Shadow of The Dragon Queen Player's Guide
Shadow of The Dragon Queen Player's Guide
Shadow of The Dragon Queen Player's Guide
DISCLAIMER:
THE DRAGON ARMIES CANNOT ENSURE THAT OWNERS OF THIS BOOK WILL NOT HAVE THEIR LIVES REPURPOSED IN THE
SERVICE OF THE DRAGON QUEEN’S GLORIOUS WILL. PROMISES TO THE CONTRARY SHOULD BE CONSIDERED BEST-CASE
SCENARIOS, NOT STATEMENTS OF CERTAINTY. THANK YOU FOR SUPPORTING THE DRAGON ARMIES AND A
CATACLYSMICALLY BRIGHT FUTURE FOR ALL OF KRYNN.
History of Krynn
HREE HUNDRED YEARS AGO, THE
Cataclysm brought ruin to the world of
Before the Cataclysm
Krynn. In a single day, an age of wonders
came to an end. Countless innocents died,
(PR)
Prae Cataclius. Most of Krynn’s earliest centuries have
the face of the world was reshaped, and the
passed into mythohistory. The story begins in the Age of
gods themselves faded into legend.
Starbirth when the gods forged the world from
Through ages of struggle, the peoples of Krynn
primordial chaos. This period’s records are mere
survived, but the world isn’t what it was. Those nations
legends and scriptures, and few credit their details as
that remain linger in the shadows of their ancestors’
fact.
wonders. Only slowly have they begun to push back
Next came the Age of Dreams, a time when heroes
centuries of darkness and rediscover how the world has
battled the forces of evil. Many modern cultures and
changed.
institutions saw their origins in this era, including the
While every world’s history is vast and fractured, with
Knights of Solamnia, the Mages of High Sorcery, and
missing pieces and forgotten perspectives, Krynn’s tale
the dwarven kingdom of Thorbardin. Ironically, these
has been shattered by the global catastrophe called the
cultures often dismiss one another’s foundation stories
Cataclysm. Most of its people, seeking merely to survive
as baseless myths while fiercely insisting on the veracity
in their slowly healing lands, care little for eons past.
of their own.
But the sages who piece together fragments of the past
During a terrible conflict known as the Third Dragon
focus on three periods: before the Cataclysm, the
War, the knight Human Dragonbane was granted the
Cataclysm itself, and the dire age since.
first of the fabled dragonlances. He used it to defeat the
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evil god Takhisis the Dragon Queen and end the war, kept Ansalon united, were distrusted as former allies of
forcing the god and her dragons to leave Krynn. Istar and persecuted across the continent, even in
The good dragons of Krynn soon departed as well, Solamnia.
leaving the world to mortals and the remaining gods. The elven nations shut their borders. The dwarves of
In the thousand years before the Cataclysm, in the Thorbardin withdrew to their deep tunnels, refusing
time known as the Age of Might, several human nations entrance to refugees from the surface. Many societies
flourished, conquering vast swaths of the continent of turned on one another or fell to disease and war.
Ansalon in the name of good. But the triumph of the Age Nations of hobgoblins and ogres spread, capitalizing on
of Might sowed the seeds of its downfall. humanity’s decline and claiming whole regions. Much
Over the centuries, the city of Istar in eastern Ansalon that survived the Cataclysm was lost in darkness.
grew into a continent-spanning empire, thanks in part to At length, the worst effects of the disaster waned.
a military alliance with the Knights of Solamnia. Istar Though many elves and mountain dwarves remained
came to be ruled by a series of kingpriests who declared reclusive, other cultures tentatively rebuilt. Explorers
Istar the center of the world and themselves the holy ventured forth to map the drastically altered continent.
messengers of the gods of good. Under their leadership, Societies reestablished bonds of trade that united and
Istar declared war on actions, peoples, and even diversified them.
thoughts the kingpriests considered evil. Increasingly As the civilizations of Krynn rebuilt, and new socities
rigid and theocratic, Istar reached its apex of power just arose, the world learned to live with a jarring truth: the
before its apocalyptic fall. The last kingpriest undertook gods were truly gone. Religion on Krynn was altered
ever more audacious magical feats, culminating in a forever. True clerics, who once worked miracles on
ritual to attain godhood and rule Krynn forever in the behalf of their gods, had vanished. While some people
name of good. At last, the gods acted, united in their remained devout, many others turned to false religions
condemnation of Istar. in search of answers and comfort. Some of these new
faiths were founded by charlatans, other by zealots.
The Cataclysm Some claimed the names of the gods, others dismissed
them entirely. In this radically changed world bereft of
As a last effort to avoid mass destruction, the gods sent
immortal insight, truth became subject to conjecture,
Thirteen Warnings, a series of signs meant to deter the
even among Krynn’s most dedicated scholars.
kingpriest. Trees wept blood, fires raged unnaturally,
and cyclones struck the gleaming Temple of the
Kingpriest. The gods also warned a few chosen mortals,
reasoning that if any of them reached Istar and
prevented the ritual, the world might not be beyond
redemption. But the messengers failed - the kingpriest
and his followers dismissed the warnings as the worl of
evil and continued on their path. As the hour of the
kingpriest’s ritual to attain godhood arrived, the gods
whisked away their most devout followers and
unleashed punishment on all who remained.
A mountain of fire fell from the sky, destroying Istar.
The Blood Sea - a new ocean that split eastern Ansalon -
consumed the empire. Coastlines shifted all over the
world, sundering nations, drowning whole regions, and
Scholars and Warriors Spread Warnings
stranding ports miles from the sea. Though some lands
escaped the worst of the destruction, none were spared
divine wrath. The War of the Lance
The gods and their blessings then faded from the In the eastern reaches of Solamnia, rumors swirl of
world, and in time, even their names were all but human-led armies on the march, their ranks swelled by
forgotten. hobgoblins, minotaurs, ogres, and mysterious hooded
mercenaries, all seeking a share of the spoils.
After the Cataclysm Noordmar has fallen silent, desperate travelers say the
people of Khur have joined the enemy en mass, and
(AC) whispers also speak of winged doom, wild reports of
riders on dragonnels - and worse. For now the
Alt Cataclius. The Cataclysm ushered in a period of
chaos. During the next three centuries, known as the motivations, origins, and even the very nature of the
Time of Darkness, cultures and ecologies were radically enemy remains opaque.
altered, causing famine, plague, and mass migrations. These armies have set into motion the events that will
The Knights of Solamnia, the champions who might’ve come to be known as the War of the Lance. Dates occur
in the era after the Cataclysm (AC).
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Noordmaar Falls - 3 48 AC Silvanest Campaign - Last 349
Nordmaar was taken completely unprepared for an AC through 350 AC
invasion. The victory here seems to have convinced Armies descended on the elven nation of Silvanesti. The
many previously neutral bands of hobgoblins and ogres elves mounted a stiff resistance, and the siege stretched
in the region to align with the invaders. into a brutal campaign.
Khur Joins - 349 AC After a year of fighting, the elves evacuated their
ancestral home to sail for Southern Ergoth.
Rather than fight a protracted campaign, after defeating
the army’s highlord in single combat, Salah-Khan The Enemy Regroups - 351 A C
became highlord in his place, aligning with the invading The campaign starts in this year. While much of eastern
army. Few know whether he did this for ambition or to Ansalon is under the invader’s control, the armies have
save a long, blood conflict, but many view him as a spent much of the year regrouping and consolidating
traitor and fiercely resist occupation. their power.
Balifor and Goodlund
Absorbed
Without substantial military resistance, Balifor and the
Goodlund Peninsula fell to invading armies. Most
residents are resigned to the occupation, but the kender
of Kendermore lead the regon’s resistance, waging
guerilla war against the occupier.
5
Life In Ansalon
HIS CAMPAIGN UNFOLDS ON THE CONTINENT
of Ansalon. Below are a few details
Calendar
regarding everyday life there. The lands around Kalaman use the Solamnic calendar,
which has twelve months, each containing four weeks.
Rumors of War
Otik’s Spiced Fried Potatoes Factual reports of war in eastern Ansalon are slow to
• 1 pound potatoes (any kind) spread. Many of Ansalon’s communities are isolated. As
• 3 tablespoons butter a result, most people in Solamnia and west of the
• ½ medium onion, finely chopped mountainous Taman Busuk region aren’t aware of any
• 1 to 2 dashes cayenne threat beyond vague rumors.
At the start of the adventure, each character will have
Scrub potatoes and remove any eyes. Chop into ½-inch
cubes with skins. Melt butter in frying pan (traditionally an heard at least one rumor.
iron skillet), and heat until sizzling. Add cayenne to butter;
stir. Place potatoes in butter and fry until crisp; stir
occassionally. Add onion and fry 1 more minute. Serve hot,
salted to taste. Serves 2 to 4.
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Kalaman Region
ITUATED IN THE PROVINCE OF NIGHTLUND IN the region’s inhabitants are Solamnic humans, while
Solamnia’s eastern reaches, Kalaman is one others descend from the city’s Istarian founders.
of the nation’s most vital gateways to the Traders from all over Ansalon settle in Kalaman
outside world. The city, known as the Beacon through preference or necessity. As a result, some
of the East, rises along a deepwater port near humans hail or have ancestors from Abanasinia,
the mouth of the Vingaard River, Solamnia’s greatest Nordmaar, Ergoth, Estwilde, and farther-flung lands.
trade artery. Blessed with the bounty of the river, the Kender, hill dwarves, and gnomes are common in the
benefits of trade, and the fertile soil of the Solamnic region, while some elves, mountain dwarves, and other
plains, the Kalaman region flourished even after the people also make their home in the city. Anyone is
Cataclysm. welcome in Kalaman if they come peaceably with goods
to trade.
