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Humans and Demi-Humans


Humans
Elves
Irda
Dwarves
Kender
Gnomes
Minotaurs
Thanoi

Spectral Minions


Dragons and Dragonkind


Gods in Dragon Form

Good Dragons


Brass
Bronze
Copper
Silver
Gold

Evil Dragons


Black
White
Green
Blue
Red

Wyverns
Sea Dragons
Tylors

Draconians


Baaz
Bozak
Kapak
Sivak
Aurak




Humans


Typical Humans of Krynn

The bulk of Krynn's population is made up of typical, everyday humans. They usually meddle about their daily lives, ignorant to many of the goings-on in the world, and content. However, oftentimes these people can have dramatic effects on the course of history through their somewhat chaotic nature, as they are quick to act and think. This is because umans have comparitively shore life spans. Thus humans add motion and change to the world.

Half-Elves

See Elves.

Ergothians

The dark-skinned, seafaring race of Western Ansalon, the people of Ergoth are otherwise much the same as the common people of Abanasinia and Solamnia, though they tend to be a bit less civilized.

Barbarians

Most of Krynn's barbarians are concentrated in or near arid regions, such as eastern Abanasinia. They appear darkly tanned, heavily muscled, and scantly cloathed. Daily life consits of "primative" (in the eyes of the rest of the world, at least) rituals and customs. Most barbarians worship the true gods, and are very spiritual in nature.

Ice Folk

The somewhat barbaric people of far-Southern Krynn, the Ice Folk are very rarely visited by the people to the north. They are cloathed heavily, but otherwise are similar in appearence to the common people. Like barbarians, they worship the true gods.

Knights of Solomnia

All of Solomnia's Knights are bound by their sacred Oath, Est Sularus oth Mithas, My Honor is My Life, their and Measure. The Measure is a set of laws that define what honor is. The goal of a Knight is exact and unquestioned loyalty to these laws. The order of the Knights of Solamnia are divided into three groups: Knights of the Crown, Knights of the Sword, and Knights of the Rose.

Knights of the Crown

One who wishes to be a Knight of Solamnia must enter as a Knight of the Crown. This order trains subjects in the virtue of loyalty. These candidates must be presented to a Knightly Council and be sponsored by any knight in good standing from any order, and must swear allegiance to the Order and the ideals of the Knights of Solomnia. Knights of the Crown advance more quickly than those in the other orders, partly because their order is less demanding than the others.

Knights of the Sword

If a Knight of the Crown wishes to move on in the Knighthood he must next join the Kights of the Sword. Before he can do this, he has to have completed his duties as a squire in the Order of the Crown, and he has to complete a quest. This must be a witnessed act of heroism and valor that upholds the virtues of Knightly honor. After this is completed, the Knight is once again presented to a Knightly Council, where the story of his deed is related. If it is found acceptable to the Lord Knight, then the Knight is accepted into the order. Knights of the Sword study the basics of heroic honor and worship of the true gods.

Knights of the Rose

To be initiated into the Order of the Rose, a Knight is presented yet again before a Knightly Council. There, he tells the story of his family and deeds that exemplify the ideals of Knighthood and honor, along with leniency and wisdom. Then, the Council decides his fate. Knights of the Rose are the epitome of all that is good and honorable in Knighthood.


Death Knights

One of the most famous and feared Knights to have ever lived is Lord Soth. Lord Soth is a Death Knight. Once honorable Knights of Solomnia, Death Knights' lives have been preserved by some unholy magic or curse. They are almost completely evil, and swear loyalty to few.

Wizards of High Sorcery

The Mages of Krynn are governed by three primary laws; the Foundation of Wizardry:
1. All wizards are brothers in their order. All orders are brothers in the power.
2. The places of High Wizardry are held in common among all orders and no sorcery is to be used there in anger against fellow wizards.
3. The world beyond the walls of the towers may bring brother against brother and order against order, but such is the way of the universe.

