DL 3E - Dragonlance - Compiled Races, Classes (OCR)

download DL 3E - Dragonlance - Compiled Races, Classes (OCR)

of 48

description

Draginlance RPG book

Transcript of DL 3E - Dragonlance - Compiled Races, Classes (OCR)

  • Complete Races, Classes, & Magic of DL Races of Ansalon

    Unlike the standard Dungeons & Dragons game, there are no Halflings or half-orcs in the DRAGONLANCE saga. Players who enjoy Halfling characters might try playing a tinker gnome or a kender, and those who prefer half-orcs will find bakali, half-ogres, Minotaurs, and ogres to be interesting options. Racial Characteristics

    The race that you choose for your character will determine some of his or her natural capabilities. The races of Krynn are described in a similar fashion to the basic character races in the Players Handbook; however, the unique races of the DRAGONLANCE Saga give some unusual choices and qualities for your character. In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slightly modified in Krynn. The racial descriptions given here replace those found in the Players Handbook for the DRAGONLANCE Saga.

    Racial Ability Adjustments Race Ability Adjustments Favored Class

    Human None Any Bakali +2 Constitution, 2 Charisma Barbarian Centaur o Abanasinian +2 Wisdom, 2 Intelligence Ranger o Crystalmir +2 Wisdom, 2 Intelligence Ranger o Endscape +2 Str, 2 Int, 2 Cha Barbarian o Wendle +2 Wisdom, 2 Charisma Ranger Dwarf o Daergar +2 Constitution, 2 Charisma Fighter o Daewar +2 Constitution, 2 Charisma Fighter o Hylar +2 Constitution, 2 Charisma Fighter o Klar +2 Constitution, 2 Charisma Fighter o Neidar +2 Constitution, 2 Charisma Fighter o Thiewar +2 Constitution, 2 Charisma Sorcerer o Zhakar +2 Con, 2 Str, 2 Cha Sorcerer Elf o Dargonesti +2 Dexterity, 2 Constitution Sorcerer o Dimernesti +2 Dexterity, 2 Constitution Fighter o Kagonesti +2 Dexterity, 2 Intelligence Barbarian o Qualinesti +2 Dexterity, 2 Constitution Ranger o Silvanesti +2 Dexterity, 2 Constitution Wizard Half-Elf None Any Gnome +2 Dexterity, 2 Strength Tinker, Rogue or Expert Kender +2 Dexterity, 2 Strength Rogue o True Kender -2 Str, -2 Wis, +2 Dex, +2 Int Handler Minotaur +2 Str, 2 Wis, +2 Con, 4 Cha Fighter Mischta +2 Charisma, 2 Constitution Sorcerer Ogreborn +2 Str, +2 Con, 2 Dex, 2 Int, 2 Cha Barbarian Ogre Irda +2 Dex, +2 Int, +2 Char, -4 Con

    The characters starting Intelligence is at least 3. If this adjustment would lower the characters score to 1 or 2, his or her score is 3. Ogre Irda have level adjustment +5; Dargonesti elves, Dimernesti elves, and ogres have level adjustment +1. Unusual Races

    Some character races are considered unusual in Ansalon, and may not be appropriate for all DRAGONLANCE saga campaigns. You must receive permission from your DM before creating a character belonging to any of these unusual races. Such races include bakali lizardfolk, centaurs, gully dwarves, mischta, all monsters from the Monster Manual or Creatures of Ansalon, and all powerful races (Dargonesti elves, Dimernesti elves, Irda, and ogres). Powerful Races

    When creating a character of a more powerful race, add the level adjustment to the character level of the creature. This is the characters effective character level. The DM determines the character level of newly-created characters in the campaign; if the effective character level of a first-level adventurer is higher than this number, you cannot create a member of this race.

    Copyright 2002 D.E.A. Productions Page - I -

  • Complete Races, Classes, & Magic of DL The beginning equipment of a character from a more powerful race is determined by his effective character level, not his total class levels, and

    thus should be equal to other new characters in the campaign. Because characters of these powerful races possess a higher level than just their character level, they do not gain levels as quickly as a normal

    character. These characters use their effective character level to determine how many experience points are required to reach a new level. You still use the characters actual level for feat and skill acquisition, class features, ability score increases, and so forth. Characters of more powerful races can reach up to 20th character level in their classes, although they require more experience points to do so. Human

    Humans dominate modern Ansalon in terms of political power and sheer population. Many of the most powerful nations, organizations, and orders are predominantly human. Human diversity, adaptive ness, and perseverance have allowed them to ascend over more powerful races such as ogres, minotaurs, and elves. Significantly, most of the Heroes of the Lance were human.

    Personality: Humans are courageous, flexible, and energetic people. They are possibly the proudest folk of Ansalon, placing great importance in their traditions and cultures. Humans will defend their way of life from change, and brook no disrespect from outsiders. At the same time, humans are flexible and adaptable, and will rapidly accept innovations and new discoveries that improve their lives. It is simply a matter of making them aware of these improvements.

    The flexibility of humans, coupled with their short lifespan and energy, sometimes makes them seem overly ambitious to the other races of Ansalon. Certainly humans are more focused on the immediate future than either gnomes or minotaurs, and pay less attention to the past than elves or dwarves. Although nonhumans sometimes sneer at humans as being grasping, their drive has accomplished much in the world.

    Physical Description: Humans vary enormously in appearance, with physical traits that depend upon the region of Ansalon from which their ancestry can be traced. The origin of the different cultures of humanity has been lost to the mists of time, but may be linked to the spread of ancient tribes or the different families of slaves kept and bred by ancient ogres. Humans in modern Ansalon are known for the regions that they are traditionally associated with, although since the Cataclysm refugee migrations, wars and exploration of Ansalons altered geography have allowed humans of different cultures to spread throughout the continent.

    Abanasinians are probably descended from an intermingling of Solamnians and Plainsfolk, sharing qualities of both groups. They are tall, with light skin tones and straight or curly hair that grows black, brown, or red. Blonde hair is quite rare and considered remarkable. Abanasinians can be quite muscular if they follow a vigorous lifestyle, although less active individuals can be a little plump. Ergothians are widespread, found not only in Ergoth but also in Ackal, Saifhum, Sikket Hul, and many Blood Sea ports. Their rich skin tones range from light brown to glowing black, and grow tightly curled black hair that is usually closely cropped, with little or no body hair. Ergothians are famous for their dark, flashing, and romantic eyes.

    Icefolk of the frigid south have red or light brown hair, blue eyes, and pallid skin with faces that are weathered and reddened by constant exposure to strong winds. They are of medium height, and men are considered very hairy by most standards.

    Kalinese humans live in eastern Ansalon, including the Blood Sea ports, Balifor, and the Dairly Plains. They are slightly shorter than the average Ansalonian, with dark hair and weathered skin tones.

    The Khur tribes are a unique, distinct cultural group in Ansalon. They have bronzed skin and curly black hair, and are somewhat shorter than the typical human. Khurrish men possess distinctive aquiline features and look quite fierce, while Khurrish women are exotic and among the most beautiful in Krynn. Exposure to the deserts weathers Khurrish skin, giving it the texture of leather by late middle age.

    The Nerakese humans of central Ansalon include the mountainfolk that live in the Taman Busuk as well as the herders of Estwilde. They are rugged in appearance, with dark curly hair, weathered dark skin, and deep-set dark eyes. Nerakese men grow facial hair quite profusely, but are considered somewhat handsome by human standards depending, of course, on their state of dress and hygiene. They are of average height.

    Plainsfolk are found in lands that, prior to the Cataclysm, belonged to the south-central plains of Ansalon Abanasinia, Bldehelm, the New Coast, and the Plains of Dust. Plainsfolk can be quite tall and slender, and have deeply golden skin, black hair, and black or brown eyes.

    Solamnians dwell in Solamnia, Nordmaar, the Whitestone lands of Sancrist Isle, and other Sirrion Sea islands. Solamnians are quite tall and pale-skinned, although in northern climes they tan quite well. Solamnians are memorable for their clear blue or black eyes, and wear straight hair that might be brown, black, or sometimes blonde.

    Relations: Although humans are most comfortable when surrounded by others of their own kind, most humans quickly come to accept members of other races even such unfriendly races as goblins, Minotaurs, and elves. Humans fear what they do not understand, but form easy friendships with those that they come to know and appreciate. At a pinch, a human is able to deal with those unlike himself better than any nonhuman race in Ansalon.

    Alignment: Humans were created by the gods of Neutrality, yet Gileans gift allowed them free will to choose their own alignment. As a result, few humans are truly neutral, tending either at least slightly towards good or slightly towards evil. The most selfless of heroes and vilest villains are found among humans.

