Post by Demogorgon on Mar 24, 2011 9:14:34 GMT -5
This topic is here for everyone to discuss Dragonlance specific races that the campaign will be using.
Taladas Races
Humans
Humans have no special considerations or limitations. They are equally prevalent in both halves of the world.
Dwarves
Player characters can chose to be Scorned or Fianawar dwarves in addition to the standard choices of mountain or hill dwarf. These latter two are uncommon throughout Taladas, found in small, widely scattered communities or in foreign (Ansalon) quarters in major ports of the League. Gully dwarves are not native to Taladas and it is doubtful that anyone (certainly not the minotaurs) would see any benefit in shipping them to Taladas to plague the inhabitants of that continent.
Dragonborn
Before the destruction of Old Aurim a mysterious and advanced civilization of dragonborn prospered and earned the respect of many ancient civilizations throughout Taladas.
Sages say that the entire race gradually faded away. Where they might have went is anyone's guess. Some theorize that their race was warned of the great cataclysm and that they managed to escape through a portal before the great rock struck the continent of Taladas. In recent years, these dragonborn have slowly begun to reappear throughout Taladas.
Upon returning they have formed small enclaves in various cities throughout Taladas. Not much is known about their motives and where they are returning from. Many Dragonborn have developed a natural enmity towards all Draconians (who were created by the Dark Queen). They view these creatures as abominations, an imposter race, and they want nothing more them to see them exterminated. Needless to say, to call a dragonborn a draconian would certainly spark their ire. Sadly for them, many Dragonborn have a hard time convincing others that they are not Draconians. This might explain their need for secrecy.
Hulderfolk
The hulderfolk are elves, but not like any elves who have lived for more than 3,000 years. Found only in the small forests of Okami and the great woodland between the League and Thenol, the hulderfolk are secretive people. They do not freely reveal themselves to humans. They do not join armies. They do not build villages (that anyone has found). They do not go exploring to distant lands. They are the most mysterious of the elves. The hulderfolk are elves who live by the old ways, ways so old that even the stiff-necked and tradition-bound Silvanaes abandoned these practices long before they left Silvanesti. Only the hulderfolk continue these practices, refusing to change even though the times have changed greatly
Elves
The majority of the elves in Taladas are from the Elf Clans and Silvanaes with smaller numbers of Hulderfolk and Cha'asii. There are very few elves like those found in Ansalon-Silvanesti, Qualinesti, or Kagonesti. Those that do appear have all arrived from overseas.
Half-elf
As a half-elf, you are shunned by your elven kin, and disdained by humans. However you have the advantage of looking at both sides of the world.
Kender
Kender are very rare on Taladas and the majority of those known are from the Marak region and are thus not a race well-loved by most others. However, there are small groups of kender who retain attitudes similar to their Ansalon cousins. In addition, their natural curiosity has prompted many of this race to travel to distant lands, Ansalon included.
Gnomoi / Minoi
The gnomoi are on of the two main branches of gnomes found in Taladas, the other being the minoi. In appearance, the gnomoi (and the minoi) are no different from the standard gnome description. What differences that do exist are variations according to region and clan. Indeed, gnomoi and minoi are physically identical. Mentally it is quite another matter. The gnomoi are "true gnomes." Unlike the minoi (many of whom became the tinker gnomes of Ansalon), the gnomoi are more organised and logical, traits that result in greater success for their inventions and devices. However, logic and organisation still do not mean practicality. While the gnomoi can build devices that function correctly (as opposed to the disastrous results of the minoi), they do not necessarily build things more useful and sensible. All gnomes, the gnomoi included, have an inordinate love of devices and constructions to the point where they will overbuild a device-simply to make it "better."
Bakali
The Bakali are a race of lizard men found in the vast expanses of the Blackwater Glade. Though savage, brutal, and uneducated, they are not unintelligent. Indeed, they are cunning and quick to learn, although they do have their limitations. Magic arts are beyond them and the power of their priests are limited by their savage lizard god-Siarrlas the Scaled One (Chislev).
Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the hands are used like fingers. The bakali are distrustful and suspicious. More than most races they keep to themselves and seldom leave their own territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueller than they really are. Although this attitude is too simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence, although individuals may hold more tolerant or peaceful views.
