Dragons of a Broken World: A Dragonlance Age of Mortals campaign
- I am looking for 6 long term players. If you are not sure whether or not you have the time or if you are able to commit to the game, please don’t apply. Both new players and veterans of 5th Edition DnD are welcome. Knowledge of the Dragonlance setting is preferred, but not necessary, though an openness to learning is. I intend to stay true to the official lore as much as I can.
- Leveling will be by Milestones. After each chapter (including the prologue) the PCs will be gaining a level. Multiclassing is allowed, though it should not be abused (there is a maximum of three classes). All PCs will be starting at 1st level and assuming the adventuring modules are played to the end (which is very ambitious, I realize) the PCs will be reaching level 20 and getting an epic boon.
- The required posting rate is once per week, though I will try to make minor updates more often, if necessary. I have a soft spot for purple prose and ask for a certain quality in each player post, though players are certainly not required to match the length of my own posts, which can be considerable. Real life can be crueler than Takhisis and a player may be forced to be absent for a certain amount of time. This is to be expected and fine with me, though I do ask for it to be communicated clearly and in time to me and the rest of the group.
- Since the adventure is based on official modules, combat and roleplaying are more or less balanced, though I clearly prefer the latter. Simple battles might be resolved through “theatre of mind” and for more complex ones I will be using maps. Designing battle maps will be new for me, thus I ask you to be patient and forgiving. I promise to do my best.
- You will be rolling (6 times 4d6, drop the lowest) for the PC attributes once, though if you are not happy with what you get, you may choose the 27 point-buy system or standard array instead. PLEASE, DO NOT ROLL DICE IN THIS THREAD! Use this link instead, though you may roll after you are accepted. The same is true for HPs at leveling. You will be rolling once and, if you are not happy with the result, may take average HPs instead. At 1st level you will be getting maximum HPs as usual.
- Each PC will be getting a free feat at character creation with the exception of Aurak Draconians, who are very powerful as they are. That means that Human (variant) characters will be starting with two feats. There are will be revealed later to those who are acceptedseveral new setting-specific feats and weapons that can be chosen too. The race requirements for some feats can be waived off, if an exception to the rules seems logical. This is especially true for -but not restricted to- feats for races that are not allowed (like halflings, half-orcs and dragonborn). A character sheet is not required to apply to the game, but you are welcome to work on one, if you would like to do so.
- I intend on reviewing each and every completed application, assuming that I am given the time to do so. My free time varies greatly, so please be patient with me. If a week goes by after completing an application and you have received no feedback, please notify me. I ask you to apply with a single character, though you may replace your initial character, if you decide to go for something else instead.
- The applications will be remaining open for four weeks from the time I have posted this, meaning that the deadline is on 17.04.22. This is to ensure that those who are not familiar with the setting get the chance to take a look at the official lore (see below), if they wish, and to make any modifications to their characters according to the feedback they receive. If you require a little bit of extra time to finish an application you have started, please say so. A day or two won’t be making any difference and I intend this game to last for a long time. Though I know that the odds are against me, hope is a very important theme in Dragonlance and I would be remiss to ignore it.
Hello, fellow RPGXers!
Some of you might know me, since I have been in a lot of games in the last couple of years. For those of you that don’t, I have been a member of these forums since April 2019 with a pretty constant presence. I love storytelling and roleplaying and though the dice regularly remind me that I do not have their favor, I persist nonetheless.
My first experience with roleplaying games was no, I am sadly no longer in my early twentiesat a time when cell phones were heavy, bulky and primarily used to call others and I was immediately hooked. Though I have had to abstain from my hobby for many years, I never forgot the amazing feeling of being able to tell an epic tale and get to play one‘s own heroic (or not) character.
Eventually I discovered this site and the great community that frequents and sustains it and finding a group of like-minded individuals somewhere nearby was no longer an issue. I now got to play with people from all over the world! The golden era of my gaming days began and thankfully there is no end in sight.
After three years of being a player in the games of others and having learnt quite a lot from a number of Game Masters with a variety of skills and different gaming styles, I finally found the courage to run a game of my own. And what game could it be other than a Dragonlance game?
Dragonlance has been my great love since before I had even heard of D&D. I have spent countless hours reading the many novels that describe this rich world and even had the privilege of acting as Dungeon Master for a group of friends in a homebrew campaign. Though I ended up I really hate vorpal blades!killing the group by accident, it was still a highly enjoyable experience. I claim to have Sorry, FCastor learnt from my mistakes and in any case I brought most PCs back from the Abyss and married the player of the one that I didn’t, so I consider this debt settled.
Now I make a dynamic comeback with an official adventure path (originally for DnD 3.5e) that promises to be epic in scope and hope that I will find enough people out there either remembering the old Dragonlance days fondly or interested in finding out what it was all about.
