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Page 1: Oriental Dragonlance · PDF fileOriental Dragonlance Adventures 3 Jeremy Forbing Myths of the Continent of Sukyota From the Book of Mazha: The Birth of the Stars Before all began,

Oriental Dragonlance Adventures 1 Jeremy Forbing

Oriental Dragonlance Adventures

By Jeremy Forbing

Page 2: Oriental Dragonlance · PDF fileOriental Dragonlance Adventures 3 Jeremy Forbing Myths of the Continent of Sukyota From the Book of Mazha: The Birth of the Stars Before all began,

Oriental Dragonlance Adventures 2 Jeremy Forbing

Table of Contents TABLE OF CONTENTS 2

MYTHS OF THE CONTINENT OF SUKYOTA 3

THE BIRTH OF THE STARS 3 THE ALL-DRAGONS WAR 4 THE ALL SAINTS WAR 6

RECORDED HISTORY - 9000 PC TO 1000 PC 8

TIMELINE 8 THE AGE OF DREAMS 8

RECENT EVENTS 12

RACES 14

OGREBORN 14 WOLFKIN 16 NOMAD CENTAUR 18

CLASSES 20

BARBARIAN 20 BARD 20 CLERIC 21 DRUID 23 FIGHTER 23 MONK 27 PALADIN 27 RANGER 27 ROGUE 29 SORCERER 30 WIZARD 32

APPENDIX I: 5TH AGE MAGIC 34

MYSTIC DOMAINS 34 WARLOCK DOMAINS 37

Page 3: Oriental Dragonlance · PDF fileOriental Dragonlance Adventures 3 Jeremy Forbing Myths of the Continent of Sukyota From the Book of Mazha: The Birth of the Stars Before all began,

Oriental Dragonlance Adventures 3 Jeremy Forbing

Myths of the Continent of Sukyota From the Book of Mazha:

The Birth of the Stars Before all began, the world was naught but dark water. From the depths emerged the force of life that was Habu-khan, desirous that the world should be made greater. In answer, death arose in the form of Kemo-khan, Habu-khan’s twin, by nature hateful of all the life that should come forth. Finally, Siro, the fire between, came from beyond the firmament-- where the kingdom of his father Zhan lay-- and shed the light of balance upon the world. In the reflected light of the waters, the Eternal Twins beheld that they wore the same face, and knew themselves for the first time. They came to know that their struggle should not destroy them, but make both stronger. Siro’s fire became the sun, and the Twins' sister, Shin the Builder, found Siro so beautiful that she became his wife. Soon Shin bore Siro a son, the boy Ruaxi the Arrow-smith. With fire in one hand and the water of the world in the other, Ruaxi fashioned the arrows for the great struggle of the Eternal Twins, and he made them in endless supply so that their conflict might always continue to forge new greatness in the world. But Kemo-khan declared the arrows unfit tools of battle, for to shed his blood would bring forth monsters upon the earth. He demanded new means for the conflict. And Ruaxi was afraid, for he knew the unfired arrows would cause great trouble. And he wept, knowing the he had failed to provide the Twins the means of their glorious conflict. Then he heard the voice of his grandfather Zhan from beyond the skies, and he said, “Lo, fire thy arrows into me, for I shall make the means of them.” And Ruaxi did fire his arrows into the firmament above the waters, and where they struck they burned, but the waters of the world had quenched the fire’s hunger during their making, leaving only their light. And so the first stars were set aglow in the flesh of Zhan. And Zhan rained the water back down upon the world, mingled with the blood the arrows had spilt, and from Zhan's blood the first plants grew, floating in the endless waters. But not all the arrows had been fired, for Ruaxi could not bear to wound his grandfather anymore. And then he heard the voice of Jijin, his grandmother, from beneath the waves, and she said “Lo, fire the arrows into me, for a mother must shed blood for her children.” And Ruaxi did fire his arrows into what lay beneath the waters, and from the darkness where the fire burned unseen came the whales and fishes and other animals of the sea. But many had legs and could not swim as well as the others, who bore fins. Some grew wings and took flight above the waters, but most were still trapped in the sea. And Habu-khan was full of pity for the creatures of the sea, and so in the places where Jijin’s blood floated in the water he wrought a piece of land for each animal not fitted to the sea. For some he made the lands cold, for others hot. The plants born of Zhan's blood came onto the land first, and then the animals followed. Jijin’s blood had allowed Habu-khan to make the land full of life, and when Habu-khan saw this, he shed his own blood to make it even more abundant. But when some of the animals saw this, they were sad. And some animals who had legs and swam poorly, said “Please, noble Habu-khan, do not make more land and shed more blood for us, for we weep to see your pain.” Habu-khan’s heart was touched by the compassion of the animals who had wept for him. He did as these animals requested and did not make them a land, but left them in the ocean. Yet he loved them best, and so he reshaped their bodies with his own hands, and made them the swiftest of swimmers. And they became the dolphins, Habu-khan’s favored children.

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The blood Habu-khan had spilt on the land eventually flowed into the sea, and its scent beckoned to she who dwelt beneath the waves: the twins’ sister, Zebo-Liang the Sea-Queen. So deep had she lived that she had known only the darkness of the sea, and did not know that it could create life. She tried to create life herself, but failed, and she was consumed with jealousy of Habu-khan's power to create. By devious means, she contrived to beget a son by her brother Kemo -khan, that she too might become a creator of life. Kemo-khan was seduced by the darkness of Zebo-Liang, and her deceit resulted in the monstrous abomination tales call Ifo-Shang, or Ifosh the Unclean. Knowing that Ifosh's birth would anger Kemo-khan, she hid with her child, to watch it grow in the darkness of the sea. When Habu-khan looked on his creation, he was pleased, and laid down to sleep. He was awakened by his little brother, Qu'uon the Impetuous, who had heard him sleep from his home in the Kingdom of Zhan, for Zhan had been charged with teaching the boy humility. But when he heard Habu-khan sleeping, he came to rouse his brother. "What are you doing," he asked. "Sleeping when you have been promised that your struggle with Kemo-khan shall bring greatness to what you have wrought?" Now Habu-khan was saddened again, for he still did not see what means he and Kemo-khan could use in their struggle with each other. But then Go-Ran, father of Habu-khan and Kemo-khan, finally made his presence known in the world. Go-Ran was the eldest, even older than Zhan, for he was the child of the wisdom that had made the waters. Go-Ran said, “Behold the living things of the world, for they are the means of you and your brothers' conflict, and Life and Death shall struggle through them.” And so Habu-khan and Kemo-khan’s conflict-- the Struggle of the Eternal-- began. But Kemo-khan grew more and more cunning in his means of bringing Death, and so Habu-khan shaped the living things into stranger and more exotic shaped in order to outwit him. Kemo-khan brought Mi-gon from the waters to spread disease, and Habu-khan brought forth Mi-lhal to heal the animals. Hai-te followed Mi-gon to fool the animals into seeking death, and Chala the Truth-teller came to stop Hai-te. Now Go-Ran saw that the conflict was moving too quickly, because Habu-khan and Kemo-khan had the power to create, but not the wisdom to use what they had created. Looking down at the world, he saw that the greatest of the living things were the scaled ones. On their own, many scaled ones had developed great cleverness and speed to keep them safe from death. Yet many had also grown to a great size, with strong limbs to bring death to their prey. The living things that were the means of Habu-khan and Kemo-khan’s conflict seemed to have become wiser than the Eternal Twins themselves. Therefore, from the distilled wisdom of the scaled ones, he made two advisors for the Twins. One was the E’li the Shining Father, the other Takhisis the Scaled Mother. The Shining Father advised Habu-khan, and the Scaled Mother advised Kemo-khan. Both advisors become like parents unto their charges.

The All-Dragons War E’li became mate to Takhisis, and their offspring were five spirits as glorious as the stars in Zhan's firmament. But these spirits had no form, and so Ruaxi shaped for them great armored bodies made of new substances, which were the first metals. One metal was made for each: copper, iron, lead, nickel, and tin. And their bodies were as the Scaled Ones of the world, and they had all that the Scaled Ones had grown: great cunning and speed, and great fangs and strength of limb. But their powers were even greater, for E’li gave them wings to make them fly that they might never be held by an enemy, and Takhisis gave magic to their very breath so that no enemy could survive their attack. These five were the first dragons. Their parents bade them to fly over the land and tell Habu-khan and Kemo-khan what they found, that the Struggle of the Eternal might become greater by their knowledge of it. But E’li forbade them to participate in the Struggle of the Eternal, knowing that their god-like powers would unbalance it. They were sworn only to observe.

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Oriental Dragonlance Adventures 5 Jeremy Forbing

But in watching the conflicts of the Scaled Ones and the other animals, the dragons became bored, and began to interfere. First was Nickel, who delved into the deep burrows of the earth and saw the passion of the Struggle of Life and Death. He went to Takhisis the Scaled Mother and asked why he was not permitted to participate, for was he not a Scaled One, was he not of the earth? The Scaled Mother loved her son too much to deny him the passion of the struggle, so she permitted it, but warned Nickel that he must hide himself in the trees, so that his father E’li would not see. And so Nickel carved himself a territory in the forests. But then Nickel's sister Iron saw what he had done, she too came to the Scaled Mother, indignant at what her brother had been given. So the Scaled Mother granted Iron the right to be in the world, and granted her beloved daughter -- whom she loved before all her children-- the places where Jijin still bled, her blood hot as Siro's fire and as strong as stone, as her own territory. Then Lead came, and Scaled Mother granted him the swamplands. And then Tin came, and Scaled Mother granted him the cold lands. Only Copper refused to disobey his father, and continued not to involve himself. Rather, Copper had always spoken to all the creatures of the earth, and became their friends, and learned what they saw. Loyalty and friendship had been Copper's gifts from his father, and so the wisdom he brought the Eternal Twins was the best, and this made him the most beloved of E’li. And the others were jealous of Copper, and sought to make E’li reject him. So sly Iron went to her brother and seduced him, telling him that he would no longer have to watch his friends among the animals die if he involved himself by protecting them. Copper's loyalty to his friends was great, and so he too took a dominion in the world. But when he asked the others where he should go, Nickel sent him to dwell in the heat of the deserts. And they laughed secretly at Copper, knowing that the desert's cloudless skies would provide him no place to hide from E’li's sight. When E’li saw Copper fighting among the animals, defending those whom he had befriended from the others who would prey upon them, he was wroth with anger, and he confronted his favored son. Copper was ashamed, and told E’li that he had been coerced by his siblings, who had done the same, and then Copper went down beneath the sea to hide his shame. When he went to find his other children, E’li hardly recognized them. The animals Nickel fought with had poisoned him and made his scales green. The magma that bled from Jijin had turned Iron red. Lead had been blackened by the muck of the swamp. And the ice had frozen Tin white. So E’li declared them all no longer his children, and cursed them-- as he had copper-- with greed, making them always hunger after things of metal no matter how much they had, to commemorate the noble forms they had dishonored. The Scaled Mother's rage knew no bounds when she found what her mate had done, for she loved her children more than anything else in creation. She gathered the dragons together, and said that they would punish E’li. All agreed but Copper, who was not present, for he was still hidden beneath the sea. When the Scaled Mother found the lonely Copper, she discovered that he had mated with the serpents of the waters, and his children were the dragons of the sea. She loved these grandchildren as well, and swore to care for them. To Copper, she said that E’li had grown too cruel, for how had he repaid Copper's loyalty? With curses and shame. Copper became angry, and followed Scaled Mother to the land where the other dragon siblings had gathered. The other dragons saw that Copper had turned as blue as the ocean. She encouraged the other dragons to do as Copper had done and sire offspring. So now all five dragons went and mated with the greatest of the Scaled Ones, the terrible lizards whose steps shook the land like thunder. Soon, their children were many, and all were the colors of their parents. But E’li knew nothing of this, for he was mourning the children who had turned against him. When Habu-khan saw how sad E’li was, he bade Ruaxi and Shin to make a statue of Copper, one just like E’li's favorite son. When the statue was made, Habu-khan bathed it in his own blood and the rain of Zhan, and brought the statue to life. Like the first Copper, this one would be very friendly and loyal, though Habu-khan made this Copper less loyal than the first, so that his loyalty could not be used against him as it had been with the first Copper.

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When E’li saw the new Copper he was filled with joy, and he immediately asked if his other children could be made again as well. Mi-lhal, the healer, stepped forward then and said that these new children should not be given bodies of the same metals as the others, for those metals were easily corrupted. Instead, Shin made new metals: bronze, silver, gold, and brass. Ruaxi and Habu-khan took these metals and made four more new children for E’li. Now Copper, Bronze, Silver, Gold, and Brass dragons were E’li's children, and he loved them all as much as he had loved the first Copper, seing how having one beloved child had made the first ones jealous. E’li loved his new children so much that he took them home for the Scaled Mother to see. But the Scaled Mother was gone, and E’li was afraid of what she might have done to avenge her children. His answer came when the blue, black, white, red and green dragons attacked the land and its animals, while the sea dragons attacked the whales and other denizens of the seas. She sought to ruin the balance of the conflict she knew E’li had treasured so much, giving death sway over the world and making her children and grandchildren the world's masters. Habu-khan enlisted all the largest of the Scaled Ones that had not mated with the dragons, and sent them against their kin. But the dragons were too powerful, and all the great Scaled Ones of land and sea were destroyed, leaving only the dragons and the smaller animals. Seeing how the world had become unbalanced, Habu-khan himself fought the dragons, and he enlisted his brother Qu'uon to aid him in this war, and soon E’li and the new metallic dragons joined him as well, with Mi-lhal healing the wounds of all and becoming like a mother to the new dragons, who knew the Scaled Mother hated them. Kemo-khan saw the Struggle threatened by the loss of so many of the animals, and so he himself turned on the Scaled Mother, commanding Mi-gon to spread disease among her children. More dragons were lost when the sea dragons found the deep nest where Zebo-Liang had hidden Ifosh. Though only an infant, Ifosh's power was so great that he slew the better part of the sea dragons. The dragons' losses both on land and at sea were great. When a great many dragons had died, Kemo -khan commanded the Scaled Mother to surrender or he would continue to sow death among her offspring. She surrendered, and the Struggle of the Eternal regained its balance.

