Dragonlance Rules and History

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Dragonlance Campaign

Campaign Rules and History of DragonLance

Xavi

07/16/2023
C ONTENTS
1 Dragonlance History 1 Knights of Solamnia . . . . . . . . . . 11
Using this booklet . . . . . . . . . . . . . 1 Mages of High Sorcery . . . . . . . . . 12
History of Krynn . . . . . . . . . . . . . . . 1 Backgrounds . . . . . . . . . . . . . . . . . 13
Before The Cataclysm . . . . . . . . . 1 Bonus Feats . . . . . . . . . . . . . . 13
The Cataclysm . . . . . . . . . . . . . 1 Knight of Solamnia . . . . . . . . . . 13
After the Cataclysm . . . . . . . . . . 2 Mage of High Sorcery . . . . . . . . . 13
Life On Ansalon . . . . . . . . . . . . . . . 2 Feats . . . . . . . . . . . . . . . . . . . . . 14
Languages . . . . . . . . . . . . . . . 2 Adept of the Black Robes . . . . . . . 14
Calendar . . . . . . . . . . . . . . . . 2 Adept of the Red Robes . . . . . . . . 14
Currency . . . . . . . . . . . . . . . . 3 Adept of the White Robes . . . . . . 15
Religion and the Gods . . . . . . . . . . . . 3 Divinely Favored . . . . . . . . . . . . 15
Gods of Good . . . . . . . . . . . . . . 4 Initiate of High Sorcery . . . . . . . . 15
Gods of Neutrality . . . . . . . . . . . 4 Knight of the Crown . . . . . . . . . . 15
Gods of Evil . . . . . . . . . . . . . . . . . . 5 Knight of the Rose . . . . . . . . . . . 16
Takhisis . . . . . . . . . . . . . . . . . 5 Knight of the Sword . . . . . . . . . . 16
Chemosh . . . . . . . . . . . . . . . . 5 Squire of Solamnia . . . . . . . . . . . 16
Hiddukel . . . . . . . . . . . . . . . . 5 Sorcerer Subclass . . . . . . . . . . . . . . 16
Morgion . . . . . . . . . . . . . . . . . 5 Lunar Sorcery . . . . . . . . . . . . . 16
Nuitari . . . . . . . . . . . . . . . . . . 5
Sargonnas . . . . . . . . . . . . . . . . 6 3 Rules 19
Zeboim . . . . . . . . . . . . . . . . . 6 Have fun . . . . . . . . . . . . . . . . . . . 19
system . . . . . . . . . . . . . . . . . . . . 19
2 Character Creation 7 Mid campaign change . . . . . . . . 19
Peoples of Krynn . . . . . . . . . . . . . . . 7 Character creation . . . . . . . . . . . . . . 19
Dwarves . . . . . . . . . . . . . . . . . 7 What does the history mean? . . . . 19
Elves . . . . . . . . . . . . . . . . . . . 7 Character from outside . . . . . . . . 19
Humans . . . . . . . . . . . . . . . . . 9 Meta gaming . . . . . . . . . . . . . . . . . 19
Race Option . . . . . . . . . . . . . . . . . 10 Inspiration . . . . . . . . . . . . . . . . . . 19
Creating Your Character . . . . . . . 10 session explanation . . . . . . . . . . . . . 19
Kender . . . . . . . . . . . . . . . . . . 10 feedback . . . . . . . . . . . . . . . . . . . 19
Organizations . . . . . . . . . . . . . . . . 11 last remarks . . . . . . . . . . . . . . . . . 19

CONTENTS
ii
C HAPTER 1: D RAGONLANCE H ISTORY

T
HE WORLD HAS ENDED . Three hundred B EFORE T HE C ATACLYSM
years ago, the Cataclysm brought
ruin to the world of Krynn. In a single Krynn’s earliest centuries have passed into
day, an age of wonders came to an end. mythohistory. The story begins in the Age of
Countless innocents died, the face of the world Starbirth when the gods forged the world from
was reshaped, and the gods themselves faded primordial chaos. This period’s records are mere
into legend. Through ages of struggle, the legends and scriptures, and few credit their
peoples of Krynn survived, but the world isn’t details as fact. Next came the Age of Dreams, a
what it was. Those nations that remain linger in time when heroes battled the forces of evil. Many
the shadows of their ancestors’ wonders. Only modern cultures and institutions saw their
slowly have they begun to push back centuries origins in this era, including the Knights of
of darkness and rediscover how the world has Solamnia, the Mages of High Sorcery, and the
changed. dwarven kingdom of Thorbardin. Ironically,
these cultures often dismiss one another’s
foundational stories as baseless myths while
U SING THIS BOOKLET fiercely insisting on the veracity of their own.
This booklet was created to be able to illustrate During a terrible conflict known as the Third
the dragonlance history and the rules for this Dragon War, the knight Huma Dragonbane was
campaign. Dragon lance and the forgotten realm granted the first of the fabled dragonlances. He
are two different worlds with there on history. I used it to defeat the evil god Takhisis the Dragon
tried to put as much here as possible without Queen and end the war, forcing the god and her
spoiling things. Please forgive any spelling or dragons to leave Krynn. The good dragons of
grammatical errors was kinda a rush job. Krynn soon departed as well, leaving the world
Chapter 1. first thing first NO, YOU DO NOT to mortals and the remaining gods. During the
NEED TO LEARN EVERYTHING this chapter is thousand years before the Cataclysm, known as
design to help you create characters that are the Age of Might, several human nations
from Krynn, use what you can for instance god flourished, conquering vast swaths of the
here are different/ or named different . It also continent of Ansalon in the name of good. But
informs you of the current state of the world. the triumph of the Age of Might sowed the seeds
veteran players should pick up on something of its downfall. Over the centuries, the city of
while reading the history part and know what Istar in eastern Ansalon grew into a
that means for their adventure. If not i spoil it continent-spanning empire, thanks in part to a
int the rules. military alliance with the Knights of Solamnia.
Chapter 2. Helps you create a character for this Istar came to be ruled by a series of kingpriests
campaign. I strongly recommend you read this who declared Istar the center of the world and
part empirically the background part and the themselves the holy messengers of the gods of
feat system they implemented. Veteran players good. Under their leadership, Istar declared war
will enjoy it. on actions, peoples, and even thoughts the
Chapter 3. is the rules of the game. This will kingpriests considered evil. Increasingly rigid
focus on rules to create you character and rules and theocratic, Istar reached its apex of power
that we will uses for the game. I make sure to just before its apocalyptic fall. The last
make them as readable as possible. kingpriest undertook ever more audacious
magical feats, culminating in a ritual to attain
H ISTORY OF K RYNN godhood and rule Krynn forever in the name of
good. At last, the gods acted, united in their
While every world’s history is vast and fractured, condemnation of Istar.
with missing pieces and forgotten perspectives,
Krynn’s tale has been shattered by the global
catastrophe called the Cataclysm. The world of
T HE C ATACLYSM
Krynn was forged and destroyed, yet—broken As a last effort to avoid mass destruction, the
and scarred—it continued on. Most of its people, gods sent the Thirteen Warnings, a series of
seeking merely to survive in their slowly healing signs meant to deter the kingpriest. Trees wept
lands, care little for eons past. But the sages blood, fires raged unnaturally, and cyclones
who piece together fragments of the past focus struck the gleaming Temple of the Kingpriest.
on three periods: before the Cataclysm, the The gods also warned a few chosen mortals,
Cataclysm itself, and the dire age since. reasoning that if any of them reached Istar and

