DL 5. Source book for the incredible DRAGONLANCE™ saga! 9135
eee Cer ead
Dragons of Mystery
eam Pelt)Advanced Dungeons{Dragons*
Dragons of Mystery
Michael Dobson
Table of Contents
Introduction 2
Wherein the reader is weloomed.
‘A Dungeonmaster’s Guide to the DRAGONLANCE™ game adventures 4
Commentary and advice 's provided to these who would lead the adventurers fo tei
stiny,
‘The Creation of the World 10
In which the universe is created and the history of the world tol.
The Gods of Krynn 42
The pantheon of good, evil, and neutrality & described.
How The Heroos Met 14
The early days of the Heroes of the Lance are charted, and their destinies foreshadowed.
The Companions of the Lance 19
Wherein new character sheets are presented, and much information is revealed.
‘Questionnaire 32
‘In which our Marketing Department desires fo know your feelings and desires, and tie
fale of the world of Krynn les in your hands.
The Constellations of Krynn Inside Cover
The realm of the gods is tn the heavens.
‘The Continent of Ansalon Insert Map
The entire continent is presented for your inspection.
CREDITS,
Series ator: Michael Dobson
Sonbutrs Tey Wetman, "
Harold Johnson, Margaret Was, ee ens as oe
Graph Design Elabeth Reel
Art Larry Elmore ddr i sph rs fe Unis
Cartography: Dennis Kauth and Bob Maurus
Tracy Hickman, Series Concept Ton by TSR UK Ltd
Hold Johnson, Distr of Design POs 756 > The Mi, Rathore Road
take Gorava (Cambridge C61 480
Margarct Weis Dough Niles west United Kengdom
J. ete Grab Michel Dubson
Lary Enore Eluabeth Rate
Brice Nesmith (Cal Sith
any Spiele Roger Moore
ars HickA story of wonder, a saga of adventure, a new world of fantasy —this is the DRAGONLANCE™ epic!
A team of top TSR designers have combined to create something never before seen in the world of role-playing
{games —a complete, original novel set in an incredible fantasy world
Welcome to the world of Krynn!
The DRAGONLANCE tales is the story of the continent of Ansalon, once a peaceful, beautiful
land wiere all nations were united in brotherhood. Evil was abolished; dragons, long banished, were thought only
creatures of legen.
But the folly of one man shattered that golden age, and the scarred land has now entered its twilight period.
True clerics, capable of casting spell, are no more only false ones, worshipping false gods. And from the cracks of
this broken land return the dragons, eager for new conquest.a OuNGEONMAsteER'S
Guide to the
ORaGgonlance”
SERIES
The DRAGONLANCE™ game project was
bogun in 1982, when Tracy Hickman proposed a
thrce-module series featuring evil dragons. As
ther memivrs of the TSR design staf Tooked at
his ideas, it quickly became clear that here was 2
major epie—something that could not fit into
the normal calegories It was even biggee than
the famous Giant/Drow (G/D/Q series)
modules by Gary Gye.
When Gary satw the inital proposal, he
was very excited, for this project happened to
Work well with an idea he had been kicking
{around for some time
that featured each of the official Monster
‘Manual dragons
With Gary’s active approval, a special
dlesign group was set up within TSR: Project
(Overlord. A vail of socrecy settled over Phe
planning process, and regular mectings
began, The original planning. group was led
by Tracy Hickman, and included Harold John
son, TR's Director of Design Larry Elmore,
Carl Smith, Jeff Grubb, and several others
2 twelve module series
This work led 10 the creation of the
DRAGONLANCE®* Sourcebook, the “bible
forall subsequent work The
DRAGONLANCE game heroes were crated,
and TSR designers developed histories and
personalities for each one. Slowly, the plot was
teriten, and the project was broken down into
modules.” 11 was decided that the
DRAGONLANCE series would be a trilogy of
fantasy novels in addition to modules, After
much discussion, Tracy Hickman and Marga-
ret Weis (of TSR's Book Department) sere
assigned to write the novels
Two years later, the first,
DRAGONLANCE module was seleased to
public acclaim, Work continues day and night
fo bring you still exiting
DRAGONLANCE products
Ie is impossible to list everyone who bas on
tributed to this project. There are the
DRAGONLANCE
Hickman, Doug Niles and Jeff Grubb), the
TSK Art Department (Larry Elmore, Clyde
Caldwell, Keith Parkinson, Jeff Easley, Jetf
Butler, Dave “Diese!” LaForce, and Dennis
Kauth), the Game Editing Staff (Michael
Dobson, Anne Gray, and Steve Winter), the
Book Department (Margaret Weis, Jean
Block), and) TSR. management (Farold. Jobe
son, Director of Design, Mike Cook, Vice
President of New Product Development,
Kevin Blume, President of TSR, Ine, and
Gary Gygax, Chairman of the Board)” Bach
and every one has contsibuted to make the
DRAGONLANCE series what i today.
We hope that you enjoy playing and
reading the DRAGONLANCE line a much as
we have enjoyed creating
igtme designers (Tracy
Dungeonmastering the
Dragonlance Saga
To get the most out of playing the
DRAGONLANCE epic, we strongly urge that
your players all use the pee-generated
DRAGONLANCE characters. The adventures
ace designed for their special qualities, Theit
personal histories also figure prominently in
the sory
As a Dungeonmaster, you give life ta the
words om the page
tment, the spit and the pacing are your co
tribution to this story
Ifyou decide to run the First Book of the
DRAGONLANCE Chronicles (DL 1-4) a8 a
campaign, you wil find that i fakes quite &
few playing sessions, Assuming that an aver:
age playing sesion is four hours, one way you
tan break the story isa follows
The mystery, the exciteDL 1 - DRAGONS OF DESPAIR
Session 1: Assign characters, brie players on
the story, discuss background: Start Chapter 1
(The Road Travels East), ending after
Encounter 26 (Unicom Grove) a6 the heroes
Aly away on pogast
Session 2: Chapter 1, Encounter 27 (Gateway
Pass), until Chapter 2, Encounter 44) (Fallen
Obelisk The adventurers have now entered
the city of Kak Tearoth
Session 3: Chapter 2, Encounter 44k (Plaza of
Death) and down to the deepest level of the
caverns of Xak Tsaroth (all of Chapter 3),
Sesion 4: Chapter 4, Encounter 60, until
Encounter 68m (Court of the Aghay). The
heroes receive the counsel of the Highbulp.
Session 5: The end of Chapter 4, using the
information provided by the Highbulp to find
and slay the Black Dragon. The epilogue then
Ses the lage forthe next module
DL 2 - DRAGONS OF FLAME
Session 6: Chapters 5 and 6, in which the
heroes cross the plains of Que-Kiri return to
Solace, and are captured by the forces of Ver
sminaae
Sesion 7: Chapters 7 and 8, from the heroes
imprisonment through their rescue, and theie
stay in Qualinost
Session 8: Chapter 9, through the dungeons
of the Sla-Mor,
Session 9: Chapter 10, the assault on Pax
‘Tharkas and rescue of the refugees, followed
by the epilogue.
DL 3 - DRAGONS OF HOPE
Session 10; Chapter 11, leading the refugees
fof Pax Tharkas across the willemes.
Session 11: Continuation of Chapter 11 (and
(Chapter 12 if the heroes explore the city ofthe
Aghar), ending when the refugees reach the
Hopeful Vale (Encounter 20),
Session 12: Chapter 13, the assault on the
fortress of Skullcap, Encounters 47-71
Session 13: The end of Chapter 13, Encounte
cs 7294, and the epilogue
DL 4 - DRAGONS OF DESOLATION
Session 14: Chapters 14 and 15, from dreams
lof darknese into the Northgate of Thorbardin,
Session 15: End of Chapter 15, all of Chapter
16, and the beginning of Chapter 17
(Encounters 21-226). The heroes discover the
Floating Tomb.
Session 16: Adventures in the Floating Tomb
(Chapter 17, Encounters 24-52 and
Endgame). Final battle with Ember
Session 17: The Dark Realms (Chapter 18) to
the death of Arman Knaas,
Session 18: The Epilogue to the First Book of
the DRAGONLANCE™ Chronicles. To cele
berate the succesful completion of the aden
ture, you can have a party for your heroes.
‘They can come as their DRACONLANCE,
game personas, and celebrate the Wedding of
Gotdmoon. and Riverwind.
Of course, this breakdown is only one ofthe
‘possible ways this adventure can be run. Per=
haps some sessions will run longer than aver-
age, and some shorter. Keep the playing
‘sessions short enough so that players don't get
‘worn down you want t keep interest and
excitement high as you play through the
Playing The Novels
The DRAGONLANCE series is both a set of
ADED® modules and a sot of three fantasy
hnovels for general release. The story of
DRAGONLANCE i the same, but there are
differences necessitated by the different
forms.
Ik is possible to “play the novel” if
desired. The first DRAGONLANCE novel
covers DL 1 and 2, but has a different ening
than DL2. The climax ofthe adventure occurs
inthe fortress of Pax Thatkas, and the story of
DL 3 and DL is not tol
IF your players have read the book, and
still want to play the modules, they are on
their honor not to se the information gaiced
by reading the novel unfairly. They should not
be allowed to kill the traitor on sight, for
example, since they have no actual knowledge
‘of his eventsal treason.
Playing the novel can be very exiting.
You have greater character depth and back:
ground to draw on, and can immerse yourself
sore fully in the story
Obscure death...and
how To Live With IT
Because DRAGONLANCEM is a story, certain
rname” heroes and villains are important,
‘They should not die until the right point in
the story (sometimes, they shouldn't die at
all), What happens when the wzong, person
sets killed?
‘That's where a special rule—the
“obscure death” rule—comes into play. If 2
name” character (any DRAGONLANCE PC
or featured NPC) dies prematurely, that char=
‘acter meets an “obscure death’ 50 that you
fan bring him or her back Inter.
What exactly is an “obscure death"?
Obscure death is a favorite comic book
‘convention the supeshera kills the supervil
Tain, but the supervillain manages to come
back, armed with a long story about how he
miraculously survived the “fata” incident
So, to have an “obscure death” just use
the comic book convention, Make sure the
body is lost—it fel down a cliff or into aver,
was buried beneath rubble, or the like
Ir the character isan NPC, then think of a
way he might have survived (gestions fl
lov) and prepare a story thatthe NPC can tll,
the others when next encountered
If the character is a PC, you can handle it
the same way as an NPC (bat tell the PC how
he “mizaculously survived" so that he can tll
the others when he shows up), er you can ere=
te @ short one-onone adventure so thatthe
PC can role-play his way out of danger
‘The following ideas may help you create
interesting “obscure deaths”
HEROIC SURVIVAL:
4. Comatose: The character is believed dead
but later his bedy disappears. A mysterious
benefactor (Fizban? One of the gods?)
detects glimmer of life and restores him
to healthy or perhaps it takes the character
several days fo raver from his injuries.
2. Miraculous Escape: If the character's
death was say, a fal off a elif, something
lunexpected happened —there was a ledge
to fall on, a river below that cusbioned the
fall, a secret tunnel, an air pocket, ete
Remember, the character con be badly
hur, knocked unconscious, have tempor
rary amoesia, say in a coma for several
day's or otherwise suffer until he returns to
his fellows. The other characters can think
he's dead, and you can wait fr several sos-
sions before reintroducing that character
again
3. Simed By Another: The characteris saved
from certain death atthe Int minute by a
mysterious benefactor. The hero must then
perform some servic, o is lost and takes
weeks to find the party again, or falls in
Tove with his savior, ete
VILLAINOUS SURVIVAL:
1. Special Defense: Unbeknownst to the
heroes, the villain hada special defense
that made him immune to that attack
2 Semeone Else: It wase't eally the villin,
it was someone dressed like him, The
dragon highlords, for example, sometimes
have impostors dressed in their uniforms to
draw ene Bee
3. Resurrection: High-ranking villains wore
ship evil gods. Occasionally, an evil god
will resurnect a particularly important vil-
Iain
4. Secret Esaqe Route: The villain prepared
‘secret escape route ahead of time just in
5, IllasiowFeign Death: The villain used
magic to make it appear that he died and
then escaped
Be careful not to overuse “obscure death.” Ha
character is not important in future
DRAGONLANCE modules, that character
can die just like any ADED® game character.
{All PCs brought into the DRAGONLANCE
‘game from outside the campaign are subject
to normal death, Remember, the lack of cler
cal magic in Krynn makes it very dificult to
‘obtain a rsurection spell.A Dungeonmaster’s Guide
The Dragons of Krynn
Dragons are the true chikren of the world of
Krymn, embodying the elemental forces
themeives, Inthe ancient days of Huma, the
clragons were deven from the word that gave
them birth. Since then, tapped on a far-off
plane, the dragors of evil have corepired to
Teturn. The dragons of good, also exiled,
resolved to leave the light of Keyan to the chil
dren ofthe gods
‘The dragons of Krynn are power incr
rate and know it They are—anat should be—
the most fearsome of opponents, capable of
inspiring awe and fear in all who behold
them. As Dungeonmaster, you have the
resporsiiity for playing these. magnificent
bass prope.
“There i nothing so tefying a8 a dragon
con wing, When inflight at full sped, deagons
rush aeross the word ike a pale, but their bil
ity to um from theie path is greatly impaired
(Mancuverabilty Class E, see DMG). When
engaging earthbound creatures in combat, &
ragon slows to halfspeed, improving its
maneuverability’ to Maneuverability Clas D.
‘At ess than halfspeed Oe creature's fight is
stalled and it begins to lowe altitude. Tr can
climb a haléspeed or dive at double speed. A
dragon can alo glide for short distances but
loses 1000 feet of altitude per round. If a
dragon stalls while climbing, it can turn 120
degrees out of the stall as it dives to regain
speed. A very young or young adult dragon
has a maneuverability rating of one higher
than normal (Mancuverabilty Clos D at full
speed, Class C at halfspeed). Dragons may
rot fly higher than 10,000 feet, because the
ir becomes too rarefied to breathe a that alt
tude
When attacking from the st, a dragon
rakes use of ofits breath weapon and is
potter to cause ave, swooping down low over
its opponents an then climbing back into the
sy. A flying dragon can swoop down and
either claw or bite, but not both. A dragon
tay dive at twice is normal speed and cause
double damage with its elaws on a successful
hit Dragons may not cast spells while flying
‘but can cast spells. on the ground or when gli
ing
Dragons will use their breath weapon
twice and then wait until a strategie moment
to use their third breath attack
Dragons are haughty creatures and may
refuse fight except a it suits their ewn pur-
pose. When sing spells, they will often cast
them before melee to avoid the conflict,
weaken their opponents, oF gain the upper
hhand. Once in melee, a dragon cass spells
nly if losing
Dragons will not knowingly place them-
selves in a position to be sutsdued, although
they are clever enough to pretend to be sub
cued to lure unwary adventurers into a trap.