The All Saints War Though the balance was secure, the loss of the great Scaled Ones had left the Eternal Twins with little means to continue their conflict. They each appealed to their father, Go-Ran, for an answer. To each, he pointed to the stars of Zhan's firmament, which had all been born of Ruaxi's arrows just as the animals had been. And Habu-khan and Kemo-khan both coveted the souls within the stars, and they fought over them, and again the recruited other gods to fight, and this time Habu-khan, E’li, Mi-lhal, Chala and Qu'uon the Impetuous fought directly against Kemo-khan, Takhisis the Scaled Mother, Mi-gon, Hai-te, and even Zebo-Liang, who fought to keep the conflict away from her secret child. The war became so terrible that the land itself was rent asunder, creating great gulfs and piling the rubble of the land into high mountains. And so Jijin and Zhan cried out that the world the gods were fighting over was being destroyed, but the warring gods could not hear them. But Go-Ran heard, and he summoned his daughter Luntra from her studies. Together, Luntra, Jijin, and Zhan each reached out to one of the three battlefields where the gods were fighting. On one battlefield, Kemo-khan and Zebo-Liang were defeating Habu-khan and Qu'uon. On another, Mi-lhal and Chala had convinced Mi-gon and Hai-te to surrender. And on the third, E’li the Shining Father and Takhisis the Scaled Mother had fought each other to a standstill, with no clear victor in sight. With Go-Ran's power and wisdom to guide them, Luntra, Jijin, and Zhan used powerful magic to lift the three battlefields up away from the world. The gods were so confused that they stopped fighting as they were spirited up into the sky, and only when Siro made greater his light upon the world did the gods see why they had been lifted in this way.

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"Look, ye gods," Siro said. "For it is Krynn." The gods heard this, then wept to see it was true, for in their language, Krynn was an ancient word that meant "broken." And when the gods saw their broken world they swore to end their fighting. Go-Ran announced that their would be a compromise, and he called his six children unto him. Habu-khan, Kemo-khan, Luntra, Shin, Zebo-Liang, and Qu'uon followed Go-Ran into Zhan's firmament, while Jijin guided the other gods down into the world to heal the damage they had wrought. It was decided that each of Go-Ran's children would give the spirits a gift. Habu-khan gave the spirits life, Kemo-khan made each mortal so that they would one day die. Zebo-Liang gave them ambition, lust and desire; Qu'uon made each yearn for meaning, for something to believe in and strive for. Luntra gave them language and thought. Shin gave them the power to build and create. Finally, Go-Ran gave them the most precious gift: free will, to chose to serve life or death, to choose between acting on lust or striving for something greater, to chose if they would use their powers to communicate and create. To commemorate their pact, the gods' battlefields-- vast lands ripped from the world by magic-- were left in their places in the sky, so the gods would always have a place from which they could see the world in perspective. Further, to remind themselves of what they had done, they continued to call the world Krynn, so all would know how delicate the world was. When the forms the spirits in the stars would take were to be decided, Go-Ran called on E’li and the Scaled Mother, for those two were personifications of all that had made the great Scaled Ones so vital to the Struggle of Life and Death. But when they were together, it was soon clear that the great love they'd shared was gone forever and had been replaced with rancor. So, he kept them separate while Jijin shaped twelve bodies, six male and six female, not unlike those of the animals, but more suited to the gifts the other gods had bestowed. Finally, he presented the twelve bodies to E’li and the Scaled Mother, to ask their wisdom. E’li said, "We must make them clever and swift, that shall make the best vessels for the spirits, for did that not allow the greatest of the Scaled Ones to survive so long?" The Scaled Mother was quick to answer. "No, it was the size and strength of the greatest Scaled Ones that gave them power. These bodies must be of great size and strength to survive." Go-Ran said for the gods to show him what they meant. He gave each two males and two females to shape as they wished. E’li shaped the bodies he'd been given into elves, and the Scaled Mother made ogres. Luntra looked on, then said to her father, "Do you see what truly made the Scaled Ones great?" But Go-Ran said nothing. Instead, he told the gods that they would take turns giving life to the souls, that they would make some as E’li wished, some as the Scaled Mother wished, and some as Go-Ran himself wished. But E’li and the Scaled Mother argued over who should create first, and so Go-Ran had them cast lots for it. Some tales say the played a game of bones and rolled dice, but however it was decided, the Scaled Mother won, the E’li suspected she had cheated. And so she made the ogres, and then E’li made the elves. Then Go-Ran changed the bodies Jijin had created, so that they would adapt the fastest to their world when it changed. He created these last people, and they were the humans. And that is the story of the making of the world. The stage was set for the time when the Twin Wizards would rise from among mortal men through study and learning and become gods themselves. And for mankind, all was prologue to the incarnation of Mazha the Enlightened, whose Holiness blessed us all. But those stories are not yet to be told…

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Recorded History - 9000 PC to 1000 PC “Human myths speak of the beginning, when the First Riders crossed the Ice Bridge to the new land, and found themselves among the Plains Centaurs and hateful Ogres. The land was not isolated then, and the humans were ruled by a great king, an orphan who had survived the destruction of his own tribe to unite all tribes into the Kingdom of Lo-Wan. The king's great goodness earned him the gift of agelessness from Habu-khan the Life-bringer, highest of the gods, whom men of Ansalon call Habbakuk. His true name is lost to history, but he became known as the Everking, and spent his many lifetimes ceaselessly defending his people against the forces of the rebellious god Kemo-khan, lord of death. Kemo-khan was beaten back into the farthest corners of the land, and the people knew peace for the first time. “When he discovered that Ifosh had been born, Kemo-khan was enraged and shamed at being used to create life, the very thing that he abhorred, and he forced his sister to isolate the creature from its home in the ocean, so that it would not be free. Against her will, Zebo-Liang enticed Ifosh into a huge bay, then withdrew the sea from its edge, locking the creature in what is now the Queen's Sea. Then Kemo-khan forced Zebo-Liang to raise a great border of ice about the land, so that none of the other gods of would see Kemo-khan's shame. “The result was a land isolated not only by a vast ocean and expansive ice fields, but long glacier migrations from the South Pole ice-cap and endless swaths of inhospitable tundra. But Kemo-khan's bastard son, though contained, was not destroyed, for the spark of divinity its mother had placed in it could not be extinguished. From its watery prison, Ifosh tainted the peoples of the land and spawned terrible monsters to conquer them. Its influence would have overtaken the land itself if it had not been for the bravery of the Everking. -- The Jade Sutras

Timeline

The Age of Dreams Dates are referenced by Pre Cataclian reckoning, meaning "Pre-Cataclysm." 9000 PC: The Empire of Old Khur has emerged, founded by human wizards who reject the magic of the Moons. Other races are soon pushed to the farthest corners of the Continent. 8000 PC: About this time, human sailors begin to speak of a monstrous abomination roiling in the Bay of Toads. Apparently, this was the gestating form of Ifosh. 7000 PC: Somewhere around this time, the Empire of Old Khur is destroyed by a mysterious event. Some survivors flee to once massive Icara desert, others flee by sea to the distant land of Ansalon. All the surviving refugees of Khur cling to a nomadic lifestyle, refusing to settle in stationary communities. 7000-3450 PC: The land is in chaos, ruled by scattered Ogre and Human tribes who war constantly with one another. 3500 PC: In the region of Cape Night, a Human tribe is annihilated by its neighbors. The lone survivor, a young boy whose name has been lost to time, is adopted by the nomadic Skasi tribe and eventually comes to lead them. 3490-3450 PC: The young leader of the Skasi tribe unites all tribes against the ogres, driving them all from the mainland to the coastal isles of the West. His main aide and best friend is an outcast ranger called Taqra, who is eventually revealed to be the avatar of Habu-khan (Habbakuk). He bequeathes the gift of agelessness upon the Skasi chieftain, who becomes known as the Everking. The Everking completes the unity of the tribes by forming the kingdom of Lowan (Lo-Wan).

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3450-2800 PC: The Golden Age of Lowan. Lore lost since the fall of Old Khur is rediscovered and writing and math, along with art and music, reach unequalled sophistication. 2900 PC: Ifosh is believed to have awakened from his gestation around this time. Not long after, a great earthquake in the East confines the Bay of Toads, which becomes the Queen's Sea. The corruption attributed to Ifosh first spreads in the land. The Southern Glacier begins to grow, and the Icara Desert continues to shrink. 2870 PC: The wood elves of Fuhai report to the Lowanese that the sea elves who once dwelt in the Bay of Toads have relocated to the Roarhi Atoll-- near the mouth of the former Bay of Toads-- and seem to fear the very water they call home. The new inhabitants of Roarhi become known as the mariner elves. 2800 PC: The Everking, tiring of the corruption said to issue from Ifosh the Unclean, descends into the Queen's Sea to end the threat once and for all. After nine days of battle, Ifosh retreats into a deep rift opened by the quake a century before. The Everking follows and uses his enchanted spear to force Ifosh to sleep until the Undoing of the World. Yet the cost is great: the Everking is lost. The pieces of his broken spear are distributed among the remaining lords to symbolize their unity as separate pieces of a greater whole. “Wielding Khemril, an enchanted dragon-bone spear given him by Habu-khan, the Everking dove into the Queen's Sea and did battle with Ifosh for eight days, a battle so terrible it lashed the land for miles around with great waves and terrible floods. But on the ninth day, Ifosh fled to a cavern deep beneath the sea. There the magic of the Everking's spear drove Ifosh into an endless sleep, from which it is said he cannot awake until the Unmaking of the World. “The terrible price of the battle was clear when the Everking's mighty spear washed ashore in five pieces. The Everking himself was gone, his ageless body lost and broken in the unfathomable depths of the Queen's Sea. The period after his fall was one of lawlessness and chaos, during which histories were not recorded and great knowledge was lost.” -- The Jade Sutras 2800 PC-2700 PC: Despite the efforts of the Everking's lieutenants, Lowan eventually dissolves into the Nameless Kingdoms. The fragments of the enchanted spear Khemril are spread across the land. 2720 PC: The Ice Gnomes arrive in the South. 2650 PC: Disappearance of the dragons first noted by humans. 2640 PC: Ogres take Cape Night, driving away the human rulers and razing the capital city of Jorhn. 2500 PC: In heavily forested lands near Fuhai, the volcano called Nightfall begins to erupt, and continues to do so sporadically, destroying the nearby forest and darkening the sky for decades. 2480 PC: The Wood Elves of Fuhai, fleeing the desolation of Nightfall, drive the ogres from Cape Night. Finding the forests too sparse to support them, these elves find refuge in the vine-riddled ruins of Jorhn. 2270 PC: The Warrior-Princes of Tojahl form a nation on the southern coast of the Queen's Sea. Overland trade with the nomad centaurs of the plains enriches the Tojahli, though fear of the Queen's Sea and its cursed waters limits them to the most rudimentary sea travel. 2130 PC: Most of the nomad tribes of the Icara first coalesce into the Roaring Hordes, an army of raiders that reforms every few decades to terrorize the region's settlers. 1980 PC: Nightfall explodes in one final, violent eruption heard as far the Bay of Tumar. The resulting tidal wave devastates Tojahl. The flaming mountain destroys itself in its own magma, and when the ash clears what remains are a hundred miles of rocky waste now called the Fuhai Badlands.