City of Kalaman
Kalaman began as a sleepy fishing village. Centuries Surrounding Regions
before the Cataclysm, Istarian trading missions arrived To the west of the Kalaman region lies Hinterlund. Even
and saw the potential of a deep harbor near the mouth farther west lies the Plains of Solamnia, from where
of the river. The Empire of Istar invested heavily in the crops and crafted goods make their way to Kalaman for
town, transforming it into a thriving trading hub. trade. Even in parts of Solamnia closer to the port of
Solamnia soon found the Istarian hold on the port Palanthas, it’s often cheaper and easier to move goods
intolerable, and after a climactic battle on the plains down the river to Kalaman.
west of the city, Istar ceded control of Kalaman. North of Kalaman, the grasslands characteristic of
Even today, long after the Cataclysm, Kalaman Solamnia give way to the broken steppes and
remains a thriving port city surrounded by tall Istarian- labyrinthine canyons known as the Northern Wastes.
built walls that have never been breached. Vessels from Deadly beasts, treacherous cliffs, and unpredictable
all over Ansalon do their ply their trade under the flooding make the wastes a dangerous land where it’s
watchful light of the city’s two grand beacons, pre- said nothing survives for long.
Cataclysm marvels that have survived for generations. East of Kalaman, the lands of Estewild hold
At the center of the city, the ancient Castle Kalaman inhospitable terrain and peoples who have been
rises intimidatingly on a sheer hill. The castle’s unfriendly to Solamnia since the days of Istar. Across
architectural marvels include defenses that have yet to the bay in norther Estewilde lie the swamps of the
be recreated in the modern age. Qwalmish. To the south and east of Kalaman are the
rolling steps of Qlettaar, which in turn give way to the
The Village of Vogler forbidding peaks of the Taman Busuk region beyond
Estewilde.
The fishing village of Vogler clings to a spit of land
reaching into the Vingaard River west of the city of
Kalaman. Wooded cliffs overlook the community, and
the only path from the north descends past the ivy-
covered remnants of a crumbling stone keep. The
village’s modest wooden buildings cluster around a
quaint central circle along the riverbank.
Jutting into the river - out of place and seemingly time
- stands an incomplete stone bridge of incredible
artisanship. The structure clearly predates the
Cataclysm, eclipsing its modern peers in size and
sturdiness. The bridge crosses less than half the river’s
width before giving way to a series of ropes and
tethered rafts serving as ferries.
On the river itself, dozens of small boats drift along
the slow, murky waters as the fishers of Vogler ply their
trade.
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Religion and the Gods Gods of Good
The gods of Krynn are said to have abandoned the The gods of good provide healing and comforts to the
world, and in the great cities of Ansalon, temples and mortals of Krynn. Although they oppose the evil gods’
centers of faith are few. Nevertheless, small miracles attempts to rule the world, their goal isn’t the
occur across the world. Druids and hidden communities eradication of evil or its gods. Rather, their highest
offer prayers in the old ways and employ mysterious pursuit is preserving mortal choice, despite the
magic. Long-lived peoples remember the worship of the sorrowful knowledge that mortals sometimes choose
gods and see their shapes in nature and the ruinous paths.
constellations above. Ancient, forgotten sanctuaries
hold wonders beyond imagination, and divine whispers
reach those with the minds and hearts to listen. The
gods haven’t wholly abandoned Krynn, and as threats
grow, mortals turn to them once more.
The gods of Krynn loosely align with one another
along the principles of good, neutrality, 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 of their foes. The Deities of Krynn table
and the following sections summarize the gods most
active in the world. Among Krynn’s diverse lands and
peoples, gods take various names, genders, and forms.
Those presented in the following sections are the
representations best known in Solamnia. Paladine, Branchala, Habbakuk
Gods of Good
God Alignment Province Symbol Paladine
Paladine LG Good dragons, rulers Silver triangle The Father of Good, the Master of Law, the Platinum
Branchala NG Music Bard’s harp Dragon. He leads the gods and watches over the world
Habbakuk NG Animal life, natural Blue bird with an eye toward order, justice, and mercy. He
balance teaches that wise and just laws are the basis of a
Kiri-Jolith LG Honor, war Bison’s horns functioning society, and his clerics often aid in crafting
Majere LG Meditation, order Copper and upholding such laws.
spider
Mishakal LG Healing Blue infinity
Branchala
Solinari LG Good magic White circle Called the Bard King, Branchala is the god of music,
poetry, and the inner beauty of all living things. Many
Gods of Neutrality elves and kender worship him above all other gods.
Both groups revere him as the champion of life and
God Alignment Province Symbol
laughter, bringing solace and joy to those who listen.
Gilean N Knowledge Open book
Chislev N Nature Feather Habbakuk
Lunitari N Neutral magic Red circle/
Known as the Fisher King, Habbakuk oversees animal
Reorx N Craft Forging hammer
life, the sea, and the balance of nature. Many sailors,
Shinare N Trade, wealth Griffon’s wing
farmers, and hunters revere him. His holy sites are
Sirrion N Change, fire Multicolored fire
often marked with the image of a blue bird or phoenix
Zivilyn N Wisdom Green/gold tree
wreathed in blue flames.
Gods of Evil
God Alignment Province Symbol
Takhisis LE Evil dragons, hatred, 5 dragon claws
night
Chemosh LE Undead Yellow skull
Hiddukel CE Greed, lies Broken scales
Morgion NE Disease, secrecy Hood w/ 2 red
eyes
Nuitari LE Evil magic Black circle
Sargonnas LE Fire, vengeance Red condor
Zeboim CE Seas, storms Turtle shell
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benevolent mages. His power manifests through the
white moon of Krynn, the brightest of its three moons.
Along with his cousins Lunitari and Nuitari, he watches
Krynn from the heavens and encourages magic that
aids, heals, and protects.
Gods of Neutrality
The neutral gods of Krynn vary widely in their
motivations and methods. Some are passive and distant,
dedicated to recording the actions of mortals or
upholding the balance between socities and nature.
Others take a more active hand, injecting elements of
chaos and innovation into mortal life. Unlike the gods of
good and evil, the neutral gods have little interest in the
struggle over mortal destinies.
Kiri-Jolith
Kiri-Jolith is the god of righteous war. He blesses all
who fight in the name of good and scorns those who
delight in slaughter and lust for battle. He is particularly
revered by the Knights of the Sword, and order of the
Knights of Solamnia that seeks to root out evil wherever
it dwells.
Majere
Austere and aloof, Majere is the god of meditation and
discipline. Monks, his most devoted followers, honor
him by leading lives of quiet contemplation in remote
Gilean, Chislev, Lunitari
monasteries. Many orphans are raised in the
monastaries of Majere; some become monks Gilean
themselves, while those who leave the monastic life The god of knowledge and nominal leader of the neutral
often take the surname Majere out of respect. gods, Gilean embodies the ideal of neutrality. He stands
Mishakal back and observes, recording all that unfolds. Gilean is
the keeper of the Tobril, a book said to contain all the
God of compassion, healing, and love, Mishakal is
knowledge of the gods, though portions are sealed to all
widely worshipped by healers and community
but Gilean. Some people believe the scribe Astinus of
guardians. Throughout history, she has reached out to
Palanthas to be Gilean in human form.
chosen heroes to soothe others’suffering. Her faithful
offer healing and solace to all - even enemies. Chislev
Chislev is the god of nature on its own terms, governing
the rhythms of life that unfold heedless of mortal action.
Though enigmatic and shy, they are fiercely protective
of their domain, regarding all plants and animals as
their children. Chislev’s followers are often hermits,
druids, and others who revere nature without asking
anything in return.
Lunitari
Lunitari, the god of neutral magic and illusions, is
S ym b o l o f S o l i n a r i patron of the Mages of High Sorcery’s Order of the Red
Robes and other neutral mages. With her cousins
Solinari Solinari and Nuitari, she watches over the people of
Solinari, the god of good magic, is patron of the Mages
of High Sorcery’s Order of the White Robes and other
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Krynn from the heavens, conveying her power through
the red moon that shares her name.
She appears as a trickster figure in mythology, using
her mastery of illusions ot fool gods and heroes alike.
Reorx
Reorx is the god of creation, inspiration, and
artisanship, credited with creating the gnomes,
dwarves, kender, and even Krynn itself. He invents new Symbol of Zivilyn
things that alter the world and spur its people to action.
Gods of Evil
The evil gods of Krynn embody power, vengeance, and
other ideals that elevate self above community. They
wish to rule the mortal world, believing only they are
worthy of such dominion. They rely on temptation and
subjugation to secure the service of lesser creatures. In
every age, some mortals are willing to sell their souls for
power, and the gods of eivl are eager to oblige.
Shinare
Shinare is the god of wealth, industry, and commerce.
Though many of her followers are merchants, her
influence spans legitimate and underhanded commerce
alike, and she receives occasional worship from thieves.
Despite this, most consider her a god of fair dealing;
supplicants pray she favors them as they bargain.
Takhisis, Chemosh, Hiddukel
Sirrion
Passionate and impulsive, Sirrion is the god of alchemy,
transformation, serendipitous creation, and flames. He Takhisis
embodies momentary excitement, flaring quickly into Takhisis, leader of Krynn’s evil gods, is known as the
fiery passion and smoldering long afterward. Sirrion’s Dragon Queen and the Queen of Darkness. She is the
followers embrace extremes of emotion as forms of god of power and control, as well as the queen of
divine expression. chromatic dragons. She tempts mortals to her service
Zivilyn with offers of dominance over others. Barred from
Krynn since before the Cataclysm, she found her chance
Where Gilean embodies knowledge, Zivilyn exemplifies
to return in the centuries that followed. She sometimes
the calm wisdom necessary to wield knowledge in the
appears as a powerful human warrior with gleaming
world. He’s said to exist in all times and places,
armor and long black hair, but her true form is a five-
possessing the collected wisdom of every plane of
headed dragon.
existence. Zivilyn often attracts the worship of
eccentrics, philosophers, and sages. Chemosh
Chemosh is the god of undeath and false redemption,
tempting his followers with the promise of immortality.
Those who heed him find that while they may live
forever, their bodies still decay and putrefy. Followers of
Chemosh embrace his baleful reputation, dressing in
white skull masks and black robes.
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Hiddukel
Hiddukel is the god of greed and treachery. He holds
domain over all ill-gotten wealth in the world, and
criminals and unscrupulous traders worship him in
secret. While Hiddukel gladly accepts their worship, his
true goal is the acquisition not of riches, but of souls.
