Friday, November 26, 2021

News Section
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

We Focus on Dungeons & Dragons Here

Thursday, November 25, 2021

Interested in Being a Player or Special Guest?
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Hello everyone, I want to explain a few things before I get into writing up this section. For me as a Dungeon Master, I have put a lot of time into creating this campaign. The experience was an enjoyable one for me since I love creating things like this. Our campaigns will be played live around an actual table at a later time but for now we will be doing our games online using Discord and Roll20. We sat down as a group and discussed it and decided it was easier to just do it online for now but we will for sure at a later date being sitting around a table as well as running games online.

What we did decided to try was to make it where we could have guests play with us for one or two sessions in our online games, just little guest appearances (at least at the start) . . . who knows, later down the road we might set things up where we have one or two players join us as dedicated players for entire adventures and even campaigns. We are not sure yet. This is just an idea being tossed around that we would like to try and see how well it works out.

Personally, what I would like to do is possibly bring in players that are slightly newer players and people who are not 100% educated on whatever campaign setting we are playing in. Currently this is the World of Greyhawk campaign so it would be nice to find new players that do not know every nook and cranny of the flanaess. This way I don't have players be like "that's not it's supposed to be or that is not the way this is supposed to look" Having players that are not die hard World of Greyhawk fans makes it so I can still surprise these players from time to time so, yea . . . we kind of want to find newer players that are willing to grow along side us as we play our games.

Requirements For Joining as a Dedicated Player or Guest
This section of requirement is actually things that should just be common sense for the way we plan to play our games. This is not us trying to be overly strict on players, we simply want to put out the best quality game we can and the below requirements should be self explanatory.

Webcam: You will need a webcam. We would prefer it be a 1080p webcam. Webcams are super cheap these days. We want to put out the best quality recording that we can. Noone wants to watch a low quality campaign on Youtube so with that being said, we want to put out the best quality recording that we can.
Stable Internet Connection: When I watch a D&D game on Youtube or even Twitch, the single most irritating thing for me is a stream or game constantly buffering due to bad internet on the hosts part or watching player and even DM webcams constantly stuttering because they have a bad internet connection. This will not be one of those games. People who play in our campaign are "required" to have stable internet connections.
Microphone: Please have a quality microphone that puts out your voice clearly with little to no background noise. One person having random background noise might not be a huge problem but when 2, 3 or 4 players have background noise, the audio is just a mess. Constant background noise will mess up the ambience music and sounds that we will be using in our games plus viewers don't want to sit and listen to people with background noise going on during a live game so please make sure you handle the background noise.
Discord: We use Discord for all audio and video for our webcams. This is required and we ask players to be familiar with how to use the video options and well as understand how to share screens when sharing screens is required.
Form of Contact: I need some form of contact as the campaigns Dungeon Master to get in touch with you as a player, some method of communication that you check often such as Facebook Messenger, Discord, email ... something along those lines. Times come when I need to contact a player for whattever reason and I need to be able to reach that player without having to wait for days for a reply.

Rules
Below are rules that we really want to enforce and have followed. The reason behind these rules are because I have seen these things happen personally and simply do not want to repeat them in a new campaign.

Digital Devices: Not so much an issue in digital D&D but a problem we have had on occasion in the past at a live tabletop is players constantly playing or fiddling with cellphones. While this is not a super serious issue with online D&D, we do ask that you please do not have other games running while we play our games. Please don't be playing World of Warcraft or Diablo, texting your girlfriend/boyfriend or some other such thing while we play our games "yes, I've personally seen this happen before". Your Dungeon Master puts in a lot of work into giving you the best campaign he/she can give you so in return we ask that you give them that same effort and respect. Being tabbed out playing a PC game until your turn begins is one of the most disrespectful things a player can do to a DM and if you are found doing this, you will not be playing with us any longer. We simply ask, for the couplr of hours we take for each session, please put in a couple of hours to this game.
Be Mature: We are all adults, please ... let us all act like adults when we play. (no need to elaborate on this any more - this should come naturally)

Wednesday, November 24, 2021

Coin Weight
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

How many coins can a specific container carry before tearing or to heavy to carry? Below is our table with a "rough" estimate of what we use as a guideline. A character may only carry a MAX of 1,600 coins normally. Any more than would need to be done by magical means.

