Alistair's Dragonlance Continuation

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Dragonlance Part 2


PCs


NPCs

This campaign would take place XXX years after the events of Alistair's previous Dragonlance Campaign.

Contents

Backstory

The Priors' War

During the Third Dragonwar the Priory of the Broken Skull crafted the Orb of the Legion which was capable of controlling vast numbers of undead creatures that could in turn control more undead creatures. Their plan was to bide their time collecting enough bodies of fallen heroes. The bodies would be used in vile rituals to Chemosh to create powerful undead lieutenants capable of creating and controlling more undead beings. The Orb itself also served as the phylactery of the liches formed as part of its creation ritual.

After the return of the gods after the Second Cataclysm, the Priory had finally collected enough bodies and started waging their great war of annihilation. They began their war in the lands of Teyr. Zuran Bannfußrolle led a band along with Olga Bloodwart to gather allies to fight against the coming army.

In an attempt to prevent the artifact from being created, Zuran's band traveled back in time. They infiltrated into the Priory and were asked to acquire the scale of a black dragon as a component for the artifact. They promised great riches in exchange for the task and even offered to turn Zuran into a lich. The band knew of only one place that they could easily get a black dragon's scale. They hurried to the battlefield where Huma Dragonbane pined Tahkisis with the Dragonlance. There the band stole away a scale and returned to the Priory. The Priory used this scale and made the artifact even more powerful than the group had possibly imagined. They witnessed as 24 liches were absorbed into the Orb of the Legion which would serve as their unified phylactery. Having failed in their mission the band returned to their own time.

Failing in their mission they returned to their quest to gather allies. At first nations were hesitant to send troops believing the problem to be a local issue and not wanting to send troops to a foreign land and disrupt the delicate balance that had been established amongst the nations. Frustrated, Zuran began casting powerful charm spells upon the leaders of armies and nations, failing that Olga Bloodwart would threaten them. One way or another they slowly built up an army consisting of Pirates, Minotaurs, Dragons, barbarians, Draconians, and ogres.

The final battle would take place on the narrow strip of land leading into the Desolation. The battle was not going well until Zuran and his band spotted the Orb of the Legion and teleported as close to it as possible. They followed in Olga Bloodwart's wake as she charged through the undead hordes towards the orb. Zuran then cast some buff spells on Olga and they managed to shatter the Orb. The resulting explosion destroyed the majority of the undead army and many of the alliance units as well. Legend has it that only Zuran survived the explosion and then teleported to the Tower of the Desolation with Olga Bloodwart's body. There he brought her back to life to begin building his own empire in the desolation.

FEEL FREE TO CORRECT OR EXPAND UPON THIS WITH WHAT YOU REMEMBER

Empire of Zuran

In the years following the victory over the Priors, Zuran and Olga Bloodwart began establishing a powerful empire. Olga began unifying the ogres and giants of the desolation. As they unified they began to conquer the "lesser" races of the lands. Soon mercenaries from outside the region joined the fight to conquer the remaining lands. When Olga's armies could not win the day, Zuran would "negotiate" the surrender of the enemies. Zuran meanwhile was learning the rituals necessary to reestablish the ancient Tower of High Sorcery at Qim Sudri. He gathered enough powerful wizards to rebuild the tower in time.

When the tower was reconstructed, Pitch took her followers and moved back to the Kern fearing a hostile takeover by Zuran's growing might. At the base of the mountain, the city of Qim Sudri rose once again. The ogres, giants, and subjects rebuilt the city stone by stone as the capital of the new city. With a "little" nudge from Zuran the nation declared that the highest ranking Black Robed wizard within the tower would serve as their emperor. The Orders of High Sorcery were not exactly thrilled with this proclamation as the wizards try to avoid direct leadership. Zuran side-stepped this issue by never directly ruling the nation. It is however widely known that the regent ruling over the nation is always charmed by Zuran who currently serves as the master of the tower and highest ranking Black Robe.

In the years following the victory in the desolation, Zuran seized control of the newly reconstructed Tower of High Sorcery at Qim Sudri. The tower, now at the top of a mountain thanks to Malystryx, became the throne for surrounding lands. Pitch, who had taken her people to the lands east of the tower soon returned to the swamps it once knew as home fearing encroachment by Zuran's growing army.

