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Unsung Heroes
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U NSUNG H EROES
Table of Contents
Introduction ................................................................. 2
Characters .................................................................. 4
Dragons ................................................................. . . 52
Character Index ........................................................... . . 64
Credits:
Design: Tim Beach with Jim Atkiss (Nystallina, Tatanya), Rich Baker (Cymbelene, Valdemari),
Wolfgang Baur (Amberstar, Dwyam), Anne Brown (Calandria, Poresche), Tim Brown
(Boinias, Tranea), Dale Donovan (Estheria, Hakan), Jeff Grubb (Teekli, Blaze), Slade Hen-
son (Liliornin, Morrandar), Harold Johnson (Vattaan, Skie), Rob King (Kiiri, Pheragas), Julia
Martin (Lafallot), Colin McComb (The Red Minotaur, Santis), Roger Moore (Dargent, Khi-
santh), Bruce Nesmith (Pal, Shonorr), John Rateliff (Grindlethorpe, Jessie), Thomas Reid
(Alyssa, Grogan), Norm Ritchie (Cyan, Glitarald), David Wise (Hilmar, Aurum), and Bar-
bara Young (Glitterback, Vallo)
Design Coordination: David “Zeb” Cook, Karen Boomgarden, and Tim Beach
Development: Tim Beach
Editing: Karen Boomgarden
Cover Art: Robh Ruppel
Production: Dawn Murin
Typography: Gaye O’Keefe
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Copyright ©1992 TSR, Inc. All Rights Reserved.
9383
ISBN 1-56076-423-6
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Permission granted to photocopy or print this product for personal use.
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INTRODUCTION
Unsung Heroes is a sourcebook for the
DRAGONLANCE® Campaign Setting. It offers full
descriptions of 48 characters and 10 dragons
which have played minor parts in novels or mod-
ules, or were briefly described on AD&D™ Trading
Cards.
Some of the NPCs were heroes of the War of the
Lance, while others became heroes afterwards.
There are also villains within, and not everyone
who fought on the side of Good during the war
will be friendly.
Unsung Heroes builds on the Tales of the Lance
boxed set. Unfortunately, Tales of the Lance was so
packed with material that a few items were left
out. Also, much of the previously published mate-
rial on Krynn was written for the first edition
AD&D® game. When information in this accessory
disagrees with previously published game materi-
al, the information in Unsung Heroes takes prece-
dence.
Robes” or “Enchanter of the Red Robes.” Titles
such as “Black Robe Mage” or “White Robe Di-
viner” are acceptable, as are the very rare titles
like “White Mage” or “Red Illusionist.” High Sor-
cerers may not use wizard kits.
A renegade may be a mage or specialist as well,
and is referred to by school if it is known, such as
“renegade mage” or “renegade transmuter;”
“renegade wizard” is used if specifics are un-
known.
Those priests who belong to the Holy Orders of
the Stars are usually referred to by their order, as in
“Priest of the Good Order.” Some refer to their de-
ity in their title, as in “Priest of Mishakal” or “Pala-
dine’s Priest.” Priests of the Holy Orders do not use
priest kits.
Heathens can be clerics or specialty priests.
Some few receive spells if they worship true gods
(such as druids of Habbakuk), though the Holy Or-
ders and most others do not acknowledge their
abilities. Those who worship false deities (includ-
ing those imported from other worlds) either con-
vert or lose the ability to cast spells above second
level in power.
Handler and con artist/prestidigitator are kits for
use with the thief class. Only kender may be han-
dlers, and this requires a completely different phi-
losophy for the character. Kender may also be
thieves with other kits, or with no kit, but this is a
rare occurrence.
Tinkers and commoners can become proficient
in any weapon, but generally use basic weapons
like clubs or swords. If a commoner character
wants to start with proficiency in something odd,
like a minotaur gladiator’s weapon, there needs to
be a reasonable explanation. Tinkers and com-
moners can use any armor, but never start with
better protection than leather or padded armor.
There are no kits for tinkers or commoners, but
it may be possible to adapt a very few, such as the
peasant hero fighter’s kit or the academician wiz-
ard kit. In general, a kit implies a level of speciali-
zation beyond characters who are part of the
normal group.
