Draconians Readers [link to this!]

After the chromatic dragons were driven into the Abyss by Huma Dragonbane, Paladine bade the metallic dragons slumber, in order to preserve the balance. Before the War of the Lance, Takhisis freed her dragons, commanding them to steal the eggs of the good dragons, which were used as hostages to secure the Oath of Neutrality from the metallics.

Takhisis, however, did not keep to her word, and gathered Wyrllish the priest, Dracart the Black Robe and Harkiel the red dragon to perform a complex ritual of Divine Magic, High Sorcery and Wild Magic to corrupt the draconic eggs. Each egg split open to reveal several draconians, one new breed of draconian spawned for each of the five breeds of metallic dragons. A curious trait to notice is that newly hatched draconians possess vibrant, shining scales of their breed's draconic progentiors, growing more dull as they age, metallic dragons are born with dull, mottled colouration, growing in luster and colour as they age.

Draconians, or "dragonmen", are a true race, and both genders exist. The personality traits of each breed appears to be a perversion of the original draconic traits. Draconians are evil to the very core, venerating the great evil dragons with all the piety their black hearts can muster. Under the command of such a chromatic dragon, draconians fight with greater morale guiding their blows.

Despite their unusual appearance, draconians are indeed dragons, though not nearly as powerful as the true dragons. They are immune to disease and paralysis, and magical sleep effects. All breeds but one, the aurak, possess small, weak wings that are poorly suited to flight but enable them to glide from heights. Draconians possess heightened draconic senses such as being able to see in little or no light, sense those around them without the aid of sight, and extraordinarily powerful olfactory senses. Combined with their low metabolisms, which allow them to survive on one-tenth of the food that a human would require, the dragonmen make excellent soldiers and can sustain a rough march for quite some time.

All Draconian races require RB Approval. They are limited to lower levels than standard races due to their special powers and Dragon Hit Dice.

Baaz - 12th level (ECL 3 character level)
Kapak - 11th level (ECL 4 character level)
Bozak - 8th level (ECL 7 character level)
Sivak - 5th level (ECL 10 character level)
Aurak - 3rd level (ECL 12 character level)

Baaz - The smallest of the draconian breeds, Baaz stand as tall as most humans, between five to six feet. They have roughly humanoid appearances, with dull, almost green, scales, From their shoulder blades emergy a pair of thing wings, not strong enough to bear the baaz aloft, yet they enable them to fly, saving them from a long fall or enabling them to ambush a foe from above. They have short, stubby tails that serve almost no purpose, and lizard snouts.

The Baaz adore disguises and find a certain glee in fooling humans by walking among them unnoticed. Hoods, masks and large, bulky robes work best to hide their bestial, draconic features. Highly decorative clothing is a pleasure that the Baaz find great pleasure in. They usually wear chain shirts, which are relatively easy to conceal beneath clothing.

The Baaz have a strong love of alcohol, and commonly enter a drunken frenzy before battle, a condition that many commanders encourage. Inebriation does not hinder the baaz in combat. They enjoy ambushes, but will engage in melee combat with a cruel, sadistic glee. They fight with longswords and spears, hacking and chopping with their weapons with little finesse or technique. In a moment of desperation, a baaz will resort to using its claws and wicked bite in combat, though these weapons are hardly formidable. The Brass dragons' gift of speech remains with the Baaz. Males are adept liars, allowing them to weave complex webs of duplicity to reinforce their disguises, while females are excellent diplomats, making them highly prized as managers and low-ranking military commanders.

Baaz were created by injecting a hardening liquid into ripening Brass Dragon eggs. When alive, baaz remain fleshlike, despite the hardened liquid in their bodies. However, when the creatures are killed, they turn into a substance similar to stone-trapping whatever weapon dealt the final blow until the stone crumbles to dust a few minutes later. Baaz are the smallest and most plentiful draconians, yet they are also the least respected. They are greedy, dimwitted and erratic, making them difficult to manage unless they are under the command of a powerful leader.

Kapak - Made from the eggs of Copper Dragons, Kapaks sport a short mane that hangs down to one side of their mouths. Their large, leathery wings make them fair at gliding. They disdain clothes, as worthless trappings of humans. However, they have been known to wear trophies of their kills--necklaces, bracers, and other shiny objects. Kapaks are generally ignorant, ill-mannered, famished, and witless. They are best-suited to a military lifestyle, where their movements and actions are directed by more intelligent draconians, such as bozaks. A force of kapak foot soldiers is dangerous, swift, and surprisingly strong. They prefer close fighting, where their venomous saliva and curving claws work to best effects. Kapaks serve as skirmishers and assassins in the Dark Queen's army. They are notorious for thier venomous bite. Before entering combat, they often lick their weapons to coat them with poisonous saliva. As the poison evaporates from a weapon rapidly, it is not uncommon to see a fighter pause his attack for another lick. When a kapak is slain, its body dissolves into a pool of acid.

Bozak - Made from the eggs of Bronze Dragons, these warped dragon offspring are typically 6-6 1/2 feet tall. They are covered with bronze-hued scales. The scales are small and fishlike on the draconians face, hands, and feet, but are about the size of a copper piece on the remainder of the body. Although limited in flying ability, bozaks have learned to glide indefinitely in strong winds. They prefer gliding at night, when they are safer from the eyes of humans. When killed, a bozak's flesh becomes dry and brittle, turning to dust. The bones begin to vibrate, and finally they explode. Bozaks are the most cautious of the draconians, serving as special forces and commanders for their Dark Queen. Their caution is reflected in their preference for magic and missile weapons over hand-to-hand combat. They prefer such spells as Burning Hands and Web.