Eventually the nation would become a melting pot of evil. Some nations even deported their criminals to the region. They have a tentative truce with the Minotaur Empire who long ago discovered that Zuran had charmed an Emperor to gain assistance during the Priors' War. They have found begrudging respect from the Sargasanti Elves who remember Zuran's merciful actions in not killing a bunch of elves that had holed up in a small monastery.

One hundred and fifty years since the defeat of the Priory, Zuran is known to be extremely old and frail. He has extended his lifespan numerous times by sucking the life from his apprentices and the Orders of High Sorcery have on numerous times pondered declaring him to be a lich and therefore a Renegade Wizard. The power of the Empire of Zuran is all that has prevented such a declaration for Regent Drul'zil Bloodwart and his predecessors have all openly declared that should Zuran be declared a Renegade they will officially name him Emperor and be prepared to take their nation to war against all who oppose Zuran.

The entire Desolation has not been unified under Zuran which may be a good thing for Ansalon.

Campaign Start

Your characters will start in the employ of a mercenary band by the name of the Crimson Cloaks. The band is known for its willingness to take on any mission from invasions, assassinations, robberies, and home invasions. If the customer is willing to pay the Crimson Cloaks are willing to oblige. Their recruiting practices are equally as shady. They have been known to kidnap potential members, purchase them from the slave trade, and on rare occasion they have been known to gain the release of prisoners through legitimate or illegitimate methods. They keep their membership in order mostly through fear, however most members thoroughly enjoy their work. In many regions of Ansalon bearing the mark of the Crimson Cloaks is enough to warrant a death sentence based entirely upon their reputation.

All group members are pressed into the service of the Crimson Cloaks either willingly or not willingly. Regardless of your method for joining your characters are just finishing their training and are preparing to embark on their first mission. You are to be assigned a handler for your first few missions to ensure your loyalty to the Crimson Cloaks. If he recommends it you shall become an independent unit with full membership in the Crimson Cloaks, trusted to complete your missions without supervision.

Customized Rules

  • Tech Level 3
  • Healing is a capability that only clerics in good standing of a deity may use. Non-divine casters and undead are incapable of casting such spells.
  • Turning/Rebuking of undead is a capability that only clerics in good standing of a deity may use. Non-divine casters and undead are incapable of casting such spells.

The Moons and Arcane Magic

Legion of Geeks Dragonlance Tools

Character Creation

  • Tech Level: 3
  • Magic System: Realm Magic
  • Starting Points: 100 + 25 from training (See "Skills Available for Training" below)
    • The 25 points may ONLY be spent on the skills from the section below. They may NOT be spent on anything else including advantages and attributes.
      • Exception: Magery advantages.
      • Players must inform the GM of how they spent their 25 points.
    • Template disadvantages do NOT count towards the disadvantage limit.
  • Starting Wealth: 1000 (unless you take advantages to gain wealth)
  1. Choose a race. Your racial disadvantages do not count towards your 40 point disadvantage limit.
  2. Continue on with normal GURPS character creation spending up to 100 points.

Skills Available for Training

  • All Weapons Skills, including martial arts types
  • Camouflage
  • Climbing
  • Disguise (Various Races)
  • Escape
  • First Aid (Various Races)
  • Forgery
  • Garrote
  • Intelligence Analysis
  • Interrogation
  • Lockpicking
  • Magery (various)
  • Observation
  • Riding (Equine)
  • Pickpocket
  • Poisons
  • Search
  • Shadowing
  • Shield (whatever)
  • Sleight of Hand
  • Smuggling
  • Soldier
  • Stealth
  • Streetwise
  • Swimming
  • Tactics
  • Tracking
  • Traps

Skill Requirements

  • Must have one or more combat skills. This could be weapons or magics.
  • Riding (Equine)
  • Stealth - 12 or higher, no points required if you can meet this anyways.