Long live the Lance and those who wield it!
Please be sure to include all required elements of the application before declaring it complete. Thank you.
The Basics
Character Name
There are very few naming conventions in the Dragonlance setting. Possible exceptions to this might be the names of gnomes, the family names of Solamnics and the clan names of minotaurs. Please contact me, if you require assistance.
Race
Dwarves:hill dwarf racial features from the PHBNeidar (hill dwarves), *hill* dwarf racial features from the PHBKlar (mountain dwarves), mountain dwarf racial features from the PHBHylar (mountain dwarves), mountain dwarf racial features from PHBDaewar (mountain dwarves), Duergar racial features from SCAGDaegar (dark dwarves), Duergar racial features from SCAGTheiwar (dark dwarves), Duergar racial features from SCAGZhakar* (dark dwarves), +2 Con, +1 Dex, small size, ADV on Stealth checks to hide, RES and ADV on Con saves to resist the effects of poison and disease, ADV on Persuasion checks to be spared by enemies, DIS on saves against fear, gully dwarves cannot read or write!Gully dwarves
*Zhakar dwarves are diseased, though many were healed by the Daewar mystic Severus Stonehand, and not usually a suitable PC race. I might make an exception for an especially good application, however.
Elves:wood elf racial features from the PHBKagonesti, high elf racial features from the PHBQualinesti, high elf racial features from the PHBSilvanesti, in addition to the base elven features from the PHB, they have following characteristics: +1 Str, can breathe air and water, swimming speed 30 ft, ADV on Athletics checks while swimming, don’t need an Athletics check to move in water, assume the form of a porpoise as many times per day as the Con bonus (min 1), suffer one level of exhaustion for each 24 hour period spent without being fully submerged in water*, proficiency with light crossbows, spears, tridents, and netsDargonesti (deep elves), in addition to the base elven features from the PHB, they have following characteristics: +1 Str, can breathe air and water, swimming speed 30 ft, ADV on Athletics checks while swimming, don’t need an Athletics check to move in water, assume the form of a sea otter as many times per day as the Con bonus (min 1), suffer one level of exhaustion for each 24 hour period spent without being fully submerged in water, proficiency with light crossbows, spears, tridents, and netsDimernesti (shoal elves)
Gnomes:in addition to the base gnomish features from the PHB, they have following characteristics: +1 Con, gain proficiency with all tool sets belonging to one of three major categories (craft guild, technical guild, sage guild) and Expertise for one of them, proficiency on Wis and Cha saves to resist magical and mundane attempts to change their mindsTinker gnomes, rock gnome statistics from the PHB with one exception: +1 Cha instead of ConMad (Thinker) gnomes, forest gnomes statistics from the PHBWild gnomes
*Goblins are often evil in the Dragonlance campaign setting and usually not a suitable PC race, though some of them have recently settled the Qualinesti forest the elves have abandoned in an attempt to establish a civilized government of their own. I might consider such a character, if the application is especially good, though they are sure to be the subject of racial prejudice from NPCs.
both standard and variant human is allowedHumans: Abanasinians, Abanasinian Plainsfolk, Ergothians, Ice Folk, Khurians, Nerakese, Solamnic, instead of the normal human features they have following racial characteristics: +1 Str, +1 Con, ADV on saves against fear, able to craft Tarmak war paint granting AC 13 + Dex mod and 20 temp HP. 5 applications can be crafted in an hour and cost 25 stl.Tarmak*
*Tarmak have served the Knights of Takhisis and the Dragon Overlords in the past, especially Khellendros, and not usually a suitable PC race, though I might make an exception for an especially good application.