The stereotype is reinforced by their dislike of strangers, humans in particular. The bakali have had bad relations with the Swampers for several centuries. Consequently they have their own stereotypes about humans-greedy, lying, thieving, and murderous scoundrels. Few humans are befriended by the bakali. Although they may be frequently hostile to humans, the bakali are not without honour. They have long memories, remembering both good and ill done to them. They treat others as others treat them. If a man is fair and honourable, even if he is an enemy, the bakali treat him with the same respect.
They place great store in friendships and alliances, among their own kind and with other races. If an outsider manages to befriend a bakali, the bond will last until the trust is betrayed.
The bakali are also courageous, having no fear of death.
Theirs is a courage, however, that does not cause them to
charge foolishly forward. They do not fear death but they
do enjoy life. Although savage they are not stupid. Indeed,
they are particularly skilled at war. Using deception ,
ambushes and even retreats are not cowardly acts if the
situation calls for it. Anything associated with war—in
victory or defeat—is considered courageous.
Goblins
In the words of the theologian and scholar Camoen of Kristophan, the goblins are one of the "... four ill-favoured races, created by the gods to teach men humility. Where man stands straight, they stand crooked. Where man's voice is clear, they bark in the tongue of animals. While the learned man aspires to clarity of thought, the ill-favoured are naught but beasts. Thus are the races of mankind raised by the grace of the gods above these kinds." Although a fine moral lesson for mankind, this is hardly a sentiment the goblins share.
Contrary to the low expectations and opinions of the "civilised" races (human, elf, dwarf, kender, and gnome), goblins are a fairly advanced and civilised group. They have recognisable cultures and have learned most, if not all, skills of the world. However there is no denying the bestial side of their nature and this hampers their development and advancement in the adventuring class.
While not as animalistic and crude as most of the other races portray them, goblins are far from saints. Few, if any, of their race are ever good, the majority being unconcerned about the suffering and woes of others. They have no love of other humanoids, good or evil, although their dislike becomes most passionate with gnomes, dwarves, and elves. The power humans wield awes them, but the foibles and weaknesses of the race (compassion, kindness, and mercy; traits not often displayed by the other races) they scorn. Ogres, while certainly respected for their power, are considered to be dolts and brutes. Of all the races, minotaurs evoke the most respect from the goblins, as the bull-men combine power and ruthlessness. To ease their envy, goblins point out that minotaurs are disfigured by the heads of oxen and cows. Indeed they find this is a useful insult to irking the elitist minotaurs.
Minotaurs
Of all the races in Taladas, none are more feared and respected than the Minotaurs. Standing seven feet or more in height, not only do they overawe others with their physical presence, but, accustomed to command, they radiate auras of leadership and authority. They are supremely confident in their own abilities and destiny, so much so that they treat others with arrogance and contempt. They do not apologise for their on greatness and indeed seek to impress it upon all others at any opportunity. This overbearing attitude quickly becomes insufferable to others, but is made worse by the fact (especially in the lands of the League) that, more often than not, they are right. They do have more power, both physical and political, than most other groups in the world. Yet their insufferable pride is also the source of one of their saving graces a finely-honed sense of nobility. Secure in the knowledge that they are superior, minotaurs have developed a strong sense of correct (not right or wrong) behaviour that only the truly superior can afford. They remember their debts and obligations and understand perfectly their status in society. They feel little challenge to their position from other races and so can tolerate and even elevate others to high rank with only a touch of condescension.
Although cunning and clever, minotaurs are trustworthy to those who have earned their respect. At the same time, they are masters at feigning interest and loyalty to those they are forced to follow but hold in low regard. Indeed, they are more devious and dangerous to their own kind, where the whims of fate can sometimes overturn the proper order of things, than to the members of other races, who only gain respect by earning it. The Emperor of the League may be a weakling, but until he is challenged he is still the Emperor and must be given a show of respect. A brave human warrior, on the other hand, has first to prove himself. Minotaurs are scrupulously and cold-bloodedly just (although they are as susceptible to corruption as anyone else). By nature, minotaurs are a physical people, less interested in the pursuits of the mind than those of the sword. Still, they are not so foolish as to neglect the awesome powers of magic, although it is somewhat more difficult for them to master.
Minotaurs of Taladas are commonly fighters and, somewhat less frequent, are rangers, wizards, and priests. Rarest of all are the minotaur paladins, champions who do more than just fight cases, but who have taken up the cause of justice and fight only for the cause of right and good.