Sivak - Sivaks are the largest and sturdiest draconians. They are the elite forces of the dragonarmies, shock troops weilding mighty flails and two handed swords. Even so, like Kapaks, they need direction. Their small minds have trouble concocting long-range plans and elaborate tactics. Birthed from the eggs of Silver Dragons, sivaks gleam like polished coins. Their eyes are dark, however, as black as their corrupted souls. Their great strength makes them accomplished fliers, and when they take wing during the day (are the only dracs that can actually fly, btw), the brilliance of thie scales is dazzling. The most devastating ability of the sivaks is their mastery of shapechanging. They can assume the form and voice of someone they have just killed. Sivaks delight in masquerading as their victims. They can change back to normal at will, but cannot regain a humanoid form until they kill again. This shapechanging ability allows sivaks to function well as spies. Gruesomely, if it is slain by a humanoid, a sivak shapechanges into a repica of it's killer. It retains this death shape for 3 days before the walking corpse bursts into flames and is reduced to black soot. If a sivak is killed by a monster or giant, the draconian corpse bursts into flames immediately.

Aurak - Auraks are special agents of the Dark Queen. They are made from the eggs of Gold Dragons. They can move among other races undetected. They are the rarest and most powerful of all draconians, and have an arsenal of attacks and defenses to choose from. Auraks cannot fly, but move swiftly on foot and can occasionally teleport up to 60 yards away. Auraks have very acute senses, with infravision and the ability to detect hidden and invisible creatures within 40 yards. They can also see through illusions. Auraks have several natural defenses that can be invoked at will. They can become invisible at will. They can take on the shape of any animal their size several times in one day. They have a natural resistance to magic (note I say resistance, not immunity).
Finally, auraks can perfectly imitate the appearance and voice of any humanoid they have seen. They can retain this form for about 10 minutes, and use it thrice per day. The widespread rumors that auraks smell of sulfur are merely wishful thinking. Unfortunately, the Dark Queen's spies can be detected neither by sight nor smell. Auraks have a variety of offensive attacks. They generate burst of energy from each hand, and can hit enemies within arms' length. Alternately, auraks can attack with their claws and teeth. In addition, they can exhale a huge, noxious cloud of gas. Victims caught in the cloud suffer chemical burns are are temporarily blinded. Auraks can use magical spells and an innate ability for mystical attacks. Each day, an aurak can cast up to eight spells, including Shocking Grasp, Blink, and Wall of Fire. Mind control is the aurak's most insidious power, as it allows the aurak to direct another creature's body as though it were his own. When an aurak suffers a mortal wound, the escaping magical energy causes him to burst into green flames and enter a fighting frenzy, wildly attacking all around him. Like a leaking helium balloon, his body shrinks into a whizzing ball of green lightning, and finally explodes in a shower of magical force.

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Dragonspawn Readers [link to this!]

The Dragonspawn are a new race to come into existance within the Fifth Age of Krynn. There are five known types, all based on the Chromatic Dragons. They're large built creatures and seven to eight feet in height. They are like draconians in a way, yet different. Created by the Dragon Overlords, this gives them different qualities. Dragonspawn have tough scaly hides which acts as a fine armor for them, and they tend to do a lot of damage. Dragonspawn created originally by Dragon Overlords all have a mental link to that dragon, and it's known that all Spawn are created for the single purpose of serving their Dragon Overlord.
To say the least, these creatures are amazingly tough.
Abilities

Breath Weapon - All Dragonspawn have a breath weapon, just like the dragon that they were created from, so can they. Obviously not as strong, it still can do a fair amount of damage.

Death Throe - This is what happens when a Dragonspawn dies. Like Draconians, Dragonspawn will experience violent reactions when they die, most often they are known to explode, melt, or some other nasty thing.



Red Spawn - Created from the fire of Malystryx, these spawn are by far the largest and toughest of all the dragonspawn race. They, like their creator, can breath flame as a breath weapon, and have their tails and claws usable for defense. When Red Dragonspawn are slain, they explode into a spray of flaming oil, damaging all those near.

Blue Spawn - Khellendros, the Blue Overlord gave birth to the spawning process, and thus these are his children. Blue Spawn aren't as strong as Red, but they've got their aspects. They can breathe a lightning bolt out as their breath and have natural use over Electromancy. And when they die, Blue Spawn turn into an electrically charged cloud which inflicts damage upon others near.

Black Spawn - Onysablet turned these into her own, and thus created them within the deep and dark of the New Swamp, created by Sable's acid spittle. Black Spawn breathe out a blast of acid, and their death throe is a shower of acid.

Green Spawn - Spawn of the Green Overlord, Beryllinthranox, show true to having the traits of the greens. They're created from Beryl's chlorine breath, and breathe out a stream of poison. As imagineable Green Spawn will try to attack from far, keeping themselves out of harm's way, just like their green dragon counterparts would. When these Spawn die, they explode into a contact poison that causes confusion.

White Spawn - Hailing from the frigid realm of Gellidus, these Spawn are used to cold climates and much prefer them. Unfortunately for them, being made by one of the least intelligent of chromatic dragons, they suffer also, and aren't exactly geniuses. Their breath weapon is a blast of frigid air that does damage, and then there's the death throe. When a White Dragonspawn dies, it melts into a ten foot wide pool of water, which then hardens, trapping all that stand in it for ten minutes, when it evaporates.

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The Dwarven Races Readers [link to this!]

The dwarves of Ansalon are short and have wide shoulders, standing four feet tall and weighing about 140 lbs. The males have full beards and females and youths have whiskers that do not from full beards. their "standard" lifespan is about 250-450 years of age, and males for the most part start to suffer baldness about the age of 50-70 years of age, these races are hardy for their short size and stocky form, and are quite diverse in their "tyes" of dwarf.

Most people/other races will most often see the Dwarven race as "Greedy" and being rich with gold, often this is wrong, they are hard workers, whose dedication to the things they love, considering hard work and wealth to be two central focus points for their lifestyle, but this these views are hidden from anyone else making them seem irritable and grumpy.