CHAPTER 1: DRAGONLANCE HISTORY


1
prevented the ritual, the world might not be
beyond redemption. But the messengers
L IFE O N A NSALON
failed—the kingpriest and his followers While Krynn holds many lands and cultures, the
dismissed the warnings as the work of evil and adventure unfolds on the continent of Ansalon.
continued on their path. As the hour of the Here are a few details regarding everyday life
kingpriest’s ritual to attain godhood arrived, the there
gods whisked away their most devout followers
and unleashed punishment on all who remained. L ANGUAGES
A mountain of fire fell from the sky, destroying Across Ansalon, language is an expression of
Istar. The Blood Sea—a new ocean that split upbringing and exposure. Before the Cataclysm,
eastern Ansalon —consumed the empire. Common served as a language of commerce
Coastlines shifted all over the world, sundering under the empires of Ergoth, Solamnia, and
nations, drowning whole regions, and stranding Istar. After the Cataclysm, migrating refugees
ports miles from the sea. Though some lands communicated using Common, and today it’s
escaped the worst of the destruction, none were spoken in every corner of the continent.
spared divine wrath. The gods and their Nevertheless, the local languages of most lands
blessings then faded from the world, and in time, still flourish, and Common is used primarily in
even their names were all but forgotten. markets and in dealings with travelers. With the
DM’s approval, players can exchange a language
granted by their characters’ race for a different
A FTER THE C ATACLYSM language from the Standard Languages of
Ansalon table or the Rare Languages of Ansalon
The Cataclysm ushered in a period of chaos. table.
During the next three centuries, known as the
Time of Darkness, cultures and ecologies were Standard Languages Of Ansalon
radically altered, causing famine, plague, and Language Main Speakers Script
mass migrations. The Knights of Solamnia, the Common Trade language of Common
champions who might’ve kept Ansalon united, Ansalon
were distrusted as former allies of Istar and Abanasian Abanasinia Common
persecuted across the continent, even in Dwarvish Abanasinia, Dwarvish
Solamnia. The elven nations shut their borders. Kayolin, Thoradin,
The dwarves of Thorbardin withdrew to their Thorbardin
Elvish Qualinesti, Elvish
deep tunnels, refusing entrance to refugees from
Silvanesti,
the surface. Many societies turned on one
Southern Ergoth
another or fell to disease and war. Nations of Ergot Northern Ergoth Common
hobgoblins and ogres spread, capitalizing on Gnomish Sancrist Common
humanity’s decline and claiming whole regions. Ergot Northern Ergoth Common
Much that survived the Cataclysm was lost in Kenderspeak Goodlund, Hylo Common
darkness. At length, the worst effects of the Kharolian Plains of Dust, Common
disaster waned. Though many elves and Tarsis
mountain dwarves remained reclusive, other Khur Khur Istarian
cultures tentatively rebuilt. Explorers ventured Nordmaarian Nordmaar Istarian
forth to map the drastically altered continent. Solamnic Sancrist, Solamnia Common
Societies reestablished bonds of trade that
united and diversified them. As the civilizations Rare Languages of Ansalon
of Krynn rebuilt, and new societies arose, the
Language Main Speakers Script
world learned to live with a jarring truth: the Draconic Dragons Draconic
gods were truly gone. Religion on Krynn was Goblin Taman Busuk Dwarvish
altered forever. True clerics, who once worked Istarian Ancient Istarians Istarian
miracles on behalf of their gods, had vanished. Kothian Minotaurs Kothian
While some people remained devout, many Nerakese Neraka Istarian
others turned to false religions in search of Ogre Blode, Kern Ogre
answers and comfort. Some of these new faiths Primordial Elementals Primordial
were founded by charlatans, others by zealots. Sylvan Fey creatures Sylvan
Some claimed the names of the gods, others
dismissed them entirely. In this radically
changed world bereft of immortal insight, truth C ALENDAR
became subject to conjecture, even among The lands around Kalaman use the Solamnic
Krynn’s most dedicated scholars. calendar, which has twelve months, each

CHAPTER 1: DRAGONLANCE HISTORY


2
containing four weeks. Weeks have seven days, temples and centers of faith are few.
and days have twenty-four hours. Nevertheless, small miracles occur across the
world. Druids and hidden communities offer
Solamnic Months prayers in the old ways and employ mysterious
Month Name magic. Long-lived peoples remember the worship
January Newkolt of the gods and see their shapes in nature and
February Deepkolt the constellations above. Ancient, forgotten
March Brookgreen sanctuaries hold wonders beyond imagination,
April Yurthgreen and divine whispers reach those with the minds
May Fleurgreen
and hearts to listen. The gods haven’t wholly
June Holmswelt
July Fierswelt
abandoned Krynn, and as threats grow, mortals
August Paleswelt turn to them once more—sometimes after a
September Reapember remarkable encounter with a messenger of the
October Gildember gods. The gods of Krynn loosely align with one
November Darkember another along the principles of good, neutrality,
December Frostkolt and evil. While such alliances can be tenuous,
the gods often work together to enact their
shared will across the world or to oppose unions
Solamnic Days of their foes. The Deities of Krynn table and the
Day Name following sections summarize the gods most
Sunday Linaras active in the world. Among Krynn’s diverse lands
Monday Palast
and peoples, gods take various names, genders,
Tuesday Magetag
and forms. Those presented in the following
Wednesday Kirinor
Thursday Misham sections are the representations best known in
Friday Bakukal Solamnia.
Saturday Bracha
Gods of Good
Name Alignment Province Symbol
C URRENCY Paladine LG Good Silver
Since the Cataclysm, the harsh realities of daily dragons, triangle
guardians,
survival leave little room for impracticality. For
rulers
years after the devastation, steel’s value Branchala NG Music Bard’s harp
skyrocketed until it was valued as highly as gold, Habbakuk NG Animal life, Blue bird
thanks to the difficulty of forging steel and its natural
obvious practical applications. Similarly, bronze balance
was valued on par with silver. While the value of Kiri-Jolith LG Honor, war Bison’s
steel and bronze has diminished to horns
pre-Cataclysm standards, trade coins of bronze Majere LG Meditation, Copper
and steel remain in use across Ansalon. order spider
Mishakal LG Healing Blue infinity
Currency of Ansalon sign
Solinari LG Good magic white circle
Coin cp bp/sp gp/stl pp
or sphere
Copper 1 1/10 1/100 1/1,000
(cp)
Bronze 10 1 1/10 1/100
(bp) or Gods of Neutrality
Silver (sp) Name Alignment Province Symbol
Gold (gp) 100 10 1 1/10 Gilean N Knowledge Open book
or Steel Chislev N Nature Feather
(stl) Lunitari N Neutral magic Red
Platinum 1,000 100 10 1 circle or
(pp) sphere
Reorx N Craft Forging
hammer
R ELIGION AND THE Shinare N Trade,
wealth
Griffon’s
wing
G ODS Sirrion N Change, fire Multicolored
fire
The gods of Krynn are said to have abandoned Zivilyn N Wisdom Great green
the world, and in the great cities of Ansalon, or gold tree

CHAPTER 1: DRAGONLANCE HISTORY


3
Gods of Evil K IRI -J OLITH
Name Alignment Province Symbol Kiri-Jolith is the god of righteous war. He blesses
Zivilyn N Wisdom Great green all who fight in the name of good and scorns
or gold tree those who delight in slaughter and lust for battle.
Takhisis LE Evil dragons, Spiral of five He is particularly revered by the Knights of the
hatred, night dragon claws Sword, an order of the Knights of Solamnia that
Chemosh LE Undead seeks to root out evil wherever it dwells.
Yellow skull
Hiddukel CE Greed, lies Broken
merchant’s M AJERE
scales Austere and aloof, Majere is the god of
Morgion NE Disease, Hood with meditation and discipline. Monks, his most
secrecy two red eyes devoted followers, honor him by leading lives of
Nuitari LE Evil magic Black circle quiet contemplation in remote monasteries.
or sphere Many orphans are raised in the monasteries of
Sargonnas LE Fire, Stylized red Majere; some become monks themselves, while
vengeance condor
those who leave the monastic life often take the
Zeboim CE Seas, storms Turtle shell
surname Majere out of respect.

M ISHAKAL
G ODS OF G OOD God of compassion, healing, and love, Mishakal
The gods of good provide healing and comfort to is widely worshiped by healers and community
the mortals of Krynn. Although they oppose the guardians. Throughout history, she has reached
evil gods’ attempts to rule the world, their goal out to chosen heroes to soothe others’ suffering.
isn’t the eradication of evil or its gods. Rather, Her faithful offer healing and solace to all—even
their highest pursuit is preserving mortal choice, enemies.
despite the sorrowful knowledge that mortals
sometimes choose ruinous paths. S OLINARI
Solinari, the god of good magic, is patron of the
P ALADINE Mages of High Sorcery’s Order of the White
Paladine is known as the Father of Good, the Robes and other benevolent mages. His power
Master of Law, the Platinum Dragon, and—on manifests through the white moon of Krynn, the
other worlds of the multiverse—Bahamut. He brightest of its three moons. Along with his
leads the gods of good and watches over the cousins Lunitari and Nuitari, he watches Krynn
world with an eye toward order, justice, and from the heavens and encourages magic that
mercy. He teaches that wise and just laws are aids, heals, and protects.
the basis of a functioning society, and his clerics
often aid in crafting and upholding such laws. G ODS OF N EUTRALITY
Paladine sometimes appears on Krynn in the
The neutral gods of Krynn vary widely in their
guise of Fizban, a befuddled old human mage in
motivations and methods. Some are passive and
faded robes.
distant, dedicated to recording the actions of
mortals or upholding the balance between
B RANCHALA societies and nature. Others take a more active
Called the Bard King, Branchala is the god of hand, injecting elements of chaos and innovation
music, poetry, and the inner beauty of all living into mortal life. Unlike the gods of good and evil,
things. Many elves and kender worship him the neutral gods have little interest in the
above all other gods. Both groups revere him as struggle over mortal destinies.
a champion of life and laughter, bringing solace
and joy to those who listen. G ILEAN
The god of knowledge and nominal leader of the
H ABBAKUK neutral gods, Gilean embodies the ideal of
Habbakuk, known as the Fisher King, oversees neutrality. He stands back and observes,
animal life, the sea, and the balance of nature. recording all that unfolds. Gilean is keeper of the
Many sailors, farmers, and hunters revere him. Tobril, a book said to contain all the knowledge
His holy sites are often marked with the image of of the gods, though portions are sealed to all but
a blue bird or a phoenix wreathed in blue Gilean. Some people believe the scribe Astinus of
flames. Palanthas to be Gilean in human form.

