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Dedication +
Credits +
Preface +
THE REALMS
ABOVE
"In the Cradle of the Sky,
On Silken Starshine lay
We who soon upon the Face oF Krynn
would as infant mortals play."
The Universe
+
Orders
of the Universe +
The
Place of Mortals +
The
Law of Consequence +
Lot in Life +
Characters in Krynn
+
Travelers from the Beyond
+
Acceptable Character
Classes +
General Limitations
in Krynn +
What's Your Alignment? +
Knights
of Solamnia +
The Origin of the Knights +
Cataclysm
to Present +
The Organization of the Knighthood +
The
Oath and the Measure +
Knights
of the Crown +
Knights
of the Sword +
Knights
of the Rose +
Knights
in Battle +
The
Knightly Council +
<^the above may be out of order, or a couple of sections may be missing^>
Tinkers (Gnomes) +
Game Statistics +
Device Creation +
Device Components and
Their Costs +
Hall of Gnomes Inventions +
Wizards 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 Palanthus +
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 +
Test of High Sorcery
+
Changing Orders After the Test +
Wizards of the White
Robes +
Wizards of the Red Robes
+
Wizards of the Black
Robes +
Renegade Wizards +
Illusion and Krynn +
Spells of High Sorcery
+
Kiss of Night's Guardian +
Mindspin +
Timeheal +
Timereaver +
Messengers of
the Heavens +
Gender and the Gods +
Obligations of Clerics +
Godly Spheres of Influence +
Deity Descriptions +
Holy Orders of the Stars +
Clerics of Good +
Clerics of Neutrality +
Clerics of Evil +
The Gods of Good +
Paladine +
Majere +
Kiri-Jolith +
Mishakal +
Habbakuk +
Branchala +
Solinari +
The Gods of Neutrality +
Gilean +
Sirrion +
Reorx +
Chislev +
Zivilyn +
Shinare +
Lunitari +
The Gods of Evil +
Takhisis +
Sargonnas +
Morgion +
Chemosh +
Zeboim +
Hiddukel +
Nuitari +
The Heathens +
St. George
The Races of
Krynn +
The Age of Twilight +
Kender +
Kender Pockets +
Kender Taunt and Fearlessness +
Gnomes +
Mad Gnomes +
Elves +
Silvanesti (High Elves) +
Qualinesti +
Kagonesti (Wild Elves) +
Dargonesti and Dimernesti (Sea Elves) +
Dark Elves +
Half-Elves +
Dwarves +
Hill Dwarves +
Mountain Dwarves +
Gully Dwarves (Aghar) +
Irda +
Krynn Minotaurs +
-
Character Proficiencies +
Creatures of Krynn
+
Common Creatures of Krynn +
Unique Creatures of Krynn +
Draconians
+
Auraks
+
Baaz
+
Bozaks
+
Kapaks
+
Sivaks
+
Dreamshadows
+
Dreamwraiths
+
Fetch +
Ice Bears +
Minotaurs
(Bloodsea) +
Shadowpeople
+
Spectral Minions
+
Thanoi (Walrus
Men) +
Krynn Dragons +
Background and History +
The Evil Dragons +
The Good Dragons +
The Gods as Dragons +
Dragon Rules +
The World That
Was +
Tales of Long Ago +
The Ages of Krynn +
Map of Pre-Cataclysm Ansalon +
Astinus's Scroll (Part 1) +
-
NPCs of Long Ago +
Huma +
The Silver Dragon +
Magius +
Fistandantilus +
Astinus of Palanthus +
Reorx (Dougan Redhammer)
The Kingpriest of Istar
The Reign of Istar (Dragonlance Tales
II)
Arack, Master of the Games
Raag
Steeltoe, the Half-Ogre Bandit
Magical Items of Krynn
+
Potions
Scrolls
Rods, Staves, and Wands
Crystals and Gems
Miscellaneous Magic
Armor and Shields
Weapons
Special Magical Items of Krynn
War of the Lance +
DL1
DL8
DL9
DL9
-
DL12
DL12
DL16
Astinus's Scroll (Part II)
