Character Races of the DRAGONLANCE® Campaign
by James O'Rance
dragon-dreamer@geocities.com
Summary of Conversion: This document is a conversion of the DRAGONLANCE® races found in DRAGONLANCE Adventures and Tales of the Lance. It contains character races and languages for Classic DRAGONLANCE® campaigns using the Dungeons & Dragons® rules.
Posted: 22 November 2000
Last Updated: 31 January 2001
Character Races of Krynn
Unlike the standard Dungeons & Dragons game, there are no halflings or half-orcs in the DRAGONLANCE® saga. Players who enjoy halfling characters might try playing a tinker gnome or a kender, and those who prefer half-orcs will find bakali, half-ogres, minotaurs, and ogres to be interesting options.
Racial Characteristics
The race that you choose for your character will determine some of his or her natural capabilities. The races of Krynn are described in a similar fashion to the basic character races in the Player's Handbook; however, the unique races of the DRAGONLANCE® saga give some unusual choices and qualities for your character.
In addition to the entirely new races, some of the traditional D&D races (dwarves, elves, and half-elves) have been slightly modified in Krynn. The racial descriptions given here replace those found in the Player’s Handbook for the DRAGONLANCE® saga.
Table 1: Racial Ability Adjustments
Race | Ability Adjustments | Favoured Class |
Human | None | Any |
Bakali | +2 Constitution,2 Charisma | Barbarian |
Centaur | +2 Wisdom, 2 Dexterity | Ranger |
Dwarf | +2 Constitution, 2 Charisma | Varies by subrace § |
Elf | +2 Dexterity, 2 Constitution | Varies by subrace |
Gnome | +2 Dexterity, 2 Strength | Rogue or Expert |
Half-elf | None | Any |
Kender | +2 Dexterity, 2 Strength | Rogue |
Minotaur | +2 Strength, 2 Wisdom, 2 Charisma | Fighter |
Mischta | +2 Charisma, 2 Constitution | Sorcerer |
Ogre | +2 Strength, +2 Constitution, 2 Dexterity, 2 Intelligence , 2 Charisma | Barbarian |
Language | Typical Speakers | Alphabet |
Abanasinian | Plainsmen, Seekers | Ergot |
Common | Any | Ergot |
Draconian | Draconians, dragons | Draconic |
Draconic | Dragons, bakali, jarak-sinn | Draconic |
Elven, Ancient | Elvish scholars, dragons, irda | Elven |
Elven, Dargoi | Dargonesti, Dimernesti, marine races | Elven |
Elven, Kagonesti | Kagonesti, centaurs | None |
Elven, Qualinesti | Qualinesti, centaurs | Elven |
Elven, Silvanesti | Silvanesti | Elven |
Ergot | Humans of Northern Ergoth | Ergot |
Gnomish | Gnomes | Gnomish |
Goblin | Goblins, hobgoblins, sligs | Ogre |
Hammertalk | Dwarves, goblins | None |
Hand Talk | Humans in Abanasinia | None |
Hill Dwarf | Dwarves | Dwarven |
Ice Folk | Ice Folk, thanoi | Ergot |
Irda | Irda, Mischta | Ancient Ogre |
Kalinese | Humans in Blood Sea ports | Istarian |
Kenderspeak | Kender | Ergot |
Kharolian | Humans in Tarsis, the Plains of Dust, and the Kharolis Mountains | Ergot |
Khur | Khur desert nomads | Istarian |
Kothian | Minotaurs | Kothian |
Lemish | Humans and goblins in Lemish | Ergot |
Magius | Wizards of High Sorcery | Magius |
Mountain Dwarf | Dwarves | Dwarven |
Nerakese | Taman Busuk humans, dragonarmies | Istarian |
Nordmaarian | Humans in Nordmaar, bakali, jarak-sinn | Istarian |
Ogre | Ogres, hags, ogre magi, giants, thanoi | Ogre |
Saifhum | Saifhum humans | Istarian |
Solamnic | Humans in Solamnia and Whitestone (Sancrist) | Ergot |
Sylvan | Centaurs, pegasi, unicorns | None |
Bakali
Bakali Racial Traits
Centaur
Centaur Racial Traits
Dwarf
Daergar
Daewar
Hylar
Klar
Neidar
Theiwar
Zakhar
Aghar (Gully Dwarves)
Elves
Dargonesti
Dimernesti
Kagonesti
Qualinesti
Silvanesti
Gnomes
Tinker Gnome Racial Traits
Half-Elves
Half-Ogres
Irda
Kender
Kender Racial Traits
Minotaurs
Minotaur Racial Traits
The bakali are a race of lizardfolk found in the remote swamps of Ansalon. Though savage, brutal, and uneducated, they are not unintelligent. Indeed, they are cunning and quick to learn, although they do have their limitations.