Morgion
Solitary and secretive, Morgion is the god of disease
and decay. He doesn’t consult or act in accord with the S ym b o l o f Z e b o i m
other gods, preferring to brood in his otherworldy
fortress, the Bronze Tower, and pursue his own It’s easy to blame the gods for the Cataclysm. They sent the
schemes. His worshippers follow his example, meeting Thirteen Warnings and the burning mountain that followed.
in the dark and maintaining secrecy in all things. They sank Istar beneath the waves, shattered the continent,
and withdrew from the world. They chose to cause the
immense suffering of the disaster and the centuries since.
But let us suppose that the gods of good love this world
and want us to flourish. That the gods of neutrality strive to
steward and uphold the agency of mortals. That even the
gods of evil, selfish as they are, seek power and influence,
not destruction for its own sake. Why, then, would they
punish us with the Cataclysm and leave us in a godless
world?
I fear we’ve forgotten more than we remember. Worship of
the true gods is ever waning, and false religions rise in their
place. I pray every day that we’ve learned our lesson—that
the gods will return, and that I may cede this chair to one
who hears their voices and bears their true blessings.
Time alone will tell.
- Rosamund Heward, Knight of the Crown Acting High
Clerist
Nuitari
Nuitari, the god of evil magic and darkness, is patron of
the Mages of High Sorcery’s Order of the Black Robes
and other wicked mages. He encourages selfish and
destructive magic. His power flows through the black
moon that shares his name, which is visible only due to
the stars it blocks in the sky.
Sargonnas
Sargonnas is the unpredictable god of flame,
vengeance, and wrath. Though he’s a consort of
Takhisis, he schemes against her as often as he fights
on her behalf. He is worshipped by those who seek
retribution. His true form is that of a monstrous
minotaur, and many minotaurs revere him under the
name Sargas.
Zeboim
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.
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Geography of Ansalon
Abanasinia folk of the South Shore. Most outsiders deal with the
mountain barbarians, who offer themselves as foot
Abanasinia found itself near the shores of the New Sea, soldiers and mercenaries to those with enough money
created after the Fiery Mountain struck Krynn. Perhaps to hire their services.
the most relaxed region of Ansalon, the plains are home
to numerous tribes of plains barbarians, as well as the Goodlund
cities of Solace, Haven, Gateway and at least one hill Goodlund is located east of Balifor, south of the
dwarf community. While the region is best known for its Minotaur Empire, and southeast of Khur. The
wide and verdant plains, it also has a number of city geographical features of the lands are the Blood Sea of
states dotted throughout. Those from Abanasinia are Istar, which borders the northern coast and the
called Abanasinian. Southern Courrain Ocean on the south and east. The
Balifor forests of Wendle Woods and Beast’s Run are located
on the west and southern portion of the land, while the
Located to the southeast of Khur and to the west of rivers Lifesbreath and Heartsblood lead out into The
Goodlund, Balifor is part of the Desolation. Nestled Maw. Furthermore, several prominent geographical
along the Bay of Balifor on its western and southern features are located along the coastline, including the
reaches, Balifor was once a land comprising large Writhing Wreck, Habbakuk’s Necklace, the Restless
savannahs and harsh deserts, before the coming of the Waters, Thunderhead, Boiler’s Bay, Churning Reach,
dragon Malystryx. Great farmlands were once located Mistlestraits, Land’s End, and the Sombre Coast.
throughout the region, which was known for its rich Goodlund was created following the Cataclysm. The
soil. The barbarian tribes ruled the inland realm of lands that formed Goodlund were formerly the nations
Balifor, while civilized folk inhabited the port towns, of of Balifor and Dravinaar. These lands now comprise the
which Port Balifor was long considered a nominal Elian Isles, the Hollowlands, Kendermore, the Laughing
capital of the region. When the Desolation took hold Land, Northern Dairly Plains, Southern Dairly Plains,
over Balifor, the inhabitants of the region changed, as and the Misty Isle.
goblins, half-ogres, and bandits became more noticeable
throughout Balifor. Icereach
Blöde Icereach is located to the far south of Ansalon and is a
desolate frozen region which is largely a monstrous
Blöde is an ogre nation located in the southern Khalkist glacier. The only point further to the south in all of
Mountains, south of Taman Busuk and Khur, northwest Krynn, is the frigid realm of Chorane. The region is
of Silvanesti, and north of the Plains of Dust. Once covered in ice and chilly winds, which constantly blow
separated between the mountainous realm of the ogres throughout the entire area. Long ago it was fought over
of Blöde and the open plateaus of the human warlords between human barbarian tribes, thanoi, and a great
of Blödehelm, the region is known for its over-populated force of ogres. However the ogre nation of Suderhold
cities and the swamplands that now dominate the fell apart long ago, and the area has since been fought
Blödehelm territory following the arrival of the dragon over between Thanoi (walrus men), ice barbarians, and
Onysablet. The Blöde region is covered on its eastern white dragons. Dwellings are few and far between
portion by the Khalkist Mountains, and the western half throughout all of Icereach. There are two human
is dominated by Sable’s Swamp. A branch of the Thon- civilizations of Icereach. The most numerous and more
Thalas River runs along the southern border of the friendly of the two is the Arktos who are referred to as
realm. “Icefolk” by outsiders. The region of Icereach was born
out of the pre-Cataclysmic Kingdom of Icereach, and is
Estwilde all that is left of the once great and powerful nation.
Estwilde is a nation composed mostly of human tribal Before the Cataclysm, Icereach was not the frozen
peoples that covers a long and narrow region stretching wasteland it became, but a barren and unforgiving land
from Kalaman Bay in the absolute northern reaches of with short summers and long winters.
Ansalon, spreading downwards and ending at the New
Sea in the central part of the continent of Ansalon. The
region is bordered by Lemish, Throt and Nightlund on
its western border, Taman Busuk on its eastern side,
and Nordmaar on its northeast border. The humans of
Estwilde are split between the natives who hail from the
Lor-Tai tribe, the cannibals of the Lahutian tribe, the
wild mountain barbarians of Estwilde, and the civilized
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Khur of the cities who all offer fealty to a single king residing
in North Keep and the Horselords who loyally serve the
Khur is a Human nomadic nation that is located Khan of the Southern Wastes.
southeast of Taman Busuk, northeast of Blöde, west of
the Ogrelands, north of Silvanesti, and east of Thoradin. Northern Ergoth
It is a mountainous and desert region with scattered Northern Ergoth is an island located west of Ansalon
oases and shrubs that are usually controlled by one of and north of Southern Ergoth that was created when
the Khur tribes there. Geographical features include the the Cataclysm tore Ergoth in two. Northern Ergoth
Khalkist Mountains in the west and north, the Burning shares its northern border with the kender nation of
Lands in southern Khur, and the Khurman Sea on the Hylo and its southern border with the goblin province of
southeastern border. The nation is led by the Khan of Sikk’et Hul. The major geographical features of the
Khur and inhabited by the seven tribes which form the island are the Sirrion Sea that surrounds the island, the
Nomads of Khur. Sentinel Mountains that serve as a border between
The people of Khur love their horses, and are known Northern Ergoth and Hylo, and Raekel’s Pit located in
for breeding the best in all of Ansalon. Races are held the southern crook of the Sentinel Mountains. The
between the tribes to prove which breeds the best and lands of Northern Ergoth are mostly grasslands and
wagers are placed on the outcomes. coastal plains with the province of Sikk’et Hul a desert
Nightlund of hills and scrubland.
The people of the land are usually dark-skinned
Nightlund is a human land that shares its western seagoing people, with large fishing vessels. Rice paddies
border with Solamnia. Nightlund is north of both are common on the coasts. The island’s armies are
Lemish and Throt, west of Estwilde, and southwest of organized into legions.
Nordmaar. Major geographical features include the
Dargaard Mountains on the eastern border with Gwynned
Estwilde, and the Vingaard River which runs the length Gwynned - formerly known as Tuskanvil - has been the
of Nightlund’s western border and north to Kalaman. Imperial capital of Ergoth since the Cataclysm. It is
There is a large forested land of cypress trees west of located along the Dermount River, and is a port city
the Dargaard Mountains called “The Grove”. Heavily where the river meets the Emperor’s Bay on the Sirrion
wooded and mountainous, the land was never suitable Sea. It is connected to Landfall to the northwest and
for farming. Even before the Cataclysm, it was only Hillfort to the southeast by the Emperor’s Road. The
sparsely populated. Emperor of Ergoth still rules from this city along with
Following the Chaos War, Dalamar moved the Tower the Ergothian Senate.
of High Sorcery in Palanthas to Nightlund. There he The city was built overlooking the Sirrion Sea, with
surrounded it in a forest of cypress trees to cover it from defenses to protect it from naval attack as well as
the prying eyes of the Dragon Overlords. Also, the sudden changes in the weather. When these sudden
borders of Nightlund were expanded north to Kalaman storms hit, alarms are sounded with different war
and south to Gaardlund by Takhisis, to keep the horns. Four watchtowers guard the perimeter of the
presence of Lord Soth a secret while she planned her main portion of the city and one major harbor juts out
attack on Krynn. into Emperor’s Bay. The city also has many gladiatorial
Since the War of Souls, the perpetual darkness that arenas, opera houses, and many centers for artistic and
has covered Nightlund is no longer there, exposing the academic pursuits.
lands to bright sunlight.
