DWARVES

The dwarves of Krynn are an industrious people, known throughout Ansalon as skilled builders and master artisans. Preferring to live below ground, many clans dwell under the mountains in mighty halls hewn out of the rock. Some dwarves, however, have moved into the foothills, choosing to interact with other races rather than shutting themselves off from the world.

All dwarves share the following characteristics, with variations by subrace as noted below.

Personality: To outsiders, dwarves can seem dour and taciturn, but that is their way with strangers. In truth, the dwarves are outgoing and gregarious when comfortable when among friends, quick to roar with laughter at a good joke. Even the more softhearted dwarves make an effort to maintain a gruff exterior, since tender emotions are rarely shared with others. Dwarves take tremendous pride in their beards, wearing them long and keeping them well groomed. Dwarves have an innate love of precious metals and gemstones, regarding their look and feel as important as monetary value.

Physical Description: Dwarves stand between 4 and 4 1/2 feet tall, with rare specimens approaching nearly 5 feet in height. Their bones and muscles are so dense, however, that they are much heavier than one would guess by appearance. They have light brown skin (though exact shades vary from clan to clan and family to family). Their hair ranges from brown to black to gray and (rarely) white. Dwarves have a wide vocal range, and even females vary from deep to high ranges. Dwarven rhythmic chants and songs use all ranges to create amazing effects. Males have long, full beards, of which they are very proud and take great care. Females grow tufts of hair on their cheeks.

Relations: Dwarves do not get along with other races, having at least one objection to each. Gnomes are hard working, underground folk like dwarves, but their excitability and fast speech grate on a dwarf's nerves. Dwarves admire elves for their craft skills, but disdain them as arrogant, puny forest-dwellers. Humans may be productive, but dwarves consider them inconstant and untrustworthy. Kender have no redeeming qualities in the opinion of most dwarves. Dwarves believe that ogres, minotaurs, and draconians are evil creatures who should be destroyed.

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

Dwarven Lands: The primary dwarven kingdoms are the mountain dwarven kingdoms of Thoradin and Thorbardin, though there are scattered dwarven communities across Krynn. Thoradin, in particular, has passed hands many times, from one dwarven race to another, and is currently in possession of the Daewar clan. Thorbardin's history is much more stable, since for centuries it was closed off to the outside world, though it too has recently seen troubles. Hill dwarves have established their own kingdoms, still harboring bitterness at the perceived betrayal of the mountain dwarves, who shut them out of the mountains so long ago.

Religion: All dwarves revere Reorx, the Forge, and believe they are a chosen people created in the god's image. Some dwarves turned completely from the deity after the Summer of Chaos, but these individuals are rare. The halls of the dwarves often ring with the oath, "By Reorx's beard!"

Language: Dwarven is a tongue that has remained quite consistent throughout the ages, with little variation. Hill dwarves and those from the dark kingdom of Thoradin have distinct accents, but are easily understood by other dwarves. Dwarves learn Common, as well as the language of their enemies (Goblin or Ogre). Many dwarves also learn Hammertalk, a method of communicating by a series of taps on stone walls.

Names: Dwarves all have a family name of which they are very proud, each family being part of a larger clan. Children are given individual names at birth, often in honor of a relative or ancestor. This creates confusion among outsiders when they encounter several dwarves with the same or similar names. Dwarves themselves have a passion for genealogy and can sort everyone out without difficulty.

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

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

Clan Names: Coalblack, Drumwarden, Ironhammer, Slatebrim, Thorwallen.

Adventurers: Dwarves who adventure might begin on a quest for revenge, a search for stolen property, or travel to sell finely crafted wares. Since dwarves feel it is unnatural to venture far from the clan, dwarves who spend their lives adventuring may be regarded as addled by their peers and family.

Mountain Dwarves

The dwarves of the mountain kingdoms existed apart from much of Ansalon throughout their history. Since their contact with the outside world often turns out badly, the self-sufficient dwarves are quick to shut their gates and seal off their halls to preserve the way of life that has sustained them since the Age of Dreams.

Mountain dwarves come from one of the following clans.

Hylar ("Highest"): This is the oldest of the dwarf clans, often considered the most noble. Their halls within the mountain kingdoms are the best appointed and always magnificent.

Daewar ("Dearest"): Another highly respected clan, the Daewar produce many important warriors and leaders. They are known for their excellent fighting prowess and often work in conjunction with leaders of the Hylar clan.

Klar: The Klar were a clan of hill dwarves who were trapped inside Thorbardin during the Cataclysm and not allowed to leave the mountain kingdom when the dwarven kingdom was sealed from the inside. As a clan, they are known for wild-looking eyes and wiry beards, though in truth their reputation as madmen is largely undeserved.

The mountain dwarves subjugated them as suspected Neidar sympathizers during the Dwarfgate War (another unfairly leveled charge) and since that time they have survived as a servitor clan. They are known as fierce combatants and loyal friends. Though their position of servitude may be unjust, many unflaggingly support their Hylar masters.

Mountain dwarves have all the dwarven racial traits, except as follows:

  • Automatic Languages: Dwarven and Common. Bonus Languages: Giant, Gnome, and Hammertalk.

Hill Dwarves

Hill dwarves have left their underground halls to practice their skills in the greater world. Hill dwarves share the traits of their mountain dwarf cousins, but are a bit more accepting of other races and cultures.

All hill dwarves are of the Neidar ("Nearest") clan. A longstanding, bitter feud exists between hill dwarves and mountain dwarves, dating back to the Cataclysm. The hill dwarves accuse the mountain dwarves of having shut the doors of Thorbardin on them when the Neidar sought refuge following the Cataclysm.

In their defense, the mountain dwarves claim that they had resources enough to feed only their own people and that, if they allowed the hill dwarves into the mountain, they all might have starved.

Hill dwarves have all the dwarven racial traits, except as follows:

  • Automatic Languages: Dwarven and Common. Bonus Languages: Elven, Goblin, and Ogre.

Dark Dwarves

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

Theiwar ("Thankless"): Once a clan of deepdwelling dwarves, the Theiwar became allergic to sunlight in the later years of the Age of Dreams. Centuries of inbreeding and isolation have given them unusual traits that separate them from their cousins. Theiwar are extremely fair, with a number of true albinos born among them. They are also the only clan of dwarves who show an active interest in magic, another rift between the Theiwar and their cousins.

Daegar ("Deepest"): During the Age of Dreams, the Daegar were a noble clan who fought on the side of the Hylar and their cousins, the Daewar. After joining sides with rebel Theiwar, the Daegar were banished into the deep undermountain. By the middle of the Age of Might, the Daegar intermarried with the Theiwar and became like them. The other clans often call the Daegar "Dewar" (a corrupted combination of Daegar and Theiwar) because they sacrificed the purity of their clan to become dark dwarves.

Dark dwarves have all the dwarven racial traits, except as follows:

  • +2 Constitution, -4 Charisma. Dark dwarves possess the toughness and stamina of dwarves, but are sullen and reserved.

  • Darkvision out to 120 feet.

  • +2 racial bonus on Hide, Listen, and Move Silently checks. Dark dwarves are skilled in skulking in the darkness, and make excellent spies.

  • Light Sensitivity: Dark dwarves take a -2 circumstance penalty on attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.

  • Favored Class: Rogue.

GULLY DWARVES

The Aghar ("Anguished"), or gully dwarves as most races call them, are a misbegotten race of tough survivors. Though gully dwarves themselves have an extensive oral tradition (they love telling stories), no two gully dwarf clans ever agree on the exact details of their origins or history. The commonly accepted tale of how gully dwarves came to be is found within the annals of Astinus's Iconochronos. According to the Iconochronos, gully dwarves are the result of breeding between gnomes and dwarves in the years following the transformation of the gnomes by the Graygem of Gargath. The gnome-dwarf half-breeds appeared to inherit the worst qualities of both races. The unfortunate half-breeds were driven out of their clans. Humans later christened them "gully dwarves," reflecting their lowly status and poor living conditions.

Personality: The following aspects to a gully dwarf's personality sum up the entire race: keen survival instinct, a strong (if baffling) pride in themselves, unflagging endurance, a pitiable aspect, a desperate will to live, and low cunning and lower intelligence. The cornerstone of gully dwarf existence is simple survival. Gully dwarves do whatever it takes to stay alive. When danger threatens, their first thought is to run if possible, and grovel and cry piteously if not. Gully dwarves are not completely helpless, however. If backed into a corner, gully dwarves fight viciously, with the desperate fury of the cornered rat. Gully dwarves resort to any tactics to survive: biting, gnawing, scratching, and pummeling. "Fighting dirty" is the only way a gully dwarf knows how to fight.

Gully dwarf stupidity is legendary throughout Ansalon. The gully dwarf numbering system includes the numerals "one," to indicate a single thing, and "two," indicating anything more than one.

Despite the image other races hold of them, gully dwarves are extremely proud and act with great seriousness. Survival isn't a joke, and no other race comes close to possessing the raw talent for survival possessed by the gully dwarves.

Physical Description: Gully dwarves are short and squat, averaging fewer than 4 feet in height and weighing around 100 pounds, with females slightly smaller than males. Gully dwarves are physically much like other dwarves, though they are often covered with scars, boils, warts, sores, and filth due to their living conditions. Skin tone ranges from olive brown to pale cream to dirty gray brown. Mottled and splotched skin is not uncommon. Males grow long, scruffy beards, while females have wispy tufts of hair gracing their cheekbones. Hair color is dirty blond or brown, rust, gray, or a dull-black, while eye colors range from a watery blue and dull green through brown or hazel. Less heavy and stocky than typical dwarves, gully dwarves have slender, narrow fingers and limbs. Pot-bellies are common to both sexes. Gully dwarves dress in whatever comes to hand, with no regard to whether or not the item was originally intended as such apparel.

Relations: Although gully dwarves can be found living throughout Ansalon, they are not particularly welcome anywhere. Once settled in an area, gully dwarves are extremely difficult to pry loose. The natives make the best of a bad situation by using the gully dwarves for menial labor, which they're only too happy to perform. Oddly enough, gully dwarves are among the best cooks in Ansalon.

Alignment: Survival knows no laws and neither do the gully dwarves. The concept of a codified set of "rules" is alien to them. Gully dwarves are strongly inclined toward chaotic behavior, and see little difference between the forces of good and those of evil - neither one cares about the gully dwarves, so the Aghar don't care about them.

Gully Dwarf Lands: The cataclysms and wars that are blights to the rest of the world are a blessing to the gully dwarves. As cataclysm and war destroy villages and cities alike, the gully dwarves move into the ruins left behind. Once-mighty towns such as Xak Tsaroth and the sewers of cities such as Palanthas are home to the gully dwarves. With no cultural homeland of their own, gully dwarves are more than willing to adopt the local customs of their chosen residence.

Religion: Gully dwarves believe they have been abandoned by Reorx, the patron deity of all dwarves and gnomes. To fill the void left by Reorx's abandonment, gully dwarves appeal to the spirits of departed ancestors to protect them from harm and ensure their survival. Aghar believe that inanimate objects can be imbued with power from the ancestral spirits, and the possession of such items is said to grant the spirits' power to the owner. A dead lizard, for example, may have wondrous healing properties (at least to the gully dwarves). Other races interpret this belief as more proof of Aghar stupidity. Aghar don't particularly care what others think. Their faith works for them.

Language: The Aghar language, known as Gullytalk, is harsh sounding, convoluted, and incomprehensible to any but gully dwarves. Not a true language per se, Aghar patois changes constantly, borrowing terms from others as needed. Gully dwarves show a remarkable inventiveness with their language. Aghar living near elves speak a language that sounds like broken Elven, while those living near dwarves speak a garbled Dwarven, and so on. Gullytalk evolves so rapidly that scholars are unable to study it. When two groups of gully dwarves meet, their dialects fuse together within a matter of days, creating an entirely new patois.

Names: Gully dwarves are named by their parents, by their "friends," by their masters, or by themselves. Gully dwarves change their names on a whim if they find a new one that they like. Total strangers may inadvertently contribute to the process. A human who once said to a gully dwarf, "Get out of my way, maggot!" gave the Aghar a name that was handed down for generations. Typically, a gully dwarf's name is a simple two-syllable combination that may have a meaning, or may simply sounds interesting at the time.

Male Names: Blip, Bron, Clout, Gandy, Glitch, Pook, Rounce, Scrib, Seston, Tunk.

Female Names: Bruze, Bupu, Fandy, Gata, Meany, Pert, Stura, Vilga, Zaka.

Clan Names: Brap, Bulp, Clang, Glug, Hurk, Migan, Pland, Slik, Tega, Zang.

Adventurers: Fighters and rogues are the most common "trades" taken up by intrepid gully dwarves, with a few rangers and barbarians dedicated to protecting the clan. While they are rarely capable of the focused mental effort required to wield arcane magic, gully dwarves do make surprisingly adept clerics and mystics. Although their faith is heavily driven by superstition, Aghar priests wholeheartedly embrace whatever deity happens to be willing to listen to them.

GULLY DWARF RACIAL TRAITS
  • +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Charisma. Gully dwarves are surprisingly nimble and can thrive under conditions that would kill others. Their survival instincts enable them to prosper in dangerous regions. They are sadly lacking in both intellect and social graces. If you are randomly generating your character's ability scores, an Intelligence score reduced to 2 or less by racial modifiers is instead given a value of 3.

  • Small: As Small creatures, gully dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures.

  • Gully dwarf base land speed is 20 feet.

  • Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Hide, Move Silently, and Survival checks. Gully dwarves may use Survival checks even in cities to forage for food and basic necessities.

  • Hardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease.

  • Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They've honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.

  • Cowardly: Gully dwarves are extremely susceptible to Intimidation and fear effects. They suffer a -4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects.

