to undead status. Spectral minions also
Jump +13, Listen +6, Spot +4, Survival +12; gain the following special qualities.
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Incorporeal (Su): Can be harmed only by Skills: As base creature. A spectral minion
other incorporeal creatures, +1 or better magic also gains a +4 racial bonus on Hide, Listen and
weapons, or magic, with a 50% chance to ignore Spot checks.
any damage from a corporeal source. Can pass Organization: Solitary
through solid objects at will, and own Challenge Rating: As base creature +1
attacks pass through armor. Always
moves silently. Sample Spectral Minion
Obsession (Ex): All spec- Spectral minions may have been any-
tral minions are bound by thing in life, from a lowly clerk to a
unfinished business, unable mighty heroic paladin. The fol-
to join the progression of lowing is an example using a
souls without completing 5th-level human expert as the
their personal quest. This base creature.
could be anything from re- This spectral minion was
searching and studying in a former scribe and archi-
a sunken library, guarding vist who turned to forgery
a specific post for a hun- as a way to make more
dred years, or fighting a money. Although he can
never-ending conflict in a provide helpful advice or
haunted battlefield. information to adventur-
When pursuing this ers who encounter him in
specific goal, or when his buried library ruins,
presented with obstacles his overriding goal is to
to achieving that goal, create perfect forgeries
the spectral minion gains of all the volumes in his
a +2 morale bonus on collection.
any skill check, ability Dedrinch: Male spec-
check, attack roll or sav- tral minion Expert 5;
ing throw that has a CR 5; Medium undead
direct impact on the (augmented humanoid
goal or in overcoming [human]); H D 5d12;
that obstacle. Philoso- hp 32; Init +2; Spd 60
pher spectral minions ft.; AC 13 (touch 13,
might gain the bonus flat-footed 11); Atk +3
on Knowledge checks; melee (none); SA none;
guardian spectral minions SQ darkvision 60 ft.,
might gain the bonus on attack Spectral minion incorporeal, obsession, turn-
rolls when defending a post from invaders. ing immunity, undead type,
Spell Resistance (Su): A death knight gains spell resistance 17; AL LN; SV Fort +1, Ref +3,
spell resistance 12 +1 per character level or Hit Will +5; Str —, Dex 14, Con —, Int 14, Wis 13,
Die. Cha 13.
Turning Immunity (Ex): Spectral minions Skills and Feats: Forgery +11, Hide +14,
cannot be turned, rebuked, destroyed or com- Knowledge (history) +10, Knowledge (nobility
manded by clerics or paladins. and royalty) +10, Listen +13, Profession (scribe)
Undead Type: An undead creature is im- +9, Sense Motive +9, Spot +13; Alertness,
mune to mind-affecting effects, poison, sleep, Dodge, Skill Focus (forgery).
paralysis, stunning, disease, death effects, and Bound (Ex): Unable to move more than
any effect that requires a Fortitude save unless 1,000 ft. from the place at which he died. If he
it also works on objects or is harmless. It is not completes the task that holds him back, or if
subject to critical hits, nonlethal damage, ability somebody casts remove curse upon him, his soul
damage to its physical ability scores, ability will be freed to join the Progression of Souls.
drain, energy drain, fatigue, exhaustion, or death Incorporeal (Su): Can be harmed only by
from massive damage. It cannot be raised, and other incorporeal creatures, +1 or better magic
resurrection works only if it is willing. Darkvision weapons, or magic, with a 50% chance to ignore
60 ft. any damage from a corporeal source. Can pass
Abilities: As base creature, except that through solid objects at will, and own attacks
spectral minions have no Strength or Constitu- pass through armor. Always moves silently.
tion scores, and their Dexterity score increases Obsession (Ex): Gains a +2 morale bonus
by +4. on any ability check, skill check, attack roll or
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saving throw that applies to his single-minded warriors are human in origin but distinct enough
efforts to create forgeries. from other humans to be considered a subrace. Of
Undead Type: An undead creature is their culture, little is truly known. Their language
immune to mind-affecting effects, poison, sleep, is guttural but complex, as is their written tongue.
paralysis, stunning, disease, death effects, and any Only Ariakan and a few of his highly ranked talon
effect that requires a Fortitude save unless it also leaders seemed able to master the language with-
works on objects or is harmless. It is not subject out the use of magic.
to critical hits, nonlethal damage, ability damage Tarmaks seem to produce no spellcasters; at
to its physical ability scores, ability drain, energy least, no spellcasters have been encountered in
drain, fatigue, exhaustion, or death from massive battle with them.
damage. It cannot be raised, and resurrection works Most tarmak encountered outside their home
only if it is willing. Darkvision 60 ft. lands are warriors; the statistics above are for a
warrior of 1st level. Tarmak leaders are often bar-
Tarmak barians, such as the example tarmak leader pre-
Medium Humanoid (Human) sented here, who is a 5th-level barbarian.
Hit Dice: 1d8+1 (5 hp)
Initiative: +4 Combat
Speed: 30 ft. (6 squares) In battle, the Tarmak are nearly peerless warriors,
Armor Class: 15 (+5 war paint), touch 10, flat- fighting with a startling combination of savagery
footed 15 and discipline. They fight without armor—indeed
Base Attack/Grapple: +1/+2 without clothing for the most part—instead paint-
Attack: Longsword +2 melee (1d8+1) ing their bodies with a dark blue paint of alchem-
Full Attack: Longsword +2 melee (1d8+1) ical origin.
Space/Reach: 5 ft./5 ft. Fast Healing: Tarmak war paint grants Tar-
Special Attacks: None maks fast healing 5. When the paint has healed
Special Qualities: Fast healing 5 a total of 20 points of damage, it loses its effec-
Saves: Fort +3, Ref +0, Will +0 tiveness, no longer granting either fast healing
Abilities: Str 12, Dex 11, Con 13, Int 9, Wis 10, or the natural armor bonus included in the AC
Cha 8 shown above.
Skills: Intimidate +3, Jump +5 Skills: Tarmaks receive a +8 racial bonus on
Feats: Improved Initiative, Weapon Focus (long- Craft (alchemy) checks to make Tarmak war
sword) paint (see the sidebar).
Environment: Any land
Organization: Squad (2–12 warriors and 1 Thanoi (Walrus-Folk)
leader), Company (20–100 and 2–8 leaders) Medium Monstrous Humanoid (Cold)
Challenge Rating: 1/2 Hit Dice: 3d8+9 (22 hp)
Treasure: None Initiative: +1
Alignment: Usually neutral evil Speed: 20 ft. (4 squares), swim 40 ft.
Advancement: By character class Armor Class: 15 (+1 Dex, +4 natural), touch 11,
Level Adjustment: +0 flat-footed 14
Base Attack/Grapple: +3/+6
Hailing from an unexplored island continent to Attack: Greatclub +7 melee (1d10+3) or tusk +6
the far east, the tarmak, or “brutes” as they have melee (2d4+3) or halfspear +4 ranged (1d6+3)
become known to the people of Ansalon, are a Full Attack: Greatclub +7 melee (1d10+3) and
strange and savage people who first appeared tusk +1 melee (2d4+1); or tusk +6 melee (2d4+3);
among the armies of Ariakan during the Summer or halfspear +4 ranged (1d6+3)
of Chaos, when the Dark Knights began their Space/Reach: 5 ft./5 ft.
conquest of the beleaguered continent. Special Attacks: None
Standing over 7 feet tall and powerfully built, Special Qualities: Cold subtype, great breath
with hairy shoulders and pointed ears, these Saves: Fort +2, Ref +4, Will +1

 Tarmak War Paint  no longer granting either the fast healing or the
The Tarmak make a blue body paint from a natural armor bonus.
mixture of fruits, tree sap, and pulped leaves, all The secrets of creating this war paint are
derived from plants native to their island known only to the Tarmak, who guard it jeal-
homes. Painted on the body, this war paint ously as a sacred formula. For purposes of cre-
grants a creature a +5 natural armor bonus and ating the paint, consider it to have a market
fast healing 5. When the paint has healed a total price of 500 gp and require a D C 25 Craft
of 20 points of damage, it loses its effectiveness, (alchemy) check.
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Abilities: Str 16, Dex 12, Con 15, Int 6, Wis 7, Fish is the primary staple of thanoi diet,
Cha 9 secured from isolated lakes within the glacier.
Skills: Balance +3, Climb +7, Swim +11 However, thanoi are ravenous carnivores, and
Feats: Toughness, Weapon focus (greatclub) consume any form of food available to them.
Environment: Any cold land
Organization: Solitary, gang (2–4), or band Combat
(11–20 plus 150% noncombatants plus 2 2nd- Thanoi attack anyone perceived as an enemy or
level sergeants and 1 leader of 2nd–5th level plus potential food source. They possess a racial
1–2 trained polar bears) hatred of spellcasters, attacking them with fury,
Challenge Rating: 2 hoping to overwhelm them and slay them before
Treasure: Standard they can cast damaging magic.
Alignment: Usually neutral evil Cold Subtype (Ex): A cold creature is
Advancement: By character class immune to cold damage. It takes half again as
Level Adjustment: +2 much (+50%) damage as normal from fire,
regardless of whether a saving throw is allowed,
Thanoi are brutal savages of the Icewall glacier, or if the save is a success or failure.
with the basic form of a man but the head, tusks, Great Breath (Ex): Thanoi are master
and strength of a walrus. swimmers and are capable of holding their
Thanoi stand up to 8 feet tall when straight, breath for 30 minutes before making Constitu-
but almost always walk with a hunched back tion checks.
and bent knees—a posture that looks impractical Skills: Thanoi receive a +8 racial bonus on
but helps them negotiate the often-treacherous Balance checks to avoid slipping on ice.
terrain of their homeland. The females are
noticeably smaller than the males, reaching a Thanoi Society
maximum of 6 feet in height. The tusks of both Walrus-folk live only cold regions, on ice floes
genders reach 2 feet in length, backed and glaciers. Their tribes are nomadic in nature,
by rows of blunt teeth that are with a constant change of hunting and fishing
strong enough to crush bone and grounds. Their entire lives revolve around the
shell. Thanoi possess clawed feet consumption of food.
that look quite fierce but are in Thanoi have been at war with the Ice Folk
actuality used merely for trac- nomads for countless centuries. They are not
tion; their large, clawed hands treasure hoarders, using shiny coins and
are too clumsy to handle gemstones only as fishing
any but the largest and lures. Thanoi raise and
simplest weapons. train polar bears, using
The walrus-folk pos- them as trackers, mounts,
sess a thick, blubbery and beasts of burden.
hide well suited for
their environment. Thanoi
They have little use Characters
for clothing or any A thanoi’s fa-
decoration that is not vored class is
practical. Some barbarian. Most
thanoi wear thanoi leaders
belts to car- are barbarians
ry tools or or fighters. A rare
weapons, caste of thanoi fe-
but noth- males become “kagogs,”
ing else. or “medicine givers”
(clerics of Sargon-
nas or mystics).

Thanoi

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 Chapter Eight
In the burning house May dragons fly ever in your dreams.
in a scattered country —Margaret Weis and Tracy Hickman,
you will see us rising Dragons of Summer Flame
the shadow of wings
crossing your sunlight
obscuring the moon
as the red sky blossoms
 Dragons are the true children of Krynn,
born of the world and its elemental forces.
Unlike the dragons of other worlds, which
in fire and confusion. tend to be solitary beings dwelling apart from
humankind and taking little or no interest in what
Do not say you awaited transpires in the world, the dragons of Krynn in-
the flight and the shadow teract with mankind for good or for ill, depending
the first incandescence on their nature.
of your villages;
O do not say you expected Chromatic Dragons
this fire, this turning, Throughout the first five ages, Krynn’s chro-
the breath of the coming year matic dragons championed the cause of Takhi-
as it passes sis, Queen of Darkness. Highly organized under
above you and through you, her leadership, the dragons worked together,
bearing no promise, often with deities and humanoids sympathetic to
no memory of grief and effacement. their cause, to bring about their Queen’s return to
the world. Led by Paladine, the metallic dragons
Do not tell your children worked with mankind and the gods of Good to
that you understood prevent Takhisis from returning to the world and
the explosion of air and light, thereby upsetting the balance.
the last implausible burning Thus adventurers are very likely to encounter
after the wings dragons in Krynn, no matter what part of the
had passed above you, world they are visiting. Depending on the nature
the red wind exploding of the encounter, the dragon may be helpful or
like fire in dry thistle. perilous, aloof or friendly, determined to protect
They must not remember us, or just as determined to kill. For complete game
so that when we return details on dragons, see the Monster Manual.
our price is exacted Information here gives a general overview of the
from copper to diamond, various dragon types and how they differ from
and above your country standard dragons.
the thorn trees spread
over collapsing time Black dragon Black Dragons
as the past and the future Malevolent and cunning,
close into single flame. black dragons are the
—Michael Williams, most self-serving of all
Seven Hymns of the the chromatic dragons.
Dragon: Approaches Black dragons are
interested only in
their own schemes
and plots. They
served Takhisis
out of fear and
hatred, not
with any idea
of loyalty to her
or her cause,
and even she
never en-
tirely trusted
them.

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Dragons of Krynn 
Black dragons detest and
disdain all mankind, and Blue dragon
thus they are not suit-
able for close work
with humans or any
other race on
Krynn. Those
black dragons
who grudgingly
agreed to work
with the Dragon
Highlords during
the Fourth Age giv-
en tasks in which
they did not have
to interact with
people, such as
guarding valuable
artifacts or acting
as informants.
Because they
have an aversion
to light, black
dragons prefer
living in dark and
gloomy swamps and
marshes, underground
ruins, or caves. They
use corrupt water to
form their own swamps if
they can’t find any to their liking.
Capable of speech, black dragons know
the secret language of dragonkind. Since they
hate all beings, even others of their own kind, Blue Dragons
black dragons are suspicious of everyone (includ- More gregarious and outgoing than black
ing their own mates). Convinced that plots are dragons (or any of the other chromatic drag-
being hatched against them, black dragons ons), blue dragons work well with both people
become proficient in other languages, if only to and other dragons, particularly other blues.
snoop and eavesdrop. Thus the blue dragon is ideally suited for aerial
Black dragons are skilled magic-users, with combat, either paired with a dragon rider or
one of their favorite spells being darkness. A black fighting as part of cohesive unit of other blue
dragon going in the for the attack will almost dragons.
always cast this spell first, to terrify and confuse Blue dragons proudly serve the cause of
its enemies. Cowards at heart, they have little Darkness, and always viewed Takhisis with awe
stomach for fighting evenly matched opponents and respect. A blue dragon will serve a humanoid
and resort to any means possible, including trick- leader, but only if that leader has proven worthy
ery, guile and treachery, to win. of such service.
If the odds against a black dragon prove over- Fearless themselves, blue dragons demand
whelming, it will flee battle, diving deep into the courage in their leaders and refuse to follow any
murky waters of its swamp or hiding in the dark- leader who shows signs of cowardice. They do
ness of its lair until danger passes. No black not tolerate inept or cowardly riders, and such
dragon will ever forget such a humiliation, how- riders have been known to inexplicably disappear
ever, and any foe who bests a black dragon would from battles in which they perform poorly.
be wise to keep an eye out for reprisals. Conversely, a blue dragon who admires its
rider can be fiercely loyal. The blue who loses
its rider often grieves at the loss.
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Blue dragons are Green dragon


also loyal to their
mates, with mated
pairs often fight-
ing and living
t o g e t h e r.
Woe be-
tide the
person or crea-
ture who slays a
blue dragon’s
mate, for the
survivor
will not rest
until the kill-
er has been
hunted down
and destroyed.
Blue dragons
prefer living in des-
ert areas, but can adapt to almost
any conditions and will even consent to live in
“stables” with others of their kind. They are other types of dragon. Green dragons consider
fond of organization and discipline and enjoy themselves to be the Dark Queen’s favorites, but
military life. they have little respect for her. They fawn over
Blue dragons speak the secret language of her to her face and revile her the moment her
dragons and humanoid languages as well, learn- back is turned.
ing particularly those of their commanders and Green dragons who find themselves losing
riders. Blue dragons are skilled magic-users. Spells in battle will not hesitate to retreat. They think
of choice tend to be combat-oriented. much too highly of themselves too risk depriving
Ruthless and cruel in battle, blue dragons give the world of their presence.
no quarter and expect none. They rarely retreat,
even in the face of overwhelming, unless ordered Red Dragons
to do so by a respected superior. The red dragons are the largest of the chromatic
dragons and the most feared. Although they dis-
Green Dragons dain humanoids, red dragons may occasionally
Devious and subtle, green dragons are feared— ally themselves with those who have the same
even by one another—for their vicious tempers and goals and ambitions, which include a lust for
cruelty. Because green dragons consider them- power. Red dragons revered Queen Takhisis and
selves superior to every other being on Krynn, went to great lengths to serve her. She held red
they rarely take orders from humanoids—doing so dragons in high regard, often pairing them with
only if convinced the person is worthy. favored humanoids, urging them to work together
The arrogant green dragon sees no reason to to further her dark causes.
risk its precious hide in bloody combat, much Red dragons are exceptionally intelligent,
preferring to use its exceptional skills in magic to with a fine grasp of military strategy and tactics.
ensnare the unwary. Green dragons are fond of They pair this keen battle sense with enormous
inflicting torture—both physical and mental—and power and cruelty: Red dragons can set entire
often devise unusually creative means of torment- cities ablaze and don’t hesitate to do so if it serves
ing a victim. their purposes.
Green dragons speak the secret language of Red dragons are fond of wealth. They covet
dragons. Individuals may deign to learn a human- treasure not so much for the economic value, but
oid language if there is good reason to do so. as a representation of the control they wield over
Green dragons prefer capturing victims alive, entire populations. A red dragon that has no
then inflicting terrible tortures. Green dragons pressing need to destroy a city is much more
live in forested areas, and thus often come into likely to coerce its people into pay tribute. Being
conflict with elves, for whom they have a particu- highly skilled in magic, red dragons may also use
lar hatred. spells to charm unwilling victims into compliance
Green dragons tolerate living near others of and servitude.
their own color, but they dislike being around Red dragons speak the secret language of
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and understanding of humanoids, particu-


larly humans. They are also skilled at dis-
guising themselves by taking hu-
Red dragon manoid form. Red dragons use
this knowledge and skill to manip-
ulate humanoids with whom they
have dealings.

White Dragons
Cold and cruel as the climate in
which they choose to live, white
dragons are the most rare and
reclusive of the chromatic dragons.
Considered dull and stupid
by other dragons, white dragons
have almost no interest in world
affairs. They dislike being around
other living beings, including
other dragons, and thus they are
of limited use in military cam-
paigns. During the War of the
Lance, white dragons acted as
scouts and were ordered to guard
the Icewall region against attack,
but that was about the extent of
their responsibilities.
White dragons speak the secret
language of dragons. An individual
may speak a humanoid language
or two—but crudely at best.
White dragons lair in caves of ice in freez-
ing cold climes, such as in the Icewall in south-
dragons and are fluent in almost all the major ern Ansalon. They detest warmth and sunshine
languages of Ansalon.
Faced with overwhelming odds, the red
dragon knows the value of strategic retreat. The White dragon
intelligent red will go into battle with several
withdrawal strategies already in mind. A
red dragon is almost never caught off
guard or taken by surprise.
Red dragons live in mountain-
ous regions, hiding their great
bulk in caves. Although they
are solitary creatures, they
do sometimes come to-
gether to achieve a com-
mon goal, such as dur-
ing the War of the
Lance, when they
allied with the
Dragon High-
lords in an ef-
fort to restore
Queen Takhi-
sis to the world.
Of all the
chromatic dragons,
red dragons have the
greatest knowledge in
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and do their best to avoid both. Only dire or des- be returned unharmed, as long as the metallic
perate circumstances will force them to leave dragons took no part in the coming war. The
their ice-bound homelands—and then they will metallic dragons had no choice but to agree, and
not stay away long. A white dragon exposed to reluctantly took the Oath of Neutrality.
sunlight and warm temperatures for long periods Some of their number, though, could not sit
of time may sicken and die. idly by and watch the forces of evil take over the
White dragons are sluggish in nature and world. One of those, a silver dragon named Sil-
prefer to expend as little energy as possible in vara, broke the Oath by bringing knowledge of
hunting. They like to lie in ambush, hoping to the fabled dragonlances back into the world. It was
take victims by surprise. White dragons on the then that the metallic dragons realized that the
losing end of a battle retreat to their lairs to Oath held little meaning for Takhisis. Through
nurse their wounds and sulk over their per- evil magic, the eggs of the metallic dragons had
ceived wrongs. been perverted. The children of the metallic
Due to their low intelligence, white dragons dragons were transformed into creatures known
are not very good at spell casting. They admire as draconians.
magic, however, and may be persuaded to serve Once the Dark Queen’s perfidy was discov-
any wizard who has the stamina to live in such ered, the metallic dragons entered the war with a
harsh conditions. vengeance, determined to avenge the children
lost to them forever.
Metallic Dragons
Working with the deities of Good to help main- Brass Dragons
tain the balance and prevent Darkness from Gregarious and outgoing, brass dragons have one
ruling the world, the metallic dragons take a major fault: a love for hearing themselves talk.
benevolent interest in Krynn and its humanoid They like nothing better than to spend a day gos-
inhabitants. This interest sometimes has tragic siping about everything and everybody with
consequences. anyone they can trap or con into listening. A
When Huma drove Takhisis and her minions brass dragon would almost rather talk than eat.
back into the Abyss, Pala- Brass dragons live in arid, sunny climes in
dine ordered the metal- high caves, from which vantage point they keep
lic dragons to depart, a watch out for travelers. The moment a
to maintain the bal- brass dragon spots a group of
ance. The good drag- people, it sweeps down on
ons fell into a sleep, in them from the skies and—
which they essentially be the target friend or
became part foe—endeavors to
of the world engage it in con-
again. As Takhi- versation.
sis plotted her re-
turn, she ordered
her chromatic drag-
ons to raid
the Dragon
Isles and steal the
eggs of the good
dragons.
The metallic
dragons awakened Brass dragon
during the Age of Dark-
ness, only to find their
children missing. Takhi-
sis promised
that the chil-
dren would

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Bronze dragon

A brass dragon may even brush off one or or killing living creatures. Viewing themselves
two attacks to talk, resorting to combat only as the protector of animal life, bronze dragons
when finally convinced that the combatants are have an aversion to hunters, trappers, and
not interested in what it has to say. Even then, the poachers of all races, and have been known to
brass may use its sleep gas to render a victim quiet stampede cattle and sheep to save them from
until it can be restrained, at which point the brass the butcher.
dragon will wake the victim and pick up the con- Bronze dragons live near large bodies of
versation where it left off. Mated pairs live apart, water or oceans, where they have a ready food
so that they always have something to talk about supply of aquatic plants and fish. Bronze dragons
when they come together. have a particular taste for shark meat.
Because brass dragons like the same type of In what may seem a strange contradiction
terrain as blue dragons, the two are mortal ene- to their animal-loving nature, bronze dragons
mies. Blue dragons are said to be the only crea- are fascinated by warfare and battle. They often
tures on Krynn with whom brass dragons have no take part in military actions, coming in on the
interest in conversing. side of the cause they view as good and just.
Brass dragons speak the secret language of Their keen sense of strategy and tactics has
dragons and tend to be fluent in most humanoid been developed over years of observing and
languages. Brass dragons are always eager to studying warfare, and they often offer their
learn new forms of speech, and often rewarding advice freely to battle commanders. A com-
those who can teach them new languages. Brass mander who takes such advice is almost always
dragons are not very good at either listening to or glad to have done so.
obeying orders, and they find it hard to stop talk- Bronze dragons will obey orders, but they
ing long enough to revere any deity. have no hesitation in speaking out if they think the
orders are wrong. They are courageous in battle
Bronze Dragons and do not retreat unless doing so is a keen strate-
Bronze dragons take an active interest in the gic move or is ordered by a respected superior.
affairs of mankind, and have been known dis- Bronze dragons speak the secret language of
guise themselves to integrate into humanoid dragons and are also conversant in all manner of
societies—even going so far as to take the forms military and mercenary languages, as well as the
of domestic pets. languages of the major races of Krynn. In addi-
Bronze dragons are fond of all types of ani- tion, bronze dragons can and frequently do con-
mals, and go out of their way to avoid harming verse with animals.
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Bronze dragons work well with dragon riders


and played active and important roles in all the
Dragon Wars down through the ages.

Copper Dragons
Although basically good-natured, with a love for
jokes and pranks, copper dragons have an
unfortunate tendency to covet wealth.
When asked for help, copper dragons
inevitably respond with the question:
“What’s in it for me?”
Copper dragons live in caves in
mountainous regions, often build-
ing twisted and elaborate
mazes to better conceal
their hoards of treasure.
Unfortunately, the choice
of such habitat often
brings copper dragons
into conflict with red
dragons. The wily cop-
per knows better than
to try to attack the
massive and pow-
erful red in direct
confrontation, but
will use other, more
stealthy means to
rid itself of a foe.
Fond of jokes,
pranks, and tricks, Copper dragon
the copper dragon likes to those in need—even those who might not have
have “fun” with unsuspecting travelers by playing asked for their aid.
practical jokes on them or regaling them with the
latest puns or limericks. A copper dragon quickly Gold Dragons
becomes annoyed if its audience does not laugh The wisest and most intelligent of all dragons,
uproariously at its humor or reward the dragon gold dragons are majestic creatures—sinuous,
with gifts of treasure or money. graceful, and radiantly beautiful. Enemies of all
Copper dragons speak the secret language who follow the paths of darkness, gold dragons
of dragons and a wide variety of humanoid lan- are defenders of justice, and champions of the
guages. Aged copper dragons often become innocent.
familiar with just about every joke, funny story, or Gold dragons may make their lairs anywhere,
ribald song ever circulated through Ansalon. in any clime, but such lairs are always constructed
Copper dragons have been known to spare the of stone. Gold dragons have even been known to
lives of even ogres or minotaurs who were able to live in abandoned castles or to take over castles of
produce new and amusing jokes. evil-doers the dragon has routed.
Copper dragons are skilled at taunting vic- Gold dragons have an aversion to killing
tims, driving them into such rage that they living beings, and do so only when provoked.
can’t think or act in a rational manner. In this, Attacks against a dragon, its mate or young, or
copper dragons are like kender, and it is said weak or defenseless creatures are generally suffi-
that there is no more entertaining an show than cient provocation. In addition to their natural and
a taunting contest between a copper dragon breath weapons, gold dragons are extremely
and a kender. skilled in magic.
Copper dragons are generally glad to assist Gold dragons have the ability to change to
travelers, as long as the cause is good and the pay humanoid form, but rarely do so. They feel vul-
is sufficient. Copper dragons do not participate in nerable and ill-at-ease in such fragile bodies.
evil deeds, no matter how much money they are Those who come to a gold dragon seeking
offered. They always seek profit, however, often help will receive its aid, if the cause is just and
asking for substantial reward in return for aiding good. Those who try to trick a gold dragon are
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doomed to failure. By asking subtle questions and Silver dragons


using its powerful magic, the gold dragon can like to lair high in
see through almost any subterfuge. the mountains, which
Gold dragons are able to often brings them
speak the secret lan- into conflict
guage of dragons with red
and most other dragons.
languages on The smaller silver
Krynn. dragons rarely battle
the giant reds one
on one, but will team up with
other silver dragons and human-
oid allies to attack their foes.
Silver dragons are highly valued
by Solamnic Knights, and the feel-
ing is mutual. The story of the gal-
lant knight Huma and the silver
dragon who loved him
has passed in legend.
Silver dragons speak
the secret language of
dragons, and also the
languages of some hu-
manoids, with emphasis
on Solamnic and the languages
of the elves.

