First off, thanks for stopping by. If you make it through this long read, I hope you will have a better understanding of what our Dragonlance campaign will be about and how we plan to run it. First off, our group decided to stay with our modified Old-School Essentials Advanced Fantasy game system instead of going over to 5th edition. I understand that most of you are 5th edition players and I respect that but, I'd like to explain our Old-School Essentials system and why myself and my current four players prefer classic D&D compared to 5th edition.
Below you can see multiple PDF's that will help you understand the Dragonlance setting more, along with the two Old-School Essentials Advanced Fantasy rule books.
Dragonlance Adventures
The Core Dragonlance Novels
"There is no way I can create a sense of horror or fear in my campaign as a Dungeon Master using the 5e rules. The 5e rules allows the players characters to always have a safety net beneath them compared to Old-School Essentials rules "in my honest opinion of course". To play Old-School Essentials, you don't have to learn the rules, you will learn them as you play and the rules are very simple to learn and understand. One of our players, Joe Rice, had never played D&D before in his life and from the start he had no trouble understanding how to play and now he loves the system.
This is a rules light system, your choices as a player matter more than dice rolls. Actions of your character are less defined by your character sheet than on creativity and thoughtful planning. Players have agency, they decide the plot. They're actions have consequences. There is no pre-determined plot. It plays faster and smoother, with more player agency overall, and a kind of classic “feels” or “vibe” that can’t quite be gotten via modern-style rules sets. In a nut shell, It's just like 5e, except all the rules that tell you what you can or can't do are gone. Instead, you tell your Dungeon Master what you want to do and the Dungeon Master tells you what attribute to roll equal to or under. Don't be afraid to try this system out, who knows . . . you may end up liking it."
- House Rules: We do have a few "quality of life" house rules to help make the game run a little smoother and be slightly more forgiving than it is in it's current form. These rules may change over time.
- About Our Campaign: Here you can read all about our Dragonlance campaign.
- Current Companions: We have four core players at this time. We would like to find one more local player to fill in the last spot.
- Journals Page: This is where my players can find everything they need to know about our campaign.
- Links & Tables: This page will contain various links and tables plus playable races and classes.
- Discord: This is the eastiest way to reach me. Click the Discord link for a link to my Discord server.
- Facebook: You can also find me on Facebook.
- Email: If all else fails, my email is jamesefullard@gmail.com
Our campaign setting we plan to play in is the Dragonlance setting. I will not do a long write-up on Dragonlance but the story arc for our campaign can be found here and hopefully you already know about this setting (We would love to add one more player to out group that is familiar with Dragonlance). In my opinion this setting is the Star Wars of D&D - truthfully, this setting is just wonderful. If you don't believe me, feel free to read this Reddit post where many people explain why they think Dragonlance is the overall best campaign setting.
Alright, now for the good stuff lol I hope you made it this far. This campaign will happen at my townhouse. If you know anything about a town house, you know they are not spacious as far as square feet goes. We will be set up in my living room - pictures of the table are below. Our friend Joe Rice lives in Florida, so he will be brought in through Roll20 using the webcam feature on Roll20.
Also, the battlemap will be on Roll20 so Joe can see as well as everyone sitting at the table. I'll be streaming our table (so our Florida player can see our table) and piping it through Discord so he can pull the table up on a second monitor. We will have an omnidirectional condensor microphone set up in the middle of our table so he can hear us all talking. We will also have ambience soundtracks playing softly in the background to help add more to our gameplay.We have room for myself and four players at this table. No laptops will be used at these games. We play classic D&D and you'll be using paper character sheets. I will allow phones or tablets for quick referencing of the PDF rulebooks if a player wants to put the two rulebooks on a digital device but for Classic D&D we have no need for laptops at the table. I on the other hand will be using a laptop because I need to be able to manipulate the battlemap on Roll20 and be able to deal with any tech issues that may pop up + I'll be streaming our table on my laptop so I have to have this laptop going at the table.