A magic-user in Krynn's only loyalty is to the magic. A Black Robed Wizard and a White Robed wizard may be fighting each other in battle one day, and the next be eagerly discussing magic in a Tower of High Sorcery. If attacked by an outside force, all mages of all orders will cooperate in defense of the magic. The magic is what's important. Mages will sacrifice all for this.
The ConclaveThe Conclave of Wizards is made up of seven sorcerers from each order. One of the seven is selected within the order to be the Master of that order. From these three, the Master of the Conclave is determined using a consensus spell, which instantaneously determines the combined will of all the wizards of Krynn in a single matter. The Conclave meets once each Fourweek on the first day of High Sanction of the moon of the ruling order. The Conclave also meets on the Night of the Eye, and at times called for by the Head of the Conclave.
More information on the magic page.

Renegade Wizards

Renegade Wizards are those who attempt to live outside the law of the Towers of High Sorcery. All orders think of Renegade Wizards as a threat to the balance of magic in the world. A Renegade Wizard who has come to the attention of the order is seen as a menace that must be neutralized or eliminated.

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Elves


Elves are the embodiment of good. Their life spans are much greater than those of humans, but due to this they mature more slowly. Elves have changed over the course of history, and can be divided into four sub-groups.

Silvanesti


Also known as the High Elves, the Silvanesti are the elves from which the Qualinesti and Dimernesti are distantly descended. Silvanesti are fair-skinned, with blue or brown eyes and light brown to blond-white hair. Hazel eyes are a symbol of the line of Silvanos. Silvanesti cloathe in loose garments, including robes and cape. The Silvanesti Elves live in isolation, and due to this, their crafts and tasks have been stratified into a rigid system of castes. High Elves are prejudice against all other races, including the Qualinesti and Kagonesti, their cousins.

Qualinesti


The history of the Qualinesti is a sad one. The king of Silvanesti, Sithel, had twins. They were named Sithas and Kith-Kanan, and Sithas was born minutes before Kith-Kanan, making him the heir. At this time, the human empire of Ergoth was spreading across Ansalon, and eventually strayed into the borders of Silvanesti. The House of Protector's Wildrunner elves were on the outskirts of the Silvanesti expansion, and so they made contact with the Ergothians first. The leader of the Wildrunner elves was Kith-Kanan. The Wildrunner elves established trade with the humans, but Sithel disapproved. So, upon the advice of Kith-Kanan, Sithel journeyed to the western lands to see for himself. This journey was a disaster. While hunting for sport, Sithel was slain by an arrow. Some said that it was a stray arrow that hit him, but others said that it was a human, who killed him to allow for more expansion. Another story said that thi killing was ordered by Sithas to discredit his brother and place him on the throne. Whatever the case, the result was the Kinslayer War. Following this, the Swordsheath Scroll was signed, and the Qualinesti nation was formed. Qualinesti elves do not have the same caste system of their cousins. They are more friendly and open minded than the Silvanesti, too. Qualinesti elves appear slightly smaller and darker than the Silvanesti. Their hair is usually honey-brown to blond, and their eyes are blue or brown. Typically, Qualinesti wear woven slacks and jerkins for men, long dresses for women.

Kagonesti


Also known as Wild Elves, the Kagonesti are about the same size as their Silvanesti and Qualinesti kin, but they are much more muscular and tan. Kagonesti elves draw designs on their faces and exposed flesh. They have hair from black to light brown, and hazel eyes. Kagonesti believe that harmony with nature is the key to a full and happy life, and though they respect all nature, they also believe that it can be used to further the purposes of their tribe. The Kagonesti tribe is centered around the chief and his family. Kagonesti tribes live in settlements that can be easily moved; thus they never stay in one spot for too long.

