These are technical notes on the classes and races available in Sol'Lanar campaigns.

NOTE:these rules are not concrete, other races and classes may be used, due to the accessibility of Sol'Lanar through the Dreamscape. To save work, I just use the basic exp. tables so I don't have to make my own.

Races

Naturally, exceptions can be made in such attributes as height, weight, lifespan, and, of course, alignment.

*strength bonuses that would raise a character's strength rating to 19 or higher instead add 25 exceptional strength points (i.e. Wolfling: STR roll of 17 with +4 modifier = 18/75 STR)

Elves

Don'Tiras [Tir'Donew]

Height: 5'10" to 6'8"

Weight: 100 to 180 lbs

Movement: 13

Alignment: any Good or Neutral

Lifespan: 900 to 2100 years

Attributes: +1 Dex, +1 Int, -1 Wis, -1 Str

Classes: Conjurer/Battlemage(level 14/8), Sorceror/Enchanter(level 15/9), Illusionist(level 14), Mage(level 17), Chronomancer/Aeon Runner(level 11/6), Fighter(unlimited level), Thief(unlimited level), Bard(level 15), Cleric(level 15), Druid(level 12), Arcanist(level 8), Ranger(level 13)

Will not travel with Don'Hekan often(possible, though). Fair-skinned with light-colored hair, aristocratic and often eccentric.

Special:Infravision 90', Resistance to Evil, resistance to charm-type spells, bow bonus, stealth bonus

Don'Hekan

Height: 5'4" to 6'0"

Weight: 110 to 190 lbs

Movement: 12

Alignment: any Evil or Neutral

Lifespan: 900to 2100 years

Attributes: +1 Str +1 Con -2 Cha

Classes: Conjurer/Battlemage(level 15/9), Necromancer/HellWalker(level 15/9), Wizard(level 15), Mage(unlimited level), Chronomancer/Aeon Runner(level 11/6), Fighter(unlimited level), Thief(unlimited level), Bard(level 17), Cleric(level 15), Druid(level 13), Arcanist(level 8), Ranger(level 13)

Will not usually travel with other Elves. Light grayish skin, shorter and bulkier than other types of Elves. Often quiet and withdrawn when among other people.

Special:Infravision 120', Resist Cold, Requires less sleep, sword bonus

Don'Gothra

Height: 5'7" to 6'4"

Weight: 90 to 160 lbs

Movement: 12

Alignment: any Chaotic or Neutral

Lifespan: unknown

Attributes: +1 Dex +1 Wis -1 Str -1 Con

Classes: Cleric(unlimited level), Druid(level 16), Fighter(unlimited level), Thief(level 13), Bard(level 15)

Are very haughty and think themselves better than others. Very distrustful of magic. Pale skin, thin body. Most have short tempers and may be unwilling to deal with 'lesser' races.

Special:Talk with Plants once per day, infravision 90', bow bonus, resist charm

Dwarves

Dar'Gahl

Height: 3'6" to 5'

Weight: 85 to 150 lbs

Movement: 10

Alignment: any Lawful or Neutral

Lifespan: 125 to 450 years

Attributes: +2 Str +1 Con -1 Dex -2 Cha

Classes: Fighter(any level), Cleric(level 14), Thief(any level), Bard(level 13)

Shun the Dar'Kalist and rarely adventure, scorn magic as weak. Distrust all other races. Tanned to dark brown skin.

Special:High magic resistance(+1 saves), warhammer bonus, -1 reactions, infravision 90', -25% damage from B-type weapons(thick skin)

Dar'Kalist

Height: 4'8" to 5'6"

Weight: 90 to 150 lbs

Movement: 10

Alignment: any

Lifespan: 125 to 450 years

Attributes: +1 Cha -1 Wis

Classes: Fighter(any level), Cleric(level 16), Thief(any level), Bard(level 13), Mage(level 8)

Shun the Dar'Gahl, sparse mage population. Very irritable. Taller and thinner than other Dwarves. Jovial and outgoing among other races.

Special:Magic resistance, axe bonus, infravision 90', -25% damage from B type weapons(thick skin)

Humans

Height: 5'2" to 7'

Weight: 130 to 300 lbs

Movement: 12

Alignment: any

Lifespan: 30 to 100 years

Attributes: no change

Classes: any except Gryphon Warrior, any level

Gryphons

Height: varies

Weight: 180 to 320 lbs

Movement: 13 base, 15 walking as full lion, 40 flying as full hawk

Alignment: Lawful Good/Neutral[Evil]

Lifespan: 900 to 1400 years

Attributes: +2 Str* +1 Dex -1 Wis -2 Cha

Classes: Paladin(level 13), Ranger(level 15), Fighter(unlimited level), Thief(unlimited level)[rare] Gryphon Warrior(unlimited level), Sorceror/Enchanter(level 10/5), Illusionist(level 10), Mage(level 11), Chronomancer/Aeon Runner(level 9/3)

Shun Dragons of any sort besides Drakes; morph between varying mixes of lion and hawk according to mood. Fierce sense of duty to comrades and causes.

Special:Excellent vision/smell/hearing, +1 attack, damage, and spell rolls against Dragons

Galph

Same as Don'Hekan with following changes:

Can be unlimited level of any class available to Don'Hekan besides arcanist and chronomancer/Aeon Runner.