Skill Recommendations

It is strongly recommended that everyone be decent with the following:

  • Stealth

Group Specialists Needed

The group will need at least one person with the following skills:

Skill Avian Bogy Jarvis Mikee Turd
Camouflage ? 13 ? ? 11
Climbing 9 ? 11 ? ?
Escape 8 ? ? ? ?
Forgery 11 ? ? ? ?
Garrote ? ? 12 ? ?
Intelligence Analysis ? ? ? 10 ?
Interrogation ? ? ? 11 ?
Lockpicking ? 12 ? ? ?
Observation 12 ? 9 ? ?
Pickpocket ? 11 ? ? ?
Poisons ? ? ? 11 ?
Search 12 12 9 ? ?
Shadowing ? ? ? 11 ?
Sleight of Hand ? 10 ? ? ?
Smuggling ? 12 ? ? ?
Stealth 12 12 13 12 12

Races

Birdkin

Aarakocra

More Information @ Wikipedia

Insanely rare, the Aarakocra live in extremely remote mountainous regions that are surrounded with forests. They tend to battle with the Kyrie over territory. Minotaurs are their common ally when attacking the Kyrie if any are nearby as the Minotaurs consider Kyrie eggs to be a delicacy. Their arms are a part of their wings with their hands protruding at the top middle of the wingspan. They cannot hold objects in their hands while flying.

  • Physical Traits:
    • (AD) Claws (Talons) [8]
    • (AD) Flight [40]
      • (Modifier) Winged [-10]
    • (AD) Teeth (Sharp Beak) [1]
  • Cultural Traits:
    • (AD) Language - Native (Auran) [0]

Total Cost: 39

Kyrie

Thought to be extinct the Kyrie are a feathered, winged humanoid species. They exist only on remote mountainous islands. Even the populations living on the islands may be unaware of the existence of the Kyrie on their lands.

More Information @ Dragonlance Nexus

  • Physical Traits:
    • (AD) Dark Vision [25]
    • (AD) Flight [40]
      • (Modifier) Winged [-10]
    • (AD) Longevity [2]
  • Cultural Traits:
    • (AD) Language - Native (Auran) [0]

Total Cost: 57

Dragonkin

Draconian

Through several generations the draconians have genetically intermingled and now appear to be of a single race that has come to be known as Dragonborn.

  • Physical Traits:
    • (AD) Claws - choice of claws or talons
    • (AD) Dark Vision [25]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Reduced Consumption 2 [4]
    • (AD) Teeth, Sharp Teeth [1]
    • (AD) Universal Digestion [5]
  • Optional Physical Traits:
    • (AD) Flight (wings) [30]
    • (AD) Spines - will make armor expensive as hell unless it is cloth.
    • (AD) Striker - Tail attack, must also get tail.
    • (AD) Innate Attack (Corrosion) [10]
      • (Modifier) Area Affect [+50%]
      • (Modifier) Unconscious Only [-20%]
      • (Modifier) Uncontrollable [-30%]
  • Cultural Traits:
    • Native Language - Draconic
    • (Skill) Soldier - Draconians are a highly militaristic culture.

Base Cost: 47 (Assumes Sharp Claws [5], no Optionals)

Kobold

Kobolds are tiny dragonkin that are subjugated by evil Dragons.

  • Physical Traits:
    • Size Modifier -2
    • DX 12 [40]
    • ST 8 [-20]
    • (AD) Claws (Sharp Claws) [5]
    • (AD) Dark Vision [25]
    • (AD) Reduced Consumption 2 [4]
    • (AD) Teeth, Sharp Teeth [1]
    • (AD) Universal Digestion [5]
  • Cultural Traits:
    • (DA) Social Stigma (Subjugated) [-20]

Total Cost: 40

Dwarfkin

Dwarf, Gully

More Information @ Dragonlance Nexus

  • Physical Traits:
    • Size Modifier -1
    • DX +2 [40]
    • HT +2 [20]
    • IQ -2 [-40]
    • Dark Vision [25]
    • Extended Lifespan 1 (Aging@100) [2]
    • (AD) Universal Digestion [5]
  • Cultural Traits:
    • (DA) Absent-Mindedness [-15]
    • (DA) Clueless [-10]
    • (DA) Cowardice [-10]
    • (DA) Gullibility [-10]
    • (DA) Social Stigma, Uneducated [-5]

Total Cost: 2

Not sure if there is a cost to the size modifier or not.

Dwarf, Hill/Mountain

  • Physical Traits:
    • Size Modifier -1
    • HT +1 [10]
    • Dark Vision [25]
    • Extended Lifespan 2 (Aging@200) [4]
  • Cultural Traits:
    • Artificer [10]

Total Cost: 49

Not sure if there is a cost to the size modifier or not.

Gnome

Gnomescontinuetobetheirfasttalkingtechnologicallyinclinedselveswithincrediblylongnamesthatarefarlongerthanthissentencethatappearstobeoneword.