Kender:+2 Dex, +1 Cha, small size, proficiency in the use of improvised weapons, Expertise on History checks concerning geography, immune to frightened condition, chance to discover an unusual object in their pouches, taunt (bonus action): enemy must succeed at a Cha save or become enraged with the kendertrue kender, +2 Int, +1 Cha, small size, proficiency in the use of improvised weapons, Expertise on History checks concerning geography, proficiency in the Survival skill, one set of artisan tools or vehicles (land or sea), be underestimated: enemy must succeed at a Wis save or have DIS on all attack rolls, ability and skill checks against the kender for 1 minafflicted kender
+2 Str, +1 Con, Int or Wis, can attack with horns dealing 1d6 + Str mod piercing damage, when using the Dash action and move 20 ft they can make a melee attack with the horns as a bonus action, when using the Attack action (melee), can attempt to shove a creature with the horns as a bonus action, proficiency in Intimidation or Persuasion, can recall any path traveledMinotaurs
+2 Cha, +1 Int, Darkvision 60 ft, prestidigitation at will, detect magic 1/LR, daylight 1/LR (5th level), can take the form of any humanoid (though the clothing and equipment don’t change) and have ADV on Deception checks to avoid detectionIrda (high ogres)
Draconians*:+2 Str, +1 Int, Darkvision 60 ft, need less food and water to survive, RES against fire damage, Breath weapon (acid, blinded), death throes, eldritch blast at will, disguise self and misty step 1/LR (2/LR at 5th level, 3/LR at 9th level), dominate person 1/LR (13th level)Aurak**, +2 Str, +1 Con, Darkvision 60 ft, need less food and water to survive, glide, increase base speed when dashing, RES against fire damage, death throes, proficiency in Deception and with the disguise kit, Expertise in Deception checks to disguise as humanBaaz, +2 Str, +1 Cha, Darkvision 60 ft, need less food and water to survive, glide, increase base speed when dashing, RES against lightning damage, death throes, shocking grasp at will, magic missile 1/LR, web 1/LR (3rd level)Bozak, +2 Str, +1 Dex, Darkvision 60 ft, need less food and water to survive, glide, increase base speed when dashing, RES against acid damage, death throes, poisonous saliva/male (paralyze) 1/SR or healing saliva/female (restore 1d6 + Con HP/SR)Kapak, +2 Str, +1 Cha, Darkvision 60 ft, need less food and water to survive, glide, increase base speed when dashing, RES against cold damage, death throes, assume the shape of a creature you kill 1/LRSivak
*Draconians were some of the main adversaries of the Heroes of the Lance during the War of the Lance. After the Summer of Chaos, the discovery of female Draconians and the founding of the Draconian nation of Teyr they no longer blindly follow the orders of others and may serve as a PC race, though they are sure to be the subjects of racial prejudice from NPCs.
**Aurak Draconians are significantly more powerful than the other races and will not be receiving a free feat during character creation.
Other Restrictions
Please note that there are no Aasimar, Dragonborn, Firbolg, Gith, Goliaths, Half-Orcs, Halflings, Harengon, Kenku, Orcs, Owlin, Tabaxi, Tieflings, Tortles and Verdan on Krynn and all other uncommon or unusual races are not suitable for PCs.
Background
All official Backgrounds are allowed, though some may need to be modified to better suit the setting. Custom Backgrounds are also allowed as long as they are based upon existing ones. If unsure, please contact me.
In addition to the above, True Kender PCs may take the following Background:
Handler: Proficiency in Sleight of Hand, Stealth, Thieves’ tools and any one language of your choice. Equipment: a scroll case, a map handed down from a family member, a bag of marbles, a set of thieves’ tools, a set of commoner’s clothes, and a belt pouch containing 10 gp. Feature - Hard to Hold: A Handler can automatically escape a jail at will (with the DM’s approval), though that is not true for their companions as well.
Class
There are some new options and required modifications for existing classes.
Artificer: Alchemist, Armorer, Artillerist, Battle Smith
The abilities of Artificers are usually either the result of ingenious technology, primal sorcery and/or mysticism.
The abilities of Bards are usually the result of primal sorcery and/or mysticism, though some might be rare individuals blessed by Branchala or Hiddukel.
Cleric: Adjudication (new Domain restricted to specialized Knights of Neraka [Knights of the Skull] known as the Cabal of the Code), Arcana (restricted to mystic-sorcerers), Death (Chemosh), Forge (Reorx), Grave (Habakkuk, Chemosh, Morgion), Knowledge (Majere, Gilean, Shinare, Zivilyn), Life (Mishakal), Light (Branchala, Sirrion), Nature (Habbakuk, Chislev), Order (Paladine, Majere, Shinare, Takhisis), Peace (Paladine, Gilean), Pestilence (new Domain restricted to priests of Morgion), Tempest (Zeboim), Trickery (Reorx, Takhisis, Hiddukel), Twilight (Mishakal, Chislev, Mina), War (Kiri-Jolith, Sargonnas)
Most clerics are members of the Holy Orders of the Stars that worship the true gods, but the class can also describe the powers of mystics or mystic-sorcerers (see also the „Sorcerer“ entry below). Paladine (now mortal) and Takhisis (now deceased) do not grant powers in the Age of Mortals, though some might still worship them.
Most Druids venerate one of the gods of nature according to their alignment: Habbakuk (good), Chislev (neutral) and Zeboim (evil) and can join the Holy Orders of the Stars. Alternatively they are individuals who rely upon primal sorcery and/or mysticism.
Fighter: Arcane Archer, Banneret, Battle Master, Blood Archer (restricted to specialized Knights of Neraka [Knights of the Lily]), Cavalier, Champion, Echo Knight, Eldritch Knight, Knight of Solamnia: Crown, Sword or Rose (restricted to Knights of Solamnia), Psi Warrior, Rune Knight, Samurai
The special abilities of some Fighters are usually the result of primal sorcery and/or mysticism. Only Knights of Solamnia/Knights of the Sword receive their powers from Kiri-Jolith.