Personality: The bakali are distrustful and suspicious by nature. More than most races they keep to themselves and seldom leave their own territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueler than they really are. Although this attitude is too simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence, although individuals may hold more tolerant or peaceful views. The bakali are also courageous, having no fear of death. Theirs is a courage, however, that does not cause them to charge foolishly forward. They do not fear death but they do enjoy life. Although savage, they are not stupid. Indeed, they are particularly skilled at war. Using deception, ambushes and even retreats are not cowardly if the situation calls for it. Anything associated with war in victory or defeat is considered courageous.
Physical Description: Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers.
Relations: The stereotype is reinforced by their dislike of strangers, particularly the humans of Nordmaar, with whom they have had poor relations for centuries. Consequently they have their own stereotypes about humans greedy, lying, thieving, and murderous scoundrels. Few humans are befriended by the bakali. However, they place great store in friendships and alliances, among their own kind and with other races. Although they may be frequently hostile to humans, the bakali are not without honour. They have long memories, remembering both the good and ill done to them. They treat others as others treat them. If a human is fair and honourable, even if he is an enemy, the bakali treat him with the same respect. If an outsider manages to befriend a bakali, the bond will last until the trust is betrayed.
Alignment: Bakali are often chaotic, and usually neutral. A few bakali who have experienced cruelty at the hands of the "civilised" races tend towards evil.
Bakali Lands: The bakali dwell in the remote swamps of northern Ansalon.
Religion: The chief Bakali gods are Krik'k lettz, an incarnation of the nature deity Chislev, and Sirr'ushush, an incarnation of the warmth-deity Sirrion. Although bakali worship appears to be savage and bloody to non-bakali, the most gruesome ceremonies are simply ritualized food preparation; the bakali religion is not a destructive one.
Language: Bakali speak their own racial tongue, which consists of short hisses, growls and smacks, and does not have a modern written form. Ancient bakali most likely used the Draconic script.
Names: Bakali do not name males and females differently. For the lizardfolk, mating season only comes once per year, and they do not consider the sexes to be very much different the rest of the time. Bakali by tradition name their young in the Draconic tongue, which can be quite a surprise for the scholarly. Unfortunately, they lack a human sense of poetry in naming, and often choose words in Draconic based entirely upon their impressive sound not caring that “Athra’lhorr” translates as “quickly blue” or something equally meaningless.
Names: Amr’harza, G’harr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx.
Adventurers: Bakali are courageous yet cunning enough to make less-than-obvious schemes to reach their goals. A character who desires revenge or overcome an enemy within the Glade might decide to venture into distant lands. Bakali who have taken up an adventuring life are often forced exiles sole survivors of a tribe slain by Nordmaar barbarians or the Knights of Takhisis.
Having gained their freedom, such characters might desire to explore more of the strange world they have been thrust into, or possibly they might seek to become more powerful before attempting to return home.
The half-equine, half-humanoid centaurs are not especially virtuous or intelligent, but are one of Krynn's proudest and noblest races.
