In the Dragonlance setting there are many playable species. Your character’s ancestry will be indicated in their High Concept which will allow it to be invoked or compelled when it becomes relevant to the story. In addition, there are stunts specific to your ancestry. You get one of these for free. You can purchase more by spending refresh normally.
At character creation, you may choose one of the standard ancestry aspects as yours or you can create your own. Each of the stunts listed are technically true for every member of the species it is listed under. However, until you spend refresh on them, they are only accessible through the expenditure of a fate point or by creating an advantage.
In addition, the ancestry you choose will sometimes give you permission to use specific types of equipment and to take other specialized stunts.
Below is a list of the ancestries common in a Dragonlance campaign, the stunts members of that species have access to, and the permissions they grant.
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Irda
Centaur
Gnome
Elf
Human
Dwarf
Kender
Half-Ogre
Minotaur
Physical Scale: Large (+1)
Important Skills: Athletics, Physique, Provoke
Languages: Common, Sylvan
Permissions: bows, crossbows, handaxes, javelins, slings.
Centaur Aspects
Invoke when brute strength is required, to resist enchantments or temptations, or to make your hooves Wpn2 for one exchange.
Compel when stealth is required, when angry, or when reason is required over passion.
Centaur Stunts
Darkvision. You can see up to one zone away in total darkness.
Hooves. You have hooves you can use to make Fight attacks in a conflict. Also, when you succeed with style on an Attack action, you can replace the boost with a Prone situation aspect.
Horse-kin. You have a calming influence on horses and other equines. While a horse or other equine can see and hear you it cannot be frightened except by magical means.
Marksman. You gain a +2 to Create Advantage actions you take with Shoot when using a missile weapon or to Fight when using a thrown weapon.
The dwarves of Ansalon are ancient and complicated. Created by the magical Graygem, dwarves nevertheless claim to be the chosen of the smith-god Reorx. From their humble beginnings on the shores of Kal-Thax to the Halls of Thorbardin, dwarves can be found throughout Ansalon.
The various clans of the dwarves work together for their own survival with one notable exception: the Dwarfgate Wars which pitted the dwarves in Thorbardin against their own kin over the scarcity of food and supplies following the Cataclysm.
Physical Scale: Medium (+0)
Important Skills: Physique, Willpower
Languages: Common, Dwarvish
Permissions: axes, hammers, light armor, medium armor, and your choice of brewer’s supplies, mason’s tools, or smith's tools.
Dwarf Aspects
Invoke to resist poisons and diseases, find your way underground, see in the dark, identify construction details, or to craft an item.
Compel when in a situation that requires manners, diplomacy, or tact, or to resist the temptation of treasure.
Dwarf Stunts
Darkvision. You can see up to one zone away in total darkness.
Giant-killer. You know how to leverage your shorter stature against Large or larger foes. You get a +2 bonus on Create an Advantage actions while in conflicts against foes that are at least one size larger than you.
Resilience. You gain a +2 bonus on Physique Defend actions to resist the effects of poison and on Overcome actions to end the poisoned condition.
Stonecunning. You gain a +2 bonus on Create Advantage actions using Lore to discover aspects concerning the origin or age of stonework or to find unusual details in stonework like shifting walls, hidden openings, pit traps, etc..
Created by the god Corellon, the first elves could change their forms at will. They lost this ability when Corellon cursed them for plotting with the deity Lolth, who tried and failed to usurp Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able to shape-shift at will, the elves retreated to the Feywild, where their sorrow was deepened by that plane’s influence. Over time, curiosity led many of them to explore other planes of existence, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest. In that state, they remain aware of their surroundings while immersing themselves in memories and meditations.
An environment subtly transforms elves after they inhabit it for a millennium or more, and it grants them certain kinds of magic. Drow, high elves, and wood elves are examples of elves who have been transformed thus.
