You are on page 1of 130
Ely ay onc dvanced Dungeons@Pragons = c orca) Be bist Me peat Deere) TUN eed Breen icy “htt Ce races, Rg that are unique tothe Sa Ra ce park. by Tracy Hickman and Margaret Weis ADWNCED DUNGEONS & DRAGONS. ADO, ORAGONLANCE. PEND FOLIO. PRODUCTS OF YOUR MAGINATON anh SA ps ae Wasemas unt by TR, ne dedication To Laura Curtis Hickman, my wife, for whom worlds were created. =) Credits Continuity & Story: Tracy Hickman and Margaret Weis Game Systems Design: Tracy Hickman Editing: Mike Breault, with Jon Pickens Proofreading: Jon Pickens, Warren Spector, and Margaret Weis ‘The DRAGONLANCE® Series Design Team: ‘Tracy Hickman (Series Concept), Harold Johnson (Director of Design), Margaret Weis, Douglas Niles, Jeff Grubb, Larry Elmore, Bruce Nesmith, Mike Breault, Roger Moore, Laura Hickman, Linda Bakk, Michael Dobson, Carl Smith, Garry Spiegle. Cover Art: Joff Easley Interior Mlustrations: George Barr Cartography: Karen Wynn Fonstad, and Dennis Kauth Graphic Design: Stephanie Tabat ‘Typography: Kim Janke and Betty Elmore Keyline: Stephanie Tabat and Susan Myers Special thanks to Dave Cook for advice on the AD&D® game system revisions and particularly the clerics system. Jeff Grubb for his spell constructions, long support in the DRAGONLANCE® saga, and the Gods of Krynn. Doug Niles for his original compiling of the DRAGONLANCE saga source book and for writing ‘almost as many DRAGONLANCE modules as I did. And thanks to all three for bailing me out when times got tough. The work of your hands shows on every page. Distibued vo the book tad by Random Hous, tn. in Canada by Random House of Canada. id Distbured to the toy and hobby wade by regional disibutoes, Distributed inthe United Kingdom by TSR UK Led 1987 TSR lnc, All Rights Reserve o-s8038-452-2 ‘This work s protected under the copyright law of the United States of Ametica. Any reproduction or ueauthorized use ofthe material or arowoek presented herein is prohibited without the express wien consent of TSR, Ln Printed i the U S.A preface At last...the world of Krynn! Here you hold as much of Krynn as can be told in one book. The world of the DRAGONLANCE® saga is a vast and complex one. This book alone cannot hope to cover all of the wonder and magic of that fabled land, We have compressed as much information as we could into this volume, but it still proved to be too large a task To fully recreate the world of Krynn, we recommend that you read more about this world—the DRAGONLANCE modules, the Chronicles trilogy, the Legends trilogy, and the anthology series of DRAGONLANCE Tales. These not only give you a comprehensive picture of the world and its inhabitants, but they also provide rich descriptions with which to color your campaign. For more detailed maps of Krynn and many of its specific environments, we direct you to Karen Fonstad’s Atlas of Krynn. ‘You can certainly enjoy this book without playing the game...but what a game it is! Those of you who ate playing the DRAGONLANCE series in the AD&D® game system will, as usual, need those rule books to play the seties a te epic role-playing game that iis. We hae ried ro avoid cluplicating material that is found in those other wotks o 25 to make room for all the detail of Krynn that we possibly can. This means for you gamers that you will need to refer to other AD&D books from time to time. We assume that you have the Dungeon Master’s Guide and the Player's Handbook in order to play the game. Other works, however, you may not have, such as the Dungeoneer’s Survival Guide, Wilderness Survival ‘Guslde, ond Unearthed Asean. We bave sande txcostee uae of thew reference books in detailing the world of the DRAGONLANCE saga. However if you do nat happen to have thes latter works you should not worry. The series should play just fine with just your Dungeon Master's Guide and Player's Handbook. This book is written in a different format than the other AD&D hardback books. The material that is specifically related to the AD&D game sytem or co running 2 DRAGONLANCE campaign is placed in grey »xes throughout the text. This means that the text is easier to read and the game references are readily available. ‘You, in all your letters, have beckoned us back to the world of Tanis, Laurana, Kitiara, Raistlin and all the rest. May we now walk that road together for a time once more, with old friends and new. He MA MICA RD taBle of contents a The Realms asove The Universe o.oo. sore Order of the Universe The Place of Morals ‘The Law of Consequence Loci life «1+... ‘Characters in Keynn’ “Travelers from the Beyond Acceptable Character Classes General Limitations in Keyan ‘What's Your Alignment? Knights of Solara “The Origin ofthe Knights Gataelysm to Present ‘The Organization of the Keighiood ‘The Oath and the Measure Knights of the Crown Knights of the Sword Knights of the Rose Knights in Bate ‘The Knightly Council ‘Tinkers (Gnomes) Game Sia Device Creation Device Components and Their Costs Hall of Gnomes Inventions Wirards of High Sorcery ‘The Moons of Magic Locations of the Moons ‘Moon Tracking Chart ‘The Conclave of Wizards The Spheres of Magic ‘The Towers of High Sorcery ‘The Tower of Wayreth “The Shoikan Grove of the Tower of Palanthas ‘The Tower of High Sorcery at Palanthus Map of the Tower at Palanthus {Guardian Groves of the Destroyed Towers Early Life of a Wizard Student Magic-Users “Tes of High Sorcery ‘Changing Orders After the Test ‘Wizards of the White Robes « Wizards ofthe Red Robes \Wirard: of the Black Robes Renegade Wizards Miusion and Kryon Spells of High Sorcery Kiss of Night's Guardian Mindspin ‘Timeheal Timercave Messengers of the Heavens Gender and the Gods Obligations of Cletis 2. Gadly Spheres of Influence. Deity Descriptions ....-...2 Holy Orders of the Stars 6‘ ‘Clerics of Good " (Clerics of Neutrality (Clerics of Evil ‘The Gade of Good Paladine Majere Kinsolich Mishakal Habbakuk Branchala Solinati ‘The Gods of Neuteaity Gilean Sittion Reore Chislew Zivilya Shinare Lanitari ‘The Gods of Evil “akhisis Sargonnas Motgion Chemosh Zeboim Hiddukel Nuitasi ‘The Heathens The Races of Key oo. : ‘The Age of Tuilight Kendet Kender Pockets Kendet Thunt and Fearlessness Gnomes... ‘Mad Gnomes Elves Silvanest (High Elves) Qualinest Kagonesti (Wild Elves) Datgonesti and Dimernest (Sea Hes) atk Elves Half-lves Dwarves Hill Dwarves ‘Mountain Dwarves Gall Dwarves (Acs luda Keyan Minoeaurs Character Prficiencies Creatures of Keyan ‘Common Creatures of Keyan Unique Creatures of Kryna Draconians ‘Auraks Baar Bozaks Kapaks 259 taBle Of contents es Sivaks . Dreamshadows carnevarva Dreamwraiths Fetch Ice Bears Minotaurs (Bloodsea) Shadowpeople Specteal Minions ‘Thanoi (Walrus Men) Kiynn Dragons Background and History “The Evil Dragons “The Good Dragons “The Gods as Dragons Dragon Rules The World that ‘Was Tiles of Long Ago «+--+ “The Ager of ryan Map of Pre-Cataclysm Anson Asinus’s Sell (Part 1) [NPCs of Long Ago Huma The Silver Dragon Magius Fistandantils Autinus of Palanthus Reorx (Dougan Redhammer) The Kingpriest of Istar Atack, Master of the Games Raag Steeltoe, the Half-Ogre Bandit Magical Items of Krynn Potions Scrolls ' Rods, Staves, and Wands Costals and Gems Miscellaneous Magic Armot and Shields ‘Weapons Special Magical Kems of Kryne ‘War of the Lance ‘Astin Sell (Pat ID) ‘Map of Post-War Ansalon Amsalon After the War “Area of Control Factions General Conditions Climate Beyond the Map The Lands of Ansaion Map of Ansalo's Climate Post Catacisen 128 B 3 3 %6 16 %6 0 8 78 s * a 106, 106 107 tts Peo ofthe Age of Dragos i “Takis Fizban the Fabulous Pyrite Raistlin Majere Lord Soth Kiri Duncan | Kharss Reghar Freforge ‘Amothus Palanthus Elisean ParSalian Justarius Tadonna Maquesta Kar-Thon Bus-Ohn Kora. sae Cs fiom the DRAGONLANCE® Legends Books Mn Dalamar m1 CORE sac acerca uz Garamon Majere ace “sslehoff Burefoor ny Tika Waylan Majete 3 Tans Half Even og Charts and Tasles Races of Krynn 4 Chanter Alignment Tscking Chart it Unified Ansalon Monster Char ose Character Class Maser Statics Range Table Ww (Character Racal Minimum & Maximum Table uy ‘Gnome Device Complexity Level Table severe HIB Gaome Mishap Table Sap Sphetes of Influcnce—The Gods of Good... -..-ve--> 120-121 Spheres of Influence —The Gode of Newealisy 12.135 Sphere of aflucnce—The Gods of Evi 126.125 Spell Summary Table (Magical) 125.127 Knights Cirle Table 128 Knights Cirle Modifiers 128 The Realms aBove = == a “In the Cradle of the Sky, On Silken Searshine lay We who soon upon the Face of Keyan would as infane morcals play.” the universe = wa From the chacs born you come..the glo cous brilliance of the heavens surrounds you ‘And the fist lotiousbeing you encounter isa ‘vita fumbling abo in his re closk. Eh? Well {don’t seem to real sing you wande about the realms of the gods Defoe! Never had much of a memory for fmes,Leappone thai dose’ sch enter face you dor thave one yet Oh, not to wor ‘enot to worn that wll come in time. Every tne gets 2 name you know. Hard to keep out records straight here without it! ‘Tm Frban,Fsban the Fabulos, bu ou can all me, et, wel whatever. | guess some rou cll me the big goy atound her, but the wth of eis a bic more complicated than that Sil, nm hee to help you get on your try int the fabulons wold tha we have pated for you. Tragedy and comedy, honor find mystery ait you there! Tsuppove you will wan to get your beat ings Rass ch? Nor exy stepping out of the Ch and uyingvormakesene ofthe nc ni eae. bint Wel never you fet, for you hare Fiebur the Fevedles...er, Fasbar the Paver. ..well, am at your side every step of the way. "So let's. chmamm. This crazy wizard is my favorite aspect. but see that itis bit df ficule for you just now. Let's try something a bit more like whar you would expect The old man’s robes flare suddenly with striking rays of light, His form rises before you ‘transformed into the shining brilliance of the sneatest of benevolent dragons: Paladine. the Tale Begins Orders of the Universe In the beginning were the gods fror Beyond, ‘There, before the beginning, they dwelt in joy in the presence of the High God whose children they were. Iewaschere decreed few time and place would come to be. Time would there begin agsio, spite would live and, inthe course of time, new power would ‘come to be. "Three were the pillars upon which this uni- verse was forged: Good, Evil, and Neutrality, ‘This was the great triangle upon which all the universe was brought 10 be. Reore, the Forging God, struck his hammer amidst the Chaos. Chaos slowed and the sparks from his hammer became the stars From their light came diverse spirits of all types: some disposed to good. some to evil and some to