CHARACTER CLASSES AND
KITS
This is a complete list of character classes of
Krynn: fighter, Knight of Solamnia, paladin, ranger
(Warrior Group); High Sorcerer, renegade (Wizard
Group); Holy Order Priest, heathen (Priest
Group); thief, bard (Rogue Group); tinker, com-
moner (Normal Group). The Normal Group is de-
scribed in Tales of the Lance.
There are no psionicists native to Krynn; what
few exist there are visitors from other planets or
planes, and if they stay on Krynn more than one
month per level, their psionic abilities disappear-
permanently.
“Knight of Solamnia” is a generic term used
when a Knight’s order is unknown, or to describe a
group of Knights of multiple orders. A Knight gen-
erally refers to himself by his specific order, like
“Knight of the Crown” or “Knight of the Rose.”
Such terms as “Crown Knight” and “Sword
Knight” are acceptable, but less common.
The barbarian, cavalier, and mariner are kits for
the warrior classes. Paladins, rangers, and fighters
can be barbarians. Only paladins and fighters can
be cavaliers and mariners. Other fighter kits can
be used as well, but are rare. Knights of Solamnia
never use kits.
“High Sorcerer” is a generic term, as is the far
less common “robed wizard.” A High Sorcerer
can be a specialist of any school allowed to the ap-
propriate robe color, and is normally referred to
by area of specialty, such as “Mage of the White
C HARACTER R ACES
A wide variety of races are available for player
characters on Krynn. Details can be found in the
DRAGONLANCE® Monstrous Compendium; the
Tales of the Lance and Time of the Dragon boxed
sets; DLR1, Otherlands; and here in Unsung He-
roes.
Kender receive the halfling racial adjustments to
thieving skills. The natural thieving skills possessed
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by all kender have already been adjusted for this.
Apply Dexterity adjustments normally to their nat-
ural skills.
Irda receive the following adjustments to thiev-
ing skills: OL + 10%; F/RT + 10%; MS + 5%; HS
+ 10%; RL + 5%. Because of prejudices against
them, lrda are seldom professional thieves. They
must choose a kit. lrda are generally investigators,
troubleshooters, or scouts, while some are adven-
turers, swashbucklers, or acrobats, and a few are
spies, smugglers, or burglars.
roes, if an individual has proficiency in a multiple-
use weapon, individual skills are listed, such as
“bollik (as bolas)” or “hoopak (as quarterstaff and
sling).”
P OSSESSIONS
All characters in Unsung Heroes have a list of
possessions; please note that these are the items
most often carried, but not an exhaustive list.
Characters might have other items, and all are as-
sumed to have at least a little money; though none
is listed.
L ANGUAGES
Most of the intelligent races of Krynn have their
own spoken language. Many of these have region-
al or subspecies dialects. Player characters on
Krynn receive Common and their local racial dia-
lect automatically, without spending proficiency
slots.
There are two dwarven languages, Mountain
Dwarf and Hill Dwarf. Each clan has its own dia-
lect of Hill or Mountain Dwarf, and Aghar speak a
slang-filled language, Gully Talk. Hammertalk is
tapped out in caverns to communicate over long
distances.
There are four elven languages: Silvanesti,
Qualinesti, Kagonesti, and Dargoi. The latter is
spoken by both types of sea elf, as well as mer-
men, sirines, tritons, and many other sea-dwellers.
There are many regional human tongues, in-
cluding Abanasinian (or Plainsman; Seeker is a
more formal version), Ergot (or Ergothian),
Estwilde (or Mountain Barbarian), Ice Barbarian,
Kalinese (or Sea Barbarian), Kharolian (used in Tar-
sis and the Kharolis Mountains), Khur (or Desert
Barbarian), Lemish, Nerakese (spoken in Taman
Busuk and surrounding areas), Nordmaarian,
Saifhum, and Solamnic.
There are three special languages. Hand Talk (or
Sign Language) is a silent language used primarily
in Abanasinia. Thieves’ Cant is a collection of idi-
om and slang known by all thieves (without the ex-
penditure of a proficiency slot). Magius is an
ancient language in which magical research notes
are often written; its spoken form no longer exists,
but literacy in it is necessary for a wizard who
wishes to advance very far.