Physical Scale: Medium (+0)
Important Skills: Athletics, Notice, Lore
Languages: Common, Elvish
Permissions: arcane magic using Lore (one school of your choice), longswords, shortswords, longbows, shortbows
Elf Aspects
Invoke to resist emotional or mental attacks, to take advantage of a forest environment, to see great distances or hear soft sounds, or to recall important historical events.
Compel when in emotionally sensitive situations, when a forest environment is threatened, or when quick decision-making is necessary.
Elf Stunts
Acute Hearing and Sight. You gain a +2 bonus on Overcome and Create an Advantage actions using Notice to hear soft or distant sounds or see small or distant things.
Darkvision. You can see up to one zone away in total darkness.
Long-Lived. You have a +2 bonus on actions using Lore to recall significant historical details.
Marksman. You gain a +2 to Shoot when using a longbow or shortbow to Create Advantages.
Gnomes are famous for designing grand machines for every imaginable task. Distant cousins of the dwarves, they often live for 350 years. They also invent things, but rather than making a simple machine, a gnome will add hundreds of ropes, pulleys, levers, gadgets, and a steam engine or two before declaring it complete. In addition, the gnome will install several redundancies and fail-safe measures.
All this innovation does not come without cost. Rarely does a gnome invention work without mishap. Gnomes have 34 different ways to say “Look out!”, each detailing the direction and the level of peril when an invention goes awry. For example, when the gnomes invented a device to destroy a Dragon Overlord, it blew the top off of Mt. Nevermind.
A gnome whose inventions tend to work as intended is typically regarded as mad. Gnomes are notoriously fast talkers, usually runningtheirwordstogetherlikethis. If you ask a gnome their name, they will proceed to recite the entire history of their family and their greatest achievements. They typically use a much shorter name when dealing with humans.
Gnomes are petite folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat.
Physical Scale: Small (-1)
Important Skills: Athletics, Lore, Will
Languages: Common, Gnomish
Permissions: use Lore to cast arcane spells (Spectramancy) and one set of artisan's tools of your choice
Gnome Aspects
Invoke to communicate with Tiny beasts, to see in the dark, or when being Small can be an advantage such as for sneaking, hiding, or to engender sympathy.
Compel when curiosity or impulsiveness gets the better of you, to show little respect for other people’s property, or when being Small is a disadvantage.
Gnome Stunts
Cunning. You gain a +2 on all Defend actions you make using Willpower.
Curious and Forgetful. Once per scene, you can spend a fate point to declare you have a Tiny object in your possession that belongs to a PC or named NPC so long as the item isn’t currently being used and you had a reasonable opportunity to acquire the item.
Darkvision. You can see up to one zone away in total darkness.
Gnomecraft. You gain a +2 on Overcome actions using Crafts when trying to fix a broken piece of equipment or on Create Advantage actions when attempting to improve it.
Physical Scale: Medium (+0)
Important Skills: Athletics, Physique
Languages: Common, Giant
Permissions: none
Half-Ogre Aspects
Invoke when performing feats of strength, intimidating someone, or any other time your size and savagery makes a difference.
Compel in situations when a light touch or etiquette is called for, in social situations in towns and cities, or when trying to control your temper.
Half-Ogre Stunts
Darkvision. You can still see up to one zone away in total darkness.
Menacing. You can use Physique in place of Provoke when attempting to intimidate someone.
Relentless. Once per session, you can spend a fate point to clear your stress track or to reduce a consequence by one step.
Savage. When you succeed with style on an attack action using Fight, you create an aspect instead of a boost with two free invokes.
Created by the gods of neutrality, humans were one of Krynn’s three original ancestries. Due to their short
lifespans, humans are viewed by the more long-lived peoples as a restless, impatient folk who quickly spread throughout Ansalon. While there are many different human cultures found throughout the continent, scholars tend to make a distinction between “civilized” and nomadic societies.
Physical Scale: Medium (+0)
Important Skills: any
Languages: Common and one additional language
Permissions: none
Human Aspects
Invoke when quick decision-making is important or to acclimate quickly to an unfamiliar environment.
