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Mystic Roles

She first heard the cleric, Elistan, when he came to Palanthas at the end of the War of the Lance. His new religion - or perhaps it should have been called the old religion - was spreading like wildfire through Krynn.... Crysania began the evening finding cause to admire him. She ended on her knees at his feet, weeping in humility and joy, her soul at last having found the anchor it had been missing.

-The Revered Daughter reflects upon finding her true path,
Time of the Twins

In the DRAGONLANCE: FIFTH AGE game, players have a wealth of options for refining their concept of the hero they want to create. Some of these options are described in the hero roles in this and other FIFTH AGE dramatic supplements. Before choosing a role for their heroes, however, players should make sure they understand how roles work in the game.

Choosing a Role

Roles are not straitjackets and they are not rules. They are the means by which a player defines some key aspect of his hero's motivations and goals, passions and hatreds, desires and ambitions. They are guidelines a player uses to role-play his hero's personality. And they are as flexible as the player and Narrator need them to be.

Characters in a story are as complex as people in our world are, and heroes in a role-playing game should be every bit as diverse and interesting. Different players, therefore, may adopt the same role for their heroes, but for varying reasons.

For example, one player might decide his mystic hero joins the Legion of Steel to shape the early years of what he hopes will become one of the principal organizations devoted to serving the common good. Another might decide his hero joins the Legion to gain glory for himself, a piece of immortality. He may not be at all concerned with steering the traditions of the Legion, only in being remembered for his great deeds.

A third player might establish that his mystic hero considers the Knights of Solamnia a thing of the past, too steeped in their ancient traditions to be effective in fighting the problems that face Ansalon today. So he attaches his hero to the Legion as the only force with any chance to defeat the dragon overlords and win back Ansalon. Finally, a fourth player might decide that his hero's parents were killed during the Dragon Purge, innocent victims of a battle that did not concern them. A grim, angry young mystic, the hero joins the Legion for revenge against the Great Dragon who so casually destroyed everything he ever loved.

These four players each chose the role of the Legionnaire mystic for their heroes. Though they all wield the power of the heart and belong to the same organization devoted to justice, they have developed very different goals and motivations.

Finding Motivation

Part of choosing a role for your hero involves deciding why the hero pursues the path that the role represents. One way to find this motivation is to view the hero from the inside out. Too many times, when we read a story or watch a movie, we look at the characters through our own eyes, from our individual perspectives. And often these characters fall short of our understanding.

When creating a hero for the FIFTH AGE game, players should try looking at the character from his point of view. What has happened to the hero in the past? Is there a significant event that affects the way he sees the world today? Such an event need not be traumatic; it could be simple in scope, but sublime in the effect that it had on the development of the hero's personality. For instance, say the hero wields a sword from his father:

Before he died, your father, a battered veteran of the Chaos War and the turmoil that followed, gave you his sword. It is not much to look at. He kept it in a worn leather scabbard - he broke off its tip long ago sliding down a mountain slope after he and his companions had ambushed a patrol of goblins.

The blade is spotless, but not especially shiny. Your father kept its edge sharp enough to penetrate the armor of even a wing commander of the Knights of Takhisis. No matter how much he worked the file and sharpening stone along the blade of the sword, he could never seem to get rid of the nick it got from a daemon warrior's blade in a horrible battle of nightmare - one about which he has said almost nothing.

You remember him drawing the sword only once, when some desperate marauders, victims of the aftermath of the Chaos War, attempted to steal some of your farms livestock. When they saw the reflection of torchlight play across the bare steel of the blade and glimpsed the iron resolve in your father's eyes, they sought their supper elsewhere.

The time you decided to help some friends get a wagonload of food to a nearby village ravaged by creatures of the night, your father took down the sword from the wall where it hung and suggested that you take it along, "just in case." Since that day, you have borne the weapon with pride, passing up other blades - even magical ones - for what could be more magical than your father's trust in your honor and courage?

In what sort of environment did the hero grow up? Was he pampered by a doting mother in a wealthy family? Or did he grow up in a poor but proud family? Perhaps he was reared in the streets of Sanction, surviving by his wits and his ability to avoid trouble.

The environment in which the hero was reared has as great an impact on the way he sees the world as any single significant event. Players should think about how the hero would see the world growing up in such circumstances. How might he view others? Is he naturally suspicious of their motives, or does he see people as essentially decent? Maybe others are okay individually, but when they organize into groups, they change for the worse.

Asking such questions about the hero helps the character develop a personality all his own. After determining this personality, the player finds that choosing a role to fit the hero's attitudes becomes simpler, a natural extension of the hero's history.

Changing Roles

As a hero pursues his goals, he may find that his motivations and beliefs change. Some of these changes may be reflected in what role the hero chooses to follow. For example, a hero who grew up in a poor neighborhood may always have admired the Knights of Solamnia, but lacked any opportunity to pursue his interest in becoming a Knight. An old woodcutter taught him the art of storytelling when he was a boy, and he used that talent to gain training from a local loremaster. The youth begins his career, therefore, as a bard, and the stories he studies the most are those that concern the Solamnic Knights. By good fortune, he joins the adventuring troupe of a young Crown Knight. In time, he earns the Knight's trust and becomes his squire. Years later, after great trials and hardships, the Solamnic Grand Master himself asks the young man to join the Knighthood in the Order of the Crown. His mentor, the Knight for whom he has squired all these years, steps forward proudly to offer his sponsorship before the knightly council.

This simple example shows how the role a hero follows may change from time to time. Our hero starts out as a poor street urchin, convinces a teacher to take him on as an apprentice and eventually becomes a hard. Demonstrating his good nature and trustworthiness to a young Knight, he becomes a squire, and after years of dedicated service, he is honored with an invitation to become a Knight of Solamnia. In effect, the hero has followed five different roles.

As described in the Heroes of Steel dramatic supplement, a hero who changes roles logically gives up the advantages and disadvantages of his previous role. In some cases, however, the Narrator may allow the hero to retain certain advantages of a previous role - the ones gained through training. In our above example, the hero developed a bard's flair for storytelling, a skill he need not lose completely when he becomes a squire; he retains the knowledge, though he may be out of practice.

The hero might also retain certain disadvantages he acquired in a previous role. If the new Knight in the example above ever decides to leave the Order and take on a new role, he may still have to contend with the outlook he acquired as a Knight. For instance, he was taught it is dishonorable to ambush an opponent in combat. In such a case, the hero might well retain his aversion to surprising foes, even if he adopts another role. This attitude may baffle his new comrades, but it is very much in keeping with the traditions the hero followed before. It also makes that hero distinct among members of his new group of associates.

Narrators will differ as to how they approach role changes. Some may want to make it relatively difficult to switch roles: Just because, on paper, a hero meets all the requirements for a Knight of Solamnia, he cannot join automatically. The Narrator may decide the knightly council requires considerable proof of the dedication, perseverance, and moral fiber of the supplicant hero before extending to him an invitation to join. This proof will require years of dedication on the part of the hero and likely will take the player some time as well. Another Narrator might allow the council to accept word of the hero's past deeds and admit him into the ancient institution. In any case, the Narrator should consider carefully any advantages that may carry over to the new role, counterbalancing any such advantage with an appropriate disadvantage.

The Narrator has final say over any proposed role change. If such a change lies within the scope of a hero's development, the Narrator likely will allow the change. If, instead, it is just a way for the player to gain cool new advantages for the hero, the Narrator should make it more difficult to switch.

Designing Roles

The roles described in this and other FIFTH AGE supplements are by no means the only roles available to players. One of the strengths of the SAGA rules is how easily participants can expand the scope of their own campaigns beyond what has already been published.

For example, the supplements have introduced a variety of roles for members of the Legion of Steel: Heroes of Steel offered the Legionnaire warrior, Heroes of Defiance included the Legionnaire scout, and Heroes of Sorcery detailed the role of Legionnaire sorcerer. Nevertheless, Narrators and players are encouraged to develop other roles for Legionnaire heroes. For instance, a Legion ambassador role might offer heroes with high Presence scores and codes the chance to utilize their talents for the good of the Order. Such a role does not preclude a hero's involvement in harrowing battles and high adventure. Rather, it gives him a special advantage when negotiating his way through a potentially dangerous encounter, so he need not rely on combat alone to overcome challenges.

What about a role that a player develops for his own hero? Maybe the hero has high Reason score and a good Spirit score and code. Giving the hero the spheres of animism and healing in addition to an extensive scholarly background in animal biology might produce an individual who specializes in caring for woodland creatures. At the beginning of the game, that hero might believe himself the only person in the world who follows this role. When he begins to teach others, however, the role becomes a unique part of that group's world.

Furthermore, players and Narrators should feel free to introduce into their campaigns new organizations that could give rise to new and interesting hero roles. Perhaps in one group's game there arises in Sanction a band of freedom fighters in no way associated with any of the larger groups in Ansalon. It is up to the players and the Narrator to develop roles for the heroes associated with that group. The role descriptions presented in this and other FIFTH AGE dramatic supplements provide a model for designing new roles.

Remember, when creating roles, it is important to balance any advantages gained in following the role with appropriate disadvantages. As always, the Narrator must be the final arbiter of what roles are allowed in his game.

Meeting Role Requirements

This is a game about stories, both those of the Narrator and those of the players. If a player finds that he likes the idea of his hero adopting a particular role, but the hero does not possess the required minimum scores or codes, the Narrator has several options. First, he should encourage the player to try making the hero an aspirant to that role. In effect, the hero aspires to become accepted as a full member of a particular organization or seeks to live up to the minimal requirements that constitute a given role.

Aspiring to a role can be a great deal of fun, but some players might fear it could take months or years of playing for his hero to qualify for the role. In such cases, the Narrator might make it somewhat easier for the hero to advance in his scores or codes.