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1860 PC: The Tojahli finish rebuilding their capital city of Gamada and are united under Tovarl, the high priest of Siro (Sirrion). 1830 PC: Travelers first set eyes on the continuously storm-ridden Black Mountain, seemingly raised by dark magic where no mountain stood only five centuries before. These same travelers also note the presence of the Wolfkin for the first time. 1815 PC: Tired of relentless raids by the Roaring Hordes from the western half of the Icara, the Tojahli begin work on the Thieves' Gate Wall. 1780 PC: The inhabitants of Upper and Lower Tekli see the land they call Hult, the Smoking Isle, rise almost overnight in a volcanic eruption which floods their own island for weeks. 1740 PC: Mazha the Enlightened: The living incarnation of holiness is said to walk the earth as a man, living one mortal lifetime, founding monastic orders in the mountain regions and the Badlands. 1710 PC: Over a hundred years after it was begun, the Tojahli complete the Thieves' Gate Wall, and within a year the Tojahli army uses the wall and great catapults to break and repel the Roaring Hordes. 1700-1630 PC: The dark-skinned sailors called the Legotho (meaning "natives of Gotho") begin colonizing the lands south of Meking's Rift and west of the Icara Desert. They quickly make peace with the subdued nomad tribes and carve out the kingdom of Legba. Their strange crafts and vast knowledge of seamanship make them the dominant seapower in the region in only a few decades. Soon, they are sending caravans to the Thieves' Gate wall to trade with the Tojahli. 1690 PC: Legend states that when Mazha bathes in the Gandus River, the muddy waters suddenly become clear and thick foliage begins to grow along the banks. From then on the Gandus is considered a blessed river. 1630 PC: Rise of the Merchant-Kings. The Legotho colonists in south of Meking's Rift are joined by more colonists from the distant lands of Taladas. Pale-skinned humans with distant elven blood, these travelers have much less knowledge of seamanship but are great builders, cutting much of the nearby forests to build large cities around the Bay of Tumar. 1590-1480 PC: Rise and Clash of the Merchant-Kings. The men of the Tumar region form a great trade alliance which comes to rival Legba in wealth. Tojahl, in decline, watches cautiously. When the Tumarmen attempt to conquer northern Legba for a better trade route to the Thieves' Gate Wall, the Legbanese ally with the Tojahli to fight them. Despite the Tumarmens' repeated attempts to conquer both nations, the Legba-Tojahl alliance repels them time and time again, finally crushing their mercenary army completely at the Second Battle of the Wall. From then on, the cities of the bay co-operate little, becoming independent city-states. 1420 PC: Tojahl becomes a vassal state of Legba in all but name, paying taxes to the Legbanese in exchange for access to trade routes. 1400-1200 PC: Glacier migrations continue to increase, making access to the western part of the Courrain Ocean next to impossible. Sea trade in the Courrain is seriously threatened by icebergs. 1310 PC: Several villages in Legba are destroyed by a green dragon. This is the first appearance of a dragon on the continent in over a millenium. Soon, more dragon sightings are reported across the land. 1270-1220 PC: The Thanoi walrus men spread north from the Southern Ice, eventually coming into conflict with the Ice Gnomes. Results in the Fifty Years' War. No clear victor emerges. 1180-1120 PC: Tojahli trading colonies are established east of the Ulfkast forest, in an attempt to reinvigorate the kingdom. Over the years, these outposts attain more and more autonomy and finally declare themselves independent city-states.

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1060 PC: Powerful sorcerers, said to be immortal, emerge among the nomad tribes of the Icara, reforming the Roaring Hordes. They are known as the Iron Khans. 1050 PC: The Roaring Hordes, led by the five immortal sorcerers, break the Thieves' Gate Wall. The Hordes split into two halves, one of which goes through the wall to raid settlements around the eastern Icara. The other raiders swarm into Legba. The sorcererous Iron Khans seem to be intent on conquering all civilized lands on the continent. 1051 PC: The Wolfkin set upon Tojahl by night, resulting in massacre now called the Night of the Fang. It is believed that the Wolfkin have colluded with the sorcerers, for the nomads sweep into Tojahl in the immediate aftermath of the destruction, leaving Gamada once-again razed to the ground. Shortly, the nomads conquer all Tojahl. One of the sorcerers, apparently the leader, remains in Tojahl to hold the territory, while the majority of the nomads join their brethren west of the wall in attacking Legba. 1050 PC: The Khan who has taken the lands east of the Thieves' Gate seats himself on the Jade Throne of Tojahl and declares himself the Jade Dynast. The first Shadow Dynast has taken his title. It will be another five centuries before all five Iron Khans have taken this title. Collectively, they will be known as the Shadow Dynasts.

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Recent Events The Khans, finally satisfied by the end of the gold dragons, celebrated their victory. Now unafraid of revolution, they began to ruthlessly suppress the people, to increase their productivity and amass treasure for the Khans’ hoards. It was after this final victory that all the Khans at last become the Shadow Dynasts. Only religion offered solace to the oppressed peoples of the land. Every village had a priest, who tended to the needs of the people and assured them it would all be made right one day. Their healing and encouragement made life bearable. Of course, the Five Shadow Dynasts insisted on being worshipped as gods as well. In fact, this worship caused the Dynasts to believe they were gods, giving them a rebellious apathy toward the will of their Scaled Mother. When the Cataclysm came, however, the people were denied the one thing they had left; the gods disappeared. There was great unrest in slaughter in once-peaceful cities as angry priests led mobs against people who had acquiesced to the worship of the Five Shadow Dynasts. Worship of the Dynasts, the priests said, was the reason the gods had abandoned the land. The Dynasts watched in detachment as the priests warred with each other and the people, killing millions in what are now called the Temple Wars. Only when the remaining priests sought to burn the Dynasts’ temples were forces mobilized, and the Mandarins crushed the powerless clergy. Though the vast upheavals elsewhere on Krynn affected the land's climate, the loss of the gods was the true Cataclysm for the Shadow Dynasts' subjects. For comfort, the people turned to meditation and mysticism, seeking enlightenment within themselves, thus creating the great Monastic Orders and the druidic Way of the Hermit. The Order of the Ascendant Moons, the mysterious wandering wizards, became more open with the people, as they used their powers to aid communities across the land. Soon after the Cataclysm, refugees and settlers arrived from other lands, including not only the familiar elves and humans, but strange people such as the child-like kender and dour dwarves, as well as the minoi, who resembled the earthy gnomish people known in the South but were far different in temperament. These peoples refused to submit to the Shadow Dynasts, fighting them off with powerful magic, and eventually established small independent nations in the temperate Kathar Archipelago, though the mainland remained firmly under the Shadow Dynasts' rule. Between their pursuit of enlightenment and the proof that the Shadow Dynasts could be fought, the peoples of the land began to retain a small measure of hope. This hope was dashed, however, with the Time of Rage. When the Scaled Mother called the Dynasts to her service in preparation for the War of the Lance, they refused, thinking themselves immune to her fury. They were proven wrong when the Scaled Mother stole their immortality. She cursed the Five Shadow Dynasts for their disobedience, trapping them in their mortal forms for all eternity. They retained their power, but, to their horror, they began to age. Realizing they had been limited to perhaps but another century of life, they began to desperately jostle for dominance. The Shadow Dynasts warred with one another, shifting borders constantly and killing each others' subjects-- and their own-- in droves. The land was despoiled, the Icana Desert grew hungrily into once fertile lands, but the Shadow Dynasts showed no signs of abatement. The Chaos War ended this the Dynasts’ conflict. The Shadow Dynasts were forced to band together to resist the Fire Dragons and Shadow-Wights and other minions of Chaos. The gods who had never truly returned to this land retreated once more, this time forever. The Order of the Ascendant Moon, which could have helped their people greatly in this time, instead faded as the wizards' power vanished with the gods. Realizing that their rage had brought them nothing, the Shadow Dynasts remained unified after Chaos had departed. One among them, the powerful female sorceress known as the Crimson Dynast, shared what she had learned, that the Dynasts' power had grown so vast that they could actually redirect the

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magic of the land, granting spells to their worshippers in the manner of gods. Eventually, the Channelers, as these newly empowered clerics became known, rivaled the Mandarins in power. This power was needed to preserve the Shadow Dynasts' power in the first years of the Fifth Age, as certain distant descendants of the Mandarins developed their powers in isolation. Aided by the independent peoples of the Kathar Isles, these Free Sorcerers began to foment rebellion against the Shadow Dynasts. The Free Sorcerers' revolution was ended dramatically, however, at the Battle of Meking's Rift, though they continued to work in the shadows and keep the people in contact with Kathar folk. The Shadow Dynasts believed their rule was absolute. Then came the Black Betrayal. The Crimson Dynast had found a way to regain her immortality. She attacked the Coral Dynast in his lair and used the Rite of Ascension against his will, draining his power and soul while he still lived. This influx of power allowed the Crimson Dynast to break the Curse of Takhisis and resume her dragon form. Knowing that the other Shadow Dynasts would seek to slay her for this deed, the Crimson Dynast abandoned her Dynasty and fled to the lands of the West. The dying Coral Dynast told his fellows of the betrayal before passing his title and what remained of his magic to his son, a particularly powerful Mandarin. In the wake of the treason of the Crimson Traitor (as she was now called), the Shadow Dynasts became insular and paranoid. They knew that not only could the other Shadow Dynasts seek to repeat the act they all condemned, but that now their Mandarin vassals knew that the Rite of Ascension could be performed on the Shadow Dynasts themselves. They hid themselves away from the world, desperately plotting to stave off the cold tendrils of death. Only the Jade Dynast took any other action, sending a red Great Wyrm who had served him loyally to re-conquer the Crimson Dynast's rebellious former domain. This new Dynast assumed the shape of an elf so he would be more easily trusted, and renamed himself the Scarlet Dynast. The Shadow Dynasts' retreat allowed successful rebellions at their borders, creating small independent city-states. The powerful elven Empire of Jial conquered most of the northwestern coastal lands. Certain Mandarins broke their fealty, carving out their own domains unyoked by the Shadow Dynasts. Though most Monastic Orders remained neutral, as espoused by their philosophy, individual monks joined with the Free Sorcerers to fight oppression, and the practically unsupervised Channelers cracked down to preserve the lands of their absent masters and their own power. Some Channelers acted in open defiance of their Dynasts, only to find their powers unaffected. The Shadow Dynasts were preoccupied. They had tracked the Crimson Traitor to far-off lands, and now they sent their most trusted agents to navigate through the glacier -filled ocean and bring the Crimson Traitor back for justice. They had discovered that the Traitor had become bloated with power in her new homeland, using her refined version of the Rite of Ascension to devour the power of other dragons. The Shadow Dynasts believed that they might all be able to share the Traitor's life force, each regaining their full draconic might without resorting to war against each other. Forces were in motion that might allow them to recapture the Traitor and all feast upon her essence at once, taking their vengeance and regaining their immortal power in one fell swoop. Into all this came the Celestial Lady. A wizened, silver -haired sorceress on par with the Shadow Dynasts themselves, she walked among the newly freed peoples and taught them the new sorcery the gods had left for Krynn. Others developed the Mystic Way of Peace, a new application of their mysticism, one that grants its practitioners abilities not unlike those of the Channelers. These Mystics have spread out among all the peoples of the land to bring the news: hope has sprung anew in the Dynasty Lands.

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Races

Ogreborn Origins: Ogreborn are native to the remote island now-called Jial, off the western coast of the Dynasty Lands. A storm threw a ship of human raiders from the region of Ansalon called Nordmaar off course 500 years before the Cataclysm. When their ship crashed against an iceberg, they filled lifeboats and hastily constructed rafts. For days they floated through the ice floes, desperate to find more supplies to augment what little remained from their fishing aboard the ship. Landing on the abundant shore of Jial, they found a small tribe of ogres. After several small conflicts, the sailors made peace with the ogres and traded goods with them. Over the years, the two groups interbred, becoming a fully blended race of half-ogres that grew to fill the island in great numbers. During the Cataclysm, desperate groups filled sturdily constructed rafts and sailed away from the island to escape famine. A current bore them around Cape Night to the northern reaches of the Dynasty Lands. Finding the plains relatively uninhabited, the Ogreborn settled there with great success. The remaining Ogreborn on Jial survived the famine wrought by the Cataclysm, only to be conquered three centuries later by elven colonists. Today, they are a race of slaves and underclass merchants, laboring to build the great stone cities of the Elves on Jial and the Kathar Isles. Relations: Ogreborn have very good relations with most other races native to Dynasty Lands, especially the Nomad Centaurs. They are both respected and feared. Travelers and colonists from other continents, especially the races of the Kathar Archipelago, tend to look down on them for their ogre-blood or despise them openly. Alignment: Ogreborn do not lean towards any alignment in particular. As a whole, however, they do tend towards extremity. True Neutral ogreborn are unheardof, and the most common alignments are Chaotic Good, Chaotic Evil, Lawful Good, and Lawful Evil. Ogreborn Lands: Most ogreborn wander the plains of the Dynasty Lands, migrating with the herds on which they depend, though their range is not half so great as that of the Nomad Centaurs Those who have left the plains inhabit the island of Jial, where the serve the elves. Language: Ogreborn have no language of their own, instead speaking Common and Ogre. Names: Ogreborn names tend to be monosyllabic and memorable, though a second syllable has become common as the population has grown. Their names emphasize consonants-linguistically, ogreborn almost fail to differentiate between vowels. Ogreborn Racial Features:

• Strength +2, Constitution +2, Intelligence -2, Charisma -4 • Medium Size • Ogreborn base speed is 30 feet. • Darkvision: Ogreborn can see in the dark up to 60 feet. Darkvision is black and white only, but it

is otherwise like normal sight, and ogreborn can function just fine with no light at all. • Sense of Direction: Ogreborn receive a +4 bonus to all rolls to determine which direction is north • Rules Note: Ogreborn are able to use all items listed as usable by orcs and half-orcs. Orcs

themselves, however, do not exist on Krynn. • Automatic Languages: Common and Ogre. • Bonus Languages: Draconic, Giant, Gnome, Goblin, and Infernal. • Favored Class: Barbarian. A multiclass ogreborn'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).

