The Races Of Krynn
Humans
Humans, by far, are the most populous race on Krynn. One of the original races created by
the gods, humans have been on the earth since the beginning. A gift of the Gods of
Neutrality, humans lives are destined to be short, but because of the limited duration
they fill their days with passion and ambition. Humans usually live for about 90 years.
Wherever one may travel they will encounter humans. Of course there are some
exceptions--you won't find humans in Silvanesti--but for the most part they live
everywhere. Humans can be "civilized" or barbarian; intelligent or stupid; black
or white.
The common human is generally a farmer, one who tills the land in the manner of classic
England. They are not serfs necessarily; there seem to be many 'freemen' farmers, but the
common folk generally are not distinguished. If one travels to the cities, they will see
merchants and shopkeepers, artisans and artists replace the common farmer.
Knights of Solamnia
Only humans can become Knights of Solamnia. The knighthood, founded by Vinas
Solamnus, accepts only human applicants, and until recently only from noble families. In
the entire history of the Knights, there have been few exceptions; the most notable was
the honorary (but still official) knighthood granted to Tanis Half-Elven following the War
of the Lance. The most notable members of this elite group of humans are Huma Dragonbane,
Vinas Solamnus, Lord Soth and Sturm Brightblade.
Barbarians
Generally, the barbarian humans are more like the Native American Indian tribes which we
know. They generally live in small villages, in movable structures, and wear skins rather
than fabric. Barbarians inhabit the plains of Abanasinia, as well as the ice barbarians
who live just north of Icewall glacier. Famous barbarians are Wanderer, Goldmoon and
Riverwind.
Elves
Elves are slighter than most humans, as well as being shorter and more
"fragile". The elves were brought into the world by the Gods of Good, and they
enjoy natural beauty and live long lives, allowing things to take their course. Elves live
to be 1200 years old, though they generally leave the world before this time.
The elven race is inherently magical, shaping natural elements of the world to their will
and keeping things in balance. Elves possess a high level of dexterity as well as
infravision--the ability to see infrared outlines of creatures in the dark. Krynnish elves
are haughty creatures, considering themselves superior to the 'lesser' races.
There are five types of elves on Krynn: Silvanesti, Qualinesti, Kagonesti, Dargonesti and
Dimernesti. The unifying characteristic of all these races is that they remain isolated
from other races and generally ignore (or seem very aloof and unconcerned about what
happens) the rest of the world.
Silvanesti
These are the 'grey' elves of Krynn. They consider themselves to be the "purest"
elves--in
fact they fought the Kinslayer War because of it. Silvanesti, the traditional elvenhome,
went to war with the Ergothian Empire to preserve their purity and to root out the
half-elves born through illicit unions of elves and humans. After the war, the elven
nation split, and those choosing to remain in Silvanesti became even more set in their
ways. The Silvanesti are ruled by the Speaker of the Stars, who lives in the capitol,
Silvanost. Famous Silvanesti are Silvanos, Lorac Caladon and Ahlana Starbreeze.
Qualinesti
This is the nation formed by the split of Silvanesti following the Kinslayer War. These
'high' elves left the east in an effort to get away from the rigidity of their cousins;
however they have become rigid over time as well. The Qualinesti are more likely to leave
Qualinost, the capitol, and venture out to see the rest of Krynn, though by no means is
this common. The Qualinesti are ruled by the Speaker of the Suns. The most famous and
notable Qualinesti elves are the likes of Kith-Kanan, Laurana, Gilthanas and Porthios.
Kagonesti
The wilder elves live in the large forests all over Krynn. Kagonesti elves generally are
stronger and bigger than their civilized cousins and dislike the hustle and bustle of the
big
cities, preferring the quiet atmosphere of their forests. The Kagonesti almost perished
during the Cataclysm and now call the Ergothian isles their home. The most famous
Kagonesti is Kagonos, who led the wilder elves away from the council of Sinthal-Elish,
thus separating from their Silvanesti cousins.
Dargonesti
The Dargonesti are sea elves who live off the eastern coasts of Ansalon. Rumor has it that
the Dargonesti were originally land elves who were mariners and were transformed into
aquatic elves by the passing of the Graygem. The Dargonesti are the 'grey' elves of the
sea--they are the more civilized than their Dimernesti cousins. Though little is known of
them, the Dargonesti have bluish skin, as well as webbed feet and gills. In addition to
being able to breathe the water, the Dargonesti are able to transform themselves into
dolphins.