Dargonesti/Dimernesti


Also known as the Sea Elves, these races were created due to the passage of the Greystone. Sea Elves Have a slightly bluish skin, and can breath both air and water. They have webbed fingers, and wear their silver hair long, braided with shells. The Dargonesti, or Deep Elves, are the tallest elven race, with large eyes, slender bodies, extended fingers, and deep blue skin. All Sea Elves have the ability to polymorph into sea otters (Dimernesti) or dolphins (Dargonesti). The Dimernesti seem to have the same fragile relationship with the Dargonesti as the Qualinesti do with the Silvanesti. In the distant past, the Dimernesti had a partnership with the Silvanesti, but after quarrels broke out the communication was broken. The Sea Elves care little about the world above the surfac, and rarely come on ground. The Dimernesti, similar to the Qualinesti, follow a Speaker of the Sea.

Dark Elves


Dark Elves are those who have been "cast from the light" due to some evil action, such as taking up the black robes. They are outcasts, with no country or people, who must live alone and beyond all Elven Society. The only way to come back is to obtain the forgiveness of their people.

Half-Elves


Half elves strongly resemble the "racial stock" of their elven parent, but generaly have facial hair and a skin color that is not consistant with their elven heritage. Generally more stocky and less gracefull than their elven parentage, they are still almost universally handsome or beautiful.
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Irda


Stories sung by Elven Bards tell the tale that the first beings to walk upon Krynn were the Elves. This is not so. The Ogres were first. At the dawn of the world, the ogres were the fairest of the races, and were truely immortal. The dark grace and cold beauty of their race was greater than that of any other race that arose. But the gods of evil favored them with good reason: their hearts were cold and bent towards evil. When ogres walked the world in beauty and power, men awoke and had dealings with this evil race. In this exchange, the humans unwittingly gave Igrane, a powerful orre clanleader, the gift of free will. Igrane both cursed and blessed men for this, for he now looked upon the world with new eyes. This gift spread throughout Igrane's clansmen until each saw the curse of evil and the future of destruction that it held for them. In trying to convince other ogre clans of this folly they sparked anger, and civil war erupted among the ogres. The result of the Ogre Wars was the Irda, who were the enlightened ogres that removed themselves from the rest of the world. Finding haven on a distant isle, the Irda masked their passage, so that they would not be found out. Ultimately, the Irda's visions became true, and Ogres became more ugly and mishappen, until they looked as evil as their hearts. The Irda are tall, slender beings, though muscular. They have skin that is dark blue to sea green, with black, silver, or white hair. Their drooping, uncaring eyes are usually silver. Irda move more gracefully than even elves, and have heavenly voices. Their shapechanging abilities allow them to change their height by as much as two feet.
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Dwarves


The Dwarves were created from Gnomes, by the passing of the Greystone. different living styles have produced three distinctly different groups.

Mountain Dwarves


The dwarves established their nations in the lands south of Qualinesti, though they did so before Qualinesti existed. Around 2100 PC, the Ergothians appeared, and some friction between these men and dwarves was created. However, this was eased with the signing of the Swordsheath Scroll, and the building of Qualinesti. The Qualinesti elves and dwarves became fast allies with Thorbardin, and in honor of this unity, Pax Tharkas was built in a joint effort. Trade was established with Thorbardin, which became heavily dependant on it, and dwarves above the ground also prospered. Then came the Cataclysm. Duncan, the king of the Thorbardin dwarves, knew that without the trade of the destroyed nations above ground, the dwarves of the mountain would scarcely have enough food for themselves, let alone their cousins above ground. So he reluctantly closed the gates. Those left inside came to be known as Mountain Dwarves.
Mountain Dwarves have light brown skin and smooth cheeks with bright eyes, black, brown, grey, or white hair, and clothes of earth-tone colors. Mountain Dwarves care little about the world above ground; they have enough to keep them occupied, with the constant political problems they face among themselves. This is because of the various clans that Mountain Dwarves are seperated into.
Theiwar
These are very strange dwarves, who hate light, and, unlike most dwarves, practice magic.
Daewar
These are the most respected of the Mountain Dwarves, and many leaders have come from them.
Daergar
Dark dwarves who split off from their Theiwar cousins, and are grotesque in appearance.
Neidar
These are the Hill Dwarves who lived outside of Thorbardin during the Cataclysm. They are no longer recognised as Mountain Dwarves.
Klar
The Hill Dwarves that lived inside Thorbardin during the Cataclysm. They were persecuted for their sympathy towards the Neidar, and are basically servants.
Aghar
See Gully Dwarves.
Kingdom of the Dead
The dwarves consider the Kingdom of the Dead to be the eight kingdom. They often try to contact their dead relatives.
The High King
The ruler of all clans, who is chosen by the Council of Thanes.