For example, say a player really wants a mystic hero but does not draw a proper card during hero creation. However, the hero is ideally suited to become a guard at the Citadel of Light. He might choose to exchange his services for nothing more than his keep and a bit of mystic training.

The rules in Chapter One of the Book of the Fifth Age ensure that increasing a hero's ability code is no easy task. In the above case, however, the Narrator might recognize the training the hero sought as worthy of a one-letter increase in Spirit code. If this is sufficient to give him access to a mystic sphere, then the hero can stop pursuing this particular interest. To qualify for code improvement through roleplaying, however, the player must attempt to raise his code through the normal means as well.

Players cannot attempt to raise multiple codes simultaneously. This bonus method, simply a supplement to the normal means of improvement, is not designed to help create a hero who can do everything. If the player really wants to improve his hero's Spirit code so the hero can become a mystic, then he must take every opportunity to do so.

Of course, role requirements are subject to change with the Narrator's approval. To allow a hero to play a preferred role, a Narrator can reduce the role's ability score requirements by a few points or alter the code requirements a grade or two. In the SAGA rules system, the rules should be secondary to the story and the players' enjoyment of the game.

Role Descriptions

The roles presented in this chapter use the standard role format introduced in previous supplements, offering roleplaying hints, role requirements, and advantages and disadvantages inherent in the role.

The Barbarian Shaman

The barbarians of Krynn have long understood the way of the spirit, which protects their people through the many trials they face in their wild homelands. Their connection to the land strengthens their understanding of the spirit world, for they believe the spirits of their ancestors and of the land offer wisdom to those who know how to seek it.

Barbarian shamans seek this understanding of the spirit world so they may provide their people with the wisdom of their ancestors. The clan members rely on their chieftain to guide them through difficult times, but it is the shaman who guides the chief to the path that best suits the clan.

Some of Krynn's barbarians are savage, brutal warriors who offer their enemies no quarter and expect none in return. Their shamans are equally fierce; they prefer those mystic spheres that aid them and their clan's warriors in battle. Channeling and alteration are common among these clans, and some tribes practice even the dark art of necromancy (although such tribes are almost universally reviled by other clans).

Other shamans are less hostile, living in relative harmony with their neighbors. They study the more peaceful of the mystical spheres, such as healing and animism. In her youth, Goldmoon was the shaman and spiritual leader of the Que-Shu tribe, as was her mother Tearsong before her.

Role-Playing

Shamans have a gift that few others possess: the ability to communicate with spirits. From spirits come both knowledge and power, which these heroes use to defend their people or maneuver themselves into positions of authority in their clans. They are the spiritual heart of their people, their protectors and guides. Their chiefs depend upon their insight to help him defend the tribe or clan against the threats of environment and enemies.

Players who want their hero to be a barbarian shaman should choose the primary terrain type that describes the hero's homeland: desert, forest, ice, plains, mountains, or sea. If these terrain types overlap, the player may choose his hero's home terrain from among all those applicable (with the Narrator's approval).

Requirements

This particular role applies primarily to humans, although other races may also have barbarian cultures. The centaurs of Krynn are certainly organized along tribal lines. Among the dwarves, the Klar and the Aghar are likely to be the only ones considered "barbaric" in technology and social organization. Gnomes and kender societies are almost certainly too homogeneous for there to be any "barbaric" clans among them. The only elves who can be considered "barbaric" are the Kagonesti, who are dealt with later in this chapter and in Chapter Four.

To become a barbarian shaman, a hero needs a Spirit score of at least 5 and a Spirit code of at least "B." Furthermore, the shaman needs to know at least the mystic sphere of spiritualism. In some of the more aggressive barbarian tribes, the shamans are expected to fight alongside the warriors, so they should have Physical scores of at least 4 in addition to their Spirit requirements. Players should check with their Narrators about this requirement.

It is very unlikely that a barbarian tribe would accept a hero as its shaman if he were not born into the culture. Exceptions may occur, but they are very rare. Therefore, a hero should choose this role only if he was reared by a barbarian tribe or clan.

Advantages

Barbarian shamans rely upon spirits and animals to guide them in their mystical pursuits. During hero creation, a player may choose either the sphere of spiritualism or animism as a special trump sphere for the barbarian shaman hero. Thereafter, any card to cast a spell in the shaman's chosen sphere is considered trump.

If a hero attempts an outdoor action (survival, hunting or fishing, tracking, etc.) in his home terrain, any card the player uses is automatically considered trump.

Disadvantages

In many clans, superstition holds that the shaman's connection with the tribe's patron spirit or animal totem could become tainted by contact with outsiders. As a result, shamans have even less experience with the civilized world than do other members of their clan. These heroes never receive a Presence trump bonus when dealing with "civilized" peoples.

Furthermore, they are limited in their choice of weapon to those listed below as preferred by tribes of a particular terrain. This, too, helps ensure that shamans are not contaminated by outside influences.

Desert: Death's tooth kala*, garrote', horse bow, light lance, scimitar, throwing blades*,weighted sash*.

Forest: Battle axe, hand axe, knife, long bow, mallet*, quarterstaff, sling, war club*.

Ice: Cudgel, frostreaver*, ice crossbow* , ice flask*, ice grenade", spear, throwing stone*.

Plains: Bolas*, horse bow, lasso*, light lance, teeth chain*, throwing stick*, war club*.

Mountains: Any axe, bear claws*, any bow, crook blade*, pellet bow*, spear, war pipe*.

Sea: Belaying pin*, fang*, hookshaft*, sabre*, trident, harpoon (treat as a spear).

* Indicates a weapon detailed in the Heroes of Steel supplement.

Other weapons also may be appropriate to barbarians of individual tribes, with the Narrator's permission.

No hero may adopt this role after he has begun play, as it takes a lifetime of preparation to become a shaman.

The Centaur Shapechanger

The centaurs of Krynn are an adventurous people. The great majority of them, however, prefer the company of their own kind; only rarely will a centaur leave his family or clan to adventure with members of other races. Within the centaur clans, most youngsters with mystical abilities are taught the way of the shaman. A few of them, however, discover on their own a special affinity for alteration magic. Many of these centaur shapechangers use their gift to explore the world around them.

Centaurs who have a natural talent with alteration magic are very rare. They are usually among the youngest and wildest of their clans, for this ability manifests itself at an early age. Many centaurs who discover the special affinity of the shapeshifter leave their clans for a time, wandering the world, experiencing all they can before returning. They remain fiercely loyal to their kin throughout their travels, however.

Role-Playing

These adventurous young centaurs are nearly always hungry for new experiences. They use their magic to discover things they cannot normally know, such as the exhilaration of flight or a swim through cool waters with a school of porpoises.

Most of these shapechangers can alter their form only to that of another four-legged creature; some, however, can assume the forms of anything they choose, limited only by their imaginations and their magical energies.

Shapechangers tend to be more open to other races than older centaurs are; they particularly like kender, seeing in them kindred spirits.

Requirements

This role is permitted only to centaur heroes, but it could be used as a model for heroes of other races.

In addition to the normal racial requirements for centaurs presented in the Book of the Fifth Age, centaur shapechangers must have at least a "B" code and a 6 score in Spirit to endure the rigors of their magic. In addition, they must master at least the sphere of alteration. Those with a "B" code may change their shapes to that of any four-legged creature, while those with an "A" code may assume any shape.

These centaur heroes tend to be among the youngest and wildest members of their clans. Because of their youth and consequent lack of worldly experience, centaur shapechanger heroes may not begin their careers with more than three prior quests, giving them a maximum starting reputation of Novice.

Advantages

Most centaurs are not very able at magic use - normally, they do not receive a trump bonus for any magical action. Centaur shapechangers are an exception to this rule, but only as applied to alteration magic used to change their own shape. If they cast a spell to alter the shape of another, they do not enjoy the trump bonus.

In addition to the above advantage, they have the added bonus of increased mobility. Centaurs who can alter their shape can accomplish tasks their own form normally would not allow. They can negotiate steep mountain terrain, enter narrow cave passages, or cross wide rivers with ease.

Disadvantages

Centaur shapechangers seek contact with other peoples, which their clan elders find odd. Because of these strange notions, as well as their unusual wanderlust, they do not receive the respect shown those who remain with their clans. As such, they do not enjoy a trump bonus for any Presence action with their clan members (except to avoid mysticism). This disadvantage extends to members of other clans who know of their nature.

A centaur with another mystical role, such as barbarian shaman, may not switch to this role during play. However, other heroes who meet the role's requirements may abandon their former roles and choose this one as their first mystic role.

The Citadel Mystic

History may show that Goldmoon's greatest contribution to Krynn was her discovery in 5sc of her inner power to heal and her subsequent decision to teach others this power. Thus was founded on the island of Schallsea the Citadel of Light.

Since then, she and Jasper, the hill dwarf she healed, have expanded the Citadel's teachings. Many people from all over Ansalon have sought out the Citadel to learn and understand the secrets of the heart. Some of them are refugees forced from their homes by the ravages of the dragons, while others come to learn of this strange power that Goldmoon has discovered.

On the isle of Schallsea live mystics of all levels of training, from novices to masters. These folk study nearly every sphere of mysticism, but they are renowned for their healing skills, both mundane and magical. It is Goldmoon's desire that the Citadel's legacy to the world be the art of healing. Many Citadel mystics also train in sensitivity and mentalism, both of which supplement their healing skills.

However, Goldmoon and the other masters of the Citadel do not allow their followers to study necromancy, and learning this art from an outside source is grounds for immediate dismissal. The Citadel does teach spiritualism, but only to certain advanced students whom the masters feel have the wisdom to understand the inherent dangers of dealing with spirits. Students who learn this art are forbidden to create any of the intangible, spectral undead - wraiths, ghosts, spectres, and other such creatures.

