
Ykonis
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Name:Ykonis Arkali Spirit: Shadow Wraith Age:18 Planet Of Orgin: Usterndur Description: see attachment (was a sprite made by someone in otaku but i cant remember his/her name right now i just recolored it it's not mine!) Bio: see earlier Start Weapon: Twin katanas that can hook up at the handle to make a no like katana Final Weapon:
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ah, the good Harlequin, one of my favorite demented souls on here. lol, yes you can be a Knight of Takhisis, i wanted to be one but i don't know the orders or information about them, if you know feel free to post it. And stormwing, of course you have a spot. Deedlit, if you read the information on the first page about the Qualinesti elves you can choose an order from there. I would also like to say, since i just got a lot of people who want to join, when 1 more person joins, we will start the rpg. People can join while the rpg is going because new characters are always welcome, but they have to join in the rpg at the last town and meet up with someone in the rpg to make it interesting. And Harlequin, please please please be a Knight of Takhisis, it will make the rpg soo much better. Oh, and if some of you think you can handle more than 1 character by all means go ahead an do it as long as the character doesn't get introduced later. If stormwing is going to be on the side of good, i will make another character, preferably, a Knight of Takhisis. So, please, try and get expierenced rpgers to join because this will be the best rpg Otaku has ever seen if we do.
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Name: DeMario Dustanda Age:15 Sex:Male Height:5'11" Weight:175 lbs Planet:Earth Appearance: see attachment Uniform Color: Baby-blue with dark blue and red Bio/Persona: DeMario was raised in the slums of Queens, New York on Earth, a street wise cocky teen he likes to get a rise out of people. Never knew his parents and was raised by the Pack, a group of gangly teen thiefs an micchief makers. Because most people know this he is the first to get blamed for something. He is of Asian decent but doesn't know what happened to his parents.
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omg! is he gonna be ok? i don't care about the rpg i just wanna know if he's all right...i hope he's ok....
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Name:Skytrykonis (Ykonis for short) Dusputen Age:23 Species:Elf Sub-species:Silvanesti Order:Ranger/Thief Weapons:Heaven silver long-sword, origanally made by Theros, the famous Lance forger during the War of The Lance,(was adopted by the Silvanesti so he doesn't know his real parents), Long-bow made out of a Rowan and Oak mix with a Dragon-heart string(collapsible), 4 throwing daggers, a blade disc (think of Xena and Blade II), a spear, and a throwing lance. Armor:Magically enhanced leather chest plate laced with silver dragon scales, a pair of dragon scale breeches, double-thick leather boots(thigh high), and a silver hooded elven-cloak. Longsword sheath across back, lance and spear sheath above the longsword sheath, sheaths on boots for throwing daggers, Quiver Of Arrows (always full and never runs out) with collasible longbow in it. Hair:Sage-green (yes i know this is only for the 2 sub-species of sea elves but he doesn't know his real parents he was adopted by the Silvanesti) Eyes:Ice-blue with a golden tint Alignment:Neutral-good
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yes that's actually really good. i'm with my friend right now so i can't post my sheet but i will as soon as possible. edit: do you know actual orders for the elves? because if you do could you pm me some of them? i wasn't able to find any besides the ones i have. thanks.
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Vortex saw a glowing light in a building. He heard a female voice say "Somebody, help...". He ran into the building to find a female tied to a cross with a mutant about to attack her. He launched a white hole at the mutants hand and then jumped in a black hole to re-appear behind the cross. He got 1 of her hands untied when he was hit by a blast from the mutant. "UUNNGGHH," Vortex said as the wind temorarily got knocked out of him. The female untied her onther hand and jumped off the cross. "RUN! GO NOW! I'LL HOLD THIS GUY OFF AS LONG AS I CAN!" yelled Vortex. Paige didn't want to leave but her powers were still disabled. So, instead of using her powers she started to run, but right at the mutant. Right before the unknown mutant shot a blast at her she jumped in the air and kicked him in the head. "I'm not leaving anytime soon," Paige told Vortex. "WOULD YOU JUST LEAVE! I'M TRYING TO HELP YOU! I CAN MAKE A DISTRACTION IF YOU'D LISTEN TO ME!" screamed Vortex. "OK! I"M GOING!" with that yelled from Paige as she ran through the entrance way an booke down the alley. Vortex didn't know how he was going to do this but then he got an idea. He shot a lot of tiny white holes all around the mutant to blind him then jumped in a black hole down the street but before he got in the black hole a white light shot out and nailed him in the chest and neck. His powers were depleted. He ran all the way back to the base and ran in the conference room to find Gravitonne and Cable talking. "I...think the Herald...might have followed me.." Vortex managed to say before passing out.
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ok that's all the info i got. sorry for it being so long. here's what i need for a character Name: Age: Species: Sub-species: Order: Weapons: Armor: Hair: Eyes: Alignment: I'll post mine later....
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Thanoi, also known as walrus men, are a bizarre blend of the human and walrus races. In spite of their great bulk, they can maneuver surprisingly well; Their clawed feet let them keep a good pace over ice or snow. Thanoi have thick cylindrical bodies with human arms and legs, and faces much like walruses. They have huge padded feet that resemble the flippers of fish. Webs of skin grow between their toes to help them swim. They have hooked claws on their toes, useless as weapons, but good for traction. Their hands are much like those of humans: the blunt fingers are capable of holding a staff or throwing spear. Their bodies are protected by tough, leathery skin, dark gray or brown in color. Folds of skin hang under their arms, below their chins, and around their waists. Thanoi skin has a fishy aroma, detectable from a distance of several feet. Thick layers of fat lie beneath the surface of their skin, insulating them from the cold; thanoi swim in the iciest of waters and suffer no ill effects. Although their ears are completely covered by skin, thanoi hear quite clearly. Thanoi have two wide nostrils in the center of their faces. Their eyes are small and dark, usually black or deep blue in color. They have wide mouths with thin lips and rows of blunt teeth strong enough to crunch bones. A row of coarse bristles lines the upper lip and hanges over the mouth: these bristles are used to sweep away snow when digging and strain water when drinking The most distinguishing features of thanoi are their tusks. The tusks are solid bone, several inches thick, and grow to a length of nearly three feet in the largest adults. The tusks are actually modified incisors, extending from the creatures upper row of teeth and down over the bottom lip. The tusks grow in such a way that they do not interfere with eating or speech. They can be used as formidable waepons, or as a tool for digging, with the upper lip bristles used to sweep away debris. Female thanoi are not significantly different in appearance from the males. Their tusks are smoewhat shorter, averaging about two feet long, and their bodies slightly less thick. Their hides tend to be lighter shades of gray or brown. Thanoi have no need to use clothing for warmth, but they occasionally use it for decoration. Females sometimes wear short capes made of bear or wolf fur. Males wear long scarves of the same materials. Kagog, the thanoi medicine women, are distinguished by crowns of bones, usually made from fish spines. Allapparel is designed to be easily removed, since thanoi prefer to enter the water unadorned so their swimming is not impaired. Thanoi move on land by combining shuffling and waddling motions. Thanks to their flipperlike feet, thanoi are quite comfortable in the water. They are able to hold their breath for long periods; large adults can remain underwater for as long as 30 minutes without resurfacing. Thanoi have small blow holes on the backs of their necks, similar to those of whales. When a swimming thanoi needs air, it floats to the surface, opens its valvelike blow hole, fills its lungs with air, then submerges again. Thanoi speech sounds like a cacophany of grunts, snarls, and coughs to other races, but it is actually a quite sophisticated language. Their spoken words are supplemented by non-verbal signs, such as chest slaps and facial twitches. The language is so complex that only 5% of characters with an Intelligence of 16 or over can understand them. However, evil races, such as the minotaurs, have a significantly better chance of understanding the thanoi language, especially of thanoi demonstrate their basic vocabulary. In addition to their own language, 20% of thanoi speak common. Combat: Because the thanoi are seldom in contact with other races, they are not used to fighting experienced combatants: other intelligent races find thanoi tactics to be crude at best. Thanoi take tactical advantage of their ability to maneuver on ice and snow and attempt to ambush opponents from behind whenever possible. Otherwise, thanoi simply charge their enemies with their weapons swinging and hope for the best. Because of their strength, any weapon used by a thanoi does more points of damage than normal. Weapons used by thanoi include daggers, long swords, battle axes, clubs, spears, and maces most of them made from bones, stone, and wood. The thanoi also use Frostreavers, which are battle axes made by Ice Folk. Thanoi construct sturdy harpoons from wooden shafts with stone or metal points and leather straps on the other. When used for stabbing, a thanoi harpoon inflicts medium damage against medium-sized opponents and minimum-medium damage against large opponents. When a thanoi hurls his harpoon by its strap, then the harpoon inflicts additional damage (only the thanoi receive this bonus, thanks to their special hurling technique). Thanoi hands are not flexible, preventing the use of bows and similar weapons. However, a thanoi's