Monk: Mercy, Ascendant Dragon, Astral Self, Drunken Master, Four Elements, Kensei, Long Death, Open Hand, Shadow, Sun Soul
The abilities of Monks are usually the result of primal sorcery and/or mysticism, even though there are many orders that devote themselves to the worship of a god.
Paladins are rare in Ansalon, since the Knights of Solamnia and the Knights of Takhisis/Neraka are the traditional armed groups of followers of the gods. There may be individuals, however, who pledge their services to a god and receive a paladin‘s powers in return, though they do not belong to an order, unless they are at the same time members of one of the two knighthoods mentioned above or join the Holy Orders of the Stars. The Oath of the Watchers might need some modification, since extraplanar threats are not very common in Ansalon.
Ranger: Beast Master, Drakewarden, Fey Wanderer, Gloom Stalker, Horizon Walker, Hunter, Legion Scout (restricted to the Legion of Steel), Monster Slayer, Swarmkeeper
Most Rangers venerate one of the gods of nature according to their alignment: Habbakuk (good), Chislev (neutral) and Zeboim (evil) and can join the Holy Orders of the Stars. Alternatively they are individuals who rely upon primal sorcery and/or mysticism.
Sorcerers are individuals especially capable in the use of primal sorcery and/or mysticism. Despite not actually sharing the bloodline of beings of magical power like dragons and angels, they do have a strong affinity for one type of magic, which is represented in the powers they unlock within them. A creative interpretation may be needed to explain this like having been taught magic by a dragon or seeing primal magic as some part of Reorx‘s masterplan for the world. Choosing spells with a certain theme („mind“ spells, healing spells, „animal-affecting“ spells, „empowering“ spells etc) might add flavor to the character.
Below are briefly described the 11 schools of sorcery (magic that can only affect inanimate objects) and 9 spheres of mysticism (magic that can only affect living or once-living beings). Primal sorcery and mysticism are considered „lesser“ forms of magic, lacking the variety of high sorcery and true divine magic, but they also require less study and no devotion to a deity.
Sorcery: Aeromancy (air and wind manipulation), Cryomancy (cold and ice manipulation), Divination (knowledge of past, present and future, projection of one‘s mind through time and space), Electromancy (lightning, electricity and magnetism manipulation), Enchantment/Enhancement (imbuing objects with arcane power, improving them or giving them new abilities), Geomancy (earth and stone manipulation), Hydromancy (water and liquid manipulation), Pyromancy (fire and heat manipulation), Spectramancy (light and color manipulation), Summoning (space manipulation) and Transmutation (non-living matter manipulation).
Mysticism: Animism (animals and plants manipulation), Alteration (living matter manipulation), Channeling (magic that enhances the physical characteristics of beings), Healing (healing magic), Meditation (magic that enhances the mental characteristics of beings), Necromancy (corporeal undead manipulation), Sensitivity (understanding of creatures‘ auras) and Spiritualism (incorporeal undead and spirits manipulation).
Warlock: Archfey, Celestial, Dragon Overlord (new), Fallen Tower (new), Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, Undying
Warlocks are extremely rare in Ansalon and represent individuals who have made a pact or possess a strong bond with a creature or sentient object of great power like the Forestmaster (Archfey), the Huldrefolk (Great Old One), Fistadantilus or Lord Soth (Undying and/or Undead), a Scion, a Dragon Overlord, a destroyed Tower of High Sorcery, an Orb of Dragonkind or some other legendary artifact etc. Some modification may be necessary for some of the Warlock patrons to better match the flavor of the setting.
Wizard: Abjuration (restricted to White Robes or Renegades), Bladesinging (restricted to Qualinesti and Silvanesti Elves, White Robes), Chronurgy, Conjuration, Dark Dwarf Savant (new, restricted to Theiwar or Daegar Dwarves, Black Robes or Renegades), Divination (restricted to White Robes or Renegades), Dreamshaper (new, restricted to Red Robes), Enchantment (restricted to Black Robes or Renegades), Evocation, Gravirurgy, Griffon Wizard (new, restricted to Qualinesti or Silvanesti Elves, White Robes), Illusion (restricted to Red Robes or Renegades), Kingfisher (new, restricted to White Robes belonging in the Knights of Solamnia auxiliary forces), Necromancy (restricted to Black Robes or Renegades), Renegade Hunter (new, restricted to White, Red or Black Robes), Scribes, Sea Mage (new), Transmutation (restricted to Red Robes or Renegades), War Magic, Winternorn (new)
Joining the Orders of High Sorcery confers both significant benefits and severe limitations to the wizard. On the other hand choosing the path of the Renegade means that the mage has to follow no rules but their own, but could be persecuted by all loyal members of the Orders, if witnessed to practice unsanctioned magic.
