The World of Krynn

In The Shadow of the Dragon Queen


Forged in the crucible of war, a remarkable few are all that stand between the peace-loving peoples of Krynn and an age of oppression.

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krynn map

History of Krynn

Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend.

Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.

While every world’s history is vast and fractured, with missing pieces and forgotten perspectives, Krynn’s tale has been shattered by the global catastrophe called the Cataclysm. Most of its people, seeking merely to survive in their slowly healing lands, care little for eons past. But the sages who piece together fragments of the past focus on three periods: before the Cataclysm, the Cataclysm itself, and the dire age since.

Before the Cataclysm (PR)

Prae Cataclius. Most of Krynn’s earliest centuries have passed into mythohistory. The story begins in the Age of Starbirth when the gods forged the world from primordial chaos. This period’s records are mere legends and scriptures, and few credit their details as fact.

Next came the Age of Dreams, a time when heroes battled the forces of evil. Many modern cultures and institutions saw their origins in this era, including the Knights of Solamnia, the Mages of High Sorcery, and the dwarven kingdom of Thorbardin. Ironically, these cultures often dismiss one another’s foundation stories as baseless myths while fiercely insisting on the veracity of their own.

During a terrible conflict known as the Third Dragon War, the knight Human Dragonbane was granted the first of the fabled dragonlances. He used it to defeat the

 

 

evil god Takhisis the Dragon Queen and end the war, forcing the god and her dragons to leave Krynn.

The good dragons of Krynn soon departed as well, leaving the world to mortals and the remaining gods.

In the thousand years before the Cataclysm, in the time known as the Age of Might, several human nations flourished, conquering vast swaths of the continent of Ansalon in the name of good. But the triumph of the Age of Might sowed the seeds of its downfall.

Over the centuries, the city of Istar in eastern Ansalon grew into a continent-spanning empire, thanks in part to a military alliance with the Knights of Solamnia. Istar came to be ruled by a series of kingpriests who declared Istar the center of the world and themselves the holy messengers of the gods of good. Under their leadership, Istar declared war on actions, peoples, and even thoughts the kingpriests considered evil. Increasingly rigid and theocratic, Istar reached its apex of power just before its apocalyptic fall. The last kingpriest undertook ever more audacious magical feats, culminating in a ritual to attain godhood and rule Krynn forever in the name of good. At last, the gods acted, united in their condemnation of Istar.

The Cataclysm

As a last effort to avoid mass destruction, the gods sent Thirteen Warnings, a series of signs meant to deter the kingpriest. Trees wept blood, fires raged unnaturally, and cyclones struck the gleaming Temple of the Kingpriest. The gods also warned a few chosen mortals, reasoning that if any of them reached Istar and prevented the ritual, the world might not be beyond redemption. But the messengers failed - the kingpriest and his followers dismissed the warnings as the worl of evil and continued on their path. As the hour of the kingpriest’s ritual to attain godhood arrived, the gods whisked away their most devout followers and unleashed punishment on all who remained.

A mountain of fire fell from the sky, destroying Istar. The Blood Sea - a new ocean that split eastern Ansalon - consumed the empire. Coastlines shifted all over the world, sundering nations, drowning whole regions, and stranding ports miles from the sea. Though some lands escaped the worst of the destruction, none were spared divine wrath.

The gods and their blessings then faded from the world, and in time, even their names were all but forgotten.

After the Cataclysm (AC)

Alt Cataclius. The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague, and mass migrations. The Knights of Solamnia, the champions who might’ve kept Ansalon united, were distrusted as former allies of Istar and persecuted across the continent, even in Solamnia.

The elven nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war. Nations of hobgoblins and ogres spread, capitalizing on humanity’s decline and claiming whole regions. Much that survived the Cataclysm was lost in darkness.

At length, the worst effects of the disaster waned. Though many elves and mountain dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished bonds of trade that united and diversified them.

As the civilizations of Krynn rebuilt, and new socities arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn was altered forever. True clerics, who once worked miracles on behalf of their gods, had vanished. While some people remained devout, many others turned to false religions in search of answers and comfort. Some of these new faiths were founded by charlatans, other by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal insight, truth became subject to conjecture, even among Krynn’s most dedicated scholars.

scholars

Scholars and Warriors Spread Warnings

The War of the Lance

In the eastern reaches of Solamnia, rumors swirl of human-led armies on the march, their ranks swelled by hobgoblins, minotaurs, ogres, and mysterious hooded mercenaries, all seeking a share of the spoils. Noordmar has fallen silent, desperate travelers say the people of Khur have joined the enemy en mass, and whispers also speak of winged doom, wild reports of riders on dragonnels - and worse. For now the motivations, origins, and even the very nature of the enemy remains opaque.

These armies have set into motion the events that will come to be known as the War of the Lance. Dates occur in the era after the Cataclysm (AC).

 

 

Noordmaar Falls - 348 AC

Nordmaar was taken completely unprepared for an invasion. The victory here seems to have convinced many previously neutral bands of hobgoblins and ogres in the region to align with the invaders.

Khur Joins - 349 AC

Rather than fight a protracted campaign, after defeating the army’s highlord in single combat, Salah-Khan became highlord in his place, aligning with the invading army. Few know whether he did this for ambition or to save a long, blood conflict, but many view him as a traitor and fiercely resist occupation.

Balifor and Goodlund Absorbed

Without substantial military resistance, Balifor and the Goodlund Peninsula fell to invading armies. Most residents are resigned to the occupation, but the kender of Kendermore lead the regon’s resistance, waging guerilla war against the occupier.

Silvanest Campaign - Last 349 AC through 350 AC

Armies descended on the elven nation of Silvanesti. The elves mounted a stiff resistance, and the siege stretched into a brutal campaign.

After a year of fighting, the elves evacuated their ancestral home to sail for Southern Ergoth.

The Enemy Regroups - 351 AC

The campaign starts in this year. While much of eastern Ansalon is under the invader’s control, the armies have spent much of the year regrouping and consolidating their power.

 

 

Life In Ansalon

This campaign unfolds on the continent of Ansalon. Below are a few details regarding everyday life there.

Languages

Across Ansalon, language is an expression of upbringing and exposure. Before the Cataclysm, Common served as a language of commerce under the empires of Ergoth, Solamnia, and Istar. After the Cataclysm, migrating refugees communicated using Common, and today it’s spoke in every corner of the continent. Nevertheless, the local languages of most lands still flourish, and Common is used primarily in markets and in dealings with travelers.

Standard Languages of Ansalon
Language Main Speakers Script
Common Trade Language of Absalon Common
Abanasinian Abanasinia Common
Dwarvish Abanasinia, Kayolin, Thoradin, Thorbardin Dwarvish
Elvish Qualinesti, Silvaneti, Southern Ergoth Elvish
Ergot Northern Ergoth Common
Gnomish Sancrist Common
Kenderspeak Goodlund, Hylo Common
Kharolian Plains of Dust, Tarsis Common
Khur Khur Istarian
Nordmaarian Nordmaar Istarian
Solamnic Sancrist, Solamnia Common
Standard Languages of Ansalon
Language Main Speakers Script
Draconic Dragons Draconic
Goblin Taman Busuk Dwarvish
Istarian Ancient Istarians Istarian
Kothian Minotaurs Kothian
Kerakese Neraka Istarian
Ogre Blode, Kern Ogre
Primordial Elementals Primordial
Sylvan Fey creatures Sylvan
Otik’s Spiced Fried Potatoes
  • 1 pound potatoes (any kind)
  • 3 tablespoons butter
  • ½ medium onion, finely chopped
  • 1 to 2 dashes cayenne

Scrub potatoes and remove any eyes. Chop into ½-inch cubes with skins. Melt butter in frying pan (traditionally an iron skillet), and heat until sizzling. Add cayenne to butter; stir. Place potatoes in butter and fry until crisp; stir occassionally. Add onion and fry 1 more minute. Serve hot, salted to taste. Serves 2 to 4.

Calendar

The lands around Kalaman use the Solamnic calendar, which has twelve months, each containing four weeks. Weeks have seven days, and days have twenty-four hours.

Solamnic Months & Days
Month Name
January Newkolt
February Deepkolt
March Brookgreen
April Yurthgreen
May Fluergreen
June Holmswelt
July Fierswelt
August Paleswelt
September Reapember
October Gildember
November Darkember
December Frostkolt
Day Name
Monday Linaras
Tuesday Palast
Wednesday Magetag
Thursday Kirinor
Friday Misham
Saturday Bakukal
Sunday Bracha

Currency

Since the Cataclysm, the harsh realities of daily survival leave little room for impracticality. For years after the devastation, steel’s value skyrocketed until it was valued as highly as gold, thanks to the difficulty of forging steel and its obvious practical applications. Similarly, bronze was valued on par with silver. While the value of steel and bronze has diminished to pre-Cataclysm standards, trade coins of bronze and steel remain in use across Ansalon.

Currency of Ansalon
Coin cp bp/sp gp/stl pp
Copper (cp) 1 1/10 1/100 1/1,000
Bronze (bp) 10 1 1/10 1/100
Silver (sp) 10 1 1/10 1/100
Gold (gp) 100 10 1 1/10
Steel (stl) 100 10 1 1/10
Platinum (pp) 1000 100 10 1

Rumors of War

Factual reports of war in eastern Ansalon are slow to spread. Many of Ansalon’s communities are isolated. As a result, most people in Solamnia and west of the mountainous Taman Busuk region aren’t aware of any threat beyond vague rumors.

At the start of the adventure, each character will have heard at least one rumor.

 

 

Kalaman Region

Situated in the province of Nightlund in Solamnia’s eastern reaches, Kalaman is one of the nation’s most vital gateways to the outside world. The city, known as the Beacon of the East, rises along a deepwater port near the mouth of the Vingaard River, Solamnia’s greatest trade artery. Blessed with the bounty of the river, the benefits of trade, and the fertile soil of the Solamnic plains, the Kalaman region flourished even after the Cataclysm.