Dwarves have an innate sense of "honor" and frown upon theivery, and instill the aforemention ideals into their young at an early age that of discipline and responsibility, they are passionate about their work and can produce some very fine work, and seldom wear any jewelry or other adornments preferring to wear medals or heirlooms. but they enjoy the "fruit of their labours" be it a finely furnished home, or a love for ale and tales and songs, it is told that a dwarf will lift voice to any good song..

Their race distrusts magic of any sort, but some time prefer the clerical ethos more than the frowned upon arcane arts, they worship Reorx for the most part (and Shinare for her aspects also).

Hill dwarves, unlike their cousins that will live deep inside mountains, settle in the foothills, They have tan skin, ruddy cheeks, and bright eyes. Their hair is brown, gray or black, and worn trim around their ears, but long and bushy in their beards and mustaches. They prefer knee-high boots, large meals, and little work. (clans : Neidar and Klar)

Mountain dwarves, unlike hill dwarves, dwell deep below the ground in rugged mountain peaks. The most ancient race of mountain dwarves is the Hylar, from which the Theiwar, Daewar, Daergar, Zakhar, and hill dwarves sprang. Hylar have light brown skin tones, smooth cheeks, and bright eyes.Their clothing matches their hair: brown, black, gray, or white.

Gully dwarves are fertile crossbreeds of outcast dwarves and outcast humans. (appearing at the time of the greystone of Gargath). The hybrid unfortunately lacked the best traits of both parents. The crossbreeds were driven out of their clans, particularly by dwarves who regarded them as a blight. The new race proclaimed itself the Aghar "the anguished" and learned to survive off civilised folk. often frowned upon because of their squalid lifestyles and incredible stupidity...

Original Article :

The Elven Races Readers [link to this!]

Ansalonian elves are slim, elegant creatures. They have pointed ears, thin limbs, and graceful movements. They average about 5 feet tall, though they may get as high as 5'6. Most weigh between 90 and 100 pounds. They are considerd adults at the age of 80. Most elves live about 550 before leaving the world, though some are 700 years old. most often coming from a nature aspect, and forestal areas, they make excellent rangers, woodspeople, and because of their incredible lifespan they can make very good mages, but are very aloof and haughty to other races, and different types of elves bear a grudge against the other elves, for pasts wars, and other things.

Silvanesti are fair-skinned. Their hair color ranges from light brown to blonde-white. Their eyes are hazel. They wear loose garments, flowing robes, and billowing capes. The clothes they wear are shades of green and brown. these elves originate from Silvanost, and often consider themselves to be superior to other races, and seldom associate outside of their own kind...

Qualinesti are smaller and darker than Silvanesti, with blue or brown eyes and hair ranging from honey-brown to blonde. They prefer earth tone colors. They have strong, pleasant voices and a friendly, open manner. The women wear long dresses and the men wear woven trousers and jerkins, these types of elves tolerate other races, but are reserved except around their own kind, they often come from the great forests of Qualinesti.

Kagonesti are the same size as Qualinesti and Silvanesti, but much more muscular. Their dark brown skin is covered in clay and they usually have at least one tatoo. They have dark hair ranging from black to light brown. Elders have silvery white hair. All of the Kagonesti elves have hazel eyes. They wear clothes made of leather decorated with feathers. these are considered to be the "wild" elves by their land based cousins, and have been subjected to some degradation by their aloof cousins, but are mostly a wandering nomadic type people...

Dargonesti and Dimernesti are sea elves. They have rubbery bluish skin, wide eyes, and webbed fingers and toes. Though they swim well in elven form, Dargonesti can change into sea otters and Dimernesti change into dolphins, this race is rarely found outside of the seas, shunning the outside world.

Drow are the "true" dark elves, not those cast out for practicing the dark arts of magic (Qualinesti and Silvanesti have little or no tolerance for blackrobed magi) these elves are the dwellers of the underdark they are cruel as their underground cities despise weakness (they will often kill than talk amiably), and those that are culled/killed, or subjugated beneath a harsh lord, they are the masters of shadows as their underground cities are in constant shadow, most drow fear the light and shun it's grace, their race is that of the plotters, cruelty, and the subtle arts of poison....

Original Article :

Humans / "Commoners" Readers [link to this!]

Humans on "Ansalon" are very much like the "humans" on earth. like you and I, with varying hair colors, and skin tones and hues, similar diversities in height and weight, pretty simple, in most terms the most prolific and commonly found race in Ansalon. the usual lifespan of a human is about 60 or more years, nothing compared to the other races of Krynn, and a mere blink in the eyes of the Gods of Krynn, but for the most part, this race is the most adaptable race on Krynn.

The most part of the human race on Krynn is the commoner - the person who tills the fields to plant crops, the people who do the "mundane" work and tasks, the people are varied in their tasks, from the ignoble peasant, servant, the adventurous fighter or mage that seeks to make their way in the world through to the noble heroes and rich merchant.... for the most part the "common" person on Krynn looks down upon magic / adventuring with distaste as they prefer to live simple lives...

... but for few who will take upon themselves to be heroes, humans excel in being almost any type of hero, from the peasant who becomes a warrior, or one who will dedicate their life to the magical arts, or the cunning ways of the assassins... the range of choices of what they can do is quite fantastic.

Original Article :

Kender Readers [link to this!]

Adult kender appear to be young teenage humans. Except for their pointed ears, they could pass as young humans. Most kander stand between 3'6" and 3'9" although a few reach four and a half feet tall. Adult kender weigh between 85 and 105 pounds.

The color of kender hair ranges from sandy blonde to dark brown. In Hylo, they where short cropped hair cuts and in Goodlund they prefer long braids, ponytails, knots, and combed manes. Kender can't grow beards or mustaches. they also have fair skin, but they tan quickly. By midsummer, they are usually nutbrown. The color of a kenders eyes varies from pale blue, sea green, olive, light brown, and hazel. Like elves, kender have pointed ears.