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The Moral Axis
Alignment
Since the PCs are supposed to be heroes in the classical sense, evil alignments are not allowed. Good characters choose to actively guide, help and support others, while neutral characters believe more in an individual’s free will and the consequences of a person’s actions, though they will often lend a hand for a cause they deem worthy.
Deity
A PC may choose to worship a god (or not) and even actively try to promote that deity‘s agenda, though this is entirely optional. In such a case they may be gaining bonuses based on the Piety System as described in the DMG and further elaborated in MOoT. Only good and neutral gods may be worshipped by PCs, though I may make an exception for a character worshiping a more “benign” aspect of an evil deity as long as such a thing doesn’t affect the cohesion of the party.
Originally there were 21 gods in the Dragonlance pantheon. The High God and Chaos are beings entirely beyond mortal comprehension and have neither priests nor mortal followers. With the conclusion of the War of Souls Paladine, the patriarch of the gods of good, has become a mortal and Takhisis, the matriarch of the gods of evil, has been killed and her soul claimed by the High God. Though they no longer grant spells, there may be some who still believe in their teachings and honor their memories, though these faithful will not be receiving any boons from the former gods. Mishakal now leads the gods of good and Sargonnas the gods of evil. Mina is the latest addition to the pantheon, though she is not represented in the heavens as a constellation. She doesn’t have a clerical order dedicated to her and is both good (having been born a goddess of light) and evil (having been corrupted by Takhisis).
The gods of Light Paladine (LG) - The Platinum Dragon, the Valiant Warrior, Draco Paladin
Divine Power of Majesty
Province: Kingship, guardianship, redemption, good dragons
Domains: Order, Peace
Symbol: Silver Triangle
Sacred Color: White
Branchala (CG) - The Bard King, Song of Life, Songmaster
Divine Power of Inspiration
Province: Music, harmony, poetry, beauty
Domains: Light
Symbol: Golden Harp or a Wooden Flute
Sacred Color: Green and Yellow
Habbakuk (NG) - The Fisher King, Skylord, the Blue Phoenix
Divine Power of Persistence
Province: Animals, hunting, water, rebirth
Domains: Nature, Grave
Symbol: Blue Phoenix
Sacred Color: Blue and White
Kiri-Jolith (LG) - The Sword of Justice, the Bison of Heaven
Divine Power of Unity
Province: War, courage, honor, solidarity
Domains: War
Symbol: Bison‘s Horns
Sacred Color: Brown and White
Majere (LG) - Mantis of the Rose, Master of Mind, the Dreamsender
Divine Power of Discipline
Province: Discipline, meditation, thought, industry
Domains: Knowledge, Order
Symbol: Copper Spider
Sacred Color: Red and Copper
Mishakal (NG) - The Light Bringer, the Healing Hand, the Blue Lady
Divine Power of Restoration
Province: Healing, mercy, the home, compassion
Domains: Life, Twilight
Symbol: Blue Infinity Sign
Sacred Color: Sky Blue
Solinari (LG) - The Mighty Hand, the Ivory Disk, the God‘s Eye
Divine Power of Vigilance (formerly)
Province: Good magic, abjuration, divination
Domains: None - Solinari has no clerics and does not grant divine spells. He is the patron of the White Robes and is venerated by good mages.
Symbol: White Circle or Sphere
Sacred Color: Silver and White
The gods of Balance Gilean (N) - The Book, the Sage, the Gray Voyager
Divine Power of Knowledge
Province: Knowledge, balance, watchfulness, freedom
Domains: Knowledge, Peace
Symbol: Open Book
Sacred Color: Gray
Chislev (N) - The Beast, Wild One, World Mother
Divine Power of Instinct
Province: Nature, wilderness, beasts, the seasons
Domains: Nature, Twilight
Symbol: A feather of brown, yellow and green
Sacred Color: Brown, Yellow and Green
Reorx (N) - The Forge, the World Smith, Tamer of Chaos
Divine Power of Creation
Province: Creation, mountains, metal, luck, pride
Domains: Forge, Trickery
Symbol: Forging Hammer
Sacred Color: Gray and Red
Shinare (LN) - Winged Victory, the Silver Mistress, Walking Liberty
Divine Power of Interaction
Province: Wealth, enterprise, communication, travel
Domains: Knowledge, Order
Symbol: Griffon’s Wing
Sacred Color: Gold, Silver and Brown
Sirrion (CN) - The Flowing Flame, the Alchemist, the Firemaster
Divine Power of Transformation
Province: Fire, creativity, passion, renewal
Domains: Light
Symbol: Red and Yellow Flame
Sacred Color: Red and Yellow
Zivilyn (N) - The World Tree, Wise One, the Tree of Life
Divine Power of Wisdom
Province: Wisdom, foresight, prophecy, enlightenment
Domains: Knowledge
Symbol: A stylized Tree with Branches mirroring the Roots below
Sacred Color: Green, Brown and Gold
Lunitari (LN) - The Veiled Maiden, Maid of Illusion, Night Candle
Divine Power of Mystery (formerly)
Province: Neutral magic, illusion, transmutation
Domains: Lunitari has no clerics and does not grant divine spells. She is the patron of the Red Robes and is venerated by neutral mages.