We have also discussed ordering food during the game sessions - pizza, chicken, whatever. If we all decide to order food, everyone will pitch in an equal amount to whatever the cost of the order is, or players can bring snacks for themselves. Our play times for this classic D&D campaign will be approximately 7-11'ish pm or 8-11'ish pm, we have not hammered the exact times down since we have not filled our the group with one more player. The days will be twice a month, every other Saturday night - possibly a little more depending on player schedules.
Gaming Area Pictures
It's not glamorous, it's not luxurious but it's the best I can do in this townhouse plus it has to be at the flat screen so I can bring in our Florida player via webcam/Roll20. We can slide another chair for a five player group. I would have set our table up in my dining room but since we have a player playing online, this is the best way I can make it happen. We can squeeze in four players at the live table.
- Picture #1
- Picture #2
- Picture #3
Everyone currently in this group are middle aged people with ages ranging from late 30's to late 50's and one old man who is 70. We are all easy to get along with, very friendly and love D&D. We don't bring any outside politics to our table, we don't bring any religious, political or just anything from the real world into our games. We are all adults here but when we sit down at the table, it's about the "game" and nothing else.
My Message to New Players
- We are looking to put together a five player group, but will settle for four players. At this time, we have four "for sure" players. Out of the "for sure" four core players, we have three "live" players and the fourth is playing with us online using Roll20/Discord (he lives in Florida). We can easily fit three players at the table but can make room for a fourth player if we pick one up. Joseph, Wendell and Jennifer all wanted to roll real dice so I bought what we needed to set us up a table to make it happen so now our group is a mix of live/online players. It would be nice to find a fifth player that knows all about Dragonlance but, this is not required but knowing all about Dragonlance will enhance that players experience ten fold.
- If you enjoy playing a character that is a Knight or Paladin (Wendell just rolled his Knight up) and love the idea behind orders of knights, then this is the setting for you. The Knights of Solamnia are probably one of the most noble orders of knights that exist in any campaign setting and they have such a huge part of what makes the Dragonlance campaign setting special. If you love playing a Knightly character class, I would encourage you to play one, especially in this campaign setting.
- If you enjoy playing a Wizard (and we actually still don't have a Wizard in the party), Dragonlance was "built" to allow Wizards to shine. If you are a Wizard at heart, then the Wizards of High Sorcery would like to have a word with you. If you love playing a Wizard, I would encourage you to play one, especially in this campaign setting.
- I suck at doing voices. I'm not a voice actor, not even close so I try to make up with this in other areas.
If you read this all the way until then end, then you must be at least somewhat interested. Sure, classic D&D does not have all the bells and whistles of 5th edition, sure classic doesn't have the option of spell casting with subclasses like 5th edition and most importantly, classic D&D is not meant for you to start out at level 1 and be a superhero. It's dark, it's gritty, it's more realistic and believable but above all else, classic D&D is high fantasy, not modern fantasy like 5th edition. I am not putting down 5th edition, I simply want to express just how different the two systems are, kind of like "Lord of the Rings" vs "Honor Among Thieves" - it's just not the same.The Old-School Essentials Advanced Fantasy system is very easy to understand. You don't need to know the rules before you play. Character sheet creation takes minutes, not an hour. Classic D&D is about normal "mortals" setting out for adventure to try and earn fame and fortune and be the heroes of the land. Dragonlance is the perfect setting for this. I hope we can pick up one more player that would like to try something new and fresh. I'll run this campaign with my current four players but would love to have 5 players (We prefer to pick our 5th player up as a live player that sits at the table with us - so we are looking for someone to fill this last spot that lives in or very close to Waycross Georgia, we don't want to force a player to drive long distances).
I don't consider myself a GREAT dungeon master, as a matter of fact I think I am more or less average but one thing I can say is every game I've ever ran my players have had a great time so I guess I am doing something right. If you're looking for a friendly atmosphere, friendly down to earth players and a Dungeon Master that tries very hard to give his players something special, I would love to hear from you. Alright, I've talked enough!
We currently have the following characters "*cough* *cough* still no Wizard" . . .