  • Automatic Languages: Gullytalk and Common. Bonus Languages: None.

  • Favored Class: Rogue.

KAGONESTI

At home in the forests, the Kagonesti, or wild elves, believe every creature and object, from insects and birds to rivers and clouds, possesses a spirit. They honor these spirits and know that, in return, the spirits honor them.

Personality: Kagonesti believe that a happy life can only truly be achieved by harmoniously existing with nature. Passionate and proud, they want only to be left to themselves. Due to the expansion of human nations and mistreatment by their own elven cousins, the Kagonesti have been dragged from their forest homes and forced to live in a world they do not like or understand. Unlike their more placid kin, Kagonesti can be hot-tempered and fierce when driven to extremes.

Physical Description: Though shorter than their Silvanesti and Qualinesti cousins, the Kagonesti are much more muscular than other elves. Kagonesti are brown-skinned. Hair colors tend to be dark, ranging from black to light brown, though occasionally a Kagonesti will be born with silvery white hair - a throwback to a distant ancestor. Purebred Kagonesti have hazel eyes.

Kagonesti dress in leather clothing, decorated with heavy fringe (which they believe acts as a ward against evil spirits), feathers (which are thought to grant good fortune), silver jewelry (symbolic of the spirit world) and turquoise (symbolizing both heaven and earth). Kagonesti either paint or tattoo elaborate designs on exposed flesh. Such designs may relate to family or can have more spiritual meanings. Kagonesti reach adulthood at about 70 years of age and can live about 500 years, though a few have reached ages of 700 years or more.

Relations: Kagonesti are wary of all outsiders. History has shown them they have good reason to be wary. Humans cut down the trees to make towns and hunt animals for sport, while dwarves use trees as fuel for their forges, and ogres take delight in torture and murder. Kagonesti even view other elves with suspicion, for the 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 good, Kagonesti have a more balanced, neutral outlook gained from living in harmony with nature. While some occasionally display more lawful or chaotic personalities, in the end they achieve balance. Since the Kagonesti are concerned for the well being of all things, they are more often good than not. As with all elves, evil Kagonesti are cast out of society and become dark elves.

Kagonesti Lands: Traditionally, the Kagonesti have dwelled in the forests of Southern Ergoth. Kagonesti have no permanent settlements. Individual structures are made of leather and lightweight wood. Each village is home to a tribe of several interrelated families, centered around a chief - the oldest and wisest member of the tribe - who makes decisions for the good of the tribe.

The Kagonesti survived the rise of the Ergothian Empire, the sundering of their forest from the mainland during the Cataclysm, the advances of the dragonarmies, and even managed to resist the tyranny of the dragon overlord Gellidus. Through all this, the Kagonesti have suffered most due to the meddling and the arrogance of their own kin, the Silvanesti and Qualinesti, who want to "civilize" their barbaric cousins.

Religion: The Kagonesti revere the deities of Light and Balance and respect the gods of Darkness from a wary distance. They have a more personal relationship with the three gods of nature: Habbakuk, the Blue Phoenix and god of animal life; Branchala (or Astra), the Song of Life and deity of forests; and Chislev, the goddess of nature, wilds, and beasts.

Language: The Kagonesti language is a combination of ancient Elven and the Sylvan tongue of the fey and forest creatures. The Kagonesti do not have a written language, but use a form of pictographic writing that serves as a mnemonic device for their storytellers and shamans.

Names: Each Kagonesti child is given a name by his or her parents that reflects either a feature the child possesses or a characteristic reminiscent of something in nature. After undergoing a rite of passage, Kagonesti take on a new name that indicates they have achieved adulthood. A Kagonesti reaches this point after the age of 40, though some achieve it much quicker. It is not uncommon for Kagonesti to change names several times throughout their long lives, each name reflecting a significant event in their lives.

Male Names: Blackbird, Greenleaf, Nighthawk, Prowling Cat, Shadow-Walker, Stalking Wolf, Two-Moon, Water-Runner, Whitestag, Wildheart.

Female Names: Ashwood, Crying Willow, Gentle Fawn, Laughing Brook, Lioness, Mourning Dawn, Proudheart, Ravenmane, Star-Eyes, Whisperwind.

Adventurers: Most Kagonesti leave their forest home only under duress, but a few have found an urge to explore. Rangers, fighters, and barbarians make up the majority of Kagonesti adventurers, since the Kagonesti are often forced to fight to keep their forest homes secure. Kagonesti taken in by "civilized" elves may work as servants or bodyguards and travel with their masters.

Kagonesti are drawn toward becoming clerics (or druids) of the three nature deities. Since the Kagonesti distrust wizards, very few Kagonesti undergo the Test of High Sorcery - those who do almost universally take the White Robes. With the coming of the Age of Mortals, some Kagonesti became mystics and sorcerers, but these are relatively rare.

KAGONESTI RACIAL TRAITS

Kagonesti have all the elven racial traits, except as follows:

  • +2 Dexterity, -2 Intelligence, -2 Charisma. Kagonesti are shorter but more muscular than other elves, with a tendency to focus upon the physical over the cerebral.

  • Elvensight: Krynn elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

  • Weapon Proficiency: Kagonesti elves receive free Martial Weapon Proficiency feats with the short sword, longspear, shortbow (including composite shortbow), and longbow (including composite longbow). Kagonesti are hunters and warriors, so all Kagonesti are familiar with these weapons.

  • +1 racial bonus on Knowledge (nature) and Survival checks. At home in the forest, the Kagonesti possess an intimate understanding of the ways of nature.

  • Automatic Languages: Elven and Sylvan. Bonus Languages: Common, Ergot, Gnoll, Goblin, Ogre, and Solamnic.

  • Favored Class: Ranger.

QUALINESTI

Of all the elven nations, the Qualinesti elves have the most interaction with the other races of Krynn. Though some Qualinesti prefer to remain in their forest homes, others can be found exploring the continent as merchants, priests, wizards, and travelers.

Personality: Because of their relatively long life spans, Qualinesti accept the past without regret and look forward to the future. They patiently pursue their goals and have an optimistic view of life. While they grieve for what has been lost to them through the years, the Qualinesti do not allow themselves to dwell on negative emotions, preferring instead to look forward to the next new day, the next new challenge.

The Qualinesti elves take pride in their abilities, tending to look with disdain upon the "crude" work by the obviously inferior races. Although Qualinesti are more tolerant and outgoing than the Silvanesti and relate well with other races, the Qualinesti still consider themselves the chosen of the gods. They are opposed to interracial marriages and, although they may offer sanctuary to half-elves, the half-elves are never fully accepted by the Qualinesti.

Physical Description: Slightly smaller and darker than the Silvanesti, Qualinesti elves average just under 5 feet in height. Their bodies are willowy and graceful. Hair color ranges from honey-brown to blond, and eye color tends to be either blue or brown. They have strong, soothing voices and a friendly, open manner. Qualinesti dress favors woven trousers and jerkins for men and long dresses for women. Their clothing is skillfully and artfully designed to be aesthetically pleasing as well as functional. Earthen colors predominate, ranging from rich goldenrod to dark umber, with splashes of color used sparingly and to maximum effect. Though not quite as hauntingly attractive as the Silvanesti, the Qualinesti possess a grace and beauty that impresses members of other races, particularly humans. A Qualinesti achieves adulthood at about 80 years and can live between 550 and 700 years.

Relations: More sociable and tolerant of other races than the Silvanesti, Qualinesti elves have more dealings with those outside their forest home. During and after the time of the Cataclysm, up through the years prior to the War of the Lance, and on through the Chaos War, the Qualinesti began to harbor a deep-seated resentment against the other races of the world. They can be just as arrogant and condescending as the Silvanesti, though their disdain often takes a more subtle form, such as an "accidentally" dropped phrase, a sidelong glance, or a bump on the shoulder.

Alignment: The Qualinesti are proponents of independence, self-determination, and freedom. They tend to be mildly chaotic, with a strong tendency toward goodness. Qualinesti who embrace evil become outcast dark elves.

Qualinesti Lands: During the Age of Dreams, the Qualinesti established their homeland in the forest dividing Thorbardin from Ergoth in western Ansalon. Prior to the Fifth Age, their greatest city was Qualinost, a city of great beauty. Qualinost boasted the gold-burnished Tower of the Sun, where the Speaker of the Sun resided. Instead of city walls, Qualinost was surrounded by four arched bridges that ran from guard tower to guard tower. During the War of Souls in the Fifth Age, Qualinost was destroyed in the great battle that also brought about the downfall of the dragon Beryllinthranox. A lake known as the Nalis Aren ("Lake of Death") now covers the ruins of the once-beautiful city.

The Qualinesti were forced into exile when evil forces overran their homeland. In an effort to find a new home with their cousins, the Qualinesti made a daring trek across the Plains of Dust and reached Silvanesti safely, only to find that they faced peril from a different source when that land was overrun by a minotaur army.

The Qualinesti are ruled by a Speaker of the Sun, who must be a blood descendant of their most famous ancestor, Kith-Kanan. The Speaker serves primarily as an arbitrator over a senate called the Thalas-Enthia, whose members are appointed to represent various guilds and communities of Qualinesti. The current Speaker is Gilthas, the son of two Heroes of the Lance: Tanis Half-Elven and Laurana, the Golden General, who was the daughter of one Speaker and sister to another.

Religion: Elves are the children of the gods of Light, and as such they place a greater emphasis upon the worship of Quen Illumini (Mishakal), Mantis of the Rose (Majere), the Blue Phoenix (Habbakuk), Astra (Branchala), and Solinari, though they also respect Chislev as a deity of nature. The deities of Darkness are rarely spoken of, and worshiping them is considered heresy. Qualinesti rituals tend to be spontaneous and from the heart.

Language: The Qualinesti language has its origins in the same tongue as that spoken by the Kagonesti and the Silvanesti. Unlike the other two languages, the Qualinesti language borrows and incorporates words from other races.

Names: Children are given intricate, beautiful names, a unique combination of syllables that signify the child's unique and special nature. Since the Qualinesti are a patriarchal society, the father's name is appended to that of the child, signifying the child's lineage.

Male Names: Armantaro, Gilthanas, Harmanutis, Kelevendros, Kemian, Paladithel, Quenavalen, Solarinas, Tanthalas, Vanthanoris.

Female Names: Ailea, Deanna, Gilleana, Kaylan, Laurana, Merathanos, Ororana, Rhyana, Thorala, Verhanna.

Adventurers: Qualinesti take up adventuring for practical reasons, although some travel for curiosity or pleasure. Most do not stay for long in one place, instead seeking to see and do as much as they can before returning home.

QUALINESTI RACIAL TRAITS

Qualinesti have all the elven racial traits, except as follows:

  • Elvensight: Krynn elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

  • +1 racial bonus on Diplomacy and Sense Motive checks. Though they can be as aloof as the Silvanesti, Qualinesti are more inclined than most elves to deal with other races.

  • Automatic Languages: Elven and Common. Bonus Languages: Abanasinian, Dwarven, Ergot, Goblin, Ogre, and Sylvan.

SILVANESTI

Cool, aloof, and seemingly untouchable, the Silvanesti elves represent all that is best and worst in the elven people. Their haunting beauty is marred by their cold and aloof natures. They consider themselves better than all other people on Ansalon, including their own kin, the Qualinesti and Kagonesti.

Personality: Proud and arrogant, the Silvanesti have little use for the members of any other race, including other elves. Silvanesti are extremely prejudiced against the cultures of "inferior" people, and are intolerant of other customs and beliefs. Silvanesti dislike change. Their society has endured for more than 3,000 years, and has changed very little in that time. When change does occur, it is usually forced onto them. Slow to trust and quick to blame, very few Silvanesti form lasting friendships with non-Silvanesti.

Physical Description: Silvanesti average about 5 feet tall and weigh between 90 and 100 pounds, with men only slightly taller and heavier than women. Fair-skinned, Silvanesti have hair color that ranges from light brown to white-blonde, and most have hazel eyes. Silvanesti speak in melodic tones and move with a natural grace, possessing a haunting, unearthly beauty. Silvanesti typically have no facial or body hair, though extremely old elves (those who have seen more than 500 years) will sometimes begin to grow a wispy beard. Silvanesti prefer loose garments, flowing robes and gowns covered by billowing capes in shades of green and brown. A Silvanesti achieves adulthood at about 80 years old and can live to be more than 550 years old.

Relations: Silvanesti elves tend to be racial "purists," firmly believing in their natural superiority to all other races. This elitist disdain encompasses all non-Silvanesti, even the Qualinesti, who are regarded as "poor cousins," and especially the Kagonesti, who are viewed as "savage children." The Silvanesti harbor a particular hatred for the ogres and the ogre races (especially minotaurs), who were the first children of Darkness. The Silvanesti are also prejudiced against humans, since they blame human folly for bringing the Cataclysm down upon Krynn. The Silvanesti consider half-elves an abomination, because their racial purity has been tainted by "lesser" blood, representing a possible threat to the Silvanesti way of life. The Silvanesti barely acknowledge the existence of dwarves, gnomes, and kender, considering them inferior in every way.

Alignment: With a society built upon a strict hierarchy, Silvanesti tend to be more lawfully inclined than other elves. Silvanesti are aligned with good, but they believe so highly in their own purity that goodness can be taken to extremes.

Silvanesti Lands: The Silvanesti, like their Qualinesti cousins, are a people without a homeland. Their traditional home, the Forest of the Silvanesti in southeastern Ansalon, was lost first to the Armies of the One God, and later to the combined armies of the ogres and minotaurs. The Silvanesti even lost their hereditary monarch when their king died a hero during the War of Souls. Alhana Starbreeze abdicated her rightful throne in favor of her late husband's nephew, Gilthas the king of the Qualinesti, causing much contention within the ranks of the Silvanesti.