D RAGONS ON K RYNN
Dragons have several attack forms available to
them. Those dragons described in this sourcebook
have only their commonly used attack forms list-
ed. Krynnish dragons are also able to alter their
size to become half normal size or up to 50% larg-
er. This allows them to squeeze into small spaces
or to appear even more impressive than normal; it
also leads to wildly varying reports of their size.
There has never been a reliable report of a sight-
ing of a baby dragon on Krynn. Sages speculate
that baby dragons do not look at all like dragons.
Hatchling black dragons might look like tadpoles,
while young green dragons might appear to be
worms of some sort. Some change gradually,
growing wings and other distinguishing features,
while others enter a pupal stage and metamor-
phose into dragons. These theories are uncon-
firmed, and occasional magical mutations (see the
entry on Poresche) add to the confusion.
T HANK Y OU
Unsung Heroes was a “jam” project, to which
almost everyone on staff contributed while work-
ing on other assignments. The authors would like
to thank the following people: Margaret Weis, Tra-
cy Hickman, Doug Niles, Mary Kirchoff, and all
the other authors of books in the saga, for writing
them; Anne Brown, Rick Brown, Rob Nicholls,
Thomas Reid, David Wise, and probably several
others for work on the trading cards; and Wayne
Chandler, Ky Hascall, Harold Johnson, and Sue
Weinlein for information and inspiration.
W EAPON P ROFICIENCIES
The Tales of the Lance campaign set introduces
many new weapons, some of which have multiple
uses. When a weapon can be used in several ways
(such as a hoopak, which may be used as staff,
sling, or spear), proficiencies must be taken in
each weapon type for effective use. In Unsung He-
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A LYSSA G LANOWIN
3rd-level Priest of the Good Order
Race: Human
Alignment: Lawful good
Move: 12
AC: 9
THAC0: 20
Hit Points: 14
Strength:
11
Intelligence: 18
Dexterity:
14
Wisdom:
16
Constitution: 9
Charisma:
12
Proficiencies: Staff, sling; etiquette, healing (2 extra
slots), herbalism, musical instrument (mandolin),
reading/writing (Common), religion, singing, spell-
craft
Armor: Ring of protection +1
Weapons: Staff, sling
Equipment: Mishakal’s medallion of faith, pear/ of
wisdom, bag of healing herbs
Description: Alyssa is a diminutive young woman,
and is often mistaken for a child because of her ex-
tremely youthful features. She has curly brown hair
that falls to just below her ears and fair skin. She
wears a simple dress that is white with blue in it, and
a pendant inscribed with the many names of her pa-
tron deity, Mishakal.
Because the village had been nearly destroyed, the
survivors travelled with the heroes to a nearby town,
where Alyssa visited the temple of Mishakal with Eri-
ma to learn more about the return of the true gods.
Alyssa’s enthusiasm did not go unnoticed by the
members of the temple, and she was invited to stay
and learn. With her parents’ permission, Alyssa was
soon an acolyte devoutly studying Mishakal’s teach-
ings.
Now a prominent priestess within the hierarchy of
the temple, Alyssa has begun to journey forth into the
surrounding land to spread the word of her faith, and
help rebuild the world after the War of the Lance.
However, her sheltered life as a child and during her
first years as an acolyte have made her a bit naive and
too trusting.
Alyssa now occasionally travels with a pair of
squires, named Merek and Suthor, who aspire to be-
come Knights of Solamnia. As part of their training,
Merek and Suthor escort her to various villages and
towns where she teaches her faith and heals the peo-
ple. Along the way, they have had an adventure or
two.
Attitudes: Alyssa is a devout priestess of Mishakal
and finds wonder and beauty in everything that she
discovers about the world. This sometimes is her
bane, because she tends to be too trusting of those
she meets. However, true to her deity’s teachings,
Alyssa is always more than willing to aid those who
are ailing or in need. Despite her child-like wonder,
Alyssa is a studious and devoted disciple, and there is
a prominent future ahead of her within Mishakal’s or-
ders.
Background: Alyssa’s village was nearly destroyed by
a skirmish between draconians and a party of wan-
dering heroes. After the combat, which the heroes
won, one of their members, a priestess of Mishakal
named Erima, began tending to the sick and hurt of
the village. Alyssa was so moved by this display of
caring that she wished to take up the life of a priestess
of Mishakal herself.
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