The Dragonlance Nexus

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Character Races of the Dragonlance Saga

D&D 3e (3.0/3.5) Rules

by James O'Rance

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

Racial Characteristics

The race that you choose for your character will determine some of his or her natural capabilities. The races of Krynn are described in a similar fashion to the basic character races in the Player's Handbook; however, the unique races of the Dragonlance Saga give some unusual choices and qualities for your character.

In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slightly modified in Krynn. The racial descriptions given here replace those found in the Player's Handbook for the Dragonlance Saga.

Racial Ability Adjustments
Race Ability Adjustments Favoured Class
Human None Any
Bakali +2 Constitution, -2 Charisma Barbarian
Abanasinian +2 Wisdom, -2 Intelligence Ranger
Crystalmir +2 Wisdom, -2 Intelligence Ranger
Endscape +2 Strength, -2 Intelligence, -2 Charisma Barbarian
Wendle +2 Wisdom, -2 Charisma Ranger
Daergar +2 Constitution, -2 Charisma Fighter
Daewar +2 Constitution, -2 Charisma Fighter
Hylar +2 Constitution, -2 Charisma Fighter
Klar +2 Constitution, -2 Charisma Fighter
Neidar +2 Constitution, -2 Charisma Fighter
Thiewar +2 Constitution, -2 Charisma Sorcerer
Zhakar +2 Constitution, -2 Strength, -2 Charisma Sorcerer
Dargonesti § +2 Dexterity, -2 Constitution Sorcerer
Dimernesti § +2 Dexterity, -2 Constitution Fighter
Kagonesti +2 Dexterity, -2 Intelligence Barbarian
Qualinesti +2 Dexterity, -2 Constitution Ranger
Silvanesti +2 Dexterity, -2 Constitution Wizard
Half-Elf None Any
Gnome +2 Dexterity, -2 Strength Rogue or Expert
Irda § +4 Dexterity, +4 Intelligence, +6 Charisma, -2 Constitution Sorcerer
Kender +2 Dexterity, -2 Strength Rogue
Kender Blood(feat) As base character race Varies
Minotaur +2 Strength, -2 Wisdom, -2 Charisma Fighter
Mischta +2 Charisma, -2 Constitution Sorcerer
Ogre § +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence , -2 Charisma Barbarian
Ogre-Taint (feat) As base character race Varies
The character's starting Intelligence is at least 3. If this adjustment would lower the character's score to 1 or 2, his or her score is 3.
§Irda have level adjustment +5; Dargonesti elves, Dimernesti elves, and ogres have level adjustment +1.

Unusual Races

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

Powerful Races

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

The beginning equipment of a character from a more powerful race is determined by his effective character level, not his total class levels, and thus should be equal to other new characters in the campaign.

Because characters of these powerful races possess a higher level than just their character level, they do not gain levels as quickly as a normal character. These characters use their effective character level to determine how many experience points are required to reach a new level. You still use the character's actual level for feat and skill acquisition, class features, ability score increases, and so forth. Characters of more powerful races can reach up to 20th character level in their classes, although they require more experience points to do so.


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

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

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

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

Abanasinians are probably descended from an intermingling of Solamnians and Plainsfolk, sharing qualities of both groups. They are tall, with light skin tones and straight or curly hair that grows black, brown, or red. Blonde hair is quite rare and considered remarkable. Abanasinians can be quite muscular if they follow a vigorous lifestyle, although less active individuals can be a little plump.

Ergothians are widespread, found not only in Ergoth but also in Ackal, Saifhum, Sikk'et Hul, and many Blood Sea ports. Their rich skin tones range from light brown to glowing black, and grow tightly curled black hair that is usually closely cropped, with little or no body hair. Ergothians are famous for their dark, flashing, romantic eyes.

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

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

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

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

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

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

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

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

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

Although human towns tend to be fairly homogenous, and not a little suspicious of outsiders, they quickly accept nonhumans once such individuals have spent some time living among them (for example, hill dwarves in Abanasinia, or Qualinesti elves in Northern Ergoth).

Religion: Humans do not worship one deity as the father of their race, as do dwarves, elves, gnomes, kender, and minotaurs. The preferred gods of humans varies from region to region in Ansalon: Paladine and Gilean are worshipped in Solamnia, Majere in Ergoth, Habbakuk and Shinare by the mariners of Saifhum, and Kiri-Jolith and Zivilyn by the Plainsmen of Abanasinia and the Plains of Dust. Mishakal is favoured by humas in almost every land where her worship is known, both as the goddess of healing and the first god of light to return during the War of the Lance.

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

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

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

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

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

Human Racial Traits

  • Automatic Languages: Common, plus one regional language (see Regional Feats and Languages of Ansalon). Bonus Languages: Any (other than secret languages, such as Druidic, or obscure monster languages, such as Dragonspeak).
  • Otherwise, humans possess all of the racial traits listed on page 13 of the Player's Handbook.


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

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

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

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

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

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

Religion: The chief Bakali gods are Krik'k lettz, an incarnation of the nature deity Chislev, and Sirr'ushush, an incarnation of the warmth-deity Sirrion. Although bakali worship appears to be savage and bloody to non-bakali, the most gruesome ceremonies are simply ritualized food preparation; the bakali religion is not a destructive one.

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

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

Names: Amr'harza, G'harr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx.

Adventurers: Bakali are courageous yet cunning enough to make less-than-obvious schemes to reach their goals. A character who desires revenge or overcome an enemy within the Glade might decide to venture into distant lands. Bakali who have taken up an adventuring life are often forced exiles—sole survivors of a tribe slain by Nordmaar barbarians or the Knights of Takhisis.

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

Bakali Racial Traits

  • +2 Constitution, -2 Charisma. Bakali boast sturdy and muscular frames, but suffer a lack of social education and bestial appearance.
  • Medium-size: As Medium-size creatures, bakali have no special bonuses or penalties for their size. They inflict 1d4 points of damage (modified by Strength) in unarmed attacks.
  • Bakali base speed is 20 feet.
  • The sharp fangs and claws of a bakali ensures that the hero is never considered unarmed; thus, bakali who make unarmed strikes do not provoke an attack of opportunity. Furthermore, the bakali hero may choose to deal subdual or lethal damage with unarmed attacks.
  • +2 racial bonus to Swim skill checks. Quite naturally, all bakali are powerful swimmers, with a base speed of 30 feet in water.
  • +1 racial bonus to all saving throws that involve blinding or dazzling of the eyes, due to a special nictating membrane that can quickly shield their eyes from harm.
  • +3 natural bonus to Armour Class, due to tough hides that serve as natural armour. However, armour made for bakali tends to be ill-fitting and costs twice as much.
  • Cold vulnerability: Bakali suffer 1 extra point of damage per die caused by cold-based attacks.
  • Automatic Languages: Lizardfolk, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kothian, Nordmaarian. Bakali are familiar with the languages of their neighbours.
  • Favoured Class: Barbarian. A multiclass bakali's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).