- Arion of the Aspen: Human Ranger
- Cyric of Qualinesti: Qualinesti Elf Knight
- Elora Dawn: Cleric of Mishakal
- Hordus Blackforge: Dwarven Fighter
Rules
• Digital Devices: Please keep the use of cellphones to a minimum during game time. If you want to load the Dragonlance or Old-School Essentials pdf's to a tablet of phone for quick reference then that is fine.
• 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)
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 |
• Acrobat
• Barbarian
• Beast Master
• Cleric
• Fighter
• Knight
• Monk
• Paladin
• Ranger
• Rogue
• Swashbuckler
• Thief
• Warden
• Wizard
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.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.
On my honor I will do my best
To do honor to Solamnia and her gods.
And to obey the Oath and Measure;
To help other people at all times;
To keep myself physically strong,
Mentally alert, and morally right.
To my last breath; my honor is my life.
Another Version
On my honor, I pledge to do what is right.
To serve Solamnia and revere her Gods.
To live the Oath and uphold the Measure.
To render aid unto to those in distress.
To keep myself capable, alert, and worthy.
To my dying breath I swear this oath;
Est Sularus oth Mithas; my honor is my life.
Galvan Stonebreaker lost all that was dear to him in the War of the Lance: his wife, his children, his friends . . . everything. All were taken away by the dragonarmies. Galvan fought in the war along with the Whitestone forces, but when the war was done, Galvan was without purpose. He wandered from job to job, but was unable to leave the war behind. With everything that has happened to him, it stayed with him for many years, even to this day.
When the War of the Darklance began, Galvan saw how it would destroy the continent, and take away the loved ones of others as his were stolen so many years before. For Galvan, this became his personal war.
Galvan recruits young “soldiers” to fight for him. His charismatic personality oftimes will sell a young man or woman on the validity of his war. There are those, though, who figure out that Galvan’s agenda is centered largely around vengeance, and that Galvan himself actually wants to die in battle.
Galvan primarily works around the Abanasinia area, though he will travel where necessary. He wishes to form an alliance with Merinda uth Brishard’s Solamnic freedom fighters. Merinda has thus far been resistant, stating that she doesn’t approve of Galvan’s tactics.
Arion of the Aspen was originally born in the settlement of Ravenvale. Both of Arions parents were both members of a now scattered group of Rangers that protected the region which allowed him to grow up learning the ways of the wild under the expert tutelage of his mother and father.
Arion is a skilled archer and tracker, whispers of him being a prodigy of the region circulated among his people. Arion is most at home when he is wandering the forests and wilderlands of the region.
When Arion was 16 years old, a caravan that his parents were assisting with escorting was attacked by a goblin raiding party, both of his parents were killed in the attack. Arion vowed to avenge his parents deaths. He then set out into the wild to become the Ranger he always wanted to be.
Arion has been traveling throughout the region and has fought bandits, goblins, kobolds and other creatures of the wild. He has learned much about the lands and he has become a skilled Ranger. Arion will fight for the justice of others earning enough coin to support himself. Arion enjoys widdling small wood figurines and is a skilled fletcher for hire. His left eye has a light blue tent, almost white . . . a symble of the ancient Aspens that grow in the region - some say his discolored eye was gifted to him by some divine being as a mark of the Aspen.
Life has been relatively difficult for the young Ranger since leaving his home. Survival in the wild is no easy task, even for a woodsman such as Arion . . . but this is his home, regardless of how brutal life can be at times but it is the only home he has ever known. Since leaving his home years ago, Arion has been mostly alone, occasionally visiting Local settlements to resupply, he mostly has remained in the northern regions of Abanasinia.
Recently however, Arion has been traveling the lands around the settlement of Gateway. Rumors are beginning to spread among the local folk of something terrible about to happen, a dark power that is behind the recent goblin and bandit attacks on the surrounding villages and towns. The wilderlands is Arions home, the only home he has ever known and has done much traveling within the region hunting down those who would do harm to those who live in peace in the region.