Dimernesti
Less is known about the Dimernesti elves than is known about the Dargonesti, who appear in
several SagaŽ novels. The Dimernesti are the 'high' sea elves, with all the
characteristics of their Dargonesti cousins, with the exception that they turn themselves
into sea otters rather than dolphins.
Dwarves
Dwarves are shorter and stockier than humans or elves, but as such they are more solid
than either of the taller races. Dwarves live in underground dwellings for the most part,
preferring to spend their days mining precious metals or shaping stone and metal to their
will. They are exceptional blacksmiths and craftsmen. Dwarves live to be about 350 years
old.
The most important feature of any dwarf is his beard. Even dwarven women have whiskers,
but the men are able to grow a full beard, of which they are intensely proud. The only
dwarf to shave his beard was Kharas, the dwarven hero, who shaved it to show his shame in
killing his countrymen during the Dwarfgate War. In addition, dwarves have infravision,
the ability to sense direction, depth and slope underground and are incredibly resistant
to magic, distrusting its properties almost entirely.
Like the elves, the dwarves experienced a split in their unity when some of the dwarves
who preferred to live outside left the underground dwellings for the freedom of the
exterior. These dwarves came to be known as the Neidar, or Hill Dwarves. The remaining
clans of Mountain Dwarves are known as the Hylar, Daewar, Theiwar, Daergar, Aghar, Klar
and Zhakar.
Hylar
The Hylar are generally considered to be the most noble of the dwarves. They also have
had the most members of their clan hold the position of the High King, which requires the
acquisition of the Hammer of Kharas, the most famous Hylar next to Derkin Lawgiver.
Daewar
Daewar are the dwarven craftsman. They excel at battle and at metalworking and are
considered to be 'good' dwarves as well. Daewar are almost as 'noble' as the Hylar, but
they are more concerned with the acquisition of wealth and are usually the merchants of
dwarvenkind. Severus Stonehand is perhaps the most famous Daewar.
Theiwar
Theiwar are the dark dwarves. Conniving and scheming, Theiwar are always looking for
ways to further their own evil self interest. Theiwar prefer the dark dwellings of
Thorbardin, and are easily distinguishable from other dwarves because of their paler
complexions, larger eyes and their ability to use magic.
Daergar
These are the dumbest dwarves. Daergar are the counterpart of the Theiwar in much the
same way the Daewar are the counterpart of the Hylar--they are the brawn behind the
Theiwar brains. However, they are not allies: the Daergar are even more murderous than
their Theiwar cousins, and much more prone to physical violence rather than cunning to
resolve any given situation.
Aghar
The Aghar, or Gully Dwarves, are considered by many to be the most repulsive of races on
Krynn. Gully dwarves are the diminutive cousins of true dwarves, though they still have a
seat on the Council of Thanes in Thorbardin. Their leader, the Highbulp, is the Aghar who
is most accomplished at grovelling his way out of any given situation. Terrified of any
threat,
Gully Dwarves are exceptionally hard-headed and stupid (the only gully dwarf with the
ability to count beyond two was Bupu, Raistlin Majere's charmed friend, and even she
could only count up to three).
Klar
The Klar, a thanedom of hill dwarves were subjugated by the Hylar following the
Dwarfgate War, and many now act as servants to many Hylar, though they have their own
underground city on the banks of the Urkhan Sea. They seek a leader to deliver them from
their plight. Many of them are still a little crazy after losing the war.
Neidar
All hill dwarves are grouped into this thanedom. Defeated by the mountain dwarves in the
Dwarfgate War, this clan of dwarves lives in the hills outside of Thorbardin. They dislike
the confines of the underground fortress, but still seek representation on the Council of
Thanes.
Neidar are generally 'good' dwarves who exhibit none of the Theiwar of Daergar. The most
famous Neidar dwarf is Flint Fireforge, Hero of the Lance.
Zhakar
Another clan of evil dwarves, the Zhakar were the inhabitants of Thoradin before they were
defeated by Severus Stonehand. The Zhakar were afflicted with a strange illness, caused by
a mold which resulted in their constant state of decay: they could be considered lepers.
The Zhakar were thrown out of Thoradin by Stonehand if they did not swear allegiance to
him after their defeat and removal of the mold curse.