  • Physical Traits:
    • Size Modifier -1
    • (AD) Night Vision 1 [1]
    • (DA) Unluckiness [-10]
  • Cultural Traits:
    • High TL +1 [5]
    • (AD) Artificer [10]
    • (AD) Gadgeteer [25]

Total Cost: 31

Not sure if there is a cost to the size modifier or not.

Elves

Elf, Kagonesti

The Kagonesti are the "wild elves" of the world. They live int he wilds and never build anything more than temporary camps in their forests.

  • Physical Traits:
    • DX +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • Native Language - Kagonesti
    • (AD) Outdoorsman [10]

Total Cost: 37

Elf, Qualinesti

  • Physical Traits:
    • DX +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Longevity [2]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • Native Language - Qualinesti

Total Cost: 29

Elf, Silvanesti

  • Physical Traits:
    • DX +1 [20]
    • IQ +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Longevity [2]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • (AD) Magery 0 [5]
    • Native Language - Silvanesti

Total Cost: 54

Elf, Sargasanti

The Sargasanti are the elves who chose to remain in Silvanesti after the Minotaur Empire claimed the lands, which were then renamed to Ambeon. They have been subjugated and serve as slaves. The Silvanesti have long since given up on the thought of reclaiming their once thriving homeland leaving their kin to fend for themselves. Many of the elves have turned to Sargonnas, or Sargas as their Minotaur overlords call him, seeking the strength to overthrow the Minotaurs.

  • Physical Traits:
    • ST +2 [20]
    • DX +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • Cultural Familiarity (Alien Culture) (Minotaur Empire) [2]
    • Language (Native) (Minotaur) [0]
    • Language - Native (Silvanesti) [6]
    • Social Stigma (Subjugated) [-20]

Total Cost: 34

Giantkin

Cyclops

A subspecies of Hill Giant, the Cyclops are towering single-eyed giants. They have incredibly poor vision but make up for it with a refined sense of hearing.

  • Physical Traits:
    • Size Modifier +2 [0]
    • ST +5 [40]
    • (AD) Acute Hearing 5 [10]
    • (AD) Night Vision 4 [4]
    • (AD) Striking ST 2 [10]
    • (DA) Bad Sight (Nearsighted) [-25]
    • (DA) One Eye [-15]
    • (DA) Social Stigma (Monster) [-15]
  • Social Traits:
    • (AD) Language - Native (Ogre) [0]
    • (DA) Loner [-5]

Total Cost: 4

Ettin

A subspecies of the Hill Giant, the Ettins are towering two-headed giants.

  • Physical Traits:
    • Size Modifier +2 [0]
    • ST +4 [32]
    • (AD) Extra Head 1 [15]
    • (AD) Night Vision 4 [4]
    • (DA) Social Stigma (Monster) [-15]
  • Social Traits:
    • (AD) Language - Native (Ogre) [0]
    • (DA) Loner [-5]

Total Cost: 39

Giant, Hill

  • Physical Traits:
    • Size Modifier +2 [0]
    • ST +4 [32]
    • (AD) Night Vision 4 [4]
    • (DA) Social Stigma (Monster) [-15]
  • Social Traits:
    • (AD) Language - Native (Ogre) [0]
    • (DA) Loner [-5]

Total Cost: 24

Gnoll

Goblinoids

Bugbear

More information @ Dragonlance Nexus

  • Physical Traits:
    • ST 12 [20]
  • Cultural Traits:
    • (AD) Language, Native (Goblin)
    • (DA) Bad Temper [-10]
    • (DA) Social Stigma, Second-Class Citizen [-5]

Total Cost: 5

Goblin

More information @ Dragonlance Nexus

  • Physical Traits:
    • Size Modifier -1
    • DX 12 [40]
  • Cultural Traits:
    • (AD) Language, Native (Goblin)
    • (DA) Social Stigma, Second-Class Citizen [-5]

Total Cost: 35

Hobgoblin

More information @ Dragonlance Nexus

  • Physical Traits:
    • ST 12 [20]
  • Cultural Traits:
    • (AD) Language, Native (Goblin)
    • (DA) Social Stigma, Second-Class Citizen [-5]

Total Cost: 15

Human

Humans come from civilizations or not as nomadic bands still roam portions of Ansalon.