Ogres
Ogres are the second of Camoen of Khristophan's "ill-favoured races" (the third and fourth being the hobgoblins and yaggol). They are a hulking and withdrawn race, near-giants who go to great efforts to keep to themselves. Stronger than even the mighty minotaurs and more dull-witted than goblins, ogres are little more than muscle-bound brutes, ill-tempered brutes. Standing over nine feet in height, ogres are ugly by everyone's standards but their own. Their skins are warty and blotched with ugly marks. Hair sparsely grows on their scalp in a long, generally greasy locks. The nails of their toes are long, almost like talons, and are perpetually cracked and filthy. Ogres have a very limited understanding of things, particularly magic and faith. Indeed, hunting and fighting are the only things they are noticeably skilled at.
Ansalon Races
Irda
The Irda are a fictional species in the fantasy world of Dragonlance for the Dungeons & Dragons role-playing game. In the fantasy collection, where the races and Gods are made up of a fantasy pantheon of the author's creation, they are the first born of all races, born of Evil gods, originally named High Ogres and are also the ancient predecessors of the contemporary or more popularized Ogres.
The original Dragonlance High Ogres were created by the evil Dragonlance god Takhisis to represent it's attributes of vanity, darkness, hatred, control, intrigue and chaos. The original High Ogre race was destroyed and then became the Irda.....like their former race known as Ogres, are tall, graceful, humanoid creatures with typically slender frames in females, with muscular but slender male counterparts. Irda skin ranges from light green and blue shades to dark, almost black skin. Eye color among the Irda being black, grey, silver, blue, green or gold, the hair is of any shade and of a silver hue. Irda are inherently magical and can cast spells very naturally. As told in Dragons of Summer Flame by Hickman, the beauty of the High Ogres/Irda was said to rival all other races on Krynn, possessing physical charisma that all races would behold in wonder, even moreso than the majestic Elves who were gifted by Paladine.....
They are singular and contemplative, keeping to themselves most of the time both out of disdain from the rest of the cruel and harsh world and also to avoid being used by other races for their gifts.[6] The Irda have incredibly long lives, and the Black Wizard character Raistlin Majere was said to have exclaimed, when he met an Irda, that they did not age in his eyes, which saw the world as constantly dying. In ancient times it' said, the Ogre culture promoted the sporting of luxuriously rich fabrics and jewelry in their clothing, but upon the rebirth of their culture, and adoption of worship to the Gods of Good, the Irda wore fine light linen clothing of white, blue or grey color.
Fall of High Ogre Empire
As told in The Irda, the High Ogres were first created on the world of Krynn by the evil goddess Takhisis. Cruel, long lived, extremely powerful both physically and magically, they were able to overcome the Elves, children of the gods of good, and the Humans, children of the gods of neutrality. As Elves could not work in the mines extracting precious gemstones due to their physical condition, the ogres began enslaving humans.
Their strict society considered races other than the Ogre to be insignificant. However, an incident in one of those mines in which Everlyn, the daughter of Igraine, a governor of an ogre province, became trapped in a cave-in, triggered a series of events which lead to the splitting of the ogre society.
Eadamm, a human slave, refused to follow Igraine's orders to abandon the cave, and with several other slaves rescued Everlyn. Igraine not only decided to refuse to execute the human, but befriended him, learning about human traditions. Better understanding them, he was able to give human slaves a better treatment, increasing the profits of his region.
After these events were discovered, the Ruling Council of the High Ogres charged Igraine with treason, ordering to execute him. He fled Takar, capital of the ogre empire, along with the ogres who sided with him and, after defeating several attempts to capture them thanks to the human slaves who sided with the exiled, reached Schall Bay.
As punishment, Hiddukel, (the Dragonlance god of mischief, evil and trade),and the other gods of evil punished them, killing many of them with a cold fire rain, abandoning them. The goddess Mishakal took pity on the well intentioned Ogres and gave them a magical island to settle in, far away from Ansalon, said to be near the Dragon Isles. Igraine as the leader of these Ogres himself used the term Irda to describe his group of followers for the first time. However, in order to retain their magical abilities and beauty, the Irda were forced to relieve themselves of social contact, resulting in their isolation from the rest of Krynn's races and the distancing of themselves from each other.
In addition, since the Irda were not evil as were the other Ogres, they were permitted to keep their slender bodies while the rest of the Ogres were given hideous shapes by Takhisis in her rage. The Irda shunned any contact with the other races, using their shapechanging abilities to disguise themselves, hiding their isle Anaiatha with a magical fog, and limiting travelling in Ansalon.
