Alistair's Dragonlance Part 3

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Dragonlance Part 3


PCs


Secondary PCs

This campaign would take place ~500 years after the events of Alistair's previous Dragonlance Campaign.

Backstory

BEGIN OLD MAN VOICE

Our ancestors once lived in a world dominated by petty gods who fought amongst each other over the world of mortals. In time the evil goddess Tahkisis would steal the world away for herself. Weakened by the theft, she was unable to prevent the great dragon overlords from coming to the world and dominating our ancestors for many generations. When the gods finally found the world again they returned to their normal fighting.

The fighting was initially good vs evil but would eventually become wizards vs clerics. You must understand that back then there was a distinct difference in the magics of the world. Clerics were given their powers by the gods that they worshipped and could do nearly anything. Wizards had mastered a different type of magic that came from the world but was kept in check by the gods of magic that were the moons. This type of magic was very powerful but could not do things such as heal the injured or bring back the dead.

The war became very ugly indeed and even brought the gods to the world in order to wage war. In this war, a group of heroes rose up that would fight the gods wherever their forces mustered. They laid waste to the once great nation of Solamnia such that it still has not recovered after all of these years.

These heroes, realizing that the gods would not stop until they had won concocted a plan similar to the evil goddess Tahkisis and stole the world from the grasp of the gods. They created a star to call our own and moved this world here.

We lost our ancient magic and had to learn a new type of magic. Perhaps the most startling for the first in this new world was that the dead had nowhere to go. Wizards would soon find that they could do everything that only clerics had been able to do in the previous world and that bringing the dead back to life was simply now that the souls had nowhere to go.

This led to a great many wars as people kept bringing the dead back to life. The crypts that had once been silent had slowly become alive again though monstrous. Given enough time the most powerful souls are able to learn to come back to the world of the living through the corpse of another or a willing subject. This led to many of the worst warlords that came with this new world to return to the world of the living to wage their wars over and over again.

Rise of the Order of Reavers

One day the reclusive Conclave of Wizards announced that they had discovered a means of destroying souls such that they could not return to the world of the living. This led to the creation of the dreaded Reavers. The Reavers were capable of devouring the souls and harnessing their energy to unleash it in either spell or enchantment form. Spells unleashed with this power are said to be significantly more powerful than those most wizards can cast. As a result of this the power of the Reaver remains a closely guarded secret that is only taught to those most trusted by the Conclave.

The Conclave of Wizards through this new force was able to bring order to the chaos of this new world. Chief among their allies in implementing this were both of the Minotaur Empires. It has been the only show of unity that the two nations have had since entering this new world. Both empires granted the Order of Reavers the right to conscript from their standing armies and those chosen consider it to be a great honor to serve as the guardians of the order.

Campaign Start

Still thinking how I would want to place you in the world.

Intro 1

Yeah I know it needs names and cleaning for clarity. It makes perfect sense in my head and besides its still VERY early concept...

The group is a part of the party of a celebrated Reaver. He is old, crotchety, and recently lost his existing team attempting to destroy the soul of a powerful warlord in Solamnia. The group is assigned to take the place of his fallen team and one or more of you as his apprentice Reaver in training. It would start out more or less as a Scooby-Doo style campaign hunting for souls that need to be destroyed. SOme souls may have taken possession of somebody, be haunting somebody, or simply be assholes that need to be taken out.

The celebrated Reaver was an assassin in his youth, but a returned soul came after him leaving him crippled in his right leg. Were it not for the Reaver sent to destroy said soul, he would have perished that day. He vowed to faithfully serve that Reaver, who took him as an apprentice. Eventually the young man took his test at the Tower of the Blood Sea and became a Reaver Apprentice under the same Reaver. Once his master retired, he assumed control of the veteran team of Reavers. Eventually he would become world renowned for he and his team's accomplishments, but that was decades ago. Many now view him as over the hill and the term forced retirement has been thrown around the halls of the Towers of High Sorcery.

Character Creation

  • Tech Level: 4, You cannot purchase higher tech level unless it comes with your template.
  • Magic System: Realm Magic
  • Starting Points: 120
    • MUST choose a racial template.
    • Template (Race + Class) disadvantages do NOT count towards the disadvantage limit.
  • Starting Wealth: 1500 STEEL pieces worth, can bank whats left.
    • For each point of Status add 500 STEEL pieces.
    • Armor - run it past me for sure.
      • Can apply Armor Quality and Material modifications at the appropriate price multipliers.
    • Weapon - pretty much anything that isn't super exotic.
      • Call apply Weapon Quality and Composition modifications at the appropriate price multipliers.
    • Other stuff - Kits and the such for sure as needed.
  • Talents are highly likely to be approved if they do not involve magical skills and can be argued as being related to one another for job purposes.
  1. Mandatory, Choose a race. Your racial disadvantages do not count towards your 40 point disadvantage limit.

