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Warrior Roles

A knight clad in armor that shone like silver in the moonlight stepped from the shadows of the grove. The armor was decorated with the rose, the crown, the kingfisher. It was old-fashioned armor, dating back practically to the Cataclysm. The knight wore no sword; he had given his to his son.

The knight came to stand before Steel.

"You have promised, on your honor, to enter this accursed place?" Sturm Brightblade asked.

"I so promised, Father," Steel replied. Ins voice steady. His hand on his sword was steady now, too.

Sturm's eyes - careworn, sad, loving, proud - seemed to take tlie measure of the living man. Sturm nodded once, solemnly, and said, "Est Sularus oth Mithas."...

"My honor is my life."

- At the Shoikan Grove,
Dragons of Summer Flame

There are many faces of a warrior. Some, like the Knights in the passage above, pledge their lives to observing honor in the pursuit of their goals. Other warrior types achieve their aims though personal philosophies as unique as the individuals that hold them dear.

This chapter expands on the hero creation rules in Chapter One of the Book of the Fifth Age from the DRAGONLANCE: FIFTH AGE boxed set by offering guidelines for roles - or character archetypes - a warrior might play.

Playing a Role

As described in Step Eight of hero creation, a hero's role indicates something of his background: his childhood influences, his cherished beliefs, and his personal interests. This background can offer players a chance to achieve greater depth in role-playing. In addition, players can gain new skills and limitations for their heroes through their choice of role, providing even more diversity to FIFTH AGE campaigns.

A hero can have only one role at a time. Because a role represents knowledge, skills, and habits a hero has acquired during youth, it cannot be readily discarded or changed (see page 25).

Because Night and Day is a handbook for playing the fighting men and women of Ansalon, this chapter offers role ideas for warriors. If a hero's ability scores and codes do not suggest an athletic, physical type (regardless of his other scores), the player should not choose a role from this book. Other FIFTH AGE supplements will present roles more suited to sorcerers, mystics, rogues, and other types of hero.

Of course, players can build their own roles as well, using the hints offered in the Book of the Fifth Age plus the roles in this chapter as a guide. These requirements are just recommendations - players whose heroes don't fit the roles may adjust them as they see fit to create other entirely new roles all their own.

Exactly what type of role a player chooses for his hero is up to him, though a Narrator might rule some roles unacceptable in his campaign or for the particular adventure he has in mind. (Mariners might be an illogical choice for an adventure in the Plains of Dust, for example.)

Each role's name was chosen to help players quickly grasp the key concept behind it - it has no function in the game beyond player information. For example, not every mercenary in Ansalon uses the mercenary warrior role; the ranks of a mercenary army might include adventurous warriors, yeomen, riders, and archers as well.

A summary of each role's requirements and limitations is included in Appendix One for quick reference.

Role Descriptions

As a hero's role usually has shaped him from childhood on, most roles are available only to new heroes during hero creation. However, circumstances may let a hero switch to one of a select few roles during the course of his life.

Standard Role Format

Each role description begins with a brief paragraph explaining what kinds of heroes might play the role. More detailed information follows.

Role-Playing

The next paragraph in a role description explains how a hero with this role should act and how members of Krynn's various races might, respond to him. When a race is not mentioned here, the role has no effect on the way individuals of that race feel about those with the role. Of course, the circumstances of a specific adventure can change the responses of both heroes and characters.

Requirements

Before he can acquire a role, a hero must have ability scores and codes within certain limits. In addition, some roles are logically restricted to certain races.

When a hero's ability scores or codes are higher than the maximums listed for the desired role, the player can lower them voluntarily to meet the requirements. If the hero later abandons the role or if the role allows for score improvement during play, the player must follow the normal procedure for improving the scores or codes, as explained in Chapter One of the Book of the Fifth Age. He cannot save the lost points from ability scores or reassign them elsewhere, as he could when he chose his hero's race.

Should a hero's ability scores or codes fall short of the role's requirements, the hero cannot play the role, even if the player has lowered some of the other scores to meet the role's maximums.

Of course, a player cannot violate his hero's racial ability score or code requirements to qualify him for a role.

A hero must maintain his role's necessary scores and codes for as long as he can. Should some misfortune lower one of his scores or codes, he can continue in the role but must attempt to raise it back to the minimum as soon as possible. (See the Book of the Fifth Age, Chapter One.)

No hero may attempt to improve ability scores or codes beyond his role's maximum without abandoning the role. In a few cases, a role requirement limits only the starting value of an ability score or code but allows it to increase during play.

Not all of Krynn's races can play each role. If this section does not list a certain race as permitted, heroes of that race should not play the role.

Any additional role requirements, such as wealth or personality parameters, are presented in this section as well.

Advantages

Every role bestows some special ability to a hero. For instance, many roles offer a hero a bonus to his action score for certain types of actions. This section includes any rules needed to use the special ability in play, along with any special tasks the hero must perform to receive the benefit. If the role allows the hero to eventually exceed his initial ability score, code, or other requirements, any special instructions for doing so (beyond the standard rules) are included here.

Where applicable, this section also tells players how their existing heroes can switch to this role during play.

Disadvantages

Every role also imposes special limitations on a hero, such as penalties to a hero's action score for certain types of action. These hindrances are not necessarily bad, though. Players will find that such restrictions - such as a mariner facing penalties to certain actions on land - can lead to some excellent role-playing opportunities.

The "Disadvantages" section may indicate that existing heroes cannot switch to this role after abandoning another one. For instance, Knights of Takhisis begin their training in their Order as youths. Therefore, an adult hero cannot acquire that role in midlife.

The Adventurous Warrior

Krynn abounds with resourceful individuals never content to sit at home and work a trade for long. The adventurous warrior role includes wanderers, thrill seekers, gamblers, and freedom fighters. Hero of the Lance Caramon Majere, an adventurous warrior, has always found it hard to resist the call of a quest, despite his love for his family and the Inn of the Last Home.

Role-Playing

The adventurous warrior rarely seems satisfied with things the way they are. He might be content to settle down for a while, but eventually finds himself struck by wanderlust, smitten with the desire for treasure, or faced with a sudden urge to get out of town. The adventurous warrior hero might have an insatiable curiosity, a thirst for action, a personal cause, or just a knack for getting into trouble. Though courageous, such a hero is sometimes foolhardy. As centaurs and kender often admire this hero's willingness to follow his heart, this role suits these races particularly well. Dwarves, on the other hand, likely consider the adventurous warrior something of a fool.

Requirements

An adventurous warrior depends on a finely tuned body to deal with the rigors of his errant life. Therefore, he must have an Endurance or Strength score of at least 5. In addition, either his Agility or Dexterity score must equal 5 as well. The remaining score in each pair of related abilities must be at least 4.

An adventurous warrior has spent many years honing his physical skills. He must have an ability code of "A" in either Agility, Dexterity, Endurance, or Strength. The codes for his remaining Physical abilities must be "C" or better.

As the adventurous warrior favors the physical over the mental and mystical, his Reason and Spirit codes can be no higher than "C."

Members of any race can play this role. However, an adventurous warrior's wealth score can never exceed 7 - the hero's exploits tend to be expensive.

Advantages

As an experienced traveler, the adventurous warrior has developed a knack for impressing the locals wherever he goes. Any card he plays to gain information or simple favors from a character of guildsman social status (wealth 5) or lower becomes trump automatically. This bonus does not apply if the adventurous warrior asks the character to do something dangerous or criminal. The hero also can try to pass as a local wherever he goes, so long as he physically resembles the locals - a human could not pass for a kender or minotaur! This feat requires a successful average Presence (Perception) action.