Hill Dwarves


Hill Dwarves are the Neider, dwarves exiled to live above ground. They have deep tan to light brown skin, and ruddy cheeks along with bright eyes. They have brown, black, or grey hair, and wear clothes that are either bright or have earth-tones. Hill Dwarves as just as stubborn as Mountain Dwarves, and tend to be rough and lacking refinement. They complain often, but this is primarily to hide their otherwise pleasant nature.

Gully Dwarves


The Aghar are much like other dwarves in appearance, other than the fact that they are overall filthy, and covered with scars, boils, and sores. The Aghar first came into existance shortly after the passing of the Greystone. They were the product of intermarriages between dwarves and gnomes. (These were banned after the result was seen.) Gully Dwarves are basically instinctive, proud, enduring, and, of course, stupid.
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Kender


Kender are a small race, typically only about 3' 7" tall and weighing 75 pounds. Kender have sandy blond, light brown, dark brown, copper-red, or red-orange hair. They wear their hair long, in a variety of braids and ponytails. The skin of kender is quite light, but it tans quickly. Eyes range from blue and green to brown and hazel. Kender have pointed ears, like elves, and they develope wrinkles at about age 40. Kender seam extremely child-like, both because of their generalappearance, and because of their facial expressions.
Kender spread throughout Krynn during the Age of Dreams, a result of the Greystone. They are fearless, extremely curious, unstopably mobile and independent. Kender are infamous for their "handling" abilities (it's not stealing, of couse not!)
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Gnomes


Gnomes, also known as Tinker Gnomes, are about three feet tall, and weigh 45-50 pounds. All gnomes have brown skin, white hair, and blue or violet eyes. Gnomes record the Greystone as being one of the most important events of history, as it changed many of their lives. Gnome society is centered around Mound Nevermind, in which a barage of inventions (none of which work) and gnomes can be found. All gnomes inherit a life quest, which is their ultimate goal in life. Gnomes all have three names: one is their true name, which one should never ask for, his shortened name, which is better but still a minute or two long, and his abbreviated name.
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Minotaurs

Krynn Minotaurs are giant beasts with the physical attributes of both bulls and humans. They are usually over 7 feet tall, and have short horns that grow from the sides of their heads. Minotaurs usually dress in a harness and leather skirt. Minotaurs came about at the time of the Greystone. They are descended from the original ogres (see Irda).

The bulk of the Minotaur population can be found on the islands to the east of the Blood Sea of Istar. Minotaurs believe that they are the superior race, and will go to any lengths to attain power over others. They are trained from birth to be strong, cunning, and intelligent. The main minotaur principal is simply this: might makes right.

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Thanoi


The Thanoi are grotesque walrus-men, with huge, padded feet, stocky arms, and faces that resemble walruses. Two huge tusks grow from the mouths of thanoi, and they can be used for a weapon.

A group of thanoi will always have a leader. This is most likely the cruelest and most aggressive thanoi among the group. Thanoi are vicious, killing often just for fun. They feed mainly upon the fish near Icewall Glacier, though they will eat almost any other meat that comes their way.

Thanoi have a thick, leathery skin and a thick layer of fat, both of which serve as protection. Thanoi, despite their obvious bulk, can move surprisinglly well.