Dragons are very clever opponents. They
have been knowin to feign death, unconscious-
ress, sleep, or subdual to trap opponents, 10
stay just tof reach of enemy stenpens, and
to profer long-range attacks. They’ can see,
bear, and smell much better than most crea
tures, and automatically detect hidden ard
noise characters at a range of 1” per age
level. They ate rarely surprise.
Dragons adapt their tactics to the situa.
tion as is appropriate for very clever creatures
The following tactics are frequently used,
1. Dragons stay in the air in melee as much as
possible to cause te and stay out of mis-
sie range,
2. Ion the ground, dragons charge to cause
‘ave and gain charging bonuses but never
charge against impaling weapons!
Ifthe combat area is dusty, they will beat
their wings, stirring up clouds of leaves,
land dust to blind fighters and disrupt
Spellcasters
4. They will use clever conversation and
promises to talk their way out of bad
Stuations if they can talk
“The power to ave aru cause for is one of the
dragon's most potent weapons. A fying o
charging dragon causes awe under the follow
ing. conditions:
1 IE the watchers have Fewer than 1 hit die,
they automatically panic and fle for 4c
2. If the watchers have fower than 3 hit dice,
they must save vs. Spells or (50%) be para
lyzed with fear or (50%) fee as above.
3. All others must sve vs. Spells of be -I to
hit
[Even the draconians are subjct to this dragon.
power. However, if the draconians serve the
Particular dragon and are within 12°, they ate
ito hit
Dragons younger than adult cannot
inspire awe.
‘Be sure and read the Monster Manual
Introduction to dragons, for these fearsome
:monsters have many special powers and abili-
ties that make them the most dangerous and
deadly of opponents.
‘And by the way-~dragons are afected by
their own breath weapons,
Each of the DRAGONLANCE™ modules fe
tres one oF more dragons. The following
‘additional information will help you play
these creatures most effectively
ONYX, the black dragon, is haughty,
vociferous and vindictive. She fel stiled by
ther duties in Xak Tsaroth, and feds that man
js but a nuisance—no real problem, Her te
tics in batle are to jeer and taunt an inferior
opponent, though she becomes deadly silent
when things get tough. Given a chance, she
‘wll take wing inthe vault and fly tothe attack
tasing Heys and magic missle to stn up ta
fgets She uses her other spells asa last resort.
EMBER, the red male dragon, is proud,
self-confident, and hot tempered. Only Ver~
tminaard's firm hand keeps him in check
Ember serves Verminaard only out of self
interest and shows unbridled rage in his
absence, Ember feel far superior to all other
‘dragons, His tactics are frst to threaten opp
fens, then to beat his wings to distract and
confuse his foes. He will east hese on himaelf
before entering most bales and then use his
breath weapon. sow, sleep and web spells to
soften up his targets. Mirror image is only
tase for defense. Wil of fire is used to detain
prey or pursuers. Cevasionally, Ember uses
polumorph self to disguise himself or to
fssume the form of a wizened old man.
FLAMESTRIKE, the female red dragon,
is old and senile. She moums the loss of her
‘rood (actually stolen by Ember) and looks to
the human children she guards as substitutes,
She is easly cowed sinless defending her chil
dren from danger, but then ahe is vielous and
‘wild, fighting with abandon, She cannot cast
spells but will take to the air and attack with
hher breath weapon, or use her claws and
‘weight to get a death grip on an opponent and
crush him,
WHISPER, the shadow dragon, is cath
bound to protect the tomb of Fistandantilos
He takes an evil delight in eausing despair in
men, His tactics ate to cast continual darkness
‘nthe ground near the entrance to the cham:
ber. Then, he will glide down to a lower ledge
find he im shades, He then ensts confer
tnd suggestion to cause his opponents fo feel
despair and hopelessness. He uses shadow
monsters and phentsral free to create ite
sionary opponents, hoping to weaken and
lemoralize the enemy stl further. Once those
spells are cast, he glides down and uses his
breath weapon. His other spells are used as
reeded in combat, but he saves fog cond to
cover his retreat. Whisper does not like to fy,
and profes to fight on the ground. Whisper
bhas poor eyesight in bright light (-1 to hi).
Whisper's magic resistance of 20% (plas
5% for every level of the spell cater less than
Tih) gives him an average of 40% chance to
cancel a spell
Whisper detess Blaize, considering, him
4 bigmouthed grandstander with no dignityHe & easly upset by Bhice and wil respon 10
taunting. He will teat Ember with respect
BLAIZE, the young brass dragon, is
headstrong and brash, fall of boasts and bea
vada, He will befriend humankind sf not
Alcked or slighted. He has an intense dislike
{for Whisper and will do what he canto defeat
and disrupt the creature, He is aware of the
Shadow dtagor's magic resistance and immu
nites and will not use spells directly against
‘laize will cast continal fight inthe eoom to
counter continual darkness and. to impair
Whisper’ attacks by -1, as he hus poor eye
sight, He will then taunt his opponent into
the air and breathe sleep gas on him to make
him crash,
If Blsize faces Ember, he will attempt to
harass the big dragon from a distance with
spells and then use his maneuverability to
Tead Ember into a power dive, Blaize can
recover from a steeper dive than Ember this,
may cause Ember to crash if he does not save
‘vs. Perification,
‘As Bhize is a young deagon, creatures
may save at #2 5, his breath weapon
A Dungeonmaster’s Guide
EVENSTAR, the gold dragon of the
Floating Tomb, is a post and dreamer, not a
fighter. Although a powerful spell-caster,
Evenstar uses his powers as much to create
beauty as to defend himself. When he fights,
be does not try to kill unless be is driven into
1 rage by Ember.
Destruction of the beauty he has created
‘ean drive him to attack Even so, he prefers
‘using spells and breath ssenpon to sully,
himself with physical combatA Dungeonmaster’s Guide
The Dwarves of
Thorbardin
“The races of gnomes, dwarves, and kender are
all descended from the race of men. The
‘gnomes, Render, and men all believe the story
ofthe Greystone of Gargath, but the dwarves
believe themselves to be the special children
of the god Reors, forged inthe earliest days of
creation. Virtually all historical scholars
{except ofcourse, dwarven scholars) dag,
‘THE GREYSTONE OF GARGATH
‘When he created the world, Reorx needs the
sssistance of men to help hien with the work
To this end did onecighth of all men and
their families follow Reorx across the sen, in
hopes of earning the crafts of Reon.
For many years, men worked happily
‘under the guidance of Reorx. Yer men tended
toward either good or evil, and rarely
remained neuttal The men became proud of
‘heir shi and used them for their own endl
Reorx was angered, In his wrath, he
remade these men into a new race, AS they
had become tnkerers, so they would remain
for alltime, He took from them the crafts he
had taught, leaving only their burning dese
to tinker and build, invent and construct. He
made them into a small people—they became
the gnomes,
Hiddukel saw all of this and smiled.
Reorx had worked long and hard to forge
forder out of chaos, Yet now, Ror saw that
the balance of neutrality was not maintained
Hiddukel knew that Chisley also felt this
swing in the balance, Herein was the founda-
tion of eachiel,
Hidukel went to Chislev. With cunning,
words, he convinced Chislev that the forces of
‘vil were losing, Their aly hope, he said, was
for neutrality to take ultimate control Chislev
agreed, and, at Hiddukels insistence, asked
Reors to forge the Greyger
‘The Greygem was marvelous artifact. A
large clear grey stone of many facets, it was
designed! to hold and radiate the essence of
Lunitari, the red-sphere of neutral magic.
Hiiddukel had convinced Chislew that this
stone would anchor neutrality tothe world of
Krynn and solidify the neural position on the
planet. Chislev convinced Reotx of the same
thing and thus the stone was created. It was
placed within Lunitari and magic swelled
within it
Reory, although still angered by the
‘gnomes, had never forsaken them. He loved
them, and now could see how they might yet
serve him, He appeared unto their priest, and
presented a plan for a Great Invention he
Wished the gnomes to construct. It would be
‘powered by a magical stone that Reorx would
provide. The gnomes, as was their wont, built
the machine thirty times the required size and
with mechanisms that never served any” pa
pose. Their general consensus was that it
‘would work ance the stone was in place
Reorx now finalized his plan, Among his
servants he found a lowly gnome that tray
worshipped his arts. In a vision, the litle
gnome save the Greygem and wanted it more
than anything. He approached the problem of
{getting it like any gnome... he invented some
thing,
His invention was truly worthy of the
sgnomes—a mechanical ladder that lifted itself
Ingo the sky. The strange device had pulleys
and counterweights and wheels and cogs. It
made a ferrifie racket when it worked. Yot
Reorx smiled upon that gnome and gave to
him a secret device. The gnome’s ladder
worked, One could set it upright on the
fround, winch up the top section and then
climb up to the top. From there, the bottom
pat could be winched up off the ground so
that the ladder hung steadily in. mic-ar.
‘Then, the operator would climb up the new
section and repeat the process. Siovly, the lad
der pulled itself up into the sky, and eventu>
ally Teached the starlet moon itself
With a magical net given to him by
Reors, the litle gnome captured the Grey
gem. He lowered the ladder back to the
fround, and went to place the Greygem into
the Great Invention. But the moment he
‘opened the net, the stone leaped into the ait
and floated quickly off to the west. All the
gpomes rushed to pack up their belongings
fnd follow it. They followed it to the westem
shores of their land! and quickly built ships.
‘The Greygem floated westward acrose the
‘waters with the gnomes in pursuit until the
‘gem finally approached the shores of Ansalon,
Roorx was deeply disturbed, for the gem
created magical havoc wherever it passed
Beasts and plants were reshaped in magical
ways, New races of animals sprang up over-
right and spells cast went wild. Instead of
anchoring neutrality, the gem only made the
pendulum of good and evil swing more rap-
idly than ever before. He then understood
how he had been tricked by Tlie! an
Chis,
At that time, there was a great ruler
among men, named Cargath. He was a bar
brian prince who loved wel the gods of new
tralty and served their purposes
‘One spring day, Gargath was in prayerful
‘commisnion with Zivilyn. When he Tooke
up, he saw a grey gomstone floating above the
ar. I plsed with a steel grey light. Gargath
took this as a gift of the gods and placed it
high in a tower. Here, by various traps and
magic, did he secure the stone so that all could
sce its light and yet none could take it away
‘The grey light shone aa a bescon for two
armies of gnomes who had been pursuing the
GGreygem for many years. One army was filled
with desire for the wealth the gem repre-
sented, The other army was made up of those
‘most curious about the gem and its Workings
‘The two jpined forces to recover the gem and
proceeded to march on the castle
‘The guomes first demanded the stone
Gargath refused. They threatened war. He
welcomed the fight. The gnomes were out
rnambered, There sas only one thing lef to
doc they invented something
‘Two weeks later, a giant siege engine
came thundering toward the gates of the for-
tress It eoke down just short of its goal. The
{gnomes retreated with heavy losses
"Theee weeks later, a second eat siege
engine approached, sounding like a hundred
ghosts wailing, This one rammed the frst
Sege engine and caught fire. It burned to the
{ground and the gnomes retreated with heavier
losses,
‘Nearly a month and half later a tower
ing colossus of s sloge engine roared toward
Gargath’s battlements. Charging through the
ashes of the frst two siege engines, the drive
‘mechanism broke, The siege engine fell for-
Ward and shattered the outer Wal of the coe
te, Although this wasn’t exactly. what the
‘gnomes had planned, the result was good
tough. The gnomes changed in through the
broken wall,
As the gnomes rushed into the courtyard,
both sides ere amazed to see the ste! grey
Hight from the tower suddenly Bil the area
with unbearable ight, When men could’ see
again, the two factions of gnomes were sue
dlenly fighting each other. One side as flled
‘with Tast for the gem and the other side was
filled with curiosity
Under the power of the gem, the gnomes
changed. Those who Tusted after wealth
boocame the dwarves, Those who were curious
became the first kender. True gnomes yet
remained in the far-off islands, but dwarves
fond Kender quiclly spread throughout the
Continent of Ansalon.
OF the Greystone of Gargath, none knew
where it had gone. Some say the gem returned
to the heavens, and others say it is hidden
somewhere on the world of Keyna, where it
will one day be rediscovered
‘THE KINGDOMS OF THE DWARVES
‘The newly-created race of dvarves was drawn,
to the earth, where the wlth of metal and
gems was most easily found. And so thoy
became miners and craftemen. Unlike the
gnomes, they were not tnkerers and inventors
Glthough dwarven technology is well
respected). Like the race of man from which
they are descended, they have equal measuresfof good, evil, and neutrality. All dwarves
revere Reors, and neutrality i a commen
‘dwarvich idea
The Kingdom of Thorbardin is one of
the oldest nations in the world. In i, the
dwarves fragmented yet again. One tribe of
‘Swarves became the rulers of Thorburdin and
bold the throne for thousands of years. They
became known as the “highest” or "Hylae”
Some dwarves chose to seitle in the
Kharotis Mountains rather than in the
underground cities. They had more dealings
‘with men, whe called them the Hill Dwarves
to distinguish them from their cousins, the
Mountain Dwarves, They became known a8
the “nearest” or "Neidar.’
Some dwarves interbred with men, and
Tecame known as the “degenerate,” or er.”