    Human Lands: The human lands of Ansalon include the plains of Abanasinia, the faded glory of Ergoth, exotic Khur, cold Kharolis, cruel Lemish, proud Normaar, isolated Sirrion Sea islands, powerful Solamnia, the Knights Whitestone lands, and innumerable tribes scattered across Balifor, Bldehelm, the Dairly Plains, Estwilde, Icewall Glacier, Plains of Dust, the Taman Busuk, and elsewhere.

    Copyright 2002 D.E.A. Productions Page - II -

  • Complete Races, Classes, & Magic of DL Although human towns tend to be fairly homogenous, and not a little suspicious of outsiders, they quickly accept nonhumans once such

    individuals have spent some time living among them (for example, hill dwarves in Abanasinia, or Qualinesti elves in Northern Ergoth). Religion: Humans do not worship one deity as the father of their race, as do dwarves, elves, gnomes, kender, and minotaurs. The preferred

    gods of humans varies from region to region in Ansalon: Paladine and Gilean are worshipped in Solamnia, Majere in Ergoth, Habbakuk and Shinare by the mariners of Saifhum, and Kiri-Jolith and Zivilyn by the Plainsmen of Abanasinia and the Plains of Dust. Mishakal is favored by humans in almost every land where her worship is known, both as the goddess of healing and the first god of light to return during the War of the Lance.

    On the other side of the coin, the gods of darkness are also worshipped and feared by many humans. Takhisis is followed by warlords and the power-hungry everywhere, Chemosh is appeased by those who fear deaths cold embrace, and many superstitious sailors make offerings to Zeboim.

    Languages: Almost all humans are able to speak Common quite well, as it was originally formed from a blend of the languages from which modern human languages also developed. Humans who travel to other lands expect those that they meet to understand Common, and are usually quite surprised (and even a little offended) if this proves to be not the case. However, regional languages are preferred to Common for day-to-day conversation by humans in their home towns unless these settlements are extremely cosmopolitan (such as Palanthas) or a crossroads of trade and travel (such as Port Balifor, Caergoth, or Solace).

    Names: The variety of human cultures, larger populations, and changing traditions regarding popular names means that few names are widespread among humans. Many names were invented by an individuals parents to honor dear friends or family members; others are chosen for their sound or meaning.

    Tribal humans generally possess but a single name (such as "Ravenseye of the Que-Shu"), whilst humans with a keener sense of tradition keep clan names (such as in Ackal and Khur) or family names (such as in Abanasinia, Ergoth, and Solamnia). Abanasinian family names are descended from the names of ancient settlements, noble patrons, or deities; Ergothian family names are descended from the founder of each family line; and Solamnian family names are descended from professions (for the common folk) or a famous ancestor (such as Brightblade or Uth Matar; originally, "Uth" meant "son of", but this tradition is archaic).

    Adventurers: Human legends and folklore are filled with the tales of normal people who were thrust into the heart of the story and became heroes. Humans believe that heroes can be found among nobles and the common folk alike, and that daring, virtue, and courage are all that is required to achieve greatness. Humans will devote themselves to a cause, attempt the improbable, or fight against hopeless odds because they believe that anything is possible. The greatest human heroes, such as Ackal Ergot and Huma Dragonbane, rose from obscurity to change the face of Krynn itself.

    Human Racial Traits Automatic Languages: Common, plus one regional language (see Regional Feats and Languages of Ansalon). Bonus Languages: Any

    (other than secret languages, such as Druidic, or obscure monster languages, such as Dragonspeak). Otherwise, humans possess all of the racial traits listed on page 13 of the Players Handbook.

    Bakali

    The bakali are a race of lizardfolk found in the remote swamps of Ansalon. Though savage, brutal, and uneducated, they are not unintelligent. Indeed, they are cunning and quick to learn, although they do have their limitations.

    Personality: The bakali are distrustful and suspicious by nature. More than most races they keep to themselves and seldom leave their own territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueler than they really are. Although this attitude is too simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence, although individuals may hold more tolerant or peaceful views. The bakali are also courageous, having no fear of death. Theirs is a courage, however, that does not cause them to charge foolishly forward. They do not fear death but they do enjoy life. Although savage, they are not stupid. Indeed, they are particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Anything associated with war in victory or defeat is considered courageous.

    Physical Description: Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in color from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers.

    Relations: The stereotype is reinforced by their dislike of strangers, particularly the humans of Nordmaar, with whom they have had poor relations for centuries. Consequently they have their own stereotypes about humans greedy, lying, thieving, and murderous scoundrels. Few humans are befriended by the bakali. However, they place great store in friendships and alliances, among their own kind and with other races. Although they may be frequently hostile to humans, the bakali are not without honor. They have long memories, remembering both the good and ill done to them. They treat others as others treat them. If a human is fair and honorable, even if he is an enemy, the bakali treat him with the same respect. If an outsider manages to befriend a bakali, the bond will last until the trust is betrayed.

    Alignment: Bakali are often chaotic, and usually neutral. A few bakali who have experienced cruelty at the hands of the "civilized" races tend towards evil.

    Bakali Lands: The bakali dwell in the remote swamps of northern Ansalon.

    Copyright 2002 D.E.A. Productions Page - III -

  • Complete Races, Classes, & Magic of DL Religion: The chief Bakali gods are Krikk lettz, an incarnation of the nature deity Chislev, and Sirrushush, an incarnation of the warmth-

    deity Sirrion. Although bakali worship appears to be savage and bloody to non-bakali, the most gruesome ceremonies are simply ritualized food preparation; the bakali religion is not a destructive one.

    Language: Bakali speak their own racial tongue, which consists of short hisses, growls and smacks, and does not have a modern written form. Ancient bakali most likely used the Draconic script.

    Names: Bakali do not name males and females differently. For the lizardfolk, mating season only comes once per year, and they do not consider the sexes to be very much different the rest of the time. Bakali by tradition name their young in the Draconic tongue, which can be quite a surprise for the scholarly. Unfortunately, they lack a human sense of poetry in naming, and often choose words in Draconic based entirely upon their impressive sound not caring that "Athralhorr" translates as "quickly blue" or something equally meaningless.

    Names: Amrharza, Gharr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx. Adventurers: Bakali are courageous yet cunning enough to make less-than-obvious schemes to reach their goals. A character who desires

    revenge or overcome an enemy within the Glade might decide to venture into distant lands. Bakali who have taken up an adventuring life are often forced exiles sole survivors of a tribe slain by Nordmaar barbarians or the Knights of Takhisis.

    Having gained their freedom, such characters might desire to explore more of the strange world they have been thrust into, or possibly they might seek to become more powerful before attempting to return home.

    Bakali Racial Traits +2 Constitution, 2 Charisma. Bakali boast sturdy and muscular frames, but suffer a lack of social education and bestial appearance. Medium-size: As Medium-size creatures, bakali have no special bonuses or penalties for their size. They inflict 1d4 points of damage

    (modified by Strength) in unarmed attacks. Bakali base speed is 20 feet. The sharp fangs and claws of a bakali ensures that the hero is never considered unarmed; thus, bakali who make unarmed strikes do not

    provoke an attack of opportunity. Furthermore, the bakali hero may choose to deal subdual or lethal damage with unarmed attacks. +2 racial bonus to Swim skill checks. Quite naturally, all bakali are powerful swimmers, with a base speed of 30 feet in water. +1 racial bonus to all saving throws that involve blinding or dazzling of the eyes, due to a special nictating membrane that can quickly shield

    their eyes from harm. +3 natural bonus to Amour Class, due to tough hides that serve as natural armor. However, armor made for bakali tends to be ill-fitting and

    costs twice as much. Cold vulnerability: Bakali suffer 1 extra point of damage per die caused by cold-based attacks. Automatic Languages: Lizardfolk, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kothian, Nordmaarian. Bakali are familiar

    with the languages of their neighbors. Favored Class: Barbarian. A multiclass bakalis barbarian class does not count when determining whether he suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook). Centaur

    The half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynns proudest and noblest races. They think first of themselves, enjoying pleasures such as wine, art, and fine weather. The vast majority of Ansalons centaurs are of the Abanasinian breed; unless otherwise specified, all references to centaurs in Krynn can be assumed to indicate Abanasinians. The other kinds of centaur are the Crystalmir, Endscape, and Wendle breeds.

    Personality: One would be hard pressed to find a more passionate race than the centaurs. As marked hedonists, centaurs look upon every new day as a chance to experience new pleasures, hear new tales, and undertake new amorous pursuits. Centaurs are typically easy-going and docile, and so few centaur herds require a strict set of laws.

    Proud centaurs remain ever conscious of their appearance. They love treasure, and keep their personal collection of baubles with them in leather bags or hide them in hollow trees; each herd will also collect a communal cache, hidden in a cave or beneath a pile of rocks. Most centaurs find any disfigurement, from a battle scar to a tattoo, to be upsetting and unsightly.