Height: 70" + 2d4 Weight: Base is 215 lbs./200 lbs. plus 4d6 times height modifier. Age: Starting: 12 + 1d8 years Middle: 35 years Old: 47 years

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Venerable: 70 years Maximum: 70 + 3d8 years

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Wolfkin Origins: The true history of the Wolfkin is a controversial matter to say the least. Some say they were men cursed by Kabukkan for some great betrayal, others believe Ifosh the Unclean spawned them to torment the men of Lo-Wan and their descendants. The tale told by the Wolfkin is the most disturbing of all. Wolfkin shamans say they are descendants of a pack of wolves which exterminated a human tribe, and that by devouring so much human flesh, those wolves somehow absorbed the knowledge of how to walk on two-legs. This myth accounts for many Wolfkin’s predilection for human flesh: every time they eat man-flesh, they believe they grow smarter. Relations: Most intelligent races despise Wolfkin, except for ogres, goblins, and the most ardent followers of the Dynasts. Alignment: Wolfkin tend towards Chaos and Evil in their alignments. The overwhelming majority are Chaotic Evil, though Neutral Evil and Chaotic Neutral are not unknown. Some leaders (including Ghondaur the Wolf-King) are Lawful Evil. Wolfkin Lands: The Wolf-King maintains his own kingdom, centered at the Black Mountain region near the Ulfkast Forest. Black clouds continuously swirl over the mountain due to some little-understood magic, occasionally spewing forth smaller cyclones or torrential rain. Language: Wolfkin speak their own language, as well as common. Names: Wolfkin are fascinated by language, and tend to have sibilant, imposing, or elegant names that belie their savage natures. Wolfkin Racial Features:

• Dexterity +2, Intelligence -4 • Medium size. • Wolfkin base speed is 30 feet. • Automatic Languages: Common and Wolfkin. • Bonus Languages: Abyssal, Draconic, Elven, Gnoll, Gnome, and Ogre. • Their exceptional sense of hearing gives Wolfkin +4 to their Listen checks. • Wolfkin have an exceptional sense of smell. A Wolfkin may detect the special scent of a

lycanthrope with an Intelligence check vs. DC 8. Wolfkin can identify the species of a creature by scent with an Intelligence check vs. DC 8 if they have encountered that scent before. Wolfkin can identify a particular person by scent with an Intelligence check vs. DC 12. A Wolfkin can also make an Intelligence check vs. DC 15 to tell if a creature's shape has been altered through a supernatural means other than lycanthropy, such as magic.

• Wolfkin get a Spot check at +2 versus a DC based on the caster's level (or creature hit dice) to detect invisible, ethereal, or phased beings within 10 feet.

• Wolfkin gain the bonus feat Track. • Wolfkin have sharp teeth. They may choose to deal lethal damage with their grappling attacks by

biting. • Low-light Vision: Wolfkin can see twice as far as a human in starlight, moonlight, torchlight, and

similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• Because of their sharp senses of hearing and smell, Wolfkin suffer a -2 penalty to all saves vs. sound and gas attacks, as well as fortitude saves to resist the effects of noise and very strong odors.

• Because Wolfkin rely so heavily on their sense of smell, overly strong smells or concentrations of gas in an area can disrupt many of their natural abilities. In the presence of such distractions, Wolfkin must make a Fortitude save vs. DC 12 or lose all smell based racial abilities (their Track feat, ability to Spot invisible/phased/ethereal presences, etc.). The abilities return immediately once the Wolfkin is away from the smell. If the smell is Wolfsbane, the DC is 25.

• Wolfsbane is poisonous to all Wolfkin. If they are forced to ingest it, they must make a Fortitude save vs. DC 15 or take 1d4 Constitution damage, which heals naturally at a rate of one every two days. Weapons coated in wolfsbane extract cause Wolfkin great pain, and they must make a Will save (DC 12) not to either retreat or focus all their attacks on any opponent who wounds them with such a weapon.

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• Wolfkin take double normal damage from silver weapons. They must make a Will save (DC 12) not to focus all their attacks on any opponent who wounds them with such a weapon.

• Silver Manacles or other silver bindings placed on a Wolfkin add +10 to the DC of all Escape Artist rolls.

• Favored Class: Ranger A multiclass Wolfkin’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).

Height: 50" + 5d4 Weight: Base is 140 lbs. with a modifier of 4d6. Age: Starting: 13 + 1d6 years Middle: 28 years Old: 35 years Venerable: 49 years Maximum: 49 + 1d12 years

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Nomad Centaur Nomad Centaurs are a slightly smaller breed of centaur who have adapted to lives in harsher lands. Their skin ranges from gold to brown, and they tend to braid, tie-back, or shave portions of their thick black hair. Origins: Legends say the Nomad Centaurs are as old as the land, although other races say their homelands have centaurs as well. If the Nomad Centaurs did come from another place, it was long before they began recording their history. Relations: Nomad Centaurs enjoy the company of the Ogreborn, Elves, and Gnomes. Humans must earn a Nomad Centaur’s trust, as they are seen as possible agents of the Dynasts. Alignment: Tending towards Chaotic alignments, Nomad Centaurs are good and neutral in eq ual numbers, with some evil among those who truck with the Dynasts or the Wolfkin. Nomad Centaur Lands: Nomad Centaurs range through the plains of the Dynasty Lands and the Ulfkast Forest, moving constantly and exploring new hunting grounds. They are one of the few races that can thrive in the Icara Desert. Religion: At first glance, Nomad Centaurs appear to place little importance on religion. This life, this world, is considered primary, and while all things are sacred, one need not bow down and worship a tree-or anything else. However, respect for all things in nature, living and unliving, is intrinsic to their culture. Pragmatic as they are, the Nomad Centaurs consider religion to be a vital element of their survival, as their closeness to nature gives them an understanding of the ecosystem and their place in it. Most actually offer a silent prayer to every animal they meet. Language: Nomad Centaurs speak Common. Names: There three names for every Nomad Centaur: birth name, tribal name, and paternal name. Birth names tend to be poetic, and focus on nature imagery. Tribal names are still based on the lost tongue of Lowan, which the Centaurs once spoke, and always include the prefix “ak-“, meaning “born.” Paternal names are simply “son of” or “daughter of” the father’s birth name. An example is “Brightwind ak-Samhkar, daughter of Stonetoe.” Nomad Centaur Racial Traits

• +2 Constitution, -2 Dexterity. • Large: As Large-size creatures, Nomad Centaurs can carry twice as much weight as a human can

and use larger weapons (see page 96 of the Player's Handbook). However, Nomad Centaur suffer a size penalty of -1 to attack rolls, -1 Armor Class, and -4 to Hide checks.

• Nomad Centaur base movement is 40 feet. • Keen Senses: +2 to Vision and Hearing Checks. Nomad Centaurs may also detect the scent of a

horse, donkey, mule or pony in a radius of 20 miles. • Inability to Climb: Nomad Centaurs automatically fail all climb skill checks. • Jumping: Centaurs receive a -4 penalty to non-running jump attempts, but +2 bonus to running

jumps. • Increased Consumption: Nomad Centaurs require 3 times the food required by humans and

other races. • Flexibility: Nomad Centaurs may touch the ground by bending at the waist, and can braid their

own tail. • Firing on the Move: Centaurs may fire bows while making a double move at a -2 penalty, or at a

run (4x move) at -4. • Charging: Centaurs may charge with lance or lance-like weapons and gain the 2x damage

multiplier as though on a mount. • Face/Reach: 5'x10'/5' • +1 racial attack bonus with all spears. • Bonus Feat: Skill Focus (Wilderness Lore) • Hoof Attack: The Nomad Centaur can attack with his front hooves, causing 1d6 points of damage

per hoof. If attacked from behind, the Nomad Centaur can also kick for 1d6 points of damage. A Nomad Centaur attacks with his hooves as if armed.

• Automatic Languages: Common.

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• Bonus Languages: Ogreborn, Elven, Sylvan, Wolfkin. • Favoured Class: Druid. A multiclass Nomad Centaur's druid 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).

Height: 68" + 4d6 Weight: Base is 310 lbs./290 lbs. with a modifier of 5d6. Age: Starting: 13 + 2d4 years Middle: 56 years Old: 72 years Venerable: 96 years Maximum: 96 + 3d10 years

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Classes Equipment Notes: In these class rules, there are several references to certain weapons that do not appear on the normal weapons list. Of these, the blowgun, katana, kusari-gama, and wakazashi are all fully described on page 160 of the Dungeon Master’s Guide, under Asian Weapons. And additional weapon is the daikyu bow. This is a composite longbow designed to be gripped lower than a normal bow. It is double the cost of a normal composite longbow, but halves all penalties for shooting from a mount. It is considered a martial weapon. It is important to note that, while Martial Weapon Proficiency allows one to wield a katana two-handed without penalty, like a bastard sword, using it one-handed requires Exotic Weapon Proficiency: Katana . Any class that receives proficiency in all Martial Weapons includes daikyu bow, katana, kusari-gama, nunchaku and wakazashi in that proficiency. Also note that, unlike the rest of Krynn, steel pieces are not currency in the Dynasty Lands. Gold pieces are used, just as described in the Player’s Handbook. The Shadow Dynasts hoard all the steel they can, in their effort to forbid weapons to the common people. Those of their subjects who manage to acquire steel do not mint it into coins. Note that travelers from other lands may place a lower value on gold as compared to steel, but their steel pieces buy nothing in the lands of the Shadow Dynasts.

Barbarian This class is unchanged, and is very appropriate to many tribes in and around the Dynasty Lands. Common places of origin include the Icara Desert, the Centaur Plains, Southern Jial, and Habu-Dynast’s Glacier. In addition to their normal proficiencies, they are also proficient in the blowgun and the martial weapons listed under Equipment Notes.

Bard Music and entertainment are very popular amongst the Mandarins, as well as the Shoguns and their Daimyo. Therefore bards can make a comfortable living, especially in the larger settlements of the Dynasty Lands. Bards must choose one of the two following options: VARIANT: Noble Bard

"The voices of my ancestors cowed dragons, tamed the power of sorcery, and commanded nations. My voice shall captivate your soul." --Gracia Half-elven, court singer to the Jade Dynast

Bards of this type work exactly as described in the Player’s Handbook, with the following role-playing notes. The bard is descended from nobility, and related by blood to the noble caste. While this may not guarantee the bard any special privileges or make him wealthy, it does make it easier to attract a noble patron. At the DM’s option, the bard may gain a +2 circumstance bonus whenever making a Diplomacy, Bluff, or Perform roll toward a Mandarin or official of a Dynasty. In addition, the bard’s Mandarin blood allows him to cast Arcane spells normally despite the fact that the Arcane magic most bards once practiced is now fled from the world. On the down side, certain commoners and enemies of the Dynasts may have trouble trusting those known to be of Mandarin blood, and such a bard may have to prove himself before he will be accepted. For other details on Mandarins, see SORCERER, below. VARIANT: Wandering Bard

"Titles are fetters, A castle is a prison, The road is the key." -- Lota, wandering haiku poet

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This option is for a wandering entertainer whose primary audience is the people, not the nobility. While nothing prevents this bard from entertaining nobles (nor the Mandarin Bard from entertaining poorer folk), social pressures mean that each kind of bard is predisposed towards a certain audience. In rules terms, the difference between the Wandering Bard and the Mandarin Bard is this: the Wandering Bard, due to the lack of magic on Krynn and his lack of Mandarin blood, has no ability to use Arcane spells or any other means of spellcasting unless he is multiclassed. However, the Wandering Bard is compensated by receiving more skill points (6+Intelligence modifer per level, etc.) and receiving a +4 competence bonus to all Perform rolls.

Cleric In the Dynasties and their environs, clerics have many options, some very similar to the traditional cleric, others far-removed. All cleric characters must use one of the following class variants. VARIANT: Channeler

"You have blades and potions. I am divine might personified as a vehicle for the last true power in this world. Who has the advantage?" --Zhalu, Lord High Channeler of the Coral Dynasty

This is a cleric of one of the Shadow Dynasts. Due to their importance, at 6th level, Channelers receive the Leadership feat free as long as they fit the requirements, though cohorts must only be recruited from the ranks of the Dynast’s servants, spellcasters, and fighting men. No matter what, each 6th level Channeler is assigned a 3rd level human fighter (Dynasty Guard variant; see below) to serve as a personal bodyguard. This bodyguard is of Lawful Evil alignment and willing to sacrifice himself to save the Channeler’s life, though his ultimate loyalty is to the Dynast himself. If the Channeler repeatedly acts against the will of the Dynast, his bodyguard may turn on him. Each Channeler must choose a single Dynast whom he worships as a god. Details on the Dynasts’ domains are given below. Shadow Dynast Preferred Weapon Domains Coral Dynast Spear Luck, War, Water Ebon Dynast Katana Protection, Strength, War Ivory Dynast Battle Axe Air, War, Water Jade Dynast Nunchaku Animal, Knowledge, War Scarlet Dynast Quarterstaff Fire, Magic, War Note that characters of a variety of alignments can worship a Dynast. The Dynasts do not have the insight into the hearts of their worshippers that true gods would possess. As a result, though the vast majority of Channelers are brutally strict tyrants, there are some Channelers who honestly work for the benefit of the people. However, Chaotic Good, Neutral, and Chaotic Neutral characters can not be Channelers. As a further benefit, when the Channeler is within the lands of the Shadow Dynast he worships, he can demand room and board in the home of any citizen of his Dynast’s lands for up to a week. Once he leaves, tradition says he cannot ask to stay with the same citizen for 100 days. Agents of the local Mandarin will arrest any citizen refusing a Channeler’s demand for shelter within an hour of their hearing of the incident. VARIANT: Wandering Mystic

"The gods leaving wasn't a curse. It was a gift. Generations of men and women, desperate for hope, power and meaning, where did they look for these things? Outside, somwhere out there in the dark. And they found it. It was fed to them-- like farm animals, like dogs who no longer needed to hunt, like slaves kept safe by the walls of a pen. But then the keepers went away. Where did they leave us? In the dark ourselves. But this darkness was the mystery

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within. And that's where we found our power. It's not out there. It is in here. In us. And unlike the gods, we're not going anywhere." --Iron Mountain, Wandering Mystic

Using meditation, instinct, and self-knowledge to find strength deep within themselves, Wandering Mystics use Divine Spells with the same spellcasting chart (including bonus spells) as clerics. However, in the same manner as Sorcerers, they do not prepare spells, but choose them as they go. Wandering Mystics cannot swap prepared spells for healing as a cleric can, nor can they turn or rebuke undead, unless they receive the ability as a granted power. A mystic can’t cast spells of an alignment opposed to his own. For example, a good mystic can’t cast evil spells. Spells associated with these alignments are identified as such on the “Level” line of the spell description. Wandering Mystics must choose three of the domains listed below from which to derive all of their spellcasting. These are never in addition to normal clerical spells; rather, the three chosen domains (and those domains only) make up the character’s entire spell list. Wandering Mystics can only cast spells from the three domains they choose. Each domain chosen also allows the Wandering Mystic use of its granted power (as described under each domain). Also, Wandering Mystics receive free proficiency in all monk weapons, in addition their normal cleric weapon proficiencies. The Wandering Mystic's domains are chosen from those listed in Appendix I; 5th Age Magic. VARIANT: Stone Shaman

“I am this city. My breath is the smoke of chimneys and the gutters are my veins. My skin feels your footfalls like rain; echoes on cobblestone whisper your intentions; every window shows me your reflection. Look upon my streets and know they look upon you.”