Kender clothing varies, but all wear duable and rustic outfits. Bright natural colors and ribbons accent clothing. Males wear shirts, pants, laced leggings, and soft leather boots or sandals. Females wear a tunic or dress, pants, and soft leather shoes or sandals. All kender wear vests, belts, and short cloaks with many pockets.

In their countless pouches, pockets, and belt packs, kender carry an assortment of junk. They carry feathers, stones, rings, string, teeth, toys, whistles, paper, charcoal sticks, ink, tinderboxes, buttons, chalk, figurines, hankerchiefs, marbles, mice, dried meat, bones, dried fruit, coins, candles, and just about anything else you can think of.

Kender live over 100 years. They always retain their youthful flair for life. They reach adulthood at about 20 years and reach old age at 70. As they age, their faces retain a youthful look. The only difference is a network of lines and wrinkles. Kenders hair grays slowly, often starting at the temples. Kender think of this look as attractive, with some speeding up the process with mud packs to dry out their skin.

Curiosity: All kender are curious about everything. They are natural explorers. Very little escapes a kenders notice. They study every detail no matter how many times they have seen something, it extends mostly to unusual things, they love magic items and rare creatures. They also love gadgets, especially gnomish ones. Kender see beauty in everythng. If they had an old and tarnished coin, and a new and gleaming one, they would keep the old one because it is unique.

Fearlessness: Kender are very often fearless. This is because they can not grasp their own mortality and therefore feel invincible. This combines with the kender wonder to wash away dread and any common sense they have. But kender fearlessness does not mean stupidity. When moments of danger come around, kender battle bravely when others cower behind. And they rarely let their fearlessness endanger anyone but themselves.

Original Article :

Minotaurs Readers [link to this!]

This race looks like a strange mix of bull and man. On average standing about 7 feet tall (can be taller) they are a fearsome sight. For the most part they resemble the Minotaur portrayed in greek legend, but the Minotaur that have grown on Krynn are quite different to the bloodthirsty animals portrayed in these legends.
They are an honorable race (regardless of popular opinion) They believe strongly in preserving their honor and emerging victorious in their struggle for the dominance of Krynn. Without honor, they have no life. They live by a rigid code of honor, developed over the years in response to the many hardships. This code embodies the Minotaur way of life. Woe betide any hapless minotaur who betrays this code of honor as they have both horns cut off (a point of pride to any minotaur) and are then no longer considered minotaur by their brethren.

The entire minotaur race with a long history of slavery has made them adept and strong in body and will. This reputation makes them extremely disliked as they view other races beneath them (they respect certain aspects of other races) and find them "weak" as they live a different lifestyle. They are known to have the most unpredictable tempermental nature of all the races of Krynn, often going into a bloodlust (uncontrollable rage) when provoked too far.

Their methods of living (the brutal and violent Arenas and their style of government) seem crude by other races, but they have their merit to them. In this manner minotaurs make excellent warriors for their physical stamina and have a large assortment of weapons only usable by the minotaur race and also make good priests (Minotaur culture has a strong following of the God Sargonnas - Takhisis's consort for his beliefs in war)

Original Article :

The Undead Readers [link to this!]

There are many undead races on the fantasical world of Krynn. they are mundane servants to the free willed and dangerous thinking greater undead, they often have a strong desire and lust for the destruction of the living and under the divine rule of an evil god/goddess (any of the evil "pantheon" - mainly Takhsis, Chemosh and Morgion) be wary, more often than not playing an undead character will be hard as there are clerics to "balance" them out and "turn" / Destroy your undead character. (more here to teach you about what they are, or if you wish to play a villain) Undead are mostly ALWAYS evil aligned, only exceptional cases, Revenants are Neutral and very few others, vampires are expected to be evil.

Vampires are minions of the night, these damned souls are the ones bought to the undeath by another vampire who drains their blood and returns some of their own accursed back to a victim, dark creatures of the night, they have an insatiable lust for the blood of the living, they are amongst the most feared of the undead (Editors Note : and the most complicated to RP Correctly) be wary of these dark minions

Liches are powerful Magi or Clerics that return from life, or seek to live beyond their normal lifespan (except for most elven races who are not permitted to be Liches) these powerful wielders of spell or prayer are often reclusive seeking to further their own art magically and are often expected to be powerful, as their lifespan is no longer measured as they care not for time itself, they are be afeared

Skeletal Warriors are soldiers whose lives have ended, and their skeletal remains pressed into an unholy service their souls forced from their rest to be commanded within their magically rotted frames, even though they are skeletal expect not for these minions of the unlife to a pushover and weak to fall to a singular swordblow, they retain their skills that they learned in life, although bound to their unlife they can be independant thinkers when battling, and know how to use their weapons well

Zombies are the most common form of undead, animated corpses that walk in unlife, these minions are walking rotting flesh, they are the most "common" form of undead, requiring less skill of a dark cleric to raise to the unlife and perhaps the previous life of a Zombie does not have the knowledge of battle they have in life, they are very simplistic following only one sentence commands ("kill that person" , "fetch me that item" type commands) although pitiful on their own, in large numbers their mindless mentality makes them a dangerous threat.

Spectres / Ghosts are the souls of the dead coming back from the dead to avenge/settle affairs on things that were unresolved in life. Retaining little skills and being unable to directly "interfere" with the the real world (touch, manipulation of objects) they will often direct living people to correct their affairs. Or sometimes souls at rest are bought back by evil clerics to do their bidding.

Original Article :

Assassins Readers [link to this!]

A Little like their cousins the Thieves - Assassins are those that kill for money ... or sport, be wary for one that gives you any reason to suspect their true trade, for they often employ numerous disguises, these men and women are highly specialized killers. The more skilled of their kind cam more likely kill you before you can utter their name... or alias.