Role-Playing

Mystics of the Citadel of Light use their powers for the good of those around them, be they poor refugees or proud knights. They have learned from Goldmoon and the other masters the power to heal others of their injuries and illnesses. Their mundane medical skills enable them to help others even when their magical powers are exhausted. Whether they remain at the Citadel and aid those who have sustained terrible injuries in their flight from the devastation of their homes or go out among the free peoples of the world and assist them with their skills, they are valuable friends to those around them.

Though they prefer to resolve differences peacefully. Citadel mystics are more than capable of overcoming a foe in battle if threatened. These heroes tend to use weapons that disarm or disable an opponent rather than injure him, but they are not required to do so.

Jasper Fireforge, a Hero of the Heart, typifies the Citadel mystic.

Requirements

Mystics of the Citadel of Light may be of any race. Goldmoon welcomes anyone of good intentions who comes to the Citadel to learn. She interviews applicants personally, reading their auras (using the sensitivity sphere) to determine whether their spirits are ready for training and whether they have the right sort of moral character to become a Citadel mystic.

To adopt this role, a hero must have a code of "B" or better and a score of at least 4 in Spirit. As mystics of the Citadel are not particularly eager to pursue combat - although they can defend themselves capably - they must have a Dexterity and Strength code of "C" or lower as well as a maximum Agility and Endurance code of'B." If a player's initial card selection during hero creation would result in higher Physical codes than allowed, the player may reduce them voluntarily; however, he may not raise other codes to make up for the reduction.

All Citadel mystics are expected to learn the sphere of healing. They can study other spheres as well, except for necromancy. Any hero or character who studies necromancy will be dismissed from the Citadel upon discovery: Goldmoon has remained adamant on this point.

Any person wishing to study at the Citadel must follow a high moral standard. Therefore, players may not assign Dragons cards or Hearts cards with a black aura to the nature of a Citadel mystic during hero creation.

Advantages

Citadel mystics are known for their compassion and their support for the rights of the individual. Once they have identified themselves as followers of Goldmoon, they gain a trump bonus to any Presence action involving refugees, prisoners, or downtrodden peasants.

Additionally, since the Citadel enjoys respect among an increasing number of rulers and lords in the free realms of Ansalon, Citadel mystics often can gain aid from local rulers, if they seek them out. To take advantage of this benefit, the mystic's player turns a card from the Fate Deck.

- If the card's aura is white or red, the lord feels favorably disposed toward the mystic and his party and offers what aid he can.
- A black aura means the lord is neutrally disposed toward the Citadel and its mystics, but the heroes have an opportunity to convince him of their good intentions. (Role-playing and perhaps another random draw dictates whether the heroes receive the aid they sought.)
- Drawing a Dragons card reveals that the lord opposes the Citadel. The Narrator's story dictates whether this ruler simply turns the heroes away, dispatches men-of-arms against them, or pretends to be friendly while sending word to their enemies.

Heroes may adopt this role at any time in their career, assuming they have the requisite scores and codes.

Disadvantages

The primary disadvantage for followers of the Citadel of Light is the restriction on what spheres they are allowed to learn. No follower may practice necromancy under any circumstances, and any who wish to study spiritualism must first gain the permission of Goldmoon and the Citadel's mystic masters.

Goldmoon does not forbid those who have studied necromancy under other mystics to join her organization, although she forbids them from ever using that magic while representing the Citadel. (In effect, such mystics retain the understanding of the necromancy sphere but may not use it without risking censure or expulsion.)

The Dwarf Earth Mystic

The dwarves of Ansalon have long been especially attuned to the earth. From their mountain fastnesses they have Grafted wondrous artifacts imbued with the magic of Krynn, discovered fertile mountain dells where they grow crops to feed their people, and drawn forth untold riches from the depths of the earth.

These dwarves believe that, when Reorx hammered out the world from Chaos, he imbued into his creation a spark of his own divine essence. That spark made the earth into a great living being-one that moves so slowly as to be imperceptible to all but a few.

When the dwarves arose as a race, they possessed a special affinity for the earth and desired to serve as its guardians. Those who best understood Reorx's child taught their people the ways of this great creature and, as a result, the earth gave freely of its secrets. The dwarves' attempts to teach other races about the living Krynn were not as successful, however. Despite a few notable exceptions from among the other mortal races, only some of the dragons had the patience to learn the secrets of the earth. Certain dwarf scholars suggest that the legendary Dragon Isles are protected from harm because of a special bond the oldest Good dragons formed with the earth.

In ages past, dwarves understood the earth through their worship of Reorx the Forge. When the gods departed Krynn, however, the dwarves believed themselves bereft of their special connection to the earth. It took a somewhat deranged old Hylar to reawaken the idea of the dwarf earth mystic - and with it, the hope that the divine connection indeed still lived (see sidebar).

Role-Playing

Dwarf earth mystics are reliable, stubborn, tough, and as solid as the bedrock of Krynn. They are given to insights that few others understand - even other dwarves. Some dwarves believe the earth mystics are descended from the first dwarves, the Chosen who worked with Reorx himself during the Age of Dreams. (Dwarves refuse to accept the common belief that they were formed from the Graystone's magic.) This heritage gives the earth mystics special status within their communities.

While dwarf earth mystics do not form part of the ruling elite, the thanes themselves often seek out their advice before beginning new projects. The mystics' characteristic grufmess does not sit well with other races (not that most folks can tell the difference between their gruffness and that of any other dwarf), so few outsiders know much of their skills.

Within dwarven society, earth mystics help plan expansions of the dwarves' underground delvings, locate sources of water, find mineral deposits, and mark dangerous areas. Many of today's more productive dwarven mines were discovered by earth mystics. In times of war, they use their magical connection with the earth to protect their communities from harm.

Requirements

A dwarf earth mystic must meet all his normal racial requirements. In addition, he must have at least a 5 ability score and a "B" code in both Reason and Spirit. He must learn the geomancy school of sorcery and the sensitivity sphere of mysticism. Players whose heroes have an "A" code in Spirit may select two other spheres; many dwarves prefer the mystic spheres of channeling and healing.

Advantages

For any magic involving earth or stone, the dwarf earth mystic receives an automatic trump bonus, regardless of the suit of the card used. This bonus applies to any attempt to manipulate, sense, control, create, or destroy earth or stone. Furthermore, these heroes can combine their mystic ability of sensitivity with geomancy to gain insights into the magic of the earth.

Earth mystics are also held in high regard by their people. In any Presence actions they attempt concerning their expertise in stone - such as warning explorers away from a certain underground path or convincing their thane where to build a new fortress - they receive an automatic trump bonus.

A dwarf is usually born and trained into this role, based on the portents surrounding his birth. Some, however, learn of their connection to the earth much later in life, even if they demonstrated no particular affinity with sorcery or mysticism in their youth. Most dwarves, then, will adopt this role early in their careers, but heroes can become dwarf mystics during play as well.

Disadvantages

Although dwarf earth mystics excel at earth magic, they remain somewhat less adept in other magic. They never receive a trump bonus for any magic other than geomancy or sensitivity (as applied to earth or stone).

These heroes tend to appear even more gruff than normal for dwarves, for the stones need no social amenities in their discourse. In interactions with other races, therefore, they never gain a trump bonus in any Presence actions, even when such interaction involves their special expertise. (The one exception is a Presence action to resist mysticism.) Narrators may negate this disadvantage in individual cases if the mystic has proven his expertise over a sufficient period of time (determined by the Narrator).


Earthern Magic

Dharvi Brokenhammer is a miner from Thorbardin. He was working at the top of a sloping mine shaft one day, a couple years after the Second Cataclysm, when he felt a premonition that the shaft below him was about to collapse. The old Hylar had managed to run down into the mine and start hustling out the workers when the shaft collapsed, trapping Dharvi under mounds of falling rock and earth. His crew thought him dead.

When a rescue team dug him out several days later, Dharvi was still alive. However, he ranted nonstop about how the stone had spoken of the collapse but no one had listened except him. The dwarves of Hybardin thought his ordeal must have driven him crazy, for surely all knew that Reorx and the other gods had again departed the world. Few listened to his claims that the earth had spoken to him and sustained him. In fact, they decided to keep him out of the mines for his own safety.

But Dharvi's grandson, young Evren Firehammer, listened to the old man's ravings. One night, he helped his grandfather sneak back into the mines and was amazed to see the stones come to life before them! The two returned to the mines secretly over the next several nights, until they were discovered by a guard who witnessed the two of them speaking with a great creature of stone.

Shaken by what he had seen, the sentinel brought the two before the Hylar thane and told of their discovery. Glade Hornfel himself returned to the cavern with them and watched as they summoned a creature of elemental earth.

From that day forward, Dharvi and Evren devoted themselves to teaching others their earth magic. Today this new art is spreading among the dwarves of Ansalon. However, as in ages past, other races seem less able to grasp the subtleties of the earth.


The Independent Mystic

In many of Ansalon's cultures, those with mystical talent are trained to become members of certain groups. Dwarf elders teach talented youngsters the ways of earth magic, barbarian shamans show promising youths how to learn from the spirits, and Solamnic Knights with a talent for mysticism seek knowledge from the Orders of the Sword and the Rose to develop those talents. Independent mystics, on the other hand, learn to make use of their natural talents either on their own or from a mentor not associated with any mystical group.

Often, an independent mystic discovers his skills through some significant event in his life or through some minor trait that becomes apparent only as he grows older. Of course, some people never choose to explore these strange traits, but those who do often discover they are capable of much more than they knew. For instance:

- The hero always seems to sense danger right before some ill befalls him or those around him, but he may never have realized he had an affinity for the sphere of sensitivity until a group of goblin marauders attacked his village.
- Another hero - a natural animist - might find that a certain bad-tempered war horse, which already bit three hostlers, always becomes docile around him.
- Or perhaps a hero decided to experiment with the art of healing after seeing that he recovered from injury faster than others around him.