They think first of themselves, enjoying pleasures such as wine, art, and fine weather.
Personality: One would be hard pressed to find a more passionate race than the centaurs. As marked hedonists, centaurs look upon every new day as a chance to experience new pleasures, hear new tales, and undertake new amorous pursuits. Proud centaurs remain ever conscious of their appearance. Most find any disfigurement, from a battle scar to a tattoo, to be upsetting and unsightly.
Physical Description: Physically, centaurs are fascinating, having the bodies of a great horse with a human torso, head, and arms. Long hair runs down their backs like a mane. Males have broad chests, rippling muscles, and handsome, angular faces. Females are lithe and graceful, and their visages are among the most beautiful seen in Krynn.
These creatures boast marvelous diversity in appearance. Their equine portions range from blond to black and, rarely, dappled. Although generally dark haired, centaurs have a skin tone anywhere from ruddy tan to rich brown to pale white. Many have brown or blue eyes, but some have black, green, or even violet. Centaurs do not understand the physical modesty of other races, and only wear clothing if the weather demands it. However, they enjoy decorating their bodies, and enhance their looks with jewelry and other beautiful apparel.
Relations: Centaurs get along well with kender, although they find members of that race far too flighty to accept as equals. Centaurs often befriend elves and humans, feeling stronger kinship with these races and sharing certain traits with each. They see dwarves and minotaurs as ugly, stubborn, quarrelsome folk, and must work very hard at times to get along with them.
Alignment: Centaurs are usually chaotic, and tend towards good. There are many neutral centaurs, however.
Centaur Lands: Centaur tribes have been found on the Abanasinian plains, around Crystalmere Lake and Darken Wood, on the Plains of Dust, on the Endscape Peninsula, and in the Wendle Woods of Goodlund.
Religion: Centaur religion is animistic; they see the sacred spirit of the world in all things. Thus, druids rather than clerics serve many centaur communities. Of those centaurs who worship the gods, most are clerics of Habbakuk, Chislev, and Mishakal.
Language: Centaurs do not possess their own language; instead, they speak a very rustic dialect of Common. Centaurs tend to be fluent in the languages of neighbouring peoples; thus, centaurs of Abanasinia may know Abanasinian, Qualinesti, and Sylvan, whereas centaurs of the Plains of Dust would be more likely to speak Ice Folk and Silvanesti.
Names: Centaurs are named by the elders of their tribe, according to the seasons and the skies at the time of their birth. In addition, most adult centaurs take the name of one of their parents as a surname (men use the name of their father or grandfather, and women use their mother or grandmother's name). A few individualistic centaurs use the name of their lover rather than their parent; such a centaur might call himself Stormglow, Husband to Whisperwind.
Male Names: Bluestar, Firebrand, Lightning, Stormglow, Summersun, Winterrain.
Female Names: Autumnlight, Dawnrise, Lightmoon, Softrain, Whisperwind.
Adventurers: The passionate centaur character might have begun a life of adventure for a variety of reasons, not all of them logical: ambition, wanderlust, love, vengeance, the desire for a quest, or the bond of friendship. Even in lands where centaurs are uncommon, a centaur hero might easily appear. Long journeys are easy for centaurs; a young character with a desire to see the world might have travelled quite a distance before meeting his companions.
There are seven subraces of dwarves in Ansalon the Hylar, Daewar, Daergar, Thiewar, Neidar, Klar, and Zakhar. The Aghar, or gully dwarves, are not considered true dwarves by their kin.
Although each of these subraces is different in appearance, demeanor, and history, the game information for each subrace conforms to that of the standard dwarf in the Player’s Handbook, except where noted below:
These dark dwarves have a powerful culture, and are infamous for murder, torture, and thievery. Daergar have light-brown skin and smooth cheeks. Their hair is black or grey, their eyes deep brown or violet. They are somewhat stockier than other dwarves. Daergar are hot-tempered, brutal, and utterly without honour on the battlefield. They never grant mercy. The leader of the Daergar wins his post by slaying all opponnets in a bloody spectacle.