Gold dragon Dragon Overlords


The Age of Mortals saw the arrival of the dragon
overlords to Ansalon. Some claim that these mas-
Silver Dragons sive creatures are from another continent, while
The most beloved of the dragons on Krynn, the others claim the overlords are not native to any
silver dragons are the most accessible. They can part of Krynn.
take the form of humanoids, and are particularly At younger ages these alien dragons appear
fond of changing themselves into elves and much like normal dragons, but as they age and
humans. Some silver dragons actually seem to grow—usually by cannibalizing other dragons—
prefer humanoid form to their own and may they become bloated and show marked differ-
remain in that form for long periods of time. ences from their normal dragon cousins. They
Silver dragons have even been known to fall in grow to hundreds of feet in length.
love with humanoids. The alien dragons brought with them the
Silver dragons are always ready to help those magic of skull totems, through which the dragons
in need and those who battle against evil. Silver could increase their size and power without the
dragons work well with drag- benefit of natural aging. Skull totems also grant
on riders and dragon overlords great power over their domains,
with each slowly transforming the landscape into
other, mak- whatever shape or climate the
ing them ex- dragon desires.
cellent aerial
combatants.
A preferred Silver dragon
tactic of silver
dragons is to hide
in the clouds, then
swoop out on unsus-
pecting foes, attacking
from above and from the rear.
Silver dragons are not aggressive,
but they can fight and fight well when
need arises.
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Aerial Combat the rider rolls his initiative normally, and the
Aerial combat occurs when at least one opponent mount uses the same initiative as the rider, so that
in combat is flying. Dragons are the most obvious they both move and act together.
choice for this style of attack, although griffons, If a character begins an encounter on foot but
hippogriffs, pegasi and wyverns are also capable mounts an aerial steed during the course of the
of both flying and carrying combatants. Use of fight (a move-equivalent action if the character is
magic might grant flight to creatures not nor- standing adjacent to the mount), the steed delays
mally capable of it, also allowing them to perform until its rider’s next turn, at which point they
aerial combat. move and act together. This means that the
mount may lose an action as it waits for its rider
Scale to climb on board.
Before beginning an encounter in which you use If more than one character is riding the same
these rules, you’ll need to determine the appropri- mount, one character is designated as the rider,
ate scale for the encounter. If the encounter takes and the others are passengers. Passengers who
place inside an enclosed area, or if the flying crea- began the combat on the mount use the rider’s
tures involved have fly speeds of 60 feet or less, initiative, just like the mount. Passengers who
use normal scale. However, if the encounter climb onto the mount in the course of a combat
involves fast-moving flying creatures in an open encounter delay until the rider’s next turn, at
area, you’ll probably find it easier to use chase which point they move and act together.
scale—otherwise you’ll need a huge space to map
out the battle. The Basics
In general, a flying creature and its rider move
Normal Scale much like any other creature in normal combat.
In the normal battle grid scale, each square equals On the rider’s turn (or the creature’s turn, if it
5 feet. Many flying creatures are large enough to does not have a rider), the flying creature can
occupy multiple squares on the map grid in move, double move, charge, run, or do nothing at
normal scale. How many squares a flying creature all. However, unlike a landbound creature, a
occupies is specified in the creature’s description. flying creature must take at least one move during
When moving a flying creature, count the each turn to remain airborne. There are some
squares from the front of the flying creature’s exceptions—a creature with perfect maneuverabil-
marker or miniature. When a mount uses mis- ity doesn’t have to move to stay aloft, and in some
sile weapons, count squares from the location of cases a flying creature might choose not to move
the weapon. and accept the drop that follows.
In normal scale, multiple creatures cannot
occupy the same square unless they are grappling. Getting Airborne
Flying creatures can take to the air as a move
Chase Scale action. When a creature uses a move action to
A fast-moving flying creature can cross your begin flying, it immediately gains an altitude equal
entire gaming table in a single round at charac- to its face. A gargoyle that begins flying is consid-
ter scale. For that reason, when flying creatures ered to be flying 5 feet above the ground, while a
are involved in a wide-open area, use chase scale. Large dragon gains an altitude of 10 feet. The
In chase scale, each square of the grid represents flying creature keeps its altitude until it chooses to
30 feet. begin climbing.
In chase scale, most commonly encoun- A flying creature with perfect maneuverabil-
tered flying creatures occupy only one square. ity does not need to spend a move action to take
(Some especially large flying creatures, such as to the air. It can change from landbound to flying
dragon overlords or flying citadels, might occupy as a free action.
more than one square.) More than one flying A creature can attempt to gain more altitude
creature can occupy the same square in chase with its takeoff move action by making a Jump
scale, unless one of the creatures is Colossal check as it takes off, as shown below. This is like
size. Only one Colossal creature can fit into a a high jump, but the creature is not penalized if it
square at chase scale. does not take a running start. The creature gains
Flying creatures in the same square in chase the normal speed-based bonus on this Jump
scale are considered 10 feet apart for the purposes check, but may use its land speed or fly speed,
of determining range for attacks. whichever is better. For example, a giant eagle
with a land speed of 10 feet and a fly speed of 80
Initiative in Aerial Combat feet gains a +20 bonus on its Jump check (+4 for
If a character begins a combat scene mounted, do every 10 feet of movement above 30 feet) to take
not roll a separate initiative score for the mount— to the air and gain altitude quickly.
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DC Altitude at Takeoff creature with poor maneuverability can easily find


20 Space itself in a situation where it cannot avoid a collision.
20 Space +5 feet Flying creatures with perfect maneuverability
40 Space +10 feet ignore heading.
60 Space +15 feet
80 Space +20 feet The Blind Spot
100 Space +25 feet Since flying creatures must keep moving forward
120 Space +30 feet to remain in the air, they lack the ability to
threaten enemies directly behind them. An air-
Chase Scale: In chase scale, the creature’s borne flying creature has a blind spot directly
altitude changes from 0 to 1 when it begins flying. behind it equal to its own face. For example, a
Creatures with Riders: A rider must mount Large flying creature with a 10-foot face cannot
the flying creature with a move action. On the threaten the four squares that are directly oppo-
rider’s next turn, the rider and mount may move site its current heading.
together and take to the air. Most creatures cannot direct melee attacks
into their blind spots, and do not threaten oppo-
Landing nents there. Any creature with a tail attack,
A flying creature can stop flying as a free action at though, threatens its blind spot normally and can
either the beginning or end of its turn, provided attack enemies there just fine. A creature does not
its altitude is less than or equal to its space. have a line of sight to its blind spot, and therefore
If the flying creature is higher than its own can’t target enemies in the blind spot with any
face, it can stop flying by slowing its speed to stall spell or ability that requires line of sight. A crea-
(see Speed, below). Flying at stall speed requires a ture with a cone-shaped breath weapon can affect
move action. The creature can use a second move targets in its blind spot, but a creature with a line-
action to land safely at the end of its movement. If shaped breath weapon cannot.
the flying creature chooses not to use a move Flying creatures with perfect or good maneu-
action to land safely it crash-lands, suffering verability have no blind spot.
falling damage from the height at which it began Creatures with the all-round vision special
its turn. quality have no blind spot.
Chase Scale: The square directly opposite
Heading the creature’s heading is a blind spot.
When dealing with flying creatures, the creature’s Creatures with Riders: While a flying crea-
heading (the direction it’s pointing) is important. ture may have a blind spot, the creature’s rider
Heading indicates the direction in which the does not, and can attack into the creature’s blind
flying creature is traveling. A character on foot can spot without penalty.
easily change his direction of travel unless charg-
ing or running, but a flying creature is limited by Speed Status
its innate maneuverability and its speed of travel. At the beginning of its action, a creature or rider
To mark a creature’s heading, find an easily vis- must declare his speed for the round. This is
ible point of reference on the miniature or marker important because, unlike in normal ground
(“this dragon is heading toward the square his nose movement, the faster a creature flies, the more
points at”). In the absence of any good reference difficult it becomes to perform some maneuvers.
points on the miniature, you can use the altitude die The creature’s declared speed will give it a speed
(see below) to mark heading by placing the die in status of freefall (or hover), stall, slow, fast, or all-
the square directly in front of the creature. out, as shown below. This speed status governs
A flying creature’s heading does not change what the creature can do in the current round
unless it maneuvers to change it. A fast-moving other than move.

Table 8–1: Movement and Speed Status


Declared Speed Speed Status Necessary Move Action Other Allowed Actions
5 ft. or less Freefall1 None Any
Less than 1/2 fly speed Stall2 Single move action Any standard action
1/2 fly speed to fly speed Slow Single move action Any standard action
Fly speed to double fly speed Fast Two move actions Charge, dive attack
More than double fly speed All-out Run action None
Hover (1/4 fly speed or less) Hover Single move action Any standard action

1 Creatures with good or perfect maneuverability or the Hover feat can hover instead.
2 Creatures with good or perfect maneuverability do not stall, and are treated as having a speed of slow.

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Table 8–2: Speed Status and Maneuvers


Normal Scale
Speed —————Maneuverability Class—————
Status Perfect Good Average Poor Clumsy
Stall Unlimited 4/10 ft. 2/10 ft. 2/10 ft. 1
Slow Unlimited 8/5 ft. 6/5 ft. 6/10 ft. 4/10 ft.
Fast Unlimited 4/10 ft. 3/10 ft. 3/20 ft. 2/20 ft.
All-out 2/60 ft. 1 1 None None
Hover Unlimited Unlimited Unlimited Unlimited Unlimited

Chase Scale
Speed —————Maneuverability Class—————
Status Perfect Good Average Poor Clumsy
Stall Unlimited 4/2 squares 2/2 squares 2/2 squares. 1
Slow Unlimited 8/1 square 6/1 square 6/1 square 4/1 square
Fast Unlimited 4/1 square 3/1 square 3/2 squares 2/2 squares
All-out 2/2 squares 1 1 None None
Hover Unlimited Unlimited Unlimited Unlimited Unlimited

Do not take climbing or diving into account Chase Scale: The creature loses 3 altitude
at this point of the turn. The movement bonus or bands per round of freefalling.
penalty for diving or climbing is simply applied as
the creature moves. Stall
Declared Speed: The amount of movement Most flying creatures must maintain a minimum
the creature wishes to use this round, although forward speed of half their fly speed, or else they
climbing and diving may alter this later. stall. If a flying creature stalls, it can use its second
Speed Status: How the creature is moving move action to land safely if its altitude is currently
this round. It affects maneuvers (see below). equal to or less than its space. (For example, a Huge
Necessary Move Action: The sort of action flying creature with a space of 15 can land safely if
the creature must take to accomplish to achieve its altitude is currently 15 feet or less.) If the creature
its declared speed. For example, a creature flying does not use a second move action to land safely, it
at slow speed needs only take a single move crash-lands, suffering falling damage from its height
action to do so. at the beginning of its move. (See Landing.)
Other Allowed Actions: A short list of what If the flying creature stalls in mid-air, it drops
actions the creature may take other than its nec- 150 feet at the end of its turn (possibly crashing and
essary move action. For example, a creature with taking the appropriate falling damage) and begins
a fast speed (more than its fly speed, but not more its next turn in a freefall. Recovering from a freefall
than twice its fly speed) would normally require requires a maneuver. A flying creature at a safe alti-
both its move actions to move that far, but the tude might use a stall to slow its movement and line
Charge action allows a creature to move up to up an attack, accepting the loss of altitude at the
twice its speed and attack. end of its action. If the creature will have a difficult
time recovering, it is not likely to use this tactic.
Freefall Flying creatures with good or perfect maneu-
The creature is no longer flying, but falling. It verability do not stall unless they want to, and do
loses 600 feet of altitude, and sustains normal not have a minimum forward speed. If flying at
falling damage if, as a result, it hits the ground. less than half their fly speed, they simply have a
Since the creature is devoting no move actions to speed status of slow.
staying in the air, it can use any standard or full- Chase Scale: The creature loses 1 altitude
round action. For example, a dragon flying at band upon stalling.
decent altitude might choose to stop flying to
make a full attack with all its natural weapons, Slow
accepting the loss of altitude that will immedi- The creature chooses a speed in between its stall
ately follow. speed and its normal fly speed, using one move
Recovering from a freefall requires a maneu- action to stay aloft. This allows the creature a stan-
ver (see Maneuvers, below). Otherwise the crea- dard action, which is very useful in aerial combat.
ture continues to fall 600 feet per round.
Creatures with good or perfect maneuver- Fast
ability (or the Hover feat) can hover instead of The creature chooses a speed greater than its fly
falling. See Hover, below. speed, but not more than twice its fly speed. The
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creature can use two move actions to move, or speed of 90 feet has a movement of 3 squares in
can execute a full-round action combining move- Chase scale, and its minimum forward movement
ment with an attack, such as making a charge or (45 feet in normal scale) is 1 square.
dive attack (see below). Count squares for flying creatures at chase
scale just as you do for characters at character
All-out scale. Just as in chase scale, flying creatures can
The creature uses the run action to increase its move diagonally; remember that when moving
flying speed. The creature can move up to four diagonally, every second square costs two squares’
times its normal fly speed, but can take no other worth of movement. Unlike with ground move-
actions this round. ment, a flying creature’s heading is important;
unless it changes direction, a flying creature
Hover always moves in the direction of its heading.
Creatures with good or perfect maneuverability
or the Hover feat can halt their forward move- Maneuvers
ment and hover without falling, if they so choose. Not all creatures can turn on a gold piece in mid-
Changing from normal flight to a hover is a move air. Fast fliers such as dragons may require several
action, as is changing from a hover to normal rounds of movement to perform an attack pass,
flight. This means that most flying creatures can’t turn around, and then return for another attack,
fly up to a target, shift to a hover, and attack all in especially if they are moving at their best speed.
the same round. A flying creature must perform a maneuver
While hovering, a creature’s fly speed is to change its heading. Maneuvers are free actions
reduced to 1/4 normal (and no more than 30 feet, performed as part of a move action, but a crea-
regardless of its fly speed) but it gains perfect ture’s speed status and maneuverability class limit
maneuverability for as long as it hovers. A hover- the number of maneuvers it can take in the course
ing creature must use a move action to remain of a single turn.
aloft, and can use a standard action to attack. A Many maneuvers are considered simple
hovering creature cannot make wing attacks, but maneuvers. Others are considered advanced
its actions are otherwise unrestricted. maneuvers. An advanced maneuver counts as two
Creatures with perfect maneuverability do maneuvers in terms of the number of maneuvers
not need to hover, because they can gain the ben- allowed during movement. An advanced maneu-
efit of using a full-round action in the air simply ver also requires a fly check.
by choosing not to move more than 5 feet. Speed Status: The speed status based on the
creature’s declared movement for the turn.
Speed and Chase Scale Maneuverability Class: The creature’s maneu-
Divide the creature’s normal speed by 30 (round verability class.
down) to determine how many squares it can move Number of Maneuvers: The first number
in a single move at the chase scale. For example, a given in Table 8–2: Speed Status and Maneuvers
character using a fly spell (fly speed of 60 feet) has a is the number of maneuvers a creature with that
fly speed of 2 on the chase scale, or 1 if he is wear- speed status and maneuverability class may per-
ing medium or heavy armor. An air elemental with form per turn. For example, a gargoyle (average
a fly speed of 100 feet has a fly speed of 3 on the maneuverability) with a speed status of slow can
chase scale. Round down for purposes of determin- perform 6 maneuvers per turn. An advanced
ing speed status; for example, a creature with a fly maneuver costs 2 maneuvers.

 Flying Checks  Ride check for its Dexterity check. Modifiers to


Any flying creature can accomplish a simple the flying check are shown below:
maneuver without trouble, but a flying crea- Creature Maneuverability
ture can attempt to push its limits with vari- Perfect +4
ous advanced maneuvers. Advanced maneu- Good +2
vers enable a flying creature to change its Poor –2
altitude, speed or heading more radically than Clumsy –4
a simple maneuver allows, but it requires a
flying check. Each advanced maneuver attempted Creature Speed Status
costs the flying creature 2 of its maneuvers for Fast –2
the turn. All-out –4
For creatures without riders, a flying check is Stall –4
a Dexterity check, modified by the creature’s
maneuverability class and speed status. A crea- If a creature (or its rider) fails a fly check, the
ture directed by a rider may substitute the rider’s consequences vary by the maneuver attempted.
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Turn Increment: The second number given creature from attempting any more advanced
in Table 8–2: Speed Status and Maneuvers is the maneuvers for the turn (except recovery).
turn increment, or minimum distance between Airbrake (DC 15): With an airbrake maneu-
maneuvers. For example, a manticore (clumsy ver, a flying creature can choose to move less
maneuverability) at fast speed must fly straight and than half its fly speed but keep a speed status of
level for 20 feet between maneuvers (or 2 squares, slow, instead of stall. This could allow a creature
if you are using the Chase Scale table). A creature to pause and attack a target it might otherwise
can attempt an Overturn to turn inside of this dis- have to fly past to remain aloft. On its next turn,
tance, but this is an advanced maneuver. the flying creature must resume flight at a rate of
at least half its fly speed, or stall.
Simple Maneuvers On a failed check, the flying creature ends its
A simple maneuver is easy to perform. Simple movement in the desired square, but stalls as
maneuvers cost movement, so a flying creature described under stall Speed.
that makes a lot of simple maneuvers will not get Creatures with perfect maneuverability do
as far as one going in a straight line. Simple maneu- not need to use this maneuver; they can stop
vers do not require flying checks. moving wherever they like.
45-Degree Turn: Any flying creature can Dive Attack (DC 10): With a dive attack, a
make a simple 45-degree turn as part of its move- flying creature can move up to twice its fly speed
ment. The flying creature must move forward a and attack with its claws, dealing double damage
number of squares equal to or greater than its turn if it hits. To make a dive attack, the creature
increment (shown on Table 8–2: Speed Status moves to its target, dropping at least 20 feet (or 1
and Maneuvers) before it can make another altitude band in Chase Scale) in the course of its
maneuver. Making a 45-degree turn costs 1 square move. The creature ends its movement in a
of movement. square from which it threatens the target, and
Sideslip: A flying creature can move to the then makes a flying check. If successful, the crea-
side without changing its heading. This simple ture can continue with its dive attack.
maneuver, called a sideslip, allows a flying creature On a failed check, the creature moves to its
to avoid obstacles or weave in and out of obstacles target but loses its chance to attack.
without changing heading. A sideslip moves a Flyby Attack (DC 20): The creature can
flying creature 1 square forward and 1 square to interrupt its movement to perform a standard
the right or left, and costs 3 squares of movement. action, as described in the Flyby Attack feat.
The flying creature must move forward a number On a failed check, the creature loses its attack
of squares equal to or greater than its turn incre- and finishes its move action, forfeiting its standard
ment before it can make another maneuver. action. Creatures with the Flyby Attack feat auto-
Climb: A flying creature can move forward 1 matically succeed at this advanced maneuver.
square and gain 1 square of altitude at a cost of 2 Creatures with perfect maneuverability can
squares of movement. Unlike other maneuvers, attempt to use this advanced maneuver to per-
after climbing an creature does not have to move its form a Flyby Attack, if they do not have the Flyby
turn increment before making another maneuver. Attack feat.
Dive: A flying creature can move forward 1 or Hard Turn (DC 15): A hard turn allows a
2 squares and lose 1 square of altitude. This costs flying creature to make a 90-degree turn instead
only 1 square of movement, even if the creature of a 45-degree turn.
moves forward 2 squares. Unlike other maneuvers, The flying creature must move forward at
after diving an creature does not have to move its least a number of squares equal to its turn incre-
turn increment before making another maneuver. ment (shown on Table 8–2: Speed Status and
Chase Scale: If the flying creature chooses to Maneuvers) before it can turn. Making a 90-
gain an altitude band in the course of its movement, degree turn costs 2 squares of movement.
each square it enters costs 2 squares of movement. On a failed check, the flying creature instead
If the creature loses an altitude band, each square executes a 45-degree turn.
it enters costs 1/2 square of movement. Creatures with perfect maneuverability do
not need to use Hard Turn, since they can turn
Advanced Maneuvers whenever they like.
Advanced maneuvers are maneuvers that require Overturn (DC 10+): An overturn allows a
a flying check to perform successfully. Unsuccess- flying creature to bleed off extra speed to turn
ful maneuvers often result in the flying creature tighter than it normally could. On a successful
ending up someplace other than where the rider check, the creature reduces its turn increment by
intended. Each attempt at an advanced maneuver 5 feet, but increases the movement cost of making
uses up 2 of a flying creature’s maneuvers for the its turn by 1 square. For example, a creature with
turn. Failing an advanced maneuver prevents the poor maneuverability and a speed status of fast
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normally has a turn increment of 20 feet and pays Chase Scale) and pays 2 squares of movement for
2 squares of movement to move forward 1 square the maneuver.
and turn 45 degrees, but a successful overturn The DC for a wingover turn depends on the
reduces its turn increment to 15 feet and increases change in heading.
the cost of the movement to 3 squares. In chase
scale, a successful overturn simply reduces the Heading Change DC
turn increment by 1 square. 90 degrees 10
If overturn reduces the turn increment to 0 135 degrees 15
feet (or 0 squares in chase scale), the creature may 180 degrees 20
choose to make its turn in its current square
before it moves. On a failed check the flying creature retains
A successful DC 20 flying check allows the its old heading and stalls.
creature to reduce its turn increment by 10 feet, Creatures with the Wingover feat automati-
and pay 2 extra squares for its movement. A DC 30 cally succeed at this flying check.
flying check reduces the increment by 15 feet, and Creatures with perfect maneuverability do
increases the movement cost by 3 extra squares. not need to make Wingover turns, since they can
On a failed check, the creature simply fails to turn whenever they like.
overturn.
Creatures with perfect maneuverability do Altitude
not need to Overturn, since they can turn when- A flying creature isn’t exactly where it would
ever they like. seem to be just by its position on the battle grid—
Ram (DC 15): Normally (at character scale) a it’s actually some distance above the battle grid.
creature does not have to perform a maneuver to To keep track of a flying creature’s altitude, you
ram another flying creature—it only needs to fly might want to set a die next to the flying creature.
into the other flying creature’s square, and a colli- (You can place the die in the square ahead of the
sion occurs (see Collisions and Ramming). In creature to indicate the creature’s heading.) Use
Chase Scale, the creature must make a flying check the die to indicate the number of 5-foot squares
to ram a creature whose square it moves into. the creature is above the ground by turning the
On a failed check, the ramming creature die to show that number.
misses its target and continues its movement. Altitude can add significantly to the range
Recover (DC 5): A creature with a speed between two aerial combatants who otherwise
status of freefall or stall can attempt to resume might seem to be very close to each other in hor-
normal flight by making a Recover check at the izontal location.
beginning of its turn. If successful, the flying crea- Two determine the range between two com-
ture can then choose to declare its speed status and batants, first determine both the horizontal and
heading normally, possibly choosing a heading vertical distances between them. Add half the
completely different from its previous heading. shorter distance to the longer distance; the result
On a failed check, the creature does not is the range between the combatants.
recover and continues to freefall, as described in For example, two creatures are 40 feet away
the freefall speed status. from one another on the play grid. One, however,
Swoop Attack (DC 20): This maneuver is flying at an altitude of 20 feet, while the other is
combines a dive attack with a flyby attack. The at an altitude of 80 feet—making the vertical dis-
creature can move up to its fly speed, interrupting tance between them 60 feet. Since the horizontal
its movement to attack with its claws, and then distance of 40 feet is the shorter of the two dis-
continuing to move after the attack up to the limit tances, to get the range between the creatures you
of its fly speed. As with the dive attack maneuver, add half of 40 to the vertical distance of 60 feet.
the creature must descend 20 feet (or 1 altitude The range between the two creatures is 80 feet.
band) as it moves to its target. On a successful Climbing and Diving: Most creatures find it
check, the creature may attack with its claws, easier to dive than to climb. If a flying creature
dealing double damage, and then continue for the descends 5 feet, the next two squares it enters
rest of its movement. count as a single square of its movement.
On a failed check, the creature moves past its If a flying creature climbs 5 feet, the next square
target without attacking. it enters counts as two squares of its movement
Wingover (DC varies): By making a wing- (unless it has perfect maneuverability, in which
over turn, a flying creature can radically change case the creature is not penalized for climbing).
direction at the cost of altitude. To make a wing- Creatures with Riders: Any character riding
over turn, simply change the flying creature’s a flying steed does not have line of sight to ene-
heading to the desired direction. The flying crea- mies who are in the same square but at a lower
ture loses 20 feet of altitude (or 1 altitude band in altitude.
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Chase Scale: Altitude is abstracted in the creatures cannot move exactly as they would like
chase scale. A flying creature can be at one of to and must devote some of their time and atten-
seven altitude bands, as shown below: tion to remaining in the air. The following rules
provide a further framework for combat involving
Band Description Against Ground Targets flying creatures.
0 On the ground Normal
1 Very Low Melee attacks, all spells, Riders and Flying Creatures
missile weapons, thrown Riding a flying creature is a move action for the
weapons, and breath weapons flying creature’s rider and all passengers. During
2 Low Medium or long-range spells, his move action, the rider moves the flying crea-
missile weapons, and breath ture a number of squares that falls within its
weapons only flying speed. (An intelligent creature can, of
3 Medium Medium or long-range spells, course, disregard the rider’s directions and fly
missile weapons, and line- where it wants to go. Most flying creatures will
shaped breath weapons only not ignore their riders except in highly unusual
4 Medium-High Long-range spells and missile circumstances.) Directing the creature to make
weapons only simple or advanced maneuvers is a free action for
5 High Long-range spells only the rider.
6 Very High No attacks In simple language, here’s what the rider of a
flying creature can do in a single round:
You may find it useful to place a d6 next to each Choose Your Speed: You must declare your
flying creature to mark its current altitude band. flying creature’s speed and determine your speed
Remove the die when the creature is on the ground. status at the beginning of your turn.
When a flying creature moves, it can choose Basic Movement: Presuming that your flying
to gain an altitude band (which reduces it to half creature is willing to accept your direction, you
speed unless it has perfect maneuverability) or can move the flying creature any number of
drop an altitude band (which increases it to squares within the flying creature’s speed. Along
double speed). Some maneuvers require changing the way, you can perform simple maneuvers (lim-
altitude. A creature can only gain or lose one alti- ited by your creature’s speed and maneuverabil-
tude band per turn. ity) as part of your move action.
The effect of altitude bands on slant range Advanced Maneuvers: As you and your
depends on how many bands are between the mount move, you can attempt advanced maneu-
flying creature and its target: vers. You may use your Ride check in place of
your mount’s flying check, if that is better for you.
Difference in Each advanced maneuver costs 2 of your maneu-
Altitude Bands Effect vers for the turn (based on your mount’s speed
0 or 1 None and maneuverability). If you fail a maneuver
2 Add 100 feet to the horizontal range check, you can attempt no more advanced
3 Add 200 feet to the horizontal range maneuvers for the round.
4 Add 400 feet to the horizontal range Standard Action: You can choose to take a
5 Add 800 feet to the horizontal range standard action at the beginning of the turn,
before you and your mount move, or at the end of
Flying Creatures and Combat the turn, after you both move. You cannot act in
Creatures fight a little differently in aerial combat the middle of your mount’s movement unless you
than they do on the ground, because most flying have the Ride-by Attack feat.