tusks are extremely effective in melee. Instead of using a weapon, a thanoi can make two tusk attacks against the same opponent, causing medium damage with each tusk. Thanoi do not wear armor. Not only do their tough hides provide armorlike protection, the bulky thanoi find artificial armor extremely uncomfortable. Thanoi are immune to all forms of cold, both natural and magical, but this immunity has its disadvantages. They suffer damage from any fire-based attacks, whether magical or nonmagical. Additionally, thanoi may suffer damage if exposed to climates above freezing. In climates with average temperatures between 32° and 40° F, thanoi feel discomfort. For every week in an environment with average temperatures higher than 40° F, thanoi lose health that can only be regained in cold weather. Habitat/Society: The thanoi are not known for their intelligence. They are hostile and suspicious toward strangers, though they are cordial to other thanoi tribes and cooperative with evil races with whom they share common goals. Thanoi kill for the sheer joy of it. They are fiercely territorial, and they mercilessly slaughter trespassers. They also engage in recreational killing of animals, the more helpless, the better; a band of thanoi would not, for example, attack a dragon, but they would relish the opportunity to massacre a family of seals. Thanoi live only in regions of extreme cold. Most live on ocean shores, but some tribes make their homes on drifting glaciers. Thanoi have no permanent settlements, relocating when they have exhausted the hunting and fishing in a particular area. Several families live together to form a tribe. An average family consists of a mated pair and one or two offspring. The entire tribe comprises about 20 members, equally divided between males and females. Females give birth to one or two babies every two years. A young thanoi grows to maturity in about 20 years; immature thanoi (ages 2-20) cannot use weapons, but can make tusk attacks causing 1d2 points of damage each. An immature thanoi has 2 Hit Dice. Thanoi have a life span of about 60 years. Thanoi homes are constructed from blocks of ice shaped to the desired size with their tusks. Pots of burning oil furnish light. A hole in the ceiling provides ventilation. A tribe of thanoi always has a leader. This leader is usually the meanest and most aggressive male and must be at least 30 years old. The leader always has at least 5 Hit Dice. All decisions for the tribe are made by the leader. A leader picks another aggressive tribesman to serve as his deputy; in case of the leader's death, the deputy assumes leadership. If the tribe runs out of eligible members to serve as leaders, they are absorbed into another tribe. The eldest female of a tribe serves as its medicine woman, called the kagog. The kagog can cast cure serious wounds and predict weather, each three times per day (predict weather enables the kagog to know the weather for the next 24 hours within a 30-mile radius; the spell is 90% accurate). Knowledge of these spells is passed from kagog to kagog; as in the case of the leader, the kagog chooses and trains her own successor. Thanoi collect treasure items, although not for their monetary value. They mainly use the shiny coins and gems for good luck charms and fishing lures. Thanoi often tame and train ice bears as tracking animals. They sometimes use the ice bears to pull massive sleds over the snow; a typical sled holds a dozen thanoi and is pulled by a team of two ice bears.. The sleds are made of wood and bone, thanoi coat the runners with fish fat or seal blubber for maximum speed. Thanoi sometimes carry pots of oil (specially distilled from deposits found on the ocean floor) and pouches of burning embers with them on the sleds. The oil pots are ignited, then tossed on enemies. This is a particularly effective tactic when attempting to disable vehicles, such as the iceboats of the Ice Folk. Thanoi can also ride bareback on ice bears; this is helpful when the thanoi need to cross an area of deep, soft snow, since the bears can easily traverse the largest drifts. Ecology: Thanoi can sometimes be convinced to ally with evil races; however, thanoi are too independant-minded to form lasting alliances. They have strong relationships with the ice bears, ice bears are used as hunting partners and also as allies against common enemies. Thanoi hunting parties often prowl glacial areas looking for the hated Ice Folk, with whom they have violent, unending territorial disputes. Ice Folk hunt thanoi for their blubber, their hides (from which they make warm clothing), and their tusks (from which they make jewelry and weapons). Aside from their weapons, thanoi produce no items of value and, priding themselves on their self-reliance, never engage in trade. However, thanoi-constructed weapons are highly sought collector's items, particularly the harpoons. Thanoi primarily eat the fish that are trapped in the ice-covered lakes in their domains. They also enjoy the flesh of seals, whales, and sea birds. Thay are not above eating carrion. Thanoi always eat their meat raw.
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The ogres of Krynn are bloodthirsty, savage brutes. They are feared and despised by all intelligent races. Krynn ogres physically resemble the ogres from other worlds. They are taller than most humanoinds, with thick and solidly muscled bodies. Thay have large heads with blunt noses, pointed ears, and high foreheads. A bony ridge covers their beady eyes, which are colored dull gray or blood red. Long, greasy hair grows from their lice-ridden scalps, dangling over their shoulders in matted tangles. Their dry skin, whose color ranges from dark brown to orange-yellow, is crusted with scabs and filth, and often covered with hary warts. Krynn ogres have rows of sharp brown teeth, caked with grime. Black claws grow from their fingers and toes. Females resemble the males, though they are shorter and less muscular. Krynn ogres wear the skins and furs of animals they have killed. These are made into loose smocks, long breech cloths, and heavy capes. These skins are not tanned or otherwise treated before they are made into clothing, making them stink like rotting meat. Ogres do not wear gloves or shoes of any kind-their thickly calloused soles provide protection and traction. Some wear stone necklaces, others paint their bodies with crude pigments. Few creatures are as violent and cruel as ogres. With their low intelligence and flaring tempers, murder, vandalism, and abuse are commonplace in their societies. Greedy and covetous, ogres love treasure almost as much as they do bloodshed. Krynn ogres speak common; 10% of tribesmen other than chieftains and leaders also speak common. Combat: Like the ogres of other worlds, Krynn ogres are extremely dangerous. Not only is violence their common response to most problems, they are perfectly willing to fight to the death over most trivial conflicts. An ogre is too dull-witted to utilize complex tactics: instead, it engages in brutal melee until either it or its opponent is dead.. So intense is their violence that ogres must be restrained from pummeling their opponents long after they have been killed. Strangers are attacked mercilessly, including members of other ogre tribes. An ogre often would rather beat a stranger into submission than waste time speaking with him. Ogres use spears, battle axes, maces, clubs, and similar melee weapons. These are either stolen from dead victims, or assembled from stone, wood, and other common materials. Though crudely made, ogre weapons are just as effective as their more carefully crafted counterparts. Ogres seldom use bows, slings, or other missile weapons; not only do they find them clumsy to use, they deny ogres the physical satisfaction of beating and chopping their victims. Ogres rarely wear armor, mainly because it is difficult to locate armor pieces large enough to fit them. Large ogres sometimes wear thick layers of furs and skins imbedded with chips of stone to give them an effective AC of 4. Ogre leaders and chieftains are stronger than their followers and inflict significantly more damage. They can use simple weapons, such as clubs and axes. Habitat/Society: Legend has it that the ogres were thefirst race to awaken on Krynn. The original ogres were graceful and attractive creatures, though they had an inclination toward evil. Their tribes flourished in all corners of the world. An early ogre clan leader named Igrane tried to convince the other tribes that if they failed to renounce their evil natures, they would be doomed to a future of conflict and destruction. The ogres rejected this prediction. Igrane abandoned them to their folly, taking with him a band of enlightened followers who came to be known as the Irda. Igrane's prediction, of course, came true. The rise of competing races brought about the end of the ogres' domination of Krynn. They were hunted and slaughtered by elves and dwarves, driven into exile by the humans, and betrayed and enslaved by the minotaurs. Additionally, the various ogre tribes warred constantly with eachother, reducing their numbers even further. In the end, the ogres were forced into the most remote reaches of Krynn, where they remain to this day. The good races avoid them, while the evil races see them as just another exploitable resource. Ogre tribes make their homes in the grimmest of lands, where the grass is withered and brown, the earth is cracked and dusty, and the waters are foul and stagnant. Though ogre cities exist, most ogres live in small settlements. A typical ogre settlement is a collection of crude stone huts centered around a large water hole. Each hut is the home of three or four ogres. The tribal leader and chieftain (assuming the tribe is large enough to have both) live in private huts. A hut has no furnishings aside from old furs used for sleeping and the family's weapon collection. Outside of each hut are large racks supporting strips of meat that are drying over smokeless charcoal fires. A typical village also includes a treasure hut and a games pit that holds several wolves, bears, or snakes; ogres enjoy dumping weaker tribesmen into the pit, then watching them try to scramble back out. An ogre family consists of a mated pair and one or two children. Females give birth to a single child once per year. When ogres reach the age of 30, they move into their own huts to start their own families, though they still remain with the tribe. Elderly ogres-those too old to hunt, bear children, or serve the tribe in any other way-are slain. A tribe of ten or more members has one leader. In tribes of 20 or