--Romat the Shaman These clerics, all native to the Seven Cities of Tumar, have discovered the secret spirits that inhabit all cities. Somehow, the passing of so many souls through the city’s streets seems to create a living mind, the essence of the city itself. Such spirits are little understood, but grant special powers to those who placate them. Outside of manmade environments, they are less powerful, but within them, the Stone Shamans are as powerful as rangers or druids are in the wild. The first stone Shaman were members of an order called the Lions of the Sun (see FIGHTERS, below) and they still have strong ties to that group. These clerics gain Gather Information, Move Silently, and Hide as class skills. They cast spells normally as clerics, and may choose any two domains as a normal cleric. However, they have no ability to turn, control, rebuke, or bolster undead. Also, if the Stone Shaman is not within the walls of a city or a man-made or mostly man-made environment such as a building or dungeon, he can not cast any bonus spells gained from his Wisdom. Although he may prepare such spells normally, the spells can not be used, nor can he convert bonus spells from Wisdom into healing or inflict spells, although other spells are always converted normally. All Stone Shaman must be have been raised in one of the Seven Cities of Tumar, where the city spirits were first discovered. Stone Shaman are creatures perfectly adapted to the urban jungle, like sharks are to the ocean. In a city, building, or dungeon, a Shaman may add his Reflex save modifier to the difficulty of others’ rolls to detect him when he attempts to approach by stealth. With a glance, Stone Shamans may roll a Spot check (DC 10) to determine if any diseases, posions, or curses are affecting agiven denizen of the Seven Cities. Stone Shaman receive the Urban Predator regional feat free (see below) at any time when they fulfill the prerequisites.

New Regional Feat: Urban Predator You are born and bred to the city streets, much like a ranger is to the wild. Like a living being, a city has a pulse, and you have your finger on it. In fact, you sometimes hear the voices of spirits in the walls of cities, just as some hear the spirits of trees or animals.

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Prerquisites: Hide skill, Climb skill, Spot skill, must have been raised in the Seven Cities of Tumar or within 15 miles of one of these cities Benefits: In any town with an adult population higher than 2000 persons (see the Dungeon Master's Guide, page 137 for details), and only within the boundaries of such a place, you can do any of the following: 1) Cobblestone Track: You can follow the trails of creatures and characters across non-natural areas on a Spot check vs. a variable DC (5 for dirt roads or streets and floors with a large amount of dirt or sawdust, 10 for underground or wooden streets or floors, 15 for stone floors and streets, 20 for areas above ground level, such as rooftops). All other modifiers are as per the Track feat, and you move at only 3/4 your normal speed while tracking (note that this is not as slow as wilderness tracking). Note that any creature or character, whether they have this feat or not, can hide their trail (although they move at half-speed while doing so, allowing trackers with this feat to catch up). 2) Rooftopper: With a Balance check every ten rounds (one minute), at a DC of 12, you can walk or run across rooftops, beams, walls, fences, and even clothes lines (!) at your speed without fear of falling, due to guidance from the city spirits. However, moving across surfaces with a width of less than 2 inches (such as the clothes line) requires a separate Balance check at a DC of 25 (20 if the character slows to half normal movement speed) for each 10 feet of such surface crossed. Except for those rules directly superceded by this ability (which only functions in towns with populations over 2000, as described above), all rules given under the Balance skill still apply. Furthermore, in applicable towns, you receive a +4 circumstance bonus to all Climb and Jump checks. 3) Streetwise: Within a city of sufficient size (see above), you receive a +2 circumstance bonus to Diplomacy, Gather Information, Hide, Intimidate, Listen, Move Silently, Search, and Sense Motive checks. In addition, an added +2 circumstance bonus to Diplomacy, Gather Information, Intimidate, and Sense Motive checks is applied, stacking with the other bonuses, when you are within your specific hometown (which you can only have one of) or when the subject is someone you've known for more than a year. Again, it must be noted that this feat only applies when inside a town with an adult population of more than 2000 people. Smaller towns have much different attributes than large towns and cities, and the addition of stone walls, towers, or even a castle does not alter this fact.

Druid Druids follow the Way of the Hermit, which requires them to minimize their contact with civilization and avoid any vanity or ornamentation. In addition, they are forbidden from eating meat or eggs. Their power does not come from any god, but from the life-force of nature itself, and thus they receive divine spells by meditating in nature environment rather than praying. Otherwise, druids are treated as per the Player’s Handbook. Note that the word druid itself is foreign to these regions, and that the natives know them simply as hermits.

Fighter Fighters are practically unchanged from the Player’s Handbook, save that they receive Martial Weapon Proficiency in daikyu bow, katana, kusari-gama, nunchaku and wakazashi along their normal proficiency in all martial weapons (due to these weapons' popularity in these lands). Most fighters in the Dynasties learned their skills in the Dynasts’ armies, for when males born in Dynasty Lands reach their race’s minimum starting age for a fighter, they are required to serve in the Dynasty Guards for at least three winters, serve a year in prison, or become outlaws. Characters who are of the noble caste (including Mandarin Sorcerers and their relatives, as well as Noble Bards and Channelers and their immediate families) are not required to serve such a term. The default fighter in the campaign is a former member of the Dynast Armies, one who may have enlisted earlier than minimum age (which is permitted) due to a natural talent for fighting (meaning the player can determine starting age normally). Most fighters who have never been employed by the Dynasts hail from lands outside the Dynasts’ control (such as Jial), or independent cultures within Dynasty Lands that maint ain their own warrior tradition

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(such as the Ice Gnomes). Other variants include the bushi warrior, and two orders of samurai (see below). Notes on the Buke Caste

"You want to know the way of the samurai? It is simple: the way of the samurai is death." --Shogun Eiji Nakugawa

In the Dynasty Lands, some groups of fighters have become a culture unto themselves, a social caste known as the Buke. While the Dynasts’ and their relatives rule the land, nominally, since the Cataclysm members of the Buke caste have lead each Dynast’s army, with their soldiers administering the law from day to day. Therefore the Buke may, in many ways, be considered the ruling caste. Buke rose to their prominence due to the competence of the Ebon Dynast’s Black Samurai, led by his hand-picked Shogun, or commander. When the other Dynasts saw how efficiently the Ebon Dynasty’s army and local authorities operated, they made discreet inquiries which resulted in the Ebon Dynast farming out certain high-ranking officers to each Dynasty. The highest commander of each army was called a Shogun, as they modeled their positions after the Shogun of the Ebon Dynast. The devotion of the Shoguns and their lieutenants to law, honor, and obedience has kept order in the Dynasty Lands for centuries. The Buke may, in many ways, be considered the ruling caste. Mandarins are determined by blood, but a Shogun arises by competence. Beneath each Shogun are the Daimyo, the military Buke lords and generals, who hold fiefs. All those wanting upward mobility in any realm seek the favor of Daimyo. Higher-ranking Buke should always be shown respect, and even lower-ranking ones often demand special treatment from non-Buke (although, in many places, the merchants-the richest caste-have much more power than Daimyo or nobles). Only members of the Buke caste are allowed--legally--to commit suicide, within the strict guidelines of seppuku (anything else is considered mere self-disposal, believed to send one’s soul straight to the darkest layers of the Abyss). This is because the only honorable way for a Buke to refuse an order from his patron (be he a Dynast, Shogun, Daimyo or Mandarin) is to kill himself. The following variants are available for the fighter class: VARIANT: Dynasty Guard

"Whether you like the Dynasts or not, you have to admit we live in a society that needs rules. Somebody has to enforce rules. And that somebody is me." --Lady Shan of Fuhai, bodyguard to the Scarlet Dynast

Dynasty Guards are fighters who are members of a Dynasty’s armies. Though not members of the Buke caste, they may arise to such a position through ability and dedication. They have been trained as soldiers and receive a stipend of their class level x3 in gold pieces a week. They must obey a chain of command and live in the army’s barracks. One advantage of this is that they are under the jurisdiction of the Daimyo alone, and the law does not require them to obey any Channeler or Mandarin Sorcerer of 8th level or lower. If the character reaches 10th level as a Dynasty Guard and is still in good standing with the Daimyo, he only answers to the Daimyo, Shogun, or the Dynast himself. By becoming a first level fighter, a character has distinguished himself from the rank and file NPC warriors, and thus is considered a guard as opposed to a mere soldier. Guards are sometimes selected (or choose on their own initiative) to go on reconnaissance missions when units of the Dynasty’s armies encounter a dangerous area, such as an unexplored forest or abandoned ruin. Though Dynasty Guards must have special permission to draw assistants from the army itself, they do have the authority to recruit specialists from outside the Dynasty’s armies. Although such specialists are not paid, Dynasty Guards are permitted to promise them a share of any spoils claimed in the mission. Dynasty Guard deserters are severely flogged if the army captures them and lose their stipend permanently, forced to serve without pay when the army finds them. VARIANT: Bushi

"I've had to kill samurai before. It's hard, because they have better weapons, but sometimes you have no choice. But you know what? When it's done, you have better weapons."

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--Tan of Tojahl, mercenary

Some warriors have never known the discipline of a soldier or the glory of war. Peasa nts and outsiders with a talent for fighting must practice their skills in secret, given the Dynasts' prohibitions. These poor fighters start with half normal starting money and can not read, unless they purchase Literacy, as a barbarian. However, Bushi receive Gather Information as a class skill and the following feat for free:

New Feat: Black Market Ties You have contacts who in the underworld who deal in contraband and stolen items. Benefit: Once a week, if in a city or medium-sized village, you can acquire an item for half it's normal price by making a successful Gather Information check (DC= 10+1 per 1000gp of value the item normally sells for).

VARIANT: Black Samurai Warrior

"Honor is like love. It is dearer than breath, purer than light; it is stronger than war and more stirring than song. It is worth dying for. But of the two, honor is greater. Unlike love, honor never ends." --Shogun Eiji Nakugawa

This fighter is sworn to serve the Ebon Dynast. He is required to be of Lawful alignment and must spend one of his starting feats on Exotic Weapon Proficiency: Katana. Also, a Black Samurai Warrior must obey all commands issued by the Ebon Dynast, the Shogun, or any higher level Channeler or Mandarin. In exchange, the Black Samurai Warrior gains the feats Mounted Combat and Weapon Focus: Daikyu Bow. As long as the Black Samurai is in the Dynast’s service, he receives a stipend of 15 gold pieces a week to maintain his personal equipment. If, by 4th level, the Samurai has not purchased Weapon Focus: Katana, his fellows begin to look down upon him, for a katana is considered the Samurai’s soul. If the commands of two of the Black Samurai Warrior’s superiors conflict, the Samurai must obey the one of higher rank, but no matter what, the word of the Dynast is law. Any Black Samurai may be summoned to war at any time. Orders may be protested and, if there is time, argued, but never disobeyed. If a Black Samurai Warrior feels he must not obey a proper order, his only legal recourse is seppuku--ritual suicide. Any Black Samurai who disobeys an order and does not commit suicide becomes known as a Black Ronin. He loses his stipend, and all Black Samurai are given his name. He is now an outlaw in the Dynasty Lands, and all agents of the Dynasts-especially local Daimyo-will pursue him if he is rumored to be within their area. Any confirmed sightings will bring arrest and execution attempts by the local authorities, and if these attempts fail a detachment of 3-8 Black Samurai will be sent to bring the Black Ronin justice. A Black Ronin within the Ebon Dynasty is in even greater danger, for there the authorities are actively pursuing him at all times. Combined forces of Black Samurai, Mandarin Sorcerers, Channelers, and their men may be dispatched in pursuit of a confirmed Black Ronin. VARIANT: Lion of the Sun

“You thought to hunt the lion in his den? Know two things before you die: this whole city is a den, and the lion does not sleep…”

--the ronin Tuhio

The Lions of the Sun are a secret order of ronin, descendants of former samurai trained all their lives in combat arts. They are devoted to the memory of a group of gold dragons, majestic creatures long lost to these lands, whose honor and sacrifice nearly a millenium before are still remembered. Many years ago, a force of samurai warriors rode to battle astride golden dragons against their hated enemies: the Shadow Dynasts. Remnants of the age-old Samurai Order of Tojahl, the first nation crushed by the Dynasts' hordes, they had sworn to avenge the killing of their masters. The gold dragons had come to avenge the deaths of their fellows who had laired here, slain by the Dynasts' sorcery. The insults of generations could not be ignored by dragon nor man. Though their alliance was hasty and the forces