This clan, loyal to the Hylar, has produced many important heroes over the years. In addition to being fierce fighters, the Daewar champion public safety and works.
The oldest and noblest dwarven race. Hylar dwarves have light brown skin, smooth cheeks, and bright eyes. They prefer to match their clothing to their brown, black, grey, or white hair. With wide vocal ranges, Hylar dwarves often form choruses and sing traditional songs in the resonant depths of their mountains.
These hill dwarves were trapped in collapsing tunnels during the Cataclysm, and only after a week and a half did they manage to claw their way out. Ever since, the Klar have been unstable or insane, and during the Dwarfgate Wars the entire clan was deprived of property for alleged sympathy with the Neidar invaders. Now they serve the wealthy of Thorbardin in menial roles.
These dwarves are also known as hill dwarves for the foothill communities in which they live. They have tan skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or grey, worn in respectable trim around the ears but long and bushy in beards and moustaches. Their clothes reflect the drab colours of their lands: black, brown, grey, tan, and beige. On rare occasions (when feeling festive or scandalous), Neidar don a scarf of bright red or green.
The Thiewar are strange, degenerate dwarves that dwell in lightless caverns and dream of world conquest and domination. Thiewar consider themselves the highest of the dwarven races, despite suspected human blood in their ancestry. They passionately distrust outsiders and kill them if given the slightest chance. Their devious and shrewd natures provide them with many such chances.
Thiewar have exaggerated, repulsive features: bulging and watery eyes, white or yellow skin and hair, and wiry bodies, which they drape in black, loose clothing.
These strange dwarves occupy the ruins of Thoradin. They call themselves Zahkar, or “cursed,” because during the Cataclysm they were infected with a terrible mold that almost decimated them. Zakhar have white skin and clear eeyes resembling glass marbles. Their hair is white or grey. Zakhar are smaller than other dwarves, seldom more than three feet tall, with thin arms and legs. Their voices are low and soft, barely above a whisper.
Zakhar wear dark robes with bulky hoods concealing most of their faces, along with skin-tight leather gloves and boots. Zakhar are grim, even-tempered, and unfeeling. They have no respect for life other than for members of their own race. The Zakhar work with slow diligence to rebuild the ruined halls of their kingdom, intending to make it as powerful was Thorbardin.
Note: In the Fifth Age, the prophet Severus Stonehand travelled to ruined Thoradin and cured the Zakhar of their disease.
These pitiful creatures are thought to be the result of ancient crossbreeding between the dwarven and gnomish peoples. Short, squat, and generally filthy creatures, the Aghar have long been denounced by the other clans of dwarves and left to their own devices in the sewers, dumps, gulleys, and swamps of Ansalon.
Gully dwarves do not make suitable player characters in most campaigns, and should be created only with the DM’s permission. The DM might allow a player to create an Aghar character using the creature desciption in the DRAGONLANCE® Monster Manual conversion (see page 22 of the DUNGEON MASTER’S Guide.)
Ansalonian elves are lithe, elegant creatures with pointed ears, thin limbs, and graceful movements.
The Dargonesti (or Quoowahb in their native tongue) are a race of elves living in the vast oceans northeast of Ansalon. Dargonesti possess slender bodies with long, webbed fingers and toes. They have large, violet eyes, dark blue skin, and hair that varies from a golden colour to deep green, very much like the colour of seaweed.
When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dargonesti suffers a –2 penalty to all rolls.
The Dimernesti are “shoal elves” who dwell in the shallow waters southeast of Ansalon and elsewhere. Dimernesti have light bluish skin and large eyes that are dark green or deep blue in colour. They wear their silver hair long, braided with shells, and prefer skin-tight clothes in tones of green and blue.
When reverting to her natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Dimernesti suffers a –2 penalty to all rolls.