City of Kalaman

Kalaman began as a sleepy fishing village. Centuries before the Cataclysm, Istarian trading missions arrived and saw the potential of a deep harbor near the mouth of the river. The Empire of Istar invested heavily in the town, transforming it into a thriving trading hub. Solamnia soon found the Istarian hold on the port intolerable, and after a climactic battle on the plains west of the city, Istar ceded control of Kalaman.

Even today, long after the Cataclysm, Kalaman remains a thriving port city surrounded by tall Istarian-built walls that have never been breached. Vessels from all over Ansalon do their ply their trade under the watchful light of the city’s two grand beacons, pre-Cataclysm marvels that have survived for generations. At the center of the city, the ancient Castle Kalaman rises intimidatingly on a sheer hill. The castle’s architectural marvels include defenses that have yet to be recreated in the modern age.

The Village of Vogler

The fishing village of Vogler clings to a spit of land reaching into the Vingaard River west of the city of Kalaman. Wooded cliffs overlook the community, and the only path from the north descends past the ivy-covered remnants of a crumbling stone keep. The village’s modest wooden buildings cluster around a quaint central circle along the riverbank.

Jutting into the river - out of place and seemingly time - stands an incomplete stone bridge of incredible artisanship. The structure clearly predates the Cataclysm, eclipsing its modern peers in size and sturdiness. The bridge crosses less than half the river’s width before giving way to a series of ropes and tethered rafts serving as ferries.

On the river itself, dozens of small boats drift along the slow, murky waters as the fishers of Vogler ply their trade.

People of the Region

The city of Kalaman itself is notably cosmopolitan, while most people in surrounding communities make their livelihood through fishing and farming. Many of the region’s inhabitants are Solamnic humans, while others descend from the city’s Istarian founders. Traders from all over Ansalon settle in Kalaman through preference or necessity. As a result, some humans hail or have ancestors from Abanasinia, Nordmaar, Ergoth, Estwilde, and farther-flung lands. Kender, hill dwarves, and gnomes are common in the region, while some elves, mountain dwarves, and other people also make their home in the city. Anyone is welcome in Kalaman if they come peaceably with goods to trade.

Surrounding Regions

To the west of the Kalaman region lies Hinterlund. Even farther west lies the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in parts of Solamnia closer to the port of Palanthas, it’s often cheaper and easier to move goods down the river to Kalaman.

North of Kalaman, the grasslands characteristic of Solamnia give way to the broken steppes and labyrinthine canyons known as the Northern Wastes. Deadly beasts, treacherous cliffs, and unpredictable flooding make the wastes a dangerous land where it’s said nothing survives for long.

East of Kalaman, the lands of Estewild hold inhospitable terrain and peoples who have been unfriendly to Solamnia since the days of Istar. Across the bay in norther Estewilde lie the swamps of the Qwalmish. To the south and east of Kalaman are the rolling steps of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estewilde.

cat warrior

Thorbardin Dwarf

 

 

Religion and the Gods

The gods of Krynn are said to have abandoned the world, and in the great cities of Ansalon, temples and centers of faith are few. Nevertheless, small miracles occur across the world. Druids and hidden communities offer prayers in the old ways and employ mysterious magic. Long-lived peoples remember the worship of the gods and see their shapes in nature and the constellations above. Ancient, forgotten sanctuaries hold wonders beyond imagination, and divine whispers reach those with the minds and hearts to listen. The gods haven’t wholly abandoned Krynn, and as threats grow, mortals turn to them once more.

The gods of Krynn loosely align with one another along the principles of good, neutrality, and evil. While such alliances can be tenuous, the gods often work together to enact their shared will across the world or to oppose unions of their foes. The Deities of Krynn table and the following sections summarize the gods most active in the world. Among Krynn’s diverse lands and peoples, gods take various names, genders, and forms. Those presented in the following sections are the representations best known in Solamnia.

Gods of Good
God Alignment Province Symbol
Paladine LG Good dragons, rulers Silver triangle
Branchala NG Music Bard’s harp
Habbakuk NG Animal life, natural balance Blue bird
Kiri-Jolith LG Honor, war Bison’s horns
Majere LG Meditation, order Copper spider
Mishakal LG Healing Blue infinity
Solinari LG Good magic White circle
Gods of Neutrality
God Alignment Province Symbol
Gilean N Knowledge Open book
Chislev N Nature Feather
Lunitari N Neutral magic Red circle/
Reorx N Craft Forging hammer
Shinare N Trade, wealth Griffon’s wing
Sirrion N Change, fire Multicolored fire
Zivilyn N Wisdom Green/gold tree
Gods of Evil
God Alignment Province Symbol
Takhisis LE Evil dragons, hatred, night 5 dragon claws
Chemosh LE Undead Yellow skull
Hiddukel CE Greed, lies Broken scales
Morgion NE Disease, secrecy Hood w/ 2 red eyes
Nuitari LE Evil magic Black circle
Sargonnas LE Fire, vengeance Red condor
Zeboim CE Seas, storms Turtle shell

Gods of Good

The gods of good provide healing and comforts to the mortals of Krynn. Although they oppose the evil gods’ attempts to rule the world, their goal isn’t the eradication of evil or its gods. Rather, their highest pursuit is preserving mortal choice, despite the sorrowful knowledge that mortals sometimes choose ruinous paths.

symbols of Paladine, Branchala, Habbakuk

Paladine, Branchala, Habbakuk

Paladine

The Father of Good, the Master of Law, the Platinum Dragon. He leads the gods and watches over the world with an eye toward order, justice, and mercy. He teaches that wise and just laws are the basis of a functioning society, and his clerics often aid in crafting and upholding such laws.

Branchala

Called the Bard King, Branchala is the god of music, poetry, and the inner beauty of all living things. Many elves and kender worship him above all other gods. Both groups revere him as the champion of life and laughter, bringing solace and joy to those who listen.

Habbakuk

Known as the Fisher King, Habbakuk oversees animal life, the sea, and the balance of nature. Many sailors, farmers, and hunters revere him. His holy sites are often marked with the image of a blue bird or phoenix wreathed in blue flames.

 

 

symbols of Kiri-Jolith, Majere, Mishakal

Kiri-Jolith, Majere, Mishakal

Kiri-Jolith

Kiri-Jolith is the god of righteous war. He blesses all who fight in the name of good and scorns those who delight in slaughter and lust for battle. He is particularly revered by the Knights of the Sword, and order of the Knights of Solamnia that seeks to root out evil wherever it dwells.

Majere

Austere and aloof, Majere is the god of meditation and discipline. Monks, his most devoted followers, honor him by leading lives of quiet contemplation in remote monasteries. Many orphans are raised in the monastaries of Majere; some become monks themselves, while those who leave the monastic life often take the surname Majere out of respect.

Mishakal

God of compassion, healing, and love, Mishakal is widely worshipped by healers and community guardians. Throughout history, she has reached out to chosen heroes to soothe others’suffering. Her faithful offer healing and solace to all - even enemies.

symbol of solinari

Symbol of Solinari

Solinari

Solinari, the god of good magic, is patron of the Mages of High Sorcery’s Order of the White Robes and other benevolent mages. His power manifests through the white moon of Krynn, the brightest of its three moons. Along with his cousins Lunitari and Nuitari, he watches Krynn from the heavens and encourages magic that aids, heals, and protects.

Gods of Neutrality

The neutral gods of Krynn vary widely in their motivations and methods. Some are passive and distant, dedicated to recording the actions of mortals or upholding the balance between socities and nature. Others take a more active hand, injecting elements of chaos and innovation into mortal life. Unlike the gods of good and evil, the neutral gods have little interest in the struggle over mortal destinies.

symbols of Gilean, Chislev, Lunitari

Gilean, Chislev, Lunitari

Gilean

The god of knowledge and nominal leader of the neutral gods, Gilean embodies the ideal of neutrality. He stands back and observes, recording all that unfolds. Gilean is the keeper of the Tobril, a book said to contain all the knowledge of the gods, though portions are sealed to all but Gilean. Some people believe the scribe Astinus of Palanthas to be Gilean in human form.

Chislev

Chislev is the god of nature on its own terms, governing the rhythms of life that unfold heedless of mortal action. Though enigmatic and shy, they are fiercely protective of their domain, regarding all plants and animals as their children. Chislev’s followers are often hermits, druids, and others who revere nature without asking anything in return.

Lunitari

Lunitari, the god of neutral magic and illusions, is patron of the Mages of High Sorcery’s Order of the Red Robes and other neutral mages. With her cousins Solinari and Nuitari, she watches over the people of

 

 

Krynn from the heavens, conveying her power through the red moon that shares her name.

She appears as a trickster figure in mythology, using her mastery of illusions ot fool gods and heroes alike.

Reorx

Reorx is the god of creation, inspiration, and artisanship, credited with creating the gnomes, dwarves, kender, and even Krynn itself. He invents new things that alter the world and spur its people to action.

symbols of Reorx, Shinare, Sirrion

Reorx, Shinare, Sirrion

Shinare

Shinare is the god of wealth, industry, and commerce. Though many of her followers are merchants, her influence spans legitimate and underhanded commerce alike, and she receives occasional worship from thieves. Despite this, most consider her a god of fair dealing; supplicants pray she favors them as they bargain.

Sirrion

Passionate and impulsive, Sirrion is the god of alchemy, transformation, serendipitous creation, and flames. He embodies momentary excitement, flaring quickly into fiery passion and smoldering long afterward. Sirrion’s followers embrace extremes of emotion as forms of divine expression.

Zivilyn

Where Gilean embodies knowledge, Zivilyn exemplifies the calm wisdom necessary to wield knowledge in the world. He’s said to exist in all times and places, possessing the collected wisdom of every plane of existence. Zivilyn often attracts the worship of eccentrics, philosophers, and sages.

symbol of Zivilyn

Symbol of Zivilyn

Gods of Evil

The evil gods of Krynn embody power, vengeance, and other ideals that elevate self above community. They wish to rule the mortal world, believing only they are worthy of such dominion. They rely on temptation and subjugation to secure the service of lesser creatures. In every age, some mortals are willing to sell their souls for power, and the gods of eivl are eager to oblige.

symbols of Takhisis, Chemosh, Hiddukel

Takhisis, Chemosh, Hiddukel

Takhisis

Takhisis, leader of Krynn’s evil gods, is known as the Dragon Queen and the Queen of Darkness. She is the god of power and control, as well as the queen of chromatic dragons. She tempts mortals to her service with offers of dominance over others. Barred from Krynn since before the Cataclysm, she found her chance to return in the centuries that followed. She sometimes appears as a powerful human warrior with gleaming armor and long black hair, but her true form is a five-headed dragon.