Religion: Encompassing members that worship both the gods of Light and the deities of Balance, the Silvanesti pay particular homage to Quenesti Pah (Mishakal), Matheri (Majere), the Blue Phoenix (Habbakuk), Astarin (Branchala), and Solinari. Chislev and the Tree of Life (Zivilyn) are also respected as nature deities. With the sacrifice of E'li (Paladine) during the War of Souls, the Silvanesti and Qualinesti turned to Mishakal as their primary goddess. They honor the former deity of Good, however, calling him Valthonis ("The Exile").

Language: The Silvanesti language is the purest of the Elven dialects, unchanged through more than 3,000 years. Kagonesti and Qualinesti Elven are derivatives of the same tongue, though divergent in their own ways. The languages are similar enough so that it is possible for elves to easily communicate with one another, though misunderstandings may arise due to euphemisms and colloquialisms. The Silvanesti script is elegant and flowing, and is the same script used by the other elven races, except the Kagonesti, who do not use a written form of the language.

Names: Names are very important to the Silvanesti, since a name indicates an individual's heritage and proper place within the fabric of elven society.

Male Names: Avonathalonus, Falindrithan, Jahran, Kardanon, Lothas, Maravallon, Pellarin, Quimathon, Silvanas, Terevalis Female Names: Aleaha, Ladine, Lisindrela, Maleesa, Nemetranee, Raenavalona, Roselenna, Serinda, Telisina, Thyanel.

Family Names: Althonos, Caladon, Calostin, Dralathalas, Kaldeist, Lanthaloran, Oakleaf, Rathenas, Starbreeze, Takmarin.

Silvanesti Houses: Advocate, Cleric, Gardener, Mason, Metalline, Mystic, Protector, Royal, Servitor, Woodshaper.

Adventurers: Prior to the War of Souls, Silvanesti elves rarely left their kingdom, although some followed their former queen, Alhana Starbreeze, into exile. After the minotaur invasion, Silvanesti elves were forced into the world and now search for careers to support their families and their people. A few are starting to realize that only by working together can the elven nations survive at all.

SILVANESTI RACIAL TRAITS

Silvanesti have all the elven racial traits, except as follows:

  • +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma. Silvanesti are graceful and cerebral, taking pleasure in beauty and knowledge. They are frail when compared to other races, and their inborn arrogance is often abrasive.

  • Elvensight: Krynn elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

  • +1 racial bonus on Knowledge (arcana) and Spellcraft checks.

  • Automatic Languages: Elven. Bonus Languages: Common, Dwarven Ergot, Kenderspeak, Kharolian, Khur, Goblin, Ogre, and Sylvan.

HALF-ELVES

Since the time of Kith-Kanan, when elves first began to interact extensively with human races, elves and humans have fallen in love and married. After the Cataclysm, human bandits and mercenaries raided Qualinesti borders, looting the elven lands, killing elven men and raping elven women. Half-breed children are the result of both unions. Whether born of love or hate, the mixed blood of the half-elves forever brands them as outcasts from both elven and human society.

Personality: Half-elves inherit the best qualities of both their parents. They have the love of beauty and reverence for nature of the elves and the ambition and drive of humans. Due, perhaps, to the prejudice they face from both societies, half-elves tend to be introverts and loners. Scorned and belittled, some half-elves are insecure and rebellious, lashing out at those who hate them for what they are.

Physical Description: Half-elves strongly resemble their elven parents, though unlike elves, they are capable of growing facial hair. The hair coloration of half-elves is inconsistent with elven heritage, while their eyes are quite often blue or hazel. Half-elves are more stocky than elves, but slimmer than humans. Lacking the unapproachable beauty of the elven parent, half-elves still tend to be attractive, with fair skin and nimble grace. Half-elven dress reflects the culture in which they are raised or currently living.

Relations: Half-elves are treated as outcasts by both humans and elves, so it is not surprising that many find more companionship with members of other "outcast" races, such as gnomes and kender. Caught in the middle of the political and social tensions between elves and humans, half-elves try to avoid having to deal with either race if at all possible.

Alignment: Half-elves share the same characteristics of chaos or lawfulness as their elven parent, in addition to the human tendency toward extremes. They value independence and freedom of expression and have little love for authority. Born outsiders, they often resent the rules and demands placed upon them by others, and can at times prove to be unpredictable or unreliable.

Half-Elven Lands: Half-elves have no land of their own, since they are outcasts from the societies of both parents. Loners, half-elves move from community to community, always searching for a place to call home.

Religion: Half-elves raised in an elven community follow the elven religious beliefs, while those raised among humans tend toward worshiping the gods as humans do. Because some during the Fourth Age claimed that even the deities did not want them, half-elves turned their backs on religion. During the Fifth Age, half-elves found acceptance with the mystics and some have come to believe that mysticism is the true path toward enlightenment.

Language: Half-elves share the languages of both their human and elven heritage. Their usage of Elven tends to be less precise than a true elf's, though only another elf would notice the difference.

Names: Half-elves are often named in the tradition of their mother's heritage, whether that is elven or human. Those born outside of wedlock are only given a first name, with a sobriquet appended as a last name that indicates the half-elf's status (such as Half-Elf, White-Robe, and so on). Half-elves born in wedlock receive the proper full name of their parents.

Adventurers: As loners and outcasts, half-elves roam the world, searching for a place where they can be accepted despite their heritage. Half-elves are drawn to other outcasts or outsiders for whom they feel an affinity.

HALF-ELF RACIAL TRAITS

Half-elves have all the half-elven racial traits, except as follows:

  • Elvensight: Krynn elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages).

  • Favored Class: Any.

SEA ELVES

Two races of elves make their homes in the depths of the ocean: the Dargonesti (Deep Elves, or Quoowahb [KWOO-wab] in their native tongue) and the Dimernesti (Shoal Elves). The following traits are shared by both races, which are described in greater detail afterward.

Personality: Proud and hot-blooded, sea elves are passionate in everything they do, a trait not commonly associated with the long-lived elves.

The Dargonesti are reserved around other races, and elves mistakenly consider them uncivilized. Among themselves, Dargonesti work to achieve harmony with their environment and enjoy life to the fullest.

The fiercely independent Dimernesti reflect the same qualities possessed by the Kagonesti. After centuries of loss inflicted upon them by the Cataclysm, the sea dragon Brynseldimer, and other terrors, Dimernesti are sullen and have abandoned their faith and trust in outsiders. They display an aloof coolness when forced to deal with others.

Physical Description: Of the elven races, the two varieties of sea elves are the tallest. Dargonesti men approach 7 feet in height, and women average 6 feet. Dimernesti males average around 6 1/2 feet while women average 6 feet in height. Though burly in comparison to other elves, an average sea elf is sleek and slender when compared to a human, with wiry and agile frames. Dargonesti skin is the deep blue of the ocean, which enables them to blend in well with the ocean waves, while Dimernesti have light blue skin. The fingers and toes of both races are long and webbed, allowing them to glide easily through the water, and they have small, feathery gill slits just below each of their pointed ears. Dargonesti hair color ranges from pale gold to dark green, with a rare few having silver or black, while Dimernesti have silver hair that they wear long, often braided with coral and shells. Dargonesti eyes are large for their face, with narrow pupils; the colors ranging from palest blue-green to deep indigo with the occasional yellow or black. Sea elves achieve adulthood around the age of 40 years. The Dargonesti can live to be almost a thousand years old, while a typical Dimernesti reaches only half that age.

In the water, sea elves wear little clothing. They may drape themselves with seaweed or weave clothing from plants. Sea elves who visit the surface may disguise their distinctive blue skin in cloaks and robes.

Relations: The Dargonesti are isolationists, even more so than the Silvanesti. Though they do interact with the various other aquatic races, such as the merfolk and tritons, the proud Dargonesti keep to themselves. They hold a disdainful view of their Dimernesti cousins, considering them children who are afraid to swim in deep water.

They consider the Silvanesti and Qualinesti to be arrogant and ignorant, stagnant and corrupt. For their part, the Silvanesti are still bitter toward both the Dimernesti and Dargonesti for their "betrayal" - abandoning the land for life in the sea. The Dargonesti are more friendly toward the Kagonesti, with whom they share similar beliefs.

Other races, such as humans, dwarves, gnomes, and kender, are a curiosity to the Deep Elves. Occasionally, a contingent of Dargonesti will save drowning sailors, bringing them to the underwater citadels where they can be observed and cared for. Typically, the Dargonesti free those of good alignment, while keeping evil-doers imprisoned. The Dargonesti hate minotaurs and draconians and refuse to rescue them, simply allowing them to drown. Minotaur sailors hate and fear the Dargonesti more than sharks.

Before the Cataclysm, the Dimernesti enjoyed a close relationship with their surface cousins, particularly with the Silvanesti. After the devastation wrought upon the Dimernesti during the Cataclysm, they splintered into small family groups, and severed ties with the surface world. During the War of the Lance, they reestablished ties with the Dargonesti to face the underwater threat of the Dark Queen, only to have those ties broken with the coming of the dragon overlords. During the Fifth Age, they have once more retreated into their isolated, underwater world, believing themselves abandoned by their kin and left to the mercies of the sea dragon, Brynseldimer.

Alignment: Freedom of choice and freedom of expression are fundamental beliefs of the sea elves, who tend toward the peaceful side of chaotic. Among the Dargonesti, lawfully inclined sea elves are not uncommon. Sea elves are aligned with good, since those who follow evil are either banished or go into voluntary exile.

Sea Elf Lands: Watermere is the ancient capital of the Dargonesti, located in a vast undersea valley northeast of Ansalon in the Courrain Ocean. The largest of the Dargonesti kingdoms, Watermere is ruled by the Speaker of the Moon, advised by a council composed of the clan patriarchs and matriarchs known as the Speakers of the Blood. Watermere is more than two thousand years old. The Dargonesti wrested it from the koalinths and have tenaciously defended it ever since. The kingdom remained relatively untouched through the Cataclysm, the War of the Lance, and the Chaos War, but during the War of Souls, much of the kingdom was lost.

The Dargonesti have established a number of smaller, fortified citadels in trenches in the ocean, which serve as ancestral keeps for the various Dargonesti clans, allowing them to protect the borders of their kingdom. In recent times, many of these citadels have fallen and now lie in ruins. When the city of Istar was destroyed during the Cataclysm, it sank to the floor of the Blood Sea. The ruins became a home for the Dargonesti, who live within the city they believe to be a gift to them from the gods.

In current times, the only city of the Dimernesti is the underwater city of Dimernost. Before the Cataclysm, the Dimernesti were a thriving society with small cities scattered around the coastline of Ansalon. The quakes caused by the Cataclysm affected the land beneath the waves, creating new seas and altering coastlines. Many Dimernesti were killed, and they lost most of their cities. After that time, they no longer built cities, but lived in small family groups that move constantly from place to place, making their homes in kelp beds, coral reefs, and in shipwrecks beneath the water. Occasionally, Dimernesti raiding parties sneak ashore to raid nearby settlements for tools and other necessities.

Traditionally, the Dimernesti are ruled by Speaker of the Sea, a hereditary, matriarchal ruler who lives in the Tower of the Sea in Dimernost. With the arrival of the dragon Brynseldimer during the dragon purge, communication between the Speaker and outlying families has been severed.

Religion: The sea elves are a deeply religious people, having maintained their faith in the deities even during those times the gods were absent. Traditionally, the sea elves worship Abbuku the Fisher (Habbakuk) and Kisla the Mother of Sea Creatures (Chislev) as their primary gods, though all temples also hold a shrine to Zura the Maelstrom (Zeboim), to placate the dark and volatile goddess of the sea. The sea elves also worship Estarin (Branchala), Ke-en (Mishakal), Krijol (Kiri-Jolith), and Matheri (Majere). The Dargonesti pay homage to all three deities of magic, for they recognize that the moons hold sway over the tides of the ocean.

Language: Though based upon archaic Elven, the Dargonesti language has changed over the millennia since they separated from the Silvanesti. It uses the Silvanesti alphabet, but has harsher consonants and softer, extended vowels.

In the water, the language adopts a chattering patter, similar to the clicking of dolphins. From rescued sailors, the Dargonesti have been exposed to a wide variety of languages, though they rarely consider it necessary to learn them.

Unlike the Dargonesti language, the Dimernesti language maintains a much closer tie to the Silvanesti tongue, though it possesses characteristics that make it closer to a regional dialect. Since they have much greater interaction with the surface dwellers than the Dargonesti, the Dimernesti have picked up other languages, particularly those of the Ergothians and the minotaurs, who both ply the waterways.

Names: Dargonesti names reflect their environment, though many are derivatives of ancient elven names. Family names are as important as first names, because they denote clan affiliation. Though they may live far apart, those families bearing the same name are still members of the same clan. Since Dimernesti are raised in a communal environment, family names do not play a role in their society. Names often reflect the Dimernesti's love of water and the plants and animals that live in the sea.

Dargonesti Male Names: Broron, Coryphene, Drudarch, Imbrias, Kios, Nakaro, Naxos, Ponthax, Treyen, Urion.

Dargonesti Female Names: Apollata, Areme, Belana, Drian, Kolys, Myre, Queelas, Sharlao, Telarian, Zelara.

Dargonesti Clan Names Bluedancer, Crystalcutter, Dargonis, Deepstar, Grayspear, Moonshell, Seashimmer, Silverwake, Takulrion, Whitebreaker.

Dimernesti Male Names: Breegan, Dalmeen, Elan, Jolnen, Kridal, Malkwen, Oolen, Qwendeel, Ulanan, Zelnath.