neuttalty. ‘he gods began to quarrel over these spit: ‘The Gods of Good wanted to nurture the tts in the paths of rightcousness and share ‘with them dominion over the universe. The Gods of Evil sought ro make the spits shit slaves to do their every bidding. The Gods of Neutelity soughea balance: to give the spirits freedom to choose fot themaclves whether they would serve Good of Evil ‘And so the All-Saits War raged among the heavens, The Good and Neuttal Gods com: bined forces to keep Evil fom a final victory. ‘Then spoke the High God from Beyond, ‘dectecing the Balance ofthe World. The Gods ‘of Good, Evil, and Neutrality would each be allowed to bestow one gift upon the spirits. “The Gods of Good gave the spitits life an physical form. Thus, the sists pained control ‘over the material world and became more ike the Gods themselves. ‘The Gods of Good hoped the spirits would bring peace and order ‘to the worlds and lead them along the path to righteousness, "The Gods of Evil decreed that these physi cal beings would hunger and thirst and have towork to satisytheit needs. The Gods of Evi hoped that through hunger and suffering they could subjugate the races, “The Gods of Neutrality gave the spirits the gift of fice will, 10 choose fteely berween ‘Good and Evil. Thus did they preserve the Balance ‘And 0 the Gods created the world of Keynn asa dwelling place for the spirits, The High God decreed. that cach spirit could choose his own way through life. Then would come death, the passage from Kryon to the pent state of existence. the alignments of the Gods All of the universe stands upon the Great ‘Tiangle, This foundation bas always existed and will exist dowa through the ages of time find until the end of che world ‘At the apexes of the triangles stand the three anchors upon which the universe is ‘built. These ate known among men as Good. Evil, and Neutrality. It stata these positions that the gods align themselves in their effort tomaincain progres in the universe they have brought into being The Place of Mortals Many races came into being from thes that awoke. First wete the elves, most favored by the Gods of Goad. Elves ae the Shapers of the world, possessing good magic to bend nat- ture to theie will. They have the longest life span of all the spirits; athough they change the world, they themselves change very lice "The human race is most favored by the Gods of Neutrality. although the soulsof men are coveted by the Gods of both Good and Evil, Men can choote freely between good and cv, The shorter time in the word isspent in striving for power and knowledge. They ate ‘Quick to think and to acr—ofien without con- sidering the consequences. Thus men give the world motion The race of ogres is most favored by the Gods of Evil. Inthe beginning, the ores were the mose beausiful of ee races, but they could think only of their hungers. They were eas enslaved by their needs, and their beauty van ‘shed as theit hungers devoured them. Ogres are selfish and crucl: they delight in inflicting pain and suffering upon the weak ‘The High God created the fourth class of beings: the animals, He created chem with a balance of Good, Evil, and Neutrality, and were born ofthe world itself. Dragons are the lords of the animal kingdom, They ate fice © choose among the aligaments of the sods. ‘When the spirits awoke at che sounding of Reon’s hammer, many of them found their way into the alignments of the gods through their inherent natures, The elves were drawn naturally toward the Good alignment while the ogres were drawn to tha of Evil, The ani- mals of the world were Neutral in theie aspect and came silently under the domain of the Neutral gods However, most wondrous were the spi called. the Maran, meaning. “Free-wiled ‘These were men who possessed the ability (0 choose their destinies. Not placed at any of the three poles of che gods’ triangle, humans ‘swing in the middle ofthe triangle from pole te pole to pole. This choice and free agency {ives motion to the universe and propels it forward "Not only does man give motion to the uni- vetse, but he also inspires the other races 10 fection, Thus these are the most prized of all the souls that awakened : | H z the constellations Coa cn Lot m lif pt ~ I=: =| Characters m krynn Those who find their way to their mortal existences v Keyan receive their losin life. This is not to say that this i all that a soul may become in the morld-—far from it. Because of the gift of the High God to all humanity, fe wll rings to the circles ofthe world an infinite number of people and viewpoints. Ic is up to you to determine who you become and what you Yet in the beginning you star with a certain for in life—a cas 0 you are what you may become. These classifica tions have existed since the beginning of time. me of these character types are universal and exist not only in Keyan, but ako on other worlds far from the sight and knowledge of the True Gods, Stil others ate unique to this world of Krynn and exist nowhere else in all om the heavens ba the face of Standard Classes While there are many more clases than are given here, these are the ones you are now ftee to choose. Of those classes that are common to many different universes, the following are posible for you in your sojourn in Krynn, These are types that are truly universal, Also listed are those types that are unique to the realms of Krynn—these appear in italic type Clerics (heathen): Clerics who worship gods other than the True Gods are considered he world of Krynn. They are powetless and teceive no blessings from the gods. Thselass of characters includes le. ies from other universes who have somehow to Keyan by chance ot design from those realms ids (heathen): As with heathen clerics, 10 chat class of druid that has come fiom beyond Keynn. They also lose their powers upon coming to Kryna, Holy Orders ofthe Stes: This ite refers to the three general categories of clerics that serve the gods of this universe. These follow the lines of Good, Evil, o Newtelity, Within these thie divisions are found the clerics and orders ofeach of the gods individually. Each forder does service to its god and gains its powets dependent upon the spheres of influ fence which that god holds. As there are six separate gods in each of these divisions (not counting the gods of magic), there ate no fewer than 18 separate True Gods who main Se ——— tain a variety of orders each. Each has its ow power and sphere of influence that deter imines the powers that its priest have, Fighters: Those of might and_ weapons. “These do battle for others or for their own pur- poses Barbarians: Savages of the wilds. Though undisciplined inthe ways of civilized nations, they ae fierce warriors and have empathy with nature. Barbarians in Keyan generally come from the northern reaches of Ergoth and badlands of Khur Rangers: Wilderness masters These fol ttavel the plains of Kryna far and wide and are lly well versed in wilderness lore. They gc come from Nordmaar regions as well as plains ateas aboue Tarsis and Abanasinia, Cavaliers: Noble Knights of kingdoms, These are always found in service of individual kingdoms and may be considered candidates, for the Knights of Solamnia Paladins: Knights in the cause of good. Like cavalies, these men are in single service her than to che greater Knighthood of the Solamnie Orders. Theit obedience and fealty is sworn not to monarch but to a deity of food. Kaights of Solamnia: These ate really theee distinct otders grouped into one. The orders are the Knights of the Crown, Knights of the travelers FROM the Beyond = ‘Sword, and Knights of the Rese. A candidate for the Order of the Sword must first have avtained cerain fame as a Knight of the ‘Crown in order 10 be accepted. A candidate for Knight of the Rose must have done like- site as a Knigh: of the Sword before being ‘accepted. These Knights and thei Orders of Honor have been alternately praised and reviled throughout history. They maintained a steadfast code of honor and enforced it with both might and justice throughout ther long history. Magic-Users (tenegade): There are those magicusers who attempt 10 utilize cheit powers oulside the moderating influence of the Orders of High Sorcery. Those who do are called magic-usets by the common folk but ate referred to as renegade wizards by those of the Order of High Sorcery. These are earnestly hunted down by the order to entice them «0 join the order of destroy them if they refuse. Renegade wizards have a shot life expectancy on Key usionists (renegade): Renegade illusion ists are those whose powers lie outside the spheres of the dhree moons (sec page 27). They are treated the same way as renegade magic-users, Wizards of High Sorcery: There are hice types of High Sorcery Wizards: White Robe wizards, Red Robe wiestds, and Black Robe wizards. They contol all magic on Kiya. Thieves (Handlers): Here isa fellow who will steal fom anyone. In most Krynn soei- ties, this type of behavior is not only con- demned but punished severely. The only ‘exceptions to this role are the kender. These diminutive people, while embodying the traits and abiltis of thieves, call themselves “handlers” since the term thief denotes one who steals for gain. Handlers, on the othe thand, do not steal for personal gain, but sim- ply out of an outrageous curiosity abous every thing and everyone at all times. Ker handlers ate just a likely 0 leave something behind as to take something new. See Kender (page 51) for a more complete description of. this race. ‘Thief Acrobats: These characte not only have certain sleight-oChand skills of thieves ‘but also the additional capabilities of acrobat- Travelers from the Beyond One of the many wondes inthe universe is the question of where the inhabitants of Keyan come fm, Ate some not of Reorh’s forging a the beginning of me? Many have ben the rumor of travelers who have cased the void ofthe night sky or come by hidden paths from worlds not of Krynn if you find yourself fae to face with one ‘who aot of Krynn, be wary! Suangers may hot understand your customs ot yout think "Ghote who come to Krynn fiom other worlds may find mote than they bargained for The gods of Krynn have secured their ‘wodld against such incusions for fea of upet {ing the balance ofthe world, There ica 1% day cumulative chance that acharacet vs tring Keyna from other worlds canoe recarn acruss the void wo his home wot. This per centage is checked any time an attempt is ‘made. Those filing tis check remain on Keynn. This percentage never ges any higher than 98%. “Another problem isha Krynn’s ystems of govemment and finance are differeat from