The half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynn's proudest and noblest races. They think first of themselves, enjoying pleasures such as wine, art, and fine weather.

The vast majority of Ansalon's centaurs are of the Abanasinian breed; unless otherwise specified, all references to centaurs in Krynn can be assumed to indicate Abanasinians. The other kinds of centaur are the Crystalmir, Endscape, and Wendle breeds.

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

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

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

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

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

Relations: Abanasinian centaurs get along well with kender, although they find members of that race far too flighty to accept as equals. Abanasinian centaurs often befriend elves and humans, feeling stronger kinship with these races and sharing certain traits with each. They see dwarves and minotaurs as ugly, stubborn, quarrelsome folk, and must work very hard at times to get along with them.

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

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

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

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

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

Language: Centaurs do not possess their own language; instead, they speak a very rustic dialect of Common. Centaurs tend to be fluent in the languages of neighbouring peoples; thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, whereas centaurs of the Plains of Dust would be more likely to speak Ice Folk and Kharolian.

Names: Centaurs are named by the elders of their herd, according to the seasons and the skies at the time of their birth. In addition, most adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and women use their mother or grandmother's name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur might call himself Stormglow, Husband to Whisperwind.

Male Names: Bluestar, Firebrand, Lightning, Stormglow, Summersun, Winterrain.

Female Names: Autumnlight, Dawnrise, Lightmoon, Softrain, Whisperwind.

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

Centaur Racial Traits (Abanasinians)

  • +2 Wisdom, -2 Intelligence. Centaurs possess keen senses, hearth wisdom, and an intuitive connection with nature, but are not particularly intelligent when compared to humans or elves.
  • Large: As Large creatures and quadrupeds, centaurs can carry three times as much weight as a human can (see page 142 of the Player's Handbook and Strength on page 10 of the Monster Manual). Centaurs suffer a size penalty of -1 to attack rolls, -1 AC, and -4 to Hide checks.

    As their human torsos are not particularly large, centaurs are treated as Medium-size creatures for the purpose of using Large weapons, and do not have reach. A centaur's facing is 5 ft. by 10 ft.
  • Centaur base movement is 40 feet.
  • Proficient with shortbow, longbow, composite longbow, and composite shortbow: Centaurs number among the most skillful archers in Krynn, and gain a +1 racial attack bonus with these weapons.
  • Centaur armour must be specially made for each individual, as it is rare for centaurs to wear armour of any type (see Equipping your Character).
  • +2 racial bonus to Animal Empathy: If unskilled, the centaur can attempt to soothe horses and horse-like creatures only. Note that only druids and rangers can gain skill ranks in Animal Empathy.
  • +1 racial bonus to all saving throws: Abanasinian centaurs possesses an exceptionally strong build and alert mind.
  • Hoof Attack: The centaur can attack with his hooves, causing 1d6 points of damage per hoof. A centaur is never considered unarmed when attacked by an unarmed strike.
  • Robust: Centaurs receive the Toughness feat for free at 1st level.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Abanasinian, Ergot, Goblin, Hill Dwarf, Kharolian, Ogre, Qualinesti Elven, Solamnic.
  • Favoured Class: Ranger. A multiclass centaur's ranger class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).


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

Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard dwarf on pages 14-15 of the Player's Handbook, except where noted below:


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

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


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

  • +2 racial bonus to one Profession skill: Daewar are skilled merchants and tradesmen.
  • Proficient with either light flail or throwing axe; proficient with either heavy flail or heavy pick. Daewar avoid battle, but are usually well armed when dire times force them to fight.
  • No dodge bonus against giants; Daewar do not regularly encounter giants, and do not undergo special training to combat them.
  • Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Hill Dwarven, Goblin, Kharolian, Qualinesti, Ogre.
  • Otherwise, Daewar have the game statistics listed in the Player's Handbook.


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

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


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

  • +2 to all checks with one Profession skill. Klar function as servants in Thorbardin, thus appropriate professions might include cleaner, cook, fungus farmer, labourer, manservant, miner, or tanner.
  • +3 racial bonus on saving throws against poison: Klar regularly expose themselves to a toxic liquid metal known as tamex, and have an increased resistance to toxins.
  • No dodge bonus against giants; Klar do not regularly encounter giants, and do not undergo special training to combat them.
  • Automatic Languages: Hill Dwarven, Mountain Dwarven, Common. Bonus Languages: Abanasinian, Kharolian, Qualinesti, Zakhar Dwarven.
  • Otherwise, Klar have the game statistics listed in the Player's Handbook.


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

  • +2 racial bonus to Sense Motive checks. Neidar are more open to other races than their mountain dwarf kin, and more familiar with their mannerisms.
  • Proficient with either short sword, battleaxe or greataxe. The Neidar have become accustomed to a dangerous and sometimes hostile world, and so all hill dwarves are familiar with one of these weapons.
  • Automatic Languages: Hill Dwarven, Common. Bonus Languages: Abanasinian, Goblin, Kharolian, Mountain Dwarven, Qualinesti, Ogre.
  • Otherwise, Neidar have the game statistics listed in the Player's Handbook.


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

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

  • Darkvision: Thiewar have darkvision to 120 feet.
  • Light Vulnerability: -2 to attack rolls, ability checks, and saves in bright light. Theiwar are nauseated by light, and hate those who dwell in it.
  • Proficient with either the repeating crossbow or the net. Theiwar attack only when outnumbering their foes, and prefer to use misile weapons that grant them a clear advantage over their foes; thus all Thiewar dwarves are familiar with one of these weapons.
  • No dodge bonus against giants; Theiwar do not regularly encounter giants, and do not undergo special training to combat them.
  • Automatic Languages: Mountain Dwarven, Common. Bonus Languages: Draconian, Goblin, Hill Dwarven, Ogre, Zakhar Dwarven.
  • Favoured Class: Sorcerer. Thiewar love magic, and most of their leaders are sorcerers (known as savants).


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

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

Note: In the Fifth Age, the prophet Severus Stonehand travelled to ruined Thoradin and cured the Zakhar of their disease.

  • +2 Constitution, -2 Strength, -2 Charisma: Zhakar dwarves are as tough as their cousins, but are slight of build and xenophobically reclusive.
  • Small: As Small creatures, Zakhar dwarves gain a +1 bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of those of Medium-size characters.
  • +2 racial bonus to Perform checks that are related to sculting or poetry: Zakhar value and excel in these arts.
  • +3 racial bonus to Craft checks: Zakhar are highly skilled metalsmiths and miners, even moreso than other dwarves.
  • Proficient with either the blowgun or death's tooth kala. Zakhar are usually familiar with weapons considered uncommon or strange by the other dwarves of Krynn.
  • Automatic Languages: Zakhar Dwarven, Common. Bonus Languages: Draconian, Goblin, Mountain Dwarven, Ogre, Terran.
  • Favoured Class: Sorcerer. Zakhar sorcerers (called savants) prefer spells of blindness/deafness.