Taladas Races
Humans
Humans have no special considerations or limitations. They are equally prevalent in both halves of the world.
Dwarves
Player characters can chose to be Scorned or Fianawar dwarves in addition to the standard choices of mountain or hill dwarf. These latter two are uncommon throughout Taladas, found in small, widely scattered communities or in foreign (Ansalon) quarters in major ports of the League. Gully dwarves are not native to Taladas and it is doubtful that anyone (certainly not the minotaurs) would see any benefit in shipping them to Taladas to plague the inhabitants of that continent.
Dragonborn
Before the destruction of Old Aurim a mysterious and advanced civilization of dragonborn prospered and earned the respect of many ancient civilizations throughout Taladas.
Sages say that the entire race gradually faded away. Where they might have went is anyone's guess. Some theorize that their race was warned of the great cataclysm and that they managed to escape through a portal before the great rock struck the continent of Taladas. In recent years, these dragonborn have slowly begun to reappear throughout Taladas.
Upon returning they have formed small enclaves in various cities throughout Taladas. Not much is known about their motives and where they are returning from. Many Dragonborn have developed a natural enmity towards all Draconians (who were created by the Dark Queen). They view these creatures as abominations, an imposter race, and they want nothing more them to see them exterminated. Needless to say, to call a dragonborn a draconian would certainly spark their ire. Sadly for them, many Dragonborn have a hard time convincing others that they are not Draconians. This might explain their need for secrecy.
Hulderfolk
The hulderfolk are elves, but not like any elves who have lived for more than 3,000 years. Found only in the small forests of Okami and the great woodland between the League and Thenol, the hulderfolk are secretive people. They do not freely reveal themselves to humans. They do not join armies. They do not build villages (that anyone has found). They do not go exploring to distant lands. They are the most mysterious of the elves. The hulderfolk are elves who live by the old ways, ways so old that even the stiff-necked and tradition-bound Silvanaes abandoned these practices long before they left Silvanesti. Only the hulderfolk continue these practices, refusing to change even though the times have changed greatly
Elves
The majority of the elves in Taladas are from the Elf Clans and Silvanaes with smaller numbers of Hulderfolk and Cha'asii. There are very few elves like those found in Ansalon-Silvanesti, Qualinesti, or Kagonesti. Those that do appear have all arrived from overseas.
Half-elf
As a half-elf, you are shunned by your elven kin, and disdained by humans. However you have the advantage of looking at both sides of the world.
Kender
Kender are very rare on Taladas and the majority of those known are from the Marak region and are thus not a race well-loved by most others. However, there are small groups of kender who retain attitudes similar to their Ansalon cousins. In addition, their natural curiosity has prompted many of this race to travel to distant lands, Ansalon included.
Gnomoi / Minoi
The gnomoi are on of the two main branches of gnomes found in Taladas, the other being the minoi. In appearance, the gnomoi (and the minoi) are no different from the standard gnome description. What differences that do exist are variations according to region and clan. Indeed, gnomoi and minoi are physically identical. Mentally it is quite another matter. The gnomoi are "true gnomes." Unlike the minoi (many of whom became the tinker gnomes of Ansalon), the gnomoi are more organised and logical, traits that result in greater success for their inventions and devices. However, logic and organisation still do not mean practicality. While the gnomoi can build devices that function correctly (as opposed to the disastrous results of the minoi), they do not necessarily build things more useful and sensible. All gnomes, the gnomoi included, have an inordinate love of devices and constructions to the point where they will overbuild a device-simply to make it "better."
Bakali
The Bakali are a race of lizard men found in the vast expanses of the Blackwater Glade. Though savage, brutal, and uneducated, they are not unintelligent. Indeed, they are cunning and quick to learn, although they do have their limitations. Magic arts are beyond them and the power of their priests are limited by their savage lizard god-Siarrlas the Scaled One (Chislev).
Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the hands are used like fingers. The bakali are distrustful and suspicious. More than most races they keep to themselves and seldom leave their own territories. To others they seem savage and bloody-minded, and they are usually portrayed as crueller than they really are. Although this attitude is too simple a stereotype, it is not entirely unwarranted; the bakali, as a race, have no qualms or particularly strong moral compunctions against violence, although individuals may hold more tolerant or peaceful views.