foot of thse i the known universes. What tay be great wealth in other worlds i worth Tite here. The gods of Kryen ar alike those in other realms and do not readily recognize srotshipers fom other works, Renegade wit- ards who demonstrate power without having first pased the Test of High Sorcery (sce page 34) are hunted by all members ofthat orden Kryna and brought befor the cou for jus “Thieves who may find cay pickings che. there dacover that low and putive Sa the es OF Keyan ae swift and complete, These few Soyagers mho have traveled from Kayan io the worlds beyond report strange things indeed. Gnomes find that there # 4 103% chance of failure for thet devices whenever the gods ofthat realm take a dike to them. Acceptasle Character Classes ‘The following character cases are accept- able ina DRAGONLANCE® game campaign. “They ate divided into classes and subclasses (Character clases that ate unique o Krynn are ‘noted in italics, SEE =) Cleric (Heathen) * Druid (Heathen)* liek Oot ot se See es ere ‘Barbarian Ranger Cavalier * Paladin * Knight of Solamnia Magic-User * Illusionist * Wizard of High Sorcery Thiet Thief! Acrobat * These clases have the following special limitations and rules ia Keyan. hs an Druids: Any chs odd who cain ese epee ep epee oy is ae ee pee them as they normally might do. The Seckers jin the Haven and Solace regions of Abanasinia were clerics of this type. Dah Endng Rex Ga wh sao ‘bly compatible with the teachings of his form- Werte keane agate So ee elena Seca on oy eee Se ee pias re eer once pcos ee eee) SS eee et ee ee Te tanec pee eee Krynn Order he worships is compatible with seminal dy ete Con adi The epee Pabcpepdiy tcg/ ecs settee anes nor eee Sen Geese enhen cee oe their special abilities and powers until they do at ssn sa ‘Solamnic Kaights while he is in Keynn, but be ‘is not required to do so. If he joins. he must socal a ere ol oath i ee nts area ea ee eng oe oa Beane See he tee ae ee ere erp sry ped ak ee poy ee @ SS sin experience points and go up in levels {han ir for those who are tuly fs level If the cavalier or paladin tun to his origi- tal wotld, he ca assume either his previous experience points and level or ws those he acquired as'a Knight of Solamnia (whichever ishigher Magic-User/Ilusion tion of which ender the mag ie made before he reaches 3d level (ce Wiz- dds of High Sorcery. page 27). The Waris ‘of High Sorcery make no clear-cut distinction beween magic-users and. illusionist, as opposed 10 the situation in many ADSD* ames, What wizards are ot belive is prety ‘much lef up «o them prior to 3d evel. Magic-users and illusionist ftom other campaigns and who ate over 3d level ae Immediately branded as renegades. The rules fortenegade wizards are found inthe Wizards of High Sorcery They must either join the frder oF be hunted by them. It is almost always 2 quick and tragic end for renegades tes they jin the orders Characters of other clases revert to their major clases when they enter Keyan, with ‘experience points equal to the mid-poine of their curtent level” Monks, for example become heathen clerics of equal level. Tete ate no assassin characters in Kiyo, These ‘would become thieves. General Limitations m Krynn Player characters in. other worlds can advance to unlimited Levels, but not in Keynn. Once a player characer advances beyond 18th level, the gods of Ky fee! that itis time co reassign him to some othe world Fortunately for the lovers of Kryi, advance ment beyond 18th level is not mandatory. ‘Your PC has the unique ability wo refuse such advancemenc (and thereby stay within the ‘world of Kryna). Ie i up co you. “Those few individuals who remain in the swotld beyond 18th level doso either by special permission ofthe gods or by unnatural means. Tie pete ew Gebietes beings 2 the Dragon Highlords of the Queen of Darke ‘nest of Raistin. Talhisis is always. out 10 destroy the balance of the woild. This isnot Say that she grants such boons without gre reason. The rule i that PCS who wish (0 remain in Keyna must forfeit any advance: meat beyond 18th lyel regardless of clas: if they advance beyond that, the gods remone ‘tem from Kryon ‘What's Your Alignment? This question comes up often in AD&D games. Alignment in Kryon has imporant efccsthat ae very diferent ftom « stndard ‘ADAD campaign. The types of spells avails blew amagicuer orcleric and the abilities of a Knight of Solamata ae allaffeced by the ‘character's alignment. In most AD&D* cam- paigns. the player chooses the elignmene of his PC and then wies act accordingly. Align ment in Keynn is handled differently, The aligomene of 2 PC is determined by his actions, not the other way around Characters in Krynn dedlate theit mora alignments (good, neutral, of evil) at the beginning of the game, though sometimes character class determines the Sarting align- ment. For example, Knightsof Solamnia who begin as Knightsof the Crowo have their mor- al alignment set for dhem inialy a5 good DMs can use the Character Alignment ‘Tacking chart atthe Back ofthe book (pape 114) to keep track of each PC's moral align- ment as it changes according to the PC's Actions. Each PCs mor alignment starts at the midpoint of his chosen alignment on the chart. Eich time the PC performs an action {hat the DM deides is ouside the bounds of the PC's curtentalignment, the DM matks the PC's new alignment position on the chart from 1 to 3 points in the direction of the action performed ‘Ava characte sift alignment, he paties into a grey area berween the alignments, This area warns the PC that his actions af notin line with the belief of his ligament. chat acter who enters a grey area incurs the follow ing effecss ‘Arrack 1 tohic opponent Defense +1 town atmor class ‘Wizard Spells 109% fails to recall * Cleric Spells 109 fils to recall * When a wizard attempts to use any spell roll 14100, the teul i 10. les, ther he Spell simpiy cannot be realed and does not fraction ‘Now Ot the player weal or know about thie until the PC fale to cat a ell ‘Cleric can ass fll co recall spell inthe same way In alin, clerical spells that ate special tothe god the cri serves e.,heal- ing spells to Mishakal) have 4 208 chance of fox bea Seti for ay. Reiger of Solinnla wha ave tea) spellcasingabli- ties ae alo sue to this penalty 1B General Limitations in keynn, ‘When a PC's alignment passes from the ‘grey area into another alignment, shift the ‘character's alignment to the midpoint of the ‘new alignment. (The penalties for being in the transition area between alignments go away, but now the PC is subject to the stric- ‘ures of hisnew alignment.) For example, if a characters alignment just passed. from’ che frey area berween good and neutral into che area of neutral, mark his aligament in che ‘middle of the neutral area, This prevents aPC from bouncing back and forth berween align: _ments too easily. Ee also makes him work hard ihe wants co regain his old alignment. When 2 change in alignment occurs, do not inform the player chat his PC has just changed align- ‘ment, Wait until he tres co perform an action, that depends on his aligament, then ell him it doesn't work, It's up to the player to realize ‘what happened and how to fix it Changes af alignment can have drastic co. sequences for certain character clases, Clerics ‘who change theit alignment are considered Jost and immediately lose two levels and all their spell-casting abilities until they cither ‘repent or find another god to serve. Wizards who gain their magic by the grace of the ‘moons of magic and who then become rene: gades see page 36) also lose two levels. lathe ‘case of wizards, however. they revert to the robes oftheir new alignment and do not have to seek out new powers as do clerics. Knights ‘of Solamnia lose postion and abilities by fall- ing fiom grace—they become fighters until they redeem themselves, ‘Of course, doing deeds that are in line with their old alignments tend to shife chem back, ‘The special abilities and aids that each of the Orders of Knights bestows upon its mem: bers are directly dependent upon how well ‘each Knight follows the laws of his organiza: knights of solamnia Se HSE 4 knights of Solamnia ‘The Knights of Solamnia were once the aggeatest order of chivalry in all the hisory of Krynn. Now their entice way of life shifts in precarious balance between the Code of Hon ‘or and the ruth of what the world has Iecome The Origin of the Knights ‘The Knights came into being nearly 2,000, years before the War of the Lance, during the Age of Dreams rising like a phoenix fom the ashes of the empire of Exgoth, Vinas Solamnus, commander of the Engothian Emperor's Palace Guard, se fo from the capital city of Daltgoth to squash a ‘cbellion brewing in the northeastern reaches ‘ofthe empite. However Solamnas. a true and ‘honorable man, found that the rebellion was ‘well justified. Solamnus called his oops ‘together and presented the case of the people Any knights who believed in the cause of the rebels were entreated to stay. Those who did ‘not wete given leave to return to Daltigoth Even though his men knew that doing so ‘meant exile and possibly death, most chose to stay with Solamnus, ‘Thus began the War of Ice Tears. Alchough Ergoth was in the grip of the most terrible ‘wintereverchronided, Solamnus and hisded: ‘cated army of knights and frontier nobles marched on Daltigoth and laid siege to i Solamnus personally led daring raids into the city: Within two months, the capital fell as ‘revolt ofthe people forced the emperor to 146 for peace, Asa realt, the northeastern plains fof Ergoth, from the Vingiatd Mountains to the Estwild, gained its independence. The grateful people of that region chose Vinas a, their king and named their new countey Solamnia in his honor. Although it never red any great power during the rest of that Age, Solamnia became synonymous wi ‘honesty. integrity. and fierce determination ‘Vinas knew that those who followed! him as rulers of Solamnia might not be as honorable as he. Thus he organized the Knights of Solamaia, ‘The ale of their origins is bound up in the story of the Quest of Hoaor that rells of Vinas Solamaus's journey in search of true honor ‘The story went something along these Hines In the year 1223 PC, following his coronation asthe king of Solamnia, Vinas Solamnus was beseeched. by the Lords of the Northera Reaches. They had recently broken from the tyranay of Ergoth and now looked to Solam- ‘us to unite them. Solamnus ould not see hhow this could be done ia the light of theit conflicting ideals and customs. So it was that hae set off on a quest 0 find the answer to his dilemma. He left the united kingdoms ia the hhands of