CHAPTER 1: DRAGONLANCE HISTORY


4
C HISLEV
Chislev is the god of nature on its own terms,
G ODS OF E VIL
The evil gods of Krynn embody power, vengeance,
governing the rhythms of life that unfold
and other ideals that elevate self above
heedless of mortal action. Though enigmatic and
community. They wish to rule the mortal world,
shy, they are fiercely protective of their domain,
believing only they are worthy of such dominion.
regarding all plants and animals as their
They rely on temptation and subjugation to
children. Chislev’s followers are often hermits,
secure the service of lesser creatures. In every
druids, and others who revere nature without
age, some mortals are willing to sell their souls
asking anything in return.
for power, and the gods of evil are eager to
oblige.
L UNITARI
Lunitari, the god of neutral magic and illusions, T AKHISIS
is patron of the Mages of High Sorcery’s Order of Takhisis, leader of Krynn’s evil gods, is known as
the Red Robes and other neutral mages. With the Dragon Queen, the Queen of Darkness,
her cousins Solinari and Nuitari, she watches and—on other worlds—Tiamat. She is the god of
over the people of Krynn from the heavens, power, pride, and control, as well as the queen of
conveying her power through the red moon that chromatic dragons. She tempts mortals to her
shares her name. She appears as a trickster service with offers of dominance over others.
figure in mythology, using her mastery of Barred from Krynn since before the Cataclysm,
illusions to fool gods and heroes alike. she found her chance to return in the centuries
that followed. She sometimes appears as a
R EORX powerful human warrior with gleaming armor
and long black hair, but her true form is a
Reorx is the god of creation, inspiration, and
five-headed dragon.
artisanship, credited with creating the gnomes,
dwarves, kender, and even Krynn itself. He
invents new things that alter the world and spur
C HEMOSH
its people to action. Chemosh is the god of undeath and false
redemption, tempting his followers with the
promise of immortality. Those who heed him find
S HINARE that while they may live forever, their bodies still
Shinare is the god of wealth, industry, and decay and putrefy. Followers of Chemosh
commerce. Though many of her followers are embrace his baleful reputation, dressing in white
merchants, her influence spans legitimate and skull masks and black robes.
underhanded commerce alike, and she receives
occasional worship from thieves. Despite this, H IDDUKEL
most consider her a god of fair dealing;
supplicants pray she favors them as they Hiddukel is the god of greed and treachery. He
bargain. holds domain over all ill-gotten wealth in the
world, and criminals and unscrupulous traders
worship him in secret. While Hiddukel gladly
S IRRION accepts their worship, his true goal is the
Passionate and impulsive, Sirrion is the god of acquisition not of riches, but of souls.
alchemy, transformation, serendipitous creation,
and flames. He embodies momentary excitement, M ORGION
flaring quickly into fiery passion and smoldering Solitary and secretive, Morgion is the god of
long afterward. Sirrion’s followers embrace disease and decay. He doesn’t consult or act in
extremes of emotion as forms of divine accord with the other gods, preferring to brood
expression. in his otherworldly fortress, the Bronze Tower,
and pursue his own schemes. His worshipers
Z IVILYN follow his example, meeting in the dark and
Where Gilean embodies knowledge, Zivilyn maintaining secrecy in all things.
exemplifies the calm wisdom necessary to wield
knowledge in the world. He’s said to exist in all
N UITARI
times and places, possessing the collected Nuitari, the god of evil magic and darkness, is
wisdom of every plane of existence. Zivilyn often patron of the Mages of High Sorcery’s Order of
attracts the worship of eccentrics, philosophers, the Black Robes and other wicked mages. He
and sages. encourages selfish and destructive magic. His

CHAPTER 1: DRAGONLANCE HISTORY


5
power flows through the black moon that shares
his name, which is visible only due to the stars it
blocks in the sky.

S ARGONNAS
Sargonnas is the unpredictable god of flame,
vengeance, and wrath. Though he’s a consort to
Takhisis, he schemes against her as often as he
fights on her behalf. He is worshiped by those
who seek retribution. His true form is that of a
monstrous minotaur, and many minotaurs
revere him under the name Sargas.

Z EBOIM
Zeboim is the god of the ocean in its destructive
aspect, including storms and dangerous sea
creatures. She is a mercurial god, and even her
followers aren’t safe from her frequent bouts of
rage. Most sailors pray to Habbakuk to keep
Zeboim at bay, but some make offerings to
Zeboim to allay her wrath.

CHAPTER 1: DRAGONLANCE HISTORY


6
C HAPTER 2: C HARACTER C REATION

T
HIS CHAPTER PRESENTS player-facing the land and trading with other surface folk. In
details of peoples and groups the wake of the Cataclysm, with food scarce and
in Krynn, as well as character options the future uncertain, the High King of
supplementing the rules in the Player’s Thorbardin sealed the gates of the kingdom to all
Handbook. Herein, you’ll find the following outsiders, including the Neidar. Betrayed and
sections: hungry, these surface dwarves allied with other
Peoples of Krynn.. Learn about the peoples of desperate refugees and unsuccessfully
Krynn and how they might inspire your next attempted to take Thorbardin by force. The
character. conflict that came to be called the Dwarfgate War
Race Option.. Play as a kender, a character race caused deep enmity between the dwarven
known for bravery and curiosity. communities of the surface and those that live
Organizations.. Discover two of Krynn’s most below.
influential groups, the honorable Knights of
Solamnia and the mystical Mages of High M OUNTAIN D WARVES
Sorcery. Led by the aristocratic Hylar clan, mountain
Backgrounds.. Learn how war shapes your dwarves are the unquestioned rulers of
character, and choose from two new Thorbardin. Many great fighters, engineers, and
backgrounds: the Knight of Solamnia and Mage artisans call these magnificent halls home.
of High Sorcery. Proud and reserved, most Thorbardin clans want
Feats.. Draw on the power of magic, honor, or the nothing to do with outsiders—dwarves or
gods with this selection of feats. otherwise. However, some dwarves grow tired of
Subclass Option.. Tie your magic to Krynn’s life within their ancient tunnels and wonder
three mystical moons with the Lunar Sorcery about rejoining the world above.
sorcerer subclass.4 As a mountain dwarf, you might come from a
dwarven nation like Kayolin or Thorbardin. You
P EOPLES OF K RYNN could be part of an expedition of traders or
explorers, sent by your people to live on the
This section presents information about the
surface for years before reporting back. Or you
inhabitants of the continent of Ansalon and
might have ventured forth on your own, eager to
contextualizes the races from the Player’s
see what the wider world holds.
Handbook within the world of Krynn. The
locations referenced in this section appear on
the poster map included with this book.
H ILL D WARVES
The dwarves barred from Thorbardin
D WARVES experienced the years following the Cataclysm on
the surface. Now known as hill dwarves, they
While known for their great subterranean lived among the lands and peoples of the surface
nations, dwarves have long traded and traveled for centuries. Few still call themselves by their
among the peoples of Krynn’s surface. The old name, the Neidar, preferring to forget their
Cataclysm devastated many dwarven lands and ties to their mountain dwarf cousins.
destroyed some of their greatest underground Some hill dwarves live as traveling traders,
kingdoms. Others, like the nation of Kayolin, while others make their homes among the
were isolated from their allies as the New Sea communities of Ansalon’s other peoples. Still
flooded the land. And some, like the great other groups eke out lives in ruins or harsh
dwarven realm of Thorbardin, turned inward lands as reclusive survivalists.
and have yet to rejoin the world.
As a hill dwarf, you might come from lands
near the great mountain dwarf nations or from a
T HORBARDIN AND THE D WARFGATE WAR
diverse town far away. Or perhaps you come
The kingdom of Thorbardin has endured beneath
from everywhere, having been raised in a
the Kharolis Mountains of southwest Ansalon for
traveling community that’s seen most corners of
thousands of years, but the centuries since the
Ansalon.
Cataclysm have created new divisions within it.
The dwarves of Thorbardin divide themselves
into ancient clans. Many generations before the
E LVES
Cataclysm, dwarves who dwelled on the surface Several distinct elven cultures inhabit Ansalon,
established the Neidar clan, known for working including the Qualinesti and Silvanesti high