Chemosh

Chemosh is the god of undeath and false redemption, tempting his followers with the promise of immortality. Those who heed him find that while they may live forever, their bodies still decay and putrefy. Followers of Chemosh embrace his baleful reputation, dressing in white skull masks and black robes.

 

 

Hiddukel

Hiddukel is the god of greed and treachery. He holds domain over all ill-gotten wealth in the world, and criminals and unscrupulous traders worship him in secret. While Hiddukel gladly accepts their worship, his true goal is the acquisition not of riches, but of souls.

Morgion

Solitary and secretive, Morgion is the god of disease and decay. He doesn’t consult or act in accord with the other gods, preferring to brood in his otherworldy fortress, the Bronze Tower, and pursue his own schemes. His worshippers follow his example, meeting in the dark and maintaining secrecy in all things.

symbols of Morgion, Nuitari, Sargonnas

Morgion, Nuitari, Sargonnas

Nuitari

Nuitari, the god of evil magic and darkness, is patron of the Mages of High Sorcery’s Order of the Black Robes and other wicked mages. He encourages selfish and destructive magic. His power flows through the black moon that shares his name, which is visible only due to the stars it blocks in the sky.

Sargonnas

Sargonnas is the unpredictable god of flame, vengeance, and wrath. Though he’s a consort of Takhisis, he schemes against her as often as he fights on her behalf. He is worshipped by those who seek retribution. His true form is that of a monstrous minotaur, and many minotaurs revere him under the name Sargas.

Zeboim

Zeboim is the god of the ocean in its destructive aspect, including storms and dangerous sea creatures. She is a mercurial god, and even her followers aren’t safe from her frequent bouts of rage. Most sailors pray to Habbakuk to keep Zeboim at bay, but some make offerings to Zeboim to allay her wrath.

symbol of Zeboim

Symbol of Zeboim

It’s easy to blame the gods for the Cataclysm. They sent the Thirteen Warnings and the burning mountain that followed. They sank Istar beneath the waves, shattered the continent, and withdrew from the world. They chose to cause the immense suffering of the disaster and the centuries since.

But let us suppose that the gods of good love this world and want us to flourish. That the gods of neutrality strive to steward and uphold the agency of mortals. That even the gods of evil, selfish as they are, seek power and influence, not destruction for its own sake. Why, then, would they punish us with the Cataclysm and leave us in a godless world?

I fear we’ve forgotten more than we remember. Worship of the true gods is ever waning, and false religions rise in their place. I pray every day that we’ve learned our lesson—that the gods will return, and that I may cede this chair to one who hears their voices and bears their true blessings.

Time alone will tell.

- Rosamund Heward, Knight of the Crown Acting High Clerist

 

 

Geography of Ansalon

Abanasinia

Abanasinia found itself near the shores of the New Sea, created after the Fiery Mountain struck Krynn. Perhaps the most relaxed region of Ansalon, the plains are home to numerous tribes of plains barbarians, as well as the cities of Solace, Haven, Gateway and at least one hill dwarf community. While the region is best known for its wide and verdant plains, it also has a number of city states dotted throughout. Those from Abanasinia are called Abanasinian.

Balifor

Located to the southeast of Khur and to the west of Goodlund, Balifor is part of the Desolation. Nestled along the Bay of Balifor on its western and southern reaches, Balifor was once a land comprising large savannahs and harsh deserts, before the coming of the dragon Malystryx. Great farmlands were once located throughout the region, which was known for its rich soil. The barbarian tribes ruled the inland realm of Balifor, while civilized folk inhabited the port towns, of which Port Balifor was long considered a nominal capital of the region. When the Desolation took hold over Balifor, the inhabitants of the region changed, as goblins, half-ogres, and bandits became more noticeable throughout Balifor.

Blöde

Blöde is an ogre nation located in the southern Khalkist Mountains, south of Taman Busuk and Khur, northwest of Silvanesti, and north of the Plains of Dust. Once separated between the mountainous realm of the ogres of Blöde and the open plateaus of the human warlords of Blödehelm, the region is known for its over-populated cities and the swamplands that now dominate the Blödehelm territory following the arrival of the dragon Onysablet. The Blöde region is covered on its eastern portion by the Khalkist Mountains, and the western half is dominated by Sable’s Swamp. A branch of the Thon-Thalas River runs along the southern border of the realm.

Estwilde

Estwilde is a nation composed mostly of human tribal peoples that covers a long and narrow region stretching from Kalaman Bay in the absolute northern reaches of Ansalon, spreading downwards and ending at the New Sea in the central part of the continent of Ansalon. The region is bordered by Lemish, Throt and Nightlund on its western border, Taman Busuk on its eastern side, and Nordmaar on its northeast border. The humans of Estwilde are split between the natives who hail from the Lor-Tai tribe, the cannibals of the Lahutian tribe, the wild mountain barbarians of Estwilde, and the civilized folk of the South Shore. Most outsiders deal with the mountain barbarians, who offer themselves as foot soldiers and mercenaries to those with enough money to hire their services.

Goodlund

Goodlund is located east of Balifor, south of the Minotaur Empire, and southeast of Khur. The geographical features of the lands are the Blood Sea of Istar, which borders the northern coast and the Southern Courrain Ocean on the south and east. The forests of Wendle Woods and Beast’s Run are located on the west and southern portion of the land, while the rivers Lifesbreath and Heartsblood lead out into The Maw. Furthermore, several prominent geographical features are located along the coastline, including the Writhing Wreck, Habbakuk’s Necklace, the Restless Waters, Thunderhead, Boiler’s Bay, Churning Reach, Mistlestraits, Land’s End, and the Sombre Coast. Goodlund was created following the Cataclysm. The lands that formed Goodlund were formerly the nations of Balifor and Dravinaar. These lands now comprise the Elian Isles, the Hollowlands, Kendermore, the Laughing Land, Northern Dairly Plains, Southern Dairly Plains, and the Misty Isle.

Icereach

Icereach is located to the far south of Ansalon and is a desolate frozen region which is largely a monstrous glacier. The only point further to the south in all of Krynn, is the frigid realm of Chorane. The region is covered in ice and chilly winds, which constantly blow throughout the entire area. Long ago it was fought over between human barbarian tribes, thanoi, and a great force of ogres. However the ogre nation of Suderhold fell apart long ago, and the area has since been fought over between Thanoi (walrus men), ice barbarians, and white dragons. Dwellings are few and far between throughout all of Icereach. There are two human civilizations of Icereach. The most numerous and more friendly of the two is the Arktos who are referred to as “Icefolk” by outsiders. The region of Icereach was born out of the pre-Cataclysmic Kingdom of Icereach, and is all that is left of the once great and powerful nation. Before the Cataclysm, Icereach was not the frozen wasteland it became, but a barren and unforgiving land with short summers and long winters.

 

 

Khur

Khur is a Human nomadic nation that is located southeast of Taman Busuk, northeast of Blöde, west of the Ogrelands, north of Silvanesti, and east of Thoradin. It is a mountainous and desert region with scattered oases and shrubs that are usually controlled by one of the Khur tribes there. Geographical features include the Khalkist Mountains in the west and north, the Burning Lands in southern Khur, and the Khurman Sea on the southeastern border. The nation is led by the Khan of Khur and inhabited by the seven tribes which form the Nomads of Khur.

The people of Khur love their horses, and are known for breeding the best in all of Ansalon. Races are held between the tribes to prove which breeds the best and wagers are placed on the outcomes.

Nightlund

Nightlund is a human land that shares its western border with Solamnia. Nightlund is north of both Lemish and Throt, west of Estwilde, and southwest of Nordmaar. Major geographical features include the Dargaard Mountains on the eastern border with Estwilde, and the Vingaard River which runs the length of Nightlund’s western border and north to Kalaman. There is a large forested land of cypress trees west of the Dargaard Mountains called “The Grove”. Heavily wooded and mountainous, the land was never suitable for farming. Even before the Cataclysm, it was only sparsely populated.

Following the Chaos War, Dalamar moved the Tower of High Sorcery in Palanthas to Nightlund. There he surrounded it in a forest of cypress trees to cover it from the prying eyes of the Dragon Overlords. Also, the borders of Nightlund were expanded north to Kalaman and south to Gaardlund by Takhisis, to keep the presence of Lord Soth a secret while she planned her attack on Krynn.

Since the War of Souls, the perpetual darkness that has covered Nightlund is no longer there, exposing the lands to bright sunlight.

Nordmaar

Nordmaar is a human nomadic nation that is located northeast of Estwilde, north of Taman Busuk, in northeastern Ansalon. The north and east of the realm is bordered by the Northern Courrain Ocean with the Last Coast being on the northeastern side, while the Turbidus Ocean lies on the western side of Nordmaar. A few of the major geographical features are The Great Moors, the Southern Wastes, the Sahket Jungle, the Emerald Peaks, The Horseman and the Fountain of Renewal. The northern part of the land is tropical with many rainforests and jungles, but as you go farther south towards Taman Busuk, it is more arid.

The humans of the realm are split between various tribes and are further factioned between the Nordmen of the cities who all offer fealty to a single king residing in North Keep and the Horselords who loyally serve the Khan of the Southern Wastes.

Northern Ergoth

Northern Ergoth is an island located west of Ansalon and north of Southern Ergoth that was created when the Cataclysm tore Ergoth in two. Northern Ergoth shares its northern border with the kender nation of Hylo and its southern border with the goblin province of Sikk’et Hul. The major geographical features of the island are the Sirrion Sea that surrounds the island, the Sentinel Mountains that serve as a border between Northern Ergoth and Hylo, and Raekel’s Pit located in the southern crook of the Sentinel Mountains. The lands of Northern Ergoth are mostly grasslands and coastal plains with the province of Sikk’et Hul a desert of hills and scrubland.