    Centaurs speak in deep, sonorous voices, and often use phrases that sound somehow formal and stilted; for example, centaurs speaking Common say thou and thy where humans say you and your.

    Physical Description: Physically, centaurs are fascinating, having the bodies of a great horse with a human torso, head, and arms. Long hair runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females are lithe and graceful, and their visages are among the most beautiful seen in Krynn.

    These creatures boast marvelous diversity in appearance. Their equine portions range from blond to black and, rarely, dappled. Although generally dark haired, centaurs have a skin tone anywhere from ruddy tan to rich brown to pale white. Many have brown or blue eyes, but some have black, green, or even violet. Centaurs do not understand the physical modesty of other races, and only wear clothing if the weather demands it. However, they enjoy decorating their bodies, and enhance their looks with jewelry and other beautiful apparel.

    Copyright 2002 D.E.A. Productions Page - IV -

  • Complete Races, Classes, & Magic of DL Relations: Abanasinian centaurs get along well with kender, although they find members of that race far too flighty to accept as equals.

    Abanasinian centaurs often befriend elves and humans, feeling stronger kinship with these races and sharing certain traits with each. They see dwarves and minotaurs as ugly, stubborn, quarrelsome folk, and must work very hard at times to get along with them.

    Centaurs of other breeds particularly the Crystalmir and Wendle centaurs are much more wary of humanoids, and seldom cooperate with them. Crystalmirs and Wendles are prone to avoiding strangers, fleeing from them at great speed; Endscapes are lawless creatures, fond of violence.

    Alignment: Centaurs are usually chaotic, and tend towards good. There are many neutral centaurs, however, especially among the Endscape and Wendle tribes.

    Centaur Lands: Centaur herds have been found throughout most of Ansalon, living in pastures and pleasant woodlands far from humanoid civilization. They have no permanent settlements, and migrate when food becomes scarce or when outsiders settle close by. The most common breed of centaurs are known as Abanasinians; these centaurs once dwelled on the plains of Abanasinia, but migrated south into Qualinesti and then throughout the forests of Ansalon.

    Crystalmir centaurs are much more reclusive, and remain largely confined to Ansalons southern forests and plains. The far northern and eastern regions of Ansalon are home to the Endscapes, originally from the Endscape peninsula north of Kern. Wendle centaurs arose in the Wendle Woods of Goodlund, but were driven out by nearby kender communities and now live throughout the south-eastern forests and plains.

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

    Language: Centaurs do not possess their own language; instead, they speak a very rustic 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 would be more likely to speak Ice Folk 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, most 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 grandmothers name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur might call himself Stormglow, Husband to Whisperwind. Male Names: Bluestar, Firebrand, Lightning, Stormglow, Summersun, Winterrain. Female Names: Autumnlight, Dawnrise, Lightmoon, Softrain, Whisperwind.

    Adventurers: The passionate centaur character might have begun a life of adventure for a variety of reasons, not all of them logical: ambition, wanderlust, love, vengeance, the desire for a quest, or the bond of friendship. Even in lands where centaurs are uncommon, a centaur hero might easily appear. Long journeys are easy for centaurs; a young character with a desire to see the world might have traveled quite a distance before meeting his companions.

    Centaur Racial Traits (Abanasinians) +2 Wisdom, 2 Intelligence. Centaurs possess keen senses, hearth wisdom, and an intuitive connection with nature, but are not particularly

    intelligent when compared to humans or elves. Large: As Large creatures and quadrupeds, centaurs can carry three times as much weight as a human can (see page 142 of the Players

    Handbook and Strength on page 10 of the Monster Manual). Centaurs suffer a size penalty of 1 to attack rolls, 1 AC, and 4 to Hide checks.

    As their human torsos are not particularly large, centaurs are treated as Medium-size creatures for the purpose of using Large weapons, and do not have reach. A centaurs facing is 5 ft. by 10 ft.

    Centaur base movement is 40 feet. Proficient with shortbow, longbow, composite longbow, and composite shortbow: Centaurs number among the most skillful archers in Krynn,

    and gain a +1 racial attack bonus with these weapons. Centaur armor must be specially made for each individual, as it is rare for centaurs to wear armor of any type (see Equipping your

    Character). +2 racial bonus to Animal Empathy: If unskilled, the centaur can attempt to soothe horses and horse-like creatures only. Note that only

    druids and rangers can gain skill ranks in Animal Empathy. +1 racial bonus to all saving throws: Abanasinian centaurs possess an exceptionally strong build and alert mind. Hoof Attack: The centaur can attack with his hooves, causing 1d6 points of damage per hoof. A centaur is never considered unarmed when

    attacked by an unarmed strike. Robust: Centaurs receive the Toughness feat for free at 1st level. Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ergot, Goblin, Hill Dwarf, Kharolian, Ogre, Qualinesti Elven,

    Solamnic. Favored Class: Ranger. A multiclass centaurs ranger class does not count when determining whether he suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook). Centaur Subrace: Crystalmirs

    Copyright 2002 D.E.A. Productions Page - V -

  • Complete Races, Classes, & Magic of DL Crystalmir centaurs are shy and reclusive, and have not spread as widely as their close cousins, the Abanasinians. They have lean bodies, slim

    necks, high set tails, and rarely exceed 1,000 pounds in weight or six feet in height. Crystalmirs are usually blonde or light brown in color, with black or chestnut highlights; a few herds are solid black or white.

    Crystalmirs seldom cooperate with other intelligent races, refusing to speak with strangers until they are completely convinced that they mean the herd no harm.

    Gallop: Crystalmirs can move extremely quickly, and automatically possess the Run feat. Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ice Folk, Kagonesti Elven, Kharolian, Qualinesti Elven. Crystalmir centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians

    enjoy. Otherwise, Crystalmir centaurs have the game statistics of Abanasinian centaurs, listed above.

    Centaur Subrace: Endscapes Endscapes are the most savage breed of centaurs, fond of strong wine and inebriation. They often making drunken raids on human villages, and thrill to vandalize buildings, terrorize humans, steal food and tools, and kidnap human women (who fascinate Endscape males). These lawless, merciless centaurs are not well-loved by other races. Endscapes are the least attractive of centaur breeds by human standards. They average five to six feet in height, and have shaggy coats and tails that grow black or grey, or occasionally brown or blonde. Their manes are often ungroomed, and hang to the waist. Males grow short, scraggly beards and have pock-marked faces, while females have beady eyes and flabby bellies.

    +2 Strength, 2 Intelligence, 2 Charisma: Endscapes are the most savage of centaurs, and are both crude and lacking in physical beauty. However, they make up for it with their combat prowess.

    Proficient with the scythe; Endscape centaurs wield large scythes against their enemies, and usually carry them in addition to their bows. Automatic Languages: Common. Bonus Languages: Goblin, Khur, Nerakese, Nordmaarian, Ogre, Zhakar. Endscape centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians

    enjoy. Favoured Class: Barbarian. A multiclass Endscapes barbarian class does not count when determining whether he suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Otherwise, Endscape centaurs have the game statistics of Abanasinian centaurs, listed above.

    Centaur Subrace: Wendles Wendle centaurs once dwelled in the Wendle Woods of Goodlund, but eventually migrated to the other forests and plains of eastern Ansalon to escape incessant annoyance from nearby kender. Resembling young Abanasinians, Wendles average only four to five feet in height, but are distinguished by their golden eyes and stubby tails. Wendles are the intellectuals among centaur breeds, and are interested in philosophy, history, and other scholastic pursuits. Wendles can be a good source of information, once they have been convinced to cooperate; they are unfortunately very argumentative creatures, and quite stubborn. It is unusual for a Wendle to overcome his natural wariness of strangers.

    +2 Wisdom, 2 Charisma: Wendles are the smartest of all centaurs, but can be argumentative and stubborn, rarely getting on well with strangers.

    Medium-size: As Medium-size creatures, Wendle centaurs have no special bonuses or penalties for their size. However, as quadrupeds, they have 1 times the carrying capacity of a creature with the same Strength score (see page 142 of the Players Handbook and Strength on page 10 of the Monster Manual).

    Wendle centaurs gain a bonus Skill Focus feat at 1st level, which can be applied to any Knowledge skill possessed by the character. Hoof Attack: The centaur can attack with his hooves, causing 1d4 points of damage per hoof. A Wendle centaur is never considered

    unarmed when attacked by an unarmed strike. +1 natural bonus to AC: Instead of ribcages, Wendles are protected by plates of solid bone. Automatic Languages: Common, Sylvan. Bonus Languages: Ancient Elven, Goblin, Kalinese, Kenderspeak, Silvanesti Elven. Wendle centaurs are not quite as sturdy as Abanasinians, and do not receive the +1 racial bonus to all saving throws that Abanasinians

    enjoy; nor do they gain Toughness as a bonus feat. Otherwise, Wendle centaurs have the game statistics of Abanasinian centaurs, listed above.