A hero can acquire the adventurous warrior role during play if he has abandoned another role; he need only select a cause or quirk, as noted below.

Disadvantages

Every adventurous warrior follows a personal cause or exhibits some behavioral pattern not related to status, power, or wealth. The hero often puts this cause ahead of other considerations. Acceptable causes and behaviors include:

- Safeguarding or caring for a particular person, item, or place.
- Defeating a particular villain.
- Preserving (or defeating) a certain type of creature.
- Locating a legendary place or item.
- Obsessive behavior (personal cleanliness, general neatness, correct language, etc.).
- Obscure interest (building a collection, studying a lost race or civilization, sampling foods or beverages, etc.).

The hero need not bend his every effort to promote his cause or follow his unique behavior, but he should not let an adventure pass without having it influence his actions in some way. If the Narrator feels the hero has ignored his cause or quirk too long, he can require the hero to make a challenging Reason action to avoid a personal dilemma. Should the action fail, the Narrator can require the hero to respond to a problem related to his cause or quirk, as appropriate to the situation.

The player and the Narrator must agree on the adventurous warrior's disadvantage before play begins. The Narrator should then create scenes that allow the quirk or cause to come into play.

Should the adventurer achieve his cause during play, or if it becomes moot i the hero actually retrieves an artifact he sought, the place he protects is destroyed, etc.), the player and the Narrator must agree on a new cause. The hero need not choose it immediately, but he cannot gain in reputation until he does so: Any quests he completes without a cause are not added to his total.

The Archer

Archers favor missile combat over melee. This preference is often purely a matter of aesthetics - the hero considers loosing an arrow or hurling a javelin more graceful and satisfying than hacking something apart with a sword. Other archers simply prefer to avoid meeting their foes face-to-face.

This role includes military sharp-shooters, carnival performers, and other types of missile specialists. Araji, from the Heroes of a New Age adventure in the DRAGONLANCE: FIFTH AGE boxed set, is a good example of an archer.

Role-Playing

Archers tend to be cautious by nature. Just as a difficult shot requires a patient analysis of the target and prevailing conditions, any important decision merits prudent consideration.

Many knights and cavaliers consider archers a bit cowardly (though most are too polite to say so directly).

Requirements

Most archers have spent long hours developing steady hands and keen eyes. They must have Dexterity and Perception scores of at least 5.

Archers practice intensely with their favorite weapons, requiring Dexterity codes of "A."

Because shields can get in the way, archers do not like to use them. These heroes favor standing fast and aiming carefully rather than dodging about in combat, so their Agility codes must be "C" or lower.

Finally, as archers put more faith in their weapons than in magic, their Reason and Spirit codes must be "C" or lower.

Only humans, centaurs, elves, and half-elves can acquire this role.

Advantages

An archer can choose one type of missile weapon (such as a great bow, crossbow, hurled dagger, etc.) as his specialty. Any card the archer plays when attacking with his speciality weapon automatically becomes trump.

Heroes can acquire the archer role during play.

Disadvantages

An archer suffers a -3 penalty to all Strength action scores while attacking at personal or melee range.

The Barbarian Warrior

The so-called barbarians of Ansalon are more accurately described as nomads. These people owe allegiance to their tribes rather than to nations. They often have homelands rather than home-towns, because their tribes stay on the move. Most tribes - such as the Que-Shu - gather in villages or small towns at least during the winter months. Barbarian villages never grow into cities, as tribe members spend most of the year migrating with their herds and flocks.

As opposed to the racial description of barbarian humans in Chapter One of the Book of the Fifth Age, heroes don't have to be human to play the barbarian warrior role. (Likewise, warrior heroes of barbarian human stock do not have to play this role just because of their race.) This role divides barbarians into six categories, based on their native land: desert, forest, ice, mountains, plains, and sea. Each of these groups has its own special role abilities, explained below.

Riverwind the Plainsman, a Hero of the Lance, is an excellent example of a barbarian warrior.

Role-Playing

Barbarian warriors live on the fringes of civilization - literally and figuratively. They roam the land, hunting and gathering, sometimes settling for a while. They cherish a deep respect for nature and for the traditions of their tribes. They believe that every animal, object, place, and plant has a living spirit that deserves respect and honor, especially if the hero draws his livelihood from it. Like all barbarians, these warriors tend to view city dwellers with distrust at best and loathing at worst. To them, most "civilized" characters seem unfeeling and even destructive.

Barbarian warriors, however, value self-sufficiency and personal loyalty. They expect others to take care of themselves, yet they willingly lend a hand when misfortune strikes a companion. As Tanis Half-Elven once demonstrated to Riverwind, anyone who displays these two traits, no matter what his background, can become the friend of a barbarian warrior.

Most humans (except other barbarians) regard these warriors as unpredictable outsiders with strange customs. Members of Krynn's other races usually find these heroes indistinguishable from other warriors of their race. To kender, for example, a human plains barbarian warrior seems a lot like any other human warrior - only with more interesting clothes (especially the feathers).

Requirements

As a barbarian warrior leads a rigorous life, all his Physical ability scores must be at least 5. His deeply rooted belief in the spiritual qualities within everything around him requires a Spirit score of at least 5. Because a barbarian warrior must master hunting and survival skills, he needs a Perception score of 5 at a minimum.

Barbarian parents teach their children to use missile weapons almost as soon as they can walk. Therefore, this warrior must have a minimum Dexterity code of"B." In addition, a barbarian warrior's spiritual beliefs and outdoor skills demand considerable strength of character and sharp senses, requiring Spirit and Perception codes of at least "B," as well.

Barbarian warriors, normally superstitious and distrustful of sorcery, must have Reason codes of "D" at maximum. As they favor light armor, their Endurance codes are no higher than "C."

Members of a number of different races consider themselves barbarian warriors. They include:

- Desert: Barbarian human.
- Forest: Kagonesti elf.
- Ice: Barbarian human.
- Plains: Barbarian human, centaur.
- Mountain: Barbarian human, Neidar and Klar dwarf.
- Sea: Barbarian human.

Regardless of where he lives, the barbarian warrior's wealth score can never rise above 6, due to his rugged and minimalist lifestyle.

Advantages

Any card played for a barbarian warrior in combat is considered trump when he attacks with a tribal weapon. Each of the barbarian groups mentioned on the previous page has its own tribal weapons:

- Desert: Death's tooth kala*, garrote*, scimitar, throwing blades*, weighted sash*.
- Forest: Long bow, mallet*, sling, war club.
- Ice: Frostreaver*, ice crossbow", ice flask*, ice grenade*, throwing stone*.
- Plains: Bolas*, lasso*, teeth chain*, throwing stick*.
- Mountains: Bear claws*, crook blade*, pellet bow*, war pipe*.
- Sea: Belaying pin*, fang*, hookshaft*, sabre*.

* Indicates a weapon described in Chapter Four.

In addition, a barbarian warrior's rugged upbringing serves him well. Any card this hero plays for an action in his home terrain involving survival, shelter, hunting, navigating, moving, or avoiding natural hazards becomes automatic trump.