Shunned by men and dwarves, they became
twisted andl many tumed to evil, They are
rumored to be slivers and exonibals, and are
allied with gargoyles and lama. There ae two
trbes of der The fist erro called themselves
the “tankless” or “Theiwar” The dero them
selves split ant the send derro Kingdom call
‘lf the “deepest” or "Daerar”
Among the mountain dwarves, one tribe
bocame the best miners, and they called
themselves the “dearest,” or “Daewar,”
because of their abilities to find the most pre:
cous and dearest gems
[Last of the dwarven maces is the Aghar
the “anguished,” commonly known a¢ gully
dwarves, The Aghar area crossbrced between
Adwart and gnome, but neither side wishes to
claim any credit for this disgusting and stupid
race, For some reason, the interbreeding of
{gnome and dwarf led to a race possessing the
food features of neither parent—they have
fhe greed of the dwarves, the singleminded-
ness of the gnomes, and the intelligence of
pelther. They are fit only for menial work, and
even then require close supervision,
Character Notes
Many characters play roles in the
DRAGONLANCE® epic. The following
‘ates are in addition to the NPC CAPSULES
thot appear in the individual modules
‘VERMINAARD
(Only the true gods have the power to grant
spells to their clerics. Verminaard worships the
‘Queen of Darkness (known as Takbisis to the
draconian), the most powerful god of evil
From this, you can infer thatthe true gods of
coil reentered the world of Krynn before the
fgods of good arranged for Goldmoon to find
the Disks of Mishakal. Thus, the age-old war
of good and evil continues,
FIZBAN THE FABULOUS
This crotchety and senile old magic user
appears at various times in the adventure (he
4, for example, the old man atthe Inn of the
Last Home ip DL 1), causes trouble, and often
scoms to get killed! Only Raisin, of all the
characters, feels that Fizban isa man of power
Tes generally obvious that once be possess
‘great spells, but whenever he tries to cast a
Spell, something. goes wrong, Firban can aid
the heroes at your option, but something
should go wrong with whatever the old man
tries, But no matter what goes wrong, the end
result is always boneficial. Fizan isa character
you can have fun with, and who can lighten
the course ofthe adventure.
SESTUN
This funny gully dwarf isa slave of Fewmaster
Toade's, and befriends the heroes when they
ate prisoners inthe slave caravan heading for
Pax Tharkas. He ie punished for this, and is
later encountered in the dungeons of Pax
Tharkas, Sestun is available as a tragi-comic
Sidekick/ henchman for any PC who thinks 10
recruit him. Flint distikes gully. dwarves
‘intensely, but Taeslehott or Cazamon might
{ake pity on the creature.
Sestun has a nobility unusual in Aghar,
and can count almost to three, He tries very
hha to be of service to his maser, but the only
sails he has are enthusiasm and climbing, abil
ity. He has a puppy-dog, eagerness to please
(even Flint) and his Feelings are easily hurt.
Sestun’s devotion and stupidity coud result in
fis tragic death in an effort to save his master
FEWMASTER TOEDE
Toede hae an innate ability to survive and
scape if captured. He is @ cunning coward
‘who leads from behind, lie, cheats, and does
anything he can to. prosper. He has been
known to dress up lesser hobgoblins in his
luiform to make them more attractive targets
“Toede takes credit for things that go Fight
and shifts the blame when things go wrong,
His ability to avoid blame is his greatest asset
in advancing through the ranks of the dra
sgonarmies,
FISTANDANTILUS
Fistandantilus, now only a demilich, was the
‘greatest mage in the entire history of Kryon,
Many of the spells he used were of his own
sign, and are not found among the mene
common spells of the AD&DB game, As a
25th level mage, he was able to create sich
Unique spells as the stasis globe that imprie
coned Blaize, and the final spell of destruction
that ended the Dwarfgate War.
A Dungeonmasters Guide
There is strange bond between Raistin
and Fistandantilus—a story for @ later date
When Raistin is in Skulleap, the intelligent
defenses of tho demilich (skeleton warriors
fnd the demilich itself) will not atack Raistin
tnless they themieves are attacked, and even
then will attack only to subdue, never to ill,
Raistlin’s player should be told that he Fels
strange when in Skulleap, but he can tell
nothing else about the place
The Council. of Freedom
‘The Couneil of Freesom is responsible fr the
safety and security of the refugees of Pax
‘Thareas. Once formed, they are solid in their
mission, in spite of the various political
lundercurvents, Although the text suggests
that the Council might elect to leave behind
the weak and sick, the Council wil under no
circumstances vote to do this It might allow a
smaller party of the refugees to scout ahead,
hence the higher movement rate
Because magic is a commonplace hap
pening in the world of Kan, the Counel,
like any governing body, takes precautions to
keep magic from influencing the outcome of
decisions. Noone is allowed to bring any mag-
{cal item or device before the Counc for fear
that it might charm the members.
When Blistan becomes a cleric (DL 3), he
will begin each meeting of the Council by
casting dispel magic over the members,
thereby breaking any charm spells, Elistan
strongly disapproves of using magic to sway
the Council, even if his political interests
‘woul be served thereby.
The Story YeT To Come
‘The First Book of the DRAGONLANCE™
CChronces has set forth many mysteries that are
yet to be explained, Where is Kita, and why
has she not yet returned? Why have dragons
retumed to Krymn, and wht i the mysterious
cath (DL) that prevented Evenstar from fight
ing Ember? What isthe source of the dragon
highlonds’ power? Where did the draconians
come from? Is there safety inthe south?
“These ate questions to be answered in
futuee DRAGONLANCE tories, The heroes
have won their frst battle—Verminaard. is
dlead and it clear thatthe dragon forces can
bee beaten. Now, the search is on for weapons
of power-weapons that can defeat the
Aragon and turn the te of the sar.
‘The story has just begun. We look for
ward to sharing more exciting adventures with
you in the months to come!The Creation of The World
Astinus of Palantius, the renowned historian, spent many years collecting legends
and stories concerning the early history ofthe world of Kryr, from which he ereated his
{fimous scroll set, The Iconochrones
The material presented here was draaom from the pages of that great tome,
translated into a form more appropriate for the modern reader.
The Creation of The World
Before the beginning there was Chics
‘Then the Gods appeared from Beyond,
bringing Good, Evil, and Neutrality” into
Reors, the Forging God, struck his haa
ser amido the Chaos. Chaos slowed and the
spavks from his hammer became the stars. The
Gods then created the spirits of all the races
who would eventually people the new worlds
born in the Great Forging. These spirits were
the Children of the Gods
The Gods began to quarrel over these
spirits. The Gods of Good wanted to nurture
the spirits in the paths of righteousness and
share with them dominion over the universe.
‘The Gade of Esil songht to make the spits
their slaves, fo do their every bidding, The
Gods of Neutrality sought a balance: to give
the spirits freedom to choose for themselves
whether they woul serve Good oF Evil
‘And 20 the AILSaints War raged among,
the heavens, The Good and Neutral Gode
combined forces fo keep Evil from a final vie
"Then spoke the HighGod from Beyond,
‘who decreed the Balance of the World, The
Gods of Good, Evil, and Neutrality would
cach be allowed to bestow one gift upon the
opt,
‘The Gods of Good gave the spirits life
nal physical form, Thus the spirits gained
control over the material world and became
‘more like the Gods themselves, The Gods of
Good hoped the spits would bring peace and
corde to the worlds and load them along the
path t righteousness
‘The Gods of Evil decraed that these phys
ical beings would hunger and thist, and have
to work io satisfy thee needs, The Gods of Evil
hoped that through hunger and sufering they
could subjugate the aces.
‘The Gods of Neutrality gave the spirits
the gift of free will, to choose frely between
Good ark Evil. Thus did they proserve the
Balance of the World
‘And s0 the Gods created the world of
Keynn as a dwelling place for the spits, The
HighGod decreed that each could choose his
for her own way through life, Then would
come death, the passage from Krynn to the
net sate of existence
The Races of The World
Many races were created from the spirits, Fest
were the elves, most favored by’ the Gods of
Good, Elves are the Shapers ofthe worl, ho
possess good magic to bend nature to thelr
Will. They have the longest lifespan of all the
spirits~although they change the world, they
themselves change very litle
The human race are most favored by the
Gods of Neutrality, although the souls of men
are coveted both by the Gods of Good and
Evil. Men can choose most freely between
god and evil, Their shorter time inthe world
is spent in striving for power and knowledge.
‘They are quick to think and to act—often
without considering the consequences. Thus
men give the world motion,
The race of ogres are mot favored by the
Gods of Evi. In the beginning, the ogres were
the most beautiful of the races, but they could
think only of theie hungers. They were easly
enslaved by their needs, ar thei beauty van
ished as their hungers devoured them. The
fgres are selfish and cruel they delight in
inflicting pain and suffering upon the weak.
The HighGod created the fourth class of
beings the animals. He crested them with
balance of Good, Evil, and Neutrality, and
they wore bor of the world itself. Dragons are
the lords of the animal Kingdom. As with all
other beings, they are free to choose among
the alignments of the gods,
The Age of Dnewme
‘The Age of Dreams was the frst age of the
world of Krynn, Ie shadowed in myth and
song, and litle is known of the east days of
the world
This Age began when the world was ere.
ated, and ended when recorded history
Sorted, about two millennia aga, The most
comprehersive record of those days i con
10
tained. in the Lifscral of Song compiled by
the bard. Quevalin Soth
In those days was founded the first
slfrealm, Silvanesti, and construction of Kal-
tha, the great kingdom of the divarves, waa
begun.
“The dragons of evil were the dask Force in
those days, making war upon the ather races
to enslave them, Many and horrible were the
wars of those centuries, but always the
dragons were beaten back.
“Tragedy struck the other races as well
‘The great Kin-Slayer War between elves and
Inumans lasted for fifty years until a peace
could be negotiated. The Swordsheath Serall
fended the Kin Slayer War, but many elves left
Silvanesti to seck new homes. They traveled
‘west, and founded the nation of Qualinest.
‘The human empire of Ergoth was the
_grentest kingdom of that age. Founded in
Foals of peace and justice it became corrupt
and oppressive. Vinas Solamnas, head of the
imperial guard, Jed an army to the east 19
quash a rebellion, but found that the rebel
Thon was justified. He was converted to the
side of the rebels, and commanded the army
that won freedom for the eastern states of
Ergoth, He created the Order of the Knights
‘of Solamnia to protect the freedom ofthe peo
ple.
Ergoth was divided into independent
states, and the nations of Ista, Solamnin, and
Goodlund were born.
‘The Knights of Solamnia ruled justly for
many centuries, and peace settled over the
and,
‘Then came the Third Dragonwar, the
‘most terble challenge to the balance of the
‘worl. It lasted nearly three hundred yeas
‘Huma Dragonbane, a Knight of Solam-
nia, studied with a holy man and prayed to
the Gods for aid. His quest for ai took him to
many lands. In his travels, he met a silver
dragon in aman form, who fell in love with
hhim, The silver dragon gave Huma the secret
cof the Dragonlance, Paladine, the greatest of
all the Gods, came down to Key in mortal
form to aid Huma, Huma drove the dragonsfrom Keyna, and battled Takhiss, Queen of
Darkness with the aid oF the dragonlance, He
drove the dragons from the world and cast
them into darkness
‘Thus ended the Third Dragonsar, and
with the banishment of the dragons, the Age
fof Dreams came to an end.
The Age of Might
‘The Age of Might was the golden age of
Key It lasted nearly a thousand year and
was a time of power, glory, peace, and achieve-
Following the banishment of the
dragons, the ogres, now without their power.
ful allies, overestimated their own strength
‘and allacked the dwarves of Kalthax, The
(Ogre Wars lasted nearly a hundred years, and
ceed with the total defeat of the ogres and
their enslavement by the other races of Krynn
[Although bands of renegade ogres lurked in
the mountains and occasionally attacked set
tlements, the ogres as a-nation were come
pletely dead.
Engoth, weakened by its fragmentation
into independent states, declined as a major
‘power, The nation of Ista took its place asthe
Hoeninant political power on the continent of
‘Ansan.
The independent kender states united
with Istar in a treaty known as the Kender
‘meld. Silvanesti also joined the Empire of
Istar in the Treaty of Elfmeld. Under heavy
pressure from neighboring sates, the dwarven
Kingdom of Kal-tiax agreed to the Dwaf
rel, Finally, Solamnia and Ergoth subvnit-
ted to the Greatimeld, The Empire of Ista had
crested the frst government to rule all Ans
lon.
‘The glory of Isler had now triumphed,
‘An unlimited future of peace was at hana
‘The forces of evil seemed to have been com-
pletely vanished — dragons were no more, and
the ogres had been broken. And in the 959th
year of the Age of Might, the High Kingpriest
Of ltar desided tori the land of even the ver.
tiges of evil by summoning one of the Gods to
do his bidding
“The Cataclysm was the result
The Cataclysm
‘The Gouls were angered at the pre ofthe High
Kingpriest, as parent is angered by a willfal,
child. The Gods may sometimes give aid, but
‘must be approached with humility instead of
pri. And so they determined to tach the peo-
ple of Krya a lesson since it isa parent's duty to
conect a child's willl beavog,
‘A fiery mountain was flung from the
avers to destroy the city of Ista. The very
face of the land was changed, Mountains were
rized up, and land aunk info the ava. Thus
did the Gods punish the behavior of their
children, and s0 did they hope that thei cil-
fren would return to the paths of righteous
But the peoples of Krynn did not under
stand the lesons the Gods taught They did
not see that their pide had brought on catas-
trope. They sav only the wrath of the Gods.
Feeling abandoned, the people of Keynn
fumed from the worship OF the true Gods,
tnd searched for other gods. Men came to
‘worship fale gods, and clerics lost the power
to work magic. Everywhere the people of
Kynn tumed on their champions. Even the
fonce-noble Knights of Solamnia lost favor
becatse they could not undo the Cataelysm.
‘Chaos reigned throughout Krynn in the
shadow years that followed the Cataclysm,
‘The dwarves of Thorbandin, blaming humans
and all other races for the tragedy, shut the
loons of their kingdom against all, including
theie own kin on the outside. The wizard Fise
tandantilus, the most pomerful mage of his
time, led the armies of hill dwarves and
Jhumans in the Dwarfgate War. When his
defeat became certain, he loosed a spell of
sich destructive power that both armies were
destroyed,
"And 30 the doors to Thorbardin were
shut, and their location Tost in the changed
Iand, The elves also withdrew from contact
with humanity, and the lands of Silvanest and
‘Qualinesti were shut o all but a few outsiders.
‘These were shadow year, False gods were
better than no gods at all, and a variety of
faiths sprang up. Ancestor worship was con-
mon among the peoples of the plains. The
scholars of Haven and Solace founded the
Seeker movement, initially a gathering of
seckets after the old truths—or at least new
truths that might work. In time, the intollee-
tual Seeker movement turned into a politcal
movement, and the Seeker Theccracy came 40
power in Abanasinia They adopted “new”
fds and abandoned the search for truth,
Poverty was now everywhere for much of
the wealth of ancient times had vanished in
the Cataevsm, Gold, the precious metal of
history, was all foo common and useless for
everyday living. Steel became the metal of
value throughout mott of the continent of
‘Ansalon, for it was Gseful and practical. Son,
coins of ste! Became the basic trade material.
