<img>
|
|
|
|
|
|
|
|
|
|
Q: DLA says that Krynn has no assassins
or monks, yet the deity Majere
is said to be a patron of monks.
Also, kender are specifically prohibited
from being assassins; why
would a prohibition be necessary
unless there was an assassin class?
A: There are no monk or assassin
character
classes on Krynn. However there are
cloistered religious orders of clerics
dedicated
to the gods, and these clerics may be
labeled ?monks? in the historical sense
of
the word. Beings who kill other beings
for
pay are generally known as assassins; note
also that the assassin kit from the Complete
Thief’s Handbook is available for
Krynn campaigns.
(160.32)
CHARACTERS IN KRYNN
Those who find their way from the heavens
to their mortal existences upon the face of
Krynn receive their lots in life. This is not to
say that this is all that a soul may become in
the world -- far from it. Because of the gift of
the High God to all humanity, FREE WILL brings
to the circles of the world an infinite number
of people and viewpoints. It is up to you to
determine who you become and what you do.
Yet in THE BEGINNING you START with a certain
lot in life--a classification as to who you are
and what you may become. These classifications
have existed since THE BEGINNING of TIME.
Some of these character types are universal
and exist NOT only in Krynn, but also on other
worlds far the sight and knowledge of
the True Gods. Still others are unique to this
world of Krynn and exist nowhere else in all
the universes.
STANDARD CLASSES
While there are many more classes than are
given here, these are the ones you are NOW free
to choose. Of those classes that are common to
many different universes, the following are
possible 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
heathen clerics in the world of Krynn. They
are powerless and receive no blessings from
the <deities>. This class of characters includes
clerics from other universes who have somehow
come to Krynn by chance or design from those
other realms.
Druids (heathen):
As with heathen <priests>,
this refers to the class of druid that has come
from beyond Krynn. They also lose their
powers upon coming to Krynn.
Holy Orders of the Stars: This title refers to
the 3 general categories of priests that
serve the deities of this universe. These follow
the lines of Good, Evil, or Neutrality. Within
these 3 divisions are found the priests &&
orders ov each ov the deities individually. Each
order does service to its deity and gains its
powers dependent upon the spheres of influence
which that deity holds. As there are 6
separate deities in each of thse divisions (NOT
counting the deities of magick), there are no
fewer than 18 separate True Deities who maintain
a variety of orders each. Each has its own
power and sphere of influence that determines
the powers that the priests have.
Fighters: Those
of might and weaopns.
These do battle for others or for their own purposes.
Barbarians:
Savages of the wilds. Though
undisciplined in the ways of civilized nations,
they are fierce warriors and have empathy with
Nature. Barbarians in Krynn generally come
from the northern reaches of Ergoth and the
badlands of Khur.
Rangers: Wilderness
masters. These folk
travel the plains of Krynn far and wide and aare
well versed in wilderness lore. They generally
come from Nordmaar regions as well as the
plains areas about 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 knights, these men are in single service
rather than to the greater Knighthood of the
Solamnic Orders. Their obedience and fealty
is sworn NOT to a monarch but to a deity of
Good.
Knights of Solamnia: These
are really 3
distinct orders grouped into 1. The orders
are the Knights of the Crown. Knights of the
Sword, and Knights of the Rose. A candidate
for the Order of the Sword must 1st have
attained certain fame as a Knight of the
Crown in order to be accepted. A candidate
for Knight of the Rose must have done likewise
as a Knight of the Sword before being
accepted. These Knights and their 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 their long
history.
Wizards (renegade): There are
those
wizards who attempt to utilize their
powers outside the moderating influence of
the Orders of High Sorcery. Those who do are
called wizards by the common folk but
are referred to as renegade wizards by those of
the Order of High Sorcery. These are earnestly
hunted down by the order to entice them to
JOIN the order or destroy them if they refuse.
Renegade wizards have a short Life expectancy
on Krynn.
Illusionists
(renegade): Renegade illusionists
are those whose powers lie outside the
spheres of the 3 moons (see page 27).
They are treated the renegade wizards.
Wizards
of High Sorcery: There are 3
types of High Sorcery Wizards: White Robe
wizards, Red Robe wizards, and Black
Robe
wizards. They control all magick on Krynn.