Kagonesti are much more muscular than Qualinesti or Silvanesti elves. Their dark skin is traced with designs in clay, paint, and tattoo. Most have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with feathers, and adorn themselves with jewelry of silver and turquoise.
Kagonesti work to achieve harmony with nature for a full, happy life. They are fiercely proud folk, hot-tempered and passionate, and although they do not attack strangers, they are by no means pacifists. Kagonesti have no permanent settlements, and build temporary villages ruled by the oldest and wisest member of the tribe. Kagonesti believe that everything is alive and deserves respect. This respect extends especially to the dead.
Qualinesti are smaller and slighter than other elves, with eyes of blue or brown and hair ranging from honey-brown to blonde. They are not as strikingly beautiful as the Silvanesti, but have strong, pleasant voices and a friendly, open manner. Qualinesti prefer earth-toned clothing, with long dresses for women and jerkins for men.
Qualinesti frequently deal with other races, and are the most sociable elves. Their society is far less structured than the Silvanesti.
The Silvanesti are fair-skinned, with hair ranging from light brown to blonde-white, and their eyes are blue or brown; hazel eyes are possessed only by the line of Silvanost. They prefer loose garments, flowing robes, and billowing capes. Silvanesti speak in melodic tones and move with a natural grace.
A proud, arrogant, and stoic race, the Silvanesti are conservative and intolerant of other races, including other elves. They rarely communicate with the outside world, finding it too transient for their liking.
House Royal – Profession (administrator)
House Cleric – Profession (scribe)
House Protector – Profession (soldier)
House Mystic – Profession (apothecary)
House Metalline – Profession (merchant)
House Advocate – Profession (barrister)
House Mason – Profession (architect)
House Gardener – Profession (farmer)
House Woodshaper – Profession (herbalist)
House Servitor – Profession (servant)
During the Age of Dreams, Reorx attempted to teach the arts of the forge to a group of humans. However, these humans failed to live up to the god's expectations, yet were proud and boastful. Reorx cursed these humans to become diminuitive tinkers and craftsmen, unable to master their inventive urges.
The tinker gnomes are creators of large and complex machines sometimes complex to the point of obsolescence (“This is the alarm gong that informs us that the warning bell has just sounded...”). Human visitors to gnome settlements report seeing explosions, holes blown in walls, and narrow escapes from rampaging machinery. Often when a tinker gnome attempts to build, repair, or operate an invention, the results are failure or even success of an unexpectedly catastrophic nature. Usually the results of such mishaps are minor the gnome builds an engine that does nothing but emit foul-smelling smoke, or breaks an existing device but attempts with dangerous inventions may lead to more serious accidents. Beware rogue chicken-plucking devices...
Personality: The tinker gnomes are an inventive, creative people, but are lacking in clear logic. Whilst this eccentricity often results in devices that work in a roundabout way or not as originally intended, it does grant the gnomes some small amount of talent as artists, poets, and writers.
Physical Description: Adult gnomes of either gender stand between thirty and forty inches in height. They are noted for their brown, leather-textured skin, soft white hair, blue or violet eyes, and straight white teeth. Gnomes often develop wrinkles around the age of 50, and have rounded ears and large noses. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. Males tend to bald rather quickly, and almost always grow curly white beards; craftsmen keep these cut tidily short to avoid accidents, whilst patriarchs have long beards that sometimes even brush the ground. The gnomish style of dress is usually colourful and artistic, appearing almost festive.
Relations: Tinker gnomes admire the keen minds of the elves and humans, the craftsmanship of the dwarves, and the curiosity and creativity of kender. At the same time, they consider each of these races too easily distracted from the proper pursuits of science, technology, and progress. Bakali, centaurs, and ogres remain incomprehensible to gnomes, too rugged and brutal for comfort. Furthermore, these races are hardly known for their craftsmanship. Minotaurs, on the other hand, are considered warily; gnomes dislike the patronising attitude of these creatures, but recognise their cunning and power.