“The elves remembered the times long
past, but the short memories of humans
aused the ancient world to be largely forgot
fen within a few generations. Dragons were
thought to be simply creatures of myth, fit
only to frighten children. The ielea tat clerics
could once work spells was blasphemy in the
Seeker ‘Theneracy., People were imprisoned
find sometimes burned for such chims
Slowly, Keyrn hegan to recover from the
CCataciysn, but soon reports of a greater evil
were heard, Warlords in the north were com
aquering the lands of the ancient nation of
Istar, Armies were on the march again, The
broken forces of the scattered people were n0
match for the strange forces allied to these
pew “highlords”
Soon, the people of the north knew the
tersible truth, The Highlords had allies out of
nightmare, The dragons had retumed to
Keyra!
The Drigons of Keyan
Dragons have not appeared in the world of
Keynn for over a thousand years, not since the
end of the Age of Dreams. Indeed, most peo-
ple of Krynn, except for scholars and wizands,
believe that dragons are but children’s tales.
‘The origin of dragons seems to stretch
back to the forging of the world itself
Dragons came into being not from the stars, a3
slid’ men and elves, but from the very essence
ff the world itself Thus the dragons are the
life force of Krynn become flesh
Dragons allied thems:ves with the forces
‘of good, evil and neutrality, a¢ did all other
races according to their natures
‘Three Dragonwars were fought during
the Age of Dreams Inthe final Dragonwar,
{young knight of Solamnia named Huma was
given the secret of the dragonlance, Flying a
silver dragon, he battled the dragons in the
skies, When the battle was over, the evil
dragons had been defeated, To preserve the
balance, the dragons of good and neutrality
eparted the world,
‘Atter the Catnelysm, reports of dragons
increased. Soon, the lords of the land came 10
now that myth had become reality: dragons
Fad returned to Kr,
‘What brought these dragons back to the
‘world? None could say. The dragons then
selves seemed to be in the service of the
strange dragon highlonda. None knew how the
Iighlords acquired dragons, but all knew that
the dragons and their allies had created the
‘most formidable single army ever to march
fseross the face of Ansalon,
“The wise saw an even greater mystery. IE
the dragons of evil were stalking the land,
where then were the dragons of good? There
were a few reports of good dmgons being
Sighted, but they refused to fight against their
cexil cousins. Why did they refuse? Tt was not
luntil the stange quest of the Heroes of the
Lance waa far advanced that the reasons.
started to become clearThe Gods of Krynn
‘The gouls of Krynn came fram beyond out of
chaos to forge the universe during the Age of
‘Starbirth, as tld in the Tale of the Creation,
The origin of the gods is unknown, although
itis beleved that they come from diferent
sphere of existence. All ofthe facts of the Age
of Starbrth are now heavily obscured in myth,
and legend, especially since the Cataclysm,
when knowledge of the tue gods departed
from Keynn
Al the information in this section was
sgleaned from the Disks of Mishatal, which
‘were found by the Innfellows in the ruins of
Yak Tsoroth Ifa person reads the Disks with
the proper devout attitude, he can become 3
te epell-ssing lene. Clerics of Krynn went 8
Medallion of Fits engraved with the symbol
of the god they follow. These medallions have
only one power~they magically duplicate
themselves when a new cleric comes into
boeing, The new medallion bears the symbol of
the god the new cleric follows regardless of
what symbol wae on the original
(Only the gos themselves know their tue
names, and certainly do not disclose them to
mortals The names given here were in com
‘mon use in the years following the great
Dragonlance Wars inthe different cullures on
the continent of Anson, The list is by no
rears. complete
There are twenty-one known gods of
Krynm seven gods of Good, seven of Evil,
and seven of Newtrality. ll the known gods
fare represented in the heavens. Six gods of
Gov and six gods of Evil make up the zodia
‘Six gods of Neutrality are represented by wan-
ering stars (planets). The remaining three
gods—of White, Black, and Red magic-are
represented by the three moons that orbit
Keynn.
THE GODS OF GOOD
Paladiwe, the Celestial PaLadiy
Other Names: Draco Paladin (Ergoth),
Skyblade (Goodlund), Ei Gilvanest
‘Thak (Thorbardin), The Great Dragon
(Solamnia)
Symbol: The Silver Triangle, also the
Pinetree (Sivanesti) or Anvil (Thorbar-
din)
Colors: Silver, white
Sphere of Influence: Rulership and
sgoandianship
“Many believe that the ancient hero Huma was
Actually Paladine in. mortal form, sehen he
drove the dragons from the land during the
‘Age of Dreams Paladine’s constellation tradi-
ional guaeds the Gate of Souls, keeping the
dragons from returning to Keymn.
Majere
Other Names: Manthus (Exgoth), Man
tis of the Rose (Qualinest), Matheri
(Silvanesti)
Symbok Copper Spider, also the Single
Rose (Qualinesti, Silvanesti), and the
Mantis (Solamnia)
Colors: Copper, sed
Sphere of Influence: Meditation, com
trol, and thought
Major i the favored god of monks, He i said
to give his followers symbols that, when cast
upon the ground, become insects that fight
for their owner.
Koei JoLith
Other Names: Cori} (Ergoth), Kijo
(Thorbardin), Joh (Kharols)
Symbol: Bison's horns, also horned bat
tle axe (Thorbardin, Kharois)
Colors: Brown, white
Sphote of Influence: War and battle
KirkJolith is a god of war, but not of bate.
hast, He # the favorite god of paladins and
_gpodaligned fighter. His constellation seems
to threaten that of the Quoen of Darkness in
the night sky
2
Mishakal, The Healer
Other Names: Ka-melsha, the Healer
In the Home (Tarss), Mesaax (Thorbar-
din), Meshal (lcewall), Mishas (Ergoth),
Quenesti Pah (Silvanesti), Quen
Qualinesti, Skymistress (Goodlund),
the Blue Lady (Galifor, Highlo)
Symbol: Blue infinity sign
Colors: Sky bise
Sphere of Influence: Healing, knowl
edge, fertlity
Mishakal is found in nearly every known eivil-
zation of Krynn,
Habbakuk, The Fisher Knig
Other Names: The Blue Phoenix
(Exgoth, Silvanest, Qualinesti), Skylord
(Gallor, Goodlund)
Symbol: Blue bird, also blue phoenix
(Expoth)
Colors: Deep blue, white
Sphere of Influence: All animal lite and
the sen
Bewwchila, The Bud Kins,
Other Names: Songmaster (Goodlund),
Astra (Qualinest), Astrin Gilvanest),
Bran (Engeth)
Symbol: Bard's harp, flute (Goodlund,
Qualinest,Silvanest)
Colors: Yellow, green
Sphere of Influence: Elves, Kener, for-
Branchala appears in the form of whatever
people he is visting, He is considered the
highest god of the elves and kender,
Sobiwan
Other Names: Solin. (Ergoth), White.
eye (Goodlund, Balfor), God's Eye
(Chorbaedin), ory Disk (Highle)
Symbol: White eile ce sphere
Colors: White, silver
Sphere of Influence: Good! magic
Solinast is the white moon of Krynn, The
‘influence of goad magic waxes and ssanes
according toils position in the heavens.‘THE GODS OF EVIL
The Queen of Durkwess
Other Names: Dragonqueen (star,
Silvanesti, Ergoth), She of the Many
Faces (Highlo), Moi-tat (Tarss), Nilat the
Corruptor (Leewall}, Tamex the False
Metal (Thorbardin), Takhisis (Dragonar-
mis)
Symbol Black crescent
Colors: Black
Sphere of Influence: Night, evil
ragons, hatred
The Queen of Darkness is worshipped by the
dragon highmasters, the draconians, and
allied humans.
Sargonnas
Other Names: Argon (lstar, Ergoth),
‘The Firebringer (Highlo), Misal-Lasim
(Tarsis), Gonnas the Willful ewall,
Sargonax the Bender (Thorbardin), Kine
thalas (Gilvanesti, Kinis (Qualinesti)
Symbol: A stylized red condor, alsoa red
Set (Thorbardin, star)
Colors: Rel, Back
Sphere of Influence: Deserts, veleanoes,
vengeance, fire
Morsion
Other Names: H'rar (Ergoth, Istar),
Gormion (Tarsis), Morgi (Icewall),
‘Morgax the Rustlord (Thertardin)
Symbol: ood with two ned eyes, also
fan upside-down axe (Thorbardin), oF a
zat's claw (Highlo)
Colors: Deep broven, black
Sphere of Influence: Disease, decay,
plague
Mocgion's followers meet in dark places of
‘worship, and are very secretive in al things.
Chemosh
Other Names: Acleth (Ergoth), Dron of
the Deep (Tarsis), Chemos Joton (Ice-
wall), Kheman. (Thorbardin)
Symbol: A yellow skull
Colors: Black, sickly yellow
Sphere of Influence: All undead
Worshippers of Chemosh generally wear white
sall masks and black robes,
Zeboim
Other Names: Rann (Engoth), Zvr (lar
sis), Zebir Jotun (lcewall), Bhezomiax
(Thorbaedin)
Symbol: A turtle-shell pattern
Colors: Groen, sec
Sphere of Influence: The sea, undead
‘The name for Zeboim translates as “Sea
Queen” in both Tarsis and Esgoth, Zeboin is
tunknoven to most dwarven races
Higdukel.
Other Names: None
‘Symbol: Broken merchant's scales
Colors: Red, bone white
Sphere of Tafluence: Demons, damned
souls
Hididukel sa deal maker who trades in sous
He contro all ill-gotten wath in the word
whic he uses to comupe greedy men, Hes the
patron of evil businessmen.
Nevtat
‘ther Names: None
Symbol: A black circle o sphere
Colors: Black
‘Sphere of Influence: Black magic
[Naitari is the black moon of Krynn. Its exist
ence is known only to astrologers, navigators,
rmagge-asers, and others who veatch the hea
tng for itis known only when it blots out stars
and planets. The influence of black magie
‘waxes and wanes according to its postion in
the heavens
THE GODS OF NEUTRALITY
Glew
Other Names: Gilean the Book, Grey
Voyager, the Sage, the Gate of Souls
Symbol: An open book
Color: Gray
Sphere of Influence: Knowledge
Gilean holds a book, the Tobril, which com
faire all the Knowledge possessed by all the
gods, All truth is contained in that single
tome—but portions of i are sealed.
Sinmion, The Flowing Flame
Other Names: The Alchemist, The Fire:
master
Symbol: Multicolored fire
Colors: Bright reds, yellows
Sphere of Influence: Flame
B
Reorx, The Force
(Other Names: None
Symbol: Forging Hammer, Dwarven
Hammer (Thorbardin)
Coloes: Slate gray, red
Sphere of Influence: Dwarves, weapons,
technology
Humans tend to portray this gos asa paunchy
squire to KirJolith, but dwarves and gnomes
Told him as the highest of the gods. Reon
forged the universe with his hammer. He also
forged the Greystone of Gargath, and & thus
the father of gnomes, dwarves, and kender.
Chistev
Other Names: None
Symbol. The feather
Colors: Brown, yellow, and green
Sphere of Influence: Nature
CChisle is nature incamate, He/she is served
by a Inege number of animated wooden erea-
tures who carry out his/her wishes in the
known world.
Ziviky
Other Names: The World Tree, the Tree
of Life (Qualinesti, Silvanesi)
Symbol: A great green or gold tree,
sometimes a Vallenivood
Colors: Green. gold
Sphere of Influence: Wisdom
Zivilyn is said to exist in all ttnes and in all
lands, and posseses all the wisdom of all the
planes of existence. He isthe counterpart t0
Giean, the god of krowledge
Shimane
Other Names: Winged one, gold mas-
te, walking liberty
Symbol: The grifon's wing
Colors: Gold, silver, brown
‘Sphere of Influence: Money, wealth
Shinace i a favorite god of the dwarves ara is
the patron god of merchants and commerce,
Luwitany
Other Names: Luin (Exgoth), Red-Eye
(Goodlund), Night Candle (Fhorbardin)
Symbol: Red circle ar sphere
Colors: Red
Sphere of Influence: Neutral magic,
ilusionist magic
All reuteal magic and illusionist spell are
governed by Lunitar, the red moon. The
Influence of neutrality and illusion waxes and
wanes with the position ofthe re moon i the
heavens.How The Heroes MeT
The following short story tells what happened prior to the start of the DRAGONLANCE™ game adventure
You cam tet the players in your o
ipaign read it, since their characters “tived throug!
the events portrayed
For more information about the early days of the DRAGONLANCE game heroes, read
The Test of the Twins by Margaret Weis (DRAGON® Magazine #83) and
Flint
Ie all began with Flint
Flint was a hill dwarf fom the wilds of
the Kharolis Mountains. Centuries before, his
father fought in the Dwarfgate Wars against
the mountain divarves of Thorbartin. Both
armies wore obliterated in the final bate of
‘hat ar, and the mountain dwarves shat the
doors of Thorbendin forever. The hill dwarves,
their kingdom shattered, fared much worse—
they were fragmented ino tiny clans, Flint
jgrew up in the poverty of those mountains,
fn learned his fade a¢ a metalsmith, When
he reached adulthood, he set out into the
world to ply his tide. Sccretiy, he imagined
bhimself returning rch and powveul to reunite
his people
nt eventually moved to Solace, and
‘established that small town as his home base,
since it was near all the major trade routes
{and had one ofthe finest inns in the known
A Stone's Throw Away by Roger Moore (DRAGON® Magazine #85).
world). From Solace he traveled widely, for his
skils were in great demand. He became ene of
the few dwarves to be an accepted visitor in
the elven Kingdom of Qualinesti
Flint was always popular with children
and elven children were no exception. The
wart made delightful and ingenious toys,
‘One of the youngsters who watched the dwarf
work was a half-elf named Tanis, ward of the
Speaker of Suns, the ruler of Qualinesti.Fint
took a special liking to this youngster, sensing,
in him some of the qualities that he himself
possessed
Tanis
Tanis fel he dide’t ft into elven society,
mostly
because he was hale-human, He fel
wen himself and his elven
“perhaps more strongly
ves. His inner conflict increased
iH Te) Ne
a
as he grew older. Tanis reached the breaking
point when Laurana, daughter f the Speaker
SF Suns, fll in Tove with her childhood friend
And proposed marriage. Tanis knew the trou
ble this would cause, and was not sure of his
town feelings for Lavrana. Accordingly, he
cide to leave Qualinesti and learn more
about his human side. He traveled to Solace to
Visit his old friend Fine
Tanis arrived in Solace approximately
twenty years before the Innfellows’ great
adventure began. He was about eighly years
‘ld, only a young man in elven reckoning
Tint welcomed him warmly, for he was
lonely. He took the young hale along on a
‘business trip, and Tanis proved very useful at
bookkeeping, collecting past-due accounts,
and keeping the dwarf out of tavems, Tank
tentertained wealthy customers with elven sto
tes and songs. Business picked up, and s00n
Flint made Tanis a parte.Kiara
[At about the time Tanis arrived in Solace, a
thirteen year ol gis was leaving Solace to find
‘adventure on her own. This remarkable teem
lager was named Kitiara
Kitiarals father was a darkly handsome,
[powerful warrior, who came from a noble fam
ily in the north county. He had found no
peace in living at home, and had wandered
{ar selinghis sword toany who would pay his
price, Never was he more alive than when
fighting for some cause or another. “The
sword is power and the sword is truth” he
said
Perhaps it was this philosophy that
cosed his rift with his family. Some said (but
‘ever to is face) that he had committed some
terrible deed that caused his family to cast him
tot, Whatever the reason, it was well known
that he was not welcome in his own lands,
though, from time to time, he received
mney from his relatives.