Backpack 400gp
Large Belt Pouch 200gp
Small Belt Pouch 75gp
Large Box 200gp
Small Box 50gp
Wooden Chest 15gp/gp of Encumberence
Iron Chest 3gp/gp of Encumberence
Large Sack 400gp
Small Sack 100gp
Large Saddlebag 1000gp
Small Saddlebag 250gp

Sunday, November 7, 2021

Classes of Krynn
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Saturday, November 6, 2021

Krynn Currency Value
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

In the Age of Dreams and the Age of Might, coinage was developed that reflected the worth of the time. Those metals thought more precious made coins worth more. Copper, silver, gold, and platinum were the only metals used as coins. Gold became the standard monetary unit, and was a commonplace sight in Istar and abroad. Barter did exist, but it was very much the exception rather than the rule.

Following the First Cataclysm, however, the steel piece became the standard monetary unit for Ansalon, replacing the gold piece. Steel had become scarce and was needed for making weapons and tools, and for reforging the wartorn Continent of Ansalon. Gold, because it was too soft for either of these applications, became nearly worthless, except for ornamentation.

When purchasing items in the Core Rulebook, consider 1 gold piece to be equal to 1 Krynn steel piece.

The following table shows the exchange rates employed throughout Ansalon. Regional variations (GM’s option) do occur. One gold piece in the Dragonlance setting is only one-fortieth of a steel piece – making it less valuable than a silver piece in standard Pathfinder terms.

The value of coins is in the following order: platinum, steel, iron/bronze, silver, gold and finally copper.

Barter as a method of commerce is far more common in the Age of Despair, and has moved to the forefront later in the Age of Mortals. Strong governments have not emerged to push forward either a gold or steel standard, and so goods that can be used tend to gain more than gold or steel. Steel still tends to be valued higher, and in cities and nations where a government remains in place, the steel system remains.

Wednesday, October 13, 2021

Natural Remedies - Herbs and Medicinal Things
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

This shop sells herbs, incense, medicinal things including means of tending to wounds and loss of stamina (pretty much anything that you might need for all types of healing purposes), but many come in for 'performance-enhancing' fungus.

The store has basic health potions as well that are sold for (60stl) each.

The proprietor of the shop, Davies, has a small satchel filled with skein that he was willing to sell (1stl).

The building is a small humble shack that has a strong musty pungent smell of fungi, which can be detected even while approaching from the street. On the outside where the doorways open, there are strings of herbs that are tied up and left to dry out.

On the inside, there are shelves upon shelves of flora and fauna that are being cultivated in pots for various remedies and for sale. Some of the fungi have grown beyond their shelves.

Saturday, June 5, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Friday, June 4, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Thursday, June 3, 2021

The Companions
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Tuesday, June 1, 2021

Adventure Introduction
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Welcome to the world of Krynn. The year is 381AC or "After Cataclysm" and nearly thirty years has passed since the war that raged across Ansalon ended, a war that brought about great change to Krynn. For many years, peace has ruled the land and trade routes that were once closed have reopened. All across Ansalon people of every race and class exist in a more trusting and less prejudiced land.

This continent is divided both by jagged terrain and political powers. To the north lies the great kingdom of Solamnia, a shining beacon of hope to the lands of Ansalon, home of the Knights of Solamnia . . . an ancient order of Knights that stands watch against the forces of darkness.

Far to the south lies the Icewall Glacier, a wall of solid ice that stretches east and west for hundreds of miles. To the east of Ansalon is the Blood Sea of Istar, or simply known as the "Blood Sea" named for its blood red waters. The Blood Sea borders Kern and Balifor and to the northeast of this is the Blood Sea isles. A massive maelstrom lies in the center of the Blood Sea that has claimed a many a ship.

Within the central region of Ansalon lies the great city of Tarsis, surrounded by the Plains of Dust, these lands are nothing more than desolate deserts, plains, and badlands now that are very harsh to all who try to cross it.

This continents past has been one of stories and legend . . . From the cataclysm where the gods threw down a burning mountain that struck the Lordcity of Istar "the shock of this event was felt around Ansalon", to the War of the Lance where evil almost won against the forces of good had it not been for mighty heroes stepping up to face this great evil.

Nearly thirty years has passed since the war that raged across Ansalon ended, a war that brought about great change to the world of Krynn. For many years peace has ruled the land, trade routes have opened up into and out of the great dwarven nation of Thorbardin. There is finally reconciliation between the elves of Qualinost and Silvanost; of course the peace is strained, as is always the case with the Qualinesti and Silvanesti nations. The tribes of plainsmen are united under the rule of Goldmoon and Riverwind, two of the Heroes of the Lance. All across Ansalon people of every race and class exist in a more trusting and less prejudiced land.