Cyric was born and raised in Qualinesti, the homeland of his people and has your typical elven heritage look - blond hair, green eyes and the elven grace one would come to expect from an elf. Cyric is a member of the Qualinost Royal Guard, (charged with the defense of the city). The Qualinesti Elves have felt that something dark is coming for quite some time but none of been able to discern what this darkness actually is.None could not explain what it was that was being felt by his people so, Cyric felt the time has come to find out what this coming darkness actually was so Cyric accepted a quest to go and try to seek this evil out (against his fathers better judgement), feeling that he was duty bound to do so. He basically took a leave of absence from the Royal Guard in order to set out on his journey.
Since leaving his homeland, he has since settled in the Ravenvale which he has adopted as his second home, he has grown quite fond of the people of this village but he does miss his homeland and no matter where he is, Qualinesti will always be his home and he vows to one day return. There have been times where Cyric has longed to return home to the beautiful woodlands of Qualinesti, and the marble spires of Qualinost.
He is very easy to speak and get along with, being very open minded to other peoples thoughts and feelings. He is also very protective of the weak, innocent and those unable to protect themselves but is also wary of them since he has had his kindness used against him in the past so he always keeps his guard up to those he does not know. He rarely becomes angered but has been known to let those feelings out when he sees children mistreated or abused.
He is very protective over the young. He has a deep sadness with how the Qualinesti and Sylvanesti are towards each other and hopes one day these two nations will once again come together as one but he knows that this will take much time for the peoples to work out difference that have been lingering for many centuries.
He is very protective over his traveling companions, as well as women and children, feeling it is his responsibility to keep them safe. Cyric is bound by honor to protect Elora, with her being a traveling companion and the lady of the group. This is how he was raised from when he was very young, it's a code that he has followed his entire life.
Cyric befriended his traveling companions on the road between Gateway and New Ports as they were fighting off a bandit attack. Once the merchants were safe, Cyric agreed to stay on and assist with escorting merchant wagons due to the increased in goblin and bandit attacks along the traveled roads.
Cyric has always felt more at home in the wilderlands but does not completely dislike civilization as long as he is not subjected to being around large crowds of people. Large crowds make him feel closed in - mostly likely due to his elven heritage.
Cyric enjoys music, mainly music from his homeland and enjoys playing the flute during downtime. He tries to make time for his flute playing, it calms him with fond memories of his homeland.
Hordus Blackforge was born and raised (for a time) in the dwarven nation of Thorbardin located in southwestern Ansalon beneath the Kharolis Mountains. On his first mining expedition with his father, the section of tunnel that he and his brother were in collapsed.Covered by rocks, unable to move or see for what seemed like days, all the while listening to his brother dying somewhere nearby. "In reality it did not take a full day for miners to dig him free". He had never been confined in a space this small, unable to move, gasping for breath, with little to no visibility. By the time help arrived to rescue him, his brother was dead.
Afterwords, life had become a struggle with Hordus dealing with the incident and his brothers death. His sleep patterns became eratic, waking up at all hours of the night with recurring dreams of his friend dying and him being unable to do anything about it. He and his brother were very close and his death hit Hordus hard. It got to the point to where he needed a candle or oil lamp lit to be able to sleep. As time went on, it went from a single candle to more candles that one could count. Hordus stopped going into the mines after this accident, finding one excuse after another to keep himself clear of the mines.
Hordus eventually left home at an early age "unable to tolerate the concerned looks from his peers". He can usually be found in the northern region of Abanasinia. Preferring the outdoors, he tends to travel across the region lending aide when possible to those in need of it. Since he prefers to live an isolated life, he usually doesn't stay in one place for long, living mainly in the outdoor wilderness region of the vale.
For the most part, Hordus is your typical every day Dwarf, grumbling, never satisfied with his work and loves working with his hands. He took up wood carving at a young age and it has stuck with him over the years. He enjoys relaxing outdoors smoking his pipe and whittling wood. He tends to enjoy the "drink" a little more than he should. He is still coming to terms with the death of his brother.