“He toyed with women in his wanderings,
‘until he had the misfortune to fall deeply and
passionately in love with a fragile, delicate
Young woman of the south, He persuades her
fo run away with him. This was easy, for she
was a dreamer, a seer, and a romantic, The
handsome warrior was all she had ever
dreamed of
He married the woman, and they setled
in Solace—where no one ‘knew him—and
lived ff his accumulated wealth for 3 while
‘They had one child, a daughter
‘As his wealth dwindled, the warrior left
‘home frequently to fight for whomever could
pay him. He returned home less and less
fften, for he knew he would never have a son
by this wife. His affection wae reserved for his
loughter, and he taught her the life ofa st
slee™the only life he knew.
The warrior trained his daughter in the
military arts. At the age of seven, she saw her
fies ble, Her father cut her black hair and
‘ntradced her as his on, Kiara’ sil, even
atthis early age, won pease from the the alder
warriors. She loved camp life The sight of
battle filed her with excitement, Her father
Impressed three things upon the young child
sive no quarter in bate, win by any means
possible, and power isthe only truth in this
world
(One day her father decided to leave his
wile and family, for the desire for battle and
adventure in fr lands was song in his blood,
His wife, long beyond caring, agreed ta
rwease him from their marriage. Before he
went, however, he took his daughter aside
and, in secret, described a royal crest to her.
This was his family crest, he sic If she was
fever in need, she could travel north and seek
‘out her rolations, He waened the girl tht they
might not react knely to her, but the bonds of
family’ were steong and they would not tum
her away
Kita swore to herself that she would
seek out her family only if she could show
them that she was a8 good as they were. She
Did her father good-bye calmly and with 0
tears. From that day forth, sbe kept her dark,
curly hai eut short in preparation forthe day
when she would become a wartor. Kitiany’'s
father had recommended her to an excellent
swordsman in Solace, The git continued her
training
Kitiara’s mother soon remarried. This
time she chose wisely: a kind, hardworking
\woodsman, He was a simple man with the
ability to see deeply into the heart. He loved
fand cherished and understood his wife. Her
trances and strange ways continued, but he
took care of her and made life as easy for her as
possible. They did not have much money, and.
this wns. constant source of worry’ to him, He
did not get along with his stepdaughter, but
Ihe hd foreseen this from the beginning and
was smat enough to know that the best he
could do with Kiiara was to leave her alone.
Caramon and RaistLin
‘When Kitiara was eight, her mother bore twin
sons. One was a strong and healthy baby, but
the other very nearly died at birth. The
mother was quite il for months after her sons
‘were bom. The father was forced to work day
and night to support his family. The neiel
bors had always avoided them. Consequent,
it fell to Kituara to care for the babies partie
ularly the weak one. The girl accepted this
challenge.
Kitiara’s first seal batile was against
death, The weak twin grew weaker and weaker
‘every day. There were no clerics with healing
Skills in the world, But Kiiara was deter”
mined to win this fight, and, when all others
hnad given up hope, she tended the baby, fore-
ing bien fo ive by the strength of her own wil
‘She was vicorious~ the baby survived.
The twins sere named Caramon and
Raisin
‘The children’s mother recovered, but
never regained strength in either mind or
body’ after her ordeal, She was content to let
her daughter raise the boys. Kitian enjoyed
Ther role as surrogate mother to her brothers.
She hoped to have two fighters who would be
‘ideal lieutenants for her captainship— but she
discovered that only one was strong enough to
train as a warrior. This was Caramvon the first-
born twin. Raita, the twin who had nearly
dled, continued 9 be weak and sickly. A few
rounds with his brother and Kitiaa’s old
wooden swords left bim gasping for bret
‘The twolve year old halt-sister pondered long
and hard about what she could do to give her
litle brother a skill to compensate for his
weakness, But it was her stepfather who dis-
covered the key that would unlock Raistin’s
future,
‘One day, when the twins sere almost
five, he took them to a village fair. They
watched a Tocaljlsionist named Waylon. He
‘was not very good, but he could work the
small-town circuit, He did sleight-of-hand
ticks and a few true magic spells. Caramon
watched in oper-mouthed wonder for awhile,
then soon lost interest, But Raistlin sat in
silence, never moving, totally absorbed in the
ferformance, Caramon wandered off to enjoy
‘ther plessures atthe fai, but Raistlin stayed
rear the illusionist all day, watching his per-
formance over and over. When the family
returned home that evening, the weodsman
‘was astounded to see his small son perform,
fevery one of the illusionist’s sleighto-hand
tricks perfectly
Both the woodsman and his stepdaugh:
ter immediately realized that magic Was Rais
tin’s “opportunity. Fortunately for’ Raistin,
the woodman did not take the boy tothe ils
Sionist Waylan. Instead, he took him to a
highly-reputed Master Mage who lived near
Solace, This mage ran a prestigious school,
‘acquiring pupils from the entire Haven/Sol
The Master was not ovely impressed with
the boy. Raisin was one of those children
who sake adults highly uncomfortable, The
child rarely spoke, but spent a great deal of
time staring at people as if reading their
minds. He had 2 phenomenal memory and
could recite long, complicated stories after
Ihearing them only once. He was quite good at
arithmetic particularly when it concerned
money. AIT this the Master saw in his testing
He also found Raistin had inherited a great
lanl of his mother’s psychic abilities, although
the child was unable to control ar channel
them, But, the Master told the wondsman,
while all these abilities were to the child's
credit and meant be was highly intelligent, it
did not necessarily mean he was suited for the
exacting study of magic. His weak health was
against him, for one thing. The Master didn’t
particularly like the boy ether, but he did not
mention this to Rais’ father,
‘As the two were talking, they suddenly
realized that Raistin was no longer in the
oom. They searched for him and found him
Siting comfortably in the Master’ library, a
Inige book resting on his knees, The Matter
frowned. “You shouldn't be playing with
these books,” he said sternly.
Raisthin looked up at him with large,
dark eyes that seemed too big for his small
pale fce. “I'm not playing with it” the child
Said cooly. “I'm reading it.” The Master
gasped. "That's impossible,” he stated. “Tt
takes years of study to read magi.” The boy
shrugged and began to read the arcane words
aloud. “Stop!” the Master cried, having
Visions of the boy unwittingly conjuring a
‘demon in his library.
“And so Raistlin was accepted as a pupil
Kitara was now thingen. Seving tht Rais
thn wes finally learning sks that would benefit
him in later life (and possibly benefit het) and
seeing Caramon growing taller and stronger
than the other boys his age, she decided her
responsibility for her brothers had ended,
Kitlara packed her things and let homeTassLehofe
‘The same week Kitiara left Solace, an
eighteen year old kender named Tasslchoff
Barfoot arrived in town. He had a pack full of
maps, some delicate and ornate, some
scrawled in his own hand, Tas was coming 10
the end of his Wanderlust, At some fime in
‘ther lives, all kender suddenly gee the uncon
trollable urge to travel and “make the great
‘map of every land”. No kender going through
Wanderlust has ever completed a full map of
his or her wanderings. Tasalehol?'s map wat
confused (50 his story went by an unfortunate
incident with a teleporting ring. which kept
transporting him to unknown lands without
notice. No-one ever saw the ring believed
the stony ether
‘All anyone really knew was that he came
from somewhere in northern Exgoth, and wae
[part of the Stoat clan of kenders.
Tas left home with everything his parents
thought necessary toa kende’s survival inthe
world, In addition to his maps (Tas, like all
ender, loved maps) he camied a cal of strong
ope, his Hoopak sling, and another bag ull
of cds and ends he had “acquired” during
his life. For Tas was a “handler,” as are most
ender. (The term “thief” is considered in
poor taste)
Tas arrived in Solace during the spring
festival, The season for travel was just begin-
ning and Flint, who had worked hard all wine
ter preparing’ for his journey south, was
displaying his wares, Tae wandered by Fins
booth and stopped to admire the dwart's
handiwork, (Like all kender, he recognized
ood quality workmanship when he saw it) A
copper bracelet caught the kender’s eyes, Tt
was exquisite Tas was charmed. He looked
‘round, Tanis, who normally did not pari
‘pate in the selling end of the business, was
breakfasting at the Inn of the Last Home.
Flint had disappeared in the back of his tent to
bring out more merchandise, No-one was
around
“Tas tried the bracelet on It fit perfctly—
obviously it had been made for him. He
turned His arm this way and that, adaniting
the way the bracelet captured the light. He
looked around again for the owner of the
‘booth, intending to ask the price. No one was
there. Well, thought Tas, TI just come back
Inter, and seaked away. Unfortunately, he had
absentmindedly forgotten to remove the
bracelet
Tas hadnt gotem very far when he came to
4 stop. The most ungodly commotion had bro-
ken out behind him Turning to sce what was
happening, he found himeelffacetochat with a
redfoced dwarf yelling something about thieves
land shouting for the guards. Tas stared at the
dwarf in amazement, wondering what all the
fecitement wae about, The kender even looked
Around, hoping to discover the thie. This just
seemed to infuriate the dwarf more. Flint
stomped his fet grabbed the kender’s army ard
early twisted it off trying to recover his bracelet
‘Tanis returned from the Inn to find 9
lnege crowd gathered outside Fins booth, It
was not the kind of crowd he liked to sc.
Hearing Flint roar, he sighed, then charged
into the crowed of gaping yokels. He found his
partner apparently about to beat up an
Innocentlooking kender.
“Tanis took charge. He quickly draggest
Flint back to the booth. The lender fllowed.
This was mote fun than be had had in a long
time. Flint shouted something unintelligible
tnd pointed to the kender’s arm. "Oh, THIS
bracelet,” Tas ssid, wide-eyed. He finally
understood, He truly had no intention of
stealing the bracelet, He had just wandered
aviay, forgetting to remove itt Tans, barely
able to keep from collapsing. with laughter,
tmollified his partner. Flint accepted Tas's
explanation reluctantly, “You don’t know
lender," the dwaef growled at Tanis, He shook
his fist at Tas, but the kender just grinned,
“Tanis told Flint that he had just heard of
a new route tothe south and wanted to check
St out before they started on their travels
"Now route?” said Tas brightly. T jost hap
pen to have a map...” The kender reached
into his bag and pulled out a map, bringing
nearly twenty more with ital spilling to the
floor. Tanis began to sort Hough them and
was amazed at what he saw. There were maps
of lands he had never head of. Maps of lands
that looked familiar but were different.
These, he thought, dated long before the Cat-
aclysin. Soon he and Tas were deeply involved
in discussion while Fint stomped around in 2
hut. fore the durant knew what was hap
pening, Tasslcholt Burrfoot had become 3
traveling companion.
Kiara ReTurns
Kitiara retumed from her first journey in
about two months, She was taller and
Stronger, her skin tanned, She said nothing,
‘bout where she had been, but gave her step
father money that would pay for her food arid
board for as long as she chose to remain in his
house, She now wore a short sword—a real
fone—and carsied a small shield. Caramon,
‘ngpesting her sword one day, wae awed to
find eotied blood near the handle. He asked.
ther about it, but she simply shrugged and
smiled. She had brought him a real sword as
well, and taught him how to use it
Kitiam was pleased with her brother's
strength and skill but was not as pleased with
Caratnon’s character, He had a most sent-
‘mental habit of helping an opponent up once
he had knocked him down One das, Carte
‘mon and Kitiara came upon some town bul-
lice showing Raistin around, Kitiars held
Ihack, fo sae how Caramon handled himsel
The young giant attacked quickly, knocked
tone of the boys out cole then watched in sat-
isfaction as the others ran away. He turned
around, expecting Kitira’s. praise. Instead,
she glared at him in anger
“Why did you let them get away?” she
demanded, helping Raistin to his feet and
wiping the blood from his face. “Look what
they did to your brother! You shoul have
gone after them and made them pay, every
fone of them!
Caramon’s mouth dropped open. Then
the shut it atx smile, "Al those guys did't
mean anything,” he said. “They're my
fiends. 1 talk to then and get them to apol-
‘ogize to Raist. Then we can all play together
Uke always.” He walked away, whistling.
cheerfully
‘Yents passed, Kitiara came and went on
ther mysterious journeys. She always returned
with gold and jewels, and stories of her tra-
vels, When she was twenty four, she came
buck to find her mother and stepfather both
lend, The woodsman had died in a terrible
accident, falling from a vallenwood tree.
Kitiara's mother had gone into one of her
strange tranoes and never came out, She with
fered away, refusing food ancl drink
‘The brothers were sixteen. Thanks to their
mother’s absentsminded neglect, they. were
capable of living on their own. Thay wer, how
ver, very happy se ther hale
Raisin wae progressing well in his sud
ies, although he thought the Master was too
slow and painstaking. He was frequently
bored in class and did not bother to conceat
his yawns. He knew himself to be above the
other boys his age, both in intelligence and
dexterity, He had nothing in commen with
them, Being unable to play their rough and
tumble games, He had to conserve all his
strength for study
Raisin had been an easy target fr bul
lies (when Caramon ssasn't around), and this
gave the unlikable boy his one redeeming
characteristic: a deep and abiding hatred for
those who used strength to inflict pain and
suffering on the weak. The young conjurer
had a strong sense of justice, which went along
with his brother's inherent sense of good.
