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
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.
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.
See Gods Page.
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 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 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 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.
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.
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 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.
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.
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.
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.
Dragon Kind
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.
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.