Map of Post-War Ansalon
War of the Lance
Ansalon After the War +
Areas of Control
Factions
General Conditions
Climate
Beyond the Map
The Lands of Ansalon
Map of Ansalon's Climate--Post Cataclysm
Personalities
of the Age of Dragons +
Takhisis +
Fizban the Fabulous
+
Pyrite +
Raistlin
Majere +
Lord Soth +
Kitiara
+
Duncan +
Kharas +
Reghar Fireforge +
Amothus Palanthus +
Elistan +
Par-Salian +
Justarius +
Ladonna +
Maquesta Kar-Thon +
Bas-Ohn Koraf +
PCs from the DRAGONLANCE
Legends Books +
Dalamar +
Crysania +
Caramon
Majere +
Tasslehoff
Burrfoot +
Tika
Waylan Majere +
Charts and Tables
Races of Krynn
Character Alignment Tracking Chart
Unified Ansalon Monster Chart
Character Class Master Stats Range Table
Character Racial Min. && Max. Table
Gnome Device Complexity Table
Gnome Mishap Table
Spheres of Influence--The Gods of Good
Spheres of Influence--The Gods of Neutrality
Spheres of Influence--The Gods of Evil
Spell Summary Table (Magical)
Knights Circle Table
Knights Circle Modifiers
Q: Where can I get
the addresses of
Margaret Weis and Tracy Hickman?
A: You can write to
Margaret Weis and
Tracy Hickman c/o TSR, Inc.,
P.O. Box 756,
Lake Geneva WI 53147. We
will forward
your letters to them.
(143.10)
Night of the Eye
Q: When will DRAGONLANCE
Tales II
he coming out?
A: To my knowledge,
there will be no book
series called DRAGONLANCE
Tales II. The
second and third DRAGONLANCE
Tales
volumes (Kender, Gully Dwarves,
and
Gnomes and Love and War)
are already
out, as are three DRAGONLANCE
Heroes
novels (The Legend of Huma,
Stormblade,
and Weasel?s Luck).
(143.10)
Night of the Eye
Q: How many provinces
are there in
Solamnia? Several maps published
in the various DRAGONLANCE
products differ on this point.
A: The Atlas of the
DRAGONLANCE World
by Karen Wynn Fonstad (TSR
product
#8448, $15.95) shows six
provinces on
pages 94-95: Solamnia, the
Plains of Solamnia,
Southlund (which includes
the city of
Caergoth), Coastlund, Throt,
and an
unnamed province containing
the city of
Lemish and the Southern Darkwoods.
(143.10)
Dragons of Krynn
Q: When will the DRAGONLANCE
trilogies come out in hardback?
How much will they cost?
A: Hardcover collector?s
editions of the
DRAGONLANCE Chronicles are
available
now (TSR product #8320).
This edition
contains all three books
in the trilogy and
costs $16.95 (£9.95
in the U.K.).
Q: I have been trying
to locate
DRAGONLANCE game material
for
some time. I have visited
several
stores whose owners claim
that it is
no longer to be had.
A: All DRAGONLANCE
products are still in
print. If your local hobby
or book store
does not carry them, you
can get them
from the TSR Mail Order Hobby
Shop in
the U.S. or from TSR Ltd
in the U.K. Just
write for your free catalog.
The addresses
to use are on the first page
of ?Forum? in
the publisher?s column.
(143.12)
Heroes of the Lance
Q: Where can I get
the official
DRAGONLANCE miniature figures?
A: TSR, Inc. once
produced official
DRAGONLANCE miniature figures,
but
now Ral Partha Enterprises,
Inc. has the
license for them (see ?Through
the Looking
Glass? in this issue). For
more information,
write to: Ral Partha Enterprises,
Inc.,
5938 Carthage Court, Cincinnati
OH
45212; or call: (800) 543-0272
toll-free.