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arrayed aginst them were vast, the dragons and an army of men struck quickly and relentlessly. From an underground ruin on the north side Bay of Tumar, they cut a deep swath into the Ebon Dynasty, getting as far as the Gandus River Valley before forces sent from all five Dynasties annihilated them. The only survivors were eight gold dragons and the few samurai each dragon managed to fit on his back. They split up, each dragon bearing its passengers to a different city. Most went to the cities that surround the Bay of Tumar, whereas one went to the recently rebuilt city of Tojahl. Having lost both their leaders and the leaders of the flight of dragon to who's cause they had sworn, the samurai finally accepted their lot as ronin, masterless fighters. Meanwhile, the gold dragons polymorphed into human form and blended into the city populations, needing to rest and recover before beginning the long flight across the ocean to prepare another strike. Before they could leave, however, the gold dragons were attacked, not by the attackers they feared, but by magic. The Jade Dynast and the Ruby Dynast, despite not knowing where the golds had hidden, were able to cast a powerful spell on them. The golds were bound to the cities by powerful wards, which rendered them unable to leave. The moment the golds showed themselves, the five Shadow Dynasts’ forces would be prepared. When the first gold dragon resumed his natural form, in the city of Tojahl, the chromatic dragons and their armies attacked, razing the city to the ground and killing the gold dragon. Unwilling to harm the humans who had taken them in, the gold dragons accepted their lot and remained among the humans in their mortal forms. They stayed in the shadows of their new homes, not becoming public citizens, but helping with magic or guidance whenever they could, defending the cities against the raiders and bandits from which the Dynasts had never bothered to protect their subjects. Although they did their best to keep a low profile, gold dragons have no instincts for being so covert, and soon their activities drew attention. Knowing that the Shadow Dynasts would come for them, the honorable dragons took the one option they had left. All seven revealed their forms in the skies above their cities and, with the most powerful magics they knew, slew themselves in great conflagarations. The samurai were humbled by the dragons' honor. They swore they would avenge the dragons' deaths, as well as the fate of Tojahl, which the Dynasts had now razed twice. And if they had to wait longer than a man's lifetime for the opportunity, then they would train their sons and daughters to do it for them. Today, the Lions of the Sun work in secret, allied with the Stone Shaman (see CLERIC, above). They must be of Lawful alignment. They receive Craft (Calligraphy), Hide and Move Silently as class skills, but they are only proficient in the following weapons: club, crossbow (any), dagger, handaxe, dart, katana, longbow, longspear, nunchaku, quarterstaff, shortbow, shortspear, shuriken, sling, wakizashi. Note the similarity to the monks' weapons: the training a Lion of the Sun receives in his youth is much like that give to a monk, though these fighters have nowhere the mastery of their own bodies which monks possess. Lions of the Sun receive Exotic Weapon Proficiency: Katana free, allowing them to wield a katana with one hand as well as two. Finally, Lions receive the Urban Predator feat free (see CLERICS, above, for details on this feat) at any point in their advancement when they fulfill the prerequisites. Note that Lions of the Sun are a part of an organization, an organization that does occasionally make requests of them. If these requests are disobeyed, it is considered a great dishonor on the disobedient Lion of the Sun. Three such instances (or fewer, depending on the sverity of the disobedience) will cause high-level Lions of the Sun to capture the offender and take him to their headquarters, an underground ruin north of the Bay of Tumar. There, bards loyal to the Lions will make repeated use of Modify Memory spells to make the character forget all significant details of the organization, including contacts, operations, and safehouses, as well as special version of the spell that removes the character's Urban Predator feat. Finally, the bards remove all memory of the capture itself, tattoo a symbol indicating the character's dishonor on his hand, and return the character to the nearest settlement. One day, the opportunity will come for the Lions of the Sun to take vengeance on the Dynasts. Any character refusing this order will be dishonored and face punishments far more serious than the one described above.

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Monk Completely unchanged from the Player’s Handbook. There are several dozen monasteries from which the character may hail. Generally, each monastery trains monks of a specific alignment. At the DM’s option, monks from certain orders may be allowed to multiclass as druids or the Wandering Mystic variant class (see CLERIC, above) without losing their ability to gain monk levels.

Paladin All paladins must choose one of the following options: VARIANT: Stone Lion

"This city cries for justice, as does the land. I will make it so for one, then the other. And then for all." --Hiba, the Crying Swordsman

This is a ronin samurai, raised as a member of the Lions of the Sun (see FIGHTER, above), who has been called to serve the secret spirits that inhabit all cities. Somehow the passing of so many souls through a city’s streets seems to create a living mind, the essence of the city itself. Such spirits grant special powers to those who placate them. Finding his obligations to the spirits and the Lions of the Sun identical, the Stone Lion serves both. Stone Lions receive Craft (Calligraphy) and Gather Information as class skills, but they are only proficient in the following weapons: club, crossbow (any), dagger, handaxe, dart, katana, longbow, longspear, nunchaku, quarterstaff, shortbow, shortspear, shuriken, sling, wakizashi. To wield a katana one-handed, they must purchase Exotic Weapon Proficiency: Katana. They receive spells as normal paladins, but have no power to turn undead. Unlike most samurai, they focus on the wakazashi, due to commands by the city spirits, who have told them that these swords represent their souls. As such, they gain the feats Weapon Focus: Wakizashi and Urban Predator free, as soon as they fulfill the requirements. Note that any disobedience to the leadership of the Lions of the Sun constitutes a breach of the paladin's Code of Conduct and carries the appropriate penalties. VARIANT: Celestial Samurai

"The Dynasts have met their match in my mistress, and their warriors have met their match in me." -- Suran, Lady Daimyo of Harappa

Paladins of this type work exactly as described in the Player’s Handbook, with the following role-playing notes. This paladin is a samurai who sworn to the service of the Celestial Lady, who rules the northern part of the Scarlet Dynast's former domain. From studies with their mistress, they gain Knowledge (Arcana) and Perform (Any form of poetry). Somehow, the Celestial Lady is able to channel spells to her samurai, so this paladin gains spells as normal. It is believed this method is similar to the means by which the Shadow Dynasts grant their Channelers, but no one has ever worshipped her. She asks only loyalty and honor. They receive the Mounted Combat and Exotic Weapon Proficiency: Katana feats free, and the Celestial Lady provides all her samurai with a daikyu or katana free at 1st level, as chosen by the player.

Ranger Rangers undergo some changes, although essentially, rangers are just characters born and raised in a wild area. Guides are always needed, and as usual, rangers find themselves indispensable in frontier lands. They gain the Daisho feat free, when and if they meet the requirements. However, the major change in the ranger class regards spells. Unless they choose a variant that gives them spellcasting abilities, rangers have no access to their normal spell lists.

New Feat: Daisho

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Using two weapons has always been viewed as foolish in the Eastern Lands, as an inaccurate and unpredictable method of fighting. Recently, however, certain ronin have discovered that the katana and wakizashi-- the traditional weapons of a samurai-- work together incredibly well, once certain martial principles are practiced. This combination is called Daisho-- the long and the short. Prerequisites: Exotic Weapon Proficiency: Katana, Martial Weapon Proficiency: Katana, and Martial Weapon Proficiency: Wakazashi Benefits: A character may fight with a katana in one hand and a wakizashi in the other as if the katana were a Medium weapon and the wakizashi were a Light weapon. This is fully compatible with other two-weapon fighting feats and abilities, including a ranger's two-weapon capabilities.

Rangers must choose one of the following variants: VARIANT: Samurai Scout

"There are more honorable ways to die than on the open field, and more efficient ways to serve one's lord." --Tal Ogreborn, Ebon Army forester

A special sort of samurai rained by the army of the Ebon Dynast to serve there or in one of the other Dynasty Lands, this is a ranger assigned as an ahead scout, often attached to a party. He does reconnaissance on areas where the army will deploy and sets up base camp. He is required to be of Lawful alignment and must spend one of his starting feats on Exotic Weapon Proficiency: Katana. Also, a scout must obey all commands issued by his Dynast, the Shogun, or any higher level Channeler or Mandarin. Animal Empathy is not a skill available to the Samurai Scout. In exchange, the Scout gains the feat Weapon Focus: Daikyu Bow, and such as bow is issued to him. As long as the Samurai Scout is in the Dynast’s service, he receives a stipend of 15 gold pieces a week to maintain his personal equipment. If, by 4th level, the Samurai Scout has not purchased Weapon Focus: Katana, his fellows begin to look down upon him, for a katana is considered the Samurai’s soul. If the commands of two of the Samurai Scout’s superiors conflict, the Scout must obey the one of higher rank, but no matter what, the word of his Dynast is law. Any Scout may be summoned to war at any time. Orders may be protested and, if there is time, argued, but never disobeyed. If a Samurai Scout feels he must not obey a proper order, his only legal recourse is seppuku--ritual suicide. Any Samurai Scout who disobeys an order and does not commit suicide becomes known as a ronin. He loses his stipend, and his family may be punished. He is now an outlaw in the Dynasty Lands, and all agents of the Dynasts-especially local Daimyo-will pursue him if he is confirmed to be within their area. However, the authorities seldom catch renegade Samurai Scouts, as their woodcraft skills make them so difficult to find. Many ronin scouts find new employment with rival armed forces, such as the Empire of Jial. In fact, an elven or half-elven character may choose to start play with this variant as scout for the army of Jial, although his stipend is only 10 gold pieces a week, due the Empire's focus on self-reliance. VARIANT: Anvil Seeker

"Where I am weak, the land will make me strong." --Lhal the Swordswoman

This ranger follows the Way of the Anvil, seeking absolute solitude in order to discipline himself into complete strength and self-control. The name comes from their founder, Jun-Ru, who said he sought to "forge himself anew on the anvil of the mountains." Some do as Jun-Ru did and seek mountains; others went to Habu-khan's glacier, the Ulfkast Forest, or some other harsh and forbidding region. They also follow a version of the Way of the Hermit, which requires them to minimize their contact with civilization and avoid any vanity or ornamentation. In addition, they are forbidden from eating meat or eggs. Their power does not come from any god, but from the life-force of nature itself, and thus they receive divine spells by meditating in nature environment rather than praying. Other than these strictures, such rangers

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are identical to those described in the Player's Handbook, and gain their spells normally due to their constant meditation, in a manner similar to Mystics. VARIANT: Rebel

"I know the Mandarins' evil personally. I know it enough to know they must be fought." --The Tigress, Ivory Dynasty rebel cell leader

This ranger is descended of Mandarin blood. Perhaps even raised among nobles, he scorned the ways of sorcery and sought a chance to work against the Dynasts as soon as he was able. Forced to take to the wilderness to survive, the rebel is steeped in the lore of the wild. However, this ranger's Mandarin blood has not gone completely unused. In fact, he uses them in his fight as well. Though he uses the normal ranger spell chart, the ranger uses arcane spells from the sorcerers spell list in place of divine spells. Like the sorcerer, he does not need to prepare his spells before hand. Also like the sorcerer, his bonus spells are based on Charisma, not Wisdom. This character's lifestyle is extremely dangerous, for he is hunted by the Dynasts and their servants mercilessly. He is an outlaw in the Dynasty Lands, and all agents of the Dynasts—especially local Mandarins—will pursue him if he is rumored to be within their area. Any confirmed sightings will bring arrest and execution attempts by the local authorities, and if these attempts fail a detachment of 3-8 Samurai Scouts will be sent to bring the rebel back, dead or alive.

Rogue These characters are almost completely unchanged. However, they receive Exotic Weapon Proficiency: Shuriken free. Also, rogue characters may choose one of the following variants, although they are not required to do so: VARIANT: Dust Ninja

"Do I often travel by night, like a scavenging animal? Yes. It is true, sometimes I sleep in trees. Sometimes I must drink from the trough of an animal because water is scarce. And yes, sometimes I am paid to steal, or even kill. But there is no difference between you and I, save circumstances. I was born with nothing, and so I do what I must. Ask yourself this: if our places were reversed, would you do so well?" --Kyra, ninja clan leader

Many rogues hone their skills to such a fine edge as a result of trying circumstances. Born destitute or forced into poverty by the will of fate or the austerity of the Dynasts' rule, these characters become willing to do anything to survive. The disdain of the upper castes for such persons has earned each the derisive title Dust Ninja. While some operate as loners, most are part of real or adoptive families of others of similar skills-- called clans-- who band to gather for success and survival. Many clan members have great skill in the martial arts, some have even trained as monks. What skills they learn, they often pass on to their fellows. As a result, while a Dust Ninja may not have as many different skills as other rogues, the skills he does have are deadly. A Dust Ninja gains only 6 skill points per level, not 8 as most rogues do, and his starting money is halved. In exchange, however, he is proficient in all simple and martial weapons, just as a fighter is (including daikyu bow, katana, kusari-gama, nunchaku and wakazashi), as well as proficiency in all monk weapons. Further, he gains receives the Weapon Focus feat in one, and only one, of the following: dagger, dagger-punching, grapple, kusari-gama, nunchaku, quarterstaff, shuriken, or unarmed strike. He also gains the feats Improved Unarmed Strike and Catfeet (described below).