Dimernesti Female Names: Alaqana, Brea, Demorna, Kira, Nuqala, Preena, Queela, Seera, Ulana, Veylona.

Adventurers: Sea elves do not travel alone, for the vast ocean holds countless dangers. Sea elves hear tales of the surface world from rescued sailors and some are lead by curiosity to disguise themselves and travel to the surface. Surface-walking sea elves tend to be loners and outsiders, never fully comfortable with life away from their beloved ocean.

SEA ELF RACIAL TRAITS

These abilities are common to both subraces of sea elves.

  • Medium: As Medium creatures, sea elves have no special bonuses or penalties due to their size.

  • Sea elf base land speed is 30 feet. They also have a swim speed of 30 feet. Sea elves can swim their listed speed without needing a Swim check. If sea elves ever need to make Swim checks (to avoid a hazard, for example) they receive a +8 racial bonus.

  • Breathe Water (Ex): Sea elves can breathe water as an extraordinary ability.

  • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.

  • Elvensight: Krynn elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

  • Weapon Proficiency: Sea elves receive free Martial Weapon Proficiency feats with the trident and longspear, and a free Exotic Weapon Proficiency feat with the net. The struggle for survival in the ocean depths is fierce, so all sea elves are familiar with these weapons.

  • +2 racial bonus on Listen, Search, and Spot checks.

  • Seasense: Seasense grants sea elves a +2 racial bonus on checks to notice peculiarities about water, such as strange pollutants (such as poisons or diseases), approximate depth, temperature, pressure, and the like. A sea elf can intuit depth, sensing his approximate depth underwater as naturally as a human can sense which way is up. Sea elves have an inborn connection with the sea, an ability that they hone from birth.

DARGONESTI RACIAL TRAITS

Dargonesti have these additional characteristics.

  • +2 Strength, +2 Dexterity, -2 Charisma. The great pressure of the deep oceans have made the Dargonesti more physically hardy than their cousins, though their relative lack of interaction with other races has only heightened the usual elven reserve and arrogance.

  • Dargonesti possess darkvision with a range of 60 feet.

  • Spell-Like Abilities: Dargonesti with Intelligence scores of 10 or higher gain the following spell-like abilities: 1/day - blur, dancing lights, darkness, and obscuring mist. These spells are cast as if by a wizard of the Dargonesti's character level (DC 10 save + Intelligence modifier).

  • Alternate Form (Su): Dargonesti can assume the form and physical qualities of a porpoise 3/day, and remain in porpoise form indefinitely. The Dargonesti does not regain hit points for changing form, but this ability is otherwise similar to a polymorph spell cast by a wizard of the Dargonesti's character level. A Dargonesti may only use this ability while in an aquatic environment suitable for porpoises (such as the sea).

  • Surface Sensitivity (Ex): Dargonesti suffer a -2 circumstance penalty on attack rolls, saves, and checks when they have spent more than 24 hours out of water. This penalty can only be mitigated by the Dargonesti spending at least 1 hour underwater during each 24-hour period.

  • Automatic Languages: Aquan and Dargonesti. Bonus Languages: Common, Elven, and Ergot.

  • Favored Class: Fighter.

  • Level Adjustment +1. Dargonesti are more powerful and gain levels more slowly than characters of most common races.

DIMERNESTI RACIAL TRAITS

Dimernesti have these additional characteristics.

  • +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. Slender and agile, the Dimernesti are impetuous and curious, tending to act before thinking, allowing their hearts to lead instead of their minds. Like the Dargonesti, the Dimernesti's interaction with outsiders is limited. They appear backward or aloof when dealing with outsiders.

  • Alternate Form (Su): Dimernesti can assume the form and physical qualities of a Medium sea otter 3/day, and remain in otter form indefinitely. The Dimernesti does not regain hit points for changing form, but this ability is otherwise similar to a polymorph spell cast by a wizard of the Dimernesti's character level. (A giant sea otter is similar to a dire weasel with a swim speed of 40 ft., and no attach or blood drain ability.)

  • Surface Sensitivity (Ex): Dimernesti suffer a -1 circumstance penalty on all attack rolls, saves, and checks when they have spent more than 24 hours out of water. This penalty can only be mitigated by the Dimernesti spending at least one hour underwater during each 24-hour period.

  • Automatic Languages: Elven and Dimernesti. Bonus Languages: Aquan, Common, Ergot, and Kothian.

  • Favored Class: Barbarian.

  • Level Adjustment +1. Dimernesti are more powerful and gain levels more slowly than characters of most common races.

TINKER GNOMES

Gnomes are the tinkers and inventors of Krynn. Fast thinking and fast speaking, their minds are forever fixed on cogs, gears, wheels, bells, whistles, and steam-powered engines. Despite the dangers inherent in their work, gnomes (sometimes called "tinker" gnomes) adore technology and continue throughout the ages to pursue and perfect their inventions.

Personality: Inventive, skillful, and enthusiastic, gnomes are devoted to making life easier through technology, though their complex inventions usually have the exact opposite effect. Science is a gnome's life, so much so that every gnome chooses a special Life Quest upon reaching adulthood. More important than family ties, the Life Quest defines the gnome. The Life Quest is always related to furthering knowledge or developing technology.

The goal is specific and usually out of reach. It is not uncommon for Life Quests to be handed down from one generation to the next multiple times before it is achieved. Successful completion of a Life Quest ensures the gnome, and any forebear working on the same quest, a place in the afterlife with Reorx. Only one gnome was ever able to complete three separate Life Quests in his own lifetime, and he was deemed a mad gnome (see below) and cast out of Mount Nevermind for making everyone else look bad.

The gnome dedication to knowledge and invention leaves them sadly lacking in the social graces, at least when it concerns other races. Gnomes are always eager to discuss projects and compare notes, and in their hurry to explain what they mean, they often forget to be polite. Gnomes do care for other people's feelings, but they're typically focused on another matter entirely by the time it occurs to them that they were rude. The worse thing in the world (at least in the minds of other races) is a gnome apology. Believing that action speaks louder than words, a gnome making an apology will build an invention specifically for the injured party. All too often, this invention ends up hurting more than the person's feelings.

A gnome proverb goes: "Small, simple machines are made by small, simple minds." Gnomes appreciate the value of style and flash. Bigger must be better. The more bells, whistles, and steam engines attached to a project, the better the likelihood of its success. Never build something with only one lever or button, when ten or twenty ensure a safety margin for error. Redundancy is a factor that must be taken into account. Above all, embrace failure. One never knows when a mistake with one project may provide an intriguing lead for a completely new project. An invention that is too simple and works too well, stymies inventiveness and must be discouraged.

Physical Description: Both male and female gnomes average 3 feet in height, weighing about 45-50 pounds. Gnomes have brown skin that is the hue of polished teak, curly or straight white hair, blue or violet eyes, and strong, even, white teeth. Males grow soft and extremely curly beards and mustaches. Short and stocky, gnomes are very nimble, with quick, dexterous hands. Gnomes are much too busy to worry about how they look, and throw on any garment that happens to come to hand, as long as it has a great many pockets, each of which is stuffed filled with tools, notepads, and strange devices.

Gnome voices possess a similar quality in range and pitch as human voices, though gnomes have a more nasal, aspirated sound. Gnomes speak rapidly and with surprising intensity, running their words together into continuous sentences in the desperate need to express their thoughts before the thoughts are lost. Nongnomes have difficulty keeping up and must often request that the gnome speak slowly and more clearly. Since gnomes are capable of speaking and listening simultaneously, they believe those unable to do so to be a bit dimwitted. Only when frightened, startled or unhappy will a gnome's sentences be abrupt and to the point (always a sure sign that a gnome is depressed).

Relations: In areas where gnomes have settled, they are typically not well liked. Besides poor social skills, the gnome reliance upon strange technology alienates other races in Ansalon. The elves, in particular, find gnome devices to be distasteful, while the gnomes feel the same about elven reliance upon magic (seen to be anti-machine and therefore highly suspect). Kender adore gnomes, who are sure to have the most interesting gadgets, but gnomes are extremely distrustful of kender, who are always flipping switches and touching things they're not supposed to. Dwarves and gnomes get along well, particularly since both races prefer dwelling underground. Both dwarves and gnomes value their privacy, so they keep out of each other's way. Typically, gnomes prefer to be left to their own devices - literally. They do not like outsiders messing with their projects, and they don't interfere with outsiders, unless dealing with outsiders furthers the Life Quest. Those rare gnomes who choose a Life Quest involving other races (such as a gnome whose Life Quest involves the study a dragon's internal combustion system or a gnome trying to discover a biological reason for kender fearlessness) tend to be more outgoing and personable.

Alignment: Although they consider themselves above such antiquated concepts of "good" and "evil," the studious (some would say fanatical) nature of gnomes gives them a strong lawful bent. Gnomes embrace the philosophy that knowledge is neither good nor evil. Evil gnomes are as rare as evil kender, and end up either being catapulted (sometimes literally) out of gnome society or leaving on their own accord to focus their energies entirely upon their studies.

Gnome Lands: The largest settlement of gnomes is found in Mount Nevermind, an extinct volcano on Sancrist Island. The population of the settlement boasted more than 65,000 gnomes during the War of Souls. Thousands of years old, the settlement in Mount Nevermind is one of the oldest settlements in Krynn, and is the most highly developed gnome city. The largest community of gnomes outside Mount Nevermind numbers only 1,000 inhabitants, with gnome communities averaging between 200-400 citizens. Each of these settlements is found in mountainous or hilly regions, and built in networks of caverns created by the gnomes. These communities are self-sustaining, and other nearby inhabitants usually have no idea that a gnome community is in the vicinity until a gnome experiment goes awry. Even then, the resulting explosion may be explained away as a minor earthquake or tremor.

Religion: The major deity in gnome religion is Reorx. Since religious services rarely require steam power, gnome priests are very rare. Gnomes respect Reorx, but show their devotion through the creation of their devices rather than through traditional worship. A few gnomes revere the goddess of industry, Shinare, whose followers pray for smooth-running machines. It is not uncommon for gnomes to mutter a prayer to both deities just before pulling the lever or pushing the button to start their newest inventions. Gnomes believe that the two deities give their blessing to only unique and the most inventive machines, which is why gnomes keep building bigger and "better" devices.

Language: The gnome language is based on the Common tongue, sprinkled liberally with highly technical phrases and jargon that other races do not comprehend. Spoken very rapidly, Gnome utilizes a lot of catch phrases, acronyms, and scientific terminology, creating an entirely new language that few on Krynn are able to fully understand. When around nongnomes, a gnome must often be reminded to speak slowly and succinctly.

Names: Gnomes have three different names. The first is the gnome's given name, which traces the gnome's family tree clear back to the creation of the first gnome by Reorx. Understandably, this name can be extremely long and unwieldy to speak in every day usage, so the gnome adopts a second, shortened name that is composed of highlights from the gnome's family tree. This name may take only about thirty minutes to speak, rather than a few days. Other races who deal with gnomes give a gnome a third name, composed of the first few syllables of the gnome's real name. Gnomes find these "nicknames" to be extremely undignified, but mark it down as the inability of other races to think on the same level as they do.

Male Gnome Names (Abbreviated): Aerodym, Conundrum, Crasher, Gnimish, Gnosh, Kaboom, Nervos, Sinker, Spanner, Wedge.

Female Gnome Names (Abbreviated): Bally, Cinder, Folly, Gnira, Grenda, Hydrola, Mystie, Pepper, Sealan, Widge.

Guilds: Aerodynamics, Appliances, Architecture, Chemistry, Communication, Hydraulics, Hydrodynamics, Kinetics, Thermodynamics, Transportation.

Adventurers: Because of their dedication to their projects, gnomes tend to be homebodies, rarely leaving the place they were born. Gnomes who deal with the occasional subterranean threat uncovered during expansion of gnome tunnels (as members of the Committee for the Slaying of Beasts and Monsters) are passable fighters, while others pick up a knack for "acquiring" supplies needed for experiments (Committee for the Acquisition and Requisitioning of Goods and Supplies).

A very few gnomes whose Life Quests have led them to study magical items to better replicate the effects through technology take up the arcane arts, from mysticism and sorcery to the high magic of the Wizards of High Sorcery. No gnome has taken the Test of High Sorcery (perhaps miffed by the fact that the use of generators is not permitted), thus all gnome wizards are renegades. Gnome priests are almost as rare as gnome wizards. Study of the Life Sciences now lies completely with the Medical Guild (an offshoot of the Agricultural Guild).

TINKER GNOME RACIAL TRAITS
  • +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom. Small and skilled with their hands, gnomes tend to be more agile but less physically strong than larger races. With their keen inventiveness, gnomes are extremely intelligent, but they often put the quest for knowledge ahead of any consequences that may come from their Life Quest.

  • Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.

  • Gnome base land speed is 20 feet.

  • +2 racial bonus on Craft (alchemy) checks. Gnomes have a keen sense of smell that helps them in identifying noxious substances.

  • Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are technically broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Craft Guild, the gnome gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.

  • +2 racial bonus on Will saves. A gnome is constantly involved in pursuits of a Life Quest. The gnome may appear to be constantly distracted from day-to-day matters, it's because the gnome is caught up in thinking, dreaming, or planning the Life Quest. Because of this, it is difficult to sway a gnome from a chosen path.

  • Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Ergot, Ogre, and Solamnic. Though they rarely leave Mount Nevermind, gnomes pick up the languages of the others who occupy the same island.