Gnomes
Gnomes live in Mount Nevermind, on the isle of Sancrist. Gnomes are the tinkerers of
Krynn, designing grand machines for every imaginable task. Distant cousins of the dwarves,
gnomes who chased after the Graygem are rumored to have been transformed from gnomes into
dwarves and kender, depending on whether they coveted the stone or were curious about it.
Gnomes live for 350 years as well.
At the beginning of their life, each gnome is given a Life Quest. The idea is that this is
what their ancestors have devoted their lives to, and this quest must be completed before
the gnome (and his forebears) can rest. For example, a life quest might be to study the
geometry of a nail. After being approved by the Guild subcommittee to which his family
belongs, the gnome spends his entire life working on this Quest. Seldom does the Guild
declare a quest complete--that would mean that all that can be learned about that subject
has been.
Gnomes are famous for inventing things. Rather than just making a simple invention, the
gnome will add several thousand ropes, pulleys, levers, gadgets and a steam engine to it
before it will be complete. Besides, what if the 'start' button were to fail? The gnome
has
installed about five fail safe systems in order to nullify that possibility.
All this innovation does not come without cost, however. Rarely does a gnome invention
work without mishap (why do you think the gnomes have 34 ways to say "Look
out!", each detailing a the direction and the level of peril from which danger
approaches). For example, the gnomes invented a device to destroy the Great Dragons.
Instead it blew the top off of Mt. Nevermind. If a gnome's inventions work most of the
time, the gnome is regarded as crazy (and presumes that he is as well).
Gnomes are notoriously fast talkers, usually runningtheirwordstogetherlikethis. If you ask
a gnome for his name, he will proceed to recite the entire history of his family, his
entire
history and the history of everything which he has invented. Unless you are like Astinus
and have eternity, this is not recommended. Ask them for their human name, and you will
get the one or two syllables with which humans refer to this gnome. Additionally, the only
way to get a gnome's attention, especially whenhe'sinthemiddleofathought is to interrupt
him. This is not considered rude; it is common practice.
Kender
Kender are unique to Krynn. They are the halflings which many other worlds sport, but they
are much more interesting than that. Kender appear to be small human children--slight of
build, beardless, about three and half to four feet tall. Kender generally live for 100
years (or until their curiosity kills them).
Wanderlust is uniquely a kender trait, which is the fever which possesses young kender and
causes them to travel the world over. Kender wander for years, settling down after they
feel they have wandered down all the roads their heart desires. Wanderlust usually lasts
for about 10 years.
In regard to personal belongings, kender have a relatively loose definition of what is
"theirs." In a kender home, a relic is anything that hasn't disappeared after
three weeks. Kender have the unique 'handling' ability which allows them to
"find" objects unconsciously. If a kender were to walk through a crowd of
people, it would be unlikely if the kender's pouches were not bulging with the belongings
of at least half the people there. If anyone cornered him and asked him about it, the
kender would truthfully reply that "it must have fallen into my pouch. It's a good
thing that I found it or somebody else might have taken it."
Because of their naivete in regards to personal belongings (especially how they come to
possess those items which belong to other people), the worst name you may call a kender
is either a 'catpurse' or a 'thief,' for they believe that they are neither--it was an
accident,
remember?
Kender also have a trait which enables them to be entirely fearless. While the rest of the
party shies away from the edge of the bottomless gorge, the kender will skip merrily along
the edge, cross the rotting foot bridge and stop to smell the roses on the other side
while being charged by an enraged minotaur. Everything is an adventure, including death,
which is the last great adventure (many a kender have wondered what it is like to be
breathed upon by a red dragon, but few who have experienced it live to tell the tale).
This fearlessness might be interpreted as stupidity, but kender are fiendishly clever in a
child-like sort of way.
There are certain situations where a kender has been observed to get a "strange"
feeling.
This generally happens in the presence of something so evil that most rational people
would have run away screaming by this point (Tasslehoff Burrfoot made it all the way to
the edge of the Shoikan Grove before turning back). The best example of the kender's
caviler attitude is perhaps Tanis Half-Elven's warning to Tasslehoff: ask yourself if this
action will be conductive to long life (it saved Tas several times).
Since kender are so small, some might think they are easily subdued by other races.
However, coupled with their fearlessness, kender have the unique ability to
"taunt" enemies. The taunt is usually highly personal, insulting the lineage,
appearance or intelligence of the taunted. The purpose is to throw the creature into such
a rage that it loses its head and attacks without thinking, allowing the kender a victory
(this ability is especially useful in turning a crowd into an angry mob. Again, ask Tas.).