Kender

Kender are slowly becoming two different cultures with one remaining the happy-go-lucky children and the others seeming as mature as any other race.

  • Physical Traits:
    • Size Modifier -1
    • ST -1 [-10]
    • DX +2 [40]
    • (AD) Luck 2 [30] - NEVER inherited by half-bloods
    • (AD) Magic Resistance 5 [10]
    • (DA) Absent-Mindedness [-15] - ALWAYS inherited by half-bloods
    • (DA) Gullibility [-10]
  • Cultural Traits:
    • Curious [-5]
    • Impulsiveness [-10]
    • Kleptomania [-15]
    • Pacifism (Cannot Harm Innocents) [-10]

Total Cost: 5

Not sure if there is a cost to the size modifier or not.

Minotaur

More Information @ Dragonlance Nexus

  • Physical Traits:
    • ST +2 [20]
    • HT +1 [10]
    • (AD) Damage Resistance 1 [5]
    • (AD) Huge Piercing Attack (DX, Brawling) [8]
  • Cultural Traits:
    • Native Language - Minotaur [0]
    • (DA) Code of Honor (Gentleman's) [-10]
    • (Skill) Brawling [1]
    • (Skill) Soldier [1]

Total Cost: 35

Ogres

Ogre

  • Physical Traits:
    • Size Modifier +1
  • Cultural Traits:
    • (DA) Bad Temper [-10]

Not sure if there is a cost to the size modifier or not.

Ogre, Bloodwart (Titan)

  • Physical Traits:
    • Size Modifier +1
    • (AD) Magery 0
  • Cultural Traits:
    • (DA) Bad Temper [-10]
  • Elbow Spurs
  • Heightened Senses
  • Magic Resistance
  • Concentration out the ass
  • Leadership qualities

Ogre, Irda

More Information @ Dragonlance Nexus

Few Irda live and none walk around in their native form for fear of being recognized. They are the ogres that long ago rejected the path of evil. In appearance they are similar to an elf but with green-hued skin and are as tall as a human. They tend to be extraordinarily shy and reclusive. An Irda that willingly commits an evil act risks falling and becoming a normal Ogre with no chance of recovering.

  • Physical Traits:
    • IQ +1 [20]
    • (AD) Magery 0 [5]
    • (AD) Night Vision [1]
    • (AD) Shapeshifting, Morph [100]
      • (Modifier) Retains Shape [-20]
  • Cultural Traits:
    • Native Language: Irda
    • (DA) Shyness (Crippling) [-20]

Total Cost: 86

Tarmak

Tarmak are a race very closely related to humans from a land far away. They have pointed ears and paint themselves with war paint prior to battle. There are a few on Ansalon due to having been recruited into an army long ago and brought to Ansalon to fight. They value strength over anything else in a person. They do not understand basic warfare terms such as surrender, preferring death.

  • Physical Traits:
    • ST +2 [18]
    • HT +1 [10]
  • Cultural Traits:
    • (Skill) Choice of Slashing or Bludgeoning Melee Weapons [1]

Total Cost: 29

Half-Blood

The following races may interbreed. If one is a mix between two or more take a mix of the traits but you may not take all traits. If traits are shared amongst the races you MUST take the shared traits no matter what.

  • Human
  • Elf (all) - may mix with other elves as well.
  • Kender
  • Ogre (all)
    • Irda do not pass along their shapeshifting ability to half-breeds.
  • Tarmak

Special Rules:

  • When a size difference occurs, average and round down.
    • If there is more than one size category difference the mother must be of the larger species or she would die during the pregnancy (not to be mistaken for death during labor) due to how large the child would be.
  • Kender half-bloods must be raised in a Kender society due to how other races view Kender. All Kender are always raised amongst other Kender.

Classes

Unless you are a caster you are NOT required to take a class and can build your own.

Cleric

This is REQUIRED for any divine caster, view this as minimum requirements.

  • (AD) Blessed [10]
  • (AD) Clerical Investment [5]
  • (AD) Magery 0 [5]
  • (AD) Magery 1 [10]
  • (AD) Magery - Various Spheres [8]
  • (DA) Sense of Duty, Small Group Deity [-5]
  • (Skill) Diplomacy [1]
  • (Skill) Magery - Various Spheres [1]

Total Cost: 35

Various deities may require specific skills in addition to this template.