Plains of Dust
Nordmaar The Plains of Dust are located east of Thorbardin, south
Nordmaar is a human nomadic nation that is located of the ogre nation of Blode, and southwest of Silvanesti.
northeast of Estwilde, north of Taman Busuk, in The lands are nothing more than desolate deserts,
northeastern Ansalon. The north and east of the realm plains, and badlands now that are very harsh to all who
is bordered by the Northern Courrain Ocean with the try to cross it. The center of the Plains of Dust has a
Last Coast being on the northeastern side, while the blood-red clay that forms a sort of sea of rock. Due to
Turbidus Ocean lies on the western side of Nordmaar. A Beryllinthranox and Onysablet changing the landscape,
few of the major geographical features are The Great the lands east of the Torath River have turned into
Moors, the Southern Wastes, the Sahket Jungle, the savannahs, grasslands, trees, and creeks. Life is
Emerald Peaks, The Horseman and the Fountain of flourishing. Before that, the lands were commonly of
Renewal. The northern part of the land is tropical with tough, indomitable grasses, shrubs, and cold-hardy
many rainforests and jungles, but as you go farther cacti. The Plains of Dust is known to have fierce
south towards Taman Busuk, it is more arid. warriors, having many centaur tribes in the north and
The humans of the realm are split between various plainsmen in the east.
tribes and are further factioned between the Nordmen
13
Tarsis Numbered Mountains, the Skyfisher Range, the Sun
The small nation of Tarsis is centered around the great Range, and the Caves of Pyrothraxus. The Gunthar
trade city of the same name. Prior to the Cataclysm, section of Sancrist Isle has the Whitestone River which
Tarsis was a respected city, which was located in the leads from Whitestone Glade to Thalan Bay.
forested region to the east of Kharolis and the west of It is also home to the gnomes of Mount Nevermind.
the Silvanesti forest. The minor town and settlements Prior to the Chaos War the mountain was whole and
around Tarsis all benefited from the large trade that the housed various levels of Gnomish Invention. Following
city had with the other nations. However following the the Chaos War the gnomes blew the top half off the
Cataclysm the Lordcity of Tarsis became landlocked in mountain but the lower levels still remain habitable.
the newly risen Plains of Dust. The nation once known
as Tarsis ceased to exist, and the city of Tarsis became
Silvanesti
little more than a dusty husk of its former self. The original elven kingdom on Ansalon, this kingdom is
famous for its marble buildings, garden-like forests and
Qualinesti the towers of Eru at the mouths of the Thon-Thalas. At
The Qualinesti forest lies in western Abanasinia one time a nightmare-land during the rule of the
northwest of Thorbardin and the New Sea to the east. It Speaker Lorac, it is now abandoned, as the elves were
is a heavily forested land with the White Rage River driven away by ogres at the end of the War of Souls.
running along its northern boundary. During the War of The land was then settled by the Minotaurs establishing
Souls the Lake of Death was created when a new colony in the former elvish cities.
Beryllinthranox was killed during the evacuation of the Silvanost
city of Qualinost, and her body crashed into the city
Silvanost, also known as the City of a Thousand White
causing the tunnels below it to flood.
Towers and Place of Spires by the Kagonesti, was the
Prior to the War of Souls this land was home to the
capital of the elven nation of Silvanesti, and regarded by
Qualinesti elves following their departure from
many to have been one of the most beautiful cities in the
Silvanesti after the Kinslayer Wars. By working with the
world. The city was named in honor of the great elven
nations of Ergoth and Thorbardin, they were able to
leader Silvanos Goldeneye. There was not a tree, rock,
create a new kingdom and seal an alliance of peace
bush, or flower that wasn’t sculpted as the city grew.
between the three groups by building Pax Tharkas. The
Where Qualinost allowed for plants to grow wild,
area remained independent until, following the Chaos
Silvanost did not. When taken over by the minotaur
War, the invading Knights of Neraka seized power over
empire, it was originally renamed Hotakanti, then
the land by placing their puppet king, Gilthanas, on the
Ardnoranti, but was finally named Sargasanti.
throne. Following the War of Souls, the land has
Silvanost was located on Fallon Island, and
remained in the control of bandits, outlaws, and ever
surrounded by the Thon-Thalas. At one time, giant
increasing bands of goblins.
turtles were used to ferry elves from the main side of
Qualinost the river, to the island where the city was located. When
The city of Qualinost served as the capital of Qualinesti approaching the city, silver gates led into the city
until its destruction. Prior to that it had been the home through the walls. These gates were bound with magics
of the royal family of the Speaker of the Sun. The city that made them so powerful that no force on Krynn
was built from its natural surroundings so that it could break them. A highway led up to the island from
blended seamlessly with the forest. Many of the the west, called the Old King’s Road. At one time, a
buildings were made from rose quartz and aspen beams bridge crossed the Thon-Thalas, and the highway went
that were inlaid with gold and silver. In the center of the right to the city gates, but this bridge no longer exists.
city was the Tower of the Sun, a slender tower that Once one entered the city, there were one thousand
threw off sunlight in a manner that made the tower gleaming white towers, and all homes were built with
seem to move. In the four corners of the city, four the use of magic and made of wood, crystal, or white
slender towers stood, with silver arches stretching to marble. They start as one or two story homes near the
the Tower of the Sun. The city is considered small by wall, gradually increasing in size, up to ten to twelve
human standards. stories, closer the center of the city. The only straight
streets in the city were in the cardinal directions of a
Sancrist compass. The city itself looked like a well tended
garden, with all trees equally spaced, blooming flowers
The Isle of Sancrist is the westernmost landmass of all
that were arranged in complex patterns, crystalline
of Ansalon. It is located west of Northern Ergoth and
fountains, and all paths were made of cobblestone. At
north and northwest of Cristyne in the Sirrion Sea. The
the heart of the city is the Tower of the Stars, along with
isle has two sections: Gunthar and Sancrist. The
all the major municipal towers and temples.
Sancrist area has many mountain ranges, including the
Gargath Mountains, the Majestic Mountains, the
14
Solamnia Southern Ergoth
Solamnia is a human nation in northwestern Ansalon. Southern Ergoth is an island located west of Ansalon
Solamnia has just about every geographical feature and south of Northern Ergoth, created when the
imaginable: fertile plains, three mountain ranges (the Cataclysm tore Ergoth in two. Southern Ergoth
Vingaard Mountains, Dargaard Mountains and the stretches about 250 miles from north to south. The
Garnet Mountains), Ansalon’s longest river, the major geographical features of Southern Ergoth are the
Vingaard, and the Northern Wastes. Not a perfectly flat Sirrion Sea that surrounds the island; the Straits of
land, it has ridges, gullies, dry creek beds, small stands Algoni that separate it from Ansalon; Morgash Lake,
of trees, mostly a grassy steppe land. People from which is just north of the ogre city of Daltigoth; the Last
Solamnia are referred to as being Solamnic (or Gaard Mountains, which run down its center, in which
Solamnian), and they speak Solamnic, while some of Foghaven Vale is located; Harkun Bay on the southern
the Knights speak Old Solamnic. coastline; the Plains of Tothen, located in the
The provinces that make up Solamnia are Coastlund southwestern coastline; the Plains of Kri, on the
in the west, Palanthas east of that, and Hinterlund on southern coastline; and the River Ergot, located in the
the border with Nightlund. The Plains of Solamnia are northeast. Most of the central and eastern half of
also on the border with Nightlund, Elkholm and Southern Ergoth is now a frozen wasteland.
Heartlund lie south of the Plains of Solamnia, and During the War of the Lance, the elves of Qualinesti
Southlund is southwest of Heartlund. In Southlund is and Silvanesti moved their people to Southern Ergoth
the city of Caergoth, and is an area known for very to escape from the invading dragonarmies. They
violent thunderstorms. From Coastlund in the west, to enslaved the Kagonesti, forcing them to build their cities
Hinterlund in the east, a variety of people live and work while in exile. The dragonarmies invaded Southern
—mostly humans, but small bands of ogres and Ergoth and gained control over much of the island
draconians are far too common. Originally located in during the war.
the center of the Ansalonian continent, Solamnia is now
very much a sea-going state, since the Cataclysm Taman Busuk
dumped three oceans around its borders. Taman Busuk is the melting pot for all the so-called
Palanthas ‘evil’ races of Ansalon. This region contains three of the
most important dark cities: Sanction, Neraka, and
Palanthas, also called Palanthas the Ancient and
Gargath. Taman Busuk borders Estwilde and Kern in
Palanthas the Beautiful, is one of the largest cities in
the north and Zhakar in the south.
Ansalon. It lies nestled safely in the Bay of Branchala in
For the most part, Taman Busuk is a mountainous
the northwest corner of the Ansalon mainland,
region, with the exception of the wastelands located in
protected from the furious Turbidus Ocean. It is home
the south. The Khalkists are broken in a few places,
to more than 32,000 citizens, most of whom are
most notably Godshome and Gargath. As a state,
humans, the rest a mix of other races such as elves,
Taman Busuk is very weak, leaving the cities within it
dwarves, gnomes, and the occasional minotaur and
holding much more power.
kender. The city has long been the pride of Solamnia,
hailed as one of the major beacons of light in the world, Neraka
and, with its white marble buildings and magnificent Neraka is the capital of Taman Busuk and the base of
villas, it is a beautiful sight indeed. The city relies operations for the Dark Knights and their minions on
heavily on trade with merchants from all over Ansalon. Ansalon. Located almost in the exact middle of the
Even minotaur vessels are allowed through the Gates of Khalkist Mountains, southeast of Godshome, the city
Paladine. was built prior to the Cataclysm. The Hundred Mile
Palanthas is arranged much like a wheel with roads Road leads south from Neraka to Sanction (about a 4
forming a circular spiral and eight great avenues day journey), and the Nerakan Road leads north into
emerging from the Central Plaza serving as the spokes. Estwilde with two other roads leading east and another
The third road is followed by an immense wall which west. Outside the main gate is a broad open field.
divides the city in two – Old City and New City. Old City Neraka is located in the Plains of Neraka in the
is the heart of the city. This is where the Lord Regent Neraka Valley, and surrounding the city are mountains,
and the members of the City Senate reside, and it is with a few of them dormant volcanoes. The city is
where most governmental buildings lie. On the other broken into three different sections with districts
side of Old City Wall lies New City, covering the outside of the walls. In the heart of the city was the
foothills of the Vingaard Mountains. The vast majority of Temple of Darkness and a fortified inner keep, both
Palanthas’ citizens live in New City. surrounded by their own wall, and two additional
sections, each with its own wall. In the heart where the
Temple once stood, was a large hole where it sank into
15
the ground following the War of the Lance. The Dark Thoradin was a dark shadow of its ancient namesake.
