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Credits
Editor: Sue Weinlein Cook Author's Foreword: Thirty years ago, Krynn shuddered as the hordes of Chaos sought to destroy it. The world survived the assault, though the gods had withdrawn and magic had seemingly faded. But the continent of Ansalon at least knew peace, and adventurous souls sought new sources of magic. It was an age of hope. Then came the Great Dragons. No longer fettered by the gods or opposed by mortal magic, these powerful wyrms ravaged the land, slaying and devouring almost at will. Without magic to protect them, the people looked to more mundane means of defense: stout walls, sturdy armor, and strong sword arms. While the sorcerers and mystics of Krynn scrambled to find and master what magic they could, Ansalon's warriors took up sword, shield, and lance and faced the perils of a new age alone. Today, with sorcery and mysticism on the rise, the land's heroes of steel fight alone no longer. Often, however, the fate of races and nations still depends on their strength of arms. In This Book Night and Day describes the warriors of Ansalon in the Fifth Age, those who have taken up the legacy left by the Solamnic Knight Sturm Brightblade, Hero of the Lance Tanis Half-Elven, and even the legendary Dark Knight Ariakan. Players can use these expansions of the rules and background material from the DRAGONLANCE: FIFTH AGE boxed set for any warrior hero - even one who chooses to fight with magic as much as with the sword. Hero Roles. Not all warriors are alike. Chapter One provides information for creating specific types of fighting heroes, from dedicated adventurers like Caramon Majere to woodwise yeomen like Tanis Half-Elven. Knightly Orders. Chivalry remains a major force in Ansalon today. Chapter Two reveals the history, ideals, inner workings, and current activities of three great Orders: the Knights of Solamnia, the Knights of Takhisis, and the new Legion of Steel. Advanced Rules. Intelligent players always test the limits of their heroes' capa- bilities. Chapter Three offers beleaguered Narrators rules for overland movement, hazardous terrain, and expanded combat options. New Weapons. Chapter Four presents game statistics for a host of new weap- ons, from the bolas of the plains barbarians to the odds and ends that heroes might pick up and use in a tavern brawl. Mass Combat. Every one of Krynn's Great Ages has felt the clash of armies, and the Fifth Age is no exception. Chapter Five explains how to resolve large battles and determine what happens to both the victors and the vanquished.
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