Aghar (Gully Dwarves)

These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish peoples. Short, squat, and generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own devices in the sewers, dumps, gulleys, and swamps of Ansalon.

Gully dwarves do not make suitable player characters in most campaigns, and should be created only with the DM's permission. The DM might allow a player to create an Aghar character using the creature desciption in Creatures of Ansalon (see page 22 of the Dungeon Master's Guide.)


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

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


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

  • Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the sea elven kingdom, and so all Dargonesti are familiar with them. Dargonesti are not automatically familiar with any type of sword or bow, however.
  • +4 racial bonus to Swim checks. Dargonesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully immersed in water.
  • Alternate Form: A Dargonesti can transform into a dolphin three times per day, with a duration of one hour per level. A Dargonesti sea elf who uses supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a dolphin. She also gains the dolphin's natural armour, slam attack, swimming speed, and the Blindsight extraordinary ability. After shifting to dolphin form, the Dargonesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds. However, upon shifting to dolphin form the Dargonesti regains hit points as though she had rested for a day.

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

    All of the elf's equipment (including material components) meld into her new form and becomes nonfunctional for the duration of the effect.

    When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dargonesti suffers a -2 penalty to all rolls.
  • Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ancient Elven, Dragonspeak, Kalinese, Qualinesti Elven, Saifhum, Silvanesti Elven.
  • Favoured Class: Sorcerer. A multiclass Dargonesti's sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook.
  • Level Adjustment +1: Dargonesti are more powerful and gain levels more slowly than most of the other common races of Ansalon.
  • Otherwise, Dargonesti have the game statistics listed in the Player's Handbook.


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

  • Proficient with either trident or longspear; proficient with hand crossbow and net. These weapons are in daily use in the shoal elf tribes, and so all Dimernesti are familiar with them. Dimernesti are not automatically familiar with any type of sword or bow, however.
  • Alternate form: A Dimernesti can transform into a sea otter three times per day, with a duration of one hour per level. A Dimernesti sea elf who uses this supernatural ability acquires the natural size and Strength, Dexterity, and Constitution scores of a sea otter. He also gains the sea otter's natural armour, bite attack, swimming speed, and the Scent extraordinary ability. After shifting to sea otter form, the Dimernesti elf is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds. However, upon shifting to sea otter form the Dimernesti regains hit points as though he had rested for a day.

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

    All of the elf's equipment (including material components) meld into his new form and becomes nonfunctional for the duration of the effect.

    When reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dimernesti suffers a -2 penalty to all rolls.
  • +4 racial bonus to Swim checks. Dimernesti can breathe air and water with equal ease; however, they cannot naturally heal unless resting fully immersed in water.
  • Automatic Languages: Dargoi Elven, Common. Bonus Languages: Ergot, Kalinese, Qualinesti Elven, Saifhum, Silvanesti Elven.
  • Favoured Class: Fighter. A multiclass Dimernesti's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook.
  • Level Adjustment +1: Dimernesti are more powerful and gain levels more slowly than most of the other common races of Ansalon.
  • Otherwise, Dimernesti have the game statistics listed in the Player's Handbook.


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

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

  • +2 Dexterity, -2 Intelligence. Kagonesti characters are more robust than "civilised" elves, but are less educated.
  • Proficient with either warclub or warhammer; proficient with all bows (except crossbows) and slings. Kagonesti are not automatically familiar with the rapier or longsword, however.
  • Automatic Languages: Kagonesti Elven, Common. Bonus Languages: Dragonspeak, Goblin, Ogre, Qualinesti Elven, Silvanesti Elven, Sylvan.
  • Favoured Class: Barbarian. A multiclass Kagonesti's barbarian class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook.
  • Otherwise, Kagonesti have the game statistics listed in the Player's Handbook.


Qualinesti are smaller and slighter than other elves, with eyes of blue or brown and hair ranging from honey-brown to blonde. They are not as strikingly beautiful as the Silvanesti, but have strong, pleasant voices and a friendly, open manner. Qualinesti prefer earth-toned clothing, with long dresses for women and jerkins for men.

Qualinesti frequently deal with other races, and are the most sociable elves. Their society is far less structured than the Silvanesti.

Qualinesti elves are identical to those listed in the Player's Handbook, except for the following:

  • Automatic Languages: Qualinesti Elven, Common. Bonus Languages: Abanasinian, Ancient Elven, Goblin, Hill Dwarven, Mountain Dwarven, Silvanesti Elven.
  • Favoured Class: Ranger. A multiclass Qualinesti's ranger class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook.
  • Otherwise, Qualinesti have the game statistics listed in the Player's Handbook.


The Silvanesti are fair-skinned, with hair ranging from light brown to blonde-white, and their eyes are blue or brown; hazel eyes are possessed only by the line of Silvanos. They prefer loose garments, flowing robes, and billowing capes. Silvanesti speak in melodic tones and move with a natural grace.

A proud, arrogant, and stoic race, the Silvanesti are conservative and intolerant of other races, including other elves. They rarely communicate with the outside world, finding it too transient for their liking.

  • +2 racial bonus to all checks for one Profession skill: Silvanesti elves are raised from infancy to serve a specific role in their stratified society.
    • House Royal—Profession (administrator)
    • House Cleric—Profession (scribe)
    • House Protector—Profession (soldier)
    • House Mystic—Profession (apothecary)
    • House Metalline—Profession (merchant)
    • House Advocate—Profession (barrister)
    • House Mason—Profession (architect)
    • House Gardener—Profession (farmer)
    • House Woodshaper—Profession (herbalist)
    • House Servitor—Profession (servant)
    • Automatic Languages: Silvanesti Elven, Common. Bonus Languages: Ancient Elven, Dargoi Elven, Kenderspeak, Ogre, Qualinesti Elven, Sylvan.
    • Favoured Class: Wizard. A multiclass Silvanesti's wizard preferred class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook.
    • Otherwise, Silvanesti have the game statistics listed in the Player's Handbook.


    Half-elves are often raised in an atmosphere of shame for their human heritage. No society or community on Ansalon consists solely of half-elves, and most drift from place to place. The Qualinesti grudgingly provide a home for half-elves and treat them coldly, but do not totally ostracise them.

    Half-elves strongly resemble their elven parents, although men have the capacity to grow thick human beards. They are slightly taller and somewhat stockier than most elves. The game statistics of half-elves in Krynn conform to those of half-elves on page 18 of the Player's Handbook.


    During the Age of Dreams, Reorx attempted to teach the arts of the forge to a group of humans. However, these humans failed to live up to the god's expectations, yet were proud and boastful. Reorx cursed these humans to become diminuitive tinkers and craftsmen, unable to master their inventive urges.