more, there is also a chieftain; in these cases, the leader serves as the chieftain's deputy. No more than half of the tribe are females. Ogres view females as inferior in all respects, useful only for menial jobs and for bearing children. The chieftain (or leader, in the case of a smaller tribes) keeps careful track of the number of females in the tribe. If the number of female children exceeds the number of male children, the excess female children are killed. Each tribe also keeps a number of slaves, equal to about 20% of the tribal population. Most of the slaves are human, but a few are elves or dwarves. Ogre tribes are constantly in need of new slaves, since tribesmen kill them for sport, and eat them when they are too lazy to hunt. An ogre hunting party usually consists of a leader and about six adult males, all heavily armed. A hunting trip lasts anywhere from a few days to several weeks, depending on the needs of the tribe and the scarcity of game. The leader treats his followers cruelly, for instance, using the weakest one as bait to lure hungry game. Followers sometimes arrange for the unfortunate demise of the leader on hunting trips. On their return, they report the loss of the leader to the tribe, then one of their number claims the leader's position. Ogre leaders and chieftains are absolute rulers of their tribes. Crimes against the tribe include betrayal, theft, unjustified murder, and cowardice. Punishment for all such crimes is death, usually a lingering and painful one. Criminals might be hung upside down on a cliff to be roasted alive in the sun's rays, sealed in a bag with poisonous snakes and thrown into the sea to drown, or sunk in a quicksand bog while the tribe watches and jeers. Ogres are required to bring all treasure taken from defeated victims back to their village. The chieftain (or leader in smaller tribes) claims half for himself. The ogres who retrieved the treasure are given a small share, usually no more than 10%, and the rest is placed in the treasure hut. The chieftain (or leader) awards treasure to tribesman for special achievements, such as defeating powerful enemies; invariably, the chieftain presents most of these special awards to himself. Ecology: All intelligent races go out of their way to aviod ogres. However, evil races occasionally employ ogres in their armies. The ogres are too stupid and undependable for complicated missions, but they willingly accept all manner of dangerous and distasteful tasks if the price is right. Some minotaur communities keep ogres as slaves. Ogres hunt wolverines, wolves, and other woodland creatures for food, but they are also fond of human, elven, and dwarven flesh; kender and gnome meat is considered a delicacy. Ogre fisherman scavenge the shorelines for dead fish, since this is easier than catching them, and dead ones are just as tasty as live ones. No other races trade with ogres, but ogre tribes occasionally trade with each other. Such transactions often erupt in violence. One tribe, for instance, might trade animal skins and ale for a second tribe's gems and weapons. When the second tribe becomes drunk form the strong ale, the first tribe slits their throats and takes what they want. Orughi The orughi are an ogre race dwelling on remote islands north of Ansalon. They are shorter, fatter, and duller than most ogres, but they are no less aggressive. They have stringy golden hair, oily gray skin, and webbed hands and feet, enabling them to swim at twice their land movement rate. Though good fighters, the orughi are not as strong as other ogres and are more prone to panic. When possible. orughi try to lure their opponents into the sea; because of their swimming skill and the fact that they can hold their breath for 20 rounds, they are dangerous opponents in the water. Orughi use battle axes and daggers and also carry special weapons called tonkks. These weapons, resembling iron boomerangs connected to long metal cords, are used by the orughi to capture birds. The tonkks inflict no damage, but can be used to ensnare victims up to a distance of 30 yards (they cannot be used in water). Because of their skill with these weapons, orughi attacks with tonkks are made with a +3 bonus to the attack roll (non-orughi use tonkks with a -2 penalty). The cord of the tonkk rapidly wraps itself around a successfully attacked victim; once per round, the victim can attempt a Dexterity check with a -2 penalty. If he succeeds, he has untangled himself. If he fails, he must roll a Strength check with a -4 penalty. If the Strength check fails, the victim is pulled ten yards closer to the orughi who entangled him. Orughi live in crude wooden shacks on the shores of their islands; they spend most of their time hunting and fishing. They worship Zeboim, the evil Queen of the Sea, and build elaborate shrines in her honor near the water's edge. These shrines, resembling cylindrical towers of stone, can be seen from miles away; experienced sailors recognize them as a sign of an orughi settlement. The orughi have no formal government. The eldest males of each family collectively rule the tribe. Disagreements are settled by combat. Orughi collect less treasure than other ogres. Their treasure caches seldom contain magical items, but usually include an amply supply of pearls and other gems removed from the ocean floor.
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Irda are tall, slender creatures, averaging six feet in height and weighing about 150 pounds. Females tend to be as tall and heavy as the males. Although slender, they are quite strong, as evidenced by their firm muscles. Their skin-tones range from midnight blue to a deap sea green. Their hair is usually black, but it can also be silver or white. Irda always wear their hair short and keep it carefully combed. Their drawn faces and drooping eyelids give the false impression that they are bored or uncaring. Their eyes are silver; they are long lived, commonly reaching the age of 500 years. Irda wear simple, lightweight clothing, such as linen smocks or silken gowns, in shades of beige, light blue, and other pastel colors. They refuse to wear wool, leather, or any other materiel derived from animals. Their wardrobes are occasionally enhanced by a modest piece of jewelry, such as an emereld pin, a pearl ring, or a thin steel necklace. Irda move with a fluid motion so graceful that it is a joy to watch. Their voices are extraordinary, rich, melodic tones that are among the most beautiful sounds heard on Krynn. Irda have innate shapechanging abilities and can disguise their size and true form in many ways. They can change their height by as much as two feet in either direction, and can duplicate the features of any humanoid race: they are especially convincing as elves, half-elves, and humans. The Irda's shapechanging ability requires several years of practice to perfect. Usually, an Irda masteres shapechanging into a particular form, then uses that form over and over. They are gentle, soft-spoken, and thoughtful, repulsed by the violence that periodically rocks the nations of Krynn. Though they bear no animosity toward other races, Irda have never been fully accepted in any other culture, thanks in large part to the superstitions developed about them over the years. Tales are told of the terrible, ancient ogres who would return one day to bring death and destruction. Since the Irda are descended from the original ogres, many assume that they are the rumored harbingers of doom. When an Irda's true race is revealed, invariably it is hunted down and killed by a superstitiou populace Combat: Irda have no natural aptitude for fighting, and combat skills are uncommon amond them. Given the option, Irda would rather gracefully retreat than engage in a bloody melee. They see nothing noble about combat; in fact, following a physical engagement with an enemy, Irda undergo a cleansing ceremony to rid themselves of the spiritual corruption inherent in any violent confrontation. Thanks to their ogre heritage and superior strength, Irda are capable of inflicting 1d10 points of damage with a typical weapon attack. However, because of their aversion to physical contact, they are poor melee combatants; when Irda attempt to use any melee weapon, including swords, maces, daggers, and staffs, they do so with a -1 penalty to their attack roll. For that reason, Irda are more likely to use bows, slings, or other missile weapons. The Irda's preferred weapons are those of their own design, such as vine bolas (four foot long vines weighted on both ends with hook-shaped stones that entangle a victim up to 25 yards distant an entangled victim can free himself) and cluster balls (balls of dried clay embedded with sharp thorns containing a mild poison; these cause 1-2 points of damage). Irda also create powder bombs from hollowed-out eggs containing various mixtures of herbs and natural poisons. A burst powder bomb affects all those within a ten foot radius. The various types include sleep powder bombs, paralysis powder bomb, and blindness powder bombs). Those Irda capable of using magic employ spells instead of weapons whenever possible. Since magic-using Irda have a clearer understanding of the workings of magic than most other races, Irda clerics and wizards gain one additional spell of the highest level they can use, Irda who are Changer Adepts or Changer Savants (see below) use their superior shape-changing skills to frighten their opponents (by changing into a minotaur or death knight) or to escape from them (by changing into a mouse or bird). Irda feel awkward in armor and wear it only in the most extreme circumstances. They prefer the lightest armor, such as padded armor, and, of course, refuse to wear leather armor or any other protective clothing made from animals The Irda's relatively low Constitution makes them more vulnerable to the effects of poison tham most other races. Habitat/Society: The Irdanaiath, an ancient text held sacred by the Irda, but unknown among the other races of Ansalon, explains the origin of the high ogres. Though it is commonly beleived that elves were the first race to awaken in the Age of Dreams, the Irdanaiath suggests that the ogres were the first. In the dawn of the world, the ogres were the fairest of all the races. Their dark grace and savage beauty were unsurpassed, yet their hearts were cold and bent toward evil. When ogres walked the world as its dominant race, they had occasion to interact with humans. In their dealings, the humans unwittingly gifted a great and powerful ogre clan leader named Igraine with free will. Igraine began to look upon the world with new eyes. The gift of free will