CHAPTER 2: CHARACTER CREATION


7
elves, the Kagonesti wood elves, and the As a Qualinesti high elf, you might have been
Dargonesti and Dimernesti sea elves. raised in seclusion in the forests of Qualinesti.
Over two thousand years ago, the Kinslayer You could have been sent forth to learn the state
War divided the high elves of Ansalon into two of the wider world or to pursue rumors of
groups, Silvanesti in the east and Qualinesti in Silvanesti’s fate. Or perhaps your family left
the west. Through the intervening millennia, Qualinesti long ago, and you have connections
neither group has sought reconciliation. In the with folk from other lands.
even more distant past, both high elf nations
separated from their Kagonesti kin, while the K AGONESTI W OOD E LVES
waves themselves isolate Dargonesti and Kagonesti are the descendants of elves who
Dimernesti from their surface-dwelling cousins. never settled in the forest cities of Silvanesti,
As the elves of Ansalon largely keep to instead living a nomadic way of life and seeking
themselves, half-elves are few and are rarely harmony with nature. Most of these wood elves
seen outside the elven nations. live in small tribes in the forests of Southern
Ergoth. Although few outsiders intrude on the
S ILVANESTI H IGH E LVES Kagonesti’s ancient forested lands, thousands of
Silvanesti refugees have begun seeking their aid.
Silvanesti, the original elven kingdom, lies in
While the Kagonesti welcome their cousins and
southern Ansalon. For untold generations, the
seek to support them, they refuse to be
aloof Silvanesti elves lived in a stratified society
overwhelmed by the Silvanesti’s numbers and
closed to outsiders. They don’t hate their
distinct ways.
cousins in Qualinesti, but they consider their
As a Kagonesti wood elf, you likely spent a
ways misguided.
great deal of your life in the forest and know
In recent years, war has come to Silvanesti.
much about the natural world. You might have
When the Dragon Armies besieged the realm, the
left years ago to explore the world, or perhaps
leader Lorac Caladon, Speaker of the Stars,
you’ve just begun your travels, seeking to
ordered his people to evacuate. Lorac then
prevent the threats that befell the Silvanesti from
attempted to defend the kingdom with an orb of
reaching your people’s home.
dragonkind—but the artifact’s magic
unexpectedly warped Silvanesti into a S EA E LVES
nightmarish land. The surviving elves of Two groups of sea elves inhabit the oceans
Silvanesti now find themselves a people without surrounding Ansalon. Dargonesti, also known as
a homeland. Most journeyed together across the deep elves, call the vast oceans home. Their
sea to Southern Ergoth, seeking refuge with the cousins, Dimernesti, are often called shoal elves.
Kagonesti, while others refused to give up Although Dimernesti live closer to land, they
Silvanesti and sought to reclaim their ancestral have deep bonds with the sea and all life within.
home. Both groups of sea elves are rarely seen by the
As a Silvanesti high elf, you know what few in peoples of Ansalon and keep to their own aquatic
Ansalon do: the home of the elves has fallen. communities. Though sea elves are exceptionally
During the Dragon Armies’ invasion of Silvanesti, rare, you can create sea elf characters using
you might have been separated from your people Mordenkainen Presents: Monsters of the
or even taken captive before escaping the Dragon Multiverse.
Armies in unfamiliar lands. You could have fled
Silvanesti with your people but now seek a way G NOMES
to restore your homeland. Or perhaps you’ve Mount Nevermind—a hollow, dormant volcano
spent your life exploring the world, cultivating on the island of Sancrist—is a hub of wonders
relationships with people other than your kin. and catastrophes. Here, energetic gnome
inventors endlessly create and test stupendous
Q UALINESTI H IGH E LVES devices—and learn from equally stupendous
Long ago, a group of high elves left Silvanesti, failures.
desiring a more egalitarian society. They traveled Forest gnomes are less populous in Ansalon.
far to the west and founded a new forested Their few communities lie deep in the forests of
homeland called Qualinesti. Less hierarchical Sancrist and Kendermore, where they embrace
than their progenitors and more willing to deal harmony with nature over the pursuit of
with outsiders, Qualinesti elves even enjoyed invention.
good relations with the dwarves of Thorbardin. As a gnome, you might be a tinker pursuing
Since the Cataclysm, however, they’ve withdrawn some niche scientific endeavor, coaxed from
from the world, and few outsiders dare approach Mount Nevermind to conduct research or to seek
their well-guarded borders. inspiration beyond the mountain. Alternatively,

CHAPTER 2: CHARACTER CREATION


8
you might be a forest gnome, exploring the S OLAMNIA
wonders of the world or seeking to heal the lands Once a mighty empire, Solamnia has fallen from
of the Cataclysm’s scars. the glory it knew. Though Solamnia remains one
The tinker gnomes of Mount Nevermind are of the largest and most prosperous nations on
the best-known gnome community on Krynn. the continent, its provinces are self-concerned
Despite living in a world steeped in magical and prone to squabbling. The land’s
forces, many of these rock gnomes indulge in once-legendary defenders, the Knights of
specialized scientific pursuits and create Solamnia, are much diminished in numbers.
complicated inventions. Nevertheless, the knights still stand as defenders
of the innocent and paragons of honor.
H UMANS
T ARDIS
Humans are ubiquitous on Ansalon. They ruled After the Cataclysm, the verdant plains of
the continent’s largest empires before the southern Ansalon wasted away, becoming the
Cataclysm, then were scattered during the Plains of Dust. Coastlines shifted, and the city of
devastation that followed. Many humans never Tarsis found itself a seaport without a sea. In
resettled after the Cataclysm, joining itinerant the dry harbor, decrepit remnants of the city’s
and nomadic cultures. Human cities are few and famed ships list on waves of sand. The rest of
usually small, developed around natural the city clings to life as a trade hub for small
structures that sheltered communities following communities and itinerant bands across the
the Cataclysm. plains. Those who dwell here have adapted their
As a human, you might hail from any corner of ancestors’ seafaring ways to their current arid
Krynn. Below are just a few of the distinct environment, becoming hunters, scavengers,
human nations of Ansalon. You might be a and traders.
member of any of these societies, or you can
choose another home to define as you please. People from Beyond
Peoples who aren’t native to the world still might find their
way to Krynn. It’s possible to find individual members—or
A BANASINIA even small enclaves—of folk like dragonborn, halflings,
Several peaceful communities dot the tieflings, or any other race in Ansalon. Perhaps such
Abanasinia region, including Solace, a village individuals stepped through a portal and found themselves
built among the branches of towering on Krynn, or traded with one of Krynn’s great empires
before the Cataclysm. Use such possibilities to play
Vallenwood trees. In recent years, the theocratic characters of any race you please in your adventures
Seekers have risen to power in the region. This across Krynn.
power-hungry religion controls the city of Haven
and surrounding settlements in the name of
vague, fickle deities who condemn the use of
O THER LANDS
magic.
Other parts of Ansalon are home to distinctive
The broad plains of the northern Abanasinian
tribes of nomads and small, diverse settlements.
peninsula are home to nomadic humans known
Estwilde.. The fiercely independent human tribes
as Plainsfolk. Divided into several tribes with
of Estwilde travel the steppes of Qlettaar from
territories across the region, Plainsfolk are
the Turbidus Ocean to New Sea. These nomads
skilled warriors, traders, and collectors of stories
brook no trespassing on their lands, whether by
that predate the Cataclysm.
Solamnics or hobgoblin raiders from the east.
Goodlund.. While Goodlund is predominantly
N OR THERN AND S OUTHERN E RGOTH inhabited by kender, scattered human tribes
The Cataclysm split the land of Ergoth in two, wander the Dairly Plains and coasts bordering
dividing the remnants of the human empire that the Blood Sea of Istar. Many inhabit ancient
once ruled there. On Northern Ergoth, scattered Istarian ruins, occasionally forced to grapple
communities claim to be inheritors of the fallen with half-understood technology and magic from
Empire of Ergoth and dwell among the remnants the ancient past.
of its cities and fortresses. These Ergothians Icereach.. The humans of Icereach live in the
enjoy a prosperous peace with the kender frozen south, where they compete with groups of
enclave of Hylo and the goblins of the arid thanoi (walrus-folk) for hunting grounds.
southern lands, with whom they share their Khur. . The nomadic human tribes of Khur
island. Fewer humans make their home on inhabit a harsh, rocky land. These groups have
Southern Ergoth, living primarily along the coast been forcibly united under the local leader
and avoiding dangerous groups of ogres and Salah-Khan, who allied his people with the
giants. Dragon Armies. A robust resistance, centered at

CHAPTER 2: CHARACTER CREATION


9
the trade hub of Khuri-Khan, opposes the H EIGHT AND W EIGHT
invaders. Player characters, regardless of race, typically
Nordmaar.. Most humans of Nordmaar live either fall into the same ranges of height and weight
in rugged coastal communities to the north or that humans have in our world. If you’d like to
among the nomadic tribes of the south. Both determine your character’s height or weight
proud groups have strong ties with the people of randomly, consult the Random Height and
Solamnia. Weight table in the Player’s Handbook, and
choose the row in the table that best represents
R ACE O PTION the build you imagine for your character.