    Dwarf

    There are seven subraces of dwarves in Ansalon the Hylar, Daewar, Daergar, Thiewar, Neidar, Klar, and Zakhar. The Aghar, or gully dwarves, are not considered true dwarves by their kin.

    Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard dwarf on pages 1415 of the Players Handbook, except where noted below:

    Copyright 2002 D.E.A. Productions Page - VI -

  • Complete Races, Classes, & Magic of DL Daergar

    These dark dwarves have a powerful culture, and are infamous for murder, torture, and thievery. Daergar have light-brown skin and smooth cheeks. Their hair is black or grey, their eyes deep brown or violet. They are somewhat stockier than other dwarves. Daergar are hot-tempered, brutal, and utterly without honor on the battlefield. They never grant mercy. The leader of the Daergar wins his post by slaying all opponents in a bloody spectacle.

    +2 racial bonus to Intimidate checks: Daergar must be able to impress others with their fearsomeness just to survive. Proficient with either greatclub or longspear; Daergar are familiar with these weapons, which they often craft from iron and bone. No dodge bonus against giants; Daergar do not regularly encounter giants, and do not undergo special training to combat them. Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Ogre, Zakhar Dwarven. Otherwise, Daergar have the game statistics listed in the Players Handbook.

    Daewar

    This clan, loyal to the Hylar, has produced many important heroes over the years. In addition to being fierce fighters, the Daewar champion public safety and works.

    +2 racial bonus to one Profession skill: Daewar are skilled merchants and tradesmen. Proficient with either light flail or throwing axe; proficient with either heavy flail or heavy pick. Daewar avoid battle, but are usually well armed

    when dire times force them to fight. No dodge bonus against giants; Daewar do not regularly encounter giants, and do not undergo special training to combat them. Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Qualinesti, Ogre. Otherwise, Daewar have the game statistics listed in the Players Handbook.

    Hylar

    The oldest and noblest dwarven race. Hylar dwarves have light brown skin, smooth cheeks, and bright eyes. They prefer to match their clothing to their brown, black, grey, or white hair. With wide vocal ranges, Hylar dwarves often form choruses and sing traditional songs in the resonant depths of their mountains.

    +2 racial bonus to checks for any one Craft skill: Hylar are great craftsmen, and do not restrict themselves to metal and stone. +1 racial bonus to one type of Perform check that involves the voice, such as ballads, epics, and melody. Proficient with either dwarven warhammer or dwarven weighted sword. Hylar dwarves are always well-armed when they go to war. No dodge bonus against giants; Hylar do not regularly encounter giants, and do not undergo special training to combat them. Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Abanasinian, Hill Dwarven, Kharolian, Qualinesti, Zakhar

    Dwarven. In other respects, Hylar have the same game statistics as those listed for dwarves in the Players Handbook.

    Klar

    These hill dwarves were trapped in collapsing tunnels during the Cataclysm, and only after a week and a half did they manage to claw their way out. Ever since, the Klar have been unstable or insane, and during the Dwarfgate Wars the entire clan was deprived of property for alleged sympathy with the Neidar invaders. Now they serve the wealthy of Thorbardin in menial roles.

    +2 to all checks with one Profession skill. Klar function as servants in Thorbardin, thus appropriate professions might include cleaner, cook, fungus farmer, laborer, manservant, miner, or tanner.

    +3 racial bonus on saving throws against poison: Klar regularly expose themselves to a toxic liquid metal known as tamex, and have an increased resistance to toxins.

    No dodge bonus against giants; Klar do not regularly encounter giants, and do not undergo special training to combat them. Automatic Languages: Hill Dwarven, Mountain Dwarven, Common. Bonus Languages: Abanasinian, Kharolian, Qualinesti, Zakhar

    Dwarven. Otherwise, Klar have the game statistics listed in the Players Handbook.

    Neidar These dwarves are also known as hill dwarves for the foothill communities in which they live. They have tan skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or grey, worn in respectable trim around the ears but long and bushy in beards and moustaches. Their clothes reflect the drab colors of their lands: black, brown, grey, tan, and beige. On rare occasions (when feeling festive or scandalous), a Neidar dwarf might don a scarf of bright red or green.

    +2 racial bonus to Sense Motive checks. Neidar are more open to other races than their mountain dwarf kin, and more familiar with their mannerisms.

    Copyright 2002 D.E.A. Productions Page - VII -

  • Complete Races, Classes, & Magic of DL Proficient with either short sword, battleaxe or greataxe. The Neidar have become accustomed to a dangerous and sometimes hostile world,

    and so all hill dwarves are familiar with one of these weapons. Automatic Languages: Hill Dwarven, Common. Bonus Languages: Abanasinian, Goblin, Kharolian, Mountain Dwarven, Qualinesti,

    Ogre. Otherwise, Neidar have the game statistics listed in the Players Handbook.

    Theiwar

    The Thiewar are strange, degenerate dwarves that dwell in lightless caverns and dream of world conquest and domination. Thiewar consider themselves the highest of the dwarven races, despite suspected human blood in their ancestry. They passionately distrust outsiders and kill them if given the slightest chance. Their devious and shrewd natures provide them with many such chances.

    Thiewar have exaggerated, repulsive features: bulging and watery eyes, white or yellow skin and hair, and wiry bodies, which they drape in black, loose clothing.

    Darkvision: Thiewar have darkvision to 120 feet. Light Vulnerability: 2 to attack rolls, ability checks, and saves in bright light. Theiwar are nauseated by light, and hate those who dwell in it. Proficient with either the repeating crossbow or the net. Theiwar attack only when outnumbering their foes, and prefer to use missile weapons

    that grant them a clear advantage over their foes; thus all Thiewar dwarves are familiar with one of these weapons. No dodge bonus against giants; Theiwar do not regularly encounter giants, and do not undergo special training to combat them. Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Draconian, Goblin, Hill Dwarven, Ogre, Zakhar Dwarven. Favored Class: Sorcerer. Thiewar love magic and most of their leaders are sorcerers (known as savants).

    Zakhar

    These strange dwarves occupy the ruins of Thoradin. They call themselves Zahkar, or "cursed," because during the Cataclysm they were infected with a terrible mold that almost decimated them. Zakhar have white skin and clear eyes resembling glass marbles. Their hair is white or grey. Zakhar are smaller than other dwarves, seldom more than three feet tall, with thin arms and legs. Their voices are low and soft, barely above a whisper.

    Zakhar wear dark robes with bulky hoods concealing most of their faces, along with skin-tight leather gloves and boots. Zakhar are grim, even-tempered, and unfeeling. They have no respect for life other than for members of their own race. The Zakhar work with slow diligence to rebuild the ruined halls of their kingdom, intending to make it as powerful was Thorbardin.

    Note: In the Fifth Age, the prophet Severus Stonehand traveled to ruined Thoradin and cured the Zakhar of their disease. +2 Constitution, 2 Strength, 2 Charisma: Zhakar dwarves are as tough as their cousins, but are slight of build and xenophobic. Small: As Small creatures, Zakhar dwarves gain a +1 bonus to Amour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide

    checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of those of Medium-size characters.

    +2 racial bonus to Perform checks that are related to sculpting or poetry: Zakhar value and excel in these arts. +3 racial bonus to Craft checks: Zakhar are highly skilled metalsmiths and miners, even more so than other dwarves. Proficient with either the blowgun or deaths tooth kala. Zakhar are usually familiar with weapons considered uncommon or strange by the

    other dwarves of Krynn. Automatic Languages: Zakhar Dwarven, Common. Bonus Languages: Draconian, Goblin, Mountain Dwarven, Ogre, Terran. Favored Class: Sorcerer. Zakhar sorcerers (called savants) prefer spells of blindness/deafness.

    Aghar (Gully Dwarves)

    These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish peoples. Short, squat, and generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own devices in the sewers, dumps, gullies, and swamps of Ansalon. Gully dwarves do not make suitable player characters in most campaigns, and should be created only with the DMs permission. The DM might allow a player to create an Aghar character using the creature description in Creatures of Ansalon (see page 22 of the DUNGEON MASTERS Guide.)

    Elves

    Ansalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. The original Colinesti, or People of the Morning, are believed to have been tall and stately creatures formed from the trees and scattered across the world like stars cross the sky. Modern elves consider them the first of all mortal races.