Skill Requirements

Skill Recommendations

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

Group Specialists Needed

One or more of EACH of the following:

  • Somebody on the Reaver Track - MIKEE
  • Knight-Protector of the Order of Reavers - TURD
  • Only one Human with multiple unknown advantages, you will have to bank at least 20 points for the advantages. They will be revealed during the course of the campaign and fully mastered once you have completely paid them off. JARVIS 20 points must be banked.
    • There can be multiple humans, just one with the unknown advantages.

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

Skill Avian Bogy Jarvis Mikee Turd
Diplomacy ? ? ? 12 ?
Interrogation ? ? ? 12 ?
Observation ? ? ? ? ?
Search ? ? ? ? ?
Shadowing ? ? ? ? ?
Tracking ? ? ? ? ?
Stealth ? ? ? 12 ?
  • Talking Skills and/or Mind Magic - MIKEE
    • Status gives a bonus to reaction rolls from lower-status individuals.
    • Mikee also has Fast-Talk at 11

Languages

Within each family tree you can default to the other at -1 to its level. So for instance if you are a native speaker of Qualinesti then you are an Accented Kagonesti. Distant relations will be in bold italics and signify that you would be defaulting at the broken level for this language to the others.

  • Draconic Languages
    • Draconic
    • Dragonspeak - exclusive to dragons, cannot be learned by mortals.
    • Lizardfolk
  • Dwarven
    • Hill Dwarf
    • Mountain Dwarf
    • Zhakar - Language of the reclusive deep dwarves.
  • Ergothian Originating Languages
    • Common
    • Abanasinian - Plains barbarians of the south
    • Ergot - Ergoth
    • Ice Folk - Language on the frozen lands to the far south
    • Kharolian
    • Lemish
    • Saifhum
    • Solamnic
  • Elven Family
    • Ancient Elven - Only Irda are familiar with this language anymore. Modern elves default as Broken, Kagonesti as well.
    • Dargoi - Sea Elves
    • Kagonesti - closer to being the ancient root language of the elven family than the others. No written language exists.
    • Qualinesti
    • Silvanesti
  • Gnomish
  • Handtalk - Think sign language in reality.
  • Hammertalk - think morse code but with hammers sending the noise.
  • Istarian Descended Languages
    • Kalinese - Common port language of the Blood Sea.
    • Khur - Desert language on the coast of the Blood Sea.
    • Nerakese - The native language of everyone in Neraka.
    • Nordmaarian - Jungle dwelling barbarians of the north.
  • Kenderspeak - Fell into disuse long ago after the fall of the Kender Nation (a nation of Kender is a scary thought).
  • Minotaur - alias for Kothian which is a child language of the Ogre family, see below.
  • Ogre Family
    • Goblin
    • Kothian - Native minotaur language
    • Ogre, Ancient - Native language of the Irda Ogres, is in fact the Ancient Ogre language. Alphabet is also different from modern such that it is unreadable.
    • Ogre, Modern
  • Sylvan - Woodland Critters... but we've got to have aides!

Races

Races are still being tweaked to represent this godless era.

Birdkin

None are playable.

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 with a great degree of variance.

  • 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

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

Gnome

Gnomescontinuetobetheirfasttalkingtechnologicallyinclinedselveswithincrediblylongnamesthatarefarlongerthanthissentencethatappearstobeoneword.

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

Total Cost: 31

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

The majority of the remaining "civilized" elves are of the 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

The Nobles of the Silvanesti still cling to the title of Silvanesti rather than allowing themselves to integrate fully with the Qualinesti. Due to the reduced numbers it is expected that in a generation or two, the distinction will have to disappear unless they resort to taboo subject matters to continue their "race".

  • Physical Traits:
    • DX +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Longevity [2]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • IQ +1 [20]
    • (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 eventually worshipped ancient Sargas seeking vengeance for their lost lands. They have since melded into the Ambeon Empire's culture and have the respect of their minotaur peers.

  • Physical Traits:
    • ST +2 [20]
    • DX +1 [20]
    • (AD) Extended Lifespan 3 (Aging@400) [6]
    • (AD) Night Vision 1 [1]
  • Cultural Traits:
    • Language (Native) (Minotaur) [0]

Total Cost: 47

Giantkin

None are playable.

Cyclops

NOT PLAYABLE

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

NOT PLAYABLE

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

NOT PLAYABLE

  • 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

Not playable, here to document that they exist.

Goblinoids

None are playable, see half-breed if you insist.