Knights began to search it in 386 AC. The new nation came about after war threatened the
Outside the heart of the city is the inner bailey. Here nation of Thorbardin. With Beryllinthranox’s expansion
all kinds of buildings crowd together in a small area, into Thorbardin, the Thanes opted to seal the mountain
and its own wall surrounds it with watchtowers spaced and protect the underground realm. Not wanting to hide
evenly throughout. The Outer bailey is literally jammed beneath the mountains, the crazed prophet Severus
with buildings, such as stables and markets. It is a Stonehand challenged the Thanes and was exiled. He
warren of brothels, bars, shops, slave pens, huts, and believed they should return to the days when the
hovels on narrow streets. Stench and squalor are found dwarves were a formidable force.
everywhere, along with rowdy crowds in the streets. Seeking to build his great nation, Severus opted to
Outside the outer bailey are the neat and orderly return to ancient Thoradin and rebuild out of the ruins
barracks of the Dark Knights. of that former nation. After the Cataclysm, the dark
dwarven nation of Zhakar had arisen out of the ashes of
Teyr former Thoradin. Severus and his fanatical followers
Teyr is a draconian nation located south of Nordmaar, traveled to the Khalkist Mountains where they
north of Busuk Taman, and east of Estwilde. The city overthrew the Zhakar forces and took control of the
was established on the ruins of a failed dwarven colony. realm. After dispatching the King of Zhakar, Severus
It is a mountainous region that has heavy forested was able to heal the population of a mold plague that
lands, and some northern grasslands. The Astivar had afflicted them for decades. With this act, he gained
Mountains are in Teyr, while the Woods of Lahue are their undying loyalty. Seeking to return the nation to its
west of it. The Great Moors are to the east of it. Mount former glory, King Severus changed the name of the
Brego is located west of the city of Teyr, in the Astivar realm from Zhakar back to Thoradin. He immediately
Mountains, with the Peak of Destiny as the put his subjects to work repairing the nation and its
southernmost peak. delvings.
Draconians, led by Governor Kang came north and
found the city ruins. Most of the city of Teyr had to be
Thorbardin
rebuilt again since no one had been living there in The dwarven kingdom of Thorbardin encompasses
almost 400 years. The city is made completely of stone, three hundred square miles beneath the Cloudseeker
with a large wall all the way around it. A civilian Mountain. There are six distinct clans (and cities) of
government led by Governor Kang runs it. Commander dwarves who live here. Although each city seems
Slith is in charge of the military. Governor Kang distinct from one another, all are laid out in an orderly
promoted him shortly after he became governor. fashion. A traveler could go into any city in any part and
There is a bastion in the center of the city where the know where to find homes, shops, and businesses on
local government works during the day. It was decreed any level.
by Governor Kang that no one will live inside of it, and In the more populated areas, wagons riding on rails
that it will only be used as a place of defense should the permit quick transport of goods and people between the
outer walls fall. The old Hall of the Thane is located locations. Large vertical holes, also called transport
directly below it and would be a place where large shafts, have been carved through each level. These
meetings would likely take place, making it ideal for allow goods and people to travel up and down many
holding the entire city’s population in case of levels via buckets attached to huge chains.
emergencies. The city barracks are located inside the Time within this underground world is kept by water-
city walls, with the civilians’ homes and businesses clocks that are set to the sun of the outside world.
outside the walls. During the night, lights sparkle throughout the realm,
these are usually from the Lanterns of Thorbardin.
Thoradin
Hybardin
Thoradin is a dwarven nation located south of Taman
Hybardin, also known as Hylarhome or the Life-Tree, is
Busuk, southwest of Kern, west of Khur, and north of
one of the wonders of Krynn. This city was built inside a
Blöde. The leader of the nation is called the High Thane
giant stalactite that hangs over the Urkhan Sea. At the
of Thoradin. Thoradin was destroyed by an earthquake
bottom of the stalactite is an island that serves as the
in 2009 PC and rebuilt nearly a thousand years later,
city’s waterfront. Sunlight is brought to the city from
only to be destroyed again in the Cataclysm. The nation
sheets of quartz and smokeless lamps. This is the heart
then became became known as Zhakar. In 413 AC, the
of Thorbardin, where dwarves from all the clans go to
evil dwarven nation of Zhakar fell to the dwarven clans
do business. This is also the city of the Hylar, and where
of Thorbardin. From this conquered nation, the new
the Council of Thanes meets.
kingdom of Thoradin was formed. This new nation was
Hybardin is narrow at the bottom and wide at the top
said to be the second coming of ancient Thoradin. In
where it meets the ceiling. An iridescent coral grows up
reality, like Zhakar before it, this new nation of
16
the outside in many branches that glows with a pulsing Throtl
light that illuminates the great cavern as bright as day.
Gardens of strange fungi grow along carved balconies Throtl is a Hobgoblin and Human land that is located
that overlook the lake. east of Lemish, south of Nightlund, and west of
Water flows freely through and down the sides of the Estwilde. Its major geographical features are the
city. The water comes from countless natural springs Southern Dargaard Mountains on the western border,
found above the surface. The Hylar guide the water into the Northern Dargaard Mountains, the Forest of Throtl
canals, streams, and fountains throughout the city. With in the northeast, the Throtl Gap between the Northern
the abundance of water and light, nearly every family and Southern Dargaard Mountains, and Newsea to the
residence contains a garden that provides the city with south. It is a grassy plain that experiences heavy rain all
many unusual smells. The buildings of the city line the year round, creating many bog-lands.
streets and are neat and orderly. The city was
connected to Theibardin, Theiwarin, New Daebardin,
the Valley of the Thanes, the West Warrens, and
Daerforge through a massive chain ferry of cable boats.
17
Character Creation
D e f e n d e r s o f S o l a m n i a Br i n g D o w n A R e d the wake of the Cataclysm, with food scarce and the years following the Cataclysm on the surface.
Dragon future uncertain, the High King of Thorbardin sealed
the gates of the kingdom to all outsiders, including the
Neidar. Betrayed and hungry, these surface dwellers
Peoples of Krynn allied with other desperate refugees and unsuccessfully
attempted to take Thorbardin by force. The conflict
Dwarves came to be called the Dwarfgate War caused deep
enmity between the dwarven communities of the
While known for their great subterranean nations,
surface and those that live below.
dwarves have long traded and traveled among the
peoples of Krynn’s surface. The Cataclysm devastated Mountain Dwarves
many dwarven lands and destroyed some of their Led by the aristocratic Hylar clan, mountain dwarves
greatest underground kingdoms. Others, like the nation are the unquestioned rulers of Thorbardin. Many great
of Kayolin, were isolated from their allies as the New fighters, engineers, and artisans call these magnificent
Sea flooded the land. And some, like the great dwarven halls home. Proud and reserved, most Thorbardin clans
realm of Thorbardin, turned inward and have yet to want nothing to do with outsiders - dwarves or
rejoin the world. otherwise. However, some dwarves grow tired of life
Thorbardin and the Dwarfgate War within their ancient tunnels and wonder about rejoining
the world above. As a mountain dwarf, you might come
The kingdom of Thorbardin has endured beneath the
from a dwarven nation like Kayolin or Thorbardin. You
Kharolis Mountains of southwest Ansalon for thousands
could be part of an expedition of traders or explorers,
of years, but the centuries since the Cataclysm have
sent by your people to live on the surface for years
created new divisions within it. The dwarves of
before reporting back. Or you might have ventured forth
Thorbardin divide themselves into ancient clans. Many
on your own, eager to see what the wider world holds.
generations before the Cataclysm, dwarves who dwelled
on the surface established the Neidar clan, known for Hill Dwarves
working the land and trading with other surface folks. In The dwarves barred from Thorbardin experienced the
18
Now known as hill dwarves, they lived among the lands to give up Silvanesti and sought to reclaim their
and peoples of the surface for centuries. Few still call ancestral home.
themselves by their old name, the Neidar, preferring to As Silvanesti high elf, you know what few in Ansalon
forget their ties to their mountain dwarf cousins. Some do: the home of the elves has fallen. During the Dragon
hill dwarves live as traveling traders, while others make Armies’ invasion of Silvanesti, you might have been
their homes among the communities of Ansalon’s other separated from your people or even taken captive before
peoples. Still other groups eke out lives in ruins or escaping the armies in unfamiliar lands. You could have
harsh lands as reclusive survivalists. As a hill dwarf, you fled Silvanesti with your people but now seek a way to
might come from lands near the great mountain dwarf restor your homeland. Or perhaps you’ve spent your life
nations or from a diverse town far away. Or perhaps you exploring the world, cultivating relationships with
come from everywhere, having been raised in a people other than your kin.
traveling community that’s seen most corners of
Ansalon.
Qualinesti High Elves
Long ago, a group of high elves left Silvanesti, desiring a
Dark Dwarf more egalitarian society. They traveled far to the west
Three different dwarven clans, the Daegar, Theiwar, and founded a new forested homeland called Qualinesti.
and Zhakar, dug so deep, and stayed from the light of Less hierarchical than their progenitors and more
the sun for so long that their skin is said to have turned willing to deal with outsiders, Qualinesti elves even
black, adapted to the sightless world they now inhabit. enjoyed good relations with the dwarves of Thorbardin.
Use the racial features of the duergar dwarves from Since the Cataclysm, however, they’ve withdrawn from
Mordenkainen’s Tome of Foes. the world, and few outsiders dare approach their well-
guarded borders.
Gully Dwarf As a Qualinesti high elf, you might have been raised
Gully Dwarves are looked down upon by most races, in seclusion in the forests of Qualinesti. You could have
especially other dwarves, as being dumb, and rather been sent forth to learn the state of the wider world or
slovenly, cousins to the better known Hill or Mountain to pursue rumors of Silvanesti’s fate. Or perhaps your
dwarves. family left Qualinesti long ago, and you have
connections with folk from other lands.
Elves
Several distinct elven cultures inhabit Ansalon,
including the Qualinesti and Silvanesti high elves, the
Kagonesti wood elves, and the Dargonesti and
Dimernesti sea elves.
Over two thousand years ago, the Kinslayer War
divided the high elves of Ansalon into two groups,
Silvanesti in the east and Qualinesti in the west.
Through the intervening millenia, neither group has
sought reconciliation. In the even more distant past,
both high elf nations separated from their Kagonesti
kin, while the waves themselves isolate Dargonesti and
Dimernesti from their surface-dwelling cousins.