New Feat: Catfeet Prerequisites: Move Silently skill, Balance skill, Jumping skill Benefits: The character can make a Reflex save to halve all falling damage. Also, when his skills reach certain levels, he gains further abilities. When he has 7 ranks in the Move Silently skill, he can make a Dexterity check (DC 12) to walk or run a mile over any

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terrain and leave no tracks, as a druid's Trackless Stride ability. When he has 10 ranks in the Balance skill, he can roll Balance (DC 10) to walk across a room without setting off any traps which are activated by the character stepping a certain spot or by a device sensing his weight on the floor. Finally, at 13 ranks in the Balance skill, he can roll Balance (DC 23) to walk his levelx5 in feet across water, as if it were dry land (this is a supernatural ability).

VARIANT: Freebooter

"You think you can't afford to have my protection? I think you can't afford not to have my protection." --Hotukaze, Ebon Dynasty crime lord

This rogue is involved in organized crime, which includes extortion and theft and may well extend to murder and blackmail. Still, while he takes from his community with one hand, he feeds its needs with the other, and most of these thugs see themselves as vital parts of their communities. For some, the protection scheme is not merely extortion; it is an honest commitment to protect those who pay. Of course, most only give lip service to such notions, and would sell their grandfathers' bones for a profit. Since most are bullies unused to being actually threatened, they do not gain the Evasion ability until 5th level. However, their comfort with deception and negotiation gives them a +4 competence bonus to Appraise, Bluff, Intimidate, and Innuendo rolls. They also gain the Black Market Ties feat (see FIGHTERS, above) free whenever they have filled the requirements.

Sorcerer Aside from the Dynasts themselves, sorcerers are nearly undisputed as the greatest power in the Dynasty Lands. VARIANT: Mandarin

"I will not bicker with my inferiors. They want hope? Tell them their ruler's veins carry the blood of the world's last remaing gods. Times may be difficult, but that is all the more reason for them to cherish their ruler: I am all the hope they are going to get." --Dotaar of the Emerald Fist, governor of Eastern Icara

The mandarins are the right-hand men of the Dynasts, with even more influence over the rulers than the shoguns and more temporal power than the Channelers. No man succeeds but by their good will. Though not one good man exists among them (must be Evil or Neutral aligned), sometimes they are all that stands to mitigate the Dynast's rage against their own peoples. Due to their importance, at 6th level, Mandarins receive the Leadership feat free as long as they fit the requirements, though cohorts must only be recruited from the ranks of the Dynast’s servants, spellcasters, and fighting men. No matter what, each 6th level Mandarin is assigned a 3rd level human Channeler (see cleric, above) to serve as a personal assistant, guard, and advisor. This Channeler is of Lawful Evil alignment and seeks his own advancement through the success of his Mandarin, though his ultimate loyalty is to the Dynast himself. If the Mandarin repeatedly acts against the will of the Dynast, his advisor will betray him. A Mandarin's class skills are expanded to include Diplomacy, Innuendo, Intimidation, Knowledge (all skills, taken individually), and Sense Motive. When he reaches 5th level, the Mandarin can-- by taking a full-round action and making a Diplomacy check (DC 10 + the number of subjects to be directed)-- add his Charisma modifier as a competence bonus to all the subjects' skill checks for 10 rounds (one minute), as long as they can see him and hear (and understand) his words. Finally, each Mandarin receives a free Martial Weapon Proficiency and Weapon Focus feat in a weapon symbolizing his Dynast. These weapons are listed below. Shadow Dynast Preferred Weapon Coral Dynast Spear

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Ebon Dynast Katana Ivory Dynast Battle Axe Jade Dynast Nunchaku

Scarlet Dynast Quarterstaff As a further benefit, when the Mandarin is within the lands of the Shadow Dynast he worships, he can demand room and board in the home of any citizen of his Dynast’s lands for up to a week. Once he leaves, tradition says he cannot ask to stay with the same citizen for 100 days. Agents of the local Mandarin will arrest any citizen refusing another Mandarin’s demand for shelter within an hour of their hearing of the incident. However, the Mandarin is utterly beholden to his family and his superiors. If he should disobey any of them, all Mandarins in the area will turn on the character, competing to kill him first and gain the Dynast's favor.

VARIANT: Free Sorcerer “I can never repay the sins of my blood. I know only that the power in that same blood compels me to use it, and I will-- for the good of the people. If Fate smiles upon my family, they will survive standing in my way. If not they will make their penitence by their deaths. Either way, I will fulfill my obligation." --Casmir of Meking's Rift

These sorcerers, descendants of the Mandarins and of the Dynasts themselves, have turned against their brethren in the name of freedom. Some are the products of their ancestors' dalliances with commoners, others are runaway noble's children, but all share a commitment to overthrow the Dynasts. Despite their defeat at the Battle of Meking's Rift, the Free Sorcerers still hope Fate will lead them to their goal. In fact, they rely on Fate for many things. Free Sorcerers constantly refer to Fate, seeming to worship her as a goddess. In freed cities, statues of Lady Fate in her spired crown are erected. Often blind-folded and holding a balance, the Free Sorcerers often picture her the way others have portrayed the idea of justice. Perhaps to them, they are one in the same. Free Sorcerers all have Martial Weapon Proficiency in the kama, which is traditionally a farmer's tool. This represents the will of the people. Like their Mandarin cousins, Free Sorcerers are natural leaders. When he reaches 5th level, once per day the Free Sorcerer can-- by taking a full-round action and making a Diplomacy check (DC 10 + the number of allies to be directed)-- add his Charisma modifier as a competence bonus to all of his allies' skill checks for 10 rounds (one minute), as long as they can see him and hear (and understand) his words. Obviously, Free Sorcerers are outlaws in the Dynasty Lands. All agents of the Dynasts-especially local Mandarins-will pursue him if he is rumored to be within their area. Any confirmed sightings will bring arrest attempts by the local authorities, and if these attempts fail a detachment of 3-8 Dynasty Guards led by 1-3 Mandarins will be assigned the task. Mandarins prefer that Free Sorcerers be captured alive, generally so that they made be made examples for others.

VARIANT: Warlock “Sorcery does not require blood. It only requires knowledge that magic sleeps in all the corners of this world. And discipline. Great discipline.”

--The Warlock Evanthalas When the magic of the moons left Krynn, it was the elves, the foremost practitioners of the magic, who mourned its loss the most. Magic was a living force to them, the fabric from which their world was woven. Almost immediately after the magic vanished, the elven Empire of Jial sent ships across the sea to other lands to seek new magic. Years later, one of those ships returned in triumph. It was Qualinesti Elven colonists from the Island of Jial who first brought the magic to the other peoples of Sukyota, wishing to give all who had the discipline another weapon against the oppression of the Dynasts. Called

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Warlocks, after the mysterious figure who taught this magic to the elves of the expedition, these new mages are a wild card in the struggle against the Shadow Dynasts. Like Wandering Mystics, Wa rlocks choose Domains from which they can cast their spells. Sorcerers can choose any three domains from the Sorcery Domains below (these are separate from the Cleric and Wandering Mystic Domains). They do not have a base spell list, not do they gain spells from the cleric or wizard base spell lists. Each domain gives the Warlock access to a domain spell at each spell level, from 0 on up, as well as a granted power. The Warlock gets the granted powers of all the domains selected. A Warlock casts arcane spells according to the spell chart of a wizard rather than a normal sorcerer. A sorcerer’s selection of spells is extremely limited. All sorcerers choose three Sorcery domains, and begin play knowing three 0-level spells (also called cantrips) and three 1st-level spells, taken from the spell lists of the chosen domains. A Warlock is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the Warlock Ti’ikka can cast four 1st-level spells per day - three for being 1st level (as per the Wizard's spell chart), plus one thanks to her high Charisma. However, she knows only three 1st-level spells: bless water, produce flame, and summon nature’s ally I (the 1st-level spells of the Hydromancy, Pyromancy, and Summoning Domains). In any given day, she can cast bless water four times, cast produce flame four times, cast summon nature’s ally I four times, or cast some combination of the three spells a total of four times. She does not have to decide ahead of time which spells she’ll cast. A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. For example if an 8th-level Warlock has used up all of his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it. Warlocks cannot summon a familiar, nor can they learn new spells from arcane tomes as a standard sorcerer can. These abilities rely on powers that are no longer available to him in the Fifth Age. He chooses his spell domains from those listed in Appendix I: 5th Age Magic.

Wizard Wizards are the least represented class in Sukyota, if not all of Krynn, due to the disappearance of the three moons and their replacement, the pale moon. Traditional wizardry, as practiced on other worlds and on Krynn for millenia, had vanished. To exist as a wizard, a character must follow certain strict rules. Those uncomfortable with such limitations are encouraged to use one of the Sorcerer variants described above. All wizards must abide the following class variant: VARIANT: Wu-Jen

“Once we commanded the greatest power in the world. Our discipline will permit us to do so again." --Tamora of the Mountain

In order to have any magical power or ability to cast spells, all wizards must be members of an organization called the Order of the Wu-Jen. These mages gain their powers not from traditional magical sources-which have disappeared from the world-but by means of a jealously guarded font of sorcerous power which lies in the Gandus River Valley. Since not long after the Chaos War, members of the Order of the Wu-Jen have been guarding this valley, permitting no one whom is not a high-ranking member of the order to come near it. The details of this magical source are unknown to the general population as well as the Dynasts and their servants. Even most members of the Order are kept in the dark regarding the

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secrets of the Gandus Valley, and it is not until one has achieved a high rank within the Order (level 12 or higher) that one begins to discover the mysteries of the source. Wu-Jen wizards must follow abide by a set of taboos for their magic to function. These are as follows: they can not eat eggs or the meat of any hooved creature, they can not drink milk, they can not wear the color green, they can not cut down a tree nor aid in such a task, they can not marry, and they can not sleep with their head to the west. Each separate incident of breaking one of these taboos gives them a cumulative 5% chance of spell failure for 24 hours, which adds to any other spell failure percentages from armor or other causes. Turnwood Staff The wizard is able to focus magical power using this staff, carved of wood from the magical turnwood tree, a plant indigenous only to the Gandus Valley. In order for the wizard to cast Arcane spells, the staff must be topped with a ring of silver, from which hang two additional rings, also forged of silver. The staff focuses power from the mysterious Turnwood Forest, allowing the wizard to cast spells normally as long as the staff is either on his person or in sight. Holding the staff in no way interferes with the somatic component of any spellcasting. The staff can also be used as a weapon, doing damage as a normal quarterstaff. However, though the rings are normally quieted by the Arcane energy which is focused through them, if the staff is used as a weapon and scores a critical hit, the rings make a distinctive noise, which may alert unwanted parties to the wizard’s presence. Even if the staff is broken, the wizard can cast spells as long as the staff is held or in sight, although the staff being broken lowers the DC of saves against the wizards by 2. The wizard can even use touch-based spells through the staff, and use his normal combat attack roll with the staff as his touch attack roll. If the attack roll hits as both a regular attack and a touch attack, the staff does damage and the spell goes off. If the roll only hits as a touch attack, the spell effect is activated but the staff does no damage. The wizard can also choose to simply touch someone with the staff to affect them with the spell, without doing any damage with the staff. If the staff is lost or destroyed, the wizard can replace it. He must either make it himself or have it made by craftsmen. Once the staff is made, the wizard must abstain from all activities save eating, drinking, and sleeping to meditate with the staff in solitude for three days. Once he was meditated in this way, attuning the staff to the Arcane energy radiated from the Gandus Valley, the wizard regains his ability to cast spells as long as the staff is in his possession. Only a wizard of the Order of the Wu-Jen can used a turnwood staff attuned by another wizard. Other than the spellcasting abilities described above, turnwood staves have no special powers or enchantments. However, many wizards enchant their staffs with other effects to make them more powerful, including bonuses to hit, lengthening or shortening at the wielder’s command, and bonus to the wielder’s Armor Class. Though this staff automatically marks the carrier as a spellcaster, many wizards have become adept at disguising it. Some have versions that can be broken down and reassembled easily. Other wizards cover the ringed tip of the staff with a sack, or disguise it with a flag or standard. However, the rings must be uncovered for the wizard to cast spells. The wizard character is given the staff automatically upon creation. It is assumed that whoever trained the wizard made the staff himself or had it made, then attuned it for the wizard before his adventuring career began.

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Appendix I: 5th Age Magic All the domains in this chapter are copyright © James O’Rance, and are used with permission.

Mystic Domains Alteration Domain Granted Power: You cast transmutation spells at +1 caster level. Alteration Domain Spells

0 Virtue 1 Change Self 2 Delay Poison 3 Water Breathing 4 Polymorph Self 5 Animal Growth 6 Liveoak 7 Statue 8 Animal Shapes 9 Shapechange

Animism Domain Granted Power: Once per day you can choose to cast either animal friendship or entangle. Animal Handling and Wilderness Lore are class skills. Animism Domain Spells

0 Detect Poison. Detects poison in one creature or small object. 1 Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts 2 Speak with Animals. You can communicate with natural animals. 3 Dominate Animal. Subject animal obeys silent mental commands. 4 Control Plants. Talk to and control plants and fungi. 5 Commune with Nature. Learn about terrain for one mile/level. 6 Liveoak. Oak becomes treant guardian. 7 Creeping Doom. Carpet of insects attacks at your command 8 Shambler. Summons 1d4+2 shambling mounds to fight for you. 9 Summon Nature’s Ally IX. Calls creature to fight.

Channeling Domain Granted Power: You have the supernatural ability to gain an enhancement bonus to Strength, Dexterity, or Constitution equal to your Wisdom modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day. Channeling Domain Spells

0 Resistance. Subject gains +1 on saving throws. 1 Expeditious Retreat. Doubles your speed. 2 Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level. 3 Remove Disease. Cures all diseases affecting subject. 4 Divine Power. You gain attack bonus, 18 Str, and 1 hp/level. 5 Righteous Might. Your size increases, and you gain +4 Str. 6 Tenser's Transformation. You gain combat bonuses 7 Greater Restoration. Restores all levels and ability score drains. 8 Mass Haste. Extra partial action and +4 AC, affects one subject/level. 9 Iron Body. Your body becomes living iron.