Compel when making hasty decisions in social situations with an unfamiliar culture.
Human Stunts
Humans are the most common people in the world and the most diverse. You can choose one stunt of your choice for free that doesn’t have a prerequisite.
First-born of the gods of Darkness, the Irda were considered the most beautiful of the gods’ creations. Possessing a natural affinity with magic, they built a vast empire that stretched from one end of Ansalon to the other. Considering elves too physically weak, they built their cities on the backs of human slaves. Irda society degenerated over thousands of years into an ever-increasing spiral of decadence and depravity until they were cursed so that their outward appearance matched their corrupted souls.
But one high ogre, Igraine, learned compassion from his human slaves, and foresaw the terrible curse descending upon his people. When he attempted to convince his brothers and sisters to turn from t heir wicked and cruel ways, some listened, but most thought he had gone mad. He was declared a traitor to his kind.
Igraine and his people fled to an island north of Ansalon, near the Dragon Isles. They used their magic to shroud their new home in a mist so none could find them. There they remained for thousands of years, occasionally sending out a few of their number to recover dangerous artifacts from their ancient empire.
Irda tend to be somewhat taller than humans. Their skin ranges in hue from aqua to midnight blue, and they have the natural ability to change their appearance so as to more easily blend in with the more common folk of Ansalon. It is unclear how many Irda, if any, remain on Ansalon.
Physical Scale: Medium (+0)
Important Skills: Crafts, Deceive, Lore, Will
Languages: Common, Giant
Permissions: arcane magic
Invoke when trying to remember ancient knowledge or the properties of a powerful magic item or when resisting attempts to provoke an emotional response from you.
Compel when trying to empathise with typical mortal emotions or when trying to impersonate a real person.
Irda Stunts
Darkvision. You can still see up to one zone away in total darkness.
Shapeshifter. For a fate point, you can take on the appearance of another humanoid ancestry. You can adjust your size by one step. Your clothing and gear do not change, but this ability can affect any natural element of your physiology, such as your height, weight, skin color, and voice.
Kender are the children of Krynn. They are an adventure loving, curious, spontaneous people that embodies youthfulness and a lust for life. Kender appear to be small Human children with pointed ears. They are slight of build, beardless, and average about three and a half to four feet tall. Kender can live up to 100 years (if their curiosity doesn’t kill them first).
Physical Scale: Small (-1)
Important Skills: Athletics, Burglary, Notice, Provoke, Stealth
Languages: Common, Kenderspeak
Permissions: thieves’ tools, kender weapons and equipment
Kender Aspects
Invoke to avoid being grappled or to hide, to determine the correct path to take, or to perform feats of agility and stealth.
Compel anytime being small can cause a problem for you, to ignore your sense of curiosity, or when caution is called for in dangerous situations.
Kender Stunts
Fearless. Any attempt, even with magic, to frighten you automatically fails.
Kender Pockets. You can spend a fate point to declare that you have any random piece of mundane equipment so long as it’s small enough to fit inside one of your pouches.
Taunt. You gain a +2 bonus on Create Advantage actions using Provoke to place an “enraged at the kender” aspect on a creature that can hear and understand you.
The Kyrie are avian humanoids that live an extremely reclusive life in the tall mountain ranges of Mithas. Kyrie have a humanoid torso and head, talon-like feet, and feathers instead of hair. They tend to be slightly taller than humans, with feather colors that can range from dark brown with golden highlights to white with black tips. They usually reach maturity at 16 and live to be 120 years old. Kyrie have wiry frames and hollow bones. Many have modest magical skills. Some Kyrie are able to predict the weather and are revered as spiritual leaders.