Disadvantages

Unaccustomed to civilization, barbarians never enjoy a trump bonus to attempt Perception or Presence actions within a city. They receive a -3 penalty to all other actions within cities. The Narrator should decide what constitutes a city - generally any settlement with a population of five thousand or more. However, sea barbarians can ignore this disadvantage in Sea Reach, their own settlement on the Blood Sea island of Saifhum.

A hero can play the role of a barbarian warrior only if born to (or raised by) a tribe. No hero can acquire this role during play.

The Cavalier

Armored knights, mounted or on foot, form the backbone of a military unit. Although members of Orders such as the Knights of Solamnia or Takhisis remain the best known examples, most rulers and wealthy families sponsor knights of their own, known collectively as cavaliers.

The cavalier role includes royal body-guards, military officers, and independent knights. The Silvanesti elf Samar of House Protector, bodyguard to Alhana Starbreeze, is a cavalier, as are Jendaron and his green-hooded companions from the adventure Heroes of a New Age.

Role-Playing

Chivalrous, dignified, and loyal, a cavalier tends to speak the truth and prefers to say nothing rather than knowingly utter a falsehood. He behaves with courtesy and tact and never knowingly gives offense. His honor and bravery stand without question - he is the first to fight and the last to retreat. This hero will die before betraying his companions or his liege lord.

Cavaliers usually can count on respect from members of their own race. Minotaurs who observe cavaliers in combat often reluctantly acknowledge them as worthy fighters.

Requirements

Cavaliers excel at melee combat; they must have a minimum Strength score of 6 and Endurance score of 5. In addition, only their considerable strength of will allows them to remain dedicated to the ideals of chivalry. Therefore, this role requires a Spirit score of at least 5. To maintain their dignity even in the most extreme situations, cavaliers also must have Presence scores of at least 6.

A cavalier's prowess with heavy melee weapons calls for a Strength code of "A." As his armor is a cavalier's badge of honor, human, half-elf, and dwarf cavaliers need Endurance codes of "A," as well. Because elves prefer lighter armor, an elf cavalier must have an Endurance code of "B" - no higher due to his race, but no lower to account for the role.

The cavalier's emphasis on physical combat skills limits his Reason and Spirit codes to "C." As humans and half-elves of this role shun missile weapons, their Dexterity codes must be "X." Elf and dwarf cavaliers, on the other hand, are expected to be proficient archers and crossbow-men - they must have Dexterity codes of "A." Yet these cavaliers disdain shields, which restricts their Agility codes to "C" or lower.

Half-elves, civilized humans, Hylar and Daewar dwarves, and Qualinesti and Silvanesti elves can be cavaliers.

As most heroes of this role are at least minor members of the nobility (or at least well paid), their wealth scores must be 5 at minimum.

Advantages

Bold and skillful leaders in battle, cavaliers may consider any card played to close with the enemy automatic trump.

A hero may become a cavalier during play if he locates a sponsor to instruct him in the ways of chivalry. The hero first must succeed in an average Presence (Presence) action to convince this sponsor of his suitability for training. Then he must complete a quest in the service of the sponsor before he can begin playing the role.

Disadvantages

A cavalier - a flamboyant and honorable warrior - never receives a trump bonus to achieve surprise before combat.

The cavalier owes direct service to his lord (or must tend his own property) for forty to sixty days a year. The Narrator can devise a special quest for the cavalier and his companions during this period, or the hero can simply leave the game for a time.

If a player wishes, he can have an independent and landless cavalier hero. Perhaps he is a disinherited knight or a second son of a landed member of the nobility. Such a hero need not perform any period of service, but his wealth score may not rise above 5.

The Knight of the Lily

The Knights of Takhisis divides itself into three orders. Each of the three emphasizes different aspects of the Code (a set of rules defining how a Knight should advance the interests of the Order). However, neither the Order of the Skull - which stresses spiritual power - nor that of the Thorn - Dark Knight sorcerers - epitomizes a true warrior's role like the Knight of the Lily. The members of this order of Dark Knights, the death lily emblazoned on their armor, form the backbone of the Knighthood's formidable military power.

While the Dark Knights model their Order after the Solamnic Knighthood, they dedicate their lives to the Evil goddess Takhisis rather than the forces of Good. Even though she and the other gods have withdrawn from the affairs of Krynn, these Knights remain committed to world conquest in the name of their Dark Queen. Their continued brief glimpses of the Vision - believed to be her divine plan for her faithful - help them maintain their allegiance to the Blood Oath: "Submit or die."

The entry-level order within the Dark Knighthood, the Order of the Lily includes inducted Knights as well as squires who have yet to petition for Knighthood. Steel Brightblade, fallen hero of the Chaos War, was a Knight of the Lily.

Role-Playing

Like all Knights of Takhisis, a Knight of the Lily must live according to the Code: He must obey his superiors, respect all friends and honorable foes, and willingly sacrifice anything for the Order. The Order of the Lily stresses the value of obedience in particular, as well as the strength of the group - to be independent is to be weak.

Heroes entering the Knighthood must begin as squires in the Order of the Lily, demonstrating their loyalty before becoming full Knights. (See page 43 for more information on this process.)

All Knights of Takhisis are reviled almost everywhere except in the land of Neraka, which they control, and in the various Dragon Realms. Nonhuman races almost universally detest the Dark Knights. Nevertheless, the Knights have a reputation for honesty; some of the dragon rulers employ them as mercenaries and constables.

Knights of the Lily usually do not make good additions to adventuring parties. However, many of them operate covertly, gathering information for their superiors. Whole parties of Dark Knights also roam the land, seeking glory and booty.

Requirements

A Knight of the Lily is trained for war, so his Strength and Endurance scores must be at least 6. In addition, heroes with weak wills cannot follow the Code, nor can a Knight prove his loyalty without a strong character. Therefore, this role requires minimum Spirit and Presence scores of 5.

As Knights of the Lily must study the art of melee combat in preparation to fight and win any battle, heroes with this role must have Strength and Endurance codes of "A." However, a Knight of the Lily's emphasis on physical combat skills limits his initial Reason and Spirit codes to "C" or lower.

Only human and half-elf heroes can play the role of a Knight of the Lily, as only these two races may join the Knights of Takhisis.

Players must pay attention to the cards they select to determine a Lily Knight's personality. The hero's demean- or must come from a card with a value of 5 or lower, while the card describing his nature must be 4 or higher.

Advantages

A member of the Order of the Lily leads boldly and skillfully in battle. Any card he plays to close with the enemy automatically becomes trump.

However, a quality unique to Dark Knights is that they despise the Legion of Steel. After all, not only does the Legion dare to assume the name of one of the most honored Dark Knights, it was founded by Sara Dunstan, a traitor to the Order. Consequently, Knights of the Lily receive an automatic trump bonus for melee attacks against Legionnaires.

When riding a mount in a battle, any card a Knight plays for a melee attack becomes automatic trump. (This benefit is not cumulative with the previous one.)

If a hero with this role has a reputation below Adventurer when he begins play, he starts as a squire in the Order of the Lily. After a quest or two, when his reputation has advanced to Adventurer, he can petition for Knighthood in the Order of the Lily (see page 43).

A Knight of the Lily can appeal for advancement again after completing one quest; because all three orders within the Knights of Takhisis are equal, his reputa- tion rating need not improve one category as does a Solamnic Knight's. Should the Dark Knight's appeal succeed, he has three options:

- He can remain a Knight of the Lily and immediately attempt to improve his Presence score, as described at the end of Chapter One in the Book of the Fifth Age. A hero receives this benefit only once.
- He can become a Knight of the Skull and learn to follow the path of dark mysticism*.
- He can become a Knight of the Thorn and pursue the role of an Evil sorcerer*.