The stereotype is reinforced by their dislike of strangers, humans in particular. The bakali have had bad relations with the Swampers for several centuries. Consequently they have their own stereotypes about humans-greedy, lying, thieving, and murderous scoundrels. Few humans are befriended by the bakali. Although they may be frequently hostile to humans, the bakali are not without honour. They have long memories, remembering both good and ill done to them. They treat others as others treat them. If a man is fair and honourable, even if he is an enemy, the bakali treat him with the same respect.
They place great store in friendships and alliances, among their own kind and with other races. If an outsider manages to befriend a bakali, the bond will last until the trust is betrayed.
The bakali are also courageous, having no fear of death.
Theirs is a courage, however, that does not cause them to
charge foolishly forward. They do not fear death but they
do enjoy life. Although savage they are not stupid. Indeed,
they are particularly skilled at war. Using deception ,
ambushes and even retreats are not cowardly acts if the
situation calls for it. Anything associated with war—in
victory or defeat—is considered courageous.
Goblins
In the words of the theologian and scholar Camoen of Kristophan, the goblins are one of the "... four ill-favoured races, created by the gods to teach men humility. Where man stands straight, they stand crooked. Where man's voice is clear, they bark in the tongue of animals. While the learned man aspires to clarity of thought, the ill-favoured are naught but beasts. Thus are the races of mankind raised by the grace of the gods above these kinds." Although a fine moral lesson for mankind, this is hardly a sentiment the goblins share.
Contrary to the low expectations and opinions of the "civilised" races (human, elf, dwarf, kender, and gnome), goblins are a fairly advanced and civilised group. They have recognisable cultures and have learned most, if not all, skills of the world. However there is no denying the bestial side of their nature and this hampers their development and advancement in the adventuring class.
While not as animalistic and crude as most of the other races portray them, goblins are far from saints. Few, if any, of their race are ever good, the majority being unconcerned about the suffering and woes of others. They have no love of other humanoids, good or evil, although their dislike becomes most passionate with gnomes, dwarves, and elves. The power humans wield awes them, but the foibles and weaknesses of the race (compassion, kindness, and mercy; traits not often displayed by the other races) they scorn. Ogres, while certainly respected for their power, are considered to be dolts and brutes. Of all the races, minotaurs evoke the most respect from the goblins, as the bull-men combine power and ruthlessness. To ease their envy, goblins point out that minotaurs are disfigured by the heads of oxen and cows. Indeed they find this is a useful insult to irking the elitist minotaurs.
Minotaurs
Of all the races in Taladas, none are more feared and respected than the Minotaurs. Standing seven feet or more in height, not only do they overawe others with their physical presence, but, accustomed to command, they radiate auras of leadership and authority. They are supremely confident in their own abilities and destiny, so much so that they treat others with arrogance and contempt. They do not apologise for their on greatness and indeed seek to impress it upon all others at any opportunity. This overbearing attitude quickly becomes insufferable to others, but is made worse by the fact (especially in the lands of the League) that, more often than not, they are right. They do have more power, both physical and political, than most other groups in the world. Yet their insufferable pride is also the source of one of their saving graces a finely-honed sense of nobility. Secure in the knowledge that they are superior, minotaurs have developed a strong sense of correct (not right or wrong) behaviour that only the truly superior can afford. They remember their debts and obligations and understand perfectly their status in society. They feel little challenge to their position from other races and so can tolerate and even elevate others to high rank with only a touch of condescension.
Although cunning and clever, minotaurs are trustworthy to those who have earned their respect. At the same time, they are masters at feigning interest and loyalty to those they are forced to follow but hold in low regard. Indeed, they are more devious and dangerous to their own kind, where the whims of fate can sometimes overturn the proper order of things, than to the members of other races, who only gain respect by earning it. The Emperor of the League may be a weakling, but until he is challenged he is still the Emperor and must be given a show of respect. A brave human warrior, on the other hand, has first to prove himself. Minotaurs are scrupulously and cold-bloodedly just (although they are as susceptible to corruption as anyone else). By nature, minotaurs are a physical people, less interested in the pursuits of the mind than those of the sword. Still, they are not so foolish as to neglect the awesome powers of magic, although it is somewhat more difficult for them to master.
Minotaurs of Taladas are commonly fighters and, somewhat less frequent, are rangers, wizards, and priests. Rarest of all are the minotaur paladins, champions who do more than just fight cases, but who have taken up the cause of justice and fight only for the cause of right and good.