Symbol: Red Circle or Sphere
Sacred Color: Red
The gods of Darkness Takhisis (LE) - Queen of Darkness, the Many-Headed Dragon, the Dark Warrior
Divine Power of Control
Province: Domination, hatred, evil dragons, intrigue, night
Domains: Order, Trickery
Symbol: Black Crescent
Sacred Color: Black
Chemosh (NE) - Lord of Bones, Lifebane, the Black Goat
Divine Power of Fatalism
Province: Death, the undead, murder, false hope
Domains: Death, Grave
Symbol: Yellow Skull
Sacred Color: Black and Pale Yellow
Hiddukel (CE) - Prince of Lies, the Betrayer, the Broken Scales
Divine Power of Exploitation
Province: Greed, lies, thieves, secrets
Domains: Trickery
Symbol: Broken Merchant’s Scales
Sacred Color: Red and Bone-White
Morgion (NE) - The Black Wind, Master of the Bronze Tower, the Rat King
Divine Power of Decay
Province: Disease, famine, poison, vermin, suffering, madness
Domains: Pestilence, Grave
Symbol: Hood with two Red Eyes
Sacred Color: Dark Brown and Black
Sargonnas (LE) - The Red Condor, the Firebringer, the Bull God
Divine Power of Wrath
Province: Vengeance, war, conquest, rage
Domains: War
Symbol: Stylized Red Condor
Sacred Color: Red and Black
Zeboim (CE) - The Sea Witch, the Darkling Sea, the Dragon Turtle
Divine Power of Strife
Province: Oceans, storms, jealousy, spite
Domains: Tempest
Symbol: Turtle Shell
Sacred Color: Seafoam Green and Red
Nuitari (LE) - The Devouring Dark, Nightreaver, Ungod
Divine Power of Ambition (formerly)
Province: Evil magic, arcane secrets, enchantment, necromancy
Domains: Nuitari has no clerics and does not grant divine spells. He is the patron of the Black Robes and is venerated by evil mages.
Symbol: Black Circle or Sphere
Sacred Color: Black
Unaligned gods Mina (NG/NE) - Goddess of Tears
Divine Power of Sorrow
Province: Grief, Loss, Mortality
Domains: Twilight
Symbol: Amber Teardrop
Sacred Color: Amber
Affiliation
A PC may be affiliated with or seek to join one of the major organisations in Ansalon, though this is entirely optional. In such a case they may be gaining advantages based on the Renown System as described in the DMG.
The most influential and well-known organisations in Ansalon are the following:
Knights of Solamnia“Est Sularus oth Mithas”/“My Honor is my Life”
The Knights of Solamnia are an ancient knightly order founded by Vinas Solamnus about two thousands years ago on the teachings of Paladine, Kiri-Jolith and Habbakuk as exemplified in the Oath and the Measure. The knights are the traditional custodians and protectors of Solamnia, though they were fiercely persecuted by the commoners in the dark years after the Cataclysm. Their numbers rose after the War of the Lance, though they suffered major casualties and loss of prestige during the Summer of Chaos and the War of Souls. Despite this, they are still considered the foremost champions for good in Ansalon. The Knights of Solamnia are divided into the Orders of the Crown (dedicated to loyalty and obedience with Habbakuk as its patron), Sword (dedicated to courage and heroism with Kirk-Jolith as its patron) and Rose (dedicated to justice and wisdom with Paladine as its patron).
Knights of Neraka (formerly Knights of Takhisis) aka Dark Knights “Submit or Die”
The Knights of Takhisis were founded by Ariakan, son of Emperor Ariakas and the goddess Zeboim, with the goal of conquering and uniting Ansalon under the rule of the Dark Queen. Though they were initially successful in defeating both the Knights of Solamnia and the force of mages sent by the Orders of High Sorcery to stop them, the assault of Chaos decimated their numbers and led to the demise of their leader. After the apparent disappearance of their goddess they gradually turned from the honorable path of their founder, changed the name of the order and offered their services to any Dragon Overlord that would have them. The Knighthood is divided into three orders - the Knights of the Lily, expert warriors, the Knights of the Skull, clerics of Takhisis and dark mystics, and the Knights of the Thorn, mages not belonging to the Orders of High Sorcery initially and sorcerers in the Age of Mortals.