* Other FIFTH AGE supplements will detail roles for Skull Knights and Thorn Knights.

During his attempt to become a Knight of the Lily, a hero receives a personal version of the Vision, showing him his part in the future of the Knighthood. In game terms, the player draws a random card from the Fate Deck; depending on the card, the hero can receive a bonus to certain Presence actions. A Knight also can, at any time, receive information from his superior through the Vision. The workings of the Vision, are described more fully on page 38.

Disadvantages

A Dark Knight's honor is his life. Should a hero fail in his petition for Knighthood, the Order immediately puts him to death. In addition, a Knight of Takhisis can be called upon to answer for conduct deemed unbecoming a Knight (see page 44).

All members of the Order of the Lily are subjected to a rigorous mental examination by their superiors upon joining as youths. This experience wrenches the mind and drains the spirit, such that a member of this order never receives a trump bonus when resisting mysticism.

All Knights of Takhisis remain subject to a rotating duty roster, which assigns them forty to sixty days of direct service to the Order each year. As in the case of cavaliers, the Narrator can devise a "duty" quest for a Knight of the Lily and his companions, or the Knight can simply leave play for a time.

To become a Knight of the Lily, a hero must join the order as a youth. No older hero can acquire this role - or join the Knights of Takhisis - during play. If a Knight of the Lily wishes to abandon this role, he must immediately begin playing the role of a rogue knight (see page 20).

The Knight of Solamnia

Despite several grim chapters in its history, the Knights of Solamnia remains the preeminent order of chivalry in Ansalon. The Oath of these Knights, Est Sularus oth Mithas ("My honor is my life"), is widely imitated and serves as the standard for knightly conduct almost everywhere.

This role includes Knights and squires who have entered the Order, as well as heroes seeking admittance. The legendary Sturm Brightblade matched the Solamnic Knight role even before his formal induction into the Order.

Role-Playing

A Knight of Solamnia follows the Measure, a set of rules that defines how to put the Oath into effect in one's daily life. The Knight must obey his superiors within the Order and remain steadfastly true to those who have earned his loyalty through station or past deeds. This courageous hero will make valiant sacrifices on behalf of the weak, the oppressed, the poor, the falsely imprisoned, and fellow Knights. He commits his life to justice and compassion.

The three Solamnic orders each emphasize a different aspect of the Measure, though all Knights are still expected to embrace this entire doctrine.

- The Order of the Crown stresses obedience and loyalty.
- The Order of the Sword emphasizes courage, honor, and strength of spirit.
- The Order of the Rose epitomizes wisdom, justice and service to the cause of good.

A hero entering the Knighthood must begin as a squire in the Order of the Crown. Before he becomes a Knight of the Crown (or, once a Crown Knight, before he can enter another order), he must demonstrate his commitment to the order's ideals (see pages 29 and 30 for more on these orders).

Knights of Solamnia can expect at least a grudging welcome wherever they go, except in areas controlled by a dragon or the Dark Knights. In regions under the Order's protection - Gunthar, Ergoth, and Solamnia - the common folk recognize Knights as their guardians and in some cases as representatives of civil authority.

Requirements

Ever ready to fight for a just cause, a Knight of Solamnia must have Strength and Endurance scores of at least 6. It takes a strong will to follow the Oath and the Measure, so he must have a Spirit score of at least 6 as well. The rigors of knightly life and total dedication to the Order's ideals tends to create an imposing figure. Therefore, a Knight must have a Presence score of at least 6.

A Knight of Solamnia must know the art of melee combat, which calls for a Strength code of "A." These warriors are known for their elaborate plate armor, translating into an Endurance code of "A."

As a Knight's emphasis on physical combat skills limits his ability to study magic at first, heroes with this role must begin play with Reason and Spirit codes of "C" at maximum.

Only civilized humans and half-elves should play the role of a Knight of Solamnia, as these are the only groups the Order admits. However, if a hero of another race feels inspired to live according to the Oath and the Measure due to his admiration for Solamnic principles, a Narrators can allow him to play the role.

Players may not select a card with a value higher than 4 for a Knight of Solamnia's demeanor in hero creation, nor use a card with a value higher than 5 to determine his nature. As the Knighthood offers its members at least minimal support, the hero's wealth score should be at least 3.

Advantages

Like a cavalier, a Solamnic Knight proves a bold and skillful leader in battle. Any card such a hero bids to close with the enemy is automatically trump.

The Knights of Solamnia also receive another, more unusual trump bonus. Solamnics resent both the Knights of Takhisis and the Legion of Steel for copying their organization and, in the Dark Knights' case, perverting their ideals. So, if a Solamnic enters combat against Knights of Takhisis or Legionnaires, any card he plays for a personal or melee attack becomes trump.

When riding a mount in a battle, any card a Knight plays to resolve a melee attack also becomes trump. However, this benefit is not cumulative with the one mentioned above.

Each order within the Knighthood has its own inherent advantages, too:

The Order of the Crown

Joining the Order of the Crown and advancing within (and beyond) it are detailed further in Chapter Two.

- On beginning play with this role, a hero becomes a squire in the Order of the Crown. When his reputation advances one category (or to the Adventurer rank, whichever is higher), the squire may become a Knight of the Crown.
- When the Knight's reputation moves up to the next category, he can petition the Order for advancement. If successful, a Crown Knight can either advance to the Order of the Sword or immediately attempt to increase his Presence score, according to the rules at the end of Chapter One of the Book of the Fifth Age.
- A hero who remained a Knight of the Crown can repeat the petition again the next time his reputation advances one category.

The Order of the Sword

- As a Knight of the Sword, a hero enjoys an automatic improvement of one grade in his Spirit code, to a maximum of "B."
- The hero can petition the Order for advancement again the next time his reputation improves one category. Success means he can either immediately attempt to improve his Presence score or enter the Order of the Rose.
- Knights of the Sword can draw on Solamnic funds for their own (modest) needs and to further the causes of the Knighthood. When in contact with a local circle of the Knighthood, these heroes can access that circle's stores; in game terms, they may use one-half their Presence scores instead of their wealth scores when attempting wealth actions.

The Order of the Rose

- As a Knight of the Rose, a hero automatically increases his Spirit code by one grade, to a maximum of "A."
- When these high-ranking Knights successfully petition the Order for advancement after an increase in reputation, they can immediately attempt to improve their Presence score.
- When drawing on the Knighthood's treasury (as described above for Knights of the Sword), a Rose Knight can use his full Presence score instead of his wealth score when attempting a wealth action.

Disadvantages

A Knight of Solamnia's rigid code of honor imparts several drawbacks onto this role to counter its benefits. First, as an honorable combatant, a Knight never enjoys a trump bonus to achieve surprise before combat. As a Knight's honor is his life, his Presence score immediately falls 1 point if he should so shame himself as to fail a petition for advancement. Further, if the Narrator ever thinks the Knight has violated the Measure (see page 35), the hero must attempt a daunting Presence action, immediately losing 1 point of Presence if he fails. Should the Knight commit a serious breach of conduct, a knightly council can call him to answer for his actions.