Role-Playing

By circumstance or design, the independent mystic has remained unattached to any mystical group. As a result, he possesses a greater freedom of action than do mystics of the Citadel, the Order of the Skull, or other organizations. They follow only their own interests and passions, although they are not necessarily self-centered. Many find their motivation in selfless pursuits, while others act out of petty cruelty. If there is one underlying similarity among these mystics, it is their individualism.

Many of them wear their "me against the world" outlook as a badge of honor.

Of course, some independent mystics may decide later to join a mystic organization. Others may once have belonged to such a group but, for some reason, chose to distance themselves from their former comrades: A recluse who once served in the Knights of the Skull is as likely to be an independent mystic as a tavern owner who years ago arrived at the Citadel as a refugee and, while there, studied mysticism under its masters.

Requirements

Heroes of any race may play this role, as long as they have a score of at least 3 and a code of at least "B" in Spirit. There are no particular sphere requirements for independent mystics, but they should not belong to any mystic organization.

Advantages

An independent mystic with a Spirit code of "A" enjoys an automatic trump bonus for magical actions that involve his "specialty" sphere - the first mystic sphere the hero ever learned. Those independents with a "B" code cannot gain a specialty until they first improve their knowledge of mysticism.

Independent mystics are not restricted in their magical education by the constraints of any group. Their lack of sphere requirements or prohibitions gives them an excellent chance to discover new combinations of magical effects or new aspects of the magic of the Fifth Age. Furthermore, independent mystics are free to learn sorcery also and use any type of weapon or combat tactic they choose. This role is best suited, therefore, to those who prefer as few constraints on their education as possible.

Heroes can adopt this role during play, whether they previously played a mystic role or have only now awakened to their latent powers.

Disadvantages

Many people feel naturally suspicious of spellcasters but, in the case of mystics associated with organizations like the Knights of Solamnia or the Citadel of Light, the group's reputation affords them at least a little trust. Because independent mystics have no such affiliations, though, people seem more wary of them.

When an independent mystic attempts a Presence action involving someone who does not know him, he receives a -3 action penalty (assuming the stranger knows he possesses magical powers). Of course, an unscrupulous mystic might claim affiliation with a mystic organization, but if the lie is ever discovered, the action penalty doubles (to -6). Individuals may reduce or negate either penalty through role-playing. The penalty does not apply to Presence actions to resist mystic magic.

The Kagonesti Shaman

The Kagonesti consider themselves the only elves who have remained true to their traditions and, in fact, refer to the other elves of Ansalon as "fallen ones." The Kagonesti, or Wilder elves, harbor a great grudge for the Silvanesti after their enforced servitude to these cousins during the War of the Lance, and they regard the Qualinesti as only slightly better. The way of life the other two elven subraces label "barbarism," the Kagonesti consider the traditional lifestyle of the elven heritage.

Shamanism - a nature faith - has been a part of Wilder elf society since the birth of the race. Even prior to the beginning of the Fifth Age, Kagonesti shamans did not worship the gods directly; rather, they paid homage to nature itself. The Blue Phoenix (Habbakuk), god of all living creatures; Chislev, nature incarnate; the Tree of Life (Zivilyn), Chislev's companion; and Zeboim, goddess of tempests, granted these elves their powers as long as they accepted the existence of the gods.

The Kagonesti have changed little as a result of the Chaos War and more recent events. They have lost some of their land to the depredations of Gellidus the White, but for the most part, they live much as they did during the Fourth Age. Kagonesti shamans, exemplified by Peril in The Dawning of a New Age, continue to follow the traditional ways of their people. (Suggestions for playing Kagonesti heroes appear in Chapter Four.)

Role-Playing

Kagonesti shamans link their magic to one of the four basic elements: air, water, earth, and fire. In addition to their mystical abilities, they learn one school of sorcery from among the following: aeromancy, hydromancy, geomancy, or pyromancy.

A Kagonesti studying the ways of the shaman demonstrates a particular affinity for one element. He may have discovered this aptitude through a series of tests or challenges, or others may have noticed it reflected in his personality. Those with a talent for aeromancy, for example, often seem by nature flighty and capricious, while those with an affinity for hydromancy are often patient and relentless.

Regardless of elemental affinity, all Kagonesti shamans revere and protect nature. And, like the barbarian shamans discussed earlier, they are also responsible for safeguarding and guiding their people.

Requirements

Naturally, this role is open only to Kagonesti elves. Heroes of other elven subraces must adopt a different role.

A hero who follows the Kagonesti shaman's path must first possess all the requirements of his race (see Chapter Four). Furthermore, he needs a minimum score of 5 and a minimum code of "B" in both Spirit and Reason.

Unlike barbarian shamans, whose principal area of mystical practice lies in spiritualism, the Kagonesti gain their mystic skills from the natural world. As a result, they must learn at least the mystical sphere of animism. If a shaman starts with or achieves a code of "A" in Spirit, he may choose his two other areas of mystical knowledge from any sphere except necromancy and spiritualism (see "Disadvantages").

Furthermore, these heroes must choose one school of sorcery from among the four basic elemental schools: aeromancy, geomancy, hydromancy, or pyromancy. However, as Kagonesti shamans are not especially skilled sorcerers, no hero with this role may ever have a Reason code of "A."

Advantages

Kagonesti shamans are especially attuned to the natural world. If a hero with this role attempts any magical action involving the sphere of animism, he gains an automatic trump bonus. Furthermore, he gains a +3 bonus to any Presence action to influence animals.

Disadvantages

The rugged Kagonesti do not get along well with other, more "civilized" elves. Therefore, any Presence action involving Silvanesti elves suffers a -6 action penalty, and any such action involving the slightly more open-minded Qualinesti suffers a -3 penalty.

In addition, Kagonesti elves may not practice necromantic or spectramantic magic, as they consider the undead unnatural, a mockery of the blessings of the natural world. Creating such creatures or interacting with them is the height of blasphemy.

As with the barbarian shaman role, heroes must spend their lives training to gain a shaman's skills. Therefore, no hero may adopt this role during play.

The Kender Nightstalker

Kender are a naturally curious folk. Even afflicted kender, given to a caution never before exhibited by members of this race, are at heart a people easily fascinated by a mystery. As with all new things, kender took to the marvelous world of mystic magic with delight. In typical kender fashion, they made it their own in short order.

Kender nightstalkers have taken to one aspect of mysticism in particular: exploring the world of ghosts, banshees, and other spirits. Always fascinated with stories about history, these heroes track down spirits to ask them questions about the world that was. The compassionate kender sometimes even help put these spirits to rest, giving them the peace they desire.

True kender approach this role out of wide-eyed curiosity, but afflicted kender have more complex reasons for pursuing it. Perhaps they seek to overcome their fears by confronting them in dangerous encounters with such creatures as spirits. Or, maybe the ravages afflicted kender endured at the claws of the Red Dragon makes them want to seek out and eliminate threats, so they can no longer plague members of their race.

Role-Playing

Instead of simply telling readers how to play the role of kender nightstalker, perhaps it would be easier to show them:

Kender nightstalkers seek out ghosts and other spirits - at least, until something more interesting comes along. Which happens every five minutes or so. Like why was that mean-looking knight talking to those two Legionnaires, or who was that riding in the carriage of a Lord Knight as it sped out of Sanction late last night, or where does that stairway behind the concealed door in Castle Eastwatch lead, or...

Ahem, yes, back to the matter at hand, which was... which was... ghosts! Yes, that's it! Ghosts! Wow! They have such interesting stories to tell. Why, some of them have been around for hundreds ofyears! Can you imagine, though, having to live in the someplace for hundreds ofyears? Especially with no one coming to visit? Hmmm. Must get pretty boring, maybe even a little lonely.

Anyway, some kender can sense when ghosts and other creatures like them are around. We get along with them pretty well - ghosts are good people, really. We can sometimes even affect ghosts with our magic. Why, just the other day, my cousin put to rest the spirit of an elf woman. She wasn't much for talking. In fact, she was so sad, she couldn't stop wailing in anguish. My other cousin, she's from Kendermore, fell to her knees weeping when she heard and didn't stop for hours. I wish I could do something to help her. Who knows? Maybe someday I'll figure out how to put her spirit to rest.

Requirements

Both true kender and afflicted kender can play this role. In addition to their racial requirements, kender nightstalker heroes must have a Spirit score of at least 4, a Spirit code of "B," and access to either the sensitivity sphere or the spiritualism sphere. Sensitivity is far more common among nightstalkers than is spiritualism - it comes more naturally to kender. Because kender may not have an "A" code in any ability except Perception, they can familiarize themselves with only one sphere.

Advantages

Regardless of whether they possess the sphere of sensitivity or that of spiritualism, kender nightstalkers can sense when a spirit is nearby (with a successfill Perception or Spirit action, whichever seems more appropriate). Kender can detect only intangible or spectral undead in this fashion - not corporeal undead like zombies.

To encourage the fun that can arise from having kender heroes in the game, the Narrator might allow nightstalkers to detect spirits even when none are present. As both true and afflicted kender remain a deeply curi- ous people, the nightstalker hero likely will veer off his group's chosen course to pursue the hunch, which can lead the heroes to explore an avenue they otherwise might not.

Another advantage to playing a kender nightstalker is that most spirits, except for the most Evil and depraved ones, seem unwilling to attack this cheerful race with their terrifying powers. Since kender love to chat and, in truth, many spirits haven't had a chance to tell their stories to anyone (what with all the scary things any decent spirit has to do), quite often they will talk to any kender they encounter. Only when the nightstalker's player picks a card with a black aura on a random draw does the spirit attack. After all, finding a sympathetic ear is nice every once in a while.

Once a kender hero learns of his affinity for spirits and takes the time to develop the necessary mystic skills, he can adopt this role during play.