Alignment: Tinker gnomes tend to be good in alignment. Gnomes are whimsical, innovative, and unpredictable, all chaotic traits.
Tinker Gnome Lands: Gnomes dwell in small numbers throughout Ansalon, usually in remote mining communities. The single largest gnomish community is the terraced extinct volcano named Mount Nevermind in Sancrist.
Religion: By far the most popular gnomish deity is Reorx. To them Reorx is a gnome who loves building, creating, inventing, and tinkering. There is also a small cult that follows Shinare, goddess of industry, and attend services every sixth day.
Language: Tinker gnomes speak their own tongue, and are always quite good at speaking Common, although in an idiosyncratic, rapid manner. Strangers who observe a human “patiently” explaining matters to an excited tinker gnome might mistakenly assume that they were speaking different languages.
Names: Each tinker gnome has three names. A gnome’s true name recounts the character’s entire family tree, extending back to creation. This history occupies a single, enormous word that can easily fill a large book. Though each gnome knows his complete name (or at least the first few thousand syllables), most use a shortened form of address that merely takes half a minute to recite. This shorter name lists the highlights of the character’s ancestors’ lives. In casual conversation, minoi use even shorter names, only three or four syllables long. These names express the basic nature of the gnome, and may be altered or appended to from time to time.
Male Names: Armivirum, Barsh, Boinio, Burukoymar, Conundrum, Domonicus, Drishurocolus, Gesedstaen, Gimolus, Gnimsh, Grindle, Jarrig, Perplexivus, Quandry, Slipger, Thelvaraen, Vargalastin, Vitaquecum.
Female Names: Aracano, Cahmetinaru, Livialantho, Narivinu, Ostholalo, Virumsa.
Adventurers: Gnome adventurers are occasionally forced to begin a life of exploration after being stranded far from home by a flying machine gone wrong. More often, though, a gnome character chooses to travel among the other races of Ansalon as tinkerers and craftsgnomes, selling minor inventions and masterwork objects to finance exploration into their personal interests.
There are also small colonies of gnomes to be found in isolated mountainous regions of Ansalon; a minoi character raised on one of these rustic communes might want to see a bit of the world, or perhaps get in touch with the more wealthy and cosmopolitan gnomes of Mount Nevermind.
Half-elves are often raised in an atmosphere of shame for their human heritage. No society or community on Ansalon consists solely of half-elves, and most drift from place to place. The Qualinesti grudgingly provide a home for half-elves and treat them coldly, but do not totally ostracise them.
Half-elves strongly resemble their elven parents, although men have the capacity to grow thick human beards. They are slightly taller and somewhat stockier than most elves. The game statistics of half-elves in Krynn conform to those of half-elves in the Player’s Handbook.
Except as listed below, the game statistics of half-ogres in Krynn conform to those of half-orcs in the Player’s Handbook.
The mysterious and exotic Irda are more powerful than a standard character race; the DM might allow a player to create an irda character as a class levels +1 character, using the creature desciption in the DRAGONLANCE® Monster Manual conversion (see page 22 of the DUNGEON MASTER’S Guide.)
Kender are a race unique to Krynn. An endearing yet infuriating race, kender can be found everywhere in Ansalon due to their wanderlust and curiosity. As the human proverb goes, “Where a rat can go, two kender will be.”
Personality: Kender are best known for their insatiable curiosity, their often casual attitude toward personal possessions, and their ability to taunt other creatures. Kender share a childlike nature: curious, fearless, lazy, irrepressible, and independent. They believe in the rights and freedoms of the individual, and resent being ordered about. Not many people can shut a kender up or tie one down.
Physical Description: Adult kender resemble young teenaged humans; aside from their pointed ears, they could pass as human youths with unusual premature wrinkles. Some kender are so wrinkled as to appear wizened. Most kender stand about four feet tall, although some reach five feet in height. Despite thin limbs, kender are well muscled.