    Throughout the ages, elven territorialism, changing traditions, and magical influences have created different elven subraces in Ansalon and beyond. Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard elf on page 16 of the Players Handbook, except where noted below:

    Copyright 2002 D.E.A. Productions Page - VIII -

  • Complete Races, Classes, & Magic of DL Dargonesti

    The Dargonesti (or Quoowahb in their native tongue) are a race of elves living in the vast oceans northeast of Ansalon. Dargonesti possess slender bodies with long, webbed fingers and toes. They have large, violet eyes, dark blue skin, and hair that varies from a golden color to deep green, very much like the color of seaweed.

    Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the sea elven kingdom, and so all Dargonesti are familiar with them. Dargonesti are not automatically familiar with any type of sword or bow, however.

    +4 racial bonus to Swim checks. Dargonesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully immersed in water.

    Alternate Form: A Dargonesti can transform into a dolphin three times per day, with a duration of one hour per level. A Dargonesti sea elf who uses supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a dolphin. She also gains the dolphins natural armor, slam attack, swimming speed, and the Blindsight extraordinary ability. After shifting to dolphin form, the Dargonesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a 2 penalty to all rolls for 4 additional rounds. However, upon shifting to dolphin form the Dargonesti regains hit points as though she had rested for a day.

    The elf is still considered a Humanoid, and retains her own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base saves. Her new Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, however. She retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may not cast spells with material, somatic, or verbal components (but may be able to cast spells affected by the Silent and Still Spell metamagic feats).

    All of the elfs equipment (including material components) meld into her new form and becomes nonfunctional for the duration of the effect. When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dargonesti

    suffers a 2 penalty to all rolls. Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kalinese, Qualinesti Elven, Saifhum,

    Silvanesti Elven. Favoured Class: Sorcerer. A multiclass Dargonestis sorcerer class does not count when determining whether she suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Level Adjustment +1: Dargonesti are more powerful and gain levels more slowly than most of the other common races of Ansalon. Otherwise, Dargonesti have the game statistics listed in the Players Handbook.

    Dimernesti

    The Dimernesti are "shoal elves" who dwell in the shallow waters southeast of Ansalon and elsewhere. Dimernesti have light bluish skin and large eyes that are dark green or deep blue in color. They wear their silver hair long, braided with shells, and prefer skin-tight clothes in tones of green and blue.

    Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the shoal elf tribes, and so all Dimernesti are familiar with them. Dimernesti are not automatically familiar with any type of sword or bow, however.

    Alternate form: A Dimernesti can transform into a sea otter three times per day, with a duration of one hour per level. A Dimernesti sea elf who uses this supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a sea otter. He also gains the sea otters natural armor, bite attack, swimming speed, and the Scent extraordinary ability. After shifting to sea otter form, the Dimernesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a 2 penalty to all rolls for 4 additional rounds. However, upon shifting to sea otter form the Dimernesti regains hit points as though he had rested for a day.

    The elf is still considered a Humanoid, and retains his own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in his Constitution score), alignment, base attack bonus, and base saves. His new Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, however. He retains her spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may cast spells with somatic components using his dexterous paws, but does not possess a voice capable of casting spells with verbal components (but may be able to cast spells affected by the Silent Spell metamagic feat).

    All of the elfs equipment (including material components) meld into his new form and becomes nonfunctional for the duration of the effect. When reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dimernesti

    suffers a 2 penalty to all rolls. +4 racial bonus to Swim checks. Dimernesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully

    immersed in water. Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ergot, Kalinese, Qualinesti Elven, Saifhum, Silvanesti Elven. Favoured Class: Fighter. A multiclass Dimernestis fighter class does not count when determining whether he suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Level Adjustment +1: Dimernesti are more powerful and gain levels more slowly than most of the other common races of Ansalon. Otherwise, Dimernesti have the game statistics listed in the Players Handbook.

    Copyright 2002 D.E.A. Productions Page - IX -

  • Complete Races, Classes, & Magic of DL Kagonesti

    Kagonesti are much more muscular than Qualinesti or Silvanesti elves. Their dark skin is traced with designs in clay, paint, and tattoo. Most have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with feathers, and adorn themselves with jewelry of silver and turquoise.

    Kagonesti work to achieve harmony with nature for a full, happy life. They are fiercely proud folk, hot-tempered and passionate, and although they do not attack strangers, they are by no means pacifists. Kagonesti have no permanent settlements, and build temporary villages ruled by the oldest and wisest member of the tribe. Kagonesti believe that everything is alive and deserves respect. This respect extends especially to the dead.

    +2 Dexterity, 2 Intelligence. Kagonesti characters are more robust than "civilized" elves, but are less educated. Proficient with either warclub or warhammer; proficient with all bows (except crossbows) and slings. Kagonesti are not automatically familiar

    with the rapier or longsword, however. Automatic Languages: Kagonesti Elven, Common. Bonus Languages: Dragonspeak, Goblin, Ogre, Qualinesti Elven, Silvanesti Elven,

    Sylvan. Favoured Class: Barbarian. A multiclass Kagonestis barbarian class does not count when determining whether she suffers an XP penalty

    for multiclassing (see Experience for Multiclass Characters, page 56 of the Players Handbook. Otherwise, Kagonesti have the game statistics listed in the Players Handbook.

    Gnomes Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuck on magic, and

    unable to keep up with the quick pace of a gnomish mind. Gnomes' dwell in isolated pockets throughout Ansalon, so far removed from human traffic that they are often placed with pixies and sprites as semi-magical myths. Gnomes enjoy and support this misconception.

    Personality: Gnomes lack social graces that other races take for granted. They are always eager to talk shop, compare notes, and work on their projects; in all their hurry and bustle, they often forget to be polite. Their joy in their work gives them less energy for polite gestures, careful requests, or compliments. Gnomes don't mind this among themselves, but when they start ordering other races around, problems arise. Due to their eagerness Gnomes speak intensely and rapidly, running words together in unending sentences. Gnomes can simultaneously speak and listen carefully. Gnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion, but Gnomes consider other folk, who are incapable of keeping up with their rapid speech, a bit slow-witted. If frightened, startled, or depressed, gnomes clip sentences.

    Gnomes are scholastic pack rats: they know something about everything, but cannot discriminate between useful and useless information. No field of study is too obscure for a gnome.

    Gnomes prefer style to substance. Gnomes know how to make a splash, how to draw a crowd's attention, and how to make an entrance. When tinkering, a gnome will take a simple machine like a pulley and build on it until it is a nightmare of ropes, bells, whistles, and bellows that accomplishes the same task but does so much more loudly and elaborately. Their machines become bigger, better, and more prone to dramatic and exciting catastrophes. This is progress.

    Physical Description: Gnomes stand 3 feet tall and weigh about 45-50 pounds. All gnomes have rich brown skin, the tone of polished wood, with white hair, blue or violet eyes, and straight white teeth. Males have soft, curly beards and moustaches; females are beardless. Both sexes develop wrinkles at age 50. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. They have rounded ears and large noses.

    Gnomes have miserable fashion sense, dressing themselves in outlandish garb (though in their eyes extremely stylish). Tools and notebooks bristle from the pockets of their outfits, even if they are not members of the tinker class. It's in their blood.

    Alignment: Gnomes are most often good. Those who tend towards law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend towards chaos are tricksters, wanderers, or fanciful jewelers.

    Lands: Tinker gnomes live in huge subterranean colonies of tunnels in secluded mountain ranges. The largest gnomish settlement is in Mount Nevermind. A metropolis of 59,000 has dwelt in the dormant volcano for millennia.

    The city of Mount Nevermind is built into the rock surrounding the central shaft of a volcano. Mount Nevermind bustles, citizens scuttle, whistles blow, mechanical cars roll, gnomes fly (catapults called gnomeflingers offer rapid travel from the Inner Hall to the 35 different city levels). Hundreds of staircases, ramps, pulley elevators, and ladders span the levels. Steam-powered cars mounted on rails encircle the city, providing fast transport on individual levels. The whole place is choked with smoke and sound and flashes.

    Gnomes in industry may develop industrial diseases. Mild respiratory ailments and eye infections are common, but clear up with a few days in fresh air. Industrial accidents, noise, litter, and other work-related problems can disable a gnome, sometimes leading to early retirement from active pursuits.

    Life Quests: When young each gnome chooses an area of specialization depending on his driving interests. When young, each gnome chooses a Life Quest, which is approved by the Guild subcommittee to which his or her family belongs. A gnome who chooses to study screws spends decades experimenting with thread sizes, metals, screwdriver types and so forth. Rarely does a committee formally declare a Life Quest completed. Completion of a Life Quest means the gnome has performed so well that all that could possible be known about the subject is now known. If a Life Quest is completed, the gnome's soul and those of his forefathers are guaranteed a place beside Reorx when dead.

    Copyright 2002 D.E.A. Productions Page - X -

  • Complete Races, Classes, & Magic of DL Life Quests are often highly specific and related to a technological device or process. Sometimes, unusual magical devices are studied to develop technological means of replacing them.