Disadvantages

The principal disadvantage to being a kender nightstalker is that no one of a different race among his traveling companions seems the least bit interested in meeting all these spirits. In fact, they often insist that nightstalkers not open the lid of every ancient sarcophagus they find. Admittedly, this behavior is beyond the hero's comprehension. Even the afflicted kender in some groups fail to see the nightstalker's logic in waking the ghosts in a catacomb to ask them the answer to a riddle written on the wall (even if the answer will stop the ceiling from continuing to lower ...).

The Knight of the Skull

Knights of the Skull are those Knights of Takhisis who have developed their talent with mystical magic. No longer strictly an order of priestly dark paladins, the Order of the Skull dedicates itself to combining skill at arms with dark mysticism to achieve its aims. Members consider themselves the pinnacle of Dark Knight achievement and seek to expand both the Knights' control over Ansalon and their order's control of the Knighthood.

The three groups within the Knights of Takhisis - the Orders of the Lily, Thorn, and Skull - all carry equal rank. All Dark Knights must first learn the profession of arms in the Order of the Lily, but they can later switch to the order that better suits their aptitudes. In some rare cases, an individual chooses to become a Knight of the Skull after having served as both a Lily Knight and as a Thorn Knight, but usually once one order has claimed a hero, he sticks with it throughout his career.

Role-Playing

Knights of the Skull use their magic to further the aims of both their order and themselves. Many such heroes tend to prefer a subtle approach to overcoming problems as opposed to an active or violent one. This attitude is by no means a requirement. Rather, Skull Knights consider it a point of fraternal pride that they can accomplish their objectives without necessarily destroying their opponents - they rely on their ability to seduce and suborn others into aiding them. This preference has gained the Knights of the Skull some powerful allies and earned them a measure of respect from their enemies.

Governor-General Mirielle Abrena uses Skull Knights as ambassadors or advisers to foreign powers, taking advantage of the greater influence their mystical abilities afford them. In Khur, for example, the principal advisers to the Khan are a talon of Knights of the Skull led by Saraele Mellivaene, a half-elf of Silvanesti stock and a former wing commander of the Governor-General's own compgroup.

Requirements

Only humans (and half-elves of Silvanesti or Qualinesti stock) may become Knights of Takhisis. Heroes of other races might become allies of the Knights (although such individuals are nearly always outcasts from their people), but they may not become full members of the Knighthood.

A Skull Knight must possess the Physical scores and codes of a Knight of the Lily: a score of 6 and a code of "A" in both Strength and Endurance. Furthermore, these heroes are strong of character, requiring a Spirit score of at least 5 and a code of at least "B." Finally, because they often seek to manipulate others, they need a minimum Presence score of 5 and a minimum code of "C."

The order does not require Knights of the Skull to learn a particular mystical sphere. As a general practice, however, they prefer more subtle magic, such as meditation, mentalism, and sensitivity. The Knights of the Skull who learn necromancy use it more to magically wound an enemy than to summon up hosts of corporeal undead. Takhisis never concerned herself with reanimating the dead, preferring intelligent followers to mindless ones. The Knights of Takhisis in the Fifth Age consider such uses of necromancy beneath their dignity. The sphere of spiritualism is more commonly accepted, for with it Knights can summon intelligent undead.

Like the Knights of the Lily, members of the Order of the Skull must demonstrate certain personality traits in order to join the Knighthood in the first place. The player must choose a card with a value of 5 or lower to represent his hero's demeanor and one with a value of 4 or higher to represent his nature. Reaching Skull Knight level requires a hero to have completed at least five quests.

Advantages

As Knights of the Skull once served in the Order of the Lily, they share the combat advantages of that order. When these heroes close with an enemy, any card they play to do so automatically becomes trump. They also receive a trump bonus for any melee attack made while riding a mount. Finally, they share their fellow Knights' hatred for members of the Legion of Steel, gaining them a trump bonus for mystic spell attacks against a Legionnaire.

Knights of the Skull also gain a +3 bonus to any Presence action involving diplomacy or negotiation. This assumes the Knight has not done anything deliberately to offend those with whom he is negotiating. (In such a case, the Narrator applies an appropriate penalty to his action score.)

The magical training these heroes undergo gives them such an insight into mystical matters, they gain a trump bonus to Presence actions to resist the effects of mystic magic. The Knights of the Skull are the only Dark Knights with this power.

Disadvantages

A Knight of Takhisis, echoing the Oath of the Solamnic Knights, really does believe his honor is his life: literally. To switch to a different order within the Knighthood, a Skull Knight must stand before an honor council of his superiors called a Test of Takhisis. Failing the Test - an average Presence (Presence) action opposed by the highest-ranking Knight present - means the Knight is put to death. Few Knights attempt such Tests unless they are sure of their honor, or at least that they can convince the convened council they have acted honorably. Likewise, a Knight also faces execution if found guilty of a violation of the Code. (See the Heroes of Steel dramatic supplement for more on these facets of the Knighthood.)

In addition, Skull Knights must fulfill standard requirements for military service: forty to sixty days of service to the Knighthood each year. This is in addition to any other requirements levied on members of the order by the Lord Knight of the Skull.

A hero can enter the Order of the Skull only from one of the Knighthood's other orders (Lily or Thorn). At the Narrator's discretion, beginning heroes can be assumed to have fulfilled this requirement. Such heroes must begin play with at least five prior quests - four to be considered a Knight of the Lily, plus one additional quest needed before applying for acceptance into the Order of the Skull. An experienced hero may adopt the Knight of the Skull role later in his career (assuming he has the required scores and codes) only if he is switching from a Knight of the Lily or a Knight of the Thorn role.

The Knight of the Sword and Knight of the Rose

For over two millennia, the Knights of Solamnia have been the guardians of the free peoples of Ansalon. Such heroes as Huma Dragonbane and Sturm Brightblade were among the greatest of the Knights. Their sacrifices helped free the world from the machinations of the Dragon Queen, Takhisis.

Other, less famous Knights do every day on a smaller scale what Huma and Sturm did on a grand scale. They protect villages from the depredations of local bandits, provide for families that have lost their only means of support, and defend men unjustly accused of a crime. All Knights maintain a code of personal behavior that puts the good of others before their own. They seek ever to be loyal, courageous, and above all else, honorable.

The Knight of Solamnia role in Heroes of Steel offers a quick overview of all three orders within the Knighthood. Those who choose to live as Knights of the Sword or Knights of the Rose devote their lives to the spiritual side of the role even more than do Crown Knights.

Role-Playing

The Solamnic Oath sums up everything that matters to a Knight of Solamnia: Est Sularus oth Mithas, "my honor is my life." While Knights of the Crown pledge to follow the Oath through loyalty and obedience above all else, the other two orders express their reverence for the concept of honor in other ways.

A Sword Knight follows the ideals of courage and honor, renewing his com- mitment through his strength of spirit. He remains courageous in the face of adversity, even if that courage may cost him his life. His spiritual strength, gained from prayer to Kiri-Jolith, noble god of war, gives the Sword Knight the courage for self-sacrifice in the name of Good. To better enable Sword Knights to pursue these ideals, the High Clerist urges them to study one sphere of mysticism. Many learn the art of healing to better minister to the oppressed. Others prefer the sphere of sensitivity, which can grant them limited foresight or powers of prophecy. Sir Darin Waydolsson, a minotaur-raised human from the novel The Wayward Knights, is a notable Sword Knight from pre-Cataclysm times.

Once, only heroes of royal blood could reach the height of Solamnic spiritual strength and purity by becoming Rose Knights. However, the High Council relaxed this restriction when the Order's numbers dwindled following the first Cataclysm. Today, any Knight can earn the honor of acceptance into the Order of the Rose, regardless of lineage. These heroes vow to support wisdom and justice in service to the Oath. Under the leadership of the High Justice, they fight most enemies who embrace injustice or restrict man's pursuit of knowledge. These Knights, who revere Paladine above all other gods, can wield the magic of three mystic spheres; in particular, the spheres of meditation and mentalism help them in their pursuit of wisdom and in dispensing justice. Rose Knights also teach the mystic arts to the rest of the Order. Linsha Majere is a Knight of the Rose, as was Lord Gunthar uth Wistan.

Requirements

The Knighthood grew from a predominantly human foundation; the Order was formed in the provinces of Solamnia, recently freed from the overwhelmingly human Ergothian Empire. Of late, the Knights have relaxed the racial requirements somewhat, allowing half-elves to join the Order as full Knights. Therefore, only humans and half-elves of Qualinesti or Silvanesti stock may become Solamnic Knights. This restriction does not preclude heroes of other races from associating with the Knights; in the past, many persons of other races have distinguished themselves as auxiliary members of the Knighthood.

The Knights have strict requirements for entry into the Order of the Crown. As Knights of the Sword and of the Rose must first have belonged to this order, they must meet similar requirements, as set forth in Heroes of Steel. They need an ability score of at least 6 and a code of "A" in both Strength and Endurance to handle the long and rigorous training in arms. Furthermore, a Knight must be both strong of spirit and capable of leading others. Therefore, heroes must have at least a score of 6 in both Spirit and Presence.

A Sword Knight may have up to a "B" code in Spirit, and a Rose Knight may have a code of "A." Rose Knights have the additional requirement of at least a "B" code in Presence, for they are some of the Knighthood's strongest leaders. Knights of the Sword or the Rose have no particular sphere requirements, although the sphere of necromancy is forbidden them, and spiritualism strongly frowned upon.

Members of both the Order of the Sword and the Rose disdain the use of sorcery. No Knight of either order, therefore, may possess a code higher than "C" in Reason. A few individuals have chosen to leave the Knighthood to pursue an interest in sorcery; while they usually maintain a good relationship with their former comrades, they are no longer considered Knights.