 Hide and Seek  densely packed terrain, your DM might not


When being pursued, you can attempt a Hide allow it or might apply a penalty on the check.
check to lose the pursuer in difficult terrain, or a You can use Bluff to make a pursuer think
Bluff check to misdirect him before flying into you’re going a different direction from what
clouds or fog. you intend. Just before making a turn into a
To make a Hide check, use the normal rules cloud or a mountain ravine, make a Bluff check
for hiding (see the Hide skill description in the opposed by the pursuer’s Sense Motive check. If
Player’s Handbook). The normal size modifiers you are successful, the pursuer takes a –5
apply, but because the objects you’re hiding penalty on any flying check needed to make the
around are usually Colossal or larger, you gain turn to follow you. If the other rider can make
+8 on the check. This use of the Hide skill can the turn using only simple maneuvers and does
only be attempted in difficult terrain (such as a not have to make a Flying check, your Bluff
town or city, or in a mountainous area). In less attempt has no effect.
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Using Weapons from the Saddle involved. Use the highest speed and the smallest
Normally, a rider on a mundane mount such as a size of the two colliding objects and refer to Table
horse is considered to be in all the mount’s 8–3: Collision Damage.
squares. In other words, he threatens any square For example, a Large white dragon that moved
adjacent to his mount, and can be threatened 150 feet runs into a Huge brass dragon. The white
from any of those squares. This is not necessarily dragon’s speed dictates damage based on d8, and
true for mounts of Huge size or larger. the smallest size in the collision is again the Large
If mounted on a Huge or larger mount, a white dragon. Therefore, the damage is 8d8.
Small or Medium rider does not threaten squares
adjacent to his mount unless he is armed with a Table 8–3: Collision Damage
reach weapon. Creatures adjacent to his mount Highest Speed Damage Die Type
do not threaten the rider unless they have reach 0 to 60 ft. d2
weapons themselves (or natural reach). 60 ft. to 120 ft. d4
Riders and passengers on any mount have 120 ft. to 240 ft. d8
total cover from enemies who are directly 240 ft. to 480 ft. d12
beneath their mount (and vice versa). Directly
beneath means that no square of the target is not Smallest Object
directly under a square of the rider’s mount. or Creature Size Number of Dice
Colossal 20
Flying Creature Combat Actions Gargantuan 16
Actions during flying creature combat are handled Huge 12
the same way as actions during personal combat. Large 8
In general, a character can take two move actions, Medium 4
one move action and one attack action, or one full- Small 2
round action in a round. Free actions can be per- Tiny 1
formed normally, in conjunction with other actions. Smaller than Tiny 0
Free Actions: Communicating orders and
ducking down behind a dragon’s shoulders are Once you have the base damage, determine the
examples of free actions. Characters can perform collision’s damage multiplier based on how the
as many free actions as the DM permits in a colliding flying creature struck the other flying
single round. creature or object. Consult Table 8–4: Collision
Move Actions: Changing position on a flying Direction for a multiplier.
creature is usually a move action, especially if you Once the damage has been determined,
have to trade places with another character. If apply it to both creatures or objects involved in
your movement is short and unobstructed (for the collision.
example, sliding from the left-hand side to the The moving creature stops at the point of col-
right-hand seat on a two-seated dragon-saddle, lision and stalls (if the same size or smaller than
when no one else is sitting in the other seat), you the creature or object struck), or plows through
can do it as the equivalent of a 5-foot step. Other- and continues its movement normally (if larger).
wise, it requires a move action. The creature struck begins its next turn in a
Attack Actions: Anyone aboard a flying freefall (if the same size or smaller than the crea-
creature can make an attack with a personal ture that hit it) or continues normally (if larger
weapon, and riders, mages and archers can make than the creature that hit it).
attacks with any weapons controlled from their
positions or with their own magic or weapons. Table 8–4: Collision Direction
Full-Round Actions: Since each rider must Colliding Flying Creature’s Target Multiplier
use a move action to ride the flying creature, A stationary object ×1
riders can’t take full-round actions. A moving flying creature, striking head-on or
45 degrees from head-on ×2
Collisions and Ramming A moving flying creature, striking perpendicular ×1
A collision occurs when a flying creature strikes A moving flying creature, striking from the rear or
another flying creature or a solid object. When a 45 degrees from the rear ×1/2
flying creature collides with a creature or other
moving flying creature, the target can attempt a Damage to Riders and Passengers
DC 15 Reflex save to reduce the damage by half. When a flying creature takes damage from a col-
lision, its riders and passengers take damage equal
Resolving Collisions to half the damage suffered by the mount. Riders
The base damage dealt by a flying creature colli- may attempt a DC 15 Reflex save to reduce the
sion depends on the speed and size of the objects damage they take by half.
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 Chapter Nine
Wars have settled on the north through the portal opened by the stone. She
and dragons ride the skies. walked among the people, waking her evil drag-
“Now is the time for wisdom,” ons and giving them instructions. She then
say the wise and the nearly wise. returned through the portal to the Abyss to pre-
“Here in the heart of battle, pare her forces.
the time to be brave is at hand. A young man and his sister discovered the
Now most things are larger than Foundation Stone. The sister recognized the place
the promise of woman to man.” as evil and wanted to leave. Her brother was con-
sumed with lust for the beautiful gems that deco-
But you and I, through burning plains rated the stone and, ignoring his sister’s pleas, pried
and darkness of the earth, loose one of the gems. His sister, fearing that the
affirm this world, its people gem would harm him, attempted to take the stone
and the heavens that gave them birth, away. He believed that she was trying to seize the
the breath that passes between us, stone for herself and, in his fury, he slew her.
this altar where we stand, His sister’s spirit was imprisoned in the stone.
and all those things made larger by The gem that cost the man his sister’s life became
the promise of woman to man. embedded in the young man’s chest. Cursed by
the gods and unable to find rest or peace until his
Now in the belly of winter, sister’s spirit was freed, Berem Everman fled in
when ground and sky are gray, guilt and remorse. He began wandering Ansalon
here in the heart of sleeping snow, and searching for the means to free his sister.
now is the time to say Takhisis attempted once again to enter the
yes to the sprouting vallenwood world through the portal, but found the good
in the green countryside. spirit of Berem’s sister blocking her way. Frus-
For these things are far larger than trated, she sent her agents to seek the man with
a man’s word to his bride. the green gemstone embedded in his chest, since
she believed that he was the key to her release.
Through these promises we keep, The evil dragons kept their return to the
forged in the yawning night, world a secret. Acting on Takhisis’s orders, the
and proved in the presence of spring light. evil dragons raided the Isle of Dragons where the
The children will see moons and stars good dragons laired and stole their eggs. The evil
where now the dragons ride, dragons took the eggs to the mountains known as
and humble things made large by the Lords of Doom and deposited them in the
a man’s word to his bride. depths of the volcanoes.
—Song of Marriage The good dragons awakened to discover
their children missing. The evil dragons exacted
the Oath of Neutrality from the good dragons,
The War of the Lance who swore that they would stay out of the war that

 Possibly the most familiar period to many


DRAGONLANCE fans, the War of the Lance is
a turbulent time that can inspire endless
was to come. In return, the evil dragons promised
to return the eggs.
Dragon Highlords, acting on orders from
adventures. While the actions of the most famous their Dark Queen, began to recruit and build their
heroes are detailed in the DRAGONLANCE Chronicles, forces. Ogres and hobgoblins were trained and
there are thousands of unsung stories that have yet brought under the Dragon Highlords’ command.
to be told. Your characters should take the center A cleric of Takhisis named Wyrllish, a Black
stage, even in this great conflict. Robe wizard of immense power named Dracart,
and the ancient red dragon Harkiel the Bender cast
A Brief Overview arcane spells on the eggs of the good dragons,
The buildup to War of the Lance began with the which corrupted them and turned them into crea-
discovery by Takhisis of the Foundation Stone of tures known as draconians. Born of death, the dra-
the destroyed Temple of Istar. Realizing that this conians were the ultimate warriors and formed the
was her way out of the Abyss and back into the backbone of the dragonarmies.
world, Takhisis placed the Foundation Stone on With her armies trained and ready for action,
the plain of Neraka. Through her magic, the stone Takhisis launched what became known as the
began to grow into a perverted form of the War of the Lance in the spring of 348 AC. She
temple. The Dark Queen entered the world still hadn’t found Berem Everman and hoped that
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Other Eras of Play 


her soldiers would come across him as Ansalon With the aid of the good dragons, the White-
fell to their might. stone forces took the offensive. Led by Gunthar
The dragonarmies poured eastward out of Uth Wistan and Laurana of Qualinesti, the armies
Neraka. Nordmaar and Goodlund fell, and the of humans, elves, and dwarves reclaimed the
humans of Khur allied with the enemy. Takhisis entire northern Plains of Solamnia.
sent her forces into Silvanesti and they met stiff The fall of Kalaman spelled the beginning of
resistance from the elves. The dragons destroyed the end for the forces of darkness. Yet Takhisis
the once-beautiful forests and the elves were refused to admit defeat. Her minions desperately
forced to flee their homeland. Elven refugees sought Berem Everman to allow her to enter the
poured into Southern Ergoth. On the last days of portal, which would have let the legions of the
the year, the dragonarmies surrounded Silvanost Abyss join the battle.
and the elves realized that the war was lost. Takhisis’s troops found him, but too late. The
In a desperate attempt to stop them, King forces of Whitestone closed upon Neraka. The
Lorac used a dragon orb he stole from the Dragon Highlords battled over the Crown of
Tower of High Sorcery. The orb seized hold of Power, and Evil turned upon itself. The dragon-
the king, turning his nightmares into reality and army collapsed as Neraka fell.
causing the remaining elven warriors to retreat The War of the Lance ended.
in panic.
The war against Silvanost cost Takhisis. Playing in the
Her armies were forced to rebuild and retrain. War of the Lance
An enormous force, spearheaded by the Blue The story of the War of the Lance is related in detail
Army, struck across the Plains of Solamnia and in the three books of the Dragonlance Chronicles. This
overran Kalaman, Vingaard, and much of Solan- story deals with a group of heroes and their roles in
thus. Disorganized, the Knights of Solamnia were the war, in which they play a major part. It is pos-
slow to respond. Lemish sided with the evil sible for a Dungeon Master to run a complete cam-
forces, but the dwarves of Kayolin held the right paign set during the war using these heroes as player
flank of the defenders. characters and following along with their adven-
The Red Army overran the Plain of Abana- tures, either as related in the books, or by allowing
sinia, decimating the tribes of barbarians who the heroes to find new and different adventures.
lived in the land, and struck at the border of the It is also possible for a DM to create stories
elven land of Qualinesti. The elves evacuated based on other parts of the war and to develop
their people and fled westward to join their heroes and villains that can play major roles that
cousins in Southern Ergoth. affect the destiny of Krynn. The world is vast and
The dragonarmy laid siege to the dwarven adventures abound. A cleric can find a sacred
stronghold of Thorbardin as additional forces relic of the old deities. A kender might discover
seized and occupied Tarsis. that a black dragon has taken up residence in a
Humans and elves came together in a his- nearby cave. The heroes could stumble upon a
toric meeting called the Council of Whitestone to draconian training camp. Or a group of mages
form an uneasy alliance against the dragonarmies. may have to go into Silvanesti with orders to try
The meeting concluded with the announcement to find the missing dragon orb.
of the discovery of the means to make the leg- Create your own story within the larger
endary dragonlances. story. Make your players feel that they are an
The Blue Army attacked the High Clerist’s essential part of this epic tale and create your own
Tower, which guarded the mountain pass leading Heroes of the Lance.
into Palanthas. Rallying, the Knights of Solamnia
made a desperate stand and forced the dragon- Return of the Gods
army to retreat from battle. This battle marked The return of the deities in the Age of Despair
the first modern use of the dragonlances. can be used in many creative ways in your cam-
Shortly after the battle, a band of heroes pen- paign setting.
etrated the temple of the Dragon Highlords in The three gods of magic—Solinari, Lunitari,
Sanction and discovered that the eggs of the good and Nuitari—never truly departed, although they
dragons had been destroyed and changed into are circumspect in regard to revealing their pres-
draconians. They carried the tragic news to the ence. Through the three moons, they have con-
good dragons, who realized that they had been tinued to grant the gift of magic to their followers,
tricked. The good dragons joined the war with the Wizards of High Sorcery. They do appear in
savage intensity. person only to a few chosen of their followers—
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those whom they can trust, or those they are Role of the Gods
attempting to influence. In the War of the Lance era, where the gods are
Wizards have learned the hard way to keep directly contesting for the domination of one side,
their mysteries to themselves, and no wizard or to preserve the balance, the history and rela-
would ever discuss the deities or their influence tionship of each deity is particularly important.
except with trusted friends and associates—and Each god acts to further his own agenda during
perhaps not even then. Thus, during this time, this tumultuous time.
wizards never reveal the fact that the gods of
magic are still present to the general populace. Branchala
First, it is nobody’s business but their own. The history of the order of Branchala is one of
Second, they realize that under the best circum- peace and tranquility throughout all the ages of
stances they won’t be believed, and under the Krynn. When clerics of Branchala pick up a lute
worst, they will be considered heretics and blas- and go forth to sing Branchala’s praises, the wor-
phemers and will be condemned and punished by ship of Branchala expands to all of Ansalon. His
whatever ruling authority is present in their area. clerics spread his word by traveling the continent,
The dwarves maintain that Reorx never left by telling tall tales, and by exchanging songs. In
and continue to worship him, though most elven lands, his church has political importance,
dwarves believe in their hearts that he departed in since the elves believe Branchala to be one of the
anger. There may be some true believers among higher deities in the pantheon. As such, the cler-
the dwarves who might catch Reorx’s ear, though ics of Astarin, as Branchala is called in Silvanesti,
he wouldn’t be likely to reveal himself, but would are usually placed as the head cleric of many of
instead appear in his favorite mortal guise as the Houses, and are the most important clerics in
Dougan Redhammer. all the land.
Astinus of Palanthas, the recorder of history, Branchala has a particular love for kender,
is also present in this age, which leads some to who delight in story and song and who know
believe that Gilean is also present, since many how to find the joy in life without having ties to
think they are one and the same. Astinus denies the material world. To the kender race, the art of
this, however, and if Gilean is in the world, he is music and storytelling is a divine gift, and the
present merely as an observer. Songmaster, as Branchala is called, has a strong
The deities of Evil return to the world before following among them. Most kender bards wor-
the gods of Good. They take care to keep hidden ship Branchala and pray to him for safe travel on
from the eyes of the gods of Good and Neutrality, their wanderings.
and most aren’t openly active in the world until After the Age of Starbirth, Branchala gradu-
just prior to the launching of the War of the Lance. ally withdrew from the affairs of mortals and gods
Much like the deities of magic, the gods of Evil and dedicated himself to music. He granted spells
reveal themselves only to a few close, trusted cler- to his followers, but was a detached god.
ics, who can be counted upon to obey orders and The Kingpriest’s reign didn’t change the
keep their mouths shut. Morgion, for example, nature of Branchala’s clerics. His members weren’t
finds that the plagues and pestilence ravaging the corrupted and were often persecuted for not
land present opportunities too good to pass up and “understanding that life is serious.” They ceased
gains many followers, though he makes certain traveling to Istar and the regions under its control.
never to reveal his hand. The gods of Evil can be The worship of Branchala was one of the forces
used effectively in campaigns during this age, but behind elven isolationism in that age. The Cata-
their agents will always be secretive and do their clysm marked the end of the organized church,
best to hide any reference to, or knowledge of, the though many “unofficial” followers went about
deities. For the most part, they will be successful. the land and attempted to heal the pain through
The gods of Good and Neutrality return last, story and song.
and then only when it is apparent that the deities During the Age of Despair, Branchala returns
of Evil are once more at work in the world. Gold- first to the kender and the elves, and then to the
moon is the cleric who, it is recorded, received other races of Krynn. Clerics of Branchala help
healing powers from Mishakal, but other clerics combat Lorac’s Nightmare, which is destroying the
in other parts of Ansalon may have been similarly forests of Silvanesti. Bards begin to sing tales of the
blessed at around the same time. exploits of the Heroes of the Lance, carrying them
If you are using the gods in your campaign, throughout Ansalon and using such tales as para-
use them sparingly and never give the characters bles to teach of courage, honor, and friendship.
the feeling that they are being shoved around by Each bard adds his or her own view to the stories.
a divine hand. Many times the players may never In many towns, villages, and hamlets, the
know they have encountered a god, or they might clerics of Branchala are the only source of infor-
find out only much later in the campaign. mation about the outside world.
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Habbakuk During the reign of Istar, clerics of Kiri-Jolith


Habbakuk’s worship was always widespread fell under the corruption of the Kingpriest. As the
among the people of Krynn, even during the Age forces of Istar claimed lands in the name of the
of Dreams. deities of Good, the clerics of Kiri-Jolith forcibly
Habbakuk, the son of Paladine and Mishakal, seized the lands of those branded as heathens.
is Kiri-Jolith’s twin. Together with his brother and The true clerics of Kiri-Jolith argued vehemently
father, he established the Knights of Solamnia and against this, but they were driven out or perse-
created the Order of the Crown to champion his cuted and eventually left the world, as did the
ways. Hale and hearty, Habbakuk is always con- other clerics prior to the Cataclysm.
scious of the present moment, with little care for During the War of the Lance, Kiri-Jolith
the past and none for the future. Because of this returns to the world and his priesthood is reborn.
view, he may appear carefree and boisterous one Once again, clerics of Kiri-Jolith join the ranks of
moment, and predatory and stealthy the next. the Knights of Solamnia and bring with them the
Some confuse this aspect with cruelty or evil, but legendary abilities once possessed by the Order of
Habbakuk unfailingly acts for good. Habbakuk the Sword.
continually wars with Zeboim, the goddess of
storms. Chislev is his ally and together they pro- Majere
tect nature and all the natural animals against The order of Majere is among Ansalon’s oldest
those who would despoil the world of Krynn. religious groups. Despite their ancient heritage,
The Istarian crisis divided the followers of the clerics of Majere remained in the background
Habbakuk. Some argued that they should lay low throughout much of the world’s history, advising
and take no action in the hope that the situation and encouraging other champions of good rather
would change and the Istarians would learn their than taking action themselves.
lessons. But when the Istarians despoiled lands or During the Second Age, the church of Majere
committed acts of cruelty, Habbakuk’s followers, was at its height, and its monasteries preserved
particularly the druids, fought to protect those in and created great works of art, philosophy, learn-
their care. As a result, many druids were perse- ing, and theology.
cuted during the reign of Istar. The reign of the Kingpriest had little impact
Habbakuk suffered during the Cataclysm as on the monks of Majere. Troubled by his teach-
he watched many of his innocent creatures get ings, many monks retreated into their monaster-
destroyed. The torrential rains that fell during this ies, and few succumbed to his ways. Ergothian
time were said to be Habbakuk’s tears. When he clerics of Majere were among the Kingpriest’s
returns during the Age of Despair, he works with most outspoken critics and were persecuted by
Chislev and the deities of Neutrality to heal the the Kingpriest in return. The dogma of Istar did
scars created by the disaster. Because Habbakuk infect some monasteries, however, including the
founded the Knights of the Crown, these knights infamous Bloodwatch Abbey.
often dedicate themselves to the protection and After the Cataclysm, the order of Majere
guardianship of nature. remained loyal to their departed deity. Though
clerical magic vanished with the true clerics, the
Kiri-Jolith teachings and disciplines of the monks continued,
During the early Age of Dreams, clerics and and many held fast during the long Shadow Years.
worshipers of Kiri-Jolith were few. It was during
this time that the minotaurs began worshiping Mishakal
Kiri-Jolith, because he was one of the few gods, In the time before the Cataclysm, Mishakal was
along with Sargonnas, who didn’t forsake the one of the most revered gods and had many
minotaur people. temples dedicated to teaching the healing arts.
It was also during this age that Kiri-Jolith, Her clerics were found in nearly every commu-
Habbakuk, and Paladine appeared before Vinas nity in Ansalon.
Solamnus and inspired him to form the Knights During the rise of Istar, many of Mishakal’s
of Solamnia. Kiri-Jolith became the patron of the high priests were swept up in the Kingpriest’s
Order of the Sword. hubris and lost their power to heal, which caused
Clerics of Kiri-Jolith fought in the front ranks of them to maintain that the healing arts were a
the Solamnic army during the Third Dragon War myth. When the true clerics left the land,
and battled against the ogres and dragons. After the Mishakal’s clerics were among the last to go.
war ended, the common people honored the Some chose to forsake their power and stayed
knights’ heroic deeds and the church grew strong. behind, hoping to heal the wounds that would be
In the early Age of Might, clerics of Kiri- created by the coming Cataclysm.
Jolith helped the populace keep goblins, ogres, Centuries later, Goldmoon, a barbarian chief-
and other followers of evil under control. tain’s daughter who carries the blue crystal staff,
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becomes known as the Chosen Prophet of in the Istarian church, Paladine stopped granting
Mishakal and discovers the disks of Mishakal. The spells to those besotted by the lust for power,
disks of Mishakal are a set of platinum disks which included many in the church’s upper eche-
engraved with the knowledge of the deities of lons. Paladine was unable to prevent his priesthood
Good, that during the War of the Lance bring from falling into the trap of material and
hope in an age of darkness and despair. worldly power, however. Led
After the War of the Lance, by the Kingpriest, his cler-
Goldmoon establishes a new ics used their high offices
church based on the ancient to gain political control
principles. of Ansalon. What fol-
lowed was the Cataclysm,
which destroyed the
Kingpriest, his
followers, and
many thousands
Paladine of people, both guilty
Paladine upholds and innocent alike.
the laws of good, The mortals who survived
assists the righteous, couldn’t understand the minds
and abjures the evil. of the gods and many
He doesn’t turn his back on struggled to
those who have traveled the dark Lady of Healing reconcile
path, but tries to bring them back to Paladine’s
the light. He always thinks about the role in the
greater good first, but within the law. He Cataclysm
believes in free will and the right of mortals with that of a
to choose their own destiny. fair, just deity.
Paladine is the sworn enemy of Takhisis How could Pala-
and all the deities of Evil who desire domin- dine permit the Cat-
ion over the world of Krynn and its aclysm to happen? How
people. Long ago, during the Age of could he sanction it? In
Starbirth, he learned of Takhi- essence, they won-
sis’s evil ambitions and sought dered why Pala-
a way to stop her. This dine permitted
resulted in the first evil in the world
alliance between the at all. But these were
gods of Good and the gods of questions that they couldn’t answer,
Neutrality. It is an alliance that has been tested and they lost faith in the gods.
since by what Paladine perceives to be a lack of After the fiery mountain fell on Krynn, the
commitment on the part of the deities of Neutral- deities of Good withdrew completely from
ity. Paladine understands their refusal to take a Ansalon, knowing that if faith in the gods was
side, but does not condone it. to return to the world, the people must come
When the All-Saints War nearly destroyed seeking them. The people blamed the gods for
Krynn, Paladine saw the folly of open warfare. their woes, however, instead of realizing their
Saddened by the destruction the struggle wreaked own faults.
upon the world, he swore never to go to war in When a shepherd named Riverwind began
his full glory and power again. The Father of seeking the true deities, Paladine was pleased and
Good used subtlety in his battle with the gods of made Riverwind instrumental in the return of true
Evil. By working through worshipers, rather than healing and the knowledge of the gods of Good
by using his power directly, he sought to bring during the War of the Lance. Paladine worked
about change without jeopardizing the safety of through his avatar Fizban to teach people that the
the world. gods had always been there waiting for them. He
Thus, during the Second and early Third brought about the return to Krynn of the deities
Ages, Paladine’s clerics led by example. Under the of Good and Neutrality in an attempt to defeat
Kingpriest’s influence, however, their hearts were Takhisis and restore the balance of the world.
corrupted by ambition, and they tried to control Heroes arose to defeat the might of the Dark
the people, rather than lead them. They believed Queen, and Paladine provided them with knowl-
that they knew what was right and insisted that edge of the dragonlances to help push back the
everyone believe as they did. Due to the corruption dark tide of the dragonarmies.
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Paladine (Greater Deity) Other Names: Bah’Mut (Istar), Draco Paladin