The kender is a race option for player characters K ENDER


in Dragonlance and other D&D settings.
During the mythical origins of Krynn, Reorx, god
of craft, indulged in an age of unfettered creation.
C REATING Y OUR C HARACTER Many peoples sprang from his divine forge, but
If you create a kender character, follow these not all among them remained as the god created
additional rules during character creation. them. Altered by unbridled magic, a group of
gnomes were transformed and given almost
A BILITY S CORE I NCREASES supernatural curiosity and fearlessness. These
were the first kender.
When determining your character’s ability
scores, increase one of those scores by 2 and Originating on the world of Krynn, kender are
increase a different score by 1, or increase three diminutive Humanoids who look like humans
different scores by 1. Follow this rule regardless with pointed ears and diverse appearances.
of the method you use to determine the scores, Kender have a supernatural curiosity that drives
such as rolling or point buy. them to adventure. Due to this inquisitiveness,
many kender find themselves falling through
The "Quick Build" section for your character’s
portals to other planes and worlds.
class offers suggestions on which scores to
Kender sometimes amass impressive
increase. You’re free to follow those suggestions
collections of curiosities. Some might collect
or to ignore them. Whichever scores you decide
mundane knickknacks or relics from magical
to increase, none of the scores can be raised
sites, while others might become professional
above 20.
thieves.
L ANGUAGES K ENDER T RAITS
Your character can speak, read, and write As a kender, you have the following racial traits.
Common and one other language that you and Creature Type.. You are Humanoid.
your DM agree is appropriate for the character. Size. you are Small.
The Player’s Handbook offers a list of widespread
Speed. You walking speed is 30 feet.
languages to choose from. The DM is free to add
Fearless.. You have advantage on saving throws
or remove languages from that list for a
you make to avoid or end the frightened
particular campaign.
condition on yourself. When you fail a saving
throw to avoid or end the frightened condition on
C REATURE T YPE yourself, you can choose to succeed instead.
Every creature in D&D, including every player Once you succeed on a saving throw in this way,
character, has a special tag in the rules that you can’t do so again until you finish a long rest.
identifies the type of creature they are. Most Kender Curiosity.. Thanks to the mystical origin
player characters, including kender, are of the of your people, you gain proficiency with one of
Humanoid type. Creature types don’t have rules the following skills of your choice: Insight,
themselves, but some rules in the game affect Investigation, Sleight of Hand, Stealth, or
creatures of certain types in different ways. For Survival.
example, the text of the cure wounds spell Taunt.. You have an extraordinary ability to
specifies that the spell doesn’t work on a fluster creatures. As a bonus action, you can
creature that has the Construct type. unleash a string of provoking words at a
creature within 60 feet of yourself that can hear
L IFE S PAN and understand you. The target must succeed
The typical life span of a player character in the on a Wisdom saving throw, or it has
D&D multiverse is about a century, assuming disadvantage on attack rolls against targets
the character doesn’t meet a violent end on an other than you until the start of your next turn.
adventure. The DC equals 8 + your proficiency bonus + your

CHAPTER 2: CHARACTER CREATION


10
Intelligence, Wisdom, or Charisma modifier avert the Cataclysm and either failed to or chose
(choose when you select this race). You can use not to—perhaps to dispense with Istar and
this bonus action a number of times equal to solidify the knights’ power.
your proficiency bonus, and you regain all Most knights still tried to defend the realm as
expended uses when you finish a long rest. their duty demanded, but they found themselves
Languages.. You can speak, read, and write beset on all sides, dying to protect people who
Common and one other language that you and rejected and persecuted them. Most fled to
your DM agree is appropriate for your character. Sancrist Isle in the west or retreated to the
protection of their strongholds and keeps, while
O RGANIZATIONS others disguised themselves to continue their
work.
in eras past, when Krynn faced times of Their power waning, the knights today are
exceptional darkness, champions stepped forth locked in a bitter internal feud: Is it better to
from the ranks of the virtuous Knights of maintain their strict codes even in the face of
Solamnia and the mystical Mages of High obsolescence, secure in the knowledge they were
Sorcery. These two organizations are detailed true to themselves? Or should they embrace a
here. changing world and fight to defend it, even if the
knights must change with it?
K NIGHTS OF S OLAMNIA
Many celebrated heroes have risen from the T HE O ATH AND THE M EASURE
Knights of Solamnia, the most storied The Knights of Solamnia follow a chivalric code
knighthood on Ansalon. The knighthood began with two parts: the Oath and the Measure, both
over a thousand years ago, during the reign of inspired by the writings of Vinas Solamnus. The
the Ergothian Empire in western Ansalon. Vinas Oath is simple and aspirational—a star to
Solamnus, head of the Ergothian imperial guard, navigate by—while the Measure lays out specific
was sent to eastern Ergoth to put down a rules for the organization and conduct of the
massive rebellion. However, Solamnus learned of knighthood.
the rebels’ grievances and, won over to their The Oath.. The Oath of the Knights of Solamnia
cause, he and the rebels marched on the has been the same since Vinas Solamnus
Ergothian capital of Daltigoth. The capital fell, founded the knighthood: "Est Sularus oth
and Vinas Solamnus was crowned king of a new Mithas," or "My Honor Is My Life." This
independent nation on the eastern plains, called principle—to sacrifice all for the sake of
Solamnia in his honor. honor—guides the actions of every knight, at
King Solamnus sought above all to rule this least in theory.
new society justly. On the Isle of Sancrist, at a The Measure.. In contrast to the Oath, the
black granite stone in a secluded glade, he Measure is a staggeringly complicated,
prayed to the gods for guidance. Three of the excruciatingly specific guide to knightly life.
gods of good appeared to him: Paladine, god of Originally put forth by Vinas Solamnus as an
justice and order; Kiri-Jolith, god of just warfare; organizational scheme and code of conduct for
and Habbakuk, god of nature, loyalty, and the the knightly orders, the Measure grew over the
elements. The three gods inspired three orders of years to encompass thirty-seven volumes,
knights that would guard the realm together as covering everything from courtly etiquette to the
the Knights of Solamnia. proper saddling of mounts. According to the
Measure, the knights no longer have sufficient
T ARNISHED P RIDE numbers to elect a new Grand Master, the
Before the Cataclysm, Solamnia was a beacon of highest office in the knighthood, leaving them
peace and prosperity. The knights established without an authority who could overrule or
great cities and castles across the Plains of update the Measure. Despite this, a growing
Solamnia, including Solanthus, Castle minority of knights push for a reform of the
Brightblade, and Dargaard Keep. They ruled in Measure, believing that it’s unwieldy and
accordance with the ideals of Vinas Solamnus, outdated and that it no longer serves the ideals
and they forged an alliance with Istar that laid down by their founder.
spread those ideals across the world. The people
of Solamnia attributed their prosperity to the K NIGHTLY O RDERS
wise and just rulership of the knights. Each Solamnic knight belongs to one of three
In the wake of the Cataclysm, faith in the orders. Each order, led by a High Knight elected
knighthood soured to suspicion. Rumors spread from among its number, has its own hierarchy
that the knighthood had possessed the power to and rules for admission.