As the elves of Ansalon largely keep to themselves,
half-elves are few and rarely seen outside the elven
nations. A Qualinesti scout warns of a threat
19
As a Kagonesti wood elf, you likely spent a great deal of Humans
your life in the forest and know much about the natural
world. You might have left years ago to explore the Humans are ubiquitous on Ansalon. They ruled the
world, or perhaps you’ve just begun your travels, continent’s largest empires before the Cataclysm, then
seeking to prevent the threats that befell the Silvanesti were scattered during the devastation that followed.
from reaching your people’s home. Many humans never resettled after the Cataclysm,
joining itinerant and nomadic cultures. Human cities
Sea Elves are few and usually small, developed around natural
Two groups of sea elves inhabit the oceans surrounding structures that sheltered communities following the
Ansalon. Dargonesti, also known as deep elves, call the Cataclysm.
vast oceans home. Their cousins, Dimernesti, are often As a human, you might hail from any corner of Krynn.
called shoal elves. Although Dimernesti live closer to Below are just a few of the distinct human nations of
land, they have deep bonds with the sea and all life Ansalon. You might be a member of any of these
within. Both groups of sea elves are rarely seen by the societies, or you can choose another home to define as
peoples of Ansalon and keep to their own aquatic you please.
communities. Though sea elves are exceptionally rare,
you can create sea elf characters using Mordenkainen Abanasinia
Presents: Monsters of the Multiverse. Several peaceful communities dot the Abanasinia
region, including Solace, a village built among the
Gnomes branches of towering Vallenwood trees. In recent years,
Mount Nevermind—a hollow, dormant volcano on the the theocratic Seekers have risen to power in the
island of Sancrist—is a hub of wonders and region. This power-hungry religion controls the city of
catastrophes. Here, energetic gnome inventors Haven and surrounding settlements in the name of
endlessly create and test stupendous devices—and learn vague, fickle deities who condemn the use of magic. The
from equally stupendous failures. common language spoken is Abanasinian.
Forest gnomes are less populous in Ansalon. Their The broad plains of the northern Abanasinian
few communities lie deep in the forests of Sancrist and peninsula are home to nomadic humans known as
Kendermore, where they embrace harmony with nature Plainsfolk. Divided into several tribes with territories
over the pursuit of invention. across the region, Plainsfolk are skilled warriors,
As a gnome, you might be a tinker pursuing some traders, and collectors of stories that predate the
niche scientific endeavor, coaxed from Mount Cataclysm. They are noted for their tawny skin, dark
Nevermind to conduct research or to seek inspiration hair, and brown eyes. Most speak a variant of
beyond the mountain. Alternatively, you might be a Abanasinian.
forest gnome, exploring the wonders of the world or Northern & Southern Ergoth
seeking to heal the lands of the Cataclysm’s scars.
The Cataclysm split the land of Ergoth in two, dividing
The tinker gnomes of Mount Nevermind are the best-
the remnants of the human empire that once ruled
known gnome community on Krynn. Despite living in a
there. On Northern Ergoth, scattered communities
world steeped in magical forces, many of these rock
claim to be inheritors of the fallen Empire of Ergoth and
gnomes indulge in specialized scientific pursuits and
dwell among the remnants of its cities and fortresses.
create complicated inventions.
They are noted for their dark complexion, though it isn’t
uncommong for an Ergothian to be fair skinned as well.
They typically have dark hair and eyes. These
Ergothians enjoy a prosperous peace with the kender
enclave of Hylo and the goblins of the arid southern
lands, with whom they share their island. Fewer
humans make their home on Southern Ergoth, living
primarily along the coast and avoiding dangerous
groups of ogres and giants. Ergothians speak Ergot and
Common.
Solamnia
Once a mighty empire, Solamnia has fallen from the
glory it knew. Though Solamnia remains one of the
largest and most prosperous nations on the continent,
its provinces are self-concerned and prone to
squabbling. The land’s once-legendary defenders, the
A TINKER GNOME FROM MOUNT NEVERMIND
FINE-TUNES HIS LATEST INVENTION Knights of Solamnia, are much diminished in numbers.
Nevertheless, the knights still stand as defenders of the
20
innocent and paragons of honor. Solamnics are pale- Nerkaka
skinned folk who tend to be taller than average. There is
Nerakese men tend to be shorter than the average
no standard hair or eye color primarily due to their
human, and the women are somewhat taller than
ancestry. The most common language spoken is
average. They tend to have tanned skin and dark hair
Solamnic, while a majority also speak Common.
and eyes. The Nerakese speak Nerakese and Common.
Tarsis
Nordmaar
After the Cataclysm, the verdant plains of southern
Ansalon wasted away, becoming the Plains of Dust. Most humans of Nordmaar live either in rugged coastal
Coastlines shifted, and the city of Tarsis found itself a communities to the north or among the nomadic tribes
seaport without a sea. In the dry harbor, decrepit of the south. Both proud groups have strong ties with
remnants of the city’s famed ships list on waves of sand. the people of Solamnia.
The rest of the city clings to life as a trade hub for small
communities and itinerant bands across the plains.
Those who dwell here have adapted their ancestors’
seafaring ways to their current arid environment,
becoming hunters, scavengers, and traders.
Other Lands
Estwilde
The fiercely independent human tribes of Estwilde
travel the steppes of Qlettaar from the Turbidus Ocean
to New Sea. These nomads brook no trespassing on
their lands, whether by Solamnics or hobgoblin raiders
from the east.
Icereach
The humans of Icereach live in the frozen south, where
they compete with groups of thanoi (walrus-folk) for
hunting grounds. They generally have fair skin, light
colored hair (often red), and blue eyes. They are noted
for their lean builds and typically stand around 6 feet in
height. Most speak their own unique language, which
outsiders simply call “Ice Folk”.
21
Kender sometimes amass impressive collections of known for using a blue war paint that offers some sort
curiosities. Some might collect mundane knickknacks of mystical protection during battle.
or relics from magical sites, while others might become
professional thieves.
Minotaurs
A race of bull-men from the twin islands of Mithas and
Kender Traits Kothas in the Blood Sea. They are the chosen of
As a Kender you have the following racial traits. Sargas, the minotaur god of wrath and vengeance,
Creature Type. You are a Humanoid. whose form they emulate. They are raised from birth to
Size. You are Small. be battle ready both on land and at sea.
Speed. Your walking speed is 30 feet.
Ogres
Fearless. Ogres are the firstborn of the gods of evil. They were
You have advantage on saving throws you make to avoid once the most beautiful and intelligent creatures of
or end the frightened condition on yourself. Once per Krynn, known as the Irda, ruling over a might empire
long rest, when you fail a saving throw to avoid or end that enslaved humans as their servants. Over time, they
the frightened condition on yourself, you can choose to were cast down and made as ugly and cruel as their
succeed instead. dark souls.
Half-ogres are known to exit, usually the product of
Kender Aptitude. violence and slavery. They are considered too week by
other ogres, and too savage by most humans. They
Thanks to the mystical origin of your people, you gain
rarely find a place for themselves in the world.
proficiency with one of the following skills of your
choice: Insight, Investigation, Sleight of Hand, Stealth,
or Survival.
Taunt.
You have an extraordinary ability to fluster creatures. As
a bonus action, you can unleash a string of provoking
words at a creature within 60 feet of yourself that can
hear and understand you. The target must succeed on a
Wisdom saving throw, or it has disadvantage on attack
rolls against targets other than you until the start of
your next turn. The DC equals 8 + your proficiency
bonus + your Intelligence, Wisdom, or Charisma
modifier (choose when you select this race). You can
use this a number of times equal to your proficiency
bonus, and you regain all expended uses when you
finish a long rest.
Minor Races
Goblins
The Goblin races of Krynn generally respect power and
strength. They are ambitious in seeking power for
themselves, but most never attain it. Goblinkin are
composed of three different races: bugbears, goblins,
and hobgoblins.
Tarmak
Native to the isle of Ithn’carthia far to the east of
Ansalon, hordse of Tarmak were abandoned in remote
regions of Ansalon after the Chaos War. An offshoot of
the human race, most Tarmak stand upward of seven
feet tall and all have sharply pointed ears. Almost all
Tarmak males sport long beards, ranging in color from
deep red to snowy white. The Tarmak have a fierce
warrior culture steeped in a strange religious tradition.
Their language is filled with guttural sounds which
sound primitive to most native Ansalonians. They are
22
Organizations The Oath and the Measure
The Knights of Solamnia follow a chivalric code with
In eras past, when Krynn faced times of exceptional
two parts: the Oath and the Measure, both inspired by
darkness, champions stepped forth from the ranks of
the writings of Vinas Solamnus. The Oath is simple and
the virtuous Knights of Solamnia and the mystical
aspirational—a star to navigate by—while the Measure
Mages of High Sorcery.
lays out specific rules for the organization and conduct
Knights of Solamnia of the knighthood.
Many celebrated heroes have risen from the Knights of The Oath. The Oath of the Knights of Solamnia has
Solamnia, the most storied knighthood on Ansalon. The been the same since Vinas Solamnus founded the
knighthood began over a thousand years ago, during the knighthood: “Est Sularus oth Mithas,” or “My Honor Is
reign of the Ergothian Empire in western Ansalon. My Life.” This principle—to sacrifice all for the sake of
Vinas Solamnus, head of the Ergothian imperial guard, honor—guides the actions of every knight, at least in
was sent to eastern Ergoth to put down a massive theory.
rebellion. However, Solamnus learned of the rebels’ The Measure. In contrast to the Oath, the Measure is
grievances and, won over to their cause, he and the a staggeringly complicated, excruciatingly specific guide
rebels marched on the Ergothian capital of Daltigoth. to knightly life. Originally put forth by Vinas Solamnus
The capital fell, and Vinas Solamnus was crowned king as an organizational scheme and code of conduct for the
of a new independent nation on the eastern plains, knightly orders, the Measure grew over the years to
called Solamnia in his honor. encompass thirty-seven volumes, covering everything
King Solamnus sought above all to rule this new from courtly etiquette to the proper saddling of mounts.
society justly. On the Isle of Sancrist, at a black granite According to the Measure, the knights no longer have
stone in a secluded glade, he prayed to the gods for sufficient numbers to elect a new Grand Master, the
guidance. Three of the gods of good appeared to him: highest office in the knighthood, leaving them without
Paladine, god of justice and order; Kiri-Jolith, god of just an authority who could overrule or update the Measure.
warfare; and Habbakuk, god of nature, loyalty, and the Despite this, a growing minority of knights push for a
elements. The three gods inspired three orders of reform of the Measure, believing that it’s unwieldy and
knights that would guard the realm together as the outdated and that it no longer serves the ideals laid
Knights of Solamnia. down by their founder.