The Dragon’s Lord (Ergoth), Dragonlord (Mithas), E’li
Symbol: A silver triangle, plat- (Silvanesti), the Great Dragon
inum dragon, or pine tree (elves); (Solamnia), Platinum Father
anvil (dwarves) (dragons), Skyblade (Goodlund),
Colors: Silver and white Thak the Hammer (Thorbardin),
Constellation: The Platinum Paladine is the head of the gods
Dragon of Good and is called the Father
Alignment: LG of Good and Master of Law.
Portfolio: Good, law, protec- Brother to Takhisis, Queen of
tion, light, good dragons Darkness, and Gilean, God of
Domains: Good, Law, Pro- Neutrality, Paladine speaks
tection, Sun for the deities of Good and
Favored Weapon: “Mighty Pro- leads them not by restriction but
tector” (longsword) by example and encouragement.
Preferred Vestments: Hooded He is one of the most powerful
white robe—the purity of the white gods, and only his siblings, Takhi-
denoting the rank within the church sis and Gilean, are considered to

Blue Crystal Staff The following powers drain 8 charges:


 (Staff of Mishakal)   cure critical wounds
The blue crystal staff is a powerful artifact in the  restoration
service of good and only comes into the world in
times of great need. Mishakal guides and pro- The following power drains 10 charges:
tects its wielder, and the forces of evil can’t ben-  raise dead
efit from possessing it.
Legends from the Age of Dreams speak of The following powers drain 14 charges:
the staff and its powers, but it only appears in the  greater restoration
world again during the Age of Despair, when a  resurrection
plains nomad of the Que-Shu tribe finds it. After
aiding the Heroes of the Lance in the recovery In addition, the blue crystal staff functions as a +2
of the disks of Mishakal, the blue crystal staff once quarterstaff in combat. Once per day, the staff
again becomes part of the statue of Mishakal in may use teleport without error, but the staff, not
Xak Tsaroth. the wielder, activates the power (at the DM’s
The staff often appears as a plain staff of discretion) and chooses the destination. Once
ordinary wood, but reveals its true form when its per day, the blue crystal staff will deflect the
powers are used, or when viewed through a true breath weapon of any dragon, protecting a 10-
seeing spell. It’s made of pure blue crystal and has foot radius sphere around its wielder.
an ornamental headpiece embedded with a Only good creatures may wield the staff
large, flawless sapphire. safely. If a neutral creature attempts to wield it,
Description: The blue crystal staff holds only the creature suffers 2d6 points of holy (good)
20 charges when fully charged, but it automati- damage every round. If an evil creature attempts
cally regains 1 charge per day. If placed in the to wield the staff, it suffers 4d6 points of holy
hand of the statue of Mishakal in Xak Tsaroth, it (good) damage every round.
instantly becomes fully charged. Strong conjuration; CL 20th.
The following powers don’t drain charges:
 cure minor wounds  Disks of Mishakal 
 detect poison The knowledge of the true gods of Good is con-
tained within these sacred disks. Anyone reading
The following powers drain 2 charges: the disks may learn of the gods of Good and may
 command choose a good-aligned god as a patron deity.
 cure light wounds Only good creatures may examine the
 remove fear sacred disks safely. If a neutral creature touches
the disks, it immediately suffers 2d6 points of
The following powers drain 6 charges: holy (good) damage. If an evil creature touches
 continual flame the disks, it immediately suffers 4d6 points of
 remove blindness/deafness holy (good) damage.
 remove curse Strong divination and evocation (good); CL
 remove disease 20th.
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Table 9-1: Deities in Other Ages*


Deity Alignment Domains Typical Worshipers
Paladine LG Good, Law, Protection, Sun Any good
Takhisis LE Destruction, Evil, Law, Trickery Any evil
* see Chapter 4 for the other gods of Krynn.

be his equals. Chief among Paladine’s concerns is powers of the followers of the other gods. Mages
the welfare of the people of Krynn, along with the were distrusted and reviled during this time, how-
defense of his beloved creation against Evil. ever, and many performed their art in secrecy.
The primary function of the clerics of Paladine Solinari is one of the first deities to reappear
is to provide spiritual guidance to the people. in the world during the Age of Despair. He warns
Believing that good and just government is neces- Par-Salian of the impending War of the Lance
sary for a free and stable society, they work with and asks him to find a “sword” with which to
the rulers of regions they inhabit and serve their fight the evil that is coming.
community as judges, barristers, or advisers. While After the war, Solinari works with Lunitari
Mishakal’s clerics tend to the healing of the body, and Nuitari to bring people back to the knowl-
the Revered Sons and Daughters of Paladine focus edge of High Sorcery. This new work is short-
on the healing of the spirit. Clerics of Paladine help lived, however, since the Chaos War forces Soli-
the weak and the defenseless, and provide shelter nari to the front lines of the battle to save Krynn
to persons they feel are wrongly accused. from destruction.

Dogma Chislev
Rewards fit actions. The guilty must be brought The church of Chislev has always existed in
before the law. Good stands in contrast to Evil, as Ansalon, even during the dark years following the
day is in contrast to night, and neither one is able Cataclysm when druid herb lore and teachings
to exist without the other. Although the whole is helped people in the absence of the goddess.
greater than the sum of its parts, the parts must not Chislev is one of the first gods to return to Krynn
be forgotten. Good redeems its own. None are so during this age, and the druids, who are among
lost that they cannot be brought to see the light. the first to receive her blessings, welcome her.
Chislev is connected to Krynn in ways not
Solinari fully understood. She suffers every wound made
During the Age of Starbirth, Solinari walked the to the land and forests. She grieves over the death
face of Krynn with the other deities of magic, of every animal. The Silvanesti Nightmare is an
Lunitari and Nuitari. While the pantheons of open wound on her, and she works tirelessly to
Good, Neutral, and Evil fought the All-Saints War return the land’s lost beauty and peace.
in the heavens, Solinari and his cousins remained
close to the world in the form of the three moons. Gilean
During the war, Solinari and his cousins sought The history of the church of Gilean is perhaps the
out worthy followers to instruct in the ways of best recorded of any priesthood. From its incep-
magic. After their instruction to the laws of tion, clerics traveled the land in search of knowl-
magic, these chosen followers were given keys to edge. This resulted in a small, yet influential
the Lost Citadel. They returned to the world to church that acted as an information broker and
found the Orders of High Sorcery. assisted the Balance by providing knowledge
Mages were a particular target of persecution unequivocally without bias or personal gain.
for the Kingpriest, who viewed magical power as The city of Istar had a great temple of Gilean.
an opposition to clerical power. The Kingpriest The Kingpriest found that knowledge was dan-
declared that all mages, even those of the White gerous and needed to be controlled. The clerics
Robes, were evil. At the height of the Kingpriest’s moved most of the contents of the Istarian
power in Istar, Solinari instructed his followers in Library to the Great Library of Palanthas and to a
restraint and secrecy, advising them to quietly fur- walled library near Gwynned in Northern Ergoth.
ther the goals of magic without attracting undue Thus, the knowledge in these libraries survived
attention from the church. Though Solinari’s fol- the Cataclysm. Though the clerics lost their faith
lowers participated in the Lost Battles, they bro- following the Cataclysm, they remained excel-
kered the uneasy truce with Istar following the lent librarians. The aesthetics of the Great Library
destruction of two of the Towers of High Sorcery of Palanthas were perhaps the most well known
and oversaw the surrender of the towers in Palan- in Ansalon, and assisted the ageless Astinus in
thas and Istar. After the fiery mountain destroyed his writing of the book Iconochronos, which told
the city of Istar, Solinari’s gift of magic to the the stories of all the lives of those who lived
White Robes didn’t fade as did the true healing upon Ansalon.
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The church regains its status during the War During the Age of Despair, many gnomes are
of the Lance, when hidden knowledge and followers of Sirrion and are placed in charge of
secrets are found to have great importance. Many maintaining the eternal fires of Mt. Nevermind,
academics, historians, truth-seekers, and teachers which is a high-heat furnace that powers many
join the priesthood and travel throughout the gnome inventions. The dwarves of Garnet also
world to reclaim the volumes and scrolls of worship Sirrion, albeit second to Reorx, and
knowledge lost during the Age of Despair. honor him for maintaining the forge fires. In
Gilean knows that the forces of good must ancient Thorbardin, Sirrion was one of the most
win the War of the Lance to maintain the bal- revered deities.
ance, though he is ever watchful against the rise After the War of the Lance, Sirrion’s worship
of another Istar. is reborn to fight the fiery destruction caused by
the dragonarmies. His clerics help heal those who
Lunitari lose their homes and families to fire and bring
When the world was still young, Lunitari walked understanding of the need for balance and con-
the face of Krynn with her two cousins, the deities stant change even in times of struggle.
of Good magic and Evil magic. These three gods
remained near their beloved creation during the Reorx
All-Saints War, while the other deities struggled In all creation myths, it is said Reorx tamed
for control of the spirits of the stars. Like Solinari Chaos and created Krynn out of the darkness. He
and Nuitari, Lunitari searched Krynn for a fol- kept a small piece of Chaos, and used it to forge
lower to instruct in the ways of Neutral magic. She the Graygem. Some myths maintain that Reorx
gave a key to the Lost Citadel to this disciple and trapped Chaos inside the Graygem, which was a
returned the person to Krynn to instruct others disastrous move that lead to the second Cata-
and to found the Orders of High Sorcery. clysm. The passage of the Graygem resulted in
Prior to the Cataclysm, Lunitari was dis- the creation of dwarves, gnomes, and kender,
tressed by the growing influence of the Kingpriest though the myths of dwarves and gnomes hold
of Istar, and did what she could to limit the spread that they were created first.
of his power. Her followers worked to save magic For the dwarves during this age, Reorx dis-
and fought the Lost Battles, which ended with the plays many dwarven virtues such as pragmatism,
destruction of two Towers of High Sorcery. After discipline, and dispassion, with the occasional
an uneasy truce was brokered with the church of break to enjoy life, but lacks any dwarven vices,
Istar, Lunitari’s followers salvaged any remaining such as greed. Gnomes see Reorx as a wise inven-
magical artifacts and withdrew to the Tower of tor who always works to improve his inventions.
Wayreth. Unlike the other clerics of other gods, Kender see Reorx as a carefree deity who delights
Lunitari’s followers didn’t depart the world on the in working with his hands.
Night of Doom, nor did her gift of neutral magic The dwarves are Reorx’s most faithful and
vanish after the fiery mountain struck Istar. Mages loyal followers. They claim they remained faithful
of all orders found themselves reviled and dis- even after the Cataclysm, though some of their
trusted after the Cataclysm, and many remained worship was for show. Gnomes also have remained
withdrawn from the world. faithful due to the fact that a committee is still
Lunitari’s presence is felt again shortly before studying the disappearance of the gods after the
the War of the Lance when she accepts Raistlin Cataclysm. Reorx is faithful to his followers and
Majere, who later becomes Par-Salian’s “sword” works to restore the dwarven kingdoms and to
in the War of the Lance, into the order of Red help the gnomes survive their own cleverness.
Robe wizards. After the war, Lunitari works with
Solinari and Nuitari to bring magic back to the Shinare
prominence that it enjoyed before the Cataclysm, Prior to the Cataclysm, the temples of Shinare
and to fill the ranks of the Orders of High Sorcery attracted a strong following among the mer-
with new initiates. Lunitari walks Krynn, creating chants of Ansalon. Even in mighty Istar, wor-
opportunities for her followers to use and explore ship of Shinare was popular, in spite of her
the gift of neutral magic. tenets of neutrality and enterprise. She was
called upon regularly by traders and consumers
Sirrion alike, for all transactions were considered blessed
The church of Sirrion has always been small, by her invocation.
though periods of growth occurred when cler- With the return of the deities during the War
ics of Shinare, Sirrion’s mate, grew more numer- of the Lance, Shinare’s church expands rapidly,
ous. Before the Cataclysm, his faithful were especially in Solamnia and Thorbardin. Merce-
found in places where creativity and natural naries often worship her and are welcome addi-
beauty flourished. tions to traveling merchant caravans.
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Shinare’s clerics become the strongest advo- Creation, and was ever after lurking in the shadows
cates of progress and industry during the time and manipulating events to his own ends.
between the War of the Lance and the rise of the Before the Cataclysm, Hiddukel’s infamy was
Knights of Takhisis. Their ministries contribute to spoken of by many that sought to outwit or
the refinement of many trade networks, guilds, outbid others to gain wealth and power. Hiddukel
and businesses. Great cities, such as Palanthas and obtained many followers in the final days before
Gwynned, grow closer, and their former isola- the Cataclysm, as the Kingpriest’s pride brought
tionist policies are replaced by a mutual interest in financial ruin upon many in Ansalon.
fair trade. In the years leading up to the War of the
Lance, Hiddukel’s priesthood begins to slowly
Zivilyn reappear in isolated communities in the north, as
The faithful of Zivilyn have been found upon he makes ready to join his Queen in her bid to
Ansalon from the beginning of recorded history. take over Ansalon. Even after the war, Hiddukel
Prior to the Cataclysm, Zivilyn’s clerics founded undermines and exploits the time of renewal and
monasteries and retreats that were enclaves of rebuilding by establishing himself firmly in the
wisdom and understanding. These temples were hearts of greedy merchants and robber barons.
often built in the wilderness—close to Chislev’s
heart—to emphasize the bond between Zivilyn Morgion
and the Wild One. Traveling clerics of Zivilyn Morgion works to spread disease whenever he
ministered in small villages and towns. With the goes. Morgion’s power was strongest during the
rise of Istar, these clerics became targets of perse- Age of Dreams, then it slowly declined due to the
cution, because they refused to follow the King- war waged against his cultists by the forces of
priest and spoke out loudly against him. Their good. His church grew during the Third Dragon
monasteries fell silent when the true clerics left War and its members were widely feared. When a
Krynn in the last days. cultist of Morgion killed a grandmaster of the
During the War of the Lance, Zivilyn’s faithful Knights of Solamnia, the knights hunted the cult
join with Chislev’s clerics to restore harmony to to near extinction. During the Age of Might,
nature and wisdom to the world. While some of fewer than one hundred cultists of Morgion
the monasteries and enclaves are reestablished by remained on Krynn.
the new priesthood, Zivilyn’s clerics become more The Cataclysm brought famine, disease, and
involved in current communities and settlements more followers to Morgion. He gains a strong fol-
and spread his faith to survivors and refugees of the lowing among the Zhakar after the Cataclysm
war. Temples in the wilderness are opened to pil- and sends the infected dwarves out to spread
grims and aspirants, and the faithful find new hope their plague.
through veneration of the World Tree.
Nuitari
Chemosh During the Age of Starbirth, when the spirits who
Throughout the ages, fear of death prompted would inhabit Krynn and worship the gods were
many to the worship Chemosh. Temples dedi- still stars in the sky, Nuitari walked the world with
cated to him were few, but those who sought to his cousins, Solinari and Lunitari. Breaking from
extend their lives through any means possible the pantheon of Evil deities, Nuitari didn’t partici-
could find his hidden bands of cultists. pate in the All-Saints War. He found a follower and
Servants of Chemosh were among those instructed that person in the ways of black magic.
most persecuted during the Third Age, since the After the war, his follower returned to the world.
clerics of the Lord of Death disturbed the rest of The person was given a key to the Lost Citadel
the dead and undermined the teachings of good- and established the Orders of High Sorcery with
ness. By the time of the Cataclysm, only a hand- the followers of Lunitari and Solinari.
ful of true clerics of Chemosh remained. Shortly before the Cataclysm and at the height
During the Age of Despair, many hopeless of the Kingpriest’s power, Nuitari’s followers were
people find false salvation by turning to Chemosh. hunted down and destroyed by the followers of the
During the War of the Lance, his cult flourishes as Istarian church. Forced to retreat into the Towers of
his cultists walk battlefields and raise the dead High Sorcery, the Black Robes lead the Wizards of
who lie unburied and dishonored. High Sorcery in the Lost Battles. Realizing that the
continued existence of magic hung in the balance,
Hiddukel the Black Robes were persuaded to agree to the
The god of avarice and greed, driven by the lure of peace terms brokered with the Kingpriest by their
ill-gotten gains and brokered souls, followed Takhi- White Robe brethren. Nuitari’s remaining follow-
sis into the world from Beyond. He eagerly aided ers withdrew to the Tower of High Sorcery at
the Dark Queen in her defiance of the order of Wayreth. The Black Robes and their black magic
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didn’t disappear from Krynn after the Cataclysm, Wrongs suffered by many during the War of
as did the clerical powers of the other gods. the Lance cause the worship of Sargonnas to
Nuitari is one of the very first deities to reap- spread throughout Ansalon.
pear during the Age of Despair. He seeks out those
hungry for power and initiates them into the ranks Takhisis
of his order. His Black Robe followers work in The All-Saints War nearly delivered the world to
league with the dark priests of his mother Takhisis Takhisis, but an alliance between the gods of Good
to corrupt the eggs of the good dragons, which and Neutrality prevented her victory. She was
destroys the dragons’ unborn children and creates imprisoned in the Abyss and was unable to physi-
draconians in the process. This is one of the few cally enter the world without external intervention.
times Nuitari permits his followers to work with Thus, she was forced to work through her clerics
his mother’s clerics. Black Robe wizards also create and became even more cunning and dangerous.
the flying citadels that are used to attack cities from The church of Takhisis was behind much of
the air during the War of the Lance. the strife in the world down through the ages, as
the Dark Queen’s clerics worked tirelessly to
Sargonnas bring Takhisis back into the world.
The church of Sargonnas first began to flourish Her clerics were particularly powerful during
when he took notice of the newly created mino- the Age of Dreams. The ogres, backed with cleri-
taurs. Impressed by their strength and intelli- cal might, conquered much of Ansalon. The
gence, he appeared to them in minotaur form and Third Dragon War marked the start of the decline
helped shape their beliefs. Over time, the worship of her clerics. Their place was usurped by rene-
of Sargonnas grew among the minotaurs and was gade wizards who promised Takhisis that they
eventually recognized as their official religion. could do what her clerics had failed to—open a
Worship of Sargonnas among minotaur and portal to Krynn.
nonminotaur began to weaken and wane under During the Third Dragon War, Takhisis was
the weight of the Kingpriest’s Proclamation of defeated by the Solamnic hero Huma and was
Manifest Virtue. Minotaurs were persecuted and banished to the Abyss. Both her power and the
enslaved, and were sent to fight in the gladiatorial power of her clerics waned. During the Istarian
arenas or forced to work as galley slaves on Istar- era, the clerics of Takhisis were hunted to near
ian ships. The Cataclysm was viewed as a day of extinction. The Kingpriest’s bounty on a cleric of
freedom for the minotaur people, releasing them Takhisis was as high as 500 gold pieces. Takhisis
from their human oppressors and isolating their had little care for her clerics and willingly sacri-
lands in the ocean. ficed them, for she knew
Sargonnas and cleric

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that despite his talk of good, the Kingpriest’s unwary. They may be trying to seize control of a
heart was filled with darkness. kingdom, or merely planning the takeover of the
After the Cataclysm, Takhisis takes advantage local thieves’ guild. Clerics of Takhisis are found
of the people’s desperation, fear, and hopelessness in all parts of the world. They may be brazenly
to gather worshipers, and her power grows until open about their faith, though most find that they
she is once again defeated by the forces of good in must resort to secrecy to achieve their goals.
the War of the Lance. Years afterward, Lord Ari- They also work to destroy or sabotage the power
akan, son of her daughter Zeboim, shows Takhisis of every other deity of Krynn and look to the day
how divisions among her followers helped bring that Takhisis becomes the One God.
about her defeat. She gives him her blessing for the Many of Her Dark Majesty’s clerics are non-
creation of the Knights of Takhisis, which is a humans. Ogres are her most devoted followers.
knightly order based on the principles of self-sacri- Their faith has remained constant through the
fice and rigid adherence to laws. ages. Draconians revere her deeply, and some
maintain their faith even during the Fifth Age.
Takhisis (Greater Deity) Goblins and hobgoblins also worship her, though
Queen of Darkness she must compete with other gods, notably Sar-
Symbol: Black crescent gonnas, for their attention.
Colors: Black and iridescent black The evil dragons are the favorites of Takhisis
Constellation: The Queen of Darkness and are the only beings on Krynn she respects. The
Alignment: LE evil dragons worship her, revere her, and serve her.
Portfolio: Evil, hate, darkness, tyranny, evil dragons In return, she grants her dragons many important
Domains: Destruction, Evil, Law, Trickery gifts and powers. She promises her dragons that
Favored Weapon: “Crusher of Hope” (heavy mace) someday they will help her rule the world.
Preferred Vestments: Black robes emblazoned Her most important holy day is Dark Day,
with the black crescent which commemorates the date the fiery
Other Names: Dragon Queen mountain descended on Krynn.
(Ergoth, Silvanesti), Lady Chaos For the clerics of Takhisis, it rep-
(Mithas), Mai-tat (Tarsis), Mwarg resents the day of the return of
(hobgoblins), Nilat the Corruptor their goddess to Krynn. This cel-
(Icewall), the One God (Neraka), ebration is usually held in secret.
She of the Many Faces (Hylo), Takhisis is the sister of Gilean
Tamex the False Metal (Thor- and Paladine and helped them
bardin), Tii’Mhut (Istar) create the world. Selfish and con-
niving, she wanted the creatures
Sister of Paladine and Gilean, of the world to worship only her.
Takhisis is the Queen of Darkness Thus started the unending war
and the embodiment of Evil. She between the deities of Good and
enjoys preying upon the weak- Evil. Nuitari and Zeboim are her
ness of others, corrupting them children.
and turning their strengths
against them. Cruel and brilliant, Dogma
she can be seductive and charm- Those who follow Takhisis are
ing to gain what she wants. Takhisis despises the meant to rule the world and bring order out of
other deities, even those devoted to the cause of chaos. Power must be attained at any costs. Trust
Evil. Her marriage to Sargonnas is one of conven- none except for those you control. Do not let
ience and was made to strengthen the powers of compassion or love weaken you or blind you to
Evil. Neither has any care or respect for the other. what must be done. Betrayal is punished by eter-
Clerics of Takhisis serve as her eyes and ears. nal torment. Service is rewarded with dominion.
She urges them to seek positions of power, no
matter what the cost. Her clerics are free to use any Zeboim
means necessary to achieve dominance, including The worship of Zeboim has been relatively new,
lying, extortion, and murder. The Dark Queen’s beginning after the various races started sailing
clerics obey her without hesitation. They work the high seas. As the creator of the oceans, she
tirelessly to open the doorway that will admit her was calm and placid during the Age of Starbirth.
into the world in her full glory. She is swift to Her character deteriorated following the All-
punish those who betray her or refuse to obey her Saints War when she was defeated at the hands of
commands. Those who worship her also fear her. Habbakuk and Chislev.
Clerics of Takhisis pass their days plotting, Her church took a long time to recover from
manipulating, and weaving webs to capture the the defeat of Takhisis after the Third Dragon War.
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Many of Zeboim’s worshipers were caught by the hasn’t been created yet in the War of the Lance
Solamnics and executed. Sailors continued to era, it doesn’t exist.
worship her in secret during these times. Worship Steel Legionnaires: Since this prestige class
of Zeboim spreads again during the early Age of hasn’t been created yet in the War of the Lance
Might, but Istarian persecution once again forced era, it doesn’t exist.
her followers into hiding. During the War of the
Lance, Zeboim slowly gains converts. Ansalon during the War of
the Lance
Alliances The land and its people were forever changed
Common threats often unify people. An elf and an with the Cataclysm. The continent was cracked,
ogre may stand back–to-back to battle a dragon. the seas rose and fell in different places, and the
People of different races who have long hated each once-joined lands became isolated. Hundreds of
other will come together to fight an enemy who years passed before the wounds of both the land
seeks to destroy them both, as happens with the and its people began to heal.
humans, elves, and dwarves in the War of the The following section lists the differences in
Lance. Often such unions are tenuous and last only the continent of Ansalon at the outset of the War
until the threat is removed. Or the unions may of the Lance. If a region entry or descriptive list-
show longtime enemies that they have more in ings aren’t shown here, assume that the informa-
common than they realize and may result in the tion is the same as that described in Chapter 5.
first steps toward peace between the races.
Disasters also unify people. Soldiers of oppos- Abanasinia
ing forces may be slaughtering each other in the During the Age of Despair, Abanasinia is a con-
streets, but if a frantic mother pleads for help to federation of several city-states and a few inde-
save her child who has fallen down a well, the pendent tribes. Each city has its own governmen-
combatants may put aside their swords and join tal structure. Merchant princes, made rich by the
together in rescue efforts. business and trade of the ports, rule most of the
Alliances such as these can be used effec- port cities such as Zaradene, Crossing, and New
tively in campaigns and provide tension between Ports. Mayors, however, rule most of the interior
characters, or between characters and NPCs. If towns such as Solace and Long Ridge. In some
the tensions get out of hand, the DM may want towns mayors are elected, but in others they are
to show the players firsthand the truth of the old chosen through elaborate competitive tests of
adage, “United we stand. Divided we fall.” mind and body. Haven is different; the mayors of
Haven are the descendants of its founders.
Character Classes For a short period of time, this all changed.
Knowledge of the true gods is only restored to From 240 AC to 351 AC, Haven, Solace, and the
Ansalon at the beginning of the War of the other communities formed a theocracy ruled by
Lance. Characters with divine spellcasting powers the Seekers, and a high theocrat governed each
are quite rare in this period and are either revered community.
or reviled.
Bards: As arcane spellcasters who make use Life and Society
of primal sorcery, bards cannot cast spells in the The Plainsmen (represented by the Que-Teh,
War of the Lance era (since sorcerers don’t exist). Que-Kiri, and Que-Shu tribes) continue to live as
Clerics: Eighteen of the twenty-one true they have since long before the Cataclysm and
deities grant divine spells (Solinari, Lunitari, and exist inside borders agreed upon through negoti-
Nuitari only bestow arcane magic.). A cleric must ation and war. The civilized folk live in and imme-
choose one of them as his patron deity to be able diately around the cities and towns of the region
to cast divine spells. and pursue agriculture, crafts, and trade.
Druids: A druid must choose a valid patron While the Plainsmen are not particularly wel-
deity (Habbakuk, Chislev, or Zeboim) to be able coming to outsiders, the other communities of the
to cast divine spells and to make use of any super- region accept those who have moved from other
natural or spell-like ability. parts of Ansalon. The region is isolated and has
Mystics: Since ambient magic doesn’t func- become a haven for those leaving some other life.
tion in this era, mystics don’t exist. Unwanted half-elves, drifting Ergothians, and exiled
Rangers: A ranger must choose a valid Solamnics have all found homes in Abanasinia.
patron deity (Habbakuk, Chislev, or Zeboim) to Xak Tsaroth: Surrounded by a foul swamp,
be able to cast divine spells. the once magnificent city of Xak Tsaroth is now a
Sorcerers: Since ambient magic doesn’t func- ruin crawling with gully dwarves. Many dangers,
tion in this era, sorcerers don’t exist. as well as lost secrets and treasures, lie waiting in
Knights of Takhisis: Since this prestige class the broken city.
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Balifor sources of water and are fiercely protected by the


Capital: None inhabitants.
Population: Nomadic humans, humans, kender, Port Balifor: The city of Port Balifor is best
half-elves, half-ogres, goblins known for its bawdy taverns, expansive slums,
Government: Merchant Oligarchy; khanate and black markets. Most of the city is situated on
(nomads) a series of wharves that extend over a tidal plain.
Languages: Common, Elven, Goblin, Khur, Ner- It’s a rugged place filled with swarthy sailors,
akese, Ogre roughneck nomads, and strong-willed farmers.
Trade: Horses, diamonds, glass, exotic spices, Above the wharves are honest merchants and
hemp, rope, netting, flax farmers plying their trade, but below them thieves
Alignment: LE, NE, N, NG, CG and pirates do their work smuggling goods and
cutting unsavory deals.
The harsh deserts and rolling steppes of Balifor sit
in between the desert wastes of Khur to the west Blöde
and the richly forested territory of Goodlund to Capital: Blöten
the east. Lining the east side of the Bay of Balifor, Population: Ogres
this region is a mixture of nomadic barbarians and Government: Tribal
sporadic farming communities. Languages: Common, Giant, Khur, Ogre
Trade: Pork, shale, clay, coal, lizards, slaves
Life and Society Alignment: CE
Balifor is a rugged country filled with nomadic
horse traders, unsavory merchants, and hard- Squeezed between the southern arms of the
working farmers that make a living from the Khalkist Mountains, Blöde has proven itself a
unforgiving grasslands. The tropical winds from stronghold for its ogre inhabitants. The verdant
the Blood Sea far to the north keep Balifor unsea- valley is surrounded on three sides by forbidding
sonable warm year round. mountains and broad desert. On the country’s
fourth side lies the Thon-Thalas River, which pro-
Major Geographical Features tects the valley from invasions from the south.
Bay of Balifor: The bay connects the lands of Sil- Despite the obvious security and fertility of the
vanesti, Khur, and Balifor. It is a major trading valley, it holds only two major settlements—the
area. Ships sail the bay daily, trading goods and capital city of Blöten and the ruins of Takar.
harboring pirates and smugglers. Blöten huddles against a southern arm of the
Window of the Stars: A great plateau on the Khalkist mountain range. The ancient walls of the
northern border of Balifor juts above the horizon. city, although crumbling, attest to the lost great-
The top of the plateau is a dark, hardened, molten ness among the ogre folk. The hunched and wart
glass. Great monoliths of glass rise up from the riddled ogres that shamble through the mighty
glossy surface and form irregular formations. The stonework structures are but twisted shadows of
steep sides of the plateau are riddled with fissures the high ogres who founded the city. The city has
and cracks. This location has long been rumored been lost to the grime and decay that now blan-
to be a portal to the realm of the deities. kets everything there.