his Lieutenants and journeyed into the wild. ‘After many weeks of searching and tal, he ‘ame at last to Sancrs Isle. Thete in tha wild place he found a glade and offered supplica tion tothe gods on a black granite stone inthe center of the clearing. Thrce of che gods of ‘good soon came to him: Paladine, the god of balance. justice, and defense; KisiJolth, the sod of just warfare; and Habbakuk, ged of good nature, loyalty, and the elements In that glade did they outline for Vinas the ‘model of 4 Knighthood that would last down the ceneuries. Three separate Orders would balance one another with high ideals, each pawterned afier the ideals of the gods who fame to Vina’ aid that day. Some versions of the tale say that Vinas was also shown the downfall ofthe Knights; other versions cell of the Knighthood rising agsin and again in time of need ‘As a final blessing, the gods transformed the stone before Solamnus into a pillar of translucent white crystal. Thit sanctified the glade and sealed the unity ofthese thrce gods in their commitment to uphold the Knight hhood so long as the Knights walked in honor and worthiness ‘Two other legends elating vo Solamania and the Knights come from this period of time: Bedal Brightblade was a hero stad to have fought the desert nomads toa standetll, hol ing a pass into Solamoia singlehandedly wacil help came. His sword Bright blade was suid to be of dwarven make and never rusted or dulled despite vigorous use. His tomb is somewhere in the far southern mountains in an unknown location. Is rumored that Bedal will rtuen co ad Solamaia in its ime of need, Sturm Brightblade, of grese renown duving the War of the Lance is suid ¢o be a distant descendant ofthis legendary figure. Huma Dragonbane, known as the most perfect of the Knights, gathered together & group of heroes wo destoy the dragons and drive them from the lands of Solamnia Huma’s legend. compiled by the great elven bard QuevalenSoth. is ffagmented now ‘Many doubt chat Huma ever really existed Bur the sory of the last battle between Huma “4 and the Queen of Darkness sill old, along ‘with the tragic love Huma bore for silver dragon. Huma managed to slay the evil dragon: leader with the silver dragoo's help, but in doing so he sustained a monal wound. By some accounts, Huma died onthe field of bat- tle; others, however, say that he lingered for dlaysin such pain that che gods themselves suf fered in sympathy, inflicting terible thunder storms upon the land. To this day, you find people who claim that lightning and thunder Strike the land in memory of Huma’ agoay. Hama was buried with great reverence, and for many years those who aspited to join the Knights made pilgrimages to the tomb of Huma, which—so legend had twas carved in the shape ofa silver dragon. As the world descended into evi, the oad to Hucna's tomb became dark and dangerous ro travel. Soon, people began to question Hama’s very exist: nce: the location of the tomb and his body twere forgotten. During the War of the Lance, the Tomb was again discovered and with it che source of the special metal used co forge the fabled Dragonlances. Though the tomb was found, Huma’s remains were not discovered ‘Through wars with bordering states, the ‘Third Dragon War, and Solamnia’s subse- {quent tise to power during the Age of Mighe, the Knights of Solamnia remained true to the model established by theit great and long: dead king. Cataclysm to Present ‘The Kingpriest of Ista brought down the wrath of the gods upon Kryna, and the gods punithed the people for theie pride by casting 4 fiery mountain down on the land. The esituction and. desolation caused by the disaster disrupted the world for months, Although their land had been spared the worst of the blow. the peoplc of Solamnia still suffered greatly during this time. Evil crea tutes, long banished from Keynn, retuned 10 thelond: Many of the Knights petished Fight ing the unknown and unspeakable horrors that ravaged the countryside Tn the end, it was the common people of Solamnia who cast the Knights into disgrace. For centuries, the Knights had kept the peace and safety of the realm. Now, ia the hour of theit most desperate need, it seemed that the Knights were powerless. Rumors began to spread that the Knightshad foresen the comm ing of the Catacysm and had done nothing to knights of solamnia € = - es sop it, Sore Kaighes, i vas nid, screlly eee the Organization Circles of Knighthood Indeed, there was some truth to these tales but it was not the Solamnic Order's doing. Lord Soth, a Knight of the Rose who ruled in the far northeast reaches of Solamnia at Dar sgaard Keep had, in fact, been warned by his elven wife ofthe calamity that was coming "Bur Soth had dark secrets to keep. He had wed the elf woman in secret though he was already mattied toa barten woman of human, toyaly. Having fathered 2 child by the elf woman, he then murdered his firs wife and claimed that she died in childbirth. The hil of the elf woman became his heir and he claimed the elf woman as his lawful wife ‘When wamed of the impending doom of the ‘world, Tord Soth rode forth with his loyal Knights behind him. Yet waiting for him along the way was a woop of elven clerical ‘women who stopped him. They knew of his ‘dark deeds and persuaded Soh to umm back in ‘exchange for their silence, Soth turned back and the Cataclysm took place. The elf woman and his child were con- sumed in tettible fire before Soth’s very throne. He retumed to the keep (0 find the image of theit bodies burned into the stone. No tug would cover it without being con- sumed, No brush would remove its stain ‘Thus did Soch si on his throne until he, to0, dled but even then the gods would not grant him reli from his torment. His Knights, blind in their obedience wo his will, remain ‘with him stil as skeleton warriors. The elven clerics tesde there as well—banshees who sing ‘cach night to the fallen Knight of Solamnia, telling of his fallen and never-ending punish: The terible deeds of this Knighe did gre injustice tothe Knighthood 38a whole. Before Jong. Knights were jected in public and open- ly reviled. Darker acts were also committed Knights were foully murdered, their castles and homes invaded, and thei families sain or driven into exile, So it was that the Knights silenily disappeared from the knowledge of men, ‘The Knights who remained found themselves forced t0 roam he countayside in sccret and under false names, lest they be dis covered, Still, they kept theic ideals and their hhonot. and did what they could vo fight the ‘growing cvil in the world. A few Knights who found thet loss of status intolerable left theie homeland and sextled across the waters on Sanctist Isle. To this day, a strong group of Knights exiss there, while oaly cover organi- ations survive within Solamnia of the Knighthood The organization of the Knighthood has changed licle from the Age of Might. The Great Circle of the Knighthood has long since been moved from Vingaard Keep to its cur rent home at Whitestone Glade on Sanctis, with Castle Wistan nearby. "The Knighthood is ruled by the Lord of Knights. This postion, however, has been lei ‘vacant since the time of the Catacysm due primarily to the difficulties in calling 1 Grand Circle of Knights together in sufficient num. bers to elect a Knight from cligible candi dates. With the reeseablishment of order throughout the continent of Ansalon, the day ‘of appointment will scan be at hand. The position must be filed by one of the High Knights: either the High Wartior, the High ‘Clenst or the High Justice. At least 75% of the established Circles of Knights must send two representatives to vote atthe Grand Cir. cle, Once appointed, the Lord of Knights serves for life unless he is found guilty of 2 breach of honot by a Knightly Council The will of the Lord of Knights is caried ‘oat by the High Knights through thei respec- tive Orders. The High Warrior commands the Order of the Rose; the High Clerist com mands the Order of the Sword: and the High (Guardian commands the Order ofthe Crown ‘These ate nominated and elected by members of theie own Order without influence from the other two orders. All Knighily Council however, must be led by a contingent of three ranking knights, one from each of the Orders of Knighthood. Individual cll of knights exist throughout AAnsalon. Some of these ate in touch with the Grand Circle in Sancrist, but many sill are not. These groups of Knights exist petma rently in most townships and all cities throughout the continent. They are there to give aid and receive the pledge of any local nights of Solamnia, Some of these Cides ‘exist openly and are easy ro find. Such Circles are found in Sancrst, Palanthus, and other places where the Knighthood has always been ‘relcome. In places where the Knighthood is sill viewed suspiciously (such as Nordimaar or Tassis) or even banned (as in any lands under Dragon Highlord control), these Circles exist clandestinely and their meetings ate held in 15 Most Knights of Solamnia are required to forfeie much of their monetary gains to the {greater Knighthood and thea drvw according {0 their needs fom the general coffe ofthe Kaights of Solara, This i done st any of the established Circles of Knighthood. “Tiss noe em sy that such asctanee is very agret. Indeed, in the cave ofa Circe that 0 the aif grasp of the Dragon Highlords, the ‘ltl nay vequite more asistance from 3 vs- iting Knight chan can offer bam in erorn ‘What hind of ad awaic a Kaighe depends greatly upon the size ofthe town that he vise King and the conditions there. Deterine the reltenpsaal irom endeared ons using the Knights’ Circle Modifiers table ‘on page 128. Add these tothe roll of 1d10. ‘Then ter to the Knight Cire table oo page 128 to determine the amount and type (herd chat ir apalable ot tex parecer Cale oF Knighthood. cei ee hi al ve he wing Coin: This is a modifies tothe amount of coinage 2 Knight is to dnw Asa Knight grows in power, he is able to draw mote and mote from the coffer of the Kighthood fo the purposes of fartering the foals ofthe Orders. (Bu using such funds for Purpoves counter to the ideals of honor and the Measures caus for questioning the honor ofaknight Equipment: This gives the types of weap- ong and amet available u that Ces Healing: There are thice number listed ‘These represent the umber of cure light wounds, cre serious wounds. and heal spell that ae available as potions. Once wed at a location, they afe gone until replaced. Nor- mally these toe replaced Up to these max ‘mumsatthe rate of one per week, month, and Yea espectively Tanking Authority: This lists the highest- ranking atrhority