  • Favored Class: Special. A gnome's first class (the class he takes as a 1st-level character) is his favored class. Gnomes tend to explore any path to its conclusion and are not easily sidetracked once they have chosen a course. Gnomes in different guilds learn different abilities almost from birth. Some are trained to deal with outside threats, becoming members of the Guild of Defense and Martial Sciences, while others determined to quantify magic as a pure science are members of the Guild of Magical Sciences, including so-called mysticism and sorcery. Such gnomes are technically renegades, though as long as they stay inside Mount Nevermind and do not inflict their magic on the world at large, the members of the Orders of High Sorcery do not believe it worth their while to pursue these magician-gnomes.

MAD GNOMES

Mad, or thinker, gnomes are eccentric among their kind. Some gnomes have no inclination for tinkering whatsoever, while others are actually highly skilled inventors whose devices always work, and are consequently considered aberrations. Regardless of their origin, mad gnomes exist as outsiders from normal gnome society.

Outsiders find it difficult to differentiate mad gnomes from ordinary gnomes, at least upon casual observation. Mad gnomes speak more slowly and tend to be more thoughtful and methodical. Mad gnome inventions tend to be smaller, more compact, and far less likely to malfunction. Conversely, they only perform as intended, without the "beneficial accidents" that provide the sudden intuitive epiphanies deemed necessary to the creative process by normal gnomes.

Mad gnomes share all the racial traits as ordinary gnomes, except as follows:

  • +2 Dexterity, -2 Strength. Mad gnomes do not display the raw creative genius possessed by ordinary gnomes, nor are they as inclined toward thinking before acting.

  • +2 racial bonus on Open Lock and Disable Device. Mad gnomes have a greater understanding of small mechanical devices and work on the smaller scale. Mad gnomes can use both Open Lock and Disable Device even if they have 0 ranks in the skills. This replaces the gnome Guild Affiliation.

  • Mad gnomes lose the +2 bonus on Will saves, since Life Quests simply have no real meaning to them anymore.

KENDER

To the other races, kender are the child-race of Krynn. The diminutive kender have short attention spans, intense curiosity, and a fearlessness that serves them well in battle, but often lands them (and those traveling with them) in danger.

Personality: Kender live a carefree existence where every new day is a day of wonderful secrets just waiting to be discovered. Their most defining character traits are their insatiable curiosity and their utter fearlessness, which makes for a frightening combination. All dark caves need exploring, all locked doors need opening, and all chests hide something interesting.

Young kender around the age of 20 or so are afflicted with "wanderlust," an intense desire to depart their homeland and set out on a journey of discovery. Almost all kender encountered outside the kender homelands are on wanderlust.

Kender are tantalized by the prospect of the new and exciting, and only the most extreme circumstances force them to place their own selfpreservation above this pursuit. Even the threat of imminent demise does not deter kender, for death is the start of the next truly big adventure. While kender have a modicum of instinct for self-preservation and will not readily give up their lives in seeking adventure, their propensity to act on impulse at the expense of common sense makes them reckless in dangerous situations - a volatile addition to any adventuring party. Boredom is the kender's arch-nemesis, to be conquered at any cost. It is said that nothing on Krynn is as dangerous as a bored kender or as terrifying as hearing a kender say, "Oops!"

Kender are creatures of extremes. Nothing can be as infectious as the laughter of a giggling kender or as heartrending a sight as a grief-stricken kender. With their short attention spans, kender rarely focus on any one thing for too long. It's when a kender is bored that a kender is most feared. A kender who can't find anything interesting to do determines to do something interesting, often with dire consequences.

The unquenchable curiosity of kender drives them to investigate everything - including other people's personal possessions. Kender appropriate absolutely anything that catches their eye. Physical boundaries or notions of privacy are both alien concepts to them, while the monetary value of an object means nothing to them. They are as likely to be more captivated by the feather of goat-sucker bird as by a sapphire. Kender are never happier than when their hands are in the pockets, pouches, or backpacks of those around them.

Kender do not consider such appropriation to be thievery as others understand it (kender are as contemptuous of thieves as the next person). Kender term this "handling" or "borrowing" because they firmly intend to return what they pilfer to the proper owner. It's just that with so many exciting and wonderful things going on in their lives, they forget to give things back. Kender are at best bemused and at worst outraged at being accused of theft or pick-pocketing. Kender always give perfectly reasonable explanations for just about every accusation leveled at them. Favorites include:

"It must have fallen into my pocket."

"You dropped it. I picked it up so I could give it back."

"I was just keeping it safe. You never know when someone might try to steal it."

"I forgot I had it. Is it yours?"

"What a coincidence! I have one just like that."

"Didn't you mean to give this to me as a gift?"

Handling is a natural extension of every kender's day-to-day life. The distinction between the handling of the kender and the skullduggery of the thief or rogue is a subtle and important one. Unfortunately, only the kender themselves truly comprehend it.

Once kender form friendships, their capacity for loyalty is unrivaled. Given the opportunity (which admittedly requires a great deal of patience on the part of nonkender), kender form lasting bonds with their companions. Kender do not feel fear for themselves, but they can feel fear for their friends, and this has often led to the tempering of kender impulses. Kender grieve deeply the loss of friends and the sight of a grieving kender can be enough to reduce even the most cold-hearted person to sympathetic tears.

As an essential component to their curious natures, the kender have developed a powerful immunity to the effects of fear. This fearlessness imbues kender with a keen sense of self-confidence, and makes them highly effective in pressure situations - if their companions can keep them calm long enough to devise a plan of action. Kender react pragmatically to almost all situations, exhibiting a bravery that quickly earns the respect of those who witness it. On the rare occasions that kender do feel fear, they attribute it to a strange sensation in their stomachs, and may blame the uncomfortable feeling on something they ate.

Perhaps to compensate for their slight stature, kender possess an unerring knack for probing a person's insecurities, paranoia, and prejudices. Kender are masters of the insult, developing it into an art form. Kender taunts can drive victims to forget years of training and experience, sending them into a rage with only one thought - murdering the taunting kender. Whether inciting a mob to violence or luring a dangerous enemy out of hiding, the taunt can be a powerful weapon in the kender's arsenal.

Physical Description: Despite their small frames, kender are surprisingly strong and agile. Males and females both stand between 3 1/2 feet and 4 feet in height, though some have been known to reach almost 5 feet. They weigh between 80 and 100 pounds. Eye color ranges from pale blue through hazel and their hair is sandy blond, light or dark brown, or a striking shade of red or copper. Short-cropped haircuts are popular in the west, while eastern kender prefer wearing their hair long. Regardless, a kender's hair is often fancifully braided and decorated. They are fond of flamboyant clothing, preferring wild colors and clashing fashions over more tasteful gear. Aware of the value of first impressions, a kender's first instinct upon meeting someone new is to straighten his clothes, brush himself off, and introduce himself with extended hand. Kender dress is as individualistic as each kender, with one exception. All kender clothing has many, many pockets for holding their favored trinkets.

Kender have piping voices that become shrill and mocking if they are angry, as they proceed to verbally assault their victims. As kender age, their voices deepen slightly, but retain a surprising range. Kender can mimic bird and animal calls quite easily. When excited, a kender speaks very quickly and loudly. Kender conversations ramble, rapidly flitting from one topic to the next. Kender cannot keep secrets to save their lives and happily blurt out intensely personal information about themselves or anyone else.

Kender can live for more than 100 years, retaining a youthful zeal for life even into old age. Adulthood begins around 20 years of age, when the first signs of wanderlust strike, with old age settling in around 70 years, when wanderlust fades and the kender decides to settle down (though some kender never do). Kender age extremely well, with only a slight deepening of crow's feet and laugh lines about their eyes, and a gentle graying of the hair about their temples. Kender have a deep respect for elderly kender, since it is rare for the curious and fearless kender to survive their period of wanderlust.

Relations: Kender get along with anyone and everyone they meet, though they won't hesitate to declare their dislike for someone who hurts their friends. When meeting new people, (no matter of what race), kender immediately offer their hands and introduce themselves. When kender meet each other, they enter a discourse that can last for hours while they try to determine how they're related (almost always going through Uncle Trapspringer) and compare the interesting items in their pockets and pouches.

Members of other races are not as fond of kender as kender are of them, however. The Silvanesti consider kender annoying pests and do not like being reminded that Balif, friend and companion to the great elven founder Silvanos, was a kender. While some Qualinesti find kender amusing and admire their sense of loyalty to their friends, most are either baffled or irritated by kender behavior. Dwarves, both hill and mountain, not only consider kender to be "good for nothing, lazy doorknobs," thinking of them as a race of thieves. Close-minded humans, from Solamnic to Ergothian, dislike kender, regarding them thieving nuisances. Kender get along well with gnomes, who share a common curiosity. The Kagonesti, who believe that physical possessions are fleeting, and the Plainsfolk, who deem "crazy" people to be blessed by the gods, are always happy to join kender in their wanderings or welcome kender to their homes. Ogres, goblins, and draconians think that the only good kender is roasted kender.

The truly wise of all races know that kender are the innocents of the world and that the world would lose something precious if kender were ever to leave it.

Alignment: Kender tend toward neutrality in outlook. They don't consider themselves to be lawbreakers and actually hold a high disregard for "thieves." If they feel a law is unjust (such as when the Istarans tried to impose a high tax on kender trade), kender simply ignore it (the Istarans eventually exempted the kender from taxes and tariffs). It is extremely rare for a kender to be evil, since kender hold a high regard for life and liberty, and are almost completely incorruptible (as the gods of Darkness have discovered).

Kender Lands: In the early Age of Mortals, Kendermore was devastated by the red dragon Malystryx, leaving only the charred, skeletal remains of the kender city. Kendermore natives headed west, where they were eventually welcomed by their brethren in Hylo, on the island of Northern Ergoth. Kender society is unlike any other society found in Ansalon, being an omnigarchy, where everyone rules. Individuals do as they please, as long as they do not harm one another. Apart from Hylo, kender can be found everywhere in Ansalon (mostly because of the inevitable "wanderlust" that strikes all kender during their lives), though most of Ansalon would rather the incorrigible kender live elsewhere.

Religion: Though kender recognize all the deities (to avoid hurting any god's feelings), they hold Branchala, Chislev, Mishakal, and Gilean in highest regard. Reorx is viewed as a grumbling but benevolent grandfather, but kender do not specifically praise him. The adventures of the renowned Tasslehoff Burrfoot, and his oft-told tales of daring and exploit, have also rendered the name of Fizban the Fabulous a revered deity among segments of kender society.

Language: Kender have their own language colloquially called "Kenderspeak," and they speak Common as well. Kender have a huge appetite for stories and tales, and rarely use Kenderspeak when in company with other races lest it hamper their ability to communicate.

Names: Each kender has a given name, as well as a more descriptive "chosen" name (usually - but not always - chosen by themselves) that best describes their exploits, achievements, and outlook on life. They have a habit of appropriating particularly popular or heroic names to inherit the good reputation of the original owner. It is not uncommon to encounter an entire group of wandering kender all calling themselves by the same name. Younger kender are often influenced by their elders or relatives. The importance of familial ties often means that kender will maintain a family name out of loyalty to their bloodline.

Male Names: Arlie, Buckeran, Jackin, Kronin, Malon, Pentrien, Tarli, Tasslehoff, Tekel, Tobin.

Female Names: Amari, Amber, Athola, Catt, Emla, Ethani, Juniper, Mela, Paxina, Teeli.

Chosen Names: Burrfoot, Deeppockets, Flamehair, Lighteyes, Nimblefingers, Quickstep, Redfeather, Riddler, Softtread, Thistleknot.

Adventurers: All kender adventurers are on wanderlust - that time of their lives in which the need for exploration and adventure overrides all other priorities. This "phase" lasts for most or all their remaining years. No other race is as content with the adventurer's lifestyle as the kender.

KENDER RACIAL TRAITS
  • +2 Dexterity, -2 Strength, -2 Wisdom: Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiosity, kender lack the ability to think things through or to consider the consequences of their actions.

  • Small: As Small creatures, kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium characters.

  • Kender base land speed is 20 feet.

  • +1 racial bonus on all saving throws. Perhaps due to their eternal optimism and their inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.

  • +2 racial bonus on Spot checks. Kender have remarkable eyesight.

  • +2 racial bonus on Open Locks and Sleight of Hand checks. All kender have an instinctive curiosity when it comes to finding out what lies behind closed doors and inside pockets and pouches. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills.

  • Lack of Focus: Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.

  • Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks used to taunt someone.

  • Fearlessness: Kender are immune to fear, magical and otherwise.

  • Automatic Languages: Kenderspeak and Common. Bonus Languages: Dwarven, Ergot, Elven, Goblin, and Solamnic.

  • Favored Class: Rogue.

AFFLICTED KENDER

When the dragon Malystryx destroyed Kendermore, she did more than burn down a town - she snuffed out the inner spark of the kender there. Only the kender who lived in Kendermore during Malystryx's attack were affected. Such kender found their courage and curiosity destroyed, as well as their joy in life. Afflicted kender suddenly became like ordinary people - worried, anxious, and somber. They do little to draw any attention to themselves and are always prepared to run from danger at a moment's notice.

Afflicted kender dress in dark colors that allow them to fade into shadows, and they have no interest in pockets or pouches. Afflicted kender are not interested in pretty trinkets, nor do they stick hands into inappropriate pockets. There are no afflicted kender "handlers." If afflicted kender steal something, the kender know exactly what they're stealing, and why they need it.

Afflicted kender see no need to taunt their enemies if they can run and hide or neutralize them. While other races like the unusual quiet demeanor of the afflicted kender, they find, to their surprise, that they are uncomfortable around them. The eyes of an afflicted kender are empty of joy and life. An afflicted kender can be far more calculating and cold-hearted than any true kender could hope to be.

Various groups are working on ways to cure kender of their affliction. Several gnomes have made the search for the cure their Life Quest. Others believe that the affliction is a curse, and some nonafflicted kender are working to find a way to lift it. Some of these work; others do not. At this point, there seems to be no absolute "cure," but no one has yet given up trying to find one.