Like all Knights of Solamnia, Rose and Sword Knights must walk a narrow moral path. Players may not use a card with a value higher than 5 for their hero's nature, nor a card with a value higher than 4 for his demeanor. Furthermore, the Knighthood offers its members at least minimal support, giving heroes a wealth score of 3 or better.

Advantages

All Knights of Solamnia have certain advantages in common, gained in training during the hero's time in the Order of the Crown. They receive a trump bonus for any attempt to close with an enemy and for any mounted combat. Furthermore, they receive a trump bonus for any personal or melee attack against Knights of Takhisis or members of the Legion of Steel.

Each time the hero increases a category in reputation, he may petition the Knighthood for advancement: either into the next order (from Sword Knight to Rose Knight, for instance) or for a free attempt to increase his Presence score according to the rules at the end of Chapter One of the Book of the Fifth Age. To earn either type of advancement, the hero appears before a knightly council for a Knight's Trial, where he must succeed in an average Presence (Presence) action opposed by the senior Knight. (Heroes of Steel offers more details on the Knight's Trial.)

In addition, heroes can draw on the Solamnic treasury instead of their personal wealth for their own needs or to advance the Knighthood's goals. To tap the Order's treasury, a Sword Knight hero must attempt a wealth action using one-half his Presence score instead of his actual wealth score. A Rose Knight may access the treasury using his full Presence as the action ability.

Finally, in areas controlled by the Knights of Solamnia, members of the Order of the Rose gain an automatic trump bonus for Presence actions directed at locals.

Disadvantages

Not only do all Knights share certain benefits, they also have a number of drawbacks in common. These honorable warriors never gain a trump bonus for an attempt to surprise an enemy in combat. In addition, a Knight's Presence score falls 1 point if he fails at a Knight's Trial.

Knights owe their Order between forty and sixty days' service each year. Furthermore, they must donate personal wealth to support the Knighthood: With each increase in reputation category, the hero loses 1 point of his personal wealth score (to a minimum of 2). Thus his ability to draw from the Solamnic treasury (see "Advantages") becomes more and more important as he advances.

Although Rose Knights represent the height of Solamnic spiritual achievement, they are not without their flaws. Players should select for their Rose Knight heroes one character flaw or personal weakness the hero must constantly battle. For instance, perhaps he is overly indulgent of a child or squire, subject to fits of pride, or the bearer of an unrealistic grudge against a particular enemy. This weakness, whatever it is, should influence the hero's actions in some way at least once in every adventure. Narrators can even develop dilemmas for the hero based on this weakness or otherwise work it into play.

A hero can become a Sword Knight during play only after first playing the generic Knight of Solamnia role as a Crown Knight, then successfully petitioning for advancement. Likewise, heroes wanting to become Rose Knights later in their adventuring careers must first have played the role of Sword Knight and succeed at a Knight's Trial action to advance.

The Legionnaire Mystic

Like Ansalon's other chivalrous groups, the Legion of Steel also utilizes the power of mysticism. A group of practical-minded individuals, the Legionnaire mystics place few restrictions against any particular spheres of mysticism. Thus, mystics with a wide variety of talents and backgrounds find themselves drawn to this justice-serving Order.

Role-Playing

Like the Legionnaire warriors, scouts, and sorcerers described in previous supplements, Legionnaire mystics use their special talents to help those injured by enemies of the free realms and to combat those who oppose freedom in Ansalon. A Legionnaire mystic is no different from other Legion members in this regard-all of them do what is necessary to protect those who cannot defend themselves. Like other Legionnaires, they use the simple tenets of the Legacy to guide their actions.

Some mystic groups condemn the spheres of necromancy and spiritualism. The Legion, however, condemns only those who use such magic for Evil ends. Some former Knights of Takhisis brought with them to the Legion an understanding of these dark lores and, as long as they engage in no Evil practices, the Legion does not hold this knowledge against them. In fact. Legion elders even call upon these former Skull Knights to provide information concerning undead enemies. One such mystic has put his spiritualism talent to good use by seeking out and banishing spectral undead and creatures of chaos.

Requirements

Unlike mystical members of other Orders of chivalry, Legionnaire mystics need not first prove themselves as warriors. Many of them are indeed highly skilled in arms, but the Legion does not levy any requirements concerning weapon skills. This organization cares more about a person's talents than his deficiencies, for one can overcome shortcomings with training and perseverance.

Therefore, the only ability requirement placed upon a prospective Legionnaire mystic is a score of at least 4 and a code of at least "B" in Spirit. As with any Legionnaire, the mystic also must possess the right moral character, so the player of a Legionnaire mystic may not assign a card with a value higher than 6 to his nature and demeanor, nor may the Legionnaire possess a wealth score greater than 5.

The role of Legionnaire mystic is open to any race. In fact, it is not uncommon to find a group comprising several races working to achieve a common goal.

Advantages

Due to the longstanding animosity between members of the Legion and the Knights of Takhisis, Legionnaire mystics enjoy a trump bonus for any attempt to use mysticism against one of these dark paladins. They also receive a trump bonus to mystical defensive spells in battle with Solamnic rivals.

Another benefit provided by the Legion is training. One of its principal roles involves teaching others to defend themselves - and not just militarily. Defense stems not only from weapon skills. Legion mentors teach. Rather, it is a state of mind, a decision about when to fight and when to withdraw.

Legionnaire mystics adhere to this belief as actively as any other member of the Order, seeking out those with mystic talent to tutor or send to someone more suitable for training. In this way, the Legion has discovered many promising pupils, some of whom have been trained within the Legion while others have been sent to the Citadel of Light.

This teaching philosophy gives Legionnaire mystics an advantage as they attempt to excel in their art. As explained at the end of Chapter One in the Book of the Fifth Age, the only way to improve a hero's Spirit code is to pick the Nine of Hearts in a random draw when the hero's reputation increases one category. Legionnaire mystics can improve their ability codes more easily: When the hero advances to a new reputation category, the player may improve his hero's Spirit code by drawing the Eight or Nine of Hearts. (The hero's ability score still improves only if the value of the card drawn exceeds the current score.) This benefit assumes that the hero has the opportunity to discuss his findings with other mystics during or after each quest.

In addition, any full Legionnaire, regardless of role, must train an apprentice: a character of Unknown reputation with scores and codes each 1 point or rating below the hero's own. This character - essentially a second hero for the player - assists the mystic in his Legion missions as part of his training until he becomes a Novice.

Heroes who join the Legion after beginning their adventuring careers or who discover mystic talent later in life can switch to this role during play.

Disadvantages

The Knights of Takhisis bear an intense hatred for the Legion of Steel, and the Legion's mystics are not exempt from that antipathy. Because the Skull Knights assume that Legionnaire mystics harbor many important secrets, any captured Legionnaire who is discovered to be a mystic can expect extra brutal treatment by the Skull Knights before his execution (exceptions to be determined by the Narrator).

Having an apprentice has its drawbacks as well as its good points. The hero must support the apprentice out of his own wealth and is responsible for turning him into a fully trained Legionnaire. While he might not want to take the apprentice with him on his most dangerous missions, he mustn't neglect him, either. When the Narrator deems the hero's overprotection is hindering his apprentice's training, the player must attempt an average Presence (Presence) action, opposed by the apprentice character, to prevent the youngster from quitting the Legion. Failure at the action means the mystic's player must immediately turn over the top card of the Fate Deck and reduce his hero's Presence score by one-third the value of the card (rounded up), to represent his loss of face in the organization. Drawing a Dragons card means the hero loses a category of reputation as well. The Legionnaire mystic faces the same random draw if he lets his apprentice die in the line of duty.

The Monk

The monk is a rare calling in Ansalon, for few possess a mind given to the pursuit of self-enlightenment. Even during the Fourth Age, this difficult path was limited to individuals who followed Majere, god of meditation, faith, and dreams. Because the worship of Majere constituted more a philosophy than a religion, his teachings survived the departure of the gods with little change.

Followers of Majere have been ever a patient lot. They do not assume the gods' departure is permanent - after all, the same gods have left before, only to return. They remain content, knowing that Majere gave them a way of life at once simple and rewarding. They continue to see his presence in the world, despite the scholars' claims that he has gone.

Role-Playing

Those who follow the monk role in the Fifth Age differ little from many followers of Majere in previous ages. They prefer peace, for only in peace can the spirit find enlightenment. They do not concern themselves with the trappings of the material world, for these trappings serve only to draw the mind and spirit away from the path to enlightenment.

Monks use their magical studies to discover more of their world: They achieve new insights through meditation magic or learn what a hawk sees by altering their form and flying. They offer this insight to those who ask, but keep their own counsel otherwise.

Requirements

It is rare for those of a race other than human to follow a monk's difficult path. Narrators may allow half-elves reared in human society to choose this role, but such exceptions should be uncommon.

To practice a monk's traditional meditative and martial arts, a hero must have at least a 6 in both Agility and Endurance. He also must possess at least a 5 in Reason and a 6 in Perception, for a monk has a keen mind and sharp senses. His solitary studies require of him a Spirit score of at least 7 and a code of at least "B." Finally, a monk must be able to resist mystical spells wielded against him, calling for at least a score of 6 in Presence. The monk must choose his knowledge of mysticism from among the following spheres: animism, alteration, channeling, healing, meditation, mentalism, and sensitivity.

Advantages

Monks, as students of the martial arts, receive a trump bonus to any unarmed combat action or one involving any very light melee or thrown weapon.

Disadvantages

A monk's extensive training in unarmed combat and with very light weapons prevents him from using anything beyond light weapons, regardless of ability code. His training also limits his armor and shield to the very light category: padded silk and buckler. If the hero became a monk after having pursued another profession, he retains his previous knowledge of weapons and armor but may not use anything heavier than that listed above.

