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:
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:
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
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+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:
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+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.
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