Our story, however, begins to the southeast of the city of Haven, along a stretch of road that leads from the city of New Ports. Perhaps the most relaxed region of Ansalon, the plains are home to numerous tribes of plains barbarians, as well as the settlement of Solace, and cities such as Haven, Gateway and at least one hill dwarf community. Whilst the region is best known for it's wide and verdant plains, it also has a number of city states dotted throughout.

Here, in the land known as Abanasinia is where our story begins. We begin with a group of ragged and tired companions on the last leg of their journey back to the city of Haven, having been escorting merchant caravans for the last six months, this group of friends is ready to return home to the settlement of Ravenvale once they finish their journey to Haven with the last remaining merchant and his wagon they are currently escorting.

The days have been long but spirits remain high, soon this group of friends will be enjoying a good meal and a well deserved rest at the Steel Tankard Tavern soon, yes, a long rest will be welcome . . .

Sunday, May 30, 2021

Session One:
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Monday, May 17, 2021

Lord Loren Soth
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Lord Loren Soth of Dargaard Keep, the Knight of the Black Rose, is a fictional character in the fantasy realms of Dragonlance, and later Ravenloft. He is a death knight and a fallen Knight of Solamnia, from the world of Krynn.

According to Tracy Hickman, he needed a powerful character for the Heroes of the Lance to fight at the High Clerist's Tower, and Lord Soth suddenly came into his mind with a complete history and personality. The popularity of Lord Soth as a character has defined what a death knight means to the writers of the Dungeons & Dragons game over the years. Soth was also named as one of the greatest villains in D&D history in the final print issue of Dragon.

Soth stands at an imposing 6 foot 5 and wears a full suit of ancient Solamnic plate mail. The armour, which once protected Soth's human form, became the encasing that bound his essence in death. In life, the armour was shining white, with intricate carvings of kingfishers and roses, but in death, it was charred black, leaving only a single black rose on his breastplate, which would become his symbol.

He wears a long purple cloak draped behind him almost to his knees. A tassel of long black hair tops his helm, from which only two flaming red dots of malice betray the creature's true essence. His voice seems an echo from a bottomless cavern, and like all death knights Soth commands an aura of freezing unearthly cold and terror, so powerful that even those normally incapable of feeling fear tremble before him. He travels mounted on a demonic steed with ebony skin and flaming hooves.

In life, Soth was just and good, albeit vainglorious and proud. In death, he is bitter and filled with an intense hatred for all living creatures, envying them for the life he once possessed. Despite this, Soth maintains vestiges of his former self. Despite possessing the power to kill almost any living thing with a single word, not to mention the use of a variety of powerful magics, Soth prefers to face his enemies head on with the sword he used in life.

He fights honorably, never ambushing an opponent from behind or striking at them before they can ready their weapons.

Life Before Death
Before Soth became a death knight, he was a Knight of Solamnia. Soth rose through the ranks of the knighthood, reaching the highest rank; Knight of the Rose. Soth inherited Dargaard Keep, a castle in the area of Knightlund, where he resided with his wife Korinne. While travelling to Palanthas to attend an annual meeting of the knights, Soth and his comrades came upon a party of Silvanesti elves being attacked by a band of ogres. The knights slew the ogres and rescued the elves. Soth was immediately smitten with the beauty of one of them, an innocent priestess-to-be named Isolde.

Soth took her with him to Dargaard Keep under the pretext of allowing her injuries to heal, and soon entered into an affair with her. Soth's wife soon died in mysterious circumstances, and Soth married Isolde, who one year later gave birth to a son, Peradur. A month after the birth of his son, Soth was summoned to Palanthas, where he was put on trial and sentenced for the murder of his wife. Soth was rescued from public beheading by a group of his loyal knights, who took him back to Dargaard Keep. Unwilling to besiege the keep, the knights banished Soth, who was forced to remain in Knightlund for fear of the retribution he would face at the hands of the knights.

Soth fell into a deep depression, and Isolde prayed to the gods for a way to save her husband. The goddess Mishakal charged Isolde with warning Soth of the coming cataclysm, and set Soth on a quest to Istar to stop the Kingpriest from calling down the wrath of the gods in his folly. Soth agreed to undertake the quest, and began his journey with a contingent of loyal knights. On the road however, Soth encountered the same elves who had been traveling with Isolde when they first met. The maidens who had been Isolde's companions told Soth that she had been unfaithful to him, that the child was not his, and that he had been sent on a fool's quest while Isolde lingered at the keep with her lover. In a fit of rage, Soth killed the elves and rode back to Dargaard with murder in his heart. Soth confronted his wife with their son in her arms, and during the heated argument, the cataclysm that Soth might have averted struck Krynn. A chandelier fell from the ceiling, crushing Isolde and trapping their son. With her life fading, she begged him to save their son, but the proud Soth refused. With her dying breath, Isolde called down a terrible curse on Soth.