Although fair-skinned, kender tan quickly, becoming nut-brown by midsummer. Their eye colour varies: pale blue, sea green, olive, light brown, and hazel. Hair colouration for kender ranges from sandy blonde to dart brown, with a few boasting coppery red or red-orange hues. Kender cannot grow beards or moustaches. Kender ears are pointed, much as elven ears are. They wear durable, rustic clothing of bright natural colours, with vests, belts, or short cloaks that contain many pockets. In these pockets and belt pouches, kender carry a countless assortment of curios and junk.
Relations: Kender like and are interested in almost everybody. Whilst they accept that some peoples are more interesting (not to mention friendly) than others, they usually look for the best in people. After all, why dwell on the dull or unpleasant? Unfortunately, kender quickly grate upon most races, who consider the irrational friendliness of a kender to be a cruel insult.
Alignment: Kender tend to be chaotic in alignment. They are commonly good or neutral in alignment, but rarely evil.
Kender Lands: Kender can be found in small numbers throughout Ansalon, but consider Kendermore (on the Balifor peninsula) and Hylo (in Northern Ergoth) to be their homelands. Kender society and politics is complex and ever-changing; leaders tend to be the individuals with the most interesting ideas, and in other respects kender society resembles an anarchy.
Religion: Before the Cataclysm, kender clerics could work miracles for the true gods, preferring to praise their gods beneath the open vault of the heavens. In post-Cataclysm Ansalon, kender clerics are much rarer.
Although kender recognise all of the gods, they hold Branchala, Chsilev, Mishakal, and Gilean in highest regard. Kender generally consider Reorx a grumbling but benevolent grandfather, but do not praise him highly. Seacoast kender set Habbakuk high in their pantheons.
Language: Kender possess their own unique language, but usually speak Common in day-to-day life. Kender use their ancestral language only for the purpose of retelling their traditional stories and sharing their culture.
Names: A kender has a given name, followed by a descriptive “chosen name” that reflects the kender’s appearance, exploits, or attitudes towards life. The individual does not always devise his own chosen name; especially popular or appropriate nicknames can easily become a chosen name. Young kender often use the chosen name of their favourite elder relative (not necessarily a parent) until they acquire one of their own.
Male Names: Arlie, Brimble, Buckeran, Giffel, Jackin, Kalin, Kronin-Alin, Milo, Pentrien, Peverell, Pickolus, Quinby, Ralph, Rethean, Rithel, Talorin, Tarli, Teekli, Tobin, Vallo, Zacharo.
Female Names: Amari, Amber, Athola, Catt, Dera, Emla, Ethani, Hakan, Judi, Juniper, Loraine, Mela, Noblosha, Oletta, Paxina, Teeli.
Chosen Names: Birdwhistle, Downyheels, Five-rhyme, Flamehair, Flowerhair, Lampwick, Lighteyes, Maplekeys, Nimblefingers, Pathfind, Quickstep, Redfeather, Riddler, Ringglimmer, Slightfoot, Softtread, Songmend, Stubbletoe, Thistleknot, Windseed.
Adventurers: The natural curiosity of a kender drives her away from home to explore the world, a period of life known as “wanderlust” that can last between five years to the entirety of the kender’s life (sometimes not much more than five years). These kender pick up a variety of skills and acquaintances in their wanderings, and can become extremely resourceful allies.
Minotaurs are a powerful race of sailors, pirates and gladiators that live in the Blood Sea isles. Many other races foolishly underestimate the intelligence, honour, and savagery of the minotaur race.
Personality: Minotaurs are supremely confidant in their own abilities and destiny, so much that they often treat others with arrogance and contempt. Yet minotaurs have a highly developed sense of honour and nobility. They have a strong code of correct behaviour and duty towards family and nation. Minotaurs remember their debts and obligations and understand perfectly their status in society.