Afflicted kender share all the racial traits with normal kender, except as follows:

  • +2 racial bonus on Climb, Hide, Jump, and Move Silently checks. Afflicted kender go out of their way to pass unnoticed and avoid drawing any attention to themselves.

  • Afflicted kender gain no bonus on their Bluff checks to taunt foes, and do not possess the stereotypical kender fearlessness. They do not have the lack of focus of normal kender and do not suffer the penalty on Concentration checks.

CENTAURS

Centaurs are a race of creatures resembling burly humans atop the bodies of mighty horses. They have thrived for centuries in the remote, wild lands of Ansalon. While not particularly virtuous or intelligent, they are one of Krynn's proudest and noblest races. They tend to be hedonistic, enjoying life's pleasures such as wine, music, and food.

Personality: Centaurs live for pleasure, hoping each day to indulge their desires, whether they involve listening to new tales or attempting new amorous pursuits. Centaurs are easy-going and practical, and few centaur herds require a strict set of laws. Centaurs are often vain regarding their personal appearance. Centaurs are disgusted by any sort of scar or disfigurement, whether from a battle scar or a tattoo. They love treasure, and keep their personal collection of baubles with them in leather bags or hide them in hollow trees.

Centaurs speak in deep, sonorous voices and often use phrases that sound affected to those members of other races. They speak an archaic version of Common that is easily understandable but sounds antiquated to modern listeners. For example, they say "thou" and "thy" where humans say "you" and "your."

Physical Description: Centaurs possess the lower body of great horses with the muscular upper bodies of humans. Long hair runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females are lithe and graceful, with features considered beautiful by elves and humans.

The colors of the centaurs' equine portions range from blond to black and, rarely, dappled. Although they have dark hair, centaur skin tone ranges from white to rich brown. Eye color is typically brown or blue, but some centaurs have black, green, or violet eyes. Centaurs do not understand the physical modesty of other races, and wear clothing only if the weather demands it. They enjoy decorating their bodies, however, and enhance their looks with jewelry, flowers, and other baubles.

Relations: Centaurs get along well with kender and elves, although centaurs find kender too flighty and elves too serious. Centaurs think of dwarves and minotaurs as ugly, stubborn, and quarrelsome.

Alignment: Centaurs lean toward chaotic alignments, having little use for rules and laws, and also tend toward good.

Centaur Lands: Centaur herds are found throughout Ansalon, roaming the pastures and pleasant woodlands far from the lands of other races. Centaurs have no permanent settlements, and migrate when food becomes scarce or when outsiders invade their territory. The most common breed of centaurs are called Abanasinians. These centaurs once dwelled on the plains of Abanasinia, but migrated south into Qualinesti and then throughout the forests of Ansalon.

Religion: Centaur religion is animistic - they see the sacred spirit of the world in all things. Thus, druids rather than clerics serve centaur communities. Of those centaurs who choose the priesthood, most are clerics of Habbakuk, Chislev, and Mishakal.

Language: Centaurs do not possess their own language; instead, they speak a very archaic dialect of Common. Centaurs tend to be fluent in the languages of neighboring peoples. Thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, whereas centaurs of the Plains of Dust are more likely to know Icespeak and Kharolian.

Names: Centaurs are named by the elders of their herd, according to the seasons and the skies at the time of their birth. In addition, adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and women use their mother or grandmother's name). A few centaurs use the name of a mate rather than parent. Such a centaur might call himself Typhion, husband to Lorietta.

Male Names: Aegion, Chrethon, Gyrtomon, Leodippos, Menelachos, Nemeredes, Orsiphantes, Trephas, Udaeus, Xagander.

Female Names: Archala, Caitriona, Eliae, Gelasie, Iolande, Jacynth, Lorietta, Mnemosyne, Sacharissa, Vanora.

Adventurers: The passionate nature within centaurs may easily drive them to adventure. Ambition, wanderlust, love, or vengeance may compel a centaur into a wandering life. Even in lands where centaurs are uncommon, a centaur hero can find adventure. Long journeys are easy for centaurs. A young centaur with a desire to see the world will often roam far from native lands.

CENTAUR RACIAL TRAITS
  • +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. Centaurs have the power and stamina of a horse, but their hedonistic outlook prevents them from becoming great thinkers.

  • Large: As Large creatures and quadrupeds, centaurs can carry three times as much weight as a human can. Centaurs suffer a size penalty of -1 to attack rolls, -1 AC, and -4 to Hide checks.

  • Monstrous Humanoid: Centaurs are creatures of the monstrous humanoid type.

  • Space/Reach: Centaurs have a space of 10 feet, and a reach of 5 feet.

  • Centaur base land speed is 50 feet.

  • Darkvision: Centaurs can see in the dark up to 60 feet.

  • Racial Hit Dice: A centaur has 4d8 racial Hit Dice. A centaur character receives maximum hit points for his first centaur Hit Die, and rolls his other Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. A centaur's racial Hit Dice also provide a +4 base attack bonus and saving throws of Fort +1, Ref +4, Will +4. Centaurs with class levels add their class attack and save bonuses to their racial attack bonus and saves.

  • Centaur Skills: A centaur's monstrous humanoid Hit Dice grant him skill points equal to 7 × (2 + Int modifier, minimum 1). Class skills for these skill points are Listen, Move Silently, Spot, and Survival. A centaur character does not get the × 4 multiplier for skill points acquired from his first class level.

  • Centaur Feats: A centaur's monstrous humanoid Hit Dice grant him two feats. A centaur with class levels gains feats based on his total Hit Dice, not his ECL (so a 5th-level centaur ranger has 9 HD, 4 from his centaur HD and 5 from his ranger levels, and four feats). A centaur gains Simple Weapon Proficiency and Martial Weapon Proficiency (longsword, longbow, composite longbow, shortbow, and composite shortbow) as bonus feats. Centaurs number among the most skillful archers in Krynn.

  • Natural Attacks: A centaur may use his hooves as natural weapons, making two attacks that deal 1d6 points of damage each. A centaur can attack with a weapon at his normal attack bonus and make 2 hoof attacks as secondary attacks (-5 penalty on the attack rolls, and half Strength bonus on the damage rolls).

  • Natural Armor: Centaurs have tough hides, which provides them a +3 natural armor bonus to AC.

  • Since centaurs are Large nonhumanoid creatures, they must wear armor suited for their unusual bodies. Armor for a Large nonhumanoid costs four times and weighs twice as much as a comparable suit of Medium armor.

  • Automatic Languages: Common and Sylvan. Bonus languages: Abanasinian, Elven, Goblin, and Ogre.

  • Favored Class: Ranger. A multiclass centaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

  • Level Adjustment: +2. A centaur has an effective character level (ECL) of 6 plus class levels (so a 5th-level centaur ranger would have an ECL of 11). Centaurs are more powerful and gain levels more slowly than most other races of Ansalon.

BAAZ

Considered weak in both mind and character, baaz draconians are the most numerous of the dragonmen. Baaz tend to be undisciplined and have a penchant for drinking and revelry, a trait often exploited by human commanders to whip the baaz into a frenzy before battle.

Personality: Male baaz tend to be shallow, selfish, and sadistic. They live for the pleasures of the flesh, indulging in riotous living when not fighting. Female baaz tend to be much more even-tempered and diplomatic, with wellorganized minds and a distaste for crude pleasures - though they find such qualities attractive in males.

Physical Description: Baaz have the general form of a humanoid with lizardlike feet and clawed hands, thin, dragonlike wings, and a short, stubby tail. Their scaly, patterned skin has a bright, brassy color when the baaz are newly hatched, but it dulls and fades toward green as they age. Baaz have a blunt, draconic snout filled with small, sharp teeth and bright red eyes that lend them a rather sinister appearance. There is little discernable difference between baaz males and females, except that females tend to be of lighter build.

Baaz draconians enjoy flamboyant, decorative clothing, but can crudely disguise themselves as human or elven by wearing concealing robes and hooded cloaks.

Relations: The first generation of baaz draconians that fought during the War of the Lance were raised and trained to hate all Krynn's races (especially elves), except those in the service of the Dark Queen. After the war, the baaz were unable to shake their beliefs. They lived in ruins far from civilization or in abandoned buildings inside human settlements, disguising themselves to avoid discovery. Some joined roving outlaw bands that lived on robbery, rapine, and murder.

After the Chaos War, many baaz served the newly arrived dragon overlords, while others migrated to the new draconian nation formed in Teyr. The new generation of baaz born during the Age of Mortals is much more open-minded, though their parents' hatred of elves is often passed to the children.

Alignment: Baaz draconians are usually evil, and tend to be neutral in respect to law and chaos. Many baaz in the Age of Mortals have adopted a more neutral outlook, and a rare handful (called "throwbacks") reflect the good alignment of their brass dragon ancestors.

Baaz Lands: In the early Age of Mortals, a draconian nation was founded in Teyr, and surviving baaz from all over Ansalon took their rightful place as a true race of Krynn.

Religion: During the early Age of Mortals, the baaz, like other draconians, began to reject their initial teachings and came to realize that Takhisis betrayed them. After the War of Souls, the baaz were glad to be rid of the Dark Queen, even as they now seek another god to replace her in their prayers.

Language: Draconians have no language of their own, instead learning the speech of Nerakan priests. Because of their life-long military training and organization, their speech incorporates military slang and jargon.

Names: The first generation draconians bear the names assigned to them by their creators, which reflect Nerakan language and culture. Because of their intense military training and long service, baaz (and other draconians) possess a name, rank, and assigned regiment. This became a part of the naming convention of the draconians of Teyr, who bestow a given name to their children at birth. Upon joining the military, the baaz gain "last names" reflecting their rank and regimental affiliation. Baaz names do not differentiate between male and females.

Baaz Names: Agrel, Cresel, Drugo, Folketh, Holkforth, Krelkith, Pulk, Riel, Urul, Vlerness.

Adventurers: Some baaz leave the structured life of the military for a wandering lifestyle. Others fixate on a particular great accomplishment, willing to travel endless miles and wait years to fulfill their quest. Adventuring baaz often adopt disguises to find acceptance in a world that hates draconians.

BAAZ RACIAL TRAITS
  • +2 Constitution, -2 Intelligence, -2 Wisdom. Baaz possess the marked toughness of their draconic heritage, but are not particularly bright or strong-willed.

  • Medium: As Medium creatures, baaz draconians have no special bonuses or penalties due to their size.

  • Dragon: Baaz are creatures of the dragon type. They are immune to sleep and paralysis effects. Baaz have darkvision (60-foot range) and lowlight vision.

  • Baaz base land speed is 30 feet.

  • Racial Hit Dice: A baaz has 2d12 racial Hit Dice. A baaz character receives maximum hit points for his first baaz Hit Die, and rolls his other Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. A baaz's racial Hit Dice also provide a +2 base attack bonus and saving throws of Fort +3, Ref +3, Will +3. Baaz draconians with class levels add their class attack and save bonuses to their racial attack bonus and saves.

  • Baaz Skills: A baaz's dragon Hit Dice grant him skill points equal to 5 × (6 + Int modifier, minimum 1). Class skills for these skill points are Bluff (male) or Diplomacy (female), Disguise, Intimidate, Listen, and Spot. A baaz character does not get the × 4 multiplier for skill points acquired from his first class level.

  • Baaz Feats: A baaz's dragon Hit Dice grant him one feat. A baaz with class levels gains feats based on his total Hit Dice, not his ECL. Baaz gain Simple Weapon Proficiency, Martial Weapon Proficiency (longsword), Light Armor Proficiency, and Shield Proficiency as bonus feats.

  • Natural Attacks: A baaz may use his claws and bite as natural weapons, making 2 claw attacks that deal 1d4 damage (plus Strength bonus) and 1 bite attack that deals 1d4 damage (plus half Strength bonus). A baaz can attack with a weapon at his normal attack bonus and make one claw or bite attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

  • Natural Armor: Baaz have thick, scaly flesh, which provides them a +2 natural armor bonus to AC.

  • Death Throes (Su): A baaz's body petrifies to stone the moment it dies. If the creature that struck the deathblow used a slashing or piercing weapon, it must make a (DC 12 + Con modifier) Reflex save or have its weapon fused inside the baaz's stone body. The baaz "statue" crumbles to dust after 1d4 minutes. Items carried by the baaz, or any trapped within its stone body, are unaffected by the process. Baaz can only be restored to life through the use of a resurrection, true resurrection, or wish spell.

  • Disease Immunity (Ex): Baaz draconians are immune to all diseases.

  • Gallop: Baaz are exceptionally swift, and gain Run as a bonus feat.

  • Glide (Ex): A baaz can use its wings to glide as an extraordinary ability, negating any damage from a fall of any height and allowing it to travel horizontally up to four times the vertical distance descended.

  • Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When a dragon commander is within line of sight, or when entering a battle under the command of a dragon (in the chain of command), they receive a +1 morale bonus on all attacks and saving throws.

  • Low Metabolism: Baaz draconians can survive on one-tenth the food and water it takes to sustain a human.

  • Spell Resistance of 8 + class level.

  • Automatic Language: Common. Bonus Languages: Goblin, Nerakese, and Ogre.

  • Favored Class: Fighter. A multiclass baaz's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

  • Level Adjustment: +1. Baaz draconians have an effective character level (ECL) of 3 + class level. Baaz are more powerful and gain levels more slowly than most other races of Ansalon.

KAPAK

Kapak draconians are known for stealth, vicious cunning, and for licking their blades with their venom-soaked tongues before battle. While not known for original thinking, kapaks exhibit cruel creativity in carrying out assigned missions of espionage and murder.