Anyone in wouble discovered that he could
always count on receiving help from the twins,
CCaramon's fists and Raistin’s devious trickery
could settle almost any problem. The brothers
oon gained respect and admiration among,
the inhabitants of Solace, Caramon was hand
some and popular. And, while few ied or
trusted Raistlin, they tolerated the magician
for his brother's sike~the two were rarely sep
arated, Raistln’s magic skills won him grow
ing respect
Unfortunately, Raistlin’s skil often got
him into trouble, Although the brothers had
inherited some money and property, they
were far from wealthy. Caramon hunted for
food, and did odd jobs. Raistlin performed
conjuring tricks for money—which was
‘agninst al the rules of his school
Tasslehopf To The Rescue
‘Tas was wandering through Solace one day
when be noticed a large rowed watching a per-
formance of some sort. Always curious, Tas
ambled over to see What, was going on. Hefound a teenage boy performing pretty good
illusionist tricks al collecting coins in at at
his fot
“Tas was enjoying the performance along,
with the ret of the croved when suddenly 2
venerable, white-bearded oldman wearing
expensive robes shoved his way through the
[People and grabbed the young conjurer by the
Shoulder “How dare you exhibit your skills
for money?” the man shouted, shaking the
boy. "You'll ruin the reputation of my
school!” The boy’ face darkened. Tas felt
sony forthe teenager, who had a frail appear-
ance. The kender knew a Master Mage when
he saw one and decides to create a diversion
by deftly swiping the mage’s bog of spel comm-
‘ponents.
“Here throw it to me," yelled a husky
boy on the exge ofthe crowd. Tas tumed and
same a teenager who seemed to be the young
conjuror’s twin. Glefully, Tas tossed the bag
to the young man, The mage, whirling
around, exploded in rage when he saw the
lender, demanding to know why Solace was
becoming the repository forall kinds of rif.
salt,
‘Tas and the boy were just getting into the
spirit of the game when a taller, elder youth
stepped in, took the bag from Tas, and
retumed it to the Master with a bow and an
apology. By this time, the young conjurer had
‘melte into the crowd. The Master seemed to
have forgotten about him. He took the bag
with a scowl and vealked of
“Blast, Sturm, you spoiled all the fr
said the husky twenager good-naturedly.
‘Sturm, the older boy, was about twenty, tall
slender and well-built. The expression on his
face wae serious and solemn, as though he car.
ried the sorrows ofthe world on his shoulders
‘The robust twin was Caremon, Tas
leamed. The conjurer was his brother, Rais
tin and. the serious youth’s full name was
Sturm Brightblade, Caramon shook hands
heartily, Sturm bowed gravely, and the con-
jurer said nothing beyond a brief thank-you
Raisin studied Tas with eyes that seemed to
‘at into the kender’s soul. Tas was extremely
curious about the young men, particularly the
tovins—one so open and friendly; the other so
dark and secretive. He found himself wonder.
ing about the quiet youth, too, who had an air
‘of nobility about him. It was obvious he di
not come ffom Solace, Tas invited them home
to meet his dwart
‘Tanis was away, visiting Qualinest. The
halfelf found himself drawn back home peri-
‘odically, although be was always sorry he
went. Flint was alone. He grumbled when Tas
showed up with his new fends, saying arcas-
tically that a couple of teenagers were ideal
companions for the kender. ‘The dwarf fed
them a good supper, however, and sat around
the fire to bear them tell about themselves,
and enced up enjoying the evening as much
Tas
Caramon did all the talking for himselt
and his brother, describing their sister, their
Alsceased parents, and their home life in great
detail. His brother sat huddled near the fire,
scowling occasionally when Caramon revealed
anything too personal.
Sturm BeighTbLade
‘The older boy, Sturm, startled both duvaef and
kkender by announcing gravely that he was the
son of a famous Knight of Solamnia. Tas and
Flint both glanced at each other, The Knights
‘ad fallen into il repute in the north. Sturm
looked at them a6 if he knew what they were
thinking, and mised his head proudly. Hs
father was a Keight in whom the Blood ran
ppure and true, the boy said. He had sent
‘Sturm=bis only son~and the boy’s mother
to Solace to escape the turmoil in the north, It
‘would only be a matter af Hime, Sturm knew,
before his father would send for him
At tis, Caramon nudged Raistin and
both looked knowingly at Sturm, “He hasn't
hheard from his father in years,” Caramon.
hissed in a loud whisper, Raistin shook his
bead at Caramon’s nade behavior ane Sturm
face flushed. Flint quickly changed the sub-
ect seeing that his curious kender fiend was
About to ask an embarrassing question, Flint
asked about their training as warriors. Sturm
and Caramon both jumped up, eager fo show
their skill They got into a friendly rough and
tumble contest with the dwatf which ended in
a great deal of overturned fumiture and bro-
ken crockery. Tas, seeing Raistlin watching the
ther boys with envy, asked him to perform
Some mone ticks. The evening ended in gai-
fly and the young men become regular vis
tos tothe dovar’s house
Tawis To The Rescue
Tanis, returning from Qualinesti, was sound
asleep one night when a frightful scream woke
him and caused him to grab up bis sword,
Chasing through the darkness, he came upon
‘8 young woman fighting 4 group of hobgob-
lina. Tans leaped to her rescue, killing the last
bandit, To. his astonishment, however, the
young woman turned on him in a fury. The
halfelf backed up as she berated him in lan-
guage be hadnt hear! since he wae in abate
racks in Pax Tharkas, “Thad the situation well
tinder control” she raged. "How dare you
spoil my fun?”
Tans, still backing up as she swung her
sword with deadly accuracy, protested that he
heard screams. “OF couse,” she sd, point
ing toa dead hobgoblin pinned to a teee with
2 dagger. “The creep screamed abit before the
fend” Tanis stumbled over a tree root. The
young woman was on him in a flash, but her
finger had changed to admiration for the
handsome halfell Tanis found himself abso-
Iutoly fascinated by this wild, darkly beautiful
woman. Their combet turned into & fiendly
wrestling match in the leaves—the wrestling
tured more friendly in the night—and
“Tanis's life was forever change
The Boat tip
Flin, waiting for Tanis to return before he
started his travels, was shocked to discover
that Caramon and. Sturm, though excellent
swordsmen, had no wooderatt skills. He and
‘Tas arranged a camping tip. At frst they
intended to take only Caramon and Sturm,
but Caramon would not go without his
brother. Raistlin plendel to be taken along $9
that he could gather the leaves and herbs he
‘used a6 spell components, The camping tip
was a goeat success until Tas proposed a baa
ing expedition. The kender "borsowed” &
boat and they all set out on Crystalmir Lake
CCaramon, attempting to catch a fish by hand,
upset the bont pitching everyone into the
water.
Raistlin, thinking quickly, came up
beneath the vessel, and was quite safe in the
air pocket formed by the overturned boat
Caramon, however, sank like a stone. Sturm
and Tas, both excellent swimmers, soon had
the boat righted and discovered Raistlin
calmly bobbing in the water
Flint dove after Caramon, There was a
‘great deal of shouting and splashing and
gurgling then a terrible silence. Both Tas
and Sturm became nervous when no one reap
peared, and dave back in. Stem brought sp
CCaramon, who coughed and choked but was
soon back te normal. He thought it was 9
grand joke. Tas discovered Flint half-
‘drowned, i a state of pani. It took the com
bined efforts of both Tas and Sturm to haul
the divart into the boat, They rowed back to
camp. Flint lay shivering, huddled under
blankets, his eyes wide with borror. The only
sound they could get out of him was a vow
never to venture of water again as lang a3 he
live
Kitiara and Tanis retumed to Solace
together. Tanis was more and more enchanted
with the lovely woman although her dreams
fof power and her delight in battle disturbed
him. But Kitiaea always managed to dispel
these notions with her alluring charm, At
twenty four, she had developed into a remark>
able beauty, She stil wore her Black hair cut
short. It cred around her face and, fae from
being masculine, gave her a doicate feminine
appearance that belied her strength—vntil
you looked into her col, stern eyes
Kitiara had developed into a fighter even.
her father would have admired. She had
acquired a knowledge of campaign tactics and
Strategy that Tanis found impressive. She
talked very Title about her past, mentioning,
only that she had boon in many parts of Ansa
Jon, fighting for various lords here and there
‘She was returning to Solace, she sad, to check
up on her little brothers. She told Tans about
the boys with an almost matemal pride that
he found quite charming
‘Kita was more attracted to Tanis than
toany other men she had met. Like her father,
she was capable of falling in lave ovith great
passion. Unlike her father, however, she was
Able to control her passion and kept firstthings first She liked Tanis because he was so
dlferent from herself. She admired. his intro
spective qualities, even while she scoffed at
Tim for thinking fist and acting late.
The two arrived back in Solace, Tanis
took Kitiara to meet Flint and Tas, having
tentertained her with numerous stories about
this unlikely pair. They found Flint in bed
with a severe cod he caught from the boating
incident. They also found, to Kitira’s aston
fshment, her litle brothers and thei frien,
Sturm,
AN Byllic Year
Flint was bedridden for months with his ill
ress and could not make his annual trip.
Nobody minded. Kiiara discovered that Sol-
‘ce wast as boring now that she had Tania,
Kitiara, Tanis, Tas, Caramon, Raistin, and
‘Sturm became fast friends, and often. went
hhunting and camping. Tanis taught them
bout the elves, They held’ mock bates and
tests of skill, Raisin continued his magical
studies, Tas taught them a few “handler”
licks that might come in handy someday
Flint remained in bed, grumbling about mis
fing all the fun, With the coming of winter,
the group met daily in the Inn of the Last
Home. Here they talked with travelers and
shared tales of faraway plices Flint was soon
able to work again, and began preparing for
this year’s journey
‘There were rumors of growing trouble in
the Land. Bandits, ogres, goblins, and even
worse creatures ventured into formerly civi-
Tized arena and attacked travelers Tani pro-
posed that he and Flint take Sturm and’ the
twins with them as added protection that
summer. This would hone ther fighting tech-
‘ique by providing them with real opponents,
Flint agreed, and all began preparing for the
tri.
The evening before their journey, how-
ever, Rastin and Caramon arrived at Tani’s
ome, Caramon’s face was downcast. He tried
tospeak, but couldr’t . Raistin told Tani, in a
cold, reserved voice, that Kitts was gone
She had left during the day, saying nothing,
about where she was going. She had told
CCaramon to tell Tans good bye. She would see
him in the fll
The Early Adventures
“The companions set out the next day, starting
what would be the fist of many adventures
together in the coming years. Sometimes,
Kitiara accompanied them. Sometimes,
months passed without hearing fom her. As
thoy traveled through the land, they found
more and more signs of evil. People wor-
shipped strange gods who seemed to have no
powers Clerics tured out to be charlatans,
Rakstlin took a grim delight in exposing these
false cleries, keeping Caramon and Sturm
busy as irae religious fanatics attempted on
more than one occasion to burn the young
conjer at the stake or lock him pin prison,
The Companions Separate
Finally, however, the roads became impossible
to travel, Business fll off Flint declared that
be was going to relive. The companions gath-
tered at the Inn of the Last Home, Allof ther
Iknew it was the last time they would be
together for many years. Sturm was now
theenty four, and announced is intention of
traveling north to search for his heritage.
Kitiars offered to travel with him, for she had
never been north, and wanted to see the coun
tty. Secretly, she intended to look up her
father’s people to see what they could do for
ber
Raisin and Caramon were twenty, Ra
tin was a mage of great ski though stil too
young to attain @ high degree of mastery. He
had a burning ambition 10 rise to the top of
hhiscraft and he spent long hours in study. He
twas working on secret plans involving a jour
ney for himself and his brother.
CCaramon shrugged, laughed, and said he
was ready to go anywhere his brother had a
mind to go, as long as he got to bash a few
hobgobiin heads together once in a while
‘Kitiara and Sturm invited Tans to travel
‘with them, The halfelf refused, His inner
conflict was growing as he became more
deeply attracted to Kitara, Love between an
elfandl a human could only end in tragedy, he
knew—for Kitiara would age and die while
‘Tanis sae still a relatively: young man, He
hoped that by leaving and journeying for
time by himself, he could come to terms with
his heritage and perhaps even find help from
some outside force—maybe even from the
ancient gods. Tanis, therefore, announced
that e was seting out on a quest of his vn
to find some evidence of true gods in the land
The others agreed that this was a challenging
quest indeed, and promised to do their Own
investigating in the lands they visited
Tat said that he was ted of sesing the
some sights over and aves, He intended to
vel to the northwest plains to see whatever
‘became of his parents, From there he would
80 where his feet took him.
Flint grumbled that they were all aban-
doning him. He had hoard romans of prob-
lems with gully dwarves raiding his old
homelands and he intended to check out the
situation, He refused to admit that he was
homesick, longing for 2 glimpse of the hills
where he'd boon raised. He statad that the
idea of finding, any trae religion in the land
wae crazy, But he did promise to question the
warfthanes about the ancient legends of
‘dwarven clerics
‘Their conversation was interrupted by
the antics of a playful tecnage gil, about four
teen, who entered the Inn. Red-haired,
skinny, and freckled, she crept up behind
CCaramon and slyly slipped his dagger out of
its sheath with a. deft hand, Caramon saw
everyone siiling, but couldn't figure out the
Joke until the git betrayed berself with a gig-
fle. She displayed the dagger. Caramon
Is
leaped to his feet and began chasing her
around the in, falling over chairs and over-
tuming tables. Finally Otik Sandalk, the inn-
keeper, threatened to throw them both ot
The gil flipped the Knife back to is irate
owner, nearly stabbing him in the process
Laughing, she left the fan
Caramon rejoined is friends, shaking
his bead, “That Tka’s the ugliest kid I've seen
in ages” he said. "Her father's gonna have a
hard time marrying her off”
The group laughed, then fell silent, All
‘of them knew they were embarking ona peti
fous journey. They might net see each other
‘gain, Finally, Tanis spoke
“Every year on this date.” he said, “any
lof us who are im Solace will come to the Inn.