    The tinker gnomes are creators of large and complex machines—sometimes complex to the point of obsolescence ("This is the alarm gong that informs us that the warning bell has just sounded..."). Human visitors to gnome settlements report seeing explosions, holes blown in walls, and narrow escapes from rampaging machinery. Often when a tinker gnome attempts to build, repair, or operate an invention, the results are failure or even success of an unexpectedly catastrophic nature. Usually the results of such mishaps are minor—the gnome builds an engine that does nothing but emit foul-smelling smoke, or breaks an existing device—but attempts with dangerous inventions may lead to more serious accidents. Beware rogue chicken-plucking devices...

    Personality: The tinker gnomes are an inventive, creative people, but are lacking in clear logic. Whilst this eccentricity often results in devices that work in a roundabout way or not as originally intended, it does grant the gnomes some small amount of talent as artists, poets, and writers. Gnomes can be rather impractical people, but they are also crafty, quick-thinking, and extremely creative. They can be quite stubborn, in a genial kind of way.

    Physical Description: Adult gnomes of either gender stand between thirty and forty inches in height. They are noted for their brown, leather-textured skin, soft white hair, blue or violet eyes, and straight white teeth. Gnomes often develop wrinkles around the age of 50, and have rounded ears and large noses. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. Males tend to bald rather quickly, and almost always grow curly white beards; craftsmen keep these cut tidily short to avoid accidents, whilst patriarchs have long beards that sometimes even brush the ground. The gnomish style of dress is usually colourful and artistic, appearing almost festive.

    Relations: Tinker gnomes admire the keen minds of the elves and humans, the craftsmanship of the dwarves, and the curiosity and creativity of kender. At the same time, they consider each of these races too easily distracted from the proper pursuits of research, technology, and progress. Centaurs, draconians, and ogres remain incomprehensible to gnomes, too rugged and brutal for comfort. Furthermore, these races are hardly known for their craftsmanship. Minotaurs, on the other hand, are considered warily; gnomes dislike the patronising attitude of these creatures, but recognise their cunning and power.

    Alignment: Tinker gnomes tend to be good in alignment. Gnomes are whimsical, innovative, and unpredictable, all chaotic traits.

    Tinker Gnome Lands: Gnomes dwell in small numbers throughout Ansalon, usually in remote mining communities. The single largest gnomish community is the terraced extinct volcano named Mount Nevermind in Sancrist.

    Religion: By far the most popular gnomish deity is Reorx. To them Reorx is a gnome who loves building, creating, inventing, and tinkering. There is also a small cult that follows Shinare, goddess of industry, and attend services every sixth day.

    Language: Tinker gnomes speak their own tongue, which is horribly complex and typically used only in official documents or for gnomish names. Fortunately, gnomes are always quite good at speaking Common, although in an idiosyncratic, rapid manner. Strangers who observe a human "patiently" explaining matters to an excited tinker gnome might mistakenly assume that they were speaking different languages.

    Names: Each tinker gnome has three names. A gnome's true name recounts the character's entire family tree, extending back to creation. This history occupies a single, enormous word that can easily fill a large book. Though each gnome knows his complete name (or at least the first few thousand syllables), most use a shortened form of address that merely takes half a minute to recite. This shorter name lists the highlights of the character's ancestors' lives. In casual conversation, minoi use even shorter names, only three or four syllables long. These names express the basic nature of the gnome, and may be altered or appended to from time to time.

    Male Names: Armivirum, Barsh, Boinio, Burukoymar, Conundrum, Domonicus, Drishurocolus, Gesedstaen, Gimolus, Gnimsh, Grindle, Jarrig, Perplexivus, Quandry, Slipger, Thelvaraen, Vargalastin, Vitaquecum.

    Female Names: Aracano, Cahmetinaru, Livialantho, Narivinu, Ostholalo, Virumsa.

    Adventurers: Gnome adventurers are occasionally forced to begin a life of exploration after being stranded far from home by a flying machine gone wrong. Some gnomes explore Krynn as part of a Lifequest that focuses on exploration or research, and do remarkably little tinkering. More often, though, a gnome character chooses to travel among the other races of Ansalon as tinkerers and craftsgnomes, selling minor inventions and masterwork objects to finance exploration into their personal interests. Gnomes in human lands often become quite versatile in order to deal with the harsh realities of life outside of their warrens; many are rogues with a range of useful skills, some of which they may actually be competent in!

    There are also small colonies of gnomes to be found in isolated mountainous regions of Ansalon; a tinker gnome character raised on one of these rustic communes might want to see a bit of the world, or perhaps get in touch with the more wealthy and cosmopolitan gnomes of Mount Nevermind.

    Tinker Gnome Racial Traits

    • +2 Dexterity, -2 Strength. Tinker gnomes are nimble, adept at dodging dangerous devices, and possess remarkably adept fingers, but they are small and therefore not as strong as larger humanoids.
    • Small: As Small creatures, gnomes gain a +1 bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans and their lifting and carrying limits are three quarters of those of Medium-size characters.
    • Gnome base speed is 20 feet.
    • Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • +2 racial bonus on all Knowledge and Profession skill checks involving mechanics or tinkering. Gnomes have no special ability to use these skills untrained, but are usually quite dedicated to their area of expertise.
    • +2 racial bonus on saving throws against illusions; the obsessive pursuit of understanding results in a gnome tendency towards over-analysis, which often gives them insights into what is factual and what is false.
    • +1 racial bonus to attack rolls against goblinoids (goblins, hobgoblins, and sligs) and kobolds: Gnomes battle these creatures frequently and practice special techniques for fighting them.
    • +2 racial bonus on Listen checks: Gnomes have keen ears.
    • +2 racial bonus on Alchemy checks: A gnome's sensitive nose allows him to monitor alchemical processes by smell (and notice fires before they get out of hand).
    • Automatic Languages: Gnomish, Common. Bonus Languages: Ergot, Goblin, Kenderspeak, Ogre, Solamnic. Gnomes deal more with the Solamnics of Sancrist fairly frequently, and they learn the languages of their enemies (goblins and ogres).
    • Krynn gnomes do not gain any innate spell abilities.
    • Favoured Class: Rogue or Expert (NPC class from the Dungeon Master's Guide). Although many gnomes are experts, those who focus on adventuring careers oftn gain the additional abilities of rogues in order to survive. A multiclass gnome's preferred class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).


    The mysterious and exotic Irda are more powerful than a standard character race; the DM might allow a player to create an irda character as a class levels +5 character, using the creature desciption in the Creatures of Ansalon conversion (see page 22 of the Dungeon Master's Guide—"Monsters as Races").


    Kender are a race unique to Krynn. An endearing yet infuriating race, kender can be found everywhere in Ansalon due to their wanderlust and curiosity. As the human proverb goes, 'Where a rat can go, two kender will be.'

    Personality: Kender are best known for their insatiable curiosity, their often casual attitude toward personal possessions, and their ability to taunt other creatures. Kender share a childlike nature: curious, fearless, lazy, irrepressible, and independent. They believe in the rights and freedoms of the individual, and resent being ordered about. Not many people can shut a kender up or tie one down. However, they are very loyal to their friends and allies, and benefit from very strong family ties. Kender have been known to rush from one side of Ansalon to the other to help family.