wo governs tat particular Circe" This may" be important should Keightly Counc have to be called ‘Note that a Knightly Council can be held anywhere, including the wild, and_ does not require a Cirle of Knighthood wo be binding br offical. The Citcles of Knighthood provide cnly an offal place for such councils to be tld aswel asa place forasistance 1o Knights ‘tho ae in need knights of solamnia Ss The Oath and the Measure The oiganization of the Knights has not changed substantially in the last 1,800 years The Knights subscribe w two codes: the Oath and the Neasutc. The Oath is simply: "Est Sularus och Mithas” (literally, “My Honor is My Life”). ‘The Measure is an extensive set of laws many volumes in length, that defines what honor actually means. The Measure iscompli- cated and exacting; only a bret summary of laws are given here. Iti important to remem- ber that exact and unquestioned adherence to the law isthe goal ofthe Knight. The greatest problem facing the Knights atthe time of the War of the Lance was that the spirit of the (Oath had left them. Only the rigid. unbend. ing shell of the Measure remained. The Knights learned that honor does not lie in the aged and dusty codes of the Measure, but in the heart of the ue Knight. Though this les- ‘son was hard and costly and learned only slow- ly, ic eventually promises to make the Knighthood a shining example and power in the wotld again ‘The Oath and the Measure were compiled from the writings of Vinas Solamaus and his ‘successors. The whole of the Measure eventu- ally consisted of thirty-seven 300-page vol- tums. The following are some excerpts from the Measure “The Oath governsalla Knight isand does. Achy il’ blood, mre sacred ohm shan “The Measure of a Knight is taken by how ‘well he upholds the Oath, We judge a Knight agains the Measure and by the Measure. The Measure of the Rose deals with holy wisdom. among the Knights. The Measure of the Sword deals with the discipline of Honor among Knights. The Measure of the Crown deals with the disciplines of Loyalty and Obe- dience” ‘No Knight found wanting in the Measure ‘of any Order shall command Knights on the field of battle not council with them until repented of his unknightly deeds the knights, of the Crown and Their Measure The Order of the Crown exemplifies the ideals of Loyalty and Obedience in all that a Knight is and docs. Loyalty ithe unquestion ‘ed promise ofa Knight ro higher power and authority. Loyalty is a treasure valued only ‘when itis jue give, ‘Those 10 whom loyalty is due includes che following: the just before Habbakule and ll that is good, those oppressed by evil, and those monarchs who by decree and common ‘consent of the Knightly Councils ae in good standing with the Knighthood and deserving of its honorable loyalty and protection Acts befitting a Knight of the Crown include these: unquestioned obedience to those whose authority is righteously main- ‘tained in che Knightly Councils, dedication co the ideals of the Measute, loyalty to brother Knights of all orders, and all other acts that ‘cause the strengthening of loyalty among the Knights Responsibilities of Knight of the Crown: forfetuze of 10% ofall wealth accraed by the Koight, service and aid to any fellow Knight ‘who is about the business of his order and sequiresassisance, service tothe kingdomson the List of Loyalty as compiled by the Grand Circle of Knights ‘the Knights Of the Sword and Their Measure “The Order of the Sword combines the pur: xt ideals of heroism and courage with the power of the gods of ood. Courage is sacrifice tothe ideals of honor it isthe well fom which true honor draws its life, Heroism includes acts of might in defense of sacrifice and honor. ‘Those to whom heroism is due include the following: the weak and the oppressed, the enslaved, the poot, the falsely imprisoned, fellow Knights in need, and the defenseless ‘Acts befitting a Knight ofthe Sword: fa: ing evil without concern for personal suffer- ing, accepting the challenge of combat forthe bhanor ofthe Knighthood, defending the hoa: ‘of the Knighthood, defending the honor of a fellow Knight in good standing, protecting the defensclese and weak ‘Responsibilities of a Knighe of the Sword: forfeiture to the coffer of the Knighthood of all wealth save chat requited for upkccp. pay ‘homage co the gods cach day (though in times of great hardship, once ina quartermonth is sill a seemily practice), never decline combat ‘with an evil opponent nor fle from such com: bat regardless of the strength of the enemy, protect the weak and the defenceless wherever ‘he need arse, abstain forever fom the use of 6 ee FY Knightly powers for unrighteous reasons, The knights Of the Rose and Their Measure ‘The Onder of the Rose exemplifies honor puided by wisdom and jusice ‘Wisdom isthe strength of honor and ability applied in the service of just causes, Justice theheart of che Measure and dhe soul of « Rose Koighe ‘All beings regardless of theitstacions, posi- tions, or beliefs have equal claim to compas- sion under the Measure. Deeds befiting Knight of the Rose include the following: tak ing compassion on the less forunate,satific ing one’s life fr the sake of others. giving n0 thouighe to one's own safety in deferse of the Knighthood, protecting. the Ives of fellow Koights, seeing that no life is wasted or sact- ficed in vain Responsibilities of 2 Knight of the Rose: forfeiture of ll wealth accrued a a Knight save for that needed for the upkeep of any principalities under the protection of the Knighthood. to horor the gods of good ae all times and i all acts, to fight for juice with: out regard to personal safety of comfort, to never submie © any ei foe, to sacrifice ail in the name of honor Knights of the Crown All those who with to become Solamnic Knights mas first entr igo the Krighthood as squites of the Knights ofthe Crown. Tht i ttue regardless of what Knighthood they rently serve. All Knights begin bete training inthe virco loyalty alates forthe Solamnic Knighthood must be presented toa Knighly Council and be sponsored by « Knight sn good standing from any ofthe Order of Knighthood. After the entre group of candidates presented the group sweat an oath tothe honor of the Knighthood and tothe causes ofthe Crown All'sweat allegiance to the Order and the ‘deal ofthe Knight of Slamaia TT there f no disent fom the Knights, and so question of honor regarding the candidaces brug thenall ar apd he Knighthood assquire, Any question of honor ofan indvidval requires thatthe individual bye removed from the group af candidates and th knights of solamnia Ce be questioned separately fier the rest of the candidates are accepted. If the question of hhonot is dismissed, then the candidate is accepted normaly. If the question is found ‘ali in the Couneil, then the candidate is dis- ‘missed until the question of honor is satisfied. Knights of the Crown advance in power mote quickly than the other Knights, parly due to the fact that their order is less demand. ing than the others. While this benefit sce. tainly a good one, itis also true that their special powers are quite limited. Knights of the Crown are sworn to protect. serve, and give aid any kingdom on the List, of Loyaly. This ist is maintained by the three High Knights and is updated periodically ‘The Knights are not requited to follow the ‘commands of laws of these kingdoms should they be out of harmony with the Code or the Measure, This rule holds true for members of all the Knighthoods. ‘The Order of the Crown takes its Measure from matters of loyalty and obedience to authority of the greatet Knighthood through its High Councils and commanders, Examples of acts befitting the Measure of the Crown: lunguestioned obedience to those whose authority is righteously maintained in the Knightly Councils, dedication tothe ideals of the Measure, loyalty to brother Knights ofall Orders, and all other acts that cause the strengthening of loyalty among the Knights. Knights of the Crown Game data Knights ofthe Crown ae variants of cava lies as described in Unearthed Arcana. While thir experience point advancement i identi= Calo thar class, there are many important dif- ferences. Read the section carefully to be sure you understand those differences, Crown Knight Minimum Scoves ‘Strength % Wado 10 Dexterity 8 Constitution 10 Charisma None (Ceown Knight Level Table Hic Experince Dice TerelPoints (10) Title 1 2300 2 Squire of Crown 2 51000. }—_Defender of Crown 3 10,0000 4 Knight of Crown 4 18,500 5 Scepter Knight 3 37000 6 Shield Knighe 6 85,000 7 Shield of Crown 7 0,000 & — Lond of Shields 220,00 9 Lord of Gown 9. 300,000 10. Master Watior 10 600,000 1042 Lord Warrior 11 900,000. 1044 High Watrioe * 12 1,200,000 1046 13 1,300,000 1048 14 1800,000 10+ 10 15. 2,100,000 10+ 12 16 2:400,000 10+ 14, 17 2,700,000 10+16 18 3,000,000 10+ 18 * There is only one High Warrior in each ‘Order and he is chosen according to the Mea sure. All other Knights who have sufficient ‘experience point attain this level may do s0 ‘but retain the tite of Lord Warrior until such time as they ate elected to take the postion of High Wartior. Proficiencies ‘Weapon/Nomeapon, Initial 32 ‘Added 1/1 per? levels Special Abilities: Unlike the cavalier or paladin, this character can use weapon special Experience Points: As for all Knights of Solamnia. expeticace is not awarded simply for killing. monstets and taking treasure ‘These Knights are rewarded according to how well their deeds exemplify the eteed of the Knighthood. Any Knight who performs his duties wo the ends defined by the Code and the Measure will be rewarded with 3 10% ‘experience point bonus above any. other honuses he normally receives. eS Knights of the Sword Upon completing his squire duties in the Order of the Crown (reaching 2d level), each Knight candidate has the option of either centering that Order and continuing his alle Biance to that group and its ideal oof enter ing into the Order of the Sword. The ambitious Knight who wishes some day to enter the Order of the Rose must fits rise through the Order ofthe Sword before apply- ing to the Order of the Rose In addition, every candidate who wishes to in the Order of the Sword must first com- lete a quest. According to the Measure, this test must be a witnessed deed of heroism and. valor that upholds the virtues of Knightly hhonot and good. ‘When such a deed isdone, the Knight must then be presented before a Knightly Council and there the tae of his deed is told. The ca didate is accepted asa Knight of the Oxdee the tale and deed are acceptable tothe presid- ing Lord Knight ftom the Order ofthe Sword, Ifo Lord Knight i