‘That way, some of us may meet Five years
from now, let's all vow to meet here one final
“Those of us who ae sil live,” Raistin
murmured, his dark eyes glittering.
‘All of the companions took the vow.
‘They tried trading a few jokes, but there
seemed to be nothing left to laugh about,
‘After a moment, Raistin touches his brother
and nodded towant the door. One by one,
thay trickled out, except Flint
‘The dwerf remained inthe Inn for a tong,
time, shaking his head sadlyA
RUN
Rites
a
The Companions of The Lance
original Innfellows we
Kitiara, Six ee
Riverwind. In their adventure they were
joined! by Tika, the
who Finally found the
are the Companions of the
heroes whose actions will deter
2 world. They are the player
characters in the epic
The foo
and statistics
the Lance, They
in playing the game.
cs provide background
of the Companions of
3 be photocopied for use
Playing the Characters
INLANCE game
art in the ep
hold back some ofthe characters,
turing them into NPCS, allow players to take
aaditional as henchmen, or lt play-
fs play more
Encourage players
DRAGONLANCE game ch
ten, tis better to reinforce
tation of the character.
‘the basic per
sonality end background, these are a wide
range of options and choices te be made.
Creating New Characters
You may, if you chooke, allow players to bring
modes om how 0
The world of Key
1 background that fits in with the story. Some
NPCs (Gestun, Otik Sandath, ete) can be
turned into PCS, while others (Fizban, Berer,
fete) cana be
studying
Remember, you, the Dungeonmaster
are responsible forthe conduct ofthe game, If
heat, you can’t go too far wrong,STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850
ppw., Open Doors 1-3, Bend Bars/Lift Gates 10%)
INTELLIGENCE 12 (No adjustments)
WISDOM 13 (No adjustments)
DEXTERITY 16 (Reaction/Missle Ach, #1, Defensive Ad
CONSTITUTION 12 (System Shock 80%) Resurrection 85%)
CHARISMA 15 (Loyalty Base +15%, Reaction Adjustment +15%)
ALIGNMENT Neutral Good
Base THACO 16 (15 with Missile Agjustment)
ARMOR Lever Armor #2 (AC 6), with Dexterity Adj. AC 4
HIT POINTS 35
WEAPONS.
ongsoord #2 (Damage 1-6 +3 SM/1-12 +3 L, THACO 14)
Longbow, quiver with 20 arows (Damage 1-6 SM/L, THACD 15)
Daggers (2) (Damage 1-4 +1 SM/13 41 L, THACD 16 stab, 15,
thrown)
EQUIPMENT As selected by player; 500 sl/1400 gpw max
LANGUAGES Common, Qualinesti EU, Hill Deaf, Plainsman,
Gnome, Kenderspeak, Gablin, Hobgeblin
SPECIAL ABILITIES All half-ef special abilities from Players Hand-
book
EXPERIENCE POINTS
2650 (108 bons to earned experience points)
tanis
ena
HisTory
Tanis was bor during the erie Shadow Years that llowed the Ca
ys His neler was Qualinest el who wae asled by a hurnan
Plainaman, She escaped to Qualinost, but died giving birt to a bal
treed: Tani
The elves of Qualinost, who revere Meas sired inal forms, raised
Tanis as one of their own Nonetheless, the mixture of human and
elven blood was untsal Tari fet the ference between Kimealf and
His elven cousins trorghy
‘Ava want ofthe Speaker of Suns, the ruler of Qualinot, Tans
sew close to the Speer’ three chikiren~Githanas, Porthos, and
3 developed chikhood crush on Tans. He fl he
loved her, oo ut she remand a chil where Began to fe the si-
rings of adulthood. To avoid confit with hie adopted fail, and to
dear about his hamsan ide, he fel the i
was right to eave the elven
realm and see the world A bitter conversation with Gilthanas helped
dlinch his decision.
Tani, journeyed to Solace to visit Flint Fieforge,a dwarf who had,
been his frend for many years, and became Fins business partner
Solace became his home, although he and Flint traveled throughout
Abanasinia on busines. in those years, he became a seasoned adver
turer, a fighter, and natural leader.
‘Slowly, a group of companions formed around Tans, including
Tasslehoff, Sturm, Caramon, Raistin—and Kitiara. tiara, ball-sister
to Caramon and Raistlin, was an alliring darkchaired beauty, passion-
ate and wild. They fell in love—Tans, because he had never met a
woman as strong and self-assured, Kira, because she had never met a
rman who could stand up to her
In those years thete were rumors of growing trouble bandits
‘ogres, goblins, and even worse creatures in the land. Finally, the roads
bbeame impassable, Business fell off. The Companions each found a
«quest Tans sot out to find evidence of true gods in the land—and one
dy they parted. Each of the companions swore a solemn oath to moet
atthe Inn ofthe Last Home one final time, five years hence
‘or five years Tans roamed the known world, finding much that
was strange and evil-but nothing of the true gods. Finally, scour.
aged, he returned to Solace to meet his companions once more. All
Kitiam, She had found a "new lord
return or $0 4 note from her sai
Personality
Tani & plagued by an inner conflict tha i manifested by his love for
two distinilar women the childike and inac
returned “excep
snd could not
ent cliemaid Lauran,
and the wild and free-spirited human Kitara. Although filed with
Seléloubt and uncertainty about his place in the world, Tanis seldom
allows his emotions to show. The only visible sign of his turmoil are in
his eyes.
He i trusting of strangers and friendly, yet is reserved, even with
his closest friends, Sometimes he is afflicted by dark moods and
doubts, Although a natural Teader, he is not sure he wants a leader's
responsibility. Money has litle value for him,
He is an excelent
his only obsession
TTanis received an elven education and can read and write, He has
traveled throughout the Haven/Solace region and west across the
mountains,
Yer, with no Fears or weaknesses, Kitiara is
APPEARANCE
Height 510", Weight 145 Ibs
Age: 102 (actua}/22_ (apparent)
Rist Red Hair and Beard, Hazel Eyes
FIRST APPEARANCE DL. 1STRENGTH 18663) (Hit Ad}. +2, Damage Ad)
Allowance 2750 gp, Open Doors 4,
Bend Bars/Lift Gates 25%)
INTELLIGENCE 12 (Additional Languages
WISDOM 11 (No adjustments)
DEXTERITY 11 (No adjustments)
CONSTITUTION 17 (Hit Point Adi. *3, System Shock 97%
Resurrection 98%)
CHARISMA 15 (Loyalty Base 415%, Reaction Adjustment 15%)
ALIGNMENT Lawful Good
Base THACD 16 (16 with Strength Adjustment)
ARMOR Ring mail armor and small shield (AC 6)
HIT POINTS 51
Max. Weight
WEAPONS
Longsword (Damage 1-8 43 SM/1-12 43 L, THACO 1)
Spear (Damage 1-6 +3 5M/1-6 43 L. THACD 18)
Dagger (Damage 1-4 +3 SM/13 +3 L, THACO 14)
EQUIPMENT As selected by player; 500 51/2500 gpww man.
LANGUAGES Common, Plainsnan
EXPERIENCE POINTS
52500 (10% bonus to earned experience points)
caRamon
Gerace aed
Bl
PANS
HisTory
CCaramon, a giant of a warvior, is Rastin’s twin brother and Ktiara’s
hale-brother, He could not be more unlike his siblings. He is honest
tnd open where Rati is cynical and reserved, friendly and compas-
Sonate where Kities is wild and passionate
The twins were born when Kitiaes was eight. One twin was strong
and healthy, but the other neatly died at birth. Uscause their mother
was frail fell to Kitira to raise the to, Caramon, the firstborn
thin, showed himself to be a warrior bom, As he grew, be outstripped
other boys his age, always baing the fallet andl strongest around, He
‘qickly acquired Fighting ski and was soon a champion swordsman,
Although the twin brothers were nothing alike, Caramon, loved
his brother Raistlin deasy, and frequently protected him from bullies,
When Raistin discovered his natural aptitude for magic, no one was
‘more pleased for him than Caramon, even though Raistin’s new stud
ies made him a poor companion. Caramon, an outgoing and social per
son, had many friends, including young Sturm Brightblade. One day,
he met Taslchoff Burrfoot, a kender, and so the twins became involved
with the companions.
CCaramon accompanied Tanis ape! Flint on trips in the Haven/Sol
ea, and grew into a powerful Fighting man. At the age of twenty,
he and Raistin met with their companions in the Inn ofthe Last Home
for what wosld be the last time in many long years. For Raistin had
been granted an opportunity to take the Testan experience that
would make him into.a powerful mage .. if he survived it. Caramon,
fever faithful, accompanied Raisin. He has never talked about what
happened there, but the Test created a darker bond between the two
brothers
Personality
CCaramon is easy-going, strong, and shy around women. He is tustwor
thy to a fault. He isnot secretive (except about the Test) and has no
inner doubts, His one obsession is polishing his sword. He & very pro-
fective of his “kite” brother and very fond af him, but doesnt under
stand him in the slightest He is often embarrassed by his brother's
rudeness and apologizes for him. His motto is, “There is no. problem
that cannot be solved by strength.” Money is nice, but not important
Caramon is occasionally impulsive, and doesn't always know his,
fown sitength. He is lefthanded. His intelligence is not great in com
trast to his brother. What he appears to be on the surface is what he is in
his soul. His only private dept les in his love for his brother.
Caramon isa skilled outdoorsman as well asa fighter, Because of
his great stength, he carries enough weapons and armor to be virtually
king arsenal”
He is content to follow Tani’ lend, and deeply respects Stuet,
though he wishes both of them would loosen up a bit, Even through
hus shyness, he has begun to notice that Tika Waylon has matured from
8 freckle-aced kid into a good-looking woman,
APPEARANCE
Height 6, Weight 200 tbs
Age 25
Brown Hair, Brown Byes
FIRST APPEARANCE DL 1STRENGTH 10 (Max. Weight Allowance
Bend Bars/Lift Gates 2%)
150 gps, Open Doors 1-2,
1am Spells/Level 14, Additional
WISDOM 14 (No acjustments
DEXTERITY 16 (Reaction Missile Adj +1, Defersive Adj
CONSTITUTION 10 (System Shock 70%
CHARISMA 10 (No adjustments)
ALIGNMENT Neotel
THACD 20 (AC 120, see DMG) (19 with Missile Adjustment)
ARMOR Stuf of Megits, 3 to AC (AC 7) with Denterty Adj, AC 5
HIT POINTS §
EQUIPMENT
Staf of Magis provides +3 protection, is +2 to hit (damage 1-8
SM/L, THACO 18), and can cast cont
fall once per day
Oiher ae selected by player, 00 st/1050 gpw max
ABILITIES
Languages: Common, Qvalinesti Elf, Magias
Spell Use: Two Ist level and one 2nd level per day
SPELL BOOK
Resurrection 75%)
Ist Level: burning hans, charm person, comprehend tan
ge, detect magic, Hold portal, magic missile, push, rent
magic, sleep, floating dis
2nd Level: sidible glemer, darkness 15° radius, detect
invisibly, ESP, iis, riror ime, web
EXPERIENCE POINTS
5) {10% onus to earned experience point)
tight and fonther
LUTON a)
3rd level Human Magic-User
a
2
PAS
History
Raistin isa magicsser of gpeat natural talent, but he has paid a heavy
pace for his skill,
Raistin is Caramon’s mimorimage twin brother and_Kittara's
halé-brother (Qhey share the same mother). He could not be more
tunlke his twin, for he 48 secretive, cynical, and distrustful. Neverthe-
Toss, he loves his brother— perhaps Caramon isthe only thing Raisin
truly loves
The twins were born when Kitiara was eight. One twin—Cara
mon=was strong. and healthy, the other -Raistin—was born sickly
and ral Ie seems for awhile that Raistlin might ce in infancy, bat
Kitiara’s mrsing saved bis lif, Their mother died when the twins were
Young, and Kitiara took over their upbringing
Ik was clear fom the very beginning that Raisin was a weakling,
and Kitiara despaired of him, Caramon Biossomed into health, pov
ffl fighter, and frequently protected his “younger” brother from
bullies, Raistlin grew to a bitter hatred ofall bullies, and developed 2
strong desire for justice. The experiences of his childhood soured. him
fon most people, and he grew eynicsl and bitter at an easly age. He
showed promise as a scholar and learned to read before he went to
school,
When Raistin was five, his father took him toa village fair, where
he watched a local illusionist perform. The illusionist was not very
00d, but Raistln was totally absorbed in the performance. When the
bboy returned home that evening, he could perform every one of the
iusionis’s tricks, His family was amazed, Magic, his father realized,
was Rast’ key to survival in this world,
He was taken toa welLrespecte mage and presented as a prospec:
tive pupil. The mage was not overly impressed with the boy, especially
because of his weak health and his unltkable personality. But while
the mage and Rastlin’s father talked, the boy wandered into another
room and bogan to read a huge book The mage was about to take the
book avray, but then realized that the boy could read! magic without
study! And so Raistlin was accepted asa pupil He leamed rapidly, and
‘ickly outstripped the other students. At an unusually young age, he
was invited to preset himself for the Test~—he would come hack a pow
erful magician, or not at all
Caramon accompanied Raistlin on that fateful trip. Raistlin never
talks about what happened there, but the terrible ordeals broke his
health turned his skin the color of gol, and changed the pupils of his
tyes into hourglasses. His eyes are a terrible curse for thretgh them
he sees time rushing past, and everything die and wither in its He,
Personality
Raisin fs nicknamed “The Sty One,” for he is avaricious, cynical, and
secretive. He always expects the worst of others. He is devoted to is
brother, yet secretly envies him. He has good qualities, though he
works very hard st Keeping them hidden he hates bullies (bin
weakling himeel), He sup
den, though he will not admit his concern. He wears red robes to show
his neutral alignment. He has a strong sense of justice, but ile sense
‘of men. Due to his weak health and a lingering lung infection, be
Speaks im a soft, whispering voice
crts and sympathies with the downtrad-
APPEARANCE.
height 5°", Weight 135 Ths
Age 25 (actual), 30 (apparent)
White Hair, Amber Eyes (hourglass pupils)
FIRST APPEARANCE DL. 1STRENGTH 16 (Damage Adj. +1, Max. Weight Allowance 1850
‘SPW., Open Doors 1-3, Bend Bars/Lift Gates 10%)
INTELLIGENCE 7 (No adjusteents)
WISDOM 12 (No adjustments)
DEXTERITY 10 (No. adjustments)
CONSTITUTION 18 (Hit Point Adj. +4, System Shock 99%)
100%)
CHARISMA 13 (Reaction Adjustment +53)
ALIGNMENT Neutral Good
Base THACO 18 (17 to hit goblins/bobgoblins as dwarf)
ARMOR Studded leather armor (AC 7) and small shield (AC 6)
(Effective AC 2-vs gies, trolls and giants as dwar)
HIT POINTS 42
WEAPONS
Hand Axe +1 (2 cartied) (Damage 1-6 42 SM/1-4 42 L, THACD17),
Dagger (1-4 +1 SM/1-3 +1 L, THACD 18)
EQUIPMENT As selected by player; 500 st/ 400 gpw max
LANGUAGES Common, Hill Dwarf, Gnome, Goblin
SPECIAL ABILITIES All dwar special abilities from Players
Handbook
EXPERIENCE POINTS
26500 (10% bonus te earned experience points)
Resurrection
flint FIREfFORGE
Esra ee
‘lint Fiveforge, a grand{atherly dwarf, isthe oldest of the companions
He is a Neidar (Hill) Dwarf, bom in the wilds of the Kharolis Moun-
tains, His father fought in the Dwarfgate Wars against the mountain
dwarves, and told Flint many stores about that terrible conflict. After
the Cataclysm, humans and hill dwarves sought refuge in the ancient
iwarven kingdom of Thorbardin, The mountain dwarves, fearing they
would be overrun, shut the gates of the kingdom, shutting out their
Kin, the Nevdar, in the process. War raged for years, and both armies
were obliterated in the final battle. The mountain dwarves who
remained closed Thorbardin forever. The bill dwarves, shattered by the
war, broke up into small clans, Flint was born into the poverty and
hardship of Fis people, and grew up with a deep hatred ofthe moun:
tain duvarves that had so betrayed his people.