(143.12)
Dragonlance Villains
Q: Why are PCs on Krynn
limited to
18th level?
A: Krynn's deities
remove characters from
Krynn when the characters
exceed 18th
level (DLA, page 13).
(143.98)
Kagonesti
Qualinesti
Maquesta Kar-Thon
The Medusa Plague
What kind of draconian is that?
Who is that dwarf?
Fist...
Dragon #243
Magickal dwarven helm
Dimernesti
The Lost Giants of Krynn (Dragon #256)
-
-
DL14
DL14
DL14
DLE1
DLE2
Garden of the Dead
Isle of Dragons
DLE3
Prisoners of Pax Tharkas
A question of size
Dear Dragon,
I have a question about the size and population
of Ansalon in the world of Krynn. In the article
about the gnomes of Krynn (#103),
Roger Moore
said there were about 59,000 gnomes on Sancrist
Isle. How do you make room for all the other and
more numerous races on Ansalon (which could be
(Concluded on page 4)
compared to the size of Arkansas), which has
many barren and inhospitable areas?
Wesley Marshall
Cane Hill, Ark.
(Dragon #106)
According to the map in DL5, the continent of <link>
Ansalon measures about 1,320 miles from east to
west and about 1,000 miles from north to south.
This is a lot larger than Arkansas.
It occurs to me that you might have been
referring to Sancrist Isle alone, not to the whole
of Ansalon, when you were wondering how all
those gnomes would fit into that space. Consider
that 59,000 people (or gnomes) will not even fill
many of our world's baseball and football stadiums.
Arkansas has about 2,000,000 people, and
it is not considered a densely populated state. In
addition, there are as many people living in Little
Rock as there are gnomes on Sancrist Isle, and
the gnomes live largely underground. Sure,
everyone has enough room. -- KM
The Game
Wizards
A book of kender, knights,
and Krynn
by Mike Breault
| Knights and gnomes | The Orders of High Sorcery | New gods, new alignments | Off to the races | The history of Krynn |
| 1st Edition AD&D | - | Dragon #125 | - | Dragon magazine |
Hi. I've been given this month's
Game
Lizards column to tell you
all about the
latest addition to the multizillion-selling
DRAGONLANCE® saga:
DRAGONLANCE
Adventures,
by Tracy Hickman and Margaret
Weis, appearing in bookstores
and
hobby shops in early October.
This 128-
page, hardback source book
is coming out
in response to the tremendous
interest
shown in getting all the
background for
the DRAGONLANCE game
world in one
book. But there's a lot more
to this book
than just background material.
DRAGONLANCE Adventures
gives you
all the information you need
to run your
own adventures in Krynn.
Whether you
create characters here or
bring in existing
characters from other campaigns,
the
world is yours to explore.
This product is
designed to encourage players
to create
their own characters to adventure
in
Krynn, either during the
War of the
Lance, after that conflict,
or in the distant
past before the Cataclysm
tore the land of
Ansalon asunder.
In addition to all the standard
AD&D®
game character classes and
races, several
classes and races unique
to Krynn are
introduced. Players can now
choose to run
Knights of Solamnia, kender,
gnomes (the
technicians of Krynn), or
Wizards of High
Sorcery. Each of these additions
contains
full details on its history,
philosophy, character
options and abilities, level
advancement
tables, spells, and more.
Knights
and gnomes
The sections on the Knights
of Solamnia
describe the workings of
the three orders
of Knights, rules for convening
Knightly
Councils, and the ways to
become a Knight
of any of the orders. Also
included are
information and tables on
the clandestine
groups of Knights (the Circles)
that operate
deep within the lands of
the Dragon
Highlords, preparing the
way for the
overthrow of those evil oppressors.
Everything
you need to run a Knight
of Solamnia
PC is here.
The redundant wackiness of
Krynn?s
gnomes is revealed in its
full glory. You can
now build incredibly intricate
and
unwieldy monstrosities to
accomplish the
simplest of tasks! As if
this wasn?t enough
incentive to create a gnome
PC, rules are
also given for creating devices
that might
actually prove to be useful.