Knights of Solamnia are loath to retreat from or refuse combat with Evil foes. No Knight will retreat from a battle once it has begun or refrain from attacking the Order's foes (see page 31), unless he considers the fight foolish or useless. To tear himself away from combat, the Knight must succeed in the action below:

Abandon/Refuse a Fight
Difficulty: Varies
Action ability: Reason
Opposition ability: Presence (only intelligent foes)

Comments: The difficulty of this action depends on the hero's order:

- Crown Knight: Average (8)
- Sword Knight: Challenging (12)
- Rose Knight: Daunting (16)

In addition, this action always becomes easy when an enemy of equal or greater Strength (or Physique) outnumbers the Knight and his group at least three to one.

If a trusted ally urges the hero to refuse or abandon a fight, the ally adds his Presence score to the Knight's Reason score for this action.

A higher-ranking Knight (one with a greater reputation or official office, as described on page 28) can order the hero away from a fight, but the superior must succeed in this action himself before he can issue the order.

As a Knight finds no dishonor in living to fight another day, he may add his foe's Strength (or Physique) score to his Reason score for this action.

Mishap: The Knight's foe gets a free counterattack outside the normal combat sequence.

Like cavaliers, Knights of Solamnia owe forty to sixty days of direct service to their Order each year. (The rest of the year, a Knight can either continue to serve the Order or can pursue personal adventures. The Knighthood encourages such quests as a means of strengthening character.) The Narrator can devise a quest for the Knight and his companions during this period, or the hero can simply leave the game for a time. In the latter case, the player must use a different hero. However, Knights take part in many adventures as part of their period of service.

Knights are expected to donate most of their wealth to the Knighthood, including extra income from their ancestral estates. Each time a hero's reputation advances to the next level, his wealth score falls 1 point, to a minimum of 2. Experienced Knights can have lower wealth scores than the poorest Novices. However, they can use their Presence scores to access the Order's treasury, as described under "Advantages."

To become a true Knight of Solamnia, a hero must begin preparing himself during his youth. Therefore, heroes may not acquire this role during play, though most can join the Order as auxiliaries (see page 33).

The Legionnaire Warrior

A third great chivalric Order has arisen in the wake of the Chaos War: the Legion of Steel. The first Legionnaire warriors were Knights of Takhisis who decided that the Knighthood's dedication to solidarity at all times and persistence in all endeavors was more important than its fanatic desire to rule the world. In more recent years, the Legion has also attracted disaffected Knights of Solamnia - impatient with their Order's attempts at reform - and other stalwart souls with a desire to help the world through its troubles. Silver Claw, described in the Appendix of Dusk or Dawn, is a Legionnaire warrior - and High Elder of the organization.

Role-Playing

Governing the life of a Legionnaire warrior is the group's motto: "All we have is each other." Members of the Legion also follow a Legacy, derived from both the Measure of the Knights of Solamnia and the Code of the Knights of Takhisis. The Legacy stresses the value of service to others, self knowledge, personal integrity, steadfastness in the face of adversity, loyalty to those to whom loyalty is due, and justice for both the innocent and the guilty.

This role includes full members of the Legion as well as those who aspire to join. Though the Legion is not a covert organization, many members work undercover. Legionnaire warriors care very little for pomp and ceremony. This practical breed concerns itself more with doing the right thing than with personal honor or glory.

These warriors find themselves generally respected throughout Ansalon, though non-elf Legionnaires in elf lands can still expect the cold shoulder. Minotaurs find Legionnaires slightly more tolerable than other nonminotaurs. Many Knights of Solamnia consider members of this group independent upstarts, too undisciplined to make the grade as Knights. The Knights of Takhisis regard the Legion as an enemy organization filled with deserters and traitors. A Legionnaire captured by Dark Knights can expect a swift trial and execution - at best.

Requirements

A Legionnaire warrior, strong in both mind and body, has Strength and Endurance minimum scores of 6 and Dexterity and Agility minimums of 5. These heroes also must have Presence and Perception scores of at least 5 and a Spirit score of at least 4.

Expected to be physically fit and to fight when necessary, a Legionnaire must have codes of "C" or higher in all four of his Physical abilities. In addition, he must have a code of "A" in either Strength or Dexterity. The Legion expects vigilance from its members, so this role requires a Perception code of "B" or higher.

His strenuous regimen of physical conditioning leaves a Legionnaire warrior little time for arcane studies, so his Reason and Spirit codes can be no better than "C" as play begins.

Only humans, dwarves, and half-elf heroes generally play the role of a Legionnaire warrior, though a member of any race might be moved to acquire it.

A Legionnaire warrior's wealth score cannot be higher than 5, as most members of this group have loftier goals than gaining wealth and often contribute excess funds to the Legion. Finally, players may not assign cards with values of higher than 6 to their hero's demeanor and nature.

Advantages

Widely regarded as champions of the common people. Legionnaire warriors always enjoy a trump bonus when dealing with a character of Commoner social status or less, no matter what the hero is trying to accomplish. In a city, town, or village, a Legionnaire warrior can use his Presence score instead of his wealth rating to obtain equipment or mounts.

Members of the Legion return the enmity of other Knights. Therefore, any card these warriors play becomes trump when used to resolve any form of combat against Knights of Takhisis. In addition, they enjoy a trump bonus to any card they play for a personal or melee range attack against a Knight of Solamnia.

As an organization, the Legion concerns itself with training its members. A hero who begins play as a Legionnaire warrior with a reputation of Novice or lower becomes an apprentice - he must undertake a series of quests to prove his worth to the Legion. Once he gains Adventurer reputation, he can apply for full membership (see page 51). Should a hero with a reputation of Adventurer or higher begin playing this role, he automatically becomes a full member.

As a full member, a Legionnaire warrior receives the services of an apprentice with a reputation of Unknown. Players should consider an apprentice's ability scores and codes each 1 point or rating lower than the hero's. For example, if the hero has a Strength of 6A, the apprentice's Strength becomes 5B. It is entirely possible that these scores will not allow the apprentice to meet this role's ability requirements - in that case, it's the hero's job to train him to make certain he does, in time.

The Narrator secretly determines the apprentice's wealth score by drawing one card from the Fate Deck. For game purposes, this character has an effective wealth of 1, as he depends on the hero for upkeep. The apprentice's actual wealth score merely helps determine his social status.

A Legionnaire warrior's apprentice can be of either gender and any race, provided that the character's ability scores and codes meet racial requirements. He accumulates quests just as a hero does and ends his apprenticeship when he has gained enough quests to move into the Novice reputation category (at which time he can undertake an individual quest for acceptance into the Legion). During his apprenticeship, this character remains completely under the Legionnaire warrior's control, functioning essentially as a second hero for the player. When an apprentice has moved on, the Legion assigns the hero a new one within a month or two, at the Narrator's option.

As the Legion of Steel constantly seeks new members, a warrior-style hero can begin playing this role at any time. However, a hero with a reputation lower than Novice must apprentice himself to an established member. Unlike an apprentice character, such a hero retains his own unique ability scores and codes, but must meet all the requirements of this role. The Narrator should provide a mentor character with a reputation higher than the hero's. Once the hero's reputation reaches Novice, he may embark on a quest to become a full Legionnaire.

Of course, a hero can become a member of the Legion without actually assuming this role (see page 50).