No one will knowingly adventure with a Galph, exude a powerful evil aura noticable to any with intelligence over 13. Darker skin than Don'Hekan, reddish eyes.

Alignment: Lawful or Neutral Evil

Lifespan: unknown

Special:Protection from Good, touch is painful to other races, infravision 60', dark-seeing

Dragons

All Dragons have a natural Strength of 23, Dexterity -3 from roll, and Constitution +2 from roll when in Dragon shape; roll 2d20 for starting HP as a Dragon, roll 1d20 for each level after that.

Glass Dragon

Height: 40' to 200' as dragon, see other races when in disguise

Weight: 2-12 tons as dragon, as above for disguise

Movement: 50 in flight[class C], 16 on ground as dragon, as above when in disguise

Alignment: any Evil

Lifespan: 2500 to 6000 years

Attributes: +3 Int[max 19] -1 Wis -2 Cha[charisma penalty applies when in humanoid shape]

Classes: Conjurer/Battlemage(level 17/12), Necromancer/HellWalker(level 17/12), Wizard/Mystic(level 16/9), Mage(unlimited level), Chronomancer/Aeon Runner(level 15/10), Arcanist(level 13), Fighter(unlimited), Thief(unlimited), Cleric(level 15)

Cannot assume Dragon shape in sight of other races, can have one constant humanoid disguise.

Can polymorph once per day with restrictions, ask for details

Wolflings

Height: 6' to 8'

Weight: 200 to 425 lbs

Movement: 11

Alignment: Any Neutral(not Good or Evil)

Lifespan: 60 to 140 years

Attributes: +4 Str* +2 Con[max 19] -1 Dex -2 Int -1 Wis -2 Cha

Classes: Fighter(any level), Thief(any level)

Despise Necromancy and its practitioners, distrust magic of all sorts. Wide range of temperament.

Special: Bonus with melee weapons, penalty with missile weapons, all roll for exceptional strength, -1 reactions

Scions

Ask for details

Classes

Magi

Specialist

These follow the same rules as normal D&D specialists. Opposing schools are:

Sorcery//Wizardry

Illusion//Necromancy

White Magic//Black Magic

Chronomancy//Conjuring

Arcanism//All

Battlemage

A level 8 Conjurer can become a level 1 Battlemage, and retains all HP, spells, etc.

Chaotic alignment

Adds +1 Int[max 19] and -1 Wis

Attack and damage rolls get +1

Direct damage spells give a -1 to saving throws

Direct damage spells add 2 points per caster's level to damage.

All other spells give a +1 to saves

Roll 1d100 with every spell cast that has variables in it[range, damage, etc.], 1-10=150% effectiveness, 11-30=120% effectiveness, 31-65=no change, 66-85=80% effectiveness, 86-95=50% effectiveness, 96-100=Wild Surge

Req. 14 Int 15 Con

Aeon Runner

Req to be specially endowed by master of Caen'Telim'Chronas or a more powerful being [i.e. Dragon or Scion], and be a level 8 or higher Chronomancer. Retains all HP, spells, etc.

Lawful alignment

Adds +1 Int[no max] and -1 Con

Can use 'shifting' spells at will[see chronomantic spell lists for definitions of 'shifting' spells]

All other spells are treated as if the mage was one level higher

Cannot remain in a single timeframe for more than a year

Req. 15 Int and 14 Dex

Enchanter

A level 8 sorceror can become a level 1 enchanter, all spells, HP, etc. remain the same.

Adds +1 Wis and -1 Dex

Can cast special "enchantment" spells (see sorcery spell list)

Opponents' saving throws get a -1 against his sorceries

Sorceries are learned as one level lower

Req. 15 Int and 15 Wis

HellWalker

Req. to be specially endowed by the master of Caen'Telim'Satalus and to be a level 8 or higher necromancer. A level 8 necromancer can opt to change to a level 1 HellWalker, retaining HP, necromantic spells, etc.

Can revive dead flesh twice per day, including one's own(i.e. regeneration of a lost limb) - roll for system shock, lose 50% consitution temporarily on failure; constitution regained 1 per day, 1 per three hours sleeping. Else, resurrection of another being [up to 5 days after death; roll for system shock with -10% bonus and subtract one Constitution permanently if successful.] If the corpse or body part to be revived is not present, subtract additional 20% from system shock roll.

Can live forever through the bodies of slain enemies, by putting one's soul into another body. Roll 1d20 each for HellWalker and victim, add Constitution scores [higher roll indicates successful possesion, roll system shock], lose 2 Consitution [1 temporary, see above, 1 permanent] on failure.

Req. 15 Int and 17 Con

Arcanist

Can use Runic magic

Cannot use normal spells

Req. 17 Int

Ask for spell list and extra info

Other

Gryphon Warrior

Must be a Gryphon

Lawful Good only

Claw attacks as a lion deal 1d8 damage(+magical and Str bonuses), 2 attacks allowed per turn+1 bite attack at 2d6.

Beak and claw attacks as a hawk deal 2d4 damage(+above bonuses), 2 attacks allowed per turn.

+2 to movement

As hawk, can carry one rider of M size, 2 of S size, or up to 20 of T size.

1