Flint leares his trade as « metalsnith from his father, and set out
ft the world when he became an adult. His oficial reason for leaving
was to find a more lucrative place to ply his trade, but secretly he
dreamed of returning rich and powerful to reunite the Neidar King-
dom,
‘Eventually, Flint moved to Solace, since that town was located
near all the major trade routes (and had one of the finest inns in the
Known world), His work was mich in demand because of his sil, rad
he became one of the few dwarves welcome in the elven kingdom of
Qualinesti, There he met a young halfelf named Tani, and they
formed a fast friendship.
‘When Tanis let Quainost, he came to Flint in Solace, and Flint
took the young halt-elf on as a business partner. Together, they roamed
the Haven/Solace region, and even traveled west across the mountains,
They never went south, for Flint was not yet ready to face his own peo
ple again.
Although Flint grew increasingly crotchety as he aged, Tanis
seemed to attract young, energetic people. And so the Companions
formed around Flint and his young asistant, lint, though always,
{grulf, became much fonder of the Innfllows than they ever realized
nt had a near-brush with drowning that left him terribly afeaid
‘of water, and also had a close call with fire that left him nervous about
flames. He is allergic to horses
‘When Flint retired, he decided finally to travel south to find his
people, and let Solace when the Innfellows departed
South of Pox Tharkas, but was captured by Aghar (gly divas) and
imprisoned for several years. Finally, be escaped, but earses a buming
hatred for the disgusting creatures.
Personality
Flint is a complex personality. He is gruft, cynical, distrustful, dwar
vishly greedy, and never forgets an insult but at the same ime is
cextrmely loyal a litle bashful (especially around women), humorous,
fnd capable of deep snd lasting friendship. Although it often appears
dlferent, he wories about his friends, thinking that they are children
rnecding his care. He doesn't like to fight, but does it when he has to
He distrusis magic and all magieusers— including Raisin, He has @
running feud with Tasslehof, but is secrelly fond of the kender.
He is very fond of precious metal and gems, and is talented
metal craftsman. He whites continually, and strokes and cleans his
bard whenever there isn't a pisce of wood in his hand. He dresses slop-
pily when traveling (1 discourage bandits) but very much the dandy
in town. His health is good, but he has a touch of sheumatism.
He traveled
APPEARANCE
Height 47", Weight 148 tbs.
Age 18 (actual), late 50s (apparent)
Graying Brown Hair and Beard, Hazel Eyes, Sear over right eyelid
FIRST APPEARANCE DL. 1STRENGTH 43 (Max. Weight Allowance 1600 gpw.,
‘Open Doors 1-2, Bend) Bars/Lift Gates 45)
INTELLIGENCE 9 (No adjustments)
WISDOM. 12 (No adjustments)
DEXTERITY 16 (Reaction/Misile Aci, +1, Defense Adj. 2)
CONSTITUTION 14 (System Shock $8, Resurrection 92%)
CHARISMA. 11 (No sjustments)
ALIGNMENT. Neutr
THACD 20 (AC 1=0) (19 with Missle Adjustment)
ARMOR Leather (AC 8), with Dexterity Adj, AC 6
HIT POINTS 15,
WEAPONS,
Hoopok: teat as combination bullet sling (Damage 2-5 SM/
L THACD 19) and yo stick #2 (Damage 1-6 +2 SM/ 1-4 #2
L, THACD 18, also makes eecie raring sound when whirled)
Dagger (Damage I-4 SM/1-3 L, THACD 20 stab, 19 throven)
EQUIPMENT
Thieves’ tools, leather map case stuffed with maps
As soleted by player, SN) stI/1150 gpw maximum
ABILITIES
[anguages: Common, Kenderspeak, Dwar,
Goblin, Thieves” Cant
‘Thiet Skill
Pick Pockets 50%
Open Locks 47%
Find /Remove Traps 40%
Move Silently 43%
EXPERIENCE POINTS
15,000 (10% bonus to eamed experience points)
ven, Gnome,
Hide in Shadows 40%
Hear Noise 20%
Climbs Walls 73%
Read Languages 15%
Backstab Attack
TassLehoff BURRFOOT
eae
Dear
RSI
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History
Tasslehoff Burfoot is a Kender, 9 diminutive race found throughout
the world of Keynn. Like all Kender, he left home at the age of 18
because he was stricken by wanderlust, the uncontrollable urge to trax
vel and “make the great map of every lang.” No kender in wanderlast
has ever completed the “great map,” but most Kender have great col
leetions of maps—some useful, most absolete. Tasha is no excep
tion. Tas's map was especially confuses by an unfortunate incident
with « magic ring of felqortaion that Kept transporting him to
lunknown lands without notice. No one but Tas ever saw the ring—or
beloved the story, either
Tasslehoff was born someschere in northem Exgoth, and is mem-
‘ber ofthe Stoat clan of kender. His parents travel in the Haver/Sel
face region, where they studied the lives of the plainsmen. (What the
Plainsmen thought of the hender is nowhere recordes!) Tas acquired
Skill as a handler” (the word “thief” is considered impolite), and
‘ised it extensively to satisfy his curiosity abot everything. It was that
‘curiosity that led fo hin taking a bracelet from Flint Fireforge’s stall at
‘market. Pint was outraged, but Tanis decided be liked the litle ken-
der, and so they all became friends, (Flint although he has never said a
nice word about the kender, actually likes him 2 good deal)
Personality
Tassichoff's most endearing—and frustrating characteristic is his
insatiable curiosty and fearlessness. These traits often get him into
trouble, His curiosity frequently drives him to see what other people
have in their pockets and packs (Raisin, in particular, hates this), and
he ean easily forget that he has “borrowed”
Jets ods and ends—he will never pass upa chance to acquirea map of
any description and often surprises himeelf with wht he fas in his
pockets He loves legends, songs, and stories, and collects riddles, puz-
Dies, and eniganas as avidly a he collects maps, He has a 5% Legend
Lore chance to know something useful on any subject, His map elle
tion i varied and mostly useless. Many of his maps are pre-Cataclysm
He is a8 likely to collect a map for its beauty as for is usefulness,
Although it is hard to get a kender depres! because of his fearles.
nes, Tasschoff i sildenest by death and destruction, and can be in
awe of anything truly magnificent. His fearlessness does not keep him
from boing logical about danger, though his cuiosity can sometimes
® particular item. He cal
KENDER TALENTS:
‘Taunt: Kender are masters at entaging others by verbal abuse
Any creature the Kender taunts must save vs, Spells or attack
willy at once for 1-10 rounds at a-2 penalty to hit and a #2 per
aly to armor class,
Fearlesaness: Kender are immune to fess, including magical fea
They are curious about everything: a tendency that often gots
them into trouble.
Special: Save vs. spell & poison, +4, determine dizection 5%
when notin armor and alone can surprise om T-4 om Td6,
APPEARANCE
light 99", Weight 85 Ibs
‘Age 38 (actal)/ 18 (apparent)
Brown Hair (wor in a tassle) Brown Byes, ong scar on right
bow
FIRST APPEARANCE DL 1STRENGTH 17 (Hit Adj +1, Damage Adj . +1, Max. Weight Allow
ance 2000 gpw., Open Doors 13, Bend Bars/Lift Gates 13%)
INTELLIGENCE 14 (Additional Langu:
WISDOM 11 (No adjustments)
DEXTERITY 12 (No adjustments)
CONSTITUTION 16 (Hit Point Ach. +2. System Shock 95%,
Resurrection 96%.)
CHARISMA 12 (No adjustments)
ALIGNMENT [awful Good
Base THACD 16 (15 with Strength Adj)
ARMOR Chain Mail (AC 5)
HIT POINTS 45
WEAPONS
Trav-anded sword +3 (Damage 1-10 +4 SM/3-I8 #4 L
THACO 1
Dagger (Damage 1-4 +1 SM/L3 #1 L, THAGD 15)
EQUIPMENT As selected by player: 500 st/1550 gpw max
LANGUAGES Common, Qualinesti Elf, Solamnie
EXPERIENCE POINTS.
‘92,500 (10% bonus to eamed experience points)
STURM BRIGNTBLAO:
eects
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ARG
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HisTory
Since the time of Huma, First Draganlancer, who drove the dragons
from Kryen a thousand years ago, the Knights of Solamnia have been
the champions of justice and truth, The Knights represented all that
vwas good, noble, compassionate, and heroic. But after the Cataclysm,
when the peoples of Exgoth eried For aid, the Knights were helpless
When mankind turned its back om the true gods, not even the Knights
cold eave them, And so the people eame to blame the Knights for not
faving them from their oven folly. There came a great uprising against
the Knights; their old temples and fortreses were besieged. Many of
the old onder died; the rest went into exile
‘One of the leaders of the Solamnic onder was the Lord of the
Roses, who fathered Stirm Brightblade. When the people turned
inct the Knights, he saw thatthe ight was hopeles. He could not
sleset his comrades, but he could send his wife and newbom son south
And so Sturm Brightblade grew up in the town of Solace. As a
chikl, he showed knightly bearing, and the ideals of chivalry came
‘most naturally to him. His mother taught him the code of the Knights,
‘and Sturm wished nothing more in life than to eetake bis father's her
asignet
tage. When he came of age, Stusm receives his father’s legacy
He trained himself as a fighter, undertaking quests and great
hardships to toughen his body and soul for knighthood. He became
fast friends with Caramon, then Known as the strongest youn man i
Solace. And s0 he joined the Innellows
‘When the Innfellows left Solace, he went net to find traces of
the Solamnic Knights. For a time, he traveled with Kitiar, Tani’s
beloved, and then their paths split. He traveled in the lands of Solam-
ri omly to find thatthe Knights were everywhere in disgrace, He went
to Vingaard Keep, his father’s ancestral castle, now abandoned. He set
tle his father’s estate, using the signet ring as proof of his heritage, but
vwhen the death duties were pai, all that was lft was his father’s sword
and armor.
And £0 he returned to Solace, understanding at last that te
lenighthood! was found in one’s own hear, and vowing to restablish
the old order, If he was the last Knight of Slamnia, he would at last
be true to his father’s ideals, He needed no more
Personality
The motto of the Knights of Solamnia is Est Silom oti Mithas— My
Honor Is My Life. It means that @ Knight must be true to the ideals of
chivalry at all costs. Sturm lives by that creed, and his highest ideal i to
meet a noble death against overwhelming es in the cause of justice
He isa man of noble bearing and great solemnity. His knightly ideals
can sometimes be troublesome-it i a shameful thing to rn i bate,
he fels. But when persuaded that a larger interest is at stake, he can
make a “strategic retreat” if it will further the cause
His greatest fer is that somehow be will dishonor himself and the
Knights, and shame his father's memory. His hance is his major posses:
sion, and his word is unbreakable. He & a fighter of remarkable sil
APPEARANCE
Height 61", Weight 190 Tos
Age 29 (actual)/ 37 (apparent
Dark Brown Hair, Brown Eyes, Handlebar Moustache
FIRST APPEARANCE DL. 1STRENGTH 12 (Max. Weight Allowance 1600 gp
‘Open Doors 12, Bend Bars/Lift Gates 4)
INTELLIGENCE 12 (No adivstient)
WISDOM 16 (Mental Attack Ac, +2, Clerical Spell Bonus of two Ist
Tevel and two 2nd level spells)
DEXTERITY 14 (No. adjustments)
CONSTITUTION 12 (System Shock 80%) Resursection 8%
CHARISMA 17 (Loyalty +30%, Reaction +0%)
ALIGNMENT Lawful Good
Base THACD 18
ARMOR Leather (AC 8)
HIT POINTS 19
WEAPONS
Sling +1 and 20 bullets (Damage 2-5 41 SM/2-7 41 L
Querterstff (Damage 1-6 42 SML, THACD 16)
(SPECIAL NOTE: When Goldmoon becomes a true cleric, she
can no longer use her sling, When the lke Crystal
vanishes, she gets a guartersaff +2 to replace it)
BQUIPMENT
Blue Crystal Stuf (Known properties: heals damage on touch,
hits a= quarterstaff 42 (Damage 1-6 +2 SML, THACO 16),
A selected by player: 500 stI/1150 gp mania
ABILITIES,
Clerical Spell Use: 5 tat level, 5 2nd level, 1 3ed level
(GPECIAL NOTE Goldmoon does not become a full (spell
Using) cleric unl she finds knowledge of the tte gods. She
faannot use any clerical spells until that occurs)
Languages: Common, Plainsman, Hill Dwarf, Qualinesti El
EXPERIENCE POINTS
(68,750 (10% bonus to exmed experience)
THACO 17)
LOmMoon
Perbcneek aca
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