spread among Igraine's clansmen, who came to be called the Irda, until they all saw the debasement that would inevitably result from their evil ways. They tried to convince other ogre clans of their folly, but their pleas were curtly dismissed. Civil wars erupted among the ogres, wars fought in places hidden from the eyes of men. In time, the Irda removed themselves from contact with the rest of the world. They found haven on an island they named Anaiatha. This refuge was located in the northern oceans of Ansalon, far from all other civilized areas. Here the Irda could live undisturbed. The ogres who did not foresee their debasement eventually fulfilled Igraine's prediction, becoming uglier and more misshapen until their appearance matched the evil in their hearts. The onset of the Cataclysm upset the Irda's life of pastoral bliss on Anaiatha. The forces of evil, whose power had blossomed in the wake of the Cataclysm, discovered the Irda's island and attacked. Though the evil forces were eventually repelled, many Irda were captured and taken to Ansalon. When the forces of evil were eventually defeated in the War of the Lance, the surviving captive Irda were freed. These Irda still wonder the lands of Ansalon in disguise, desperately trying to find a way back to their homeland of Anaiatha. The Irda are usually alone, but occasionally small groups of 1d10 Irda are discovered roaming the countryside. Families may be encountered; the parents' findest wish is to find a way back to their island home, if not for themselves, then for the sake of their children. A variety of magical powers protect Anaiatha from discovery, including a permanent hallucinatory terrain spell that makes the island appear to be a calm stretch of ocean. However, wandering Irda can hear the telepathic call of their homeland during the High Sanction (full moon) of Solinari, the most distant of Krynn's three moons. During these times, which last for a period of nine days once every 36 days, the Irda can find their way across the ocean to Anaiatha, assuming they have a ship or other means to make the journey. Unfortunately, the journey lasts far longer than the duration of High Sanction, and few lost Irda are ever able to return to Anaiatha on their own. Anaiatha is a tropical paradise, filled with lush vegetation and friendly animals. The Irda have no permanent dwellings, making their homes in caves and valleys, and relocating as the spirit moves them. They acquire few possessions, although they are fascinated by the beauty of gems and jewelry. Most have accumulated small caches of coins and other treasure, to be used if necessary to bribe or otherwise buy off unwelcome intruders. The Irda are governed by a king who rules as the absolute monarch. All Irda kings trace their lineage to Igraine. A king rules until the age of 400, at which time one of the king's progeny succeeds to the throne. A king can be either male or female and is usually the oldest of the former king's children. Irda give birth to 1d4 children every 50 years. Irda are conscientious parents, beginning instruction in all of the arts and sciences within the first few weeks of a child's life. Of all their lessons, the most important is the art of shapechanging. With diligent practice, most Irda have mastered basic shapechanging by the age of 20, enabling them to disguise themselves as humanoids at will. An Irda with an Intelligence of at least 16 can study to become a Changer Adept once it reaches the age of 50. Learning to be a Changer Adept takes at least ten years of study, but once mastered, a Changer Adept can shapechange, as per the 9th level wizard spell, up to three times a day. An Irda with an Intelligence of at least 18 or more can then study to become a Changer Savant when he reaches the age of 100. This requires at least 50 years of practice. A Changer Savant can shapechange at will. Ecology: Irda strive to live in perfect harmony with nature. An Irda will not intentionally harm a living creature unless his own life is at risk. For these reasons, Irda do not wear or use leather, wool, or any other products from animals. They are strict vegetarians, enjoying all varieties of fruits, grains, and vegetables. Not only do they avoid meat, they also refuse to eat eggs or drink milk. Irda have no taste for alcoholic beverages of any kind. Irda do not engage in trade, nor do they create products of any value to other races. Outsiders occasionally seek them out for information about exotic plants or animals. Irda usually trade such information in exchange for the safe return of a lost friend or relative still wandering the lands of Ansalon. Irda Class/Level Limits Class: Maximum Level: Warrior: Fighter Unlimited Ranger Unlimited Paladin Unlimited Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Unlimited Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Unlimited Rogue: Thief Unlimited Bard Not eligible
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Kender are diminutive humanoids who are insatiably curious and utterly fearless, with an uncanny knack for getting into trouble. Kender resemble human children, though more heavily muscled. Males are typically 3' 7" tall and weigh 75 pounds; females are slightly taller. Adult kender rarely exceed four feet tall or weigh more than 100 pounds. Kender have distinctive pointed ears that give them an elven appearance. They have sandy blonde, light brown, dark brown, copper-red, or red-orange hair, usually worn long with many varieties of braids and ponytails. Feathers, ribbons, flowers, and other colerful items are often woven into their hair. Kender are fair-skinned, but they tan quickly, becoming dark brown by mid-summer. Their eyes are variously pale blue, olive, light brown, and hazel. Kender have been called wizened because of the fine network of lines that creases their faces beginning at age 40. Their facial expressions are quite intense; no one seems as happy as a joyful kender or as miserable as a weeping one. Kender clothing varies widely, but tends to be colorful and bright. Soft leather is a particularly favored materiel for clothing, especially if dyed bright colors and tooled with designs. Kender carry a mind-boggling assortment of small items in their pockets and belt pouches, such as bird feathers, animal teeth, rings, string, handkerchiefs, small tools, pet mice, oddly shaped twigs, foreign coins, and bits of dried meat. Anything that conceivably could hold a kender's attention for more than a few seconds will likely find its way into his pocket, with or without the actual owners permission. Combat: Kender fight hard and relentlessly, sometimes coming up with unexpected tactics that can carry the day for their companians. They are immune to all forms of fear, including magical fear, and make saving throws against spells and poison. The kender's most effective defense is their ability to enrage opponents by taunting them with verbal abuse. Kender employ a variety of weapons, and are excellent with slings or bows. Their favorite weapon is the hoopak, a special combination of bo staff and staff sling. Made from resilient wood, one end of the hoopak is forked like a slingshot and has a leather pocket mounted between the forks. The other end is pointed and shod with metal or hardened by fire. When used as a sling, medium damage against small opponents and minimum damage against large opponents. When used as a staff, it causes medium damage against small opponents, and minimum damage against large opponents. Most kender do not tolerate armor any heavier than leather or padded. Some may use ring mail or studded leather, but only for short periods. If an adventuring party is lost in the wilderness, kender have a 50% chance of determining the correct direction to go. Habitat/Society: The basic unit of kender society is the family, consisting of parents and their children. A kender child stays with his parents until his early 20s, at which time he becomes subject to wanderlust. A kender experiencing wanderlust is overwhelmed by his natural curiosity and desire for action, he is compelled to wander the land as far as he can go. Wanderlust may last until the kender reaches his 50s or 60s, at which time he enters a life-phase called rooting, a compulsion to settle down with a mate and raise a child or two. This cycle of wanderlust and rooting is responsible for spreading kender communities across the continent of Ansalon. Kender seldom have more than two offspring. A second child is never cinceived until the first leaves home with wanderlust. Thus the parents give their undivided attention to each child. An entire kender family lives in the same house, usually no more than a single room, comfortably furnished with stuffed cushions and wooden furniture. Building materiels include whatever is available; kender have developed quite a knack for creating attractive homes from odd collections of stone, wood, brick, and thatch. No kender home contains locks of any kind. Kender communities are democratic to the point of anarchy, every citizen is more or less allowed to do whatever he pleases. Kender see no reason to impose their views on anyone else. Since evil kender do not exist, there is little need for laws or a formal government. When an emergency arises that requires cooperation from the kender, they do so naturally; with minimal preparation, they can become a formidable, unified group. This is not to say that the idea of government is totally without its appeal for kender. They have experimented with every conceivable form of government, and are more than willing to give any new type a chance. They also follow any leader for as long as he remains interesting. Owing to the kender's low tolerance for boredom, a new government or new leader seldom holds their attention for more than a few days. There has never been a standing kender army. The occasional invaders attempting to occupy a kender village quickly become discouraged: not only were the kender fearless fighters, there was nothing of much interest on the village worth plundering, and the kender made hopelessly inept slaves. In fact, most kender find an enemy occupation to be a tremendous boost to the local economy, since the invaders always bring such interesting things for the kender to "handle". Though always welcome, non-kender visitors seldom stay longer than a week in a kender village, life among the kender is just too frustrating. It is not uncommon for a visitor to be releived of all of his possessions within a few hours. Visitors are pelted by a constant barrage of questions and rambling, pointless stories. Kender can be endearingly charming or shockingly vulgar. They