CHAPTER 2: CHARACTER CREATION


11
Knights of the Crown.. Most knights begin their desire. Mages of the Red Robes are expected to
journey as squires in the Knights of the Crown, wield their power responsibly, represent their
who honor the god Habbakuk as their patron. order faithfully, and uphold the balance between
The order emphasizes ideals of loyalty and good and evil in their own actions and the world
obedience that serve as a bedrock whether a at large.
knight chooses to remain within the order or
move beyond it. Knights of the Crown are O RDER OF THE B LACK R OBES
expected to aid any knight who requires Often reviled and feared in equal measure, the
assistance and any kingdom on the List of Black Robes follow the example of the evil god
Loyalty, the official roll of the Knights’ allies. Nuitari, the black moon of Krynn. A mage of the
Knights of the Sword.. Dedicated to heroic Black Robes is expected to first further their own
honor, courage, and reverence for the true gods, ambitions, then pursue the goals of their order,
this order upholds the virtues of Kiri-Jolith, the and then support the continued well-being of the
god of just war. Members dedicate themselves to Conclave.
courageous sacrifice, pledging to defend the
defenseless without regard for the knights’ T OWERS OF H IGH S ORCERY
personal suffering. Knights who join this order Thousands of years ago, the Mages of High
often undertake a heroic quest to prove their Sorcery cooperated to build five Towers of High
worth. Sorcery, centers of learning to advance the craft
Knights of the Rose.. Guided by the god of magic and the interests of the orders. Three of
Paladine, the Knights of the Rose exemplify the towers were destroyed during the Cataclysm,
honor tempered by wisdom and justice. Before and a fourth—the once unsurpassed Tower of
joining their ranks, most knights rise within the Palanthas—lies cursed and empty. The only
Knights of the Sword after serving with the tower remaining in operation, the Tower of
Knights of the Crown. Those who prove both Wayreth, now serves as headquarters of the
their loyalty and courage are fit to join this order, Mages of High Sorcery and repository of their
which upholds the knighthood’s highest ideals. greatest secrets.

M AGES OF H IGH S ORCERY T HE T EST OF H IGH S ORCERY


An apprentice mage who seeks to join one of the
Many magic-users on Krynn are members of an three orders must first pass a trial known as the
ancient organization known as the Mages of High Test of High Sorcery. Every mage’s test is
Sorcery. Predominantly composed of different, tailored to both the order they wish to
wizards—with a lesser number of sorcerers, join and their own personal challenges and
warlocks, and other spellcasters—members are aspirations. Nonetheless, a few elements are
divided into three orders. Each order dedicates always present.
itself to virtues extolled by a god of magic and Lethal Failure.. The primary purpose of the test
honors the moon its deity is associated with. The is to weed out those who would misuse magic.
three orders cooperate as part of a single Every test is designed so failure means death.
organization, overseen by a council of There is no judge, no score, and little chance of
experienced members known as the Conclave. surviving a failed test.
Equally devoted to the study of magic and Magical Acumen.. A mage must wield magic with
united in defending their knowledge and competence, creativity, and control. Every test
traditions, the three orders differ in their requires a mage to use the most advanced magic
fundamental reasons for using magic. they’ve learned—and, sometimes, to push
beyond it.
O RDER OF THE W HITE R OBES Test of Character.. The mages of the Conclave
Dedicated to the good god Solinari, the White need to know the apprentice will honor the laws
Robes accept the solemn responsibility of using of their order, no matter the circumstance. To
magic only to make the world a better place. The this end, the test confronts an apprentice with
path they walk is a narrow one, and almost daily, bitter moral and emotional choices as well as
a mage of the White Robes faces the agonizing magical challenges.
decision of whether to intervene in the affairs of Illusion and Reality.. Friends, enemies, and
others for the greater good. loved ones might appear in the test, along with
all manner of hazards and puzzles. The
O RDER OF THE R ED R OBES applicant has no way of knowing which
Inspired by the neutral god Lunitari, the Red challenges are illusory and which are real. In
Robes help others when it suits them and use some cases, the test has lasting consequences
their gifts for their own enrichment as they for an applicant’s life beyond the order.

CHAPTER 2: CHARACTER CREATION


12
R ENEGADE M AGES of Solamnia or Mage of High Sorcery background.
If a spellcaster leaves or is thrown out of the You must meet all prerequisites if the feat you
Mages of High Sorcery, or they fail the Test of choose has any.
High Sorcery and survive, the organization’s
leaders forbid them from continuing to practice K NIGHT OF S OLAMNIA
magic. Mages who practice magic in defiance of You have trained to be a valorous warrior known
the Conclave are deemed renegades. Members of as a Knight of Solamnia. Strict rules guide your
the robed orders are duty-bound to report and every action, and you work to uphold them as
oppose such renegades. Some order members you strive to defend the weak and oppose evil.
hunt renegades, seeking to punish or slay those Your honor is as important to you as your life.
who’ve defied the Mages of High Sorcery. Skill Proficiencies:. Athletics, Survival
Languages:. Two of your choice
B ACKGROUNDS Equipment:. An insignia of rank, a deck of cards,
a set of common clothes, and a pouch containing
When you make a character for a Dragonlance
10 gp
campaign, choose one of the backgrounds in this
section or select a background from the Player’s F EATURE : S QUIRE OF S OLAMNIA
Handbook or another source.
You gain the Squire of Solamnia feat.
This section presents two new backgrounds for
In addition, the Knights of Solamnia provide
characters from the world of Krynn: the Knight
you free, modest lodging and food at any of their
of Solamnia and the Mage of High Sorcery.
fortresses or encampments.
B ONUS F EATS B UILDING A K NIGHT OF S OLAMNIA
Whatever background you choose for a character C HARACTER
in a Dragonlance campaign, you gain bonus Any class that has martial prowess can be a
feats, as detailed below. Characters involved in good fit in the Knights of Solamnia. Fighters and
the War of the Lance or other conflicts on Krynn paladins make up the bulk of the knighthood’s
are changed by the dramatic experiences they forces. Clerics (often with the War domain) can
face. also be found among the knights’ ranks.
For a more unusual take on a Knight of
1 ST -L EVEL B ONUS F EAT Solamnia character, consider playing a bard of
If you select the Knight of Solamnia or the Mage the College of Valor (or the College of Swords
of High Sorcery background, you gain the feat from Xanathar’s Guide to Everything) or a
specified in that background. If the background barbarian devoted to the ideals of the nature god
you choose doesn’t provide a feat, you gain a Habbakuk (perhaps adopting the Path of the
bonus feat of your choice from the following list Zealot from Xanathar’s Guide to Everything).
(a parenthesis tells you where to find the feat): Knight of Solamnia Trinkets. When you make
• Skilled (Player’s Handbook) your character, roll once on the Knight of
• Tough (Player’s Handbook) Solamnia Trinkets table instead of on the
Trinkets table in the Player’s Handbook for your
4 TH -L EVEL B ONUS F EAT starting trinket.
At 4th level, you gain another bonus feat of your
choice from either the 1st-level list above or the Knight of Solamnia Trinkets
following list (a parenthesis tells you where to d6 Trinket
find the feat): 1 A flat silver disk you record your heroics uponn
2 A piece of a fallen knight’s armor
• Adept of the Black Robes (this chapter)
3 A pendant featuring a crown, a rose, or a sword
• Adept of the Red Robes (this chapter)
4 The pommel of your mentor’s sword
• Adept of the White Robes (this chapter)
5 A meaningful favor from someone you
• Alert (Player’s Handbook) defended—perhaps a handkerchief or glove
• Divinely Favored (this chapter) 6 A locket with a sketch of a silver dragon inside
• Knight of the Crown (this chapter)

• Knight of the Rose (this chapter)

• Knight of the Sword (this chapter) M AGE OF H IGH S ORCERY


• Mobile (Player’s Handbook)
Your talent for magic came to the attention of the
• Sentinel (Player’s Handbook)
Mages of High Sorcery, an organization of
• War Caster (Player’s Handbook)
spellcasters that studies magic and prevents its
You gain this bonus feat at 4th level regardless misuse. You’ve trained among the Mages, but
of your background—even if you have the Knight whether you’ll face the dangerous test required