Hordus is easy to talk with and is very open minded .... and if asked, he swears he is getting better with not having constant lights on in order to sleep. True or not, Hordus prefers to remain above ground whenever possible but his phobia does not prevent him from traveling beneath the surface "it just takes a bit of convincing and persuasion". Most recently, Hordus has been traveling with friends escorting merchant wagons to and from Gateway and New Ports.
The story of Elora Dawn starts with her awakening in a ditch on the side of the road leading into the settlement of Ravenvale, in the region of Abanasinia. Something horrible had happened, only she does not know what it was. As she regained consciousness and looked around, she had no idea where she was. On the road next to where she lay was three smoldering wagons. Apparently the wagons had been attacked and she had somehow been knocked unconcious. She climbed from the muddy ditch to inspect the wagons only to find several people lying dead in various locations around the three wagons along with three dead goblins.She did not recognize any of them, this was when she realized she had no memory of her past, but she did notice a name engraved on her money pouch "Elora Dawn" which she assume was her name. She gathered herself and began the walk down the road until she arrived at Ravenvale where she rented a room at the Ravenvale Inn where she stayed for a week.
Upon getting settled into her room, she began rummaging through her various packs, looking through papers she had stored. Apparently she had started a journal only days before the attack on the wagons. As she read she found out a lot about herself the first few pages of her journal that explained her personality and mannerisms in great detail.What she was able to gather from her documents is as follows . . .
Elora's most prominent features include her Prodigiousness and cleverness. She is levelheaded, book-smart, and always very logical. She is often very outspoken, not afraid to say what she feels yet unfailingly dutiful and loyal to her friends—a person who can always be counted on but she does however have occassions where she lets her "snippy" attitude out. Elora never strays off the path she always keeps her attention focused on the job that must be done.
She apparently had no regrets in life even though she doesn't remember any of her past life. She has other ambitions and felt the only way to accomplish those was to leave and set out on her own (it does not say where she left from though).
Despite Elora's intelligence and outspoken attitude, she has quite a lot of vulnerability in her personality, as well as a sense of insecurity underneath, feeling, utterly inadequate... and to compensate, she strives to be the best at everything, projecting a confidence where in fact little exists.
Elora has a deep love for the outdoors and nature and hopes soon to be able to explore the world and educate herself on the lands and its people. Leaving her home was hard for her (wherever home was). Over that last few months she has grown to love the people in Ravenvale, especially the owner of the Ravenvale Inn, Jebrick Talis. Jebrick "or Jeb as everyone calls him - including Elora" has become more of a father figure to Elora and she has grown to love him like a father. Jeb looked out for her since the first day she wandered into town, he took care of her and never asked for anything in return. Elora has not forgotten this.
Since coming to terms with her memory loss, she has sense left Ravenvale with her new companions and hopes to find answers to who she is. She has sense started following the teachings of the priestess Mishakal.
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 and 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 in 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.
Even with everything seeming as if it is peaceful and serene, one thing that has people a little concerned is how the temperature has been slightly colder with each passing season. Summer is fast approaching but, the weather still seems like winter has yet to released its grasp on the world.
Our story, however, begins to the southeast of the settlement of Gateway, along a stretch of road that leads out of the city of New Ports along the coast. 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 dense forests and numorous mountains, 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 to the settlement of Gateway, 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 stop off at Gateway to rest before heading home.
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 Piece Inn soon, yes, a long rest will be welcome . . .
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.
Father of Good - Paladine
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
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
War God of Good - Kiri-Jolith
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 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
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 is the son of Paladine and Mishakal, and brother to Kiri-Jolith and Habbakuk. He regularly interacts with Lunitari and Nuitari.
God of Knowledge - Gilean
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
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 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 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 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 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 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.
Queen of Darkness - Takhisis
God of Vengeance - Sargonnas
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 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 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
The Deal Maker of Souls - Hiddukel
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Shinare is the divine power of interaction, and goddess of wealth, industry, and commerce. She governs negotiations, contracts, enterprise and partnerships.
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.
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.
Sargonnas is the god of wrath, vengeance, and retribution. He is a god without compassion or mercy.
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.
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.
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.
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.
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.