are natural extroverts and enjoy making new acquaintances. Though most are personable and friendly, they can also be obnoxiously talkative and nosy. Since kender do what they want when they want to do it, they resent being given orders. At the same time, kender are quite sensitive and can easily be hurt by indifference or intentionally cutting remarks. Kender treasure their friends; if a kender's friend is injured or slain, the kender is usually overcome with grief and despair. Death is only meaningful to a kender when it comes to one whom the kender knows and loves, such as a family member or an adventuring companion, or when it strikes innocents, such as the victims of warfare or a natural disaster. In these cases, the anguish felt by the usually cheerful kender is heart wrenching to behold, the depression lingers for days or even months after the event. The concept of delayed gratification is alien to kender. They thrive on excitement and yearn for new adventures. Some kender believe that evil creatures are condemned to an afterlife where they will be bored for all eternity. The kender''s innate fearlessness gives them remarkable confidence. They remain calm and carefree even in the most life-threatening situations. The combination of fearlessness, uncontrollable curiosity, and impulsiveness invariably gets them into trouble, as they are forever peeking into dark corners and forging ahead into unexplored places. Kender often allow their curiosity to overcome what common sense they possess, especially when encountering an unusual monster. When a kender displays an uncommonly sensible attitude in a dangerous situation, it is probably because he realizes that death means never doing anything interesting again. Kender have a unique approach to personal property and theft. Their intense curiosity feeds their desire to know how locks can be opened, how to listen in on other's conversations, and how to reach into pockets to find interesting things to look at. Theiving comes naturally to kender, and they see nothing wrong with it; what others might call "stealing," kender call "handling." Kender do not steal for the sake of profit, since they have little concept of value; they are just as happy with a chunk of purple glass as they are with a glittering diamond. Often they pick up an item out of curiosity, and forget to return it. If caught red-handed with another's property, they offer an amazing range of excuses: "I forgot I had it." "I found it." "I was afraid someone else would take it." More often than not, kender believe their excuses to be the truth. Ironically, kender dislike the idea of someone deliberately taking an item without the owner's permission; to be called a thief is considered a base insult. Kender cannot learn to cast wizard spells because of their innate magical resistance, a legacy of their creation. No evil kender are known to exist. Ecology: Most races shun kender, finding their personalities and societies hard to tolerate. On the other hand kender have no prejudices and welcome the opportunity to socialize with outsiders, finding their customs and habits to be quite fascinating. Kender are as curious about food as they are about everything else, and they consume anything that looks remotely edible. They are actually quite skilled chefs, and two of their recipes account for their only tradable goods. One is called dew drink, an alcoholic beverage distilled from sundews, gold in color with the flavor of honey. The other is called kender pak, a nutritious sweetbread made from six different grains, which tastes like caramel and cinnamon.. A loaf retains its freshness for two months and is equal to two weeks rations. Since kender are notoriously poor businesspeople, they seldom receive more than a few worthless trinkets in exchange for these products. Kender are fond of pets, the more unusual the better. Cats, dogs, and small birds are common, but so are worms, beetles, and toads. Kender rarely use mounts, preferring to walk even over long distances. Class: Maximum Level: Warrior: Fighter 5th * Ranger 5th * Paladin Not eligible Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Not eligible Priset: Cleric (Heathen) 6th Druid (Heathen) 5th * Holy Order of the Stars 12th Rogue: Thief Unlimited Bard Not eligible * Kender who manage to gain 17 strength can reach 6th level
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Krynn rebels are small, mobile groups of fighters using guerilla tactics to further the causes of freedom. Rebel groups flourish wherever injustice and oppression prevail. Because secrecy is vital to a rebel band's success, members do not wear uniforms or any other distinctive garb, although members of a rebel band may communicate with one another with secret signs or passwords. Since rebels are recruited from all walks of life, they share no common physical traits. However, rebels all tend to exhibit exceptional courage, idealism, and perseverance. Combat: Since their lives depend on their fighting skills, rebels are superb combatants. Rebel weaponry depends on whatever a group can scrounge. Armor is particularly hard to come by for rebels; 20% have shields, and an additional 30% have armor. Of the armored rebels, 40% have leather or padded armor, 40% have studded leather (or leather or padded armor with a shield), 10% have chain mail, and 10% have chain mail and a shield. Habitat/Society: Rebels have no permanent base of operations. If their identities are known by local officials, they seldom sleep in the same place twice, using caves, abandoned buildings, or the homes of sympathetic friends. Rebels try to keep their groups as small as possible, rarely having more than 20 members. The group is split equally into 1st to 4th level fighters, 4th to 6th level fighters, and 7th level or higher fighters. There is no more than a 5% chance that a rebel is fortunate enough to acquire a magical weapon. About 20% of the time, a large rebel group has a varying number of wizards, rogues, and priests; it is rare for more than 10% of a group to come from any of these classes. Rebels carry little or no money. All the treasure they acquire goes immediately to purchase weapons or medicines. Ecology: Master survivalists, rebels can live off the land for indefinite periods of time.
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The Plainsmen of Krynn consist of a number of tribes organized into self-contained communities. Most tribes share common ancestry with the plainsmen of Que-shu. Most plainsmen tribes live in areas of Krynn that are otherwise uninhabited; in fact, many tribes have virtually no contact with any other cultures. Tribal life is basic and uncomplicated, with most resources devoted to the day-to-day problems of survival. Lahutians: This is a tribe of cannibals living in the tropical forests of central and northern Ansalon. The Lahutians are a short, stocky race whose pink skin is covered with fine, blond hair. They wear grass and silver necklaces decorated with human finger joints and other small bones. They never venture from the forests, travelling in groups of 2-8 to prey on wild animals and unfortunate travelers. They have their own language, an obscure tongue that only 10% of characters with an Intelligence of 15 or higher have a chance of comprehending. With their special fondness for human flesh, Lahutians attack all humans on site. Half of an encountered group is armed with spears. The other half weilds short bows whose arrows are dipped in a special poison made from sundew sap. This poison causes 1-4 points of damage to victims who fail their saving throws vs. poison. Lahutian wear no armor, their AC is 10. A Lahutian tribe typically comprises about 40 members; half are fighters of 4th level or less, and the rest are level 0 workers, children, and elderly. The Lahutians lack the talent for magic; hence, there are no priests or wizards. The strongest Lahutian rules the tribe by declaring himself to be a god. The ruler demands sacrifices and worship from the other members. The Lahutians produce nothing of value. Their treasure, if any, is seldom more than a small collection of semi-precious stones. Lor-Tai: The Lor-Tai are members of a primitive, docile tribe that inhabits hillside caves in the northern tropics. All have dark skin, fair hair, and almond eyes. They are sweet-tempered, nonviolent and not particularly bright. They are open and friendly to strangers and share their food and homes as long as a visitor cares to stay. The Lor-Tai are inept fighters and always flee from an opponent if given a chance. If cornered, they feebly defend themselves, with staves, the only weapons the tribe employs. About 50% are armed with staves, which inflict 1-6 points of damage. Lor-Tai wear no armor, but their resilient bodies give them a natural AC of 9. A tribe usually has 20-50 members. No more than 10% are 1st level fighters, the rest are level 0. Lar-Tai spend their time tending to their sizable herds of cows and goats. They have an uncanny rapport with nature; all have a natural ability to speak with animals as per the spell. Some are skilled artists, painting colorful portraits of their favorite animals on the walls of their caves. Others are talented musicians, playing beautiful music on stringed instruments made from goat bones and cow gut. Though the Lor-Tai have no wizards among their number, they have a remarkable aptitude for creating magical potions. If a Lor-Tai is given a magical potion to examine, there is a 25% chance he can duplicate it by combining various herbs, roots, and other natural ingredients. This process takes 2-8 days to complete. Nomads: This term refers to all of the various plainsmen groups with no permanent settlements, including those refugees left homeless by war or natural disasters. Some roam the countryside in search of new homelands, others have adapted to the nomadic way of life and drift from place to place. A group of nomads consists of 2-20 members. About half are level 0, the rest are usually fighters. No more than 10% are higher than 2nd level; a group of ten or less has a single 1st level fighter, the remainder are level 0. There is a 10% chance that any nomadic group has a single 1st to 3rd level thief or renegade wizard. Decisions are made by consensus. Nomads have few possessions. What they own is usually carried on their backs or hauled in crude wagons. There is a 50% chance that any given nomad is armed, usually with a club, dagger, or [rarely] a short sword. Armor is used only 5% of the time, most commonly leather or padded. Though nomads seldom have anything for trade or sale, they can be good sources of information.