Along with the
usual stuff you need to know
for a new
player-character race, you
also get information
about how to create a gnomish
device, how likely the device
is to do what
you want, and the unexpected
(and sometimes
unpleasant) secondary functions
that
your device might have. There
are tables
showing you how to figure
out the Complexity
Level of your device, the
parts you
need to get it to work, and
how much time
and money are needed to build
the contraption.
Then, when you?re all done,
you
might need to refer to the
Gnome Mishap
table if your invention goes
awry.
Also included is the Gnome
Design Hall
of Fame, a compilation of
the greatest
devices in gnomish history
? not that they
all worked, mind you; it?s
just that all
gnomes agreed that they were
wonderful
ideas. Complete game descriptions
are
given for such wonders of
gnomish technology
as the flapestry (a flying
art
exhibit), the fargab (a device
to communicate
over long distances), the
gnomethinkklackeradd
(an overly large mechanical
calculator), and other devices
that will
amaze and bewilder you.
The Orders
of High Sorcery
Magic-users
in the world of Krynn must
join one of the three Orders
of High Sorcery.
Those who refuse to join
are called
renegades and are hunted
down by their
card-carrying counterparts.
There is an
Order of High Sorcery for
each of the
three major moral alignments:
good, evil,
and neutral (the orders of
the White
Robes,
Black
Robes, and Red Robes,
respectively). Each order
has its own organization,
rules, level advancement
system,
and spells. Some of the AD&D
game Second
Edition changes for
magic-users make
their first appearances here
in the
DRAGONLANCE Adventures
hardback.
The influences of Krynn?s
three moons
-- Solinari, Lunitari, and
Nuitari ? on the
powers of wizards are detailed
in this
section as well. Each of
the Moons of
Magic primarily affects the
powers of one
of the three orders of magic,
but the times
when two or three of the
moons are in
conjunction are periods of
special powers
and perils for the magic-users
of Krynn.
Also in this section is a
full-page chart
that DMs can use to keep
track of the
relative positions of the
moons in their
orbits around Krynn. Thus,
the DM can
tell at a glance the waxings
and wanings of
the powers of wizards according
to the
phases of their moons. This
chart also
enables the DM to keep track
of the conjunctions
of the moons.
The Towers of High Sorcery
are
described in detail here,
as is the Test of
High Sorcery that must be
undertaken by
all who join one of the Orders
of High
Sorcery. Guidelines are given
for those
DMs who wish to give Tests
to the mages
in their DRAGONLANCE
saga campaigns.
New gods,
new alignments
In this book, the
gods of Krynn are
described more completely
than ever
before. The philosophies
and structures of
the three pantheons (good,
evil, and neutral)
of gods are given here, as
are detailed
sections on each god of Krynn.
Each deity
?s description contains a
history of the
god, his game statistics,
his godly Sphere
of Influence (which determines
the spells
available to his followers),
the special
powers he grants to his followers,
and
additional spells his followers
gain over
and above their daily allotments.
Good, evil, and neutral clerics
each have
their own level advancement
system, their
own hierarchies, and their
own tables for
gaining spells by level.
Within each moral
alignment, the spells available
to a cleric
depend greatly on which god
the cleric
worships.
In DRAGONLANCE Adventures,
a new
alignment system is presented
(similar to
the new system coming in
the AD&D
game revision). This system
grants the
player characters much more
freedom of
action than the old system;
no longer does
a character?s alignment force
him into
certain actions or modes
of thought. Now,
a character?s actions determine
his alignment.
If a character acts against
his
present alignment?s philosophies
too often,
he slides into an alignment
that is better
suited to his actions. (Think
about it. If you
see Joe beating up on small,
defenseless
animals, you wouldn?t say:
?Gee, Joe?s of
good alignment ? but why
is he beating
up those small, defenseless
animals?? You
would say, ?Gee, Joe?s beating
up those
small, defenseless animals.