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Spectral Minions

Spectral Minions are the spirits of humans and demi-humans who died before they could fulfill strong vows or quests. Each day, they must relive their deaths, vainly trying to fulfill the vow or quest that binds them. Spectral minions can only harm the living if they died holding a weapon. That weapon is a part of them.

Spectral Minions appear as they did in life, though they are almost trasparent. They vanish if their quest is fulfilled, or if someone casts a spell on them to remove their curse.

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Dragons

The true children of Krynn, dragons embody the elemental forces. They are the most fearsome of opponents, inflicting awe and fear in all whom they are presented to. After being exiled from Krynn, the evil dragons plotted their return, while the good dragons resolved to leave Krynn to the children of the gods.

Gods in Dragon Form

See Gods Page.

Brass Dragons

Brass dragons are the smallest of the good dragons, only about 30 feet long. They prefer arid, sandy regions, and tend to be boisterous, loud, and selfish. Their biggest weakness is their love of small talk. Brass dragons will talk about nothing for hours, or follow a party of travellers, just to hear themselves talk.

Brass dragons prefer attacking with claws and teeth, but they can also use two breath weapons. Their sleep gas causes anyone to sleep peacefully no matter what is going on, while their fear gas sends victims fleeing in sheer panic. Brass dragons speak a wide variety of languages (so they'll have someone to talk to).

Bronze Dragons

Bronze dragons favor war and fighting. Nearly 42 feet long, they prefer to live next to large bodies of water. Bronze dragons are very interested in the actions of men, and legend has it that they would take on the forms of domestic animals simply to observe man.

Bronze dragons can attack with teeth and claws, or their breath weapons: a bolt of lightning, and a repulsion gas, to keep enemies at a dietance. Bronze, like Brass dragons, speak a variety of languages.

Copper Dragons

Copper dragons live in rocky or mountainous areas. Although they are good in nature, Copper dragons rarely voulentarily help anyone out; instead they choose to ask "what's in it for me?" since they are very fond of wealth. Coppers are about 36 feet long, and can attack with teeth and claws, or their breath weapons: acid and slow gas. They also speak a variety of languages.

Silver Dragons

Silver dragons are certainly the most beloved dragons of mankind. Silver dragons, 48 feet long, can polymorph into the forms of humans and demihumans. They sometims prefer this form to their own, and they enjoy being around and helping humans and elves. Silvers are excellent magic users, and can speak a variety of languages, though they prefer those of elves and humans. Silvers can attack with teeth and claws, or their breath weapons: frost, or paralyzing gas.

Gold Dragons

Over 50 feet long, gold dragons prefer to live in homes made of solid stone. Golds can polymorph into the forms of humans and demi-humans, but unlike silvers, they dislike these forms, viewing them as puny. Golds can attack with teeth and claws, or their breath weapons. These are fire, and a chlorine gas. Golds are also highly skilled in magic, as they are very intelligent.

Black Dragons

Usually found in swamps or marshes, black dragons are over 30 feet long, attacking with teeth and claws, or their acid breath. Black dragons practice magic, one of their favorite spells being darkness, which is used to cover their movements. Very independant, a black dragon will rarely do anything that does not have potential profit.

White Dragons

White dragons are odd in that, unlike most reptiles, they prefer cold climates. The smallest of dragonkind, only 24 feet long, white dragons are the least intelligent dragons. Whites can attack with teeth and claws, or a cone of frost. Due to their inferior intelect, few white dragons can cast spells.

Green Dragons

Cruel and vicious, green dragons inhabit areas with forests or dense vegetations. Green dragons will obey only the commands of one whom they respect. They are over 36 feet long, and attack with teeth, claws, or a poisonous chlorine gas which they breath on their victims. Prefering subtle, clever uses of magic, green dragons rarely wage an all-out attack.