Scholars believe the Kyrie are the descendants of a group of humans who adored birds and were gifted by Chislev with flight. They originally settled in the tropics of northeastern Ansalon but soon adopted a nomadic life, traveling from island to island, guided by the Northstone, a sacred relic that allowed the Kyrie to travel incredibly long distances without rest and without getting lost. At some point, the Kyrie traveled to Mithas where the minotaurs stole the Northstone. Now the Kyrie are mostly only able to travel
among the Blood Sea Isles. They and the minotaurs have since become bitter enemies, each attacking one another on sight. Kyrie keep careful watch over the lands that surround their aeries, and confront any who trespass.
Their homes, or aeries, are hidden in well-protected mountainous regions and are usually a series of nests
connected to complex caves systems. They cover mountain passes with patterned animal hides to make it almost impossible to find them. Their eggs, which minotaurs consider a delicacy, are kept in the deepest caves.
Almost all Kyrie revere Askyren (Chislev), which translates to “Winged Mother’’ in Common. They never lost faith in the goddess, even when the gods left Krynn. They also honor Habbakuk and Shinare, but despise Sargonnas.
Minotaurs are cousins of the ogre ancestry. Originating on the continent of Taladas, the first minotaurs were transformed by the passage of the Graygem. Soon after, they fled Taladas in makeshift boats, eventually landing on Ansalon.
An honor-bound, warrior society, they are raised from birth to be battle ready both on land and at sea. Nothing is more important to a minotaur than their honor, and in Minotaur culture, honor is defined by how one comports themselves in battle. In order for one to advance politically in minotaur society, one must fight in the Great Circus. Only champions of the Great Circus can be leaders — minotaurs believe that might makes right. Only the Knights of Solamnia, renowned for their code of honor, hold a minotaur’s respect.
Minotaurs live to be about 150 years old. They often average around 7 feet tall, their horns growing up to an additional 24 inches. Due to their horns, a minotaur doesn’t really need to carry a weapon. However, most minotaur warriors favor heavy slashing weapons.
Physical Scale: Large (+1)
Important Skills: Athletics, Fight, Physique
Languages: Common, Minotaur
Permissions: navigator’s tools, water vehicles
Minotaur Aspects
Invoke when performing feats of strength, intimidating someone, or any other time your size and savagery makes a difference.
Compel in situations when a light touch or etiquette is called for, in social situations in non-minotaur towns and cities, or when trying to control your temper.
Minotaur Stunts
Charge. Once per scene, you can move up to 2 zones on your turn and make one attack using your horns. If the attack is successful, you can reduce the stress by two shifts and place the Prone condition on the target.
Minotaur Rage. You can spend a fate point to give yourself a Berserk aspect. You gain a +1 bonus on all attack actions and a +2 bonus on all Defend actions until the end of the current conflict.
Perfect Recall. Once per session, you can declare that you’ve traveled to a place before and can unerringly recall the route.
Phaethons are a reclusive, mountain-dwelling ancestry with a distant relation to elves. Legends speak of a common ancestor, a Kagonesti elf who claimed Habbakuk as his father. Fleeing persecution during the Kinslayer Wars, his descendants settled in the Khalkist Mountains; inheriting fiery wings from him. Considered a sacred power, Phaethons only reveal their wings to outsiders when absolutely necessary.
Physical Scale: Medium (+0)
Important Skills: Athletics, Notice
Languages: Common, Elvish
Permissions: none
Phaethon Aspects
Invoke in situations where stillness and calm are called, when using creativity to solve problems, or when trying to pass yourself off as a half-elf.
Compel when trying to empathize with the emotions of others, when perfection is just outside your reach, or when trying to appeal to elves.
Phaethon Stunts
Child of Flame. You ignore any stress from heat and fire so long as you are not exposed for more than an exchange or two.
Darkvision. You can still see up to one zone away in total darkness.
Flight (requires Gift of the Phoenix). You have learned to use your fiery wings to fly. You may use Athletics to perform aerial feats.
Gift of the Phoenix. You’ve learned to tap into your people’s ability to manifest a set of fiery wings. You can use them to light flammable objects or to make Fight attacks that deal fire damage.