He must be an
evil person.? That?s the
way it should really
work, and this is what the
new alignment
system will do.) We have
included a simple
chart to make it easy for
the DM to keep
track of characters? alignments
and how
their actions affect their
alignments.
Off to
the races
Next come discussions of
the unique
species
of the DRAGONLANCE saga. The
history of Krynn?s races
is discussed in
detail, including the role
of the Greystone
of Gargath in transforming
Krynn's few
original races into the myriad
creatures of
present-day Ansalon. Each
race is
addressed in its own section.
The special
characteristics and foibles
of elves, tinker
gnomes, the various dwarven
races, and
kender are described along
with their
game statistics. Also included
here is a
section on special proficiencies
designed
especially for characters
in the world of
the DRAGONLANCE saga.
Following this
are descriptions and game
statistics for the
creatures that are native
only to the world
of Krynn: draconians, fetch,
gully
dwarvres, shadowpeople, dreamwraiths,
spectral minions, and thanoi.
The history
of Krynn
The explanation of how
the world came
to be
is covered in this book as well. The
Timeline of Krynn covers
the major events
in the world's past, from
its creation
through the War of the Lance.
The history
of the War of the Lance is
given in great
detail, with all the battles
and political
machinations of that world-shaping
conflict.
Pre-Cataclysmic maps of the
political
boundaries and climate of
Ansalon are
given here in case players
wish to adventure
in the early days of Krynn.
Against the backdrop of the
history of
Krynn, the major personalities
who dominated
that history are presented
with
game statistics and personal
backgrounds.
The most important NPCs of
the past,
present, and future of Krynn
are
described here, along with
the player
characters of the War of
the Lance.
Lavish descriptions of post-war
Krynn
are given so players can
experience further
adventures in the turmoil
of the war-torn
continent of Ansalon. Post-war
maps
of the politics and climate
of Ansalon are
included in this section.
No source book on Krynn would
be
complete without discussing
the many
unique magical items that
the world of the
DRAGONLANCE saga has
brought to the
AD&D game. The
dragonlance, the orbs of
dragonkind, the frostreavers,
the glasses
of Arcanist, and many more
arcane
devices are detailed in this
book.
This is just a brief listing
of the Krynnish
lore and game information
available in
DRAGONLANCE Adventures.
For all those
gamers who wrote us saying
that they
wanted info on how to take
their own
characters adventuring in
Krynn (or to
take the characters of the
DRAGONLANCE
saga on further adventures),
this book?s
for you!
SEPTEMBER 1987
LETTERS
Where's Krynn?
Dear Dragon:
I have noticed that there have been no articles
on Krynn for a good period of time (over a
year). I have tried to do my part as a writer to
help remedy this situation. I am sure others
who love the world of Krynn and adventuring
in it would also love to see more. Will there be
more on Krynn in the future? If so, I hope it is
in the very near future. Krynn has plenty of
room to grow; will you help it by publishing
more about it?
Jeff Maxwell
Troy MI
(Dragon #141)
We have received very little material on
DRAGONLANCE® campaigns and only
marginally
more material on the WORLD OF
GREYHAWK® setting. Though
these settings are
widely played, few have written to us about
them. It would be easiest to tailor a group of
characters, magical items, monsters, or new
spells to fit one of these settings for our “Lords
& Legends,” “Bazaar of the Bizarre,” “The
Dragon’s Bestiary,” and “Arcane Lore” columns.
Perhaps some of our readers would like to try
this (nudge, nudge).
Lost miniatures
Dear Dragon:
In the "Coming Attractions" section of
DRAGON issue #91, you told about upcoming
DRAGONLANCE® metal miniatures (Set I). In the
issues since then, there hasn?t been any word
about this or subsequent sets. I am unable to
find these in any of the catalogs from miniatures
companies and was wondering if you
could tell me which company produces these
miniature figures,
Michael Bimbo
Kilmarnock VA
(Dragon #145)
TSR, Inc., cancelled its plans to produce those
particular miniatures; a few castings and prototypes
of these figures exist, but they are rare in
the extreme. David Sutherland and Dennis
Kauth were the sculptors. However, Ral Partha
Enterprises, Inc., now has the license for this
line of figures. You can contact this company for
further information by writing to it at: 5938
Carthage Court, Cincinnati OH 45212; or calling:
(800) 543-0272 toll-free.