It is rare, but not unheard of, for a hero to begin pursuing the way of the monk at an advanced age. There is no prohibition against adopting this role later in life, but the switch represents a most profound change in the way the hero views the world. Only those who remain committed to this difficult path can attain the combat advantages and, if a hero adopts another role after having spent time as a monk, those advantages disappear - without continual practice, monks lose their edge.

The Mystic-Sorcerer

Some rare individuals possess a talent for both mysticism and sorcery. Most such mystic-sorcerers learn their skills through formal training, usually associated with institutions like the Citadel of Light and the Academy of Sorcery. The Legion of Steel, ever interested in expanding the capabilities of its members, has begun to seek out former Academy students to teach Legionnaires the secrets of their magic. The Knights of Takhisis also use both sorcery and mysticism to further their dark schemes. Organizations like these are keenly interested in developing the talents of their followers who possess skill in both types of magic.

A mystic-sorcerer might also have developed independently of any organization. Perhaps he took his lifelong affinity for the sea and, through great effort, managed to hone his inherent skills in sensitivity and hydromancy. Individuals capable of such a feat would be rare indeed. On the other hand, a latent mystic-sorcerer might have learned his magic from other individuals, such as former members of organizations that teach magic or even a magical being of some sort - a scion, one of the huldrefolk, or even a dragon!

Role-Playing

Although the learned folk of Ansalon divide magic into two categories - that which affects the living and that which affects the nonliving - many mystic-sorcerers disdain such a notion. The distinctions between the two groups remain purely artificial, they say, created by people whose minds cannot grasp the idea that all magic is one: Sorcery is mysticism, and mysticism is sorcery. Not all mystic-sorcerers subscribe to these extreme beliefs, but most recognize at least a tenuous connection between the two types of magic.

When prodded, mystic-sorcerers may admit that they can't prove their unified theory of magic yet, but they point to hints of this truth in the grand pattern of creation. Renegade mages in ages past explored the boundaries of their magical knowledge, they say, and embraced the power of life and of the elements as one grand force of creation. The often haughty masters of both mysticism and sorcery urge those they meet to throw away their misconceptions and expand their perception of magic to the limits of the imagination - for only after doing so can one become a true master of magic.

Requirements

A hero of any race capable of learning both sorcery and mysticism can adopt this role, although elves, half-elves, gnomes, and humans are the most likely races to master both magics.

Becoming a mystic-sorcerer is not easy. The required insight into magical theory calls for a combination of intuition and intellect. To adopt this role, therefore, a hero must possess at least a score of 6 and a code of"B" in both Reason and Spirit.

The hero's preferred schools of sorcery and spheres of mysticism are often dictated by the source of his education. If, for example, he learned his mystic skills from the. Citadel of Light, he might excel in the healing sphere. Self-taught mystic-sorcerers, or those educated by an individual tutor, have no sphere or school requirements.

Advantages

Beyond the obvious benefit of understanding both sorcery and mysticism, this role gives the hero the opportunity to pioneer combinations of the two types of magic. This requires him to have developed his knowledge of both fields to the greatest extent possible - in other words, he must have an "A" code in Reason and Spirit. (Rules for combining sorcerous and mystic magic appear in Chapter Four.)

A hero may adopt this role at any time during his career, assuming he meets the minimum requirements.

Disadvantages

Gaining an understanding of both sources of modern magic requires a great deal of time - some people devote their entire lives to exploring the subtleties of just sorcery or mysticism. As a result, other fields of knowledge suffer somewhat. During hero generation, if a player decides to create a mystic-sorcerer, he may not assign a code of higher than "C" to any of the hero's Physical abilities. He may voluntarily reduce any code to "C" but may not increase another code as a result. This reduction option only allows the hero to fit within the restrictions of the mystic-sorcerer role.

If the hero chooses to pursue this role later in his adventuring career, the change requires such an intense period of study that his skills with weapons and armor atrophy to the point where he no longer possesses any code greater than a "C" in any Physical ability. The road to becoming a mystic-sorcerer is difficult, and the time needed for study does not allow a hero to maintain skills at arms.

The Rogue

Rogue mystics combine an understanding of mystical magic with a natural gift for certain unsavory skills, which makes these heroes formidable thieves. Such a combination is rare, however, for seldom do the mystic abilities of a natural-born rogue come to the attention of someone who can train him properly.

Role-Playing

Roguish mystics tend to vary widely in their outlook on the world. Some are callous brutes who use their magic to dominate people, while others seem more light-hearted sorts who greet every new day as a gift.

If there is a similarity among such people, it lies in their disdain for what society calls a "normal" life. Not for them the working of the fields or the cleaning of an inn! Some rogues consider preying on others the way to easy money. (Suggestions for running a con appear in the Heroes of Defiance dramatic supplement). A few even become artists at their trade, choosing only the most difficult of roguish challenges - be it picking the pocket of a particularly careful guard sergeant or stealing a rare artifact from a stronghold of the Knights of Takhisis.

Many rogue mystics are loners, trusting only in themselves. Such heroes have a hard time obtaining additional training, either in their mystic skills or their thief abilities. Rogues who associate with others of their kind, such as members of thieves' guilds or the Legion of Steel, find training easier to come by, but must, in exchange, give up some or all of their cherished independence.

Requirements

The number of folk displaced in the Dragon Purge makes for ample populations of refugees, some of whom - unable to find honest employment - turn to illegal activities as a source of income. They can come from nearly any ethnic background, from kender to minotaurs. Therefore, members of any hero race may become rogue mystics.

These rogues must have at least a 5 in both Agility and Dexterity. They need a minimum Spirit score of 4 and code of "B." Finally, these canny types, always on the run from their latest mark, should possess at least a 5 in Perception, with a code no lower than "C."

Advantages

Rogues remain more aware than other mystics of the dangers and secrets of urban life, giving them an automatic trump bonus to any Presence action dealing with the criminal element of a city, except to resist the effects of mystic magic. The Narrator can suspend this advantage, which covers information-gathering and intimidation actions, in individual cases - generally those in which the rogue has offended powerful local crime figures.

Rogue mystics, who often rely upon magic to enhance their abilities, can become quite adept at the spheres of channeling and meditation. This role gives a hero a trump bonus for spells he casts to increase his Coordination scores (Agility and Dexterity). The hero would not enjoy a bonus to alter his other Physical scores, nor to alter someone else's Coordination scores. Likewise, with the sphere of meditation, the hero may play any card as trump when attempting to alter his own Intellect scores (Reason and Perception). Normal trump rules apply whenever a rogue attempts to alter a score in an ability not listed above or when he tries to alter the scores of another hero or character.

The hero may use this trump bonus for either channeling or meditation but not both. If he learns both spheres, he must decide which one will gain the trump bonus and may not change his selection.

Heroes may become rogues at any time during their careers. Circumstances of their lives may cause them to adopt the role, or they may simply find themselves drawn to the excitement of pitting themselves against authority figures in cities such as Palanthas or Sanction.

Disadvantages

Most roguish types, even those with mystic abilities, are not well liked by local authorities. Thus, rogue mystics never gain a trump bonus to any Presence action involving such individuals (except to avoid mysticism). This disadvantage affects the rogue regardless of his social status.

Regardless of their training, rogues tend not to carry large weapons, which often prove difficult to hide and draw unwanted attention from the authorities. Therefore, these heroes may not carry or use any weapon of the very heavy category.

The True Believer

Some of the mystics of the Fifth Age remain devout followers of Krynn's pantheon, even though most people believe that the gods have departed the world. True, many priests lost contact with their gods after the Chaos War, as demonstrated by their inability to invoke divine miracles.

But the god-given power of magic has returned - albeit not the same magic men once knew - and the true believers would never dream of questioning how their god grants them their powers. Perhaps the gods' fight with Chaos changed forever the practice of spiritual magic.

No matter. Goldmoon still carries the blessings of her gentle goddess Mishakal. Many other priests and clerics of the Holy Orders of the Stars also wield mystic magic in the names of their gods. Their ministrations are more needed than ever in this age of widespread doubt and oppression.

Role-Playing

True believers know that the gods have not departed Krynn. Many people of the modern age have lost their faith, they agree. But these priests also point out that it is hard for faith to endure titanic events that plague the world.

The events surrounding the Chaos War and its aftermath have led true believers to study the history of the first Cataclysm more than four hundred years ago. Then, when the gods punished the world for the hubris of the Kingpriest of Istar, the faithless took the wrong message, true believers teach today. But, instead of reexamining their faith and realizing they were as much to blame as was the Kingpriest and his followers, the people turned their backs on the gods. The word spread that the gods had forsaken Krynn. Furious mobs pulled down temples, killed priests, and blamed the Knights of Solamnia for the woes of the world. And the world was plunged into centuries of darkness.

We must guard against repeating the same mistake, true believers warn the confused folk of Ansalon. They point to the mystic miracles of faith they perform daily in the name of the "departed" deities and chastise those who seek to defame the gods.

Some clerics of the Good gods proclaim the arrival of the Great Dragons as Takhisis's revenge for her defeat, manifestations of Evil that yet cling to the world. Only by embracing the true gods can mortals fight the Evil that clings to the spirit. Only by embracing the miracle of the magic the gods have given their people can they pick up the gauntlet thrown down by the Dark Queen.

Requirements

The true believer role encompasses both the priests of the true gods and the faithful worshipers. Priests with this role must have a Spirit score of at least 4 and code of at least "B," while their followers who adopt this role need a minimum Spirit code of "D."

Players can select their hero's deity from "The True Gods" sidebar on these pages. True believers may be of any race, as long as they worship a god suitable for members of that race. (For instance, elves rarely worship Chemosh, god of death and decay.)