Despite their clear honour and trustworthiness to those who have their respect, minotaurs are anything but straightforward. Their minds are devious and labyrinthine; they are masters of feigning interest and loyalty to those they are forced to follow but hold in low regard. Minotaurs believe that might makes right indeed, they base their code of honour upon this maxim and they rarely ignore the might of a cunning mind.
Physical Description: The physical presence of a minotaur is awe-inspiring. Powerful, seven-foot tall humanoids with the horned head of a bull, minotaurs have fur all over their bodies, ranging in colour from red to brown and even black. Their ivory-coloured horns reach up to two feet in length (slightly less for females). Minotaurs rigorously wax and polish their horns, and criminals are punished and forever exiled from minotaur society by having their horns sawed off.
When not armoured for battle, minotaurs prefer loose clothing such as robes, tunics, and in warmer months, simple loincloths.
Relations: Minotaurs intend for their race to rule, and they will go to any lengths to ensure that it does. One might infer that the minotaurs feel that other races exist only to serve the minotaurs or to be used and discarded; this is in fact a correct assumption. A minotaur will certainly never accept anything less than a position of equality. If on a less-than-equal footing, a minotaur will use any means at his disposal he will attempt to destroy his oppressors from within or without, as long as he regains his freedom.
Alignment: Minotaurs are usually evil in alignment, although individual minotaurs vary greatly in their attitudes and ethics. Most minotaurs are disciplined, meticulous, and scrupulous, and tend towards law.
Minotaur Lands: Minotaurs live in a sea-based culture on the two islands of Mithas and Kothas, in the Blood Sea. Because Ansalonian minotaurs care little about architecture and aesthetics, their cities and towns are squalid; most buildings are made of mud and rough planking. The streets between the buildings are dirt or gravel. Built on the rule of might, these lands are led by an emperor in Nethosak, capital of Mithas.
Religion: For the most part, minotaurs have no organised belief system. Historically, the minotaurs have been consistently disappointed by the gods that they called upon, especially during their centuries of enslavement and debasement. Minotaurs hold death in no special regard, neither fearing it nor sanctifying it. Since they know that death is inevitable, minotaurs often wish to make their deaths affairs of high drama. They desire to meet it in a way that will honour them and their family. Minotaur warriors often eat the heart of a respected enemy, thus to gain some of his fighting prowess, and believe that the spirit of a brave minotaur warrior will sometimes be reborn to continue the fight for glory.
Worship is a matter of personal belief or rather, loyalty to a cult that promises power and success. The chief minotaur god is Sargas (Sargonnas), a deity cloaked in mystery. His clerics involve themselves in political intrigues and influence important nobles, all while maintaiing their own secrecy. Some minotaurs, particularly those who make their living from the Blood Sea, venerate and appease Zeboim, Queen of the Sea.
Language: Minotaurs speak their own language, known as Kothian.
Names: A minotaur has a given name, chosen by his parents, as well as a family name which traditionally comes from the most accomplished or glorious of his ancestors. Occasionally a minotaur is so successful that his glory eclipses that of his family ancestor; in this case, the minotaur is known by his first name only, and his descendants form a new family line named after him.
A minotaur who takes the name of his home as a name uses the suffix Es- (in Mithas) or Et- (in Kothas).
Male Names: Aelus, Aurik, Audarius, Cerayos, Chot, Chyrub, Crinlas, Dinivan, Dinn, Kalin, Karathos, Kezar, Leonid, Pethis, Rikar, Thentias, Touro.
Female Names: Aesthra, Amela, Claera, Hylissa, Miranda, Orgenta, Pelippa, Varelia, Veliana.
Adventurers: Minotaur adventurers are commonly the youngest children of large families who take up a life of risk and danger in hope of making something of themselves. Others are hardened sailors, explorers, or even pirates who have given up their old lives and are finding a new use for their skills. Most minotaur adventurers are driven by similar motivations: ambition, pride, and glory.