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The Knights of Solamnia are the noblest of Krynn's heroes. Their philosophy is best summed up by the oath to which all Knighs subscribe: Est Sularis Oth Mithas (My Honor is My Life). Since the time of Huma, the Knights of Solamnia had stood as symbols for all that was good. But following the Cateclysm, when the common people cried out for aid, the Knights were powerless to help. The people blamed the Knights for their perceived inaction. The Knights fell into disgrace, and their temples and fortresses were besieged. The Knights who remained were forced to roam the countryside in secret, fearful that they would be discovered by an angry citizenry. Still, the Knights held true to their ideals and did what they could to fight evil in the world. To this day, the only sizeable group of Knights exists on the distant Sancrist Isle. The rest operate covertly, concentrated in the villages and cities of Solamnia, a sprawling realm in northwest Ansalon. Hierarchy: The Knights of Solamnia are organized into three Orders: the Knights of the Crown, the Knights of the Sword, and the Knights of the Rose. Individual cells of Knights, called Circles, have been established throughout Ansalon. These Circles exist permanently in many townships and in virtually every major city in the continent. The Circles exist to give aid to all local Knights. Some of these Circles, especially the ones in Solamnia and Sancrist, operate openly and are easy to find, in places where the Knighthood is still viewed suspiciously, these Circles exist clandestinely and their meetings are held in secret. The Knighthood is ruled by the Lord of the Knights. However, this position has remained vacant since the time of the Cateclysm due to the difficulties in calling together a Grand Circle of Knights in sufficient numbers to ekect a Lord from the eligible candidates. The position must be filled by either the High Warrior, the High Clerist, or the High Justice (see tables below), and at least 75% of the established Circles must send two representatives to vote. The will of the Lord of Knights is carried out by the High Knights, throughout their respective orders, The High Warrior commands the Order of the Crown, The High Clerist commands the Order of the Sword, and the High Justice commands the Order of the Rose. These are nominated and elected by members of their own Orders without influence from the other two Orders. A Knightly Council, a group responsible for matters of pressing importance, must be held by a contigent of three ranking knights, one from each of the Orders. Knights of the Crown are sworn to protect, serve, and give aid to any kingdom on the List of Loyalty. This list is maintained by the three High Knights and is updated periodically. The Knights are not required to follow the laws or commands of these kingdoms should they violate the standards of the Knights' personal code. All those who wish to become Solamnic Knights must first enter into the Knighthood as squires of the Knights of the Crown. This is true regardless of what Knighthood they will eventually serve Combat: Solamnic Knights are fighters of unparalleled courage and honor. Their highest ideal is to meet a noble death against overwhelming odds in the cause of justice. They retreat only of they can be persuaded that a larger interest is at stake. The Knights employ a variety of weapons. The most frequently used are bows and swords of all kinds, lances, battle axes, and spears. Crown Knights of 6th level or higher have a 10% chance of having a magical weapon. Sword Knights of 6th level and Rose Knights of 5th level have a 10% chance of having a magical weapon: for Sword Knights, this chance increases 10% per level above 6th, up to a maximum of 40%, and for Rose Knights the chance increases 10% per level above 5th to a maximum of 70%. All Knights wear a variety of armor, but chain mail with a shield is the most common. Habitat/Society: Though a Circle may comprise 50-100 or more members, it is rare that an outsider encounters this many Knights at any one time. More commonly, a solitary Knight, or a patrol of 2-12 (2d6) is encountered. This usually happens within 4-40 (4d10) miles of a village or large city. When an encounter with Solamnic Knights is indicated, roll 1d6. On a roll of 1-4, a solitary Knight is encountered. On a roll of 5-6, a patrol of 2d6 is encountered. To determine the Order and level of a solitary Knight, or a patrol leader (the rest of the patrol is of the same Order as the leader, but a mixture of lower levels), roll 1d6 again to determine which column on the Knight Encounter Table to consult; add 1 to the roll if the Knight encounter occurs within the vicinity of a major city (the Dungeon Master is free to vary these modifiers as he sees fit). On a modified roll of 1-3, use column A; 4-5 = column B; and 6 = column C. Then roll 1d8 and cross index the result with the appropriate column. Solamnic Knights seldom carry treasure or other valuables. Most are required to forfeit most or all of their monetary gains to the greater Knighthood, then draw according to their needs. Ecology: Few Knights operate openly. They cannot be hired, but they can be recruited for missions to further the common good. Though many are fine metalsmiths and armorers, they seldom sell their wares. Knights of the Crown All Knights begin in this Order with training in the virtue of loyalty. Candidates must be presented to a Knightly Council and be sponsored by a Knight in good standing from any of the Orders of Knighthood. A candidate must swear an oath to the honor of the Knighthood and to the causes of the Crown, and swear allegiance to the Order and the ideals of the Knights of Solamnia. If there is no dissent from the Knights, and no question of honor regarding the candidate is presented, then the candidate is accepted into the Knighthood as a squire. Knights of the Crown begin with three weapon proficiencies and two nonweapon proficiencies, adding one of each for every two levels of advancement. They are allowed to use weapon specialization, but they do not gain any of the special abilities of the paladin listed in the 2nd Edition Player's Handbook. Knights of the Sword A Knight can attempt to enter this Order only after first rising to Defender of the Crown and only if he has the minimum acceptable ability scores. The candidate is brought before a Knightly Council at which a Sword Knight of no less than 7th level is one of the three presiding Knights. If there is no question of honor brought up, the candidate is assigned a complex quest to test his compassion, his wisdom, his generosity, and his combat skills. If successful, the Knight becomes a Novice in the Order. Knights of the Sword begin with three weapon and two nonweapon proficiencies (in addition to the proficiencies already obtained as a Crown Knight), adding one nonweapon and two weapon proficiencies for every two levels of advancement. Sword Knights gain all of the special abilities of the paladin listed in the 2nd Edition Player's Handbook. A Sword Knight also gains spells as follows, requiring one half hour of meditation per spell level to gain a spell (a Knight can never meditate more than 6 hours once a week): Knights of the Rose Once a Sword Knight has risen to 4th level, he can petition the Order of the Rose to be accepted into the Knights of the Rose, if he has the minimum acceptable ability scores. The candidate is brought before a Knightly Council at which a Rose Knight of no less than 9th level is one of the three presiding Knights. If there is no question of honor brought up, the candidate is assigned a complex quest to test his compassion, his wisdom, his generosity, and his combat skills. If successful, the Knight becomes a Novice in the Order. Knights of the Rose begin with three weapon and two nonweapon proficiencies (in addition to the proficiencies already obtained as a Crown and a Sword Knight), adding one nonweapon and two weapon proficiencies for every two levels of advancement.
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The Ice Folk are a race of rugged warriors inhabiting some of the most desolate arctic regions of Krynn. Ice folk are tall, heavyset humans with leathery skin and long, flowing hair, usually red or light brown. They wear white fur parkas and boots to protect them from the bitterly cold weather. They are fierce and proud. Combat: Ice Folk are peace-loving by nature; however, aggressive actions from opponents spark the Ice Folk to fight to the death. Ice Folk arm themselves with clubs, maces, battle axes, and special waepons called frostreavers. A frostreaver is a heavy battle axe +4 made out of ice. It can be created only by the Revered Cleric of each tribe and requires a month to make. A frostreaver can be wielded only by a character with a Strength of 13 or greater. Temperatures above freezing cause the frostreaver to melt, rendering it worthless Ice Folk use iceboats, huge vessals with canvas sails and wooden runners. to glide along the surface of the ice at speeds much faster than a man can run. A typical iceboat carries about 15 riders. Ice Folk seldom wear metal armor, but their bulky furs give them an effective AC of 5. Habitat/Society: An average Ice Folk tribe includes about 100 members. The wisest and strongest member, a 12th-level or higher fighter, serves as chief. The chief has 1d6 personal guards (10th- to 12th-level fighters) who inflict 1d8+4 points of damage with every successful hit. The tribe's highest level cleric (5th level or higher) serves as Revered Cleric, he has 1d4 acolytes (1st- and 3rd-level clerics). The rest of the tribe is equally divided between 1st- to 4th-level fighters and level 0 workers. children, and elderly. An Ice Folk village is a collection of circular huts covered by bulky white furs, making it almost invisible against the snow. Each hut houses a family of as many as 20 members.. Furnishings are simple, little more than a fire pit for heat and cooking and fur rugs for sleeping. Ice Folk villages are often protected by large snow fences made from the rib bones of gigantic creatures. The Ice Folk are nomadic, settling in one place for about a year, and moving on when the fish supply reaches dangerously low levels. Ecology: The Ice Folk are fishers and hunters, ice bears being a favorite source of meat and fur. They keep tubs of slimy grease made from walrus blubber for cooking and for lubricating the runners of their iceboats. Aside from the ice bears, they have few natural enemies, except for the on-going territorial conflicts with the thanoi. The Ice Folk seldom have the opportunity to engage in trade.