Advantages

The principal advantage of the true believer is his faith, which gives him strength in trying times. In game terms, the true believer can gain an automatic trump bonus to any one action he attempts. However, he may draw upon this bonus only once per quest (as determined by the Narrator). In addition, the true believer, if openly displaying his religious beliefs, gains a +3 bonus to any Presence action (except those intended to resist the effects of mystic magic) when meeting those of similar beliefs. This does not have to mean they worship the same god: A true believer priest of a Neutral god would likely be accepted by any community of those who follow another god of Neutrality or a god of Good.

A hero may become a true believer at any time during his career. If he does not begin the game with this role, however, he should have a good reason for adopting it later. Perhaps he suffered a crisis of conscience and, in overcoming it, feels he redeemed himself in the eyes of his god. Or maybe he discovered in himself the ability to practice mystical magic and believes it to be a manifestation of divine favor.

Disadvantages

It is good that true believers have such faith in themselves and their gods because, in an era in which most people have abandoned their old beliefs in the gods, few consider these believers anything but fools.

If a true believer hero openly displays his religious affiliation and encounters a person who believes the gods have abandoned Krynn, he receives a variable penalty to any Presence action he attempts. An action penalty of -1 might arise when the hero meets mild cynicism for his beliefs, while an individual who harbors a fanatical hatred of the gods and their representatives might impose a -6 action penalty. In any case, the Narrator determines this penalty based on how he believes the characters) in question will act toward the hero.


The True Gods

Most folk of Krynn know the gods by their common names listed below, under "Krynn's Pantheon." However, some races have special names for certain deities. These racial names appear on the pages that follow.

Krynn's Pantheon

The name in boldface type is the god's most common appellation in Ansalon. Other recognized names, if any, appear at the end of the entry.

Artha: Evil goddess of lust and greed; daughter of Takhisis and Hiddukel.

Branchala: Good god of music; highest god ofkender and elves; born of the laughter that arose at the birth of Habbakuk. Also called the Song of Life.

Chaos: Self-proclaimed Father of All and of Nothing.

Chemosh: Evil god of the undead and false redemption. Also called the Lord of Death.

Chislev: Neutral goddess of nature incarnate whose moods are reflected in the seasons; worshiped by all wild creatures; mate of Zivilyn. Also called the Beast, the Wilds.

Gilean: Neutral god of knowledge who guards the Tobril (the book containing the High God's plan); once a scribe, now heads the Neutral pantheon and works to maintain the cosmic Balance. Also called the Book, Gray Voyager, Void, Gate of Souls.

Habbakuk: Good god of all creatures and nature; son of Paladine and Mishakal, twin of Kiri-Jolith. Also called the Fisher King.

Hiddukel: Evil god of trickery, greed, ill-gotten wealth, and dirty deals. Also called the Prince of Lies.

High God: Came out of the Chaos and called Paladine and Takhisis from the Beyond and Gilean from out of Time.

Kiri-Jolith: Good god of glory, honor, obedience, justice, and righteous warfare; son of Paladine and Mishakal, twin brother of Habbakuk. Also called the Sword of Justice, Qu'an the Warrior.

Lunitari: Neutral goddess of illusion magic; daughter of Gilean. Also called the Veiled Maiden.

Majere: Good god of faith, dreams, meditation, control, industry, organization, martial arts, and insects. Also called the Master of Mind.

Mishakal: Good goddess of healing; wife of Paladine. Also called the Healing Hand, the Bearer, Light Bringer.

Morgion: Evil, solitary god of disease and decay; resembles a rotting corpse with a goat head. Also called the Black Wind.

Nuitari: Evil god of black, destructive magic; son of Takhisis and Sargonnas. Also called the Darkness, the Devouring Dark.

Paladine: Good patriarch of the gods and husband of Mishakal. Also called the Dragon's Lord.

Reorx: Neutral god of manufacture, technology, and metallurgy; formed the world; patron of dwarves and gnomes. Also called the Forge, the Anvil.

Sargonnas: Evil, brooding god of revenge, rage, deserts, volcanoes, and the destructive passion of fire; consort of Takhisis. Also called Dark Vengeance.

Shinare: Neutral, practical goddess of wealth, industry, and trade; Sirrion's companion. Also called Winged Victory.

Sirrion: Neutral god of creative flame and useful natural power; temperamental and artistic companion of Shinare. Also called Flowing Flame, Firemaster, the Alchemist.

Solinari: Good god of protective and helpful magic; third son of Mishakal and Paladine. Also called Mighty Hand.

Takhisis: Evil goddess of domination, cruelty, and destruction; takes the form of a five-headed dragon; consort of Sargonnas. Also called the Dark Queen, Queen of Darkness.

Zeboim: Evil, temperamental goddess of the sea, storms, and weather; child of Takhisis and Sargonnas and mother ofAriakan. Also called the Sea Queen, Darkling Sea.

Zivilyn: Neutral god of wisdom; partner of Gilean and companion of Chislev. Also called Tree of Life, World Tree.

Dragon Names

Platinum Dragon (Paladine)
Platinum Father (Paladine)

Dwarf Names

Bardilun (Branchala)
Bhezomiax (Zeboim)
Hiltax the Flaw (Hiddukel)
Khemax (Chemosh)
Kijo the Blade (Kiri-Jolith)
Mesalax (Mishakal)
Morgax the Rusdord (Morgion)
Night Candle (Lunitari)
Sargonax the Bender (Sargonnas)
Silver Master (Shinare)
Tamex the False Metal (Takhisis)
Thak the Hammer (Paladine)
Ungod (Nuitari)

Elf Names

Although the Kagonesti elves do not worship the gods (instead revering their works in nature), they refer to the deities using the Silvanesti names.

Qualinesti

Astra (Branchala)
the Blue Phoenix (Habbakuk)
Kinis (Sargonnas)
Mantis of the Rose (Majere)
Quen Illumini (Mishakal)
Tree of Life (Zivilyn)
Winged One (Shinare)

Silvanesti

Astarin (Branchala)
the Blue Phoenix (Habbakuk)
Dragon Queen (Takhisis)
E'li (Paladine)
Kinthalas (Sargonnas)
Matheri (Majere)
Quenesti Pah (Mishakal)
Tree of Life (Zivilyn)
Winged One (Shinare)

Gnomish Names

Reorx the Master (Reorx)

Hobgoblin Names

Anthrax Goatlord (Morgion)
Mwarg (Takhisis)
Orkrust (Chemosh)
Usk-Do (Hiddukel)

Human Names

The men of various lands in Ansalon have different names for many of the gods. Nonhuman races living in these human-dominated areas often use the human god-names, too.

Balifor

Black Hand (Nuitari)
Blue Lady (Mishakal)
Skylord (Habbakuk)
White-Eye (Solinari)

Ergoth

Aeleth (Chemosh)
Argon (Sargonnas)
Corij (Kiri-Jolith)
the Blue Phoenix (Habbakuk)
Bran (Branchala)
Draco Paladin (Paladine)
Dragon Queen (Takhisis)
H'rar (Morgion)
Luin (Lunitari)
Manthus (Majere)
Mishas (Mishakal)
Rann (Zeboim)
Solin (Solinari)
Walking Liberty (Shinare)

Icewall Glacier

Chemos Joton (Chemosh)
Gonnas the Willful (Sargonnas)
Meshal (Mishakal)
Morgi (Morgion)
Nilat the Cormpter (Takhisis)
Zebyr Jotun (Zeboim)

Istar (Pre-Cataclysm)

Argon (Sargonnas)
Bah'Mut (Paladine)
H'rar (Morgion)
M'Fistos (Hiddukel)
Tii'Mhut (Takhisis)

Kharolis

Dron of the Deep (Chemosh)
Gormion (Morgion)
Jolith (Kiri-Jolith)
Ka-Mel-Sha, "Healer in the Home" (Mishakal)
Mai-Tat (Takhisis)
Misal-Lasim (Sargonnas)
Zyr (Zeboim)

Khur

Elir-sana, "Daughter" (Mishakal)
Great God (High God/Chislev)
Kargath (Kiri-Jolith)
Rakiris (Habbakuk/Chislev)
Sky-Father (High God/Chislev)
Torghan (Sargonnas)

Saifhum

The sea barbarians of the Blood Sea refer to the gods using many of the same names as their neighbors, the minotaurs (at right).

Solamnia

Bearer of Light (Mishakal)
the Great Dragon (Paladine)
Light Bringer (Mishakal)

Tarsis

Dron of the Deep (Chemosh)
Gormion (Morgion)
Jolith (Kiri-Jolith)
Ka-Mel-Sha, "Healer in the Home" (Mishakal)
Mai-Tat (Takhisis)
Misal-Lasim (Sargonnas)
Zyr (Zeboim)

Kender Names

Black Hand* (Nuitari)
Bran** (Branchala)
the Firebringer* (Sargonnas)
the Blue Lady* (Mishakal)
Ivory Disk** (Solinari)
Red-Eye* (Lunitari)
Reorx the Craftsman (Reorx)
She of the Many Faces** (Takhisis)
Skyblade* (Paladine)
Skylord* (Habbakuk)
Skymistress* (Mishakal)
Songmaster* (Branchala)
White-eye* (Solinari)

* Term used by afflicted kender only.
** Term used by true kender of Hylo.

Minotaur Names

Balance (Shinare)
Beacon (Solinari)
Betrayer (Hiddukel)
Dragonlord (Paladine)
Emperor (Kiri-Jolith)
Empress (Mishakal)
Gardener (Branchala)
Lady Chaos (Takhisis)
Lifebane (Chemosh)
Maelstrom (Zeboim)
Maid of Illusion (Lunitari)
Nadir the Dreamsender (Majere)
Nightreaver (Nuitari)
Pestilence (Morgion)
Sargas the Destroyer (Sargonnas)
the Scales (Shinare)
Sea Lord (Habbakuk)
the Weaponmaster (Reorx)
Wild One (Chislev)
Wise One (Zivilyn)
the Wizard (Sirrion)

Ogre Names

Darklady (Takhisis)


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