The kender's weapon of choice is the hoopak, a long stick with a fork at one end, which
can be used as a quarterstaff or a slingshot. Additionally, the hoopak makes a unique
wailing noise when twirled; this is the universal kender sign for danger.
Minotaur
Minotaur live on the isles of Mithas and Kothas, on the northeastern shores of the Blood
Sea of Istar. Minotaur live to be about 150 years old. They are intensely proud creatures,
growing to be 7 feet tall, with horns of up to 24" long. Minotaur are half-human and
half
cow--bovine is just about the worst insult anyone can hurl at a minotaur (it's one of the
kender's favorite).
In order for one to advance in minotaur society, they must fight in the Arena. Only
champions of the Arena can be leaders--minotaur believe that might makes right.
Additionally, nothing is more important to a minotaur than his or her honor. In any event,
the ruler of this sea-faring race is the one who defeats all his opponents in the ring and
becomes the Champion.
The goals of their race are simple: the destruction of all the other races of Krynn. They
are exceptionally bigoted, seeing all other races as lesser beings. The only other
creatures most minotaur hold in a high regard are the Knights of Solamnia, renowned for
their code of honor; this is their one saving grace, in the minotaur's eyes. As far as
weapons and armor go, the minotaur doesn't really need any. His thick hide protects him
from some attacks, and his horns and limbs are deadly. Most warriors carry either a
two-handed sword (used in one hand) or other slashing weapons.
Irda
The Irda are the first born of the gods, creations of the Dark Queen, Takhisis. The Irda
are the ogres of old: a tyrannical, beautiful, blue-skinned race of beings ruling over
humans in the Age of Dreams. The enslaved humans mined the mountainous country of the
ogres for gems and minerals, allowing ogre civilization to prosper.
n 6320 PC, an ogre named Igraine is inspecting one of his mines with his daughter. A
cave-in occurred, and Igraine barely escaped with his life. He ordered the cave sealed,
trapping many humans and his daughter inside. One of the humans, Eadamm, disobeyed
orders and lead Igraine's daughter outside to safety. Because of his disobedience, Eadamm
was sentenced to death. However, the law stated that punishment was to be meted out at the
master's whim, and Igraine had no desire to kill Eadamm. The execution was postponed
indefinitely.
Because of the human's generosity, Igraine allowed his slaves much more freedom and his
profits and production skyrocketed. When other ogres became jealous and learned of his
"heresy," Igraine and his followers fled, leaving the slaves to cover their
retreat in a rebellion against their masters.
Upon reaching the sea, Igraine and his followers were aided by the goddess Mishakal and
passed onto an island beyond Ansalon, part of the Dragon Isles. This island was protected
by powerful magicks, allowing only those traveling toward it at Solinari's high sanction
to discover it.
Irda are inherently magical and rarely use weapons in combat; they are singular and
contemplative, keeping to themselves much of the time. Irda possess the ability to
shapeshift, an ability which they use often when traveling upon Krynn, for all other races
Fear them.
During the Summer of Chaos, the Irda were visited by the Knights of Takhisis who left
their island undisturbed. However, fearing the worst, the Irda cracked open the Graygem,
allowing Chaos to escape and wreak havoc on Krynn.
Dragons
Dragons. Creatures of legend. Stories told to children. Dragons are the children of the
gods, the first to inhabit Krynn. Dragons grow to giant proportions, living for centuries
and amassing huge sums of treasure. All dragons possess the ability to radiate dragonfear.
Simply, this ability paralyzes or impairs their enemies, making them much more vulnerable
to attack. All true dragons have the ability to fly, as do some of their cousins, such as
wyverns.
Dragons are also imbued with a powerful breath weapon.
A dragon's power grows stronger as the dragon ages, and thus they are deadly foes,
intelligent and cunning, able to detect invisibility and hidden objects at a glance. When
attacking, a dragon may use their jaws, tail, fore and rear claws and wings to defeat
their
enemies, in addition to their breath weapon and any magic spells which they may know.
Dragons hatch from eggs and mature rapidly into one of the ten major or two minor types
of dragons on Krynn:
the Chromatic Dragons
Black Dragons
These evil dragons prefer the solitude of swamps for their lairs. They are able to breathe
underwater and are fiercely independent to the point of being uncontrollable by their
masters (the Black Wing of Dragonarmies in the War of the Lance fell apart because of its
inability to control their dragons). Black dragons use darkness to blind their enemies,
attacking with their deadly acid and spells. The most famous black dragon is Onyx
(Khisanth), who guarded the Blue Crystal staff of Xak Tsaroth during the War of the
Lance.