Disadvantages

As noted previously, the Knights of Takhisis usually execute any Legionnaires they capture. Although the Solamnic Knights often ally with the Legion of Steel, a great rivalry exists nonetheless between the rank-and-file members of the two organizations. Therefore, a Legionnaire warrior never gains a trump bonus for a Presence action involving either a Knight of Solamnia or a Knight of Takhisis. >[? Every Legionnaire, including warriors within the group, bears the responsibility for his apprentice's safety and well-being. Should the apprentice die in the line of duty, the Legionnaire suffers great humiliation: The hero's player must immediately draw one card from the Fate Deck, then reduce his hero's Presence score by one-third the value of the card, rounded up. Should the player draw a card from the Suit of Dragons, the hero also drops one category in reputation, as well.

In spite of this danger, the Legion expects its warriors to take their apprentices along on adventures, so they can learn what it means to be Legionnaires. Should a hero ever leave his apprentice behind while he undertakes a quest, he must attempt an average Presence (Presence) action to prevent the apprentice from quitting the Legion. Failure means the hero must immediately make a random draw, just as if the apprentice had died. Of course, a hero can send his apprentice to a place of safety during a dangerous portion of a quest. However, the Narrator should call for the Presence action mentioned above only in the most extreme cases of overprotection that could hinder the character's training.

The Mariner

Krynn's oceans and coasts remain thick with traffic even in these dangerous times. True mariners adore the sea. Where others see and hear towering waves and screaming winds, the mariner hears a siren's song.

The role of a mariner includes sea explorers, fishermen, navigators, pirates, traders, and common seamen. The ranks of Ansalon's mariners include Rig Mer-Krel, introduced in the Appendix of Dusk or Dawn and featured in The Rising Storm and the novel The Dawning of a New Age.

Role-Playing

Mariners are as varied as the ships they sail, sharing only one common trait: their love of the sea. Mariners find life on land wearisome. In fact, the farther they get from the sea, the more dispirited they become. Many mariners also are quickwitted and not prone to take unnecessary risks - the sea is not forgiving to the thick-headed or the reckless.

All mariners feel a certain comradeship, though stronger feelings engendered by race, philosophy, or politics tend to take precedence. To a minotaur sea captain, for example, a human mariner is still an inferior being, but inherently more honorable and minotaurlike than a human landlubber. Dwarves - not fond of deep water themselves - tend to view mariners as crazy, or at least hard to fathom. Kender generally admire mariners' adventurous spirits.

Requirements

As life aboard ship requires deft movement, quick thinking, and a sharp eye, a mariner needs minimum Agility, Reason, and Perception scores of 5. Most sea voyages have their share of physical hardships, so a mariner also must have an Endurance score of at least 4.

Knowledge of missile weapons is a great advantage at sea, so a mariner needs a Dexterity code of at least "B." However, as mariners favor light armor and weapons, they may never have Strength or Endurance codes of "A."

Human, minotaur, elf, or half-elf heroes can play the mariner role.

It is hard to keep secrets aboard ship - a mariner can never maintain an outward demeanor substantially different from his true nature for very long. Therefore, a hero acquiring this role must assign to these two personality traits cards whose values differ by no more than 2.

Advantages

The sea is home to a mariner. The player of a hero with this role always enjoys a trump bonus to resolve attacks at sea. In addition, any card he plays to resolve an action regarding a feat of seamanship (riding out a storm, maneuvering a ship or boat, making emergency repairs, etc.) is considered trump as well.

Disadvantages

Mariners feel quite out of place on land - so much so, in fact, that they receive a -3 penalty to Strength or Agility actions while engaged in combat on land.

Mariners must have the sea in their blood. Therefore, if a hero has had a past vocation unrelated to a sailor's life, he may not acquire this role during play.

The Mercenary Warrior

A mercenary fights for pay, either out of need or greed. The hero probably has spent his life selling his services to the highest bidder or taking on quests that offer profits. The role includes bounty hunters, sellswords, fortune hunters, smugglers, and highwaymen. Kitiara uth Matar - the Blue Lady, who killed Sturm Brightblade during the War of the Lance - started out as a mercenary.

Role-Playing

A mercenary remains always on the lookout for a payoff of some kind. Money need not be such a hero's only goal - a mercenary warrior might seek fame, new skills, or victory over the enemy. Everything the mercenary warrior does has a definite purpose, as this hero has no time to waste on frivolous activities. Though brave, a mercenary seems unwilling to undertake a task that doesn't offer a reasonable chance of success, unless he sees no alternative.

Dwarves likely will respect a mercenary warrior's sense of purpose. Gnomes, too, admire the hero's dedication to the task at hand, though they find his desire to complete tasks puzzling. Kender and centaurs view mercenaries as grim and humorless.

Requirements

A mercenary, accustomed to making a living through his skill with weapons, counts on his ability to stand up to the rigors of combat. Therefore, he must have an Endurance score of at least 6 and a minimum Strength or Dexterity score of 5. The hero's remaining Physical abilities must be at least 4. However, due to the dispassionate nature of a sell-sword, his Spirit score can be no higher than 6 at maximum.

Long hours of practice with his favorite weapon require a mercenary warrior to have a code of "A" in either Dexterity or Strength. The codes for his remaining Physical abilities must be "C" or better. A mercenary's worldly outlook limits his Spirit code to "C" at maximum, while his Reason code can be no higher than "B."

Members of any race can play the role of a mercenary warrior.

Advantages

Mercenaries are crafty fighters. Once during any battle, such a warrior can observe his opponents and the surrounding terrain and adjust his tactics to maximum effect. To gain the advantage, the mercenary must refrain from attacking for one round and attempt an average Perception (Presence) action. Success means that all the cards he plays for combat are considered trump until the battle ends. Battle must be joined before the mercenary can use this ability, however.

In addition, the hero cannot attempt this action while surprised, while waiting in ambush, or when fighting opponents he cannot see or cannot reach.

A hero can acquire the role of a mercenary warrior during play.

Disadvantages

Unfortunately, a mercenary's callous attitude always shows through; this warrior never enjoys a trump bonus for any Presence action, except to resist mystic magic.

The Rider

Ansalon's more arid plains are home to several tribes of horse barbarians. These mounted wanderers resemble the plains barbarian warriors described earlier in this section, but their way of life revolves mostly around their horses. The largest group of riders lives in northeastern Ansalon and recognizes the overlordship of King Shredler Kerian of Nordmaar in North Keep.

One such rider is Voram Cidroveh, mentioned in the "Mohrlex" entry in Chapter Two of Dusk or Dawn.

Role-Playing

A rider's most valued possession is his horse, which he cares for as through it were a member of the family. Not otherwise tied to land or property, the rider remains content with the few meager possessions he can place on his mount.

However, this lack of concern with wealth does not prevent the rider from enjoying the giving and receiving of gifts. In his homeland, his tribe expects to exchange gifts with every visitor, even those just passing through. Of course, a rider hero need not exchange gifts with everyone he encounters, but he ought to present one to every important person he meets and should exchange gifts with his closest friends.

No rider has much tolerance for thieves. The hero gladly shares what he can with people in need - if they ask - but taking something without asking for it is a serious breach of courtesy. Not surprisingly, therefore, riders do not tend to get along well with kender. A rider might learn to appreciate a kender's ability to "find" things, however, if the kender proves an otherwise trustworthy companion.

Requirements

A life spent mostly in the saddle makes a rider tough; this role requires a hero to have Endurance and Strength scores of at least 6 and minimum Agility and Dexterity scores of 5. The need to stay alert to the condition of his mount calls for a hero playing this role to have a Perception score of at least 5.

A rider is skilled with all horseman's weapons, including bows and lances. Therefore, he must have a minimum code of "A" in either Strength or Dexterity, with the other code in the pair at least "B."