    Names: Each gnome has three names. A gnome's true name recounts the gnome's entire family tree, extending back to creation. This history occupies a single, enormous word that can easily fill a large book. The complete names of every gnome born on Sancrist appear in a volume in the Genealogy Guild in the main library at Mount Nevermind.

    Though each gnome knows his complete name (or at least the first three thousand syllables), most gnomes use a shortened form of address that takes merely half a minute to recite. This shorter name lists the highlights of the gnome's ancestor's lives. Humans use even shorter names: the first one or two syllables of a particular gnome's name. Gnomes find this abbreviated name undignified, but endure it all the same.

    Religion: The only major deity gnomes recognize is Reorx. Though religious services and priests among them are rare, gnomes still respect Reorx. To them, Reorx is, of course, a gnome who loves building, creating, inventing, and tinkering. Some philosophers even declare that the universe is Reorx's machine - the sun and moons of Krynn are cogs in the world-gadget. Although most gnomes revere Reorx, a small cult follows Shinare, goddess of industry. Members of this group attend services every sixth day. This group uses inventions such as the steelgrabber (an offering machine) and the organizer (a huge musical instrument that loudly duplicates any instrument on Krynn). At their services, the followers of Shinare petition her to inspire smoothly functioning machines. Heaven knows they need them.

    Language: All gnomes speak gnomish, a language aptly designed for expressing technical concepts. Gnomish Racial Traits +2 Dexterity, -2 Strength. Gnomes can work quickly and accurately, but lack strength due to their sedentary life. 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-size characters.

    Gnome base speed is 20 feet. Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only but it is otherwise like normal sight, and gnomes can

    function just fine with no light at all. +2 racial bonus on craft, knowledge, and profession checks involving any form of mechanics or engineering. Gnomes are master inventors, and

    from birth are trained in the ways of technology. Knowledge (Engineering) is always a class skill. No matter what class a gnome chooses, they will always be tinkerers at heart. +2 racial bonus on disable device and use magic device. Gnomes are adept at pulling machines apart, including magical ones. +2 racial bonus on Listen checks. Gnomes have keen ears. +2 racial bonus on Alchemy checks. A gnome's sensitive nose allows him to monitor alchemical processes by smell. Automatic Languages: Common and Gnome. Bonus Languages: Hill Dwarf, Goblin, Kender, Mountain Dwarf, Ogre, Regional Dialect

    (Mt Nevermind Gnomes can choose from Ergot and Solamnic). Favored Class: Tinker, which is a class only gnomes can take (see Dragonlance Classes). A multiclass gnome's tinker class does not count

    when determining whether he or she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters page 56).

    Kender The lessons of history stand firm: kender arose when the gnomes were transformed by the potent and unrestrained magic of the Graystone

    of Gargath - or the Graygem, some 3051 years before the Cataclysm. Personality: Kender of all ages share a childlike nature: curiosity, fearlessness, and irrepressibility, independence, laziness, a taunting nature,

    and irresponsibility with others' possessions. Kender are curious about absolutely everything. They are natural explorers. They disgorge the contents of locked cupboards and delve into deep caverns. Very little escapes a kender's notice. Kender study every detail in a room, no matter how often they have been there. This curiosity extends to other things. Kender love magic items and rare creatures. Gadgets - especially gnomish gadgets - also catch kender eyes. Kender seek beauty in all things: they might prefer an old tarnished coin to a gleaming, newly minted one merely because the tarnished one is unique.

    Kender are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to wash away any dread (and common sense) they may feel. Kender fearlessness does not, however, equate to stupidity. In moments of danger kender bravely battle while others cower behind. And kender rarely let their fearlessness endanger anyone but themselves.

    Few on Ansalon can shut a kender up or tie one down. Full of youthful energy, kender dread boredom and seek excitement, entertainment, and fun. While other party members grimly embark upon a grueling trail with a near-certain death at its end, a kender will accompany them "just for the fun of it."

    Dwarves say that kender are "good for nothing, lazy doorknobs." True, a kender performing drudgery is like a hobgoblin dancing: it looks and feels unnatural. Kender, however, are among the most industrious creatures of Ansalon as long as they remain curious about their task. Work for work's sake is boring, tedious, and stodgy. Beautiful fields, clever dormice, and antic chipmunks are another matter entirely. Kender love dreams better that realities, and daydreams best of all.

    Copyright 2002 D.E.A. Productions Page - XI -

  • Complete Races, Classes, & Magic of DL They thrive on stories and storytelling. True stories are routinely modified to make them spectacular, fascinating, and satisfying. But kender

    willingly listen to any story, no matter how poorly (truthfully) rendered it is. Kender also love music and dance. They have added chimes, bells, and whistles to all of their daily tools. Kender are oblivious to matters of ownership. If a kender needs something that another person is not using, the kender will innocently borrow the item and put it to use. Curious kender often pick up items for closer examination, and then distractedly forget to put them back. Although kender have common thieving abilities they do not regard themselves as thieves, and they take quick offense at accusations to the contrary.

    Physical Description: Adult kender resemble young teenage humans: aside from their pointed ears, they could pass as human youths. Despite their attenuate limbs, kender are well muscled. Most stand between 3'6" to 3'9" tall, although some few reach 4'6" tall. Mature kender weigh between 85 and 105 pounds.

    Hair coloration for kender ranges from sandy blonde to dark brown, with some who have coppery red or red-orange hues. Short-cropped shag haircuts are popular in Hylo, but Goodlund kender prefer longer hair: braids, ponytails, knots, and combed manes. Kender cannot grow facial hair. Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye color varies: pale blue, sea green, olive, light brown, and hazel. Their ears have points much as elven ears do.

    Typically, kender faces bear the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kender wear an intractable pout. When throwing taunts, kender look impish and shout with an incredibly grating tone. Their emotional intensity is infectious. Kender clothing varies a great deal, but all wear durable, rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants or breaches, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or laced sandals. All kender wear vests, belts, or short cloaks with many pockets.

    Kender live to 100 years and beyond, always retaining their youthful flair for life. Adulthood begins around 20 years, and old age sets in at 70. As kender age, their faces retain a youthful appearance, save for a deepening network of lines and crow's feet. Their hair grays gently, often starting at the temple. Kender consider this aged look attractive, and some accelerate it using mudpacks to dry out their skin.

    Kender voices range from the shrill tones of childhood to the husky growls of old age. Most kender can create bird and animal calls. When excited, kender speak very quickly or very loudly to make themselves heard.

    Alignment: Kender believes in the rights and freedom of the individual, they resent being ordered about, and would rather do what they want, hence they tend strongly towards chaos. However as an overall compassionate race the majority of them tend to be good or neutral. Evil kender are a virtual unknown, though of course like all the races there are exceptions.

    Lands: Kender live in quaint, pastoral villages and towns constructed in the forests of Krynn. Their homes are a variety of incomplete structures: tree houses, terraced decks, spacious huts, snug little burrows, and tree hollows. All dwellings blend beautifully with their environment. Looking upon a kender city, one sees only bountiful woodlands, winter squash, grape and raspberry vines, and blossoming fruit trees. On closer examination, a city appears.

    Kender have small immediate families with 2 or 3 children. For all the noise and fuss in a kender house, one would think there were dozens of children. Most kender happily stay at home, close to playmates. Sometime around age 20, kender are overwhelmed by a desire to wander and see the world. They travel for years, enjoying the mysteries of Krynn, before their wanderlust runs out and they settle down. After wanderlust, kender become rooted in the land, remaining in one place until death.

    The sedentary nature of aged kender and young kender allows kender societies to crop up. Kender society is an omnigarchy: rulership by everyone. Everyone does whatever they please, so long as they do not harm each other. Kender value individuality and thus have no desire to force their opinions on others. Despite their blatant lack of law, common threats bring kender into quick cooperation. With little preparation, kender nations can field a formidable army.

    Occasionally, the kender will submit themselves to rulers who seem interesting at the time. They have had kings, khans, warlords, councils, judges, and priestlords, many of which have not been kender and all of which have fallen from power within a month's time.

    Religion: Although kender recognize all the gods (as well as some nature spirits, eldritch beings, and potted plants), they hold four in highest regard: Branchala, Chislev, Mishakal, and Gilean. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him highly. Seacoast kender set Habbakuk high in their pantheons.

    Language: All kender speak kenderspeak, their racial tongue. Kender Racial Traits +2 Dexterity, -2 Strength. Kender are quick, agile, and good with ranged weapons but they are small and therefore not as strong as other

    humanoids. 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-size characters. Kender base speed is 20 feet. Low-light Vision: Kender 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 such conditions. +2 racial bonus on Climb, Open Locks, Move Silently, and Pickpocket checks. Kender are naturally agile and athletic, and have plenty of

    chance to practice these skills virtually from birth.