present, chen the highest ranking Knight of the Sword can adjudicate so long as itis a lawful council of Knights. If no lawful council can be convened, then the mat- ter isto beset aside until such council can be convened. Any Knight candidate who feels that he has been unjustly found wanting in his deed and tale may take the matter up before the presiding council of the Knights ‘While Knights ofthis order have previously Jearned thei skills during theie taining with the Order of the Crown, they now begin theit studies in the basies of heroic honor and wor ship of the True Gods. The first duties and sks of the accepted Knight candidate are iscplines ofthe cletics and fequitements of the gods of good. No Jat who espouses anything but the virtues ‘of good over evil or chaos is ever accepted into these ranks. ‘Although Knights of the Swe attain power, wealth, ot position im the world as quickly as those of the Order ofthe Crown, they achieve these things faster than the Knights of the Rose. their ods of good Sword who i of royal blood may electro enter into the Orde of the Rese, In later times, the nd theit ideals a Knighe of the sure about royal blood has been generally red (see Knights of the Rose) Knights of the Sword, in addition to thei knights of solamnia he SRE normal duties as watios in the defense of truth and janice, often represet the power of the gods in eran limited ways, The Knights fof the Sword acquite some healing powers nd the abilces of foresight and prophesy. This fas not always tru. Dung the Cataclym, the Onder of the Sword ls its High Clerst land with him went the miricles which this Order once performed. While the Kaights sill functioned 93 lied cleric, their mina les where swribed towitcheraft and sorcery an offense against the people which was ‘Usually punished by death ifthe Knight was caught Unlike clerics, who gain their miraculous powers on a daly bass, the Knights of the Sword can only acquire thet spells on 2 week torweek basis asa result ofa day of fasting and prayer. When 2 Knight joine this ordet. he Eesignates 1 day of worship and meditation during which he supplicates the gods of good for his powers for the following week. These powers, once gained, remain withthe Knight nil they ate expended, regardless of the mount of time hac passes between the day of prayer and their use. However, as with cers, the power gocs away once used and can only be regained through another day of prayer and platoon the apne day ofthe Diarng that day, the Measure dectes that the Knight canner take part in combat, rap fieancial gain, or tet hanh words toanotber person. The Knight cannot travel unles ie JBbne ia silence and at as hres hours ofthe day ate spent in solitude for meditation. Said that no beast day of meditationso long ashe remains tue to his vow. Those who break their vows ona day of fasting, however, have twice the otal ‘chance for eil encounters on that day rule, the mote powerful the the eater the ime that ‘must be spent in meditation to receive the blessing from the gods “The Smord Knight doesnot have vo observe cach appointed day witha full fast; this isc fesary only when his need for power is great ‘On those ocasions when the Sword Knight i tot in ced of any great powers, then he only equited wo offer up one hour of mei tion on the appointed day. He can then p {orm all his other duties as onanyocher day 30 longas he performs this ceremony. The knight who docs not meditate for an hour some time between dawn and dusk ncursthe same wrath 25 those ho break their fast when praying for reat “The Onder of the Sword takes its Measute from allie of courage and heros. Examples of acts befitting the Measure of the Sword: facing evil without regard to personal sufer ing, accepting the challenge of combat for the honor ofthe Knighthood, defending the hon: ‘raf the Knighthood, defending the honor of « fellow Knight, protecting the defenseless and weak, Knights of the Sword Game data Minimum No character starts out 25 Knight ofthe Sword . Characters can only attempe to enter ths elas after firs rising to2d level asa Knight ofthe Crown and ‘sufficient experience points to gain Sd level there. Ae that point, ehe character most speak of his intent ro become a Knight of the ‘Sword co Knight ofthat order who is 0 less ‘than 7th level. The candidate must also have the listed minimuens ia all the Following ss tistis in order to qualify forthe Order of the Sword. Surengeh n Incelligence 9 Wisdom 3 Desterity_ 9 brought bcfora Rightly Councl at which + ‘Sword Knight of no less than 7th level is one of the thtee presiding Knights. The Knights ‘name is then brought up before the Knight- ‘ood. If there is no question of honor brought Lup about the Knight during a Knightly Coun- cil in which his petition is heard, then the characteris assigned a quest to show his wor thiness and his dedication ro the Onder of the Sword, "The quest must include the following ele- ‘ments: a journey of no less than 500 miles ‘and 30 days. three tests of the Kaight's wis: ‘dom, one test of his generosity, one test of his ‘compastion, the estration of something that ‘vas lost, and single combat with an evil oppo- nent of at least the same level asthe candi- date, The candidate must be victorious in this ‘combat while demonstrating the ideals of honor and courage (note that this does noc necessarily mean killing the foe). The knight ‘ean enlist the aid of anyone he wishes o com> plete the quest so long as he maintains the {deals of the Knighthood (ic, does not fur- 18 =a ther the cause of evil). The exact form of the ‘quest is ultimately up tothe DM, bur it must ‘clude these elements. ‘Sword Knight Advancement Table Hie (10, Tae Novis of Swords of Swords ‘Knight Kaighe Cleise “About of Smords Elder of Swords Master of Swords Lord of Swords Master Clerist| Lord Clesise High Clerst * 5 45,000 6 7 8 350,000 9 9 700,000 10 10 1,050,000 1042 11 1,400,000 1044 12 1,750,000 1046 13 2,100,000 10+8 14 2,450,000 10+10 15 2/800,000 10+12 16 3,150,000 10+ 14 17 3'300,000 10+16 18 3,850,000 10+18 The High Cris isa position thats held byonly one Knight atime. When the need aces to choot # new High Cle he must be lected during proper Knightly Counc Should any Knight atain enough ex points to rise tothe level of High Crs, he fay do 20 bur sil retains che tide of Lord CCletist unl the High Clerist position is Proficiencies| ‘Weapoa/Noaweapon Initial ® 312 ‘Added 211 pet 2 levels ‘The inital proficencies listed here are i addition to those proficiencies already ‘obtained. In other worl, ding che Knight’s training petiod in che Order ofthe Sword, he acquires thee additional weapon profcien- ties and two additional non-weapon prof Clencies on top of any already received as 2 Knight of the Crown, knights of solamnia €& 2SH= = - Sond Knight Spels Table * ments for accepting» howse nto the Roster of Rose Knight Minimam Scores Loyalty Sucogth 5 Cerio Spt Level Since this sicture of accepting only those (ase ofp doncnte sawn ben added Waligense 30 Lovee tell fcr the time of Vinas Solamnus and 3h: ae ae tas, in some minds, invalid as a par of the DESY Hs 2 1 | 2 5 5. ease: therchas arisen in more recent vies estttion 320 2vmore acceptable argument before the None ea = = Righty councils, Rater than represent that : 424 : the Measure was in ettor of lame he aE Boe Rah of ne lee thon Gin va $d eg rmemt has been mad that over i coune of = ham Kaighs of pokes ents thems ther have bees many sar SM ms et Be 7 5 2 1 1 1 - —— agesbereen royal and common houses that ee. Kelly Connel wiih ts 8 $ S52 1 1 i patalyceyonrsumehow iacdrory: Rae Kei of so Ine 5 9 3 2 2 1 Sly WahtheCaradysmobscunng the genes. gossion up befor 9&8 4 3 $2 1 Topi record ofthe pat, most acepeable 3 9 3 4 3 2 1 candidates are not denied aces to the Order * These are the maximum number of spells thaca Knight of the Sword can have at ny one ‘As mentioned earlier» Sword Knight can ‘only ac quite his spells during hs one apposn fed day of meditation cach week A’ Knight keeps his spells. once learned. unt they are used. A Sword Knight requies one half hour per spell level to gaia spell. For instance, a Shee spell would take tee hoursof med itacion to fain. A Knight can never meditate ‘more than six hous during this day. “The Knightsof the Sword ue the spells of cleric of KitiJolth even though the most reve of the gods fF the Kris Pl ‘dine. Thisis primarily due vo the origins of Knighthood. While the Knights of the Sword are followers of Paladine, they do. nevenhe- ies, take thei powers from KisJolith and hhomoe hie a8 well Knights of the Rose The Knights of the Rose ate the epitome of all dha is good and honorable in Knighthood. Taitally: the Knights of this order cn only from the foyal houses of What const al house was deter ‘mined by the ruling council of Keights wh ‘would convene and heat ‘of that house. If there was sufficient hat the house was a ruling house and that its history was an honorable one. ther ‘rest of that house was included in the fe and those of that house were accepted for the Measure was strict about the requit fof the Rose without extraordinary evidence (Beings from off-world, however, are not accepted into the order) The details of how a Knight is accepted into the ranks of the Rose, however, has changed litle. The Knight must be brought before a Knightly Council of the Rose. There he must relate the tale of his family and his deeds ‘exemplify the ideals of Knighthood and Hon- ‘or tempeted with leniency and wisdom. Once this tale scold, the council holds a closed ses- sion to discuss the Knight’s application in Tight of his merits and shortcomings. “The Order of the Rose takes its Measure from deeds of wisdom and justice, Examples ‘of deeds befitting the Measure of the Rose: ‘aking compassion on the less fortunate, sat ficing one's life for the sake of others. giving tno thought to one’s own safety in defense of the Measure and its Honor, protecting. the lives of fellow Knights, seeing that no life is wasted of sacrificed in vain knights of the Rose Game Oata Minimum Requirements: As with Knights ‘of the Sword, characters do nov start out as Knights of the Rose. Characters must frst have gained two levels as Knights of the ‘Crown, then been accepted as Knights of the Sword and earned two additional levels before they ean be considered for the Order of the Rose. Once a character has earned sufficient bit points to become 4th level, he ean petition the Order ofthe Rose o be accepted into that bods. In order tobe considered for the Order cof the Rote, the Knight must have the follow- {ng minimum characteristics: and 30 days, one test ofthe Knights wisdom, thrce text of the Knight’s generosity, ehrce tests of the Knight's compassion, the restora- ‘on of something that was lst, and the defeat ‘of an evil opponent of equal or higher level than the Knight. The candidate must be vie- ‘otious while demonstrating the ideals of hon- ‘or and courage and without killing the foes. ‘The Knight can enlist the aid of anyone to ‘complete the quest s0 long 2s he maintains the ‘deals ofthe Knighthood and does not further the cause of evil. The exact form of the questi ‘up to the DM, but it must include the preced- ing elements. Rose Knight Advancement Table Hic Experience Dice LevelPoints (410s) Tide 127,000 5 Novice of Roses 5 60,000 6 Knight of Tears 6 125,000. 