    Kender are famous for their wanderlust, a period in their lives when they are driven by an insatiable curiosity to travel and explore the world around them. This period of life occurs once the knder is old enough to support himself, and lasts an indeterminate period of time—although mature adults and elderly kender still in wanderlust are quite remarkable. All kender are fond of travel, but most return to their communities at some point to settle down for a time.

    Physical Description: Adult kender resemble young teenaged humans; aside from their pointed ears, they could pass as human youths with unusual premature wrinkles. Some kender are so wrinkled as to appear wizened. Most kender stand about four feet tall, although some reach five feet in height. Despite thin limbs, kender are well muscled.

    Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye colour varies: pale blue, sea green, olive, light brown, and hazel. Hair colouration for kender ranges from sandy blonde to dart brown, with a few boasting coppery red or red-orange hues. Kender cannot grow beards or moustaches. Kender ears are pointed, much as elven ears are. They wear durable, rustic clothing of bright natural colours, with vests, belts, or short cloaks that contain many pockets. In these pockets and belt pouches, kender carry a countless assortment of curios and junk.

    Kender women have a wonderfully easy time during pregnancy and delivery. Stories about female kender being so surprised by a birth that they believed the infant to have been delivered by a stork are probably exaggerations, but babies really do seem to appear by magic. Thus kender families tend to be quite large; a good thing, since the attrition rate among kender is high. Relatively few kender ever live to a ripe old age.

    Relations: Kender like and are interested in almost everybody. Whilst they accept that some peoples are more interesting (not to mention friendly) than others, they usually look for the best in people. After all, why dwell on the dull or unpleasant? Unfortunately, kender quickly grate upon most races, who consider the irrational friendliness of a kender to be a cruel insult.

    Alignment: Kender tend to be chaotic in alignment. They are commonly good or neutral in alignment, but rarely evil.

    Kender Lands: Kender can be found in small numbers throughout Ansalon, but consider Kendermore (on the Balifor peninsula) and Hylo (in Northern Ergoth) to be their homelands. Kender society and politics is complex and ever-changing; leaders tend to be the individuals with the most interesting ideas, and in other respects kender society resembles an anarchy.

    Although all kender go through at least one period of wanderlust in their lives (often just after adolescence), it is usual for them to settle down afterwards, usually among others of their kind, and raise families. This is how kender communities form and remain relatively stable, even though a proportion of the community is always off travelling somewhere.

    Religion: Before the Cataclysm, kender clerics could work miracles for the true gods, preferring to praise their gods beneath the open vault of the heavens. In post-Cataclysm Ansalon, kender clerics are much rarer.

    Although kender recognise all of the gods, they hold Branchala, Chsilev, Mishakal, and Gilean in highest regard. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him highly. Seacoast kender set Habbakuk high in their pantheons.

    Language: Kender possess their own unique language, but usually speak Common in day-to-day life. Kender use their ancestral language only for the purpose of retelling their traditional stories and sharing their culture.

    Names: A kender has a given name, followed by a descriptive "chosen name" that reflects the kender's appearance, exploits, or attitudes towards life. The individual does not always devise his own chosen name; especially popular or appropriate nicknames can easily become a chosen name. Young kender often use the chosen name of their favourite elder relative (not necessarily a parent) until they acquire one of their own. Some kender choose to keep the chosen name of a parent or other elderly relative out of family loyalty, whilst others make up their own.

    Male Names: Arlie, Brimble, Buckeran, Giffel, Jackin, Kalin, Kronin-Alin, Milo, Pentrien, Peverell, Pickolus, Quinby, Ralph, Rethean, Rithel, Talorin, Tarli, Teekli, Tobin, Vallo, Zacharo.

    Female Names: Amari, Amber, Athola, Catt, Dera, Emla, Ethani, Hakan, Judi, Juniper, Loraine, Mela, Noblosha, Oletta, Paxina, Teeli.

    Chosen Names: Birdwhistle, Downyheels, Five-rhyme, Flamehair, Flowerhair, Lampwick, Lighteyes, Maplekeys, Nimblefingers, Pathfind, Quickstep, Redfeather, Riddler, Ringglimmer, Slightfoot, Softtread, Songmend, Stubbletoe, Thistleknot, Windseed.

    Adventurers: The natural curiosity of a kender drives her away from home to explore the world. This period wanderlust can last between five years to the entirety of the kender's life (sometimes not much more than five years). These kender pick up a variety of skills and acquaintances in their wanderings, and can become extremely resourceful allies.

    Kender Racial Traits

    • +2 Dexterity, -2 Strength: Kender are swift, agile, and quick-fingered, but they are slight and therefore not as strong as other humanoids.
    • Small: As small creatures, kender gain +1 AC, +1 on attack rolls, and +4 to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-sized creatures.
    • Kender base movement rate is 20 feet.
    • Proficient with one traditional kender weapon, such as the bollik, chapak, hoopak, sashik, or whippik. These are traditional weapns of the kender, and few are ever seen without one.
    • +4 morale bonus on saving throws against fear. Kender are naturally fearless creatures, and so rarely suffer from the feeling that they are unlikely to recognise it in the event that fear does overcome them (these unfortunate kender instead claim that they have a 'funny feeling').

      Kender treat all fear effects as though they were two levels lower. Therefore, a kender who is affected by a fear effect that causes targets to become shaken or frightened is unaffeced by the fear. A kender who is affected by a panicking fear effect becomes shaken.

      From this point on, it is possible for a kender to become frightened or panicked as normal; that is, a shaken kender who is made panicked again becomes frightened, and a frightened kender who is made panicked again becomes panicked. Only severe trauma or intense supernatural fear has been known to create such fear in kender. See 'Fear' on pages 76-77 of the Dungeon Master's Guide.
    • +2 racial bonus to all Spot checks: Kender possess exceptionally keen eyesight, although they cannot see as well in low-light conditions as an elf can.
    • +2 racial bonus to all Escape Artist, Open Lock, and Pick Pocket checks: Kender are infamous for their larcenous abilities, and can attempt to make Open Lock and Pick Pocket checks even if unskilled.
    • Taunt: Kender can use uncannily insightful insults to anger others, causing them to react irrationally towards the kender, thus lowering their defences. Opponents unaware of the kender cannot be taunted. A kender can taunt an opponent while performing most actions, with the exception of spellcasting and activating magic items by command word or spell activation methods. The kender must taunt for one full round before she has any effect. This is a language-dependent, mind-influencing effect (Will save negates, DC 10 + 1/2 kender's level + Cha modifier).

      An opponent who fails its Will save suffers a -2 morale penalty to AC, but gains a +2 morale bonus to attack rolls when in melee combat with the kender. The opponent must make another Will save to attack any other target or cast a spell while the kender is within melee combat range; if he fails, he must attack the kender instead or lose that action. An opponent who attempts to cast a spell may make a Concentration check and use that result as its saving throw.