The people of the land are usually dark-skinned seagoing people, with large fishing vessels. Rice paddies are common on the coasts. The island’s armies are organized into legions.

Gwynned

Gwynned - formerly known as Tuskanvil - has been the Imperial capital of Ergoth since the Cataclysm. It is located along the Dermount River, and is a port city where the river meets the Emperor’s Bay on the Sirrion Sea. It is connected to Landfall to the northwest and Hillfort to the southeast by the Emperor’s Road. The Emperor of Ergoth still rules from this city along with the Ergothian Senate.

The city was built overlooking the Sirrion Sea, with defenses to protect it from naval attack as well as sudden changes in the weather. When these sudden storms hit, alarms are sounded with different war horns. Four watchtowers guard the perimeter of the main portion of the city and one major harbor juts out into Emperor’s Bay. The city also has many gladiatorial arenas, opera houses, and many centers for artistic and academic pursuits.

Plains of Dust

The Plains of Dust are located east of Thorbardin, south of the ogre nation of Blode, and southwest of Silvanesti. The lands are nothing more than desolate deserts, plains, and badlands now that are very harsh to all who try to cross it. The center of the Plains of Dust has a blood-red clay that forms a sort of sea of rock. Due to Beryllinthranox and Onysablet changing the landscape, the lands east of the Torath River have turned into savannahs, grasslands, trees, and creeks. Life is flourishing. Before that, the lands were commonly of tough, indomitable grasses, shrubs, and cold-hardy cacti. The Plains of Dust is known to have fierce warriors, having many centaur tribes in the north and plainsmen in the east.

 

 

Tarsis

The small nation of Tarsis is centered around the great trade city of the same name. Prior to the Cataclysm, Tarsis was a respected city, which was located in the forested region to the east of Kharolis and the west of the Silvanesti forest. The minor town and settlements around Tarsis all benefited from the large trade that the city had with the other nations. However following the Cataclysm the Lordcity of Tarsis became landlocked in the newly risen Plains of Dust. The nation once known as Tarsis ceased to exist, and the city of Tarsis became little more than a dusty husk of its former self.

Qualinesti

The Qualinesti forest lies in western Abanasinia northwest of Thorbardin and the New Sea to the east. It is a heavily forested land with the White Rage River running along its northern boundary. During the War of Souls the Lake of Death was created when Beryllinthranox was killed during the evacuation of the city of Qualinost, and her body crashed into the city causing the tunnels below it to flood.

Prior to the War of Souls this land was home to the Qualinesti elves following their departure from Silvanesti after the Kinslayer Wars. By working with the nations of Ergoth and Thorbardin, they were able to create a new kingdom and seal an alliance of peace between the three groups by building Pax Tharkas. The area remained independent until, following the Chaos War, the invading Knights of Neraka seized power over the land by placing their puppet king, Gilthanas, on the throne. Following the War of Souls, the land has remained in the control of bandits, outlaws, and ever increasing bands of goblins.

Qualinost

The city of Qualinost served as the capital of Qualinesti until its destruction. Prior to that it had been the home of the royal family of the Speaker of the Sun. The city was built from its natural surroundings so that it blended seamlessly with the forest. Many of the buildings were made from rose quartz and aspen beams that were inlaid with gold and silver. In the center of the city was the Tower of the Sun, a slender tower that threw off sunlight in a manner that made the tower seem to move. In the four corners of the city, four slender towers stood, with silver arches stretching to the Tower of the Sun. The city is considered small by human standards.

Sancrist

The Isle of Sancrist is the westernmost landmass of all of Ansalon. It is located west of Northern Ergoth and north and northwest of Cristyne in the Sirrion Sea. The isle has two sections: Gunthar and Sancrist. The Sancrist area has many mountain ranges, including the Gargath Mountains, the Majestic Mountains, the Numbered Mountains, the Skyfisher Range, the Sun Range, and the Caves of Pyrothraxus. The Gunthar section of Sancrist Isle has the Whitestone River which leads from Whitestone Glade to Thalan Bay.

It is also home to the gnomes of Mount Nevermind. Prior to the Chaos War the mountain was whole and housed various levels of Gnomish Invention. Following the Chaos War the gnomes blew the top half off the mountain but the lower levels still remain habitable.

Silvanesti

The original elven kingdom on Ansalon, this kingdom is famous for its marble buildings, garden-like forests and the towers of Eru at the mouths of the Thon-Thalas. At one time a nightmare-land during the rule of the Speaker Lorac, it is now abandoned, as the elves were driven away by ogres at the end of the War of Souls. The land was then settled by the Minotaurs establishing a new colony in the former elvish cities.

Silvanost

Silvanost, also known as the City of a Thousand White Towers and Place of Spires by the Kagonesti, was the capital of the elven nation of Silvanesti, and regarded by many to have been one of the most beautiful cities in the world. The city was named in honor of the great elven leader Silvanos Goldeneye. There was not a tree, rock, bush, or flower that wasn’t sculpted as the city grew. Where Qualinost allowed for plants to grow wild, Silvanost did not. When taken over by the minotaur empire, it was originally renamed Hotakanti, then Ardnoranti, but was finally named Sargasanti.

Silvanost was located on Fallon Island, and surrounded by the Thon-Thalas. At one time, giant turtles were used to ferry elves from the main side of the river, to the island where the city was located. When approaching the city, silver gates led into the city through the walls. These gates were bound with magics that made them so powerful that no force on Krynn could break them. A highway led up to the island from the west, called the Old King’s Road. At one time, a bridge crossed the Thon-Thalas, and the highway went right to the city gates, but this bridge no longer exists.

Once one entered the city, there were one thousand gleaming white towers, and all homes were built with the use of magic and made of wood, crystal, or white marble. They start as one or two story homes near the wall, gradually increasing in size, up to ten to twelve stories, closer the center of the city. The only straight streets in the city were in the cardinal directions of a compass. The city itself looked like a well tended garden, with all trees equally spaced, blooming flowers that were arranged in complex patterns, crystalline fountains, and all paths were made of cobblestone. At the heart of the city is the Tower of the Stars, along with all the major municipal towers and temples.

 

 

Solamnia

Solamnia is a human nation in northwestern Ansalon. Solamnia has just about every geographical feature imaginable: fertile plains, three mountain ranges (the Vingaard Mountains, Dargaard Mountains and the Garnet Mountains), Ansalon’s longest river, the Vingaard, and the Northern Wastes. Not a perfectly flat land, it has ridges, gullies, dry creek beds, small stands of trees, mostly a grassy steppe land. People from Solamnia are referred to as being Solamnic (or Solamnian), and they speak Solamnic, while some of the Knights speak Old Solamnic.

The provinces that make up Solamnia are Coastlund in the west, Palanthas east of that, and Hinterlund on the border with Nightlund. The Plains of Solamnia are also on the border with Nightlund, Elkholm and Heartlund lie south of the Plains of Solamnia, and Southlund is southwest of Heartlund. In Southlund is the city of Caergoth, and is an area known for very violent thunderstorms. From Coastlund in the west, to Hinterlund in the east, a variety of people live and work—mostly humans, but small bands of ogres and draconians are far too common. Originally located in the center of the Ansalonian continent, Solamnia is now very much a sea-going state, since the Cataclysm dumped three oceans around its borders.

Palanthas

Palanthas, also called Palanthas the Ancient and Palanthas the Beautiful, is one of the largest cities in Ansalon. It lies nestled safely in the Bay of Branchala in the northwest corner of the Ansalon mainland, protected from the furious Turbidus Ocean. It is home to more than 32,000 citizens, most of whom are humans, the rest a mix of other races such as elves, dwarves, gnomes, and the occasional minotaur and kender. The city has long been the pride of Solamnia, hailed as one of the major beacons of light in the world, and, with its white marble buildings and magnificent villas, it is a beautiful sight indeed. The city relies heavily on trade with merchants from all over Ansalon. Even minotaur vessels are allowed through the Gates of Paladine.

Palanthas is arranged much like a wheel with roads forming a circular spiral and eight great avenues emerging from the Central Plaza serving as the spokes. The third road is followed by an immense wall which divides the city in two – Old City and New City. Old City is the heart of the city. This is where the Lord Regent and the members of the City Senate reside, and it is where most governmental buildings lie. On the other side of Old City Wall lies New City, covering the foothills of the Vingaard Mountains. The vast majority of Palanthas’ citizens live in New City.

Southern Ergoth

Southern Ergoth is an island located west of Ansalon and south of Northern Ergoth, created when the Cataclysm tore Ergoth in two. Southern Ergoth stretches about 250 miles from north to south. The major geographical features of Southern Ergoth are the Sirrion Sea that surrounds the island; the Straits of Algoni that separate it from Ansalon; Morgash Lake, which is just north of the ogre city of Daltigoth; the Last Gaard Mountains, which run down its center, in which Foghaven Vale is located; Harkun Bay on the southern coastline; the Plains of Tothen, located in the southwestern coastline; the Plains of Kri, on the southern coastline; and the River Ergot, located in the northeast. Most of the central and eastern half of Southern Ergoth is now a frozen wasteland.

During the War of the Lance, the elves of Qualinesti and Silvanesti moved their people to Southern Ergoth to escape from the invading dragonarmies. They enslaved the Kagonesti, forcing them to build their cities while in exile. The dragonarmies invaded Southern Ergoth and gained control over much of the island during the war.

Taman Busuk

Taman Busuk is the melting pot for all the so-called ‘evil’ races of Ansalon. This region contains three of the most important dark cities: Sanction, Neraka, and Gargath. Taman Busuk borders Estwilde and Kern in the north and Zhakar in the south.

For the most part, Taman Busuk is a mountainous region, with the exception of the wastelands located in the south. The Khalkists are broken in a few places, most notably Godshome and Gargath. As a state, Taman Busuk is very weak, leaving the cities within it holding much more power.