They know their work, living in the shadows (Skill : Move Silently / Hide in Shadows) they kill or "remove" people these people are to be feared. they know the art of placing a blade expertly in a vital spot on your body, the often crippling and suspect art of poisons, shooting someone from a vantage spot with an arrow or bolt from a hidden spot, the many numerous means to killing a target/subject. due to having all these skills, most of the time assassins are often experienced thieves before plying their hands at the deadly task of being an assassin.

Assassins differ in many respects, they have a good knowledge of the workings of the body of most of the people of Krynn, and are trained to recognise different races. Most would have knowledge of what blows or poisons affect their chosen target. be wary of one of these people... more often than not, employing a guise and friendly manner until they strike.

Most Suitable Quote:
~A smile hides or tells many things. Love, Respect, Hate, Jealousy, or the dagger that has just appeared in your chest~

Restrictions
Weapon : Specializes in a few - Daggers, Shortswords, Bow, Crossbow.
Armor : Usually Leather
Magical Ability : nil
Requirements : Dexterity, Intelligence

Original Article :

Clerics / Priests Readers [link to this!]

A Cleric is one that seeks to master the disclipline of faith in their Gods, and in themselves, they are unlike mages who spend years studying, and constantly "rememorizing" spells, for their magical abilities are divinely gifted to them temporarily. altough this class seems very much like a mage, in terms that they can memorize spells you will find that they're unlike them, for when they cast it they're an outlet/channel for the will of their God, their major drawback is that they also spend many hours in meditation and prayer to find the will of their patron God

Now unlike mages some of the "orders" / different types of clerics are trained and wield their weapons with a reasonable degree of skill depending on what God the character follows, be it a god of healing, war, or otherwise. most often it is viewed that clerics wield maces, for the most part this is true... mostly considered to be restricted to weapons that do not puncture / shed blood ( staff, club, etc ) but can change, some are allowed to wield edged weapons, although a cleric can wield weapon, they cannot hope to achieve the skill of a fighter or knight....

Another "skill" / granted power of the Cleric is that they can "Turn" undead as "good" aligned clerical characters can force most types of undead back to their unholy graves... (except for Deathknights, Major Liches, and powerful undead) now attempts to "turn undead" is not always sucessful (the more levels that your character goes up, the better chance of this succeeding) more often than not this ability will often "scare" or force the undead minion to flee the area... on a reverse note, there are evil clerics, these do the opposite of "good" clerics, they raise the undead, and command these fearsome unholy minions.

Restrictions
Weapon : Restricted to what God the cleric follows
Armor : Restricted
Magical Ability : Clerical Prayerspells
Requirements : Wisdom

Original Article :

Druid Readers [link to this!]

The stalwart protector cares for nature and it's creatures. They keep the cycle of life going (birth, life, death) A druid is often bound to an area of land protecting it. Their goal is to protect it from harm and nuture the life keeping it in balance, which means they are neutral in all affairs relating outside their protectorate.
Druids respect life and draw on the power of the earth related spells of the earth more than any other thing, they are most like clerics, but completely different, they cannot turn undead. and borrow a few of their spells. ( animal, elemental, healing, plant, and weather spells )

What balances this class out compared to any other class is that an adept can call upon the following skills after a few years in training, A druid can identify plants, animals, and pure water with perfect accuracy, also able to pass through overgrown areas without a trace or hindrance, and the additional bonus of being able to learn the languages of woodland creatures that are in his domain. they are granted more powers by their deity as they rise in experience and wisdom.

Restrictions
Weapon : Staff, Club, Sickle
Armor : Restricted to Natural Armors (Leather)
Magical Ability : Druidic (earth) Clerical
Requirements : Charisma, Wisdom

Original Article :

Fighters / Warriors Readers [link to this!]

A Fighter is a person that relies upon the steel in their hand and the strength of muscle to survive, they earn their living upon the battlefield, no adventuring party survives without a person that knows how to handle their weapon. a fighter may be simple minded (eg, a big ogre with a club) or a skilled veteran (eg, a General who leads his soldiers) often considered to be a male profession, has resulted in the downfall of many foolish person that underestimated the ladywarrior that wielded steel, but be warned, no child ever picked up a blade and became an expert with it within seconds, they often prefer a range of weapons, and are very skilled in what they use for a weapon having spent years or will spend years mastering the fine art of war, and all it's aspects.

Their persuits in weaponry and armor finds this class particularly good for hand to hand combat, as this is their domain and if they are a master at what they can do few can match the skill of a disciplined and battle hardened veteran. but they always seek to learn new techniques, and other discliplines to enhance their keen skills, for the moment the warrior is unwary he is often dead upon a battlefield, or lying in an alley having being backstabbed by a pickpocket for his money pouch.

Restrictions
Weapon : any.
Armor : any.
Magical Ability : none.
Requirements : Strength, and Dexterity

Original Article :

Kender / Handlers Readers [link to this!]

The 'Handler' class would be known only to kender-kin on Krynn. Not all Kender are Handlers, Handlers steal out of curiosity, not greed, but for the simple joy in inspecting a new and interesting item, only to forget about it later on. they are kender that do not have a "specfic" class, but most of the "normal" kender ( which is 90% of kender population ) could be considered a "handler" they are NOT thieves, they have the abilities of thieves, but these are taught at a young age as a "normal" thing to all young kender-kin. not to teach them how to steal it's just an accepted thing amongst the kender race. they will most of the time be taught how to "examine" locks (Skill : Pick Locks) so they can expend their insatiable curiousity as to what lays around the next corner, "borrow" other items that catch their wandering attention (Skill : Pick Pockets) and often their keen hearing of when the city guard or someone that has had something borrowed (Skill : Detect Noise) and chases after them, above all they remain "innocent" because the concept of stealing to them is foreign and an insult to all kender...