As the sullied knight burned in the flames of the cataclysm, the gods heeded Isolde's final words. Soth awoke as a death knight, an incorporeal creature trapped in the armour that had once been his protection, now burnt to a black crisp. Soth's knights who had served him loyally even during his acts of evil rose again as skeletal warriors, bound forever in service to the master they had served without question in life. The elf maidens who had led Soth astray with their lies rose again as banshees, condemned to sing to Soth of his horrible crimes every night for all eternity.

War of the Lance
Soth spent hundreds of years in silent suffering in his castle, until the dark goddess Queen Takhisis approached him. Takhisis was waging war on Krynn in preparation for her return to the world, and saw the great boon a creature as powerful as Soth would be to her. Soth initially refused Takhisis' requests, but eventually agreed that he would serve the Dragon Highlord that dared spend a night in his keep. Takhisis sent out the call to her Highlords, but the only one bold and desperate enough to answer was the Blue Highlord Kitiara Uth Matar. Passing Soth's tests, she earned his unquestionable allegiance, and the use of his keep and armies.

After the city of Kalaman fell to the Whitestone Forces, Soth assisted Kitiara Uth Matar in a plot to kidnap the Golden General Laurana. Soth had grown obsessed with Laurana, an elf maiden who reminded him of his departed Isolde, and in return for his part in the plot, Soth was promised her soul. However, Kitiara went back on her word, and Laurana was rescued by her lover Tanis Half-Elven, after Kitiara agreed to let Tanis leave in peace. Soth remained loyal however, assisting Kitiara in murdering the other Highlords following Ariakas' death, making her the supreme leader of the Dragonarmies.

The Blue Lady's War
After the defeats she faced during the War of the Lance, Kitiara spent a period licking her wounds until Soth convinced her to invade Palanthas. Unbeknownst to Kitiara, Soth, like so many others, had fallen in love with her, and hoped that the invasion would be her doom, planning to take her soul after she died to force her to spend eternity with him. She dispatched him on a mission to kill the priestess Crysania in order to thwart Raistlin Majere's plans to enter the Abyss and become a god.

When Kitiara and her forces invaded Palanthas, Soth led the vanguard, breaking the city's great gates and slaughtering everything in his path, finally claiming his vengeance on the city that had played a pivotal role in his downfall. Soth reached the Tower of High Sorcery of Palanthas, where Kitiara lay dying of a wound inflicted by her former lover, Dalamar the Dark. Soth entered the tower to claim her soul, but was initially unable to as she was protected by Tanis Half-Elven's love for her. Soth and Dalamar convinced Tanis to let his feelings for her go, and Soth carried away the body of the only creature he considered his equal.

Sunday, May 16, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Saturday, May 15, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Friday, May 7, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Thursday, May 6, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Monday, May 3, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Saturday, May 1, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Friday, April 30, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Thursday, April 29, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Wednesday, April 28, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Wednesday, April 14, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Tuesday, April 13, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Monday, April 12, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Sunday, April 11, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Saturday, April 10, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Thursday, April 8, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Wednesday, April 7, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Monday, April 5, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Saturday, April 3, 2021

The Dragonlance Pantheon
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman
Deities of Law

Father of Good - Paladine
As the Father of Good and Master of the Law, Paladine is the spokesman for the gods of good. A supreme leader, he does not interfere with the affairs of his fellow beings as long as their doings do not counter the law of good. It was Paladine, during the Age of Twilight, who led the gods of good from Beyond at the direction of the Highgod, to create this place and time. He led the gods of good in the All- Saints War and represented his order to the other orders of the gods.

He knew better than his brothers the need for balance and the interdependence of the three major orders of gods. His vision saw the need for balance and conflict as the catalyst for learning and progress.

Many believe that Paladine assumed mortal form as the ancient hero Huma to drive the dragons from the land during the Age of Dreams. This was not so, but Paladine's hand is evident in the history of that time. There are many tales of Paladine's presence in that time and this may account for the belief that he was Huma.

Paladine's constellation traditionally guards the Gate of Souls, keeping the dragons from returning to Krynn. It is of no small historical interest that his constellation disappeared at the time of the Cataclysm and that dragons reentered the world soon afterward Now that his constellation is once again in the night sky, dragons still remain in the world of Krynn, but no visitations from Paladine have occurred since then.