Neraka

Neraka is the capital of Taman Busuk and the base of operations for the Dark Knights and their minions on Ansalon. Located almost in the exact middle of the Khalkist Mountains, southeast of Godshome, the city was built prior to the Cataclysm. The Hundred Mile Road leads south from Neraka to Sanction (about a 4 day journey), and the Nerakan Road leads north into Estwilde with two other roads leading east and another west. Outside the main gate is a broad open field.

Neraka is located in the Plains of Neraka in the Neraka Valley, and surrounding the city are mountains, with a few of them dormant volcanoes. The city is broken into three different sections with districts outside of the walls. In the heart of the city was the Temple of Darkness and a fortified inner keep, both surrounded by their own wall, and two additional sections, each with its own wall. In the heart where the Temple once stood, was a large hole where it sank into

 

 

the ground following the War of the Lance. The Dark Knights began to search it in 386 AC.

Outside the heart of the city is the inner bailey. Here all kinds of buildings crowd together in a small area, and its own wall surrounds it with watchtowers spaced evenly throughout. The Outer bailey is literally jammed with buildings, such as stables and markets. It is a warren of brothels, bars, shops, slave pens, huts, and hovels on narrow streets. Stench and squalor are found everywhere, along with rowdy crowds in the streets. Outside the outer bailey are the neat and orderly barracks of the Dark Knights.

Teyr

Teyr is a draconian nation located south of Nordmaar, north of Busuk Taman, and east of Estwilde. The city was established on the ruins of a failed dwarven colony. It is a mountainous region that has heavy forested lands, and some northern grasslands. The Astivar Mountains are in Teyr, while the Woods of Lahue are west of it. The Great Moors are to the east of it. Mount Brego is located west of the city of Teyr, in the Astivar Mountains, with the Peak of Destiny as the southernmost peak.

Draconians, led by Governor Kang came north and found the city ruins. Most of the city of Teyr had to be rebuilt again since no one had been living there in almost 400 years. The city is made completely of stone, with a large wall all the way around it. A civilian government led by Governor Kang runs it. Commander Slith is in charge of the military. Governor Kang promoted him shortly after he became governor.

There is a bastion in the center of the city where the local government works during the day. It was decreed by Governor Kang that no one will live inside of it, and that it will only be used as a place of defense should the outer walls fall. The old Hall of the Thane is located directly below it and would be a place where large meetings would likely take place, making it ideal for holding the entire city’s population in case of emergencies. The city barracks are located inside the city walls, with the civilians’ homes and businesses outside the walls.

Thoradin

Thoradin is a dwarven nation located south of Taman Busuk, southwest of Kern, west of Khur, and north of Blöde. The leader of the nation is called the High Thane of Thoradin. Thoradin was destroyed by an earthquake in 2009 PC and rebuilt nearly a thousand years later, only to be destroyed again in the Cataclysm. The nation then became became known as Zhakar. In 413 AC, the evil dwarven nation of Zhakar fell to the dwarven clans of Thorbardin. From this conquered nation, the new kingdom of Thoradin was formed. This new nation was said to be the second coming of ancient Thoradin. In reality, like Zhakar before it, this new nation of Thoradin was a dark shadow of its ancient namesake.

The new nation came about after war threatened the nation of Thorbardin. With Beryllinthranox’s expansion into Thorbardin, the Thanes opted to seal the mountain and protect the underground realm. Not wanting to hide beneath the mountains, the crazed prophet Severus Stonehand challenged the Thanes and was exiled. He believed they should return to the days when the dwarves were a formidable force.

Seeking to build his great nation, Severus opted to return to ancient Thoradin and rebuild out of the ruins of that former nation. After the Cataclysm, the dark dwarven nation of Zhakar had arisen out of the ashes of former Thoradin. Severus and his fanatical followers traveled to the Khalkist Mountains where they overthrew the Zhakar forces and took control of the realm. After dispatching the King of Zhakar, Severus was able to heal the population of a mold plague that had afflicted them for decades. With this act, he gained their undying loyalty. Seeking to return the nation to its former glory, King Severus changed the name of the realm from Zhakar back to Thoradin. He immediately put his subjects to work repairing the nation and its delvings.

Thorbardin

The dwarven kingdom of Thorbardin encompasses three hundred square miles beneath the Cloudseeker Mountain. There are six distinct clans (and cities) of dwarves who live here. Although each city seems distinct from one another, all are laid out in an orderly fashion. A traveler could go into any city in any part and know where to find homes, shops, and businesses on any level.

In the more populated areas, wagons riding on rails permit quick transport of goods and people between the locations. Large vertical holes, also called transport shafts, have been carved through each level. These allow goods and people to travel up and down many levels via buckets attached to huge chains.

Time within this underground world is kept by water-clocks that are set to the sun of the outside world. During the night, lights sparkle throughout the realm, these are usually from the Lanterns of Thorbardin.

Hybardin

Hybardin, also known as Hylarhome or the Life-Tree, is one of the wonders of Krynn. This city was built inside a giant stalactite that hangs over the Urkhan Sea. At the bottom of the stalactite is an island that serves as the city’s waterfront. Sunlight is brought to the city from sheets of quartz and smokeless lamps. This is the heart of Thorbardin, where dwarves from all the clans go to do business. This is also the city of the Hylar, and where the Council of Thanes meets.

Hybardin is narrow at the bottom and wide at the top where it meets the ceiling. An iridescent coral grows up

 

 

the outside in many branches that glows with a pulsing light that illuminates the great cavern as bright as day. Gardens of strange fungi grow along carved balconies that overlook the lake.

Water flows freely through and down the sides of the city. The water comes from countless natural springs found above the surface. The Hylar guide the water into canals, streams, and fountains throughout the city. With the abundance of water and light, nearly every family residence contains a garden that provides the city with many unusual smells. The buildings of the city line the streets and are neat and orderly. The city was connected to Theibardin, Theiwarin, New Daebardin, the Valley of the Thanes, the West Warrens, and Daerforge through a massive chain ferry of cable boats.

Throtl

Throtl is a Hobgoblin and Human land that is located east of Lemish, south of Nightlund, and west of Estwilde. Its major geographical features are the Southern Dargaard Mountains on the western border, the Northern Dargaard Mountains, the Forest of Throtl in the northeast, the Throtl Gap between the Northern and Southern Dargaard Mountains, and Newsea to the south. It is a grassy plain that experiences heavy rain all year round, creating many bog-lands.

Dragons of Fate cover illustration

 

 

Character Creation

warriors bring down a red dragon

Defenders of Solamnia Bring Down A Red Dragon

Peoples of Krynn

Dwarves

While known for their great subterranean nations, dwarves have long traded and traveled among the peoples of Krynn’s surface. The Cataclysm devastated many dwarven lands and destroyed some of their greatest underground kingdoms. Others, like the nation of Kayolin, were isolated from their allies as the New Sea flooded the land. And some, like the great dwarven realm of Thorbardin, turned inward and have yet to rejoin the world.

Thorbardin and the Dwarfgate War

The kingdom of Thorbardin has endured beneath the Kharolis Mountains of southwest Ansalon for thousands of years, but the centuries since the Cataclysm have created new divisions within it. The dwarves of Thorbardin divide themselves into ancient clans. Many generations before the Cataclysm, dwarves who dwelled on the surface established the Neidar clan, known for working the land and trading with other surface folks. In the wake of the Cataclysm, with food scarce and the future uncertain, the High King of Thorbardin sealed the gates of the kingdom to all outsiders, including the Neidar. Betrayed and hungry, these surface dwellers allied with other desperate refugees and unsuccessfully attempted to take Thorbardin by force. The conflict came to be called the Dwarfgate War caused deep enmity between the dwarven communities of the surface and those that live below.

Mountain Dwarves

Led by the aristocratic Hylar clan, mountain dwarves are the unquestioned rulers of Thorbardin. Many great fighters, engineers, and artisans call these magnificent halls home. Proud and reserved, most Thorbardin clans want nothing to do with outsiders - dwarves or otherwise. However, some dwarves grow tired of life within their ancient tunnels and wonder about rejoining the world above. As a mountain dwarf, you might come from a dwarven nation like Kayolin or Thorbardin. You could be part of an expedition of traders or explorers, sent by your people to live on the surface for years before reporting back. Or you might have ventured forth on your own, eager to see what the wider world holds.

Hill Dwarves

The dwarves barred from Thorbardin experienced the years following the Cataclysm on the surface.

 

 

Now known as hill dwarves, they lived among the lands and peoples of the surface for centuries. Few still call themselves by their old name, the Neidar, preferring to forget their ties to their mountain dwarf cousins. Some hill dwarves live as traveling traders, while others make their homes among the communities of Ansalon’s other peoples. Still other groups eke out lives in ruins or harsh lands as reclusive survivalists. As a hill dwarf, you might come from lands near the great mountain dwarf nations or from a diverse town far away. Or perhaps you come from everywhere, having been raised in a traveling community that’s seen most corners of Ansalon.

Dark Dwarf

Three different dwarven clans, the Daegar, Theiwar, and Zhakar, dug so deep, and stayed from the light of the sun for so long that their skin is said to have turned black, adapted to the sightless world they now inhabit. Use the racial features of the duergar dwarves from Mordenkainen’s Tome of Foes.

Gully Dwarf

Gully Dwarves are looked down upon by most races, especially other dwarves, as being dumb, and rather slovenly, cousins to the better known Hill or Mountain dwarves.

Elves

Several distinct elven cultures inhabit Ansalon, including the Qualinesti and Silvanesti high elves, the Kagonesti wood elves, and the Dargonesti and Dimernesti sea elves.

Over two thousand years ago, the Kinslayer War divided the high elves of Ansalon into two groups, Silvanesti in the east and Qualinesti in the west. Through the intervening millenia, neither group has sought reconciliation. In the even more distant past, both high elf nations separated from their Kagonesti kin, while the waves themselves isolate Dargonesti and Dimernesti from their surface-dwelling cousins.