    Copyright 2002 D.E.A. Productions Page - XII -

  • Complete Races, Classes, & Magic of DL +2 racial bonus on Listen checks because of their keen hearing. +2 racial bonus on Bluff checks because of their innocent looks and manner. +1 racial bonus on all saving throws: Kender are surprisingly capable of avoiding mishaps. +3 morale bonus on saving throws against fear (this ability stacks with the saving throw bonus). Kender are renown for their fearlessness (and

    the lack of common sense it seems to imply) +1 racial attack bonus with thrown weapons and slings. Throwing stones is a universal sport among kender, and they develop especially good

    aim. Taunt: Kender can use Bluff to anger others, causing them to act irrationally. Kender can make a Bluff check to taunt anyone that can

    understand his or her language. They can get someone to attack, or remove their Dexterity bonus to AC (see the Player's Handbook for more details on the skill).

    Automatic Weapon Proficiency: From an early age a kender is trained in the use of a unique kender weapon (more of a personal preference), which they then tend to use over all other weapons. A kender may choose one proficiency from the following list: Battak, Bollik, Chapak, Hachak, Hoopak, Polpak, Sashik, Sithak, or Whippik. (See Dragonlance exotic weapons for details)

    Automatic Languages: Kenderspeak and Common. Bonus Languages: Silvanesti, Qualinesti, Goblin, Regional Dialect Favoured Multiclass: Rogue. A multiclass kender's rogue class does not count when determining whether he or she suffers an XP penalty for

    multiclassing (see Experience for Multiclass Characters page 56). Kender use the terms "scout" or "handler" since they consider terms like "thief" and "rogue" offensive.

    True Kender True Kender are the children of Krynn. They are irrepressible, open-hearted, optimistic, carefree adventurers. They are boisterous travelers, whose intense curiosity almost always lands them in trouble.

    Personality: Kender are socially like small children. They ask a lot of questions, run around like chickens with their heads cut off, and generally get into more trouble than they're worth. Like children, kender are intensely interested in the unknown, and also like children they are hard to keep still or quiet. Kender are always adventuring, always pressing to find out what magic lies just over the horizon and what mystery is kept locked behind that door. Another trademark of the kender is the race's inability to grasp the concept of ownership. When a kender takes a liking to something, whether it's a steel coin or a glass bead, it almost invariably ends up in the kender's pocket.

    Physical Description: Kender typically stand just under four feet and weigh between eighty to one hundred pounds. While hair color varies greatly, most kender favor darker hues, both for their hair as well as their skin, a tribute to countless days out playing from dawn to dusk outside. Kender grow no facial hair. Kender resemble small elves with pointed ears, but lacking the slanted and delicate features that the elven possess. They portray their emotions openly, and there is no doubt as to when a kender is happy or sad. There is no typical fashion that kender favor except for gaudy and loud. Bright colors and coats and shirts and braids done up with beads and feathers are all kender trademarks. A kender usually picks up bits and pieces of his clothing from the styles of the people he has met and the cultures he has seen. Kender typically live a natural life span of a bit over one hundred years, although usually their lives are cut short by something that they got into.

    Relations: Kender get along well with everyone as they are taught to never form preconceived notions about anyone, regardless of how mean or ugly they might first appear to be. Sadly, this openness if shunned by most races who could do without a kenders proclivity at finding himself in trouble.

    Alignment: Kender tend towards Chaotic Good. Their knack at accidentally picking up others belongings writes them of the Lawful side of things, where their innocent nature strongly leads them towards the Good side of the alignment spectrum.

    Kender Lands: Kender have two homeland nations. The first and most popular is the nation of Hylo. Hylo was formed when a group of kender snuck aboard a prototype Flying Citadel. Somehow the kender managed to crash the flying fortress into an Ergothian mountain range, and the survivors of the crash decided to stay. After the Cataclysm, Hylo took up the eastern portion of the newly formed island of Northern Ergoth, and there it remains. The other kender nation was in fact the first one. Located north of the forests of Silvanesti, the land dubbed Balifor was given as a haven for kender by Sivanos in memory of Balif, a good friend and ally of the Elven king. After the Cataclysm, Balifor became a peninsula, no longer attached to the realm of Silvanesti, but instead opening up into the land known as Khur. However fate visited it's wrath upon the kender nation yet again around 3SC, when the Red Marauder, the massive dragon named Malystryx, obliterated almost all life on the peninsula and claimed it for her own. Religion: Kender have no set religion. They worship freely the gods of good, neutrality, and evil... often switching between them on a regular basis depending on the month or the weather. Kender have also been known to worship gods of their own creation, as well as potted plants amongst other things. One thing is for certain, they have a deep respect for nature, and although they do not as a race worship Branchala, the god of music is considered by other races to be the patron to these easygoing people.

    Language: Kender do not have their own nationally recognized language, as Common typically suits their purposes nicely. However, Elven, Gnomish, and Dwarven are languages that kender are often fluent in. The kender of Hylo also are typically fond of Goblin, with the semi-peaceful goblin nation of Sikk'et Hul nestled nearby.

    Copyright 2002 D.E.A. Productions Page - XIII -

  • Complete Races, Classes, & Magic of DL Names: Kender names are the single most convoluted thing in kender society. A kender may be having one name, or be named after a place, or be given the exact name of someone else (who may even still be alive). Some kender are given two different names, one from the father and one from the mother. Although typically kender incorporate a family name somewhere in the chaos, it is by no means a rule. Male Names: Tasslehof, Kelvin, Tavin, Rusty, Haversham, Gilgi, Bobledoboingyberoo Female Names: Allyana, Nikki, Belladonna, Lala, Billee, Cycillia Family Names: Burrfoot, Trapspringer, Springfingers, Fleetfoot, Lighttoe, Swordflinger, Pouchwatcher

    Adventurers: Kender typically decide on some grandiose ideal which is the basis of their wandering years. This may be to write a book on one's fantastic journeys, or to accurately map all of the interesting places on Krynn, or perhaps to get the autograph of every famous person in the world. Kender refer to this insatiable lust for adventure as Wanderlust. It is an affliction that EVERY kender gets without fail. There is no need for any other reason to set off in their minds. It simply is the way it was meant to be.

    True Kender Racial Traits -2 Strength and Wisdom, +2 Dexterity, +2 Intelligence. Kender are slender built and so are naturally not as strong as others, this natural

    slenderness also means natural quickness and agility. Also, a kender's curiosity almost always overrides everything, including common sense. The more dangerous, the more exciting. However, a kender's childlike mind is very keen when it comes to observing things, many times picking up details that others miss and granting astounding insights into many things.

    Small: Kender are of a small stature and therefore gain the typical advantages and disadvantages afforded them (+1 AC, +1 size bonus on attack rolls, +4 to hide checks.)

    A kender has a base speed of 25 A kender receives a +1 attack bonus when using a kender specific weapon, such as a hoopak or a whippik. Immunity to fear: Kender are completely fearless. Normal situations that may call for a fear check simply do not apply to a kender. Magically

    induced fear does not affect a kender, except for under certain circumstances. Magically induced fear cast by someone whose level is twice that of a kender character can force the kender to roll a save, but at only half difficulty. A person four times the level of the kender can fore him to roll a saving throw at practically the normal difficulty, but the kender still gets a +2 bonus to the roll.

    Taunt: Kender can drive an opponent into a rage by taunting him incessantly. If the opponent actively tries to ignore a kenders taunt, he must pass a willpower saving throw, with a -1 penalty induced for every five points of intelligence he possesses. Once driven into a rage, the opponent attacks the kender by any means possible, ignoring all other threats. Furthermore, the enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him on to deliver a +3 bonus to all damage rolls. This rage lasts until the kender is out of sight or dead, or the opponent has been subdued for two rounds or 1d8 rounds pass.

    Thief Bonus: Kender are naturally adept at getting into things and so naturally gain a +2 racial bonus to Disable Device, Open Lock, Search, and Pick Pocket. However, their openness and typical short attention spans do cost them. They may not become proficient at all in Decipher Script, or Use Magic Device.

    Favored Class: Kender have a natural tendency to become Handlers. Handlers are similar to Thieves except for the fact that they do not take things for monetary gain, but instead out of intense interest or curiosity Minotaurs

    The violence of the minotaur race has its roots in their creation. Originally a clan of ogres living on the western coast of Taladas, the minotaurs were created when the Graygem escaped its bonds and spun crazily across the world. As it shrieked over villages of high ogre folk, the people underwent a painful transformation. They awoke in the morning as minotaurs. When these hapless man-beasts sought help from their ogrish brethren, they found enslavement instead. Eventually the minotaurs broke free, sailing crude ships to Ansalon to begin anew. However, they did not leave without exacting a price. They drenched the earth with the blood of ogres the night they left, devastating the lands and lives of their former masters.