Tarnished Pride
Before the Cataclysm, Solamnia was a beacon of peace
and prosperity. The knights established great cities and
castles across the Plains of Solamnia, including
Solanthus, Castle Brightblade, and Dargaard Keep.
They ruled in accordance with the ideals of Vinas
Solamnus, and they forged an alliance with Istar that
spread those ideals across the world. The people of
Solamnia attributed their prosperity to the wise and just
rulership of the knights.
In the wake of the Cataclysm, faith in the knighthood
soured to suspicion. Rumors spread that the knighthood
had possessed the power to avert the Cataclysm and
either failed to or chose not to—perhaps to dispense
with Istar and solidify the knights’ power.
Most knights still tried to defend the realm as their
duty demanded, but they found themselves beset on all
sides, dying to protect people who rejected and
persecuted them. Most fled to Sancrist Isle in the west
or retreated to the protection of their strongholds and
keeps, while others disguised themselves to continue
their work.
Their power waning, the knights today are locked in a
bitter internal feud: Is it better to maintain their strict
codes even in the face of obsolescence, secure in the
knowledge they were true to themselves? Or should
they embrace a changing world and fight to defend it, A K N I G H T O F S O L A M N I A O F T H E O RD E R O F
even if the knights must change with it? T H E SW O RD
23
Knightly Orders
Each Solamnic knight belongs to one of three orders.
Each order, led by a High Knight elected from among its
number, has its own hierarchy and rules for admission.
E m b l e m s o f t h e O r d e r o f t h e C r o w n , Ro s e , a n d
Sword
24
Mages of High Sorcery the order they wish to join and their own personal
Many magic-users on Krynn are members of an ancient challenges and aspirations. Nonetheless, a few
organization known as the Mages of High Sorcery. elements are always present.
Predominantly composed of wizards—with a lesser Lethal Failure. The primary purpose of the test is to
number of sorcerers, warlocks, and other spellcasters— weed out those who would misuse magic. Every test is
members are divided into three orders. Each order designed so failure means death. There is no judge, no
dedicates itself to virtues extolled by a god of magic and score, and little chance of surviving a failed test.
honors the moon its deity is associated with. The three Magical Acumen. A mage must wield magic with
orders cooperate as part of a single organization, competence, creativity, and control. Every test requires
overseen by a council of experienced members known a mage to use the most advanced magic they’ve learned
as the Conclave. —and, sometimes, to push beyond it.
Equally devoted to the study of magic and united in Test of Character. The mages of the Conclave need to
defending their knowledge and traditions, the three know the apprentice will honor the laws of their order,
orders differ in their fundamental reasons for using no matter the circumstance. To this end, the test
magic. confronts an apprentice with bitter moral and emotional
choices as well as magical challenges.
Order of the White Robes Illusion and Reality. Friends, enemies, and loved ones
might appear in the test, along with all manner of
Dedicated to the good god Solinari, the White Robes
hazards and puzzles. The applicant has no way of
accept the solemn responsibility of using magic only to
knowing which challenges are illusory and which are
make the world a better place. The path they walk is a
real. In some cases, the test has lasting consequences
narrow one, and almost daily, a mage of the White
for an applicant’s life beyond the order.
Robes faces the agonizing decision of whether to
intervene in the affairs of others for the greater good. Renegade Mages
Order of the Red Robes If a spellcaster leaves or is thrown out of the Mages of
High Sorcery, or they fail the Test of High Sorcery and
Inspired by the neutral god Lunitari, the Red Robes help
survive, the organization’s leaders forbid them from
others when it suits them and use their gifts for their
continuing to practice magic. Mages who practice magic
own enrichment as they desire. Mages of the Red Robes
in defiance of the Conclave are deemed renegades.
are expected to wield their power responsibly, represent
Members of the robed orders are duty-bound to report
their order faithfully, and uphold the balance between
and oppose such renegades. Some order members hunt
good and evil in their own actions and the world at
renegades, seeking to punish or slay those who’ve
large.
defied the Mages of High Sorcery.
Order of the Black Robes
Often reviled and feared in equal measure, the Black
Robes follow the example of the evil god Nuitari, the
black moon of Krynn. A mage of the Black Robes is
expected to first further their own ambitions, then
pursue the goals of their order, and then support the
continued well-being of the Conclave.
25
Backgrounds Building a Knight of Solamnia
Character
When you make a character for a Dragonlance
Any class that has martial prowess can be a good fit in
campaign, choose one of the backgrounds in this
the Knights of Solamnia. Fighters and paladins make
section or select a background from the Player’s
up the bulk of the knighthood’s forces. Clerics (often
Handbook or another source.
with the War domain) can also be found among the
This section presents two new backgrounds for
knights’ ranks.
characters from the world of Krynn: the Knight of
For a more unusual take on a Knight of Solamnia
Solamnia and the Mage of High Sorcery.
character, consider playing a bard of the College of
Bonus Feats Valor (or the College of Swords from Xanathar’s Guide
Whatever background you choose for your character, to Everything) or a barbarian devoted to the ideals of the
you gain a bonus feats as detailed below. Characters nature god Habbakuk (perhaps adopting the Path of the
involved in the war and other conflicts on Krynn are Zealot from Xanathar’s Guide to Everything).
changed by the dramatic experiences they face.
Knight of Solamnia Trinkets
1st-Level Bonus Feat When you make your character, roll once on the Knight
If you background does not already specify a feat, you of Solamnia Trinkets table instead of on the Trinkets
gain a bonus feat of your choice from the following list: table in the Player’s Handbook for your starting trinket.
26
Building a Mage of High Sorcery select this feat).
Character In addition, you can use a holy symbol as a
Mages of High Sorcery are typically sorcerers, spellcasting focus for any spell you cast that uses the
warlocks, or wizards and might have any subclass. spellcasting ability you choose when you select this feat.
Spellcasters who gain their magic through devotion are Initiate of High Sorcery
less likely to be welcomed among the traditionalist
Prerequisite: Dragonlance Campaign, Sorcerer or
mages. Nevertheless, the Mages of High Sorcery are
Wizard Class or Mage of High Sorcery Background
shrewd, and they rarely let unique opportunities or
You’ve received training from magic-users affiliated
individuals pass them by. Even members of martial
with the Mages of High Sorcery.
classes who train in magic might find a rare place
Choose one of the three moons of Krynn to influence
among the group’s three orders.
your magic: the black moon, Nuitari; the red moon,
Mage of High Sorcery Trinkets. When you make your
Lunitari; or the white moon, Solinari. You learn one
character, roll once on the Mage of High Sorcery
cantrip of your choice from the wizard spell list and two
Trinkets table instead of on the Trinkets table in the
1st-level spells based on the moon you choose, as
Player’s Handbook for your starting trinket.
specified in the Lunar Spells table.
Mage of High Sorcery Trinkets Lunar Spells
d6 Trinket
Alignment 1st-Level Spell
1 An unopened letter from your first teacher
Nuitari Choose two from dissonant whispers, false life, hex,
2 A broken wand made of black, red, or white wood
and ray of sickness
3 A scroll bearing an incomprehensible formula
Lunitari Choose two from color spray, disguise self, feather fall
4 A purposeless device covered in colored stones that can fold
and longstrider
into various enigmatic shapes
Solinari Choose two from comprehend languages, detect good
5 A pouch or spellbook emblazoned with the triple moon
and evil, protection from good and evil, *** and ***
symbol of the Mages of High Sorcery
shield
6 A lens through which you can see Krynn’s invisible black
moon, Nuitari You can cast each of the chosen 1st-level spells
without a spell slot, and you must finish a long rest
Feats before you can cast them in this way again. You can also
This section introduces feats related to the Knights of cast the spells using any spell slots you have.
Solamnia and the Mages of High Sorcery, along with a Your spellcasting ability for this feat’s spells is
general feat available to characters seeking a special Intelligence, Wisdom, or Charisma (choose when you
divine connection. These feats are available to you select this feat).
whenever you normally choose a feat, and they follow
the feat rules in the Player’s Handbook.
Divinely Favored
Prerequisite: 4th Level, Dragonlance Campaign
A god chose you to carry a spark of their power.
You learn one cantrip of your choice from the cleric
spell list and one 1st-level spell based on the alignment
of your character, as specified in the Alignment Spells
table below. You also learn the augury spell.
Alignment Spells
Alignment 1st-Level Spell
Evil Choose one 1st-level warlock spell
Good Choose one 1st-level cleric spell
Neutral Choose one 1st-level druid spell Mages of the Orders of Black, Red, and White
Ro b e s
You can cast the chosen 1st-level spell and the augury
spell without a spell slot, and you must finish a long rest
Adept of the Black Robes
before you can cast either of these spells in this way
again. You can also cast these spells using spell slots Prerequisite: 4th Level, Initiate of High Sorcery
you have of the appropriate level. (Nuitari) Feat You chose the moon Nuitari to influence
Your spellcasting ability for this feat’s spells is your magic, and your ambition and loyalty to the
Intelligence, Wisdom, or Charisma (choose when you
27
Order of the Black Robes have been recognized, High Sorcery feat.
granting you these benefits: Protective Ward. When you or a creature you can see
Ambitious Magic. You learn one 2nd-level spell of within 30 feet of you takes damage, you can use your
your choice. The 2nd-level spell must be from the reaction to expend a spell slot and weave protective
enchantment or necromancy school of magic. You can magic around the target. Roll a number of d6s equal to
cast this feat’s 2nd-level spell without a spell slot, and the level of the spell slot expended and reduce the
you must finish a long rest before you can cast it in this damage the target takes by the total rolled on those dice
way again. You can also cast this spell using spell slots + your spellcasting ability modifier.