CHAPTER 2: CHARACTER CREATION


13
to become a full member of the group remains to
be determined. Your passion for studying magic
F EATS
has likely already predisposed you toward one of This section introduces feats related to the
the organization’s three orders: the benevolent Knights of Solamnia and the Mages of High
Order of the White Robes, the balance-pursuing Sorcery, along with a general feat available to
Order of the Red Robes, or the ruthless Order of characters seeking a special divine connection.
the Black Robes. These feats are available to you whenever you
In the world of Krynn, many refer to the Mages normally choose a feat, and they follow the feat
of High Sorcery as the Wizards of High Sorcery. rules in the Player’s Handbook.
The organization accepts more than wizards,
though, with sorcerers, warlocks, and other A DEPT OF THE B LACK R OBES
spellcasters included among their ranks. Prerequisites: 4th level, initiate of high sorcery
Skill Profiencies:. Arcana, History (nuitari) feat
Languages:. Two of your choice You chose the moon Nuitari to influence your
Equipment:. A bottle of colored ink, an ink pen, magic, and your ambition and loyalty to the
a set of common clothes, and a pouch containing Order of the Black Robes have been recognized,
10 gp granting you these benefits:
Ambitious Magic.. You learn one 2nd-level spell
F EATURE : I NITIATE OF H IGH S ORCERY of your choice. The 2nd-level spell must be from
the enchantment or necromancy school of magic.
You gain the Initiate of High Sorcery feat.
You can cast this feat’s 2nd-level spell without a
In addition, the Mages of High Sorcery provide spell slot, and you must finish a long rest before
you with free, modest lodging and food you can cast it in this way again. You can also
indefinitely at any occupied Tower of High cast this spell using spell slots you have of the
Sorcery and for one night at the home of an appropriate level. The spell’s spellcasting ability
organization member. is the one chosen when you gained the Initiate of
High Sorcery feat.
B UILDING A M AGE OF H IGH S ORCERY Life Channel.. You can channel your life force
C HARACTER into the power of your magic. When a creature
Mages of High Sorcery are typically sorcerers, you can see within 60 feet of you fails a saving
warlocks, or wizards and might have any throw against a spell that deals damage that you
subclass. Spellcasters who gain their magic cast, you can expend a number of Hit Dice equal
through devotion are less likely to be welcomed to the level of the spell. Roll the expended Hit
among the traditionalist mages. Nevertheless, Dice and add them together. The damage that
the Mages of High Sorcery are shrewd, and they the creature takes increases by an amount equal
rarely let unique opportunities or individuals to that total.
pass them by. Even members of martial classes
who train in magic might find a rare place A DEPT OF THE R ED R OBES
among the group’s three orders.
Prerequisites: 4th level, initiate of high sorcery
Mage of High Sorcery Trinkets.. When you (lunitari) feat
make your character, roll once on the Mage of
You chose the moon Lunitari to influence your
High Sorcery Trinkets table instead of on the
magic, and your dedication to maintaining the
Trinkets table in the Player’s Handbook for your
balance between all things has been recognized
starting trinket
by the Order of the Red Robes, granting you
these benefits:
Mage of High Sorcery Trinket Insightful Magic.. You learn one 2nd-level spell
d6 Trinket of your choice. The 2nd-level spell must be from
1 An unopened letter from your first teacher the illusion or transmutation school of magic.
2 A broken wand made of black, red, or white wood You can cast this feat’s 2nd-level spell without a
3 A scroll bearing an incomprehensible formula spell slot, and you must finish a long rest before
4 A purposeless device covered in colored stones that you can cast it in this way again. You can also
can fold into various enigmatic shapes cast this spell using spell slots you have of the
5 A pouch or spellbook emblazoned with the triple moon appropriate level. The spell’s spellcasting ability
symbol of the Mages of High Sorcery
is the one chosen when you gained the Initiate of
6 A lens through which you can see Krynn’s invisible
black moon, Nuitari
High Sorcery feat.
Magical Balance.. When you make an attack roll
or an ability check and roll a 9 or lower on the

CHAPTER 2: CHARACTER CREATION


14
d20, you can balance fate and treat the roll as a In addition, you can use a holy symbol as a
10. You can balance fate in this way a number of spellcasting focus for any spell you cast that
times equal to your proficiency bonus, and you uses the spellcasting ability you choose when
regain all expended uses when you finish a long you select this feat.
rest.
I NITIATE OF H IGH S ORCERY
A DEPT OF THE W HITE R OBES Prerequisites: Dragonlance Campaign, plus
Prerequisites: 4th level, initiate of high sorcery Sorcerer, Wizard, or Mage of High Sorcery
(solinari) feat You’ve received training from magic-users
You chose the moon Solinari to influence your affiliated with the Mages of High Sorcery. Choose
magic, and your oath to use magic to make the one of the three moons of Krynn to influence
world a better place has been recognized by the your magic: the black moon, Nuitari; the red
Order of the White Robes, granting you these moon, Lunitari; or the white moon, Solinari. You
benefits: learn one cantrip of your choice from the wizard
Protective Magic.. You learn one 2nd-level spell spell list and two 1st-level spells based on the
of your choice. The 2nd-level spell must be from moon you choose, as specified in the Lunar
the abjuration or divination school of magic. You Spells table.
can cast this feat’s 2nd-level spell without a spell
slot, and you must finish a long rest before you Lunar Spells
can cast it in this way again. You can also cast moon 1st-Level Spell
this spell using spell slots you have of the Nuitari Choose two from dissonant whispers, false life,
appropriate level. The spell’s spellcasting ability hex, and ray of sickness
is the one chosen when you gained the Initiate of Lunitari Choose two from color spray, disguise self, feather
High Sorcery feat. fall, and longstrider
Protective Ward. When you or a creature you Solinari Choose two from comprehend languages, detect
can see within 30 feet of you takes damage, you evil and good, protection from evil and good, and
can use your reaction to expend a spell slot and shield
weave protective magic around the target. Roll a
number of d6s equal to the level of the spell slot You can cast each of the chosen 1st-level spells
expended and reduce the damage the target without a spell slot, and you must finish a long
takes by the total rolled on those dice + your rest before you can cast them in this way again.
spellcasting ability modifier. You can also cast the spells using any spell slots
you have.
D IVINELY F AVORED Your spellcasting ability for this feat’s spells is
Intelligence, Wisdom, or Charisma (choose when
Prerequisites: 4th level, Dragonlance Campaign
you select this feat).
A god chose you to carry a spark of their power.
You learn one cantrip of your choice from the K NIGHT OF THE C ROWN
cleric spell list and one 1st-level spell based on
the alignment of your character, as specified in Prerequisites: 4th level, squire of solamnia feat
the Alignment Spells table below. You also learn You are a Knight of Solamnia aligned with the
the augury spell. Order of the Crown, a group that extols the
virtues of cooperation, loyalty, and obedience.
Alignment Spells You excel in group combat and gain these
Alignment 1st-Level Spell benefits:
Evil Choose one 1st-level warlock spell Ability Score Increase.. Increase your Strength,
Good Choose one 1st-level cleric spell Dexterity, or Constitution by 1, to a maximum of
Neutral Choose one 1st-level druid spell 20.
Commanding Rally.. As a bonus action, you can
You can cast the chosen 1st-level spell and the command one ally within 30 feet of yourself to
augury spell without a spell slot, and you must attack. If that ally can see or hear you, they can
finish a long rest before you can cast either of immediately make one weapon attack as a
these spells in this way again. You can also cast reaction. If the attack hits, the ally can roll a d8
these spells using spell slots you have of the and add the number rolled as a bonus to the
appropriate level. attack’s damage roll. You can use this bonus
Your spellcasting ability for this feat’s spells is action a number of times equal to your
Intelligence, Wisdom, or Charisma (choose when proficiency bonus, and you regain all expended
you select this feat). uses when you finish a long rest.

CHAPTER 2: CHARACTER CREATION


15
Membership in Knightly Orders Your training in the ways of the Knights of
Knights of Solamnia are only ever members of one of their Solamnia grants you these benefits:
organization’s orders. In the course of their training, most
knights begin as members of the Knights of the Crown and Mount Up.. Mounting or dismounting costs you
then move on to join other orders. Whether a character only 5 feet of movement.
follows this path or another, they retain what they learned
as a member of an order even if they join another.
Characters can change what knightly order they’re a part Precise Strike.. Once per turn, when you make a
of, but they always have access to any Knight of Solamnia weapon attack roll against a creature, you can
feats they’ve acquired. cause the attack roll to have advantage. If the
attack hits, you roll a d8 and add the number
rolled as a bonus to the attack’s damage roll.
K NIGHT OF THE R OSE You can use this benefit a number of times equal
Prerequisites: 4th level, squire of solamnia feat to your proficiency bonus, but a use is expended
You are a Knight of Solamnia aligned with the only if the attack hits. You regain all expended
Order of the Rose, a group known for leadership, uses when you finish a long rest.
justice, and wisdom. Your resolve grants you
these benefits:
Ability Score Increase.. Increase your
Constitution, Wisdom, or Charisma by 1, to a
S ORCERER S UBCLASS
maximum of 20. A sorcerer has the Sorcerous Origin feature,
Bolstering Rally.. As a bonus action, you can which offers you the choice of a subclass. The
encourage one creature you can see within 30 following option is available when making that
feet of yourself (you can choose yourself). If the choice: lunar Sorcery
target can see or hear you, the target gains
temporary hit points equal to 1d8 + your
proficiency bonus + the ability modifier of the L UNAR S ORCERY
ability score increased by this feat. You can use
this bonus action a number of times equal to On many worlds, the moon is a revered celestial
your proficiency bonus, and you regain all body with magical properties. On Krynn, the
expended uses when you finish a long rest. gods of magic are associated with the world’s
three moons. On the world of Toril, the god
K NIGHT OF THE S WORD Selûne uses the light of the moon to battle
darkness. On Eberron, scholars of the Draconic
Prerequisites: 4th level, squire of solamnia feat
Prophecy decipher ancient secrets from the
You are a Knight of Solamnia aligned with the waxing and waning of that world’s twelve moons.
Order of the Sword, a group devoted to heroism
and courage. Bravery steels your spirit, granting You or someone from your lineage has been
you these benefits: exposed to the concentrated magic of the moon
Ability Score Increase.. Increase your (or moons) of your world, imbuing you with lunar
Intelligence, Wisdom, or Charisma by 1, to a magic. Perhaps your ancestor was involved in a
maximum of 20. druidic ritual involving an eclipse, or maybe a
mystical fragment of a moon crashed near you.
Demoralizing Strike.. Once per turn, when you
However you came to have your magic, your
hit a creature with a weapon attack roll, you can
connection to the moon is obvious when you cast
attempt to frighten that target. The target must
sorcerer spells—perhaps making your pupils
make a Wisdom saving throw (DC equals 8 +
glow with the color of a moon from your world,
your proficiency bonus + the ability modifier of
causing spectral manifestations of lunar phases
the score increased by this feat). On a failed
to orbit you, or some other effect.
save, the target is frightened of you until the end
of your next turn. On a successful save, the
target has disadvantage on the next attack roll it
makes before the end of its next turn. You can L UNAR E MBODIMENT
use this benefit a number of times equal to your
proficiency bonus, and you regain all expended 1st-Level Lunar Sorcery Feature
uses when you finish a long rest.
You learn additional spells when you reach
certain levels in this class, as shown on the
S QUIRE OF S OLAMNIA Lunar Spells table. Each of these spells counts
Prerequisites: Dragonlance Campaign, plus as a sorcerer spell for you, but it doesn’t count
Fighter, Paladin, or Knight of Solamnia against the number of sorcerer spells you know.