The Gate of Souls no longer holds what Paladine himself described as the Balance of the World. During the time of the Cataclysm, he and his fellows withdrew their direct influence from the world and caused the Cataclysm. Astinus records that for 60 days after the Cataclysm, Paladine's tears filled the night sky with their brilliance.

When the time came to reclaim Krynn in the name of good, Paladine took the form of a rather befuddled old wizard named Fizban the Fabulous, who wandered the world to prod those who could change the destiny of the world. It is most important to note that while Paladine often intervened in seemingly minor matters, he never directly used his vast powers in affairs of great consequence. Paladine worked through men and their free agency to accomplish his desires. He would offer what guidance he could, but it was up to men to save their world.

Paladine rules the Dome of Creation that surrounds all that is. It is an ethereal land of perfect beauty. These lands are vast indeed and those who have walked them yearn to return.

Fabled Goddess of Healing - Mishakal
The fabled goddess of healing is known in nearly every culture and country on the face of Krynn. In ancient times, she was the most revered of the ministering gods and in her name many temples were built for the teaching of the healing arts.

In more recent times, Mishakal is known as the Bearer or Light Bringer as it was through her that the knowledge of the true gods was restored to the world. Mishakal's gift of the Disks of Mishakal again brought knowledge to men of healing power and true clerics. Mishakal is Paladine's companion and advisor. They have twin sons and a third son in Solinari, the god of good magic.

In post-Cataclysmic Ansalon after the War of the Lance, clerics of Mishakal's order were the most numerous of all derics. Nearly every community on the face of Amalon had a deric of this order to minister to the needs of the people. These clerics were especially sought after by adventuring parties for thek curative abilities.

God of Monks - Majere
Majere is the favored god of monks. He is said to give his followers symbols that, when cast upon the ground, become msects that fight for their owner. One of the gods who came from Beyond, he followed his friend Paladine into this great adventure of creation.

War God of Good - Kiri-Jolith
Kiri-Jolith is the war god of good. He is the favorite god of paladins and good-aligned fighters. His constellation seems to threaten that of the Queen of Darkness in the night sky.

Kiri-Jolith is the son of Paladine and Mishakal, but he is their peer in ability. His twin brother is Habbakuk. These twins, with Paladine, form an alliance that supports the Knights of Solamnia in all their works. Each of the three Orders of the Knights was established around one of these three gods. Clerics of Kiri-Jolith are powerful in battle but must use these formidable powers carefully, for they can lose their powers if Kiri-Jolith feels they have violated the principles of good.

God of Hunting, Beasts, Rangers, Druids, Sailors and the Cycle of Life & Death - Habbakuk
Habbakuk (hab-buh-kuk) is the divine power of persistence. He is lord of the beasts, and patron of hunters, rangers, druids, sailors, and the natural cycle of life and death. He opposes undeath and aberrations of magic. Habbakuk is the twin brother to Kiri-Jolith and son of Paladine and Mishakal. He is closest to Branchala, works well with Chislev, and opposes Zeboim.

Habbakuk is patron to the Knights of the Crown, representing the virtue of loyalty. Since the War of Souls, Habbakuk has stepped back in his relationship with the Knights of Solamnia, feeling that the knighthood would benefit from having a single patron deity. Though he has taken this lesser role, he is still revered by the knighthood.

On the continent of Taladas, Habbakuk is little known other than to the Silvanaes and some in the League. Most view Branchala as an aspect of Habbakuk.

In 422 AC, Habbakuk was distracted while dealing with another Dragon Overlord located on the opposite side of Krynn, following his return after the War of Souls.

Habbakuk's Clerics wear long blue-grey robes and pray for spells from him at sunrise.

The Bard King - Branchala
Revered by seers, sages, and teachers of all walks of life, the Knowing Mistress guided the growth of civilization throughout the Ages like sunlight guides the branches of a tree. Her devout worship in private, spreading knowledge, philosophy, and lore anonymously through traceless channels.

Common representations show the Knowing Mistress as a graying, mature woman of welcoming, matronly smile, swathed in billowing robes and scarves that fan into books and scrolls.

The Knowing Mistress has no public holy day. Only in the capital city of Mythos has the Knowing Mistress's faith been resurrected-though her worship by the intellectuals of the city bears little resemblance to the knowledge-seekers of old.

Master of Good Magic - Solinari
Solinari (so-lin-ah-ree) is the god of good magic, and is sponsor to the Order of the White Robes. Once the divine power of vigilance, he has since removed himself from the heavens to be closer to the mortal realm. Solinari is a patient god, slow to act, preferring always to let matters sort themselves over time. Once he makes a decision, he does so boldly and fearlessly. Through these acts he has prevented his cousins from making rash decisions, even to their great ire.