      The effects of kender taunt last as long as the kender continues to insult the opponent plus 1d4 rounds or until he makes a Will save, whichever comes first.
    • Automatic Languages: Kenderspeak, Common. Bonus Languages: Abanasinian, Hill Dwarven, Ergot, Goblin, Hand Talk, Kalinese, Qualinesti Elven, Solamnic.
    • Favored Class: Rogue. A multiclass kender's rogue class does not count when determining whether she suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook). Kender use the terms "scout" or "handler" since they consider terms like "thief" and "rogue" inaccurate or even offensive.


    Minotaurs are a powerful race of sailors, pirates and gladiators that live in the Blood Sea isles. Many other races foolishly underestimate the intelligence, honour, and savagery of the minotaur race.

    Personality: Minotaurs are supremely confidant in their own abilities and destiny, so much that they often treat others with arrogance and contempt. Yet minotaurs have a highly developed sense of honour and nobility. They have a strong code of correct behaviour and duty towards family and nation. Minotaurs remember their debts and obligations and understand perfectly their status in society.

    Despite their clear honour and trustworthiness to those who have their respect, minotaurs are anything but straightforward. Their minds are devious and labyrinthine; they are masters of feigning interest and loyalty to those they are forced to follow but hold in low regard. Minotaurs believe that might makes right—indeed, they base their code of honour upon this maxim—and they rarely ignore the might of a cunning mind.

    Physical Description: The physical presence of a minotaur is awe-inspiring. Powerful, seven-foot tall humanoids with the horned head of a bull, minotaurs have fur all over their bodies, ranging in colour from red to brown and even black. Their ivory-coloured horns reach up to two feet in length (slightly less for females). Minotaurs rigorously wax and polish their horns, and criminals are punished and forever exiled from minotaur society by having their horns sawed off.

    When not armoured for battle, minotaurs prefer loose clothing such as robes, tunics, and in warmer months, simple loincloths.

    Relations: Minotaurs intend for their race to rule, and they will go to any lengths to ensure that it does. One might infer that the minotaurs feel that other races exist only to serve the minotaurs or to be used and discarded; this is in fact a correct assumption. A minotaur will certainly never accept anything less than a position of equality. If on a less-than-equal footing, a minotaur will use any means at his disposal—he will attempt to destroy his oppressors from within or without, as long as he regains his freedom.

    Alignment: Minotaurs are usually evil in alignment, although individual minotaurs vary greatly in their attitudes and ethics. Most minotaurs are disciplined, meticulous, and scrupulous, and tend towards law.

    Minotaur Lands: Minotaurs live in a sea-based culture on the two islands of Mithas and Kothas, in the Blood Sea. Because Ansalonian minotaurs care little about architecture and aesthetics, their cities and towns are squalid; most buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Built on the rule of might, these lands are led by an emperor in Nethosak, capital of Mithas.

    Religion: For the most part, minotaurs have no organised belief system. Historically, the minotaurs have been consistently disappointed by the gods that they called upon, especially during their centuries of enslavement and debasement. Minotaurs hold death in no special regard, neither fearing it nor sanctifying it. Since they know that death is inevitable, minotaurs often wish to make their deaths affairs of high drama. They desire to meet it in a way that will honour them and their family. Minotaur warriors often eat the heart of a respected enemy, thus to gain some of his fighting prowess, and believe that the spirit of a brave minotaur warrior will sometimes be reborn to continue the fight for glory.

    Worship is a matter of personal belief or rather, loyalty to a cult that promises power and success. The chief minotaur god is Sargas (Sargonnas), a deity cloaked in mystery. His clerics involve themselves in political intrigues and influence important nobles, all while maintaiing their own secrecy. Some minotaurs, particularly those who make their living from the Blood Sea, venerate and appease Zeboim, Queen of the Sea.

    Language: Minotaurs speak their own language, known as Kothian.

    Names: A minotaur has a given name, chosen by his parents, as well as a family name which traditionally comes from the most accomplished or glorious of his ancestors. Occasionally a minotaur is so successful that his glory eclipses that of his family ancestor; in this case, the minotaur is known by his first name only, and his descendants form a new family line named after him.

    A minotaur who takes the name of his home as a name uses the suffix Es- (in Mithas) or Et- (in Kothas).

    Male Names: Aelus, Aryx, Aurik, Audarius, Brogan, Cerayos, Chot, Chyrub, Crinlas, Dastrun, Dinivan, Dinn, Ganthirogani, Hecar, Istian, Kalin, Karathos, Kaziganthi, Kezar, Leonid, Pethis, Rikar, Thentias, Touro.

    Female Names: Aesthra, Amela, Claera, Delara, Fliara, Helati, Hylissa, Miranda, Orgenta, Pelippa, Varelia, Veliana.

    Adventurers: Minotaur adventurers are commonly the youngest children of large families who take up a life of risk and danger in hope of making something of themselves. Others are hardened sailors, explorers, or even pirates who have given up their old lives and are finding a new use for their skills. Most minotaur adventurers are driven by similar motivations: ambition, pride, and glory.

    Minotaur Racial Traits

    • +2 Strength, -2 Wisdom, -2 Charisma. Minotaurs are a physical people, less interested in the cultural pursuits than military or naval ones.
    • Large: As Large-size creatures, minotaurs can carry twice as much weight as a human can and use larger weapons (see page 96 of the Player's Handbook). In melee, minotaurs have reach, and inflict 1d6 points of damage in unarmed attacks. However, minotaurs must pay twice as much when purchasing armour, and suffer a size penalty of -1 to attack rolls, -1 Armour Class, and -4 to Hide checks.
    • Minotaur base speed is 30 feet.
    • The sharp fangs and long horns that all minotaurs possess ensure that they are never considered unarmed; thus, minotaurs who make unarmed strikes do not provoke an attack of opportunity. Furthermore, minotaurs can choose to deal subdual or lethal damage with unarmed attacks, without the usual penalty to the attack roll.
    • Proficient with one minotaur weapon—either the clabbard, forpann, katar, kausin, lajang, mandoll, sanguine, shatang, or tessto. Minotaurs place great value upon combat in the arena, and so all minotaurs are familiar with at least one of their traditional gladiatorial weapons.
    • +2 racial bonus on Profession (Sailor) checks; Minotaurs are well known for their naval interests and expertise.
    • +2 racial bonus to Intuit Direction, Listen, and Spot checks; minotaurs benefit from natural cunning and sharp senses. A minotaur can use Intuit Direction unskilled to locate north, avoid getting lost in a large city, find known landmarks in the wilderness, or escape from mazes. In addition, minotaurs have a special immunity to the maze spell.
    • +2 racial bonus on the Intimidate skill: Minotaurs are one of the most respected and feared races of Ansalon.
    • Automatic Languages: Kothian, Common. Bonus Languages: Draconian, Kyrie, Kalinese, Nordmaarian, Ogre, Saifhum. Minotaurs learn the languages of other races in the Blood Sea Isles region.
    • Favoured Class: Fighter. A multiclass minotaur's fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).