Restrictions
Weapon : The Various and unusal weapons of a Kender
Armor : Usually Leather Armor
Magical Ability : None
Requirements : Racial requirements for a Kender

Original Article :

Mages / Wizards Readers [link to this!]

The Mage is the master of the mystical and of the mind, one that seeks sorcerous powers and lives for their sole passion - the arcane arts, Mages seek such knowledge and spend a large portion of their time devoted to the persuits of magical knowledge. The power that magic bring is like a highly addictive drug to some, these discliplined people have access to great powers, those that come at a cost, they do not possess the training of a warrior, lacking the physical endurance or stamina, they do NOT wear armor, or use weapons other than those that require very little or no training... for they prefer to use their skills than be involved in such a "menial" situation.

Mages "memorize"/store spells in their memories after hours of study to "commit" it to their memory, that in the most part is the easy part for a mage, for the casting of a spell at any level is highly taxing, for every spell requires spell components (a pinch of sulfer for a fire spell, it varies) and complicated gestures of summoning and precise words to cast the spell, and if that's successful, the mage suffers a noticable energy drain from their bodies at the completion of the spell, the higher the "level"/difficulty of the spell, the more the mage will be taxed, if a mage is casting and attacked midspell and their delicate concentration interrupted, the spell the mage is attempting to cast "fails" and does nothing.

A mage is often bound to one of three "orders" of magic, The White Robes (Solinari - good) The Red Robes (Lunitari - neutral) The Black Robes (Nuitari - evil) if they are part of Krynn's "Conclave of Mages" they have their own rules governing a mage as most mages that seek power often find themselves at one of the towers of sorcery to complete a "Test" to weed out the unworthy, and teach those that pass valuable lessons, few that emerge from the "Test" are scarred in one manner or another, If you're not part of the "Conclave" you are branded a "renegade" and at the will of the Conclave be hunted down accordingly and slain, this is a hard path, for very few escape the swift wrath of the conclave.

Restrictions
Weapon : dagger, sling, staff
Armor : robes ( mages require free moment to cast spells )
Magical Ability : Mage spheres of magic
Requirements : Intelligence

Original Article :

Rangers Readers [link to this!]

A ranger is a woodsman, hunter, and understanding of the ways of the woods. Skills that the ranger has make him good for tracking, woodcraft, and in some cases spying.. They're also able to deal with the wildlife of the forest. Walking up to a domesticated or non-hostile animal, a ranger can befriend it immediately. With wild animals a ranger can attempt to work with it in the same manner, but often this is a bit more difficult than with friendly type animals.

These woodsmen have good intentions, and none are evil. In addition, rangers all have a species enemy, whether it be the sniveling goblins, ugly trolls, or other evil races. Often when engaging in battle with this race, they'll seek to do combat with them more than with others.

Also, rangers have a certain code of behavior. If he commits an evil act (killing babies, etc etc..) he loses his status as a ranger. The races that choose the occupation of a ranger are usually elves, half-elves, or even humans who can appreciate the splendor of the forest.
While they are proficient trackers, upon attaining higher levels of experience, rangers can learn how to cast clerical prayers, those involving animals and plants. And last but not least, they are adept at hiding in the shadows and moving silently, such skills are always useful no matter what the situation.

Restrictions
Weapon : Any
Armor : Usually leather or studded leather
Magical Ability : Clerical prayers later on
Requirements : Strength, Dexterity, Constitution, Wisdom

Original Article :

Thieves / Rogues Readers [link to this!]

A Thief is a master of the shadows, one that merges with them the shadows being their best ally, for these people are those that pilfer people money, treasured items... in a sense good at taking what they want with stealth and precision. they may be a thief without morals, and kill your for what you carry, or one with brains, who will rob you blind, to return and "peruse" your items you may regain at another date.

Moreoften, theives aren't the most skilled of fighters, but they are specialized. they work in shadows, so seldom use large bulky weapons, the reason for this are they prefer to be nondescript, and their special ability to "Backstab" can't be achieved with a longsword, it's an art best used with a dagger or a shortsword. also because of their requirements to move stealthily in the shadows, their armor is never more than leather which doesn't make noise like those made of metal... and metal shines, where leather armor can be coloured to aid their abilities to move in the shadows.

Thieves are a master at what they do, be it "relieving" an owner of their money pouch (Skill : Pick Pockets) listen carefully for the approaching city guard or their hunters as they flee a scene where they've been discovered (Skill : Detect Noise) Climb walls quickly with climbing tools, it has been said that some thieves who are skilled climb with superior skill and confidence without the aid of such menial items (Skill : Climb Walls) as you'd think the fine and subtle art of picking locks is best done by a thief (Skill : Pick Locks) moving stealthily in the shadows (Skill : Move Silently / Hide in Shadows) also because of their dangerous art in "property recovery" they have a good knowledge of traps and their kind, knowing how to spot them and disarm them so they can carry on in their tasks, only a most skilled thief can disarm most traps safely, but be wary! there are complex traps that require skill and precision. (Skill : Find/Disarm Traps) also because of their travels they seem to recognise unfamiliar languages to a small degree (Skill : Read Languages) and if your character tends towards the evil side, and has little conscience, or manages to find themselves behind an enemy, skillfully attacking them from the behind (Skill : Backstab)

Restrictions
Weapon : Daggers, Knives, Short Swords, Crossbows, Bows
Armor : Leather
Magical Ability : Nil
Requirements : Dexterity, Intelligence

Original Article :

AD&D / Freeform? Readers [link to this!]

What is AD&D (Advanced Dungeons & Dragons) to start with?
It's a set of rules (which can get very complicated) for a gaming system. By rolling dice to determine the effects/possibilities of battles and spell effects, players can roleplay in a moderated setting. Usually adjudicated by a DM (Dungeon Master) or a GM (Game Master) who will direct the adventure that a Character (roleplayer) will undertake.