Solinari is the son of Paladine and Mishakal, and brother to Kiri-Jolith and Habbakuk. He regularly interacts with Lunitari and Nuitari.

Gods of Neutrality

God of Knowledge - Gilean
Gilean is the chief deity of the Gods of Neutrality and the Divine Power of knowledge. He was given the Tobril by the High God. Gilean is an observer, appearing passionless and uncaring. Gilean’s constellation is poised between good and evil, and he is mediator between the two. Gilean is the primary proponent of free will.

Gilean was called from the Beyond by the High God, from out of Time, raising him to godly stature as companion and brother to Paladine and Takhisis. One myth surrounding his legend states that a mortal scribe would be taken out of time to become Gilean, which some surmise to be Astinus of Palanthas.

Gilean has only one child, the goddess Lunitari who sprang fully formed from him. The other neutral gods are those that he gathered to him from the Beyond, who aided in the order of Creation.

Gilean’s Clerics act as Scribes, Librarians, and Historians. No Cleric of Gilean may ever destroy a book, no matter the contents.

God of Flame and Natural Power - Sirrion
Sirrion is the god of alchemy, creativity, passion, and transformation. He is master of flames, and sculpts the fire of the soul into beautiful forms. He was brought from the Beyond by Gilean, and is said to provide the fire for Reorx’s worldforge and the spark of divinity within all life. Artists, alchemists, and lovers are his followers.

His clerics must tend to an ever-burning flame in his home or a temple of Sirrion. They also act as firefighters, and are knowledgeable in the use of fire to clean out the old and make way for the new.

Sirrion is said to have formed his mate, Shinare, from wondrous metals. The two are close, though their relationship is characterized by fiery debate. Amongst the humans of the Imperial League, Sirrion is worshipped and commonly depicted as a fiery goddess known as Sinar.

God of Dwarves & Creation - Reorx
The dark god of the endless tunnels and caverns beneath Imminar, the Crawling King acts as patron to torturers, slavers, and jailers across the realm. His tears of pain and anger carved the pathways under the world, and his realm of imprisonment is a network of deadly caves and manacles where few return. Those who rob others of their freedom offer prayers to him in cellars and other subterranean domains, and other creatures who live in the darkness below worship him and seek his guidance.

The Dawnfather and the Everlight defeated the Crawling King during the Calamity by drawing their nemesis above ground. The Dawnfather pierced his body with 10,000 lances of sunlight, and the Everlight imprisoned him within her serene rays. The tears of suffering and rage the Crawling King shed burned through Imminar, and his faithful fled into these tunnels to escape their enemies’ holy light.

The Crawling king is largely rendered as a swollen, malformed worm that slithers through the dark below, a screaming, hairless human head at the helm with three arms carving through the lightless rock.

Goddess of Nature - Chislev
Chislev ( kiz-lev or chiz-lev) is nature incarnate and the divine power of instinct. The animals and plants of Krynn revere Chislev, who is said to be their mother. Chislev is patron to many druids and rangers. Chislev extends her divinity to the world of Krynn, feeling all that is done to it. Her moods change with the seasons, and her fury is directed at those who abuse the wild, especially in unnatural ways.

Chislev has few clerics (who mainly live in farming communities), instead being served mainly by hermit-like, forest-dwelling druids.

Chislev and Zivilyn love each other profoundly. Chislev despises Zeboim, and is allied with Habbakuk. She also opposes Shinare, goddess of industry. She despises Morgion’s cultists.

God of Knowledge - Zivilyn
Zivilyn is deity of wisdom, enlightenment, and insight. His realm is awareness, balance, and understanding. His branches reach into every time and place in the River of Time, into the past and into the future. He exists in all times and places simultaneously, and is wisest of the gods.

Zivilyn was called from the Beyond by the High God to serve as counselor to Gilean, to give insight to his mate Chislev’s instinct, and to bear witness to the world and share this divine experience with mortals.

Zivilyn opposes the consuming hatred by deities such as Sargonnas and Takhisis, and the martial ambition of Kiri-Jolith, but calls no god his enemy. Many believe that The World Tree is the physical manifestation of Zivilyn, upon the world of Krynn.

Goddess of Wealth, Money & Industry - Shinare
Shinare is the divine power of interaction, and goddess of wealth, industry, and commerce. She governs negotiations, contracts, enterprise and partnerships.