Personality: Kapaks like structure in their lives, and the military lifestyle suits them. Their natural talents for stealth and butchery belie their need for order. Many become assassins, because they are adept at handling dangerous and constantly changing situations. Female kapaks also like structure, but they tend to be more nurturing, using their inborn healing abilities to aid other draconians.

Physical Description: Kapaks are larger and more draconic than baaz, with elongated reptilian snouts, sharp-toothed maws, and horned heads. They possess two large glands in their mouths that produce either poison (males) or a magical healing saliva (females). They have scaly, green-tinged coppery hide, and sport a pair of wings that extend 6 feet to each side when outstretched.

When scouting or spying, kapaks dress in dark colors and avoid cumbersome armor. Kapaks outfitted for battle wear standard military dress, but prefer lighter forms of armor that won't slow their movement. Male kapaks often enjoy taking "trophies" from fallen foes, so their decorations tell the stories of slain enemies.

Relations: Kapaks have a strained relationship with baaz draconians, due to the intense rivalry between the two groups of dragonmen fostered in the first generations to make them better fighters. Years of battling together against a hostile world have eased these tensions, however, and by the Age of Mortals the rivalry is almost forgotten.

Kapaks are at ease only with other draconians, for all other races regard them as either enemies or arrow-fodder (stemming from the War of the Lance). Some might ally with members of another evil race (ogres, minotaurs, goblins), but such an alliance is for the sake of convenience, not out of trust or respect.

In the Age of Mortals, some kapaks found service with the new dragon overlords, particularly Beryllinthranox. Since her death, most have returned to Teyr.

Alignment: Kapak draconians are usually evil, especially the first generation that was raised to fight in the War of the Lance. New generations tend to be more neutral. Kapaks have lawful tendencies.

Kapak Lands: Many surviving kapaks have joined their brethren in the draconian nation in Teyr.

Religion: During the Age of Mortals, kapaks rejected Takhisis as their goddess and, while they acknowledge the other gods, very few look to any divine source for aid or guidance. Kapaks believe that draconians should determine their own destiny.

Language: Draconians have no language of their own, instead learning the speech of Nerakan priests. Because of their life-long military training and organization, their speech incorporates military slang and jargon. Kapaks often learn the language of their enemies to effectively spy on them.

Names: The first generation draconians bear the names assigned to them by their creators, which reflect Nerakan language and culture. Because of their intense military training and long service, kapaks (and other draconians) possess a name, rank, and assigned regiment. This became a part of the naming convention of the draconians of Teyr, who bestow a given name to their children at birth. After joining the military, the kapaks gain "last names" reflecting their rank and regimental affiliation. Kapak names do not differentiate between male and females.

Kapak Names: Brekel, Dorel, Gork, Kasi, Lurden, Nakesh, Olkak, Prokel, Wydek, Zrak.

Adventurers: Kapak adventurers are quite rare, since most do not feel a desire for independence or exploration. Those who seek a life of adventure often work for organizations that seek to capitalize on their talents, including thieves' and assassins' guilds.

KAPAK RACIAL TRAITS
  • +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom. Kapaks are naturally tough and nimble, but are not given to complicated thinking or great willpower.

  • Medium: As Medium creatures, kapak draconians have no special bonuses or penalties due to their size.

  • Dragon: Kapaks are creatures of the dragon type. They are immune to sleep and paralysis effects. Kapaks have darkvision (60-foot range) and low-light vision.

  • Kapak base land speed is 30 feet.

  • Racial Hit Dice: A kapak has 2d12 racial Hit Dice. A kapak character receives maximum hit points for his first kapak Hit Die, and rolls his other Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. A kapak's racial Hit Dice also provide a +2 base attack bonus and saving throws of Fort +3, Ref +3, Will +3. Kapak draconians with class levels add their class attack and save bonuses to their racial attack bonus and saves.

  • Kapak Skills: A kapak's dragon Hit Dice grant him skill points equal to 5 × (6 + Int modifier, minimum 1). Class skills for these skill points are Hide, Listen, Move Silently, Search, and Spot. A kapak character does not get the × 4 multiplier for skill points acquired from his first class level.

  • Kapak Feats: A kapak's dragon Hit Dice grant him one feat. A kapak with class levels gains feats based on his total Hit Dice, not his ECL. Kapaks gain Simple Weapon Proficiency, Martial Weapon Proficiency (short sword, short bow), and Light Armor Proficiency as bonus feats.

  • Natural Attack: A kapak may use his bite as a natural weapon, making 1 attack that deals 1d4 damage (plus Strength bonus). A kapak can attack with a weapon at his normal attack bonus and make one bite attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

  • Natural Armor: Kapaks have thick, scaly flesh, which provides them a +2 natural armor bonus to AC.

  • Death Throes: A kapak's body dissolves into a pool of acid 5 feet in radius the moment it dies. The acid evaporates in 1d6 rounds. Everyone within the affected area (as well as each unattended object) suffers 1d6 points of acid damage for each round of exposure. Kapaks can only be restored to life through the use of a true resurrection or wish spell.

  • Disease Immunity (Ex): Kapak draconians are immune to all diseases.

  • Gallop: Kapaks are exceptionally swift, and gain Run as a bonus feat.

  • Glide (Ex): A kapak can use its wings to glide as an extraordinary ability, negating any damage from a fall of any height and allowing it to travel horizontally up to four times the vertical distance descended.

  • Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When a dragon commander is within line of sight or when entering a battle under the command of a dragon (in the chain of command), they receive a +1 morale bonus on all attacks and saving throws.

  • Healing Touch (female only) (Su): The saliva of a female kapak cures wounds. If she licks an injured living creature, the saliva heals 2d6 points of damage. A creature can only be healed with female kapak saliva once every four hours. The saliva of a female kapak does not heal when delivered by her bite.

  • Poison Saliva (male only) (Ex): The saliva of a male kapak carries a paralyzing poison (bite or licked blade; [DC 11 + Con modifier] Fort save; initial damage 1d6 Dex, secondary 1d6 Dex), which can be delivered either through a bite or by licking any stabbing or piercing weapon. Envenoming a weapon is a full-round action that provokes an attack of opportunity; the poison remains on the weapon for 3 rounds or until the kapak hits with the weapon, whichever comes first.

  • Sneak Attack: If a kapak can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time a kapak's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the kapak's attack deals +1d6 points of damage. Should the kapak score a critical hit with a sneak attack, this extra damage is not multiplied.

    It takes precision and penetration to hit a vital spot, so ranged attacks only count as sneak attacks if the target is 30 feet away or less. A kapak can only sneak attack living creatures with discernable anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the kapak must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The kapak cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.

    If a kapak gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

  • Low Metabolism: Kapak draconians can survive on one-tenth the food and water it takes to sustain a human.

  • Spell resistance of 11 + class level.

  • Automatic Language: Common. Bonus languages: Goblin, Nerakese, and Ogre.

  • Favored Class: Rogue. A multiclass kapak's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

  • Level Adjustment: +2. Kapak draconians have an effective character level (ECL) of 4 + class level. Kapaks are more powerful and gain levels more slowly than most other races of Ansalon.

IRDA

The irda ("high ogres") retain the grace and amazing beauty originally bestowed upon the ogres as one of the first races of creation. Reclusive and solitary by nature, they wear magical disguises when forced to walk among the other races. All but a handful of irda were destroyed by Chaos at the end of the Fourth Age.

Personality: Irda prefer to spend their time alone. They do not particularly care for the company of others, even their own kind. Deeply introspective, they seek only to be left alone, living in quiet solitude. This solitary nature would have led to the irda's extinction if not for the Valin (Time of Mating) in which an irda female bonds with the first man who looks into her eyes. Irda appear cold and aloof to other races, even the elves, for the irda keep tight control of their emotions to stave off the evil urges they inherit with their ogre blood.

Physical Description: Irda are tall and slender, both males and females averaging six feet in height, with some individuals growing taller. Their skin color varies from midnight blue to deep, sea green. Their hair is generally black, though sometimes white or silver. The irda keep their hair trimmed and combed. All irda are extraordinarily beautiful by the standards of the humans and elves, with faces as cold and lovely as sculpted marble. Irda eyes are usually silver, but may sometimes be deep blue or emerald green. They have drooping eyelids, which often gives others the false impression that irda are bored or sleepy.

Irda move with a grace and delicacy that the highest-born elves envy. Every movement seems to be part of an elegant dance. Their voices are rich and resonant, drawing immediate attention to an irda who is speaking or singing.

Irda dress in simple clothing, often linen smocks or silken gowns. Their clothes are accented by handcrafted jewelry of simple, elegant design. Irda do not wear leather, wool, or anything taken from an animal. All irda are vegetarians, rejecting the ways of their ogre ancestors.

Relations: After the irda split from their ogre ancestors, they withdrew from Ansalon and lived in isolation. Throughout the early ages of Krynn, the irda rarely visited the continent. Those who did brought back stories that led the irda to think of the other races as misguided children. Irda cannot help but consider themselves superior, though the more well traveled among them have learned of the resilience and strength of the other races.

Tales of wicked, oppressive ogres who wielded whips still pervade the world of humans, most of whom forgot the truth of the history or that the irda even existed.

The irda are not known to have taken part in the War of the Lance. When the Age of Mortals dawned, rumors spread about how the irda released Chaos into the world at the terrible cost of their lives. The few surviving irda are now hated and reviled for their role in the Chaos War.

Alignment: Irda are lawful or neutral good. Though they have seeds of cruelty and evil within them, they have spent millennia learning to suppress the darkness and embrace the light. Some irda have drifted toward neutral alignments (usually lawful neutral). Only a handful of high ogres in their long history have embraced darkness and evil.

Irda Lands: The first irda fled Ansalon, knowing that the evil ogre nations would never leave them in peace. The irda found their way to a remote island north of Ansalon, the only homeland they would know from that point forward. Those few irda who still survive in the Age of Mortals are a scattered people without a homeland, forced to hide wherever they can.

Religion: Fleeing from their own people and the worship of the Dark Queen, the irda turned to Paladine. There are irda who actively worship other gods of Good - especially Mishakal in the wake of Paladine's sacrifice - but these instances are rare. Irda have grown so independent and proud that they do not choose, as a race, to worship or honor the deities, though individuals sometimes still pay homage to them.

Language: The irda still speak the ancient tongue known to scholars as "High Ogre," barely changed in thousands of years. Though they rarely travel among the other races of Ansalon, irda learn other languages easily and make it a point to speak several other tongues fluently in case they are needed for disguise. Therefore, irda speak Common, Elven, Dwarven, or other civilized tongues.

Names: Irda are given names shortly after birth. Such child names are rarely used once they reach adulthood. Some irda names reflect important roles, such as the Decider (the closest thing the irda have to a leader) or Protector (one who watches over the island). These irda abandon their birth-names and are simply addressed by their titles.

Male Names: Bahari, Igraine, Keryl, Mirni, Ronlyn, Tyrel.

Female Names: Amberyl, Chanan, Dara, Nishan, Usha, Zuela.

Adventurers: Irda do not like to leave their island home and their reclusive nature prevents them from joining with groups. Those irda who do adventure in the greater world often do so - at least at first - wearing the guise of another race and do not reveal their true nature until it is absolutely necessary. Irda adventurers are quiet and withdrawn, but loyal to friends and able to deal with serious problems with grace and maturity.

IRDA RACIAL TRAITS
  • +2 Intelligence, +2 Charisma, -2 Constitution. Irda are served by both intelligence and a strong presence as well as physical beauty, but their self-imposed isolation and living conditions have weakened their health.

  • Medium: As Medium creatures, irda have no special bonuses or penalties due to their size.

  • Humanoid (shapechanger): Irda are humanoids with the shapechanger subtype.

  • Irda base land speed is 30 feet.

  • Low-Light Vision: Irda can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

  • Change Shape (Su): Three times per day, an irda can assume the form of any humanoid-type creature of Small to Large size. Her equipment and clothing do not change. She gains the natural attacks, natural armor, movement modes, and extraordinary special attacks (but not special qualities) of her new form. She retains the special attacks and qualities of her original form (but not breath weapons or gaze attacks, if she has any). She retains the ability scores, hit points, and saving throws of her original form. She retains her spellcasting ability (if any), although she must be able to speak intelligibly to cast spells with verbal components and she must have humanlike hands to cast spells with somatic components. The irda is effectively camouflaged as a creature of her new form, and gains a +10 bonus on Disguise checks if she uses this ability to create a disguise. She can remain in her new form as long as she likes; returning to her original form does not count as a use of her change shape ability. The irda reverts to her natural form if she dies.

  • Spell-like Abilities: 1/day - dancing lights, detect magic, flare, ghost sound, light, and mage hand. These spells are cast as if by a sorcerer of the irda's character level (save DC 10 + Cha modifier).

  • Automatic Languages: Common and High Ogre. Bonus languages: Dwarven, Elven, Kothian, and Sylvan.

  • Favored Class: Wizard. A multiclass irda's wizard class does not count when determining whether she suffers an XP penalty for multiclassing.

  • Level Adjustment: +2. Irda are slightly more powerful and gain levels more slowly than most other races of Krynn.

OGRES

"Fallen" ogres, as they are sometimes called, have existed since the Age of Dreams. Along with a reputation for cruelty, ogres possess a crude wit that serves them well in life.

Personality: Ogres are said to be born angry, ready to fly into a rage at the slightest provocation. They are creatures of appetite and greed, spending hours every day satisfying their wants and desires. Ogres believe that anything they have the strength to slay, the luck to find, or the cunning to steal is theirs by right. Ogres are social creatures, however, possessing a dim racial memory of their once great civilization and attempting to crudely re-create it by dwelling in ruined cities or constructing rudimentary villages. Ogre tribes often make prisoners into slaves, for they feel superior by debasing others.

