Saturday, June 5, 2021

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

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.

Friday, June 4, 2021

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

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.

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

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.

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 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 . . .