Shinare was called from the Beyond to serve Gilean. She is companion to Sirrion, though their relationship has been volatile and problematic. She is also friendly towards Reorx, Kiri-Jolith, and Majere. She opposes Hiddukel, who serves as god of ill-gotten wealth and bad business deals.

The God of Neutral Magic - Lunitari
Lunitari (loo-nuh-tah-ree) is the goddess of neutral magic, and is sponsor to the Order of the Red Robes. She is known to be a trickster by creating illusions to confuse people to amuse and entertain herself. For a vivacious young woman, she seeks total balance in the world of magic between her two cousins.

Lunitari is the daughter of Gilean, which it is said that she was born fully formed from his thoughts. She has neither brothers nor sisters, but two ambitious cousins in Solinari and Nuitari.

Gods of Chaos

Queen of Darkness - Takhisis
Takhisis is the leader of the gods of evil. In the Age of Dreams, Takhisis and Paladine were mates. The two gods were equal and were happy. But when they forged the first dragons, Takhisis grew jealous and wanted the beings for her own. She then corrupted them, and her first evil army was born. From that point on, the gods of evil and good have been at war. She then found another mate, Sargonnas, god of fury and vengeance. They then had two offspring, Nuitari, and Zeboim. Takhisis lives in the Abyss, always waiting for a chance to come back to Krynn and conquer.

God of Vengeance - Sargonnas
Sargonnas is the god of wrath, vengeance, and retribution. He is a god without compassion or mercy.

Though he works in the hearts of all mortals, his favored children are the minotaurs. Minotaurs refer to him as Sargas, who represents power gained through brute strength and held with honor. Sargonnas appears to minotaurs as a gigantic minotaur with either char-black fur or blood-red fur.

Sargonnas was summoned from the Beyond by Takhisis to be her consort. The two have had a rocky relationship through the eons, which ended with the War of Souls. Sargonnas also has a rough relationship with his children, Zeboim and Nuitari. Sargonnas hates the gods of Good, save for Kiri-Jolith, who he grudgingly respects.

God of Disease, Decay & Plague - Morgion
Morgion is the god of decay in all its forms, including such things as plague and pestilence, rust, and madness. He wishes to see all things wither away into decadence, and for mortals to suffer as much as possible prior to going on to the next stage of their soul’s journey.

Morgion lives in the Bronze Tower on the edge of the Abyss, where he carries out his plots. He rarely allies with the other gods of Evil, and stands in opposition to all the gods of Good, especially Mishakal.

The Lord of the Undead - Chemosh
Chemosh is the master of the undead and is representative of fatalism. Chemosh hates life, thinking it a gift wasted on mortals. He festers within the hearts of mortals, trying to get them to give up the shell of mortality and move on to the next stage in the soul’s journey. Chemosh tempts mortals with the promise of “immortality.” In reality, he is condemning them to an eternity of undeath as his slaves. This is Chemosh’s way of mocking life.

Chemosh opposes Mishakal, who stands as a champion of life, as well as the rest of the gods of good, and is often also in conflict with Chislev and Sirrion. One of his divine messengers is the Death's Head Scorpion.

Chemosh was brought from Beyond during the time of creation to serve Takhisis. He alone was given the right to sit at the Hall of Souls Passing to witness the passing of the dead. During the Age of Dreams, he gained a major foothold on the realm of Ansalon when he formed the Bone Warriors and the Bone Acolytes, who conquered in his name before eventually being destroyed. The Lord of Death taught Takhisis how to manipulate the souls of dead, a secret which she used for her own personal gain on stealing the world from under the nose of Chemosh and all the other gods during the Summer of Chaos. The spurned god was pleased to see Takhisis and her nemesis Paladine fall at the close of the War of Souls, after the gods returned to the world.

The Sea Queen - Zeboim
Zeboim is goddess of the seas, storms, and strife. Her moods change with the storm, being calm one minute and in a violent rage the next. Zeboim is perhaps the most unpredictable of all the gods. Zeboim is twin to Nuitari, and the daughter of Takhisis and Sargonnas. Of all the gods, she detests Habbakuk the most. She feels that she should have sole domain over the sea, where he has dominion over sea creatures.

The Deal Maker of Souls - Hiddukel
Hiddukel (hid-doo-keel), also known as the Prince of Lies, the Betrayer, the Broken Scales and the Prince of Tarnished Gold, is the god of avarice, exploitation and treachery. His symbol is broken merchant scales and his colors are red and bone. Red Dragons are his loyal followers due to their common avaricious nature. He is also the patron of evil businessmen, thieves and many hobgoblins. His clerics often leads double lives.