Asrogoth wrote:
Gary,
I am pretty sure you had nothing to do with Dragonlance, but I wondered what you thought of the story, particularly the first novels that came out.
Have you read them? If so, do you consider them to be representative of a D&D-type world, or do you envision the worlds of D&D differently? (i.e. magic-use, dragons, gods, etc.)
If you haven't read them,
well... how's the weather?
I prefer action in my fantasy
Cheers,
Gary
Citadel Miniatures (Games Workshop)
Well...
That was indeed my way of
saying that the novels in question were not the sort I found to be compelling
reads. Certainly they appealed to a large audience, and I have no problem
with that. Different strokes for different folks and all that
Cheers,
Gary
Calithena wrote:
Hi Gary,
It's very generous of you to answer so many of our questions like this - thanks again for all you've done over the years.
I was curious about internal
attitudes towards the original Dragonlance modules at TSR during the time
that they first came out. They have an implicit style of play very different
from what came before. They were obviously popular and made some cash for
the company, but were there members of the staff who disliked them, or
worried that they were going to give people 'odd' ideas about the game
or how to play it, or anything like that? Or was it pretty much 'let a
thousand flowers blossom'? Were these kind of issues much discussed at
the time?
Welcome!
I am unable to say what the
various officials and creative people at TSR felt about the game merits
of the Dragonlance modules.
They sold well, so these
products were discussed mainly in those terms.
Not a few gamers complained abouyt them, though, as in many places the modules forced results to conform to the storyline the authors desired.
Brian Blume was in charge
of the creative output of TSR at the time,
so he is the only person
that could answer your question regarding discussion of the merits of those
modules in AD&D game terms.
Cheers,
Gary
The Oath && The
Measure (The Meetings Sextet, Vol. IV) (Sturm Brightblade)
Quote:
- Dragonlance. Your thoughts
on the novels and other matters when you were with TSR way back then. Basically
was it something that you approved etc.
I had no connection with
the project, and I found the modules less than satisfactory for any RPG
system as their outcome was too scripted.
The novels were very successful
and made a fair amount of profit for TSR.
I found them lacking the
sort of swashbuckling action that I enjoy in my fantasy reading.
Quote:
Originally posted by Theuderic
Quick question Gary: have
you read any of Margeret Weis & Tracy Hickman's works and if so what
did you think of them?
Well, I did read about half
of the first of the "Dragonlance" novel and found it not to my particular
taste in fantasy, so I passed it on to my sons. One read several of their
books thereafter and enjoyed them.
I enjoy either a lot of action
or very interesting and different characters being developed. So, for example,
Howard and Vance are favorite authors
Gary
Quote:
Originally posted by Kai
Lord
Hi Gary!
In the early eighties, TSR
created Dragonlance to compliment the world of Greyhawk.
Greyhawk provided the Dungeons,
Dragonlance showcased Dragons. What did you think of Dragonlance?
Tracy and Margaret created
the "Dragonlance" material because Trecy liked to "tell stories," Margaret
to write/develop them, and that was the vehicle that emerged.
The books were not my cup
of tea, as I am more a Swords & Sorcery type, so I enjoy less time
spent in character development and more action.
The strictures in the DL
modules also lessened their value for dame play, I thought.
Lots and lots of people disagree
Cheers,
Gary
Quote:
Originally posted by Kai
Lord
I thought Dragonlance had
some pretty nice dames, actually. Particularly Laurana, Kitiara, and Goldmoon.
There are adventure modules,
and there adventures... <eek>
Gary
I was pleased that the DL
material sold so well, disliked the changes and the lack or true role-playing
presented in the forced-conclusion modules.