As the elves of Ansalon largely keep to themselves, half-elves are few and rarely seen outside the elven nations.

Silvanesti High Elves

Silvanesti, the original elven kingdom, lies in southern Ansalon. For untold generations, the aloof Silvanesti elves lived in a stratified society closed to outsiders. They don’t hate their cousins in Qualinesti, but they consider their ways misguided.

In recent years, war has come to Silvanesti. When the Dragon Armies besieged the realm, the leader Lorac Caladon, Speaker of the Stars, ordered his people to evacuate. The surviving elves of Silvanesti now find themselves a people without a homeland. Most journeyed together across the sea to Southern Ergoth, seeking refuge with the Kagonesti, while others refused to give up Silvanesti and sought to reclaim their ancestral home.

As Silvanesti high elf, you know what few in Ansalon do: the home of the elves has fallen. During the Dragon Armies’ invasion of Silvanesti, you might have been separated from your people or even taken captive before escaping the armies in unfamiliar lands. You could have fled Silvanesti with your people but now seek a way to restor your homeland. Or perhaps you’ve spent your life exploring the world, cultivating relationships with people other than your kin.

Qualinesti High Elves

Long ago, a group of high elves left Silvanesti, desiring a more egalitarian society. They traveled far to the west and founded a new forested homeland called Qualinesti. Less hierarchical than their progenitors and more willing to deal with outsiders, Qualinesti elves even enjoyed good relations with the dwarves of Thorbardin. Since the Cataclysm, however, they’ve withdrawn from the world, and few outsiders dare approach their well-guarded borders.

As a Qualinesti high elf, you might have been raised in seclusion in the forests of Qualinesti. You could have been sent forth to learn the state of the wider world or to pursue rumors of Silvanesti’s fate. Or perhaps your family left Qualinesti long ago, and you have connections with folk from other lands.

qualinesti scout

A Qualinesti scout warns of a threat

Kagonesti Wood Elves

Kagonesti are the descendants of elves who never settled in the forest cities of Silvanesti, instead living a nomadic way of life and seeking harmony with nature. Most of these wood elves live in small tribes in the forests of Southern Ergoth. Although few outsiders intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be overwhelmed by the Silvanesti’s numbers and distinct ways.

 

 

As a Kagonesti wood elf, you likely spent a great deal of your life in the forest and know much about the natural world. You might have left years ago to explore the world, or perhaps you’ve just begun your travels, seeking to prevent the threats that befell the Silvanesti from reaching your people’s home.

Sea Elves

Two groups of sea elves inhabit the oceans surrounding Ansalon. Dargonesti, also known as deep elves, call the vast oceans home. Their cousins, Dimernesti, are often called shoal elves. Although Dimernesti live closer to land, they have deep bonds with the sea and all life within. Both groups of sea elves are rarely seen by the peoples of Ansalon and keep to their own aquatic communities. Though sea elves are exceptionally rare, you can create sea elf characters using Mordenkainen Presents: Monsters of the Multiverse.

Gnomes

Mount Nevermind—a hollow, dormant volcano on the island of Sancrist—is a hub of wonders and catastrophes. Here, energetic gnome inventors endlessly create and test stupendous devices—and learn from equally stupendous failures.

Forest gnomes are less populous in Ansalon. Their few communities lie deep in the forests of Sancrist and Kendermore, where they embrace harmony with nature over the pursuit of invention.

As a gnome, you might be a tinker pursuing some niche scientific endeavor, coaxed from Mount Nevermind to conduct research or to seek inspiration beyond the mountain. Alternatively, you might be a forest gnome, exploring the wonders of the world or seeking to heal the lands of the Cataclysm’s scars.

The tinker gnomes of Mount Nevermind are the best-known gnome community on Krynn. Despite living in a world steeped in magical forces, many of these rock gnomes indulge in specialized scientific pursuits and create complicated inventions.

tinker gnome at work

A TINKER GNOME FROM MOUNT NEVERMIND FINE-TUNES HIS LATEST INVENTION

Humans

Humans are ubiquitous on Ansalon. They ruled the continent’s largest empires before the Cataclysm, then were scattered during the devastation that followed. Many humans never resettled after the Cataclysm, joining itinerant and nomadic cultures. Human cities are few and usually small, developed around natural structures that sheltered communities following the Cataclysm.

As a human, you might hail from any corner of Krynn. Below are just a few of the distinct human nations of Ansalon. You might be a member of any of these societies, or you can choose another home to define as you please.

Abanasinia

Several peaceful communities dot the Abanasinia region, including Solace, a village built among the branches of towering Vallenwood trees. In recent years, the theocratic Seekers have risen to power in the region. This power-hungry religion controls the city of Haven and surrounding settlements in the name of vague, fickle deities who condemn the use of magic. The common language spoken is Abanasinian.

The broad plains of the northern Abanasinian peninsula are home to nomadic humans known as Plainsfolk. Divided into several tribes with territories across the region, Plainsfolk are skilled warriors, traders, and collectors of stories that predate the Cataclysm. They are noted for their tawny skin, dark hair, and brown eyes. Most speak a variant of Abanasinian.

Northern & Southern Ergoth

The Cataclysm split the land of Ergoth in two, dividing the remnants of the human empire that once ruled there. On Northern Ergoth, scattered communities claim to be inheritors of the fallen Empire of Ergoth and dwell among the remnants of its cities and fortresses. They are noted for their dark complexion, though it isn’t uncommong for an Ergothian to be fair skinned as well. They typically have dark hair and eyes. These Ergothians enjoy a prosperous peace with the kender enclave of Hylo and the goblins of the arid southern lands, with whom they share their island. Fewer humans make their home on Southern Ergoth, living primarily along the coast and avoiding dangerous groups of ogres and giants. Ergothians speak Ergot and Common.

Solamnia

Once a mighty empire, Solamnia has fallen from the glory it knew. Though Solamnia remains one of the largest and most prosperous nations on the continent, its provinces are self-concerned and prone to squabbling. The land’s once-legendary defenders, the Knights of Solamnia, are much diminished in numbers. Nevertheless, the knights still stand as defenders of the

 

 

innocent and paragons of honor. Solamnics are pale-skinned folk who tend to be taller than average. There is no standard hair or eye color primarily due to their ancestry. The most common language spoken is Solamnic, while a majority also speak Common.

Tarsis

After the Cataclysm, the verdant plains of southern Ansalon wasted away, becoming the Plains of Dust. Coastlines shifted, and the city of Tarsis found itself a seaport without a sea. In the dry harbor, decrepit remnants of the city’s famed ships list on waves of sand. The rest of the city clings to life as a trade hub for small communities and itinerant bands across the plains. Those who dwell here have adapted their ancestors’ seafaring ways to their current arid environment, becoming hunters, scavengers, and traders.

Other Lands

Estwilde

The fiercely independent human tribes of Estwilde travel the steppes of Qlettaar from the Turbidus Ocean to New Sea. These nomads brook no trespassing on their lands, whether by Solamnics or hobgoblin raiders from the east.

Goodlund

While Goodlund is predominantly inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half-understood technology and magic from the ancient past.

Icereach

The humans of Icereach live in the frozen south, where they compete with groups of thanoi (walrus-folk) for hunting grounds. They generally have fair skin, light colored hair (often red), and blue eyes. They are noted for their lean builds and typically stand around 6 feet in height. Most speak their own unique language, which outsiders simply call “Ice Folk”.

Khur

The nomadic human tribes of Khur inhabit a harsh, rocky land. These groups have been forcibly united under the local leader Salah-Khan, who allied his people with the Dragon Armies. A robust resistance, centered at the trade hub of Khuri-Khan, opposes the invaders. Khurians are average in height and lean in build. They are noted for their bronze skin, black hair, and dark eyes. Most Khurians speak Khurish, which is a variant of the Istarian tongue and uses its alphabet, in addition to Common.

Nerkaka

Nerakese men tend to be shorter than the average human, and the women are somewhat taller than average. They tend to have tanned skin and dark hair and eyes. The Nerakese speak Nerakese and Common.

Nordmaar

Most humans of Nordmaar live either in rugged coastal communities to the north or among the nomadic tribes of the south. Both proud groups have strong ties with the people of Solamnia.

humans

Humans from Tarsis, Ergoth, and Abanasinia

Kender

kender

During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.

Originating on the world of Krynn, kender are diminutive Humanoids who look like humans with pointed ears and diverse appearances. Kender have a supernatural curiosity that drives them to adventure. Due to this inquisitiveness, many kender find themselves falling through portals to other planes and worlds.

 

 

Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while others might become professional thieves.

Kender Traits

As a Kender you have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Fearless.

You have advantage on saving throws you make to avoid or end the frightened condition on yourself. Once per long rest, when you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead.

Kender Aptitude.

Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival.

Taunt.

You have an extraordinary ability to fluster creatures. As a bonus action, you can unleash a string of provoking words at a creature within 60 feet of yourself that can hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls against targets other than you until the start of your next turn. The DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race). You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Minor Races

Goblins

The Goblin races of Krynn generally respect power and strength. They are ambitious in seeking power for themselves, but most never attain it. Goblinkin are composed of three different races: bugbears, goblins, and hobgoblins.

Tarmak

Native to the isle of Ithn’carthia far to the east of Ansalon, hordse of Tarmak were abandoned in remote regions of Ansalon after the Chaos War. An offshoot of the human race, most Tarmak stand upward of seven feet tall and all have sharply pointed ears. Almost all Tarmak males sport long beards, ranging in color from deep red to snowy white. The Tarmak have a fierce warrior culture steeped in a strange religious tradition. Their language is filled with guttural sounds which sound primitive to most native Ansalonians. They are known for using a blue war paint that offers some sort of mystical protection during battle.

Minotaurs

A race of bull-men from the twin islands of Mithas and Kothas in the Blood Sea. They are the chosen of Sargas, the minotaur god of wrath and vengeance, whose form they emulate. They are raised from birth to be battle ready both on land and at sea.