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

The Kender were once a happy-go-lucky race of thieves. Now they are just a race of thieves. They were already mostly shunned by society, but when they lost their innocence a large number turned to crime and it could not be mistaken for the act of an unknowing child. They are outright banned and treated poorly by other races who consider them to be a nuisance to the world.

That said many attempt to pass themselves off as street urchins within cities, making a living hiding within the underworld.

  • Physical Traits:
    • Size Modifier -1
    • ST -1 [-10]
    • DX +2 [40]
    • (AD) Magic Resistance 5 [10]
  • Cultural Traits:
    • Curious [-5]
    • Social Stigma (Second-Class Citizen) [-5]

Total Cost: 30

Minotaur

More Information @ Dragonlance Nexus

Minotaurs from "The Minotaur Empire" have a tendency to be decent at sailing, while their brethren in Ambeon do not.

  • 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

NOT SURE IF PLAYABLE YET Ogres were once a race cursed to be evil by nature. The departure of the gods took with them the divine curse that made all members of the race evil.

Ogre

  • Physical Traits:
    • ST +3 [27]
    • Size Modifier +1
  • Cultural Traits:
    • (DA) Bad Temper [-10]

Total Cost: 17

Ogre, Bloodwart (Titan)

NOT PLAYABLE

  • Physical Traits:
    • ST +4 [32]
    • HT +2 [20]
    • Size Modifier +2
    • (AD) Acute Hearing 1 [2]
    • (AD) Acute Taste and Smell 1 [2]
    • (AD) Acute Vision 1 [2]
    • (AD) Charisma 1 [5]
    • (AD) Magery 0 [5]
    • (AD) Magic Resistance 5 [10]
      • Ordinarily this blocks access to Magery 0 according to the basic set. Not so for the Bloodwarts. This exception is not inherited by half-bloods.
    • (AD) Innate Attack, Impaling (Elbow Spikes, Close Combat, Cannot Parry) [6]
  • Cultural Traits:
    • (DA) Overconfidence [-5]

Total Cost: 79

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. Once upon a time an Irda that willingly commits an evil act risks falling and becoming a normal Ogre with no chance of recovering. This is however no longer the case as the divine curse did not follow them.

  • 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 [20]
    • HT +1 [10]
  • Cultural Traits:
    • (Skill) Choice of Slashing or Bludgeoning Melee Weapons [1]

Total Cost: 31

Half-Blood

  • Mother - Father possibilities
  • Human - Elf, Kender, Hill Giant, Goblinoids, Ogre (normal), Tarmak
  • Elf - Human, Kender, Goblinoids, Ogre (normal), Tarmak
  • Draconian - Kobold
  • Dwarf - Dwarfkin
  • Gnome - Dwarfkin
  • Kender - Human, Elf, Goblinoids, Tarmak
  • Kobold - Draconian
  • Minotaur - Gnoll (Not a playable combination)

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 labor due to how large the child would be.
      • Clarification: Round down as in always go with the LOWER number. For example -0.5 mathematically rounds to 0, but in this case you would get -1.
  • 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.
  • You may not take all of the advantages of both parent races (attributes I don't care about). You should be a roughly 50/50 split of the advantages of both parent races.

Classes

Still being tweaked to work in this new godless era.

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

Basic Classes

Hunter/Scout

  • (Skill) Choice of Gun, Crossbow, or Bow [1]
  • (Skill) Choice of Tracking or Shadowing [1]
  • (Skill) Observation [1]

Knight

Nearly all major nations require any in their military service to have the following:

  • (DA) Code of Honor (Soldier) - Can substitute Chivalry and have it count towards your template advantages.
  • (Skill) Riding (Equine)
  • (Skill) Shield
  • (Skill) Soldier
  • (Skill) Choice of Weapon(s) vary by order
    • Suggested: Sword, Lance

Noble

If you are playing a noble or child of a noble you must take the following:

  • (AD) Status 1+ [5]
  • (Skill) Heraldry [1]
  • (Skill) Savoir-Fair (High Society) [1]

Soldier

Nearly all major nations require any in their military service to have the following:

  • (DA) Code of Honor (Soldier)
  • (Skill) Soldier
  • (Skill) Choice of Weapon(s) vary by military.
    • Suggested: Polearm, Sword, Bow, Crossbow, Gun

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 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

Knight of the Thorn

So-called Wizards of the gray robes, these wizards (some Renegade)

  • (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 Ergoth

Once known as the Knights of Solamnia, the orders fled their lands after the chaos that followed the theft of the High Clerist's Tower and the Wasting of Solanthus which left the largest city in Solamnia as a lake of molten lead at the time. The nation broke into outright chaos that the orders could not quell. Their leadership fled to Ergoth where the order over time was adopted by its new homeland. For the most part, they have given up on the thought of reclaiming their ancient lands.