7 Knight of Mind 7 200,000 8 Knight of Hear 425,000 9 Knight of Roses 9 $00,000 10. Keeper of Roses 10 1,500,000 1042 Master of Roses 11 2,000,000 1044 Archknighe 12 2,500,000 1046 Lotd of Roses 15 31000,000 104% Maser of Justice 145,500,000 10+ 10 Lod of Justice 15, 4[000,000 10412 High Justice * 16 4,500,000 10414 17 3,000,000 101 18 6,000,000 10+ 1 * There is only one High Justice at any given time, Others may attain 15th level, but their titles remain Lords of Justice. knights of solamnia Ss ie Knigh ofthe Rose gin psi pri Soviptemne meer oar oie Kee (because ft great amount of ning and Aired by thet proficiency ao fan advance farther than any of the ober Knighthoods Proficiencies a Profi spon Nonweapon ‘Added 2/1 per2 levels * The Inia! Proficiencies listed here ate in addition to those proficiencies already ‘obtained. In other words, during the Koi initial craining period in che Order Rose, he acquires three additional weapons ‘and two additional nonweapon proficiencies ontop of any already recived as Knight he Cowman Kaho Knights in Battle Knights who take the field in defense of honor and the realm follow the order set forth, by the Measure, Armies ate made up of three brigades, each commanded by a Lord Knight from one ofthe three Orders of Knights. All armed persons operating under the protection, tnd command of the Knights are part of one of these three brigades. The army is commanded by a Warrior Lord, ‘one of the three Lord Knights commanding brigades. The Warrior Lord is chosen by the ‘majority vote of the three Lord Knight com= manders; he must exemplify the highest ‘deals of the Knighthood. Recognition of the Warrior Lord is made openly” in. Knightly Council. Should a Lord Keight fall in battle, another must step forward and take his place Should the Watrior Lord be lost, then each Lord Knight separately commands his own brigade until « Knightly Council can be called The Knightly Council Councils shall be convened as required by the Measure, They must include thee Lord Knights, one from each of the Orders of Knights. If any order cannot provide a Lord Knight, then a Knight of that order can stand ins stead so long as there is at least one Lord, ight presiding, ‘Councils shall convene for the fll purposes: to determine strategies of assign orders for war and battle, to selec the ‘Wartior Lod prior to battle, to hear charges of unknightly conduct, to honor those who hhave performed valiantly, to seule questions concerning the Measure ‘The conduct of a Knightly Council follows the pattern set fort by the measure. First the Knights of each order enter and take thei places in the appointed area. A table with three chairs is set opposite the entrance. The Knights of the Crown take their places to the tight ofthe entrance, to the left of the ranking Knights, so as to signify their position as the shield and defender of honor. The Knights of the Sword take their places to the left of the entrance, to the right of the ranking Knights and thus signifying their place as the arm of ‘might and mover of the Knighthood. The Knights of the Rose take ther places to either side of the entrance and opposite the ranking. Knights so as o signify that they are the heart ‘of the Knighthood, the base upon which all else is built “Then the three ranking Knights who will conduet the meeting enter the hall and take theie places opposite the entrance. In the cen- tet of the area isa cleared space where those who are brought before the ranking Kaights are heard and questioned, ‘A Knightly Council is Conducted as Follows: * The code of the Knights of Solamnia ("Est Sularus oth Mithas") is recited by all before any in he hall sit. This phrase is given by the thee ranking Knights in unison and then given in turn by each ofthe three orders ‘of Knights present and then finally by all in ‘unison, Ifthe occasion isa joyful one, then the Koights' Hymn is sung a cis time as well ‘!News of the greater Knighthood is often rot only of interest but potentially a matter of life and death for many whom the Knight hhood protec. Any dispatches or proclama- tions regarding the Knights are read at this time. Should their news watrant 2 prolonged and important discussion, then the hearing of petitions may be waived. ‘When the Knighthood finds itself in the throes of battle, they now discuss theit orders of battle and all stratagems to be employed. * The specific petitions that are ro be dis- ‘cussed among the Knights at this meeting are fnamed by cause, those mentioned (if any) and petitioner. Petitions can have one of sev eral purposes: ‘Acceptance to an Order: Those who wish to enter into an order of the Knighthood are ‘brought forward. The candidates’ names ate read to the ranking Knights as are the names of their Knight sponsors. Petition fora Question of Honor: This hap- pens when a Knight is called into question for 20 + =p este eaters es eres an ee ee Ee nee ee Sy pre reese nueiaes tinkers (Gnomes) - Tinkers (Gnomes) Tinkersare gnomes and goomes are tnkers. Ie is their gift and curse wo be the masters or pawns of technology (depending upon whom you ask) in a world where magic i the ruling fore You will find thei story and how they came into being under the race descriptions later in this book. Here se will address ourselves to the profession of tinker Tinkers are the engineers of Kiynn. That which has not been buile, vinkers build. That which has been built, tinker: improve. They ae constantly designing, building, and tes ing devices fora variety of applications. ach gnome belongs to guild that peepee: uates its own peculiar branch of technology ‘These guilds include, but are not limited to, the following Hydrodynamics Theemodynamics “Transportation Appliances Architecture Hydraulic Aerodynamics Chemistry ‘Communication Kinetics All gnomes belong to a guild. Each guild has innumerable committees that oversee individaal accomplishments (seldom) and seck to discover the cause of a system failure (often). These committees ako oversee the Fequired duties of a gnome within the struc- ture of gnomish society In addition to any regular duties that 2 spnome has to his guild oF committee, each fknome has a Lifequest, This Lifequest is 0 attain perfect understanding of one device Few gnomes have ever atained this goal. Thus tinkers are the perpetually unfulfilled, never avaining that total knowledge of theit devices ‘Gnomish inventions ae almost exclusively driven by basic mechanical devices: gears windmills, waterwheels, pulleys, and screws. Gomes have done elementary work in seam and chemical combustion (usvally with cata Strophic results), but know next «9 nothing about electricity. Clockwork mechanicms ate 4 relatively recent development of gnomish (Moreover, theit sheer love for technology often does them a disservice, for they improve technological devices to death, Simple mecha nisms are scoffed at by tinkers (“Nothing 50 simple could possibly work!" and redundan «yi the cinket watchword ("and hete we sce the bell that inforrns us that the alarm sy tem trouble gong has just gone off. ."). tinker Class Game Staustics Minimum Only grome char: acca may be ofthe tinker cas. The mii ‘eas forthe gnome tinker ae 2 follows: Tinker Minimum Scores Scrength = Tavelligence 10/5 Wisdom (aye Desterty 2 Constitution eo Charisma as * The number after the slash indicates that 2. gnome with an Intelligence of 15 or higher Hie = fains 2 10% bonus to all experience points earned. ‘This is a maximum score—che character cannot have 2 Wisdom higher than 12. Gnome Advancement Table Experience Hit Dice evel Points (dds) Title 1 1,250 2 Aide Sch 2 21500 3 Aide 4eh 33000 4 Aide 3d 4 10,000 5 Aide 2d 5 20000 6 Aide Ist 6 40,000 7 ~~ Mate 2d 7 60,000 § Mate Ist 8 100,000 9 Tinker 9 140,000 10 Master Tinker 10 270,000 102 Crafisgnome 11 430,000 1044 Graft Master 12 600,000 10+6 Head Tinker 13 $00,000 1048 14 1,000,000 10+10 15 1,500,000 10412 Master Craftsgnome * 16 2,300,000 10414 17 4,000,000 10416 18 10,000,000 10 +18, * There can be only one Master Crafts gnome in any colony of gnomes at a given time. In a colony thar already has a Master Crafis gnome, any gnome who has the expeti- ence points to become 15th level may do #0, bat he does not gain the ville of Master Ceafisgnome. Proficiencies Weapon Noaweapon Initial us ‘Added 1/3 per two levels ‘unkers (Gnomes) ——o ‘Special Abilities: While gnomes invariably have an abundance of nontreapon proficien ies, they af abnormally por a using them. ‘Subtract 5 from a gnome's nonweapon prof ciency when making a Proficiency Check. ‘Gnome Devices: Many referees view the inqoduction of technology into ther fancy campaigns with grea mingtings. The tchnol: ‘ogy of the gnomes, however, has little overall effect upon the cultures of Krynn, Dwarves care Tice for such innoration; ees ae repelled by technology: kender cannot appreciate its use beyond their thrill of seeing it work: goblins and gully dwarves are too stupid to se con: sistent. Gnomes have technology—but they ae 0 incompetent that anything their technol ‘ogy can do, magic can uswally do. cheaper, faster, and mote efficiently. ‘When a gnome sets out to invent some- thing. it's 2 good bet that the invention will initially be a least 39 times larger than neces- sary, wll make 10 times the noise it should, will have many totally redundant features, and will fail miserably (if nor disastrous. ‘Some tinkering will gradually reduce the less favorable aspects ofthe device. “The gnomes area race of csc engineer ‘They have al ofthe tools to crate wonderful technological devices but all they turn oat ate Jmpractical and dangerous mechanisms Players who run tinker PC’ will no doube ‘wish (0 create any number of technological ‘marels with which to aid their party. This is the major reason to join thisclss and the play- 5 ceatve ths shoold be allowed to Bue. eis important to temember that a PC of this asi, after ll, a prome with an inher cent character