As riders tend toward superstition and distrust of sorcery, their Reason codes must be "D" or lower. Their knowledge of combat and horsemanship leaves them little time for spiritual matters, placing their Spirit codes at a maximum of "B." Finally, the light armor riders favor makes their Endurance "B" or lower.

All riders are barbarian humans. Their nomadic lives keep them from attaining a wealth score beyond 3.

Advantages

A rider is born to fight and travel on horseback. When attacking or maneuvering while mounted (including forced marches), this hero can play any card as trump. In addition, a rider always begins play with a light horse.

Disadvantages

Understandably, a rider feels out of place when he's out of the saddle. A hero with this role receives a -3 penalty to Strength and Agility actions when fighting on foot.

A hero cannot be a rider unless he was born to a tribe of horse barbarians or raised by one. Players can select this role only during hero creation.

The Rogue Knight

The Chaos War and the tumultuous events that followed it shook the very foundation of the Knights of Takhisis (as described in Chapter Three of Dusk or Dawn). Many Knights took advantage of the confusion to quit the Order, which ordinarily would mean death at the hands of their former comrades. Though the Knights have never openly acknowledged such desertions, all members realize that escape from the Order is quite possible, though dangerous.

The rogue knight is a hunted fugitive hiding from both his former brethren and from the darker episodes of his past. A rogue knight whom the Order recaptures can expect a painful and humiliating death. At the same time, should anyone else discover his past, this hero could face execution, banishment, or even forgiveness - depending on how well he has chosen his new friends and neighbors.

Dhamon Grimwulf, introduced in the Appendix of Dusk or Dawn and featured in The Rising Storm and The Dawning of a New Age, is a rogue Knight of Takhisis.

Role-Playing

One might leave the brotherhood of Dark Knights for a variety of reasons. Because applicants who fail the required tests of loyalty meet with execution (see page 43), the hero might have doubted his ability to successfully petition for final induction to the Knighthood. Or perhaps he suspected he would not be judged fairly. A rogue knight might have grown disillusioned with the Order and its ruthless philosophy, or he could have learned just how much chicanery the Knights currently use to keep their members loyal. In any case, a hero playing this role undoubtedly has experienced and done things while a member of the Knighthood that he prefers not to talk about.

To most folk, a rogue knight seems like any other mercenary or adventurer. People usually are appalled to learn the hero's true past and will shun him unless he has proven himself to them. Elves - particularly the Qualinesti, who have lived under the Dark Knights' thumb for thirty years - find it hard to trust any former Knight of Takhisis. The fact that some Dark Knights operate covertly these days often justifies people's suspicion of anyone known to have a connection with that Order.

Requirements

The rogue knight, as a trained warrior, possesses Strength and Endurance scores of at least 6. In addition, it takes a strong will to turn one's back on an organization as powerful and dangerous as this Knighthood, calling for a Spirit score of at least 5. A rogue knight, while naturally proud and imposing, remains ever wary of attracting too much notice. Therefore, his Presence score must fall somewhere between 5 and 8.

This hero's military experiences have given him a good knowledge of armor and weapons, requiring a code of "A" in both Strength and Endurance.

Though no longer preoccupied with physical combat, most rogue knights are not well versed in the powers of the heart or the mind. Therefore, these heroes' Spirit and Reason codes should not exceed "C" at the beginning of play. (Narrators may choose to make exceptions for heroes who were once Skull or Thorn Knights.)

As anyone with this role was once a Knight of Takhisis, it is open to only humans and half-elves.

A rogue Knight of Takhisis has both a demeanor and nature based on cards with values of 5 or lower. In addition, heroes cannot begin playing this role with a wealth score higher than 3.

Advantages

A rogue knight knows his former comrades well. This background gives him an automatic trump bonus when combating Knights of Takhisis; any card he plays is considered trump for melee and missile attacks, surprise, and initiative, but not for artillery attacks. When attempting to impersonate a Knight of Takhisis, any card the rogue knight bids for a Presence action becomes trump as well.

The rogue retains a benefit from his days in the Knighthood: When riding a mount in battle, he receives a trump bonus for any melee-range attack. As always, this benefit is not cumulative with the previous ones.

Heroes with this role become rogues only after realizing the mistake they made in joining the Knights of Takhisis. Only heroes abandoning the role of a Dark Knight can acquire this one during play, immediately after their desertion from the Order of dark paladins.

Disadvantages

The mental and spiritual scars from a rogue knight's time in the Order pain him still. Consequently, when resisting mysticism, no card he plays is trump.

Players should remember that the Knights of Takhisis never give up searching for members of their Order who have disappeared - even if the rogue knight staged his own death. This hero faces certain execution if the Knights of Takhisis capture him and discover his true identity.

Although a hero can abandon the rogue knight role, he forever remains a fugitive from the Knights of Takhisis, no matter what he does.

The Warrior-Mystic

The discovery of the power of the heart, or mysticism, has given rise to a new breed of warriors who depend on the strength of their spirits as much as they do the strength of their sword arms. Unlike the priests and clerics of previous ages, warrior-mystics do not rely on the gods to lend them power and need not limit their selection of armor and weapons, as warrior clerics did.

Role-Playing

The warrior-mystic values self-reliance and simple living. Many live hermitic lives and spend their time contemplating spiritual matters. Others wander the countryside, seeking to further a cause they consider worthy of their attention.

Most folks think of warrior-mystics as eccentric loners who wield strange powers - such as transforming their hands into claws in an attack, as in the picture at right. Centaurs shake their heads at their simple ways, but barbarian humans tend to view them as people touched with special wisdom and usually accord them great respect.

Requirements

As a warrior-mystic depends on self-discipline and physical fitness, he must have Strength and Spirit scores of at least 7. He needs a 5 in Endurance and Agility.

A warrior-mystic must have Spirit am Strength codes of at least "B." His reliance on spiritual power tends to make him shun sorcery, giving him a Reason code o "C" or less. Rather than armor, the warrior-mystic prefers to rely on his own body and spirit for defense, making his Endurance code "C" or less.

Only barbarian humans, Kagonesti elves, half-elves, and Hylar, Neidar, Klar, and Daewar dwarves can play this role.

A warrior-mystic's magical spheres must include at least one of the following: channeling, healing, meditation, mentalism, or sensitivity. A warrior-mystic may never learn spells from certain other spheres (see "Disadvantages").

Advantages

When a warrior-mystic uses a spell in combat, the action is always trump, as long as the range is near missile or less. To get the trump bonus, the spell must either be aimed at harming or hindering enemies or toward enhancing the warrior-mystic's own attacks or those of his party.

Though he can use armor and weapons, any melee or personal range attack a warrior-mystic attempts becomes trump if he is unarmed, unarmored, and shieldless. Heroes can acquire this role during play.

Disadvantages

The warrior-mystic may never learn spells from the spheres of alteration or necromancy.

Combat is a personal matter to a warrior-mystic - he prefers to meet his foes face-to-face. Therefore, no attack he makes at far missile range or greater is ever trump, even spell attacks.

The Warrior-Sorcerer

The rise of the art of sorcery in the Fifth Age has created a new breed of mages unbound by the restrictions of the Orders of High Sorcery: warrior-sorcerers. The old wizards, more powerful magically than the sorcerers of the Fifth Age, spent so much time studying musty tomes they could afford little time to develop their physical prowess.

Sorcery has proven considerably less demanding, and many warriors of the Fifth Age have discovered talents for magic that can make them even more effective in combat.