Physical Description: Ogres stand between 8 and 9 feet tall. Their skin is a dull yellow, covered in uneven patches of hair, blotches, pustules, and scars. Some ogres tend toward obesity, but many are lean. Due to their height, ogres develop a hunched posture. Almost all ogres have black hair that is worn long and uncombed.

Ogres wear a combination of leather and animal hides, cloaked with thick furs for those who live in the cold mountains. Tribes that live in the warmer, northern climes wear leather to ward off the hot sun. Love of jewelry and other body ornamentation (including tattoos, piercings, and ritual scarification) is an almost universal ogre trait. Some tribes or gangs have certain symbols of allegiance that help identify an ogre's loyalty at a glance.

Relations: Ogres are born angry and full of hate. Ogres feel superior to and wronged by the other races of Krynn, particularly the elves, who usurped the ogres' place as the most beautiful and enlightened race. Dwarves and ogres are often been rivals over the course of history, competing for the same mountainous terrain. Ogres despise humans, considering them too weak to be a threat, even as history reminds them that the rebellion of human slaves spelled the end of their once-great empire. Ogres accord minotaurs a measure of respect, though ogres regard the minotaur race as an aberration of ogre purity.

Alignment: Ogres are often chaotic evil, ultimately selfish in their desires and willing to hurt anyone to gain what they want. Ogres in larger communities might tend toward neutral or even lawful evil - especially those who rise to positions of leadership. Very rarely do ogres possess a nonevil alignment, though there have been exceptions.

Ogre Lands: The ogres are divided into two kingdoms, Kern and Blöde. The ogres of Kern tend to be primitive, savage, and brutal scavengers who prey on any weaker creatures. The ogres in Blöde, however, have a more sophisticated society, living in ancient cities predating the Cataclysm. The ogres of Blöde make use of slave-run farms in the fertile fields to their west and were able to live relatively well, at least until the great black dragon overlord Onysablet seized much of their land for her own following the dragon purge. The ogre nation greatly desires to reclaim the land they lost, but pay lip service to the dragon overlord until they can find a way to overthrow her reign.

Religion: The ogre race once was the chosen of Takhisis. During the Age of Despair, the ogres cursed the absent Dark Queen in the belief that she had abandoned them in their hour of need, and the memory of their goddess was a bitter one. A few ogres, influenced by minotaurs, worship Sargas.

Language: Ogres have their own tongue. During the Age of Dreams they spoke a language later called High Ogre, but in later ages their language degenerated to a crude tongue simply called "Ogre." There is some variation between the language of the ogre nation as a whole and that spoken by each clan, but the Ogre tongue is simple enough that it is understood from one side of Ansalon to the other. High Ogre has a complex alphabet, but it became smaller and merged with simple pictographs after the Age of Dreams.

Names: Most ogres go unnamed (simply using various, often insulting nicknames) until maturity, when they name themselves after committing a worthy deed. (A name-worthy act can include killing a dangerous enemy, stealing something valuable, or committing a brutal act that gains the attention of the ogre's elders.) Ogres also identify themselves by clan.

Male Names: Baloth, Elrauth, Grul, Kurthak, Mornag, Olagh, Raag, Tragor, Ugrek, Xurk.

Female Names: Baloth'a, Grul'i.

Adventurers: Ogre adventurers are rare, since ogres do not like to travel far from their homeland except on raids or when scavenging. Still, some ogres learn to appreciate a wandering life, and their travels and contact with other races make them stand out even from their brethren. An ogre adventurer is distrusted both by his own kind and members of other races encountered in his travels.

OGRE RACIAL TRAITS
  • +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence (minimum 3), -4 Charisma. Ogres are strong and hale, but move slowly, due to their great size and long limbs. Ogres are neither educated nor encouraged to think through problems.

  • Large: As Large creatures, Ogres receive a -1 penalty on their attack rolls and Armor Class due to their size, and a -4 penalty on Hide checks.

  • Giant: Ogres are creatures of the giant type.

  • Ogre base land speed is 40 feet.

  • Space/Reach: Ogres have a space of 10 feet, and a reach of 10 feet.

  • Darkvision: Ogres can see in the dark up to 60 feet.

  • Racial Hit Dice: An ogre has 4d8 racial Hit Dice. An ogre character receives maximum hit points for his first ogre Hit Die, and rolls his other Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class level Hit Die. An ogre's racial Hit Dice also provide a +3 base attack bonus and saving throws of Fort +4, Ref +1, Will +1. Ogres with class levels add their class attack and save bonuses to their racial attack bonus and saves.

  • Ogre Skills: An ogre's giant Hit Dice grant him skill points equal to 7 × (2 + Int modifier, minimum 1). Class skills for these skill points are Climb, Listen, and Spot. An ogre character does not get the × 4 multiplier for skill points acquired from his first class level.

  • Ogre Feats: An ogre's giant Hit Dice grant him two feats. An ogre with class levels gains feats based on his total Hit Dice, not his ECL. Ogres gain Simple Weapon Proficiency, Martial Weapon Proficiency (greatclub), and Medium Armor Proficiency as bonus feats.

  • Natural Armor: Ogres have extremely tough hides, which provide them a +5 natural armor bonus to AC.

  • Automatic Languages: Common and Ogre. Bonus languages: Goblin, Kothian, and High Ogre.

  • Favored Class: Barbarian. A multiclass ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

  • Level Adjustment: +2. An ogre has an effective character level (ECL) of 6 + his class levels. Ogres are more powerful and gain levels more slowly than most other races of Ansalon.

HALF-OGRES

Half-ogres are usually born out of violence and slavery. They are considered weak and soft by ogre standards, and bestial and ugly by human standards. Driven by the social needs of both races, half-ogres try hard to win acceptance to avoid becoming lonely and despondent.

Personality: Half-ogres reflect the personality of the culture in which they were raised. Those raised by ogres are often abused and become brutish and sullen, eager to prove themselves by ogre standards. In the human world a half-ogre is often viewed as a freak and treated as an outcast, despised for his lack of self-control and violent temper.

Physical Description: Half-ogres stand between 6 1/2 and 7 1/2 feet tall, with thick bones, large hands and feet, and dense muscles. Half-ogres raised by ogres are often unkempt and unwashed, their hair long and rarely combed. (Males sport shaggy beards, as well.) Those raised in the human world dress and wash as they are taught. Some wear large hooded cloaks to hide their appearance.

Relations: Humans consider half-ogres evil by virtue of their ogre blood, while ogres consider half-ogres to be weak, sickly, and inferior. The half-ogres themselves often have mixed feelings about both sides of their parentage. They either accept the ways of the society that raises them or reject it, becoming loners. Other races, such as dwarves and elves, simply assume that an "ogre is an ogre." Only kender have an open mind toward half-ogres, but their curiosity and insensitivity make it dangerous for a kender to keep a halfogre's company.

Alignment: Half-ogres tend toward a neutral alignment. They have too much ogre blood to be completely good but don't automatically embrace evil. If raised under a strong moral code or religion, half-ogres reflect those teachings when they come of age and go out into the world. Half-ogres who grow up and remain among ogrekind will almost always be of evil alignment.

Ogre Lands: Half-ogres have no land of their own, and do not find themselves truly welcome anywhere. They can be found in places that have become havens for outcasts and ruffians, and even then, the locals despise them.

Religion: Half-ogres reflect the beliefs of those who raised them. Some reach out to the gods in their loneliness and find solace, while others feel so angry at the misfortune of their birth that they reject the deities entirely. Language: Half-ogres first learn the language of those who raise them. Those who travel pick up other languages.

Names: Each half-ogre is named according to the conventions of the race and culture in which he was raised. In ogre society half-ogres are often given derogatory, mocking nicknames that stay with them until they prove themselves in battle.

Adventurers: Torment and harassment drive half-ogres to leave their homes at an early age, making half-ogre adventurers quite common. Half-ogres are often very brave, willing to take desperate risks in attempts to prove themselves.

HALF-OGRE RACIAL TRAITS
  • +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Half-ogres inherit the strength of their ogre parent, but are disadvantaged in intellectual and social circles.

  • Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size.

  • Half-ogre base land speed is 30 feet.

  • Natural Armor: Half-ogres have tough hides, which provides them a +1 natural armor bonus to AC.

  • Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

  • Automatic Languages: Common and Ogre. Bonus languages: Goblin, Kothian, and High Ogre.

  • Favored Class: Fighter. A multiclass half-ogre's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.

  • Level Adjustment: +1. Half-ogres are slightly more powerful and gain levels more slowly than most other races of Ansalon.

KRYNNISH MINOTAURS

At home both on land and at sea, minotaurs live in an honor-based society where strength determines power in both the gladiatorial arenas and in daily life.

Personality: Minotaurs believe in the superiority of their race above all others. They believe their destiny is to rule the world. From youth, minotaurs are trained in combat and warfare and instilled with a strict code of honor. The militaristic society of minotaurs gives them a rigid view of the world, clearly delineated in black and white. Minotaurs value strength, cunning, and intelligence. The ultimate test of all three virtues is conducted in the Great Circus, an annual contest held in a gladiatorial arena.

Physical Description: Minotaurs are physically imposing, standing between 6 1/2 and 7 1/2 feet in height and weighing between 300 to 450 pounds. A minotaur's upper body is humanoid, with broad shoulders, a deep chest, and strong arms ending in fully articulate hands. For the most part, the legs are also humanlike, although their feet end in cleft hooves. Their powerful bodies are covered with short, thick fur, ranging in hue from red to brown, with rare occurrences of black, tan, or white-furred individuals. Minotaur heads are clearly bovine in nature. They have large, deep-set eyes in shades of dark brown and black. Minotaurs have short, yellow-white horns that grow from their temples, 6 to 12 inches long for females, and anywhere from 1 to 2 feet long for males. Minotaur manes are a shade or two darker than their fur.

To nonminotaurs, the physical differences between males and females may not be immediately apparent, since both sexes are equally powerfully built and there is no role distinction between the sexes. Minotaur dress tends to be austere and simple, nothing more than a harness and a leather skirt, although those of noble rank may wear loose-fitting robes. The harness carries weapons as well as providing a place for the minotaur to hang trophies. Minotaurs are considered adults around the age of 17, and can live to be over 150 years old.

Relations: To the minotaurs, all the other races of Krynn are weak and inferior. They view dwarves and centaurs with a modicum of respect, due to their rugged, uncompromising natures. Elves and gnomes, on the other hand, are considered weak, frail creatures without any honor or courage. Kender are a nuisance, no better than rats or an infestation of roaches. Of all the races, humans have earned the most respect from the minotaurs, for their military and naval skills are second only to the minotaurs' own.

Alignment: Minotaurs are lawful, raised to believe in a strict code of honor. They are loyal to the death to family and friends and implacable adversaries to their enemies. Minotaurs tend toward evil, due to their worship of Sargas.

Minotaur Lands: The minotaur homeland is actually a series of islands that was created during the Cataclysm, the Blood Sea Isles. Two of these islands, Mithas and Kothas, serve as the center of minotaur society. Mithas, the northern island, is a fiery island whose scrub plains lie in the shadow of four great volcanoes. Kothas, the southern island, is not plagued by Mithas's volcanoes, but neither is it blessed with Mithas's vegetation. Mithas serves as the seat of imperial power for the minotaurs.

Religion: The chief deity of the minotaurs is Sargas, the Great Horned One. Humans term this god Sargonnas, but the minotaurs do not agree that the two are even the same deity and are willing to back their belief with their fists. A few minotaurs also honor Kiri-Jolith, the bison-headed god of just causes, though worship of Kiri-Jolith is rarer and less organized. Minotaurs who worship Kiri-Jolith or other gods are extremely rare, and keep their religion secret, for the priests of Sargas are fanatical and brutal in stomping out heresy.

Language: Kothian is the minotaur language, though minotaurs also speak Common fluently. A clipped, abrupt language, Kothian is much like the minotaurs themselves - controlled, precise, and harsh.

Names: Clan names originate with a great hero. His or her descendants take on the name as their own, doing their best to live up to the ideals of their ancestor. Clan names are always preceded by the diminutive "es-" (if the minotaur is from the island of Mithas) or "de-" (if the minotaur is from Kothas or one of the outlying colonies), meaning "of " (thus Kyris de-Entragath is Kyris of Clan Entragath). (Those with the "es-" diminutive often consider themselves superior to those with the "de-," since they see themselves closer to the throne.)

Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas.

Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia.

Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan.

Adventurers: Minotaurs glory in strength, honor and bravery, so adventuring comes naturally to them. Minotaur adventurers tend to be more independent than others of their kind, for they have severed ties with their clan to seek their fortune in the world. During the various wars that have wracked Ansalon, minotaur mercenaries have joined whichever side they believed to be the strongest. When a minotaur finds a cause in which he truly believes, he will dedicate himself to that cause, a fact that has earned them the grudging respect of the Knights of Solamnia and other lawful groups.

Minotaurs are born sailors and venture out into the world in trading or pirate ships, for although they despise other races, minotaurs are not averse to taking their goods and money.

KRYNNISH MINOTAUR RACIAL TRAITS
  • +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races.

  • Medium: As Medium creatures, minotaurs have no special bonuses or penalties.

  • Minotaur base land speed is 30 feet.

  • Natural armor: Minotaurs have exceptionally tough hides, which gives them a +2 natural armor bonus to AC.

  • Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage (plus the minotaur's Strength modifier). If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 1/2 times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

  • +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are a people familiar with the sea, and are naturally adept at skills useful among seafarers.

  • Minotaurs may take the Scent special quality as a feat.

  • Automatic Languages: Common and Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, and Saifhum. Minotaurs pick up the languages of the other races common in the region of the Blood Sea.

  • Favored Class: Fighter. A multiclass minotaur's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.