    The Twilight Irda are descended from the ancient, beautiful ogres who dwelt in Krynn during the Age of Dreams. Led by the wise ogre Igraine, a group of these ancient ogres turned from the path of Evil and became Irda, which means "the gentle ones." However, the Irda were persecuted by evil ogres for their beliefs, and were forced to hide themselves from the rest of the world. And so Igraine led his people to an island paradise named Anaiatha.

    During the Age of Might, many of the Irda became proud and disrespectful of the gods. When the Cataclysm struck, the island of Anaiatha was sundered and those Irda who remained faithful to the gods were carried away to a new Anaiatha. The remaining prideful Irda learned humility during the Fourth Age, and named themselves Mischta ("the twilight ones").

    (In the Fifth Age, the Mischta no longer hide themselves away on a tropical island. They have spread throughout Krynn in disguise, seeking any clue that might lead the Mischta to their lost Irda relations. Some Mischta have even travelled as far as Ansalon.)

    But the Irda's current fate remains a mystery.

    Personality: In spite of their beauty, the Mischta can be described as a cheerless people. Religion, guilt, and penance are utmost in their minds at all times. Violence, anger, and pride are major taboos; a Mischta hero tries to be gentle and temperate.

    Mischta are consummate actors, able to mimic the speech and mannerisms of other races. This is due to the efforts that the Mischta make to understand and empathise with those not like themselves. In general, the Mischta do not believe that other races need to reach their own high moral standards.

    Mischta heroes try to live in perfect harmony with nature, and never intentionally harm a living creature except in self-defense. Violence is acceptable only in extreme circumstances. Mischta try never to initiate an act of violence, undergoing penance if necessity forces them to do so.

    Mischta are strict vegetarians, as they consider the eating of meat a disgusting habit (although not actually evil).

    Physical Description: Mischta heroes are almost identical to Irda. In their natural form, Mischta are tall, slender creatures, averaging six feet in height and weighing 150 pounds. Although slender they are quite strong, as evidenced by their firm muscles. Mischta skin tone is usually midnight blue, but occasionally ranges from lighter blues to a deep sea green. Their hair is often black, sometimes silver or white, and always well kept. A Mischta's silver-coloured eyes have drooping eyelids that give an uncaring, dispassionate impression.

    In the Age of Dreams, the goddess Mishakal granted the Irda shapechanging powers, so that they might more easily hide themselves from Evil. Mischta have extraordinary song-like voices that are only surpassed by sirens and the Irda as the most beautiful in Krynn. They move with a fluid grace that is distinctively beautiful, like slow dancing.

    Mischta feel awkward in heavy clothing and armour, and thus only wear such things in extreme circumstances. They prefer the lightest garments, and never wear armour or clothing made from the hides of animals.

    Relations: Mischta bear no animosity toward other races, but hide themselves from other races, who would fear them for their relationship to the legendary Irda. Tales are told of the terrible, ancient ogres who will one day return bringing death and destruction. When a Mischta's true race is revealed, invariably she is hunted down and killed by superstitious humans and hateful minotaurs.

    Alignment: Mischta are almost always good in alignment. Mischta tend to be disciplined, a lawful trait, although Mischta individualism and self-reliance is somewhat chaotic.

    Mischta Lands: The Mischta is Selasia, a tropical island in the Spine of Taladas chain. Many Mischta have not been to their island paradise for many years, instead wandering disguised among the other races of Krynn.

    Religion: The Mischta priesthood is open to all of 25 years of age, serving the benevolent gods of Krynn's pantheon. The chief gods of the Mischta are Paleas (Paladine), who is worshipped at dawn; Magea (Mishakal), who is worshipped at nightfall. The Mischta also worship Baradin (Branchala), Eshanre (Habbakuk), Solinu (Solinari), Amman-Duke (Kiri-Jolith), and Sammakax (Reorx).

    Mischta believe that all evil is based on fear, and strive to be courageous and sustained by love. Evil acts include lying, coveting, excessive indulgence in food or drink, any act of violence, negligence of duties, and breaking promises. When a Mischta hero commits an act of evil, he is usually filled with guilt and shame. Such individuals undergo the Cleansing, removing the stain of evil by complete immersion in water.

    Much of the Mischta's philosophy is passed down from Igraine in his book, the Irdanaiath. All Mischta have been raised with the philosophy contained in the Irdanaiath: that violence is a sin, committed by creatures whose fear has caused them to become Evil. Although Mischta heroes can learn be skilled warriors for the defense of the innocent, they never escape this taboo towards violence. Most Mischta have sections of this book committed to memory, but none have read it since before the Cataclysm, for only one copy exists. It is thought to be in the hands of the Irda. Most Mischta would go to any lengths to read but a single page.

    Language: Mischta speak the language of the Irda. This language is gentle and soft-spoken, but extremely lyrical and pronounced with a complex cadence. When spoken in the rich, melodic tones of the Mischta, it is one of the most beautiful music that can be heard on Krynn.

    Names: Igraine taught that the act of naming set the ancient Irda apart from the other creatures of Krynn, and Mischta always use their own words and names when they have the opportunity. Mischta feel very strong family ties, and those who encounter a long-lost member of her family will welcome the stranger as a dear friend.

    Male Names: Aka—(family name), Asdrel, Bemuul, Benesis, Delfano, Duerkau, Forcasion, Gamol, Hurion, Jurian, Keryl, Nerrinth, Kaselfar, Shadan, Shuri, Vendur, Verxagha, Yesri.

    Female Names: Aliish, Amberyl, Bellana, Fonaa, Heriko, Kreala, Luthlien, Maeni, Melei, Murmika, Neama, Pedara, Salandra, Siondel, Tieriel, Usha, Worriea.

    Family Names: Adishau, Duidin, Erisei, Igrani, Modialli, Nuuni, Omidai, Rathmaet, Temloth, Vordesac.

    Adventurers: Traditionally, Mischta dwell in the island paradise and do not leave it. Those Mischta who choose a life exploration often seek legends and artifacts tied to their Irda ancestry; some seek the lost island of Anaiatha itself. Other Mischta adventurers travel among the other races of Krynn as a form of penance, using their gifts in secret to help those who would never thank them if they knew.

    Mischta Racial Traits

    • +2 Charisma, -2 Constitution. Mischta are known for their grace and beauty; however their bodies are not as hardy as those of other races. When the Irda rejected Evil thousands of years ago, they rejected the physical power that the ogre race has always been known for.
    • Medium-size: as Medium-size creatures, Mischta have no special bonuses or penalties for their size.
    • Mischta base speed is 30 feet.
    • +2 racial bonus to Bluff and Diplomacy, and to Perform checks that involve poetry or song. The beautiful, mellifluous voice of a Mischta is eerily moving.
    • Mischta spellcasters benefit from one additional spell per day, chosen from any level that they can cast. If the Mischta possesses more than one class capable of spellcasting, she must choose which class receives this bonus spell.
    • The Mischta may learn to shapechange into different forms. She can change her height by up to 2 feet in either direction and take the form of any humanoid race. Mischta are most convincing as elves, half elves, and humans. However, shapechanging requires quite a bit of practice and often drains the character for a while; after shifting, the Mischta must rest for 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds as she remembers the nuances of her new body.