For a time they were known as the Solamnic Knights of Ergoth following their exile, but two hundred years later they dropped the Solamnic portion from their name as it was felt as a point of confusion.

Knight of the Crown

The largest group of Knights in Solamnia.

  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Ergoth
  • (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 Knights-Errant.

  • (AD) Military Rank (1)
  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Ergoth
  • (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) Ergoth
  • (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.

  • (Template) Wizard of High Sorcery
  • (AD) Magery 0
  • (AD) Magery 1+
  • (AD) Magery - Various Spheres
  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Ergoth
  • (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, rangers, and Red Robed Wizards.

  • (DA) Code of Honor (Chivalry)
  • (DA) Sense of Duty (Large Group) Ergoth
  • (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

Base Wizard

Cannot wield a weapon other than daggers, darts, or staffs unless granted an exemption from the rule. This is the norm for Reavers but not so for most others.

  • (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]

Knight-Protector of the Order of Reavers

  • (AD) Status 1 [5]
  • (DA) Code of Honor (Soldier's) [-10]
  • (DA) Sense of Duty (Small Group) Order of Reavers [-5]
    • Note that this is distinct from a sense of duty to the Wizards of High Sorcery. If you already have to the Wizards of High Sorcery that would include this.
  • (Skill) Diplomacy and/or Intimidation 1+
  • (Skill) First Aid 1+
  • (Skill) Riding (Equine) 1+
  • (Skill) Soldier 1+
  • (Skill) Choice of Bladed Weapons 1+

Reaver

This is a sub-class of the Wizards of High Sorcery. They learn the dark art of soul devouring. The membership is about 60% Black Robe, 35% Red Robe, 5% White Robe

  • (AD) Status 2 [10]
  • (AD) Magery 0 [5]
  • (AD) Magery 4+ [40]
  • (AD) Spirit 1+ [8] - Minimum basic knowledge, once learned can lean on alternate routes to other abilities
  • (AD) Magery - Death, Spirit, Life, and/or Prime
  • (DA) Sense of Duty (Large Group) Wizards of High Sorcery
  • (Skill) Diplomacy and/or Intimidation [1]
  • (Skill) Magery - Spirit [1]

Full Reaver Required Capabilities (possible routes in sub-bullets):

  1. Destroy Souls
    • Death 4 + Spirit 1??? - NEEDS SOLIDIFIED
    • Death 1 + Spirit 4??? - NEEDS SOLIDIFIED
  2. Summon Departed Soul - NEEDS DISCUSSION
    • Spirit #
  3. Soul Jar
    • Death 2
    • Spirit 2

Politics

Ergoth

Ancient Days: More Information @ Dragonlance Nexus

Inath-Wakenti

Ancient Days: More Information @ Dragonlance Nexus

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

Ancient Days: More Information @ Dragonlance Nexus

Minotaur Empire

Ancient Days: More Information @ Dragonlance Nexus

Neraka

Ancient Days: More Information @ Dragonlance Nexus

Solamnia

Ancient Days: More Information @ Dragonlance Nexus

Thorbardin

Ancient Days: More Information @ Dragonlance Nexus

Wizards of High Sorcery

Without the three moons of magic, the Orders have changed a bit with it more being about philosophical differences than any hard-set lines. Wizards are told what color robes they should be wearing based upon what Master Wizards tell them based upon the way they talk, act, and what they actually do to the world around them. Certain arts are sure to draw certain robe colors.

For example Life magic tends to be in the hands of White Robes, Death Magic in the hands of the Black Robes, and who the fuck knows for the Red Robes.

Leadership

  • Current Leader: Highmage , Black Robe
  • White Robes Leader: Archmage , Master of the Tower of XXX
  • Red Robes Leader: Archmage , Master of the Tower of XXX
  • Black Robes Leader: Archmage , Master of the Tower of XXX
  • Master of the Order of Reavers: Archdevourer Zombor Youwish

Towers of High Sorcery

Current Towers:

  • Tower of the Blood Sea - Black Robes/Order of Reavers
  • Tower of the Desolation - COLOR Robes
  • Tower of Nightlund - COLOR Robes
  • Tower of Wayreth - COLOR Robes
  • Tower of Gwynned (Northern Ergoth) - White Robes

Towers Remaining in Ruins:

  • Tower of Daltigoth - lays in ruins in the former capital city of The Empire of Ergoth before the First 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.

Order of Reavers

  • Knight Commander (Minotaur Name Here)

Legal Bullshit

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