Important Sites Life and Society


Brightfield: Brightfield is a small collection of The Blöten ogres take themselves a little more seri-
farmlands inhabited by farmers and tradesmen and ously than their cousins in Kern. In Blöde, almost
is the largest farming community in Balifor. Its cen- every ogre lives within one of the ancient ogre set-
tral location between Flotsam and Port Balifor tlements. These city ogres feel some responsibility
make it an ideal place to establish trade caravans for to live up to the glory of their former ancestors.
the sparse farming communities in the area. Crammed into overcrowded cities, the lines of
Flotsam: Flotsam is a walled port city border- family and clan tend to blur. The basic unit in
ing the Blood Bay in the north of Balifor and is just Blöde politics and society is based not so much on
as rough as Port Balifor. Busy wharves keep trade the family, but the neighborhood. The strongest
moving in from those ships’ crews willing to brave ogre in a neighborhood is called a warden. The
the Maelstrom and the ferocious storms of the high chief is the strongest warden and commands
Blood Sea. Fishing fleets keep the warehouses that the Chieftains Manor, which is the tower in the
line the wharves full of goods, both honest and illicit. center of Blöten. The civilized ogres of Blöten
Nomadic Villages: Balifor is dotted with vil- often look down on their Kernen cousins as sim-
lages of Khurish plainsmen; the Ak-Krol, Ak-Bodin, pler, less-sophisticated country folk.
and Ak-Lirare the three most prominent tribes. The high chief maintains a tentative alliance
These villages are tent encampments situated near with the ogre nation of Kern to the North. The
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“cultured” ogres of Blöde also do some trade with Lahutians, who are a race of pink-skinned, blonde,
the pirates of Sanction and the nomads of Khur. furred cannibals that some sages believe are the
result of an unholy union of humans and goblins.
Major Geographical Features Reports from the Solamnic intelligence corps indi-
The Khalkist Mountains ring much of Blöde, but cate that there is a goblin empire forming inside the
ogres find the mountainous regions easy to navi- wood, and they seek to join with their cousins from
gate. Hundreds of generations of ogres living in the land of Throtl. Whether the Lahutians are
the same mountains have created a network of allied to the goblins remains to be seen.
rough paths that crisscross the entire realm. The
ancient ogres cut their own roads and tunnels, Important Sites
which have lasted to this day. Estwilde is known to have sites of mystical
importance, but almost no one knows where they
Important Sites are located. The following sites are rumored to be
Even isolated as it is from the rest of the world by in Estwilde, though few have seen them.
the Khalkist mountain ranges, the land contains Belleria (Small Town, 1000): This small
many lost relics of past ages. Buried mountain town would go unnoticed but for the Institute of
caves contain magical treasures of the high ogres, Dragonology. The institute is not complete, but a
which even the local ogres believe lost to the ter- life-sized model of a dragon is. The details of the
rible upheavals of the Cataclysm. anatomy are mostly wrong, but some people visit
Blöten: The city rests on top of a high, per- it and tour its insides, ignoring the warnings that
fectly flat plateau that stands over a mile and a gnomes built it.
half in elevation. The city is laid out as a perfect Kwinter Ranch: This ranch is the most pros-
square that is three miles long on each side. The perous goat and horse ranch of northern Estwilde.
city’s curtain walls have decayed over the millen- It’s a heavily defended and fortified ranch built
nia, and no ogre dares set foot on them for fear of entirely of wood and is designed to repel incur-
collapsing stonework. sions. It’s owned by second-generation rancher Gil
Ruins of Takar: The Ruins of Takar are the Kwinter (LG male human Ftr4), a grim but friendly
remnants of a bygone age of glory. Because of man who is rumored to own a magical flute.
their depth within the ogre borders, few civilized
adventurers have explored these ruins. Goodlund
Capital: Kendermore
Blood Sea Isles Population: Kender, elves, humans, centaurs,
Largely unchanged in later eras, travel to and ogres, goblins, sligs
from the Blood Sea Isles is primarily affected by Government: Oligarchy (extremely democratic)
the Maelstrom. Languages: Common, Elven, Goblin, Gullytalk,
Kenderspeak, Khur, Ogre, Slig
Important Sites Trade: Wood, maps, spices, medicinal herbs, coral
The Maelstrom: The Maelstrom is a gigantic Alignment: CG, NG, N, NE, CE
whirlpool and storm in the middle of the Blood
Sea. The ruins of the city of Istar lie below the Kendermore lies to the east of Balifor and to the
blood red Maelstrom. west of the Laughing Lands on the Goodlund
Peninsula. Many small villages of kender are
Estwilde sprinkled throughout the Goodlund Forest.
Estwilde occupies the broad, hilly basin between
the Daargard Mountains and the northeastern Life and Society
Khalkists. It consists of dry grasslands, rugged The kender of Kendermore are thought to be the
foothills, pine forests, and high mountains. The only civilization of note in the Goodlund Penin-
woods of Lahue and the Astivar Mountains are to sula. With desert barbarians to the west, wild elves
the north, while the New Sea lies to the south. in the woods to the south, and sligs in the Laugh-
ing Lands to the east, Goodlund is surrounded by
Major Geographical Features a number of uncivilized societies.
A hard land for hard people, Estwilde consists
mostly of foothills and rugged plains. That said, Major Geographical Features
the terrain is varied and includes the Darken Goblin Catacombs: When the kender moved
Swamps. into the Kenderwood, they discovered the tunnel
The Woods of Lahue: These woods are system created by the goblin races prior to the
located under the shadow of the Astivar Mountains Cataclysm and set to work exploring it. Realizing
and consist mainly of wire-pine trees. The woods the importance of the tunnels, the kender took it
are the hunting territory of the few remaining upon themselves to maintain the system of caverns.
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Only adult kender know of the tunnels, and they and jagged rocks, open up to the east of Kender-
have kept them secret for hundreds of years. wood. Roaming tribes of ruthless sligs and goblins
Hidden entrances can be found throughout the inhabit this barren savanna. The sands of the
Kenderwood and beyond. Laughing Lands are inhospitable shards of glass
Kenderwood: The Kenderwood takes up the that melted from the impact of the Cataclysm.
center of the Goodlund Peninsula. This stretch They make this area of the Goodlund Peninsula
of land is primarily home to the first nation of dangerous to travel.
kender. It’s composed of rolling hills, dense forest, The Ruins: On the northeastern edge of
and vast plains. The southwest corner of the Kendermore are the ruins of what some believe to
Kenderwood is covered with a thick stubborn be one of the Towers of High Sorcery. The ruins
grass; known as the Verdant Plain, it prevents the spread out for hundreds of yards and contain many
encroachment of the Balifor steppes into the hidden pockets and underground entrances. Under
Kenderwood. The forest itself brims with fruit the ruins are mazes of catacombs, which the
trees and a plethora of wildlife. kender love to explore. There is a certain unex-
Wendlewrithing River: The Wendlewrithing plainable feeling they get when exploring these
meanders lazily from north to south through the ruins, which some think is caused by the spell of
Kenderwood and into The Maw, which is a bay Passion that once guarded the tower.
in the southern end of the peninsula. The Willow Wendle Woods: As the Kenderwood pro-
River from the north and the Bristle River from gresses to the south past the Bristle River, it nar-
the west join together to form the larger water- rows and creates a strip of forest called the
course. Many kender live and play in the small Wendle Woods. These woods continue all the
villages along the banks of all three of the rivers. way to the southern tip of the peninsula. Narrow
trails leading north and south traverse this area.
Important Sites Farther to the south, the Wendle Woods become
Dairly Plains: To the east of the Laughing increasingly wild.
Lands, the hostile lands on the east coast of the
peninsula gradually give way to verdant plains. Hylo (Kenderhome)
Unfortunately, the Blood Sea wreaks havoc on Kenderhome is the forested northeastern region
the weather of this region and severe thunder- of the island of Northern Ergoth. Hylo is the only
storms are common the farther south you go. major kender city of note in the region and some-
Names such as Churning Reach, Boilers Bay, and times the entire country is referred to as Hylo.
Thunderhead are accurate descriptions of the The kender lands are a well-protected forested
waters to the south and east. area that are bordered by a vast range of moun-
Elian Wilds: East of the Goodlund Peninsula, tains to the west, the Straits of Algoni to the east,
the island of Claren Elian is the object of much empty wastelands to the north, and the inhos-
speculation and myth. It is a heavily forested pitable deserts of Ker-Manth to the south. It is
island that is plundered for lumber now and again home to thousands of kender, much to the dismay
by minotaurs. But it has remained largely unex- of the Ergothians, who are situated with the
plored by anyone because the waters surrounding kender to the east and the gnomes of Mt. Never-
it are difficult to navigate. Tales of forest spirits mind on Sancrist Isle to the west.
and terrible beasts are commonly associated with The major difference between Hylo in this age
the island, and have some ground in truth due to and the Age of Mortals is the lack of afflicted kender.
the mysterious populace that dwells there. The
Elians that survived Malystryx’s invasion live a Icereach
monastic lifestyle, though they don’t follow The frozen land of Icereach is mostly unknown
Majere. Their intense and difficult training includes and unexplored. The frigid climate, combined with
combat against minotaur opponents, which the abundance of predators and the evil thanoi,
makes them formidable foes. prevent exploration. Starting south of Zeriak in the
Kendermore: In most respects, Kendermore Plains of Dust, the continent stretches south
is a very human-looking city, but the buildings are beyond the scope of most Ansalonian cartogra-
a hodgepodge of architectural styles. Some build- phers and far west into the Sirrion Sea.
ings have been left incomplete with missing walls
or doors, which forces the kender to scramble into Important Sites
open windows to get inside. The city is a jumble Those brave enough to challenge the glacier will
of winding cobblestone streets, twisting wooden have to search hard for their reward.
walkways, snaking dirt trails, meandering short- Ice Folk Camp: Home of the human tribes-
cuts, and roundabout direct paths. men, this is the Ice Folk’s last bastion of defense.
Laughing Lands: Wide-open plains, dotted Protected from the north by a 400-foot crevasse
here and there with outcroppings of translucent and from the south by a sea of loosely drifting
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snow and ice designed to stall the advance of way to thorny trees and withered grass and vege-
their enemies, this settlement is almost invisible tation. Steep hills and dusty canyons wend
from the skies through clever placement of white through the south.
furs over the huts and harbor. Perched atop a Endscape Woods: Also known as the Elder-
smooth slope of polished ice sit a flotilla of ice- glade, this forest is filled with ancient oaks and elms.
boats, which are large catamaranlike skiffs that Large shelf fungi grow on the tree trunks, and moss
use a combination of wind and metal blades to blankets the ground. There are sheltered glades and
surf the ice for food or for defense. black pools beneath the blue canopy of leaves.
Hardy pines thrive among the vast exotic ferns.
Kern
Capital: Kernen Important Sites
Population: Ogres, human slaves, goblins Despite the presence of scavenging ogres, Kernen
Government: Dictatorship (Kernen); tribal still boasts many bizarre sites that date back to
Languages: Common, Minotaur, Nerakese, the time of Istar and its riches.
Nordmaarian, Ogre Death’s Teeth: Overlooking a bay south of
Trade: Potato liquor, slaves, hunting dogs the Elderwoods is a lonely, dark tower. Across
Alignment: NE, LE, CE the bay is its twin. These abandoned towers were
once the homes of two brothers who hated each
The realm of Kern occupies the Kernen Peninsula other. Eventually, each brother slew the other’s
and is surrounded by the Blood Sea of Istar, the family. Now the brothers live eternally as tortured
Northern Courrain Ocean, and the Miremier Seas. spirits. Ogres use the promontory to watch the
The peninsula of Kern resides between Taman bay, but they don’t go near the towers.
Busuk and the Blood Sea. In the north, Kern Kernen: Like Blöten to the south, Kernen was
merges with eastern Estwilde, and in the south, it once a crown jewel of the ancient ogres. In ancient
neighbors Khur and Balifor. The northernmost times, the ogres fashioned the city from the living
extension of the Khalkist Mountains forms a natu- rock of the mountains. The city is no longer beauti-
ral border between it and Neraka and Khur. ful, but it once was. The stone buildings have stood
the test of time even though they are buried under
Life and Society muck. Beyond the city, a winding passage into the
Nearly facing extinction at the hands of the Istar- mountains leads to the palace of the great khan.
ians, the Cataclysm freed the ogre clans to begin Vale of the Vipers: The Vale of Vipers, located
rebuilding their numbers. The ogres of Kern live in the western ogrelands, is a hidden canyon with
simple lives. They don’t concern themselves with groves of fruit trees and a clear lake with a marsh
what is going on in the rest of the world unless it at one end. The stones of the vale are said to be
directly impacts them. With little agriculture, and diamonds, but they are rumored to be poisonous
almost no organized economy, town life centers to the touch with venom that soaks through
on scavenging and raiding into neighboring cloth. It’s also rumored that giant snakes and ser-
towns, cities, and nations. Ogre towns have pents prowl the vale.
between fifty and two hundred family units living
in them. Only strong leaders, such as Kernen’s Kharolis
great khan or a Dragon Highlord, can call every Capital: Than-Khal (ogres); none (independent
ogre to rise up in arms. towns)
Population: Humans, Neidar dwarves, thanoi,
Major Geographical Features ogres
In the Kernen Peninsula, mires and rock outcrop- Government: Tribal (ogres); feudalism
pings blot the ugly, wild plains. Muddy sloughs Languages: Common, Dwarven, Ergot, Kharo-
and dwarf woods line the turgid streams. Here and lian, Ogre
there are odd square hills. The plains show signs of Trade: Foodstuffs, pipeweed, weapons, horses
wasteful hunting. Mangy wolves and small ante- Alignment: CG, CN, NE, LE
lope range this land. The tidal march of the
Miremier provides a home for scrags, sea lions, and When the Cataclysm shook the land, little did the
nixies. On the eastern edge of the peninsula, the people of Kharolis realize that the times ahead
grasses become more green and dense and harbor would bring them independence from the Ergoth-
treacherous sloughs and hidden bogs. This deep ian talons and put them on the brink of war with
green sea stretches out across the peninsula to a the brutal races living to the south of the kingdom.
small forest called the Endscape Woods. As the Ergothian Empire turned inward to heal
The ogrelands of southwestern Kern hold the wounds of the upheaval, generation-spanning
flatlands with vast expanses of wild savanna. To hatred toward the empire’s occupation erupted
the southeast, grassy steppes and dark forests give in Kharolis. There were outbursts of violence as
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the people threw off the shield devices and coats Frozen Hills: These hills stretch from the Waw
of arms of the century-old Ergothian families and Vash fortresses to the lands south of Kharolis.
that had ruled over them. In an attempt to escape Previously a land of low hills and patches of pine
the rebellion for their homeland, many families forests, the decrease in temperature has turned the
opted to leave Kharolis in barges and imperial area into a veritable paradise for the walrus-men.
galleys, only to discover that their nation had The hills are now tundra for most of the year, and
been sundered in twain. Some, however, sup- few venture into this hazardous domain.
ported the local populace and resigned their
Ergothian ancestry. Khur
Khur is an arid land of rocky badlands and desert
Life and Society wastes. It lies between Silvanesti and Balifor to
In the last three hundred and some years, Kharo- the south and east, and Neraka and Taman Busuk
lian farmers and settlers have retreated to the to the north and west. The lands of Khur are one
north of the nation. Though the weather changes of the driest places on Ansalon and are home to
that have rimmed the southern part of the land fierce, desert warriors known for both their rever-
with a near-permanent frozen vista have undeni- ence for beauty and their militant nature.
ably rushed their decision, it was the persistent
attacks from the ogre and thanoi bands that made Nordmaar
up their mind. The humans and dwarves of Kharo- Nordmaar is a large nation in the tropical north-
lis have managed to create a somewhat secure western reaches of Ansalon. It was one of the
border along the ruins of Waw and Vash. These many places of refuge for those fleeing ruined
partially destroyed fortresses are now the first Istar after the Cataclysm. It is a feudal kingdom of
lines of defense against the raiders. highland horsemen and fierce, jungle warriors
The ogre tribes, led by the tyrant Rashften renowned throughout Ansalon for their exotic
the Oathbreaker, are a poor and barbaric commu- lands and even more exotic temperament.
nity of ragtag ogre bands that found hope in sur-
vival by unifying their strength against their Important Sites
human enemies. They have established a shaky The Hive: In the northern reaches of the Great
alliance with the walrus men until they can secure Moors, surrounded by a foul stretch of bog, is a
their territory to the north. beehive of immense proportions. Reputed to be
In these post-Cataclysmic times, the Wizards the source of a life-renewing honey, the hive is
of High Sorcery are more trusted by the populace nevertheless inhabited by giant bees and is
of Kharolis than before. The aid some White extremely dangerous.
Robes rendered during the first years of the ogre
onslaught changed the peoples’ poor views on Northern Ergoth
wizardry. The views of the farmers and serfs Already fading in the Third Age, the Empire of
whose lives were saved by the wizards contrast Ergoth suffered greatly in the Cataclysm when
with the wealthier people, who remain adamant nearly a third of its remaining territory plunged
in their distrust and argue that the wizards have a beneath the waves. Reduced to a handful of islands,
secret agenda. the empire also suffered from internal divisions and
ogre raids. After several petty despots claimed the
Major Geographical Features throne during the Shadow Years, Emperor Baridor
The rugged and wild kingdom turned harsher Redic I established the Redic dynasty. Moving the
and more dangerous with the change in weather capital to Gwynned, he managed to protect central
patterns caused by the Cataclysm. Northern Ergoth from Ackalite barbarians and
Firecrab Hills: During the first decade after ogres and preserved some remnant of the empire.
the Cataclysm, a band of heroes undertook a Now, Ergoth is a weakened remnant of the empire,
quest on behalf of the mayor of Hamlet to inves- but the empire’s citizens and the emperor retain
tigate reports of the presence of a cult of Mor- dreams of returning to their former glory.
gion’s cultists. The mayor had been concerned
about some abductions that had occurred shortly Plains of Dust
after the Cataclysm. This band of heroes found Capital: Tarsis
deranged cultists wearing unholy symbols of the Population: Humans, thanoi, goblins
god of disease and swiftly stopped them, bringing Government: Republic
the survivors to justice. Now, over three centuries Languages: Common, Dwarven, Elven, Icespeak,
later, the strange abductions have started again. Goblin, Kharolian, Minotaur, Ogre, Thanoi
Some argue that the ogres are to blame, but many Trade: Furs, horses, warhorses, wagons (Thor-
still remember the bedtime stories told by their bardin)
grandfathers about the minions of Morgion. Alignment: NG
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Tarsis and the Plains of Dust are located in the barbarism that followed the departure of the gods,
middle of the southern portion of the continent of the elves were seen as easy pickings for the human
Ansalon and consist of desert tundra. The Plains bandits in the bordering lands. Many Qualinesti
of Dust are dry and dusty in the summertime, but towns and villages on the borders of the realm
are whipped with snow in the wintertime. were attacked and plundered by the bandits, and
Thorbardin borders this area to the west, many of Krynn’s half-elves come from this period.
with Silvanesti to the east, and the Icewall Glacier After many years, the raids gradually ceased,
to the south. and the elves withdrew from the world into their
sealed and heavily guarded borders. Few outsiders
Life and Society are permitted to enter the elven nation, and only
The people of Tarsis are mainly traders and pursue then with royal permission. Visitors are viewed
their business with the surrounding lands. Many with immense distrust, since the Qualinesti blame
of those who live in Tarsis make their homes in the humans of the world for causing the Cataclysm.
ancient seagoing vessels that are now landlocked. The Speaker of the Sun is the reigning
The Plains of Dust hold many Plainsmen monarch in Qualinesti, but the Senate holds the
tribes as well. These desert nomads are very terri- real power. The senators are appointed to repre-
torial. If they allow someone to go through their sent the various guilds and committees of the elves.
lands at all, it is with the understanding that the
visitors are not to come back. Major Geographical Features
The immense forest of Wayreth is the major geo-
Major Geographical Features graphical feature of the landscape. The Kharolis
The Plains of Dust have little in the way of geo- Mountains lie to the east, and the Straight of
graphical features. Most of the area contains flat, Algoni separates the forest from the isle of South-
dusty plains. ern Ergoth to the west. The White-Rage River
Torath River: This river is largely dry and runs along the northern border of the forest and
has dun-colored water that stems from the runoff the outskirts of the capital of Qualinost.
of the Icewall Glacier.
Important Sites
Important Sites The major sites in Qualinesti are as constant as
Kings Road: This ancient road leads through the their long-lived masters and have changed little
Plains of Dust and into Silvanesti. even with the sundering of the world by the
Cataclysm.
Qualinesti Hall of the Sky: This hall is a huge open
Capital: Qualinost square located on the highest hill in the direct
Population: Qualinesti elves center of Qualinost. The Hall is paved with stones
Government: Constitutional monarchy laid by hand that form a mosaic of Qualinesti and
Languages: Common, Dwarven, Elven, Ergot, the surrounding realms. A grove of aspens bor-
Goblin, Hand Talk (a sign language), Ogre ders the Hall on the north. Groups of great and
Trade: Minimal (fruit, leather, wine, liquor, bows noble Qualinesti gather in the Hall to celebrate
and arrows, wood) festivals and holidays.
Alignment: LG, CG, NG Tower of the Sun: The Tower of the Sun is
modeled after the Tower of the Stars in Silvanost.
The Qualinesti forest of Wayreth lies in the The tower’s exterior is made of burnished gold,
southwestern corner of Ansalon. The Cataclysm- which reflects the sunlight. The Hall of Audience
created Straights of Algoni separate the forest lies at the base of the 600-foot structure. The
nation of the elves from the island of Southern tower’s walls have mirrors designed to reflect
Ergoth. To the north lies the human region of sunlight onto the rostrum in the center of the hall.
Abanasinia, while the New Sea stretches to the The tower’s ceiling is a mosaic: one half depicts
east. The Kharolis Mountains and the dwarven the night sky and the moon, and the other half
kingdom of Thorbardin form Qualinesti’s south- depicts the daylight sky. A rainbow separates the
eastern border. The capital city of Qualinost is two halves of the mosaic. The tower stands near
located on the eastern border of the forest about the Speaker’s Palace at the north end of the city.
25 miles south of the human city of Haven and
100 miles to north of the dwarven capital. Sancrist
After the Cataclysm, the island of Sancrist remains
Life and Society the westernmost landmass of Ansalon, but its
The outgoing Qualinesti nation withdrew from the importance to Solamnia no longer allows it to
world following the Cataclysm, which seriously float free from the continent’s politics. The island
damaged all its cities. In the period of chaos and is divided in two segments: the northeastern half
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contains a vast mountain range where Mt. caught outside their homeland where they might
Nevermind, an ancient hollow volcano inhab- face the wrath of an ignorant populace. These
ited by gnomes, is located; the southern half is worries are only compounded by the stirrings of
wooded, contains various glades, and is inhab- rumors of a war approaching from the east.
ited by Solamnics. The dwarves of Kayolin have strengthened
their ties with the human Solamnics by increasing
Silvanesti trade to help deal with the financial losses caused
Capital: Silvanost by the Cataclysm.
Population: Silvanesti elves
Government: Monarchy (Speaker of the Stars) Important Sites
Languages: Common, Dwarven, Elven, Ergot, Even after the Cataclysm and the fall of Istar,
Goblin, Istarian, Kenderspeak, Kharolian, Ogre Solamnia, the wealthiest nation on Ansalon, experi-
Trade: Few (ivory, wine, woodcarving, jewelry, ences increased activity, despite the pervading lies
fruit, fine elven clothing, weaponry) of the involvement of the knights in the Cataclysm.
Alignment: LG, CG, NG High Clerist’s Tower: The original, dragon-
slaying function of the High Clerist’s Tower has
The great forest of Silvanesti lies in the south-cen- been forgotten over time. It now serves solely as a
tral part of the continent of Ansalon. To the north military base used in the defense of Palanthas.
are the Khalkist Mountains, where the dwarves of Nightlund: The once-lucrative area of
Zhakar dwell, and the ogre lands of Blöde. The Solamnia known as Knightlund has become a
Bay of Balifor, formed by the Cataclysm, lies to place of perpetual twilight and bleakness, joining
the east. The Plains of Dust and the crumbling its master Lord Soth in damnation. At its heart
King’s Road form Silvanesti’s western border. rests the blackened and crumbling Dargaard
Keep, which is the home of the death knight and
Life and Society the restless souls of those who served him in life.
From the time of the Kinslayer War and the Vingaard Keep: With rumors of war in the
founding of Qualinesti until shortly before the air, the knights have reinforced Vingaard Keep
Cataclysm, the kingdom of Silvanesti closed its and positioned more troops there just in case the
borders to the outside world. At that time, warnings prove prophetic.
Speaker Lorac Caladon established a flourishing
trade with Istar. After the Cataclysm, the elves Southern Ergoth
once again shut their borders to the world. Few Capital: Daltigoth (ogres)
outsiders crossed the border into the forest realm, Population: Ogres, Kagonesti elves, humans,
and fewer still returned to tell the tale. goblins
The Silvanesti no longer openly worship the Government: Dictatorial (ogres); tribal (Kago-
deities, although feast days are still celebrated. nesti elves); feudal (Solamnic outpost)
With this singular exception, Silvanesti society Languages: Common, Elven, Ergot, Ogre,
has changed little since the First Dragon War. Solamnic
They continue to marry within their respective Trade: Fish, fur, grains (Kagonesti); herbs, spices,
Houses and live out their lives in peace and soli- fruits, fish (ogres)
tude. Most elves dwell along the banks of the Alignment: CG, CN, NG (Kagonesti); CE, NE,
Thon-Thalas River, or in the southern and eastern CN (ogres); LG, LN, NG (Solamnics)
parts of the realm.
In the wake of the Cataclysm, Southern Ergoth
Solamnia was abandoned by the empire that once claimed
After the Cataclysm, Solamnia retained nearly all it. Solamnic settlers hold the Eastwatch lands in
of its land, but the lands around it have changed. the northwest, and the knights retain their old
There is now a new coast along its western borders duty of guarding the region, although the paths to
and a small desert to the northeast. Also, Night- Huma’s tomb are now lost. The Kagonesti live as
lund has been lost to the death knight Lord Soth. they have for centuries in the southern forests,
Solamnia’s common trade routes extend to Nord- while the ogres hold land to the southeast and
maar, Northern and Southern Ergoth, and Sancrist. have claimed the ruins of Daltigoth as their own.