CHAPTER 2: CHARACTER CREATION


16
Lunar Spells You can now cast one 1st-level spell from each
Sorcerer Full Moon New Moon Crescent lunar phase of the Lunar Spells table once
Level Spell Spell Moon Spell without expending a spell slot, provided your
1st shield ray of color spray current phase is the same as the lunar phase
sickness spell. Once you cast a lunar phase spell in this
3rd lesser blindness/deafness
alter self way, you can’t do so again until you finish a long
restoration rest.
5th dispel magic vampiric phantom
touch steed L UNAR E MPOWERMENT
7th death ward confusion hallucinatory
terrain
14th-Level Lunar Sorcery Feature
9th Rary’s hold mislead The power of a lunar phase saturates your being.
telepathic monster While you are in a Lunar Embodiment phase,
bond you also gain the following benefit associated
with that phase:
Whenever you finish a long rest, you can choose Full Moon.. You can use a bonus action to shed
what lunar phase manifests its power through bright light in a 10-foot radius and dim light for
your magic: Full Moon, New Moon, or Crescent an additional 10 feet or to douse the light. In
Moon. While in the chosen phase, you can cast addition, you and creatures of your choice have
one 1st-level spell of the associated phase in the advantage on Intelligence (Investigation) and
Lunar Spells table once without expending a Wisdom (Perception) checks while within the
spell slot. Once you cast a spell in this way, you bright light you shed.
can’t do so again until you finish a long rest. New Moon.. You have advantage on Dexterity
(Stealth) checks. In addition, while you are
M OON F IRE entirely in darkness, attack rolls have
1st-Level Lunar Sorcery Feature disadvantage against you.
You can call down the radiant light of the moon Crescent Moon.. You have resistance to necrotic
on command. You learn the sacred flame spell, and radiant damage.
which doesn’t count against the number of
sorcerer cantrips you know. When you cast the L UNAR P HENOMENON
spell, you can target one creature as normal or 18th-Level Lunar Sorcery feature
target two creatures within range that are within As a bonus action, you can tap into a special
5 feet of each other. power of your current Lunar Embodiment phase.
Alternatively, as part of the bonus action you
L UNAR B OONS take to change your lunar phase using the
6th-Level Lunar Sorcery Feature Waxing and Waning feature, you can
The current phase of your Lunar Embodiment immediately use the power of the lunar phase
can affect your Metamagic feature. Each Lunar you are entering:
Embodiment phase is associated with certain Full Moon.. You radiate moonlight for a moment.
schools of magic, as shown here: Each creature of your choice within 30 feet of
Full Moon.. Abjuration and divination spells you must succeed on a Constitution saving
New Moon.. Enchantment and necromancy spells throw against your spell save DC or be blinded
Crescent Moon.. Illusion and transmutation until the end of its next turn. In addition, one
spells creature of your choice in that area regains 3d8
Whenever you use Metamagic on a spell of a hit points.
school of magic associated with your current New Moon.. You momentarily emanate gloom.
Lunar Embodiment phase, you can reduce the Each creature of your choice within 30 feet of
sorcery points spent by 1 (minimum 0). You can you must succeed on a Dexterity saving throw
reduce the sorcery points spent for your against your spell save DC or take 3d10 necrotic
Metamagic a number of times equal to your damage and have its speed reduced to 0 until
proficiency bonus, and you regain all expended the end of its next turn. In addition, you become
uses when you finish a long rest. invisible until the end of your next turn, or until
immediately after you make an attack roll or cast
WAXING AND WANING a spell.
6th-Level Lunar Sorcery Feature Crescent Moon.. You can magically teleport to an
You gain greater control over the phases of your unoccupied space you can see within 60 feet of
lunar magic. As a bonus action, you can spend 1 yourself. You can bring along one willing
sorcery point to change your current Lunar creature you can see within 5 feet of yourself.
Embodiment phase to a different one. That creature teleports to an unoccupied space

CHAPTER 2: CHARACTER CREATION


17
of your choice that you can see within 5 feet of
your destination space. In addition, you and that
creature gain resistance to all damage until the
start of your next turn.
Once you use one of these bonus action
benefits, you can’t use that benefit again until
you finish a long rest, unless you spend 5
sorcery points to use it again.

CHAPTER 2: CHARACTER CREATION


18
C HAPTER 3: R ULES
This chapter depicts the rules, that will be C HARACTER FROM OUTSIDE
used in this campaign. From system to character
I’m ok with races from outside but we will need
creator.
to try to see how to make it work with the
current story. so the earlier you tell me the
H AVE FUN better it be.
The most important rule is to always have fun.
dnd is a game to have fun if you put in the time M ETA GAMING
and not having fun there is something wrong. I know it’s hard but try not to a metagame your
character is not you you might have seen A
SYSTEM monster 100 of times but your character hasn’t
The system we would be using is also you should play it like that.
https://forge-vtt.com/. Its a company that
allows a person to run foundry on you server. I NSPIRATION
please create and account when you can. second I give inspiration like candy, especially or good
is https://syrinscape.com/syreiscape will roleplay so plz keep that in mind.
also be uses make sure to have an account
there.
SESSION EXPLANATION
M ID CAMPAIGN CHANGE This section explains a bit of the session and
how we will play.
There’s a chance, a chance that we might change
We will be playing on Mondays from 7 pm est
mid-campaign. I will be testing something in
to 11pm est st. I’m a bit busy with something
September you guys can test it with me you be
but ill try to answer as fast as I can. There might
the first people to try it out so should be cool. if
be weeks where I can’t but ill try to compensate
it comes out while we are still playing we can
by adding an hour to the next session. I will
change to it but I would like to es it first with
need to create a session 0 and a .5 for er
everyone.
everyone. Please have backgrounds done by July
28, I’m hoping to be able to set up sessions 0 for
C HARACTER CREATION every one but no promises some might be
Please follow these rules when creating your together some not.
character. Characters will follow the rules of
modekidens. in other words, race-starting stats FEEDBACK
will be independent of race. for race, you can use after every session id o a Small feedback session
any book except monster races , critical roles pleas inform me if anything was of or something
one, and Eberron. if You have an idea please I can change there I’m only human i learn as i go
share it with me so we can talk about how your if don’t know wont be able to change it.
charter fits the story. No classes from the critical
role book either, again trying to keep thigns
simple. LAST REMARKS
Sorry, if this was a bit excessive again you don’t
W HAT DOES THE HISTORY MEAN ? have to know all of it. I’m hoping to play with 5
player think it should balance things if push
if you read chapter 1 there’s important details
comes to shove ill make a side kick. I really hope
that you should have picked up. There currently
you guys have fun.
no clerics or few, no this does not mean you cant
play a cleric it means that we will have to have to
set something up for your session 0 or prelude
session, yes there probably going to be both.
Important. while its always good to protect your
healer in this case it could mean the difference
between a long campaign and short one. Healer
not saying that you are only good for healing but
don’t let your party members die if you have
healing spells left.

CHAPTER 3: RULES
19

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