    Personality: Originally descended from the high ogrish races of Taladas, minotaurs see themselves as the heir apparent to the world of Krynn. The other races of the world are weak and riddled with dishonorable folk - a fallow field waiting to be cropped by Krynn's master race. The minotaurs will stop at nothing to conquer that which they believe to be theirs. Minotaurs, like most other races, believe themselves to be the chosen of the gods.

    Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in Krynn. Their brutish heads belie the keen minds within; many are smarter than the average human.

    Above all else, minotaurs value their honor. Without honor, they have no life. They live by a rigid code of honor, developed over the years in response to many hardships. This code embodies the minotaur way of life. Thus, minotaurs allow no exceptions to the code of honor. A minotaur will honor his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hangs in the balance will a typical minotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths.

    Even the brigand minotaurs of Kothas and Mithas retain some sense of honor. (Ansalonian minotaurs are more vicious and backstabbing than their Taladan counterparts because they have suffered more under taskmasters.) Anyone who questions the honor of even an outlaw minotaur will likely get a Gaffhook in the throat.

    Copyright 2002 D.E.A. Productions Page - XIV -

  • Complete Races, Classes, & Magic of DL Minotaurs adhere strictly to the rule of might: Might makes right. They believe that any problems they have can be solved with strength,

    cunning, and skill. The rule of might finds clear expression in the arena, where all minotaur legal cases are settled. If a defendant can keep himself alive in the arena against the champions of the minotaurs, he has proven himself innocent.

    Minotaurs also believe very strongly in competition. Competition allows one to measure oneself against other minotaurs and against lesser beings.

    Families (clans) are the building blocks of minotaur society. Each minotaur clan represents the whole family of minotaurs throughout Krynn. Each clan therefore safeguards the precious core of minotaur history and honor. Any just minotaur would die for his clan, as for his nation.

    Physical Description: These huge bull-headed humanoids stand at a hulking 7' tall. Their torsos and limbs are humanoid: rippling chests and humanlike arms, legs, and hands. Their feet, however, end in a cleft hoof. Their whole bodies are covered with a layer of short hair. Their fur ranges in color from a whitish blonde to glossy black, although most minotaurs have only one color of fur. Only after they reach the age of 110 do they start to show signs of mottling. Minotaurs live up to 150 years - more than either the bovines or humans who forms they share.

    Minotaur horns grow to 24" long. These lengths are measured and cherished because minotaurs pride themselves on their horns. Horns symbolize a great and noble heritage that no other beast on Krynn can claim. Minotaurs rigorously wax and polish their horns to make them shiny and strong. Criminals are punished and exiled from minotaur society by having their horns sawed off. Such creatures are no longer considered minotaurs, but beasts akin to humans. Dehorned minotaurs have lost their pride and sullied their honor. By no means will a minotaur in good standing ever befriend one of these hornless, hapless creatures.

    Alignment: Since minotaurs are such honor bound creatures, they are strongly lawful in alignment, though since they are transformed from ogres - most are also inherently evil. However like all of the races of Krynn exceptions do exist, though usually such minotaurs are outcasts among their own people.

    Lands: On Ansalon, minotaurs live in a sea-based culture on the two islands of Mithas and Kothas. Built on the rule of might, these lands are led by an emperor in Nethosak, capital of Mithas. The emperor's advisors are the Supreme Circle, a body of the eight most vicious and powerful minotaurs in the all of the land. Each member of the Circle has won his or her post by personal combat in the circus. They each serve a life term, which they defend by combat. Life terms usually last five to six years.

    Because Ansalon minotaurs care little about architecture and aesthetics, their cities and towns are squalid. Most buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Only the arena and circus have any grandeur about them, built of mason granite and ringed with lofty seats. The rest of the town has only the taverns on each corner to commend it. (Minotaurs love strong drink and good fights.)

    Religion: Like all races, minotaurs recognize all of the gods, however they rank Sargonnas as the highest among them. However since the Ansalonian minotaurs are also a sea-faring race many of them also worship Zeboim. They view the gods of good as insufferably weak, like their followers.

    Language: Minotaurs have their own language, simply named Minotaur, though some Ansalonian minotaurs also speak Saifhum or Solamnic. Minotaur Racial Traits +2 Strength, +2 Constitution, -2 Wisdom, -4 Charisma (If rolling randomly, Table 2-5: Monster PCs' Ability Scores from the Dungeon

    Masters Guide p23, should be used for charisma). Minotaurs are without doubt, the most physically powerful of all the PC races on Krynn. However, they are often insufferably arrogant, and they can easily alienate other races. Because they believe all non-minotaurs to be weak and inferior, they often underestimate the abilities of their foes.

    +3 natural AC. Minotaur's thick hides grant them a natural AC bonus. Minotaurs also disdain the use of armor beyond leather, as they regard this as inherently cowardly, though nobles may occasionally wear breastplate or hide armor. Minotaur fighters almost always refuse to use shields, leaving their hands free to wield two-handed weapons.

    Medium-Size: As Medium-size creatures (though bordering on large), minotaurs have no special bonuses due to their size. However, due to their unusual physiology, all armor must be specially crafted as if they were large creatures.

    Minotaur base speed is 30 feet. +2 racial bonus on Intuit Direction, Profession (Sailor), Profession (Navigator) checks. Minotaurs are trained at birth to be excellent

    seafarers Profession (Sailor) and Profession (Navigator) are always class skills. No matter what class Ansalonian minotaurs chose, they never forget

    their sea-faring upbringing. Automatic Languages: Minotaur. Bonus Languages: Common, Kyrie, Goblin, Local Regional Dialect (usually Saifhum or Solamnic) Favoured Multiclass: Barbarian. A multiclass minotaur's barbarian class does not count when determining whether he or she suffers an XP

    penalty for multiclassing (see Experience for Multiclass Characters page 56). Due to their culture, minotaurs make fearsome barbarians, though some of them also make skilled wizards or priests.

    Ogreborn

    Copyright 2002 D.E.A. Productions Page - XV -

  • Complete Races, Classes, & Magic of DL Ogreborn is a catch-all term, one which includes half-ogres, for those beings of mixed human and ogre blood. Some appear human-like,

    though their heritage is still obvious. Others are hulking creatures whose human roots are revealed only by their intelligence and capacity for organization. Half-ogre is a term not only for those who are half-human and half-ogre, but for those whose ancestry is as much as three-quarters ogre. These brutes tower over their human kin and tend to have streaks of cruelty, though a few work at restricting their venomous rage. Their skin is dark and they tend to have black of flint-gray hair. Half-ogres faces are much like those of ogres, save the eyes, which have the color and shape of a human's and often the glimmer of intelligence. Half-ogres are generally accepted within ogre tribes and communities, though they are often looked down upon, unless their superior intelligence makes them useful or propels them into a leadership role. Any being of more than three-quarters ogre blood is an ogre in all respects, save for the occasional human eye-color or hair.

    Those whose blood is less than one-half ogreish are known as thin-blooded ogres or, as ogres call them, derisively, blood ogres. Far more human than any half-ogre, their brutal heritage still sets them apart. They look like broad-shouldered, gray-skinned humans whose sharp lower canines tend to jut out in front of the upper lip, which has led to many cruel comparisons to boars and wild pigs. Yearning for the companionship of humans, yet seldom (if ever) accepted, blood ogres are often loners, remaining far from civilized parts in case their inborn rage should overtake them. The same loneliness that sometimes makes them cruel and dark-souled also makes them loyal friends, and blood ogres treat trusted companions better than many humans treat their own families. This loyalty is easily betrayed however, and the rage of once-trusting blood ogres drives them to terrible vengeance, which only fuels the tales of their animalistic brutality.

    Origins: Although many Ogreborn in Ansalon are the products of fate, great numbers of Ogreborn are native to the remote island now-called Jial, far off in the Courrain Ocean. A storm threw a ship of human raiders from the region of Ansalon called Nordmaar off course 500 years before the Cataclysm. When their ship crashed against an iceberg, they filled lifeboats and hastily constructed rafts. For days they floated through the ice floes, desperate to find more supplies to augment what little remained from their fishing aboard the ship. Landing on the abundant shore of Jial, they found a small tribe of ogres. After several small conflicts, the sailors made peace with the ogres and traded goods with them. Over the years, the two groups integrated and even intermarried, resulting a fully blended race of ogre-human crossbreeds that grew to fill the island in great numbers. During the Cataclysm, desperate groups filled sturdily constructed rafts and sailed away from the island to escape famine. Some fled east to unknown lands, but a few came west to the Bloodsea, where they settled small islands or found their way to the ogre lands of Kernen.

    The remaining Ogreborn on Jial survived the famine wrought by the Cataclysm, only to be conquered three cent