Ogres

Ogres are the firstborn of the gods of evil. They were once the most beautiful and intelligent creatures of Krynn, known as the Irda, ruling over a might empire that enslaved humans as their servants. Over time, they were cast down and made as ugly and cruel as their dark souls.

Half-ogres are known to exit, usually the product of violence and slavery. They are considered too week by other ogres, and too savage by most humans. They rarely find a place for themselves in the world.

 

 

Organizations

In eras past, when Krynn faced times of exceptional darkness, champions stepped forth from the ranks of the virtuous Knights of Solamnia and the mystical Mages of High Sorcery.

Knights of Solamnia

Many celebrated heroes have risen from the Knights of Solamnia, the most storied knighthood on Ansalon. The knighthood began over a thousand years ago, during the reign of the Ergothian Empire in western Ansalon. Vinas Solamnus, head of the Ergothian imperial guard, was sent to eastern Ergoth to put down a massive rebellion. However, Solamnus learned of the rebels’ grievances and, won over to their cause, he and the rebels marched on the Ergothian capital of Daltigoth. The capital fell, and Vinas Solamnus was crowned king of a new independent nation on the eastern plains, called Solamnia in his honor.

King Solamnus sought above all to rule this new society justly. On the Isle of Sancrist, at a black granite stone in a secluded glade, he prayed to the gods for guidance. Three of the gods of good appeared to him: Paladine, god of justice and order; Kiri-Jolith, god of just warfare; and Habbakuk, god of nature, loyalty, and the elements. The three gods inspired three orders of knights that would guard the realm together as the Knights of Solamnia.

Tarnished Pride

Before the Cataclysm, Solamnia was a beacon of peace and prosperity. The knights established great cities and castles across the Plains of Solamnia, including Solanthus, Castle Brightblade, and Dargaard Keep. They ruled in accordance with the ideals of Vinas Solamnus, and they forged an alliance with Istar that spread those ideals across the world. The people of Solamnia attributed their prosperity to the wise and just rulership of the knights.

In the wake of the Cataclysm, faith in the knighthood soured to suspicion. Rumors spread that the knighthood had possessed the power to avert the Cataclysm and either failed to or chose not to—perhaps to dispense with Istar and solidify the knights’ power.

Most knights still tried to defend the realm as their duty demanded, but they found themselves beset on all sides, dying to protect people who rejected and persecuted them. Most fled to Sancrist Isle in the west or retreated to the protection of their strongholds and keeps, while others disguised themselves to continue their work.

Their power waning, the knights today are locked in a bitter internal feud: Is it better to maintain their strict codes even in the face of obsolescence, secure in the knowledge they were true to themselves? Or should they embrace a changing world and fight to defend it, even if the knights must change with it?

The Oath and the Measure

The Knights of Solamnia follow a chivalric code with two parts: the Oath and the Measure, both inspired by the writings of Vinas Solamnus. The Oath is simple and aspirational—a star to navigate by—while the Measure lays out specific rules for the organization and conduct of the knighthood.

The Oath. The Oath of the Knights of Solamnia has been the same since Vinas Solamnus founded the knighthood: “Est Sularus oth Mithas,” or “My Honor Is My Life.” This principle—to sacrifice all for the sake of honor—guides the actions of every knight, at least in theory.

The Measure. In contrast to the Oath, the Measure is a staggeringly complicated, excruciatingly specific guide to knightly life. Originally put forth by Vinas Solamnus as an organizational scheme and code of conduct for the knightly orders, the Measure grew over the years to encompass thirty-seven volumes, covering everything from courtly etiquette to the proper saddling of mounts. According to the Measure, the knights no longer have sufficient numbers to elect a new Grand Master, the highest office in the knighthood, leaving them without an authority who could overrule or update the Measure.

Despite this, a growing minority of knights push for a reform of the Measure, believing that it’s unwieldy and outdated and that it no longer serves the ideals laid down by their founder. knight of solamnia

A KNIGHT OF SOLAMNIA OF THE ORDER OF THE SWORD

 

 

Knightly Orders

Each Solamnic knight belongs to one of three orders. Each order, led by a High Knight elected from among its number, has its own hierarchy and rules for admission.

Knights of the Crown

Most knights begin their journey as squires in the Knights of the Crown, who honor the god Habbakuk as their patron. The order emphasizes ideals of loyalty and obedience that serve as a bedrock whether a knight chooses to remain within the order or move beyond it. Knights of the Crown are expected to aid any knight who requires assistance and any kingdom on the List of Loyalty, the official roll of the Knights’ allies.

Knights of the Sword

Dedicated to heroic honor, courage, and reverence for the true gods, this order upholds the virtues of Kiri-Jolith, the god of just war. Members dedicate themselves to courageous sacrifice, pledging to defend the defenseless without regard for the knights’ personal suffering. Knights who join this order often undertake a heroic quest to prove their worth.

Knights of the Rose

Guided by the god Paladine, the Knights of the Rose exemplify honor tempered by wisdom and justice. Before joining their ranks, most knights rise within the Knights of the Sword after serving with the Knights of the Crown. Those who prove both their loyalty and courage are fit to join this order, which upholds the knighthood’s highest ideals.

emblem of the order of the crown

Emblems of the Order of the Crown, Rose, and Sword

 

 

Mages of High Sorcery

Many magic-users on Krynn are members of an ancient organization known as the Mages of High Sorcery. Predominantly composed of wizards—with a lesser number of sorcerers, warlocks, and other spellcasters—members are divided into three orders. Each order dedicates itself to virtues extolled by a god of magic and honors the moon its deity is associated with. The three orders cooperate as part of a single organization, overseen by a council of experienced members known as the Conclave.

Equally devoted to the study of magic and united in defending their knowledge and traditions, the three orders differ in their fundamental reasons for using magic.

Order of the White Robes

Dedicated to the good god Solinari, the White Robes accept the solemn responsibility of using magic only to make the world a better place. The path they walk is a narrow one, and almost daily, a mage of the White Robes faces the agonizing decision of whether to intervene in the affairs of others for the greater good.

Order of the Red Robes

Inspired by the neutral god Lunitari, the Red Robes help others when it suits them and use their gifts for their own enrichment as they desire. Mages of the Red Robes are expected to wield their power responsibly, represent their order faithfully, and uphold the balance between good and evil in their own actions and the world at large.

Order of the Black Robes

Often reviled and feared in equal measure, the Black Robes follow the example of the evil god Nuitari, the black moon of Krynn. A mage of the Black Robes is expected to first further their own ambitions, then pursue the goals of their order, and then support the continued well-being of the Conclave.

Towers of High Sorcery

Thousands of years ago, the Mages of High Sorcery cooperated to build five Towers of High Sorcery, centers of learning to advance the craft of magic and the interests of the orders. Three of the towers were destroyed during the Cataclysm, and a fourth—the once unsurpassed Tower of Palanthas—lies cursed and empty. The only tower remaining in operation, the Tower of Wayreth, now serves as headquarters of the Mages of High Sorcery and repository of their greatest secrets.

The Test of High Sorcery

An apprentice mage who seeks to join one of the three orders must first pass a trial known as the Test of High Sorcery. Every mage’s test is different, tailored to both the order they wish to join and their own personal challenges and aspirations. Nonetheless, a few elements are always present.

Lethal Failure. The primary purpose of the test is to weed out those who would misuse magic. Every test is designed so failure means death. There is no judge, no score, and little chance of surviving a failed test.

Magical Acumen. A mage must wield magic with competence, creativity, and control. Every test requires a mage to use the most advanced magic they’ve learned—and, sometimes, to push beyond it.

Test of Character. The mages of the Conclave need to know the apprentice will honor the laws of their order, no matter the circumstance. To this end, the test confronts an apprentice with bitter moral and emotional choices as well as magical challenges.

Illusion and Reality. Friends, enemies, and loved ones might appear in the test, along with all manner of hazards and puzzles. The applicant has no way of knowing which challenges are illusory and which are real. In some cases, the test has lasting consequences for an applicant’s life beyond the order.

Renegade Mages

If a spellcaster leaves or is thrown out of the Mages of High Sorcery, or they fail the Test of High Sorcery and survive, the organization’s leaders forbid them from continuing to practice magic. Mages who practice magic in defiance of the Conclave are deemed renegades. Members of the robed orders are duty-bound to report and oppose such renegades. Some order members hunt renegades, seeking to punish or slay those who’ve defied the Mages of High Sorcery.

 

 

Backgrounds

When you make a character for a Dragonlance campaign, choose one of the backgrounds in this section or select a background from the Player’s Handbook or another source.

This section presents two new backgrounds for characters from the world of Krynn: the Knight of Solamnia and the Mage of High Sorcery.

Bonus Feats

Whatever background you choose for your character, you gain a bonus feats as detailed below. Characters involved in the war and other conflicts on Krynn are changed by the dramatic experiences they face.

1st-Level Bonus Feat

If you background does not already specify a feat, you gain a bonus feat of your choice from the following list:

  • Skilled
  • Tough
4th-Level Bonus Feat

At 4th level, you gain another bonus feat of your choice from either the 1st-level list above or the following list:

  • Adept of the Black Robes
  • Adept of the Red Robes
  • Adept of the White Robes
  • Alert
  • Divinely Favored
  • Knight of the Crown
  • Knight of the Rose
  • Knight of the Sword
  • Mobile
  • Sentinel
  • War Caster

You must meet all prerequisites if the feat you choose has any.

Knight of Solamnia

Prerequisite: Dragonlance Campaign You have trained to be a valorous warrior known as a Knight of Solamnia. Strict rules guide your every action, and you work to uphold them as you strive to defend the weak and oppose evil. Your honor is as important to you as your life.

Skill Proficiencies: Athletics, Survival

Languages: Two of your choice

Equipment: An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp

Feature: Squire of Solamnia You gain the Squire of Solamnia feat (presented later in this chapter).

In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.

Building a Knight of Solamnia Character

Any class that has martial prowess can be a good fit in the Knights of Solamnia. Fighters and paladins make up the bulk of the knighthood’s forces. Clerics (often with the War domain) can also be found among the knights’ ranks.