Role-Playing

The warrior-sorcerer might act as avaricious as any mercenary or as idealistic as an adventurous warrior. What truly sets him apart from his fellow warriors is his reliance on magic to help pull him through a fight.

Dwarves, centaurs, minotaurs, knights, and cavaliers might come to respect a warrior-sorcerer's combat prowess, but usually can't help considering the hero either a weakling who uses magical power as a crutch or a power-mad killer.

Many elves and afflicted kender see warrior-sorcerers as skillful, well-rounded folk who possess useful blends of talents.

Requirements

As a warrior-sorcerer depends on a keen mind and a finely tuned body, he must have Strength and Reason scores of 7 at minimum. In addition, his Endurance and Agility scores must be at least 5 for him to qualify.

A warrior-sorcerer needs Reason and Strength codes of at least "B." When forced to fight at a distance, the warrior- sorcerer prefers spells to missile weapons, giving him a maximum Dexterity code of "C." His reliance on sorcery tends to make him shun spiritualism, requiring of him a Spirit code of "C" or less.

Only civilized humans, Silvanesti elves, Qualinesti elves, and half-elves can play this role.

A warrior-sorcerer's schools of sorcery must include at least one of the following: aeromancy, cryomancy, electromancy, enchantment, or pyromancy. A warrior-sorcerer may never learn spells from certain other schools (see "Disadvantages").

Advantages

When a warrior-sorcerer uses a spell in combat, the action is always trump. To qualify for the trump bonus, the spell must either be aimed at harming or hindering his enemies or toward enhancing his own attacks or those of members of his adventuring party.

Disadvantages

The warrior-sorcerer may never learn spells from the schools of spectramancy, summoning, or transmutation.

No attack he makes with a thrown or missile weapon is ever trump, as he normally uses spells in missile range combat.

Finally, the warrior-sorcerer likes to have both hands available to employ spells freely in combat. Therefore, regardless of his actual Agility code, he cannot employ shields at all.

The Yeoman

A yeoman is an outdoorsman adept at tracking and stealth. He may come from a city or from a barbarian tribe, but he has made his own way in the world. This role includes explorers, scouts, pioneers, trappers, mountain men, and itinerant do-gooders. Tanis Half-Elven, a Hero of the Lance, was a yeoman.

Role-Playing

The yeoman has a strong sense of duty and justice. He usually has no formal obligation to uphold the law or to assist others, but he seems naturally inclined to do the right thing. The hero may not leap to assist everyone who crosses his path, but he does what he can for those legitimately in need. In addition, he appreciates nature and its gifts and usually makes his home in the wilderness.

Elves likely admire the yeoman for his skill at woodcraft and his high ideals (if he is an elf) or at least recognize the yeoman as unusually gifted and sensitive (if he is of another race). Centaurs and dwarves identify with this hero's outlook to a point, but find his altruism hard to understand.

Requirements

A life out of doors toughens a yeoman hero and requires minimum Endurance and Strength scores of 6 and Agility and Dexterity scores of at least 5. A yeoman also must remain alert to danger, which calls for a Perception score of at least 5.

The yeoman's life of danger makes skill with weapons of all kinds a necessity. This hero must have a code of "A" in either Strength or Dexterity, with the remaining code in the pair at least "B." Keen senses often keep a yeoman alive, so a hero with this role needs a Perception code of at least "B."

Dedication to weapon use and outdoor skills limits the yeoman's ability to study the metaphysical, keeping his Spirit and Reason codes at a maximum of "B." And, as yeomen prefer to travel light, their Endurance codes remain at a maximum of "C."

Human, elf, half-elf, and Neidar and Klar dwarf heroes can have this role.

Finally, a yeoman's wealth score cannot exceed 5, and his nature should derive from a card with a value of 3 or less.

Advantages

Outdoors, any card these woodsmen play to avoid or achieve surprise becomes trump. They also enjoy a trump bonus for outdoor Reason or Perception actions to follow a path or a creature's trail.

Disadvantages

When out of their element, yeomen suffer disadvantages similar to those of a mariner on land. In this case, every action a yeoman attempts while indoors or underground suffers a -3 penalty to his action score.

Because a yeoman's knowledge of the outdoors takes a lifetime to attain, heroes cannot acquire this role during play.

Changing Roles

Heroes often develop and change as a campaign progresses. Perhaps recent experiences have altered the way a hero thinks and feels, or maybe the player would like him to acquire a new set of skills.

Assuming the Narrator agrees, a hero can abandon his role and begin playing another. Because most roles are rooted in a hero's childhood and upbringing, the process is never quick or easy. However, it becomes an option whenever a hero completes a quest. (Heroes normally do not change roles right in the middle of an adventure.)

Abandoning a Role

When a player announces his hero's desire to abandon a role, the hero immediately drops one category in reputation. His number of quests then falls to the minimum number required for this new reputation category. The loss represents the hero's efforts to learn new ways of doing things and to shed old habits, which die hard. It also reflects the fact that the hero would garner less respect in his new role than he enjoyed in his previous one, until he gains standing.

For example, Nika Cozen, a human mercenary warrior, decides to give up her rapacious and calculating ways. She has completed eight quests, giving her a Champion reputation. This reputation immediately drops to Adventurer, and she now has only four quests to her credit.

A hero immediately loses all advantages from the role he has abandoned, but any disadvantages remain until he completes one quest. Ability score and code restrictions from the abandoned role remain in place until the hero's reputation improves to the next category.

Acquiring a New Role

Any hero free from all the disadvantages and ability restrictions of a previous role can acquire a new one, with the Narrator's approval. Of course, the hero must meet all requirements for the new role - race, ability scores and codes, etc. If some of his ability scores or codes are too high, he can reduce them voluntarily to the role's maximums. Should some of his scores and codes prove too low for the new role, the hero must improve them to meet the minimums before acquiring it.

Once the hero meets all the new role's requirements, he immediately acquires its disadvantages. However, it takes time to pick up on the skills of a role that some people have gained over a lifetime. There- fore, a hero cannot enjoy the advantages of his new role until he completes at least one quest, which should allow him to exercise skills or gain experiences the Narrator deems relevant to the new role. For instance, a hero cannot gain the advantages of the warrior-sorcerer role unless he has used spells in combat.

The hero is assumed to study with a mentor and to practice his new skills in his spare time. Should the Narrator decide the hero lacks the leisure for study and practice, the hero cannot begin playing the role. If doubt arises as to the hero's ability to play the desired role, the Narrator can require the hero to make a successful challenging Presence action or a wealth action - or both. This action reflects the hero's efforts to learn the new role, as well as the cost of doing so.

Note that some roles cannot be acquired during play. In addition, some are more difficult to begin playing than others. See the individual role descriptions in this chapter for details.

Again, the process of shedding one role for another is not meant to be easy. After all, if the legendary Heroes of the Lance had changed their attitudes and professions like weather vanes swinging in the wind, readers would have found them less than believable. However, when a hero switches roles as a response to the dramatic events of a campaign, the change becomes a vital source of character development.

Characters and Roles

A role is a guideline of how one should play a hero. Therefore, characters technically never acquire roles. Of course, they can display characteristics of these roles and belong to the groups the roles represent. For instance, characters may be members of the Solamnic Knighthood or they might resemble mariners in their behavior and skills. They might even share some of the advantages of a role but, as characters, they are not bound to all of a role's strictures.

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