Knights of Neraka

Knight of the Lily

The largest group of Knights in Neraka.

  • (DA) Code of Honor (Soldier)
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of slashing swords or polearms.

Knight of the Skull

The Knights of the Sword tend to be represented as Warrior-Clerics and Knights-Errant.

  • (AD) Military Rank (1)
  • (DA) Code of Honor (Soldier)
  • (Skill) Diplomacy and/or Intimidation
  • (Skill) Interrogation
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of slashing swords
  • Cleric Template, worshiping an evil deity.

Knight of the Thorn

So-called Wizards of the gray robes, these Renegade wizards only swear fealty to Neraka. The Order of High Sorcery routinely attempt to bring the Knights of the Thorn in line with the orders.

  • (AD) Magery 0
  • (AD) Magery 1+
  • (AD) Magery - Various Spheres
  • (AD) Military Rank (2)
  • (DA) Code of Honor (Soldier)
  • (Skill) Magery - Various Spheres
  • (Skill) Soldier

Knights of Solamnia

Good aligned knights, due to the group's make up they are not available for players.

Knight of the Crown

The largest group of Knights in Solamnia.

  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Solamnia
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of slashing swords or polearms

Knight of the Sword

The Knights of the Sword tend to be represented as Clerics and Knights-Errant.

  • (AD) Military Rank (1)
  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Solamnia
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of slashing swords

Knight of the Rose

The most prestigious order of Knights. They tend to serve as the leaders both on and off of the battlefield.

  • (AD) Military Rank (2)
  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Solamnia
  • (Skill) Lance
  • (Skill) Riding (Horse)
  • (Skill) Savoir-Faire (High-Society)
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of slashing swords

Kingfisher

Kingfishers are Wizards of High Sorcery's White Robed order that have chosen to serve as members of the Knights.

  • (AD) Magery 0
  • (AD) Magery 1+
  • (AD) Magery - Various Spheres
  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Solamnia
  • (Skill) Magery - Various Spheres
  • (Skill) Soldier

Solamnic Auxiliary

The Solamnic Auxiliary is a group of non-Knights that assist the orders as official members. This includes but is not limited to scouts and rangers.

  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Solamnia
  • (Skill) Soldier

Renegade Wizard

A Renegade Wizard is one who will not submit to the laws of the Wizards of High Sorcery. The caster will be ruthlessly hunted by the orders. The order encountering the renegade will respond differently. White Robes are prone to capturing the renegade and giving her the chance to submit. The Black Robes are prone to killing the renegade unless he could make a powerful Black Robe. The Red Robes are always a giant question mark going one way or the other.

  • (AD) Magery 0 [5]
  • (AD) Magery 1+ [10]
  • (AD) Magery - Various Spheres [8]
  • (DA) Enemy (Wizards of High Sorcery) [-30]
  • (Skill) Magery - Various Spheres [1]

Total Cost: -6

Wizard of High Sorcery

This is not required for arcane casters but is taken more often than not.

More information @ Dragonlance Nexus

  • (AD) Magery 0 [5]
  • (AD) Magery 1+ [10]
  • (AD) Magery - Various Spheres [8]
  • (DA) Sense of Duty (Large Group) Wizards of High Sorcery
  • (Skill) Magery - Various Spheres [1]