Ogres
Ogres are the second of Camoen of Khristophan's "ill-favoured races" (the third and fourth being the hobgoblins and yaggol). They are a hulking and withdrawn race, near-giants who go to great efforts to keep to themselves. Stronger than even the mighty minotaurs and more dull-witted than goblins, ogres are little more than muscle-bound brutes, ill-tempered brutes. Standing over nine feet in height, ogres are ugly by everyone's standards but their own. Their skins are warty and blotched with ugly marks. Hair sparsely grows on their scalp in a long, generally greasy locks. The nails of their toes are long, almost like talons, and are perpetually cracked and filthy. Ogres have a very limited understanding of things, particularly magic and faith. Indeed, hunting and fighting are the only things they are noticeably skilled at.
Ansalon Races
Irda
The Irda are a fictional species in the fantasy world of Dragonlance for the Dungeons & Dragons role-playing game. In the fantasy collection, where the races and Gods are made up of a fantasy pantheon of the author's creation, they are the first born of all races, born of Evil gods, originally named High Ogres and are also the ancient predecessors of the contemporary or more popularized Ogres.
The original Dragonlance High Ogres were created by the evil Dragonlance god Takhisis to represent it's attributes of vanity, darkness, hatred, control, intrigue and chaos. The original High Ogre race was destroyed and then became the Irda.....like their former race known as Ogres, are tall, graceful, humanoid creatures with typically slender frames in females, with muscular but slender male counterparts. Irda skin ranges from light green and blue shades to dark, almost black skin. Eye color among the Irda being black, grey, silver, blue, green or gold, the hair is of any shade and of a silver hue. Irda are inherently magical and can cast spells very naturally. As told in Dragons of Summer Flame by Hickman, the beauty of the High Ogres/Irda was said to rival all other races on Krynn, possessing physical charisma that all races would behold in wonder, even moreso than the majestic Elves who were gifted by Paladine.....
They are singular and contemplative, keeping to themselves most of the time both out of disdain from the rest of the cruel and harsh world and also to avoid being used by other races for their gifts.[6] The Irda have incredibly long lives, and the Black Wizard character Raistlin Majere was said to have exclaimed, when he met an Irda, that they did not age in his eyes, which saw the world as constantly dying. In ancient times it' said, the Ogre culture promoted the sporting of luxuriously rich fabrics and jewelry in their clothing, but upon the rebirth of their culture, and adoption of worship to the Gods of Good, the Irda wore fine light linen clothing of white, blue or grey color.
Fall of High Ogre Empire
As told in The Irda, the High Ogres were first created on the world of Krynn by the evil goddess Takhisis. Cruel, long lived, extremely powerful both physically and magically, they were able to overcome the Elves, children of the gods of good, and the Humans, children of the gods of neutrality. As Elves could not work in the mines extracting precious gemstones due to their physical condition, the ogres began enslaving humans.
Their strict society considered races other than the Ogre to be insignificant. However, an incident in one of those mines in which Everlyn, the daughter of Igraine, a governor of an ogre province, became trapped in a cave-in, triggered a series of events which lead to the splitting of the ogre society.
Eadamm, a human slave, refused to follow Igraine's orders to abandon the cave, and with several other slaves rescued Everlyn. Igraine not only decided to refuse to execute the human, but befriended him, learning about human traditions. Better understanding them, he was able to give human slaves a better treatment, increasing the profits of his region.
After these events were discovered, the Ruling Council of the High Ogres charged Igraine with treason, ordering to execute him. He fled Takar, capital of the ogre empire, along with the ogres who sided with him and, after defeating several attempts to capture them thanks to the human slaves who sided with the exiled, reached Schall Bay.
As punishment, Hiddukel, (the Dragonlance god of mischief, evil and trade),and the other gods of evil punished them, killing many of them with a cold fire rain, abandoning them. The goddess Mishakal took pity on the well intentioned Ogres and gave them a magical island to settle in, far away from Ansalon, said to be near the Dragon Isles. Igraine as the leader of these Ogres himself used the term Irda to describe his group of followers for the first time. However, in order to retain their magical abilities and beauty, the Irda were forced to relieve themselves of social contact, resulting in their isolation from the rest of Krynn's races and the distancing of themselves from each other.
In addition, since the Irda were not evil as were the other Ogres, they were permitted to keep their slender bodies while the rest of the Ogres were given hideous shapes by Takhisis in her rage. The Irda shunned any contact with the other races, using their shapechanging abilities to disguise themselves, hiding their isle Anaiatha with a magical fog, and limiting travelling in Ansalon.