Life and Society Life and Society


After the Cataclysm, the general populace blamed The Solamnic farmers of Eastwatch manage to
the Solamnics for not preventing the catastrophe. eke out a living in the poor lands and remain
Indeed, many people came to believe that the proud of their heritage. The Solamnics have held
Solamnic Knights conspired to bring about the the land since shortly after the Cataclysm, when
Cataclysm. Because of this, few knights are Solamnic Knights and Ergothian soldiers banded
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together to repel the ogre invaders. The knights of Despair. It is a rugged, sterile land of mountains
of Castle Eastwatch are stern and disciplined and valleys with the occasional stretch of with-
protectors of the people and are forever vigilant ered grassland. The plain of Neraka is its most
and faithful to protocol, even to the point of striking feature. The Dark Queen placed her
obsession. They are led by Knight of the Sword twisted temple here, and a city of evil has grown
Kanthor Brightblade. up around it like a festering boil on the face of
The Kagonesti elves of the Ergothian forests Krynn. The city of Sanction and the surrounding
live as they have for generations. Seen as barbar- lands are also technically a part of the region, but
ians by the few on Ansalon who know of them, are covered separately.
these elves scorn the “civilized” ways of their
cousins and retain their ancient traditions, living Life and Society
mostly as hunters and gatherers. Chief Cher-Kal The human, hobgoblin, and ogre tribes of Taman
leads them. Busuk are used to oppression and are content to
The ogres of Ergoth, meanwhile, thrived live out their lives under the yoke of the Dark
after the downfall of the empire, and Queen. Settlements of these folk dot the
swarmed down from the Last Gaard region, with only the small town of
Mountains to conquer the remnants Jelek and the city of Neraka itself as
of civilization. Daltigoth now major population centers. The
serves as a stronghold of the ogre five dragonarmies are nominally
clans, and the ogres eagerly based in this region, though
plunder travelers and their campaigns keep them
the ruins of both the far from here. Despite this,
Ergothians and their the area is a dangerous place
own distant ancestors. that is rife with wickedness
and evil.
Important Sites
Daltigoth: Formerly the capi- Major Geographical Features
tal of the Ergothian Empire, the In the north, Taman Busuk is char-
city has become a broken ruin acteristically rocky and striped
inhabited by ogres and their ser- with basalt ridges covered in dry
vants. Kthaaarx the Storm Ogre (NE brush or pine. Grassy plains are
male ogre Bbn8), leader of the common, though the soil is poor.
largest ogre clan, has made In the south, the mountains are
his stronghold here. He volcanic and blast flame and
plans to dominate the smoke high into the air, which
other ogres and eventually blocks out the sun. The plain of
all of Ergoth. Neraka seems flat and feature-
Tomb of Huma: The tomb less from the air, but in reality
remains hidden in the Last Gaard Berem it’s lined with cracks and fissures
Mountains and has been lost since that spray up steam and
before the Cataclysm. Leg- smoke from beneath the
end says that only those of surface. The region bor-
pure heart can walk the paths to ders the dwarven lands of
the Tomb of Huma, where they will find the keys Zhakar to the south, the deserts of Khur to the
to ridding Ansalon of evil. east, and the regions of Estwilde and Nordmaar
to the far north.
Taman Busuk
Capital: Neraka Important Sites
Population: Humans (civilized and nomadic), Although it’s a desolate and barren region, Taman
ogres, hobgoblins, draconians Busuk is nonetheless the center of Takhisis’s
Government: Dictatorship power on Ansalon and is home to a number of
Languages: Draconic, Goblin, Khur, Lemish, other odd and mystical sites.
Nerakese, Nordmaarian, Ogre, Solamnic City of Neraka: Centered on the dark and
Trade: Slaves, obsidian, lime, mercenaries, smug- twisted remnants of the Temple of Istar, the city of
gled goods, llamas, wool Neraka is a sprawling maze of dirty streets, hovels,
Alignment: LE and dens of evil. Below the city, tunnels and dun-
geons form a labyrinthine path toward the center
Taman Busuk was once a poor province of Istar of the city for those brave or foolish enough to
before the Cataclysm and is no better in the Age attempt to sneak in.
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Godshome: Godshome is a bowl-shaped reduced to a trickle, putting the Klar dwarves in


depression in a mountaintop in the central Khalk- jeopardy and forcing them to raid underground
ists that is a mystic site of clearly celestial origin. settlements and outposts for food and weaponry.
At its center is a polished circle of black rock While the representatives with a seat on the
encircled by boulders and surrounded by an aura Council of Thanes play their political games, the
of power and mystery. people of Thorbardin struggle to avoid outright
Jelek: While not anywhere near as large as war between the clans.
the city of Neraka, Jelek is nonetheless an impor-
tant town in Taman Busuk. It’s both a trade stop Throtl
and an outpost for the dragonarmies. A garrison Everyone has heard about the hobgoblin nation
of kapak draconians is always stationed in this of Throtl and how it has resisted the Solamnic
squalid, cheerless town, but supplies can be pur- attempts to annex it. The boundary of this nation
chased and lodging found with sufficient effort. starts where the southern end of the Daargard
Mountains harbors a small forest, which opens out
Thorbardin upon a broad and marshy plain named Throt. To
After the Cataclysm, Thorbardin closed its gates to the east of this plain is a mountain pass of dry hills
the surface. The weather changes, coupled with the called the Throt Gap that abuts the western Khalk-
destruction of crops and trading routes throughout ists. Though this pass really belongs to Estwilde,
the southwestern part of Ansalon, brought many the hobgoblin forces have made it their prime
dwarven and human communities to the gates of hunting ground.
Thorbardin. Lacking many resources themselves,
Thorbardin made the hard decision to close off its Zhakar
gates and prevent the Neidar and human commu- Capital: Zhakar
nities from receiving their much-needed relief. It Population: Dwarves (Zhakar)
was this decision that fueled Neidar hatred for Government: Monarchy
their mountain brothers in the Dwarfgate Wars. Languages: Common, Dwarven, Ogre, Terran,
In this time of distrust, famine, and lack of spir- Undercommon
itual strength from the disappearance of the gods, Trade: Gems, metals, weapons and armor,
Thorbardin has managed to survive. Though they coinage, mushrooms, dwarf spirits (to Sancrist);
receive little news of the outside world, the talk of lumber, wool, cotton (from Sancrist)
impending war from the occasional dwarven Alignment: CN, LE, NE
trader from the east has reinforced Thorbardin’s
resolve to keep the gates closed. The Zhakar dwarves reside on the remnants of
pre-Cataclysm Thoradin. The ancient Theiwar
Life and Society capital was the least affected by the Cataclysm
The mountain dwarves may be immune to the and has remained a thriving metropolis. To the
woes of the outside world, but they are still at the other people of Ansalon, it is a hole of wickedness
mercy of clan distrust and enmity. The Theiwar of nightmare proportions. With the changes
and Daergar covertly plot to overthrow Hornfel caused by the fiery mountain, the Khalkists are
Kytil, the High Thane of Thorbardin. Trading nearly unrecognizable. Nestled within new peaks
between the various underground cities has been and canyons, Mount Thorin, now renamed

 Hammer of Kharas  wielder is immune to fear effects, wielder gains a


First called the Hammer of Honor during the +4 bonus on all saving throws against spells. It
Age of Dreams, the hammer of Kharas is a mighty has the following extraordinary powers: bull’s
artifact of Good. It was forged by Reorx, who strength (on wielder) 1/day, heal (on wielder)
granted it to mortals to forge the dragonlances 1/day, prayer 1/day, protection from arrows 1/day.
and to champion the cause of the dwarven race. The hammer decides when to use any of its pri-
Lost for eons, it was recovered by the dwarf mary or extraordinary abilities. The hammer’s
Kharas shortly after the first Cataclysm. Kharas goals are to preserve the security of the dwarven
left the hammer in the Tomb of Duncan, where race and to further the cause of good on Krynn.
it remained until it was recovered by the Heroes All dwarves immediately recognize the hammer
of the Lance and was given to Hornfel. It has of Kharas from tales and legends, and its wielder
remained in the possession of the dwarven gains a +8 circumstance bonus on Diplomacy
thane since that day. checks against dwarves.
Description: This +2 disruption warhammer The hammer of Kharas is required in the cre-
is intelligent (Int 11, Wis 17, Cha 20, ego 24) and ation of greater dragonlances and may be used
can communicate via speech or telepathy. It has directly with dragonmetal to forge lesser dragon-
the following primary abilities: detect evil at will, lances.
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Mount Horn, can be impossible to discern and food, predominantly containing salmon and fang
the Zhakar take advantage of this fact. Many of trout. Fording them, however, can be quite per-
the highest mountains that enfold them spew ilous. The Ghost Range is an abrupt and thin
forth molten rock, making their domain even crest of mountains between the river valleys of
more hazardous to outsiders. the Stonecrusher and the Spillway. This ridge
As the continent stirred from the ashes and looks like the serrated edge of a saw blade, since
destruction of the Cataclysm, the Thoradin its many peaks are visible from miles away. These
dwarves unknowingly ate and drank from their peaks are reputed to be the home of a mysterious
poisoned lower food warrens and water supplies. race called the Shadowpeople.
The horrible truth was soon discovered: poison- North of the Spillway sprawls a tangled mass
ous volcanic gases had seeped into their resources, of impenetrable mountains that are unequaled
delivering them to a living doom. anywhere on Ansalon for sheer vertical terrain. A
pack of griffins make their home among the high
Life and Society peaks and hunt the mountain goats that struggle
Possessed of a killer instinct, Zhakar dwarves patrol to survive on the snowy slopes and vales. Many
their loose borders surrounding Mount Horn and environmental hazards can endanger unwary
along Stonecrusher River. Any and all intruders travelers, from lava flows to fog composed of nox-
are summarily executed, and their carcasses are ious gases and ash. Along the northern incline of
left on the side of the trails for all would-be tres- the Khalkist Mountains, a beaten trail called
passers to see. Even with written permissions by Stonecrusher Gap connects Zhakar to the barren
King Brule Vaportwist, the current ruler of the realm of Khur to the east.
cursed dwarves, visitors are meticulously searched
and interrogated; when in doubt, the Zhakar Important Sites
arrest the suspected individual, occasionally As a consequence of its allegorical rebirth, Zhakar
demanding a ransom from his or her family or has become a difficult realm to reach. For cen-
lord. Presently, the Zhakar have relaxed their turies its existence was not known, and during the
duties due to the increase in diplomatic convoys Age of Despair, Zhakar is merely a place rumored
being sent from the dragonarmies to entice the to exist for most people beyond the immediate
Zhakar king to supply them with political sup- region of Sanction and Khur, or for their cousins
port, weaponry, and mercenaries. of Thorbardin.
Bordering the ogre realm of Bløöten to the Dragonpeak: This lofty abode is a dormant
south, the dwarves have been known to combine volcano that is rumored to house a huge dragon.
forces with the hulking brutes for short periods to In this instance, the truth is not far off; a venera-
dispel any organized dissent among the human ble red dragon named Fury, his consort, and their
barbaric tribes of the Khalkists. The Zhakar also offspring have their lair on this summit. As a
conduct partial trade with some of the most mighty dragon, Fury was called upon by Ariakas
immoral and greedy traders of Sanction through a to serve the Dark Queen in the upcoming war,
secret tunnel delved through the soft basalt, as well but he loathes leaving his children (and hoard)
as with the human villages of Saltcove and Fang- unprotected and hasn’t left yet.
rock to the west and southwest respectively. Mount Horn: Mount Horn is a towering vol-
In spite on their deformity and undeniable cano with a narrow caldera that contains a lake of
malevolence, the Zhakar are expert metal smiths bubbling lava. Many vents exist on the slopes of
and share most other dwarven proficiencies as the mountain that are prone to exploding outward
well, but what sets them apart from their cousins, with a blast of steam or ash. Deep wells of magma
besides their looks, is their scorn of strong drinks. were released by the Cataclysm and destroyed
most of the ancient dwarven delving within this
Major Geographical Features towering peak. Some of the dwarven tunnels are
As the Zhakar first learned when they explored still intact within it, however. Remnants of the
their newly changed surroundings, many animals crystal tunnels can still be found across the moun-
such as bear, deer, and mountain goats live in the tain’s high ledges and can provide a dangerous
mountains, but traversing the mountain passes to and enticing route to any rare treasures that might
hunt them is difficult. have survived the Cataclysm.
Zhakar Keep stands above the rift of the Outer Warrens: Thanks to the frequent rains
Stonecrusher River, which flows all the way to and moist air brought by the warm winds traveling
the Newsea in a tumbling series of waterfalls and through the Stonecrusher River Valley, the terraced
rapids. A tributary known as the Spillway meets slopes to the south of Zhakar Keep have unusually
the river some miles inland from the sea. The fertile soil. Even though the dwarves are not used
Spillway is a shallow river than runs only 2 to 4 to growing food on the surface, they value this
feet deep. Both rivers are excellent sources of rich resource and heavily guard the warrens.
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Zhakar: The main complex of Zhakar spreads those cleaning up the debris, and those searching
out from a central underground shaft, which used for survivors. It’s a period of transition, and the
to be the main road from the old Theiwar capital. Chaos War survivors find themselves in a far dif-
The city is located in a sprawling maze hundreds of ferent world from the one they were used to.
feet below the surface of the earth. Six great wings
reach outward like the legs of a gigantic insect. A World Without Gods
Below the main city network is a more extensive In the early Fifth Age, the people of Ansalon once
sprawl of food warrens and connections that lead to more find themselves in a world without deities.
an unexplored and dangerous cavern system. The With the disappearance of the gods, both divine
main entrance to the city is through Zhakar Keep, and arcane magic also disappears, leaving clerics
but a few concealed tunnels that emerge a mile or and wizards without their powers. Prayers are no
two around the keep provide the Zhakar with the longer answered, and even the most powerful wiz-
means to circle and strike from behind any force ards are impotent against the events that come
attempting to lay siege to their capital. their way. However, there is a slender thread of
Zhakar Keep: The old Zhakar gate leading hope. The image of Fizban (Paladine’s avatar,
from the Theiwar capital to the surface suffered though it was Takhisis who created the image) left
heavy cave-ins during the Cataclysm, after which behind a message that there were other forms of
its ruins sprawled across the hills of shattered magic in the world, but they have to be discovered.
rock, exposing much of the caves and tunnels to Perhaps the most common adventure incor-
the sky. Immediately the Zhakar put their prover- porating this theme is the search for new magic to
bial shoulder to the wheel. They raised high replace what was lost, or finding those rare items
masonry around the locale and roofed the naked that still possess the magic placed within them
portions of the caverns. Zhakar Keep now during the earlier ages.
appears as a flat and slightly skewed blockhouse
of stone that sprouts stumped, crenellated towers Loss of Old Magic
at the corners. Gates of rusty but sturdy dwarven In the wake of Chaos, the gods disappear. For
iron protect its single entrance. years, it is believed that the deities were forced to
leave to keep Chaos from returning. Regardless,
The Early Age of once more Ansalon has to go without the guid-
Mortals ance of the gods, and without the familiar magic
Perhaps the final age of Krynn, the Age of Mor- of high sorcery and divine power. The people
tals is a time in which the mortal races of the search for other magic, rediscovering the ancient
world look forward to forging their own des- ways of primal sorcery and finding the new
tinies and learning to battle on their own against magic of mysticism within themselves. The
truly terrifying odds. During the early part of the former Wizards of High Sorcery feel this loss
age, alien dragons come to the land and claim most keenly, for they have never been without
vast territory, wreaking more destruction in a their magic. The loss of high sorcery eventually
few short years than happened during the whole causes three individuals who have rediscovered
War of the Lance. primal sorcery to call the Last Conclave, and
they disband the Orders of High Sorcery.
A Land Scarred by Chaos Loss, betrayal, and grief are all key thematic
After Chaos was defeated, there was a minor cata- elements that can play an important part in
clysmic upheaval across Ansalon and many claimed adventures about the loss of magic. How do the
that a second Cataclysm had struck the land heroes cope without the powers they once took
(though it was nowhere near as destructive as that for granted? Is there any way to bring the deities
of the first Cataclysm). In northern Solamnia, where back without releasing Chaos? Searching for
Chaos first stepped upon Krynn, a scorched valley is answers may lead characters to lost tombs, forgot-
rumored to exist. To the north of Ansalon, near the ten libraries, and other places that may hold clues
rift from which Chaos summoned his fire dragons about how to replace the lost magic.
and daemon warriors, an island chain arose, which
people have dubbed the Teeth of Chaos. And per- Effects on Character Classes
haps most significant of all is the change wrought in The absence of the gods during the early Age of
the heavens. Only one moon rests where once there Mortals directly affects many of the character
were three. The constellations are cold and foreign classes that receive magic from divine sources.
and no longer depict the familiar designs of the Bards: Since their magic is granted from the
deities. Though Chaos is gone, the land still bears moons of magic like wizards, bards lose the abil-
the marks of the deity’s anger. ity to cast arcane magic during the early Age of
Adventurers in this period are those seeking Mortals. All other abilities, such as bardic music
the extent of the damage wrought by Chaos, and knowledge, are retained regardless of era.
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Clerics: Since divine power is granted directly Many adventures can revolve not only around
by the gods, clerics lose their ability to cast spells discovering and exploring the limitations of mysti-
during this era. Some clerics might become “hea- cism and primal sorcery, but also upon the for-
thens” who choose a false patron deity, but they mation of the two distinct schools. Other options
are not granted any ability to cast spells, nor any could include helping clear the land, protecting pil-
supernatural or spell-like abilities. grims, or providing a place for people to rest, recu-
Druids: Since divine power is granted directly perate, and study the new forms of magic.
by the gods, druids lose their ability to cast spells
and to use all spell-like and supernatural abilities The Dragon Overlords
during this era. Some druids might become “hea- The arrival of the great dragons like Khellendros,
thens” who choose a false patron deity, but they who returns from his otherworldly travels, and
are not granted any ability to cast spells, nor any Malystryx, who appears from across the ocean,
supernatural or spell-like abilities. are perhaps one of the most pivotal times in the
Rangers: Rangers are a part of a D RAGON- early Fifth Age. These great dragons are larger
LANCE campaign set in any era, though no ranger and far more powerful than any dragon native to
can cast spells in an era when the deities do not Ansalon and sweep in with a destructive fury that
grant spells to mortals—such as the early Age of rivals that of the Cataclysm. Unfortunately, they
Mortals before the War of Souls. aren’t the only two.
Wizards: Since focused arcane magic is Five dragons, in particular, prove to be a
granted from the moons of magic, wizards lose greater threat than any could have ever imagined.
their ability to cast arcane spells during this era Besides Khellendros the Blue and Malystryx the
when the gods of magic are separated from the Red, there is Beryllinthranox the Green, Onys-
world. The conclusion of the War of Souls ablet the Black, and Gellidus the White. These
makes the magic of wizards possible again, and five dragons begin claiming large regions as their
plans can be made to reestablish the Wizards of territory and institute what becomes known as
High Sorcery. the dragon purge.
Other Classes: Any class that uses focused An adventure revolving around the arrival of
arcane or divine magic (i.e., granted by the gods) the great dragons can incorporate many thematic
may not cast spells or use any supernatural or elements, from dealing with the initial shock of
spell-like abilities. Paladins, Knights of the Sword the great dragons’ appearance, to finding out
and Rose, and Wizards of High Sorcery all lose more about these strange new dragons.
their powers during this era. Only classes that can
advance preexisting sorcery or mysticism (such as Beryllinthranox, Dragon Overlord
the Knights of the Skull or the Knights of the of Qualinesti
Thorn) may cast spells in the early Age of Mor- The great green dragon Beryllinthranox is mis-
tals. All the classes that make use of focused tress of the vast Qualinesti Forest until her demise
magic have their spellcasting abilities restored at during the War of Souls. She uses the power of
the conclusion of the War of Souls. her skull totem to increase the forest’s density and
plant growth, and constructs a hidden lair for her-
Discovery of “New Magic” self so thick that light can’t penetrate the boughs
In the early Fifth Age, when things seem at their of the trees.
bleakest, mortals discover a new form of magic Beryllinthranox uses plant creatures for ser-
called mysticism, as well as the primal magic that vants, including assassin vines, shambling mounds,
existed before the establishment of the Orders of and treants. She also employs other, less powerful
High Sorcery. green dragons in her service and pays a troop of
Mysticism and primal sorcery are very differ- draconians (baaz and kapak, led by a small group of
ent from divine and arcane magic, though they sivaks) to do her bidding within her vast domain.
often seem to have many parallels. Learning to
use these forms of magic requires dedication and Beryllinthranox (“Beryl”):
perseverance, which is something that many Female advanced great wyrm green dragon; CR
people simply didn’t possess any more. With the 26; Colossal dragon (Air); HD 47d12+517, hp
loss of faith in the deities, people have to have 893; Init +4; Spd 40 ft., swim 40 ft., fly 250 ft.
faith in themselves to access this new magic. (clumsy); AC 38 (touch 2, flat-footed 38); Atk
When Goldmoon discovers the secrets of +57 melee (4d8+17, bite) and +54 melee (4d6+8,
mysticism, she eventually founds a school for 2 claws) and +54 melee (2d8+8, 2 wings) and
mysticism known as the Citadel of Light on the +54 melee (4d6+25, tail slap); Face/Reach 40 ft.
isle of Schallsea. It isn’t too long after this that × 80 ft./15 ft.; SA Breath weapon (60-foot cone
Palin Majere founds the Academy near Solace to of corrosive gas), crush 4d8+25, frightful pres-
teach the ways of primal sorcery. ence, spell-like abilities, tail sweep 2d8+25; SQ
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Blindsight, DR 30/+4, darkvision, immunities, must make a successful DC 40 Will save or


keen senses, low-light vision, SR 36, water breath- become shaken. Success indicates that the target is
ing; AL LE; SV Fort +37, Ref +27, Will +37; Str immune to Beryllinthranox’s frightful presence for
45, Dex 11, Con 33, Int 24, Wis 25, Cha 24. one day. On a failure, creatures with 4 or fewer HD
Skills and Feats: Bluff +27, Concentration +21, become panicked for 4d6 rounds. Those with 5 or
Intimidate +35, Knowledge (arcana) +45, Knowl- more HD become shaken for 4d6 rounds.
edge (nature) +55, Listen +60, Search +59, Sense Spell-like Abilities: 3/day—dominate person,
Motive +35, Spellcraft +65, Spot +50, Swim +31, suggestion; 1/day—command plants, plant growth.
Survival +45; Combat Casting, Combat Reflexes, Caster Level 15th; save DC 17 + spell level.
Flyby Attack, Hover, Improved Initiative, Multi- Tail Sweep: Beryllinthranox can sweep with
attack, Power Attack, Quicken Spell-like Ability, her tail as a standard action. The sweep affects a
Snatch, Weapon Focus, Wingover. half circle with a diameter of 40 feet, centered on
Breath Weapon (Su): Beryllinthranox can the dragon’s rear. Creatures within the swept area
breathe a 60-foot cone of corrosive gas every 1d4 are affected if they are four or more sizes smaller
rounds as a standard action for 30d6 acid damage than the dragon. The sweep automatically deals
(DC 44 Reflex save for half damage). Beryllin- the listed damage. Any affected creature can
thranox is immune to her own breath weapon attempt a DC 44 Reflex save to take half damage.
and to those of other green dragons. Blindsight (Ex): Beryllinthranox maneuvers
Crush: Beryllinthranox can land on opponents and fights using nonvisual senses (hearing, scent,
three or more sizes smaller than herself as a stan- vibrations, and other environmental clues) as well
dard action, using her whole body to crush them. as a sighted creature does in normal lighting. Invis-
A crush attack affects as many opponents as can fit ibility and darkness are irrelevant, though she still
under Beryl’s body. Each creature in the affected can’t discern ethereal beings. The range of her
area must succeed at a DC 44 Reflex save or be blindsight is 300 feet. Beryllinthranox usually does
pinned, automatically taking bludgeoning damage not need to make Spot or Listen checks to notice
the next round unless the dragon moves off them. creatures within range of her blindsight ability.
If she chooses to maintain the pin, treat it as a nor- Immunities: Beryllinthranox is immune to
mal grapple attack. Pinned opponents take crush acid and to paralysis and sleep effects.
damage each round if they don’t escape. Keen Senses (Ex): Beryllinthranox sees four
Frightful Presence (Ex): This ability takes times as well as a human in low-light conditions
effect automatically. It affects only opponents with and twice as well in normal light. She also has
fewer than 47 HD or levels. The affected creature darkvision with a range of 1,000 feet.