Healing Domain Granted Power: You cast healing spells at +1 caster level. Healing Domain Spells

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0 Cure Minor Wounds. Cures 1 point of damage. 1 Cure Light Wounds. Cures 1d8 +1/level damage (max +5). 2 Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10). 3 Cure Serious Wounds. Cures 3d8 +1/level damage (max +15). 4 Cure Critical Wounds. Cures 4d8 +1/level damage (max +20). 5 Healing Circle. Cures 1d8 +1/level damage in all directions. 6 Heal. Cures all damage, diseases, and mental conditions. 7 Regenerate. Subject’s severed limbs grow back. 8 Mass Heal. As heal, but with several subjects. 9 True Resurrection. Fully restore dead subject, even without remains.

Meditation Domain Granted Power: You have the supernatural ability to gain an enhancement bonus to Intelligence, Wisdom, or Charisma equal to your Constitution modifier. Activating the power is a free action, the power lasts one round per level, and it is usable once per day. Meditation Domain Spells

0 Guidance. +1 on one roll, save, or check. 1 Remove Fear. +4 on saves against fear for one subject +1/four levels. 2 Calm Emotions. Calms 1d6 subjects/level, negating emotion effects 3 Prayer. Allies gain +1 on most rolls, and enemies suffer -1. 4 Imbue with Spell Ability. Transfer spells to subject. 5 Atonement. Removes burden of misdeeds from subject. 6 Etherealness. Travel to ethereal Plane with companions. 7 Spell Turning. Reflect 1d4+6 spell levels back at caster. 8 Protection from Spells. Confers +8 resistance bonus. 9 Time Stop. You act freely for 1d4+1 rounds.

Mentalism Domain Granted Powers: You cast charm person once per day. Scry is a class skill. Mentalism Domain Spells

0 Daze. Creature loses next action. 1 Sleep. Put 2d4 HD of creatures into comatose slumber. 2 Detect Thoughts. Allows “listening” to surface thoughts. 3 Tongues. Speak any language. 4 Discern Lies. Reveals deliberate falsehoods. 5 Greater Command. One subject/level obeys one-word command for 1 round. 6 Dominate Person. Control humanoid telepathically. 7 Insanity. Subject suffers continuous confusion. 8 Mind Blank. Subject is immune to mental/emotional magic and scrying. 9 Astral Projection. Projects you and companions into Astral Plane.

Necromancy Domain Granted Power: You can use a death touch once per day. Your death touch is a spell-like ability that is a death effect. You must succeed at a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per your mystic level. If the total at least equals the creature’s current hit points, it dies. Necromancy Domain Spells

0 Inflict Minor Wounds. Touch attack, 1 point of damage. 1 Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage. 2 Death Knell. Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level. 3 Animate Dead. Creates undead skeletons and zombies. 4 Inflict Critical Wounds. Touch attack, 4d8 +1 hp/level damage (max +20). 5 Slay Living. Touch attack kills subject. 6 Create Undead. Ghouls, shadows, ghasts, wights, or wraiths. 7 Destruction. Kills subject and destroys remains. 8 Create Greater Undead. Mummies, spectres, vampires, or ghosts. 9 Wail of the Banshee. Kills one creature/level.

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Sensitivity Domain Granted Powers: You cast divinations at +1 caster level. Scry is a class skill. Sensitivity Domain Spells

0 Detect Magic. Detects spells and magic items within 60 ft. 1 True Strike. Adds +20 bonus to your next attack roll. 2 Augury. Learns whether an action will be good or bad. 3 Invisibility Purge. Dispels invisibility within 5 ft./level. 4 Divination. Provides useful advice for specific proposed actions. 5 True Seeing. See all things as they really are. 6 Banishment. Banishes 2 HD/level extraplanar creatures. 7 Legend Lore. Learn tales about a person, place, or thing. 8 Discern Location. Exact location of creature or object. 9 Foresight. “Sixth sense” warns of impending danger.

Spiritualism Domain Granted Power: You can turn undead (good and neutral characters) or rebuke undead (evil characters) as a cleric of the same level. Spiritualism Domain Spells

0 Bane. Enemies suffer -1 attack, -1 on saves against fear. 1 Detect Undead. Reveals undead within 60 ft. 2 Consecrate or Desecrate. Fills area with positive or negative energy. 3 Speak with Dead. Corpse answers one question/two levels. 4 Death Ward. Grants immunity to death spells and effects. 5 Raise Dead. Restores life to subject who died up to 1 day/level ago. 6 Forbiddance. Denies area to creatures of another alignment. 7 Holy Ward or Blasphemy. Kills, paralyzes, weakens, or dazes creatures of opposite alignment. 8 Holy Aura or Unholy Aura. +4 AC, _4 resistance, and SR 25 against spells of opposite

alignment. 9 Energy Drain. Subject gains 2d4 energy levels.

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Warlock Domains

Aeromancy Domain Granted Power: Rebuke or command air creatures as an evil cleric rebukes undead. You can use this ability a total number of times equal to 3 + your Charisma modifier. Aeromancy Domain Spells

0 Ghost Sounds. Figment sounds. 1 Obscuring Mist. Fog surrounds you. 2 Wind Wall. Deflects arrows, smaller creatures, and gases. 3 Gaseous Form. Subject becomes insubstantial and can fly slowly. 4 Air Walk. Subject treads on air as if solid (climb at 45-degree angle). 5 Control Winds. Change wind direction and speed. 6 Chain Lightning. 1d6 damage/level; secondary bolts. 7 Control Weather. Changes weather in local area. 8 Whirlwind. Cyclone inflicts damage and can pick up creatures. 9 Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals. *Cast as an air spell only.

Cryomancy Domain Granted Power: You cast endure elements * once per day. Cryomancy Domain Spells

0 Ray of Frost. Ray deals 1d3 cold damage. 1 Chill Touch. 1 touch/level deals 1d6 damage and possibly 1 Str damage. 2 Resist Elements. * Ignores 12 damage/round from one energy type. 3 Sleet Storm. Hamper s vision and movement. 4 Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across. 5 Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. 6 Cone of Cold. 1d6 cold damage/level. 7 Summon Monster VII. ** Summons an outsider to fight for you. 8 Otiluke’s Freezing Sphere. Freezes water or deals cold damage. 9 Summon Monster IX. ** Summons an outsider to fight for you. * Cold or heat only. ** Cold creatures only.

Divination Domain Granted Power: You cast divination spells at +1 caster level. Scry and all Knowledge skills are class skills. Divination Domain Spells

0 Detect Magic. Detects spells and magic items within 60 ft. 1 Detect Secret Doors. Reveals hidden doors within 60 ft. 2 Locate Object. Senses direction toward object (specific or type). 3 Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level. 4 Scrying. Spies on subjects from a distance. 5 Prying Eyes. 1d4 floating eyes +1/level scout for you. 6 Analyze Dweomer. Reveals magical aspects of subject. 7 Greater Scrying. As scrying, but faster and longer. 8 Discern Location. Exact location of creature or object. 9 Foresight. “Sixth sense” warns of impending danger.

Electromancy Domain Granted Power: You can cause an opponent to drop a metallic weapon using magnetic rays. This is a spell-like ability that you can use once per day. Make a ranged touch attack to strike the opponent’s weapon; if successful, the opponent drops the weapon within 5 feet. Electromancy Domain Spells

0 Flare. Dazzles one creature (-1 to attack). 1 Shocking Grasp. Touch delivers 1d8 +1/level electricity. 2 Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.

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3 Call Lightning. Directs lightning bolts (1d10/level) during storms. 4 Lightning Bolt. Electricity deals 1d6 damage/level. 5 Sleet Storm. Hampers vision and movement. 6 Chain Lighting. 1d6 damage/level; secondary bolts. 7 Control Weather. Changes weather in local area. 8 Repel Metal or Stone. Pushes away metal or stone. 9 Storm of Vengeance. Storm rains acid, lightning, and hail.

Enchantment Domain Granted Power: Free Scribe Scroll feat. Enchantment Domain Spells

0 Detect Magic. Detects spells and magic items within 60 ft. 1 Magic Weapon. Weapon gains +1 bonus. 2 Identify. Determines single feature of magic item. 3 Dispel Magic. Cancels magical spells and effects. 4 Greater Magic Weapon. +1/three levels (max +5) 5 Antimagic Field. Negates magic within 10 ft. 6 Greater Dispelling. As dispel magic, but +20 on check. 7 Spell Turning. Reflect 1d4+6 spell levels back at caster. 8 Protection from Spells. Confers +8 resistance bonus. 9 Mordenkainen’s Disjunction. Dispels magic, disenchants magic items.

Geomancy Domain Granted Power: Rebuke or control earth creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Geomancy Domain Spells

0 Mending. Makes minor repairs on an object. 1 Magic Stone. Three stones become +1 projectiles, 1d6+1 damage. 2 Soften Earth and Stone. Turns stone to clay or dirt to sand or mud. 3 Stone Shape. Sculpts stone into any form. 4 Spike Stones. Creatures in area take 1d8 damage, may be slowed. 5 Wall of Stone. 20 hp/four levels, can be shaped. 6 Move Earth. Digs trenches and builds hills. 7 Disintegrate. Makes one creature or object vanish. 8 Earthquake. Intense tremor shakes 5-ft./level radius. 9 Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals. * Cast as an earth spell only.

Hydromancy Domain Granted Power: Rebuke or command water creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Hydromancy Domain Spells

0 Create Water. Creates 2 gallons/level of pure water. 1 Bless Water or Curse Water. Makes holy water (good characters) or unholy water (evil

characters). 2 Fog Cloud. Fog obscures vision. 3 Water Breathing. Subjects can breathe underwater. 4 Control Water. Raises, lowers, or parts bodies of water. 5 Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across. 6 Acid Fog. Fog deals acid damage. 7 Otiluke’s Freezing Sphere. Freezes water or deals cold damage. 8 Horrid Wilting. Deals 1d8 damage/level within 30 ft. 9 Elemental Swarm. * Summons 2d4 Large, 1d4 Huge elementals. * Cast as a water spell only.

Pyromancy Domain

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Granted Power : Rebuke or command fire creatures as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your Charisma modifier. Pyromancy Domain Spells

0 Burning Hands. 1d4 fire damage/level (max: 5d4). 1 Produce Flame. 1d4+1/two levels damage, touch or thrown. 2 Resist Elements. * Ignores 12 damage/round from one energy type. 3 Fireball. 1d6 damage per level, 20-ft. radius. 4 Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. passing through the wall

deals 2d6+1/level. 5 Fire Shield. Creatures attacking you take fire damage, you’re protected from heat or cold. 6 Flame Strike. Smite foes with divine fire (1d8/level). 7 Fire Arrow 8 Incendiary Cloud 9 Elemental Swarm. ** Summons 2d4 Large, 1d4 Huge elementals. * Resist cold or fire only. ** Cast as a fire spell only.

Spectramancy Domain Granted Power: You cast dancing lights once per day. Spectramancy Domain Spells

0 Light. Object shines like a torch. 1 Change Self. Changes your appearance. 2 Invisibility. Subject is invisible for 10 min./level or until it attacks. 3 Searing Light. Ray deals 1d8/two levels, more against undead. 4 Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away. 5 Persistent Image. As major image, but no concentration required. 6 Mislead. Turns you invisible and creates illusory double. 7 Prismatic Spray. Rays hit subjects with variety of effects. 8 Sunburst. Blinds all within 10 ft., deals 3d6 damage. 9 Prismatic Sphere. As prismatic wall, but surrounds on all sides.

Summoning Domain Granted Power: You can turn or destroy summoned creatures as a good cleric turns undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. Summoning Domain Spells

0 Unseen Servant. Creates invisible force that obeys your commands. 1 Summon Nature’s Ally I. Calls outsider to fight for you. 2 Levitate. Subject moves up and down at your direction. 3 Summon Monster III. Calls outsider to fight for you. 4 Dimension Door. Teleports you and up to 500 lb. 5 Teleport. Instantly transports you anywhere. 6 Planar Binding. Traps outsider (up to 16 HD) until it performs a task. 7 Teleport without Error. As teleport, but no off-target arrival. 8 Greater Planar Binding. As planar binding, but up to 24 HD. 9 Teleportation Circle. Circle teleports any creature inside to designated spot.

Transmutation Domain Granted Powers: You cast enlarge once per day, on objects only. Transmutation Domain Spells

0 Open/Close. Open/close small things. 1 Animate Rope. Makes a rope move at your command. 2 Shrink Item. Object shrinks to one-twelfth size. 3 Keen Edge. Doubles normal weapon’s threat range. 4 Magic Vestment. Armour or shield gains +1 enhancement/three levels. 5 Fabricate. Transforms raw materials into finished items. 6 Animate Objects. Objects attack your foes. 7 Mordenkainen’s Sword. Floating magic blade strikes opponents.

Page 40: Oriental Dragonlance · PDF fileOriental Dragonlance Adventures 3 Jeremy Forbing Myths of the Continent of Sukyota From the Book of Mazha: The Birth of the Stars Before all began,

Oriental Dragonlance Adventures 40 Jeremy Forbing

8 Polymorph any Object. Changes any subject into anything else. 9 Refuge. Alters item to transport its possessor to you.