What's this got to do with KC (Kender Chat)?
KC is based on one of the AD&D based gaming setting on a world called 'Krynn' (the "DragonLance" setting) This means that people that RP with dice and adhere to the "rules" using dice to randomly judge the effects of a characters actions. (As described in TSR's "Players Handbook", "Dungeon Masters Guide" and "Monstrous Manual")

And what do these AD&D Rules have to do with KC?
Nothing, but some people like to use the AD&D rules as law. This is not "true" to the nature of KC. KC has the theme of being "Freeform" as in to allow for fun and excitement. (Do we remember that? ^_^ ) but in most things the "fairness" and effects of a characters actions get a bit blurred when "freeform" roleplaying. (How do we judge how well a spell/attack worked? eg. was it from a novice swordsperson or a master swordsperson? did that spell really burn me to a crisp?)

Okay - so we have the problem of "fair" limits
So using the "official" rules as a *guideline* not law (how well did that spell work? how badly did my sword hit him?). Making the rules "law" would be hard as many people don't know AD&D or tons of info about the DragonLance "setting". This would be unfair to impose that they MUST LEARN the rules to join in. That'd be a shame and a down point for many people.

So what do we do? I don't really want to learn AD&D!
Carry on freeform roleplaying with a golden rule. "Be fair in your dealings (rp'ing) with others lest your actions be returned unto you." However if you want to join in with other people you do have the option of learning the rules and you can always ask questions in the Bored Rooms?

I'd like to learn but it's too hard, and I can't understand!
This is fine. There will be people that can "DM" (administer/run) adventures fairly; they will most likely be able to balance out the play for you. You can most likely find a DM that will take care of the messy rules and let you freeform.

What's this all about then?
In a nutshell (help! *trapped in one*) Knowing about AD&D and a little on how it works would be nice knowledge to have. But there are people that can DM/guide you through an adventure without knowledge of AD&D. always remember that "Freeform" roleplaying is acceptable (no matter people's opinion) so long as it's "fair" playing.

Original Article :©2000 Pathways Staff (created/edited by Ben and "Y")


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Real Men, Real Roleplayers, Loonies and Munchkins Readers [link to this!]

Real Men, Real Roleplayers, Loonies and Munchkins
By Jeff Okamoto, Sandy Petersen, and lots of others including Kipper Snifferdoo


In an attempt to start teaching some of you what good roleplaying and bad roleplaying is I am posting this list. I found it on the net and altered it to fit Kip's Place. I'm hoping that we can cut down on the number of munchkins "power players" in the chats. Because it really irratates the members that know how to effectively roleplay. Here are a couple of pointers to clue you in as to what kind of player you may be....

Basic Player Types

The Real Man
The tough macho type who walks up to the attacking dragon and tells him to leave before he gets hurt.
The Real Roleplayer
The intelligent cunning guy who tricks the constable into letting you all out of prison.
The Loonie
The guy who will do anything for a cheap laugh, including casting a fireball at ground zero.
The Munchkin
The newbie or bad roleplayer who can never ever be out done.

PLAYER RELATIONSHIPS
REAL MEN:

* Real Men think Real Men are brothers in arms.
* Real Roleplayers hide behind them.
* Loonies harass them with stupid suggestions.
* Munchkins say "I'm a Real Man, too!"

REAL ROLEPLAYERS:

* Real Men protect Real Roleplayers, on the off chance they may come up with something useful.
* Real Roleplayers sigh with relief to know they're not alone, and then get their characters involved in love affairs and death feuds.
* Loonies harass them with stupid suggestions.
* Munchkins say "I'm a Real Roleplayer, too!"

LOONIES:

* Real Men ignore Loonies.
* Real Roleplayers sometimes harass them back by taking a stupid suggestion and making it work.
* Loonies declare a pie fight at 20 paces ... and cheat.
* Munchkins try to imitate the jokes, and fall flat.

MUNCHKINS:

* Real Men attack Munchkins on sight.
* Real Roleplayers trick them into being cannon fodder.
* Loonies make reasonable-sounding suggestions that will get the Munchkin killed in an amusing way.
* Munchkins query, "What's a Munchkin?"

GENERIC
Favorite World/Setting:

* Real Men play in Greyhawk/Sanctuary
* Real Roleplayers play in Krynn/Forgotten Realms
* Loonies play in Southern California
* Munchkins play wherever has the most magic items

Favorite Dungeon Activity:

* Real Men fight Red Dragons
* Real Roleplayers bluff the Ogres
* Loonies tell dirty jokes to Green Slime
* Munchkins do whatever gives the most experience/rip each other off

Favorite Melee Weapon:

* Real Men use Broadswords/Bastard Swords/Pole Axes
* Real Roleplayers use Rapiers and Main-Gauches
* Loonies use Stage Knives
* Munchkins use whatever gives the most plusses or kills the enemy in one shot

Favorite Thrown Weapon:

* Real Men throw Spears/Javelins
* Real Roleplayers throw Bolas
* Loonies throw their friends' magic items
* Munchkins throw whatever gives the most plusses or kills the enemy in one shot

Favorite Missile Weapon:

* Real Men shoot Long Bows/Composite Bows
* Real Roleplayers shoot Crossbows
* Loonies shoot Catapults loaded with offal
* Munchkins shoot whatever gives the most plusses or kills the enemy in one shot

Favorite Improvised Weapon in Barroom Brawl:

* Real Men use bare hands/tables
* Real Roleplayers use chairs, chair legs or pokers
* Loonies use plastic Pepsi bottles or toothpaste
* Munchkins use, you guessed it, whatever gives the most plusses or kills the enemy in one shot

Favorite Improvised Thrown Weapons:

* Real Men throw Munchkins (can you blame them?)
* Real Roleplayers throw beer mugs, pool balls and rocks
* Loonies throw Nerf frisbees
* Munchkins are too busy running from the Real Men/Whatever gives the most plusses or kills the enemy in one shot

Favorite AD&D Spell:

* Real Men cast Fireballs
* Real Roleplayers cast Find the Path
* Loonies cast Otto's Irresistible Nose-Picking
* Munchkins cast Smite Ruler and Transfer Loyalty of Populace

Favorite AD&D Psionic Ability:

* Real Men use Body Weaponry
* Real Roleplayers use Shape Alteration
* Loonies use Sea Anemone Hypnosis
* Munchkins use Assume Godhood

Favorite Alignment:

* Real Men are Lawful Good
* Real Roleplayers don't use alignment
* Loonies are Amoral Silly
* Munchkins are whatever gives the most plusses

Favorite Religious-type Character:

* Real Men play Paladins
* Real Roleplayers play Clerics
* Loonies play street preachers
* Munchkins play Demigods

Favorite Non-Human PC:

* Real Men play Dwarfs
* Real Roleplayers play Morokanths
* Loonies play a Dwarf-Elf halfbreed
* Munchkins play whatever gives the most plusses/Demi-gods or kills an enemy in one shot

Favorite Undead to Summon:

* Real Men summon Ghosts
* Real Roleplayers summon Wraiths
* Loonies send in an AD&D troll wearing a sheet
* Munchkins summon Cerberus

Favorite Way of Extracting Information from the Goblins:

* Real Men torture them
* Real Roleplayers cast Legend Lore/Telepathy/Mind Read
* Loonies tell puns to them
* Munchkins kill them and ask the DM what they knew

Favorite God:

* Real Men worship Humakt/Orlanth
* Real Roleplayers worship Issaries/Lhankor Mhy
* Loonies worship Hare Krishna
* Munchkins worship whoever gives the most plusses

Favorite Miscellaneous Magic Item:

* Real Men love Adamantine Claws
* Real Roleplayers love Repulsor Rays
* Loonies love Radioactive Teeth/ 3 Kleenex
* Munchkins whatever gives the most plusses or kills the enemy in one shot

Favorite Potion:

* Real Men drink potions of Superheroism
* Real Roleplayers drink potions of Animal/Plant Control
* Loonies drink potions of Jell-O
* Munchkins drink potions of Deity Control

Favorite Ring:

* Real Men wear rings of Elemental Control
* Real Roleplayers wear rings of Free Action
* Loonies wear rings of Smurf Control
* Munchkins wear rings of Infinite Wishes/the One Ring

Favorite Stick (Rod/Staff/Wand):

* Real Men wield staves of Striking
* Real Roleplayers wield wands of Healing
* Loonies wield rods of styrofoam
* Munchkins wield staves of Deity Power

Favorite Armor:

* Real Men wear Plate Mail
* Real Roleplayers wear Elven Chainmail
* Loonies wear Horse Barding
* Munchkins wear powered mechanized armor

Favorite Helm:

* Real Men wear a Helm of Brilliance
* Real Roleplayers wear a Helm of Telepathy
* Loonies wear a Helm of Blindness (``Works great against medusas'')
* Munchkins wear a Helm of 360-Degree Vision with Force Field

Favorite Shield:

* Real Men don't use shields (can't wield a two-handed weapon)
* Real Roleplayers use a Kite Shield
* Loonies use a panty shield
* Munchkins don't get the previous joke/use a Shield of Automatic Parry

Favorite Glove/Gauntlet:

* Real Men fight bare-handed
* Real Roleplayers wear Gloves of Dexterity
* Loonies wear the Glove of Michael Jackson Charisma
* Munchkins wear Gauntlets of Infinite Ring-Wearing

Favorite Footwear:

* Real Men wear Seven League Boots
* Real Roleplayers wear Boots of Stealth
* Loonies wear house slippers
* Munchkins wear Boots of Infinite Speed

Favorite Mount:

* Real Men ride heavy war horses
* Real Roleplayers ride palfreys
* Loonies ride sheep
* Munchkins ride heavy war tyrannosauri

Favorite Animal to use as a Familiar:

* Real Men have Black Cats
* Real Roleplayers have Owls
* Loonies have Slugs
* Munchkins have whatever gives the most plusses/Ancient Red Dragons

Favorite Kind of Elf:

* Real Men like the Pinis' elves
* Real Roleplayers like Tolkien's elves
* Loonies like Santa's elves
* Munchkins like Storm Giants with pointed ears

Favorite Kind of Dwarf:

* Real Men like Tolkien's Dwarfs
* Real Roleplayers like Glorantha's Dwarfs
* Loonies like the Seven Dwarfs
* Munchkins like Earth Elementals with beards

Favorite Food to take on Expeditions:

* Real Men bring along burgers, fries, milkshakes, and pizza
* Real Roleplayers bring along iron rations
* Loonies bring along Froot Loops/aluminum rations
* Munchkins bring along whatever gives the most plusses

When they encounter a sleeping dragon:

* Real Men wake it up and THEN attack it.
* Real Roleplayers sneak away quietly.
* Loonies tie its shoelaces together.
* Munchkins have their 34th-level thief backstab it with their 17 Sword of Slay Anything, and then put all its treasure in one backpack and run away.

Favorite Town Activity:

* Real Men drink ale in the tavern and start bar fights.
* Real Roleplayers drink wine in the tavern and talk to everyone.
* Loonies order watermelon daquiris and start food fights.
* Munchkins say ``What's a town? Is that some place where I'm suppose to roleplay?''


Original Article :Name: Rob
Email: rob@thesilence.ca
Web: http://www.thesilence.ca
Credit: Swiped from kencyclopedia.com about five years ago :) Credit to actual authors included in the text as well (By Jeff Okamoto, Sandy Petersen, and lots of others including Kipper Snifferdoo)