flaw. You must remember that hile the player may be able to describe just hhow to build a simple, effective elegraph srs tem, for example, his gnome player character ‘would not build it the same way. Thus even though @ player could describe with the ‘utmost precision how to make a telegraph ‘with some thinly wound wite and rudiment ty batteries, his PC gnome would make it steam driven, operating on the basic principle Of apile driver Whenever a player wishes co create a tech- ological device, he is tequited to design i himself with the following procedure. The DM is, of course. free to check the work and make any modifications he deems necesay. “Tocreatea goomish device follow these seps: 1, DETERMINE DEVICE COMPLEXITY (SIZE): To create a technological device. you must first determine its level of complexity ‘On page 118 is the Gnome Device Complex: iay Level table that shoms the vatious complex: lay values for many ofthe effects dhat gnomes ‘commonly like to see om theit devices. (The complexity cating also gives the size of the device.) Add all the complexities for all che device's effects to get the total complexity of the device, ‘The DM of the game, asin all things, i the final arbiter of just which effects ae needed 10 make a device function ‘Ask all of the following questions when designing a gnomish device: (© Will edo damage, protect from damage ‘or restrain another being? (if the answers “no” got the next question.) Deteinine if it does damage of protects from damage. Refer to the Gnome Device ‘Complexity Level able to determine Combat ‘Complexity from the amount of damage or protection desired. If the devices designed to restrain another being, then determine the complesty/size of the abject by the HD of the creature being restrined. Count it 36 one complexity level for every two hit dice of levels of the target creature. Restraining an 8-hit die creature is 2 Complexity 4 task © Docs it move something or itself? (Qf the answer is "no goto the next question.) Determine if it moves another object (chrows victim) or moves itself (flying ‘machine). If che device throws things, then consult che column labeled "Move Vertical” ‘on the Gnome Device Complexity Level table Ifthe device moves objects and itself (lcs). then check the column labeled "Move Hor zontal.” Note that this vertical movement is straight up unless some horizontal movement fect is also incladed. (The numbers given in these movement columas can be either total distance of distance pet tound, whichever is ‘most appropriate.) ‘Size modific This assumes that the object being moved is size 1 or smaller (roughly the size ofa small sack). ‘Minimum Size: Compate the size of the ‘object to be moved with the sizeof the device. If the device is less than three sizes larger than. the object, then the size and complexity ofthe device equal the size of the objec plus 3. If the device metely moves itself acros. the round, then no modifier is needed Duration: Use the following Duration 2 (SE = Modifiers chart to determine vertical move ment complexity modifies for the desited duration Duration Modifiers Chart * Desired Dmg. Vert. Hori, Environ, ry NIA NIA NIA. NIA 41 +1 NIA NIA 424s + 4445 +2 +6 +7 4 +8 +4 +10 +1 4 +6 +i 415-5 +8 NIA +16 ~6 +12 NIA NIA 7 414 415 +20 N/A +20 * These modifies affect only the complex. lay of che device, nor its size. © Docs it move something or self any dis- tance along the ground? (lf the answer is “no” goto the next question.) Determine if it moves another object (shoves victim) of moves itself (mobile machine). If the device merely shoves o, in the case ofa catapult, throws the victim overa distance, then consult the columa under ‘Move Vertical” If the device moves with the victim, then check the column under “Move Horizontal.” Minimum size: The same restrictions on ‘minimum size for vertical movement apply here except that dhe difference must be twice or less. Duration: Use the Duration Modifiers ‘hate to determine ground movement com- plexity modifiers for duration. (Docs i ster the envfmansent or hare an ea of effet? (he answer is “no” goo net question.) “The amount of rates ated and wheth- certhe affected region i incide the device alo factor into the equation, If altering materat inside the device ad to Completty per TYo00 cubic feet altered after the frst 100 cabie fee If akeing an external envicon- iment, add 4 ro Complexity pet 1,000 cube {eet ahered indoding the feat 1,000 cable feet ‘Note that gnomish devices ae often laget than the envionment hey ate. ‘unkers (Gnomes) Cs © Does it alter an existing object? (Uf the answer is “no.” go to next question.) Gnomes commonly build devices 10 help chem build devies (a fightening though 0 ‘hose fama wih games If she die takesan unfinished of partially finished object, 80 2 more finished object, Determine the complexity difference berween the original object and its final state ‘This is done by subtracting the complexity of the finished object from the complexity ofthe ‘original objec. A machine to craft raw quartz {nto finished lenses takes an object of com- plexity 20 and makes it into an object of com- plexity 1 difference of 19. This means th the machine has a complexity of 19. A ‘machine that takes glass (complexity 8) and ‘makes it into finished lenses (complexity 1) hhas a complexity of 7 “Take the size ofthe object being refined (from the fit column in the complexity able) and ‘add cha to the device's complexity rating © Final design modifiers Each effec has a complexity rating. Often a ‘gnome will build a device with several effects For example: a machine to move along the ground and fite flaming metallic rocks has ‘complexities and size ratings for both horizon- tal movement and damage. To determine the final complexity rating for a device, fst find the highest complexity rating among the effect listed, Add 1 to that complexity foreach ‘effect beyond the one listed. In the case of the ‘vehicle mentioned above, that is one addition- al effect so 1 is added to ics complexity The sizeof the device greatly afects its com. plexity and determines -saffcent mate fale are available to build it. The base sizeof any device sequal tits unmodified complexity 1 ing. Thismeans chat a complexity level 20 device always stars as a size 20 device. This is ot aeces- ‘atl how lage the device must be. The gnome ‘may elect to make the device smaller, but this increases the complesty of the device, On the ‘other band, the gnome may elect to make a ‘device bigger and thereby reduce the final com plenty of the device. Generally speaking. the lager the devi the less complicated it (ie, i€ has a bevter chance of working), while the smaller the device, thermore complicated i isi. ithas x ‘wore chance of working). This reflecs the [gnomish philosophy of engineering. Kemem- Ben however, larger devices requite mote ‘materials to build (more expensive) and are harder to move. ‘The sizeof the design can now be altered 8 Suberact 1 from che complexity for each size larger the object is built. Add 1 to the com. plexity for each size smaller the objects built Note that 4 gnome who attempts to build a large device must also pay for the materials with which to build that device UL, DETERMINE FINAL MODIFIERS: ‘How well a device is made depends largely on who made it Just as magical swords have plus ‘modifiers and cursed swords have minus mod ifie, 20 to0 do gnomish devices. Add a +1 ‘modifier tothe device for every level of com- plexity the device i below the level of the ‘gnome who made it. Give it ~ | modifier for every complexity level of the device higher than its maker. Thus 2 12th-level {gnome who makes aleve 15 nerflinger would make a netlinger 3. If the samme gnome made a rockpitcher with a complexity of, it would bea rockpiteher +4. ‘Gnomes love commitees. They often work ‘on devices in groups when there are enough ‘gnomes about, This is often as harrful as itis helpful For every new gnome working on the device, roll 346 and consult the following table. Find the result of the dic roll (2 number berween 3 ‘and 18) oa the row corresponding tothe mum- ber of gnomes present, The columa that this result falls into gives the complexity modifier (see the cohumn heading). Gnome Crew Modifiers Number of Gnomes +2 +1 Even =I =2 1 347.817 18 NIA 2 3 47 B16 17-18 N/A 36 3 48 016 17-18 NIA 74 34 58 9-15. 1618 NIA 154535 69 105 1617 18 M6144 36 TOE 1516 17-18 * Mit 38 ODI IS 6 * Atleast one gnome ofa level equal to the device must be present in this group in order to obtain this result. If no sich gnome is present i the group. chen treat the result as “1 10 the complexity ofthe device. ** Acleast one gnome whos level is no less than five below the device must be present in order to obtain this result Ifno such gnome is present inthe group then tteat the result as a to the complexity ofthe device. IL, DETERMINE AVAILABILITY OF MATE- RIALS: Every gnomish device must include at least one selection from the Five following com ‘ponent groups i order to function. Ie must abo fic che following basi criteria: 23 1. Ke must have a aumber of components ‘equal tits complexity. Ifthe device has a final ‘complexity of 15, then it must have 13 sepa- rate pans. 2. There must be a balance in the number of pars from the three part groups. A device may have, for example. to parts from group 1 and group #2 and three pars from group £3 but may never have three parts from group. 17. and only one part from groups #2 and #3. ‘The components used are determined by the desites of the goome designer. The DM. must then determine ifthe items mentioned are obtainable in the quantities cequited. The size ofthe device also affects availability. Mul- tiply the total costs ofall components by the size of the device to determine the cost of building the mechanism. Gnomes often think up items that are far too expensive to build, so do noe lose heart if your first few designs are beyond your means. ‘Also it must be noced chat a gnome can.con- strvet any of these items from clementary materials (cut wood from tees for frames, cut gears from sheets of metal, ete), but this dou- bis the construction time of the device. device Components and their Costs (Con is pee sie, inst) Part Group #1: Mechanical Transmissions Pulleys 5 Shafi Gean 20 Bats 100 Screws 300 Blades Part Group #2: Other Transmissions Fins (Vanes) 0 Rods (Stel) 20 Glass Rods & Panes 40 Bellows 200 Pumps 1,000 “Tuning Forks 21000 Part Group 43: Drive Sources 30 6 100 Windmill! Coal Fire 200 ‘Steam Pipes & Boiler 1,000 San Mirtor 21000 Group #4: Basic Frames ‘Stonework > ‘Wood Frames 10 Iron Frames 20 tunkers (Gnomes) >

You might also like