For a more unusual take on a Knight of Solamnia character, consider playing a bard of the College of Valor (or the College of Swords from Xanathar’s Guide to Everything) or a barbarian devoted to the ideals of the nature god Habbakuk (perhaps adopting the Path of the Zealot from Xanathar’s Guide to Everything).

Knight of Solamnia Trinkets

When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Knight of Solamnia Trinkets
d6 Trinket
1 A flat silver disk you record your heroics upon
2 A piece of a fallen knight’s armor
3 A pendant featuring a crown, a rose, or a sword
4 The pommel of your mentor’s sword
5 A meaningful favor from someone you defended—perhaps a handkerchief or glove
6 A locket with a sketch of a silver dragon inside

Mage of High Sorcery

Prerequisite: Dragonlance Campaign

Your talent for magic came to the attention of the Mages of High Sorcery, an organization of spellcasters that studies magic and prevents its misuse. You’ve trained among the Mages, but whether you’ll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely already predisposed you toward one of the organization’s three orders: the benevolent Order of the White Robes, the balance-pursuing Order of the Red Robes, or the ruthless Order of the Black Robes.

In the world of Krynn, many refer to the Mages of High Sorcery as the Wizards of High Sorcery. The organization accepts more than wizards, though, with sorcerers, warlocks, and other spellcasters included among their ranks.

Skill Proficiencies: Arcana, History

Languages: Two of your choice

Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp

Feature: Initiate of High Sorcery You gain the Initiate of High Sorcery feat (presented later in this chapter).

In addition, the Mages of High Sorcery provide you with free, modest lodging and food indefinitely at any occupied Tower of High Sorcery and for one night at the home of an organization member.

 

 

Building a Mage of High Sorcery Character

Mages of High Sorcery are typically sorcerers, warlocks, or wizards and might have any subclass. Spellcasters who gain their magic through devotion are less likely to be welcomed among the traditionalist mages. Nevertheless, the Mages of High Sorcery are shrewd, and they rarely let unique opportunities or individuals pass them by. Even members of martial classes who train in magic might find a rare place among the group’s three orders.

Mage of High Sorcery Trinkets. When you make your character, roll once on the Mage of High Sorcery Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Mage of High Sorcery Trinkets
d6 Trinket
1 An unopened letter from your first teacher
2 A broken wand made of black, red, or white wood
3 A scroll bearing an incomprehensible formula
4 A purposeless device covered in colored stones that can fold into various enigmatic shapes
5 A pouch or spellbook emblazoned with the triple moon symbol of the Mages of High Sorcery
6 A lens through which you can see Krynn’s invisible black moon, Nuitari

Feats

This section introduces feats related to the Knights of Solamnia and the Mages of High Sorcery, along with a general feat available to characters seeking a special divine connection. These feats are available to you whenever you normally choose a feat, and they follow the feat rules in the Player’s Handbook.

Divinely Favored

Prerequisite: 4th Level, Dragonlance Campaign

A god chose you to carry a spark of their power.

You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.

Alignment Spells
Alignment 1st-Level Spell
Evil Choose one 1st-level warlock spell
Good Choose one 1st-level cleric spell
Neutral Choose one 1st-level druid spell

You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

Initiate of High Sorcery

Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background

You’ve received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells
Alignment 1st-Level Spell
Nuitari Choose two from dissonant whispers, false life, hex, and ray of sickness
Lunitari Choose two from color spray, disguise self, feather fall and longstrider
Solinari Choose two from comprehend languages, detect good and evil, protection from good and evil, *** and *** shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

mages of high sorcery

Mages of the Orders of Black, Red, and White Robes
Adept of the Black Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Nuitari) Feat You chose the moon Nuitari to influence your magic, and your ambition and loyalty to the

 

 

Order of the Black Robes have been recognized, granting you these benefits:

Ambitious Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Adept of the Red Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Lunitari) Feat

You chose the moon Lunitari to influence your magic, and your dedication to maintaining the balance between all things has been recognized by the Order of the Red Robes, granting you these benefits:

Insightful Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Solinari) Feat

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Squire of Solamnia

Prerequisite: Dragonlance Campaign, Fighter or Paladin Class or Knight of Solamnia Background

Your training in the ways of the Knights of Solamnia grants you these benefits:

Mount Up. Mounting or dismounting costs you only 5 feet of movement.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

MEMBERSHIP IN KNIGHTLY ORDERS

Knights of Solamnia are only ever members of one of their organization’s orders. In the course of their training, most knights begin as members of the Knights of the Crown and then move on to join other orders. Whether a character follows this path or another, they retain what they learned as a member of an order even if they join another. Characters can change what knightly order they’re a part of, but they always have access to any Knight of Solamnia feats they’ve acquired.

Knight of the Crown

Prerequisite: 4th Level, Squire of Solamnia Feat

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Knight of the Rose

Prerequisite: 4th Level, Squire of Solamnia Feat

You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

Ability Score Increase. Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.

Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Knight of the Sword

Prerequisite: 4th Level, Squire of Solamnia Feat

You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sorcerer Subclass

Lunar Sorcery

On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world’s twelve moons.

You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells—perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.

Lunar Embodiment

1st-Level Lunar Sorcery Feature

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Lunar Spells
Sorcerer Lvl Full Moon Spell New Moon Spell Crescent Moon Spell
1st shield ray of sickness color spray
3rd lesser restoration blindness/deafness alter self
5th dispel magic vampiric touch phantom steed
7th death wards confusion hallucinatory terrain
9th telepathic bond hold monster mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Moon Fire

1st-Level Lunar Sorcery Feature

You can call down the radiant light of the moon on command. You learn the sacred flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Lunar Boons

6th-Level Lunar Sorcery Feature

The current phase of your Lunar Embodiment can affect your Metamagic feature. Each Lunar Embodiment phase is associated with certain schools of magic, as shown here:

Full Moon. Abjuration and divination spells

New Moon. Enchantment and necromancy spells

Crescent Moon. Illusion and transmutation spells

Whenever you use Metamagic on a spell of a school of magic associated with your current Lunar Embodiment phase, you can reduce the sorcery points spent by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

Waxing and Waning

6th-Level Lunar Sorcery Feature

You gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your current Lunar Embodiment phase to a different one.

You can now cast one 1st-level spell from each lunar phase of the Lunar Spells table once without expending a spell slot, provided your current phase is the same as the lunar phase spell. Once you cast a lunar phase spell in this way, you can’t do so again until you finish a long rest.

Lunar Empowerment

14th-Level Lunar Sorcery Feature

The power of a lunar phase saturates your being. While you are in a Lunar Embodiment phase, you also gain the following benefit associated with that phase:

Full Moon. You can use a bonus action to shed bright light in a 10-foot radius and dim light for an additional 10 feet or to douse the light. In addition, you and creatures of your choice have advantage on Intelligence (Investigation) and Wisdom (Perception) checks while within the bright light you shed.

New Moon. You have advantage on Dexterity (Stealth) checks. In addition, while you are entirely in darkness, attack rolls have disadvantage against you.

Crescent Moon. You have resistance to necrotic and radiant damage.

Lunar Phenomenon

18th-Level Lunar Sorcery Feature

As a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:

Full Moon. You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.

New Moon. You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack roll or cast a spell.

Crescent Moon. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.

Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.

A HUMAN SORCERER DRAWS ON THE MAGIC OF KRYNN’S MOONS

 

 

Creating Your Character

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.

Languages

Your character can speak, read, and write Common and one other language that is appropriate for your character.

Character Connections

Players should use the information detailed in this guide to create characters connected to Krynn, and, if possible, to one another. They should also each have a connection to a mutual friend named Ispin Greenshield. Ispin has recently passed away, and the characters are invited to his funeral in the town of Vogler.

Ispin Greenshield

Before retiring to the village of Vogler, Ispin Greenshield traveled across Ansalon as a teacher, trader, and adventurer. Along the way, he forged friendships with each of the characters. Each character knows the following information about him:

  • Ispin was a good-natured human adventurer from Solamnia.
  • Ispin took his name from a distinctive green shield he found early in his adventuring career. He claimed the shield was magical, but it had no obvious magical properties.
  • The bighearted Ispin loved to tell tall tales of his travels to anyone who would listen.
  • Ispin used to adventure with a human Knight of Solamnia named Becklin and a hill dwarf warrior named Cudgel. These two featured in many of Ispin’s stories of fighting sea monsters and goblin raiders.
  • Ispin retired from traveling years ago, becoming a permanent resident of a little-known village in Solamnia called Vogler.

Players are free to elaborate on their connection with Ispin in any way they would like, or even use their relationship with him to reinforce how they know one another.

The table below suggests a few ways characters might have come to know and likely respect Ispin. Roll or choose one of the experiences, or us it to inspire your own.

Meeting Ispin Greenshield
d6 Experience
1 Ispin was a close friend of one of your parents. You’ve known him since you were a child.
2 You and Ispin defended a community from a notorious band of goblin raiders.
3 Ispin tracked you down to return something precious that a thief stole.
4 Ispin visited your homeland, bringing with him goods and stories from far-off lands. He taught you much about the world.
5 Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill.
6 You and Ispin once competed for the same person’s affections, only to discover each other’s friendship.

Invitation to a Funeral

Each character has received a copy of a letter from Becklin Uth Viharin, a Solamnic knight stationed in Vogler. Before the start of the adventure, characters have begun their journey, setting off on the road to Vogler. The extent of this undertaking might vary for each character. If they travel by sea, the would disembark at the port of Kalaman and then travel by road to Vogler. The adventure begins on the final leg of the journey towards Vogler.

Becklin's Letter

Becklin’s Letter

 

 

ansalon

Continent of Ansalon

Continent of Ansalon Map

 

 

Dragonlance:

Shadow of the Dragon Queen

March to war against the Dragon Armies.

Dragonlance: Shadow of the Dragon Queen is a tale of conflict and defiance set during the legendary War of the Lance. Create characters from Krynn, the world of the Dragonlance setting, then march them to the front lines of battle against the terrifying Dragon Armies.


For use with the like total bestest roll playing game in like the world and all time and stuff.

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