Blue Dragons
The blues prefer the dry and desert of Krynn for their homes. Blues are able to work
easily as a group, cooperating to form an effective fighting force. They are the most
effective dragons to take into a large organized battle because of their cooperation. Blue
Dragons use spells and their powerful breath weapon, a lightning bolt to destroy their
enemies. Skie (Khellendros), the Blue Lady's dragon mount in the War of the Lance is
perhaps the blue with the greatest reputation.
Green Dragons
Green dragons live in the forests of Krynn, preferring their cunning to all-out battle
against any foe. Green dragons covet their treasure, hording away as much as they can
find. When a green dragon's spells run out, he or she will use their breath weapon, deadly
chlorine gas on their foe. Cyan Bloodbane, the green dragon of Lorac Caladon's nightmares
and the being behind the destruction of Silvanesti, is the most notable green dragon.
Red Dragons
Mountainous country is home to the red dragons of Krynn. They are even more notorious
than the green dragons when it comes to hording valuables--they attack their foes with
their magic first, saving their firey breath as a last resort, to preserve their victims'
treasure. Red dragons possess the ability to shapeshift, and make a difficult foe, since
they are the largest of the chromatic dragons. Ember (Pyros) was Highlord Verminaard's
dragon, sent on a mission by Takhisis to find Berem Everman, and earns the distinction of
'most important red dragon.'
White Dragons
These ice dragons generally live near Icewall Glacier, or anywhere where the climate is
cold and inhospitable. White dragons breath a cone of frost, and are the smallest and
slowest-thinking members of the chromatic dragons. Living beneath the ice gives them one
distinct advantage over some of the larger dragons, however: they can breathe underwater.
the Metallic Dragons
Brass Dragons
The brass dragons are like their blue cousins: they prefer the arid regions of Krynn to
any
others. Brass dragons believe in the idea that might makes right, but are no more selfish
than the other dragons. When confronted by an enemy, a brass dragon will use his breath
weapons--a seeping gas or a wave of heat--to drive off his enemies and use his magic
second.
Bronze Dragons
Bronze dragons live near bodies of water, whether it is salty or fresh. Bronze dragons
possess the same breath weapon as do the blue dragons, but they also have a repulsive gas
which they may breathe on their enemies. Bronze dragons dislike war, and will use ESP to
determine an enemy's intentions before battle.
Copper Dragons
The smallest metallic dragons prefer the mountainous regions of Krynn for their lairs.
They are the most self-centered and selfish of the good dragons, but this by no means
makes them evil. Copper dragons breathe gas of slowness, followed by non-destructive
spells. If these fail to deter their enemies, then they unleash their acidic breath weapon
on them.
Gold Dragons
These dragons are known to become scholars and wizards, keeping spellbooks like their
human counterparts. Golds prefer the mountains, and are the largest of the metallic
dragons. Like their red cousins, gold dragons breathe a cone of fire, but they also have
the ability to create chlorine gas. Golds use their spells before any other weapon when
entering a battle.
Silver Dragons
Silver dragons choose homes close to human and demihuman habitations, preferring the
company of humans to dragons. They have the ability to shapeshift, which assists them in
this endeavor. Silver dragons are beloved by the people of Krynn. They breathe a cloud of
gas which paralyzes their enemies, followed by a cone of cold. Gwynneth (Heart), the
silver dragon upon whom Huma Dragonbane rode into battle against the Dark Queen is the
most famous silver dragon.
Other Dragons
Sea Dragons
Sea dragons live beneath the waves, and look like something about halfway between a
traditional dragon and a frog. They inhabit territory which covers several hundred square
miles, and are able to breathe both air and water. Sea dragons breath a cone of steam, if
anyone is foolish enough to trespass or cross the undersea beasts.
Amphi Dragons
A cross between a green and a sea dragon, an amphi dragon is regarded by other dragons
as half-ogres are regarded by humans: they got the worst of both worlds. Amphi dragons
can't fly, and look like a giant toad. They attack ships at sea, often without
provocation, and use spells and their acid breath weapon to bring it down. They are
covered with
acid-oozing warts, and may use their tongues to catch "flies" like a frog. They
also are able to shift the color of their skin to match their surroundings.