Beryllinthranox

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Water Breathing (Ex): Beryllinthranox can The Disappearance of Good


breathe underwater indefinitely and can freely use Dragons
her breath weapon, spells, and other abilities Many dragons retreat from the dragon purge, or
while submerged. are killed by their enemies. A great many metallic
Sorcerer Spells Known (9/5/5/4/4/4/3/3/ dragons seek sanctuary in the mythical Dragon
3/3); base DC = 17 + spell level): 0—dancing lights, Isles, while others seek out other places where they
detect magic, ghost sound, light, mage hand, mending, can hide from the rampaging chromatics, both
open/close, prestidigitation, read magic; 1st—alarm, great and native. Except for the bronze dragon
comprehend languages, identify, mage armor, magic Iyesta, with her own realm in the Plains of Dust,
missile,; 2nd—blur, fog cloud, Melf ’s acid arrow, and the brass dragon Crucible, who has struck a
mirror image, see invisibility; 3rd—clairaudience/ deal with Hogan Bight, the Lord of Sanction,
clairvoyance, dispel magic, stinking cloud, wind wall; many of the surviving metallic dragons disappear.
4th—detect scrying, greater invisibility, lesser geas, This leads many to believe that the good dragons
scrying; 5th—cloudkill, dominate person, sending, abandoned the people of Krynn. Even the silver
telekinesis; 6th—acid fog, control weather, guards and and gold dragons disappear following the Great
wards; 7th—forcecage, spell turning, vision; 8th–horrid Storm that wracks Ansalon and signals the arrival
wilting, incendiary cloud, summon monster VIII; of the Army of the One God.
9th–dominate monster, meteor swarm, weird. Where have the dragons gone? Will they
return, as they once did? Are they bound by a
The Dragon Purge new contract of noninterference? These ques-
Initially instigated by the red dragon overlord tions, and many more, serve as excellent starting
Malystryx, the dragon purge is a dark period in points for adventures investigating the disappear-
Krynn’s history. Dragons repeatedly hunt and kill ance of good dragons.
their own kind in an attempt to steal the essence
of their enemies’ spirits to grow more powerful. Under the Dragons’ Shadow
The dragon purge lasts for twenty-six years, Not only do the five great dragons have their own
and during that time, countless dragons of all realms, but there are also a surprising number of
colors are slain. Chromatic against chromatic or minor dragon realms that comprise the majority of
metallic, there is very little sense of former alle- Ansalon. Each dragon has a distinct personality
giance, particularly by the chromatic dragons. with different ambitions and goals. For those living
Many metallic dragons retreat into hiding, since within these domains, it is often a choice between
they are unable to face the concentrated efforts of the lesser of two evils: to live in the shadow of the
the great dragons and the chromatic dragons hunt- dragon overlord you know, or to tempt the shadow
ing them down. Unfortunately, this leaves the land of the dragon overlord you don’t know.
free for the evil dragons to terrorize. Only one The whims and commands of the various
metallic dragon, Iyesta, the bronze dragon known dragon overlords all create their own possible
as Splendor, truly participates in the dragon purge. adventures. For example, the black dragon over-
She slays the evil dragons and uses her newfound lord Onysablet has a passion for manipulating
powers to protect her region of the Plains of Dust. the bodies of different life forms. Heroes may
It is Malystryx who eventually calls a halt to have to save slaves being sent to Onysablet’s
the dragon purge and dictates the limits of the domain before they end up being turned into
borders claimed by different dragons. She discov- hideous abominations.
ers the secret of constructing the terrible skull Saving people from the dragon overlord’s
totems from the skulls of slain dragons, which minions, thwarting the apparently never-ending
enable her to exert incredible influence within the plots of the overlords, rebuilding destroyed homes,
borders of her realm. She shares this secret with or simply surviving are all common elements that
four other great dragons: Khellendros, Beryl- are easy to incorporate into adventures.
linthranox, Onysablet, and Gellidus, who each
use their own skull totems to ensure domination Isolationism and Prejudice
over their lands. Some of the other dragons find The establishment of distinct borders between the
out about the skull totems, but Malystryx’s decree realms of the dragon overlords and the kingdoms
prevents them from completing the grisly shrines. that have somehow managed to resist being con-
There are many adventure seeds that can be trolled, in one way or another (such as the Silva-
gleaned from this period of history. The heroes may nesti Shield or the city of Sanction), has caused a
have to save a metallic dragon that has been injured great deal of isolationism in the early Fifth Age.
in battle, or they may have to carry a dragon’s eggs Perhaps even more so than in the Age of Despair,
to a secret place where they can hatch. Dragons people are afraid of strangers, since strangers can
can call in old favors, or bespeak new ones, as they easily be the minions (either willingly or unwill-
try to survive the terrible dragon purge. ingly) of one of the dragon overlords. Hand in
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hand with isolationism, prejudice breeds strong that not even the great dragons can stop. Indeed,
and runs rampant. Elves blame humans, humans three of the great dragons fall before the Army of
blame elves, dwarves blame elves and humans, and the One God is finished.
entire cultures become infected by burning preju- The rise of the servant of the One God is a
dices, no matter the true reason behind them. major element that can be incorporated into a
Sometimes, the prejudice has its roots in jealousy. campaign focusing on the transition from the
Many are jealous of the Silvanesti, for it is believed early Fifth Age. Who is this One God? What
the Silvanesti are safe and sound behind their could possibly stop the Army of the One God?
Shield but are unwilling to share the secret to cre-
ating such an effective defense. The War of Souls
Adventurers often travel great distances, and it Realizing at last that she will always be forced to
is important to remember both isolationistic tenden- share power with the gods of Good and Neutral-
cies and the prejudice that often results from isola- ity, Takhisis watches for an opportunity to make
tionism. Heroes are usually viewed as outsiders, so herself the only deity and to rid herself of her sib-
it isn’t a great leap for them to be viewed with sus- lings and rivals. She sees her chance at the end of
picion, if not outright hostility. Fear breeds hate, the Chaos War. Foreseeing that the defeat of Chaos
and during the early part of the Fifth Age, many will release immense amounts of magical energy,
have learned to fear firsthand, even the kender. Takhisis withdraws from the battle and sacrifices
her loyal followers to build up her own
Waning Magic strength. Thus, she is ready to
In the months leading to take advantage of the burst
the Great Storm, the Mina of energy that happens
people of Ansalon in the moment of
once more discover Chaos’s defeat, which
to their consterna- she uses to steal the
tion that their world and to place
magic is fading. it in a distant part
This fading is of the universe.
not the sudden The people of
disappearance the world wake
of magic that to the Age of
followed the Mortals—an age
Cataclysm or in which there
the Chaos War, appears to be no
but is simply a deities, not even
gradual loss, as the gods of mag-
if the well of ic, who had been
magic is run- present during the
ning dry. Age of Despair.
While this There is a god,
is an element but no one knows
that can be incor- it, for Takhisis lacks
porated into many the ability to make
adventures (where herself known. The
mystics and primal theft of the world drains
sorcerers alike find that Takhisis of her power,
their magic is fading, and which she had not anticipated.
that even the old, reliable magic Takhisis is the only deity, but she is so
held in items is malfunctioning and disappearing), weakened that she can’t defend the world against
it can also be the focus for entire adventures. What the savage interlopers—the dragon overlords. She
is happening to the magic? Is it a temporary occur- can’t save the chromatic dragons from destruc-
rence, or a sign of some more permanent change? tion, nor can she answer the prayers of those of
her followers who remain faithful to her. Slowly,
Rise of the One God their faith wanes. Frustrated and powerless, she is
A young girl walks out of a storm, bearing powers forced to slowly rebuild her strength.
unseen since before the Chaos War—she bears the Takhisis comes to realize that the souls of
powers of a true cleric. This young girl is a herald the dead are no longer able to leave the world.
and a prophet, and she forms an army of soldiers Trapped, the souls wander aimlessly, seeking a way
and ghosts that sweep across Ansalon with a fury to continue their journey into the next stage of
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existence. Takhisis promises the dead that she will Takhisis. The goddess ap- Goldmoon’s amber coffin
free them in return for their service. She sends the pears to Mina and reveals
dead out among the living to leech whatever her godhood to the young girl. Mina then under-
magic is in the world and to channel it back to goes a series of tests and proves her faith to
her. The souls are constrained to do her will and Takhisis. When Takhisis deems that Mina is
search eagerly for magic wherever they can find it ready, the goddess sends Mina back to the world
in return for what they believed will be their free- armed with true clerical powers, and she per-
dom. Takhisis has no plans to free them, however, forms miracles that many thought were long lost.
but seeks some way to make the dead her slaves for Mina’s devout faith and personal charisma
all eternity. attract hordes of followers. Takhisis gives Mina
Takhisis grows in power and begins to con- a plan that will enable the goddess to avenge
sider how she will rid the world of her new herself on old enemies and destroy new ones.
rivals—the dragon overlords. During this time, as Under Takhisis’s direction, Mina launches the
the souls steal their magic, mystics and sorcerers War of Souls. A river of souls feed the goddess
find that their power is going awry. Spells fail for energy. Gold and silver dragons, who might have
no reason. Magical artifacts behave erratically. been able to halt her, are lured away and impris-
Sorcerers and mystics casting spells feel strange oned. Elven lands are destroyed or conquered.
sensations, as of insects crawling over them or It seems as if nothing can stop Takhisis from
cobwebs clinging to their skin. It is the touch of the enslaving all the peoples of the world, both the
dead who are leeching the magic. living and the dead.
Takhisis dupes two of the most powerful Takhisis doesn’t count upon the power of the
mages—Dalamar and Palin—into serving her. Her heart, or the power of love. For love of a friend, a
true target, however, is Goldmoon. Takhisis has kender travels through time and arrives where he
long blamed Goldmoon for her defeat in the War isn’t expected. For love of the gods of Good,
of the Lance. She is determined to avenge herself Goldmoon defies Takhisis and remains faithful to
on Goldmoon and conceived a way to do this Paladine and Mishakal, who hear her dying
that will also provide a means for her to enter the prayer. For love of Mina, a young elven man
world in physical as well as spiritual form. Takhi- brings down the Dark Queen. For love of his
sis plans to use Goldmoon’s body as a receptacle twin, a mage searches for and finds the world.
for her own and restores the elderly woman’s The end of the War of Souls brings about the
youth and beauty. final destruction of Queen Takhisis. For people
Takhisis seeks and finds a prophet—a young and deities, good and evil alike, the future is filled
orphan girl called Mina. The fact that Goldmoon with opportunity and promise. To adventure in
loves Mina makes her all the more valuable to Krynn now is to adventure in a new world.
Other Eras of Play  277
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 Adventure
 In this adventure, the player characters wit-
ness the breakdown of discipline among
the Knights of Neraka in the town of
One such group, led by a despicable ruffian
named Pegrin, has acquired a number of elven
valuables—including a simple music box that
Pashin. They learn of an important elven artifact, holds the long-forgotten key of quinari. When the
the key of quinari—which is ultimately different snows of winter ease, the group intends to take its
than the heroes are first led to suspect. acquisitions with them.

Era of Play Adventure Synopsis


This adventure might be adapted to another time In the chaotic town of Pashin, the adventurers wit-
by using a different city or town, changing the Dark ness former Dark Knights attempting to sell and
Knights to another appropriate group (such as the swap stolen elven valuables. A disguised stranger is
dragonarmies after the War of the Lance), and revealed as Kaithanelas, an elven bard, who is cap-
changing the nature of the treasure recovered. tured by some of Pegrin’s men. Whether they assist
the elf or not, the characters will learn of the key
Encounter Levels of quinari that is in Pegrin’s possession.
“The Sylvan Key” is a short adventure for four When the group locates Pegrin’s camp in the
characters of 1st or 2nd level. snowy hills, they can decide how best to retrieve
the precious object. If Kaithan was captured in the
Background earlier scene, he might be rescued there as well.
The Knights of Takhisis (now called the Knights of The key, however, is more than meets the eye.
Neraka) occupied the elven kingdom of Silvanesti
during the War of Souls, and were reinforced by a Character Hooks
large army of minotaurs that sailed up the Thon- The characters arrive in Pashin during the
Thalas river from the south. The minotaurs quickly period in which the Dark Knights are passing
gained the upper hand of their “allies,” and the Dark through. They just happen to be in the right place
Knights are being forced out. Refugee humans have at the right time to learn of the key.
effectively overrun the northern human town of One of the characters is a Silvanesti elf, who
Pashin. Some Dark Knights still attempt to main- is disturbed by the Dark Knights’ looting and
tain order, but some have become embittered by angered to learn that his homeland has been con-
multiple defeats and have given up all semblance of quered by minotaurs.
honor. These former Dark Knights and their troops One of the characters is a squire to become a
are looting palaces, shrines, and homes in the Dark Knight, witnessing with disgust the dishon-
former elven kingdom before leaving. orable actions of his fellows.

PASHIN
A. Open Market
B. Mayor’s House
E
C. Temple of the Stars
D. Five Dragons (Inn & Tavern)
E. Dark Knight HQ
F. Old Omar’s Oddities

A B
C F

0 500
The Fields
feet

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The Sylvan Key 


Town Encounters leaps at Hogart with the fury of a cornered badger,
Describing the town of Pashin is beyond the grabbing his daughter and running the moment
scope of this adventure, and the DM is encour- the human lets go of the kender child.
aged to add details, additional locations, and Creatures: Hogart and his fellow mercenar-
NPCs to make the city more believable. ies pose a threat to the characters only if they
The following encounters can happen in interfere. Kelwick does not act against the heroes
Pashin, and Encounter B is mandatory. unless they directly attack him or his daughter.
The kender fights against his attackers the moment
A. Afflicted and Persecuted they accost his daughter.
(EL 2) Two members of the watch (War 1; hp 6
This encounter can take place almost anywhere each) are nearby and will attempt to break up any
in the city. conflict after 2d6 rounds.
Hogart: hp 7.
Thugs (2): hp 5 each.
A filthy Ergothian, dressed in shabby clothes
Kelwick: hp 6.
and mismatched armor, is having an argument
Development: If the player characters aid
with a kender. The kender is standing protec-
Kelwick and do not immediately ask him for
tively in front of a female kender child.
reward, he considers himself indebted to their
service. He tells them where to find his home
The Ergothian is named Hogart, an unem- (little more than a lean-to in the eastern dis-
ployed mercenary who is down on his luck. trict). If asked for any favor, within reason, he’ll
He was robbed recently, and is convinced do what he can to help the characters.
that the little kender girl stole his coin pouch.
The details of the previous evening B. Enter the Herald
are actually hazy to Hogart, since (EL 3)
he was quite drunk, but he’s con- No matter where the heroes
vinced that he can shake the ken- are in town, they soon
der down for at least a few steel hear rumors and gossip
pieces. Two of his cohorts that the Herald (male hu-
stand by, ready to step in man Brd 12; hp 50), famed bard
and back up their friend. and storyteller, has arrived in town.
The victim of this situa- (The Herald is described in Chap-
tion is Kelwick, who can ter 6.) If the heroes go looking,
easily be identified as an they find a crowd already formed
afflicted kender by any around him, hoping to be there
other kender or with a when he spins his next tale.
successful DC 12 Knowl- Eventually the Herald and his
edge (history) check. Kel- retinue arrive at The Wounded Crow,
wick’s daughter, Mayleaf the best inn and tavern that Pashin
(female kender, Com 1; has to offer. Stewart Donson, the
hp 1), has no interest in innkeeper, declares that the Herald
money and has never shall have free room and meals, as
seen Hogart before. The long as he will gift the inn’s guests
kender father is frightened with a truly inspiring tale.
of the large human, but will The Herald rests and takes a meal
not let the human touch his before he beginning his story. If the
daughter. If at any point the player characters do not go to The
characters challenge Hogart, Kelwick and Mayleaf Wounded Crow, then the next day
the friends will jump in and the Herald wanders about town,
start a brawl—though they will be quick to retreat stopping to tell his story within
if things go badly for them. earshot of the characters.
If the characters choose not to intervene, even-
tually Hogart grows angry and shoves Kelwick to
the side, roughly grabbing the little girl. Mayleaf The Herald is a human male in his mid-sixties,
screams and tries to wriggle free. Kelwick calls for with white hair and a trim beard. He speaks
help, and if none immediately steps forward he
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with an Abanasinian accent, gesturing deli- The Herald’s eyes widen as if in recognition.
cately and hushing the gathered crowd. “It was my dream of you that has led me here.
“I am known as the Herald. The memories The sylvan key that is meant for you has fallen
of Krynn are mine to know and share. In my into the hands of the enemy!”
dreams I have lived many other lives. I have led
men into battle on the side of both good and
The bard becomes more coherent, explaining that
evil. I have fought dragonback and wielded the
he dreamed of an elven object once kept in the
mighty dragonlance. I have lived, loved, and died
Palace of Quinari in the Kingdom of Silvanesti.
a thousand times. This eve, I will share some of
This object is meant for the characters, and plays
my tales with you.”
an important role that the Herald cannot yet fore-
The crowd begins to shout. “Tell of Huma!
see. A former squire of the Dark Knights named
Tell of Raistlin and the Dark Queen! Tell of
Pegrin, who has become a petty criminal and
Lord Ariakan’s fall among the minions of
bandit, stole the Key from the palace before his
Chaos!” A steely gaze from the Herald silences
cowardly flight from Silvanesti. Unless the key is
the crowd once more.
recovered, it will be squandered or abused by the
“I have another story for you this evening,”
evil man who holds it.
the Herald intones. “I shall tell you this day of
If asked for a description of the key, the only
a young girl named Mina and of a great war,
thing the Herald is able to tell them is that his
one fought not over control of Krynn but of
dreams tell him that “the key is not a key.” He
the souls of its people.”
knows that Pegrin has a camp somewhere near
the city, but does not know more.
The Herald tells the story of the War of Souls, A successful DC 15 Gather Information
which is summarized in the D R AG O N LAN C E check reveals the location of Pegrin’s camp (to
Timeline in Chapter 6. The characters might the east of town), along with a general idea that
note right away, however, that the large number the camp is guarded both day and night.
of Dark Knights and their warriors, scattered If the characters think to call in the favor from
throughout the audience, do not like the nega- Kelwick, the kender rogue from Encounter A, he
tive manner in which the Knights of Neraka are can successfully scout the location of Pegrin’s camp
portrayed in the Herald’s tale. Toward the end, in the course of an evening and provide them with
audience members begin exchanging dark looks a crude map to give the group a tactical advantage.
and clenching their fists. The Herald remains in Pashin for one week,
When the Herald reaches the point in which staying in the finest room of The Wounded Crow.
the minotaurs “save” the Dark Knights and annex From this point forward he tells tales that portray
the lands of the Silvanesti elves, many in the crowd the Dark Knights in a much better light, such as
cannot bear to listen any longer. Jeers and catcalls the story of their founding or their role in the
begin, while some in the audience scoop up gobs of defeat of Chaos.
dirt and fling them at the bard—who continues
undistracted in the manner of a good performer. C. Robbed!
The characters may react at any time, but if This event only takes place if the characters do
they simply observe, a riot breaks loose within the not learn the information about the key from the
crowd. The characters find themselves in a free- Herald in Encounter B, or if they choose not to
for-all, whether they like it or not! recover the item from Pegrin’s camp.
Creatures: People begin fighting almost ran- At least one of the characters has had an
domly, and several friends strike out against the important object stolen, as well as money and
characters for no good reason. The Herald is pum- equipment. A DC 15 Gather Information check
meled senseless but his injuries are not serious. Some locates some of the missing goods—but not the
townsfolk (humans Com 1; hp 3) leap to the bard’s most valuable item—that have already been sold
aid and prevent him from suffering fatal injury. to local merchants. The seller is identified as
Six thugs face the party, but they are fight- Derg, a member of Pegrin’s gang. The location
ing only with fists, and will not resort to lethal of Pegrin’s camp can be determined as detailed
combat unless the characters draw weapons or in Encounter B.
use deadly magic.
Thugs (6): hp 5 each. Pegrin’s Camp
Development: If the characters aid the Herald Pegrin knows he’s made some enemies, so he pro-
during the brawl, or attempt to help him afterward vides his men a hefty share of spoils to secure
(he has suffered 15 points of damage and 40 points their loyalty. He established a semipermanent
of nonlethal damage), he is grateful. Suddenly he camp in a defensible position to the east of town.
looks at the characters in astonishment. He keeps a rotating shift on guard duty.
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Pegrin has recruited a young sorcerer with a D. Alarm (EL 1/2)


particular affinity for fire magic, though the youth Hidden under the snow is a trip wire tied
is far better at keeping the campfire burning than between a tree stump (which is visible above
using his magic in battle. the snowline, allowing Pegrin’s men to avoid it)
The camp is located in a snowy clearing sur- and an iron rod. The wire is worked into a slip-
rounded by light woods. There is just under two knot, with an extra half foot tied to a large iron
feet of snow on the ground. Pegrin’s men sleep in ring. If someone trips on the wire, it will cause
simple two-man tents, while Pegrin himself has a the ring to strike the rod with a loud clang—
larger tent near the fire. alerting the sentries.
Trip Wire: C R 1/2; no damage; D C 20
A. Sentry Points Reflex save avoids; DC 15 Search; DC 10 Dis-
One man is stationed at each of these points. If able Device.
the sentry sees someone unknown approaching,
he immediately blows his hunting horn to alert E. Pit-Trap Tent (EL 1)
the entire camp. The sentry will engage a single This tent doesn’t house anyone, but instead con-
enemy, but retreat into the main camp if faced ceals another pit trap—this one deeper than the
with a group. “snow pits.” At first glance, it appears to be ordi-
nary tent complete with a single bedroll and a pile
B. Night Sentry of dirty clothes (although there is no pack, chest,
During night hours Pegrin keeps additional men or other personal gear).
stationed at each of these points (one man per Pit Trap (20 Ft. Deep): CR 1; no attack roll
point). If one of these sentries sees someone necessary (2d6); DC 20 Reflex save avoids; DC
unknown approaching, he immediately blows his 20 Search; DC 20 Disable Device.
hunting horn to alert the entire camp. The sentry
will engage a single enemy, but retreat into the F. Two-man Tent (EL 1)
main camp if faced with a group. Each of these bell tents houses two of Pegrin’s
men. One of these tents is empty during the day
C. Concealed Pit (EL 1/2) and two others are empty at night, as the men
Pegrin and his men have dug a pit at each of rotate guard duty for their paranoid leader.
these locations, covering each pit with a bit of Each tent contains a bedroll, packs contain-
tarp holding up a layer of snow. The camp’s ing 2d6 stl worth of basic equipment, and dirty
inhabitants know the locations of the pits and clothes. Any occupants of the tent are sleeping,
avoid them. unarmored, but with weapons within easy reach.
Pit Trap (10 Ft. Deep): CR 1/2; no attack If the call-to-arms is sounded, they quickly don
roll necessary (1d6); DC 20 Reflex save avoids; their armor and join their comrades.
DC 15 Search; DC 10 Disable Device. Bandits (2): hp 12 each.