The Knights of Neraka are evil and usually not considered a suitable organization for the PCs to join, though an exception could be made for characters wanting to reform the order and restore their sense of honor or a former knight or apprentice in search of redemption.
Legion of Steel“All we have is Each Other”
The Legion of Steel is the youngest of the three Knighthoods, having been founded by Sara Dunstan, Steel Brightblade’s adoptive mother, after the Chaos War. The Legion is not overly concerned with notions of good and honor, seeking merely to help the common people of Ansalon in every way it can, whether by defending them from those that would harm them, sabotaging those that oppress them or even by simply providing them with food or assisting them to rebuild their damaged houses after a dragon attack. The Legion is organized in clandestine cells, since many of its members work in the shadows, and divided into warriors and scouts, though friendly spellcasters also fill its ranks and support their fellow members.
Wizards of High Sorcery“The Warrior has his Blade. The Wizard has his Magic.”
The Wizards of High Sorcery have established themselves as the only group with approval from the gods to wield arcane magic and act as something of a guardian of access to powerful spells and potentially destructive magical devices. They are composed of three orders, each following one of the three gods of magic, represented by Krynn’s three moons. The evil Black Robes follow Nuitari, the black moon, Red robes follow Lunitari, the red moon of neutrality and White Robes follow Solinari, represented by the white or silver moon. Each individual who wishes to join must find a teacher who is in good standing with the Orders and, once acquiring sufficient knowledge and magical power, travel to the Tower of High Sorcery at Wayreth and pass the potentially deadly Test of High Sorcery. Those that succeed are considered full members of their chosen Order, are taught that Order’s closely guarded secrets and may rise in rank and prestige, possibly acquiring a seat in the Conclave itself. Those that fail are either killed during the Test, forced to renounce arcane magic or must live their lives as Renegades, constantly on the run.
Holy Orders of the Stars
These are the priestly orders worshipping the newly returned gods of light, balance and darkness with the exception of the moon gods and Mina. Each priesthood has different goals, motto and structure and little in common with those devoted to other deities. Each new cleric can only receive their Medallion of Faith from a member of the Holy Orders of the Stars, though they need not worship the same god.
Citadel of Light
The Citadel of Light was founded on the island of Schallsea by Goldmoon, one of the last remaining Heroes of the Lance, in an attempt to master and teach others the Power of the Heart or Mysticism. Each of the nine spheres of Mysticism, with the exception of Necromancy, which is forbidden, has a Lyceum dedicated to it, where experienced mystics tutor their apprentices. In order to join the Citadel each aspirant must first ascend the Silver Stair, an ancient staircase leading to heaven and offering visions to those that have the courage to climb it and face their dark sides. The Citadel has been rebuilt after Beryllinthranox’s attack and continues to welcome those who look into their own hearts in order to share their gifts with others.
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The Personality
Traits
These are the two characteristics that set your PC apart from others, as described in the PHB. Though the suggested Traits of a Background can certainly be used, it is encouraged that players make up their own, though they may be similar to existing ones.
Ideal
This is the one thing your character values above everything else, the one virtue that determines their beliefs and actions, as described in the PHB. Though the suggested Ideal of a Background can certainly be used, it is encouraged that players make up their own, though they may be similar to existing ones. A PC’s Ideal may be identical to that of the god they worship or an organization they belong to or not.
Bond*
The character’s Bond will be paramount in motivating the PC to take part in at least the early part of the game. It must be a beloved individual of special importance to the PC that passed away after the theft of the world by Takhisis but before the return of the gods at the climax of the War of Souls. The spirit of this individual has been unable to find their way to the Gate of Souls and the Beyond and is forced to aimlessly wander the mortal world. The PC is somehow aware of this (dreams, visions, premonitions etc) and is looking for a way to grant this restless soul peace, though both mundane and magical means have been unable to accomplish it thus far.
Flaw
A character’s Flaw is the thing that will occasionally get them into trouble despite their better judgement. Acting in such a way is sure to grant the PC Inspiration or some other bonus. Though the suggested Flaw of a Background can certainly be used, it is encouraged that players make up their own, though they may be similar to existing ones.
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The Creative Touch
Appearance
I require a short description of the character‘s appearance, usually a paragraph or two, including the physical characteristics, typical outfit and possibly a kind of mannerism that might stand out during a casual encounter. You are encouraged to add a picture, though if you cannot find a suitable one or are generally against using pictures for your PCS, a „concept“ picture (a pouch for a kender, a horned helmet for a Solamnic Knight etc) will suffice, since I intend to use said picture for character tokens.