      When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Mischta suffers a -2 penalty to all rolls.

      A shapechanger usually practices assuming a specific form (the Shapechanging Expertise feat), which she can slip into and out of with a minimum of bother. Then she uses other forms only in rare instances.
    • Automatic Languages: Irda, Common. Bonus Languages: Ancient Elven, Ancient Ogre, Dragonspeak, Magius, Mountain Dwarven, Ogre, Silvanesti Elven. Mischta remember the older languages of Krynn.
    • Favoured Class: Sorcerer. A multiclass Mischta's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).


    Ogres are a hulking and violent race, near-giants who frequently raid and make war against their neighbours. Stronger than even the mighty minotaurs and more dull-witted than goblins, ogres are little more than muscle-bound, ill-tempered brutes.

    Personality: Ogres are supportive of their own kind, with each member of a tribe responsible for the health, safety, and protection of all others, although those too sickly, aged, or wounded to travel with the tribe are killed. Ogre tribes do not have too many elderly members. On the other hand, ogres have no concern for the value of any other creature's life. They kill with great violence, seemingly without any remorse but with no particular cruelty.

    Ogres have very limited understanding of things, particularly magic and faith. Indeed, hunting and fighting are the only things that ogres are noticeably skilled at. Good hunters show their skill by displaying their many hides in their homes or on their bodies. Ogres are not particular about the quality of their food, however, normally burying unneeded food or keeping their kills in tree branches. Spoilage and rot is of no concern. Water and blood are favoured drinks.

    Physical Description: Standing over nine feet in height, ogres are ugly by everyone's standards but their own. Both males and females have broad shoulders and barrel-like chests. Ogres stand bent-kneed, giving the impression that they are bow-legged. Their skins are warty and blotted with ugly marks, considered to be a sign of beauty. Hair sparsely grows on their scalps in stringy, greasy locks, normally cropped short to reduce lice and fleas. The nails of their toes are long, almost like talons, and are particularly cracked and filthy.

    Relations: The ogres of Ansalon are bloodthirsty savages that are feared and despised by all intelligent races. Ogres grow up with a horrible inferiority complex, with a certain amount of resentment towards the other races of Krynn. After all, they are the largest, strongest, and toughest of races, yet they are the least accomplished. They bear an ancient hatred for the Irda, who ogres believe stole all the gifts that the gods had given unto the ogre race, and their thieving human allies.

    Alignment: Ogres are often evil, although some are neutral. Ogres are equally disposed towards law and chaos.

    Ogre Lands: Ogres love mountains, and form primitive nations in Blöde, Kern, and Southern Ergoth, with smaller tribes living in Estwilde, Northern Ergoth, Taman Busuk, and Throtl. Although the ogres view themselves as a single nation formed of related tribes, entering the land of another tribe is done only at great risk. Ogres take a dim view of others hunting, camping, or even crossing their territory. Strangers are attacked mercilessly, including members of other tribes. An ogre would rather beat a strnger into submission than waste time speaking with him.

    Religion: Ogre religion is very simplistic. Ogres believe that everything in the world is alive, and that the life force in objects or places can be used—unless the object or place is too powerful, in which case it must be respected. Thus, ogres will rapaciously destroy or abuse some items or places, but act with fear and veneration towards others. Ogres also believe in consuming the life force in other beings, and prefer to consume the bodies of their vanquished foes.

    Every ogre community of any size has a shaman, who has some instinctive magical power, as well as great skill at war, leadership, and storytelling. The rare ogre clerics worship Darklady (Takhisis), or Zeboim the Sea Queen if they dwell by the ocean.

    Language: Ogres speak their own language. There is no written version of this language, which is a primitive version of the ancient Ogre tongue.

    Names: Ogres are named in a ceremony held during the birth, where the males chew bitterroot until one of the ancestors appears. If the newborn ogre lives and does not seem to have been born a giant or hag (as sometimes happens), it is given the name of this ancestor.

    Male Names: Argaad, Baloth, Ehrgedun, Gorrihim, Groller, Horagh, Hullek, Ihrro, Kohver, Kourrul, Kurthak, Mornag, Olagh, Raag, Raungh, Ruog, Thirr, Torangh, Tragor, Urfen.

    Female Names: Ahrolah, Grulah, Hilmhah, Krogu, Mohnha, Naggan, Prakhu, Rhuhla, Uhmlhah.

    Clan Names: Darghen, Grangh, Kern, Klargh, Kreln, Reckt (Kern); the ogres of Blöde ally themselves to strong leaders rather than to clans.

    Adventurers: Ogres sometimes become adventurers after being cast out of their tribes, or captured and taken as a slave by other races. While they do not understand the value of money, occasionally ogres venture beyond their own lands to become guards or soldiers for other races. In the Fifth Age, some ogres became adventurers after monsters of chaos destroyed their tribes; these individuals eagerly allied themselves with any characters who seem able to defend themselves against the unnatural minions of chaos.

    Ogre Racial Traits

    • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom. Ogres are typically strong and hearty, but are equally renowned for their dull wits, brutality, and clumsiness.
    • Large: As Large-size creatures, ogres can carry twice as much weight as a human can and use larger weapons (see page 96 of the Player's Handbook). Ogres have reach in melee, and can inflict 1d6 points of subdual damage in an unarmed attack. However, ogres suffer a size penalty of -1 to Attack rolls, -1 Armour Class, and -4 to Hide checks.
    • Ogre base speed is 30 feet.
    • Low-Light Vision: Ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
    • Increased Damage: Due to their sheer mass, ogres gain the Power Attack feat for free, provided they meet the prerequisite (Str 13+).
    • Automatic Languages: Ogre, Common. Bonus Languages: Draconian, Ergot, Goblin, Kagonesti Elven, Kalinese, Khur, Nerakese. Ogres learn the languages of their allies and those humanoid races that occasionally venture into their territory.
    • Favoured Class: Barbarian. A multiclass ogre's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player's Handbook).
    • Level Adjustment +1: Ogres are more powerful and gain levels more slowly than most of the other common races of Ansalon.


    Half-ogres are characters who possess blood tainted by ogres due to their ancestry—perhaps even an ogre parent. This ogre heritage is often the result of violence, rape, or war. Half-ogres spend their lives on the fringes of human society, and are rarely accepted by the upper classes of society.

    Half-ogres are not a distinct race like those described in the Player's Handbook, nor do they belong to a particular race. Instead, a character of ogrish descent takes the Ogre Taint feat at first level (described below). Almost all half-ogres are of human stock; unless specified otherwise, NPC half-ogres should be considered humans with the Ogre Taint feat as their bonus 1st-level feat. Half-ogres can be as different from each other as humans are from ogres.

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