you have of the appropriate level. The spell’s
spellcasting ability is the one chosen when you gained
Squire of Solamnia
the Initiate of High Sorcery feat. Prerequisite: Dragonlance Campaign, Fighter or
Life Channel. You can channel your life force into the Paladin Class or Knight of Solamnia Background
power of your magic. When a creature you can see Your training in the ways of the Knights of Solamnia
within 60 feet of you fails a saving throw against a spell grants you these benefits:
that deals damage that you cast, you can expend a Mount Up. Mounting or dismounting costs you only 5
number of Hit Dice equal to the level of the spell. Roll feet of movement.
the expended Hit Dice and add them together. The Precise Strike. Once per turn, when you make a
damage that the creature takes increases by an amount weapon attack roll against a creature, you can cause the
equal to that total. 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
Adept of the Red Robes damage roll. You can use this benefit a number of times
Prerequisite: 4th Level, Initiate of High Sorcery equal to your proficiency bonus, but a use is expended
(Lunitari) Feat only if the attack hits. You regain all expended uses
You chose the moon Lunitari to influence your magic, when you finish a long rest.
and your dedication to maintaining the balance between
all things has been recognized by the Order of the Red MEMBERSHIP IN KNIGHTLY ORDERS
Robes, granting you these benefits: Knights of Solamnia are only ever members of one of their
organization’s orders. In the course of their training, most
Insightful Magic. You learn one 2nd-level spell of your
knights begin as members of the Knights of the Crown and
choice. The 2nd-level spell must be from the illusion or then move on to join other orders. Whether a character
transmutation school of magic. You can cast this feat’s follows this path or another, they retain what they learned as
2nd-level spell without a spell slot, and you must finish a a member of an order even if they join another. Characters
long rest before you can cast it in this way again. You can change what knightly order they’re a part of, but they
can also cast this spell using spell slots you have of the always have access to any Knight of Solamnia feats they’ve
appropriate level. The spell’s spellcasting ability is the acquired.
one chosen when you gained the Initiate of High
Sorcery feat. Knight of the Crown
Magical Balance. When you make an attack roll or an
ability check and roll a 9 or lower on the d20, you can Prerequisite: 4th Level, Squire of Solamnia Feat
balance fate and treat the roll as a 10. You can balance You are a Knight of Solamnia aligned with the Order
fate in this way a number of times equal to your of the Crown, a group that extols the virtues of
proficiency bonus, and you regain all expended uses cooperation, loyalty, and obedience. You excel in group
when you finish a long rest. combat and gain these benefits:
Ability Score Increase. Increase your Strength,
Adept of the White Robes Dexterity, or Constitution score by 1, to a maximum of
20.
Prerequisite: 4th Level, Initiate of High Sorcery
Commanding Rally. As a bonus action, you can
(Solinari) Feat
command one ally within 30 feet of yourself to attack. If
You chose the moon Solinari to influence your magic,
that ally can see or hear you, they can immediately
and your oath to use magic to make the world a better
make one weapon attack as a reaction. If the attack hits,
place has been recognized by the Order of the White
the ally can roll a d8 and add the number rolled as a
Robes, granting you these benefits:
bonus to the attack’s damage roll. You can use this
Protective Magic. You learn one 2nd-level spell of
bonus action a number of times equal to your
your choice. The 2nd-level spell must be from the
proficiency bonus, and you regain all expended uses
abjuration or divination school of magic. You can cast
when you finish a long rest.
this feat’s 2nd-level spell without a spell slot, and you
must finish a long rest before you can cast it in this way
again. You can also cast this spell using spell slots you
have of the appropriate level. The spell’s spellcasting
ability is the one chosen when you gained the Initiate of
28
Knight of the Rose Lunar Embodiment
1st-Level Lunar Sorcery Feature
Prerequisite: 4th Level, Squire of Solamnia Feat
You learn additional spells when you reach certain
You are a Knight of Solamnia aligned with the Order
levels in this class, as shown on the Lunar Spells table.
of the Rose, a group known for leadership, justice, and
Each of these spells counts as a sorcerer spell for you,
wisdom. Your resolve grants you these benefits:
but it doesn’t count against the number of sorcerer
Ability Score Increase. Increase your Constitution,
spells you know.
Wisdom, or Charisma score by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can Lunar Spells
encourage one creature you can see within 30 feet of
yourself (you can choose yourself). If the target can see Sorcerer Full Moon Crescent Moon
or hear you, the target gains temporary hit points equal Lvl Spell New Moon Spell Spell
to 1d8 + your proficiency bonus + the ability modifier of 1st shield ray of sickness color spray
the ability score increased by this feat. You can use this 3rd lesser blindness/ alter self
bonus action a number of times equal to your restoration deafness
proficiency bonus, and you regain all expended uses 5th dispel magic vampiric touch phantom steed
when you finish a long rest. 7th death wards confusion hallucinatory
terrain
Knight of the Sword 9th telepathic hold monster mislead
bond
Prerequisite: 4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order Whenever you finish a long rest, you can choose what
of the Sword, a group devoted to heroism and courage. lunar phase manifests its power through your magic:
Bravery steels your spirit, granting you these benefits: Full Moon, New Moon, or Crescent Moon. While in the
Ability Score Increase. Increase your Intelligence, chosen phase, you can cast one 1st-level spell of the
Wisdom, or Charisma score by 1, to a maximum of 20. associated phase in the Lunar Spells table once without
Demoralizing Strike. Once per turn, when you hit a expending a spell slot. Once you cast a spell in this way,
creature with a weapon attack roll, you can attempt to you can’t do so again until you finish a long rest.
frighten that target. The target must make a Wisdom
saving throw (DC equals 8 + your proficiency bonus + Moon Fire
the ability modifier of the score increased by this feat).
1st-Level Lunar Sorcery Feature
On a failed save, the target is frightened of you until the
You can call down the radiant light of the moon on
end of your next turn. On a successful save, the target
command. You learn the sacred flame spell, which
has disadvantage on the next attack roll it makes before
doesn’t count against the number of sorcerer cantrips
the end of its next turn. You can use this benefit a
you know. When you cast the spell, you can target one
number of times equal to your proficiency bonus, and
creature as normal or target two creatures within range
you regain all expended uses when you finish a long
that are within 5 feet of each other.
rest.
29
Waxing and Waning 5 feet of your destination space. In addition, you and
that creature gain resistance to all damage until the
6th-Level Lunar Sorcery Feature
start of your next turn.
You gain greater control over the phases of your lunar
Once you use one of these bonus action benefits, you
magic. As a bonus action, you can spend 1 sorcery point
can’t use that benefit again until you finish a long rest,
to change your current Lunar Embodiment phase to a
unless you spend 5 sorcery points to use it again.
different one.
You can now cast one 1st-level spell from each lunar
phase of the Lunar Spells table once without expending
a spell slot, provided your current phase is the same as
the lunar phase spell. Once you cast a lunar phase spell
in this way, you can’t do so again until you finish a long
rest.
Lunar Empowerment
14th-Level Lunar Sorcery Feature
The power of a lunar phase saturates your being.
While you are in a Lunar Embodiment phase, you also
gain the following benefit associated with that phase:
Full Moon. You can use a bonus action to shed bright
light in a 10-foot radius and dim light for an additional
10 feet or to douse the light. In addition, you and
creatures of your choice have advantage on Intelligence
(Investigation) and Wisdom (Perception) checks while
within the bright light you shed.
New Moon. You have advantage on Dexterity (Stealth)
checks. In addition, while you are entirely in darkness,
attack rolls have disadvantage against you.
Crescent Moon. You have resistance to necrotic and
radiant damage.
Lunar Phenomenon
18th-Level Lunar Sorcery Feature
As a bonus action, you can tap into a special power of
your current Lunar Embodiment phase. Alternatively, as
part of the bonus action you take to change your lunar
phase using the Waxing and Waning feature, you can
immediately use the power of the lunar phase you are A HUMAN SORCERER
entering: DRAWS ON THE MAGIC OF
KRYNN’S MOONS
Full Moon. You radiate moonlight for a moment. Each
creature of your choice within 30 feet of you must
succeed on a Constitution saving throw against your
spell save DC or be blinded until the end of its next turn.
In addition, one creature of your choice in that area
regains 3d8 hit points.
New Moon. You momentarily emanate gloom. Each
creature of your choice within 30 feet of you must
succeed on a Dexterity saving throw against your spell
save DC or take 3d10 necrotic damage and have its
speed reduced to 0 until the end of its next turn. In
addition, you become invisible until the end of your next
turn, or until immediately after you make an attack roll
or cast a spell.
Crescent Moon. You can magically teleport to an
unoccupied space you can see within 60 feet of yourself.
You can bring along one willing creature you can see
within 5 feet of yourself. That creature teleports to an
unoccupied space of your choice that you can see within
30
Creating Your Character d6 Experience
1 Ispin was a close friend of one of your parents. You’ve
Ability Score Increases known him since you were a child.
When determining your character’s ability scores, 2 You and Ispin defended a community from a notorious
increase one of those scores by 2 and increase a band of goblin raiders.
different score by 1, or increase three different scores by 3 Ispin tracked you down to return something precious that a
1. thief stole.
4 Ispin visited your homeland, bringing with him goods and
Languages stories from far-off lands. He taught you much about the
Your character can speak, read, and write Common and world.
one other language that is appropriate for your 5 Ispin spent a season with your family and taught you
character. swordplay, sailing, a language, or another skill.
6 You and Ispin once competed for the same person’s
Character Connections affections, only to discover each other’s friendship.
Players should use the information detailed in this
guide to create characters connected to Krynn, and, if Invitation to a Funeral
possible, to one another. They should also each have a Each character has received a copy of a letter from
connection to a mutual friend named Ispin Greenshield. Becklin Uth Viharin, a Solamnic knight stationed in
Ispin has recently passed away, and the characters are Vogler. Before the start of the adventure, characters
invited to his funeral in the town of Vogler. have begun their journey, setting off on the road to
Ispin Greenshield Vogler. The extent of this undertaking might vary for
each character. If they travel by sea, the would
Before retiring to the village of Vogler, Ispin disembark at the port of Kalaman and then travel by
Greenshield traveled across Ansalon as a teacher, road to Vogler. The adventure begins on the final leg of
trader, and adventurer. Along the way, he forged the journey towards Vogler.
friendships with each of the characters. Each character
knows the following information about him:
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Continent of Ansalon
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