Backstory
This is the part where I would like to hear about your character‘s origins and early days. It may be as short or long as you like. Remember that the older the character, the more you will have to know about the official lore. If you need any assistance, please be sure to ask, though I will be sure to point out any inconsistencies I spot in my review. Please also keep the backstory consistent with that of a first level character. There are (almost) no restrictions as far as age and social status are concerned, but your character should not be known for any special achievements - possibly with one or two exceptions, if that better suits the concept you have in mind.
Roleplaying Sample
The roleplaying sample should describe the moment the character became aware of the return of the gods and their reaction to it, similar to the “inspirational vignette” I have provided. The sample may be as short or long as you like - ideally it will resemble your typical “in game” post. Please bear in mind that the War of Souls ended just a few months before the start of the adventure. If you are roleplaying a devout character, the divine presence in their life is a very recent occurrence, unless they belong to one of the long-lived races and followed the gods before the Chaos War.
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The Mundane
Familiarity with the Dragonlance setting, the Age of Mortals and the adventure modules:
Self explanatory. I don’t expect many people to be familiar either with the Age of Mortals or the adventure modules.
Status of the application:
Work in progress, waiting for review, reviewed, completed.
The Dragonlance lore is extremely rich with over a hundred novels and dozens of adventure modules and game supplements for various DnD editions. As can be expected the material is full of inconsistencies, which are known as “kender tales” among the fans. Sovereign Press has made a great effort of establishing a certain canon and that is the lore I will be trying to stay true to.
If you are looking to learn more about the world, the Dragonlance Nexus and the Dragonlance Wiki are two excellent sources of reliable information and I will be using both to refresh my memory when needed.
At the moment there is no Wizards of the Coast approved, official content for Dragonlance DnD 5e, though an Unearthed Arcana article appeared a short time ago, which has given rise to some hope that the Dragonlance campaign setting might be officially supported in the near future. If that is the case, some of the material might need to be modified, but until that time all Unearthed Arcana content remains mostly inspirational rather than material that will be used in the game.
Do you have any questions about subjects that are not covered above? Please ask and I shall do my best to clarify.
What are the Wizard subclasses that are marked as new?
Dark Dwarf Savant: Theiwar or Daegar Black Robe or Renegade who gains proficiency with alchemical supplies and one artisan’s tool, is able to craft items faster and gains permanent mutations that enhance his physical and/or mental characteristics.
Dreamshaper: Red Robe with enhanced illusion spells.
Griffon Wizard: Elf White Robe with a griffon (=griffin) as a familiar and several bonuses when fighting alongside it.
Kingfisher: White Robe belonging to the Auxiliary of the Solamnic Knights who gains proficiency with one martial weapon and vehicles (land), raises the AC of allies and thwarts the defenses of enemies of the order against their magic.
Renegade Hunter: White, Red or Black Robe with the ability to increase the potency of their own magic and decrease that of their targets, who must be arcane spellcasters.
Sea Mage: Wizard who gains proficiency with athletics or acrobatics, is able to better maintain concentration, can affect anyone aboard a ship as if they were standing next to them and cast stronger wind and water spells.
Winternorn: Wizard with resistance (and eventually immunity) to cold, the ability to turn other forms of damage to cold and to summon animals that also deal cold damage and is able to anticipate the actions of others.
What classes/subclasses are able to take the Test of High Sorcery and join one of the three Orders?
Currently only Wizards (any subclass) may join the Orders of High Sorcery.
Is 15 (before applying racial bonuses) the highest you can get an ability score to at character creation when using 27-point-buy?
Correct!
Will the "Customizing your Origins" Character Options from Tasha's be allowed?
Yes, though I would have to approve any changes made. If they don’t contradict the lore and suit the character’s backstory, I won’t be having any objections.
Which artisan tools belong to which of the three major gnomish guilds (craft, technical, or sage)?
So very glad to hear it, FCastor. I am very excited to see what you’ll come up with. By the way, I promise that vorpal blades are banned from this campaign. Just to be certain…
So very glad to hear it, FCastor. I am very excited to see what you’ll come up with. By the way, I promise that vorpal blades are banned from this campaign. Just to be certain…
Honestly? Quite possibly a Silvanesti or Qualinesti Wizard, probably a Bladesinger, by the name of Ethaniel Moonsilver.
So... Kender... kender... kender... Application incoming my friend!
__________________ Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Most people are not just comfortable in their ignorance, but hostile to anyone who points it out.
Kender... handler... archeologist! Mayhem in the pursuit of knowledge!
__________________ Extinction is the rule. Survival is the exception. I have taken The Oath of Sangus Most people are not just comfortable in their ignorance, but hostile to anyone who points it out.