Deities

  • The gods of magic do not grant divine spells.
Alignment Name Symbol Portfolio More Information
Good Branchala Golden bard's harp; Wooden flute Elves, kender, music, harmony, poetry, forests, beauty, weather, luck, the disenfranchised More Info
Good Habbakuk Blue bird; Blue phoenix Animal life, hunting, rebirth, water, the sea, creation, passion More Info
Good Kiri-Jolith Bison's horns; Horned battle axe War, justice, honour, battle, courage, heroism, solidarity More Info
Good Majere Copper spider; A single rose; Mantis Meditation, discipline, contemplation, unarmed combat, control, thought, faith, mercy, inspiration More Info
Good Mishakal Blue infinity symbol Healing, the home, compassion, knowledge, fertility, life, beauty, blessing, love, childbirth More Info
Good Paladine (Deceased) Silver triangle; Platinum dragon; Pine tree; Anvil Order, hope, light, redemption, good dragons, kingship, rulership, guardianship More Info
Good, Magic Solinari White or silver circle or sphere Good magic, abjuration, divination More Info
Neutral Chislev A feather of brown, yellow, and green Nature, wilderness, beasts, the seasons More Info
Neutral Gilean The constellation Book of Souls Knowledge, balance, watchfulness, freedom More Info
Neutral, Magic Lunitari A red circle or sphere Neutral magic, illusion, transmutation More Info
Neutral Reorx A smith's hammer Creation, mountains, metal, luck, pride More Info
Neutral Shinare A griffon's wing Weath, enterprise, communication, travel More Info
Neutral Sirrion Flames Fire, creativity, passion, renewal More Info
Neutral Zivilyn A stylized tree with branches above mirroring roots below Wisdom, foresight, prophecy, enlightenment More Info
Evil Chemosh A yellow skull Death, the undead, murder, false hope More Info
Evil Hiddukel Broken merchant scales WGreed, lies, thieves, secrets More Info
Evil Morgion A crowned hood with red eyes Disease, famine, poison, vermin, suffering, madness More Info
Evil, Magic Nuitari A black circle or sphere Evil magic, arcane secrets More Info
Evil Sargonnas A red condor Vengeance, war, conquest, rage More Info
Evil Tahkisis (Deceased) Black crescent or five-headed dragon Domination, hatred, evil dragons, intrigue, night More Info
Evil Zeboim A spiked turtle shell Oceans, storms, jealousy, spite More Info
Independent Mina Amber Teardrop Grief, loss, mortality More Info

Politics

Ergoth

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Inath-Wakenti

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Inath-Wakenti has been the new home of the elves since short after the establishment of Zuran's Empire. With the loss of both Qualinesti to human invaders and Silvanesti to the Minotaur Empire the elves struggled to find a new home. The found it in this small vale that has been restored to a pristine forest filled with life.

Khur

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Minotaur Empire

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Neraka

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Solamnia

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Thorbardin

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Wizards of High Sorcery

Leadership

  • Current Leader: Highmage Christof Halgar, White Robe
  • White Robes Leader: Archmage Glenn Gorinatti, Master of the Tower of Nightlund
  • Red Robes Leader: Archmage Servig Tostido, Master of the Tower of Wayreth
  • Black Robes Leader: Archmage/Renegade?Zuran Bannfußrolle, Master of the Tower of the Desolation
  • Council of the Knights of High Sorcery: Morsikil, AVIANPILOT2, JARVIS2

Towers of High Sorcery

Current Towers:

  • Tower of the Blood Sea - Black Robes
  • Tower of the Desolation - Black Robes (Debatable as Renegade)
  • Tower of Nightlund - White Robes
  • Tower of Wayreth - Red Robes

Towers Under Construction or Proposed:

  • Tower of Gwynned - Tower that was formerly under construction in the capital city of Northern Ergoth.

Towers Remaining in Ruins:

  • Tower of Daltigoth - lays in ruins in the former capital city of The Empire of Ergoth before the Cataclysm. The city is now the capital of Southern Ergoth.

Aborted or Abandoned Construction Sites:

  • Tower of Kal-Thax (Thordbardin) - Site abandoned after a dwarven attack.
  • Tower of Kalaman - Proposed after the War of the Lance but never acted upon. With the Tower of Palanthas now located in Nightlund this likely won't ever be constructed due tot he close proximity.

Zuran's Empire

Nearby Locations of Interest

Bliss

Bloodwatch

Bolt

Calihand

Charred

Coverton

Darkhaven (Empire of Zuran)

After being completely destroyed by the resulting explosion from the destruction of the Phylactery of the Priory during the War of the Priory, Darkhaven has been rebuilt. At first it became an encampment for Ogres seeking their glory within the Desolation. In time Zuran would return with Olga Bloodwart to seize control over the gateway to the Desolation. The city was quickly brought to order and rebuilt as a fortress once again. When the call was put out for mercenaries to come to the region to bring the tribes of the region under control, it became a bustling metropolis. Today it remains a heavily fortified city and a part of the Empire of Zuran.

It is inhabited by humans, ogres, orcs, and small numbers of various other species.

Endhere

Flotsam

Grulash

Kazurel

Kendermore

Khomar

Khosiir

Khotta

Peak of Malys and Tower of the Desolation

Port Balifor

Ripzh

Szlash

Trade

Ventshire

Legal Bullshit

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