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Silvanesti are fair-skinned. Their hair ranges from light-brown to blonde-white, and their eyes are hazel. They prefers loose garments, flowing robes, and billowing capes. Their clothes are various shades of green and brown. They speak in melodic tones and move with a natural grace. Combat: Silvanesti are brave and able fighters, making optimum use of terrain for concealment and protection. They relish the opportunity to engage skilled opponents in combat. Typical weapons include long swords, two-handed swords, and spears. They also use bows of all types and sometimes tip their arrows with a special venom. Victims struck by these arrows must roll successful saving throws vs. paralyzation or be paralyzed for 1d10 rounds. Most wear chain mail, although some carry shields to improve their AC to 4. Habitat/Society: The Silvanesti race has endured for over 3,000 years. They have become set in their ways. During the War of the Lance, the Silvanesti fled west and settled on the western shores of Harkun bay. This is where most Silvanesti remain today. Silvanesti abhor contact with humans or other races; marriages between humans and Silvanesti have occurred, albeit infrequently. Their relationship with the Qualinesti is strained. Long years within a safe, settled empire have stratified the various crafts and tasks into a rigid system of castes, or Houses. At the top of the system is House Royal, the descendants of Silvanos, the first leader of the early elven clans and from whom the Silvanesti took their name. Beneath this house are those of the craftsmen and guilds, such as House Mystic, House Gardener, House Mason, and House Woodshaper. The House Protector, also known as Wildrunners, serve as the army of the Silvanesti. No one marries outside his or her guild without permission, and permission is rarely granted. A typical Silvanesti settlement includes a variety of all applicable classes and levels; at least 10% have magical abilities, and at least 10% are 4th level or higher fighters. Silvanesti make their homes in glades surrounded by dense forests. Their buildings are tall, ornate structures of wood and stone. The most striking features of a Silvanesti settlement are the low stone pyramids used as tombs for their dead, and the large masses of briars and brambles created by House Woodshaper and House Gardener to serve as borders. Ecology: Although their diet is supplemented by small portions of rabbit, squirrel, and venison, Silvanesti have more of an appetite for fruits, grains, and vegetables than they do for meat. Though the Silvanesti produce a variety of beautiful items, they rarely sell or trade them. Class: Maximum Level: Warrior: Fighter 10th Ranger Unlimited Paladin 12th Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Unlimited Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Unlimited Rogue: Thief Not eligible Bard Not eligible
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Qualinesti are smaller and darker than the Silvanesti, with eyes of blue or brown and hair ranging from honey-brown to blonde. Their art is not as strikingly beautifl as the Silvanesti. They prefer earth-toned clothing. They have strong, pleasant voices and a friendly, open manner. Combat: Qualinesti are more aggressive than Silvanesti, but not as tactically sophisticated. Still, opponents who underestimate them soon learn that Qualinesti are courageous, and confident combatants. Long swords, bows, and spears are among their preferred weapons. They usually wear chain mail or scail mail and often carry shields. Habitat/Society: Qualinesti originally occupied the western regions of the Silvanesti kingdom. They left to form their own communities following a disagreement with their cousins' policy of strict caste systems. Though the Qualinesti hoped their new settlements would grow in trade and culture, their hopes were dashed by the cataclysm, which introduced a period of terrorism and barbarism. The elves were seen as easy prey and the endless raids devastated their communities. Many communities still exist in the forests west of the Kharolis Mountains, but these are small, isolated farming villages. Qualinesti society is far less structured than that of their Silvanesti cousins. The Qualinesti are ruled by a Speaker of Suns, who must be a blood relative of Kith-Kanan, the elven leader who originally established the Qualinesti. The Thalas-Enthia is a senate appointed to represent the various guilds and communities. In all matters of policy, the Thalas-Enthia brings its recommendations to the Speaker of Suns. Ecology: The Qualinesti trade agricultural and mineral products with dwarves and humans. Bad feelings still linger with the Silvanesti. Qualinesti enjoy a wide range of goods, particularly venison, fresh fruits, and strong ales Class: Maximum Level: Warrior: Fighter 14th Ranger Unlimited Paladin Not eligible Solamnic Knight Not eligible Wizard: Mage (Renegade) 11th Illusionist (Renegade) Not eligible Wizard of High Sorcery Unlimited Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Unlimited Rogue: Thief Not eligible Bard Not eligible
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Kagonesti are about the same size as the Qualinesti and Silvanesti, but they are much more muscular. Their skin is dark brown, and they draw designs on their faces and exposed skin with clay and paints. Their hair is dark, ranging from black to light brown, and occasionally silvery white. Their eyes are hazel. They wear fringed leather clothes decorated with feathers, and they proudly display beautiful necklaces and bracelets made of silver and turquoise. Unlike the stoic Silvanesti, Kagonesti are hot-tempered and passionate. Combat: While Kagonesti do not initiate wars or attack strangers, they are by no means pacifists. The Kagonesti's movement rate increases to 15 when they sprint in a straight line. Among their favorite weapons are war hammers, slings, and bows of all sizes. They wear leather armor and have been known to ride bareback on tame stags (in any given group of Kagonesti, 20% are riding stags). Habitat/Society: Kagonesti have no permanent settlements. Their villages are temporary structures of animal hide and light wood, using the boughs of lifing trees to aid in construction and camouflage. Each village is home to a tribe of several interrelated families. About 70% of the tribe are fighters of various levels, the remainder are level 0 workers and children. The tribe centers around the chief, the oldest and wisest member, and his family. The chief makes all the decisions for the tribe. Kagonesti have a more animalistic view of the cosmos then most other races. To honor their dead, Kagonesti float the bodies in canoes, sending them to the open sea. These beliefs have led outsiders to regard the Kagonesti as savages, in fact, their traditions have ancient, sacred roots. Ecology: In spite of the wild elves' peaceful acceptance of most other races, their animosoty toward the Qualinesti and Silvanesti runs deep. During the War of the Lance, the displaced Silvanesti invaded the Kagonesti homelands, eventually subjugating them as slaves. The coming of the Qualinesti initiated further destruction of the Kagonesti lands. Kagonesti have cordial relationships with many human villages. They keep deer and dogs for pets, and eat a variety of fruits, vegetables, and wild game.Class: Maximum Level: Warrior: Fighter Unlimited Ranger Unlimited Paladin Not eligible Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Not eligible Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars 7th Rogue: Thief Unlimited Bard Not eligible
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Since most are raised in an atmosphere of shame, half-elves are insecure and unsure of themselves. In extreme instances, this insecurity manifests itself in rebellious or anti-social behaviou. Others are trusting of strangers, yet lack the openness to establish true and lasting friendship. Many are natural leaders, but few feel worthy of a leader's responsibility. Regardless of their disposition, all half-elves are loners, brooding, quiet, and struggling with self-doubt. Combat: Half-elves are excellent fighters, with no obvious tears. If there is a flow in their fighting style, it is their tendency to perform life-threatening acts of bravado. A half-elf often challenges the most formidable opponent in a group of attackers or volunteers for the most dangerous missions. Half-elves particularly excel at melee attacks; magic-using half-elves usually reserve their spells for emergencies or to assist companions. Long swords are their favorite weapons, but they also frequently use daggers and long bows. They wear a variety of armor, preferring chain mail when it is available. Unlike other elven races, half-elves can be skilled horsemen. Habitat/Society: Because elves and humans are often attracted to each other, intermarriage is all but inevitable. No elven race, however, sanctions such marriages, forcing elven and human lovers into discreet relationships. Reaction to half-elves from other races varies. The race-conscious Silvanesti, for instance, are particularly revolted by interracial marriages. Qualinesti are more compassionate toward half-elves, treating them coldly but allowing them a place in their societies. However, half-elves seldom rise to positions of trust or responsibility in a Qualinesti community. Kagonesti respect half-elves as they would any creature of nature, but they are never accepted as full members of a tribe. Humans have a mixed reaction to half-elves. Years ago, half-elves in human society were considered a great blessing and brought honor to a human household, but this attitude has diminished considerably with the passage of time. Humans now view half-elves as a strange and vaguely inferior race. There is no society or community that consists solely of half-elves. Though some half-elves learn trades or crafts, most drift from place to place Ecology: Half-elves feel kinship with no race, although they occasionally find lasting friendship with humans and Neidar. They prefer simple foods, but have no particular preferences. Class: Maximum Level: Warrior: Fighter 9th Ranger 11th Paladin Not eligible Solamnic Knight 10th Wizard: Mage (Renegade) 7th Illusionist (Renegade) Not eligible Wizard of High Sorcery 10th Priest: Cleric (Heathen) 5th Unlimited Not eligible Holy Order of the Stars Unlimited Rogue: Thief Unlimited Bard
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Dimernesti have light bluish skin and large eyes that are dark green or deep blue. They have webbed fingers and toes, and they wear their silver hair long, braided with shells. They prefer skin-tight clothes in tones of green or blue. They can breath both air and water. Combat: Dimernesti are aggressive and agile. Though they lack the Dargonesti's spellcasting abilities, they share their shapechanging ability. Dimernesti can shapechange to an otter three times per day, the transformation taking one round. A shapechanged Dimernesti retains his hitpoints, but gains the movement rate and all special abilities of an otter (AC 5; MV 12, Sw 18; #AT 1; Dmg 1d3). Dimernesti take advantage of the otter's speed to pursue enemies. Dimernesti attack their opponents in teams; as many as 20 Dimernesti may compose a single team. The team attacks or immobilizes the most formidable opponents first. Dimernesti employ spears, tridents, and short swords. They wear a special lightweight chain mail that does not impede their movement in water. They often ride hippocampi into battle. Habitat/Society: The Dimernesti were originally elven mariners who split from the elven land races and became dwellers od the sea. Prior to the split, the Dimernesti enjoyed a partnership with the Silvanesti. The Dimernesti adopted a simpler version of the Silvanesti guild system for their new society. The Dimernesti leader, called the Speaker of the Sea, is always a clan elder who is a blood relative of the previous Speaker. While there are many guilds, there is no caste system and the boundaries between guilds are not as rigid. Most Dimernesti live in schools that are clan-oriented groups. There are no families, since all adults in the group care for the young of the school. At least 5% of a typical group are 4th level or higher fighters, and at least 10% are 2nd to 3rd level fighters. Dimernesti are nomadic. They make their lairs in shallow waters among kelp beds, reefs, and shipwrecks. Ecology: The Dimernesti have no formal relationships with other races. They sometimes trade with surface dwellers. Dimernesti occasionally sneak ashore at night to raid nearby settlements for tools and other necessities. They consider Dargonesti to be weak and primitive. Class: Maximum Level: Warrior: Fighter 16th/Unlimited* Ranger Not eligible Paladin 10th/Unlimited* Solamnic Knight Not eligible Wizard: Mage (Renegade) 14th/Unlimited* Illusionist (Renegade) Not eligible Wizard of High Sorcery 10th/Unlimited* Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Unlimited Rogue: Thief Not eligible Bard Not eligible * The level listed before the slash is the maximum allowable to the character while on land. Dimernesti are unlimited while they are in the sea.