PEGRIN’S CAMP
C
E C
H
B

I F
F

B
G
J
F A
A D
0 25
feet

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G. Derg’s Tent (EL 1) Approaching the Camp


Derg is Pegrin’s only trusted friend and lieutenant, The camp is to the east of town, and can be
his “eyes and ears.” He sleeps in the tent at irregu- approached without entering the woods. If the
lar hours, but is a light sleeper with excellent characters follow some of Pegrin’s men, they
hearing. (He may make Listen checks while should have little trouble finding tracks in the
sleeping, with +5 to the DC of each check.) snow leading to the camp (DC 10 Search).
Derg: hp 11.
Tactics
H. Cole’s Tent (EL 1) Each sentry has a hunting horn, and the bandits
Cole is the young pyromancer Pegrin recruited, have been instructed to sound the alert the
convinced that a primal sorcerer with fire magic moment they identify any intruders. The sentries
could make a great difference in a fight. So far his rush to engage a single intruder, or fall back into
talents have not been put to the test in battle. camp if faced with a group, fighting with their
The teenaged sorcerer spends much of time in backs to the fire pit.
his tent, reading the few books he brought with him Derg attempts to sneak around behind any
when he ran away from home. If confronted in his invaders, hoping to sneak attack a spellcaster or
tent, he surrenders immediately. anyone perceived as the greatest threat. Cole
Cole keeps his share of the gang’s money casts at least one spell in defense of the camp
hidden under his bedroll. The small pouch con- (probably magic missile), but retreats the moment
tains 20 stl plus 2 gemstones valued at 30 stl each. things start to look bad for Pegrin’s men.
Cole: hp 5. Pegrin himself uses his barbarian rage, and
gives chase to anyone who retreats, calling for
I. Fire Pit two of his men to follow.
This is where Pegrin in his men keep warm and
cook their food. Deer and other game are often Conclusion
roasted over the fire. The adventurers might be able to recover the key
Any creature who falls into the fire pit takes of quinari with minimal violence, though it is
1d6 points of falling damage plus 1d6 points of more likely that a confrontation will ensue.
fire damage. A creature takes 1d6 points of addi- Pegrin’s men fight until their leader has fallen,
tional fire damage for each round in the pit, and but surrender or flee if they become badly out-
must make a DC 15 Reflex save to avoid catching numbered. Cole begs the party’s mercy, asking
on fire. (See Catching on Fire in Chapter 8 of the only that he be allowed to go home to his
Dungeon Master’s Guide.) mother. Derg tries to escape if things turn
against Pegrin, but may stalk the party and look
J. Pegrin’s Tent (EL 2) for later revenge.
Pegrin has the largest tent. He keeps the lion’s
share of the loot acquired by his men in a Treasure
locked (DC 20 Open Lock; DC 15 to break) Most of Pegrin’s men spend their money on gam-
and trap-protected chest. (He wears the key on bling, drink and other vices in their trips into
a chain around his neck.) The chest contains town. The most valuable treasure, and especially
150 stl, 3 bottles of fine wine (valued at 10 stl the key of quinari, can be found in Pegrin’s tent.
each, a weakness of Pegrin’s), and three Silva- If the adventurers eliminate Pegrin’s gang
nesti jade carvings (a raven, a cat, and a snake) and can bring back some sort of proof, the
valued at 75 stl each. The chest also contains a mayor of Pashin will gladly grant the characters a
small Silvanesti elven music box—the key of 100 stl reward.
quinari (see sidebar).
Poison Needle Trap: CR 2; +8 ranged (1, NPCs
plus greenblood oil poison); DC 20 Search; DC Encounters in “The Sylvan Key” are dependent
20 Disable Device. Note: See Table 8-3: Poisons upon location: the town of Pashin or the camp of
in the Dungeon Master’s Guide for more details on the bandit Pegrin.
greenblood oil poison.
The bandit leader sleeps on bearskin and Town of Pashin
keeps a small bag of 10 gemstones and two potions Pashin is home to many possible encounters.
of cure light wounds procured from the Pashin
mystic, each valued at 30 stl, hidden in a shallow, Thug: Male human Com 1; CR 1/2; Medium
covered hole (DC 20 Spot; DC 15 Search). humanoid; HD 1d4; hp 5; Init +0; Spd 30 ft.; AC
If encountered alone in his tent, Pegrin 10 (touch 10, flat-footed 10); Atk +1 melee
screams to get his men’s attention, then goes into (1d6+1/x2, club) or +1 melee (1d4+1/19–20,
a rage and attacks his enemies. dagger) or +0 thrown (1d4+1/19–20, dagger);
282  Adventure
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AL N; SV Fort +0, Ref +0, Will –1; Str 12, Dex 11, Derg: Male half-elf War 1/ Rog 1; C R 2;
Con 10, Int 9, Wis 9, Cha 10. Medium humanoid; HD 1d8+1d6; hp 11; Init
Skills and Feats: Bluff +1, Climb +3, Sense +3; Spd 30 ft.; AC 15 (+3 Dex, +2 leather
Motive +0, Spot +1; Light Armor Proficiency, armor), touch 13, flat-footed 12; Atk +2 melee
Simple Weapon Proficiency. (1d6+1/19–20, short sword) or +2 melee
Possessions: Club, Dagger. (1d4+1/19–20, dag-
ger) or +4 ranged
Pegrin’s Camp (1d8/19–20, light
The bandit camp is home to 6 ban- crossbow) or +4
dits (War 1), 1 scout (Rog 1/War 1), 1 ranged (1d4+1/
pyromancer (Sor 1), and the leader, 19–20, dagger);
Pegrin (Bar 2). SQ elvensight,
half-elven traits;
Bandit: Male human War 1; AL NE; SV Fort
CR 1/2; Medium human- +2, Ref +5, Will
oid; HD 1d8+4 +1; Str 12, Dex 16,
(includes Tough- Con 11, Int 13, Wis 13,
ness feat); hp 12; Cha 10.
Init +0; Spd 30 Skills and Feats:
ft.; AC 13 (+3 Climb +6, Hide +6,
studded leather), Jump +5, Listen +7,
touch 10, flat-footed Move Silently +6,
13; Atk +3 melee Spot +7, Swim +0;
(1d6+1/19–20, short Alertness.
sword) or +1 ranged; Possessions: Leather
AL N; SV Fort +3, Ref +0, Will 0; armor, short sword,
Str 12, Dex 10, Con 13, Int 9, Wis 9, Cha 10. dagger, club, light
Skills and Feats: Handle Animal +1, Listen crossbow, 10 cross-
+1, Ride +1, Search +0, Spot +1; Toughness, bow bolts, belt pouch
Weapon Focus (short sword). The Key of Quinari containing 25 stl.
Possessions: Studded leather armor, short sword.
Pegrin: Male human Bar 2; CR 2; Medium
Cole: Male human Sor 1; CR 1; Medium human- humanoid; HD 2d12+4; hp 21; Init +5; Spd 40 ft.;
oid; HD 1d4+1; hp 5; Init +1; Spd 30; AC 11 (+1 AC 11 (+1 Dex), touch 11, flat-footed 10; Atk +6
Dex), touch 11, flat-footed 10; Atk +1 ranged melee (1d8+4/19–20, masterwork longsword
(1d8/19–20, light crossbow) or –4 melee wielded two-handed); SA rage 1/day, uncanny
(1d6/19–20, short sword); AL N; SV Fort +1, Ref dodge (Dex bonus to AC); AL NE; SV Fort +5,
+3, Will +1; Str 11, Dex 12, Con 13, Int 15, Wis 8, Ref +1, Will –1; Str 17, Dex 12, Con 15, Int 11,
Cha 16. Wis 9, Cha 12.
Skills and Feats: Concentration +5, Spellcraft Skills and Feats: Bluff +2, Climb +7, Craft
+6; Lightning Reflexes, Run. (trapmaking) +2, Handle Animal +4, Knowledge
Spells Known (5/4; base DC = 13 + spell (nature) +2, Listen +1, Spot +1, Survival +3;
level): 0—flare, light, ray of frost, resistance; 1st— Improved Initiative, Power Attack.
jump, magic missile. Possessions: Masterwork longsword, key to
Possessions: Short sword, light crossbow, 10 chest (worn on chain).
crossbow bolts, scroll of magic missile, scroll of sleep.

 The Key of Quinari  If the check result is 25 or higher, the char-


This hand-crafted music box dates back to the acter knows that the object is important, actually
Age of Dreams. Small and delicate, the box a key created by Silvanos (the founder of the
opens to reveal a wooden elven female. The box ancient elven nation) to guard something impor-
is enchanted to play a haunting, ancient song, tant. A legend that states the key of quinari will
while the elven woman spins in a slow dance. reappear at a time of great need, but its future is
Pilfered from the royal palace in the Silva- yet to be revealed.
nesti capital, the key of quinari is not what it first No one, not even the Herald, knows at first
appears. A DC 20 bardic knowledge check that the music box is simply the receptacle. It’s
reveals this object as something passed down the actually the music played by this heirloom that
line of female elven royalty; it was last owned by functions as the key—the box itself only serves to
Alhana Starbreeze. teach the song to its owner.
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 Adventure
 In this adventure, the heroes find them-
selves rescuing a young kender who hap-
pens to possess a map leading to a long-lost
them and the pursuing draconians decide to use
force to get their map back.

tomb of an ancient elven hero. Unfortunately, Character Hooks


the heroes are not the only ones seeking to re- Thorn Troublefinder literally runs into the char-
trieve the treasure—the Ghost Blade. acters, bringing with him the draconians chasing
him. This is perhaps the easiest way to get the
Era of Play adventurers involved.
This adventure incorporates draconians, which An elven or half-elven character may be a
requires that it be set after the beginning of the descendant of Enarathan and wish to retrieve the
War of the Lance. However, it is easy to modify blade from the hidden tomb before it is stolen.
the adventure by replacing the draconians with The characters recover a strange map, written
other monsters, such as hobgoblins (for lower- in Elvish, with notes describing a blade capable
level parties) or ogres (for higher-level parties). of rendering its wielder as invisible as a ghost.

Encounter Levels Encounters


“The Ghost Blade” is an adventure for four char- The adventure begins in the small port town of
acters of 5th level. The number of enemies can be Chisel (pop. 950), located in southern Solamnia
increased or decreased, or even the type of ene- on the coast of the New Sea not too distant from
mies can be replaced to accommodate a weaker the edge of the forest. The draconians stopped in
or stronger adventuring party or a party adven- the town when they lost their map to a kender.
turing in a different era.
A. Tag and Chase
Background As the characters are passing along a crowded
More than three hundred years before the Cata- street in town they are assailed by a small figure.
clysm, a Qualinesti prince named Enarathan was
granted a magic sword in reward for his valiant
Over the general hubbub of the crowd comes
efforts protecting the Qualinesti forest from
a high-pitched yelp, followed by foul sounding
intruders. This magic blade was said to enable
growls. The crowd parts as a tiny figure hurtles
him to stealthily approach his foes, enabling him
its way down the street at breakneck speed,
to neutralize them before they even realized he
giggling breathlessly as a group of six heavily
was there. Unfortunately, the magic of the blade
cloaked figures chases after him. The small
was not proof against the prince’s own folly.
body crashes into you, darting past before
Secure in the blade’s ability to conceal him
pausing long enough to face his chasers and
from his enemies, Enarathan decided to ambush a
shout, “You lily-livered, musty-smellin’, rag-
group of ogres traveling along the edge of the
wearing, poor excuses for gully dwarves! You
forest. He was unaware of the ogre magi who
couldn’t catch me with a net!”
commanded the ogres. The ogre magi’s magic
warned him of the invisible elf, and forewarned,
the ogres were able to turn the ambush back This is, of course, the intrepid Thorn Trouble-
upon Enarathan. Enarathan managed to escape, finder, who has no problem living up to his name.
but he was mortally wounded in the skirmish. As He has taken a map from the cloaked figures.
a favored prince of the Qualinesti, he was buried They, of course, want their map back—and are
with great honors in a small tomb not far from willing to fight to get it.
where he fell. His blade was buried with him. Creatures (EL 7): The six cloaked figures are
Now, a map leading to the tomb has been Baaz draconians. They fight until it looks as if
discovered by a group of rogue draconians, who they are about to be defeated (or one of their
plan to raid the tomb and steal whatever treasure number dies), at which point they flee and seek
they find buried within. As the draconians are in to harry the adventurers later. Thorn, of course,
town, preparing to leave for the tomb, they are tries to help during the battle, but his aid may be
accidentally bumped into by a kender, who hap- just as much a hindrance as it may be helpful.
pens to “find” the map laying around. When the Thorn stands almost four feet tall (if one
draconians discover their map is missing, they includes his bristly topknot), with a slender
give chase to the kender, who thinks it’s all a though surprisingly strong build. His long, black
grand game of tag. The heroes get involved when hair is worn in the typical topknot, though he’s
the laughing, running kender runs smack dab into cut some of his hair to give his topknot the
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The Ghost Blade 


appearance of bristles (hence his name, Thorn). Chisel, there are three draconians in the ambush.
He’s dressed in a garish pink tunic, dark purple (Alter the number of draconians and their current
breeches, and a sky blue vest, with a number of hit point totals to reflect the first battle). The dra-
pouches arrayed on his body. conians fly down in charge attacks, then attempt
Baaz Draconians (6): hp 16, 14, 14, 13, 12, to use the forest trees to provide cover to limit the
10; see Chapter 7. reactions of their enemies.
Development: Once the characters manage Baaz Draconians (3): hp 14, 13, 12; see
to save Thorn (and reacquire their own “found” Chapter 7.
possessions), he happily explains that he had Development: After the heroes deal with the
found this map laying on the ground and was draconians, it’s an easy path to the area marked
only trying to return it when the strange men upon the map..
started chasing him. He’ll hand over the map
quite willingly, oohing and aahing over the exqui- 1. Entrance to the Tomb
site detail of the elven parchment. A character
After many hours of traveling through the forest,
who can read Elven can decipher the script
you reach a small glade that you believe corre-
detailing the location of the tomb, otherwise a
sponds to the location on the map. A massive
character must succeed at a DC 20 Decipher
oak tree soars high overhead, and you can hear
Script check in order to read the map.
the vibrant sounds of forest life all around you. It
What the heroes decide to do with the map
does not appear that any mortal has stepped
is completely up to them. As it does lead to an
foot within this glade for many, many years.
elven tomb, they may not wish to disturb the rest
of the occupant. However, as Thorn will be quick
to point out, the draconians already know where This is, indeed, the area leading to Enarathan’s
the tomb is—there’s nothing to stop them from tomb. A careful search of the tree (DC 17 Search
defiling the tomb and stealing the sword. check) reveals Elven script hidden in the natural
formation of the oak’s bark. This script reads
B. Traveling to the Tomb “Here lies Enarathan of the Ghostly Blade.” (DC
When the characters decide to leave for the 18 Decipher Script).
tomb, they’ll find the old road heavily overgrown. A secret door, neatly concealed by the tree’s
It hasn’t been used since before the Cataclysm. roots, leads downwards into the tomb. A DC 21
The terrain penalty for movement is as trackless Search check reveals the door’s location, beneath
forest, restricting speed to 1/2. about three inches of topsoil. The door is of shaped
Approximately half way to the tomb, three of granite, and though it has no lock, it is stuck.
the surviving draconian warriors from Chisel Stone Door: 4 inches think; hardness 8; hp
attempt to ambush the characters. The draconians 60; AC 5; DC 28 to break.
have been left behind by the draconian leader, who Once the door is opened, it reveals a dark
has continued on to the tomb. Allow the characters stairway of shaped earth leading downward.
DC 20 Spot checks to notice the ambush.
2. Antechamber
A strangely familiar growling battle-cry rings A simple, plain chamber meets your eyes as
out through the forest. Three reptilian men you come to the bottom of the stairs. The
glide swiftly downward toward you. Jaws walls seem to have been naturally shaped from
gaping in angry snarls, they flex their claws the earth, with vines trailing intricate designs
wickedly as they prepare to strike. along the walls. Opposite the staircase, a round
door of carved stone apparently leads farther
back into the tomb.
Creatures (EL 5): Unless the characters
killed most of the draconians encountered in

 The Map To Enarathan’s Tomb  Script) reads, “May the Hero Enarathan sleep
The map shows the location of Enarathan’s well, with the same silence and peace said to
Tomb where it would have been located pre- be held by his ghostly blade.” The current loca-
Cataclysm. After the Cataclysm, when land- tion of the tomb is written in Nerakese (DC 18
marks have changed, the tomb became lost. Decipher Script), placing the location about fif-
There are two sets of notations upon the map: teen miles northwest of the present day town
the first, written in Elven (DC 20 Decipher of Chisel.
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At the bottom of the steep stairway, the tomb timelessness, and the third jar is empty. The crys-
opens up into a plain room, approximately fifteen tal jars themselves are worth about 25 stl each.
feet on a side. The ceiling here, as in most of the
tomb, is about 10 feet high. A circular stone door 4. Shrine to E’li
stands opposite the stairway, apparently leading
A narrow, steep stairway opens into a small
farther back into the tomb.
room that clearly seems to be a shrine of some
The door is heavy. It is unlocked and can be
form. A small altar sits against the far wall,
opened (DC 18 Strength check).
atop of which is a beautifully detailed metal
Two secret doors flank the room (DC 20
statue depicting a pine tree.
Search check to find).
Trap: In the center of the room there is a
simple yet effective pit trap. When any creature This room is a shrine to the god E’li (Paladine),
weighing more than 150 pounds steps upon the the highest deity of the elves. Built before the
area, the soil collapses, triggering the trap. Cataclysm, it was where the last rites for the
Spiked Pit Trap (60 feet deep): CR 4; no deceased were performed before the body was
attack roll necessary (6d6), +10 melee (1d4 spikes taken to be placed within its crypt. Following the
for 1d4+5 points of damage per successful hit); Cataclysm, the light that once infused the statue
DC 20 Reflex save avoids; DC 20 Search; DC 20 flickered out.
Disable Device. An individual of good alignment who touches
the statue feels a sensation of warmth. An evil
3. Absolution Chamber character touching the statue takes 2d4 points of
sacred damage each round he or she remains in
Passing through the secret passage, you
contact with the statue.
descend down another stairway. A faint light
Except for the statue, the room is bare of any
shines from ahead. At the bottom of the stairs
objects or creatures.
sits a simple chamber. A natural spring fills
Treasure: The pine tree statue is of solid plat-
about two-thirds of the room, lit from within
inum, about one foot tall and worth 250 stl. For
by a strange light. Against the far wall, rising
full details on the statue, see the Magic Items
above the water, is an elegantly carved marble
sidebar.
altar of some sort.
5. Hall of Memory
This is the absolution chamber, where the body
A steep stairway emerges into a long, wide
of the deceased was cleansed in pure waters
chamber. Unlike the previous chamber, the
before being wrapped in its shroud. (DC 12
Knowledge [religion] check to recognize
the significance of the room.) The body
was placed upon the bier, located against GHOST BLADE E
the far wall, while it was prepared.
The source of the glowing light is a 6 DUNGEON
strange gray ooze that has taken up resi-
dency in the pool. Unlike normal gray
oozes, this particular one seems to have
absorbed some of the lingering magic
5
from the chamber, giving it a perpetual
silvery glow. If the characters attempt to T
cross the water (which is no more than 2
feet deep, though it appears deeper), the
ooze attacks.
Creature (EL 4): A gray ooze lurks
in the bottom of the pool. It attacks only
if someone enters the water, but then
2
moves out of the water to attack the 3 4
T
closest target.
Gray Ooze: hp 24; see Monster
Manual.
Treasure: A secret niche in the bier
(DC 20 Search check to locate) opens
to reveal three crystal jars stoppered
One square=10 feet 1
with wax. Two of these jars are oil of
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Glyph of Warding (Blast): CR 3; 5-ft. fire


ceiling, walls, and floor have been covered
blast (4d8); DC 16 Reflex save for half damage;
with small, brightly colored tiles—although the
DC 28 Search; DC 28 Disable Device.
color has faded somewhat and some tiles are
cracked or missing. Along the walls the tiles
pick out images of an elven warrior wielding a
6. Enarathan’s Rest
After the characters defeat or bypass the
gray sword and wrapped in what seems to be
wooden warriors and the glyph of warding, they
a flickering aura of pale gray light. The warrior
are free to pass through the secret door leading to
is seen battling a horde of goblins along the left
Enarathan’s rest.
wall, an ogre magi against the far wall, and
even a small red dragon, an image that takes
up the entire wall to the right. Though you are deep within the earth, some-
The patterns on the ceiling and floor are more how it seems as bright as daylight within this
abstract, forming swirls of colors that don’t seem room; crystals set into the ceiling glow with an
to have any rhyme or reason. incandescent radiance.
Placed evenly about the room are four stat- An elven body is neatly laid out upon a
ues elegantly carved of a rich, red wood. The raised dais. It seems untouched by the ravages
statues depict elven warriors, each dressed in of time. His fair skin is pale, his eyes closed,
fanciful plate mail and standing at attention, his face framed by a pool of silver-gold hair.
blades held upward in noble salute. He is clothed in the fine regalia of an elven
prince, yet bears the silvery breastplate of an
elven warrior. Leaning against the foot of the
This room was constructed to honor the memory
dais is a small silver shield, emblazoned with
of Enarathan, the fallen Qualinesti prince. The
a rose lacquered in brilliant crimson. Next to
four statues are perfect replicas of Enarathan’s
the elf ’s head is an elegantly crafted helm.
guard and have been magically treated to serve
And there, clasped in his hands, resting upon
as final guardians to any who would disturb
his chest, is a sword.
Enarathan’s rest. A design inlaid into the tiles of
the floor activates the statues when any living
creature steps across them, bringing the statues to This is indeed the final resting place of Enara-
life. The statues then attack. than, and resting upon his chest is his sword,
On the far side of the room is a secret door, Alurashaen, the Ghost Blade (see sidebar for
cleverly hidden in the elaborate mosaic of details of the sword).
Enarathan’s final battle. A successful DC 23 The prince’s body and possessions have all
Search check reveals the secret door, but the tiles been treated with oil of timelessness, which has pro-
also hide a magical trap for the unwary. A glyph of tected them from decay and rot. His blade, his
warding unleashes a devastating blast of fire shield, and his helm are all magic. His armor does
unless it is neutralized. not radiate magic, but it does bear an enchant-
A detect magic spell cast into the room shows ment—a curse against any would-be grave robbers.
that all four statues radiate powerful transmuta- Trap: The silver breastplate is elegantly
tion and abjuration magic, the pattern in the crafted of solid silver, and seems more ceremonial
center of the room radiates latent transmutation than functional. Unfortunately for any would-be
magic, and a pattern inlaid into the tiles on the far grave robber, the breastplate is cursed. This
wall radiates abjuration magic. armor acts as a +1 breastplate of elven rage. For all
Creatures (EL 5): Once animated, the four intents and purposes, it functions as armor of rage,
wooden warriors attack anyone in the room. except the enmity garnered is only from elves
They take advantage of their initial positions in (inflicting a –6 Charisma penalty to the wearer
the corners (likely surrounding the room’s occu- when dealing with elves. Any unfriendly elf
pants) to flank those they attack. within 300 feet has a +2 morale bonus on attacks
Wooden Warriors (4): hp 11, 11, 11, 11. against the character).
Traps: There are two traps in the room. One Treasure: The prince’s treasure includes a
is placed in the very center of the room. This trap helm of night’s vision (acts as goggles of night while
activates the four statues. The second trap is worn), a +1 small steel shield, and of course,
placed upon the secret door that leads back into Alurashaen, the Ghost Blade (see sidebar).
Enarathan’s Rest, the room where Enarathan’s
body lies. C. Leaving the Tomb.
Animate Wooden Warriors Trap: CR 6; no Once the characters have the sword (or have
attack roll required, animates the four statues, DC explored the tomb, if they wish to leave the
19 Reflex save avoids; DC 30 Search; DC 30 Dis- sword in its home) they have finished the
able Device. adventure, except for one minor detail. The
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remaining draconians wait for them at the touch 14, flat-footed 13; Atk +1 melee (1d4, quar-
entrance to the tomb. The leader of the Chisel terstaff or 1d3, dagger) or +4 ranged (1d3, sling or
draconians, a Kapak draconian who really wants 1d3, dagger); SA taunt, sneak attack +1d6; SQ fear-
the sword is ready to attack with two additional lessness, evasion; SV Fort +2, Ref +9, Will –1; AL
Baaz draconians. CG; Str 10, Dex 16, Con 12, Int 12, Wis 8, Cha 13.
Creatures (EL 7): Three Baaz draconians Skills and Feats: Balance +6, Bluff +3, Climb
under the command of a Kapak draconian, are +7, Decipher Script +4, Diplomacy +3, Escape
hidden in the branches of the oak tree, waiting for Artist +8, Hide +11, Jump +5, Listen +2, Move
the characters to all emerge from the tomb. They Silently +8, Open Lock +8, Search +3, Sleight of
leap down once all the characters have emerged, Hand +10, Spot +3; Dodge.
seeking to take out the characters quickly and Possessions: Leather armor, quarterstaff, sling,
steal the Ghost Blade. 3 daggers, colorful feathers, perfectly round
Baaz Draconians (3): hp 16, 14, 10; see pebble, pouches, silver mirror, silver spoon (of
Chapter 7. undead turning), small tin bell, 3 1/2 feet of string,
Kapak Draconian: hp 18; see Chapter 7. waterskin, 12 stl, 15 sp, 13 cp.
Treasure: Among them, the draconians have
35 stl, 29 cp, 3 longswords, 4 wineskins (dwarven Wooden Warriors: CR 2; Medium construct; HD
spirits), and a +1 short sword. 2d10; hp 11; Init +0; Spd 40 ft., swim 20 ft.; AC 14
(+4 natural), touch 10, flat-footed 14; Atk +2
Conclusion melee (1d6+1, slam); SQ construct traits, hard-
Once the final draconians are dealt with, the ness 5, object traits, fire resistance 5; AL N; SV
heroes have successfully completed the adven- Fort +0, Ref +0, Will –5; Str 12, Dex 10, Con —,
ture. Whether they choose to keep the Ghost Int —, Wis 1, Cha 1.
Blade, or try and return it to the Qualinesti people, Construct: Immune to mind-influencing effects,
is up to them; either choice can spark numerous poison, disease, and similar effects. Not subject to
side adventures. critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
Creatures and NPCs Object: Takes half damage from ranged
This section provides statistics for Thorn Trouble- attacks, acid, fire, and lightning attacks (divide
finder and the wooden warriors in the tomb of damage by 2 before applying the object’s hard-
Enarathan. ness or the wooden warrior’s resist element-fire
quality). Cold attacks deal one-quarter damage to
Thorn Troublefinder: Male kender Rog2; CR 2; objects. Sonic attacks deal full damage.
Small humanoid; HD 2d6+2; hp 10; Init +4; Spd Fire Resistance 5 (Su): The wooden warriors
20 ft.; AC 16 (+3 Dex, +1 size, leather armor), have been specially treated to resist fire.

 Magic Items  Moderate divination and evocation; CL 9th;


This adventure features two unique magic items. Craft Wondrous Item, consecrate, continual flame,
Statue of E’li: Statues of E’li, such as the one commune; Price 12,000 stl; Weight 5 lbs; Cost to
found in this adventure, are relics imbued with Create 6,000 stl + 480 XP.
divine energy, usually placed within small The Ghost Blade: Also known as Alurashaen,
shrines where pilgrims may seek guidance. the Ghost Blade is a truly strange looking sword.
When the statue is touched by an individual of This mottled gray and silver blade functions as a
pure heart (any good alignment), the statue normal +1 longsword for attack and damage pur-
glows with a flickering radiance (as a continual poses. However, while it is unsheathed, the blade
flame spell). Anything bathed in the light is generates a flickering aura about its wielder. This
treated as if under the effects of a consecrate spell aura causes the wielder to appear shadowy and
(this only functions during one of the eras in indistinct, as well as muffling surrounding sound,
which the gods are active on Krynn). Any crea- granting the wielder a +10 circumstance bonus
ture filled with evil intent touching the statue is on Hide and Move Silently checks as long as the
burned by the flickering light (which inflicts 1d4 blade is unsheathed. This effect functions as long
points of damage during eras where the deities as the wielder has not struck with the blade;
are not active, 2d4 points of damage when the once the blade has been used in an attack (suc-
gods are present). cessful or not), it must be resheathed and drawn
A secondary function of these statues is to again to create the hiding effect.
allow petitioners to directly petition the gods of Faint illusion; CL 5th; Craft Magic Arms
Light to be accepted as a cleric. If the petitioner and Armor, improved invisibility, silence; Price
is true, then the statue will create for them a 15,000 stl; Weight 3 lbs.; Cost to Create 7,500 stl
medallion of faith (see Chapter 2). + 600 XP.
288  Adventure

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