Blue Dragons

Over 42 feet long, blue dragons attack with teeth and claws, or a bolt of lightning. Prefering arid climates, blue dragons obey orders and fight well together. They speak a variety of languages, and are good spell casters.

Red Dragons

Intelligent and poweful, red dragons attack with teeth and claws or their fire breath. They are over 48 feet in length, and are the most ferocious and deadly of dragonkind. Red dragons are not used to obeying the orders of mortals, as they serve their Dark Queen first. They enjoy wrecking havok and carnage upon cities and towns.

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Dragon Kind

Wyverns

Much smaller and less intelligent then their dragon cousins, wyves usually have a brownish, leathery skin. They can fly, and will attack with teeth and claws. Wyverns are too simple-minded to work magic, and are usually found under the command of some greater being.

Sea Dragons

Sea dragons are the wyrms that inhabit the oceans of Ansalon. Varying in size, sea dragons do not have the arms, legs, or wings of their land cousins. Instead, they are able to glide quickly through water, attacking with their teeth or a blast of steam. There have been many accounts of mariners and fishermen claiming to have seen these leviathans.

Tylors

Even more rarely seen then dragons themselves, tylors are cousins of other dragons. They inhabit rocky regions, and are highly inteligent. About the same size as dragons, tylors have a tough skin that protects them. It also gives tylors the chameleon quality of blending in with their surroundings. Tylors have no wings, lumbering about the areas in which they live. They are very adept in magic, casting poweful spells. The tylor that Tanis and Flint encountered the Qualinesti forest was rare in that tylors are hardly ever in forests.

Draconians

Draconians are the special troops of the Dragon Highlords. More predictable and obeying than other races, they make excellent soldiers. All draconians except for Auraks have wings, but only Sivaks can really fly, though the rest will run, glide down, or run while flapping their wings. Draconians are created by the corruption of good dragon eggs, the eggs that the Queen of Darkness stole and sword to protect, as long as the good dragons did not intervene in the War of the Lance.

The corruption process is the work of Wyrllish the cleric, Dracart the mage, and the ancient red dragon Harkiel the Bender. Using evil, powerful spells, the three cause the eggs to grow, and their occupants to multiply. At this point, Wyrllish opens the gate to the Abyss, from which the abishai, the Dark Queens minions, rush forth and inhabit the new bodies.

Baaz Draconians

The smallest and most common draconians, baaz are at the bottom of the draconian social order, baaz, tend to be chaotic and self-serving. They are most often encountered in disguise, wearing large, hooded robes to disguise their wings and faces. Baaz were created from the eggs of brass dragons, and when they die, their bodies turn to stone, trapping any weapons inside of them.

Bozak Draconians

Cruel and cunning magic users, bozaks will spare life only if it benefits them. They were created from bronze dragon eggs, and when they die, their flesh shrivles away and their bones explode.

Kapak Draconians

Distinguished by their venomous saliva, kapaks will often lick their weapons befor an attack. Used as assasins as well as warriors due to their venemous nature, kapaks are sly and conniving. Kapaks were created from the eggs of copper dragons, and when they die, their bodies disolve into a large pool of acid.

Sivak Draconians

The second most powerful draconians, Sivaks are used as fierce wariors. Prefering to attack with two wicked-edged swords, they can also use their claws and armored tails. Sivaks are shapeshifting draconians, who can change for under two situations. When a sivak kills a humanoid roughly its size, it can take on the form of its victim. Only the sivaks appearance and voice match those of the slain humanoid. In additions, sivaks will change into the form of its killer if slain. In the case that the creature who slew the sivak was larger than it, the sivak will burst into flames, rather than shapechange. Sivaks were created from the eggs of silver dragons.

Aurak Draconians

The rarest and most formidable draconians are Auraks. They are devious, strong, and tall. Auraks are spell-casting, and their most feared attack is mind control.

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Created by David Johnson/Draicon

Please see copyright information on credits page.