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Dargonesti have slender bodies with long, webbed fingers and toes. They have large violet eyes, dark blue skin, and hair the color of seaweed. They wear diaphanous gowns and adorn themselves with jewelry made of sea shells. They can breath both air and water. Combat: Dargonesti are repulsed by the violence of war and engage in combat only when absolutely necessary. Dargonesti have the ability to shapechange at will into dolphin form. They use their dolphin form to investigate potential combat situations and to escape from danger. Dargonesti can shapechange three times per day, the transformation takes one round. Though a Dargonesti loses his spellcasting abilities when shapechanged, he gains the movement rate and special abilities of a dolphin (see Monstrous Compendium One). Magic-using Dargonesti use spells to confuse or weaken their opponents before engaging in melee combat. All Dargonesti gain two 1st level and one 2nd level wizard spells when they reach the 10th level, if the Dargonesti is already a wizard, these spells are in addition to those he already knows. The most commonly received spells are color spray, dancing lights, blur, darkness 15' radius, and mirror image. The gained spells are innate, not memorized. Dargonesti wear leather-like armor which does not impede their ability to swim. Prefered weapons include daggers, lances, and tridents. Habitat/Society: Dargonesti were originally elven mariners with a great love of the sea. They eventually became dwellers in the ocean. Just as the Qualinesti seperated from the Silvanesti over a disagreement about their rigid social system, so did the Dargonesti break from their cousins, the Dimernesti, to form their own society. The Dargonesti have cut all ties with the surface world. Dargonesti make their lairs in underwater caves, sunken cities, and in huge seashell citadels. Their numbers are few, and most prefer to live alone with their families instead of in large cities. A typical group of 20 Dargonesti includes a mix of all available classes and levels, with about 50% being females and children, and including at least one 5th level or higher fighter, and two 2nd to 4th level fighters. Dargonesti clans make decisions by consensus. The leader of all the clans is called the Speaker of the Moon, but no Dargonesti has yet risen to claim that position. Ecology: Dargonesti are on good terms with all sea creatures. The sole exceptions are sharks and sahuagin, which the Dargonesti go out of their way to destroy. Dargonesti are cool toward the Dimernesti. Class: Maximum Level: Warrior: Fighter 14th/Unlimited* Ranger Not eligible Paladin 8th/Unlimited* Solamnic Knight Not eligible Wizard: Mage (Renegade) 14th/Unlimited* Illusionist (Renegade) Not eligible Wizard of High Sorcery 14th/Unlimited* Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Unlimited Rogue: Thief Not eligible Bard Not eligible * The level listed before the slash is the maximum allowable to the character while on land. Dargonesti are unlimited while they are in the sea.
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akhar have white skin and clear eyes resembling glass marbles, and gray or white hair. They are smaller than other dwarves, rarely growing taller than 3 feet. Zakhar voices are low and soft, barely above a whisper. Combat: Zakhar never leave their homes to look for trouble, but all intruders are dispatched promptly. They do not parley. Zakhar first disorient victims with their spells, then strike with their weapons. Zakhar prefer weapons of their own design, among them the needle puff (a blowgun firing mineral shards over a three foot diameter area up to ten feet away), the slasher mace (a quartz mace with six razor-edged projections;), and the sickle-hook (a curved metal bar with hooks that can be thrown up to 30 feet,Class: Maximum Level: Warrior: Fighter Unlimited Ranger Not eligible Paladin Not eligible Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Not eligible Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars Not eligible Rogue: Thief Not eligible Bard Not eligible ). Habitat/Society: In ancient times, the Zakhar kingdom was established beneath the Khalkist Mountains. They originally maintained cordial relations with other mountain dwarf races, but a few decades after the rise of the Hylar, the Zakhar were ravaged by a mold plague. Though the fever affected only the Zakhar, the Hylar and other dwarven races severed relations with the Zakhar, refusing them aid and forbidding them from entering their cities. The Zakhar withdrew, and their capitol was deserted overnight. An antidote was eventually developed, but not before 95% of the Zakhar population had died. Though the mold still exists, those Zakhar still left are immune to its effects. The Zakhar continue to suffer from mold plague, more than 80% of the females are infertile, and those capable of giving birth can do so only once every five years. The infant mortality rate exceeds 50%, and 5% of surviving infants are deaf and blind. A typical group of ten adult male Zakhar consists of five 1st level fighters, three 2nd to 3rd level fighters, two 4th level or higher fighters, and one 4th level or higher savant. Savant Zakhar have the use of blindness (50 yard range) and deafness; each of these spells can be cast three times per day. The eldest Zakhar, often the savant, serves as the leader of his group. They are excellent metalsmiths, sculptors, miners, and poets. Ecology: Zakhar have completely disassociated themselves from all other races. They raise small herds of subterranean lizards, which they ride. Lizards too old or too incooperative to ride are butchered for eating. Zakhar have no taste for alcohol, preferring a tea.
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Theiwar are human-like in appearance, but shorter and slightly more muscular. Their features are exxagerated and repulsive. Huge bulging eyes, gray or watery blue in color, dominate their faces. Their hair is pale tan or yellow, Their skin is bone white with bluish undertones. They prefer dark, loose clothing. Combat: Theiwar usually attack in teams of three, hiding to ambush their opponents from behind. Two Theiwat strike the victim's legs, while the third aims his weapon at the victim's head. A solitary Theiwar will avoid attacking a victim larger than himself, but if necessary, he will attempt to strike from behind. Savant Thiewar will also attack from a concealed position, but they use spells such as lightning bolt, cloudkill, and ice storm to weaken their victims before closing in to finish them off with melee weapons. Theiwar employ a variety of weapons. Their favorites are repeating light crossbows (12 foot max range, two shots per round, six bolt capacity, Theiwar poison on the arrows inflicts an additional 2d6 points of damage unless the victim succeeds in a saving throw vs. poison. Other common weapons include hooked fauchards , spiked bucklers (1d4 points of damage), Theiwar aklyses (4ft long spiked and hooked weapons that inflict 1d6 points of damage and are 15% likely to pull a man-sized or smaller victim off-balance), and daggers. They usually wear leather armor, but sometimes use chain mail. Habitat/Society: Theiwar inhabit great subterranean realms. Their cities are often adjacent to those of other dwarven races, two of their largest strongholds are part of the Hylar-dominated kingdom of Thorbardin. About 40-50% of a group of Theiwar are children and females. An average group of 15 adult males Theiwar includes six 1st level fighters, two 2nd to 4th level fighters, two 5th level or higher fighters, one savant Theiwar, two student savants, and two paladins and thieves of various levels. Additionally, there is a 30% chance of a 30member group having 40 slaves (level 0 humans). Savant Theiwar have an inherent ability to use magic. They are either fighters, priests, or thieves of 5th to 8th level, and they know 1d4+5 of the following spells, all 12th level of ability; affect normal fires, anti-magic shell, blink charm person, cloudkill, ESP, hypnotic pattern, ice storm, invisibility, levitate, light, lightning bolt, minor creation, repulsion, shadow magic, spider climb, ventriloquism, wall of fog, wall of force. Apprentice savants, called students, are 4th through 7th level while students spells, savants have two or three magical items while students have only one item, typical magical items include any potion or scroll; rings of fire resistance, invisibility, or spell storing; any wand, studded leather +1 or shield +1; any sword with +3 bonus; bracers of defense; broach of shielding; cloak of protection. Students are 25% likely to be able to use a nonfighter magical item. Ecology: Daergar are the only dwarven race that socialize with the Theiwar. Theiwar hate all other races, particularly humans. Though they can eat all types of food, Theiwar prefer to eat meat raw or cooked. Warrior Theiwar are rumored to eat humans during drunken festivals. Class: Maximum Level: Warrior: Fighter Unlimited Ranger Not eligible Paladin 8th Solamnic Knight Not eligible Wizard: Mage (Renegade) Illusionist (Renegade) Wizard of High Sorcery Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars 10th Rogue: Thief 8th Bard
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Neidar have deep tan to light brown skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or gray, and the majority of adult males wear long bushy beards and moustaches. They favor earth-toned clothing and knee-high boots. Combat: Neidar are reluctant combatants, preferring to let others do their fighting for them, or avoiding violent situations altogether. However, when drawn into battle, Neidar fight with skill and courage. They usually wear studded leather armor and carry small shields. Battle axes and daggers are their preferred weapons. Habitat/Society: Neidar clans form small villages that consist of modest houses of thatch, wood, and stone. A typical clan includes 10-100 (10d10) members. About 40-50% are women and children. Of adult males, about 80% are 1st level fighters, 10% are 2nd to 4th level fighters, 5% are 5th level or higher fighters, and the rest are rangers and thieves of various levels. Because of their dwarven roots they are excellent miners metalsmiths, and woodworkers. The eldest male serves as clan leader, but most major decisions are made by consensus. Unmarried Neidar often set out on their own, returning to their original clan only occasionally. The Neidar clan system predates the Cataclysm by hundreds of years and, true to tradition, different clans seldom associate with each other. This attitude has not only bred suspicion and a lack of cooperation among the clans, it has also hindered trade and economic development, keeping most clans in relative poverty. Once part of the society of subterranean dwarves, the Neidar were cast from their homes in the wake of the cataclysm that preceded the Age of Darkness. Forbidden to return to their former homes, the Neidar were forced to live permanently above ground. Neidar have been reasonably successful at integrating themselves into Krynn society and are as likely to be found in urban taverns as in their own modest villages. Ecology: Neidar get along well with humans and kender. Some have established cordial relationships with elves. However, most other dwarven races shun the Neidar, particularly the mountain dwarves. Fond of animals, they keep kittens, sparrows, and ponies as pets. They produce few items of value, but sometimes they create metal tools and honey candies to sell in human towns. Neidar have voracious appetites, favorite dishes include cornbread, mushroom soup, and roast kingfisher. Class: Maximum Level: Warrior: Fighter Unlimited Ranger 8th Paladin Not eligible Solamnic Knight Not eligible Wizard: Mage (Renegade) Not eligible Illusionist (Renegade) Not eligible Wizard of High Sorcery Not eligible Priest: Cleric (Heathen) Not eligible Druid (Heathen) Not eligible Holy Order of the Stars 10th Rogue: Thief 10th Bard Not eligible