Thieves (Handlers):
Here is a fellow who
will steal from anyone. In most Krynn societies,
this type of behavior is NOT only condemned
but punished severely. The only
xceptions to this rule are the kender. These
diminutive people, while embodying the
traits and abilities of thieves, call themselves
"handlers" since the term thief denotes one
who steals for gain. Handlers, on the other
hand, do NOT steal for personal gain, but simply
out of an outrageous curiosity about everything
and everyone at all times. Kender
handlers are just as likely to leave something
behind as to TAKE something new. See Kender
(page 51) for a moar compleat description of
this species.
Thief/Acrobats: These characters NOT
only
have certain sleight-of-hand skills of thieves
but also the additional capabilities of acrobatic
movement.
TRAVELERS FROM THE BEYOND
One of the many wonders in the universe is
the question of where the inhabitants of
Krynn come from. Are some NOT of Reork's <sp>
forging at THE BEGINNING of TIME? Many have
been the rumors of travelers who have crossed
the void of the night sky |or| come by hidden
paths from worlds NOT of Krynn.
If you find yourself face to face with 1
who is NOT of Krynn, be wary! Strangers may
not understand your customs |or| your thinking.
Those who come to Krynn from other
worlds may find more than they bargained
for. The deities of Krynn have secured their
world against such incursions for fear of upsetting
the Balance of the world. There is a 1%
per day cumulative chance that a character visiting
Krynn from other worlds cannot return
across the void to his home world. This percentage
is checked any TIME an attempt is
made. Those failing this check remain on
Krynn. This percentage never gets any higher
than 98%.
Another problem is that Krynn's systems of
government and finance are different from
most of those in the known universes. What
may be great wealth in other worlds is worth
little here. The deities of Krynn are unlike those
in other realms and do NOT readily recognize
worshipers from other worlds. Renegade wizards
who demonstracte power without having
first passed the Test of High Sorcery (see
page
34) are hunted by all members of that order in
Krynn and brought before the council for justice.
Thieves who may find easy pickings
elsewhere
discover that law && justice in the cities
ov Krynn are swift && compleat. Those few
voyagers who have traveled from Krynn into
the worlds beyond report <STRANGER> THINGS
indeed. Gnomes find that there is a 105%
chance ov failure for thier devices whenever
the deities of that realm TAKE a dislike to
them.
ACCEPTABLE
CHARACTER CLASSES
The following character classes are acceptable
in a DRAGONLANCE Game campaign.
They are divided into classes and subclasses.
Character classes that are unique to Krynn are
noted in italics.
Cleric (Heathen) +
Druid (Heathen) +
Holy Order of the Stars (Krynn Clerics) +
Fighter +
Barbarian +
Rangersr +
Cavalier * +
Paladin * +
Knight of Solamnia * +
Magic-User * +
Illusionist * +
Wizard of High Sorcery * +
Thief * +
Thief/Acrobat * +
* These classes have the following special
limitations and rules in Krynn.
Clerics and Druids: Any cleric or druid who
enters Krynn from another world has lost contact
with his original deity. In so doing, he has
become a heathen cleric.
Heathen clerics cannot cast spells or acquire
them as they normally might do. The Seekers
in the Haven and Solace regions of Abanasinia
were clerics of this type.
Only by finding a True God who is reasonably
compatible with the teachings of his former
deity can a heathen cleric hope to regain his
spell-casting abilities; in effect, he is converted
to one of the Holy Orders of the Stars.
While this may be no problem for him while
he is still on Krynn (see Messengers from the
Heavens, page 39, for details on conversion)
his original deity may be upset at his actions
when (and if) he returns to his original universe.
This will not happen, of course, if the
Krynn Order he worships is compatible with
his original deity's beliefs.
Cavaliers/Paladins: These represent
knights who are operating under the direction
of an organization other than the Knights of
Solamnia. Paladins who do not convert to one
of the True Gods (as with heathen clerics) lose
their special abilities and powers until they do
so.
One of these characters may wish to join the
Solamnic Knights while he is in Krynn, but he
is not required to do so. If he joins, he must
first enter the Order of the Crown as if a 1st-level
character. He then starts a second round
of his XP for determining his
level. The cavalier or paladin who joins the
Knights retains his HP, level, AC, and
proficiencies at the level he had before joining
the Knighthood, but these stats do not
increase until his Solamnic Knight level
equals his previous level. He then progresses
normally as a Knight of Solamnia. Note that it
is far easier for such an experienced Knight to
gain XP and up in levels
than it is for those who are truly 1st level.
If the cavalier or paladin returns to his original
world, he can assume either his previous
XP and level or use those he
acquired as a Knight of Solamnia (whichever
is higher).