He is a deal maker who trades in souls. Hiddukel's deal making skills are so great that it is said that he is the only being able to barter with Takhisis and come out in front. He influences souls to use every encounter with another person to their advantage. He captures souls who are desiring or despairing to use the misfortune of others to their profit. He is ultimately selfish and cares for no one but himself, and passes that attitude on to his mortal followers. Hiddukel constantly attempts to make deals with the other gods, and his lies lead mortals to carry out evil in the world. He is impressed and surprised at the deception of Takhisis in stealing the world from the other Gods. He can call upon nearly all of the Gods of Evil for aid because of his dealing with them and his ability to divert their attention from him if they begin to suspect him.

He hates Shinare, and offer riches to anyone destroying her temples. He also oppose Reorx, but he is too cowardly to do somthing angering him. Reorx dislikes him because Hiddukel tricked him into forging the Graygem. Majere and Branchala among the Gods of Good are his enemies, as the powers of discipline and positive interaction respectively.

He is said to control all of the ill-gotten wealth in the world. He is also known for contacting and making deals with dying men, who in desperation accept anything. As a payment for his services, he asks the mortal to deliver souls of men. Young maidens and Knights of Solamnia are his weakness.

His church is only nominaly organized. Apart for the Nightmaster, every cleric works for himself. The most important ceremony is the Day of Bartered Souls.

He is portrayed as a grossly obese man with cold eyes and an oily smile. He also appears in the shape of a coin with a grinning and a scowling face. His celestial symbol is the constellation Broken Scale.

The God of Dark Magic - Nuitari
Nuitari (noo-uh-tah-ree) is the god of evil arcane magic and is represented by the black moon. He is patron to the Black Robed Wizards of High Sorcery. He works with Solinari and Lunitari to further the cause of magic, though his methods differ from theirs. He works through dark means in order to accumulate power, and quickly.

Nuitari is the son of Takhisis and Sargonnas and is the twin brother of Zeboim. He was once the divine power of ambition prior to the time that he removed himself from the heavens in order to be closer to the world. Nuitari detests Takhisis, who has stolen magic from him in the past to grant to her followers, the Knights of the Thorn, as well as stealing the world of Krynn. He has come to odds with Chemosh in the past, as both have some domain over the realm of necromancy. The differentiation is that Nuitari is patron to necromancer wizards while Chemosh is patron to the undead and cleric necromancers.

Friday, April 2, 2021

We Focus on Dragonlance Here
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

As far as real world issues goes, we've never had to address these issues here and for that I am extremely thankful. We are not anything special here, just a group of gamers trying to have a good time and I think we've grown quite a bit which makes me happy. I hope that we can continue to grow and expand as time goes on!

However there is a lot of turmoil going on in the outside world and I want to make something clear here.

We will not discuss matters of justice and equality here. We (and I, specifically) believe firmly that heroes of high fantasy settings would have never looked at anyone or anything and wondered . . . what do they identify as, are they gay or straight, what race, color or sex a person is/was, no, they wouldn't because it never would have came up and it will not come up on this blog or within my games. None of that matters here because we are all adults here and we treat people like adults.

We don't care about any of that silliness here, this is a Dungeons & Dragons campaign blog . . . it does not matter what you are, what you believe in, what color you are, what sex you are or were, none of that matters here and it will not be discussed here, so keep it to yourself.

If you feel the need to push any of that in peoples faces where this campaign is concerned then please go somewhere else, we are here to play tabletop games and nothing that happens in the real world matters here. You won't find people yelling at the world about what pronouns they are, or if they identify as a lamp shade in this group. We are not for it or against it - we simply don't care. This is a GAMING BLOG covering a Dungeons & Dragons setting and the story that it holds. No one here cares about any of the above mentioned things, keep it to yourself and let us focus on the adventuers that happen here.

If you disagree with this, feel free to leave this place and never come back. I hope you take the time to reflect on your beliefs and understand that what you believe in, should be none of anyone elses business, and people will not be forced to address you by your silly pronoun - keep it to yourself. Once again, this is a Dungeons & Dragons campaign blog and that is all that should matter to anyone who visits this website.

People that sit around our real world or virtual table are all grown ass adults and we don't give a damn about your pronouns or your real world politics. Now, with all that silliness out of the way, we hope you enjoy your visit here and please feel free to say hello in our comments sections. We would love to meet you.

Monday, March 29, 2021

Ready For Content
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Friday, January 29, 2021

The Herald
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Lord Soth